I would rather they triumph their way to 20 than take the trauma-conga.
A good level 10 transition to mid-tier adventurer would be to return to Volantis, decked out in magical gear and on dragonback, for a nice, dramatic family reunion.
 
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Hey @DragonParadox, beyond general gratitude for basically making them his Wards despite there being really no familial ties or political advantage to it, what do Reva and Liset think of Viserys and the Targaryen household et al? They seem pretty close to Rhaella, but because of how busy Viserys is I often wonder what the people we rescue from a life of mediocrity, or in some cases a short existence as Fiend-bait, think of him. Towering icon like Tywin made himself out to be? I think not, since Viserys does go out of his way to make the moments he gets to speak to people count, and is far better at forming connections.

I wouldn't quite call that "good at being unguarded" since he only is that with the Companions and his family, and occasionally with people who shared a lot of experiences with him the Sealord and Uthero, but there's a marked difference from being "not a person, just a cultural symbol" and "when he speaks to you, you actually matter to him as a person and vice versa".

I imagine Viserys himself is mildly exasperated by how he has to carefully distinguish between fully wearing the mask in front of people like the Three Daughters nobility, the 40 Families of Volantis, etc., showing only the character he's playing. Or letting the mask come loose enough before someone like the Twins to show "yes, I'm a real person too, when I can afford to be, but keep quiet about that" and "the world's on fire again, how are we going to get ourselves out of the mess this time?"

Tl;Dr Have we collected too many orphans?! OR NOT ENOUGH?! More orphans. They have all the narrative trimmings to become really diligent troubleshooters.
 
More votes needed peeps
Adhoc vote count started by egoo on Nov 9, 2019 at 6:04 PM, finished with 167 posts and 7 votes.

  • -[X] Purchases:
    --[X] Crafting Reagents: 1,000,000 IM
    --[X] Metamagic Rods:
    ---[X] Greater Rod of Maximize - Cost: 31,590 IM
    ---[X] Greater Rod of Quicking - Cost: 44,200 IM
    -[X] Commissions:
    --[X] x100 Rings of Protection from Evil - Cost: 800 IM each (Total: 80,000 IM)
    --[X] x100 Healing Belts - Cost: 150 IM each (15,000 IM each)
    --[X] Bag of Tricks (Tan) for Glyra - Cost: 3,200 IM
    --[X] x3 Scabbard of Keen Edges - Cost: 3,200 IM each (Total: 9,600 IM)
    --[X] x10 Restorative Ointment - 800 IM each (Total: 8,000 IM)
    --[X] x10 Dragonbone Divination Sticks - 1,280 IM (Total: 12,800 IM)
    --[X] x5 Prophet's Pectoral (reskinned Prophet's Rod, no item slot, x2 cost) - Cost: 2,400 IM (Total: 12,000 IM)
    --[X] x50 Handy Haversack - Cost: 400 IM each (Total: 20,000 IM)
    --[X] x200 Traveler's Anytool - Cost: 50 IM (Total: 10,000 IM)
    --[X] x30 Silver Nocking Points - Cost: 630 IM each (Total: 18,900 IM)
    --[X] x20 Caller's Feather - Cost: 400 IM each (Total: 8,000 IM)
    --[X] x2 Lord's Banner of Victory - Cost: 15,000 IM each (Total: 30,000 IM)
    --[X] x5 Banner of Restful Nights - Cost: 1,008 IM each (Total: 5,040 IM)
    --[X] x20 Earring of Constant Comprehend Languages - Cost: 800 IM (Total: 16,000 IM)
    --[X] x9 Rod of Make Whole - Cost: 2,160 IM each (Total: 19,940 IM)
    --[X] x3 Rod of Greater Make Whole - Cost: 10,080 IM each (Total: 30,240 IM)
    --[X] x1 Amulet of Greater Anticipate Teleportation - Cost: 13,200 IM each (Total: 13,200 IM)
    --[X] x1 Amulet of Greater Anticipate Teleportation(Slotless) - Cost: 26,400 IM each (Total: 26,400 IM)
    --[X] x5 Numerology Cylinder - Cost: 1,000 IM (Total: 5,000 IM)
    --[X] x2 Sets of Titan's Tools - Cost: 40,000 IM (Total: 80,000 IM)
    --[X] Pages of Spell Knowledge:
    ---[X] 3rd Level: Spellsword - Cost: 1,800 IM
    --[X] Spectacles:
    ---[X] x50 Constant Detect Magic - Cost: 400 IM each (Total: 20,000 IM)
    ---[X] x10 Constant Detect Charm - Cost: 800 IM each (Total: 8,000 IM)
    ---[X] x10 Constant Detect Undead - Cost: 800 IM each (Total: 8,000 IM)
    ---[X] x20 Constant Detect Fiendish Presence - Cost: 400 IM each (8,000 IM)
    ---[X] x5 Constant Discern Shapechanger - Cost: 2,400 IM each (Total: 12,000 IM)
    ---[X] x5 Constant Detect Thoughts - Cost: 2,400 IM each (Total: 12,000 IM)
    -[X] TOTAL: 1,473,410 IM
    [X] Servitors:
    --[X] Hedgethorn Hippogriff (Dire Greenbound Hippogriff*[advanced to 6 Racial HD, Huge-Sized]) - Cost: 4,800 IM each
    ---[X] Each of these Huge-sized Hippogriffs can easily carry several soldiers through the air with ease, and their size and physical power makes them deadly foes in melee combat, but there true purpose is to harrass and hinder large masses of enemy troops using their Entangle and Wall of Thorn spell-like abilities while circling high overhead, safe from most landbound threats and able to fight off all but the most dangerous of aerial foes.
    --[X] Assassin Wyverns (Advanced Feral Quickling Forked-Tail Wyvern) - Cost: 4,800 IM each
    ---[X] Assassin Wyverns are not subtle killers, but they are undoubtedly effective ones. With single-minded purpose, working either singly or in a murder several strong, they seek out their targets using their unnatural speed and rend them limb from limb. And should the wounds themselves not be enough to slay their target, their dreadful poison almost certainly is.
    -[X] We would, of course, be willing to trade our Forge services to offset the cost of our latest purchases and commissions.
 
How much does it cost to make a Standard of the Slayers? Each one can be attuned to 111 people right? Can we upscale that?

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

Caster Level: 12
Ah sorry that's 196. 14 times 14. What was behind that?
 
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@Crake, I'll leave writing up "whom we are to visit next month in westeros" as MAs to you, since I can't really care enough to delve into the overly convoluted politics of the place-

But shall we attempt that "drive Marid into an anti-Efreet alliance", or start that at least, around next month?

It's gonna be busy either way, but we can start.
Meet up with the envoys, start planning joint strategy, see if anyone needs... elimination for us to succeed in talks... again, eventually.
?
 
Basically, we take a few days to at minimum to clean house in the Riverlands this month, then move onto the Reach, reaffirming loyalty first so we can better coordinate them as an actual alliance, mostly using Baelor Hightower, Paxter Redwyne and Randyll Tarly as the leaders of the Targaryen Restoration in the area. This accounts for like half of the Reach.

Then we actually go after the ones that might have some kind of minor complication or two getting in the way, like Bulwer's affability for Greyshield's adventurers, or more pertinently Rowan, what with our knowledge of their daughter's whereabouts. This accounts for like 25% of the Reach.

The last quarter are either mega-pious, or have some kind of major complication that would at least make them uncooperative, if not outright hostile.

The good news is, if a House is truly still loyal (or is already thoroughly convinced we're going to win at least) those visits should be over in a week. Another week should be time to clear our plate of semi-delicate visits.

There are some we shouldn't overlook even if they're more complicated than others, like House Peake.

I will try to divide the "easy visits" from the "delicate visits" for the final turn plan, and then include a smaller third section for "hard visits that we can't afford to skip".

Barring some unforeseen complication, we could get it done, but it will take up half the month.
 
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@egoo

'Easy' Reachers:
House Ambrose (approach son, then speak with father. Maybe not vindictive toward Ironborn enough, but hey, we sacrificed a Greyjoy in a bloody fashion and have the rest of them well in hand. That's gotta be some points)
House Appleton (protecting daughter's inheritance)
House Beesbury (he'll join, even if he grumbles a little about propriety, can afford to skip after a few cursory divinations)
House Caswell (Sorcery isn't a big problem for them)
House Bulwer (there's really no reason for them to hate us and we have plenty we can offer them, besides putting a rest to all the nonsense with fey curses and whatnot from bothering him, with a Liege that is actually capable of handling business back in business. Probably mutually exclusive with House Ball. To be fair to the latter, Ball is included in an alliance with Florent, Crane and Rowan. If we get Rowan, that makes for a stronger coalition of nobles, meaning some additional soft influence for us).
House Crane (we'd be offering them a lifeline at this point and propping up their noble coalition with Florent)
House Cuy (make the wife like us, and we get the husband)
House Footly (they're already well inclined to us, just need to draw them in)
House Shermer (they're depleted, thus easy marks)
This should take less than a week.


'Delicate' Reachers:
House Ashford (All we have to go on is rumor and hearsay, with the included facts that they're 'welcoming' of Star Court fey, and strongly allied with House Tyrell. Assuming that 'welcoming' isn't actually just some huge complication that prevents them from siding with us, we could pressure Tyrell to release them to our Restoration's cause to win glory and rewards)
House Blackbar (yes, the Dornish complication--if it's truly bad, we might just wasting our time here, but we should divine some of the possible obstacles before making that judgement)
House Chester (This becomes extremely easy if Brandon and company decide to make enemies of us).
House Costayne (pending better investigation from divination and closer information to home, either an easy recruitment or too much to bother with)
House Fossaway, both branches (depending on Cider Hall Fossaway's lord's ambitions, he might be a better recruit compared to New Barrel's. If he's just exactly the type of grasping overreaching fool you might imagine, just too skilled with a sword to let it bite him in the ass yet, then we go with New Barrel, again putting the squeeze on Tyrell if necessary).
House Graceford (either easy, if we decide to bring in Bulwer, or difficult, if we shy away from them. On the other hand we have Florent already, if we bring in Rowan we can push Ball into neutrality and gain Graceford and Bulwer without further complications)
House Leygood (They have a bone to pick with the Crownlands, unfortunately we are trying to roll through the Crownlands without any real battles breaking out through a show of force and speedy capture of the capital, so visiting them to head off any clashes would be a wise decision)
House Merryweather (if we reach out to Teana, his wife's, family in Myr, and get a letter of introduction from them or even just bring a brother or sister along for the visit, we could meet the wife and even talk business a little, which might put him in a better mood if his wife is generally supportive).
House Mulledore (if he's not generally supportive, we can put the squeeze on, you guessed it, House Tyrell)
House Oakheart (squeeze the Tyrells. Squeeze 'em like a lemon).
House Serry (paranoid, but then so was that Lord in the Crownlands, and we have a reputation for killing Deep Ones and their servants. It should get our foot in the door, and what we can do to help defend them from attacks should wedge it open for us).

This could take a bit over a week.


'Complicated' Reachers:
House Ball (We could probably make this right somehow, it depends on if we want to draw Bulwer in closer)
House Hewett (well-inclined toward Brandon and crew)
House Meadows (we could bring his father back to life, but it does seem like a lot of trouble. That move is less complicated when it's dead son or daughter, not the previous Lord or Lady).
House Osgrey of Standfast (if we truly come into conflict with the Faith, he will oppose us, but he wouldn't be impossible to convince that we're trying to get things to reconcile between both camps).
House Peake (He's married to an, ugh, Lannister. He's too important to overlook outright, strategically, so we should visit him even if we turn up one or two further complications).
House Rowan (either barely 'delicate' or extremely hard, depending on how we handle the daughter situation. Their addition would shore up some of our political alliances in the area).
House Roxton (let them complain! It's not like we intend to stop. Likely, they stay neutral, worst case, they raise banners against us and we kill their Lord and hope the heir decides to reaffirm those oaths on bended knee).
House Osgrey of Coldmoat (either a fool in over his head who needs to be saved from himself, or in so deep with the Court of Stars that we can just ignore him).

Some of these are mutually exclusive options, or contingent on one or two decisions on our part. A couple just get mentioned because of how little they have to offer, considering how much they're currently bitching at us. Looking at you, Roxton. Depending on how the first two sets of visits go, we could end up picking just two or three of these. I would go with Peake, Rowan and either Ball if we don't bother with Bulwer and Graceford.
 
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In case anyone is interested, here are the sheets for the creatures my plan has us selling the Shaitan.

I think the Hippogriffs are pretty neat and will do exactly what the Shaitan want. The Wyverns, however, are something I think we might want to invest in. In addition to being stupid fast and hard to hit, their poison is extremely difficult to resist and since it deals enhanced Constitution damage, it's also quite deadly. DC 25 Fortitude saves are not easy to make, even for a lot of high level threats. And the Wyvern can make two poison sting attacks per round, or three if it uses its extra attack for it. It's a shame that some of our greatest enemies, the Others and Devils, are immune to poison.

Hedgethorn Hippogriff
Dire Greenbound Hippogriff [advanced to 6 Racial HD] - CR 8

N Huge Plant
Init +4; Senses darkvision 60 ft., low-light vision, tremorsense 60 ft., scent; Listen +4, Spot +9
DEFENSE
AC
29, touch 14, flat-footed 24 (+4 Dex, +1 dodge, +16 natural, -2 size)
HP 198 (12d8+144)
Fort +16, Ref +12, Will +7
Immune: Plant Traits, Resist Cold & Electricity 10, DR 10/Magic & Slashing, Fast Healing 3
OFFENSE
Speed
50 ft., fly 110 ft. (average)
Melee bite +19 (2d6+9), 2 claws +19 (1d8+9)
Space 10 ft. Reach 10 ft.
STATISTICS
Str
29, Dex 19, Con 26, Int 2, Wis 16, Cha 17
Base Attack/Grapple: +12/+24
Feats
Ability Focus (Entangle), Dodge, Hover, Wingover
Skills Listen +7, Spot +19; Racial Modifiers +4 Listen & Spot

Plant Immunities (Ex): Immunity to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms). Immunity to paralysis, poison, polymorph, sleep effects, and stunning.

Spell-Like Abilities (Sp): 12th Caster Level: At will - Entangle (DC 16), Pass Without Trace, Speak with Plants, 1/Day: Wall of Thorns
Assassin Wyvern
Advanced Feral Quickling Forked-Tail Wyvern - CR 8

N Large Dragon
Init +15; Senses darkvision 60 ft., low-light vision, scent; Listen +9, Spot +18
DEFENSE
AC
30, touch 20, flat-footed 19 (+7 Dex, +4 Dodge, +10 natural, -1 size)
HP 139 (9d12+81)
Fort +15, Ref +13, Will +9
Immune: dragon traits, magic paralysis and sleep; Resist acid 10, fire 10; SR 19, Fast Healing 1
OFFENSE
Speed:
80 ft., fly 240 ft. (Average), swim 160 ft.
Melee: bite +17 (2d6+9 plus grab), 2 stings +17 (1d6+9 plus poison), 2 wings +12 (1d6+4)
Space: 10 ft.; Reach 5 ft.
Special Attacks: breath weapon (30-ft. cone, 6d6 fire damage plus fumes, Reflex DC 23 half, usable every 1d4 rounds), rake (2 talons +20, 1d6+9)
STATISTICS
Str 29, Dex 24, Con 28, Int 2, Wis 12, Cha 15
Base Attack/Grapple: +9/+13
Feats: Ability Focus(Poison), Combat Reflexes, Deadly Poison, Dodge, Flyby Attack, Improved Initiative, Improved Poison, Mobility, Spring Attack
Skills: Balance +17, Jump +19, Listen +9, Spot +18, Swim +9, Tumble +17; Racial Modifiers +8 Listen & Spot, +10 Balance, Jump, & Tumble

Breath Weapon (Su): Once every 1d4 rounds, an Assassin Wyvern can emit a cloud of noxious fire in a 30-foot cone that deals 6d6 points of fire damage and the fumes cause temporary blindness as though affected by Glitterdust for 4 rounds. A DC 23 Reflex save halves the fire damage and negates the Glitterdust effect. The save DC is Constitution-based.

Poison (Ex): Injury - Fortitude DC 25: Initial 2d8 Constitution damage, Secondary 4d8 Constitution damage. The save DC is Constitution-based.

Rapid Actions (Ex): An Assassin Wyvern gains one extra attack or move action each round. This does not stack with other haste effects.

Hold Breath (Ex): The Assassin Wyvern can hold its breath for a number of minutes equal to 6 times its Constitution score before it risks drowning.

Aging Vulnerability (Ex): An Assassin Wyvern takes 50% more damage from aging effects, including the number of years aged.
 
How much does it cost to make a Standard of the Slayers? Each one can be attuned to 111 people right? Can we upscale that?


Ah sorry that's 196. 14 times 14. What was behind that?

The Fourteen Flames of Valyria are an important symbol of the Freehold in canon. DP adapts them as Fourteen Gods & Goddesses that make up the Valyrian Pantheon, making 14 a sacred number.

[X] Goldfish
 
BTW; How I would structure the above: Clear the first set of visits. Then go through the second set that don't rely on pressuring the Tyrells first, saving the ones that might require pressure for last, so we don't have to look at Mace and Olenna for more than one visit. 😏

Then we decide which complicated visits to get out of the way. Again, preference is towards Peake and Rowan, with Ball added in depending on if we get Rowan but not Bulwer and Graceford. If we get Peake and Rowan and Bulwer and Graceford, ignore Ball and launch divinations as both Osgreys and contemplate bringing in Hewett
 
For some of the lords I would say we can delegate the easy ones to Rhaella...if we wanted to save time that is.

Good idea, in fact the whole first part could be delegated to her and a couple others.

Viserys, Dany and Lya could do all the delicate ones, and we might be able to get this finished ahead of schedule.
 
For some of the lords I would say we can delegate the easy ones to Rhaella...if we wanted to save time that is.
Good idea, in fact the whole first part could be delegated to her and a couple others.

Viserys, Dany and Lya could do all the delicate ones, and we might be able to get this finished ahead of schedule.
With that in mind, I'm slotting in some gear upgrades for Rhaella that will be helpful, especially for social encounters.
 
With that in mind, I'm slotting in some gear upgrades for Rhaella that will be helpful, especially for social encounters.
With AoN and VotD up, her Diplomacy shoots to 43 skill ranks. So she's already a charmer without items. Her Sense Motive also shoots up to a respectable 25 skill ranks.

Give her items for both and she's basically going to steam roll anyone but another magic item jockey like Septon Kyle, or another fullcasting Diplomancer.
 
With AoN and VotD up, her Diplomacy shoots to 43 skill ranks. So she's already a charmer without items. Her Sense Motive also shoots up to a respectable 25 skill ranks.

Give her items for both and she's basically going to steam roll anyone but another magic item jockey like Septon Kyle, or another fullcasting Diplomancer.
Got her slotted in for +5 Competence bonus upgrades for Diplomacy and Sense Motive. Perform(Strings), too, but that's not quite as relevant. We're going to Permanency a Channel Vigor on her, too, which will let her gain a +6 Competence bonus to Bluff and Intimidate as needed.

Also boosting her Charisma up to the next round number for another +1 to her socials and spells DCs.
 
Need more votes, folks.
Adhoc vote count started by Goldfish on Nov 9, 2019 at 10:09 PM, finished with 183 posts and 9 votes.

  • -[X] Purchases:
    --[X] Crafting Reagents: 1,000,000 IM
    --[X] x4 Permanency Scrolls (3rd Level) - Cost: 15,000 IM each (Total: 60,000)
    --[X] Metamagic Rods:
    ---[X] Greater Rod of Maximize - Cost: 31,590 IM
    ---[X] Greater Rod of Quicking - Cost: 44,200 IM
    -[X] Commissions:
    --[X] x100 Rings of Protection from Evil - Cost: 800 IM each (Total: 80,000 IM)
    --[X] x100 Healing Belts - Cost: 150 IM each (15,000 IM each)
    --[X] Bag of Tricks (Tan) for Glyra - Cost: 3,200 IM
    --[X] x3 Scabbard of Keen Edges - Cost: 3,200 IM each (Total: 9,600 IM)
    --[X] x10 Restorative Ointment - 800 IM each (Total: 8,000 IM)
    --[X] x10 Dragonbone Divination Sticks - 1,280 IM (Total: 12,800 IM)
    --[X] x5 Prophet's Pectoral (reskinned Prophet's Rod, no item slot, x2 cost) - Cost: 2,400 IM (Total: 12,000 IM)
    --[X] x50 Handy Haversack - Cost: 400 IM each (Total: 20,000 IM)
    --[X] x200 Traveler's Anytool - Cost: 50 IM (Total: 10,000 IM)
    --[X] x30 Silver Nocking Points - Cost: 630 IM each (Total: 18,900 IM)
    --[X] x20 Caller's Feather - Cost: 400 IM each (Total: 8,000 IM)
    --[X] x2 Lord's Banner of Victory - Cost: 15,000 IM each (Total: 30,000 IM)
    --[X] x5 Banner of Restful Nights - Cost: 1,008 IM each (Total: 5,040 IM)
    --[X] x20 Earring of Constant Comprehend Languages - Cost: 800 IM (Total: 16,000 IM)
    --[X] x9 Rod of Make Whole - Cost: 2,160 IM each (Total: 19,940 IM)
    --[X] x3 Rod of Greater Make Whole - Cost: 10,080 IM each (Total: 30,240 IM)
    --[X] x1 Amulet of Greater Anticipate Teleportation - Cost: 13,200 IM each (Total: 13,200 IM)
    --[X] x1 Amulet of Greater Anticipate Teleportation(Slotless) - Cost: 26,400 IM each (Total: 26,400 IM)
    --[X] x5 Numerology Cylinder - Cost: 1,000 IM (Total: 5,000 IM)
    --[X] x2 Sets of Titan's Tools - Cost: 40,000 IM (Total: 80,000 IM)
    --[X] Pages of Spell Knowledge:
    ---[X] 3rd Level: Spellsword - Cost: 1,800 IM
    --[X] Spectacles:
    ---[X] x50 Constant Detect Magic - Cost: 400 IM each (Total: 20,000 IM)
    ---[X] x10 Constant Detect Charm - Cost: 800 IM each (Total: 8,000 IM)
    ---[X] x10 Constant Detect Undead - Cost: 800 IM each (Total: 8,000 IM)
    ---[X] x20 Constant Detect Fiendish Presence - Cost: 400 IM each (8,000 IM)
    ---[X] x5 Constant Discern Shapechanger - Cost: 2,400 IM each (Total: 12,000 IM)
    ---[X] x5 Constant Detect Thoughts - Cost: 2,400 IM each (Total: 12,000 IM)
    -[X] TOTAL: 1,533,410 IM
    [X] Servitors:
    --[X] Hedgethorn Hippogriff (Dire Greenbound Hippogriff*[advanced to 6 Racial HD, Huge-Sized]) - Cost: 4,800 IM each
    ---[X] Each Huge-sized Hedgethorn Hippogriffs can carry several soldiers through the air with ease, and their size and physical power makes them deadly foes in melee combat, but there true purpose is to harass and hinder large masses of enemy troops using their Entangle and Wall of Thorn spell-like abilities while circling high overhead, safe from most landbound threats and able to fight off all but the most dangerous of aerial foes.
    --[X] Assassin Wyverns (Advanced Feral Quickling Forked-Tail Wyvern) - Cost: 4,800 IM each
    ---[X] Assassin Wyverns are not subtle killers, but they are undoubtedly effective ones. With single-minded purpose, working either singly or in a murder several strong, they seek out their targets using their unnatural speed and rend them limb from limb. And should the wounds themselves not be enough to slay their target, their dreadful poison almost certainly is.
    -[X] We would, of course, be willing to trade our Forge services to offset the cost of our latest purchases and commissions.
 
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