Presuming it plays out like this, I'm guessing Viserys would esitmate it better to just leave the Dothraki behind. Which is okay, since we can just bring in one or two Legions instead, get them experience, and maybe give Rhango and his Khalasar some catharsis by dealing with Gornath ourselves.
Even with just the queen, the Dothraki should be nowhere near this fight. It's a surefire way to have the Sarnori pissed at us for harboring their murderers.
I'd feel bad about this :C
After Rhango's latest interlude...
 
I'd feel bad about this :C
After Rhango's latest interlude...
Rhango I think would understand. It's not like his people's butchers (at least some of them) wouldn't be getting justice delivered to them.

His riders might be a little more disappointed, but then they are the people who survived getting their asses beat by horrific undead monsters. Maybe some will feel relieved.
 
Also the forum keeps eating my posts until I repost them again, for some reason.

So I'm sorry beforehand if I don't respond to someone.
 
[X] Duesal

So, I just got back from shooting skeet for the first time with my new shotgun. Let's just say it's a good thing that I don't have to worry about any home intruders being small flying orange discs... :oops:
 
So in terms of things of value we can give them, does Spark of Life have any fluff benefits for undead? It's primary use is to make them vulnerable to spells they're typically immune to, but since it does have some benefits it could be nice for some of the dead who need a breather to avoid going crazier. Especially if we pair it with Suppress Charms and Compulsions, which seems like it'd be somewhat helpful for dealing with trauma given the flavor text of the spell. Putting the extra effort into making some persistent items, or binding them to an AoE spell like we center on hearttrees, would provide a place of respite for the people overwhelmed by their death and need mental room from their condition to cope.
 
So in terms of things of value we can give them, does Spark of Life have any fluff benefits for undead? It's primary use is to make them vulnerable to spells they're typically immune to, but since it does have some benefits it could be nice for some of the dead who need a breather to avoid going crazier. Especially if we pair it with Suppress Charms and Compulsions, which seems like it'd be somewhat helpful for dealing with trauma given the flavor text of the spell. Putting the extra effort into making some persistent items, or binding them to an AoE spell like we center on hearttrees, would provide a place of respite for the people overwhelmed by their death and need mental room from their condition to cope.
Spark of Life does. We considered using it to give Amrelath a bit of respite from the misery of undeath, but we ended up just resurrecting him before that happened.
 
Spark of Life does. We considered using it to give Amrelath a bit of respite from the misery of undeath, but we ended up just resurrecting him before that happened.
I distinctly remember discussing the possibility of casting it on him so we could disguise him as a noble lady to keep an eye on some Essosi guy.
The mental image is still hilarious.
 
Spark of Life does. We considered using it to give Amrelath a bit of respite from the misery of undeath, but we ended up just resurrecting him before that happened.
We can't exactly resurrect all of these guys, so a hallow effect with spark of life on if could be very helpful to them in a number of ways.

If the OG are willing to deal with undead a tree with spark of life, suppress charms and compulsions, and Disguise Undead would work wonders I think. Being able to look and feel alive again would either be a great therapeutic tool or undead!heroin, so we'd probably need to ask around for some volunteer therapists to go with it. Since keeping them sane is in our interests, and not being tortured into madness is in their's it'd be both profitable now and helpful in the long term.
 
We can't exactly resurrect all of these guys, so a hallow effect with spark of life on if could be very helpful to them in a number of ways.

If the OG are willing to deal with undead a tree with spark of life, suppress charms and compulsions, and Disguise Undead would work wonders I think. Being able to look and feel alive again would either be a great therapeutic tool or undead!heroin, so we'd probably need to ask around for some volunteer therapists to go with it. Since keeping them sane is in our interests, and not being tortured into madness is in their's it'd be both profitable now and helpful in the long term.
It's a relatively low level spell. If they don't want to be warforged, we can just commission a few at-will items of Spark of Life as gifts for the queen.
 
It's a relatively low level spell. If they don't want to be warforged, we can just commission a few at-will items of Spark of Life as gifts for the queen.
I was thinking more like a societal scale thing. We don't want large numbers of crazed undead running around being jackasses, and passing out individual items helps the higher ups who don't need it as much. Making a wider area that weaker ones can visit in groups at a central location, like a market place, would be better for acting on that scale. I'm not sure how you'd model them becoming more stable, but we could probably work something out for that assuming the basic idea is sound. It'd also have the benefit of giving an excuse for constant positive contact with the city as a whole, which will make it easier to deal with as it becomes less of a desecrated tomb and more of a settlement.
 
Aife, Herald of the Ferryman
Advanced Sublime Giant Divine Cleric Creature Dire Sea Cat [+15 RHD] (CR 22)
Size/Type:
Gargantuan Magical Beast (Aquatic, Cold)
Hit Dice: 21d10 (115) + 420 (CON) + 252 (CHA) + 21 (Toughness) = 808 HP
Initiative: +9 (DEX)
Speed: Ground: 30 ft + 30 ft (Haste) = 60 ft, Swim: 60 ft + 30 ft (Haste) = 90 ft
Armor Class: 37 (-4 Size, +9 Dex, +20 Natural, +1 Dodge, +1 Armor), Touch 17, Flat-Footed 27
Base Attack/Grapple: +21/+55
Attack: Bite +35 (3d6+20), 2 Claws +35 (2d8+20)
Space/Reach: 20 ft./20 ft.
Special Attacks: Rend (2 claws, 2d8+30), Breath Weapon (Every 1d4 rounds, 60 foot cone, 15d6 Lightning damage, Reflex DC 44 for half damage)
Special Qualities: Darkvision 60 ft, Low-Light Vision, Scent, SR 31, DR 10/Magic, Fast Healing 17 (5 + Charisma modifier), Immune to Magic Aging, Disease, & Positive Energy Damage, Resist Negative Energy & Cold), Immunity to Mind-Affecting effects, Immunity to Electricity
Saves: Fort +40, Ref +29, Will +27
Abilities: Str 47(50), Dex 24(28), Con 49(50), Int 20(22), Wis 30(36), Cha 30(34)
Skills: +44 Concentration, +16 Diplomacy, +11 Knowledge (Arcana), +21 Knowledge (Dungeoneering), +30 Knowledge (Religion), +11 Knowledge (The Planes), +28 Listen, +37 Sense Motive, +30 Spellcraft, +28 Spot, +35 Swim
Skill Trick: Swift Concentration
Feats: Chain Spell, Divine Metamagic, Extra Turning (x2), Maximize Spell, Quicken Spell, Reach Spell, Toughness(B), Widen Spell
Languages: Aquan, Celestial, Draconic, Old Tongue, True Tongue, Truespeech
Alignment: Lawful Neutral

Prepared Divine Spells (Caster Level 20): Spell DC = 10 + 13 (WIS) + 4 (MoL) = 27 + spell level
Level 0: (6/day): Detect Poison, Detect Magic, Light, Mending, Message, Read Magic
Level 1: (5+4/day): Blood Wind (x2), Clarion Call, Divine Favor, Entropic Shield, Shield of Faith, Sign, Wings of the Sea (x2)
Level 2: (5+3/day): Augury, Close Wounds, Detect Aberration, Divine Insight, Ironskin, Sound Burst, Status, Substitute Domain
Level 3: (5+3/day): Alter Fortune, Battlemagic Perception (x2), Hydrophobia (x2), Invoke the Cerulean Sign, Mass Conviction, Mass Resist Energy
Level 4: (5+3/day): Assay Spell Resistance (x2), Cleansing Conflagration, Divination, Mass Shield of Faith, Pronouncement of Fate, Recitation, Tail Current
Level 5: (5+3/day): Caustic Blood, Dawn Shroud, Life Bubble, Plane Shift, Revivify, Righteous Might, Righteous Wrath of the Faithful, True Seeing
Level 6: (4+2/day): Energy Immunity, Greater Dispel Magic (x2), Heal, Source Severance, Widened Invoke the Cerulean Sign
Level 7: (4+2/day): Destruction, Mass Spell Resistance, Maximized Cleansing Conflagration, Quickened Invoke the Cerulean Sign, Radiant Assault, Repulsion
Level 8: (4+2/day): Chain Dispel, Maelstrom, Mind Blank, Nine Lives, Sacramental Seal, Stormrage
Level 9: (4+2/day): Gate, Implosion, Mass Heal, Miracle (x2), Wail of the Banshee

Personal Long-Term Defensive Wards:
  • Reached Chained Mind Blank: Aife casts this spell not only on herself, but her entourage as well. Duration: 24 hours, Cost: 8th level spell, 7 Turnings
  • Nine Live: Up to nine times while this spell is active, you can use an Immediate Action to benefit from one of the following effects. Duration: 20 hours, Cost: 8th level spell
Supernatural Abilities:
Sublime:
  • Strong Life-Force (Ex): In addition to her Constitution modifier, Aife adds her Charisma modifier at each level when determining Hit Points.
  • Ageless (Ex): Aife does not suffer the ravages or negative affects of old age. She will never die of old age and is immune to any spells or effects which cause aging.
  • Positive Energy Affinity (Ex): Any healing spells, or other healing effects derived from Positive Energy, are doubly effective when applied to Aife (roll as normal for the effect, adding any bonuses such as those derived from class level, and then multiply the result by two).
  • Channel Positive Energy (Su): As a Standard Action, Aife can release a burst of Positive Energy which affects creatures within a 30 foot radius of her location, targeting either the living or the Undead, but not both. Living creatures are healed of 10d6 damage, while the Undead suffer 10d6 damage. A successful DC 36 Will save halves this damage (DC 24 + Charisma modifier). She can Channel Positive Energy 15/Day (3 + Charisma modifier).
Divine Seacat:
  • Hasted (Su): Aife benefits from a constant Haste spell effect.
  • Reflective Hide (Su): Aife is permanently protected by a Spell Turning effect.
  • See in Darkness (Su): Aife can see perfectly in darkness of any kind, even that created by Deeper Darkness spells.
  • Enhanced Attributes (Ex): The save DC for each of Aife's special attacks, spells, and spell-like abilities increases by +4 (already included in stats).
  • Regrow limbs (Ex): If Aife loses a limb, head, or body part, a new one grows in 1 round. She cannot be slain by a Vorpal weapon's head-severing ability.
  • Truespeech (Su): Aife can speak with any creature that has a language, as though using a Tongues spell (caster level equal to HD). This ability is always active.
  • Spells: Aife casts Divine spells from the Cleric list and from the Protection, Ocean, and Death Domains as a 5th-level Cleric, though it does not gain extra Domain spell slots. This ability stacks with the spellcasting granted Cleric Creature template.
Crown of the Lady of the Depths: +3 Strength, +4 Dexterity, +1 Constitution, +2 Intelligence, +6 Wisdom, +4 Charisma, +5 Resistance bonus to Saving Throws
  1. Use Prestidigitation, Greater Mage Hand and Unseen Servant At Will, and Celerity 1/Day
  2. 1/Day as a Standard Action, you can increase your Divine caster level by +4 for 10 minutes.
  3. 1/Day: Negate Stun, Daze, Confusion, or Fascination (Does not include the effects of Chronomancy)
Mantle of the Lady of the Depths:
  1. 3/Day sacrifice a spell slot to use Summon Monster spell of same level
  2. 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.
  3. Aspect of the Starry Sky:
    • Glow as if affected with a Light spell at will.
    • Convert any spell of 1st level and above to Magic Missile.
  4. Aspect of the Wide Earth:
    • Convert any Spell of 5th level and above to Teleport.
    • Carrying capacity is doubled.
  5. Aspect of the Sullen Sea:
    • Hold breath for up to 12 hours before having to make a Constitution check.
    • Convert any spell of 4th level and above to Freedom of Movement.
  6. Aspect of the Golden Sun:
    • Immunity to blindness and dazzling effect
    • Convert any spell of 3rd level and above to Flashburst.
  7. Harmony of the Four Aspects:
    • Benefit from Cold, Electricity, & Acid Resistance 5.
    • Convert any spell of 5th level and above to Commune.
Soulfire Mithral Bracers (+1): Immune to all death spells, magical death effects, and energy drain, and any negative energy effects.

Equipment: Bead of Newt Prevention (x3), Crown of the Lady of the Depths, Mantle of the Lady of the Depths, Mind Blank Ring, Ring of Sustenance, Single-Use Charms (x2 Brilliant Barrier, x2 Plane Shift, x4 Sending, x2 Teleport), Soulfire Mithral Bracers (+1)
2 Grand Dragon Turtle (CR 15)
2 Seawyrm (CR 15)
2 Aureate Seawyrm [Advanced Fire-Souled Half-Dragon Sorcerer Creature Gilded Sea Serpent (w/+8 Racial HD)] (CR 15, 13 HD)

Entourage Equipment: Bead of Newt Prevention (x3), Boneward Belt (+2 CON), Earring of Arcane Acuity, Ring of Protection from Evil, Ring of Sustenance, Single-Use Charms (x2 Brilliant Barrier, x1 Plane Shift, x2 Sending, x1 Teleport), Soulfire Mithral Bracers (+1)
 
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We can't exactly resurrect all of these guys, so a hallow effect with spark of life on if could be very helpful to them in a number of ways.

If the OG are willing to deal with undead a tree with spark of life, suppress charms and compulsions, and Disguise Undead would work wonders I think. Being able to look and feel alive again would either be a great therapeutic tool or undead!heroin, so we'd probably need to ask around for some volunteer therapists to go with it. Since keeping them sane is in our interests, and not being tortured into madness is in their's it'd be both profitable now and helpful in the long term.
Yes we can resurrect them all, I made a DP approved plan for how to do it, whether we can make a profit doing it will only be determined once we talk to Bloodraven, as we need to know how much capturing the soul of the captured, lessen the profit from a sacrifice, but it's only 30 points of research to implant souls into bodies grown in the Fungus Forge, and with my sacrifice their old bodies plan, we can at minimum pay part of the cost of their new bodies, and might even be able to turn a profit.

Even if we go with making them warforged, unless going from soul in soul gem to Warforged, is massively more research expensive than going from undead to warforged, we should use my soul gem sacrifice plan, to pay for making them warforged, as it get the old gods a bunch of sacrifices which mean extra power for them, and them seeing us even more favorably, and produce reagents, which are basically money, and we can always use more money.
 
Vote closed.
Adhoc vote count started by DragonParadox on Jul 11, 2020 at 3:23 PM, finished with 69 posts and 11 votes.

  • [X] Offer an alliance against the other cities, pretenders all, careful to mention the actions of the dead of Sallosh in supporting their living descendants as opposed to those who plotted to use Vargo that they might tear even Saath down //Approach this as we did with the Serpentfolk, start off as allies and trading partners who could later be persuaded to become vassals.
    -[X] Go further, extend an invitation for her to join your campaign outright against the other Sarnori. This will hopefully be the first step in building trust between the two of you.
    [X] Pledge trade and the sharing of lore that would aid her people overcome the darkness upon them
    -[X] If deemed safe, mention our willingness to aid the queen in bringing her people back from undeath and giving them warforged bodies (a technology developed by the Sarnori no less), while offering resurrection via the rituals developed for Amrelath and Laenor Targaryen for anyone the Queen chooses (with the implication that we'd be happy to resurrect her, but making sure not to offer any offense). //Only to be offered if we're certain this won't rouse the queen's anger against us. If necessary save this offer for after a joint campaign when more trust has been established.
    --[X] If pressed for our motivations, we see this as killing two birds with one stone. An injustice of a murdered city is undone, and we gain a powerful ally in Sathar against the far more hostile cities nearby.
    [X] Then I see that there our interests are the same. The lands under my influence could certainly benefit as much as yours from a rebuilt and prospering Sarnor. Were the matter solved simply by pledging material aid I would gladly start over trade proposal, exchanges of knowledge, and aid into our studies of undeath and how to provide succor to those tormented by it. Yet, I fear that if I happened to rebuild trading routes between your city and those I rule over, then they wouldn't be peaceful routes.
    -[X] You told me that this city was originally plunged into despair before you were raised. Tell me then, what do you know of the other cities? Are they doomed forever to the blackest instincts of undeath, or could they be redeemed under a fair enough leadership? ---Yes, the hint is pretty clear, we need someone to reign in the undead that do join us
    -[X] My forces are already mustering to bring peace to the suffering of these lands, yet I must know first your position in this. Could they be redeemed? Shall we just burn their undead husks until nothing remains? Or shall I take care to preserve of what remains Sallosh's legacy for their sane descendants?
 
@DragonParadox Does it add to the research cost, if when we want to turn undead into warforged, we first turn them into soul gems using my plan?

Basically is it harder to turn a soul gem into a warforged, than it is to turn an undead into a warforged?

And if it is, how much harder?
 
Part MMMDLXXVI: Weighing Pledges
Weighing Pledges

Third Day of the Second Month 294 AC

Into the still air you tell the tale of Sallosh and its slowly fading scholars, of the means by which the living and the dead of Sarnor might yet build a legacy not merely of vengeance but of new heights and brighter glories. The silvered star, gift of the scholars, flashes in the light of the bale-fire lanterns, proof and pledge beyond words that sends a ripple of surprise through ancient courtiers and generals in accursed armor both. Even now, even here and through all the journeys that have taken you to this place, the magic of the City on the Silver Shore aids you.

Though you half expect some challenge from among them, an accusation that you had pried it from a broken tomb perhaps, there is none. They dare not pass judgement before the queen and she is obviously convinced of your words and knowledge of old Sallosh that no book or inscription could have granted.

However, from the questions she asks it is clear Queen Namaaru is not overly impressed with Vargo Alexi, a man who would have lead his people first in rebellion against the last enduring city of his people and then into the wilds and the dead lands at your word. "That you proved worthy of trust in the end does not absolve this man-who-would-be-king of gambling upon it, not only with his life but the lives of those who placed themselves into his hands," she concludes darkly.

"But his trust was rewarded, your majesty, and so might your own more discerning judgement," Tyene interjects before she can dwell too long on the unworthiness of the man who had taken on the name of the last High King. "Saath itself nearly fell to the plots of the mad lords in Sarnath, but in defeating them a brighter path opens before us all. Let us trade in things material..." she motions to the wine a hollow eyed skeleton had brought, likely from the fruits of a past trading expedition. "And immaterial."

"Let us ally," you slip into the rhythm of her words with the ease of long experience. "And let those who would sacrifice their children for spite and greed know fear that is beyond death, and when the battle is done..." you hesitate the merest instant, unnoticed by any save perhaps the queen upon her throne. "The darkness might be lifted from Sathar and the weight of the grave set aside."

"You promise much," the melodious voice once more breaks the unnatural silence. "Even if such a thing could be done, what do you have to gain from the offer?"

"Two boons, each in their own manner worthy and both together all the more so." Alas, Sarnori has a definite lack of avian metaphor requiring you to twist the thought a touch. "An injustice of a murdered city would be undone, and I gain a powerful ally in Sathar against the those princes who have already proven themselves my foes."

"Who would you march against and how would you fight this war?" though the queen's words are guarded, you suspect from her tone that she is more inclined than not to take your bargain. Still, you have no doubt that the answer for how you will choose to fight against the remainder of Sarnor will hang heavy in her judgement.

Which city would you attack?

[] Gornath
-[] Write in tactics

[] Kasath
-[] Write in tactics

[] Marosh
-[] Write in tactics

[] Sarnath
-[] Write in tactics


OOC: This is rather early to lay out the details of any resurrection or stabilization plans, so I kept it to a broad offer of aid with the state they find themselves in.
 
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@DragonParadox Does it add to the research cost, if when we want to turn undead into warforged, we first turn them into soul gems using my plan?

Basically is it harder to turn a soul gem into a warforged, than it is to turn an undead into a warforged?

And if it is, how much harder?
  1. It would make the process more complex and expensive yes
  2. I'll work out by how much in the morning it's midnight for me.
 
Weighing Pledges

Third Day of the Second Month 294 AC

Into the still air you tell the tale of Sallosh and its slowly fading scholars, of the means by which the living and the dead of Sarnor might yet build a legacy, not merely of vengeance but of new heights and brighter glories. The silvered star, gift of the scholars, flashes in the light of the bale-fire lanterns, proof and pledge beyond words, that sends a ripple of surprise through ancient courtiers and generals in accursed armor both. Even now, even here and through all the journeys that have taken you to this place, the magic of the City on the Silver Shore aids you.

Although you half expect some challenge from among them, an accusation that you had pried it from a broken tomb perhaps, there is none. They dare not pass judgement before the queen and she is obviously convinced of your words and knowledge of old Sallosh that no book or inscription could have granted.

However, from the questions she asks it is clear Queen Namaaru is not overly impressed with Vargo Alexi, a man who would have lead his people first in rebellion against the last enduring city of his people and then into the wilds and the dead lands at your word. "That you proved worthy of trust in the end does not absolve this man-who-would-be-king of gambling upon it, not only with his life but the lives of those who placed themselves into his hands," she concludes darkly.

"But his trust was rewarded, majesty, and so might your own more discerning judgement," Tyene interjects before she can dwell too long on the unworthiness of the man who had taken on the name of the last High King. "Saath itself nearly fell to the plots of the mad lords in Sarnath, but in defeating them a brighter path opens before us all. Let us trade in things material..." she motions to the wine a hollow-eyed skeleton had brought, likely from the fruits of a past trading expedition. "And immaterial."

"Let us ally," you slip into the rhythm of her words with the ease of long experience. "And let those who would sacrifice their children for spite and greed know fear that is beyond death and when the battle is done..." you hesitate the merest instant, unnoticed by any save perhaps the queen upon her throne. "The darkness might be lifted from Sathar and the weight of the grave set aside."

"You promise much," the melodious voice once more breaks the unnatural silence. "Even if such a thing could be done, what do you have to gain from the offer?"

"Two boons, each in their own manner worthy and both together all the more so." Alas Sarnori has a definite lack of avian metaphor, requiring you to twist the thought a touch. "An injustice of a murdered city would be undone, and I gain a powerful ally in Sathar against the those princes who have already proven themselves my foes."

"Who would you march against and how would you fight this war?" though the queen's words are guarded, you suspect from her tone that she is more inclined than not to take your bargain. Still, you have no doubt that the answer for how you will choose to fight against the remainder of Sarnor will hang heavy in her judgement.

Which city would you attack?

[] Gornath
-[] Write in tactics

[] Kasath
-[] Write in tactics

[] Marosh
-[] Write in tactics

[] Sarnor
-[] Write in tactics


OOC: This is rather early to lay out the details of any resurrection or stabilization plans, so I kept it to a broad offer of aid with the state they find themselves in. Not yet edited.
Here's an edited version of the chapter, DP.
 
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