Do ya'll think we might be using Miracle way a bit too often?
I get a nagging feeling, there might be some consequences coming :/
Nah, not really. We're using the more minor aspects of Miracle, nothing major which would require XP expenditure. In this instance, we used Miracle to merely recreate an empty body and Resurrection to restore it to life.
 
Not Thanksgiving, considering I'm Indonesian, hehe.

But still hang out with me mum and fixing relationships between family.

Pfft, yeah as if...
 
Is there anything more draconic than casting Miracle and calling on yourself as the deity? It looks like Viserys is still a Red after all. :V

We need to do that on MirrorVision at some point; it's the kind of flex that'll require our mortal enemies to make a fort save against a stroke.
 
[X] Royal aid to build a castle fit for a high lord upon Oldstones and the infrastructure around it to make it the centerpiece of large-scale settlement. House Frey will be a mighty power in the local area, and having a counter-weight to their influence will be useful to you in the future. Not so mismatched a pairing in vassalage as that held between House Tully and Houses Bracken and Blackwood who are both Great Houses in their own right, but more equal than Walder might be comfortable with. House Keath will be one among many Riverland Houses to gain a city charter for themselves, the area is too rich in farmland and criminally underdeveloped given how integral the rivers will be to trade.
 
Last edited:
@DragonParadox You know, thinking about it, constructing cities around river passages both eases trade immensely, like immensely, but also, while making it easy to transport armies when you build all that infrastructure to support offloading and loading goods, as you can just as easily load soldiers onto barges, if at regular intervals there's city-scale defenses, locks and control over the passages from both banks which makes it hard to disembark in anything resembling organization unless they let you, it means the Riverlands becomes way more difficult to conquer cleanly. Unlike now where people can just sweep in and do what they want, if there's infrastructure to load and unload troops at regular intervals, the Riverlords can reinforce each other rapidly, and deny passage easily.
 
@DragonParadox You know, thinking about it, constructing cities around river passages both eases trade immensely, like immensely, but also, while making it easy to transport armies when you build all that infrastructure to support offloading and loading goods, as you can just as easily load soldiers onto barges, if at regular intervals there's city-scale defenses, locks and control over the passages from both banks which makes it hard to disembark in anything resembling organization unless they let you, it means the Riverlands becomes way more difficult to conquer cleanly. Unlike now where people can just sweep in and do what they want, if there's infrastructure to load and unload troops at regular intervals, the Riverlords can reinforce each other rapidly, and deny passage easily.

That does make sense yes and the Riverlands has no shortage of waterways for troop or cargo transport.
 
Here's our Giant Mighty Dragon Turtles. As always, I'm open to suggestions for names and images.

We are growing nine of them this month.



Grand Dragon Turtle
Giant Mighty Dragon Turtle - CR 15
Size/Type:
Gargantuan Dragon
Hit Dice: 12d12 + 84 (CON) + 120 [Mighty] = 282 HP
Initiative: +5 (Mighty) - 1 (DEX) = +4
Speed: Ground: 50 ft., Swim: 60 ft.
Armor Class: 30 (-4 Size, -1 Dex, +5 Dodge, +20 Natural), Touch 10, Flat-Footed 25
Base Attack/Grapple: +17/+39
Full Attack: 1 Bite +23 (4d8+15), 2 Claws +18 (3d6+10)
Space/Reach: 20 ft./15 ft.
Special Attacks: Breath Weapon, Capsize
Special Qualities: Darkvision 60 ft, Low-light Vision, Damage Reduction 4/--, Spell Resistance 27, Immunity to Sleep & Paralysis effects, Immune to Mind-Affecting effects, Immune to Fire
Saves: Fort +20, Ref +12, Will +14
Abilities: Str 31, Dex 8, Con 25, Int 12, Wis 13, Cha 12
Skills*: Diplomacy +21, Hide +14 (+22 while submerged), Listen +21, Search +21, Sense Motive +21, Spot +21, Survival +16 (+18 following tracks), Swim +25 (+33 to perform special action or avoid a hazard); *Gain a +5 Competence bonus to any untrained skill check made using skills not listed here.
Feats: Blind-Fight, Cleave, Maximize Breath, Power Attack, Snatch
Languages: Draconic, Low Valyrian (Braavosi)
Alignment: True Neutral

Breath Weapon (Su): As often as once per 1d4 rounds, you can breath a cloud of super-heated steam 30 feet high, 35 feet wide, and 60 feet long which inflicts 12d8 Fire damage. A DC 30 Reflex save halves damage. This breath weapon is effective both on the surface and underwater. The save DC is Constitution-based.

Capsize (Ex): A submerged Grand Dragon Turtle that surfaces under a boat or ship less than 30 feet long capsizes the vessel 95% of the time. It has a 50% chance to capsize a vessel from 40 to 90 feet long and a 20% chance to capsize one over 90 feet long.

Skills: A Grand Dragon Turtle has a +8 racial bonus on Hide checks when submerged and on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the Run Action while swimming, provided it swims in a straight line.
 
Last edited:
[X] Crake

Again with the Turtle...

Viserys? What do you have against Turtles? Did one of them bitten your toes when you're off swimming in Bravos?
 
Back
Top