The shopping list clearly says "Deimavigga voice box" at the top, so please let's check that one first. We have to keep some order after all, or are we Demons?

I imagine those would be very good for hostile propaganda. Just go around and cause unrest in Westeros. Speak up about Imperial positive news...add a civil war to the mix.
 
Actually, turns out Valaena's Sentient Valyrian Steel Spiked Chain (which she's probably named by now) soul-killed its former master thanks to their shared history.

We need a new sacrificial goat.
No, what?
Was the Cornugon Richard duelled in Gogossi underground one-on-one the same Cornugon Valaena's chain belonged to?
I was under an impression those were really different beings. Former with 5 Mythic Ranks, or something..?
 
No, what?
Was the Cornugon Richard duelled in Gogossi underground one-on-one the same Cornugon Valaena's chain belonged to?
I was under an impression those were really different beings. Former with 5 Mythic Ranks, or something..?
Sorry, brain fart on my end. Two completely different Cornugons.

Ser Richard's Mythic Cornugon is no doubt resurrected already. Valaena's Cornugon is soul-killed.
 
Pit fiends seem to be very militarily minded.

I wonder if one would take the chance to 1v1 Ser Richard if given the chance? We know martial skill is outright prized in the servants of hell.

I wonder if that creates a divide between those who practice different skill sets.

Mages and Spies are seem to be just enemies you feel you have a handle on, but there seems to be some real genuine respect and admiration for the swordy types.

Maybe because Asmodeus is a sneaky wizard type himself?
 
So I was thinking about all of our talk of terraforming areas on a large scale (specifically Dorne)--and I'm starting to think that might not be such a good idea?

The Stepstones has a weather domain controlling Godling who can relax the effects and ensure they do not cause butterflies elsewhere in the world by warping the weather patterns in a such a way that a drought gets created, or a dangerous hurricane or typhoon gets generated elsewhere. While I think our casually using Control Weather in a small radius will likely have some adverse effects down the road, the damage caused there shouldn't be too bad since it isn't a sustained change, and it's magic so you could also say "the spell accounts for the possible damage to some degree, so long as you aren't spamming it in the same place over and over and over again". That makes the most sense. I'm guessing nature mages and people who study agriculture will eventually notice some of the patterns to this if a God with the relevant domain doesn't first.

An example of a safe landscaping project: Fertilizing the Iron Isles. Planting lots of trees here and generally giving it a lot of good top soil for farming isn't so bad as the changes aren't actually that geologically distant from its current state, it's only human habitation which truly resulted in the isles likely being as craggy as they are now, due to the cultural effects of people stripping every bit of seasoned wood they could in order to make ships.

Semi safe, with some advice from Father Storm, Mother Earth and Zathir: Creating irrigation projects (controlled water usage) to expand the amount of arable farmland, and to allow for some de-desertification projects to be conducted. This would help for the economy, only disrupting the eco-system as far as is sustainable for human habitation and utilization.

Not so safe without active intervention of a God focusing a lot of attention on it: Turning Dorne into a land of tropical rain forests rather than a land known for its hot deserts.

We could probably do it anyway, so long as we were also willing to deal with the consequences. Magic does give the opportunity for us to politely tell conventional logic to take a hike.
 
So I was thinking about all of our talk of terraforming areas on a large scale (specifically Dorne)--and I'm starting to think that might not be such a good idea?

The Stepstones has a weather domain controlling Godling who can relax the effects and ensure they do not cause butterflies elsewhere in the world by warping the weather patterns in a such a way that a drought gets created, or a dangerous hurricane or typhoon gets generated elsewhere. While I think our casually using Control Weather in a small radius will likely have some adverse effects down the road, the damage caused there shouldn't be too bad since it isn't a sustained change, and it's magic so you could also say "the spell accounts for the possible damage to some degree, so long as you aren't spamming it in the same place over and over and over again". That makes the most sense. I'm guessing nature mages and people who study agriculture will eventually notice some of the patterns to this if a God with the relevant domain doesn't first.

An example of a safe landscaping project: Fertilizing the Iron Isles. Planting lots of trees here and generally giving it a lot of good top soil for farming isn't so bad as the changes aren't actually that geologically distant from its current state, it's only human habitation which truly resulted in the isles likely being as craggy as they are now, due to the cultural effects of people stripping every bit of seasoned wood they could in order to make ships.

Semi safe, with some advice from Father Storm, Mother Earth and Zathir: Creating irrigation projects (controlled water usage) to expand the amount of arable farmland, and to allow for some de-desertification projects to be conducted. This would help for the economy, only disrupting the eco-system as far as is sustainable for human habitation and utilization.

Not so safe without active intervention of a God focusing a lot of attention on it: Turning Dorne into a land of tropical rain forests rather than a land known for its hot deserts.

We could probably do it anyway, so long as we were also willing to deal with the consequences. Magic does give the opportunity for us to politely tell conventional logic to take a hike.
I don't think we should shy away from terraforming Dorne, personally. We can leave certain swaths of it the native desert, but part of our agreement with Doran was that we would be making his lands verdant and green. We can pretty easily deal with whatever negative side effects that might pop up as a result.
 
Going to want active help and assistance from our Gods of weather and agriculture for that, I think. It's a good thing we do have plot device hand-waving things like that around, otherwise we could cause a lot of needless harm and woe without really trying.
 
Going to want active help and assistance from our Gods of weather and agriculture for that, I think. It's a good thing we do have plot device hand-waving things like that around, otherwise we could cause a lot of needless harm and woe without really trying.
Definitely. What's the point of having allied goes if you don't exploit them to shape reality to your whims? :D

But more seriously I think we'll end up seeing the Dornish preserving most of their deserts and just having a bunch of artificial oasis towns with super fertile surrounding soil almost everywhere.
I...
Buh-
Aren't....

...We are literally the bad guys here with this sort of rhetoric
Global warming all over again.

[:V]
In the face of the Long Night I won't say no to global warming. :V
 
Don't forget to vote, ya'll.
Adhoc vote count started by Goldfish on Aug 19, 2020 at 6:43 PM, finished with 42 posts and 7 votes.

  • [X] Strike at the Unsullied to help pull defenses away from the enemy's 'forge'. Do this in the guise of a vengeful Sons of the Harpy.
    -[X] Once attention is distracted, attack the known location dedicated to Baators and used by its agents. Seek to capture or kill as many agents as possible, as well as dismantle important infrastructure as quickly as can be done.
    [X] Strike at the Unsullied to help pull defenses away from the enemy's 'forge'.
    -[X] Once attention is distracted, attack the known location dedicated to Baators and used by its agents. Seek to capture or kill as many agents as possible, as well as dismantle important infrastructure as quickly as can be done.
 
Here's a level up for Rina if ya'll want to add it to your votes, @Duesal, @zxzx24. This is a nice level up for her that will cap out Rimefire Witch, but there aren't any major mechanical choices that need to be worked out.

[] Rina Level Up
-[] Attribute: +1 Wisdom
-[] Class: +1 Rimefire Witch
-[] Skills (7 points): +1 Concentration, +1 Sense Motive, +1 Spellcraft, +2 Knowledge (Religion), +2 Knowledge (The Planes)
 
Rimefire Apotheosis (Su): Upon achieving 10th level, a rimefire witch undergoes a dramatic transformation as the bond with her eidolon physically changes her into a fey creature. Her type immediately changes to fey, and she can no longer be affected by effects that target her old type; she does become susceptible to attacks and effects that harm or aid fey. She gains low-light vision, damage reduction 5/cold iron, and a +2 racial bonus to her Charisma score as her skin and hair become light blue or white in color. Once she undergoes rimefire apotheosis, the death of her bonded eidolon does not cause the loss of her supernatural or spellcasting abilities.
Feels like we gotta need a separate chapter for something like this, @Goldfish.
It isn't nearly as sneaky as Dany's Native Outsider'ness in wording.
 
Feels like we gotta need a separate chapter for something like this, @Goldfish.
It isn't nearly as sneaky as Dany's Native Outsider'ness in wording.
Yeah, this is going to need some screen time dedicated to it. I would like it to be an entire interlude arc if possible. It's a really great opportunity for character development, too.

Doesn't mean we can't vote on the level up now, though.
 
Well, I guess it's time to Q the shit out of the inquisition. They're facing some serious nonsense and could use some serious magic support. I'm going to try to keep it to cheap and low level effects, but there are a few more expensive ones in here that might be worth it.
First off, the situational ones:

Foxfire Lantern: take a DC 15 knowledge check appropriate to a particular type of creature, for 6 hours afterward the lamp will switch from green to red when a creature of that type gets within 50 feet of it.

Elixir of Emulation - polyjuice potion, but with some buffs to make it easier to pretend to be the specific person you're replacing.

Eldritch Egress: portable door by way of passwall; makes breaching a building much less messy.

Dead limb Pins: expensive, but excellent for disabling. You make unarmed strikes with them, and on hit the target must make a DC 17 fort save or have a limb of the wielder's choice withered to useless for 5 minutes.

Whisper Safe: this lets you track the number (and demographic details) of people who know a particular fact stored in the safe. Minions are kept around to find things, but can't feasibly have universal divination protection. A sudden shift in people who know a particular fact, like that X house is a safehouse, is a pretty good canary in the coal mine.

Next up we have cheap mental defenses:

Rite of Centered Mind: a level 1 spell that provides a +1 resistance bonus against mind effecting affects that increases to +2 if they're based on emotions. It lasts 24 hours or until you discharge it to reroll a failed save against a mind effecting spell.

Runeward Tattoo: At 100 IM a RT set to enchantment would give them a +1 insight bonus against spells of that school and let them know when they've been cast within 60 ft. Knowing when you've been hit could be incredibly useful, even if you don't make the save.

Enshroud Thoughts: a level 2 spell that interferes with attempts to read or alter the subject's thoughts or memories. Anyone trying to do so must make a CL check with a DC of 11 + ET's CL, so its far from perfect. It is however, better than nothing and could make a difference against the kind of devils the average inquisitor can reasonably handle.


Finally, utility gizmos:
Discretion Charm: At 350 IM, this one does a few neat things. When activated the user can drop it to immediately become invisible and leave behind a programmed image to continue doing whatever you were. This programmed image has some limited ability to react to its surroundings, but can't do anything that wasn't recorded. The invisibility lasts for 5 rounds, and the PI for 10 minutes. You can drop it immediately after activation, but unless you wait a full minute before doing so people interacting with the image get a +5 to the save to disbelieve it.

Open Book: this one makes for a bad item, but as a level 2-3 spell it's within the reach of some inquisitors to learn. It's basically a permanent curse that applies a -2 penalty to the target's attempts to resist divination spells, and provides a diplomacy bonus to all such checks made against them equal to half the caster's CL. It's close range and can be negated by a will save, but if properly applied it could make interrogations much easier.

Detect Anxieties: A level 3 spell that works like detect thoughts, but gives you what they're anxious about instead of what they're thinking off.

Shroud of Innocuity: A level 3 spell that makes the targets seem incredibly mundane. Each viewer sees a different bland person of the rough demographics of the target in question. It effects 1 target + 1/2 CL, and last 1 hour/ CL.
 
Well, I guess it's time to Q the shit out of the inquisition. They're facing some serious nonsense and could use some serious magic support. I'm going to try to keep it to cheap and low level effects, but there are a few more expensive ones in here that might be worth it.
First off, the situational ones:

Foxfire Lantern: take a DC 15 knowledge check appropriate to a particular type of creature, for 6 hours afterward the lamp will switch from green to red when a creature of that type gets within 50 feet of it.

Elixir of Emulation - polyjuice potion, but with some buffs to make it easier to pretend to be the specific person you're replacing.

Eldritch Egress: portable door by way of passwall; makes breaching a building much less messy.

Dead limb Pins: expensive, but excellent for disabling. You make unarmed strikes with them, and on hit the target must make a DC 17 fort save or have a limb of the wielder's choice withered to useless for 5 minutes.

Whisper Safe: this lets you track the number (and demographic details) of people who know a particular fact stored in the safe. Minions are kept around to find things, but can't feasibly have universal divination protection. A sudden shift in people who know a particular fact, like that X house is a safehouse, is a pretty good canary in the coal mine.

Next up we have cheap mental defenses:

Rite of Centered Mind: a level 1 spell that provides a +1 resistance bonus against mind effecting affects that increases to +2 if they're based on emotions. It lasts 24 hours or until you discharge it to reroll a failed save against a mind effecting spell.

Runeward Tattoo: At 100 IM a RT set to enchantment would give them a +1 insight bonus against spells of that school and let them know when they've been cast within 60 ft. Knowing when you've been hit could be incredibly useful, even if you don't make the save.

Enshroud Thoughts: a level 2 spell that interferes with attempts to read or alter the subject's thoughts or memories. Anyone trying to do so must make a CL check with a DC of 11 + ET's CL, so its far from perfect. It is however, better than nothing and could make a difference against the kind of devils the average inquisitor can reasonably handle.


Finally, utility gizmos:
Discretion Charm: At 350 IM, this one does a few neat things. When activated the user can drop it to immediately become invisible and leave behind a programmed image to continue doing whatever you were. This programmed image has some limited ability to react to its surroundings, but can't do anything that wasn't recorded. The invisibility lasts for 5 rounds, and the PI for 10 minutes. You can drop it immediately after activation, but unless you wait a full minute before doing so people interacting with the image get a +5 to the save to disbelieve it.

Open Book: this one makes for a bad item, but as a level 2-3 spell it's within the reach of some inquisitors to learn. It's basically a permanent curse that applies a -2 penalty to the target's attempts to resist divination spells, and provides a diplomacy bonus to all such checks made against them equal to half the caster's CL. It's close range and can be negated by a will save, but if properly applied it could make interrogations much easier.

Detect Anxieties: A level 3 spell that works like detect thoughts, but gives you what they're anxious about instead of what they're thinking off.

Shroud of Innocuity: A level 3 spell that makes the targets seem incredibly mundane. Each viewer sees a different bland person of the rough demographics of the target in question. It effects 1 target + 1/2 CL, and last 1 hour/ CL.
Can you add these to your goody page? We've got three retroactive commissions to place before the end of the month, one for Vialesk, one for Armun Kelisk/Opaline Vault, and one with the Githzerai. There aren't a lot of huge purchases we need (beyond Mind Blanks, Titan's Tools, and other staples), so now would be a good time to place orders for all of the minor but useful items we need to equip our people with.
 
Can you add these to your goody page? We've got three retroactive commissions to place before the end of the month, one for Vialesk, one for Armun Kelisk/Opaline Vault, and one with the Githzerai. There aren't a lot of huge purchases we need (beyond Mind Blanks, Titan's Tools, and other staples), so now would be a good time to place orders for all of the minor but useful items we need to equip our people with.
Where is that page, again?
 
@Goldfish, added Rina's levelup. I'm looking forward to her transformation interlude. :D
Well, I guess it's time to Q the shit out of the inquisition. They're facing some serious nonsense and could use some serious magic support. I'm going to try to keep it to cheap and low level effects, but there are a few more expensive ones in here that might be worth it.
First off, the situational ones:

Foxfire Lantern: take a DC 15 knowledge check appropriate to a particular type of creature, for 6 hours afterward the lamp will switch from green to red when a creature of that type gets within 50 feet of it.

Elixir of Emulation - polyjuice potion, but with some buffs to make it easier to pretend to be the specific person you're replacing.

Eldritch Egress: portable door by way of passwall; makes breaching a building much less messy.

Dead limb Pins: expensive, but excellent for disabling. You make unarmed strikes with them, and on hit the target must make a DC 17 fort save or have a limb of the wielder's choice withered to useless for 5 minutes.

Whisper Safe: this lets you track the number (and demographic details) of people who know a particular fact stored in the safe. Minions are kept around to find things, but can't feasibly have universal divination protection. A sudden shift in people who know a particular fact, like that X house is a safehouse, is a pretty good canary in the coal mine.

Next up we have cheap mental defenses:

Rite of Centered Mind: a level 1 spell that provides a +1 resistance bonus against mind effecting affects that increases to +2 if they're based on emotions. It lasts 24 hours or until you discharge it to reroll a failed save against a mind effecting spell.

Runeward Tattoo: At 100 IM a RT set to enchantment would give them a +1 insight bonus against spells of that school and let them know when they've been cast within 60 ft. Knowing when you've been hit could be incredibly useful, even if you don't make the save.

Enshroud Thoughts: a level 2 spell that interferes with attempts to read or alter the subject's thoughts or memories. Anyone trying to do so must make a CL check with a DC of 11 + ET's CL, so its far from perfect. It is however, better than nothing and could make a difference against the kind of devils the average inquisitor can reasonably handle.


Finally, utility gizmos:
Discretion Charm: At 350 IM, this one does a few neat things. When activated the user can drop it to immediately become invisible and leave behind a programmed image to continue doing whatever you were. This programmed image has some limited ability to react to its surroundings, but can't do anything that wasn't recorded. The invisibility lasts for 5 rounds, and the PI for 10 minutes. You can drop it immediately after activation, but unless you wait a full minute before doing so people interacting with the image get a +5 to the save to disbelieve it.

Open Book: this one makes for a bad item, but as a level 2-3 spell it's within the reach of some inquisitors to learn. It's basically a permanent curse that applies a -2 penalty to the target's attempts to resist divination spells, and provides a diplomacy bonus to all such checks made against them equal to half the caster's CL. It's close range and can be negated by a will save, but if properly applied it could make interrogations much easier.

Detect Anxieties: A level 3 spell that works like detect thoughts, but gives you what they're anxious about instead of what they're thinking off.

Shroud of Innocuity: A level 3 spell that makes the targets seem incredibly mundane. Each viewer sees a different bland person of the rough demographics of the target in question. It effects 1 target + 1/2 CL, and last 1 hour/ CL.
I hope DP is actually aware of our Inquisition's equipment these days so he knows how much of an advantage they have. We'd probably have less deaths that way.
 
Foxfire Lantern: take a DC 15 knowledge check appropriate to a particular type of creature, for 6 hours afterward the lamp will switch from green to red when a creature of that type gets within 50 feet of it.
I like. Very much. Checking the economic value of these things, a Pearl of Clear Sea will give you an adjacent space range detection of 5 feet, which is okay for people passing through an arch of a door way, for a cost of 50 IM.

The pearls we bought are pretty good for that purpose. This lantern has a 50ft radius detection range for a cost of 300 IM.

Granted, you still have to be paying attention to the lantern and it only tells you that something with that creature type is in an area that is likely to be crowded, but that in itself is useful for a city with good response times, just like heavily armed militants waiting at a checkpoint into a highly secure building can generally deal with casual infiltration, these are economical for more open spaced areas. I'm debating if it's worth the bother however. I feel as though anyone who is capable of evading House of Mirrors detection is going to want to do more than blend in long term in a city's populace, it will want to get inside of a secure facility, and in order to do that, body possession and aura suppression methods are the best way to go, rendering conventional detection moot.

I still think having a suite of tools for checking several methods of infiltration is a good idea, with varying degrees of "comprehensive" depending on more background observation of a person in particular. This goes down to deep-seated paranoia methods of operation for the Inquisition, though, like requiring regular psychological check-ups with the mind healers depending on recent operations they were involved with, medical check-ups if they have it marked down in their mission reports they came into contact with aberrant creatures or influence, etc. I think we could outsource most of the stuff required to put those facilities and kits together by commission though.

Eldritch Egress: portable door by way of passwall; makes breaching a building much less messy.

This however is ubiquitously useful to the degree I want @Goldfish to make a dozen of them for general Inquisition use. Strike teams will thank us for it.


Whisper Safe: this lets you track the number (and demographic details) of people who know a particular fact stored in the safe. Minions are kept around to find things, but can't feasibly have universal divination protection. A sudden shift in people who know a particular fact, like that X house is a safehouse, is a pretty good canary in the coal mine.

Same, these are pretty useful for sussing out details about long-term assets or facts, and the Inquisition could get some mileage out of a number of them.

Detect Anxieties: A level 3 spell that works like detect thoughts, but gives you what they're anxious about instead of what they're thinking off.

Good for Investigators performing interviews with witnesses or suspects. Might have some minor utility in interrogation as well. I'm going to assume the Inquisition just has access to this.
 
@egoo By the way, I did more back tracking (as I tend to do) when you mentioned the other stuff, turns out our contract with the mercenaries from Water ends near the start of the 5th Month (little over a week into it).

We also arranged to get the support of one of the Brine dragons and some of his troll soldiers as shock troops, with that basically being something we can cash in any time we go up against the Deep Ones.

Overall, not too stressed about it. I for one am less sanguine about whether or not we're going to stir up some kind of hostile response from them after invading Westeros and securing Western Essos, but it's not like we have to extend their contract if we manage to secure future support from Marid realms against them. We do have one such mutual defense pact already.
 
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