For Doomrune we can probably get that done after Lya finishes studying Bloodraven's runelore.

DP told me that'll unlock a feat for Lya which encompasses First Men runes (like the runestaff), wards, etc. These are basically building blocks of reality we can use to punch gods in the face.

I wonder if this is the sort of thing we might have gotten if we had gone all in in the changing ritual, unless you feel like keeping that a secret, @DragonParadox, can you confirm as true or false please? :)
 
I wonder if this is the sort of thing we might have gotten if we had gone all in in the changing ritual, unless you feel like keeping that a secret, @DragonParadox, can you confirm as true or false please? :)

If you had gone with Day of Change from the beginning?

Anyway vote closed
Adhoc vote count started by DragonParadox on Sep 1, 2018 at 12:45 PM, finished with 222290 posts and 8 votes.
 
If you had gone with Day of Change from the beginning?

You know, if you had have said powerful or historied magic items, we probably would have chosen that over Day of Blood, rather than "godly artifacts" which sound much more challenging to get one's claws on :p

I was referring to the changeling triplets anti-mindflayer influence ritual, where we had the option to see the building blocks of the world from the perspective of a mind wholly alien to it. Or... majourly alien. Far-realm perspective then! :p
 
Does sending need a verbal respond, or does mental work? Maybe run divination first?
Sorry, just saw this. It should be fine, though. There's nothing about sending that says it can't be mental. And even if it isn't, the Witch dude can just choose not to respond if it isn't safe. One way or another we are finding him and getting our money's worth in crafting.
You know, if you had have said powerful or historied magic items, we probably would have chosen that over Day of Blood, rather than "godly artifacts" which sound much more challenging to get one's claws on :p

I was referring to the changeling triplets anti-mindflayer influence ritual, where we had the option to see the building blocks of the world from the perspective of a mind wholly alien to it. Or... majourly alien. Far-realm perspective then! :p
Actually, I probably would have voted for Day of Blood even if that were specified.

Keep in mind that back then we were absurdly poor for our level in terms of equipment, and that every last piece of loot counted.
 
Sorry, just saw this. It should be fine, though. There's nothing about sending that says it can't be mental. And even if it isn't, the Witch dude can just choose not to respond if it isn't safe. One way or another we are finding him and getting our money's worth in crafting.

Actually, I probably would have voted for Day of Blood even if that were specified.

Keep in mind that back then we were absurdly poor for our level in terms of equipment, and that every last piece of loot counted.
True, true.

I was thinking of cursed shit along the lines of the crappy rage gas thing that makes commoners kill each other, stuff that we didn't want to sepnd time ID-ing over just getting its caster level.


Doesn't mean Oathkeeper doesn't deserve to have a round longer than six second if he wants :p
 
Oathkeeper doesn't wait. He skips ahead.

Other people only get a limited amount of actions per turn.

Oathkeeper gets action. Period.

Other people have to roll for initiative at the start of an encounter.

Oathkeeper humors you when you say you go first.

Other people complain about action economy.

Oathkeeper has an action 401K plan. The dividends are incredible.
 
@egoo The guard is bright gold, like the pommel.

Should set off the blade nicely.
That it does, that much I must admit.
Very Zandalari, much Mojo, wazzap.

Though I kind of like what I had before more.

I am too tired to try to do anything with fires.
So wildfire it is, then.

night everyone.
 
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You know, if you had have said powerful or historied magic items, we probably would have chosen that over Day of Blood, rather than "godly artifacts" which sound much more challenging to get one's claws on :p

I was referring to the changeling triplets anti-mindflayer influence ritual, where we had the option to see the building blocks of the world from the perspective of a mind wholly alien to it. Or... majourly alien. Far-realm perspective then! :p

Unfortunately I can't remember exactly what that roll would have been about. I lost those notes some time ago.
 
Ok, a somewhat random question.. but do Mindflayers have at will teleport? I know that they have Planeshift and the fluff talks all the time about them teleporting into villages, but on their sheets they don't have teleport?
 
I've been dazzled by the sudden flood of Omakes, and would love to throw my own into the pile! However, I would also like mine to be canon compliant, so if @DragonParadox doesn't mind, I'd like to ask some questions.

The Omake is from Monford Velaryon's perspective, and I'm not completely sure how 'in the loop' we've kept him. He doesn't know about stuff like our deals/subversion of Ned Stark, Stannis Baratheon, Bronze Yohn, or what's going on with our nascent empire, correct? The essential idea of the story is he's been basically told to wait while we get ready with no details about what's going on, and is doing his best to keep a premature Restoration from kicking off with his fellow Narrow Sea Lords while at the same time approaching the coming war with the attitude and thought process of a westerosi noble while sweating under the official displeasure and scrutiny of the Crown and the Lannisters, so I'd like to make sure this is actually the case or if I've misjudged the situation.

On a related note, what exactly is the policy towards Omake posting? Should I PM you the short story beforehand to get it cleared, or just put it up when I'm finished and work it out from there?
 
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Ok, a somewhat random question.. but do Mindflayers have at will teleport? I know that they have Planeshift and the fluff talks all the time about them teleporting into villages, but on their sheets they don't have teleport?
They don't have Teleport at will, but they are capable of taking class levels like that Mindflayer Wizard who burned Sorcerer's Deep with wildfire. It's not going to get him Teleport at will, but it will give him teleport in general.
 
@all recall that we placed a Dragonmark on all of our hirelings so we could find them again. Use of Sending or the Wayfinder is redundant when we have an Arcane Mark level anchor for divination or teleport.

Assuming no one's mentioned this already, of course.
 
@all recall that we placed a Dragonmark on all of our hirelings so we could find them again. Use of Sending or the Wayfinder is redundant when we have an Arcane Mark level anchor for divination or teleport.

Assuming no one's mentioned this already, of course.

Thanks for reminding me of that. It was my idea and I forgot. :oops:

We should be able to Scry on the Dragoneye Rune easily, but even without that, we can tell what direction he is in and how far away he is.
 
That it does, that much I must admit.
Very Zandalari, much Mojo, wazzap.

Though I kind of like what I had before more.

I am too tired to try to do anything with fires.
So wildfire it is, then.

night everyone.
Now, that is a Blade that screams "Lawful neutral protector of the realm"
 
Here's what each of our flock of Erinyes will look like after we give them all of their equipment.
Size/Type: Medium Outsider (Evil, Extraplanar, Lawful)
Hit Dice: 9d8+72 (112 hp)
Initiative: +8
Speed: 30 ft., Fly 50 ft. (Good)
Armor Class: 36/38 (+8 Dex, +8 Armor, +10 Natural, +2 Deflection vs Evil), Touch 18 (+20 vs Evil), Flat-Footed 28 (+30 vs Evil)
Base Attack/Grapple: +9/+14
Attack: +1 Razorsharp Adamantine Thinblade +18 Melee (1d8+10/18-20) or +1 Flaming Composite Dragonbone Longbow (+8 Str bonus) +18 Ranged (1d8+9+1d6[Fire]/×3; 130ft Range Increment) or Rope +17 ranged (Entangle)
Full Attack:
-Special[Rope]: +17 (Entangle)
-Melee[+1 Razorsharp Adamantine Thinblade]: +18/+13 (1d8+10/18-20)
-Ranged[+1 Flaming Composite Dragonbone Longbow (+8 Str bonus)]: +18/+13 or +16/+16/+11 (1d8+9+1d6[Fire]/×3; 130ft Range Increment)
Space/Reach: 5 ft./5 ft.
Special Attacks: Entangle, Spell-like Abilities, Summon Devil
Special Qualities: Damage reduction 5/Good, Darkvision 60 ft., Immunity to Fire and Poison, Resistance to Acid 10 and Cold 10, See in Darkness, Spell Resistance 20, Telepathy 100 ft., True Seeing, Possession/Mental Control
Saves: Fort +14 (+16 vs Evil), Ref +14 (+16 vs Evil), Will +12 (+14 vs Evil)
Abilities: Str 25 +1(26), Dex 25 +1(26), Con 25 +1(26), Int 18, Wis 22, Cha 24
Skills: Concentration +20, Diplomacy +9, Escape Artist +20, Hide +20, Knowledge (Planes and Religion) +16, Listen +18, Move Silently +20, Search +16, Sense Motive +18, Spot +18, Survival +6 (+8 following tracks), Use Rope +8 (+9 with bindings)
Feats: DodgeB​, MobilityB​, Point Blank Shot, Precise Shot, Rapid Shot, Shot on the Run
Alignment: Lawful Evil

Entangle (Ex) Each erinyes carries a stout rope some 50 feet long that Entangles opponents of any size as an Animate Rope spell (caster level 16th). An Erinyes can hurl its rope 30 feet with no range penalty. Typically, an Erinyes entangles a foe, lifts it into the air, and drops it from a great height.

Spell-Like Abilities (CL 12) At Will: Greater Teleport (self plus 50 pounds of objects only), Charm Monster (DC 21), Minor Image (DC 19), Unholy Blight (DC 21).

Summon Devil (Sp) Once per day an Erinyes can attempt to summon 2d10 Lemures or 1d4 Bearded Devils with a 50% chance of success. This ability is the equivalent of a 3rd-level spell.

True Seeing (Su) Erinyes continuously use True Seeing, as the spell (caster level 14th).

Amulet of Tears (3 charges/day)
1 charge: 12 temporary hit points
2 charges: 18 temporary hit points
3 charges: 24 temporary hit points
Duration: 10 minutes

Greater Ribbon of Disguise: Alter Self, Magic Aura, Undetectable Alignment (At Will)

Healing Belt (3 charges/day):
1 charge: Heals 2d8 points of damage
2 charges: Heals 3d8 points of damage
3 charges: Heals 4d8 points of damage

Equipment: Amulet of Tears, Greater Ribbon of Disguise, Healing Belt, Ring of Protection from Evil, Ring of Animalistic Power (+1 Str/Dex/Con), Rope (50ft), +1 Flaming Composite (+8 Strength) Dragonbone Longbow, +1 Razorsharp Adamantine Thinblade, +1 Nimble Reinforced Segmented Mithral Breastplate
 
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