@everyone, any ideas on what should we do with Ambered Lich?

Well, aside from throwing him at Yss, which seems like a decent way of killing him, phylactery or not.

But I kinda want to get True Names of those Demons from him too, otherwise Lys is going to deal with them, which is highly suboptimal.

@DragonParadox, can we get this turn vote and these minor actions threadmarked, like the previous ones?
It made it way more easy to keep up with what we had yet to do.
 
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@everyone, any ideas on what should we do with Ambered Lich?

Well, aside from throwing him at Yss, which seems like a decent way of killing him, phylactery or not.

But I kinda want to get True Names of those Demons from him too, otherwise Lys is going to deal with them, which is highly suboptimal.

@DragonParadox, can we get this turn vote and these minor actions threadmarked, like the previous ones?
It made it way more easy to keep up with what we had yet to do.

The turn vote is already threadmarked. Adding the minor actions now.
 
@everyone, any ideas on what should we do with Ambered Lich?

Well, aside from throwing him at Yss, which seems like a decent way of killing him, phylactery or not.

But I kinda want to get True Names of those Demons from him too, otherwise Lys is going to deal with them, which is highly suboptimal.

@DragonParadox, can we get this turn vote and these minor actions threadmarked, like the previous ones?
It made it way more easy to keep up with what we had yet to do.
I would support bringing him in the Snare, reinforcing the area wherein we usually summon with Dimensional Lock (the rest is Teleport-proof under Forbiddance, but we have to spare out that part for summoning) and then we can try to find out more about him personally.

We don't even know for sure he's a Lich, or what methods to ensure his continued existance he has taken.
 
@Goldfish, what were the spells we were dead-set on Lya learning this turn?

I remember Cyclic Reincarnation and Discern Location, but what else did we want?

Also, what scrolls are we passing through the Scholarum, for both arcane and divine spells? We should start keeping track oft aht to have a standard of "this is what every graduate is expected to know".
I want Lya to learn Cyclic Reincarnation, Amber Sarcophagus, Avasculate, and Power Word Petrify from out scroll collection, plus Discern Location and Greater Scrying from our Clerics.

@Azel Can you add this into the turn plan, starting from the beginning of the month, if possible? Would greatly prefer she have most of these spells available before the Orb hunting expedition.
 
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@Azel,
1x Intrigue (Local) investigate the cult of Zagreus
I can't seem to find it in a turn vote, altough it is in the sheet?
 
@Azel, I keep trying, yet cannot find where is Inquisition dealing with Drunken God in Tyrosh? :/

Sorry for bringing this up now. Had no time to binge the final plan before now.
DP threadmarked a tally so I didn't edit the actual vote as it wouldn't show up anyway. I only noted it down in the sheet.
I want Lya to learn Cyclic Reincarnation, Amber Sarcophagus, Avasculate, and Power Word Petrify from out scroll collection, plus Discern Location and Greater Scrying from our Clerics.

@Azel Can you add this into the turn plan, starting from the beginning of the month, if possible? Would greatly prefer she have most of these spells available before the Orb hunting expedition.
Same answer to you, bug DP.

And damn, I forgot to bring up Nuri as a minor action. :facepalm:
 
Equipment Inventory
Equipment Inventory:

Anklets of Rapid Translocation (2/day):
  1. Benefit from a +30ft Enhancement bonus to ground movement speed.
  2. 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.
Crown of Aegon the Conquerer:
  1. Spell Turning [6 spell levels/day] as a Free Action
  2. Negate stun, daze, confusion, fascination (Does not include the effects of Chronomancy) 1/Day
  3. Constant Effects: Endure Elements, Immunity to Poison, Light Fortification, Mind Blank, Freedom of Movement, Glamered
Dark Sister: Sentient Valyrian Steel Longsword (+2)
  1. Spell Combat (As Magus class feature);
  2. Temporary 1d2 CL increase on achieving 12 HD worth of kills with the sword in a day
  3. Dragonskin Grip (+2 to checks against disarm attempts)
Earring of Arcane Acuity (Slotless):
  • 3 Charges/Day: 1 Charge(Darkvision 60 ft., 1 hour), 2 Charges (See Invisibility, 10 minutes), 3 Charges (True Seeing, 1 minute)
Everflame Ring: Contains a Continual Flame effect with can be exposed or hidden at will.

Greater Ribbon of Disguise: Alter Self, Magic Aura, Undetectable Alignment (At Will)

Lesser Star of Wisdom
  1. +2 Insight bonus to AC
  2. May add one level 1 spell to spells known from any spell list if the bearer is a spontaneous caster or three level 1 spells to one's spell list if the bearer is a prepared caster (Current Spell: Amplify)
Monk's Belt of Healing Vigor:
  1. Wearer gains the AC (Wisdom bonus + 1) and Unarmed damage of a 5th-level Monk.
  2. Battle (3 Charges/Day): 1 Charge (gain a Move Action), 2 Charges (gain a Standard Action), 3 Charges (gain a Full-Round Action)
  3. Healing (3 Charges/Day): 1 Charge (Heal 2d8 points of damage), 2 Charges (Heal 3d8 points of damage), or 3 Charges(Heal 4d8 points of damage)
Muleback Cords(Slotless): Strength score as 8 higher than normal when determining his carrying capacity.

Orb of Mental Renewal:
  • 3 Charges/Day: 1 Charge (Heal 4 points of Intelligence, Wisdom, or Charisma damage), 2 Charges (Heal 6 points of Intelligence, Wisdom, or Charisma damage, or 3 points of damage from all mental attributes), 3 Charges (Heal 8 points of Intelligence, Wisdom, or Charisma damage, or 4 points of damage from all mental attributes)
Diplomat's Ring of Untarnished Glory: +6 Charisma, +2 Intelligence, +2 Wisdom
  • +10 Competence bonus to Diplomacy and Sense Motive skill checks
Rod of the Battle Mage: Can apply Quicken Metamagic to any Arcane or Divine spell of level three or lower three times per day.

Runestaff of the Old Gods:
Special: Tree Stride between any two Heart Trees no matter the distance (Dangerous to the mind while the Gods are wrathful).

Satchel of the Crimson Wyrm: Wrought from the stuff of living shadow, studded with blood-red rubies set in the pattern of a coiling dragon, its mouth opened wide towards the top, this bag can hold things out of all reasonable proportion to itself, or indeed to its bearer. It weighs 35 pounds and can carry up to 1,000 pounds or 150 cubic feet of material.

Scabbard of the Amoral Edge: This scabbard resizes to accommodate any bladed weapon.
  1. 3/Day a weapon drawn from the Scabbard can be affected by the Keen Edge spell.
  2. 3/Day a weapon drawn from the Scabbard can be affected by the Align Weapon spell.
Soulfire Mithral Bracers of Arcane Freedom (+1)
  1. Immune to all death spells, magical death effects, and energy drain, and any negative energy effects
  2. 2/Day apply the Still Spell Metamagic feat to a spell as a Swift Action.
Spell-Singer's Ring (1/day):
  1. Wearer benefits from a +1 Competence bonus to Arcane spellcasting level, increasing to +2 for all Fire-based spellcasting.
  2. The wearer becomes cognizant of all spellcasting that occurs within 60 feet, and she can identify the spell being cast (even if she can't see its casting or effect) on a successful Spellcraft check (DC 15 + spell level). If this identification succeeds, the wearer can choose once per day to have the ring counterspell (without readying a counterspell action or making a dispel check) or can change the target or the point of effect of the spell to any target or point within 60 feet (including herself if she chooses to redirect a potentially beneficial spell). If the wearer chooses an illegal target (an animal for a humanoid-affecting spell, for instance, or a point of effect outside the spell's range as measured from the original caster), the spell functions normally and the redirection is wasted. If the wearer ends up in the area of a retargeted spell, she experiences the effect of the spell as normal.
  3. Your spells benefit from a +4 bonus to caster level to resist Dispel Magic and Counterspell attempts.
  4. +10 Competence bonus to Concentration and Spellcraft skill checks
  5. 5/Day as a Swift Action, add +2 Competence bonus on any Dispel Magic checks made before the end of the turn.
  6. 3 Charges/Day: 1 Charge (+2d6 Fire damage on your next Fire spell), 2 Charges (+3d6 Fire damage on your next Fire spell), 3 Charges (+4d6 Fire damage on your next Fire spell)
Serpent's Sin
Abilities:
  1. The Price of Greed: Whenever you are the target of a ranged or ranged touch attack, you may deflect the attack either towards a new target within 30ft or the original attacker. Resolve the attack as normal. If you are attacked with a melee weapon, and the resulting roll is at least as high as your Touch AC, you may make a Disarm attempt as if you had the Improved Disarm feat. On success, the offending weapon is instantly drawn into the cloak's interior. This ability effectively negates the attack, as the weapon sinks into the cloak's depths instead of flesh. These abilities are Free Actions to activate, don't provoke attacks of opportunity, and may only be used three times a day in total. The cloak is regarded as a +5 two handed weapon for disarming purposes.
  2. The wearer gains a +5 Enhancement Bonus to their Natural Armor.
  3. The wearer gains the benefits of Awaken Spell Resistance.
  4. The interior of the cloak acts as a Handy Haversack, but with a considerably larger storage capacity. While the weight of objects stored within the cloak is meaningless, its maximum volume cannot exceed 6,000 cubic feet, and no object larger than Huge-sized may be absorbed.
  5. Only the one responsible for the death of an Avatar of Mammon may utilize the Price of Greed ability. Those who do not meet such criteria and attempt to utilize the cloak's extradimensional pockets will have their belongings disintegrate inside 2d4+4 hours, unless the objects stored within are Artifacts or have a caster level greater than the cloak, at which point they are transported to a random spot in the Astral Plane after the said period of time.
Warding Robes of the Deep:
  1. Wearer benefits from DR 10/Silver
  2. 3/day sacrifice a spell slot to use summon monster spell of same level
Spell Components:

26x Alchemist's Fire

Scrolls:
5x Mage Armor
3x Enlarge Person
3x Ray of Enfeeblement

Equipped Magic Items: Anklets of Rapid Translocation(Slotless), Bead of Newt Prevention, Calligraphy Wyrm, Crown of Aegon the Conquerer, Dark Sister, Diplomat's Ring of Untarnished Glory (+6 CHA, +2 INT, +2 WIS), Earring of Arcane Acuity (Slotless), Everflame Ring, Gloves of Zephyr's Grace (+1 DEX), Greater Ribbon of Disguise, Grimoire of High Arcana, Lesser Star of Wisdom, Monk's Belt of Healing Vigor(+3 CON), Muleback Cords(Slotless), Ring of Sustenance (Unbound), Rod of the Battle Mage, Runestaff of the Old Gods, Satchel of the Crimson Wyrm, Scabbard of the Amoral Edge, Serpent's Sin, Soulfire Mithral Bracers of Arcane Freedom (+1), Spell-Singer's Ring, Warding Robes of the Deep

Bead of Karma: 1/Day as a Standard Action, you can increase your Divine caster level by +4 for 10 minutes.

Greater Radiant Earring of Arcane Acuity (Slotless):
  1. 3 Charges/Day: 1 Charge(Darkvision 60 ft., 1 hour), 2 Charges (See Invisibility, 10 minutes), 3 Charges (True Seeing, 1 minute)
  2. 1/Day: Negate stun, daze, confusion, fascination (Does not include the effects of Chronomancy)
  3. Immunity to blindness and dazzling effect
  4. Convert any spell of 3rd level and above to Fireball.
Greater Ribbon of Disguise: Alter Self, Magic Aura, Undetectable Alignment (At Will)

Handy Haversack: This backpack is of high quality but appears otherwise normal.
  1. It has two side pouches, each of which appears large enough to hold about a quart of material. In fact, each is like a Bag of Holding and can actually hold material of as much as 2 cubic feet in volume or 20 pounds in weight. The large central portion of the pack can contain up to 8 cubic feet or 80 pounds of material. Even when so filled, the backpack always weighs only 5 pounds.
  2. While such storage is useful enough, the pack has an even greater power. When the wearer reaches into it for a specific item, that item is always on top. Thus, no digging around and fumbling is ever necessary to find what a haversack contains. Retrieving any specific item from a haversack is a Move Action, but it does not provoke the Attacks of Opportunity that retrieving a stored item usually does.
Headband of the Whisper Within: +6 Wisdom
  1. +2 Competence bonus to Concentration checks
  2. 5/Day as a Swift Action, add +2 Competence bonus on any Dispel Magic checks made before the end of the turn.
  3. 3 Charges/Day: When used, rather than expending a spell as you cast it, you instead retain it: 1 Charge (1st level spell), 2 Charges (2nd level spell), 3 Charges (3rd level spell).
Healing Belt Powers (3 charges/day):
  • Healing (3 Charges/Day): 1 Charge (Heal 2d8 points of damage), 2 Charges (Heal 3d8), or 3 Charges(Heal 4d8)
Horn of the Twice Fallen: A cleric who worships one of the gods of dragon-kind, or the concept itself, can use one of her Turn/Rebuke Undead attempts to create a supernatural effect identical to the spell Fear (CL equal to cleric CL) for 1d6+ Cha modifier rounds. The spell DC is equal to 10 + 1/2 the bearer's cleric CL + her Cha modifier. Devils roll twice for the save and take the lower result.

Muleback Cords(Slotless): Strength score as 8 higher than normal when determining his carrying capacity.

Ring of Enduring Arcana: Your spells benefit from a +4 bonus to caster level to resist Dispel Magic and Counterspell attempts.

Translocating Boots of the Wide Earth:
  1. Convert any Spell of 5th level and above to Teleport
  2. Double carrying capacity.
  3. 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.
Wink Brooch: 3/day grants +2 bonus to any Bluff or Diplomacy check.

Soulfire Mithral Bracers (+1): Immune to all death spells, magical death effects, and energy drain, and any negative energy effects

Scrolls:
6x Cure Light Wounds
5x Bless
5x Resurgence
4x Mage Armor

Equipped Magic Items: Animated Extreme Shield (+1), Bead of Karma, Bead of Newt Prevention, Calligraphy Wyrm, Enduring Amulet of Protection from Evil (+2 CON), Glamered Reinforced Segmented Adamantine Fullplate (+3), Gloves of Zephyr's Grace (+2 DEX), Greater Radiant Earring of Arcane Acuity (Slotless), Greater Ribbon of Disguise, Handy Haversack, Headband of the Whisper Within (+6 Wisdom), Healing Belt, Horn of the Twice Fallen, Earring of Mind Blank, Muleback Cords(Slotless), Ring of Enduring Arcana, Ring of Prestidigitation[At-Will] (Slotless), Ring of Sustenance (Unbound), Translocating Boots of the Wide Earth, Wildling Clasp, Wink Brooch, Soulfire Mithral Bracers (+1)

Anklets of Translocation (Slotless): 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.

Armor of Remembrance Powers(12 Charges/day): Caster Level 15
Belt of the Battle Master:
  1. 3/Day use Enlarge Person(self only) as a Swift Action for up to 10 rounds per day. The effect can be dismissed as a Free Action.
  2. Battle (3 Charges/Day): 1 Charge (gain a Move Action), 2 Charges (gain a Standard Action), 3 Charges (gain a Full-Round Action)
  3. Healing (3 charges/Day): 1 charge (Heal 2d8 points of damage), 2 charges (Heal 3d8), or 3 charges(Heal 4d8)
  4. 1/Day when activated as part of a melee attack, you inflict additional damage based on the type of weapon your are wielding: Light (+1d8), One-Handed (+2d6), Two-Handed (+3d6)
Boots of the Battle Charger:
  1. Benefit from a +30ft Enhancement bonus to ground movement speed.
  2. 2/Day You can make a charge attack as a Standard Action (rather than a Full-Round Action), but only moving at your normal speed (instead of double). You must make the charge attack the same round the boots are activated, or the effect is lost.
  3. If you also wear a magic item that grants an enhancement bonus to your Dexterity score, you can move across difficult terrain and through squares occupied by allies when making a charge after activating the boots. These boots can be activated twice per day.
Cloak of Dragon's Flight:
  • On command as a Standard Action, this red-trimmed midnight black cloak transforms into an enormous pair of draconic wings, allowing the wearer to fly as if using the Flight of the Dragon. The transformation can be maintained for up to 210 minutes per day, but the duration need not be continuous, though the minimum increment of expended duration is 10 minutes, whether it is actually used to fly for this long or not.
Corpse-Ferrying Bag:
  • This large black leather bag has a wide mouth and laces to help keep it shut. It weighs 20 pounds and can carry up to 300 pounds or 10 cubic feet of material. Anything within the bag is protected by a Gentle Repose spell.
Greater Earring of Arcane Acuity (3 charges/day):
  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)
Greater Enduring Amulet of Protection from Evil:
  • 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 Ribbon of Disguise: Alter Self, Magic Aura, Undetectable Alignment (At Will)

Greatreach Bracers of Quickstrike (Slotless):
  1. 3/Day as a Swift Action, your arms stretch and elongate extending your Reach by 10 feet for one round.
  2. 1/Day you can make one extra attack with any weapon you are holding if you already made a full attack on this turn. This attack is made at your full base attack bonus, plus any modifiers appropriate to the situation. This effect is not cumulative with any other effect that grants you an extra attack when making a full attack, such as the Rapid Shot feat, a speed weapon, or the haste spell.
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.
Headband of Concentration: +10 Competence bonus to Concentration skill checks.

Muleback Cords(Slotless): Strength score as 8 higher than normal when determining his carrying capacity.

Oathkeeper:
  • Alignment: Lawful Neutral
  • Stats: Intelligence: 17 (+3), Wisdom: 17 (+3), Charisma: 10 (+0)
  • Saving Throws: Fortitude: 8, Reflex: 8, Will: 11
  • Senses: Vision and Hearing in a 120 foot radius, Darkvision, Blindsense,
  • Communication: Speech, Telepathy, Read Magic
  • Powers:
  1. +3 Searing Flame Greatsword (2d6+3+1d6[Fire], 19-20/x2) w/Dragonskin Grip (+2 to checks against Disarm attempts)
  2. Miser's Bane: 3/Day Casts Greater Dispel Magic on either its wielder or its target on a successful attack, gains +3 to Caster Level to suppress magic items.
  3. Life Theft: 3/Day On killing a living creature with at least 5HD the blade can cast Empowered False Life on the wielder
  4. Mage Bane: 3/Day On killing a creature with arcane spells or spell-like abilities the sword can steal one use of an unused spell or spell-like ability of level 3 or lower (DC 18 will save negates). The weapon can then cast the stolen magic either on the wielder or release it as part of an attack as a spell-storing weapon. Caster level and save DC for the stolen spell are the same as those of the original creature.
Scabbard of the Amoral Edge: This scabbard resizes to accommodate any bladed weapon.
  1. 3/Day a weapon drawn from the Scabbard can be affected by the Keen Edge spell.
  2. 3/Day a weapon drawn from the Scabbard can be affected by the Align Weapon spell.
Soulfire Mithral Bracelets (+1): Immune to all death spells, magical death effects, and energy drain, and any negative energy effects

Swarmbane Ring (Slotless): Wearer's weapons, unarmed attacks, and natural attacks deal full damage to swarms, regardless of the swarm's immunity to weapon damage (if any, although DR applies as normal). If the wearer is damaged by a swarm, she automatically succeeds on her saving throw against the swarm's Distraction ability.

Equipped Magic Items: Animated Extreme Shield (+1), Anklets of Translocation (Slotless), Armor of Remembrance, Bead of Newt Prevention, Belt of the Battle Master, Boots of Battle Charger, Calligraphy Wyrm, Corpse-Ferrying Bag, Cloak of Dragon's Flight, Earring of Arcane Acuity (+1 INT, +2 WIS), Foe Breaker Ring, Gloves of Hero's Strength (+6 STR, +2 DEX), Greater Enduring Amulet of Protection from Evil (+2 CON), Greater Ribbon of Disguise, Greatreach Bracers of Quickstrike(Slotless), Handy Haversack, Headband of Concentration (+10), Muleback Cords(Slotless), Oathkeeper, Ring of Prestidigitation[At-Will] (Slotless), Ring of Sustenance (Unbound), Scabbard of the Amoral Edge, Soulfire Mithral Bracelets, Swarmbane Ring (Slotless)

Anklets of Translocation (Slotless): 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.

Bead of Karma: 1/Day as a Standard Action, you can increase your Divine caster level by +4 for 10 minutes.

Boneward Belt: +4 Constitution
  • Healing (3 Charges/Day): 1 Charge (Heal 2d8 points of damage), 2 Charges (Heal 3d8), or 3 Charges(Heal 4d8)
Boots of the Wide Earth
  1. Convert any Spell of 5th level and above to Teleport
  2. Carrying capacity is doubled.
Circlet of Clarity: +6 Intelligence, +2 Wisdom, +2 Charisma
  1. +2 Competence bonus to Concentration checks
  2. 3 Charges/Day: When used, rather than expending a spell as you cast it, you instead retain it: 1 Charge (1st level spell), 2 Charges (2nd level spell), 3 Charges (3rd level spell).
  3. 3 Charges/Day: 1 Charge (Cast a single spell of 2nd level or less as a Swift Action), 2 Charges (3rd level spell), 3 Charges (4th level spell)
Gloves of the Starry Sky(+2 Dexterity)
  1. Glow as if affected with a Light spell at will.
  2. Convert any spell of 1st level and above to Magic Missile.
Greater 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. Immunity to blindness and dazzling effect
  4. Convert any spell of 3rd level and above to Fireball.
Greater Ribbon of Disguise: Alter Self, Magic Aura, Undetectable Alignment (At Will)

Greater Star of Unchained Wisdom
  1. +4 Insight bonus to AC
  2. May add one level 3 spell to spells known from any spell list if the bearer is a spontaneous caster or three level 3 spells to one's spell list if the bearer is a prepared caster (Current Spells: Amplify, Creaking Cacophony, Harmonic Chorus)
  3. 3/Day when you heal someone of damage, you can benefit from the same amount of healing.
  4. Hold breath for up to 12 hours before having to make a Constitution check.
  5. Convert any spell of 4th level and above to Freedom of Movement.
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.
Muleback Cords(Slotless): Strength score as 8 higher than normal when determining his carrying capacity.

Raiment of the Four: Uniting the magic of four enchanted items (Boots of the Wide Earth, Gloves of the Starry Sky, Greater Radiant Earring of Arcane Acuity, Greater Star of Unchained Wisdom) grants the following benefits:
  1. 2 Pieces: Gain resistance to cold 5; this stacks with any similar resistances you have from your race, class, or template.
  2. 3 Pieces: Gain resistance to cold 5 and electricity 5, which stacks as described above.
  3. 4 Pieces: Gain resistance to cold 5, electricity 5, and fire 5, which stacks as described above. Convert any spell of 5th level and above to Commune.
Ring of Mystic Defiance
  1. 3/day as an Immediate Action, ignore up to 10 points of damage dealt by a spell or spell-like ability.
  2. Add one half of an Intelligence or Charisma granting item's Enhancement bonus (whichever is higher) as an Insight bonus on Fortitude saves against spells and spell-like abilities.
  3. 5/Day as a Swift Action, add +2 Competence bonus on any Dispel Magic checks made before the end of the turn.
Robes of Stormy Conjuration
  1. 3/Day sacrifice a spell slot to use Summon Monster spell of same level
  2. 3/Day as a Swift Action you can cause 4d6 Electricity damage to any creature you have already inflicted Electrical damage upon in the same round. Additionally, you are immune to the Yellow effect of any Prismatic spell.
Soulfire Mithral Bracers of Arcane Freedom (+1)
  1. Immune to all death spells, magical death effects, and energy drain, and any negative energy effects
  2. 2/Day apply the Still Spell Metamagic feat to a spell as a Swift Action.
Staff of Fire Powers (16/50 charges):
  1. 1 Charge: Burning Hands
  2. 1 Charge: Fireball
  3. 2 Charges: Wall of Fire
Spell Components:

5x Crystal Bottles

Scrolls:
Arcane Spellsurge x2
Assay Spell Resistance
Bless x5
Cure Light Wounds x2
Enervation
Enlarge Person x2
Fabricate x2
Glitterdust x2
Greater Black Tentacles x4
Greater Teleport x4
Heal x5
Heart of Air x2
Heart of Earth x2
Heart of Fire x2
Heart of Water x2
Keen Edge x4
Life Bubble x3
Mage Armor x5
Mage's Private Sanctum
Maze x2
Mind Blank x3
Owl's Insight x5
Panacea x5
Plane Shift x2
Protection from Evil x3
Raise Dead
Ray of Enfeeblement x3
Restoration
Resurgence x5
Smoky Confinement x2
Starmantle
Teleport x2
Treasure Stitching
True Seeing x2
Wind Walk

Familiar: Aebys (Calligraphy Wyrm)

Equipped Magic items: Anklets of Translocation (Slotless), Bead of Newt Prevention, Boots of the Wide Earth, Calligraphy Wyrm, Boneward Belt (+4 CON), Circlet of Clarity (+6 INT, +2 WIS, +2 CHA), Gloves of the Starry Sky (+2 DEX), Greater Radiant Earring of Arcane Acuity (Slotless), Greater Ribbon of Disguise, Greater Star of Unchained Wisdom, Mind Blank Earring, Muleback Cords(Slotless), Ring of Mystic Defiance, Ring of Prestidigitation[At-Will] (Slotless), Ring of Sustenance (Slotless), Robes of Retaliation, Soulfire Mithral Bracers of Arcane Freedom (+1), Staff of Fire

Anklets of Rapid Translocation:
  1. Benefit from a +30ft Enhancement bonus to ground movement speed.
  2. 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.
Belt of Battle: +2 Constitution
  1. Battle (3 Charges/Day): 1 Charge (gain a Move Action), 2 Charges (gain a Standard Action), 3 Charges (gain a Full-Round Action)
  2. Healing (3 charges/Day): 1 charge (Heal 2d8 points of damage), 2 charges (Heal 3d8), or 3 charges(Heal 4d8)
Greater Amulet of Protection from Evil:
  • 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 Earring of Arcane Acuity (Slotless): +2 Wisdom, +2 Intelligence
  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)
Greater Ribbon of Disguise: Alter Self, Magic Aura, Undetectable Alignment (At Will)

Greatreach Bracers of Quickstrike (Slotless):
  1. 3/Day as a Swift Action, your arms stretch and elongate extending your Reach by 10 feet for one round.
  2. 1/Day you can make one extra attack with any weapon you are holding if you already made a full attack on this turn. This attack is made at your full base attack bonus, plus any modifiers appropriate to the situation. This effect is not cumulative with any other effect that grants you an extra attack when making a full attack, such as the Rapid Shot feat, a speed weapon, or the haste spell.
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.
Muleback Cords(Slotless): Strength score as 8 higher than normal when determining his carrying capacity.

Purity: +1 Shocking Burst Evil Outsider Bane Greatsword (2d6+1+1d6[Electricity], 19-20/x2) or (4d6+3+1d6[Electricity], 19-20/x2) vs Evil Outsiders.
  1. On striking a Summoned Fiend for the first time in combat Purity attempts a Dispel check (CL equal to its user's HD) to Banish the creature.
  2. -4 to attack against Outsiders with the Good sub-type.
  3. Dragonskin Grip (+2 to checks against disarm attempts)
Raiment of Bronze:
  1. +2 Reinforced Segmented Bronze Fullplate (+11 AC bonus)
  2. +1 Heavy Shield (+4 AC bonus) with an attached Lesser Crystal of Arrow Deflection (+5 AC vs Ranged Attacks) able to 1/Day cast Shield of Warding at 5th caster level.
Ring of Mystic Lightning:
  1. Wearer benefits from a +1 Competence bonus to the their caster level when using Electricity-based spells.
  2. 3 Charges/Day: 1 Charge (+2d6 damage on your next Electricity spell), 2 Charges (+3d6 damage on your next Electricity spell), 3 Charges (+4d6 damage on your next Electricity spell)
  3. 3/Day as a Swift Action you can cause 4d6 Electricity damage to any creature you have already inflicted Electrical damage upon in the same round. Additionally, you are immune to the Yellow effect of any Prismatic spell.
Scabbard of the Amoral Edge: This scabbard resizes to accommodate any bladed weapon.
  1. 3/Day a weapon drawn from the Scabbard can be affected by the Keen Edge spell.
  2. 3/Day a weapon drawn from the Scabbard can be affected by the Align Weapon spell.
Soulfire Mithral Bracelets (+1): Immune to all death spells, magical death effects, and energy drain, and any negative energy effects

Watchful Warrior's Ring (Slotless):
  • When this ring is activated as a Standard Action, any armor or weapon the bearer is currently wearing disappear and are stored within the ring, and any armor or weapon currently stored within the ring appear in the appropriate places on their body (items that must be held appear at their feet if their hands aren't free hands).
Equipped Magic items: Anklets of Rapid Translocation, Bead of Newt Prevention, Belt of Battle (+2 Constitution), Calligraphy Wyrm, Gloves of Zephyr's Grace (+5 DEX), Greater Amulet of Protection from Evil, Greater Earring of Arcane Acuity [Slotless] (+2 INT, +2 WIS), Greater Ribbon of Disguise, Greatreach Bracers of Quickstrike(Slotless), Handy Haversack, Mind Blank Ring, Muleback Cords(Slotless), Purity, Raiment of Bronze, Ring of Mystic Lightning, Ring of Prestidigitation[At-Will] (Slotless), Ring of Sustenance (Slotless), Scabbard of the Amoral Edge, Soulfire Mithral Bracelets, Watchful Warrior's Ring (Slotless)

Anklets of Rapid Translocation:
  1. Benefit from a +30ft Enhancement bonus to ground movement speed.
  2. 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.
Belt of Battle: +2 Constitution
  1. Battle (3 Charges/Day): 1 Charge (gain a Move Action), 2 Charges (gain a Standard Action), 3 Charges (gain a Full-Round Action)
  2. Healing (3 charges/Day): 1 charge (Heal 2d8 points of damage), 2 charges (Heal 3d8), or 3 charges(Heal 4d8)
  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
Crimson Fang: +1 Keen, Spell Stealing Blood-Crystal Dagger (Crit multiplier increased to x4).

Death's Embrace: +2 Intelligence
  • Those slain by the bearer of this amulet with some form of precision damage (Sneak Attack, Death Attack, Critical Hit etc...) count as having died of a death effect for the purposes of being brought back to life.
Fiendskin Leathers: +2 Glamered Studded Leather Armor
  • As a Swift Action 3/Day the bearer may benefit from a Sanctuary (DC 18) spell, though only affecting Evil Outsiders. The DC increased by +5 against creatures the wearer Called.
Greater Earring of Arcane Acuity (Slotless): +2 Wisdom
  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)
Greater Ribbon of Disguise: Alter Self, Magic Aura, Undetectable Alignment (At Will)

Greatreach Bracers of Devastating Quickstrike(Slotless):
  1. 3/Day as a Swift Action, your arms stretch and elongate extending your Reach by 10 feet for one round.
  2. Devastation (3 Charges/Day): Spending 1 or more charges grants you a bonus to the damage dealt by a critical hit you make in melee. You activate the effect after you have confirmed a critical hit, but before damage is rolled. 1 Charge (+2d6 damage), 2 Charges (+3d6 damage), 3 Charges (+4d6 damage)
  3. 1/Day you can make one extra attack with any weapon you are holding if you already made a full attack on this turn. This attack is made at your full base attack bonus, plus any modifiers appropriate to the situation. This effect is not cumulative with any other effect that grants you an extra attack when making a full attack, such as the Rapid Shot feat, a speed weapon, or the haste spell.
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.
Muleback Cords(Slotless): Strength score as 8 higher than normal when determining his carrying capacity.

Ring of False Flight:
  • Whenever the wearer of this ring takes the withdraw action or becomes helpless (including falling unconscious), he is rendered Invisible for 3 rounds and four illusory duplicates are created that either run off in opposite directions or perform other plausible actions that could draw enemy attention away from her. Duplicates last for 3 rounds, but are destroyed if struck by an attack (AC 10) and can be disbelieved (Will DC 19). Allies of the wearer always know her true location.
Scabbard of the Amoral Edge: This scabbard resizes to accommodate any bladed weapon.
  1. 3/Day a weapon drawn from the Scabbard can be affected by the Keen Edge spell.
  2. 3/Day a weapon drawn from the Scabbard can be affected by the Align Weapon spell.
Soulfire Mithral Bracelets (+1): Immune to all death spells, magical death effects, and energy drain, and any negative energy effects

Venom's Kiss: +1 Greater Vampiric Ironwood Dagger

Whisper's Garments:
  1. +5 to hide and Move Silently
  2. +1 Caster level when casting spells with the Darkness or Shadow Descriptors
  3. -2 to caster level when using spells with the Light Descriptor.
  4. Gain Trackless Stride as a Druid or Ranger, but only in dark or overcast conditions.
Equipped Magic Items: Adamantine Razor-Sharp Thinblade (+2), Anklets of Rapid Translocation, Bead of Newt Prevention, Bead of Newt Prevention, Calligraphy Wyrm, Boneward Belt (+2 CON), Crimson Fang, Death's Embrace (+2 Intelligence), Fiendskin Leathers, Gloves of Zephyr's Grace (+6 DEX, +1 STR), Greater Earring of Arcane Acuity [Slotless] (+2 Wisdom), Greater Ribbon of Disguise, Greatreach Bracers of Devastating Quickstrike(Slotless), Handy Haversack, Mind Blank Ring, Muleback Cords(Slotless), Ring of False Flight, Ring of Prestidigitation[At-Will] (Slotless), Ring of Protection from Evil (Slotless), Ring of Sustenance (Unbound), Scabbard of the Amoral Edge, Soulfire Mithral Bracelets, Venom's Kiss, Whisper's Garments

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.

Bead of Karma: 1/Day as a Standard Action, you can increase your Divine caster level by +4 for 10 minutes.

Circlet of Rapid Casting:
  • 3 Charges/Day: 1 Charge (Cast a single spell of 2nd level or less as a Swift Action), 2 Charges (3rd level spell), 3 Charges (4th level spell)
Gloves of the Starry Sky(+2 Dexterity)
  1. Glow as if affected with a Light spell at will.
  2. Convert any spell of 1st level and above to Magic Missile.
Greater 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. Immunity to blindness and dazzling effect
  4. Convert any spell of 3rd level and above to Fireball.
Greater Restorative Amulet of Protection from Evil:
  1. Constant Protection from Evil effect.
  2. 3/Day when you heal someone of damage, you can benefit from the same amount of healing.
  3. 5/Day as a Swift Action, add +2 Competence bonus on any Dispel Magic checks made before the end of the turn.
  4. Hold breath for up to 12 hours before having to make a Constitution check.
  5. Convert any spell of 4th level and above to Freedom of Movement.
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.
Muleback Cords(Slotless): Strength score as 8 higher than normal when determining his carrying capacity.

Raiment of the Four (Incomplete): Uniting the magic of three enchanted items (Gloves of the Starry Sky, Greater Radiant Earring of Arcane Acuity, Greater Restorative Amulet of Protection from Evil) grants the following benefits:
  1. 2 Pieces: Gain resistance to cold 5; this stacks with any similar resistances you have from your race, class, or template.
  2. 3 Pieces: Gain resistance to cold 5 and electricity 5, which stacks as described above.
Ring of Healing Vigor Powers (Slotless):
  • Healing (3 Charges/Day): 1 Charge (Heal 2d8 points of damage), 2 Charges (Heal 3d8), or 3 Charges(Heal 4d8)
Soulfire Mithral Bracelets (+1): Immune to all death spells, magical death effects, and energy drain, and any negative energy effects

Whistle of Beast Speech:
Scrolls:
5x Bless
5x Resurgence

Equipped Magic items: Animated Extreme Shield (+1), Anklets of Translocation (2/day), Bead of Karma, Bead of Newt Prevention, Belt of the Serpent God, Calligraphy Wyrm, Circlet of Rapid Casting, Glamered Reinforced Segmented Adamantine Fullplate (+3), Gloves of the Starry Sky (+2 DEX), Greater Radiant Earring of Arcane Acuity, Greater Restorative Amulet of Protection from Evil, Greater Ribbon of Disguise, Mind Blank Ring, Muleback Cords(Slotless), Ring of Healing Vigor (Slotless), Ring of Prestidigitation[At-Will] (Slotless), Ring of the Beast, Ring of Sustenance (Unbound), Soulfire Mithral Bracelets, Whistle of Beast Speech

Bead of Karma: 1/Day as a Standard Action, you can increase your Divine caster level by +4 for 10 minutes.

Belt of Stone Skin:
  • Wearer benefits from DR 10/Adamantine, absorbing up to 100 points of damage per 24-hour period. When first worn, or after each time this belt is taken off, it must worn for 24 consecutive hours in order for its magic to take effect again.
Gloves of the Starry Sky(+2 Dexterity)
  1. Glow as if affected with a Light spell at will.
  2. Convert any spell of 1st level and above to Magic Missile.
Greater 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. Immunity to blindness and dazzling effect
  4. Convert any spell of 3rd level and above to Fireball.
Greater Enduring Amulet of Protection from Evil: +2 Constitution
  1. Constant Protection from Evil effect.
  2. 3/Day when you heal someone of damage, you can benefit from the same amount of healing.
  3. 5/Day as a Swift Action, add +2 Competence bonus on any Dispel Magic checks made before the end of the turn.
  4. 3 Charges/Day: 1 Charge (12 Temporary Hit Points), 2 Charges (18 Temporary Hit Points), 3 Charges (24 Temporary Hit Points), Duration: 10 minutes
  5. Hold breath for up to 12 hours before having to make a Constitution check.
  6. Convert any spell of 4th level and above to Freedom of Movement.
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.
Muleback Cords(Slotless): Strength score as 8 higher than normal when determining his carrying capacity.

Pouch of the Weeping Lady
Description: This simple leather pouch is akin to those carried by many of her priests. Even those who know its power can sometimes feel their eyes slip from its unremarkable form.

Abilities: It contains a small fraction of the divine power of the Weeping Lady of Lys and can supposedly only be used with the Lady's will. However, tales of it being misused by necromancers and other black-hearted mages make you think this is not the whole story. To use the powers of the pouch the appropriate gem must be placed within: Hematite, Garnet, or Ruby. Changing from one gem to another is a standard action that provokes attacks of opportunity.

Item Slot: belt or throat
Caster Level: 15
Save DC for directly cast spells: 14 + Spell level
Charges: 30/30 (Renewed every three months)

Aspect of Rebirth
Gem: Hematite
Empower any Conjuration (healing) spell: Uses one Charge/spell level
Give any Conjuration (healing) spell the Reach quality: Uses two Charges/spell level
Maximize any Conjuration (healing) spell: Uses three Charges/spell level

Note: These spells may not be used to cause harm to anything even evil outsiders or undead, only to heal.

Aspect of Mercy
Gem: Garnet
Cast Aid: Uses two Charges
Cast Awaken Sin: Uses five Charges
Cast Magic Circle against Evil: Uses six Charges

Aspect of Mystery
Gem: Ruby
Cast Misinterpret Alignment: Uses three Charges
Cast Dimension Step: Uses ten Charges
Cast Magic Jar: Uses fifteen Charges

Special: If it is severely misused the user will incur 1d6 holy damage for every unspent charge after which the pouch will crumble to dust.

Caster Level: 15

Raiment of the Four: Uniting the magic of four enchanted items (Translocating Boots of the Wide Earth, Gloves of the Starry Sky, Greater Radiant Earring of Arcane Acuity, Greater Enduring Amulet of Protection from Evil) grants the following benefits:
  1. 2 Pieces: Gain resistance to cold 5; this stacks with any similar resistances you have from your race, class, or template.
  2. 3 Pieces: Gain resistance to cold 5 and electricity 5, which stacks as described above.
  3. 4 Pieces: Gain resistance to cold 5, electricity 5, and fire 5, which stacks as described above. Convert any spell of 5th level and above to Commune.
Ring of Healing Vigor (Slotless):
  • Healing (3 Charges/Day): 1 Charge (Heal 2d8 points of damage), 2 Charges (Heal 3d8), or 3 Charges(Heal 4d8)
Soulfire Mithral Bracelets (+1): Immune to all death spells, magical death effects, and energy drain, and any negative energy effects

Translocating Boots of the Wide Earth
  1. Convert any Spell of 5th level and above to Teleport
  2. Double carrying capacity.
  3. 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.
Whirling Golden Blade: 3/Day apply the Reach Metamagic feat to a spell.

Wink Brooch: 3/Day grants +2 bonus to any Bluff or Diplomacy check.

Scrolls:
10x Cure Light Wounds
5x Bless
5x Resurgence

Poisons:
1 dose of Aspect of Mammon poison: Injury, Fortitude DC 35, 1d6 Constitution drain/1d6 Constitution drain.
12 Doses of DC 28 2d8 strength monstrous spider poison (weapon oil)

Equipped Magic Items: Animated Extreme Shield (+1), Bead of Karma, Bead of Newt Prevention, Belt of Stone Skin, Calligraphy Wyrm, Glamered Reinforced Segmented Adamantine Fullplate +3, Gloves of the Starry Sky (+2 DEX), Greater Radiant Earring of Arcane Acuity, Greater Enduring Amulet of Protection from Evil (+2 CON), Greater Ribbon of Disguise, Handy Haversack, Pouch of the Weeping Lady, Headband of the Whisper Within (+5 WIS), Mind Blank Ring, Muleback Cords(Slotless), Ring of Healing Vigor (Slotless), Ring of Prestidigitation[At-Will] (Slotless), Ring of Sustenance (Slotless), Soulfire Mithral Bracelets, Translocating Boots of the Wide Earth, Whirling Golden Blade, Wink Brooch

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: +2 Constitution
  • Healing (3 Charges/Day): 1 Charge (Heal 2d8 points of damage), 2 Charges (Heal 3d8), or 3 Charges(Heal 4d8)
Greater Fell Amulet of Protection from Evil:
  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 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)
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 powers(5 charges/day):
  1. +1 Eldritch Blast attack bonus so long as at least one charge remains.
  2. 5 Charges/Day: 1 Charge (+1d6 damage), 3 Charges (+2d6), 5 Charges (+3d6)
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 (+2 CON), Calligraphy Wyrm, Cloak of Rimfire, Greater Earring of Arcane Acuity, Greater Fell Amulet of Protection from Evil, 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 (+4 CHA), Ring of Sustenance(Slotless), Serpent's Second Skin, Soulfire Mithral Bracelets of Arcane Freedom, Wand of Cure Light Wounds (50 Charges)

Greater Ribbon of Disguise: Alter Self, Magic Aura, Undetectable Alignment (At Will)

Boneward Belt: +2 Constitution
  1. Healing (3 Charges/Day): 1 Charge (Heal 2d8 points of damage), 2 Charges (Heal 3d8), or 3 Charges(Heal 4d8)
  2. 3 Charges/Day: 1 Charge (12 Temporary Hit Points), 2 Charges (18 Temporary Hit Points), 3 Charges (24 Temporary Hit Points), Duration: 10 minutes
Pendant of Still Dreams:
  1. Eliminates Far Realm Warping Aura, but annuls Immunity to Sleep as a side-effect
  2. 1/Day: Negate stun, daze, confusion, fascination (Does not include the effects of Chronomancy)
  3. 5/Day as a Swift Action, add +2 Competence bonus on any Dispel Magic checks made before the end of the turn.
  4. 3 Charges/Day: 1 Charge (Darkvision 60 ft. for 1 hour), 2 Charges (See Invisibility for 10 minutes), 3 Charges (True Seeing for 1 minute)
  5. 3 Charges/Day: When used, rather than expending a spell as you cast it, you instead retain it: 1 Charge (1st level spell), 2 Charges (2nd level spell), 3 Charges (3rd level spell).
Ring of the Nameless:
  • At will Alter Self, but only between three fixed forms—a strapping young Westerosi man, a matronly Summer Islander woman, and a bearded Ibbenese elder—all forms being guarded against simple divination.
Soulfire Mithral Bracelets (+1): Immune to all death spells, magical death effects, and energy drain, and any negative energy effects

Equipped Magic Items: Bead of Newt Prevention, Boneward Belt (+2 CON), Calligraphy Wyrm, Greater Ribbon of Disguise, Mind Blank ring, Pendant of Still Dreams, Ring of Untarnished Glory (+6 CHA), Ring of Protection from Evil, Ring of the Nameless, Soulfire Mithral Bracelets

Greater Amulet of Tears:
  1. 3 Charges/Day: 1 Charge (12 Temporary Hit Points), 2 Charges (18 Temporary Hit Points), 3 Charges (24 Temporary Hit Points), Duration: 10 minutes
  2. 3/day when you heal someone of damage, you can benefit from the same amount of healing.
  3. Hold breath for up to 12 hours before having to make a Constitution check.
  4. Convert any spell of 4th level and above to Freedom of Movement.
Bead of Karma: 1/Day as a Standard Action, you can increase your Divine caster level by +4 for 10 minutes.

Boneward Belt: +3 Constitution
  • Healing (3 Charges/Day): 1 Charge (Heal 2d8 points of damage), 2 Charges (Heal 3d8), or 3 Charges(Heal 4d8)
False-Gold Blade: +2 Enhancement bonus
  1. Adds wielder's Charisma bonus to attack and damage
  2. Grants Bonus Feat Improved Feint
  3. Starting on the third successive round one uses the sword's power to feint one must make a DC 20 will save or become dazed for 1 round
Gloves of the Starry Sky(+2 Dexterity)
  1. Glow as if affected with a Light spell at will.
  2. Convert any spell of 1st level and above to Magic Missile.
Greater 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. Immunity to blindness and dazzling effect
  4. Convert any spell of 3rd level and above to Fireball.
Greater Ribbon of Disguise: Alter Self, Magic Aura, Undetectable Alignment (At Will)

Handy Haversack: This backpack is of high quality but appears otherwise normal.
  1. It has two side pouches, each of which appears large enough to hold about a quart of material. In fact, each is like a Bag of Holding and can actually hold material of as much as 2 cubic feet in volume or 20 pounds in weight. The large central portion of the pack can contain up to 8 cubic feet or 80 pounds of material. Even when so filled, the backpack always weighs only 5 pounds.
  2. While such storage is useful enough, the pack has an even greater power. When the wearer reaches into it for a specific item, that item is always on top. Thus, no digging around and fumbling is ever necessary to find what a haversack contains. Retrieving any specific item from a haversack is a Move Action, but it does not provoke the Attacks of Opportunity that retrieving a stored item usually does.
Headband of the Whisper Within: +5 Wisdom, +1 Intelligence, +2 Charisma
  1. +2 Competence bonus to Concentration checks
  2. 5/Day as a Swift Action, add +2 Competence bonus on any Dispel Magic checks made before the end of the turn.
  3. 3 Charges/Day: When used, rather than expending a spell as you cast it, you instead retain it: 1 Charge (1st level spell), 2 Charges (2nd level spell), 3 Charges (3rd level spell).
Muleback Cords(Slotless): Strength score as 8 higher than normal when determining his carrying capacity.

Raiment of the Four: Uniting the magic of four enchanted items (Translocating Boots of the Wide Earth, Gloves of the Starry Sky, Greater Radiant Earring of Arcane Acuity, Greater Amulet of Tears) grants the following benefits:
  1. 2 Pieces: Gain resistance to cold 5; this stacks with any similar resistances you have from your race, class, or template.
  2. 3 Pieces: Gain resistance to cold 5 and electricity 5, which stacks as described above.
  3. 4 Pieces: Gain resistance to cold 5, electricity 5, and fire 5, which stacks as described above. Convert any spell of 5th level and above to Commune.
Soulfire Mithral Bracelets (+1): Immune to all death spells, magical death effects, and energy drain, and any negative energy effects

Spell-Reflecting Mithral Breastplate:
Translocating Boots of the Wide Earth:
  1. Convert any Spell of 5th level and above to Teleport
  2. Double carrying capacity.
  3. 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.
Equipped Magic Items: Animated Extreme Shield (+1), Bead of Karma, Bead of Newt Prevention, Boneward Belt (+3 CON), Calligraphy Wyrm, False-Gold Blade, Gloves of the Starry Sky(+2 Dexterity), Greater Amulet of Tears, Greater Radiant Earring of Arcane Acuity, Greater Ribbon of Disguise, Handy Haversack, Headband of the Whisper Within (+5 WIS, +1 INT, +2 CHA), Mind Blank Ring, Muleback Cords(Slotless), Ring of Protection from Evil (Slotless), Ring of Prestidigitation[At-Will] (Slotless), Ring of Sustenance (Slotless), Soulfire Mithral Bracelets, Spell-Reflecting Mithral Breastplate, Translocating Boots of the Wide Earth

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.

Bead of Karma: 1/Day as a Standard Action, you can increase your Divine caster level by +4 for 10 minutes.

Boneward Belt Powers (3 charges/day):
  • Healing (3 Charges/Day): 1 Charge (Heal 2d8 points of damage), 2 Charges (Heal 3d8), or 3 Charges(Heal 4d8)
  • 3 Charges/Day: 1 Charge (12 Temporary Hit Points), 2 Charges (18 Temporary Hit Points), 3 Charges (24 Temporary Hit Points), Duration: 10 minutes
Cloak of Endure Elements: Constant Endure Elements

Earring of Arcane Acuity [Slotless]:
  • 3 Charges/Day: 1 Charge(Darkvision 60 ft., 1 hour), 2 Charges (See Invisibility, 10 minutes), 3 Charges (True Seeing, 1 minute)
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.
Headband of the Whisper Within: +5 Wisdom
  1. +2 Competence bonus to Concentration checks
  2. 3 Charges/Day: When used, rather than expending a spell as you cast it, you instead retain it: 1 Charge (1st level spell), 2 Charges (2nd level spell), 3 Charges (3rd level spell).
Muleback Cords(Slotless): Strength score as 8 higher than normal when determining his carrying capacity.

Pale Scepter:
  1. +2 Wounding Morningstar (1d8+2 Bludgeoning & Piercing Damage, +1 Bleed damage, x2 Critical Strike).
  2. Whenever it kills an Outsider, Undead or Aberration with more than half the bearer's HD it gains the Bane special ability against that type of enemy (and sub-type if applicable). These bonuses do not stack but superseded each other.
  3. For slain Winterborn the bonuses of the Bane quality are doubled.
Soulfire Mithral Bracelets (+1): Immune to all death spells, magical death effects, and energy drain, and any negative energy effects

Equipped Magic Items: Animated Extreme Shield (+1), Anklets of Translocation, Amulet of Protection from Evil, Bead of Karma, Boneward Belt (+1 CON), Calligraphy Wyrm, Cloak of Endure Elements, Earrings of Arcane Acuity(Slotless), Glamered Reinforced Segmented Blue Ice Fullplate (+1), Gloves of Zephyr's Grace (+1 DEX), Greater Ribbon of Disguise, Handy Haversack, Headband of the Whisper Within (+5 WIS), Mind Blank Ring, Muleback Cords(Slotless), Pale Scepter, Ring of Prestidigitation[At-Will] (Slotless), Ring of Sustenance (Slotless), Soulfire Mithral Bracelets

Anklets of Rapid Translocation (2/day):
  1. Benefit from a +30ft Enhancement bonus to ground movement speed.
  2. 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.
Belt of Battle: +1 Constitution
  1. Battle (3 Charges/Day): 1 Charge (gain a Move Action), 2 Charges (gain a Standard Action), 3 Charges (gain a Full-Round Action)
  2. Healing (3 charges/day): 1 charge (Heal 2d8 points of damage), 2 charges (Heal 3d8 points of damage), or 3 charges(Heal 4d8 points of damage)
Gloves of Zephyr's Grace: +2 Dexterity
  • The wearer effectively gains the Two-Weapon Fighting feat, or if they already possess it, they instead gain Improved Two-Weapon Fighting.
Greater Amulet of Protection from Evil: +1 Intelligence
  • 3 Charges/Day: 1 Charge (12 Temporary Hit Points), 2 Charges (18 Temporary Hit Points), 3 Charges (24 Temporary Hit Points), Duration: 10 minutes
Greatreach Bracers of Devastating Quickstrike (Slotless):
  1. 3/Day as a Swift Action, your arms stretch and elongate extending your Reach by 10 feet for one round.
  2. Devastation (3 Charges/Day): Spending 1 or more charges grants you a bonus to the damage dealt by a critical hit you make in melee. You activate the effect after you have confirmed a critical hit, but before damage is rolled. 1 Charge (+2d6 damage), 2 Charges (+3d6 damage), 3 Charges (+4d6 damage)
  3. 1/Day you can make one extra attack with any weapon you are holding if you already made a full attack on this turn. This attack is made at your full base attack bonus, plus any modifiers appropriate to the situation. This effect is not cumulative with any other effect that grants you an extra attack when making a full attack, such as the Rapid Shot feat, a speed weapon, or the haste spell.
Greater Ribbon of Disguise: Alter Self, Magic Aura, Undetectable Alignment (At Will)

Muleback Cords(Slotless): Strength score as 8 higher than normal when determining his carrying capacity.

Scabbard of the Amoral Edge: This scabbard resizes to accommodate any bladed weapon.
  1. 3/Day a weapon drawn from the Scabbard can be affected by the Keen Edge spell.
  2. 3/Day a weapon drawn from the Scabbard can be affected by the Align Weapon spell.
Equipment: Anklets of Rapid Translocation, Fleasticker, Belt of Battle (+1 CON), Gloves of Zephyr's Grace (+2 DEX), Greater Amulet of Protection from Evil (+1 INT), Greater Ribbon of Disguise, Greatreach Bracers of Devastating Quickstrike (Slotless), Mind Blank ring, Muleback Cords(Slotless), Reinforced Segmented Masterwork Mithral Breastplate (+1), Ring of Prestidigitation[At-Will] (Slotless), Ring of Sustenance (Slotless), Ring of the Unseen Ward, Scabbard of the Amoral Edge, Valyrian Steel Dagger (+2)

Boneward Belt: +2 Constitution
  • Healing (3 charges/day): 1 charge (Heal 2d8 points of damage), 2 charges (Heal 3d8 points of damage), or 3 charges(Heal 4d8 points of damage)
Bracers of Arcane Freedom: 2/day apply the Still Spell Metamagic feat to a spell as a Swift Action.

Gloves of the Starry Sky(+1 Dexterity)
  1. Glow as if affected with a Light spell at will.
  2. Convert any spell of 1st level and above to Magic Missile.
Greater Enhanced Amulet of Protection from Evil:
  1. Hold breath for up to 12 hours before having to make a Constitution check.
  2. Convert any spell of 4th level and above to Freedom of Movement.
  3. 3 Charges/Day: 1 Charge (12 Temporary Hit Points), 2 Charges (18 Temporary Hit Points), 3 Charges (24 Temporary Hit Points), Duration: 10 minutes
Greater Radiant Earring of Arcane Acuity (Slotless):
  1. 3 Charges/Day: 1 Charge(Darkvision 60 ft., 1 hour), 2 Charges (See Invisibility, 10 minutes), 3 Charges (True Seeing, 1 minute)
  2. 1/Day: Negate stun, daze, confusion, fascination (Does not include the effects of Chronomancy)
  3. Immunity to blindness and dazzling effect
  4. Convert any spell of 3rd level and above to Fireball.
Greater Ribbon of Disguise: Alter Self, Magic Aura, Undetectable Alignment (At Will)

Handy Haversack: This backpack is of high quality but appears otherwise normal.
  1. It has two side pouches, each of which appears large enough to hold about a quart of material. In fact, each is like a Bag of Holding and can actually hold material of as much as 2 cubic feet in volume or 20 pounds in weight. The large central portion of the pack can contain up to 8 cubic feet or 80 pounds of material. Even when so filled, the backpack always weighs only 5 pounds.
  2. While such storage is useful enough, the pack has an even greater power. When the wearer reaches into it for a specific item, that item is always on top. Thus, no digging around and fumbling is ever necessary to find what a haversack contains. Retrieving any specific item from a haversack is a Move Action, but it does not provoke the Attacks of Opportunity that retrieving a stored item usually does.
Lawful Staff (50 charges): This staff is crafted from a perfectly smooth triangular rod of silver, and its top is crowned with a golden sphere. The staff allows use of the following spells:
Raiment of the Four: Uniting the magic of four enchanted items (Boots of the Wide Earth, Gloves of the Starry Sky, Greater Radiant Earring of Arcane Acuity, Greater Enhanced Amulet of Protection from Evil) grants the following benefits:
  1. 2 Pieces: Gain resistance to cold 5; this stacks with any similar resistances you have from your race, class, or template.
  2. 3 Pieces: Gain resistance to cold 5 and electricity 5, which stacks as described above.
  3. 4 Pieces: Gain resistance to cold 5, electricity 5, and fire 5, which stacks as described above. Convert any spell of 5th level and above to Commune.
Ring of Mystic Defiance
  1. 3/Day as an Immediate Action, ignore up to 10 points of damage dealt by a spell or spell-like ability.
  2. Add one half of an Intelligence or Charisma granting item's Enhancement bonus (whichever is higher) as an Insight bonus on Fortitude saves against spells and spell-like abilities.
  3. 5/Day as a Swift Action, add +2 Competence bonus on any Dispel Magic checks made before the end of the turn.
Ring of Mystic Shadows:
  1. Wearer benefits from a +1 Competence bonus to caster level when using Shadow spells.
  2. 3 Charges/Day: 1 Charge (Increase the realism of a single Shadow spell by 10%), 2 Charges (+15% realism), 3 Charges (+20% realism)
Robes of Mysterious Conjuration: 3/Day sacrifice a spell slot to use Summon Monster spell of same level.

Translocating Boots of the Wide Earth
  1. Convert any Spell of 5th level and above to Teleport
  2. Double carrying capacity.
  3. 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.
Equipped Items: Boneward Belt (+2 CON), Bracers of Arcane Freedom, Gloves of the Starry Sky (+1 DEX), Greater Enhanced Amulet of Protection from Evil, Greater Radiant Earring of Arcane Acuity, Greater Ribbon of Disguise, Headband of the Whisper Within (+1 WIS), Handy Haversack, Item familiar (+4 CHA), Lawful Staff, Mind Blank Ring, Ring of Mystic Defiance, Ring of Mystic Shadows(Slotless), Ring of Sustenance (Slotless), Robes of Mysterious Conjuration, Translocating Boots of the Wide Earth
 
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Ah. Would it be a minor action, though?
Lya's time is fairly limited, and she needs crafting by her only, no?
It requires one day of her time. That's close enough to a minor action as to not matter. She can upgrade all of the other Arcanum in another day as well.
 
@DragonParadox I know the front page is getting bloated again, with all of the equipment everyone has received and the descriptions added for most of the new items. What if we did something like this, which could be linked as an informational post along with being linked in each character's sheet? If all of the item descriptions are removed, that would provide more room for additional Companions to be added in the future, too.

We might need this eventually but I don't want to implement it early because it would make rolling battles more difficult. Threadmarking the post as informational for now.
 
Part MMDLV: Steel and Smoke
Steel and Smoke

Second Day of the Eighth Month 293 AC

After some thought on the logistics and the politics of the matter you had decided to keep three of the mirrors in the Deep, one for the Circle of Battle as still by far the largest public arena, one for the keep to send out the messages you aimed to use, and a third for the jousting grounds that was even now being erected just south of town. The remainder you spread out among the cities you rule and at the camps of the Legion, startling a few officials when you delivered them in person. The words 'royal courier' are not usually taken quite so literally.

As for the very last of the mirrors, that you delivered to Braavos, making arrangements to use a lesser-known plaza for setting up the mirror, to give the Sealord at least some threadbare semblance of deniability before the masks fall along with the conquest of Pentos.

***​

Third Day of the Eighth Month 293 AC

The forge-fire flares and the screams of fiends were borne upon the wind, filled with hate and rage but with fear also at all they had lost, from the power you had taken from them and bound in smoking metal, half by careful ritual, half by wishcraft, shaped by will alone. The work was tiring not from any physical exertion but from the strain of staying always on edge for an escape or an attack. While the fiends did not have much of a chance of harming you, Irren was another matter entirely. The old mage-smith could die in moments if any of your prisoners had the opportunity to get their claws into him.

In spite of the risk Master Irren only seems to grow more cheerful with every flare of dragonfire, with every dying scream. In truth you suspect he would not even pause to eat if you had not insisted for fear he might collapse from the physical and mental strain of his work.

As you head out into the keep to have dinner yourself with your mother, Dany, and whichever of your friends is free to take the time to join you, Waymar and Tyene catch up to you looking grim and resolute. Something had gone wrong, but not urgent else Tyene would have used magic to find you...

"...so after I peeled their minds for answers we found precious little to speak of," Tyene explained. "Catspaws and desperate ones at that, the sort of men who barely care if they swing from the gallows so long as there is some silver in it for them. Our best guess is that they were supposed to deliver Andar and then get killed by someone higher up in the conspiracy, but when we tried to set up an ambush in the warehouse they were told to use no one showed."

"We do know one thing for certain, it wasn't maester Helliweg," Waymar continues. "When we went to father with this and explained what happened to Lord Brune too he decided to confront the maester. He was horrified at the thought, practically begging for some way to prove his innocence."

"So I gave him one," Tyene finished gravely. "I looked through his head a lot more closely than I did to those poor fools we caught and he proved himself clean, for which I am very thankful. Getting rid of the body without suspicion would have been... awkward."

Waymar shuffles his feet a bit at the implication that his father would order a man killed without a public judgement, but he does not interrupt. He knows as well as you do that Bronze Yohn would go much further than that to keep his kin safe.

"So it's not the maester. On the one hand it is good to hear that the rot stops somewhere," you muse. "But..."

"We still don't know who wanted to kidnap Andar or for what purpose," Waymar interjects. "He is not worried of course, he spent more time trying to admonish Ysi for having a dagger."

"To which she replied that perhaps he could do with having more weapons on him in case this happens again," Tyene smiles fondly. "She reminds me of Nym when we were growing up."

"Thankfully she did not take that line of reasoning with father or I would have gotten an earful," Waymar adds.

"Well of course not. You may have taught her how to stab things, but I taught her tact," Tyene mock-sniffs.

You only just refrain from commenting that they sound like they are already wed and only because you are certain Tyene would turn that back on you by talking about how you are with Lya.

"Well if Lord Royce needs any discrete help with his investigation he has only to send a letter," you say instead, resolving to keep your distance unless asked for lest you be seen as overbearing in your as of yet clandestine lordship.

Appraised to the doings at Runestone you return to the forge, wondering if perhaps at the end of the thread you will find yet more fiends to forge into steel or only grasping and foolish men.

How much Valyrian steel do you make, and what sacrifices do you offer?

[] Write in


OOC: I don't quite like the flow of this chapter, but the information needed to get across, and if I had done it in interludes it would have eaten up a lot more screen time. Hopefully the slice-of-life elements keep the exposition from being grating.
 
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I'm almost certain that it was the Corbrays responsible, although that's something Yohn will probably have to find out for himself. Not sure if it was to sacrifice Andar in some sort of ritual or another attempt to frame the Royces.
 
@Duesal, what are we taking out of the larder?

Not sure if you discussed this with @egoo when we were deciding where in the month to place the VS forging.
 
Reminder here by the way that Viserys already has "divine energy". It's called a Mythic rank.

The whole matter reeks of throwing out the kid with the bathwater to me. People are so mortally afraid of anything divine that they latch on the very first thing that promises a solution to that alleged problem..
So I've said for a while, but at this point it's plain easier to not bother and just defeat the 'brilliant ideas' at the proverbial ballot box.
 
So I've said for a while, but at this point it's plain easier to not bother and just defeat the 'brilliant ideas' at the proverbial ballot box.
That does let the dumb ideas develop sort of pseudo-legitimacy via floating around the thread for a while without anyone respectable shooting them down, however. I believe that's how the whole 'Rhllor is Asmodeus' thing got so much traction.
 
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