Anything but Stone Tell. That sounds like a bad option.

"Hey Bilestone, what happened here?"

"CTHULHU FTAGHN"

"I see. Then what?"

"NYALORTHEP KUATOA VASHYYK"

"I see"

Vee: "So, what did the congealed piece of tar say?"

Xor: "That the only ones that come here only want to perform sacrifices and that she has been feeling lonely lately because of that. We should take her home with the Many, they would get along just fine."

Harlaw: "Do you deal with this shit all the time?"

Richard: "All the time"
 
Of Salt and Steel

Second Day of the Twelfth Month 293 AC

You give a small nod in response. You had not really planned on teaching mind magics yet, not until you have more lore and preferably teachers from the githzerai, but you are not truly opposed to the notion. After all, you would be visiting the Monastery of the Unbroken Circle soon to deliver the flesh-forged beasts you had agreed to trade them last month.

"Alright then, I'll teach you all I can," she tries to sound confident, but does not quite manage it and little wonder, as she had not trained anyone before in her life. Although you are not the perfect judge of the weaving of thought, emotion, and rippling unreality that makes up her art, you suspect she is only now begining to delve into its deeper mysteries.

"There are others you might learn from," you explain to the knight. "Not here, not of this world, however, but from former slaves of the Deep Ones who hunt and make war upon them now across the Infinite Spheres."

Ser Harras opens his mouth to ask something of the matter, but thinks the better. "Don't need to bother a king with telling tales. I'd rather read an account."

The alchemist looks rather upset at the decision, but he does not second guess it. "You've a means to take us to Volkmark Keep, as you did to... wherever that was before, do you not, Your Grace?"

"Gogossos," Vee explains shortly. "No point in troubling the boy's mother with anything she might have heard of the place. It's safe as... well, it's safer than 'round here really."

"Alas, I cannot gainsay you," the knight says. "I hope that it will not always be thus." The words are perhaps a touch more sincerely meant than they would have been an hour ago.

Thus you set off at first upon the ether striding, and then once you are on Harlaw, flying unseen upon shadow steeds following the knight's directions to the southwest of the island where, on a lonely finger of stone thrust into the ocean, lies your destination. Volmark Keep is typical of the Iron Islands, which is to say there are squat, heavy towers worn by wind and wave, their crenelations jutting into the cloudy sky like the half-rotted teeth of some leviathan that had dragged itself upon the shore. Perhaps the very beast that flutter upon its banners?

Unsurprisingly given past events, you are greeted with suspicion by the garrison the Reader had left to guard the keep, lessened only slightly by the presence of the Knight of the Grey Garden. Whether learned from the Watch or discovered on their own, the Iron men knew the trick of asking unexpected visitors to bleed and step away to prove themselves human.

Once you pass the gate, you enter a keep filled with nothing but echoes and ghosts, and the marks of battle ever-present. Here the stone is scorched by alchemist's fire, there blood had seeped into the wood of the door, staining it perhaps for centuries to come. As you descend deeper into the keep, however, less wholesome things than blood and death make themselves known. Fragments of enormous shells, scraps of meat still rotting within filling the air with a heavy reek, shattered vases from whose remains you can just make out forms humanoid and ichthyic twisting, embracing, and merging. Even you cannot make out what the statute that dominated the former temple had been. The attackers had broken it very thoughtfully indeed.

"This way," Ser Haras motions past the torn and burned remains of a tapestry to what must have once been a hidden entrance.

As soon as Jeyne crosses the threshold, she startles, looks back over her shoulder, eyes at first narrowed in concentration, then wide in confusion. "There are remains everywhere, but I can't sense anything behind us..." she takes an experimental step back and looks at the rest of you. "And now I can't see anything in front of us. There is a veil here, opaque both ways."

"Yes, I... noticed," Ser Haras says a touch awkwardly, unused to speaking so openly of his powers. "Loras was able to see though it well enough with his magic, even found the door with what he called a simple spell."

"That's odd..." you muse. Had the Eaters of Minds known of the Harlaw knight's powers and taken pains to guard against them specifically? A bit more experimentation confirms the distinction. You, Vee, and even Ser Richard who has trained himself to see auras without need of a spell, can see through the veil as though it were not there, but to Jeyne and Harras it is as a curtain of lead. There is not much more you can learn at a glance and so you move deeper.

"This shit again," Vee curses at the sight of oily black veins coiling through the granite like worms through a carcass. Bilestone.

The ritual chamber seems wholly formed from the substance, a perfect octogon carved by magic rather than mortal hands. All along the floor and walls countless curves and spirals intertwine to form patterns the eye strains to follow. A drain of sorts in the ceiling still dribbles salt water. Beneath it, you spot a single small shoe. It had likely been lost by one of the children in the chaos of the battle, or as Ser Haras and his men were struggling to get the children to safety.

"Water was pouring down from here on the children, almost like the Blessing of the Sea the Drowned Men give," he explains. "I'm not certain if the Mind Eaters' positions mattered, we were too busy killing the damn things."

"Of course," you nod looking over the chamber. What tongue would this chamber speak in? you wonder. Would you understand its whispers? Would you even wish to?

How do you investigate?

[] Use Legend Lore on the whole keep

[] Use Stone Tell on the Bilestone

[] Use Touch of History on the shoe

[] Write in


OOC: And here we are at the on site investigation. Not yet edited.
Here's an edited version of the chapter, DP.
 
[X] Use the Retrocognition spell on the ritual chamber - applying some much necessary willsave buffs beforehand (Surge of Fortune, Grand Destiny, Moment of Greatness, Ruin Delver's Fortune, Moment of Prescience, Bestow Grace, Owl's Insight for a Total of 110+1d6 willsave)
-[X] Also use the gloves of Object Reading and cast Touch of History on the shoe afterwards.
-[X] Finally, cast Legend lore on the whole keep.

Illithids got ambushed and were distracted - I give decent odds on us getting some juicy information via Retrocognition.
 
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[X] Use the Retrocognition spell on the ritual chamber - applying some much necessary willsave buffs beforehand (Surge of Fortune, Grand Destiny, Moment of Greatness, Ruin Delver's Fortune, Moment of Prescience, Bestow Grace, Owl's Insight for a Total of 110+1d6 willsave)
-[X] Also use the gloves of Object Reading and cast Touch of History on the shoe afterwards.
-[X] Finally, cast Legend lore on the whole keep.

Illithids got ambushed and were distracted - I give decent odds on us getting some juicy information via Retrocognition.
Vee can cast Tyche's Touch on him for another +4 bonus.

[X] egoo
 
Yeah. I wanted to stick to CR 15 maximum, so that's all the features I could cram in.

It's main purposes are pinning huge enemies and tearing HP bags apart. It doesn't work well without support of some sort.

Now, if there was a Lich riding it...
We've got some really nice aquatic servitors which could serve as effective battlefield controllers for Zoidberg-Krakens.

Assuming we can find the necessary raw materials to craft them in larger numbers, a Grand Dragon Turtle would be great as a commander for several Zoidbers. Fast swimmers, beefy, and able to throw down quite well in melee and at range, plus they're immune to Mind-Affecting effects and have a respectable degree of Spell Resistance.
 
[X] egoo
Ah, yes, high power divinations. @egoo however, is not paranoid enough; Someone with mindblank could simply.. not show up in them visions, slip through the noose. Suggest that while Viserys is taking a trip down the past, Tyene to use Brain Spider for first hand accounts of the assault happening.
 
We've got some really nice aquatic servitors which could serve as effective battlefield controllers for Zoidberg-Krakens.

Assuming we can find the necessary raw materials to craft them in larger numbers, a Grand Dragon Turtle would be great as a commander for several Zoidbers. Fast swimmers, beefy, and able to throw down quite well in melee and at range, plus they're immune to Mind-Affecting effects and have a respectable degree of Spell Resistance.
Something that can boost saves, grant SR or boost speed and melee damage would be nicer actually then another tank.

Any viable cleric creatures? Might be worth it to make a few Cleric Creature Child of the Briar as handlers, though I can't recall what kind of Evil they were. Nothing Chaotic Evil should get control of a Necro-Kraken.
 
Something that can boost saves, grant SR or boost speed and melee damage would be nicer actually then another tank.

Any viable cleric creatures? Might be worth it to make a few Cleric Creature Child of the Briar as handlers, though I can't recall what kind of Evil they were. Nothing Chaotic Evil should get control of a Necro-Kraken.
Nothing quite along those lines yet. We've got some Plant-Imbued Druid Creature Orcas, but they're not quite in the ballpark of the Zoidbergs.

We can see about growing some, though. I'm gonna want to place another Forge order this weekend, if possible, so that will give us a chance to hash something out.
 
Nothing quite along those lines yet. We've got some Plant-Imbued Druid Creature Orcas, but they're not quite in the ballpark of the Zoidbergs.

We can see about growing some, though. I'm gonna want to place another Forge order this weekend, if possible, so that will give us a chance to hash something out.
Alright. I'll try to get the preliminary write-up of the full force done today.

Rolls for available animal carcasses went great. I now need to design Huge Necrocrafts to ride the Gargantuan Zombie Sharks.
 
Something that can boost saves, grant SR or boost speed and melee damage would be nicer actually then another tank.

Any viable cleric creatures? Might be worth it to make a few Cleric Creature Child of the Briar as handlers, though I can't recall what kind of Evil they were. Nothing Chaotic Evil should get control of a Necro-Kraken.

Neutral Evil.
 
Alright. I'll try to get the preliminary write-up of the full force done today.
Do keep this little spell in mind for the forge-order-
Zone of Natural Purity
Evocation
Level: Drd 2
Components: V, S, M, DF
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Area: 20-ft.-radius emanation
Duration: 2 hours/level
Saving Throw: None
Spell Resistance: No
This spell sanctifies an area to the forces of nature. Every fey and plant creature in the area gains a +1 sacred bonus on attack rolls, damage rolls, and saving throws, while aberrations in the area take a –1 penalty on attack rolls, damage rolls, and saves.
Material Component: A bushel of ivy leaves and berries, which must be sprinkled around the area.
We can get somewhat high returns from even the weakest creatures if they'll have ability to cast it-
Bestow Grace supersedes that with +6 (halved as Viserys is only so much bullshit and gets only half his Charisma bonus)

[X] Use the Retrocognition spell on the ritual chamber - applying some much necessary willsave buffs beforehand (Surge of Fortune, Grand Destiny, Moment of Greatness, Ruin Delver's Fortune, Moment of Prescience, Bestow Grace, Owl's Insight for a Total of 110+1d6 willsave)
-[X] Also use the gloves of Object Reading and cast Touch of History on the shoe afterwards.
-[X] Finally, cast Legend lore on the whole keep.
-[X] In the meanwhile, have Tyene Brain Spider the recollections of the event from the survivors - we want to see if anything doesn't align between the version we'll see, and what the people saw then.
 
Alright. I'll try to get the preliminary write-up of the full force done today.

Rolls for available animal carcasses went great. I now need to design Huge Necrocrafts to ride the Gargantuan Zombie Sharks.
I think we would be better off keeping most of our Undead at Large-sized or smaller for the sake of accessibility. Undead are going to be at their best assaulting Deep One fortresses, and we can't expect the interiors of them to accommodate denizens of Huge-size or larger. Even Large-sized might be pushing it in some cases.

Building them with the intent to assault fortresses also helps to prevent them from being caught in the huge AoE burst radius of the Sunburst SLAs that 1000+ of our aquatic servitors can use. It's extra rough on the Undead.

 
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so still catching up and for this one i really wanted the picture. what was the picture for the newborn dryad who is the queen Rhaella
 
I think we would be better off keeping most of our Undead at Large-sized or smaller for the sake of accessibility. Undead are going to be at their best assaulting Deep One fortresses, and we can't expect the interiors of them to accommodate denizens of Huge-size or larger. Even Large-sized might be pushing it in some cases.

Building them with the intent to assault fortresses also helps to prevent them from being caught in the huge AoE burst radius of the Sunburst SLAs that 1000+ of our aquatic servitors can use. It's extra rough on the Undead.

I doubt that Large is a problem at all. Keep in mind that they have Large+ minions too. In fact, nearly every fight with the Illithid so far involved Kaiju sized monsters.

Also, most will indeed be Medium. That leaves far more room for fiddly bits instead of maxing HD at tje expense of special abilities.
 
I doubt that Large is a problem at all. Keep in mind that they have Large+ minions too. In fact, nearly every fight with the Illithid so far involved Kaiju sized monsters.

Also, most will indeed be Medium. That leaves far more room for fiddly bits instead of maxing HD at tje expense of special abilities.
Aboleth are Huge as norm.
We should assume that's the minimal size all important paths in the Deep Ones fortresses will have.
 
Aboleth are Huge as norm.
We should assume that's the minimal size all important paths in the Deep Ones fortresses will have.
Aboleths likely have their own chambers and wings in the fortresses where they live or work. Building a full fortress capable of accommodating Huge-size creatures isn't easy, after all.

That said, I really hope we don't end up dealing with too many Aboleths. Individually, an Elder Brain is more dangerous, but Aboleths have so much ancient knowledge and power to draw upon...the shit they pulled on Golarion was apocalyptic on a world-wide scale.
 
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