Greetings Comrades!
Can someone explain what kind of adepts we are training? In a sense, they worship the concept of law, or something else?
 
I think your damage math here is off. Viserys is casting at cl 22, has fire mastery (+1 damage/level), and draconic spell power (1d6 damage/level). This should be 220 ( maximized base spell damage) + 22 ( fire mastery) + 132 (draconic spell power 1d6/level maximized) = 374 damage with no empowering. Which is enough to 1 shot the Colossus (assuming its unmodified) that is in charge of this force. 374*1.5=561 damage with empowering. I think the non-empowered version will 1 shot everything anyways.

I think its worth switching sudden empower to sudden widen to hit a lot more enemies. This would give each cube a 1600 ft area for a total area of 28,160 square ft hit. This one spell could legitimately kill 25000+ enemy undead.
Not quite. Draconic Spell Power doesn't increase damage by 1d6 per caster level. It's +1d6 per level of the spell. SotD is 8th level, so it's going to inflict an extra 8d6+8 damage, since Fire Mastery adds +1 damage per damage dice of the spell.

Maximized and Empowered, it would be [(220 + 48) x 1.5] + 30 = 432

That said, even without Empower it would still inflict 298 points of Searing Fire damage and 8 points of Strength and Dexterity damage (and Constitution, too, I guess, if there are any living creatures in the affected areas). If ya'll would prefer we Widen the effect rather than Empower it, I can change the plan.

EDIT: I can also just remove Sudden Empower entirely and save Ancestral Awakening for later, in case we need it. Thoughts?
 
Last edited:
Greetings Comrades!
Can someone explain what kind of adepts we are training? In a sense, they worship the concept of law, or something else?
Law, Dragons, Knowledge, the OG, etc. There are a lot of options for them to choose from. I don't think we ever specified that we would try to train them all in a single path.
 
@Goldfish, where are we keeping track of Viserys' various Metamagic Rods? I know for a fact we've been making good progress on collecting a bunch of the Greater versions (most notably that Greater Rod of Quicken Spell that we took off of Tor's corpse, which replaced our previous Rod of Quicken Spell we took off that Void Cleric we killed in Volantis (I'm not sure who ended up with that one actually)), I just can't find where it's written down.

In any case I'd like to get this for our next one if we don't already have it: Greater Rod of Persistent Spell
 
@Goldfish, where are we keeping track of Viserys' various Metamagic Rods? I know for a fact we've been making good progress on collecting a bunch of the Greater versions (most notably that Greater Rod of Quicken Spell that we took off of Tor's corpse, which replaced our previous Rod of Quicken Spell we took off that Void Cleric we killed in Volantis (I'm not sure who ended up with that one actually)), I just can't find where it's written down.

In any case I'd like to get this for our next one if we don't already have it: Greater Rod of Persistent Spell
They're listed on the Character Sheet pages I've put together and linked in my signature. I sent DP the updated sheets a couple weeks ago in the normal format, but he hasn't applied them to the front page yet.

I've got to make some more gear additions today, though. After that I'll resend them to him.

EDIT: @Duesal, the Persistent Spell rod you linked is for the Pathfinder version of the Persistent Spell metamagic feat, which is completely different than the D&D 3.5 version that we use. There is no such thing as a Persistent Spell rod for our version. Metamagic Rods max out at +4 spell level adjustments, but a Persistent Spell rod would need to be +6.
 
Last edited:
They're listed on the Character Sheet pages I've put together and linked in my signature. I sent DP the updated sheets a couple weeks ago in the normal format, but he hasn't applied them to the front page yet.

I've got to make some more gear additions today, though. After that I'll resend them to him.
Thanks!
Metamagic Rods/Staves:
  • Lesser:
    • Lesser Rod of Chaining: This rod allows you to apply the Chain Spell Metamagic to 1st-3rd level spells 3/Day.
    • Lesser Rod of Selection: This rod allows you to apply the Selective Spell Metamagic to 1st-3rd level spells 3/Day.
    • Lesser Rod of Familiar Magic: This rod allows you to apply the Familiar Spell Metamagic to 1st-3rd level spells 3/Day.
  • Standard:
    • Rod of Delayed Magic: This rod allows you to apply the Delayed Spell Metamagic to 1st-6th level spells 3/Day.
    • Rod of Invisible Magic: This rod allows you to apply the Invisible Spell Metamagic to 1st-6th level spells 3/Day.
    • Rod of Threnodic Magic: This rod allows you to apply the Threnodic Spell Metamagic to 1st-6th level spells 3/Day.
  • Greater:
    • Greater Rod of Mercy: This rod allows you to apply the Merciful Spell Metamagic to any spell 3/Day.
    • Greater Staff of Quickening: This staff allows you to apply the Quicken Metamagic to any spell 3/Day.
    • Greater Rod of Maximizing: This rod allows you to apply the Maximize Metamagic to any spell 3/Day.
    • Greater Rod Transdimensional Magic: This rod allows you to apply the Transdimensional Spell Metamagic to any spell 3/Day.
Looking good, Viserys. Though that next rod we get for him should definitely be a Greater Rod of Persistent Spell.

Also imo all clerics among the Companions (so Dany, Malarys, & Rina) and then after them all similarly powerful clerics like Melisandre and Benerro etc. aught to get either a Standard or a Greater Rod of Chaining. That would increase our buffing options quite a bit.

I wish there was a shop in the genie cities that just had all of this immediately available.

EDIT: @Duesal, the Persistent Spell rod you linked is for the Pathfinder version of the Persistent Spell metamagic feat, which is completely different than the D&D 3.5 version that we use. There is no such thing as a Persistent Spell rod for our version. Metamagic Rods max out at +4 spell level adjustments, but a Persistent Spell rod would need to be +6.
Oh. Dammit. Never mind then.
 
Thanks!

Looking good, Viserys. Though that next rod we get for him should definitely be a Greater Rod of Persistent Spell.

Also imo all clerics among the Companions (so Dany, Malarys, & Rina) and then after them all similarly powerful clerics like Melisandre and Benerro etc. aught to get either a Standard or a Greater Rod of Chaining. That would increase our buffing options quite a bit.

I wish there was a shop in the genie cities that just had all of this immediately available.


Oh. Dammit. Never mind then.
Our Metamagic Rod commissions/purchases have been limited by availability of high level crafters. Chain Spell having a +3 adjustment means that the Greater Rods are extremely expensive. We'll need to see about the purchase limit in IM next time we place a commission.
 
Our Metamagic Rod commissions/purchases have been limited by availability of high level crafters. Chain Spell having a +3 adjustment means that the Greater Rods are extremely expensive. We'll need to see about the purchase limit in IM next time we place a commission.
Fair enough, we've got to keep churning out Mind Blanks. Getting one for Dany at the very least we should try to make happen on our next big shopping run.
 
They're listed on the Character Sheet pages I've put together and linked in my signature. I sent DP the updated sheets a couple weeks ago in the normal format, but he hasn't applied them to the front page yet.

I've got to make some more gear additions today, though. After that I'll resend them to him.

EDIT: @Duesal, the Persistent Spell rod you linked is for the Pathfinder version of the Persistent Spell metamagic feat, which is completely different than the D&D 3.5 version that we use. There is no such thing as a Persistent Spell rod for our version. Metamagic Rods max out at +4 spell level adjustments, but a Persistent Spell rod would need to be +6.
Hey Goldfish, if your updating character sheets you might want to change Viserys age to 18 given his birthday earlier in the month.
 
I've updated the plan to remove Sudden Empower from Viserys' attack. @Archibald reminded me of the Charnel Colossus we might have to fight soon, and I would much rather have Ancestral Awakening available to use against it. 298 Searing Fire damage plus all the other hurting everyone else is laying down should eliminate anything we hit anyway.
Adhoc vote count started by Goldfish on Jul 26, 2020 at 7:28 AM, finished with 97 posts and 14 votes.

  • [X] Plan Maximum Effort
    -[X] Viserys casts a Maximized Mythic Shadow of the Doom spell augmented using two Mythic Power (298 Searing Fire damage, plus 8 points of Ability Damage to Strength & Dexterity), targeting the eight remaining creatures and directing the remaining fourteen 20-foot cubes to target any enemy that looks important, especially priests, sorcerers, and commanders, along with other large war beasts (hereafter referred to as "important looking enemies" in the rest of the plan).
    -[X] Malarys casts a Miracle spell to Dispel the black rain and unnatural clouds, potentially benefiting from his +4 bonus to Dispelling (for a caster level of 25th).
    -[X] Tyene targets the largest group of important looking enemies with another Sunburst spell, Dany does the same using Inspired Spell, and Vee drops an Earthquake in the same area. They each use their Rings of Spell-Battle to Counterspell or Alter Fortune as they deem necessary, insuring the success of Viserys and Malarys' spells while hindering the enemies. Dany uses her Battlemagic Perception buff as a Free Action to Counterspell the most dangerous seeming spell immediately.
    -[X] All 30 Heralds use their Fireball SLAs to target important looking enemies.
    -[X] Benerro, Melisandre, and everyone else able to attack at long range are welcome to contribute as well, with whatever spells they feel most appropriate for slaying Undead monsters.
    -[X] The Moonchasers, Wyverns, and Manticores each unleash a spread of Explosive Beetle Bombs (20d6 Piercing & Bludgeoning damage in a 40ft radius) targeting important looking enemies, along with a full salvo of Steam Cannon rounds (10d10+4 damage per shot).
    --[X] The Moonchasers will use their Brilliant Barrier projectors and anyone else flying in the formation who has a Brilliant Barrier charm will activate them as Immediate Action to block the breath weapons used by the creatures, if they are within range to do so.
    -[X] We will determine how to proceed depending on how many survive our next salvo.
 
Last edited:
We should definitly retreat after this next round.
Vee being pulled down was a strong hint not to underestimate the "normal" mages in this army.

Ultimatly the battle will be far easier if our own footfolk can distract those, because right now the few attackers with us get the full attention from everyone capable of shooting or casting.
 
We should definitly retreat after this next round.
Vee being pulled down was a strong hint not to underestimate the "normal" mages in this army.

Ultimatly the battle will be far easier if our own footfolk can distract those, because right now the few attackers with us get the full attention from everyone capable of shooting or casting.
She wasn't pulled down, DP just added an awesome bit of fluff with her flying down to strike the earth with her Runestaff to cast the Earthquake spell she used.

It was while she was still on the ground, however, that the priest Dispelled the Brilliant Barrier between her and the monsters. That's when Lya acted to prevent Vee from being nuked.

EDIT: That said, I agree that we should probably pull back after this round, or maybe the next, unless something drastic happens. There's still a lot of Undead to kill and we would exhaust ourselves trying to do it on our own.
 
Last edited:
Vote closed.
Adhoc vote count started by DragonParadox on Jul 26, 2020 at 7:56 AM, finished with 102 posts and 14 votes.

  • [X] Plan Maximum Effort
    -[X] Viserys casts a Maximized Mythic Shadow of the Doom spell augmented using two Mythic Power (298 Searing Fire damage, plus 8 points of Ability Damage to Strength & Dexterity), targeting the eight remaining creatures and directing the remaining fourteen 20-foot cubes to target any enemy that looks important, especially priests, sorcerers, and commanders, along with other large war beasts (hereafter referred to as "important looking enemies" in the rest of the plan).
    -[X] Malarys casts a Miracle spell to Dispel the black rain and unnatural clouds, potentially benefiting from his +4 bonus to Dispelling (for a caster level of 25th).
    -[X] Tyene targets the largest group of important looking enemies with another Sunburst spell, Dany does the same using Inspired Spell, and Vee drops an Earthquake in the same area. They each use their Rings of Spell-Battle to Counterspell or Alter Fortune as they deem necessary, insuring the success of Viserys and Malarys' spells while hindering the enemies. Dany uses her Battlemagic Perception buff as a Free Action to Counterspell the most dangerous seeming spell immediately.
    -[X] All 30 Heralds use their Fireball SLAs to target important looking enemies.
    -[X] Benerro, Melisandre, and everyone else able to attack at long range are welcome to contribute as well, with whatever spells they feel most appropriate for slaying Undead monsters.
    -[X] The Moonchasers, Wyverns, and Manticores each unleash a spread of Explosive Beetle Bombs (20d6 Piercing & Bludgeoning damage in a 40ft radius) targeting important looking enemies, along with a full salvo of Steam Cannon rounds (10d10+4 damage per shot).
    --[X] The Moonchasers will use their Brilliant Barrier projectors and anyone else flying in the formation who has a Brilliant Barrier charm will activate them as Immediate Action to block the breath weapons used by the creatures, if they are within range to do so.
    -[X] We will determine how to proceed depending on how many survive our next salvo.
 
Not quite. Draconic Spell Power doesn't increase damage by 1d6 per caster level. It's +1d6 per level of the spell. SotD is 8th level, so it's going to inflict an extra 8d6+8 damage, since Fire Mastery adds +1 damage per damage dice of the spell.

Maximized and Empowered, it would be [(220 + 48) x 1.5] + 30 = 432

That said, even without Empower it would still inflict 298 points of Searing Fire damage and 8 points of Strength and Dexterity damage (and Constitution, too, I guess, if there are any living creatures in the affected areas). If ya'll would prefer we Widen the effect rather than Empower it, I can change the plan.

EDIT: I can also just remove Sudden Empower entirely and save Ancestral Awakening for later, in case we need it. Thoughts?
Your right about dsp, but the flat damage from fire mastery is multiplied too per the example in empower spell. So it would be (220 +48 +30)x1.5=447. Which, like widen spell, doesn't agree with what it says it does :confused:

I think I would prefer widening over saving ancestral awakening. My areas from last night was off, and it is 40x40x22=35200 square feet with it widened versus 20x20x22=8800 square feet with no widening. I'd expect this to catch at least 20k additional enemy undead, which I think is worth it. It would not surprise me if the colossus was still in Kasath

Edit: Too late anyways, if needed we can always do this when Kasath marches on our forces
 
Last edited:
@DragonParadox, not sure if you noticed or not, but the tally is being weird and not counting all of the votes together for some reason. The correct version of my plan is the one without the use of Sudden Emppwer.
Adhoc vote count started by DragonParadox on Jul 26, 2020 at 7:56 AM, finished with 102 posts and 14 votes.

  • [X] Plan Maximum Effort
    -[X] Viserys casts a Maximized Mythic Shadow of the Doom spell augmented using two Mythic Power (298 Searing Fire damage, plus 8 points of Ability Damage to Strength & Dexterity), targeting the eight remaining creatures and directing the remaining fourteen 20-foot cubes to target any enemy that looks important, especially priests, sorcerers, and commanders, along with other large war beasts (hereafter referred to as "important looking enemies" in the rest of the plan).
    -[X] Malarys casts a Miracle spell to Dispel the black rain and unnatural clouds, potentially benefiting from his +4 bonus to Dispelling (for a caster level of 25th).
    -[X] Tyene targets the largest group of important looking enemies with another Sunburst spell, Dany does the same using Inspired Spell, and Vee drops an Earthquake in the same area. They each use their Rings of Spell-Battle to Counterspell or Alter Fortune as they deem necessary, insuring the success of Viserys and Malarys' spells while hindering the enemies. Dany uses her Battlemagic Perception buff as a Free Action to Counterspell the most dangerous seeming spell immediately.
    -[X] All 30 Heralds use their Fireball SLAs to target important looking enemies.
    -[X] Benerro, Melisandre, and everyone else able to attack at long range are welcome to contribute as well, with whatever spells they feel most appropriate for slaying Undead monsters.
    -[X] The Moonchasers, Wyverns, and Manticores each unleash a spread of Explosive Beetle Bombs (20d6 Piercing & Bludgeoning damage in a 40ft radius) targeting important looking enemies, along with a full salvo of Steam Cannon rounds (10d10+4 damage per shot).
    --[X] The Moonchasers will use their Brilliant Barrier projectors and anyone else flying in the formation who has a Brilliant Barrier charm will activate them as Immediate Action to block the breath weapons used by the creatures, if they are within range to do so.
    -[X] We will determine how to proceed depending on how many survive our next salvo.
 
Inserted tally
Adhoc vote count started by DragonParadox on Jul 26, 2020 at 7:56 AM, finished with 102 posts and 14 votes.

  • [X] Plan Maximum Effort
    -[X] Viserys casts a Maximized Mythic Shadow of the Doom spell augmented using two Mythic Power (298 Searing Fire damage, plus 8 points of Ability Damage to Strength & Dexterity), targeting the eight remaining creatures and directing the remaining fourteen 20-foot cubes to target any enemy that looks important, especially priests, sorcerers, and commanders, along with other large war beasts (hereafter referred to as "important looking enemies" in the rest of the plan).
    -[X] Malarys casts a Miracle spell to Dispel the black rain and unnatural clouds, potentially benefiting from his +4 bonus to Dispelling (for a caster level of 25th).
    -[X] Tyene targets the largest group of important looking enemies with another Sunburst spell, Dany does the same using Inspired Spell, and Vee drops an Earthquake in the same area. They each use their Rings of Spell-Battle to Counterspell or Alter Fortune as they deem necessary, insuring the success of Viserys and Malarys' spells while hindering the enemies. Dany uses her Battlemagic Perception buff as a Free Action to Counterspell the most dangerous seeming spell immediately.
    -[X] All 30 Heralds use their Fireball SLAs to target important looking enemies.
    -[X] Benerro, Melisandre, and everyone else able to attack at long range are welcome to contribute as well, with whatever spells they feel most appropriate for slaying Undead monsters.
    -[X] The Moonchasers, Wyverns, and Manticores each unleash a spread of Explosive Beetle Bombs (20d6 Piercing & Bludgeoning damage in a 40ft radius) targeting important looking enemies, along with a full salvo of Steam Cannon rounds (10d10+4 damage per shot).
    --[X] The Moonchasers will use their Brilliant Barrier projectors and anyone else flying in the formation who has a Brilliant Barrier charm will activate them as Immediate Action to block the breath weapons used by the creatures, if they are within range to do so.
    -[X] We will determine how to proceed depending on how many survive our next salvo.
 
Interlude DCCCLI: Unraveling
Unraveling

Nineteenth Day of the Second Month 294 AC

Malarys Vanor had never imagined himself a hero. Even as a child he had never playacted the Dawn Wars, when the fires of Valyria's first rising had cast back the Dark, when the dragons had been Tamed. Unsurprisingly since his passage into the uncharted future he had discovered that the war was rather more complex than the work of bards and poets made it out to be, born of treachery, malice and the breaking of minds. Valyria had been born of the same fires that had sustained it, the same fire that had incinerated it in the end.

Yet here he was floating upon dark currents and barely leashed sorcery, looking down upon an army of the numberless dead of what had once been Sarnor as those very fires were called forth once more. As he raised his hand against the black heavens and the oily rain a fragment of memory flashed through his mind.

The boy was barely more than an acolyte, skilled enough to cast a truth spell, but not yet so much as to tell when the magic had failed to take hold. But of all his peers he had been the most ambitious, enough so that he had sought an instructor in the art of unraveling spells for skill alone and not the connections and patronage that were so prized by others of his cohort.

Dark hair and olive skin marked the older mage as foreign even as the amethyst eyes proved that the blood of the dragons still flowed in his veins. "What is it that makes a truly great spellweaver?"

The boy, by now familiar with many of the wrong answers his teacher had dissected at length, answered simply: "Pulling at the right thread of power, at the right time and the right place."


As flames grew and redoubled among the dead hosts, too bright to look upon, to burn even that which was of fire born, it seemed to Malarys that the sky was falling, a dark avalanche fit to snuff out all fire, all life.

The dead were not marching. The withered mages no longer spat curses into the sky. The altars were not moving. Words louder than thunder boomed through the air, through the minds of all present.

"If it is the Doom you call then Doom you shall have."

Malarys knew not if it was insight born of dreams or years of weighing bitter spite and reckless malice, but he knew what the thing, the Once God, intended. To animate the very flames of the King's wrath with the souls of the damned Sarnori and to march those horrors upon Sallosh in cruel irony. Before that his own invocation seemed a pitiful thing before that vast strength, a spell of the Ninth Circle, an imposition of will upon reality unbound by the constraints of form and ritual, and it was barely more than a whisper. The Dream was far indeed and this was close at hand.

An unfamiliar hand grabbed hold of his, though it was little more than mist and vapor, beneath it a familiar spell. It was the sort of thing the acolyte he was might have been able to cast, but from the Red Priestess who bore the crimson star of R'hllor's favor upon her neck it was far more than that. Though he served no god, living or dead, in this hour he had the eye of one of the greatest of the powers of Essos.

Some part of him found comfort in the protection that implied, but mostly it was heady pride that surged in his veins, the same one the boy in the memory would know well. He would not fail before the eyes of gods and men.

Thus the magic took hold among the din and laughter of that arcane battle, and for a moment it seemed as though he were the spell he had just cast, impossible geometries dancing in a realm beyond what eyes could see or ears could hear, an imposition of Order upon Chaos, and at its heart were three simple words: "You are dead."

The magic, deeper than any spell he had ever seen, broke, and with it the rain began to slow. The beasts all burned as the King willed it, as did many of the officers and lords of the fel host.

Alas that gods, even dead ones, do not take having their will denied lightly. Thunder boomed loud enough to that even dragons all around Malarys balked. Three bolts of cold lightning arched around him to smite the one who had dared usurp such power. "I do not recognize your dominion!" If he would live to be ten thousand years old Malarys would never be able to say if he had said those words aloud or not.

Malarys Takes 101 Damage/Is Healed 101 Damage

Being healed almost instantly by Lady Melisandre's prayer did not make the experience less excruciating.

"We are done here, pull back!" the King called once it was assured that the last of the soul-binding beasts were dead.

It was only on the fight back towards Sallosh that Malarys realized he could still feel an echo of the deeper magic hE had touched in the world

Malarys Gains his First Mythic Rank

What path does he find himself upon?

[] Write in

OOC: So yeah... that happened. I was not expecting those rolls. Mythic deeds don't necessarily have to involve duels, counter-spelling a god, or even the shadow of one when it really wants to do something, counts.
 
Last edited:
Unraveling

Nineteenth Day of the Second Month 294 AC

Malarys Vanor had never imagined himself a hero. Even as a child he had never playacted the Dawn Wars, when the fires to Valyria's first rising had cast back the dark, when the dragons had been Tamed. Unsurprisingly, since his passage into the uncharted future he had discovered that war was rather more complex than the work of bards and poets made it out to be, born of treachery, malice, and the breaking of mind. Valyria had been born of the same fires that had sustained it, the same fire that had incinerated it in the end.

Yet here he was, riding a dragon newly bound to serve, looking down upon an army of the numberless dead of what had once been Sarnor, as those very fires were called forth once more. As he raised his hand against the black heavens and the oily rain, a fragment of memory flashed through his mind.

The boy was barely more than an acolyte, skilled enough to cast a truth spell, but not yet so much as to tell when the magic had failed to take hold. But of all his peers, he had been the most ambitious, enough so that he had sought an instructor in the art of unraveling spells for skill alone and not the connections and patronage that were so prized by others of his cohort.

Dark hair and olive skin marked the older mage as foreign even as the amethyst eyes proved that the blood of the dragons still flowed in his veins, "What is it that makes a truly great spellweaver?"

The boy, by now familiar with many of the wrong answers his teacher had dissected at length, answered simply, "Pulling at the right thread of power, at the right time and the right place."


As flames grew and redoubled among the dead hosts, too bright to look upon, to burn even that which was of fire born it, seemed to Malarys that the sky was falling, a dark avalanche fit to snuff out all fire, all life.

The dead were not marching. The withered mages no longer spat curses into the sky. The altars were not moving. Words louder than thunder boomed through the air, through the minds of all present.

"If it is the Doom you call, then Doom you shall have."

Malarys knew not if it was insight born of dreams or years of weighing bitter spite and reckless malice, but he knew what the thing, the Once God intended, to animate the very flames of the king's wrath with the souls of the damned Sarnori and to march those horrors upon Sallosh in cruel irony. Before that, his own invocation seemed a pitiful thing against that vast strength, a spell of the ninth circle, an imposition of will upon reality unbound by the constraints of form and ritual and it was barely more than a whisper. The Dream was far indeed and this was close at hand.

An unfamiliar hand grabbed hold of his, though it was little more than mist and vapor, beneath it a familiar spell. It was the sort of thing the acolyte he was might have been able to cast, but from the Red Priestess who bore the crimson star of R'hllor's favor upon her neck it was far more than that. Though he served no god living or dead, in this hour he had the eye of one of the greatest of the powers of Essos.

Some part of him took comfort in the protection that implied, but mostly it was heady pride that surged in his veins, the same feeling the boy in the memory would know well. He would not fail before the eyes of gods and men.

Thus the magic took hold among the din and laughter of that arcane battle, and for a moment it seemed as though he were the spell he had just cast, impossible geometries dancing in a realm beyond what eyes could see or ears could hear, an imposition of Order upon Chaos and at its heart three simple words: "You are dead."

The magic, deeper than any spell he had ever seen, broke and with it the rain began to slow. The beasts all burned as the king willed, as did many of the officers and lords of the fel host.

Alas, gods, even dead ones, do not lightly take having their will denied. Thunder boomed loud enough to make the dragon quake under Malarys' saddle, three bolts of cold lightning arched around him to smite the one who had dared usurp such power. "I do not recognize you!" If he should live to be ten thousand years old, Malarys would never be able to say if he had said those words aloud or not.

Malarys Takes 101 Damage/Is Healed 101 Damage

Being healed almost instantly by Lady Melisandre's prayer did not make the experience less excruciating.

"We are done here, pull back!" the king called once it was assured that the last of the soul-binding beasts were dead.

It was only on the fight back towards Sallosh that Malarys realized he could still feel an echo of the deeper magic he had touched in the world.

Malarys Gains the First Mythic Rank

What path does he find himself upon?

[] Write in

OOC: So yeah... that happened. I was not expecting those rolls. Mythic deeds don't necessarily have to involve duels, counter-spelling a god, or even the shadow of one when it really wants to do something counts. Not yet edited.
Here's an edited version of the chapter, DP.

Mythic Companion #5, acquired! :cool2:
 
This once-god must be incredibly frustrated right now; I'd give good odds that it has some way of sensing stuff like this, so not only has it failed twice it actually made its enemies stronger in doing so.

We should play up how pathetic it's current state is, and how far it's fallen in general, whenever we can. Pissing it off is both hilarious and an effective way to distract it from the strategic considerations of this war.

For Malarys' mythic path I think Archmage is the best choice, since we probably don't want to bother with a custom path. I'd also say that Wild Arcana is the most useful arcana for him to choose, but the thematics for his first path ability aren't a straightforward.

He ascension involved recognizing the intent of a god, then countering it by striking at the spell with miracle. So Deeper Understanding, Eldritch Breach, and Flexible Counterspell would all fit his story one way or the other.
 
Back
Top