Proposed level ups for Dany, Richard, and Vee.

[] Dany Level Up
-[] Class: +1 Dragonspeaker
-[] Skills (7 points): +1 Knowledge (Arcana), +1 Knowledge (Religion), +1 Knowledge (The Planes), +1 Sense Motive, +1 Spellcraft, +2 Concentration


EVEN DAYS
Prepared (Caster Level 15/16 [Divination]):

Level 0: (6/day): Cure Minor Wounds, Detect Poison, Detect Magic, Mending, Message x2
Level 1: (5+2+D/day): Barbed Chains, Clarion Call, Entropic Shield, Ice Slick, Liberating Command, Shield of Faith, Sign, Detect Secret Doors(D), Omen of Peril(Lib), Command(Dom)
Level 2: (5+2+D/day): Boneshaker x2, Close Wounds x2, Divine Insight, Ironskin, Sound Burst, Resist Energy(D), Undetectable Alignment(Lib), Enthrall(Dom)
Level 3: (5+2+D/day): Alter Fortune, Battlemagic Perception, Blindness/Deafness, Dispel Magic, Nauseating Breath, Shield of Warding, Shivering Touch, Greater Magic Fang(D), Rage(Lib), Suggestion(Dom)
Level 4: (4+2+D/day): Assay Spell Resistance, Dimensional Anchor, Dismissal, Forceful Strike, Heart of the Earth, Sound Lance, Divination(D), Freedom of Movement(Lib), Dominate Person(Dom)
Level 5: (4+1+D/day): Boneshatter, Fickle Winds, Plane Shift, Revivify, Righteous Wrath of the Faithful, True Seeing(D), Break Enchantment(Lib), Greater Command(Dom)
Level 6: (3+1+D/day): Chains of Light, Cold Ice Strike, Heal, Lucent Lance, Find the Path(D), Greater Dispel Magic(Lib), Geas/Quest(Dom)
Level 7: (2+1+D/day): Destruction, Mass Spell Resistance, Radiant Assault, Legend Lore(D), Refuge(Lib), Mass Suggestion(Dom)
Level 8: (1+1+D/day): Greater Spell Immunity, Stormrage, Discern Location(D), Mind Blank(Lib), True Domination(Dom)

ODD DAYS
Prepared (Caster Level 15/16 [Divination]):
Level 0: (6/day): Cure Minor Wounds, Detect Poison, Detect Magic, Mending, Message x2
Level 1: (5+2+D/day): Barbed Chains, Clarion Call, Entropic Shield, Ice Slick, Liberating Command, Shield of Faith, Sign, Detect Secret Doors(D), Omen of Peril(Lib), Command(Dom)
Level 2: (5+2+D/day): Boneshaker x2, Close Wounds x2, Divine Insight, Ironskin, Sound Burst, Resist Energy(D), Undetectable Alignment(Lib), Enthrall(Dom)
Level 3: (5+2+D/day): Alter Fortune, Battlemagic Perception, Blindness/Deafness, Dispel Magic, Nauseating Breath, Shield of Warding, Shivering Touch, Greater Magic Fang(D), Rage(Lib), Suggestion(Dom)
Level 4: (4+2+D/day): Assay Spell Resistance, Dimensional Anchor, Dismissal, Forceful Strike, Heart of the Earth, Sound Lance, Divination(D), Freedom of Movement(Lib), Dominate Person(Dom)
Level 5: (4+1+D/day): Boneshatter, Fickle Winds, Greater Command, Plane Shift, Revivify, True Seeing(D), Break Enchantment(Lib), Greater Command(Dom)
Level 6: (3+1+D/day): Chains of Light, Cold Ice Strike, Heal, Lucent Lance, Find the Path(D), Greater Dispel Magic(Lib), Geas/Quest(Dom)
Level 7: (2+1+D/day): Destruction, Radiant Assault, Regenerate, Legend Lore(D), Refuge(Lib), Mass Suggestion(Dom)
Level 8: (1+1+D/day): Greater Spell Immunity, Stormrage, Discern Location(D), Mind Blank(Lib), True Domination(Dom)

[] Richard Level Up
-[] Class: +1 Paragon Knight
-[] Skills (5 points): +2 Concentration, +5 Spellcraft
--[] Retrained (+2 points): -2 Handle Animal
-[] New Maneuver: Iron Heart Endurance

[] Vee Level Up
-[] Attribute: +1 Wisdom
-[] Class: +1 Mystic
-[] Skills (4 points): +1 Concentration, +1 Handle Animal, +1 Knowledge(Nature), +1 Spellcraft, +2 Heal
--[] Retrained (+2 points): -2 Survival
-[] Spells:
--[] 8th Level: Phasic Challenge
---[] Bonus Spells: Cyclic Reincarnation, Phase Door, Protection from Spells, Summon Giant Ally III, Summon Monster VIII, Summon Nature's Ally VIII
 
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So here's what I've been working on over the last hour or so, your serpentfolk assassin, he is no herald, but I think you guys will agree Riz'Neth is not ripping you off in the exchange:


Name: Vrath
Alias: The Blackscale
Age: 191
Alignment: True Neutral
Race: Serpent Folk (Monstrous Humanoid)
Level: 7
Class: Hexblade 7
Feats: Weapon Finesse, Serpentine Compression, Telepathic Distraction, Ability Focus (Hexblade's Curse), Spell Focus(Enchantment)B​, Power Attack
Flaws: Grudge Keeper, Metal Intolerance
Race Features: Spell-like abilities, poison, Spell resistance
Class Features: Dark Companion, Hexblade's Curse, Arcane Resistance, Mettle Greater Hexblade's Curse

Languages Spoken: Serpent-tongue, Telepathy


HP:
54/54
AC: 10 +3 (NA) +4 (DEX) +6 (Brestplate) +2 (vs Chaos) = 23/25
Initiative: +2 (DEX)
Attack: +7/+2 +1 (Enchamtnent) + 6 (DEX) = +14/+9 [2d6+4]
Spell Save: 10 +5 (Cha) + spell level
Weapon Proficiency: Dagers, Longbow, Greatsword (DEX)
Immunities: Possession/Mental Control
SR: 18

STATS:
8 (-1) Strength
16 +2 =18 (+4) Dexterity
11 +1 = 12 (+1) Constitution
16 (+3) Intelligence
10 (+0) Wisdom
18 +2 = 20 (+5) Charisma

SAVES (2 vs Chaos; 5 vs spells and SLAs; +2 vs Fear; -4 vs Cold)
FORTITUDE: 5 + 1 = 6
REFLEX: 2 +2 = 4
WILL: 5 + 0 = 5

SKILLS:
Bluff: 10 +5 (CHA) = 15
Concentration: 10 +1 (CON) = 11
Intimidate: 10 +5 (CHA) = 15
Knowledge (arcana): 10 +3 (CHA) = 13
Spellcraft: 10 +3 (CHA) = 13

Spells Known (Caster Level 3):
Level 1: Catsfeet, Distract Assailant, Phantom Threat (4/day)

Spell-Like Abilities (Caster Level 7)
Hypnotism (At Will)
Charm Animal, Charm Person (3/day)
Speak with Dead (1/Month)

Greater Hexblade's Curse (Su): As a free action, a hexblade can unleash a curse upon a foe. The target must be visible to the hexblade and within 60 feet. The target of a hexblade's curse takes a -4 penalty on attacks, saves, ability checks, skill checks, and weapon damage rolls for 1 hour thereafter. A successful Will save (DC 20) negates the effect. (6/day)

Blade of the Adder: On a successful melee attack, you can command this weapon to emit a surge of magical energy. Unless the target succeeds on a Fortitude save (DC 18), it is stunned for 1 round. (6/day Swift Action)

Equipped Magic Items: Amulet of Protection from Chaos, Serpent Stone Studded Brestplate (DEX+2; CON +1); Blade of the Adder (+1 Stunning Surge Dex Based Greatsword), Painted Lizard Skin Cloack (+2 Cha)
@Goldfish, so this is Vrath (minus the equipment you handed out to him, I'll need to dig that up separately.

Him leveling in Hexblade ironically means he doesn't make much headway in anything. His BAB, Fort, and Will goes up, and he gets an extra Swift Spell per day, but other than that and skillpoints that's pretty much it. Should he stick with Hexblade or should we have him pursue something else?
 
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DP has problems with it, ones he pointedly expressed somewhere these last few pages.

An interesting spell.
Not sure if best choice around this moment, but definitely can play up to her "Fuck this city in partcular"-kind of summoning.
I think Moment of Alacrity got the all clear from @DragonParadox? All it does it move Richard up in the initiative order if combat last for more than one round.

EDIT: It's surprisingly difficult to find suitable spells for Vee. Not that there aren't plenty of good spells available, they just don't fit her character all that well.

She gets so many appropriately themed bonus spells, plus her Runestaff will let her start using Earthquake.
 
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I think Moment of Alacrity got the all clear from @DragonParadox? All it does it move Richard up in the initiative order if combat last for more than one round.

I know that is not a big deal mechanically but in terms of narrative is plays merry hell with my writing, unlike celerity which is imposibile speed by magic this is impossible speed, by just mundane skill and I just can't think of any way to fit it into already crowded fight scenes without it feeling forced
 
Inserted tally
Adhoc vote count started by Duesal on Jul 20, 2019 at 3:01 PM, finished with 62 posts and 13 votes.

  • [X] Ask questions about the facility
    -[X] Before anything else, make sure nothing time-sensitive is being missed (for example, the eggs needing to be secured immediately or something). If we're fine, proceed as follows.
    -[X] Ask about every contingency there is, which ones have been triggered, which ones are still dormant, and which ones are no longer valid.
    -[X] Get as close to a full map as you can, with what the facility used to look like vs what it is now (with the earthquakes having messed it up)
    -[X] Ask where the control tokens for the War Machines are
    -[X] Ask what enchantments the three relics in the Armory held (I'm assuming these are the sky-metal relics)
    -[X] Ask what sort of lore the library held, and how much of it is still preserved
    -[X] Ask how many eggs are in the hatchery, what kinds of eggs there are, and how best to transport and hatch them.
    -[X] Ask what Guardians remain, and give Lya leave to question the AI overseer of the Necropolis as insight for perhaps making our own.
    --[X] Especially ask about how the AI was made.
    -[X] Ask where the second half of the Greater Rod of Quickening is.
    -[X] Get the necessary information for what would be needed to restore the city to its full glory when time and resources permit it
    -[X] Proceed to loot the armory and library, and negotiate with Riz'Neth how the spoils will be split
    --[X] For the armory if we find something interesting we want the option to either buy a relic off of him or trade it for something of equal value. Same with the constructs.
    ---[X] We would like the second half of the Greater Rod of Quickening as part of our spoils for successfully capturing the Oblivion (Riz'Neth has already acknowledged that it's ours after we defeated Tor). That said, be careful about how this is approached just in case.
    --[X] For the library we want to copy it and add it to our own Imperial Library, and in exchange we can make sure Riz'Neth gets a restored copy of every book inside. Same deal we had with the Night's Watch.
    -[X] Once looting is done, get to the Hatchery and secure the eggs.
 
Part MMCMLXVIII: Guardian's Memories
Guardian's Memories

Eleventh Day of the Tenth Month 293 AC

The first question you ask of Riz'Neth is if there is anything that calls for immediate attention. Thankfully there is not, at least not as you might have feared. The hatchery, armory, and library can all wait for you to learn all you can of the necropolis, of Set'Var as you discover it once was called, Last Refuge in the tongue of the ancient serpentfolk. However, with the focus of the Great Net removed, the facility's ability to control the last of its servitors will degrade to nothing in a matter of weeks, which considering the sheer size of many of them could be troublesome to say the least even in Sothoryos. However there is a way to induce hibernation in the facility, designed as a final safeguard to preserve at least a handful of eggs in the event of catastrophic collapse.

"So that's what the rod was for," Lya says, weighing the broken device in hand thoughtfully. "So if we triggered this slumber before binding the Void Spawn it would have created a burst of life currents that would have weakened it and reduced the facility to the bare trickle of power that could be carried through auxiliary systems, but since the thing is trapped anyway can't the animating spirit just make the switch?"

"Once perhaps, but it has lost a great deal of its functionality throughout the ages, patched again and again like an old bag until it was all patch and nothing of its first making but the fundamental commands," the serpentlord replies.

It takes the better part of an hour to find the alcove that holds a statue of a familiar gold-scaled serpentfolk holding a broken staff, shattered during a now forgotten raid on the facility, enough time that it would have made it a worryingly close race if you had chosen to enact the plan while the earth-mover was chewing its way into the shaft. Still, the broken piece fits in with a satisfying click, and without triggering infesting arcane mold that had grown behind the statue and been incorporated into the defenses as part of the facility's constant efforts to replace broken lines of defense.

Blackened Rod Upgraded to Greater Rod of Quickening

"I do not suppose there is any hope of lore on how to craft more of the guardians, or the guiding intelligence?" Lya presses through without much hope.

"The guardians were chosen specifically for hardiness and untouched by the ravages of time, needing only enough magic and food to sustain them, dividing as the animus bid them," Riz'Neth explains. "All that is here was built for the least complexity, built to last the ages, yet it almost failed..."

"'Almost' only matters in horseshoes and alchemist's vials," Dany points out, the turn of phrase oft used by Scholarum students still wary of what arcane concoctions can do.

Tongues dart out of lipless mouths in faint bemusement for a moment before the mage absorbs the expression with a sinuous nod. "So it is." He continues with an accounting of the guardians and other living components of the ancient necropolis, few and now falling into dormancy.

Dipsa CR 4
XP 1,200
N Tiny ooze
Init +5; Senses blindsight 60 ft.; Perception +0

DEFENSE
AC 17, touch 17, flat-footed 12 (+5 Dex, +2 size)
hp 24 (5d8)
Fort +1, Ref +6, Will +1
Defensive Abilities ooze traits; Immune acid
OFFENSE
Speed 20 ft., climb 20 ft., swim 20 ft.
Melee bite +10 (1 point plus poison)
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks poison

STATISTICS
Str 3, Dex 21, Con10, Int —, Wis 10, Cha 2
Base Atk +3; CMB -3; CMD 12 (can't be tripped)
Feats Weapon FinesseB
SQ discreet bite, translucent

ECOLOGY
Environment warm and tropical swamp
Organization solitary, pair, nest (6-12)
Treasure none

SPECIAL ABILITIES
Discreet Bite (Ex) The bite of a dipsa is barely perceptible and the wound is quickly anesthetized. A creature bitten
must succeed on a DC 17 Perception check to notice the attack. The DC is Dexterity based.
Poison (Ex) Bite—injury; save Fort DC 12; frequency 1/round for 6 rounds; effect 1 Con plus 1d6 acid; cure 3 saves. A dipsa's poison has an onset time of 1 round.
Translucent (Ex) A dipsa's coloration makes it difficult to notice in a swampy environment (DC 20 Perception check required). A creature that fails to notice a dipsa and moves into its space provokes an attack of opportunity from the dipsa.

Unlike the soon-to be slumbering slimes, the war machines prove to be much simpler to claim. As Riz'Neth was recognized as heir to the city and all that is held herein he may command them at his leisure... at least once you dismiss your own spell of control.

Construct Control passed to Riz'Neth

As she watches the now inert earth-mover that had almost been used to ruin the facility and the hopes of its makers, Lya wonders aloud what it would take to restore the city. Alas that is not a question easily answered, for even as the tunnels had been shifted and warped from their places so too had much of the controller's less vital information.

"At the very least it will take a great deal of mundane engineering to shore up the tunnels," you say, knocking on the thankfully solid supports of the armory, unlike much of the rest of the complex. "Of course before that someone needs to handle all the more dangerous parts, like the methane trap."

"Set'Var will never be what it was, yet perhaps it will grow to hold more than eggs just the same," Vrath offers. "There is a worth to these old stones, like the bones of an elder still fit to craft a bow."

What do you do next?

[] Write in

OOC: I know I'm not done with the vote, but it's almost midnight for me. If I don't cut off here I won't be done tonight, so if you guys have other questions or other things you would like to do just add them on.
 
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[X] Ask questions about the facility
-[X] Get as close to a full map as you can, with what the facility used to look like vs what it is now (with the earthquakes having messed it up)
-[X] Ask what enchantments the three relics in the Armory held (I'm assuming these are the sky-metal relics)
-[X] Ask what sort of lore the library held, and how much of it is still preserved
-[X] Ask how many eggs are in the hatchery, what kinds of eggs there are, how best to transport and hatch them, etc.
-[X] Proceed to loot the armory and library, and negotiate with Riz'Neth how the spoils will be split
--[X] For the armory if we find something interesting we want the option to either buy a relic off of him or trade it for something of equal value.
--[X] For the library we want to copy it and add it to our own Imperial Library, and in exchange we can make sure Riz'Neth gets a restored copy of every book inside. Same deal we had with the Night's Watch.
---[X] In particular look into the city's lore on Sothoryos (especially everything they had on the Children of Lolth and the Underdark). Also ask about the other Serpentfolk Cities, where they can be found, and what could be found inside them.
--[X] Purchase one of every ooze for the Menagerie from Riz'Neth
-[X] Gather up whatever remains of the Serpentfolk Champions who sacrificed themselves to the Oblivion (the general and the mage in particular)
--[X] Later, question Yss of the feasibility of bringing them back somehow.
-[X] Once looting is done, get to the Hatchery and secure the eggs.
 
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I know that is not a big deal mechanically but in terms of narrative is plays merry hell with my writing, unlike celerity which is imposibile speed by magic this is impossible speed, by just mundane skill and I just can't think of any way to fit it into already crowded fight scenes without it feeling forced
That's cool. I was just using @TotallyNotEvil's recommendation.

Back to the drawing board on that one, then.
 
Guardian's Memories

Eleventh Day of the Tenth Month 293 AC

The first question you ask of Riz'Neth is if there is anything that calls for immediate attention. Thankfully there is not, at least not as you might have feared. The Hatchery, the Armory, and the Library can all wait for you to learn all you can of the necropolis, or Set'Var as you discover it once was called. Last Refuge in the tongue of the ancient Serpentfolk. With the focus of the Great Net removed, however, the facility's ability to control the last of its servitors will degrade to nothing in a matter of weeks. Considering the sheer size of many of the servitors, that could be troublesome to say the least, even in Sothoryos. Fortunately, there is a way to induce hibernation in the facility, designed as a final safeguard to preserve at least a handful of eggs in the event of catastrophic collapse.

"So that's what the rod was for," Lya says, weighing the broken device in hand thoughtfully. "So if we triggered this slumber before binding the Void Spawn, it would have created a burst of life currents that would have weakened it and reduced the facility to the bare trickle of power that could be carried through auxiliary systems. Since the thing is dead anyway, can't the animating spirit just make the switch?"

"Once, perhaps, but it has lost a great deal of its functionality throughout the ages, patched again and again like an old bag, until it was all patch and nothing of its first making but the fundamental commands," the Serpentlord replies.

It takes the better part of an hour to find the alcove that holds a statue of a familiar gold-scale holding a broken staff, shattered during a now forgotten raid on the facility, long enough that it would have made for a worryingly close race if you had chosen to enact the plan while the earth-mover was chewing its way into the shaft. Still, the broken piece fits in with a satisfying click, and without triggering infesting arcane mold that had grown behind the statue and been incorporated into the defenses as part of the facility's constant efforts to replace broken lines of defense.

Blackened Rod Upgraded to Greater Rod of Quickening

"I do not suppose there is any hope of lore on how to craft more of the guardians, or the guiding intelligence?" Lya presses, though without much hope.

"The guardians were chosen specifically for hardiness and their ability to remain untouched by the ravages of time, needing only enough magic and food to sustain them, dividing as the animus bid them," Riz'Neth explains. "All that is here was built for the least complexity, built to last the ages, yet it almost failed..."

"Almost only matters in horseshoes and alchemist's vials," Dany points out, the turn of phrase oft used by Scholarum students still wary of what arcane concoctions can do.

Tongues dart out of lipless mouths in faint bemusement for a moment before the mage absorbs the expression with a sinuous nod. "So it is." He continues with an accounting of the guardians and other living components of the ancient necropolis, few and now falling into dormancy.


Dipsa CR 4
XP 1,200
N Tiny ooze
Init +5; Senses blindsight 60 ft.; Perception +0

DEFENSE
AC 17, touch 17, flat-footed 12 (+5 Dex, +2 size)
hp 24 (5d8)
Fort +1, Ref +6, Will +1
Defensive Abilities ooze traits; Immune acid
OFFENSE
Speed 20 ft., climb 20 ft., swim 20 ft.
Melee bite +10 (1 point plus poison)
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks poison

STATISTICS
Str 3, Dex 21, Con10, Int —, Wis 10, Cha 2
Base Atk +3; CMB -3; CMD 12 (can't be tripped)
Feats Weapon FinesseB
SQ discreet bite, translucent

ECOLOGY
Environment warm and tropical swamp
Organization solitary, pair, nest (6-12)
Treasure none

SPECIAL ABILITIES
Discreet Bite (Ex) The bite of a dipsa is barely perceptible and the wound is quickly anesthetized. A creature bitten
must succeed on a DC 17 Perception check to notice the attack. The DC is Dexterity based.
Poison (Ex) Bite—injury; save Fort DC 12; frequency 1/round for 6 rounds; effect 1 Con plus 1d6 acid; cure 3 saves. A dipsa's poison has an onset time of 1 round.
Translucent (Ex) A dipsa's coloration makes it difficult to notice in a swampy environment (DC 20 Perception check required). A creature that fails to notice a dipsa and moves into its space provokes an attack of opportunity from the dipsa.

Unlike the soon-to be slumbering slimes, the war machines prove to be much simpler to claim. As Riz'Neth was recognized as heir to the city and all that is held herein he may command them at his leisure... at least once you dismiss your own spell of control.

Construct Control passed to Riz'Neth

As she watches the now inert earth-mover that had almost been used to ruin the facility and the hopes of its makers, Lya wonders aloud what it would take to restore the city. Alas that is not a question easily answered, for even as the tunnels had been shifted and warped from their places so too had much of the controller's less vital information.

"At the very least, it will take a great deal of mundane engineering to shore up the tunnels," you say, knocking on the thankfully solid supports of the armory, unlike much of the rest of the complex. "Of course, before that someone needs to handle all the more dangerous parts, like the methane trap."

"Set'Var will never be what it was, yet perhaps it will grow to hold more than eggs just the same," Vrath offers. "There is a worth to these old stones, like the bones of an elder still fit to craft a bow."

What do you do next?

[] Write in

OOC: I know I'm not done with the vote, but it's almost midnight for me. If I don't cut off here I won't be done tonight, so if you guys have other questions or other things you would like to do just add them on.
Made some edits to the chapter, @DragonParadox.

This line was great:
"Almost only matters in horseshoes and alchemist's vials," Dany points out, the turn of phrase oft used by Scholarum students still wary of what arcane concoctions can do.
:lol

[X] Duesal
 
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