Are you sure?

Did we pay for that extra instead of having Dany cast the spell?
It should be. Forbiddance is an immobile spell effect. The wards built into a Moonchaser are a part of the ship, which is an enchanted object.

EDIT: It would honestly be silly for them to function otherwise.
 
It should be. Forbiddance is an immobile spell effect. The wards built into a Moonchaser are a part of the ship, which is an enchanted object.

EDIT: It would honestly be silly for them to function otherwise.
Many Immobile effects work relative to a ship anyway.

I admit that I don't havea good overview of the ships costs, but a magic item of constant Forbiddance that can only be surpressed, not dispelled should be significantly more expensive than the materials for the spell alone, right?
 
Many Immobile effects work relative to a ship anyway.

I admit that I don't havea good overview of the ships costs, but a magic item of constant Forbiddance that can only be surpressed, not dispelled should be significantly more expensive than the materials for the spell alone, right?
Forbiddance is a huge spell effect and a Moonchaser is relatively tiny in comparison. Given the overall expense of a Moonchaser, well in excess of 100,000 IM, I'm going to assume the ward is a magical effect generated by the ship, one which can be temporarily Suppressed but not truly Dispelled by anything short of a Mage's Disjunction, until told otherwise.
 
Forbiddance is a huge spell effect and a Moonchaser is relatively tiny in comparison. Given the overall expense of a Moonchaser, well in excess of 100,000 IM, I'm going to assume the ward is a magical effect generated by the ship, one which can be temporarily Suppressed but not truly Dispelled by anything short of a Mage's Disjunction, until told otherwise.

That sound fair yes, having such a vital part of the ship defenses be one lucky dispel away from complete nullification would be terrible design.
 
What the fuck. 240 ft.?!
That's reasonable. The Dragon alone could easily have a 200 foot flight speed, add another 30 from the Haste effect, and the +10 feet from some effect of the rider bond DP alluded to, and there you have it.

The important thing to take away from this is that it's not fast enough, because it's well within range of the Moonchaser's guns and Nirah's spells.
 
@DragonParadox
Overall I've got to say I'm a bit unhappy how you handled sight and information in this arc.

The Wyrmwraiths are very stealthy creatures and they arrived at night, yet our defenders noticed them minutes away, when they should have been difficult to spot-check at 30 feet or so.
And now again, the greatest advantage of the underground-wraiths would have been surprise, but Mel simply knows that they are coming, without even the effort of casting a DIvination and risking the chance of failure or paying for a Commune.

You basically defanged most parts of this encounter by giving us an advantage in information that either D&D Spot/Hide mechanics, nor a common-sense adaption of ghosts in the darkness should have supported.

I never thought that this retaliation could beat the army we brought here, but I hoped there would be a serious price for provoking the Others on their very doorstep. Something like loosing one of the less experienced Moonchasers or so.
Instead they look roughly as competent as the average fiends we beat up for lunchmoney.
 
@DragonParadox
Overall I've got to say I'm a bit unhappy how you handled sight and information in this arc.

The Wyrmwraiths are very stealthy creatures and they arrived at night, yet our defenders noticed them minutes away, when they should have been difficult to spot-check at 30 feet or so.
And now again, the greatest advantage of the underground-wraiths would have been surprise, but Mel simply knows that they are coming, without even the effort of casting a DIvination and risking the chance of failure or paying for a Commune.

You basically defanged most parts of this encounter by giving us an advantage in information that either D&D Spot/Hide mechanics, nor a common-sense adaption of ghosts in the darkness should have supported.

I never thought that this retaliation could beat the army we brought here, but I hoped there would be a serious price for provoking the Others on their very doorstep. Something like loosing one of the less experienced Moonchasers or so.
Instead they look roughly as competent as the average fiends we beat up for lunchmoney.
It wasn't night though, I thought? It was day time, with the sun heavily obscured by the blizzard the Others hit the valley with as a prelude to their attack.

That means it wasn't dark, just that enough sunlight was blocked to mitigate the Wyrmwraith and Dread Wraith vulnerability to it.
 
@DragonParadox
Overall I've got to say I'm a bit unhappy how you handled sight and information in this arc.

The Wyrmwraiths are very stealthy creatures and they arrived at night, yet our defenders noticed them minutes away, when they should have been difficult to spot-check at 30 feet or so.
And now again, the greatest advantage of the underground-wraiths would have been surprise, but Mel simply knows that they are coming, without even the effort of casting a DIvination and risking the chance of failure or paying for a Commune.

You basically defanged most parts of this encounter by giving us an advantage in information that either D&D Spot/Hide mechanics, nor a common-sense adaption of ghosts in the darkness should have supported.

I never thought that this retaliation could beat the army we brought here, but I hoped there would be a serious price for provoking the Others on their very doorstep. Something like loosing one of the less experienced Moonchasers or so.
Instead they look roughly as competent as the average fiends we beat up for lunchmoney.
I feel like that it is a fair criticsm but on the other hand we knew they were going to come. And you can't exactly hide in the sky, there is no cover or anything and the moonchaser can see through dark and stuff so the sight wasn't affected by weather and stuff. They probably should have attacked from under the earth.

But i agree about that thing with melisandre.
 
@DragonParadox
Overall I've got to say I'm a bit unhappy how you handled sight and information in this arc.

The Wyrmwraiths are very stealthy creatures and they arrived at night, yet our defenders noticed them minutes away, when they should have been difficult to spot-check at 30 feet or so.
And now again, the greatest advantage of the underground-wraiths would have been surprise, but Mel simply knows that they are coming, without even the effort of casting a DIvination and risking the chance of failure or paying for a Commune.

You basically defanged most parts of this encounter by giving us an advantage in information that either D&D Spot/Hide mechanics, nor a common-sense adaption of ghosts in the darkness should have supported.

I never thought that this retaliation could beat the army we brought here, but I hoped there would be a serious price for provoking the Others on their very doorstep. Something like loosing one of the less experienced Moonchasers or so.
Instead they look roughly as competent as the average fiends we beat up for lunchmoney.

Sorry you feel this way. I tried to balance out the advantages of the enemy with that of the numerous high level PCs and comparable assets on hand.

Melisandre did do a divination as soon as she heard that the Others had come. I just felt it would have hurt the flow to mention it.

As for losing a moonchaser or even the moonchaser, that would have been posibile with worse rolls.

Still maybe I was too weary of diabolus-ex-machina.
 
It wasn't night though, I thought? It was day time, with the sun heavily obscured by the blizzard the Others hit the valley with as a prelude to their attack.

That means it wasn't dark, just that enough sunlight was blocked to mitigate the Wyrmwraith and Dread Wraith vulnerability to it.
They came without fanfare in the early morning hours with only the dark as their herald for they knew dragons of flesh and steel were abroad in the high northern airs, and their masters did not wish to match power against power while summer held sway.
Howling corpses, desiccated and twisted by the Dark Court, rode the night airs.
As though something within the ship had heard and answered her the fey captain felt the magic humming through it shift... The weather control station, she knew even before she heard the first officer's elated response: "Sun's coming up lads!"

Rays of pale sunlight pierced the clouds like spears and the dead howled.
In the updates it seems like they came before sunrise and the first rays came up during the fight.
 
In the updates it seems like they came before sunrise and the first rays came up during the fight.
My read on it was that the combined efforts of all three Moonchaser Weather Control Stations had finally broken the blizzard caused by the Others, causing it to rapidly dissipate and allow the sun to begin shining down in the valley again.
 
The sun should have already been up when the blizzard came, the fact that the sun was late was the first sign of the enemy. The last quote was about the Moonchasters' weather station overcoming the CL of the strom (CL 15 against 25 so that was a hell of a lucky roll).
So why did they come at daylight, when 90% of their troops hat Sunlight Powerlessness?
 
so this is a question becouse i have no idea about how revival works in 3.5 but can we revive the pilots of the wyverns later?
 
Preliminary plan. Unfortunately, Nirah doesn't have much in his current loadout which can affect an Ethereal target, so he's going to have to wait for the spell to elapse or for the Walls of Force from the Mooncasher and the Wyvern's Force Bolts to finish the enemy off or delay them long enough for him to act.

@DragonParadox, can we also decide on Waymar's Mythic rank? It could be relevant to upcoming combat.

[X] Plan "We ain't afraid of no ghosts!"
-[X] With Nirah and the Moonchaser
--[X] The Moonchaser will use its Brilliant Barrier Projectors to attempt to hem in the Other Dragonlord and prevent it from escaping before the duration of its spell elapses while the two remaining Wyverns pepper it and it's Dragon with Force Bolts from maximum range.
--[X] Nirah casts Assay Spell Resistance focused on the Other Dragonlord then waits for an opportunity to act. If the enemy's spell ends before it can escape, he targets it with a Sunburst spell followed by a Quickened Fireball spell as a Swift Action.
-[X] At Thennhold
--[X] Melisandre activates any caster level boosting gear she may have (such as a Bead of Karma), then casts Ghost Trap. This assumes she has already cast Battlemagic Perception, Life's Grace, True Seeing, and Undeath Ward upon herself while the group raced back to Thennhold.
---[X] She then casts Celestial Brilliance on something worn by the Mind Dragon assigned to her group. As the fastest flier, it will immediately move to respond to an incursion by the enemy. Wyla will accompany the Mind Dragon as a passenger and all three Heralds (the two assigned to Thennhold's defense plus the one which was working with Melisandre's group) will join them.
---[X] The Mind Dragon will cast Ancestral Awakening to temporarily learn the Transdimensional Spell Metamagic feat.
--[X] Waymar, Xor, Mereth, Riz'Neth, and Melisandre will remain in the air over Thennhold, ready to join the Mind Dragon's rapid response group or to fend off an attack in a different location within the city.

[X] Waymar's 1st Mythic Rank
-[X] Mythic Feat: Mythic Spell Lore (Lightning Lance)
-[X] Path: Archmage
--[X] Mage Strike: As a Swift Action, you can expend one use of Mythic power to make one melee attack. This is in addition to any other attacks you make this round. If you expend one arcane spell that you've prepared or arcane spell slot that you have available, you gain a bonus on the attack roll equal to double the spell's or slot's level, and the attack deals an additional 2d6 points of energy damage (your choice of Acid, Cold, Electricity, or Fire) per level of the spell or slot expended. The normal damage from this attack bypasses all Damage Reduction, but the energy damage is still affected by resistances and immunities.
-[X] Path Abilities:
--[X] Energy Conversion: Whenever you cast a spell with the Acid, Cold, Electricity, or Fire descriptor, you can expend one use of Mythic power to switch the energy type to a different one of those energy types. If the spell normally has its original energy type as a descriptor, it loses that descriptor and gains the new type as a descriptor. All other effects of the spell remain unchanged.
 
Last edited:
So why did they come at daylight, when 90% of their troops hat Sunlight Powerlessness?
I don't think it's reasonable to assume that the Others make decisions as some sort of hive mind. They have strict limits sure, but the Void doesn't appear to be some sapient guiding force any more than negative energy is. We rolled up to their version of a military base and started defacing the front gate, so the guys in the nearby mess hall ran out to give us a piece of their minds.

They aren't stupid, but we aren't dealing with strategic command here, we're dealing with a pissed off militia commander and his immediate subordinates.
 
Back
Top