The Sage who is basically pulling a Brynden and using his abilities with a light hand and acting through intermediaries.

And the Queen who is acting the most blatantly with her power since she didn't squander it apparently and has a lot saved up.
I wouldn't rule out that the queen is the sage anyway, she just switched to open rulership by fusing with a few more Fey-nobles in a gambit to replace the King.
 
I wouldn't rule out that the queen is the sage anyway, she just switched to open rulership by fusing with a few more Fey-nobles in a gambit to replace the King.
Not impossible, and it would be IC as a misdirection of things. The Sage never comes out? And she couldn't ordinarily command or force certain Fey to do things?

Then she decided to become the Sage and take over his shadow network and manipulate those she couldn't outright command before.

We can't disprove it, since the Sage never comes out in the open.
 
Any group that is heavily focused on Enchantment magic had damned well better be prepared for enemies who take active countermeasures against their school, or who employ creatures who are normally outright immune to it, such as Undead. A large, well organized group of Enchantment specialized Fey would almost certainly have defenses which they believe could sure up their weaknesses. Necromany is another school which can be pretty easily defended against with relatively low resource expenditure, especially if you've got access to Divine magic.

If we do have Qyburn lead such an assault, I would recommend assigning at least a few Heralds to it, along with maybe a dozen or so of our Glass Golems. Being Immune to Enchantment spells is one thing, but being outright immune to magic is another. They could plow through defenses which might stop or destroy Undead or even inconvenience living beings, Dragons and Qyburthillids included. Glass Golems are also healed by magical fire, just like the Heralds, so they would be easy to keep repaired in the field.
Keep in mind, while THIS court almost certainly has access to some Divine magic, Fey in general don't have easy access to those spells given their relationship with the Divine.
 
I'm thinking about sending Qyburn, two Myrkdreki and a bunch of undead muscle to take out the Orange Court, who specialize in Enchantment. That strike-force would be wholly immune to their strongest abilities and between Qyburn, the two Myrkdreki and some Greater Bloodclot Molds, they can throw around enough Necromancy, specifically Bilestone charged Necrotic Skullbombs, to do serious damage.
Any room for fey hunter plants in that? Tintargurill are highly effective against fey, and anything with DR cold iron. We might even be able to harvest the fey bane bark and cold iron pain enzymes to use with other creatures. It's a normal plant creature, so we have decent odds of getting it from the old gods.
Edit: autocorrupt/typos
 
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Any group that is heavily focused on Enchantment magic had damned well better be prepared for enemies who take active countermeasures against their school, or who employ creatures who are normally outright immune to it, such as Undead. A large, well organized group of Enchantment specialized Fey would almost certainly have defenses which they believe could sure up their weaknesses. Necromany is another school which can be pretty easily defended against with relatively low resource expenditure, especially if you've got access to Divine magic.

If we do have Qyburn lead such an assault, I would recommend assigning at least a few Heralds to it, along with maybe a dozen or so of our Glass Golems. Being Immune to Enchantment spells is one thing, but being outright immune to magic is another. They could plow through defenses which might stop or destroy Undead or even inconvenience living beings, Dragons and Qyburthillids included. Glass Golems are also healed by magical fire, just like the Heralds, so they would be easy to keep repaired in the field.
I was still mulling over what else to send along, but Heralds and Glass Golems sound good. I was also thinking about some Warstriders with Defoliant and Wildfyre shells. Maybe a few plants to round it out, but that's more your department then mine.

For those reading along, the Orange Court is noted to freely use Enchantment against other Fey and mortals for any reason, including mere amusement. It's one of those courts who are fundamentally anathema to us and at the same time one of the most dangerous ones due to their ability to mindcontrol entire armies.

So I want to make an example of it and thin out the number of problematic fey we need to incorporate into the Imperial Courts.
Any room for fey hunter plants in that? Tintsrgurill are highly effective against fey, and anything with DR cold armor. We might even be able to harvest the fey bane bark and cold iron pain enzymes to use with other creatures. It's a normal plant creature, so we have decent odds of getting it from the old gods.
Oh... yes... those look just like what Lieutenant Colonel Kilgore would suggest for such a mission.
 
Any room for fey hunter plants in that? Tintsrgurill are highly effective against fey, and anything with DR cold armor. We might even be able to harvest the fey bane bark and cold iron pain enzymes to use with other creatures. It's a normal plant creature, so we have decent odds of getting it from the old gods.
Oh, those are neat anti-Fey abominations.

Kinda makes me nervous, though. If we grew some of those in the Fungal Forge, what might spring into existence in its Feywild mirror, the Fey Forge?
 
Oh, those are neat anti-Fey abominations.

Kinda makes me nervous, though. If we grew some of those in the Fungal Forge, what might spring into existence in its Feywild mirror, the Fey Forge?
I have no idea, but I'm eager to recruit it/loot the body.
Edit: on a more serious note, it's probably fine. As far as I can remember the fungus forge has a fey reflection, but the individual creatures we make don't automatically get one. It might open some weird fey cannibal option for it or something, but I doubt it'd create anything inherently hostile to the owner. That'd be a huge deviation from the story that inspired it.
 
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Keep in mind though that not all the lords and knights of a courts are literally using the specific school of magic, they are often merely connected to the themes or philosophy of the factions.

Like our Candlekeep Courtier who went from the changing nature of the Indigo to a straight path to power found in the Red.

So while the Orange Court will have many literal enchanters, they will also feature other social-specced characters as well. And some people not strongly connected to enchantment or social at all, but in it for passion, love or bonds.
 
Oh, those are neat anti-Fey abominations.

Kinda makes me nervous, though. If we grew some of those in the Fungal Forge, what might spring into existence in its Feywild mirror, the Fey Forge?
Did we ever check out the Feywild reflection of Gorgossos? I mean, Lys has only plants, but it's in Gorgossos where we make the truly horrifying stuff.
Keep in mind though that not all the lords and knights of a courts are literally using the specific school of magic, they are often merely connected to the themes or philosophy of the factions.

Like our Candlekeep Courtier who went from the changing nature of the Indigo to a straight path to power found in the Red.

So while the Orange Court will have many literal enchanters, they will also feature other social-specced characters as well. And some people not strongly connected to enchantment or social at all, but in it for passion, love or bonds.
Obviously. I don't want to mono-focus the strike-force, but it should still be built around the assumption that the strongest effects leveraged against it will be Enchantment effects. Hence Undead, Plants and Constructs.
 
For those reading along, the Orange Court is noted to freely use Enchantment against other Fey and mortals for any reason, including mere amusement. It's one of those courts who are fundamentally anathema to us and at the same time one of the most dangerous ones due to their ability to mindcontrol entire armies.

So I want to make an example of it and thin out the number of problematic fey we need to incorporate into the Imperial Courts.
Yeah, of all the lesser courts in the Court of Stars, that's the one that needs to go the most.
Did we ever check out the Feywild reflection of Gorgossos? I mean, Lys has only plants, but it's in Gorgossos where we make the truly horrifying stuff.
We never checked, no. But I wouldn't doubt we have some freakish fey there as opposed to what we found in Lys.

And by the same token Qohor's reflection might be infested with abominations.

@Azel @DragonParadox
A few things in particular that we need to learn as far as I can tell

1. Anything on how the temporal fluctuations in the Feywild work and how the Lords are able to manipulate them, since this is easily the most dangerous aspect of the operation in general
2. Talking to Bloodraven to make use of the Old Gods' Time Domain to guard against that, possibly with runeforged tokens or something fueled with sacrifice
 
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Are we still looking for impromptu battlefield fortification stuff by the way? I was reviewing some stuff for fey hunter creatures and stumbled over an old folder of tools for making legion pop-up bases, but I don't recall if that's a solved problem or not.
 
Are we still looking for impromptu battlefield fortification stuff by the way? I was reviewing some stuff for fey hunter creatures and stumbled over an old folder of tools for making legion pop-up bases, but I don't recall if that's a solved problem or not.
That sounds insanely useful for the Legion. I don't know if it's already solved or not, but more options never hurts.
 
@Azel, while I'm all for assigning whoever whatever way you want, did you mean Quburn and Myrkdreki to be set on Fey court during the 3rd or the 4th month with that preliminary plan?

So far, I threw people around to "Kill CoS, 3rd month"-task in this manner, taking everyone with but a modicum of Assasinatiom/intrigue-capability to Slavers' Bay instead.
[] Stars, Eclipsed: It is clear now, that the Court of Stars will not bow down before you with the Reconquest you are posed to wage in but a few months. As you cannot afford to fight such a polity simultaneously with the rest of enemy factions in Westeros, the only solution is ending them before your forces move upon Westeros in full.
-[] Before you can bring down all the power of Companions on the Court in truth within their own realm, it stands to reason to destroy all the assets they command outside of it, first.
-[] Goals: Eliminate the presence of Court of Stars in Westeros, with extreme prejudice. Bonus Goals: Capture all high-ranking members and leaders possible for sacrifice to fuel OG-backed intervention into the Feywild.
----[] Viserys (Free Action post-Qohor to visit and burn shit), Dany, Richard, Lya (1st Body); Vee; Zherys; Waymar; Riz'Neth; Xor, Velen, Glyra + Feytroupe; Soft Strider; Liomond Lashare; Ser Dregaire - Advanced Bipedal Savant Fey Creature Onyx Deer/Duskblade 6 (CR 15); Alyssa Crowl; Danar Crowl; Dirriz the Faerie Dragon; Vrath the Serpentfolk Hexblade; Ser Aubert Flowers;
1x Orphne Fey Lord; 4x Wild Hunt Archers (Mounted) [CR 14]; 2x Wild Hunt Scouts (Houndmaster Hounds x3) [CR 16]
15x Heralds
6x Verdant Phoenixes, 10x Guardian Nagas
30x Veteran Erynies; 1x Asura Upasunda (CR 9); 4x Asura Vayphaks (CR 5)
3x Adult Mind Dragons (CR 15); 1x
Osryx, Very Old Myrkdreki Dragon, CR 15

----[Inquisition Forces]----
25x Plant-Imbued Shadow Creature Cat (w/+4 Racial HD) (CR 6, 6 HD)
1x Falxugon / Harvester Devil -- a patsy for intrigue work
1x Azata, Gancanagh (CR 4) - Garantos
22x Legion Devils - combat reserve
4x Salikotal / Vengeance Devil -- Assigned as killers for the Inquisitorial Stormtroopers
So, like, a pretty fuckload-y bit for a few coordinated PC-battlegroups leading attacks on non-Feyeild parts of Court of Stars, but only one Myrkdreki available.

And I'd argue having the other two in Slavers' Bay is more profitable, since the twins would have more experience pulling shit over others' heads...
That, and Devils there plain need as much containment as we can throw at them, imo.

I will re-assign shit if you think it more efficient, but please keep my worrys (Slavers' Bay, gotta assassinate shit there... And garin+nuri on getting us OpSec on Lannister weapons and plans) in mind.
 
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Interlude DCCCXCV: A Tale of Lights Part Two
A Tale of Lights Part Two

Passages and Demesnes: Though the Feywild maps to the material world in the abstract, time and space are oft malleable here either at the whim of the princes or surges of wild magic. Thus moving from the domain of one prince to another or from an unclaimed area into a demesne can be arduous, taking far more time than it should or filled with unexpected hazards unless the host wills it so. For guests who have been invited the journey can be over in moment or else be a leisurely walk through a scented garden.

Moving from the material world counterpart directly into the demesne by contrast is a far simpler affair natively since locations are anchored to their more solid reflections. Such paths can be warded with traps and guarded by hosts, but only in ways to what other sorcerers of comparable skill and age can manage.

Demesnes of the Seven

The Ever Tumbling Tower

Mirroring Tumbleton in the Reach this domain has at first sight the appearance of the city which once stood there in the midst of its destruction by the Two Betrayers during the First Battle of Tumbleton. As one looks closer however it becomes clear that the buildings are not on fire but woven of it, and far from being filled with the wailing of the dying it is in fact a bustling conflux of fey whose crimson garb blends with the twisting false flames. Seemingly random explosions of fire, lightning and rains of acid are commonplace and generally ignored by the inhabitants who cannot be harmed by such expressions of raw magic in the halls of their patrons. Tales abound of the Crimson Blade rescinding this protection from fey that had committed particularly egregious sins against them and they are not without cause. Clouds of ash swirl around the tower that gives the domain its, name obedient to its master's will and hoping to be incorporated once more.

As to the Tower itself it is a testament to the creative powers of evocation, the power to draw elements from empty air, woven of lightning threads and sutures of flame, with walls of acid and a pinnacle of swirling summer clouds the Tower serves to amplify and focus the powers of its master as well as containing amble defenders who fight with blade, bow and sorcery as much as arcane engines of destruction that can only exist within the mutable laws of the Feywild. Though the Tower seems always on the verge of collapse, shedding strips of its substance in the gale force winds that almost always surround, it is always strengthened from within

Forces likely to be deployed
  1. Bulabar Engineers and their Devices of Ruin
  2. Fey Knights (Cavaliers; Magi and Arcane Archers, many on flying mounts)
  3. Glitterhaunt Guard (Warriors; Paladins of Freedom)
  4. Kamaitachi
  5. Korred Berserkers
  6. Nymphs (Usually but not always associated with particularly tumultuous places of nature)
  7. Veela Kineticists (Fire, Frost or Acid)
Island of Mists

Mirroring Horseshoe Rock near the Arbor the domain is bathed in a steady golden glow, though neither semblance of sun nor moon rises above the all enshrouding mists. The fey island is considerably larger than its material counterpart, filled with forests that move at their own whims and the sound of satyr pipes. The inhabitants unusally shun the sight of salt water, echoing the fear of the Ironborn that was common in these lands and not without cause. Far worse than men seeking plunder have sought the island's destruction, in their own way masters of the mind.

Though there is no obvious fortress nor any other structure upon the island the mists at times take on the guise of structures of yesteryear, fleetin memories of the age of Dawn. Weaving between the notes of lesser songs the pipes of the Lord of the Orange grant restful slumber to his friends and waking nightmares to his foes. While the effect is not itself enough to prevent the affected from fighting, the constant fear of lurking horrors can dull one's watchfulness of the fey long used to the misty paths.

Forces likely to be deployed
  1. Calpina Archers and Minor Mages
  2. Enthralled Beasts from lands near and far (courtiers of the Orange Court go as far as Sothoryos seeking new pets)
  3. Fey Knights (Cavaliers; Magi and Arcane Archers many on enthralled monstrous mounts)
  4. Muses
  5. Satyr Bards
  6. Seilenos (Few; High Nobles)
  7. Sirine Enchanters
The High Pool

Mirroring no mortal settlement, but a collection of ruins from the time of the First Blackfyre rebelion centered around a small pool near the source of the Blueburn at the border between the Stormlands and the Reach the High pool seems at first to be a natural outcropping of stone facing the rising sun. Yet on who looks with sharper eyes and keener mind can see the pool is not filled with water turned gold from the false sun fixed ever in the east, but instead that the pool is the light and the sun the reflection. It is said that sight beyond reckoning is gifted to the one who stares within this radiance, but the boon carries a curse in equal measure:

For every memory of the past it shows the light steals away a memory at seeming random cherished or mundane, for ever glimpse of the far off realms and places it binds one in place for a time none can guess at save the seer and for every future spied it shows a glimpse of nightmare drawn from the fears of the wielder. Is it a test, a price, both together? None can say save the Seer and he is not one to reveal his own secrets for any price udner the sun.

The pool does not appear to be protected by any active defenders day by day, though the steep winding path to the top could be held by as little as two warriors standing side by side against an army, Perhaps it is only defended when it master had Seen peril.

Forces likely to be deployed
Huldra Fatespinners
Fey Knights (Cavaliers; Magi and Inquisitors sometimes on flying mounts)
Faerie Seer-Oracles
Lurker in the Light Rogues
Norns (True and Immature, lifecycle unknown)
Naiad of the Spring (likely mythic)
Swan Maiden Warriors (Fighters and Inquisitors)

OOC: Stopping here because I'm starting to get tired again. This will probably end up more extensive than I was anticipating.
 
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Fey Knights (Cavaliers; Magi and Arcane Archers many on enthralled monstrous mounts)
It occurs to me that one way to cause havoc is to break the enthrallment in the middle of a charge. Watch the Fey Knights suddenly have to deal with enraged mounts trying to murder them.

Of course, this is an unreliable tactic at best. Can't really count on breaking that kind of enchantment in the heart of the Orange Court's power.
Okay. Holy fuck. Qyburn and the Myrkdreki are going to need backup.
 
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A Tale of Lights Part Two

Passages and Demesnes: Although the Feywyld maps to the material world in the abstract, time and space are oft malleable there, either at the whim of the princes or surges of wild magic. Thus moving from the domain of one prince to another, or from an unclaimed area into a demesne, can be an arduous ordeal, taking far more time than it should or filled with unexpected hazards, unless the host wills it so. For guests who have been invited the journey can be over in moments or else be a leisurely walk through a scented garden.

By contrast, moving from the material world counterpart directly into the demesne is a far simpler affair natively, since locations are anchored to their more solid reflections. Such paths can be warded with traps and guarded by hosts, but only in ways to what other sorcerers of comparable skill and age can manage.

Demesnes of the Seven

The Ever Tumbling Tower

Mirroring Tumbleton in the Reach, this domain has at first sight the appearance of the city which once stood here in the midst of its destruction by the Betrayers, during the First Battle of Tumbleton. As one looks closer, however, it becomes clear that the buildings are not on fire, but woven of it and far from being filled with the wailing of the dying, it is in fact a bustling conflux of fey whose crimson garb blends with the twisting false flames. Seemingly random explosions of fire and lightning, and rains of acid are commonplace and generally ignored by the inhabitants who cannot be harmed by such expressions of raw magic in the halls of their patrons. Tales abound of the Crimson Blade rescinding this protection from fey that had committed particularly egregious sins against them, and they are not without cause. Clouds of ash swirl around the tower that gives the domain its name, obedient to its master's will, hoping to be incorporated once more.

As to the Tower itself, it is a testament to the creative powers of evocation, the power to draw elements from empty air, woven of lightning threads and sutures of flame, with walls of acid and a pinnacle of swirling summer clouds, the tower serves to amplify and focus the powers of its master as well as containing ample defenders who fight with blade, bow, and sorcery as much as arcane engines of destruction that can only exist within the mutable laws of the Feywild. Though the tower seems always on the verge of collapse, shedding strips of its substance in the gale force winds that almost always surround it, it is always strengthened from within.

Forces likely to be deployed
  1. Bulabar Engineers and their Devices of Ruin
  2. Fey Knights (Cavaliers; Magi and Arcane Archers many on flying mounts)
  3. Glitterhaunt Guard (Warriors; Paladins of Freedom)
  4. Kamaitachi
  5. Korred Berserkers
  6. Nymphs (Usually but not always associated with particularly tumultuous places of nature)
  7. Veela Kineticists (Fire, Frost or Acid)
Island of Mists

Mirroring Horseshoe Rock near the Arbor, the Domain is bathed in a steady golden glow though neither semblance of sun nor moon rises above the all enshrouding mists. The fey island is considerably larger than its material counterpart, filled with forests that move at their own whims and the sound of satyr pipes. The inhabitants usually shun the sight of salt water, echoing the fear of the Ironborn that was common in these lands, and not without cause. Far worse than men seeking plunder have sought the island's destruction, in their own way masters of the mind.

Although there is no obvious fortress nor any other structure upon the island, the mists at times take on the guise of structures of yesteryear, fleeting memories of the Age of Dawn. Weaving between the notes of lesser songs, the pipes of the Lord of the Orange grant restful slumber to his friends and waking nightmares to his foes. While the effect is not itself enough to prevent the affected from fighting, the constant fear of lurking horrors can dull one's watchfulness of the fey long used to the misty paths.

Forces likely to be deployed
  1. Calpina Archers and Minor Mages
  2. Enthralled Beasts from lands near and far (courtiers of the Orange go as far as Sothoryos seeking new pets)
  3. Fey Knights (Cavaliers; Magi and Arcane Archers many on enthralled monstrous mounts)
  4. Muses
  5. Satyr Bards
  6. Seilenos (Few; High Nobles)
  7. Sirine Enchanters

OOC: Stopping here because I'm starting to get tired again. This will probably end up more extensive than I was anticipating. Not yet edited.
Here's an edited version of the chapter, DP.

Man, the Ever Tumbling Tower sounds like a perpetual acid trip.
 
@Azel, while I'm all for assigning whoever whatever way you want, did you mean Quburn and Myrkdreki to be set on Fey court during the 3rd or the 4th month with that preliminary plan?

So far, I threw people around to "Kill CoS, 3rd month"-task in this manner, taking everyone with but a modicum of Assasinatiom/intrigue-capability to Slavers' Bay instead.

So, like, a pretty fuckload-y bit for a few coordinated PC-battlegroups leading attacks on non-Feyeild parts of Court of Stars, but only one Myrkdreki available.

And I'd argue having the other two in Slavers' Bay is more profitable, since the twins would have more experience pulling shit over others' heads...
That, and Devils there plain need as much containment as we can throw at them, imo.

I will re-assign shit if you think it more efficient, but please keep my worrys (Slavers' Bay, gotta assassinate shit there... And garin+nuri on getting us OpSec on Lannister weapons and plans) in mind.
I may be remembering this incorrectly, but didn't Ser Dregaire say that he didn't want to fight his former allies among the Reach Fey?
 
I may be remembering this incorrectly, but didn't Ser Dregaire say that he didn't want to fight his former allies among the Reach Fey?
Him and the Wild Hunt we hired, IIRC. They're willing to be neutral but they won't take up arms against the Court of Stars.

Which is pretty convenient, honestly. Not having to worry about the Wild Hunt while we fight is a relief.
 
I may be remembering this incorrectly, but didn't Ser Dregaire say that he didn't want to fight his former allies among the Reach Fey?
Then he won't.
We still need reliable guides for whatever attack group we'll want there, and we have only so many high-level Fey.

Dregaire, a few Orphnes, and some Wild Hunt's guys.
With the only one who'll reliably know the local Feywild and Fey magic effects being the buck-boi here.

I didn't think that'd need specification?
 
So, what are our options on Anti-Fay Nukes, because we may need to keep a good amount of them handy. That and once we Reconquista Westarose, we may need to pull a total meltdown for the Sage in the COS. If we can't outsmart it, we can try to overload his tactical planning with all the problems possible.
 
That sounds insanely useful for the Legion. I don't know if it's already solved or not, but more options never hurts.
Okay Then:
I'm pretty sure we already use this, but for the sake of completeness let's start with Celestial Fortress. It creates a structure similar to Leomund's Secure Shelter, but in the form of a flat roofed fort themed after the caster's deity. The inside is also effected with consecrate and circle against evil, which is the real selling point. Its too small to be useful alone, but as guard posts and impromptu defensive positions they're good. It does require a 1d2 strength damage to cast, but if we make it as an item we can have different casters take turns replacing it. At minimum CL it'll last for 16 hours, which is plenty of time to establish a replacement rotation to minimize the number of items needed.

Next up is another LSS variant, Leomund's Billet. This is a level 5 spell, but it provides basic housing and food for 40 people and lasts 2 hours/ CL. Paying the upfront cost in items to shorten up our logistics network is well worth the effort in my mind. Tents and create food spells are nice, but the added security of a shelter you need a minimum of siege weaponry to knock down is considerable.

These two would form the core of a camp, providing food, shelter, and basic security checkpoints at important locations. To supplement that, we'd want control the environment more, and have some way of making entry more difficult.

The start for that would be Battlefield Fortification which lets the caster make trenches and berms. They're 5 ft long/CL and 20 ft wide, which is good for camp defenses and trench warfare.

Ideally we'd set up somewhere with useful terrain features, then supplement them with trenches, stone walls, and CF choke points.

I'm still working on the stone wall stuff; the simple answer is using wall of stone, but that's expensive with the other buffs I want to use.

If we can get any kind of stone structure up, we can use Stone metamorphosis to turn it into something highly durable, then hit it with Earthfast to double it's HP and give it a hardness of 10 if it didn't have at least that much already.

Sure you can get in with a few different forms of magic, but most of the ones that work for groups aren't subtle.

To top it off, we add some Aerial Alarm items ( which I think we already use) to make stealth attacks from above harder.

I'd also like to get some mages capable of using Legion's Undeniable Gravity if we can. It's a long range spell that hits a 20ft burst and forces everything inside to make a will save or start landing. Here's the base spell for it. Maybe we could use some Spell Latices to make it available?

We wouldn't use all of this stuff at once in most cases, but they make for a decent kit to pick tools from.
Edit: forgot one. When we feel like living dangerously, casting Ice Castle is also an option. It's a horrible idea against most of our enemies though. Who knows, maybe an edge case will come up that we'll need to for. Like having tea with the night king. :V
 
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Would this item be helpful? (It's 3rd party pathfinder content: Wayfinder #18 pg 38)

COLD IRON BELL
Aura strong abjuration; CL 10th Slot none; Price 35,000 gp; Weight 18 lbs.

DESCRIPTION Rigid, sharp glyphs wrap around the base of this dark metal bell. When struck it sounds a single, deep tone that weakens creatures of the First World. Fey creatures within 50 feet of the bell when it is rung are nauseated for 1 minute unless they succeed on a DC 17 Will save. Creatures that make their save are sickened for 1 minute instead. Only creatures that can hear the bell are affected and a creature that hears the bell cannot be affected again by the same bell for 24 hours.

CONSTRUCTION Requirements Craft Wondrous Item, mass cacophonous call Cost 17,500 gp
 
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