Do you buy masterwork double crossbows for the minotaurs?

[] Yes
-[] Write in how many (Cost 20 Gold each)

[] No


OOC: Next up heading North.
Medium sized ones ones yes at 20% less cost. They do not have pattern for small ones yet.
So Medium Double Crossbows cost 16 IM.

Did we ever give the Night's Watch some nice Double Crossbows? We could easily drop off a couple hundred of these bad boys.
 
Vaela Naetalor

I wonder how strong Relath's baby cleric has gotten... or if she's still just level one.

By the way, how fast do halfdragons grow? Is it the same as human babies?

They mature at the normal rate of their non-Dragon parent.
We don't know that.
At least I can't remember DP ever saying something about that.

At the very least their mental growth should be unusual, because Dragondreams, but I wouldn't be surprised if the physical growth goes strange too.
 
In case anyone is curious, here is all the new or upgraded gear everyone has gained this month.

Upgraded effects added to preexisting gear have been highlighted purple.

Anklets of Rapid Translocation (2/day):
  1. Benefit from a +30ft Enhancement bonus to ground movement speed.
  2. 2/Day Instantly teleport as per a short dimensional hop (with no chance of error) up to 10 feet. The new space must be within line of sight and line of effect. One cannot use the anklet to move into a space occupied by another creature, nor can one teleport into a solid object; if such an attempt is made, the anklet's activation is wasted. The Wearer can bring along objects weighing up to your maximum load, but you can't bring another creature with you.
Monk's Belt of Healing Vigor (3 charges/day):
  1. Wearer gains the AC (Wisdom bonus + 1) and Unarmed damage of a 5th-level Monk.
  2. Battle (3 Charges/Day): 1 Charge (gain a Move Action), 2 Charges (gain a Standard Action), 3 Charges (gain a Full-Round Action)
  3. Healing (3 Charges/Day): 1 Charge (Heal 2d8 points of damage), 2 Charges (Heal 3d8 points of damage), or 3 Charges(Heal 4d8 points of damage)
Orb of Mental Renewal:
  • 3 Charges/Day: 1 Charge (Heal 4 points of Intelligence, Wisdom, or Charisma damage), 2 Charges (Heal 6 points of Intelligence, Wisdom, or Charisma damage, or 3 points of damage from all mental attributes), 3 Charges (Heal 8 points of Intelligence, Wisdom, or Charisma damage, or 4 points of damage from all mental attributes)
Scabbard of the Amoral Edge: This scabbard resizes to accommodate any bladed weapon.
  1. 3/Day a weapon drawn from the Scabbard can be affected by the Keen Edge spell.
  2. 3/Day a weapon drawn from the Scabbard can be affected by the Align Weapon spell.
Soulfire Mithral Bracers of Arcane Freedom (+1)
  1. Immune to all death spells, magical death effects, and energy drain, and any negative energy effects
  2. 2/day apply the Still Spell Metamagic feat to a spell as a Swift Action.
Spell-Singer's Ring (1/day):
  1. Wearer benefits from a +1 Competence bonus to Arcane spellcasting level, increasing to +2 for all Fire-based spellcasting.
  2. The wearer becomes cognizant of all spellcasting that occurs within 60 feet, and she can identify the spell being cast (even if she can't see its casting or effect) on a successful Spellcraft check (DC 15 + spell level). If this identification succeeds, the wearer can choose once per day to have the ring counterspell (without readying a counterspell action or making a dispel check) or can change the target or the point of effect of the spell to any target or point within 60 feet (including herself if she chooses to redirect a potentially beneficial spell). If the wearer chooses an illegal target (an animal for a humanoid-affecting spell, for instance, or a point of effect outside the spell's range as measured from the original caster), the spell functions normally and the redirection is wasted. If the wearer ends up in the area of a retargeted spell, she experiences the effect of the spell as normal.
  3. Your spells benefit from a +4 bonus to caster level to resist Dispel Magic and Counterspell attempts.
  4. 5/day as a Swift Action, add +2 Competence bonus on any Dispel Magic checks made before the end of the turn.
  5. 3 Charges/Day: 1 Charge (+2d6 Fire damage on your next Fire spell), 2 Charges (+3d6 Fire damage on your next Fire spell), 3 Charges (+4d6 Fire damage on your next Fire spell)

Bead of Karma: 1/Day as a Standard Action, you can increase your Divine caster level by +4 for 10 minutes.

Handy Haversack: This backpack is of high quality but appears otherwise normal.
  1. It has two side pouches, each of which appears large enough to hold about a quart of material. In fact, each is like a Bag of Holding and can actually hold material of as much as 2 cubic feet in volume or 20 pounds in weight. The large central portion of the pack can contain up to 8 cubic feet or 80 pounds of material. Even when so filled, the backpack always weighs only 5 pounds.
  2. While such storage is useful enough, the pack has an even greater power. When the wearer reaches into it for a specific item, that item is always on top. Thus, no digging around and fumbling is ever necessary to find what a haversack contains. Retrieving any specific item from a haversack is a Move Action, but it does not provoke the Attacks of Opportunity that retrieving a stored item usually does.
Headband of the Whisper Within: +5 Wisdom
  1. +2 Competence bonus to Concentration checks
  2. 5/day as a Swift Action, add +2 Competence bonus on any Dispel Magic checks made before the end of the turn.
  3. 3 Charges/Day: When used, rather than expending a spell as you cast it, you instead retain it: 1 Charge (1st level spell), 2 Charges (2nd level spell), 3 Charges (3rd level spell).

Belt of the Battle Master:
  1. Use Enlarge Person as a Standard Action for 10 rounds at will.
  2. Battle (3 Charges/Day): 1 Charge (gain a Move Action), 2 Charges (gain a Standard Action), 3 Charges (gain a Full-Round Action)
  3. Healing (3 charges/day): 1 charge (Heal 2d8 points of damage), 2 charges (Heal 3d8 points of damage), or 3 charges(Heal 4d8 points of damage)
  4. 1/Day when activated as part of a melee attack, you inflict additional damage based on the type of weapon your are wielding: Light (+1d8), One-Handed (+2d6), Two-Handed (+3d6)
Boots of the Battle Charger:
  1. Benefit from a +30ft Enhancement bonus to ground movement speed.
  2. 2/Day You can make a charge attack as a Standard Action (rather than a Full-Round Action), but only moving at your normal speed (instead of double). You must make the charge attack the same round the boots are activated, or the effect is lost.
  3. If you also wear a magic item that grants an enhancement bonus to your Dexterity score, you can move across difficult terrain and through squares occupied by allies when making a charge after activating the boots. These boots can be activated twice per day.
Cloak of Dragon's Flight: On command as a Standard Action, this red-trimmed midnight black cloak transforms into an enormous pair of draconic wings, allowing the wearer to fly as if using the Flight of the Dragon. The transformation can be maintained for up to 210 minutes per day, but the duration need not be continuous, though the minimum increment of expended duration is 10 minutes, whether it is actually used to fly for this long or not.

Greatreach Bracers of Quickstrike:
  1. 3/Day as a Swift Action, your arms stretch and elongate extending your Reach by 10 feet for one round.
  2. 1/Day you can make one extra attack with any weapon you are holding if you already made a full attack on this turn. This attack is made at your full base attack bonus, plus any modifiers appropriate to the situation. This effect is not cumulative with any other effect that grants you an extra attack when making a full attack, such as the Rapid Shot feat, a speed weapon, or the haste spell.
Handy Haversack: This backpack is of high quality but appears otherwise normal.
  1. It has two side pouches, each of which appears large enough to hold about a quart of material. In fact, each is like a Bag of Holding and can actually hold material of as much as 2 cubic feet in volume or 20 pounds in weight. The large central portion of the pack can contain up to 8 cubic feet or 80 pounds of material. Even when so filled, the backpack always weighs only 5 pounds.
  2. While such storage is useful enough, the pack has an even greater power. When the wearer reaches into it for a specific item, that item is always on top. Thus, no digging around and fumbling is ever necessary to find what a haversack contains. Retrieving any specific item from a haversack is a Move Action, but it does not provoke the Attacks of Opportunity that retrieving a stored item usually does.
Headband of Concentration: +10 Competence bonus to Concentration skill checks.

Scabbard of the Amoral Edge: This scabbard resizes to accommodate any bladed weapon.
  1. 3/Day a weapon drawn from the Scabbard can be affected by the Keen Edge spell.
  2. 3/Day a weapon drawn from the Scabbard can be affected by the Align Weapon spell.

Bead of Karma: 1/Day as a Standard Action, you can increase your Divine caster level by +4 for 10 minutes.

Circlet of Clarity: +4 Intelligence, +2 Wisdom, +2 Charisma
  1. +2 Competence bonus to Concentration checks
  2. 3 Charges/Day: When used, rather than expending a spell as you cast it, you instead retain it: 1 Charge (1st level spell), 2 Charges (2nd level spell), 3 Charges (3rd level spell).
Handy Haversack: This backpack is of high quality but appears otherwise normal.
  1. It has two side pouches, each of which appears large enough to hold about a quart of material. In fact, each is like a Bag of Holding and can actually hold material of as much as 2 cubic feet in volume or 20 pounds in weight. The large central portion of the pack can contain up to 8 cubic feet or 80 pounds of material. Even when so filled, the backpack always weighs only 5 pounds.
  2. While such storage is useful enough, the pack has an even greater power. When the wearer reaches into it for a specific item, that item is always on top. Thus, no digging around and fumbling is ever necessary to find what a haversack contains. Retrieving any specific item from a haversack is a Move Action, but it does not provoke the Attacks of Opportunity that retrieving a stored item usually does.
Robes of Stormy Conjuration
  1. 3/Day sacrifice a spell slot to use Summon Monster spell of same level
  2. 3/Day as a Swift Action you can cause 4d6 Electricity damage to any creature you have already inflicted Electrical damage upon in the same round. Additionally, you are immune to the Yellow effect of any Prismatic spell.

Anklets of Rapid Translocation (2/day):
  1. Benefit from a +30ft Enhancement bonus to ground movement speed.
  2. 2/Day Instantly teleport as per a short dimensional hop (with no chance of error) up to 10 feet. The new space must be within line of sight and line of effect. One cannot use the anklet to move into a space occupied by another creature, nor can one teleport into a solid object; if such an attempt is made, the anklet's activation is wasted. The Wearer can bring along objects weighing up to your maximum load, but you can't bring another creature with you.
Belt of Battle: +2 Constitution
  1. Battle (3 Charges/Day): 1 Charge (gain a Move Action), 2 Charges (gain a Standard Action), 3 Charges (gain a Full-Round Action)
  2. Healing (3 charges/day): 1 charge (Heal 2d8 points of damage), 2 charges (Heal 3d8 points of damage), or 3 charges(Heal 4d8 points of damage)
Greatreach Bracers of Quickstrike:
  1. 3/Day as a Swift Action, your arms stretch and elongate extending your Reach by 10 feet for one round.
  2. 1/Day you can make one extra attack with any weapon you are holding if you already made a full attack on this turn. This attack is made at your full base attack bonus, plus any modifiers appropriate to the situation. This effect is not cumulative with any other effect that grants you an extra attack when making a full attack, such as the Rapid Shot feat, a speed weapon, or the haste spell.
Handy Haversack: This backpack is of high quality but appears otherwise normal.
  1. It has two side pouches, each of which appears large enough to hold about a quart of material. In fact, each is like a Bag of Holding and can actually hold material of as much as 2 cubic feet in volume or 20 pounds in weight. The large central portion of the pack can contain up to 8 cubic feet or 80 pounds of material. Even when so filled, the backpack always weighs only 5 pounds.
  2. While such storage is useful enough, the pack has an even greater power. When the wearer reaches into it for a specific item, that item is always on top. Thus, no digging around and fumbling is ever necessary to find what a haversack contains. Retrieving any specific item from a haversack is a Move Action, but it does not provoke the Attacks of Opportunity that retrieving a stored item usually does.
Ring of Mystic Lightning:
  1. Wearer benefits from a +1 Competence bonus to the caster level of Electricity-based spellcasting.
  2. 3 Charges/Day: 1 Charge (+2d6 damage on your next Electricity spell), 2 Charges (+3d6 damage on your next Electricity spell), 3 Charges (+4d6 damage on your next Electricity spell)
  3. 3/Day as a Swift Action you can cause 4d6 Electricity damage to any creature you have already inflicted Electrical damage upon in the same round. Additionally, you are immune to the Yellow effect of any Prismatic spell.
Scabbard of the Amoral Edge: This scabbard resizes to accommodate any bladed weapon.
  1. 3/Day a weapon drawn from the Scabbard can be affected by the Keen Edge spell.
  2. 3/Day a weapon drawn from the Scabbard can be affected by the Align Weapon spell.

Anklets of Rapid Translocation (2/day):
  1. Benefit from a +30ft Enhancement bonus to ground movement speed.
  2. 2/Day Instantly teleport as per a short dimensional hop (with no chance of error) up to 10 feet. The new space must be within line of sight and line of effect. One cannot use the anklet to move into a space occupied by another creature, nor can one teleport into a solid object; if such an attempt is made, the anklet's activation is wasted. The Wearer can bring along objects weighing up to your maximum load, but you can't bring another creature with you.
Belt of Battle: +2 Constitution
  1. Battle (3 Charges/Day): 1 Charge (gain a Move Action), 2 Charges (gain a Standard Action), 3 Charges (gain a Full-Round Action)
  2. Healing (3 charges/day): 1 charge (Heal 2d8 points of damage), 2 charges (Heal 3d8 points of damage), or 3 charges(Heal 4d8 points of damage)
Greatreach Bracers of Devastating Quickstrike:
  1. 3/Day as a Swift Action, your arms stretch and elongate extending your Reach by 10 feet for one round.
  2. Devastation (3 Charges/Day): Spending 1 or more charges grants you a bonus to the damage dealt by a critical hit you make in melee. You activate the effect after you have confirmed a critical hit, but before damage is rolled. 1 Charge (+2d6 damage), 2 Charges (+3d6 damage), 3 Charges (+4d6 damage)
  3. 1/Day you can make one extra attack with any weapon you are holding if you already made a full attack on this turn. This attack is made at your full base attack bonus, plus any modifiers appropriate to the situation. This effect is not cumulative with any other effect that grants you an extra attack when making a full attack, such as the Rapid Shot feat, a speed weapon, or the haste spell.
Handy Haversack: This backpack is of high quality but appears otherwise normal.
  1. It has two side pouches, each of which appears large enough to hold about a quart of material. In fact, each is like a Bag of Holding and can actually hold material of as much as 2 cubic feet in volume or 20 pounds in weight. The large central portion of the pack can contain up to 8 cubic feet or 80 pounds of material. Even when so filled, the backpack always weighs only 5 pounds.
  2. While such storage is useful enough, the pack has an even greater power. When the wearer reaches into it for a specific item, that item is always on top. Thus, no digging around and fumbling is ever necessary to find what a haversack contains. Retrieving any specific item from a haversack is a Move Action, but it does not provoke the Attacks of Opportunity that retrieving a stored item usually does.
Scabbard of the Amoral Edge: This scabbard resizes to accommodate any bladed weapon.
  1. 3/Day a weapon drawn from the Scabbard can be affected by the Keen Edge spell.
  2. 3/Day a weapon drawn from the Scabbard can be affected by the Align Weapon spell.

Bead of Karma: 1/Day as a Standard Action, you can increase your Divine caster level by +4 for 10 minutes.

Greater Restorative Amulet of Protection from Evil:
  1. Constant Protection from Evil effect.
  2. 3/Day when you heal someone of damage, you can benefit from the same amount of healing.
  3. 5/day as a Swift Action, add +2 Competence bonus on any Dispel Magic checks made before the end of the turn.
Handy Haversack: This backpack is of high quality but appears otherwise normal.
  1. It has two side pouches, each of which appears large enough to hold about a quart of material. In fact, each is like a Bag of Holding and can actually hold material of as much as 2 cubic feet in volume or 20 pounds in weight. The large central portion of the pack can contain up to 8 cubic feet or 80 pounds of material. Even when so filled, the backpack always weighs only 5 pounds.
  2. While such storage is useful enough, the pack has an even greater power. When the wearer reaches into it for a specific item, that item is always on top. Thus, no digging around and fumbling is ever necessary to find what a haversack contains. Retrieving any specific item from a haversack is a Move Action, but it does not provoke the Attacks of Opportunity that retrieving a stored item usually does.

Bead of Karma: 1/Day as a Standard Action, you can increase your Divine caster level by +4 for 10 minutes.

Greater Enduring Amulet of Protection from Evil: +2 Constitution
  1. Constant Protection from Evil effect.
  2. 3/Day when you heal someone of damage, you can benefit from the same amount of healing.
  3. 5/day as a Swift Action, add +2 Competence bonus on any Dispel Magic checks made before the end of the turn.
Handy Haversack: This backpack is of high quality but appears otherwise normal.
  1. It has two side pouches, each of which appears large enough to hold about a quart of material. In fact, each is like a Bag of Holding and can actually hold material of as much as 2 cubic feet in volume or 20 pounds in weight. The large central portion of the pack can contain up to 8 cubic feet or 80 pounds of material. Even when so filled, the backpack always weighs only 5 pounds.
  2. While such storage is useful enough, the pack has an even greater power. When the wearer reaches into it for a specific item, that item is always on top. Thus, no digging around and fumbling is ever necessary to find what a haversack contains. Retrieving any specific item from a haversack is a Move Action, but it does not provoke the Attacks of Opportunity that retrieving a stored item usually does.

Bracers of Arcane Freedom: 2/day apply the Still Spell Metamagic feat to a spell as a Swift Action.

Fell Amulet of Protection from Evil:
  1. Constant Protection from Evil effect.
  2. Your Eldritch Blasts and any spell you cast with the Chaotic descriptor inflict +1d6 damage.
Greater Earring of Arcane Acuity (3 charges/day):
  1. 1 charge: Darkvision 60 ft. for 1 hour
  2. 2 charges: See Invisibility for 10 minutes
  3. 3 charges: True Seeing for 1 minute
  4. 1/day: Negate stun, daze, confusion, fascination (Does not include the effects of Chronomancy)
Handy Haversack: This backpack is of high quality but appears otherwise normal.
  1. It has two side pouches, each of which appears large enough to hold about a quart of material. In fact, each is like a Bag of Holding and can actually hold material of as much as 2 cubic feet in volume or 20 pounds in weight. The large central portion of the pack can contain up to 8 cubic feet or 80 pounds of material. Even when so filled, the backpack always weighs only 5 pounds.
  2. While such storage is useful enough, the pack has an even greater power. When the wearer reaches into it for a specific item, that item is always on top. Thus, no digging around and fumbling is ever necessary to find what a haversack contains. Retrieving any specific item from a haversack is a Move Action, but it does not provoke the Attacks of Opportunity that retrieving a stored item usually does.

Pendant of Still Dreams:
  1. Eliminates Far Realm Warping Aura, but annuls Immunity to Sleep as a side-effect
  2. 1/Day: Negate stun, daze, confusion, fascination (Does not include the effects of Chronomancy)
  3. 5/Day as a Swift Action, add +2 Competence bonus on any Dispel Magic checks made before the end of the turn.
  4. 3 Charges/Day: 1 Charge (Darkvision 60 ft. for 1 hour), 2 Charges (See Invisibility for 10 minutes), 3 Charges (True Seeing for 1 minute)
  5. 3 Charges/Day: When used, rather than expending a spell as you cast it, you instead retain it: 1 Charge (1st level spell), 2 Charges (2nd level spell), 3 Charges (3rd level spell).

Bead of Karma: 1/Day as a Standard Action, you can increase your Divine caster level by +4 for 10 minutes.

Handy Haversack: This backpack is of high quality but appears otherwise normal.
  1. It has two side pouches, each of which appears large enough to hold about a quart of material. In fact, each is like a Bag of Holding and can actually hold material of as much as 2 cubic feet in volume or 20 pounds in weight. The large central portion of the pack can contain up to 8 cubic feet or 80 pounds of material. Even when so filled, the backpack always weighs only 5 pounds.
  2. While such storage is useful enough, the pack has an even greater power. When the wearer reaches into it for a specific item, that item is always on top. Thus, no digging around and fumbling is ever necessary to find what a haversack contains. Retrieving any specific item from a haversack is a Move Action, but it does not provoke the Attacks of Opportunity that retrieving a stored item usually does.
Headband of the Whisper Within:
  1. +2 Competence bonus to Concentration checks
  2. 5/Day as a Swift Action, add +2 Competence bonus on any Dispel Magic checks made before the end of the turn.
  3. 3 Charges/Day: When used, rather than expending a spell as you cast it, you instead retain it: 1 Charge (1st level spell), 2 Charges (2nd level spell), 3 Charges (3rd level spell).

Bead of Karma: 1/Day as a Standard Action, you can increase your Divine caster level by +4 for 10 minutes.

Handy Haversack: This backpack is of high quality but appears otherwise normal.
  1. It has two side pouches, each of which appears large enough to hold about a quart of material. In fact, each is like a Bag of Holding and can actually hold material of as much as 2 cubic feet in volume or 20 pounds in weight. The large central portion of the pack can contain up to 8 cubic feet or 80 pounds of material. Even when so filled, the backpack always weighs only 5 pounds.
  2. While such storage is useful enough, the pack has an even greater power. When the wearer reaches into it for a specific item, that item is always on top. Thus, no digging around and fumbling is ever necessary to find what a haversack contains. Retrieving any specific item from a haversack is a Move Action, but it does not provoke the Attacks of Opportunity that retrieving a stored item usually does.
Headband of the Whisper Within: +3 Wisdom
  1. +2 Competence bonus to Concentration checks
  2. 3 Charges/Day: When used, rather than expending a spell as you cast it, you instead retain it: 1 Charge (1st level spell), 2 Charges (2nd level spell), 3 Charges (3rd level spell).

Anklets of Rapid Translocation (2/day):
  1. Benefit from a +30ft Enhancement bonus to ground movement speed.
  2. 2/Day Instantly teleport as per a short dimensional hop (with no chance of error) up to 10 feet. The new space must be within line of sight and line of effect. One cannot use the anklet to move into a space occupied by another creature, nor can one teleport into a solid object; if such an attempt is made, the anklet's activation is wasted. The Wearer can bring along objects weighing up to your maximum load, but you can't bring another creature with you.
Belt of Battle: +1 Constitution
  1. Battle (3 Charges/Day): 1 Charge (gain a Move Action), 2 Charges (gain a Standard Action), 3 Charges (gain a Full-Round Action)
  2. Healing (3 charges/day): 1 charge (Heal 2d8 points of damage), 2 charges (Heal 3d8 points of damage), or 3 charges(Heal 4d8 points of damage)
Greater Amulet of Protection from Evil: +1 Intelligence
  • 3 Charges/Day: 1 Charge (12 Temporary Hit Points), 2 Charges (18 Temporary Hit Points), 3 Charges (24 Temporary Hit Points), Duration: 10 minutes
Greatreach Bracers of Devastating Quickstrike:
  1. 3/Day as a Swift Action, your arms stretch and elongate extending your Reach by 10 feet for one round.
  2. Devastation (3 Charges/Day): Spending 1 or more charges grants you a bonus to the damage dealt by a critical hit you make in melee. You activate the effect after you have confirmed a critical hit, but before damage is rolled. 1 Charge (+2d6 damage), 2 Charges (+3d6 damage), 3 Charges (+4d6 damage)
  3. 1/Day you can make one extra attack with any weapon you are holding if you already made a full attack on this turn. This attack is made at your full base attack bonus, plus any modifiers appropriate to the situation. This effect is not cumulative with any other effect that grants you an extra attack when making a full attack, such as the Rapid Shot feat, a speed weapon, or the haste spell.
Scabbard of the Amoral Edge: This scabbard resizes to accommodate any bladed weapon.
  1. 3/Day a weapon drawn from the Scabbard can be affected by the Keen Edge spell.
  2. 3/Day a weapon drawn from the Scabbard can be affected by the Align Weapon spell.

Greater Bracers of Archery: +2 Competence bonus to Ranged Attack rolls and +1 Competence bonus to Damage using any type of bow.

Quiver of Abundant Ammunition: With a constant Abundant Ammunition enchantment, this quiver provides a never ending supply of arrows.

Anklets of Translocation (2/day):
2/Day Instantly teleport as per a short dimensional hop (with no chance of error) up to 10 feet. The new space must be within line of sight and line of effect. One cannot use the anklet to move into a space occupied by another creature, nor can one teleport into a solid object; if such an attempt is made, the anklet's activation is wasted. The Wearer can bring along objects weighing up to your maximum load, but you can't bring another creature with you.

Earring of Arcane Acuity (3 charges/day):
1 charge: Darkvision 60 ft. for 1 hour
2 charges: See Invisibility for 10 minutes
3 charges: True Seeing for 1 minute

Equipped Items: Amulet of Protection from Evil, Anklets of Translocation, Boneward Belt (+2 Constitution), Circlet of Clarity (+2 Intelligence), Earring of Arcane Acuity, Ring of Sustenance

Bracers of Arcane Freedom: 2/day apply the Still Spell Metamagic feat to a spell as a Swift Action.

Earring of Arcane Acuity (3 charges/day):
  1. 1 charge: Darkvision 60 ft. for 1 hour
  2. 2 charges: See Invisibility for 10 minutes
  3. 3 charges: True Seeing for 1 minute

Boots of the Wide Earth:
  1. Convert any Spell of 5th level and above to Teleport
  2. Double carrying capacity.

Earring of Arcane Acuity (3 charges/day):
  1. 1 charge: Darkvision 60 ft. for 1 hour
  2. 2 charges: See Invisibility for 10 minutes
  3. 3 charges: True Seeing for 1 minute
Ring of Protection from Good (+1 WIS, +2 CHA +1 INT)

Dany, Tyene, and Vee also got their armor upgraded from a +1 to +3 Enhancement bonus.

Dany, Tyene, Vee, Rina, and Malarys each got their own +1 Animated Extreme Shield.

EDIT: Theon also got his Dragonbone Longbow upgraded with a +1 Enhancement bonus and the Distance special ability.
 
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Speaking of this does anyone mind if I fluff the shields as force effects that are usually invisible in the case of full casters? An actual shield would look rather incongruous for say Dany.
Sounds amazing though. Daenerys is already wildly incongruous, you know.
Maybe have them be very obviously magical shields? Glowing runes, construction that looks fragile...

It's not much of a problem, anyway. I won't complain either way! I just don't see why you want to do this.
 
Sounds amazing though. Daenerys is already wildly incongruous, you know.
Maybe have them be very obviously magical shields? Glowing runes, construction that looks fragile...

It's not much of a problem, anyway. I won't complain either way! I just don't see why you want to do this.

Because having a bunch of giant metal shields floating around like magi-tech drones just feels off aesthetically for me.

Anyway, vote closed.
Adhoc vote count started by DragonParadox on Jan 6, 2019 at 5:51 AM, finished with 117 posts and 13 votes.

  • [X] Plan "Nuanced Appeals"
    -[X] Lord Paenyl is a proud man, with reason to resent both you and the kind of people you truck with. Or that is to say, the kind they were before you started to truck with them. It is clear in precedent and demonstration that you tolerate little the service of unrepentant (in the legal sense) slavers, murderers and thieves. Each of these people do now take up service in your name adhering to the very letter of the law, and have all obviously done well for it. But if it was merely success or the rewards obtained from that success that mattered in the Admiral's eyes, he would not be so antagonistic towards you and your cause. Merely offering magic and wealth will sway him little, if not principles alone then goals that stretch far enough to change hands father to son keep him from viewing promises to see his family rich or honored or even to have his leg restored as little more than an insult. - Establishing character traits.
    -[X] Not to say his family couldn't stand to benefit in all those respects, but only after an understanding is reached. - If he plays ball, obviously like all minions we turn from the other side to ours, they will see the fruits of service are sweet indeed.
    -[X] Your approach is manifold. If needed, merely the stones needed to lay a foundation, or if possible a more lasting agreement. We will come seeking an audience with bread and salt, customary in Westeros if not Braavos. This signals multiple things. First, it is an ironic twist to our ordering of the public death of a prominent salt magnate who careful observation (or direct ties) will make clear was connected to us in some manner. Two, it acknowledges his family's trade links to Westeros and the reasons therein, cementing that in principles we are alike if not the same, as well as our own binding ties to the West in one stroke. Three, it is traditional for the Lord offering Guest Right to make available the bread and salt, not the other way around. This is Viserys showing that he has overturned tradition and that in any hall he enters he is King, and it is to him to offer guarantee of polite and civil conduct to those he treats with. Never is his life placed in an enemy's hand, they exist merely at his own leisure. - This is to show a canny opponent that every single action we take is measured and thought out far in advance of how they could imagine responding to it.
    -[X] Upon obtaining an audience, you will cut to the quick as you think that Lord Paenyl will appreciate it. You will be civil if somewhat cool, but change tact if he might start listening further to reason. Viserys started his time in Braavos as a practically penniless exile, reviled the world over and painted with the same brush as his maddened father, West and East, regarded as little more than a curiosity at the best of times, and a hated enemy at the worst, for all that he had done no wrong. - This is just building up our story here. We knew nothing of him a week ago. He likely only has rumor to trade between people who dislike or adore us to go on. Let us give him some of the truth to disguise the bitter from the sweet.
    -[X] Of course we will not lie, some men in our service have committed crimes before, but in each instance those worst perpetrators were punished duly under the law as it was written or drawn for the purpose as the case may be by our own hand, keeping in mind always precedent and the fiber of individual character. We have seen slavers who have committed atrocities hung and sellswords who swung their banners up and down for different masters, the same banners who have dipped and waned in like for countless generations, into raising ones out of loyalty to us, for all their uncanny foresight that soon their way of life would be completely unfeasible in the near future. - This is the follow through, yes we employ former sellswords, cutthroats, and in some cases men who had trafficked in the slave trade, but we do not at present truck with any of those sorts. It is more accurate to say they truck with Dragons, and in order to have the privilege change was indeed in order.
    -[X] Such foresight was not available to the corsairs who sailed the Narrow Sea when we first arrived in what would later be known as Sorcerer's Deep. No mighty armies came at our command. No vast trade empires we had forged with a mind honed as sharp as Valyrian Steel, owed in no small part due to our experiences in Braavos. And while our magics had seen us through many a peril, they were not the earth shattering and sky cutting wonders they are now. They had merely hope for a better tomorrow and trust in our given word to buoy spirit that they were not passing into the hand from one maddened spell-weaver into that of another. - Acknowledges that we have changed mightily, points to our earlier comment about being painted with the same brush as our father, but other than power and character displayed, also seeks to contrast that there wasn't any reason for these men to expect more than the cutting board or the drink before we came, and helps sell the punch for the next statement.
    -[X] In a few short years, they have helped us toward ending slavery in Western Essos. They have helped us gather the wealth and influence in farflung ports that many men would hesitate to imperil themselves sailing towards for both legitimate profit and personal loyalty not just to a King who has promised them much, but a cause greater than themselves. Our fleet as much as our army or the branches of government are filled with people who have been ally and enemy, those who counted themselves loyal merely because of our name and the circumstances of our birth, and because we have shown them that our way is better and more enlightened. - Proof of the concept upon which we hope people like him will eventually fall under, instead of the knife or before churning waters as the Sealord suggested.
    -[X] If dishonest men can become traders and taxmen and soldiers or even bureaucrats, what could men of august lineage, renowned for their good character and honor do with the right push and placed in the right position at the right time? - Here lies the bones of our offer. We have established our character throughout this conversation. We're not just someone who kills people who gets in our way, no. We want it all. We want the skill and loyalty of those who once thought better than us, where many men in our relative positions would think nothing of a curmudgeon who hadn't the wit or guile to approach in any other manner but war and treachery.
    -[X] We have offered more than mercy and glory or wealth and honor to those who might have once chosen to oppose us before, more than false promises. We have offered a means to change the situation the world finds itself in. We are all of us part of a spinning sphere alight with the glow of a thousand flames, and it takes all working in concert to not only keep it spinning, but to keep that sphere from burning out. Join now, never, or later, you are part of this and it will not stop for your sole benefit, or any other. - The flat truth, once again, to show that with every move we have taken, the scale has merely grown. We have gone beyond petty grudges or grievances, our every action changing the paradigm upon which we all find ourselves.
    -[X] The only way to determine if those who you condemn might have genuinely turned out for the better, or if my words are nothing more than lies, is to take a chance and see from the forefront the truth of the matter for oneself. - If they respond well to this, we have probably gotten them, if not now then soon, after Pentos.
    -[X] Of course a man sailing to war for Braavos' sake should not do so upon one leg, so without artifice or any demand or promise for his later conduct, we offer to regenerate his leg, so that when off to war Braavos goes, it has its admiral to see it through. - Sealing the deal, with all hope.
 
Sounds amazing though. Daenerys is already wildly incongruous, you know.
Maybe have them be very obviously magical shields? Glowing runes, construction that looks fragile...

It's not much of a problem, anyway. I won't complain either way! I just don't see why you want to do this.

Because having a bunch of giant metal shields floating around like magi-tech drones just feels off aesthetically for me.

Anyway, vote closed.

What if rather than a full Force effect, each "shield" is a buckler-sized disk engraved with runes, set with gemstones, or whatever else needed to make them look suitably magical, which deploy the full-sized Force effect shield on command?
 
Poor Xor. We've barely seen him these past turns and he's still holding to that grisly token made from human body parts.

#moarxorscreentime
 
Part MMDXXXIV: At the Old Anchor
At the Old Anchor

Twenty-Seventh Day of the Seventh Month 293 AC

Rather than wasting time trying to speak to the admiral's staff or simply entering uninvited and risking being ignored on principle, you send Varys off with a letter to Gylliros Paenyl. Though it is undeniably more difficult to argue through the written word, absent the other side's reactions and retorts, you are reasonably confident that between your message and Varys' own efforts you can at least get the admiral to meet with you. The answer you receive is curt enough to be counted a deadly insult in Tyrosh or Volantis while being only just polite enough for the Braavosi norm: an hour and a place together with amusingly enough a pledge to pay for lunch.

***​

The Golden Anchor is a traditional gathering place of Braavosi officers, a horseshoe-shaped inn built of wood long since blackened by time even while the salt waters flowing in from the Purple Harbor bleached its pillars. Ancient trophies of wars long past hang from the rafters, from tattered Volantene banners with the gold thread only just glinting from amid the rotting cloth to the fanciful colors of sellsword companies dead and gone three centuries and more. Even the spout for the largest beer barrel passes through the mouth an an old Pentoshi figurehead in an admittedly comical form of mockery.

It is there that you and Wyla take seats, the former vampire looking around with faintly predatory interest, like a well-fed cat on a sunny windowsill.

The admiral has been waiting for you, dark deep-set eyes staring out of a face toughened by wind and rain, marked by dozens of scars and pockmarks. A carved wooden leg knocks rhythmically against his seat. It can hardly be worse that Stannis Baratheon, you tell yourself by way of encouragement. It does not help too much.

You wait in silence until the servant brings a trencher filled with meat and another smaller one filled with salt. "Though this is home and hearth to nether of us, let it be that we stand under guest right, whatever words must be spoken," you proclaim.

Gylliros' eyes flash with annoyance, for in spite of your words you had overturned what aught to have been his turf by being the one to offer bread and salt in the Westerosi manner. To refuse now would be an insult, and childish one at that, as you had not come to discuss any substantive matter. He quickly eats a piece of bread with salt sprinkled atop it, but touches neither wine nor food otherwise. "Speak. I am listening..." That much at least you trust. He will listen, little though he might wish it.

"My lord, let us not mince words like courtiers hiding behind twisted turns of phrase. I know you have little love of me and less for many of my subjects, but I wonder had you met me four years ago if you would have given me even so much attention as to feel disdain. A curiosity I was then, the seed of Aerys the Mad, discounted by east and west alike. Is it any wonder then that I sought to raise my banner in the place where east and west met, that I sought to raise a realm from lands that knew no king?"

"In the company of brigands, thieves, and murderers?" the old sailor growls. "It is not my place to say if I am surprised or not."

"Some men in my service have committed crimes before, but in each instance those worst perpetrators were punished duly under the law as it was written or drawn for the purpose as the case may be by my own hand, keeping in mind always precedent and the fiber of individual character," you reply firmly and in full honesty. "I have seen slavers who have committed atrocities hung and sellswords who swung their banners up and down for different masters, the same banners who have dipped and waned in like for countless generations, into raising ones out of loyalty to us, for they will never again live as they have done these last four-hundred years."

"So the future excuses the past, does it?" Gylliros gives a short ugly laugh. "I've heard that tune before, mostly from killers grown fat on blood and now wishing to buy their way into the company of honest men."

At that Wyla giggles, the sound startlingly natural, though you are quite certain she planned it. "Pardon, my lord, but as one who can rightly claim to have been born into a respectable family and grown to power by, er, feasting on blood as the conqueror of Naath, I find the dichotomy disingenuous. A sufficiently clever raider can realize that taxing wealth is more profitable than taking it just as the first sheepherder now lost to the depths of time must have realized that it is better to pen sheep rather than hunt them with a spear. Go back far enough and you will find something of the hunter in all our most exalted lines I would wager."

"Lines may change in the fullness of time mayhap, but I have not found men to do so," the admiral replies stubbornly. "The thug turned taxman will take from his share, the killer turned lord might pay another man to do his murders but a killer he shall remain."

"Though they might sorrow for that fact?" you ask, stressing the word ever so gently. The blow lands as you had expected it to, but you do not give him time to answer. "The corsairs who sailed the Narrow Sea when we first arrived in what would later be known as Sorcerer's Deep had no great store of foresight. No mighty armies came at my command, merely a company of friends and what sailors we could gather with gold made from trade. And while our magics had seen us through many a peril, they were not the earth-shattering and sky-cutting wonders they are now. They had merely hope for a better tomorrow and trust in our given word to buoy spirits that they were not passing into the hand from one maddened spell-weaver into that of another. It was those men who helped end slavery. Is even that not worthy of forgiving the evils they may have done before? Then surely forgiveness should never be given, the worst of all evils."

"If you want forgiveness you should talk to a priest," he answers, the surly words doing little to hide the gathering flicker of doubt in his gaze before he takes a long drink of wine. "The realm you are making is theirs, Valyria come again they call it, and they praise you for your magic and your pretty face, for the blood of old masters even as you free the slaves. How many of those slaves do you think look at you and see not a liberator but just a better master farther away? What do you think your heirs will make of that trust?"

The answer that springs at once to your lips is not one you can blurt aloud. Claim's of immortality do not generally say much for one's sanity. Yet answer the question you must if you are to shift the admiral's position, and through him those Braavosi who see your realm as the heir to Valyria's tyranny.

What do you reply?

[] Write in

OOC: I had to modify the write-in to fit with the rolls, but hopefully this will give you a better idea of why you have an opposition in Braavos.
 
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Oh, I forgot to mention Varys, who got some nice upgrades herself. I think she might be a Ninja-Assassin Pseudodragon now.

Boneward Belt of Fortification (3 charges/day):
  1. Healing (3 charges/day): 1 charge (Heal 2d8 points of damage), 2 charges (Heal 3d8 points of damage), or 3 charges(Heal 4d8 points of damage)
  2. 1/Day use the Fortify Familiar spell for 5 hours to gain: 2d8 Temporary Hit Points, a +2 enhancement bonus to Natural Armor, and Light Fortification.
Ring of Venomfire: 1/Day use the Venomfire spell at 10th caster level.

Enhanced Tail-Ring of Zephyr's Grace: +1 Dexterity
1/Day use the Enhance Familiar spell for 5 hours to gain: +2 Competence bonus on saves, Attack rolls, and melee damage rolls, as well as a +2 dodge bonus to Armor Class.
 
Fuck sounding sane. Let's not lie.

[X] "What heirs? I turned myself into a Dragon. Rest assured that I can turn myself into a younger one at need. And my Companions can return my soul to my healed flesh at need should I suffer the inconvenience of death."
- [X] Use Alter Fortune if needed.

Fuck it. Let's do it.
 
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