Maybe set Mudd on guard for Lya and Dany? Would be useless to take with us, but can instruct other soldiers to stay away and not interrupt.

Also, why teleport to Mudd's room, I thought the entrance was in that guardroom we first came into and charmed everyone?

Added Mudd on guard duty to the plan, as well as asking him where the entrance to the Hole is. We don't actually know where it is, as nothing in the previous chapters gave that info that I can find.
 
[X] Goldfish

Added Mudd on guard duty to the plan, as well as asking him where the entrance to the Hole is. We don't actually know where it is, as nothing in the previous chapters gave that info that I can find.
I guess he already told us offscreen then, because we send half our party down there while we still had him under domination.
 
Seriously, people, please change your votes to my plan before DP calls the vote. Crake even asked you to do it, as his plan leaves important stuff out.
 
The children are pretty neat. We're definitely going to need to make a protected area for them to live in, longer term. Once their numbers start increasing, we're going to need to find other locations as well, since a small protected wood on an island isn't likely enough for more than a few hundred of them, though between the Rainwood, Kingswood, Wolfswood, and the Forests of Qohor, I think we'll be able to find places to plop nature preserves/villages for them.

Oh, and I'm not sure what sort of items are good for Mage AC boosting. Aren't they usually pretty reliant on buffs via spells?
 
The children are pretty neat. We're definitely going to need to make a protected area for them to live in, longer term. Once their numbers start increasing, we're going to need to find other locations as well, since a small protected wood on an island isn't likely enough for more than a few hundred of them, though between the Rainwood, Kingswood, Wolfswood, and the Forests of Qohor, I think we'll be able to find places to plop nature preserves/villages for them.

Oh, and I'm not sure what sort of items are good for Mage AC boosting. Aren't they usually pretty reliant on buffs via spells?
Giving Lya some robes with DR like Viserys has is always an option. Costly but worth it.
 
The children are pretty neat. We're definitely going to need to make a protected area for them to live in, longer term. Once their numbers start increasing, we're going to need to find other locations as well, since a small protected wood on an island isn't likely enough for more than a few hundred of them, though between the Rainwood, Kingswood, Wolfswood, and the Forests of Qohor, I think we'll be able to find places to plop nature preserves/villages for them.

Oh, and I'm not sure what sort of items are good for Mage AC boosting. Aren't they usually pretty reliant on buffs via spells?

The best way to give Lya a constant AC boost would be putting an Enhancement bonus on her robes.

Spells would be better, though. She already knows Barkskin for a +3 Natural Armor bonus at her current level, Shield of Faith for a +4 Deflection bonus, Mage Armor for a +4 Armor bonus, and Shield for a +4 Shield bonus. Unfortunately, things kept happening to prevent her from using all of them, and my plan several updates ago that would have put them all in place didn't win.

We could also teach her Magic Vestment. It would let her put a +3 Enhancement bonus on anything she's wearing for 9 hours at her current level.

All totalled, that would be +18, which is pretty damned good.
 
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Part MDCCLXX: The Dark Stream
The Dark Stream

Seventeenth Day of the First Month 293 AC

After handing the two silver archer figurines to Lya and ordering John Mudd to guard them with his life as well, you begin an incantation to return to the charmed man's erstwhile post... only for Dany to interrupt you with a spell and a request that you find the others rather than charging off into the unknown by yourself. The promise made you finally head off, shining scales doing little to make you inconspicuous on Sallosh's ruined streets. The time for hiding is well and truly over.

***​

The ruins of a tower rise from the brackish waters at the river's side, like broken teeth glinting in the moonlight... the northern wall holds the key, Mudd had said. The wall covered in scabrous grey green lichen smelling of rot and vinegar. Someone had overreached on the measures to keep others away, you think with grim amusement.

It takes you but a moment to pierce the illusory wall covering the timeworn arch of a gate. Bands of glyphs in the tongue of the Tall Men run long its width, all glowing a soft blue, as does the empty keyhole, but most importantly you recognize Maelor's personal mark upon the stone, indicating that the others had already passed this way.


On you fly as swiftly as your wings can take you past the broken bodies of two of Tiamat's lesser servants, their green-scaled forms a mokery of dragonkind, surrounded by other lesser fiends torn apart almost beyond recognition. Down and down you go with only the sound of dripping water for company until at last you hear voices up ahead, the water no longer dripping but flowing odd...

"... there is no safe way to get across that, not for all of us," Malarys was saying apologetically. "The moment more than three people at a time cross the river something dangerous will rise from the water, evidently snap the bridge, and I do not think it will be so kind as to retreat afterwards."

You come upon the rest of your company alongside the banks of a dark stream rushing between stone banks, like a dark twin of the river Clearsong far above you. A thin arch of fused stone barely enough for one man to walk upon it spans the cavern.

"I could..." Vee cuts herself off as she spots you. "I was about to offer to send one of my spirits across, but since you are late and all you could go, right?" she asks teasingly, presenting a most incongruous comparison to all the fiends torn apart by beasts you had seen on your journey here.

"It does not feel like it would be any safer to spring the trap from this side than the other," Malarys continues, though offering you a polite nod in greeting. His eyes glow with the light of sorcerous guidance.

What do you do?

[] Go on ahead besides Malarys and Ser Richard

[] Trigger the trap
-[] Write in how

[] Write in


OOC: Malarys ran Find the Path for 'the largest chamber in the complex inhabited by living humans' figuring that even if it does not lead you directly on target, it would at least be somewhere close or important.
 
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