From what I remember, the Drunken God is very...passive? We have a neutral relationship with him right now, I think, maybe leaning just slightly toward the positive. Considering his passivity, is it even worth trying to further ingratiate ourselves to him? We don't have to be on speaking terms with every god.

If ya'll want to do it, I don't mind, I just don't believe we'll get much out of the effort.
I'm generally impassive to the notion.

On one hand, it can be seen as "inefficient" IC.
On the other hand, well, what you said... and also spending time OOC for possibly little gain.

Ergo, me asking you guys here, instead of throwing it into the list with a full knowledge that few will notice it [:V]
 
Brain hurts, so I'm done for tonight. Going to need a couple more days to finalize and then touch-up the turn plan.
 
Don't forget to vote, ya'll.

The Party Fey need their hangover cure.
 
@everyone, a tiny question:

Do we care about the Drunken God enough to add the following as a Minor Action to the list for the 12th month?

And why I'm asking and not just adding...
Well, we interacted scarcely enough that we can just act like he doesn't exist.

And the list of MAs for the 12th month is looking really busy with "minor-ish people-talking actions" for Viserys as-is already.
Do we care about spending valuable screentime on this Deity?
When the one objectively important milestone is about to be crossed in the 12th month anyway, with the Gods we already grabbed doing combined effort to fuck Timmie over?

The next such would be...
Making Imperial Deity, I think?

Do we care about the Drunken God enough to start working with him now?
Otherwise we won't reach the stage of relationship past which we'd trust him to be on the "Pantheon" of ours soon enough for ID.

Roughly same can be said about the Blind god of Lorath, seeing as we'll be arranging meetings with the hedsa of that city in the 12th... Only we had no interaction with BGoL. *sad woof*
🐶
From what I remember, the Drunken God is very...passive? We have a neutral relationship with him right now, I think, maybe leaning just slightly toward the positive. Considering his passivity, is it even worth trying to further ingratiate ourselves to him? We don't have to be on speaking terms with every god.

If ya'll want to do it, I don't mind, I just don't believe we'll get much out of the effort.
I'd mainly be interested in making sure others don't exploit him again. If one rogue alchemist could do that then he has some pretty bad holes in his security.
 
Here's a concept: Advanced Feral Quicking River Drakes. River Drakes have the speed surge of many drakes, but crucially, they also have pounce. That means that this creature can, thrice a day, full attack a target from 720 feet away. Rift Drakes also have pounce on a stronger base creature, but are CR 9 versus the River Drake's CR 3, and River Drakes get swim. That said, Rift Drakes get bleed, and more Strength and crit to their bite attacks.


 
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Here's a concept: Advanced Feral Quicking River Drakes. River Drakes have the speed surge of many drakes, but crucially, they also have pounce. That means that this creature can, thrice a day, full attack a target from 720 feet away. Rift Drakes also have pounce on a stronger base creature, but are CR 9 versus the River Drake's CR 3, and River Drakes get swim.


I'd prefer River Drakes over Rift Drakes. Having a Swim speed is helpful, but being lower CR/HD also gives us more leeway to work with them to get something useful.

I don't want to use the Feral Dragon template for any of our own Forge-grown creatures. Non-sentient creatures are what we sale to other powers, but ours don't have that handicap, at least not intentionally.

A River Drake with the Advanced and Quickling templates would be CR 7, but with very little HD for that CR. If we raised its HD to 10, that would also push it to CR 10. Those would be some very deadly, very fast murder machines.

They would cost 4800 IM each. Not cheap, but not bad, either.
 
I'd prefer River Drakes over Rift Drakes. Having a Swim speed is helpful, but being lower CR/HD also gives us more leeway to work with them to get something useful.

I don't want to use the Feral Dragon template for any of our own Forge-grown creatures. Non-sentient creatures are what we sale to other powers, but ours don't have that handicap, at least not intentionally.

A River Drake with the Advanced and Quickling templates would be CR 7, but with very little HD for that CR. If we raised its HD to 10, that would also push it to CR 10. Those would be some very deadly, very fast murder machines.

They would cost 4800 IM each. Not cheap, but not bad, either.

It feels cruel to chop off 75% of a sentient creature's lifespan.
 
It feels cruel to chop off 75% of a sentient creature's lifespan.
That is a good point and I can't think of any reasonable way to mitigate the accelerated aging effect.

We don't really need to yet another new kind of Drake, despite how neat they would be. We're already growing 20 Plant-Imbued Coral Drake (CR 10, 12 HD) and 25 Advanced Plant-Imbued Sea Drake (CR 10, 7 HD) this month.

Instead of growing a new type, we can just grow more of these. Plant-Imbued is a fantastic template, with lots of useful abilities (DR, SR, Fast Healing) and it grants Plant immunities.
 
My vacation is done with and I have to go back to work tomorrow. It's been a nice, mostly relaxing 12 days of not doing anything. :cry:

I need to win the lottery. Gotta start playing the lottery to win, though. I think that's going to be my New Year's Resolution this year. :cool:

Oh well, at least I'll only have to work two days before the weekend rolls back around!
 
I really don't know how I fucking did it, but I finished plotting out the actions on the sheet before going to bed tonight.

I still need to prepare the write-up though, it's not all just strategic actions, research actions and main actions and minor actions either. Formatting will be a pain.

@Goldfish You think up some stuff we could do with that expedition before the turn ends? That should kill at least two updates.
 
Vote closed.
Adhoc vote count started by DragonParadox on Jan 2, 2020 at 3:08 AM, finished with 70 posts and 10 votes.

  • [X] Party Goat
    -[X] See how he grows more of his court, that is the sort of question you brought the flesh-smiths along to ask, or at least hear the answer to
    --[X] What's the CR limit of new fey he can grow?
    --[X] What types of fey can he grow? (species, templates, etc)
    --[X] What is the exchange rate? What does he typically have to give up to grow a new fey? Does it happen on its own or does he have to do something?
    ---[X] When a new fey is grown, do they choose to join him or do they wander off?
    -[X] Ask about his wines, what affects they have, what exchange rate he'd be willing to work with if we trade Dawn Mead, etc.
    -[X] Ask about the types of arcane reagents he sells and if there's anything particularly unique.
    -[X] What we can offer in a potential trade agreement:
    --[X] A supply of Dawn Mead depending on how much we wish to trade
    --[X] 5,000 doses of Alchemist's Kindness to chase away hangovers after nights of merriment as an initial bonus, with the chance of a steady supply of more in the future
    --[X] A supply of Fireworks to enhance the party atmosphere
    [X] Artemis1992
 
Do we care about the Drunken God enough to start working with him now?
People..

This one deity had its prime worshipper captured, tortured.. And did nothing.

Despair turned to spite, to the point said worshipper turned against said faith wholly.. And did nothing.

Divine servants were enslaved, made to serve directly against dogma.. And did nothing.

Almost the entirety of congregation were mind controlled, to the point this new purpose was Zagreus' face to the world.. And did nothing.

Guilt by inaction is indeed a thing. When shall one stop doing nothing? Said god might as well not exist, for all the impact such has. A random noble with some cash wields far more power.

Not particularly worth it, in regards to narrative progression and efficiency both. This would be an action of multiple parts and I much desire reading of most everything else. Let inquisitors below the level of abstraction handle it, getting the occasional report. Faith will either reform to an acceptable status or get dissolved - do not much care about this minor deity either way.
 
I really don't know how I fucking did it, but I finished plotting out the actions on the sheet before going to bed tonight.

I still need to prepare the write-up though, it's not all just strategic actions, research actions and main actions and minor actions either. Formatting will be a pain.

@Goldfish You think up some stuff we could do with that expedition before the turn ends? That should kill at least two updates.
You rock! 🤩

The Sothoryosi expedition form your Spice of Magic omake series? I bet it would be very helpful if Viserys, after the expedition leaders have decided on a permanent location and one of our work crews prepared the area for long term habitation, could show up and cast a couple SotD to create a bunch of volcanic soil for them to use for growing their reagents. Jungle soil is actually pretty poor once the local rain forest ecosystem is disrupted, so they should get a lot of use from that volcanic soil.

Oh, wait, you mean the current turn which has a day and change left. Sorry, just woke up and my coffee hasn't kicked in yet.

Yeah, we should meet with them before they depart. In addition to wishing them luck, we could offer tacit support by assigning them a trio of Verdant Wolves to act as scouts. They're perfect for the job. Five or six Lesser False Ravens would also be helpful for them. They could be used to help maintain semi-regular communication between the main base camp and any satellite locations or teams, plus they would be great aerial scouts.

Between the Verdant Wolves and Construct Ravens, we would be offering them some really useful resources without seeming to hold their hands or placing someone in the group who might seem too directly connected to our authority. There's already going to be Baedar and his team's presence, after all.

This could also be when we offer a day or two of service from a Legion Engineering Corps work crew equipped with a set of Titan's Tools and Lyre of Building to shortcut their main base set up once they've decided on a location. This barely affects our own infrastructure projects, but can shave off months of set up work by their workers who would need to clear the land and build all of the necessary structures.
 
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I'm not sure if we should invest in the Southern expedition.
I mean, unlike our own expedition east this one doesn't have a decently sized army as protection.
I guess if the Divinations are good we can do it, but that would rather remove the tension of the Omake series for me?
 
I'm not sure if we should invest in the Southern expedition.
I mean, unlike our own expedition east this one doesn't have a decently sized army as protection.
I guess if the Divinations are good we can do it, but that would rather remove the tension of the Omake series for me?
We can offer a helping hand in a couple places without really getting invested in it. They're already well funded, so aren't in need of our monetary resources, but the things we can offer them are much harder to come by while being almost trivial for us.

If the venture succeeds, we would have a source of quality reagents we can purchase without relying on extraplanar traders, so it's in our best interests for them to do well.
 
Inserted tally
Adhoc vote count started by DragonParadox on Jan 2, 2020 at 3:08 AM, finished with 70 posts and 10 votes.

  • [X] Party Goat
    -[X] See how he grows more of his court, that is the sort of question you brought the flesh-smiths along to ask, or at least hear the answer to
    --[X] What's the CR limit of new fey he can grow?
    --[X] What types of fey can he grow? (species, templates, etc)
    --[X] What is the exchange rate? What does he typically have to give up to grow a new fey? Does it happen on its own or does he have to do something?
    ---[X] When a new fey is grown, do they choose to join him or do they wander off?
    -[X] Ask about his wines, what affects they have, what exchange rate he'd be willing to work with if we trade Dawn Mead, etc.
    -[X] Ask about the types of arcane reagents he sells and if there's anything particularly unique.
    -[X] What we can offer in a potential trade agreement:
    --[X] A supply of Dawn Mead depending on how much we wish to trade
    --[X] 5,000 doses of Alchemist's Kindness to chase away hangovers after nights of merriment as an initial bonus, with the chance of a steady supply of more in the future
    --[X] A supply of Fireworks to enhance the party atmosphere
    [X] Artemis1992
 
Part MMMCCLXVIII: Toadstools and Tomb Bane
Toadstools and Tomb Bane

Twenty Ninth Day of the Eleventh Month 293 AC

Looking around the boisterous Court, it is easy enough to guess what your host might find worth trading for. Dawn Mead, yes, but also alchemist's kindness for fey whose stomachs are less hardy than satyrs or korreds, and besides that fireworks to make the feasting brighter. Normally you would be a touch wary to sell anything flammable to inebriated folk with this much wood around, but it is clear that Dian has enough mastery over fire to keep accidents from happening, strange as it is to think how he acquired it.

In exchange, the Fey Lord offers a harvest of strange arcane reagents, from giant mushrooms the size of a small table whose juices can grant a struggling apprentice a touch of extra magic, to spotted fey-cap mushroom that can, with proper preparation, make the imbiber grow or shrink. These are the basis for many a fairy prank, but one you can see more common uses for as well. A prankster's tool is also the gremlin's jest, aptly named, for you could well imagine Glyra and her troupe making good use of the fool's gold nectar, though truth be told it is the trickster's bane that interests you most, a cheap means to help one enchanted shake off the effects could be of much use as magic grows ever more common throughout your realm.

As for the last thing brought before you, the so-called pixie table, flown in by a troupe of the fey whose dances make it sprout more spells for lesser power, is not a bargain you would make, but you can see a struggling apprentice, especially one who does not intend to use his magics on the unwilling, counting it a good deal...

Fairy Cap

This toadstool's pale-gray cap is stippled with spots that seem to shift and ripple as the eye moves.

Preparation: A fairy cap must be gently simmered (not boiled) in a mixture of water and other natural ingredients for 1 hour; this requires a successful DC 20 Craft (Alchemy) check. At the end of this preparation time, the yellow spots' color changes to bright orange or dark brown—there's a 50% chance of either development.

Use: When eaten without proper preparation a fairy cap is mildly poisonous (save Fort DC 13, onset 1 minute, frequency 1/minute for 6 minutes, effect nauseated for 1 minute, cure 1 save), but when properly prepared it takes on a not-unpleasant tangy flavor. The final color of a properly prepared fairy cap's spots determines its effect when consumed. A cap with orange spots causes a Large or smaller creature to grow one size category, while one with brown spots causes the eater to shrink one size category. These effects function as per enlarge person or reduce person, except they can affect any Large or smaller living creature; the effects persist for 10 minutes in either case. Whether or not it is prepared, a fairy cap is quite chewy, and eating it is a full-round action.

Cost: 20 IM/10 Doses

Pixie Table

A pixie table is a rare mushroom with a distinctive appearance. This giant mushroom is over a foot tall and fans out to a flat top about a foot wide. The mushroom's cap is a dark shade of lavender, like the shadows of soft evening falling.

Preparation: Can be boiled to produce long lasting lavender dye, but with a DC 20 Craft (Alchemy) check it can produce a shimmering red syrup called memorybind.

Use: One dose of memorybind increases a spellcaster's mental prowess, allowing him to prepare an additional 1st-level spell on the morning he drinks the liquid. Memorybind disrupts the natural flow of magic, however, reducing the DC of all spells the user casts during that day by 2.

Cost: 24 IM/Materials for 10 Dose of Memorybind

Gremlin's Jest

This deep yellow flower glows with sparks that seem to be true gold, though should an eye more accustomed to rocks than flowers peer close one might note it seems to have more the gleam of pyrite.

Preparation: A dose of this flower's nectar must be extracted and stored in an alchemically prepared vial with a successful DC 14 Craft (Alchemy) check and 1 hour's worth of work.

Use: Drinking Gremlin's Jest causes the subject to become much more susceptible to the power of suggestion and mind-affecting effects, taking a –2 penalty on Sense Motive checks and a –1 penalty on saving throws against mind-affecting effects for the next 2d4 hours. This is a poison effect.

Cost: 8 IM/Materials for 10 Doses

Eye-Wort Flower

Although this flower seems far from fair, the waxy leaves and crumpled pale blue petals disturbingly like a lumpy half-opened eye, the sharp astringent smell that seems to linger in the nose for hours hints at its true virtue.

Preparation: Left to stew in pure spring water with the addition of other common herbs and the application of other common herbs through a DC 15 Craft (Alchemy) check, this flower is the basis of a potent antidote against enchantment.

Use: Eye-Wort Brew immediately grants creatures under the effects of Enchantment spells or effects another saving throw to resist those effects. If the Enchantment effect did not allow an initial saving throw, Eye-Wort Brew has no effect.

Cost: 24 IM/Materials for 10 Doses

"So you say it disrupts the flow of magic..." Elaheh muses. "I wonder if it could be distilled to work better in that regard."

"It seems an ineffective way to go about things," Qyburn counters. "If you are going to poison a mage so he can't work spells, better to addle his wits altogether. There are herbs enough to do that in the world, cheap ones you can buy by the arm-full."

"I've found the flat of the blade works even better for that," Ser Richard jests, relaxing more than usual under the effects of even the half cup of wine he had drunk so as not to offend your host.

Speaking of wines, three draw your eye among the dozens of varying magical concoctions that gleam invitingly in cups and beakers. The first, the emerald concoction that the Court even now uses to counter intoxication, is harder to make and in some ways less effective for this specific task, but as Dany is quick to point out, it works on any form of nausea or sickening, not just the sorts one works with one's own hand; spell or spores, poison dust, or the reek of the rotting unliving, all of these it can help ward against. The second wine guards against fire with nine servings, enough to make even a young dragon frustrated, though if anyone is planning to go dragon fighting after that much wine they had better have a means to clear their heads.

It is the wine the fey call soul's respite, however, that interests you most, for it can indeed heal soul-deep wounds, the touch of the most deadly and insidious of the living dead, the daemons that sow ruin and despair, and many more that simple magics cannot heal.

Emerald Soothing

This sweet and wholesome-tasting forest-green liquid creates a sense of warmth and comfort. Emerald Soothing syrup coats your stomach and makes it much more difficult for you to succumb to queasiness. For 1 hour after drinking the syrup, you gain a +8 Alchemical bonus on saving throws made to resist effects that would make you nauseated or sickened.

Cost: 1,000 IM/Cask (100 Doses)

Hearth's Kiss

This gold and amber liquid goes down like fire as if the finest strongwine, but the fire lingers in the veins, warding the drinker from most common flames, though one should not count upon it to ward away as fierce a blaze as Dian's wrath. For 12 hours after drinking one of more doses of the wine, the drinker the benefits from a Resist Energy spell. One dose grants Resistance to Fire 5, three grant Resistance to Fire 10, and nine grant Resistance to Fire 20, though in the latter case the drinker had best have some means to sober up.

Cost: 4,000 IM/Cask (100 Doses)

Soul's Respite

Soothing and light as summer upon the tongue, this liquid does not give more than a mild feeling of lightheartedness to most, for its true virtue is reserved for souls upon which the shadow of death hangs heavy. One dose of Soul's Respite will allow the drinker to roll their next save for removing a negative level with a +6 Alchemical Bonus, while three consecutive doses will outright remove a negative level.

Cost: 8,000 IM/Cask (100 Doses)

What do you buy?

[] Write in

OOC: There is not really a limit to how much of this stuff you can buy, just how much they can deliver in a month and if you ask for more they can just grow more. The reasons the prices are in gold is that you guys can use gold to make fireworks, hangover cures, and Dawn Mead so this is just a more convenient way to show it. That said, keep in mind that you are paying in those things so production facilities and growing/brewing times are important. The discussion about how the fey grow will be in the next update.
 
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So can the first few things be stacked? Could we become Tiny or Colossal with enough size-changers, or prepare endless level 1 spells if we only intend to cast Power Word Pain?
 
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