The only nice thing about all of this is that magic means we can be surgical about our savagery in order to impress the neanderthalic "might makes right" or outright idiotically oblivious.

If this was a Low Magic setting and our trump card was basically just having some strategic superweapons to bludgeon enemies into compliance, we wouldn't get to pick and choose our methods there, it would mostly just be hammer and nail, with the nails often including the innocent as an unavoidable consequence.

Edit:

Off-topic, but I am 90% sure that our development of the first global organized spy-network will lead to a huge intelligence arms race. I fully expect similarly organized and well-funded organizations popping up and a bit of a cold war slash rivalry forming between many of them, with favor trading and all kind of chicanery/duplicity/whistle blowing and backstabbing taking place.
Though given mind readings a thing anyone under suspicion might get a mandatory mind check. There are obviously says to circumvent this but its quite useful for preventing spies.
 
You know, when you turn your head just right and squint, we are kind of turning Richard into Planetosi Batman. We've been steadily gearing him up to be ready for any eventuality, after all.

Name: Ser Richard Lonmouth
Alias: Richard the Tall, The Knight of Skulls and Kisses, The King's Champion
Age: 26
Alignment: Lawful Neutral
Race: Human
Level: 16 (125582/136000 XP)
Class: Fighter 4/Rogue Variant 1/Occult Slayer 5/Paragon Knight 6
Feats: Power Attack, Improved Bull Rush, Cleave, Weapon Focus (Greatsword), Combat Reflexes, Weapon Specialization (Greatsword), Mage Slayer, Improved Trip, Shock Trooper, Melee Weapon Mastery, Knockdown, Pierce Magical Protection, Combat Rhythm
Skill Tricks: Twisted Charge, Nimble Charge
Class features: Weapon Bond, Magical Defenses (+3), Vicious Strike, Mind Over Magic (3/day), Auravision II (as Arcane Sight), Non-Detection Cloak, Blank Thoughts, The Coiled Viper, Lonmouth Style; To Deny the Witch (Mettle); Foebane

HP: 150/150
AC: 10 + 2 (DEX) +11 (Armor of Remembrance) +4 (Animated Extreme shield) =27 [+2 (vs Evil) +2 (Luck Single Opponent) +5 (Vs Range)]
Movement: 30ft + 30ft (Boots of the Battle Charger) = 60ft, Flight: 100ft (Average)
Initiative: +3 (DEX) = +3
Attack: +28/+23/+18 to hit for 3d6 + 19 (19-20/x2). [+14/+9/+4 (BAB) +8 (STR) +1 (WF) +2 (MWM) +3 (Enchantment)]; [2d6 + 12 (STR) + 2 (WSp) +2 (MWM) +3 (Enchantment) + 1d6 (Searing Fire)],
+30/+25/+20 to hit for 5d6 + 21 with Magebane (bypasses DR/Silver, Cold Iron, and Adamatine due to Enhancement)
Trip: 8 (STR) + 4 (Imp. Trip) = +12
Special: Magebane, +2 to hit and 2+2d6 damage against creatures that can cast arcane spells and/or possess arcane SLAs; +2 against disarm attempts; Oathkeeper Powers; Armor Powers; deals full damage to swarms
Weapon Proficiency: Unarmed Strike, Club, Dagger, Longsword, Greatsword, Lance
Immunities: All Mind-Affecting Effects, Swarm Distraction Ability, All Death Spells, Magical Death Effects, Energy Drain, and any Negative Energy Effects, Baleful Polymorph [Single use]
DR 5/- (up to 50 HP)

Languages Spoken: Westerosi Common, Low Valyrian (Braavosi, Stepstones), High Valyrian

Description: A tall figure, though broad in the shoulder and made all the more imposing by the heavy dragonsteel plate he wears. His hair and eyes are dark brown near-to black, his features weathered in the sun though oddly without scar or blemish for one who carries arms with such effortless familiarity. His motions are quick and sure yet never wider or grander than needed for the task. His dress, when not bearing armor of some sort, is well made but unremarkable; greys, dark greens, and soft blacks, more often with buttons of bone than silver, but never gold.

STATS:
20* +6 = 26 (+8) Strength
14 +2 = 16 (+3) Dexterity
14 +4 = 18 (+4) Constitution
10 +0 = 10 (+0) Charisma
11 +1 = 12 (+1) Intelligence
12 +2 = 14 (+2) Wisdom

*+8 for the purposes of determining carrying capacity

SAVES:
FORTITUDE: 13 +2 +3 +2 +2 = 15/18/20/22
REFLEX: 8 +3 +3 +2 +2 = 11/14/16/18
WILL: 10 +2 +1 +3 +2 +2 = 13/16/18/20

SKILLS:
Balance
: 5 +3 = 8
Climb: 0 +8 = 8
Concentration: 18 +3 + 10(Headband) = 31
Handle Animal: 0 +2 = 2
Intimidate: 8 +0 = 8
Jump: 1 +8 = 9
Ride: 5 +3 = 8
Swim: 0 +8 = 8
Knowledge (Arcana): 5 +1 = 6
Knowledge (War): 8 +1 = 9
Spellcraft: 10 +1 = 11
Tumble: 5 +3 = 8

Secondary Skills:
Diplomacy: 3
Sense Motive: 3 + 2 (WIS) = 5

Stances Known (Initiator level 13):
Level 2: Pearl of Black Doubt,
Level 5: Dancing Blade Form, Hearing the Air, Press the Advantage

Maneuvers Known (Initiator level 13):
Level 2: Wall of Blades (Counter)
Level 4: Covering Strike (Boost)
Level 5: Disrupting Blow (Strike), Iron Heart Focus (Counter), Rapid Counter (Counter)
Level 6: Manticore Parry (Counter), Greater Insightful Strike (Strike), War Leader's Charge (Strike)
Level 7: Avalanche of Blades (Strike)], Finishing Move, Quicksilver Motion (Boost), Scything Blade (Boost)

Standard Load-Out:
Maneuvers: Wall of Blades (Counter), Iron Heart Focus (Counter), Scything Blade (Boost), Greater Insightful Strike (Strike), Avalanche of Blades (Strike), Quicksilver Motion (Boost)
Stance: Dancing Blade Form

Supernatural Abilities:
Mind Over Magic (3/day)
Non-Detection Cloak (Constant)

Extraordinary Abilities:
Blank Thoughts (Constant)
Pounce
Mettle

Contingency Spells: Renewal Pact; Stalwart Pact

Anklets of Translocation (Slotless): 2/Day Instantly teleport up to 10 feet to an unoccupied destination within line of sight and line of effect. The wearer can teleport with objects, up to their maximum load, but cannot bring other creatures.

Armor of Remembrance Powers(12 Charges/day): Caster Level 15
Belt of the Battle Master:
  1. 3/Day use Enlarge Person(self only) as a Swift Action for up to 10 rounds per day. The effect can be dismissed as a Free Action.
  2. Battle (3 Charges/Day): 1 Charge (gain a Move Action), 2 Charges (gain a Standard Action), 3 Charges (gain a Full-Round Action)
  3. Healing (3 charges/Day): 1 charge (Heal 2d8 points of damage), 2 charges (Heal 3d8), or 3 charges(Heal 4d8)
  4. 1/Day when activated as part of a melee attack, you inflict additional damage based on the type of weapon your are wielding: Light (+1d8), One-Handed (+2d6), Two-Handed (+3d6)
Boots of the Battle Charger:
  1. Benefit from a +30ft Enhancement bonus to ground movement speed.
  2. 2/Day You can make a charge attack as a Standard Action (rather than a Full-Round Action), but only moving at your normal speed (instead of double). You must make the charge attack the same round the boots are activated, or the effect is lost.
  3. If you also wear a magic item that grants an enhancement bonus to your Dexterity score, you can move across difficult terrain and through squares occupied by allies when making a charge after activating the boots. These boots can be activated twice per day.
Cloak of Dragon's Flight:
  • On command as a Standard Action, this red-trimmed midnight black cloak transforms into an enormous pair of draconic wings, allowing the wearer to fly as if using the Flight of the Dragon. The transformation can be maintained for up to 210 minutes per day, but the duration need not be continuous, though the minimum increment of expended duration is 10 minutes, whether it is actually used to fly for this long or not.
Corpse-Ferrying Bag:
  • This large black leather bag has a wide mouth and laces to help keep it shut. It weighs 20 pounds and can carry up to 300 pounds or 10 cubic feet of material. Anything within the bag is protected by a Gentle Repose spell.
Greater Earring of Arcane Acuity (Slotless):
  1. 3 Charges/Day: 1 Charge (Darkvision 60 ft., 1 hour), 2 Charges (See Invisibility, 10 minutes), 3 Charges (True Seeing, 1 minute)
  2. 1/Day: Negate stun, daze, confusion, fascination (Does not include the effects of Chronomancy)
Greater Enduring Amulet of Protection from Evil:
  • 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)

Greatreach Bracers of Quickstrike (Slotless):
  1. 3/Day as a Swift Action, your arms stretch and elongate extending your Reach by 10 feet for one round.
  2. 1/Day you can make one extra attack with any weapon you are holding if you already made a full attack on this turn. This attack is made at your full base attack bonus, plus any modifiers appropriate to the situation. This effect is not cumulative with any other effect that grants you an extra attack when making a full attack, such as the Rapid Shot feat, a speed weapon, or the haste spell.
Handy Haversack: This backpack is of high quality but appears otherwise normal.
  1. It has two side pouches, each of which appears large enough to hold about a quart of material. In fact, each is like a Bag of Holding and can actually hold material of as much as 2 cubic feet in volume or 20 pounds in weight. The large central portion of the pack can contain up to 8 cubic feet or 80 pounds of material. Even when so filled, the backpack always weighs only 5 pounds.
  2. While such storage is useful enough, the pack has an even greater power. When the wearer reaches into it for a specific item, that item is always on top. Thus, no digging around and fumbling is ever necessary to find what a haversack contains. Retrieving any specific item from a haversack is a Move Action, but it does not provoke the Attacks of Opportunity that retrieving a stored item usually does.
Headband of Concentration: +10 Competence bonus to Concentration skill checks.

Muleback Cords(Slotless): Strength score as 8 higher than normal when determining his carrying capacity.

Oathkeeper:
  • Alignment: Lawful Neutral
  • Stats: Intelligence: 17 (+3), Wisdom: 17 (+3), Charisma: 10 (+0)
  • Saving Throws: Fortitude: 8, Reflex: 8, Will: 11
  • Senses: Vision and Hearing in a 120 foot radius, Darkvision, Blindsense,
  • Communication: Speech, Telepathy, Read Magic
  • Powers:
  1. +3 Searing Flame Greatsword (2d6+3+1d6[Fire], 19-20/x2) w/Dragonskin Grip (+2 to checks against Disarm attempts)
  2. Miser's Bane: 3/Day Casts Greater Dispel Magic on either its wielder or its target on a successful attack, gains +3 to Caster Level to suppress magic items.
  3. Life Theft: 3/Day On killing a living creature with at least 5HD the blade can cast Empowered False Life on the wielder
  4. Mage Bane: 3/Day 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.
Scabbard of the Amoral Edge: This scabbard resizes to accommodate any bladed weapon.
  1. 3/Day a weapon drawn from the Scabbard can be affected by the Keen Edge spell.
  2. 3/Day a weapon drawn from the Scabbard can be affected by the Align Weapon spell.
Soulfire Mithral Bracelets (+1): Immune to all death spells, magical death effects, and energy drain, and any negative energy effects

Swarmbane Ring (Slotless): Wearer's weapons, unarmed attacks, and natural attacks deal full damage to swarms, regardless of the swarm's immunity to weapon damage (if any, although DR applies as normal). If the wearer is damaged by a swarm, she automatically succeeds on her saving throw against the swarm's Distraction ability.

Equipped Magic Items: Animated Extreme Shield (+1), Anklets of Translocation (Slotless), Armor of Remembrance, Bead of Newt Prevention, Belt of the Battle Master, Boots of Battle Charger, Calligraphy Wyrm, Corpse-Ferrying Bag, Cloak of Dragon's Flight, Greater Earring of Arcane Acuity [+1 INT, +2 WIS](Slotless), Foe Breaker Ring, Gloves of Hero's Strength (+6 STR, +2 DEX), Greater Enduring Amulet of Protection from Evil (+2 CON), Greater Ribbon of Disguise, Greatreach Bracers of Quickstrike(Slotless), Handy Haversack, Headband of Concentration (+10), Muleback Cords(Slotless), Oathkeeper, Ring of Prestidigitation[At-Will] (Slotless), Ring of Sustenance (Unbound), Scabbard of the Amoral Edge, Soulfire Mithral Bracelets, Swarmbane Ring (Slotless)

 
We don't condone slavery in the imperium. Buuuut we do take our share of loot and Sam is sweet sweet loot as future pcs are the best loot.
 
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Vote closed.
Adhoc vote count started by DragonParadox on Mar 13, 2019 at 4:28 AM, finished with 189 posts and 12 votes.

  • [X] Have Dany surreptitiously ward him against fear and take him to the Hall of Horrors alongside his father
    -[X] After emerging, make a point of noting how grown men have often found it hard to view the exhibits within without flinching, and praise Samwell for his bravery.
    -[X] Suggest that, given time here, he could learn to fight such things as those monsters from experts, indicating Richard and Waymar.
    -[X] If his father appears sceptical, promise a full education worthy a lord of Westeros, fitting to the new world that is soon to come.
    -[X] If successful, be sure to put aside time to talk to Samwell personally, before any training or study begins, so that you can explain that when you meant experts, you didn't necessarily mean Richard.
 
I wonder if the changeling children are enjoying the festival? I hope they are at least happy... I am kind of sad we dont get the chance to spend time with them because they are adorable.
 
@DragonParadox I think I should do one or two parts with Elbert and Dos again, by the way. I am sure people are curious how a Triton ended up befriending a Westerlander who was on a mission to stir up trouble.

I also had an idea for a group of Westerlanders (actually a group who in my notes I am going to refer to as "the Stooges") who came to the festival to spy on everything, but are so woefully ill-prepared to deal with so much magic and mystery that the Inquisition takes pity on them eventually, and starts leading them to "tantalizing" leads of information by the nose.

Though the intent of that is to make people either love or pity them by the end of it, it should be funny either way.
 
Mind you that I've slotted in disseminating misinformation about the Moonchaser for next month. Depending on how long they stay, they might get caught up in that effort.
 
Mind you that I've slotted in disseminating misinformation about the Moonchaser for next month. Depending on how long they stay, they might get caught up in that effort.

This will trend into next month if I write it, since I'm not sure how quickly I can get those wheels spinning. So they very well might be.

I really enjoy making 'villains' sympathetic so I hope I get this one right.
 
Part MMDCLXXVIII: The Gift of Courage
The Gift of Courage

Twenty-Fourth Day of the Eighth Month 293 AC

As you distract Randyll with a discussion of trade into and out of the Dornish Marches and the evils of petty tolls and taxes collected by the local lords, you give a surreptitious nod to Dany, trusting that she would know what to do. Even looking for it out of the corner of your eye you almost miss the light brush of fingers as she passes a plate, though the boy is still dreadful at keeping his shock off his face. What had his parents been thinking to let him reach ten years of age wearing his heart on his sleeve? Judging from the veiled look of pity your mother gives the boy she entirely agrees.

When the last of the cake vanishes from the plates you rise to your feet: "It is easier to show you than to merely tell you, for some of the tales I would speak."

"I think I will come, too. Your explanations tend to be a little rushed," Lya says with a smile.

Though Lord Tarly looks like he might wish to object to her company, he wisely refrains from speaking. He does not, however, seem surprised when Dany falls silently in behind Samwell. A strategist of note indeed, he has learned how to pick his battles even upon such an unfamiliar arena.

Entering the Shadow Tower, father and son could not have reacted more differently. The boy practically gapes in wonder at the shadows clinging to stone and strange lingering echoes where Randyll marches on eyes fixed straight ahead. It is not that he disdains magic, you intuit. He simply does not care about anything outside his sphere of concern. If you showed him a Legion Sorcerer flinging fire he would question them about their range and endurance just as he would the crew a new type of catapult. What you will show him is more interesting by far.

***​

Shadows flow together with mage lights casting strange and twisting shadows over the visages of monsters: from the looming misshapen forms of the Deep One Maguses to the inky black Spider Demon all the more dreadful for the empty hollows of its eyes. The Rakshasa Maharaja, now supported by a plinth rather than floating of its own power, still seems like an idol of some dreadful god of ruin. The Frost Wyrm looks over the lesser Winterborn beasts you had slain like a mountain of purest malice for all it is now shaped of marble not accursed ice. Even the Aspect of the Lord of the Third has his place, his great serpentine bulk coiled around a plinth while his once angelic features stare blankly outward unto the cause of his ruin.

It is among this macabre collection that you witness a most improbable scene—father and son actually move in tandem asking questions about the collection while running their fingers over scale, fur, bone, feather, and chitin that they may know it with more than their eyes. True the questions are quite different, on the one hand a desire to know and classify for its own sake, and on the other increasingly detailed variations on 'What do they want?' and 'How do we kill them?' Still, Randyll actually listens to the answers his son is given. His eyes even soften as Samwell puts his head inside the Xenarth Champion's mouth to get a better look at its teeth.

"Such enthusiasm should be rewarded, don't you think, my lord?" you ask, seemingly idly, though the question is anything but that. "Perhaps he would be well suited to staying here that he might learn to slay such beasts, perhaps even gather his own collection to show his sons and grandsons." That image should thoroughly appeal to an avid hunter like Randyll Tarly.

The boy for his part looks not afraid for the spell cast upon him deadens the emotion but... uncertain as he extracts his head from the demon's maw. Then he starts likely at a silent word from Dany and begins to struggle against a smile. You can well imagine what possibility she had brought up.

"Samwell can barely..." he cuts himself off, looking at his son with very little hope indeed, scraping the bottom of the barrel. "He needs to be taught not only to fight, but to lead and to come up with his own ideas rather than just scurrying to some book or another for them. He is at least skilled in keeping accounts, for all the good that will do him when the Long Night comes again."

"So then, my lord, can I trust that you will not be fighting to give Mace Tyrell the chance to feast away another war?" you ask, knowing he would appreciate the bluntness.

"Yes," he replies in a tone like iron. "Mace risks our rights and privileges of old upon a unsteady alliance with a power he does not understand. I would much rather see dragons in the sky than be ordered about by some over-proud invaders."

What do you do next?

[] Try to figure out where Samwell got his magic
-[] Write in how

[] Look in on one of the melee finals (fight from Viserys' PoV rather than interlude)
-[] Oberyn vs Sandor
-[] Valaena vs Asha

[] Go out to the harbor to see a new sort of play made for the Festival
-[] Write in plot of play

[] Write in


OOC: Given how Sam reacted under the spell there was no need to spell out that he was being unusually brave
 
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I would say operating for any period of time in Sothoryos pretty much requires access to Mage's Magnificent Mansion and of course Teleport. Fortunately I believe Wyla can learn both? In which case she can lead small groups of PCs in doing so, though her hands are kind of full regardless.
Wyla is a Wizard specialized in Necromancy and her restricted schools are Conjuration and Enchantment. Lya's Magnificent Mansion and Teleport are both Conjuration spells, making them unavailable for her to learn.

Fortunately, the Boots of the Wide Earth effect neatly sidesteps that issue somewhat, allowing her to expend 5th level spell slots to cast Teleport.
I wonder if the changeling children are enjoying the festival? I hope they are at least happy... I am kind of sad we dont get the chance to spend time with them because they are adorable.
The Changeling children still infants at this point. Less than two years old, IIRC.
I think my biggest issues with this is that for every advantage this gives the North to leverage, the Southern kingdoms can leverage them harder. We are likely to see a further population boom in the South like was seen in the early days of urbanization. Dorne alone has the potential to turn vast swathes of desert into productive farmland and they already have vastly increased magical capabilities compared to the North. I find it much more likely that overall in Westeros population remains proportionally similar and larger parts of the North end up being worth more as resource outposts rather than fully fledged cities and settlements. This problem is even further increased by the easy transport of goods that magic provides.
I believe much of Southern Westeros' greater population and infrastructure development will act as a hindrance rather than an advantage. The South has more people, yes, but that just means the land has been much more thoroughly exploited for millennia, the forests reduced, the natural resources depleted, and the infrastructure geared toward primitive medieval issues that are not a consideration when sufficiently advanced technology or magic come into play. The North, however, is virtually untouched, with mineral wealth that hasn't even been discovered and massive old growth forests just waiting to be harvested. Since the place is almost empty, we'll be doing infrastructure upgrades from scratch, allowing us to plan the locations of roads, canals, population centers, etc., and build them properly rather than allowing them to develop in a more organic, but ultimately slow and inefficient manner.

Also, when the Others are defeated, the jacked up seasons experienced by most of Planetos might return to something more natural. The North would benefit greatly from having a more cyclic seasonal progression, while much of the South is likely to experience issues due to an interruption of their unusual crop cycles.
 
[X] Look in on both of the melee finals.
-[X] First: Asha vs. Valaena
-[X] Second: Sandor vs. Oberyn

It would be weird not to attend the finals.
 
They were talking in full sentences and running about when we spent time with them before.
Eh, people are still basically annoying fleshy robots at that point, with the rudiments of a personality developing and some ability to interact with the world, but little in the way of reasoning ability or concept of the self. Unless Changelings are dramatically different from base Humans, they won't form any significant lasting memories of the Festival.

So says Goldfish, who does not have any education in childhood development, but is very opinionated on the subject! :p
 
Eh, people are still basically annoying fleshy robots at that point, with the rudiments of a personality developing and some ability to interact with the world, but little in the way of reasoning ability or concept of the self. Unless Changelings are dramatically different from base Humans, they won't form any significant lasting memories of the Festival.

So says Goldfish, who does not have any education in childhood development, but is very opinionated on the subject! :p

Just because you're sure that they aren't actually people yet doesn't make eating them any less immoral.
 
[X] Snowfire

I'd rather get the "magic, wha-?" bit done first.

If hate to keep even more stuff in mind as festival-schedule to keep to >_<

speeches to make, joust/archery/mages to see...
 
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