The Bitter Cup

By:
Wyla Drekelis

Description: Wrapped in the rust-red scales of some strange beast of the Southlands, this book holds within many insights on physical and mental characteristics of the living dead. While one could not become a necromancer by studying this book, it would certainly improve one's chances of encountering the greater dead, be it peacefully or otherwise, and living to tell the tale. Scribbled among its last pages one can even find the formula for a mild poison that can harm the unliving.

Content:
  1. A character who studies this book over a period of one week and makes a DC 18 Intelligence check gains +2 Sense Motive and Diplomacy against sentient undead and +1 Competence bonus to hit against them with weapons and spells.
  2. Simple necro-poison formula (1d2 Charisma damage primary and secondary damage, two consecutive DC 13 Will negates).
Journals of the Betrayed

By:
Rina Cox

Description: Written in the elegant hand of a calligraphy wyrm, this set of journals nonetheless seems outright drab at first sight, plain brown covers marked by nothing but a number indicating where they should lie among the library of Dragon's Roost. One could not guess to look at them that within these pages lies a history of war madness and treachery written by one most dreadfully betrayed, now turning her own hand against the enemies of life.

Content: +5 to all knowledge rolls relating to the Others, their magic, and their interactions with mortals, A reader who studies all the volumes for one week and makes a DC 12 Intelligence or Wisdom check at the end gains a permanent +1 to saves against cold spells and necromancy, increased to +2 against the magic of the Winter-Touched specifically.

@Goldfish, now that we have GM confirmation that the Others are Undead Winter Fey, in addition to reading the Journals of the Betrayed to get the permanent +1 to saves against cold and necromancy spells & an increased +2 to magic of the Winter-Touched specifically, we should make everyone read The Bitter Cup to get the +2 Sense Motive and Diplomacy against sentient undead and especially the +1 Competence bonus to hit against them with weapons and spells.
 
The Reign of Madness was explicitly potentially madness-inducing. Not the best gift.
Fair enough.
Still, a guide-book to sniff out Daemonic incursions, a guide against very much apocalyptic (and probably somewhat known to Yi-Tish) force of Cold, and a short guidebook to survive encounters with Undead seems a very good addition, no?

"We bring no mere luxuries and goods, but precious knowledge also"
 
[X] Plan All The Things
-[X] Adjust the group fight rules.
--[X] More than 1 mage per team allowed
--[X] Team sizes can range between 1 and 4 by the participant's decision
--[X] Amrelath is a 1 person team. If he suggests forming a team with Relath, smack both of them.
-[X] Encourage a few teams:
--[X] Team Arcanum: Aradia, Mercy, Nuri, Mereth
--[X] Team Inquisition: Varys, Mia, Anya, Shara (all in Inquisition uniforms)
--[X] (OOC Suggestion) Team Snake: Riz'Neth, Svitran, Yss Guardian Naga from the Melee
--[X] (OOC Suggestion) Team Old Gods: Skarbrand, Soft Strider, maybe someone from the Thenns? Maybe Break-bow?
--[X] (OOC Suggestion) Team Red: Melisandre and Thoros
--[X] (OOC Suggestion) Team We Are Relevant, Dammit!: Bonifer Hasty, Benjicot Brown, Balon Swann (?), Walder Black
-[X] Offer a few people the chance to a last-minute investment into the Yi-Ti Expedition
--[X] Monford Velarion
--[X] Eustace Brune
--[X] House Darry
--[X] Bronze Yon Royce
--[X] The Myrish Glassmaker Guild
--[X] Uthero
--[X] the Sealord

Edit: Forgot to switch Garin for Varys. The idea of our familiar being the equal of a trained fighter is just too hilarious.
 
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[X] Plan All The Things
-[X] Adjust the group fight rules.
--[X] More than 1 mage per team allowed
--[X] Team sizes can range between 1 and 4 by the participant's decision
-[X] Encourage a few teams:
--[X] Team Arcanum: Aradia, Mercy, Nuri, Mereth
--[X] Team Inquisition: Varys, Mia, Anya, Shara (all in Inquisition uniforms)
--[X] (OOC Suggestion) Team Snake: Riz'Neth, Svitran, Yss Guardian Naga from the Melee
--[X] (OOC Suggestion) Team Old Gods: Skarbrand, Soft Strider, maybe someone from the Thenns? Maybe Break-bow?
--[X] (OOC Suggestion) Team Red: Melisandre and Thoros
--[X] (OOC Suggestion) Team We Are Relevant, Dammit!: Bonifer Hasty, Benjicot Brown, Balon Swann (?), Walder Black
-[X] Offer a few people the chance to a last-minute investment into the Yi-Ti Expedition
--[X] Monford Velarion
--[X] Eustace Brune
--[X] House Darry
--[X] Bronze Yon Royce
--[X] The Myrish Glassmaker Guild

Edit: Forgot to switch Garin for Varys. The idea of our familiar being the equal of a trained fighter is just too hilarious.
@Azel, one way or another you need to add in a decision on Amrelath.
I suggest a handful of VS katanas. They will likely go crazy over indestructible swords that can cut through seemingly anything.
I really hope this lets us recruit dozens of eastern PCs and monsters. I've got my eye on the samurais.
 
I'm confident there are a handful of eastern people around SD with Katanas, and we personally know someone to describe them.

Fabricate does the trick.
This. I don't think it'll be a big problem, especially considering Crake just gave us a monk.

Fabricate from descriptions will give us a good template for the Valyrian Steel smiths to go off of.
 
[X] Plan All The Things
-[X] Adjust the group fight rules.
--[X] More than 1 mage per team allowed
--[X] Team sizes can range between 1 and 4 by the participant's decision
-[X] Encourage a few teams:
--[X] Team Arcanum: Aradia, Mercy, Nuri, Mereth
--[X] Team Inquisition: Varys, Mia, Anya, Shara (all in Inquisition uniforms)
--[X] (OOC Suggestion) Team Snake: Riz'Neth, Svitran, Yss Guardian Naga from the Melee
--[X] (OOC Suggestion) Team Old Gods: Skarbrand, Soft Strider, maybe someone from the Thenns? Maybe Break-bow?
--[X] (OOC Suggestion) Team Red: Melisandre and Thoros
--[X] (OOC Suggestion) Team We Are Relevant, Dammit!: Bonifer Hasty, Benjicot Brown, Balon Swann (?), Walder Black
-[X] Offer a few people the chance to a last-minute investment into the Yi-Ti Expedition
--[X] Monford Velarion
--[X] Eustace Brune
--[X] House Darry
--[X] Bronze Yon Royce
--[X] The Myrish Glassmaker Guild

Edit: Forgot to switch Garin for Varys. The idea of our familiar being the equal of a trained fighter is just too hilarious.
Varys the Pseudo-Dragon


Size/Type: Tiny Dragon
Hit Dice: 17 (134 HP)
Initiative: +3
Speed: 15 ft. (3 squares), fly 60 ft. (good)
Armor Class: 28 (+2 size, +3 Dex, +13 natural), touch 15, flat-footed 25 (+2 Vs Evil)
Base Attack/Grapple: +17/+9
Attack: Sting +20 (1d3-2 plus poison)
Full Attack: Sting +20 (1d3-2 plus poison) and Bite +15 (1)
Space/Reach: 2½ ft./0 ft. (5 ft. with tail)
Special Attacks: Poison, Deliver Touch Spells
Special Qualities: Blindsense 60 ft., Darkvision 60 ft., Immunity to Sleep and Paralysis, Low-Light Vision, Spell Resistance 22, Telepathy 60 ft., Improved Evasion, Share Spells, Emphatic Link, Speak with Master, Speak with Draconic Creatures, Scry on Familiar
Saves: Fort +13, Ref +14, Will +12 (+2 Vs Evil)
Abilities: Str 6, Dex 16, Con 14, Int 14, Wis 12, Cha 10
Skills: Diplomacy +2, Hide +20*, Listen +9, Search +6, Sense Motive +7, Spot +9, Survival +1 (+3 following tracks)
Feats: Alertness, Mindsight

Poison (Ex): Injury, Fortitude DC 14, initial damage sleep for 1 minute, secondary damage sleep for 1d3 hours. The save DC is Constitution-based and includes a +2 racial bonus.

Blindsense (Ex): A pseudodragon can locate creatures within 60 feet by nonvisual means (mostly hearing and scent, but also by noticing vibration and other environmental clues). Opponents the pseudodragon can't actually see still have total concealment against the pseudodragon.

Telepathy (Su): Pseudodragons can communicate telepathically with creatures that speak Common or Sylvan, provided they are within 60 feet.

Skills: Pseudodragons have a chameleon-like ability that grants them a +4 racial bonus on Hide checks. *In forests or overgrown areas, this bonus improves to +8.

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 of Fortification (3 charges/day):
  1. 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)
  2. 1/Day use the Fortify Familiar spell for 5 hours to gain: 2d8 Temporary Hit Points, a +2 enhancement bonus to Natural Armor, and Light Fortification.
Ring of Venomfire: 1/Day use the Venomfire spell at 10th caster level.

Enhanced Tail-Ring of Zephyr's Grace: +1 Dexterity
  • 1/Day use the Enhance Familiar spell for 5 hours to gain: +2 Competence bonus on saves, Attack rolls, and melee damage rolls, as well as a +2 dodge bonus to Armor Class.
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
Equipped Magic Items: Anklets of Translocation, Boneward Belt of Fortification (+1 Constitution), Enhanced Tail-Ring of Zephyr's Grace (+1 Dexterity), Greater Amulet of Protection from Evil
She's a deadly little lady. Actually, she'll need to hold back to avoid accidentally melting people with Venomfire.

@DragonParadox Would it be fair to let Viserys cast a Merciful Venomfire spell on Varys at 10th level before her fight? That way she'll be fighting with all her available weapons without the risk of accidental face melting.
 
... is that a Warthunder clip?
Hell if I know, that's but a meme I posted once about 4 years ago and remembered now :V

If that's not too much trouble, add some books to Yi-Ti expedition now, while I haven't forgot about them?
(The Bitter Cup, Journals of the Betrayed, Canticle of Decay).

I think those will make good PR, profit, and make the region just a bit more stable if we are lucky enough.

*doesn't want to deal with Daemonic, Other or undead shenanigans when Yi-Ti's time to join The Empire will come*
 
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Varys the Pseudo-Dragon


Size/Type: Tiny Dragon
Hit Dice: 17 (134 HP)
Initiative: +3
Speed: 15 ft. (3 squares), fly 60 ft. (good)
Armor Class: 28 (+2 size, +3 Dex, +13 natural), touch 15, flat-footed 25 (+2 Vs Evil)
Base Attack/Grapple: +17/+9
Attack: Sting +20 (1d3-2 plus poison)
Full Attack: Sting +20 (1d3-2 plus poison) and Bite +15 (1)
Space/Reach: 2½ ft./0 ft. (5 ft. with tail)
Special Attacks: Poison, Deliver Touch Spells
Special Qualities: Blindsense 60 ft., Darkvision 60 ft., Immunity to Sleep and Paralysis, Low-Light Vision, Spell Resistance 22, Telepathy 60 ft., Improved Evasion, Share Spells, Emphatic Link, Speak with Master, Speak with Draconic Creatures, Scry on Familiar
Saves: Fort +13, Ref +14, Will +12 (+2 Vs Evil)
Abilities: Str 6, Dex 16, Con 14, Int 14, Wis 12, Cha 10
Skills: Diplomacy +2, Hide +20*, Listen +9, Search +6, Sense Motive +7, Spot +9, Survival +1 (+3 following tracks)
Feats: Alertness, Mindsight

Poison (Ex): Injury, Fortitude DC 14, initial damage sleep for 1 minute, secondary damage sleep for 1d3 hours. The save DC is Constitution-based and includes a +2 racial bonus.

Blindsense (Ex): A pseudodragon can locate creatures within 60 feet by nonvisual means (mostly hearing and scent, but also by noticing vibration and other environmental clues). Opponents the pseudodragon can't actually see still have total concealment against the pseudodragon.

Telepathy (Su): Pseudodragons can communicate telepathically with creatures that speak Common or Sylvan, provided they are within 60 feet.

Skills: Pseudodragons have a chameleon-like ability that grants them a +4 racial bonus on Hide checks. *In forests or overgrown areas, this bonus improves to +8.

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 of Fortification (3 charges/day):
  1. 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)
  2. 1/Day use the Fortify Familiar spell for 5 hours to gain: 2d8 Temporary Hit Points, a +2 enhancement bonus to Natural Armor, and Light Fortification.
Ring of Venomfire: 1/Day use the Venomfire spell at 10th caster level.

Enhanced Tail-Ring of Zephyr's Grace: +1 Dexterity
  • 1/Day use the Enhance Familiar spell for 5 hours to gain: +2 Competence bonus on saves, Attack rolls, and melee damage rolls, as well as a +2 dodge bonus to Armor Class.
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
Equipped Magic Items: Anklets of Translocation, Boneward Belt of Fortification (+1 Constitution), Enhanced Tail-Ring of Zephyr's Grace (+1 Dexterity), Greater Amulet of Protection from Evil
She's a deadly little lady. Actually, she'll need to hold back to avoid accidentally melting people with Venomfire.

@DragonParadox Would it be fair to let Viserys cast a Merciful Venomfire spell on Varys at 10th level before her fight? That way she'll be fighting with all her available weapons without the risk of accidental face melting.
Wasn't it agreed you only get the one VF attack a round? Not that bad, but I'd still take the merciful.

Of course, I think having her fight is silly.
 
Wasn't it agreed you only get the one VF attack a round? Not that bad, but I'd still take the merciful.

Of course, I think having her fight is silly.
She can only make the one Stinger attack per round, but it's at +20 to hit and the Venomfire adds 10d6 Acid damage. That's hardly trivial damage.

And yes, it's silly. But it's awesome, too.
 
She can only make the one Stinger attack per round, but it's at +20 to hit and the Venomfire adds 10d6 Acid damage. That's hardly trivial damage.

And yes, it's silly. But it's awesome, too.
You are aware that this might end up with Varys dueling Amrelath, right? Because the remainder of that team quite definitely can't do shit to a Adult Red except needling and annoying him.
 
You are aware that this might end up with Varys dueling Amrelath, right? Because the remainder of that team quite definitely can't do shit to a Adult Red except needling and annoying him.
... Leading to Amrelath deciding he'd like a Pseudodragon as one of his companions.

EDIT: Can a Pseudodragon sorcerer take another Pseudodragon as an Improved Familiar?
 
You are aware that this might end up with Varys dueling Amrelath, right? Because the remainder of that team quite definitely can't do shit to a Adult Red except needling and annoying him.
That's fine. Amrelath isnt stupid enough to kill Varys.

Also, as a Tiny creature with her speed and stats, there is a better than even chance she could plant herself between the base of his wings and sting him multiple time before he can retaliate.

Even just in regular combat, she has a high AC and Attack bonus, further modified by her magic items. She's not a pushover.
 
That's fine. Amrelath isnt stupid enough to kill Varys.

Also, as a Tiny creature with her speed and stats, there is a better than even chance she could plant herself between the base of his wings and sting him multiple time before he can retaliate.

Even just in regular combat, she has a high AC and Attack bonus, further modified by her magic items. She's not a pushover.
Spy: "Ha! Finally something worthwhile to see! His pet will certainly show something in this battle that might help us to find a way to kill the Targ!"
*Varys knocks out Amrelath*
Spy:
 
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