Fair enough. Honestly, I'm more interested in and worried about finding metallic dragons if at all possible. In some ways they might be even harder to collect, even putting aside the fact that they're even rarer in this setting. Granted, that's if we don't just find a way to make them outright.

Supposedly Tiamat wiped most of them out a long time ago. We're not likely to find any
 
i mean he was on the plane of earth but fair enough. but like the second line of it's wiki is. it is a metallic dragon.

Purple Dragons are technically Chromatic too, but they don't tend to involve themselves in the ongoing Tiamat vs Bahamut Shenanigans.

Adamantine Dragons are the same

Both are holdovers from 2nd Edition and the TSR days so they're a little weird
 
how is adamantine not considered metallic?

'Metallic' does not mean 'any dragon with a metal-like coloration' just as chromatic does not mean 'any dragon with pure color scales'

The designations specifically represent the favored dragons of Bahamut and Timat respectively. These are as follows

Metallic: Gold, Silver, Bronze, Copper, Brass
Chromatic: Red, Blue, Green, Black, White

Anything not one either list is not a metallic or a chromatic.

I hope this clears up any confusion.
 
@Goldfish, for the fight, do we just have Nettles and the Heralds lure the Wraiths into a killing zone or what?
It's too early to say exactly how we're going to fight them, because we don't know how they'll split their forces, what targets they'll place priority on, etc. I'm writing a plan now which seeks to defend Thennhold and all three Ward Anchors while preparing for the fight.
@Goldfish, how much do you want to bet that there's a hidden boss here? Something to lead and control the unwilling Dragonwraiths?

I'm guessing either a Frost Dragon or an Other.
I'm counting on it.
 
It's too early to say exactly how we're going to fight them, because we don't know how they'll split their forces, what targets they'll place priority on, etc. I'm writing a plan now which seeks to defend Thennhold and all three Ward Anchors while preparing for the fight.

I'm counting on it.
Speaking of the Ward Anchors, @DragonParadox, can we loot them before we go? I'd like to plop them in front of the Wall if possible.
 
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You can try, they might just shatter when you try to move them though. Lya thinks they are unlikely to be meant to move.
There's literally no point in leaving them here once the Thenns are evacuated.

They're definitely not meant to be moved, but if we can do a hack job and figure it out then at the very least the Night's Watch can get some use out of it. If we just leave them here the Others will unceremoniously grind them to dust and possibly gain some power out of them.
 
Here's what I have so far for a preliminary response plan. It's too soon for an actual fight, since we don't know where the enemy forces will attack, which forces us to defend all vulnerable points. This is more about getting defenders in position.

[X] Plan Thennkirk
-[X] Nirah (with anti-Other spell loadout detailed HERE) will return to Thennhold and wait until the Others make their play.
--[X] In transit, Nirah will activate his Crown to increase his caster level 19 for the next 10 minutes, then he will begin casting the following spells in this order: Greater Hide from Undead, Undeath Ward, True Seeing, Life's Grace, Battlemagic Perception, Ghost Trap, Sign, Shield of Faith, Conviction, Snowsight, Entropic Shield, and Ironskin. This assumes he has already cast and is currently affected by Divine Insight, Venomfire, Wind Walk, and Nine Lives.
---[X] He will place a Celestial Brilliance spell in a strategically advantageous location upon reaching Thennhold.
---[X] Before battle is joined, he will cast Righteous Might, Divine Power, Sunbeam, and Caustic Blood, and he will try to protect as many of the defenders of Thennhold with a Mass Resist Energy (Cold) spell as he can.
-[X] Nettles and Sheepstealer will accompany Nirah, avoiding engaging the Wyrmwraiths and Dread Wraiths in melee, instead peppering them with Fireballs, Magic Missiles, and arrows while evading enemy fliers.
--[X] Nettles will cast the following spells in this order, sharing all relevant effects with Sheepstealer: Greater Invisibility, Dragonskin, Scintillating Scales, Mirror Image, Shield, Heart of Earth, Freedom of Movement, Protection from Arrows, Gravity Bow, and Greater Blink (reserve Greater Blink for immediately before engaging enemies)
-[X] Each Moonchaser-class vessel beings using their Weather Control Stations to attempt to quell the unnatural blizzard. They will use their Brilliant Barrier Projectors to create Walls of Force (up to two per round per Moonchaser) to actively hinder the Incorporeal creatures sent by the Others while attempting to fire on them and any other hostile forces which become apparent. No Moonchaser is to allow an Incorporeal creature to approach close enough to risk being boarded.
--[X] Each Moonchaser will take up position over one of the Ward Anchors.
--[X] Each Wyvern pilot activates their craft's Energy Siege Shot enchantment to transform all bolts fired from their Launchers into Force Bolts (2 bolts per Wyvern per round, 4d6 damage per bolt). Three Wyverns will deploy to the airspace around each Ward Anchor and three will act to defend Thennhold.
-[X] Two Heralds will move to defend each Ward Anchor and two will move defend to Thennhold.
-[X] Danar and Alyssa Crowl, Velen, the twin Feylords, and the Hadhayosh will coordinate with the residents of Thennhold to defend the city until additional help arrives.

Nirah's Prepared Divine Spells:

Level 0: (6/day): Detect Poison, Detect Magic, Light, Mending, Message, Read Magic
Level 1: (4+3/day): Barbed Serpent Chains, Conviction, Divine Favor, Entropic Shield, Shield of Faith, Sign, Snowsight
Level 2: (4+3/day): Boneshaker, Close Wounds x2, Divine Insight, Ironskin, Resist Energy, Snow Walk
Level 3: (4+2/day): Alter Fortune, Battlemagic Perception, Greater Hide from Undead, Mass Resist Energy, Searing Light, Venomfire
Level 4: (4+2/day): Assay Spell Resistance, Burst With Light, Celestial Brilliance x2, Divine Power, Panacea
Level 5: (4+2/day): Caustic Blood, Life's Grace, Revivify, Righteous Might, True Seeing, Undeath Ward
Level 6: (3+2/day): Ghost Trap, Greater Dispel Magic, Heal, Undead to Death, Wind Walk
Level 7: (2+1/day): Morning Sun, Regenerate, Sunbeam
Level 8: (1+1/day): Nine Lives, Sunburst
 
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