Ah... if he can solo something CR 15, I think I can work something out that will strike terror into the hearts of all who behold his mounts terrible glory.
 
I don't think so?
As far as I remember DP just mentioned he gave him some real casting ability, not just SLAs, but I don't think we know what class or template that was, or if he just slapped the magic on the basic creature with no such tool.

Oh, right. It was just speculation through his image back then before the duel.
 
Vote (Finally) closed

Sorry about how late this is guys. Internet troubles and IR troubles converging
Adhoc vote count started by Goldfish on Feb 25, 2020 at 6:04 AM, finished with 104 posts and 6 votes.
 
Ah... if he can solo something CR 15, I think I can work something out that will strike terror into the hearts of all who behold his mounts terrible glory.
...I feel like we are about to put him into an uncomfortable position of having to think up what else to give us in return, aside from that piece of Viserys' Shadow we traded him long ago.
Carry on, good sir.
:V
 
...I feel like we are about to put him into an uncomfortable position of having to think up what else to give us in return, aside from that piece of Viserys' Shadow we traded him long ago.
Carry on, good sir.
:V
*cough*

I decided I might as well keep going.

Myrkdreki, CR 19
This sleek dragon with scales dark as pitch moves through the air without a sound, it's wings seemingly unnecessary to keep it aloft.
LE Huge Dragon (Fey)
Init +8;
Senses dragon senses; scent, see in darkness, Perception+25;
Aura frightful presence (180 ft., DC 23)

DEFENSE
AC 32, touch 12, flat-footed 32 (+20 natural, –2 size, +4 DEX)
hp 275 (19d12+152)
Fort +19, Ref +15, Will +17
Defensive Abilities freedom of movement
Regeneration 9/good or silver
DR 10/cold iron and magic;
Immune cold, death effects, energy drain, paralysis, sleep;
Resist electricity 10, fire 10
SR 30

OFFENSE
Speed 200 ft.; air walk
Melee bite +32 (2d8+19 plus bleed/19–20), 2 claws +32 (2d6+15 plus bleed), tail slap +28 (2d6+19 plus bleed), 2 wings +28 (1d8+9 plus bleed)
Space 15 ft.;
Reach 10 ft. (15 ft. with bite)

Special Attacks breath weapon (50-ft. cone, DC 27, 12d8 negative energy, DC 27), crush, shadow breath (DC 27), foreboding whispers (DC 26), bleed 2d6

Spell-like Abilities (CL 17th; concentration+22)
Constantair walk, freedom of movement, know direction
At willdarkness, shadow walk, vampiric touch, speak with dead
3/daystone tell

Spells Known (CL 7th; concentration +12)
3rd (5/day)dispel magic, inflict serious wounds (DC 20)
2nd (7/day)command undead (DC 19), invisibility, web (DC 19)
1st (8/day)grease (DC 18), inflict light wounds (DC 18), magic missile, reduce person (DC 18), shield
0 (at will)bleed (DC 17), detect magic, detect poison, disrupt undead (DC 17), mage hand, ray of frost, read magic

STATISTICS
Str 40, Dex 18, Con 27, Int 17, Wis 22, Cha 24
Base Atk +19
Feats Critical Focus, Hover, Improved Critical (bite), Improved Initiative, Improved Vital Strike, Multiattack, Power Attack, Skill Focus (Stealth), Snatch, Vital Strike
Skills Bluff +25, Diplomacy +25, Fly +16, Knowledge (arcana, local, planes) +25, Perception +25, Sense Motive +25, Spellcraft +25, Stealth +18, Survival +25
Languages Abyssal, Common, Draconic, Druidic
SQ ghost bane, umbral scion

SPECIAL ABILITIES
Breath Weapon (Su)
Although it deals negative energy damage, a Myrkdreki's breath weapon does not heal undead creatures.

Ghost Bane (Su)
A Myrkdreki's physical attacks deal damage to incorporeal creatures normally.

Shadow Breath (Su)
Three times per day, a Myrkdreki can breathe a cone of living shadows. Creatures who fail a Fortitude save are blinded and deafened for 1d4 rounds and take 2d6 points of Str drain. A successful save negates the blindness, deafness and reduces Str drain to 1d4 points.

Umbral Scion (Ex)
Myrkdreki have negative energy affinity and are immune to energy drain and death effects. When using shadow walk, they move at 100 miles per hour.

Foreboding Whispers (Su)
As a standard action, a Myrkdreki can create the illusion of baleful whispers all around itself. All creatures within 60 feet must succeed at a DC 23 Will save or become confused for 1d4 rounds. A creature that succeeds at this save is immune to the foreboding whispers ability of the Myrkdreki for 24 hours. The save DC is Charisma-based.

Rider Synergy (Su)
When a Myrkdreki carries a rider, the two act as one. If either the rider or the mount would take damage, the rider and mount decide how to divide the damage (typically splitting it equally). Additionally, the rider's movement as a part of the Myrkdreki's overrun combat maneuver does not provoke attacks of opportunity, unless that movement would also cause the Myrkdreki to provoke attacks of opportunity.

It needs some special attention from Elaheh, an Adult Shadow Dragon, the Orphen Kings current mount and probably a few barrels of Lawful and Evil juices.
 
It needs some special attention from Elaheh, an Adult Shadow Dragon, the Orphen Kings current mount and probably a few barrels of Lawful and Evil juices.
Very interesting.

Free hand or did you take the components from somewhere?
Besides the material you mentioned we'll need a mind/soul too and a proper draconic one to get the sorcery. We can't keep the Shadow Dragon intact enough to work from that, not without serious risks I think.
Maybe a Mind Dragon as part of the base materials, if it where willing?
 
Very interesting.

Free hand or did you take the components from somewhere?
Besides the material you mentioned we'll need a mind/soul too and a proper draconic one to get the sorcery. We can't keep the Shadow Dragon intact enough to work from that, not without serious risks I think.
Maybe a Mind Dragon as part of the base materials, if it where willing?
Semi-free. I used the Pathfinder Umbral Dragon, the Wild Hunt Horse and the Apostle Kyton template. I axed a few abilities and merged others.
 
*cough*

I decided I might as well keep going.

Myrkdreki, CR 19
This sleek dragon with scales dark as pitch moves through the air without a sound, it's wings seemingly unnecessary to keep it aloft.
LE Huge Dragon (Fey)
Init +8;
Senses dragon senses; scent, see in darkness, Perception+25;
Aura frightful presence (180 ft., DC 23)

DEFENSE
AC 32, touch 12, flat-footed 32 (+20 natural, –2 size, +4 DEX)
hp 275 (19d12+152)
Fort +19, Ref +15, Will +17
Defensive Abilities freedom of movement
Regeneration 9/good or silver
DR 10/cold iron and magic;
Immune cold, death effects, energy drain, paralysis, sleep;
Resist electricity 10, fire 10
SR 30

OFFENSE
Speed 200 ft.; air walk
Melee bite +32 (2d8+19 plus bleed/19–20), 2 claws +32 (2d6+15 plus bleed), tail slap +28 (2d6+19 plus bleed), 2 wings +28 (1d8+9 plus bleed)
Space 15 ft.;
Reach 10 ft. (15 ft. with bite)

Special Attacks breath weapon (50-ft. cone, DC 27, 12d8 negative energy, DC 27), crush, shadow breath (DC 27), foreboding whispers (DC 26), bleed 2d6

Spell-like Abilities (CL 17th; concentration+22)
Constantair walk, freedom of movement, know direction
At willdarkness, shadow walk, vampiric touch, speak with dead
3/daystone tell

Spells Known (CL 7th; concentration +12)
3rd (5/day)dispel magic, inflict serious wounds (DC 20)
2nd (7/day)command undead (DC 19), invisibility, web (DC 19)
1st (8/day)grease (DC 18), inflict light wounds (DC 18), magic missile, reduce person (DC 18), shield
0 (at will)bleed (DC 17), detect magic, detect poison, disrupt undead (DC 17), mage hand, ray of frost, read magic

STATISTICS
Str 40, Dex 18, Con 27, Int 17, Wis 22, Cha 24
Base Atk +19
Feats Critical Focus, Hover, Improved Critical (bite), Improved Initiative, Improved Vital Strike, Multiattack, Power Attack, Skill Focus (Stealth), Snatch, Vital Strike
Skills Bluff +25, Diplomacy +25, Fly +16, Knowledge (arcana, local, planes) +25, Perception +25, Sense Motive +25, Spellcraft +25, Stealth +18, Survival +25
Languages Abyssal, Common, Draconic, Druidic
SQ ghost bane, umbral scion

SPECIAL ABILITIES
Breath Weapon (Su)
Although it deals negative energy damage, a Myrkdreki's breath weapon does not heal undead creatures.

Ghost Bane (Su)
A Myrkdreki's physical attacks deal damage to incorporeal creatures normally.

Shadow Breath (Su)
Three times per day, a Myrkdreki can breathe a cone of living shadows. Creatures who fail a Fortitude save are blinded and deafened for 1d4 rounds and take 2d6 points of Str drain. A successful save negates the blindness, deafness and reduces Str drain to 1d4 points.

Umbral Scion (Ex)
Myrkdreki have negative energy affinity and are immune to energy drain and death effects. When using shadow walk, they move at 100 miles per hour.

Foreboding Whispers (Su)
As a standard action, a Myrkdreki can create the illusion of baleful whispers all around itself. All creatures within 60 feet must succeed at a DC 23 Will save or become confused for 1d4 rounds. A creature that succeeds at this save is immune to the foreboding whispers ability of the Myrkdreki for 24 hours. The save DC is Charisma-based.

Rider Synergy (Su)
When a Myrkdreki carries a rider, the two act as one. If either the rider or the mount would take damage, the rider and mount decide how to divide the damage (typically splitting it equally). Additionally, the rider's movement as a part of the Myrkdreki's overrun combat maneuver does not provoke attacks of opportunity, unless that movement would also cause the Myrkdreki to provoke attacks of opportunity.

It needs some special attention from Elaheh, an Adult Shadow Dragon, the Orphen Kings current mount and probably a few barrels of Lawful and Evil juices.
The Orphne King would absolutely love this.
 
*cough*

I decided I might as well keep going.

Myrkdreki, CR 19
This sleek dragon with scales dark as pitch moves through the air without a sound, it's wings seemingly unnecessary to keep it aloft.
LE Huge Dragon (Fey)
Init +8;
Senses dragon senses; scent, see in darkness, Perception+25;
Aura frightful presence (180 ft., DC 23)

DEFENSE
AC 32, touch 12, flat-footed 32 (+20 natural, –2 size, +4 DEX)
hp 275 (19d12+152)
Fort +19, Ref +15, Will +17
Defensive Abilities freedom of movement
Regeneration 9/good or silver
DR 10/cold iron and magic;
Immune cold, death effects, energy drain, paralysis, sleep;
Resist electricity 10, fire 10
SR 30

OFFENSE
Speed 200 ft.; air walk
Melee bite +32 (2d8+19 plus bleed/19–20), 2 claws +32 (2d6+15 plus bleed), tail slap +28 (2d6+19 plus bleed), 2 wings +28 (1d8+9 plus bleed)
Space 15 ft.;
Reach 10 ft. (15 ft. with bite)

Special Attacks breath weapon (50-ft. cone, DC 27, 12d8 negative energy, DC 27), crush, shadow breath (DC 27), foreboding whispers (DC 26), bleed 2d6

Spell-like Abilities (CL 17th; concentration+22)
Constantair walk, freedom of movement, know direction
At willdarkness, shadow walk, vampiric touch, speak with dead
3/daystone tell

Spells Known (CL 7th; concentration +12)
3rd (5/day)dispel magic, inflict serious wounds (DC 20)
2nd (7/day)command undead (DC 19), invisibility, web (DC 19)
1st (8/day)grease (DC 18), inflict light wounds (DC 18), magic missile, reduce person (DC 18), shield
0 (at will)bleed (DC 17), detect magic, detect poison, disrupt undead (DC 17), mage hand, ray of frost, read magic

STATISTICS
Str 40, Dex 18, Con 27, Int 17, Wis 22, Cha 24
Base Atk +19
Feats Critical Focus, Hover, Improved Critical (bite), Improved Initiative, Improved Vital Strike, Multiattack, Power Attack, Skill Focus (Stealth), Snatch, Vital Strike
Skills Bluff +25, Diplomacy +25, Fly +16, Knowledge (arcana, local, planes) +25, Perception +25, Sense Motive +25, Spellcraft +25, Stealth +18, Survival +25
Languages Abyssal, Common, Draconic, Druidic
SQ ghost bane, umbral scion

SPECIAL ABILITIES
Breath Weapon (Su)
Although it deals negative energy damage, a Myrkdreki's breath weapon does not heal undead creatures.

Ghost Bane (Su)
A Myrkdreki's physical attacks deal damage to incorporeal creatures normally.

Shadow Breath (Su)
Three times per day, a Myrkdreki can breathe a cone of living shadows. Creatures who fail a Fortitude save are blinded and deafened for 1d4 rounds and take 2d6 points of Str drain. A successful save negates the blindness, deafness and reduces Str drain to 1d4 points.

Umbral Scion (Ex)
Myrkdreki have negative energy affinity and are immune to energy drain and death effects. When using shadow walk, they move at 100 miles per hour.

Foreboding Whispers (Su)
As a standard action, a Myrkdreki can create the illusion of baleful whispers all around itself. All creatures within 60 feet must succeed at a DC 23 Will save or become confused for 1d4 rounds. A creature that succeeds at this save is immune to the foreboding whispers ability of the Myrkdreki for 24 hours. The save DC is Charisma-based.

Rider Synergy (Su)
When a Myrkdreki carries a rider, the two act as one. If either the rider or the mount would take damage, the rider and mount decide how to divide the damage (typically splitting it equally). Additionally, the rider's movement as a part of the Myrkdreki's overrun combat maneuver does not provoke attacks of opportunity, unless that movement would also cause the Myrkdreki to provoke attacks of opportunity.

It needs some special attention from Elaheh, an Adult Shadow Dragon, the Orphen Kings current mount and probably a few barrels of Lawful and Evil juices.
That's a real monster, dude, but can you make a CR 15 version? CR 19 is a bit excessive, IMO, and DP said that we can't make anything stronger than CR 15 without direct Divine intervention, such as Yss' empowerment of his Champion Nirah to CR 20.
 
nd DP said that we can't make anything stronger than CR 15 without direct Divine intervention
We can't make such in the Fleshforge.
Which is the mass-production method.

I dare say, if we blow some actual time on it, we probably can do it. We have the technology.
 
That's a real monster, dude, but can you make a CR 15 version? CR 19 is a bit excessive, IMO, and DP said that we can't make anything stronger than CR 15 without direct Divine intervention, such as Yss' empowerment of his Champion Nirah to CR 20.
It's meant as a unique creature, not something mass-producible. I'll wait on DP's commentary before investing more time in this.

Do you by chance read the Seven Realms novels? Or is dreki just a semi-common word for dragons I've otherwise missed?
Dreki is Icelandic / Old Norse for dragon.
Myrkr means dark.

So it's a Dark Dragon. :V
 
Inserted tally
Adhoc vote count started by Goldfish on Feb 25, 2020 at 6:04 AM, finished with 104 posts and 6 votes.
 
Part MMMCCCLXI: Of War's End and Peace's Tangled Coils
Of War's End and Peace's Tangled Coils

Fifteenth Day of the Twelfth Month 293 AC

To his credit Red Rolly had not let grass grow between his toes in the day and a half since the Golden Company had gone down to wreck and ruin. He'd donned a black hood over his glamoured armor and bound his sword in a battered leather sheath just in case he should meet a mage able to see through even the cleverest of illusions, or a devil with eyes honed on the plains of Avernus. Yet for all his caution and all his care he could not have been prepared for this. For a god's curse and an ambush planned a thousand leagues away.

Space rippled and all at once your Companions were around him, Amrelath and Relath circling above. He is fast, but not faster than twisting time, he is strong, but not stronger than half a dozen crossing battle spells, then brine and flame raining from on high. Of course the dragons are not truly aiming to kill, nor do you think a single gust of flame could kill this man, whoever he might once have been, but every blow dispels a ward and every fortune blessed twist spends an enchantment.

Even so you do not manage to capture the man without blood being spilled. Between one moment and the next he is standing next to Lya, the sword sharp enough to cut through adamatine poised to strike her neck. As you bat it away with conjured wings he casts a veil of poison in the air, thick, oily and filled with every bitter memory at the edge of knowing. A weapon of last resort, of flight, his body melting into the smoke even as Lya starts to cough up blood. Perhaps he would have had some means to remove the curse had he managed to flee. He does not get the chance. With bloodied lips Lya utters the spell and the last of Aegon's inner circle is bound in a coffin of amber even as his master is.

"What was that thing, it looked like three spells in one enchantment?" Lya asks, excited by the cloud that had poisoned her before it had even scattered, before she had even healed.

"We will have plenty of time to figure it out tomorrow," you laugh. Looking up and down the road you see no other Golden Company survivors. Red Rolly had been wise enough to flee alone.

"For now we must grind our loins for a less savory battle," Waymar jests lightly, relief coloring his words. One more enemy you would not have to worry about anymore. "Politics."

Hopefully you would not be making new ones.

***​

The Venerable Xue does not at first glance look like one deserving of that name, her face is youthful and seemingly unmarked by worries, even her hair is black as a curtain of ash upon robes of crimson and gold thread that glitters and dances in the lantern light, but it is her eyes that give lie to the youthful facade. Dark they are, but bright with the will behind them, like hot coals ready to burst into flame.


She had agreed to meet you in secret in one of the last remaining tents in the ruined camp, she had even agreed to meet you alone while you brought both Dany and Tyene to the meeting, but you would have to be wholly blind and deaf to the currents of power not to taste the fire in the air. The half-cast ritual had not been wasted, the favor of the kami not wholly spent. It is clear from the way she looks you in the eyes without hesitation that the mage before you is willing to turn the power meant to strike at the Golden Company against you, if she feels the need to.

Thankfully it is just as clear she is not looking for a fight, only answers and the sort of guarantees you are more than willing to provide. After all, you had no designs on Trader Town in your own name and no intention to conquer it in the name of the Azure Emperor in Yin. You stop well short of anything that might be constituted a promise not to ally with Bu Gai of course, but other than that you are anticipating a swift and amiable discussions over sky-blue porcelain. Then fate decides you are touch too comfortable in your conclusion:

"Why did you provide Pol Ning with knowledge of the Mother of Monsters and other threats to harmony?" The shugenja sips her tea as though she had been inquiring about the weather. "Do not mistake me, I could easily believe that those documents were as old as they seemed, but the manner they had been composed, that was not of the Golden Empire."

Another sip.

"They could of course had originated from some other foreign source, but to find so many and so conveniently in some trader's satchel. It stretches credibility."

What do you reply?

[] Deny that you had anything to do with the whole matter

[] Admit your involvement and your reasons

[] Write in


OOC: I glossed over the battle a bit since you guys outnumbered poor Rolly to a frankly unfair degree. Hopefully it came across well enough.
 
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