To be honest I just want some badass valyrian armor and swords maybe a magic item next to them as well.
Ah, well going by this:
so I just started reading this how does the resurgence of magic affect people who don't use it like fighters does it give them more potential or something than they did before?
You haven't finished reading the quest so I don't want to spoil the plot for you by giving you too many details, but rest assured, we get good loot.
 
a legendary valyrian sword may count as an artifact right? albeit a weak one right?
Possibly, depending on what we find.

Blackfyre and Dark Sister are almost definitely artifacts. Heirlooms to the last dragonlords? Hell yes there's something special about them beyond them being Valyrian Steel.

The other ancestral Valyrian Steel weapons of Westeros might have some latent magical effects, but probably not. I don't think the Forty Families would have ever let a particularly powerful blade get into the hands of "barbarians".

Explanation of everything we know about Valyrian Steel here.
 
Seriously hope Dark Sister has some sorcerer bonus.

Also curious about the weirwood staff that was offered- our current staff does not fit our playstyle.
 
So I have been rereading the chapters on our first week on SD and boy! The madness that day when the vote to place a face of the Planar Binding Tree, which also made me crawl out the lurker pile, is still absolutely hilarious.

One that note, when we get to consecrate the Merling King's temple, lets summon the Neried for witnessing the consecration and to "capture her likeness." Basically make her pose... Why?

Because I want a Lady Liberty lighthouse. One that evokes the awe akin to arriving at Braavos and seeing the Titan for the first time.

-I had an epic description here, but too lazy and drowsy to finish it so I scrapped it-
 
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@Duesal
There's no point in giving Valaena a VS-Longsword if DP just hinted she has high DEX and needs a weapon usable with Weapon-FInesse.
We should not cripple her attack for symbolic points, better to give the VS Sword to her father or little brother later and let her have a weapon she can use to its fullest extend.

Besides, having a weapon with Reach when sitting atop a dragon is a good idea too, gets akward to hit the with a normal-sized blade from up there.
 
So I have been rereading the chapters on our first week on SD and boy! The madness that day when the vote to place a face of the Planar Binding Tree, which also made me crawl out the lurker pile, is still absolutely hilarious.

One that note, when we get to consecrate the Merling King's temple, lets summon the Neried for witnessing the consecration and to "capture her likeness." Basically make her pose... Why?

Because I want a Lady Liberty lighthouse. One that evokes the awe akin to arriving at Braavos and seeing the Titan for the first time.

-I had an epic description here, but too lazy and drowsy to finish it so I scrapped it-
We still haven't really used that planar binding tree for much, have we?

We need to start conjuring up some sacrifices :V
 
@Duesal
There's no point in giving Valaena a VS-Longsword if DP just hinted she has high DEX and needs a weapon usable with Weapon-FInesse.
We should not cripple her attack for symbolic points, better to give the VS Sword to her father or little brother later and let her have a weapon she can use to its fullest extend.

Besides, having a weapon with Reach when sitting atop a dragon is a good idea too, gets akward to hit the with a normal-sized blade from up there.
The other part of it is a learned (and validated, fuck you demon sword) mistrust of all semi-sapient fiendish weapons/artifacts.
We still haven't really used that planar binding tree for much, have we?

We need to start conjuring up some sacrifices :V
We've used it plenty.

We used it to hold the Abishai, the Mindflayer Wizard, and more recently the Assassin Devil. Any time we've actually managed to capture a flight-risk enemy, the Planar Binding Tree has been the choice place of interrogation.

I can safely say that tree has paid for itself ten times over.
 
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Also in case the enemy has some death curse effects that will stop us from being Raised, the Death Ward it has will protect whoever's carving up the vict... I mean loot!
 
Possibly, depending on what we find.

Blackfyre and Dark Sister are almost definitely artifacts. Heirlooms to the last dragonlords? Hell yes there's something special about them beyond them being Valyrian Steel.

The other ancestral Valyrian Steel weapons of Westeros might have some latent magical effects, but probably not. I don't think the Forty Families would have ever let a particularly powerful blade get into the hands of "barbarians".

Explanation of everything we know about Valyrian Steel here.

any plans on finding blackfyre and dark sister in the future? also do we have any possible artifacts already of any kind?
 
This turn should end with Dark Sister in our possession.

We probably won't get our hands on Blackfyre until the end of the Tiamat plotline, if we keep delaying it. If we act more quickly however, we might get to it before she does.
 
Then make her a Courtblade, Shortspear or something else finessable.
Point is, no Lngsword for the DEX-fighter, no matter how prestigious.
Would a thinblade work for Weapon Finesse? I was thinking we just buy some Adamantine from the Xorn to make Valaena a sword.

It's pretty annoying that this came up now after we fucking customized the sword for her, but such is life. :rage:

But bottomline, I don't trust that Spiked Chain and would much rather sell the damn thing.
any plans on finding blackfyre and dark sister in the future? also do we have any possible artifacts already of any kind?
Well, if you're asking for it, and since it's this far down the thread, I don't see any reason not to spoil.

We've got lots of artifacts.

Artifacts:

Magic Items:
Belt of the Serpent God

Description: This mottled green-and-yellow belt looks disturbingly lifelike even when inactive. The buckle is in the shape of a viper's head carved in old ivory. Though not obvious at first glance, its fangs are genuine and the focus of the object's magic.

Ability: Every month it must be fed the blood of an intelligent creature with the potential for magic. It drains 2 points of Strength, Constitution, Charisma or Intelligence at random. This drain cannot be healed while the belt is active. The person who inflicts the sacrifice (whether on himself or on another) can select one of the following powers for the belt:
  1. Serpent's Swiftness (+2 Dexterity; Can cast Haste on self three times per day as a 6th Level Sorcerer)
  2. Serpent's Skin (+2 Natural Armor; gain Scent; can transform into a Huge Viper three times per day as Polymorph cast by a 6th level Sorcerer)
  3. Serpent's Soul (+ 2 Wisdom; can cast Speak with Animals limited to snakes at will; can ask one question as per Commune once per week addressing a forgotten ophidian god)


Eye of Truth

Description: This silver medallion in the shape on an open eye in the center of a sunburst is somehow associated with the worship of the Blind God of Lorath. Its powers were triggered by evoking this all-but-forgotten god.

Abilities: Gives +1 enchantment bonus to initiative. The following active powers may be invoked a total of three times per day:
  1. See Invisibility (CL 4)
  2. Find Temple* (CL4)
  3. Ancient Knowledge** (CL4)
*For the purposes of this spell the Blind God is considered to be your God.
**Only applicable to lore once known by a worshiper of the Blind God.

After the effect is discharged the user must succeed on a DC 16 Fortitude check or be blinded for 2d12 minutes.

Pouch of the Weeping Lady

Description: This simple leather pouch is akin to those carried by many of her priests. Even those who know its power can sometimes feel their eyes slip from its unremarkable form.

Abilities: It contains a small fraction of the divine power of the Weeping Lady of Lys and can supposedly only be used with the Lady's will. However tales of it being misused by necromancers and other black-hearted mages make you think this is not the whole story. To use the powers of the pouch the appropriate gem must be placed within: Hematite, Garnet, or Ruby. Changing from one gem to another is a standard action that provokes attacks of opportunity.

Item Slot: belt or throat

Caster Level: 15

Save DC for directly cast spells: 14 + Spell level

Charges: 30/30 (Renewed every three months)

Aspect of Rebirth

Gem: Hematite

Empower any Conjuration (healing) spell: Uses one Charge/spell level
Give any Conjuration (healing) spell the Reach quality: Uses two Charges/spell level
Maximize any Conjuration (healing) spell: Uses three Charges/spell level

Note: These spells may not be used to cause harm to anything even evil outsiders or undead, only to heal.

Aspect of Mercy

Gem: Garnet

Cast Aid: Uses two Charges
Cast Awaken Sin: Uses five Charges
Cast Magic Circle against Evil: Uses six Charges

Aspect of Mystery

Gem: Ruby

Cast Misinterpret Alignment: Uses three Charges
Cast Dimension Step: Uses ten Charges
Cast Magic Jar: Uses fifteen Charges

Special: If it is severely misused the user will incur 1d6 holy damage for every unspent charge after which the pouch will crumble to dust.


Orphne Cloak

Description: This cloak of is so light to wear you would think it woven of gossamer, dewdrops, and the evening shadows. For all you know by some fey-craft it is indeed of these things wrought. It tricks the eye and the mind of even the most watchful... and hidden within it is power greater still.

Abilities:
  1. +5 to Hide (Constant)
  2. Once per round as immediate action the user may invoke the deeper powers of the cloak to gain Spell Resistance of 11+ their HD against the effects of a single spell. When the cloak defends the user in this manner there is a 10% chance it will be unraveled in a flash of light as a result. The risk increases to 20% against spells with the Light descriptor

Enchanted Sentinel Pine Seed

Description: This sentinel pine seed was offered on to you by the king of the Orphne Court Saying only that the tree that would sprout from it would be marked by a guardian of great power, who should prove a worthy ally should you treat her well.

Abilities: ???


Oathkeeper

Description: The sword greedily drinks in the light, seeming a shard of darkness broken from the heavens on a moonless night. The hilt is wrapped in bright purple drake leather and the pommel is shaped into the form of a leering golden skull, faint sparks of magic glinting in its eyes. When it kills the light flashes blinding white for an instant.

Mundane Enhancement: +2 to checks against disarm attempts

Caster Level: 12

Base Enchantment: +2 Searing Flame Greatsword

Senses: 120 ft. Darkvision, Blindsense, and Hearing

Communication: Speech, Telepathy, Read Magic

Alignment: Lawfully Neutral

STATS:
10 (+0) Charisma
17 (+3) Intelligence
17 (+3) Wisdom

SAVES:
FORTITUDE: 8
REFLEX: 8
WILL: 8 + 3 = 11

Powers (3/day):

Baneful Dispelling: Casts Tenacious Dispelling on the wielder but also steals a portion of their life force (1d10 damage ignores DR)
Life Theft: On killing a living creature with at least 5HD the blade can cast Empowered False Life on the wielder
Mage Bane: On killing a creature with arcane spells or spell-like abilities the sword can steal one use of an unused spell or spell-like ability of level 3 or lower (DC 18 will save negates). The weapon can then cast the stolen magic either on the wielder or release it as part of an attack as a spell-storing weapon. Caster level and save DC for the stolen spell are the same as those of the original creature

Ego: 4 (Base enchantment) +5 (Powers) +3 (Communication) +6 (Stat bonuses) = 18

Conflict Triggers:
  1. Weider has less than 6 Base attack
  2. Wielder is wearing equipment of less than masterwork quality
  3. Non-Lawful alignment

Armor of Remembrance


Appearance: This was once borne by the Last Lord of lost Essaria in his final charge against the Dothraki who sacked the city. So beloved was he of his men that they not only recovered his body but buried his armor with him before the city's fall. There it lay for three centuries and more until chance would have it that it be taken up by a knight of the west, and the armor's restless spirit at last laid to rest.

To eyes that see naught but the light of common day, the armor is still black as steel scorched by flame, but where before its weaving of protective wards glowed red as new-spilled blood, now it is the comforting ruddy color of forge fire, the marks of devils shifted into a tongue that resounds of higher powers at the merest glance from one blessed with arcane senses.

Abilities:

Mundane Qualities: Reinforced (+1 AC); Segmented (+1 max Dex bonus)

Base Enchantment: +2 Enchantment bonus to AC; Fire Resistance 30

Greater Powers (CL 15):

The item has 12 charges which recharge daily at dawn. They can be used in the following ways:

1 charge: Greater Celestial Healing (Double Duration)
3 charges: Lesser Globe of Invulnerability
9 charges: Holy Aura (DC 22)


Dark Sun Dagger

Appearance: This weapon was clearly once an arming sword of the kind favored by the Freehold, such as the swords meant for dueling, but now it is sundered six inches above the hilt, the steel oddly pitted by some curse or sorcery as the mere march of time cannot harm dragonsteel. The etching of a rising sun is still clear upon it, but it casts not light but tendrils of black sorcery that eat at the flesh of the living and darken their soul.

Curse: A living wielder who holds the sword must make a DC 18 Fortitude save each day at sunset or gain one negative level. A wielder that dies from this curse rises three nights later as a sentient undead (type dependent on his strength). After failing his first save against the draining effect a bearer of the sword may only willingly let it go by making a DC 20 Will save. This save can only be made once.

Ability: Adds one sneak attack dice against evil enemies, two against neutral enemies and three against good enemies. Killing a sapient enemy (int 3 or higher) with the dagger restores one negative level currently afflicting the user including those that may have been gained from the weapon's curse.

Standard of the Slayers

Appearance: This banner bears a depiction of stylized golden flames against a black background. When in motion the golden thread caches even the faintest light as if the flames burned in truth, and the rustling of the wind flowing upon it adds to the illusion.

Abilities: The standard cannot empower more than one-hundred-and-ninety-six soldiers at once, and it takes a day to attune to any one soldier. The power of this item depends upon the strength of the company bearing it compared to the foe they face.

Foe has 4 more HD than the strongest person attuned to the banner: +2 to saves vs magical fear, and +2 morale bonus to melee damage and attack

Foe has 8 more HD than the strongest person attuned to the banner: +4 to saves vs magical fear, +4 morale bonus to melee damage and attack, and re-reroll failed attempts to confirm a critical hit

Foe has 12 more HD than the strongest person attuned to the banner: Immunity to magical fear, +6 morale bonus to melee damage and attack, re-reroll failed attempts to confirm a critical hit, and weapons pierce any DR of 10 or lower

Horn of the Twice Fallen

Appearance: This horn sawed from the lifeless body of one of Hell's great champions is encircled by the sinuous forms of golden dragons with ruby eyes which smolder with inner light.

Abilities:
  1. +2 to Charisma
  2. A cleric who worships one of the gods of dragon-kind, or the concept itself, can use one of her turn/rebuke attempts to create a supernatural effect identical to the spell fear (CL equal to cleric CL) for 1d6+ Cha modifier rounds. The spell DC is equal to 10 + 1/2 the bearer's cleric CL + her Cha modifier. Devils roll twice for the save and take the lower result.
As for Dark Sister and Blackfyre, @Crake has the right of it. Dark Sister was promised to us by Bloodraven, and we're going to be getting it when we meet him within the next few days. Blackyre, unfortunately, is with the Blackfyres, so I don't see us getting that for a very long time.
 
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We've got lots of artifacts.

Artifacts:
Not really?
The Eye of Truth, Oathkeeper, Orphne Cloak, Standart of Slayers, Dark Sun Dagger and Horn of the Twice fallen are all just magic items, I think.
Artifacts are stuff you can't just craft as a regular non-Epic mage and are usually a category of power for themselves.
The Enchanted Seed is weird, but might count.


Only the Armor, Belt and Pouch are Minor Artifacts, as far as I can tell?

Would a thinblade work for Weapon Finesse? I was thinking we just buy some Adamantine from the Xorn to make Valaena a sword.
Thinblade would work.
But bottomline, I don't trust that Spiked Chain and would much rather sell the damn thing.
I'll wait for the write-up.
If there's no ??? in there I guess I'd give it to her.
 
Not really?
The Eye of Truth, Oathkeeper, Orphne Cloak, Standart of Slayers, Dark Sun Dagger and Horn of the Twice fallen are all just magic items, I think.
Artifacts are stuff you can't just craft as a regular non-Epic mage and are usually a category of power for themselves.
The Enchanted Seed is weird, but might count.


Only the Armor, Belt and Pouch are Minor Artifacts, as far as I can tell?
According to DP they're all artifacts. The Whirling Golden Blade, Dark Glass, and Purity as well.
BTW here's a a list of artifacts:
  1. Belt of the Serpent God [would piss off Yss]
  2. Dark Glass
  3. Eye of Truth
  4. Pouch of the Weeping Lady
  5. Orphne Cloak
  6. Oathkeeper [Not available sentient and does not wish to die]
  7. Whirling Golden Blade
  8. Ancient Valyrian Armor [Not available sentient and does not wish to die]
  9. Dark Sun Dagger
  10. Horn of the Twice Fallen
  11. Purity [May be too weak]
  12. Cursed Figurehead
I don't know what precisely an item needs to be considered an artifact, but this is the list I'm working off of.
Thinblade would work.
Thinblade it is, then. Freaking Valaena. What a bunch of wasted effort. :rage:
I'll wait for the write-up.
If there's no ??? in there I guess I'd give it to her.
That's the problem. Sometimes effects are so hidden that we don't even get the ??? effect. The demon blade didn't have that, and it ended up trying to possess Glyra when we were handing it over to the Archons. The Rod of Spell Quickening didn't have ???, but we know that Yss fixed the hidden flaw that was like a 5% chance of self-destruction every time we used it while broken.

I'd seriously much rather just sell it off and use the profits to craft things that aren't cursed or hiding harmful effects.
 
That's the problem. Sometimes effects are so hidden that we don't even get the ??? effect. The demon blade didn't have that, and it ended up trying to possess Glyra when we were handing it over to the Archons. The Rod of Spell Quickening didn't have ???, but we know that Yss fixed the hidden flaw that was like a 5% chance of self-destruction every time we used it while broken.

I'd seriously much rather just sell it off and use the profits to craft things that aren't cursed or hiding harmful effects.
I would rather take some risks than completly stop using evil and potentially dangerous magic items.
It would cost us a lot of flavor.

Like, our self-made products are either standard and boring compared to the ones we find, or they can be cursed and dangerous too if we are working with risky materials (see the Devil-Eye).
 
I would rather take some risks than completly stop using evil and potentially dangerous magic items.
It would cost us a lot of flavor.
We'll have to agree to disagree on that. For me, Valaena is too valuable as a future dragonlord to risk her life by giving her the fiendish spiked chain. Compounded with the fact that we could get quite a bit of money for the thing on extraplanar markets makes me really want to sell it.
Like, our self-made products are either standard and boring compared to the ones we find, or they can be cursed and dangerous too if we are working with risky materials (see the Devil-Eye).
Point, but with the Devil-Eye, we deliberately chased after the ??? option for max profit.
[] The skin (can make one mithril-quality leather armor at half price)

[] The bones (Add Shock quality to any single new-made magic weapon for free)

[] One gleaming eye that still seems to hold some strange life to it (???)
If we went after the other two options we wouldn't have had a curse.
 
I get the feeling that the standard for "minor" artifact in this Quest is much lower than might be usual in other campaigns. It seems to fall more in line with "possesses what can be considered a unique ability or abilities" that you couldn't really get just with regular enchanting work.

Not to say that Lya couldn't make some really badass items or even an item more powerful than some minor artifacts we have, it's more like... she can make something that has more power by dumping lots of materials on the project, dump even more, make something unique that does multiple things, but the artifacts we find do more for less compared to its relative value.

Unfortunately this means that for people willing to dump tons of gold on making new magical gear, these artifacts sort of fall behind a bit and eventually you might phase it out in favor of something customized rather than something singularly unique, so it fits that PC more.
 
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We'll have to agree to disagree on that. For me, Valaena is too valuable as a future dragonlord to risk her life by giving her the fiendish spiked chain. Compounded with the fact that we could get quite a bit of money for the thing on extraplanar markets makes me really want to sell it.
See it as the same point you have for trying to loot obviously problematic people.
Sure there's a risk, but fun and variety are worth it.

Though I would add my vote to the idea of getting Valaena a PfE items first.
 
No matter how nice its materials are, or or how elegant the design, no off the rack suit will ever fit quite so well as roughly equivalent one you had custom tailored.
Especially not when every off the rack suit has an unknown (but probably non zero) chance of biting your ass at some point in the future.
 
He has done terrible things to strengthen himself and weaken his enemy. I fully aim to make him face that enemy. If he complains that he doesn't also get to run along with the "weak," then his hypocrisy is laid bare and we should bake him.

The Bear never claimed any of that, it doesn't want the weak leaving behind resources for the Long Night.

The lame and infirm fare about as well against a forest fire or tsunami as they would the undead and you don't want to have to carry them to safety from that either.

Being strong enough to flee and survive effectively is a perfectly valid, and in this case the logical, interpretation of the strong surviving.
Adhoc vote count started by Deliste on Jan 16, 2018 at 2:09 AM, finished with 180 posts and 20 votes.

  • [X] "And did I not? No more will they prey on men, a threat they are no more. Perhaps even an ally. The True North isn't a nice or easy place, is it?"
    -[X] "Tell me, you two, what do you know about the Long Night? If anything, the tales you heard fell short. And soon, very soon, it will be upon us again. I count myself lucky if we have a decade to prepare. The Wall is mighty, but the enemies' host is nigh endless. How many Free Folk have died in the course of eight thousand years? Not to mention ancient creatures and weapons from the last age of magic, held in store for this fight. A host such that the creatures we've slain are but chaff."
    -[X] "It's easy for you to see, Harwood. Climb the wall, and the enemy's host will be all you can see. Elle, take your steed, climb into the air until the air becomes thin and your vision starts to darken. And the enemy's host will be all you can see."
    -[X] "There will be but two sides on that war. The living, and the dead."
    [X] I set out to stop the murder of children and the helpless, and I have done so. While I would like to see the spirit brought to justice for the crimes it has already committed, these are not my lands, and the spirit is not truly here, merely speaking through that man's mouth. Killing it's pawns will not bring back the lost, nor bring justice to it.
    -[X] The others aim to use the free folk. To cut them down like wheat, gather their grim harvest, and raise their frozen corpses up as a vast tireless army. They are the enemy of every living thing not born of ice and darkness, and they are coming. I have promised to defy this fate by taking the free folk from here, but I have made no such promise of rescue to these bear warriors. Take what solace you can from that.
    [X] "I made no such oath. We came here hunting bear-men, and we have found them. If we can end their hunting of your fellow Free Folk without bloodshed, then so be it. Every enemy of the Others we leave in their path is one more obstacle they must overcome before setting their sights on those less able to defend themselves."
 
@Duesal we should have some PCs free to find the Royce VS surely?

It could be a combined spying and looting action done by, Tyene, Garin, and somebody tanky. Then we just arrange a meeting before travelling to Runestone and see if they found anything.

Edit: I guess we could hand it over at a later time...
 
[X] TotallyNotEvil
Adhoc vote count started by Deliste on Jan 16, 2018 at 3:00 AM, finished with 183 posts and 21 votes.

  • [X] "And did I not? No more will they prey on men, a threat they are no more. Perhaps even an ally. The True North isn't a nice or easy place, is it?"
    -[X] "Tell me, you two, what do you know about the Long Night? If anything, the tales you heard fell short. And soon, very soon, it will be upon us again. I count myself lucky if we have a decade to prepare. The Wall is mighty, but the enemies' host is nigh endless. How many Free Folk have died in the course of eight thousand years? Not to mention ancient creatures and weapons from the last age of magic, held in store for this fight. A host such that the creatures we've slain are but chaff."
    -[X] "It's easy for you to see, Harwood. Climb the wall, and the enemy's host will be all you can see. Elle, take your steed, climb into the air until the air becomes thin and your vision starts to darken. And the enemy's host will be all you can see."
    -[X] "There will be but two sides on that war. The living, and the dead."
    [X] I set out to stop the murder of children and the helpless, and I have done so. While I would like to see the spirit brought to justice for the crimes it has already committed, these are not my lands, and the spirit is not truly here, merely speaking through that man's mouth. Killing it's pawns will not bring back the lost, nor bring justice to it.
    -[X] The others aim to use the free folk. To cut them down like wheat, gather their grim harvest, and raise their frozen corpses up as a vast tireless army. They are the enemy of every living thing not born of ice and darkness, and they are coming. I have promised to defy this fate by taking the free folk from here, but I have made no such promise of rescue to these bear warriors. Take what solace you can from that.
    [X] "I made no such oath. We came here hunting bear-men, and we have found them. If we can end their hunting of your fellow Free Folk without bloodshed, then so be it. Every enemy of the Others we leave in their path is one more obstacle they must overcome before setting their sights on those less able to defend themselves."
 
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