Thunderous Faith: Septon Dondar of Weeping Town, a man of much spirit known for preaching in the less affluent parts of the town, had been arrested by the local armsmen for spreading what is starting to be called the 'Particularist Heresy' by the clergy in King's Landing, for its emphasis on the personal responsibility of each septon to lead their congregation and each man or woman to choose to choose their septon. So far Dontar's followers have only been responsible for sporadic attacks on the armsmen of House Whitehead, though many fear it might escalate to rioting if the renegade septon is killed.
Isn't that one of Bloodraven's projects? Should we discreetly help him escape?
The Miracle of Crakehall: Angels descended upon Crakehall to slay the foul spawn of the depths which had taken root unseen among its people, and in their midst stood the Father's own Champion with his band of miracle workers. Yet even such wonder was darkened by the sins of a fallen world. A thief in a maester's grey garb stole tomes of great worth from Lucan's keeping while he conversed with Lord Roland Crakehall, some say even tempting away one of his followers to foul apostasy.
He summoned more? Of course he summoned more. :facepalm: These ones I'm all for flipping so long as they don't have Kingkiller or some equally dangerous template.
A Gathering of Wargs and Witches: Lord Eddard Stark is the latest high lord to petition the crown for permission to train their own sorcerers. Cunning men and hedge witches from the Mountain Clans and the Neck are said to have already begin to make their way to Winterfell as few doubt the king will not grant the request, even with the current tensions.
Catelyn has to be very displeased with this.
Trout's Woes: With more and more hedge knights and warriors flocking to the banners of the brazen brigands in the Riverlands, it is becoming clear Hoster Tully would be hard-pressed to stand against a rising of the Houses still loyal to the Dragons. Many in his court speak of a Lannister bride for Edmure Tully, but the old lord seems hesitant to bind the fates of his House to the West when Tywin Lannister has so little to show for his efforts. It is even rumored that he privately asked a Westerlander envoy: "Where are your dragons?"
Well isn't that interesting. For all that the Golden Shields have been building themselves up, they're apparently nothing in the face of dragons.
Mirrors and Marvels: The erection of the silvered mirrors looking in on the Great Festival of Sorcerer's Deep seems to have captured the imagination of half the continent, leading to a surge of support for the Dragon King and his works, even as his foes scramble to discredit the mirrors by any and all means, from tales that they show only what he wants them to and even to claiming that they steal men's souls and make them serve his whims. Thankfully such rumors seem to spark more amusement than weariness among the people of the kingdom, though they might yet find more fertile ground beyond.
:rofl: They steal people's souls? HA! I feel like if we air enough entertainment people will just flock to them all on their own. They can't stay away from good fights and plays.
Rise of the Three Princes: The Harvest Prince, the Fisher Prince, and the Prince of the Streets have long since been relegated to being little more than props in the games of the Council of Magisters in Lorath. Yet none thought it needful to repeal ancient laws that held the power of the Princes above that of the council in times of strife. Through a combination of riots led by the Red Faith and a midnight vote by a handful of conspirators in the Council, the power has been restored to that ancient triumvirate and whatever factions baked this bold coup.
... Well now, why exactly did they feel the need to stage the coup? Do they realize that soon they'll be next on our list?
On Fields of Gold: For centuries the ruined land of the Rhoynar has been the abode of brigands, exiles, and river pirates, ruled over by petty 'kings' whose rule stretched not two days walk from their crude forts. Now farmers flood the land, breaking new ground to the plow under the Dragon's banner. Volantis is surprisingly quiet on the matter. There is even talk of burgeoning trade between the colonists. Some begin to whisper that there might be some understanding between the Dragon in the Deep and the Sorcerer Lord of Volantis.
It won't be long now. Give it a month or two and Pentos will fall, and a bit after that and Braavos will bend the knee.
One Thousand Blades of Flame: The Brazen Throne has let loose its corsair fleet on Djinn merchants, hoping to either cripple their war efforts or even have the Skyholds lose their taste for war. As a secondary consequence of this, Sorcerer's Deep and the Realm of Balance have become somewhat more attractive to Djinn traders.
Yes, gimme all the money.
Broken Fist: An attempted insurrection of fire giants likely fomented by agents of the Opaline Court has been thwarted, the leaders executed in ways so gruesome as to draw the admiration of devils, though even so knowledge that such a thing went so far has sown a seed of fear in the hearts of the Sultan's enforcers.
Grinding Stone: Invigorated by their new allies, the legions of the Opaline Throne make slow but unrelenting progress on, pushing the Efreeti from fortified strongholds they have held for centuries. The sudden glut of slaves obtained has led to a surge in the manumission of existing trusted servants.
Sometimes it feels like this war is being won without us and we're missing out on all the looting to be done. :(
 
Wyvern Class Anti-Grav Fighter
Hull Weight: 25 tons of steel
AG-Engine: 30 tons of mercury
Armor: 1 inch - Hardness 17, 30 HP
Armaments:
- 2x Advanced Launcher with double feed (800 ft range, CL 10, Abundant Ammo Hopper with steel bolts 4d6 20/x2, Ammo Hopper of Holding with alchemical ammo up to 10 lb per shot)
- up to 230 kg / 500 lb of bombs
Flight Speed: 80 feet / turn at perfect maneuverability in hover flight; top speed is extremely high, though limited by the resilience of the fuselage, especially when under-water

Cost
- AG-Engine: 5,500 IM (Permanent Gravity Effect and Mercury Treatment)
- Flight Controls: 1,000 IM (2x Permanent Mage Hand)
- Pilot Controls: 1,000 IM
- Armaments (excluding ammo): 4,900 IM
- Communication Equipment: 600 IM
Total: 6,500 IM rituals, 6,500 IM crafting; 13,000 IM total
Note: Time wise, this should go a lot faster then the price implies, as the AG-Engine and the Flight Controls are purely ritual work. Only the pilot controls and armaments should require regular crafting time, though in return, the other parts can't get discounts from Feats.

Description
The body of the fighter is a roughly ellipsoid main body of 1.5 m in diameter and with a length of 6 m. At the front sits a hardened, conic glass cupola that contains the cockpit, thus allowing the pilot a good view of everything around him. The body furthermore contains the armaments and the bomb bay. In front of it, two large, swept wings are placed. They do not generate noticeable lift, but are capable of being slightly angled to aid steering. It has a wingspan of nearly 10 meters and the wings increase the full length of the fighter to 9m, though the wings can be folded in, thus allowing the fighter to fit into a regular cargo bay of larger vessels. Due to being a AG-Vessel, it can hover on the spot, though due to having only one engine, keeping the fighter stable and doing precision maneuvers under these circumstances isn't easy. It's generally easier to hover stably with decently strong winds, but otherwise a short runway for starts and landing is preferable. These and the elevators on the wings are controlled remotely by the pilot through a Mage Hand effect. Due to it's armor thickness and being completely sealed, the craft can travel and fight underwater, though the limited air supply of the default model means that this can't be done for prolonged durations.

Potential Upgrades
Planar Adaption (1,200 IM): The armor is enchanted to better withstand damage and resist the effects of planar traits. The armor is improved to Hardness 23 and 60 HP.
Glamered (270 IM): The armor can dynamically adjust it's appearance to better blend in with the surroundings.
Plane-Shift (3,500 IM): The fighter becomes able to travel to other planes without the assistance of a carrier craft.
Air Supply System (725 IM): By installing a dedicated air supply system, the craft becomes able to remain submerged or in hostile planes indefinitely.
Visual Enhancement (425 IM): Enchants the cockpit to allow the pilot to see through fire, smoke, snow, clouds, fog and similar, natural effects.
Advanced Flight Controls (250 IM): Grants the pilot +5 to all Piloting checks.
Cost of all upgrades: 6,370 IM


@Goldfish, we are still missing the com-gear and if we want to deploy them on the PoA, we need all upgrades installed as we don't have a carrier vessel yet. Given that this would allow our pilots to gain combat experience, practical data on how the things perform in combat and would get us goodwill from the Djinni, we should definitely do it.

So we need 6,970 IM per craft or 20,410 IM total for all three of them.
 
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Huh. I think it's time for Yrael to see Westeros a bit.
Cause mass confusion among the Faith of the Seven by having our own angels rescue the septon? Right now the Champion of the Father is enjoying the majority of the legitimacy, but if that were ever shaken...

Also @DragonParadox, nothing about us very publicly having angels as vassals? There was a reason we showed Yrael off in our mirror interviews.
 
Cause mass confusion among the Faith of the Seven by having our own angels rescue the septon? Right now the Champion of the Father is enjoying the majority of the legitimacy, but if that were ever shaken...

Also @DragonParadox, nothing about us very publicly having angels as vassals? There was a reason we showed Yrael off in our mirror interviews.

Yes but you did it few days ago. Rumors are not instant. It will take some time for the feedback to come in.
 
I would strongly advise you to resolve these things narratively. Vehicular combat is one of those things that never works out terribly well in a Pen & Paper.

I'm a bit confused, is this to mean that say in a Fighter vs TiaDrake scenario there wouldn't actually be rolls v AC, movement accounting for spell ranges etc? You just decide who wins?
 
I would strongly advise you to resolve these things narratively. Vehicular combat is one of those things that never works out terribly well in a Pen & Paper.

I'm going to need some rolls or else it's just deciding the outcome of a fight by GM fiat. I'll try to keep everything as simplified as posibile while taking into accounts the specifications of the fighters.
 
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I'm a bit confused, is this to mean that say in a Fighter vs TiaDrake scenario there wouldn't actually be rolls v AC, movement accounting for spell ranges etc? You just decide who wins?
Well, the issue is that reconciling non-5ft-increment movement and complex, huge vehicles taking damage is stupendously hard to reconcile with standard DnD mechanics. You need a ton of judgement calls for every attack.

If you decided to make, say the Moonchaser, a DnD "creature", it would have AC 0 and 100,000+ HP by RAW. Which completely ignores armor piercing hits, sub-system damage, movement effects on targeting and so on.

I know this issue quite well from Shadowrun, where a PC can have more armor then a tank and yet said tank can be destroyed by a pistol.
 
Well, the issue is that reconciling non-5ft-increment movement and complex, huge vehicles taking damage is stupendously hard to reconcile with standard DnD mechanics. You need a ton of judgement calls for every attack.

If you decided to make, say the Moonchaser, a DnD "creature", it would have AC 0 and 100,000+ HP by RAW. Which completely ignores armor piercing hits, sub-system damage, movement effects on targeting and so on.

I know this issue quite well from Shadowrun, where a PC can have more armor then a tank and yet said tank can be destroyed by a pistol.

Then I have to ask, why try to jam such an incredibly square peg into a round hole?
 
Well, the issue is that reconciling non-5ft-increment movement and complex, huge vehicles taking damage is stupendously hard to reconcile with standard DnD mechanics. You need a ton of judgement calls for every attack.

If you decided to make, say the Moonchaser, a DnD "creature", it would have AC 0 and 100,000+ HP by RAW. Which completely ignores armor piercing hits, sub-system damage, movement effects on targeting and so on.

I know this issue quite well from Shadowrun, where a PC can have more armor then a tank and yet said tank can be destroyed by a pistol.

I would say the solution is to treat the Moonshaser as a location not a singular 'creature' so if you want to destroy it you have to destroy a certain number of segments of hull or take out enough of the crew/officers. I think there are 3.5 and Pathfinder supplemental books that can help at lest build a base.
 
Wyvern Class Anti-Grav Fighter
Hull Weight: 25 tons of steel
AG-Engine: 30 tons of mercury
Armor: 1 inch - Hardness 17, 30 HP
Armaments:
- 2x Advanced Launcher with double feed (800 ft range, CL 10, Abundant Ammo Hopper with steel bolts 4d6 20/x2, Ammo Hopper of Holding with alchemical ammo up to 10 lb per shot)
- up to 230 kg / 500 lb of bombs
Flight Speed: 80 feet / turn at perfect maneuverability in hover flight; top speed is extremely high, though limited by the resilience of the fuselage, especially when under-water

Cost
- AG-Engine: 5,500 IM (Permanent Gravity Effect and Mercury Treatment)
- Flight Controls: 1,000 IM (2x Permanent Mage Hand)
- Pilot Controls: 1,000 IM
- Armaments (excluding ammo): 4,900 IM
- Communication Equipment: 600 IM
Total: 6,500 IM rituals, 6,500 IM crafting; 13,000 IM total
Note: Time wise, this should go a lot faster then the price implies, as the AG-Engine and the Flight Controls are purely ritual work. Only the pilot controls and armaments should require regular crafting time, though in return, the other parts can't get discounts from Feats.

Description
The body of the fighter is a roughly ellipsoid main body of 1.5 m in diameter and with a length of 6 m. At the front sits a hardened, conic glass cupola that contains the cockpit, thus allowing the pilot a good view of everything around him. The body furthermore contains the armaments and the bomb bay. In front of it, two large, swept wings are placed. They do not generate noticeable lift, but are capable of being slightly angled to aid steering. It has a wingspan of nearly 10 meters and the wings increase the full length of the fighter to 9m, though the wings can be folded in, thus allowing the fighter to fit into a regular cargo bay of larger vessels. Due to being a AG-Vessel, it can hover on the spot, though due to having only one engine, keeping the fighter stable and doing precision maneuvers under these circumstances isn't easy. It's generally easier to hover stably with decently strong winds, but otherwise a short runway for starts and landing is preferable. These and the elevators on the wings are controlled remotely by the pilot through a Mage Hand effect. Due to it's armor thickness and being completely sealed, the craft can travel and fight underwater, though the limited air supply of the default model means that this can't be done for prolonged durations.

Potential Upgrades
Planar Adaption (1,200 IM): The armor is enchanted to better withstand damage and resist the effects of planar traits. The armor is improved to Hardness 23 and 60 HP.
Glamered (270 IM): The armor can dynamically adjust it's appearance to better blend in with the surroundings.
Plane-Shift (3,500 IM): The fighter becomes able to travel to other planes without the assistance of a carrier craft.
Air Supply System (725 IM): By installing a dedicated air supply system, the craft becomes able to remain submerged or in hostile planes indefinitely.
Visual Enhancement (270 IM): Enchants the cockpit to allow the pilot to see through fire, smoke, snow, clouds, fog and similar, natural effects.
Cost of all upgrades: 5,965 IM


@Goldfish, we are still missing the com-gear and if we want to deploy them on the PoA, we need all upgrades installed as we don't have a carrier vessel yet. Given that this would allow our pilots to gain combat experience, practical data on how the things perform in combat and would get us goodwill from the Djinni, we should definitely do it.

So we need 6,565 IM per craft or 19,695 IM total for all three of them.

Gotta head to work, so not much time to comment just yet.

How large is each armor panel?

The visual enhancement upgrade is too cheap. If it's the same thing you want to use in the Praetorian power armor, it should cost 425 IM, I believe.

The air supply system is too expensive, too. We don't need to use a Bottle of Air here. A 400 IM helmet with a constant Air Bubble enchantment will work just as well.

It's one thing to Glamer a suit of armor for 270 IM. The fightercraft, however, should have a lot of individual armor sections. Has DP OK'd a single 270 IM Glamer enchantment for the entire vehicle?
 
Because the issue isn't constrained to fighter craft.

Tell me, how do you resolve a dragon fighting a ship? No, not the PCs on deck, but the actual ship.

With the rules in Stormwrack that specifically facilitate ship to ship and non-ship combat, overall AC, section AC, rigging HP, hull damage and sinking etc.
 
I would say the solution is to treat the Moonshaser as a location not a singular 'creature' so if you want to destroy it you have to destroy a certain number of segments of hull or take out enough of the crew/officers. I think there are 3.5 and Pathfinder supplemental books that can help at lest build a base.
And that's the point where it becomes ludicrously complicated. Since now you need a map of everything to know the thickness and thus HP of the 3rd aft bulkhead in the portside corridor between the mess hall and the gunners quarters.

Because the funny thing is, you can peel of the entire Moonchasers hull and it would still be mostly functional thanks to burying the propulsion deep inside.


The attacks are well defined mechanically, and I would suggest to treat the AC of the Moonchaser like a skill-check and just set a DC according to the circumstances. "Hit hull with sword while standing on it" shouldn't require a check at all, but "hit Disintegrate spell through tiny hole in hull to cause internal damage", should be stupidly hard while in the middle of aerial combat.
 
@DragonParadox, do Yrten and Siduri have any interesting targets they've brought to our attention? I'm getting worried we're being left behind in the war against the Efreeti and missing out on all the great looting options.

Perhaps a fleet of turtle ships we can loot?
 
The visual enhancement upgrade is too cheap. If it's the same thing you want to use in the Praetorian power armor, it should cost 425 IM, I believe.
I've originally priced those at 300 IM when doing the Moonchaser, but you kept nagging me about 270 IM being correct. By now, we use the same combo on our artillery battery in SD for 270 IM.
The air supply system is too expensive, too. We don't need to use a Bottle of Air here. A 400 IM helmet with a constant Air Bubble enchantment will work just as well.
No it won't. Not for what it's supposed to do. Stop trying this.
It's one thing to Glamer a suit of armor for 270 IM. The fightercraft, however, should have a lot of individual armor sections. Has DP OK'd a single 270 IM Glamer enchantment for the entire vehicle?
Yes, he did allow that for armor sections of a given size and the fighter is below the threshold. Also, it only changes color, not transform the whole thing into a flying banana, so it's weaker then the actual glammered effect.
 
And that's the point where it becomes ludicrously complicated. Since now you need a map of everything to know the thickness and thus HP of the 3rd aft bulkhead in the portside corridor between the mess hall and the gunners quarters.

Because the funny thing is, you can peel of the entire Moonchasers hull and it would still be mostly functional thanks to burying the propulsion deep inside.


The attacks are well defined mechanically, and I would suggest to treat the AC of the Moonchaser like a skill-check and just set a DC according to the circumstances. "Hit hull with sword while standing on it" shouldn't require a check at all, but "hit Disintegrate spell through tiny hole in hull to cause internal damage", should be stupidly hard while in the middle of aerial combat.

That does sound workable, though I would also keep the hardness and thickness of the ship's bulkheads in mind too, since for instance someone might trick to crack the deck in order to end in a boarding party into the innards of the ship.
 
We have our own part to do.

Infiltrating the City is important and will take a lot of personal effort from Viserys.
@Duesal, I'm in agreement here.

Loot is all fine and well, but infiltrating the city as a dedicated action means impossibly more for war effort than any amount of looting can get us.

I'd rather go all-out on this, ignoring everything else if necessary.
 
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