As though the question had been a signal the swarm redoubles in size until you cannot see through it, only a dense cloud of black that descends upon the lot of you like a wave... or try to at least. With a wave of your hand you fill air with fire, and the swarms dies with nothing but a faint hissing sound.
"Do we try to clean this up?" Lya asks, looking around, obviously worried that some ancient arcane treasure that had survived the march of years would be consumed by this blight moments before it could be recovered.
Now this is how you do ocean-going exploration in style. A high level adventuring group has other methods of travel, of course, but if you're new to a place (or a Plane), you could get a lot of use out of this spell.
I honestly don't think the upper levels are worth it.
In the time it takes us to "methodically sweep" through them, whatever is beneath will be in greater danger :O
And unlike the above, the lower levels haven't been looted or even looked at.
Please let's just go down right now.
Corruption needs to be culled at it's core.
I honestly don't think the upper levels are worth it.
In the time it takes us to "methodically sweep" through them, whatever is beneath will be in greater danger :O
And unlike the above, the lower levels haven't been looted or even looked at.
Yeah @Goldfish, I'm of the same mind here. The upper levels are explicitly already looted. We shouldn't be wasting time here, we should rush to confront whatever is causing it and saving what loot we can.
I honestly don't think the upper levels are worth it.
In the time it takes us to "methodically sweep" through them, whatever is beneath will be in greater danger :O
And unlike the above, the lower levels haven't been looted or even looked at.
Please let's just go down right now.
Corruption needs to be culled at it's core.
Yeah @Goldfish, I'm of the same mind here. The upper levels are explicitly already looted. We shouldn't be wasting time here, we should rush to confront whatever is causing it and saving what loot we can.
The upper levels were looted by low level adventurers, which means they could have missed all sorts of stuff. Vee's Janni scouts already reported that there are hidden doors the slime has failed to penetrate, which haven't been opened yet.
I wanted to clear and loot them methodically, in part because it seemed really important to Vrath. It's basically the homeland of many of the surviving Serpent Folk.
If ya'll want, we can skip clearing the upper levels for now, but I have no intentions of leaving this place until it has been thoroughly scourged of weird slime and professionally looted.
The upper levels were looted by low level adventurers, which means they could have missed all sorts of stuff. Vee's Janni scouts already reported that there are hidden doors the slime has failed to penetrate, which haven't been opened yet.
I wanted to clear and loot them methodically, in part because it seemed really important to Vrath. It's basically the homeland of many of the surviving Serpent Folk.
If ya'll want, we can skip clearing the upper levels for now, but I have no intentions of leaving this place until it has been thoroughly scourged of weird slime and professionally looted.
@Goldfish, the Upper Levels were looted by Riz'Neth who made sure to take everything with him when he packed his people up and moved them to Snakeport. There's nothing left to find up here.
I'm all for clearing the Upper Levels for the sake of Vrath, but I'd like to do it after the loot of the Lower Levels is secured. There's no strategic reason to start with the Upper Levels first when we've been warned we're on the clock.
Found another useful spell I've overlooked mostly due to the name; Firebrand. It's a 7th level PF spell that is in no way related to the 5th level D&D spell Viserys has used to such great effect.
Being able to make some of our allies completely immune to our fire spells, even Searing fire spells, could be really useful in a number of situations. We would need a new name for it, though.
Okay, plan updated to head directly to the last group's stopping point.
[X] Plan Dungeon Delve!
-[X] Viserys tests the efficacy of magical flame on the slime by using his Fiery Burst ability to attempt to burn away a patch of it. If it is successful, Vee will use a 6th level spell slot to Summon 1d4+2 Large Fire Elementals (30 round duration) and set them to burning away the heavier concentrations of slime while we proceed directly to the location where Valaena's group was forced to stop.
--[X] Before moving further into the Necropolis;
---[X] Viserys casts Greensight, Mirror Image and False Life.
---[X] Dany will cast Greater Magic Fang on Viserys, then cast Detect Secret Doors.
---[X] Malarys will cast Defending Bone, Battlemagic Perception, and Magic Circle Against Chaos.
---[X] Everyone (except Richard) will cast Divine Insight, either from a spell slot, prepared spell, or using a Page of Spell Knowledge.
---[X] Lya casts Life Bubble, Mass Aid, and Mass Resist Energy(Acid) and Mass Resist Energ(Cold) on everyone, then Mirror Image and False Life.
---[X] Vee will cast Invisibility Purge, Mass Resist Energy(Fire), and Mass Resist Energy(Electricity) on everyone, plus True Seeing on herself and Viserys.
---[X] Varys activates her Tailring, Belt, and Ring of Venomfire, along with the Cloud Wings power from her Anklets, becoming Super Varys, Ninja-AssassinQueen of the Pseudodragons. She will keep a lookout using her Telepathic Mindsight to warn us if she detects any non-mindless creatures in the Necropolis.
-[X] Before we head further into the Necropolis, Viserys uses the set of Titan's Tools borrowed from the Golden Fields road project to place a stone wall blocking the entrance to the structure. It will be six feet thick and composed of crystal clear quartz.
Do ya'll think Varys would like her own MirrorVision children's program? I can see it now; her day job is to serve as the mild-mannered Familiar to the Dragon King of Sorcerer's Deep, but when her duty calls, she transforms into Super Varys, Queen of the Pseudodragons, where she fights evil alongside her own crew of plucky child adventurers. There would be guest appearances from other lovable characters, such as Quickfingers the Little Valyrian Rogue and Aebys, himself the Familiar of Lya the Sage, but also a secret Inquisition agent in charge of the Calligraphy Wyrm Corps, a hidden cabal of Calligraphy Wyrms dedicated to protecting the Imperial Bureaucracy from poor grammar, bad spelling, and improperly formated ledger sheets.
BTW, @DragonParadox, I found a way to preserve formatting for character sheets and other stuff. If you highlight it all on a page, then use the quote feature, you can pull everything highlighted over, colors, formats, etc. It even copied over things in spoiler boxes. Here's Viserys' character sheet I used as a test.
EDIT: The only problem is that doing it this way strips the spoiler boxes away.
Languages Spoken: Westerosi Common, High Valyrian, Low Valyrian (Braavosi, Volantine, Stepstones, Tyroshi), Draconic, Ignan, Old Tongue (First Men), Terran [poor]
Description: One bearing the features of the dragonlords with grace, his straight silver hair is cut just above his shoulders and frames a fine-boned expressive face that seems more naturally-shaped to smile than scowl, and his eyes hold within them an odd knowing light beyond his years. He frequently dresses in the colors of flame though often hidden in a cloak seemingly crafted of molten coins flowing in an endless river.
Draconic Spell Power (Su): Whenever you cast a damaging spell, it inflicts an additional +1d6 Fire damage per level of the spell to each affected target.
Arcane Concordance: You benefit from a +1 Enhancement bonus to the saving throw DC of your Arcane spells, and any Arcane spells you cast are affected by the Silent Spell Metamagic feat unless you otherwise choose to forego this effect. Any allies within 10 feet of you also benefit from these effects.
Channel Vigor: Select one of the following effects, which can be changed as a Move Action. Currently using "Mind" effect.
Hard to Kill (Ex): Automatically stabilizes at 0 HP
Surge (Su): Add 1d6 to any 1d20 roll you make (Free action)
Eldritch Breach (Su): Automatically re-roll all failed Caster Level checks
Wild Arcana (Su): Cast any Arcane spell on your class list up to your highest level of spells known at CL +2 (Standard Action)
Competent Caster (Ex): You automatically succeed at Concentration checks to cast arcane spells. This ability doesn't apply to spells of the highest spell level you can cast.
Amazing Initiative (Ex): You gain a bonus on Initiative checks equal to your Mythic tier. In addition, as a Free Action on your turn, you can expend one use of Mythic power to take an additional Standard Action during that turn. This additional Standard Action can't be used to cast a spell. You can't gain an extra action in this way more than once per round.
Familiar: Varys, Pseudo-Dragon Varys the Pseudo-Dragon
Size/Type: Tiny Dragon Hit Dice: 17 (153 HP) +2d8 Temp HP Initiative: +4 Speed: 15 ft. (3 squares), fly 60 ft + 30 ft (Tailring) + 30ft (Anklets) = 120 ft (good) Armor Class: 37 (+2 size, +4 Dex, +13 Natural, +2 Dodge, +2 Natural, +4 Mage Armor), touch 22, flat-footed 31; +2 Vs Evil Base Attack/Grapple: +17/+9 Attack: Sting +23(+25) (1d3-1+2+2 plus poison) Full Attack: Sting +23(+25) (1d3-1+2+2+10d6[Acid], plus poison) and Bite +18(+20) (1+2+2) 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, Light Fortification (25%) Saves: Fort +14(+16), Ref +15(+17), Will +13(+15)(+2 Vs Evil) Abilities: Str 8*, Dex 18, Con 16, Int 14, Wis 14, Cha 10; *+8 Strength for the purposes of determining carrying capacity Skills: Diplomacy +2, Hide +26*(+30 in forests & overgrown areas), Listen +10, Search +7, Sense Motive +8, Spot +10, Survival +2 (+4 following tracks) Feats: Alertness, Mindsight
Poison (Ex): Injury, Fortitude DC 15, 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 non-visual 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.
Aerial Anklets of Translocation:
3/Day use Cloud Wings to increase your flight speed by 30 ft for three hours.
3/Day use Wings of Air to increase your aerial maneuverability from Good to Perfect for three minutes.
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 Mighty Fortification: +3 Constitution, +2 Strength
Strength score is 8 higher than normal when determining you carrying capacity.
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)
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.
Enhanced Tail-Ring of Zephyr's Grace: +3 Dexterity
Benefit from a +30ft Enhancement bonus to flight speed.
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:
Your Natural Attacks benefit from a +2 Enhancement bonus to Attack and Damage rolls.
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 the Chameleon: +5 Competence bonus to Hide skill checks.
Ring of Venomfire: 1/Day use the Venomfire spell at 10th caster level to add 10d6 Acid damage to your tail stinger attacks for ten hours.
Equipped Magic Items: Aerial Anklets of Translocation, Boneward Belt of Mighty Fortification (+3 CON, +2 STR), Crown of the Royal Familiar (+2 WIS), Enhanced Tail-Ring of Zephyr's Grace (+3 DEX), Greater Amulet of Protection from Evil, Ring of Venomfire Anklets of Rapid Translocation:
Benefit from a +30ft Enhancement bonus to ground movement speed.
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.
Convert any Spell of 5th level and above to Teleport
Carrying capacity is doubled.
Crown of Aegon the Conquerer: +5 Resistance bonus to Saving Throws
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)
Undead creatures attempting to strike you suffer a -2 penalty to Attack rolls, or -4 to Attack rolls made by Incorporeal Undead. Undead gain a +4 bonus to detect you via Listen or Spot.
Monk's Belt of Healing Vigor: +5 Constitution
Wearer gains the AC (Wisdom bonus + 1) and Unarmed damage of a 5th-level Monk.
Battle (3 Charges/Day): 1 Charge (gain a Move Action), 2 Charges (gain a Standard Action), 3 Charges (gain a Full-Round Action)
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): Strengthscore 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)
Convert any spell of 3rd level and above to Flashburst.
Raiment of the Four: Uniting the magic of four enchanted items (Anklets of Rapid Translocation, Gloves of the Starry Sky, Radiant Earring of Arcane Acuity, Lesser Star of Unchained Wisdom) grants the following benefits:
2 Pieces: Gain resistance to cold 5; this stacks with any similar resistances you have from your race, class, or template.
3 Pieces: Gain resistance to cold 5 and electricity 5, which stacks as described above.
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.
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:
+2 Quarterstaff
Summon Swarm (Ravens only; Can see through their eyes as Chain of Eyes; Counts as a level 3 spell); 3/day
Commune with Nature (Can find mineral deposits, copses of rare trees, etc); 3/day
Special: Tree Stride between any two Heart Trees no matter the distance (Dangerous to the mind while the Gods are wrathful).
Scabbard of the AmoralEdge: This scabbard resizes to accommodate any bladed weapon.
3/Day a weapon drawn from the Scabbard can be affected by the Keen Edge spell.
3/Day a weapon drawn from the Scabbard can be affected by the Align Weapon spell.
Soulfire Mithral Bracers of Arcane Freedom (+1)
Immune to all death spells, magical death effects, and energy drain, and any negative energy effects
2/Day apply the Still Spell Metamagic feat to a spell as a Swift Action.
Spell-Singer's Ring:
Wearer benefits from a +1 Competence bonus to Arcane spellcasting level, increasing to +2 for all Fire-based spellcasting.
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.
Your spells benefit from a +4 bonus to caster level to resist Dispel Magic and Counterspell attempts.
+10 Competence bonus to Concentration, Knowledge (Arcana), and Spellcraft skill checks.
5/Day as a Swift Action, add +2 Competence bonus on any Dispel Magic checks made before the end of the turn.
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
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.
The wearer gains a +5 Enhancement Bonus to their Natural Armor.
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.
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:
You benefit from DR 10/Silver.
3/Day expend a spell slot to use a Summon Monster spell of the same level.
You are protected by a Blur spell, granting a 20% miss chance on attacks made against you. It functions continually unless suppressed as a Standard Action. Another Standard Action restores the effect.
Draconic Forms Medium Half-Dragon
HP: 222/237 + 30 (HotE) AC: 10 + 3 (DEX) +13 (NA) +4 (Mage Armor) +5 (NA; Serpent's Sin enhancement) +2 (Insight; Amulet) +8 (Wisdom; Belt) +2 (vs Evil) = 43/45 Movement: 30ft + 30ft (Anklets) = 60ft Initiative: +3 (DEX) + 5 (Primal Instincts) = +8 Attack: Claw +21 (1d4+6) Full Attack: Bite +16 (1d6+3), 2 Claws +21 (1d4+6) Breath Attack: 30ft cone of fire, 9d8 damage, Reflex DC 24, usable every 1d4 rounds Spell Save: DC: 10 + 12 (CHA) +1 (SP) + 1 (Arcane Concordance) + spell level (+1 Fire) Weapon Proficiency: Dagger, Longsword, Crossbow Immunities: Sleep, Paralysis, Fire, Poison, Baleful Polymorph [Single use], All Mind-Affecting Effects, Divination, Possession/Mental Control, All Death Spells, Magical Death Effects, Energy Drain, and any Negative Energy Effects Vulnerability: Cold Resistances: Cold 5, Electricity 5 SR: 29 +2 (Serpent's Sin) = 31 DR: 10/Silver
SAVES: +9against Fire, +1 to saves against Cold spells and Necromancy, +2 against the magic of the Winter-Touched FORTITUDE: 11 + 10 + 5 = 26 REFLEX: 11 + 4 + 5 = 20 WILL: 11 + 7 + 5 + 6 (CV) = 29
Spell-Like Ability:Pyrotechnics (At Will) Frightful Presence (Ex): 150ft, creatures with less than 22 HD (Will DC 33 Negates) Crush(Ex): Small creatures or smaller or be pinned and take 2d8+16 damage/round (Reflex DC 31 negates) Scrolls:
Amber Sarcophagus x1
Anticold Sphere x3
Assay Spell Resistance x5
Avasculate x1
Boreal Wind x2
Create Greater Demiplane x2
Cure Light Wounds x30
Dimensional Anchor x2
Enlarge Person x3
Fickle Winds x4
Gate x1
Greater Invisibility x5
Greater Teleport x2
Heal x3
Life Bubble x5
Lya's Magnificent Mansion x1
Mage Armor x5
Mages' Disjunction x1
Maze x2
Mind Blank x3
Moment of Prescience x1
Panacea x15
Pillar of Life x3
Plane Shift x2
Power Word Petrify x1
Raise from the Deep x6
Ray of Enfeeblement x3
Restoration x5
Revivify x3
Sending x5
Smoky Confinement x4
True Resurrection x1
True Seeing x4
Wall of Force x2
Wind Walk x1
Alchemical Substances:
100x Alchemist's Fire
20x Alchemist's Kindness
10x Antiplague
10x Antitoxin
5x Auran Mask
15x Fungal Stun Vial
100x Healing Salve
20x Liquid Ice
20x Sleep-Smoke
10x Smokestick
10x Sunrod
10x Tanglefoot Bag
10x Thunderstone
30x Vermin Repellent
3x Explosive Bomb: 20d6 Piercing & Bludgeoning damage in a 40 foot (12 m) blast radius (DC 20 Reflex save for half damage), 5d6 Piercing damage (DC 15 Reflex save for half damage) in an area between 40 (12 m) and 80 (24.25 m) feet from the blast, 1d6 Piercing damage (DC 12 Reflex save to avoid damage) in an area between 80 (24.25 m) and 120 feet (36.5 m) from the blast. Weight: 25 pounds / 11.25 kg 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, +4 INT, +4 WIS), Everflame Ring, Gloves of theStarrySky (+3 DEX, +2 STR), Greater Ribbon of Disguise, Grimoire of High Arcana, Lesser Star of Unchained Wisdom, Monk's Belt of Healing Vigor(+5 CON), Muleback Cords(Slotless), Radiant Earring of Arcane Acuity (Slotless), Ring of Sustenance (Unbound), Rod of the Battle Mage, Runestaff ofthe Old Gods, Scabbard of the AmoralEdge, Serpent's Sin, Soulfire Mithral Bracers of Arcane Freedom (+1), Spell-Singer's Ring, Warding Robes of the Deep
BTW, @DragonParadox, I found a way to preserve formatting for character sheets and other stuff. If you highlight it all on a page, then use the quote feature, you can pull everything highlighted over, colors, formats, etc. It even copied over things in spoiler boxes. Here's Viserys' character sheet I used as a test.
EDIT: The only problem is that doing it this way strips the spoiler boxes away.
Three things a shadow learns if it is to survive—that a lie will always serve as a better weapon and truth a better shield, that light burns and darkness devours, and that it is always best to fall behind than surge ahead, if one wishes to grow. How many times the one that now called itself 'Tor' had learned those lessons, he could not say, nor could he say how many times he had forgotten. A thousand lives broken upon the wheel of fate under empty skies, where only the gaze of the master shone like baleful stars.
Now he was free, more so than any other of his kindred had been through the long ages, and he held to that knowledge with jealous pride. Even in his freedom, however, the shadow-walker did not forget the might of his former master's lash. He saw the dead men rising from amid the frost-stained stones, erstwhile victims of the dark guide the girl had slain, now made so much more. Pale ice enrobed feeble mortal bone, while deathless purpose was breathed into their once broken forms as they lurched towards their prey.
Were this another time or another place, he might have set back to watch, but his task here was of an performer in the dance of destruction, no mere spectator. If all three creatures spilled their deadly breath upon the mortals it would likely mean their ends, and Tor would be left in the unenviable position of fighting beings whose void-blessed eyes could not be blinded, nor their dead minds confounded. Thus, stolen starlight woven into silk shadow became bolts of radiance, and he cast them upon the nearest foe, meaning to distract it. Alas it would not be turned from the lure of warm flesh, even as its skull began to fracture.
As one the dead breathed, and a blizzard was born from their breath. The horse was screaming in agony as it died, the knight pinned beneath it. He still lived, thankfully. Tor did not fancy having to carry his corps, though with the way the fight was going he might perhaps have to carry two. Heedless of her own peril, the mind mage charged amid the dead, her fingers once more alight with flame, immolating one of the frost-kissed.
She was beginning to shake from the cold. Tor doubted she could deliver another such torrent of flame. Into the dark he whispered. "Sister shadow hold him tight, he is yours and you are his."
Though one was bound, the other cold one managed to slay the girl's horse by frozen claws and vicious strength. Its death sent her tumbling from the saddle, and from the sounds of it, breaking a limb in the fall. Again he bound it in place with shadow-stuff. Granted that did not keep it from striking at the girl, but she could take a blow or two, and it might even teach her, as words could not, the folly of charging ahead with nary a plan.
The flames that licked at the foe were feeble, but enough when one counted Tor's own bolts of arcane fire to end the thing. Finally, he turned to the first to be snared to end its unseemly struggling.
OOC: This was not easy to write, but I like the way it came out, showing Tor's alien perspective on the plight of his companions and the way he finds beauty in things mortals would deem frightening and revolting like wights. Anyway one more good fight and Jeyne levels, though Roger will probably need two.
Heads up to everyone that with the forum changes editing the Larder is unfeasible for me.
Fortunately, I happen to have made backups of everything important days before the forum change, so it won't be that hard for me to simply make my own Google Sheets page, complete with programming to automatically calculate HD.
Three things a shadow learns if it is to survive—that a lie will always serve as a better weapon and truth a better shield, that light burns and darkness devours, and that it is always best to fall behind than surge ahead, if one wishes to grow. How many times the one that now called itself 'Tor' had learned those lessons, he could not say, nor could he say how many times he had forgotten. A thousand lives broken upon the wheel of fate under empty skies, where only the gaze of the master shone like baleful stars.
Now he was free, more so than any other of his kindred had been through the long ages, and he held to that knowledge with jealous pride. Even in his freedom, however, the shadow-walker did not forget the might of his former master's lash. He saw the dead men rising from amid the frost-stained stones, erstwhile victims of the dark guide the girl had slain, now made so much more. Pale ice enrobed feeble mortal bone, while deathless purpose was breathed into their once broken forms as they lurched towards their prey.
Were this another time or another place, he might have set back to watch, but his task here was of an performer in the dance of destruction, no mere spectator. If all three creatures spilled their deadly breath upon the mortals it would likely mean their ends, and Tor would be left in the unenviable position of fighting beings whose void-blessed eyes could not be blinded, nor their dead minds confounded. Thus, stolen starlight woven into silk shadow became bolts of radiance, and he cast them upon the nearest foe, meaning to distract it. Alas it would not be turned from the lure of warm flesh, even as its skull began to fracture.
As one the dead breathed, and a blizzard was born from their breath. The horse was screaming in agony as it died, the knight pinned beneath it. He still lived, thankfully. Tor did not fancy having to carry his corps, though with the way the fight was going he might perhaps have to carry two. Heedless of her own peril, the mind mage charged amid the dead, her fingers once more alight with flame, immolating one of the frost-kissed.
She was beginning to shake from the cold. Tor doubted she could deliver another such torrent of flame. Into the dark he whispered. "Sister shadow hold him tight, he is yours and you are his."
Though one was bound, the other cold one managed to slay the girl's horse by frozen claws and vicious strength. Its death sent her tumbling from the saddle, and from the sounds of it, breaking a limb in the fall. Again he bound it in place with shadow-stuff. Granted that did not keep it from striking at the girl, but she could take a blow or two, and it might even teach her, as words could not, the folly of charging ahead with nary a plan.
The flames that licked at the foe were feeble, but enough when one counted Tor's own bolts of arcane fire to end the thing. Finally, he turned to the first to be snared to end its unseemly struggling.
OOC: This was not easy to write, but I like the way it came out, showing Tor's alien perspective on the plight of his companions and the way he finds beauty in things mortals would deem frightening and revolting like wights. Anyway one more good fight and Jeyne levels, though Roger will probably need two.
Heads up to everyone that with the forum changes editing the Larder is unfeasible for me.
Fortunately, I happen to have made backups of everything important days before the forum change, so it won't be that hard for me to simply make my own Google Sheets page, complete with programming to automatically calculate HD.
'Quickly eyes his own "spreadsheet"
Oh for fuck's sake!
Did SV admins really have to copy Russia in the worst way possible, go with "fixing stuff" only ruining it for everyone?!
Blargh!
I'll be making one on Gdoc too. Ffs.
I'll have to learn from zero. FFS.
...posting this after the forced break. Still salty
Three things a shadow learns if it is to survive—that a lie will always serve as a better weapon and truth a better shield, that light burns and darkness devours, and that it is always best to fall behind than surge ahead, if one wishes to grow. How many times the one that now called itself 'Tor' had learned those lessons, he could not say, nor could he say how many times he had forgotten. A thousand lives broken upon the wheel of fate under empty skies, where only the gaze of the master shone like baleful stars.
Now he was free, more so than any other of his kindred had been through the long ages, and he held to that knowledge with jealous pride. Even in his freedom, however, the shadow-walker did not forget the might of his former master's lash. He saw the dead men rising from amid the frost-stained stones, erstwhile victims of the dark guide the girl had slain, now made so much more. Pale ice enrobed feeble mortal bone, while deathless purpose was breathed into their once broken forms as they lurched towards their prey.
Were this another time or another place, he might have set back to watch, but his task here was of an performer in the dance of destruction, no mere spectator. If all three creatures spilled their deadly breath upon the mortals it would likely mean their ends, and Tor would be left in the unenviable position of fighting beings whose void-blessed eyes could not be blinded, nor their dead minds confounded. Thus, stolen starlight woven into silk shadow became bolts of radiance, and he cast them upon the nearest foe, meaning to distract it. Alas it would not be turned from the lure of warm flesh, even as its skull began to fracture.
As one the dead breathed, and a blizzard was born from their breath. The horse was screaming in agony as it died, the knight pinned beneath it. He still lived, thankfully. Tor did not fancy having to carry his corps, though with the way the fight was going he might perhaps have to carry two. Heedless of her own peril, the mind mage charged amid the dead, her fingers once more alight with flame, immolating one of the frost-kissed.
She was beginning to shake from the cold. Tor doubted she could deliver another such torrent of flame. Into the dark he whispered. "Sister shadow hold him tight, he is yours and you are his."
Though one was bound, the other cold one managed to slay the girl's horse by frozen claws and vicious strength. Its death sent her tumbling from the saddle, and from the sounds of it, breaking a limb in the fall. Again he bound it in place with shadow-stuff. Granted that did not keep it from striking at the girl, but she could take a blow or two, and it might even teach her, as words could not, the folly of charging ahead with nary a plan.
The flames that licked at the foe were feeble, but enough when one counted Tor's own bolts of arcane fire to end the thing. Finally, he turned to the first to be snared to end its unseemly struggling.
OOC: This was not easy to write, but I like the way it came out, showing Tor's alien perspective on the plight of his companions and the way he finds beauty in things mortals would deem frightening and revolting like wights. Anyway one more good fight and Jeyne levels, though Roger will probably need two.