But this only highlights how much we need a proper interrogator.

A while ago @Crake brought up how we need to automize Valyrian Steel production. The same needs to happen here.

So psionics are definitely a priority when we find the time to poke at Gogossos and claim the Mythic Flesh Forge for ourselves.
...How intact would you like such people be after the questioning, that is my question.

Because if we leave moral implications aside (at least for those consciously serving various Ruinous Powers, and they are sacrifice-fodder anyway)...

Well.
I have something in mind to make those Rakshasa soul-flaying techniques, found but untouched since the very beginning of the quest relevant again :V

...Alongside maybe a healthy dose of a disposable fungal pod keeping the brain of the questionee alive, and a piece of Thinaun at the stand-by to capture the soul, inevitably flying off from said... Questioning.
 
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[X] Goldfish

// Would it make sense to bookify the wizard, read the book and then decide to dispel/sacrifice or whatever else is suitable?
 
[X] Goldfish

// Would it make sense to bookify the wizard, read the book and then decide to dispel/sacrifice or whatever else is suitable?
Not really worth the expense.

That 9th-level spell is something that is justified on an Ulitharid, that other Uniila (the one still in Dis, the Artificer one), or maybe even a CR 20+ Rakshasa or Efreeti mage.

And all otherwise unique sources of lore and knowledge.
This mage doesn't come even near that.
 
Not really worth the expense.

That 9th-level spell is something that is justified on an Ulitharid, that other Uniila (the one still in Dis, the Artificer one), or maybe even a CR 20+ Rakshasa or Efreeti mage.

And all otherwise unique sources of lore and knowledge.
This mage doesn't come even near that.
Well, bookify & Scholar's touch would speed up interrogation quite a lot.
 
Vote closed.
Adhoc vote count started by Goldfish on May 5, 2019 at 10:06 PM, finished with 72 posts and 14 votes.

  • [X] Plan Touched by an Angel
    -[X] Dany will assume her Half-Celestial form garbed in silver robes, adjusting her appearance to resemble that of an idealized version of the street urchin Septa Maer aided, then visit Septa Maer via the Dreaming. Viserys will tag along, but remain hidden from Maer's sight.
    --[X] She will be buffed using Air of Nobility, Voice of the Dragon, Divine Insight, Grand Destiny, Greater Heroism, Moment of Greatness, and Greater Angelic Aspect, along with her Holy Aura spell-like ability, to sell the illusion. Viserys will provide spells as necessary.
    --[X] In addition to the Heal and Regenerate spells she prepares regularly, Dany will also prepare a Restoration spell in place of Dimensional Anchor.
    -[X] Upon reaching Maer, Dany will bring her into the Dreaming and "wake" her in a chamber identical to the one she is sleeping within.
    --[X] "Greetings, Septa," Dany speaks. "Be not afraid, for the Seven watch over their faithful and I am but their messenger." She will converse with the Septa, answering what questions she can without giving away too much, using the excuse that anything she cannot answer are mysteries not yet meant to be revealed.
    ---[X] Eventually, she will get to the purpose of her visit. "You are dying, Septa Maer. Without intervention, you shall soon fall into a slumber from which you will not wake, and then your soul will slip its moorings to return to the loving embrace of the Seven Who Are One."
    ----[X] "Loath though they are to tamper with the fate of their children, the Seven ask that you remain among the living, for they have a mission of great importance for you to fulfill." At this point, if she hasn't used them already, Dany will expend Divine Insight, Moment of Greatness, and a Grand Destiny charge to convince Maer to accept this mission, if she seems reluctant. Once Maer is convinced, Dany will cast Heal, Restoration, and Regenerate on her.
    -----[X] "The force you call magic is not inherently evil, but neither is it good." Dany explains,"It is simply another tool the Seven have made available for their children to use, not unlike fire, which can warm a hearth and cook a meal or temper a blade and ruin an ancient keep. Unlike fire, however, magic is not only a tool, but it is also a test. How one wields magic, their intent and their actions, that is what concerns the Seven, for what better way to judge one's worthiness than to give them a measure of power so long denied to mortal kind, then watch them use it? Will they lift up others or cast them down, heal the sick and lame or curse them for their weakness?
    ------[X] "This is the message the Seven ask you to share with your fellows. Magic comes with a price, and that price is the unwavering attention of the Seven. Make it known that mages are being watched, their actions weighed, and their fates decided with much less leeway than would be afforded to one not so 'gifted' by the gods." Dany should imply that this gift is as much a curse as it is a blessing.
    -------[X] "It is no mortal's right to judge a mage merely for possessing magic, save those times when that magic is used to commit an earthly crime. Go forth and spread the word so that none can claim ignorance when a mage is persecuted for their gifts, so that no mage need fear their fellow Faithful merely for making use of the tools granted them by the Seven, and so that none need lash out in fear or anger due to unjust treatment."
    --------[X] "Farewell, Septa. We will meet again, when the time is right, but for now I leave you one last gift." Tell Maer of the blessing Dany will lay upon the Sept in which she rests, one which will allow her to spread her message to all who seek answers, not merely those with whom she shares a language.
    ---------[X] After she returns Maer to her sleeping state, Dany will use her Half-Celestial form's Hallow SLA, with her caster level modified by her Bead of Karma and a Harmonic Chorus plus Moment of Greatness to temporarily raise her caster level to 22 (or 26 for purposes of resisting Dispelling). She will link a Tongues spell to the Hallow effect.
 
Well, bookify & Scholar's touch would speed up interrogation quite a lot.
That's still a 9th level spell, and as such - one only Lya will be reasonably able to learn, since Viserys has far, far better choices utility and firepower-wize.

And Lya is very far away indeed from 9th level spells right now.
...I mean, I think it's like that..

Speaking of XP, @DragonParadox
Loot, Xp, bodies.

We lack them.

...I lack them, since I have little to do here atm, aside from keeping Larder.
:/
 
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That's still a 9th level spell, and as such - one only Lya will be reasonably able to learn, since Viserys has far, far better choices utility and firepower-wize.

And Lya is very far away indeed from 9th level spells right now.
...I mean, I think it's like that..

Speaking of XP, @DragonParadox
Loot, Xp, bodies.

We lack them.

...I lack them, since I have little to do here atm, aside from keeping Larder.
:/
Wild Arcana.
Viserys can do it next level.
 
Wild Arcana.
Viserys can do it next level.
...Fair enough, I forgot how bullshit he is for a moment.

Carry on, then.

...I'm still intending to try and make some horribly unethical, borderline torture-device, questioning automatisation device.
[:V]
 
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...Fair enough, I forgot how bullshit he is for a moment.

Carry on, then.

...I'm still intending to try and make some horribly unethical, borderline torture-device, questioning automatisation device.
[:V]
I see little point in that.
Brainspider, Mindprobe and the Dominate spells are all painless and efficient.

We shouldn't add pointless cruelty just to look more like the 40k Inquisition.
 
That's still a 9th level spell, and as such - one only Lya will be reasonably able to learn, since Viserys has far, far better choices utility and firepower-wize.

And Lya is very far away indeed from 9th level spells right now.
...I mean, I think it's like that..

Speaking of XP, @DragonParadox
Loot, Xp, bodies.

We lack them.

...I lack them, since I have little to do here atm, aside from keeping Larder.
:/

There are no bodies you just got captives. XP below

XP:
Viserys: 900
Ser Richard: 1300
Malarys: 1750
Vee: 2400

Dany 500
Lya 500
Rina 1838
Garin 500

Waymar 2350
Tyene 2350

I'll get to the loot a little later since I just got an idea ofor the dream and I do not want it to slip away.
 
I see little point in that.
Brainspider, Mindprobe and the Dominate spells are all painless and efficient.

We shouldn't add pointless cruelty just to look more like the 40k Inquisition.
If Viserys can use Bookify next level, interrogation will cost us successfully casting two spells. If he does it.
 
Well I don't watch anymore, but if the reactions to the latest Game Of Thrones are to be believed, then there is something that must be said.

EURON GRAYJOY, EPIC CONJURER!
 
Here you go, @egoo. Upgrades are in green.

@DragonParadox, I forgot to list the +5 Constitution on Viserys' belt and it's still showing +3 down in his item list (Waymar's is still showing +2 instead of +4, too; same for Maelor, and Malarys' should be +5 instead of +3). Also forgot to update Richard's shield to +2 in his item list. Vee's Ring of Vigor needs the +5 Resistance bonus to Saving Throws notation added. Rina's Headband is missing the +2 Charisma upgrade. Sorry for all the mistakes. I can fix them when I get home after work if you don't want to bother with them. :oops:

Viserys:
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.
  3. Convert any Spell of 5th level and above to Teleport
  4. Carrying capacity is doubled.
Crown of Aegon the Conquerer: +5 Resistance bonus to Saving Throws
  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
Diplomat's Ring of Untarnished Glory: +6 Charisma, +4 Intelligence, +4 Wisdom (each were +2)
  • +10 Competence bonus to Diplomacy and Sense Motive skill checks
Gloves of the Starry Sky: +3 Dexterity, +2 Strength (was just +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.
Lesser Star of Unchained 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)
  3. Convert any spell of 4th level and above to Freedom of Movement.
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. Convert any spell of 3rd level and above to Flashburst.
Warding Robes of the Deep: +4 Enhancement bonus to AC.
  1. Wearer benefits from DR 10/Silver
  2. 3/day sacrifice a spell slot to use summon monster spell of same level
Monk's Belt of Healing Vigor: +5 Constitution (was +3)
  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)
New Pages of Spell Knowledge: Clarion Call, Spontaneous Search, False Life, Full Pouch, Ironskin, Tongues
Dany:
Enduring Amulet of Unchained Protection from Evil: +4 Constitution
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.
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.
Headband of the Whisper Within: +6 Wisdom, +2 Intelligence, +5 Resistance bonus to Saving Throws
  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).
Celestial Glamered Reinforced Segmented Adamantine Fullplate (+3): Armor Class: +12, Max Dexterity Bonus: +7, Armor Check Penalty: -3, Arcane Spell Failure: 20%, Speed: 30ft, Weight: 27.5 pounds
  • Upon command, the armor changes shape and appearance to assume the form of a normal set of clothing. The armor retains all its properties (including weight) when it is so disguised. Only a True Seeing spell or similar magic reveals the true nature of the armor when it is disguised.
Ring of Enduring Arcana:
  1. Your spells benefit from a +4 bonus to caster level to resist Dispel Magic and Counterspell attempts.
  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 1/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.
Richard:
Animated Extreme Shield (+1) (was +1)

Greater Enduring Amulet of Protection from Evil: +6 Constitution, +5 Resistance bonus to Saving Throws
  • 3 Charges/Day: 1 Charge (12 Temporary Hit Points), 2 Charges (18 Temporary Hit Points), 3 Charges (24 Temporary Hit Points), Duration: 10 minutes
Lya:
Circlet of Clarity: +6 Intelligence, +4 Wisdom, +2 Charisma, +10 Competence bonus to Knowledge(Arcana)
  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)
Boneward Belt: +6 Constitution, +10 Competence bonus to Concentration
  • Healing (3 Charges/Day): 1 Charge (Heal 2d8 points of damage), 2 Charges (Heal 3d8), or 3 Charges(Heal 4d8)
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.
  4. 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 1/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.
Robes of Stormy Conjuration: +4 Enhancement bonus to AC
  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.
Waymar:
Greater Radiant 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)
  3. Convert any spell of 3rd level and above to Fireball.
Belt of Battle: +4 Constitution (was +2)
  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)
Raiment of Bronze:
  1. +4 Reinforced Segmented Bronze Fullplate (+13 AC bonus)
  2. +2 Animated Heavy Shield (+5 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.
Purity: +2 Shocking Burst Evil Outsider Bane Greatsword (2d6+2+1d6[Electricity], 19-20/x2) or (4d6+4+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)
Gloves of the Starry Sky: +6 Dexterity (was +5)
  1. Glow as if affected with a Light spell at will.
  2. Convert any spell of 1st level and above to Magic Missile.
Greater Amulet of Protection from Evil: +5 Resistance bonus to Saving Throws
  • 3 Charges/Day: 1 Charge (12 Temporary Hit Points), 2 Charges (18 Temporary Hit Points), 3 Charges (24 Temporary Hit Points), Duration: 10 minutes
Garin:
Crimson Fang: +2 Keen, Spell Stealing Blood-Crystal Dagger (Crit multiplier increased to x4).

Venom's Kiss: +2 Greater Vampiric Ironwood Dagger

Belt of Unchained Battle: +4 Constitution, +5 Resistance bonus to Saving Throws
  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
  4. Convert any spell of 4th level and above to Freedom of Movement.
Celestial Glamered Reinforced Mithral Shirt (+4): Armor Class: +8, Max Dexterity Bonus: +12, Armor Check Penalty: 0, Arcane Spell Failure: 0%, Speed: 30ft, Weight: 6.875 pounds
  • Upon command, the armor changes shape and appearance to assume the form of a normal set of clothing. The armor retains all its properties (including weight) when it is so disguised. Only a True Seeing spell or similar magic reveals the true nature of the armor when it is disguised.
Whisper's Garments:
  1. +10 to hide and Move Silently (was +5 each)
  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.
Gloves of the Starry Sky: +6 Dexterity, +1 Strength
  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 (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)
  3. Convert any spell of 3rd level and above to Fireball.
Vee:
Ring of Healing Vigor Powers (Slotless): +4 Constitution, +5 Resistance bonus to Saving Throws
  • Healing (3 Charges/Day): 1 Charge (Heal 2d8 points of damage), 2 Charges (Heal 3d8), or 3 Charges(Heal 4d8)
Ring of the Beast:
  1. Whenever you use a Summon Nature's Ally spell, you may expend a spell slot of one level lower than the spell being cast.
  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 1/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.
Tyene:
Ring of Spell-Battle:
  • 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 1/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.
Celestial Glamered Reinforced Segmented Adamantine Fullplate (+3): Armor Class: +12, Max Dexterity Bonus: +7, Armor Check Penalty: -3, Arcane Spell Failure: 20%, Speed: 30ft, Weight: 27.5 pounds
  • Upon command, the armor changes shape and appearance to assume the form of a normal set of clothing. The armor retains all its properties (including weight) when it is so disguised. Only a True Seeing spell or similar magic reveals the true nature of the armor when it is disguised.
Gloves of the Starry Sky: +3 Dexterity (was +1)
  1. Glow as if affected with a Light spell at will.
  2. Convert any spell of 1st level and above to Magic Missile.
Greater Enduring Amulet of Protection from Evil: +4 Constitution (was +2), +5 Resistance bonus to Saving Throws
  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.
Headband of the Whisper Within (+6 WIS, +2 CHA) (was +5 Wisdom)
Maelor:
Gloves of the Starry Sky: +2 Dexterity
  • Glow as if affected with a Light spell at will.
  • Convert any spell of 1st level and above to Magic Missile.
Greater Radiant Earring of Arcane Acuity:
  1. 3 Charges/Day: 1 Charge (Darkvision 60 ft., 1 hour), 2 Charges (See Invisibility, 10 minutes), 3 Charges (True Seeing, 1 minute)
  2. 1/Day: Negate stun, daze, confusion, fascination (Does not include the effects of Chronomancy)
  3. Convert any spell of 3rd level and above to Flashburst.
Boneward Belt: +4 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: +5 Resistance bonus to Saving Throws
  1. Constant Protection from Evil effect.
  2. Your Eldritch Blasts and any spell you cast with the Chaotic descriptor inflict +1d6 damage.
  3. 3 Charges/Day: 1 Charge (12 Temporary Hit Points), 2 Charges (18 Temporary Hit Points), 3 Charges (24 Temporary Hit Points), Duration: 10 minutes
Ring of Untarnished Glory (+6 CHA) (was +4)
Xor:
Ring of Protection from Evil:
  1. Glow as if affected with a Light spell at will.
  2. Convert any spell of 1st level and above to Magic Missile.
Boneward Belt: +4 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
  3. Convert any spell of 4th level and above to Freedom of Movement.
Ring of Untarnished Glory: +6 Charisma, +2 Wisdom, +1 Intelligence
  1. Convert any Spell of 5th level and above to Teleport.
  2. Carrying capacity is doubled.
Pendant of Still Dreams: +5 Resistance to Saving Throws
  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).
  6. Convert any spell of 3rd level and above to Fireball.
Malarys:
Ring of Spell-Battle:
  • 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 1/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.
Gloves of the Starry Sky: +2 Dexterity, +1 Strength
  1. Glow as if affected with a Light spell at will.
  2. Convert any spell of 1st level and above to Magic Missile.
Boneward Belt: +5 Constitution (was +3)
  • Healing (3 Charges/Day): 1 Charge (Heal 2d8 points of damage), 2 Charges (Heal 3d8), or 3 Charges(Heal 4d8)
Greater Amulet of Tears: +5 Resistance bonus to Saving Throws
  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.
Rina:
Anklets of Translocation:
  1. 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.
  2. Convert any Spell of 5th level and above to Teleport
  3. Carrying capacity is doubled.
Amulet of Unchained Protection from Evil: +5 Resistance bonus to Saving Throws
Boneward Belt Powers: +3 Constitution
  • 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
Headband of the Whisper Within: +5 Wisdom, +2 Charisma, +5 Resistance bonus to Saving Throws
  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).
Radiant 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)
  • Convert any spell of 3rd level and above to Flashburst.
Gloves of the Starry Sky: +1 Dexterity
  • Glow as if affected with a Light spell at will.
  • Convert any spell of 1st level and above to Magic Missile.
 
...How intact would you like such people be after the questioning, that is my question.

Because if we leave moral implications aside (at least for those consciously serving various Ruinous Powers, and they are sacrifice-fodder anyway)...

Well.
I have something in mind to make those Rakshasa soul-flaying techniques, found but untouched since the very beginning of the quest relevant again :V

...Alongside maybe a healthy dose of a disposable fungal pod keeping the brain of the questionee alive, and a piece of Thinaun at the stand-by to capture the soul, inevitably flying off from said... Questioning.
For these people I am perfectly okay with using soul-altering experimentation on them.
 
Winning vote

[] Plan Touched by an Angel
-[] Dany will assume her Half-Celestial form garbed in silver robes, adjusting her appearance to resemble that of an idealized version of the street urchin Septa Maer aided, then visit Septa Maer via the Dreaming. Viserys will tag along, but remain hidden from Maer's sight.
--[] She will be buffed using Air of Nobility, Voice of the Dragon, Divine Insight, Grand Destiny, Greater Heroism, Moment of Greatness, and Greater Angelic Aspect, along with her Holy Aura spell-like ability, to sell the illusion. Viserys will provide spells as necessary.
--[] In addition to the Heal and Regenerate spells she prepares regularly, Dany will also prepare a Restoration spell in place of Dimensional Anchor.
-[] Upon reaching Maer, Dany will bring her into the Dreaming and "wake" her in a chamber identical to the one she is sleeping within.
--[] "Greetings, Septa," Dany speaks. "Be not afraid, for the Seven watch over their faithful and I am but their messenger." She will converse with the Septa, answering what questions she can without giving away too much, using the excuse that anything she cannot answer are mysteries not yet meant to be revealed.
---[] Eventually, she will get to the purpose of her visit. "You are dying, Septa Maer. Without intervention, you shall soon fall into a slumber from which you will not wake, and then your soul will slip its moorings to return to the loving embrace of the Seven Who Are One."
----[] "Loath though they are to tamper with the fate of their children, the Seven ask that you remain among the living, for they have a mission of great importance for you to fulfill." At this point, if she hasn't used them already, Dany will expend Divine Insight, Moment of Greatness, and a Grand Destiny charge to convince Maer to accept this mission, if she seems reluctant. Once Maer is convinced, Dany will cast Heal, Restoration, and Regenerate on her.
-----[] "The force you call magic is not inherently evil, but neither is it good." Dany explains,"It is simply another tool the Seven have made available for their children to use, not unlike fire, which can warm a hearth and cook a meal or temper a blade and ruin an ancient keep. Unlike fire, however, magic is not only a tool, but it is also a test. How one wields magic, their intent and their actions, that is what concerns the Seven, for what better way to judge one's worthiness than to give them a measure of power so long denied to mortal kind, then watch them use it? Will they lift up others or cast them down, heal the sick and lame or curse them for their weakness?
------[] "This is the message the Seven ask you to share with your fellows. Magic comes with a price, and that price is the unwavering attention of the Seven. Make it known that mages are being watched, their actions weighed, and their fates decided with much less leeway than would be afforded to one not so 'gifted' by the gods." Dany should imply that this gift is as much a curse as it is a blessing.
-------[] "It is no mortal's right to judge a mage merely for possessing magic, save those times when that magic is used to commit an earthly crime. Go forth and spread the word so that none can claim ignorance when a mage is persecuted for their gifts, so that no mage need fear their fellow Faithful merely for making use of the tools granted them by the Seven, and so that none need lash out in fear or anger due to unjust treatment."
--------[] "Farewell, Septa. We will meet again, when the time is right, but for now I leave you one last gift." Tell Maer of the blessing Dany will lay upon the Sept in which she rests, one which will allow her to spread her message to all who seek answers, not merely those with whom she shares a language.
---------[] After she returns Maer to her sleeping state, Dany will use her Half-Celestial form's Hallow SLA, with her caster level modified by her Bead of Karma and a Harmonic Chorus plus Moment of Greatness to temporarily raise her caster level to 22 (or 26 for purposes of resisting Dispelling). She will link a Tongues spell to the Hallow effect.
 
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Part MMDCCCXVIII: Hallowed Light and Liar's Idol
Hallowed Light and Liar's Idol

Thirteenth Day of the Ninth Month 293 AC

It's a relief to step into the Dreamlands by your own will, to know that for all the perils of this realm you will not have to face the echo of the past pontificating about the future. For all the worth you obtained from Syrax' gift you still resent it. From the look on your sister's face she is thinking about the same thing, only she is not at all conflicted on the matter. Should the goddess step from the pale mists you suspect she will earn herself quite the tongue lashing at the very least.

"Come on Dany, we have work to do," you speak up, not seeking to see her angry or upset.

"Alright," she sighs, understanding what you are doing and why you are doing it.

Oldtown is a place of dizzying towers crowned in blazing stars and stygian depths roiling like a sea of pitch, mishapen tendrils reach out against the firmament only to be burned by harsh white light while the C/city's Shadow, the skein of the Dreamlands closest to the mortal world, shakes and twists like a raft in a storm.

"So they are doing something besides empowering lunatics to set the realm ablaze," Dany muses.

"Not enough, not by half," you reply. What would you had done if the Seven had been united and strong, if they had demanded you follow their vision with armies of angels and millions upon millions of willing mortals besides them? Would you have rained fire and misery upon the Seven Kingdoms until the very Gods broke? You would thank fate that the choice is not yours but you are not on very good terms with her.

"This is all she could do," Dany replies.

"She?" you prompt, surprised. Taking a closer look upon the city you begin to see verses blazing silver at the corners of streets, woven like starlight through the branches, whispered through the rustling of leaves.

"This is a Working, no mere chance or natural clash of powers, someone put it in place," your sister replies. "I think it was a woman, a Servant of the Seven, that does not really leave a lot of options as to 'who' does it?"

"Danelle," you nod. Odd that Lord Hightower had not known. Perhaps she did not see this as something she aught to 'brag' about... that's when you catch sight of the Hightower. "Am I seeing what I think I'm seeing...?"

"Either yes or I'm witnessing an equally outlandish illusion," Dany answers dryly.

The entire base of the Hightower is pitch-black as the 'sea' below but it is wrapped in a shell of ice threaded through with hallowed light, containing the darkness within. You suspect that were you to look upon the inside you would see the same restraints. You had supposed that there might be runes down there to ward away the worst of the madness and malice, instead you find this. "I'm suddenly very curious to meet with this Danelle..."

"And have Lya pick her brain of lore, then recruit her," Dany finishes with a smile. "I wonder where she got the ice of all things..."

The spell will not give any answers, at least not without risking disturbing it and that you will not do for simple curiosity.

***​

Elder Spta Maer's dreams are heavy with the weight of her affliction, the Final Slumber creeping every closer as flesh decays and the spirit can no longer bear the burden. Here amid the shadows you wait as your sister steps forth garbed in an angelic mien. Her form is bright as any she had ever worn, though within it you can clearly see the face of the beggar girl she had shown herself before "Awaken sister and be not afraid." Her voice is starlight on still waters. "Know that the Seven Who Are One watch over their faithful and I am but their messenger."

The septa does not wake as in the world of flesh and blood, slowly the world fading in around her, but from one moment to the next, abruptly aware. She looks around in silence a long and wary moment before speaking in turn. "How am I to know the messenger from that which I wish to hear, or worse yet from false counsel, sweetest of all upon the tongue?" The she asks, undaunted.

"By the truth of your own heart for the voice of the Seven lies within as with out, the light of man's better nature," Dany replies, quoting scripture from the Book of the Crone. "And also by the truth of the world." Sympathy wholly true shows on her face. "You are dying, Septa Maer. Without intervention you shall soon fall into a slumber from which you will not wake, and then your soul will slip its moorings to return to the loving embrace of the Seven Who Are One."

"And so you will make it so that I will not die." Hope there is in these words but suspicion also, for light does not blind her and dulcet sounds alone do no lull her into belief. You might admire the tenacity if it weren't so frustrating.

"You are wise to doubt and to test for the Seven are loath to meddle in the fates of their children," Dany replies, her words driven by perfect prescient will. "Still they ask this of you, to remain among the living, for they have a mission of great importance for you to fulfill."

Duty... that is what drives this woman at the core and it is by that singular truth that she can be turned act by your will in the Conclave and beyond. The septa nods mutely as your sister channels her power through the Dream and into flesh, wiping away the illness and all its scars.

"The force you call magic is not inherently evil, but neither is it good." your sister explains, the words true in content if not in source. "It is simply another tool the Seven have made available for their children to use, not unlike fire, which can warm a hearth and cook a meal or temper a blade and ruin an ancient keep. Unlike fire, however, magic is not only a tool, but it is also a test. How one wields magic, their intent and their actions, that is what concerns the Seven, for what better way to judge one's worthiness than to give them a measure of power so long denied to mortal-kind, then watch them use it? Will they lift up others or cast them down, heal the sick and lame or curse them for their weakness?"

"That is not so written," Maer interjects humbly. "What right have I to reveal that which is not written in he Seven-Pointed Star?"

The words strike Dany as almost like a physical blow, though you doubt any save you could see past the angelic mask. Still, she does not falter in replying: "That is a mystery beyond you, beyond me also, but more importantly it is the message the Seven ask you to share with your fellows. Magic comes with a price, and that price is the unwavering attention of the Seven. Make it known that mages are being watched, their actions weighed, and their fates decided with much less leeway than would be afforded to one not so 'gifted' by the gods."

"Why would the Seven curse me with this dreadful power, so easily turned to darkness?" the septa asks, desperate for an answer no one can give.

Again you see your sister's face darken, again she answers as you had discussed: "Many are the things that can be easily turned so, strength, wit, courage... It is no mortal's right to judge a mage merely for possessing magic, save those times when that magic is used to commit an earthly crime. Go forth and spread the word so that none can claim ignorance when a mage is persecuted for their gifts, so that no mage need fear their fellow Faithful merely for making use of the tools granted them by the Seven, and so that none need lash out in fear or anger due to unjust treatment."

"I will thank you, by all my heart and soul I will see it done," the septa replies.

"Farewell, septa. We will meet again, when the time is right, but for now I leave you one last gift..." A gift of light, a gift of tongues is laid upon the sept whence she lays, the better to spread the message you desire.

Dany is silent for much of the journey back, but you know she will lay out her worries once they are sorted to her satisfaction. Finally she speaks. "Do you remember the light sculpture in front of the Scholarum, the one that shows the Spheres of Being and the River of Souls, the true shape of the world?"

You nod, already having an inkling of where this might be going but not willing to interrupt her thought.

"How are we going to teach that? When are we going to teach it? If someone like Septa Maer learns of it will she turn against us as her worst enemy, or worse will she lose that core of certainty of belief that defines her and become something, someone worse? Is the world better served with lies and idols? That scares me, the idea that all the world is a cosmic farce and that some people just get to peek behind the curtain." She pauses, putting her palms to her temples. "Maybe I'm just being silly..."

What do you reply?

[] Write in

OOC: I know you guys have had this concern for a long while, but this just hit Dany pretty hard.
 
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will she loose that core of certainty of belief that defines her, her and become something, someone worse?
Translation: "MoRaLiTy CaN't ExIsT WiThOuT ReLiGiOn"
Who knew that Daenerys was an idiot? What happened to, you know, looking at herself in the mirror? Shopping for Gods?

EDIT: Being concerned that people won't like D&D cosmology is a valid concern. We'll solve that problem by ignoring it and letting our school system handle it, and by punishing people who assault schoolteachers. Making schooling of some sort obligatory whenever possible could be necessary, but that isn't a bad thing either.
But fearing that without the Church of the Seven to force people to behave society will suddenly be full of amoral psychopaths or depressed believers? That's ridiculous. We aren't even denying that the Seven and Heaven exist - their religion absolutely could survive this if it changes its doctrine. Of course admitting that the Seven lied to the faithful for centuries probably won't help them get converts - but that's a feature, not a bug.
 
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She can still choose to make the world better.

Even the cosmic reward of a better afterlife for good people is completly real, so nothing changes.
 
Seems pretty easy. Just tell everyone what to do and most people will be good when angle can come and tell them of the afterlife.
 
It's not going to be a pretty process, but I'm definitely against protecting the delusion these people have about the congress of souls and the nature of the afterlife.
 
Translation: "MoRaLiTy CaN't ExIsT WiThOuT ReLiGiOn"
Who knew that Daenerys was an idiot? What happened to, you know, looking at herself in the mirror? Shopping for Gods?

EDIT: Being concerned that people won't like D&D cosmology is a valid concern. We'll solve that problem by ignoring it and letting our school system handle it, and by punishing people who assault schoolteachers. Making schooling of some sort obligatory whenever possible could be necessary, but that isn't a bad thing either.
But fearing that without the Church of the Seven to force people to behave society will suddenly be full of amoral psychopaths or depressed believers? That's ridiculous. We aren't even denying that the Seven and Heaven exist - their religion absolutely could survive this if it changes its doctrine. Of course admitting that the Seven lied to the faithful for centuries probably won't help them get converts - but that's a feature, not a bug.

That is not precisely her concern. It's wider. To articulate better:

There are many truly faithful people in the world, that faith is based on a lie, taking that away may be deeply personally damaging to then.
 
That is not precisely her concern. It's wider. To articulate better:

There are many truly faithful people in the world, that faith is based on a lie, taking that away may be deeply personally damaging to then.
¯\_(ツ)_/¯

It's an unfortunate situation to be sure, but I'm definitely against protecting that lie. We could slow down how fast the truth actually spreads so we're firmly in control of the area and can handle the fallout, but I'm 100% against actively perpetuating the delusion.
 
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