One could make an argument that we do all of our monetary calculations using the IM as a base because it is the coinage that fluctuates the least and weathers inflation the best.

We then just abstract the relative value of other coinage against the worth in GP, then convert into IMs.
For me, it's just a combination of always seeing Viserys as a true son of Braavos, having close ties with the Sealord, the Iron Bank, and several keyholders, and also that IM is a very short and convenient abbreviation.
 
Any more so than GD, VH, or the like, all of which are only one key apart from each other? :p
 
Earlier on when Glyra confirms what she asked for in payment to Viserys, she says she requested gold specifically over iron coinage because it was "shiny".

He winced, knowing that she probably lost out on sheer value because the IM is worth the same amount in different cities across the world whereas the worth and weight of gold differs place to place, given the different amounts different places use in their coins. Whereas the IM derives its value based on guarantee by the IB.
 
There was a girl, she knew, sister to the Dragon Prince,​

Anyone else notice how we're known far and wide as "The Dragon Prince" and "The Last Dragon"?

We've usurped our brother's accolades and near deification, officially.

The specter of the beggar prince half glimpsed through fear and madness is truly dust to the wind.
 
Personally, I still cling to the IM as our unit of currency since it's easier to distingiush from D&D GP (Goldpieces) then the generic name Gold that DP uses.

That caused no end of confusion in the past, since most people don't realize that Gold isn't the same as GP. With IM vs GP, it's obvious.
 
Default loadout for level 13:

Level 0 (6/day):
Cure Minor Wounds, Detect Poison, Detect Magic, Mending, Message x2
Level 1 (5+2+D/day): Clarion Call, Command, Ice Slick, Power Word: Pain x2, Sanctuary, Sign, Detect Secret Doors(D)​
Level 2 (4+1+D/day): Alter Self, Close Wounds x2, Sound Burst x2, Resist Energy(D)​
Level 3 (4+1+D/day): Alter Fortune x2, Blindness/Deafness, Dispel Magic, Nauseating Breath, Greater Magic Fang(D)​
Level 4 (3+1+D/day): Heart of the Earth, Panacea, Venom Bolt, Dismissal, Divination(D)​
Level 5 (3+1+D/day): Revivify, Boneshatter, Planeshift, Streamers, True Seeing(D)​
Level 6 (2+1+D/day): Heal, Cometfall, Harm, Find the Path(D)​

Persistent Spells (Party-Wide):

Even Days: Planeshift -> Extended Persisted Righteous Wrath of the Faithful (8 turnings) - +3 Morale to Atk and Dmg, Haste ; Boneshatter -> Chained Reached Extended Persisted Spell Resistance (13 turnings)​
Odd Days: Blindness -> Extended Persisted Mass Conviction (8 turnings) - +3 Morale to all Saves; Cometfall -> Reached Extended Superior Resistance (4 turnings) - +6 Resistance to all saves; ​
Total: +9 to all Saves, +3 to Attack, +3 to melee damage, Haste-like extra attack, SR 24​
Preferred Day: Odd.​

SR is very taxing on the turning pool, but well worth it. Odd days leave her with enough turnings that she can Chain Reach both Slay Living and Planeshift if she has at least +1 CHA from templates.​

@edit: Alright, Chained Harm is quite the party stopper.​

Alternatively, we could also have her persist Mass Shielf of Faith for +4 Deflection for the whole party.​
@Duesal Here, new loadout for Dany.
I'm now imagining posters discussing plan votes in a posh sealed off hall
It's also very smoky.
Personally, I still cling to the IM as our unit of currency since it's easier to distingiush from D&D GP (Goldpieces) then the generic name Gold that DP uses.

That caused no end of confusion in the past, since most people don't realize that Gold isn't the same as GP. With IM vs GP, it's obvious.
Same.
 

Oh, I'm sure it's nothing so mundane. Magic is real, and he has to have learned of it by now. Simply impoverishing the realm is small potatoes at this point (I mean, they're at risk of food riots in KL due to the chaos of magic's return rendering the roads so unsafe that grain shipments have been disrupted).
 
Well, it was kind of unintentional on our part, but we've basically secured the storm lands of all places to our cause. Stannis's daughter being healed at the same time he's released and made into a Lord-paramount will seem incredibly suspicious to everyone. Combine this with his already strained relationship with Robert and I think we can actually count on his support when things go south - or at the very least, people will think we do.
 
I've tweaked Dany's level up plan a bit, and fixed the broken spell links for her temporary loadout.

Searing Light has been changed to Screaming Flames. It does good damage, damages Wisdom, and affects a very large area for a 3rd level Cleric spell.

[X] Plan Dany Level Up
-[X] Class: +1 Dreamweaver
-[X] Skill Points (7 points): +1 Concentration, +1 Spellcraft, +2 Knowledge (Religion), +3 Knowledge (Arcana)
-[X] Temporary North of the Wall Spell Loadout
--[X] Level 0 (6/day): Cure Minor Wounds, Detect Poison, Detect Magic, Mending, Message x2
--[X] Level 1 (6+D/day): Blessed Aim, Endure Elements x2, Ice Slick, Moment of Greatness, Sign, Detect Secret Doors(D)
--[X] Level 2 (6+D/day): Alter Self, Close Woundsx2, Cure Moderate Wounds, Sound Burst x2, Resist Energy(D)
--[X] Level 3 (6+D/day): Alter Fortune x2, Blindness/Deafness, Cure Serious Wounds, Dispel Magic, Screaming Flames, Greater Magic Fang(D)
--[X] Level 4 (4+D/day): Death Ward, Heart of the Earth, Panacea x2, Divination (D)
--[X] Level 5 (4+D/day): Boneshatter, Righteous Wrath of the Faithful, Life's Grace, Revivify, True Seeing(D)
--[X] Level 6 (3+D/day): Harm, Heal, Wind Walk, Find the Path(D)
-[X] Odd day on Persistomancy routine, use Harm instead of Cometfall, Persist Righteous Wrath of the Faithful (7 turnings remaining).


BTW, since no one has mentioned it yet, now that Dany is moving up to 13th level, when she's in Half-Celestial form, she can use Holy Aura three times per day as an SLA. :evil:

And more importantly, she can use Hallow once per day as a Spell-Like Ability. As an SLA there are no material components required. :evil::evil::evil:

Among Hallow's many excellent effects, is the ability to tie any one of these spells (aid, bane, bless, cause fear, darkness, daylight, death ward, deeper darkness, detect evil, detect magic, dimensional anchor, discern lies, dispel magic, endure elements, freedom of movement, invisibility purge, protection from energy, remove fear, resist energy, silence, tongues, zone of truth) to the affected area for one year. We don't need to sacrifice to the OG to create Heart Trees with these effects now. Want to ward the keep against Teleportation magic? Dany could do it in a few days for free. Want to have a building in our port where language is no barrier? Done. Worried about invisible enemies sneaking into the keep, despite the guards? Hello, Invisibility Purge. :evil::evil::evil::evil::evil:

And ya'll wondered why we thought her PrC was powerful enough without all the other bells and whistles we thought needed to be removed.
 
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I've tweaked Dany's level up plan a bit, and fixed the broken spell links for her temporary loadout.

Searing Light has been changed to Screaming Flames. It does good damage, damages Wisdom, and affects a very large area for a 3rd level Cleric spell.

[X] Plan Dany Level Up
-[X] Class: +1 Dreamweaver
-[X] Skill Points (7 points): +1 Concentration, +1 Spellcraft, +2 Knowledge (Religion), +3 Knowledge (Arcana)
-[X] Temporary North of the Wall Spell Loadout
--[X] Level 0 (6/day): Cure Minor Wounds, Detect Poison, Detect Magic, Mending, Message x2
--[X] Level 1 (6+D/day): Blessed Aim, Endure Elements x2, Ice Slick, Moment of Greatness, Sign, Detect Secret Doors(D)
--[X] Level 2 (6+D/day): Alter Self, Close Woundsx2, Cure Moderate Wounds, Sound Burst x2, Resist Energy(D)
--[X] Level 3 (6+D/day): Alter Fortune x2, Blindness/Deafness, Cure Serious Wounds, Dispel Magic, Screaming Flames, Greater Magic Fang(D)
--[X] Level 4 (4+D/day): Death Ward, Heart of the Earth, Panacea x2, Divination (D)
--[X] Level 5 (4+D/day): Boneshatter, Righteous Wrath of the Faithful, Life's Grace, Revivify, True Seeing(D)
--[X] Level 6 (3+D/day): Harm, Heal, Wind Walk, Find the Path(D)
-[X] Odd day on Persistomancy routine, use Harm instead of Cometfall, Persist Righteous Wrath of the Faithful (7 turnings remaining).


BTW, since no one has mentioned it yet, now that Dany is moving up to 13th level, when she's in Half-Celestial form, she can use Holy Aura three times per day as an SLA. :evil:

And more importantly, she can use Hallow once per day as a Spell-Like Ability. As an SLA there are no material components required. :evil::evil::evil:

Among Hallow's many excellent effects, is the ability to tie any one of these spells (aid, bane, bless, cause fear, darkness, daylight, death ward, deeper darkness, detect evil, detect magic, dimensional anchor, discern lies, dispel magic, endure elements, freedom of movement, invisibility purge, protection from energy, remove fear, resist energy, silence, tongues, zone of truth) to the affected area for one year. We don't need to sacrifice to the OG to create Heart Trees with these effects now. Want to ward the keep against Teleportation magic? Dany could do it in a few days for free. Want to have a building in our port where language is no barrier? Done. Worried about invisible enemies sneaking into the keep, despite the guards? Hello, Invisibility Purge. :evil::evil::evil::evil::evil:

And ya'll wondered why we thought her PrC was powerful enough without all the other bells and whistles we thought needed to be removed.
Speaking of which, didn't you guys custom make this PrC?

I'm surprised DP let this through way back when if it is such blatantly overpowered nonsense.
 
Speaking of which, didn't you guys custom make this PrC?

I'm surprised DP let this through way back when if it is such blatantly overpowered nonsense.

I wasn't involved in it, or I would like to think I'd have made my opinion known. It's easy to add features to a class a year before you actually get to use them, but until you see how it all comes together you can't necessarily judge how well it will work in play. Actually having somewhat decent gear also really helps to offset the need for extra PrC power.
 
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This was before we had any of our magic items crafted. We needed to overcompensate with powerful PrCs.
Couldn't you have just, you know, went and found some magic items instead?
Like, my memories of the beginning of the quest are slightly fuzzy by now, but I'm pretty sure we had plenty of opportunities to find magical stuff just lying around in markets and stuff at the beginning of the quest. They weren't identified or guaranteed to be useful, but still.

It makes sense now that DP had to ramp things up so much if we had a full party of overpowered PrCs on top of the standard magical items.
 
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