Vote closed.
Adhoc vote count started by DragonParadox on Nov 15, 2019 at 2:53 AM, finished with 53 posts and 14 votes.

  • [X] Plan "Viserys Got A New Kingdom!"
    -[X] Question Ser Benjicott and the Lads about the inclinations and activities of certain Houses in the Riverlands.
    --[X] House Bracken and Blackwood, the ties of the former extant, and the likelihood either could see past their own noses to set aside feuding, at least for another generation.
    --[X] House Keath, whether they've pulled closer to anyone in the region, or outside of it.
    --[X] House Lolliston and Lychester. Last you had heard, one was too insignificant and poor to bother swaying, and the other had overjudged their value.
    --[X] House Roote, if his belligerence has evolved in one direction or another. Their Lord might yet be swayed by honeyed words to soothe frayed nerves and besmirched honor.
    --[X] The allegiance and activities of House Shawney, of which you know little.
    --[X] House Smallwood, which at least had a point of contact through the lads. Yes, yes, Tom. You know what he means.
    --[X] House Vypren, last heard to have a Lord of pious inclination.
    --[X] Further Unknowns you would like information on: House Deddings, House Grell, House Paege and House Wayn.
 
By the way im kinda curious have we planned for visiting the moon or no?
I think it would be epic to build an unassailable moon base, just imagine slowly hollowing out the moon and building a mega structure.
Yep. It's one of the places we plan to send the Moonchaser soon. We have credible evidence that we might find one of the divine coatls there.
 
Yep. It's one of the places we plan to send the Moonchaser soon. We have credible evidence that we might find one of the divine coatls there.

...we're becoming more and more like a James Bond villain.

Hollowing the moon to build a Magi-Tech Lab? Ain't nothing that screams more Cartoon Villain than that!

Although...

@Goldfish, do you reckon has there ever been a case where a Weirwood Tree ever been planted or grown on the Moon?

If not? I might guess that's another way to gain a Mythic Level...
 
...we're becoming more and more like a James Bond villain.

Hollowing the moon to build a Magi-Tech Lab? Ain't nothing that screams more Cartoon Villain than that!

Although...

@Goldfish, do you reckon has there ever been a case where a Weirwood Tree ever been planted or grown on the Moon?

If not? I might guess that's another way to gain a Mythic Level...
I doubt that will work. Pretty sure DP said that any place we grow a Heart Tree must be capable of supporting life (never mind improvements such as a Daylight Globe). If it's possible, though, we'll probably do it eventually.
 

Life is pretty ambiguous and blurry when the things that might exist up there are either Aboleths, Time Dragons, or some Eldritch Monstrosities that claimed this dusty, hole-ridden rock as their home.

Of course, these are but speculations. But damnit, I can't wait till we're able to grow a full-grown Godswood Tree up there!
 
Life is pretty ambiguous and blurry when the things that might exist up there are either Aboleths, Time Dragons, or some Eldritch Monstrosities that claimed this dusty, hole-ridden rock as their home.

Of course, these are but speculations. But damnit, I can't wait till we're able to grow a full-grown Godswood Tree up there!

Viserys: "I won't be complete until I can grow a holy forest of bloodthirsty nature gods on the frikkin moon. Just let me have this, Lya."
 
do you reckon has there ever been a case where a Weirwood Tree ever been planted or grown on the Moon?

I'm pretty confident in saying no on this one, the Old Gods had never been off-plane so I find it unlikely they ever exited the atmosphere either as requirements to get there and grow a tree would involve less magical expertise than it would to Planeshift.
 
Magitek labs and godswoods will be cool, but I think one of our first trips should be for the wedding. We could build a moonsinger temple on the moon, then immediately perform the ceremony there on live mirror broadcast.

The Moonsinger's goddess might even form an avatar to conduct the ceremony if we play our cards right; it would solidify her as the moon goddess to have an actual temple there after all.

Planetos as a whole would need a minute to reboot. The only problem would be the burning fury of all the guys who have no way to meet that standard. :V
 
I'm pretty confident in saying no on this one, the Old Gods had never been off-plane so I find it unlikely they ever exited the atmosphere either as requirements to get there and grow a tree would involve less magical expertise than it would to Planeshift.

Yes! Even better! We could be the first person to do so in the eyes of the Old Gods. I need them braggin' rights, man!

Red Priest: "I have converted over a hundred of people from the Basilisk Isles, Norvos, and Qarth. I have erected 2 temples in Jogos Nhai, 1 Grand Cathedral in Yi-Ti. What have you done for your Gods, 'milord'?"

Viserys: "Look up, see that right there? Pretty isn't it? That's where I made my 2nd Greatest Weirwood Tree."

Red Priest: "...surely you jest?!"

Viserys: "*smiles* I'm afraid not. Now would you excuse me, I have a very tight schedule. Melisandre, please escort the gentleman out."

Mel: "Your orders are my command, your worship. Come, holy one. And tell me what compels you to insult the Azor Ahai..."
 
Bio-Constructs: Currently assigned to the Goggossosi Flesh Forge.
  1. 32 Far Hands [Stats as Monkey except as follows: Bio-Construct Traits; INT 5; Mending and Stabilize SLA at will]
  2. 15 Hunter Seekers [Advanced to 9 HD; Large-sized]
  3. 7 Stalker Seekers [6 HD; Lose Bone Shield; Gain Pounce and +2d6 bonus damage when Pouncing or Charging]
  4. 5 Warden Seekers [Advanced to 9 HD; Lose Magic Disruption; Gain Advanced Arcane Sight, Blindsense 30ft, Tremorsense 5ft; Can share senses with a controller]
  5. 5 Caretakers [6 HD; Surrogate Child Guardians; Standard Seeker body plan with more recognizable human features; No anti-magic abilities; Retractable long spears; Shield Other SLA at will; Dimension Door 3/day (Self and up to three bonded wards only)]
  6. 1 Slayer Seekers [Advanced to 12 HD; Lose Arcane Consumption & Paralytic Tentacle; Gain At Will Greater Invisibility SLA; Hollow Bone Daggers for use with poison; Sneak Attack Bonus 4d6; Death Attack]
Seeker: Medium Bio-Construct - CR 4
Hit Dice: 6d10 + 12 (CON) (45 HP)
Initiative: +1
Speed: 30 ft.
AC: 17 (+1 Dex, +4 Natural, +2 Shield), Touch 11, Flat-Footed 16
Base Attack/Grapple: +6/+10
Attack: Bone Longsword +10/+5 (1d8+4; 19-20/x2) or Tentacle +10/+5 (paralysis)
Full Attack: Bone Longsword +10/+5 (1d8+4; 19-20/x2) or Tentacle +10/+5 (paralysis)
Space/Reach: 5 ft./5 ft. (10 ft. with tentacle)
Special Attacks: Bone Weapon, Magic Disruption, Paralysis
Special Qualities: Bio-Construct Traits, DR 5/Chaotic, Arcane Sight, Arcane Consumption, SR 11, Vulnerability to Chaos
Saves: Fort +7, Ref +6, Will +8
Abilities: Str 18, Dex 12, Con 15, Int 9, Wis 8, Cha 6
Skills: Profession (Torturer) +10, Listen +10, Spot +10
Feats: Alertness, Power Attack, Skill Focus: Profession (Torturer)
Alignment: Lawful Neutral

Paralysis (Ex): A Seeker's tentacle produces a paralytic slime that can induce Paralysis for 1d4+1 rounds on contact (DC 14 Fortitude save negates).

Anti-Magic Specialization:
  • Arcane Sight (Su): Seekers are always aware of magical auras within at 60 foot radius. This is treated as a continuously active Detect Magic spell.
  • Magic Disruption (Su): Seekers feed upon magic. Merely touching or being touched by a seeker requires a spellcaster to make a concentration check (DC 15 + highest level prepared or spell slot available) or loose one memorized spell or daily allotment starting from highest level available.
  • Arcane Consumption (Su):Seekers automatically consume a portion of any continuous arcane effects of levels 0 to 2 that take place within 20 feet of them. Spells of 3rd level and above are unaffected. Duration is reduced as follows: Cantrips (25%), 1st Level spells (50%), 2nd Level spells (75%)
Seeker Construct:
  • Bio Construct: Bio-Constructs possesses the following traits (unless otherwise noted in a creature's entry): Darkvision 60 ft, Immune to Mind-Affecting effects with the Charm or Compulsion descriptor, +6 save bonus vs Morale effects and a +4 bonus on all Will saving throws, and Immunity to magical Sleep & Possession effects. The Seeker benefits from Spell Resistance equal to 5 plus its current Hit Dice. As with regular Constructs, Bio-Constructs are immediately destroyed when reduced to 0 or less Hit Points. Despite being living beings, Bio-Constructs do not have soul and cannot be Raised or Resurrected. Progression (Good BAB, Good Saves, +4 skill points per HD)
  • Vulnerability to Chaos (Su): Seekers are held together by the purely logical minds that drive them. As such, they take half again as much (+50%) damage as normal from spells with the Chaotic descriptor or weapons with the Anarchic special ability, regardless whether a saving throw is allowed, or if the save is a success or failure. Spells with the Chaotic descriptor ignore a Seeker's Spell Resistance and the Magic Disruption special ability. Magic weapons with the Anarchic special ability are immune to its Magic Disruption special ability, as are intelligent weapons with a Chaotic alignment.
Bone Armaments (Ex):
  • Weapons: Seekers wield melee weapons made from their own bone, which grow from one or more of their arms. The type of weapon it has is determined by the Seeker's role (see its Attack and Full Attack listing for the bone weapon it carries) . Bone weapons are directly attached to a Seeker, which prevents them from being disarmed. They can be Sundered (any damage to the bone weapon is delivered to the Seeker as well). A Sundered bone weapon can be reformed 2 rounds later as a Move Action. Bone weapons have a Hardness of 5 and 1/2 the HP of a normal version of that weapon. Any part of a bone weapon that is sundered from the body of a bio-construct immediately looses its special properties, becoming a useless bit of broken bone.
  • Shield: Some Seekers have shields made from their own bones, which grow from one of their arms. Bone shields (see Armor Class listing for shield type) are directly attached to arm of the seeker and as such they cannot be disarmed. They can be Sundered (any damage to the bone shield is delivered to the Seeker as well). A Sundered bone shield can be reformed on the Seeker's next initiative round as a Move Action. A bone shield has a hardness of 5 and 1/2 the HP of a normal version of that shield. Any part of a bone shield that is Sundered from the body of a bio-construct immediately looses its special properties, becoming a useless bit of broken bone.
Warden: Medium Bio-Construct (Seeker, Information Gathering Variant) - CR 6
Hit Dice: 9d10 + 27 (CON) (76 HP)
Initiative: +0
Speed: 30 ft.
AC: 29 (+4 Natural, +4 Shield, +11 Armor), Touch 10, Flat-Footed 28
Base Attack/Grapple: +9/+13
Attack: Bone Longsword (VS Sheathed) +15/+10 (1d8+6; 19-20/x2) or Tentacle +13/+8 (paralysis)
Full Attack: Bone Longsword (VS Sheathed) +15/+10 (1d8+6; 19-20/x2) or Tentacle +13/+8 (paralysis)
Space/Reach: 5 ft./5 ft. (10 ft. with tentacle)
Special Attacks: Bone Longsword (Valyrian Steel Sheathed), Heavy Bone Shield (Valyrian Steel Sheathed), Paralysis
Special Qualities: Bio-Construct Traits, DR 5/Chaotic, Arcane Sight, Arcane Consumption, SR 14, Vulnerability to Chaos, Keen Senses, Blindsense 30 ft, Tremorsense 5ft, Sensory Link, Share Senses
Saves: Fort +8, Ref +5, Will +10
Abilities: Str 18, Dex 10, Con 15(16), Int 8, Wis 12, Cha 6
Skills: Listen +20, Search +15, Spot +20
Feats: Alertness, Keen-Eared Scout, Skill Focus (Listen), Skill Focus (Spot)
Alignment: Lawful Neutral

Sensory Link (Su): The current master of a Warden Bio-Construct can command it to ingest a drop of their blood or lock of their hair. 24 hours after doing so, the Warden extrudes a bone ring from where its mouth would be located were it a human. Always slightly warm to the touch, this bone ring will slowly adjust its size to perfectly fit the finger on which the Warden's master chooses to wear it. The bone ring emits a minor aura of Divination magic and is completely useless to anyone but the Warden's master. If lost or destroyed, a new ring can be grown in 24 hours, a process which renders the previous ring inert. It can be tracked unerringly by the Warden so long as it remains on the same Plane, and while worn the master is aware of their Warden as if it were affected by a Status spell. An individual can be bonded to no more than three Wardens in this manner at any given time, and a Warden can only ever have one active bone ring.
  • Share Senses: While wearing their Warden's bone ring, the master can use a Standard Action to replace their own senses with those of the Warden if it is within 1,200 feet. They see, hear, and smell everything the Warden is currently experiencing, as well as receiving input from the Warden's special senses (Blindsense, Tremorsense, etc), while remaining only vaguely aware of their own surroundings. While sharing a Warden's senses in this manner, the master can cast any Divination spells they know of 3rd level or lower and have them originate with the Warden rather than themselves. A master can return to using their personal senses as a Standard Action, or as a Swift Action if time is of the essence, though this leaves them Staggered for one minute. A Warden whose master is sharing its senses emits a moderate aura of Divination magic which grows stronger if it is used as a focal point for additional Divination effects.
Paralysis (Ex): A Seeker's tentacle produces a paralytic slime that can induce Paralysis for 1d4+1 rounds on contact (DC 17 Fortitude save negates).

Anti-Magic Specialization:
  • Advanced Arcane Sight (Su): Seekers are always aware of magical auras within at 60 foot radius. This is treated as a continuously active Arcane Sight spell.
  • Arcane Consumption (Su):Seekers automatically consume a portion of any continuous arcane effects of levels 0 to 2 that take place within 20 feet of them. Spells of 3rd level and above are unaffected. Duration is reduced as follows: Cantrips (25%), 1st Level spells (50%), 2nd Level spells (75%)
Seeker Construct:
  • Bio Construct: Bio-Constructs possesses the following traits (unless otherwise noted in a creature's entry): Darkvision 60 ft, Immune to Mind-Affecting effects with the Charm or Compulsion descriptor, +6 save bonus vs Morale effects and a +4 bonus on all Will saving throws, and Immunity to magical Sleep & Possession effects. The Seeker benefits from Spell Resistance equal to 5 plus its current Hit Dice. As with regular Constructs, Bio-Constructs are immediately destroyed when reduced to 0 or less Hit Points. Despite being living beings, Bio-Constructs do not have soul and cannot be Raised or Resurrected. Progression (Good BAB, Good Saves, +4 skill points per HD)
  • Vulnerability to Chaos (Su): Seekers are held together by the purely logical minds that drive them. As such, they take half again as much (+50%) damage as normal from spells with the Chaotic descriptor or weapons with the Anarchic special ability, regardless whether a saving throw is allowed, or if the save is a success or failure. Spells with the Chaotic descriptor ignore a Seeker's Spell Resistance and the Magic Disruption special ability. Magic weapons with the Anarchic special ability are immune to its Magic Disruption special ability, as are intelligent weapons with a Chaotic alignment.
Bone Armaments (Ex):
  • Weapons: Seekers wield melee weapons made from their own bone, which grow from one or more of their arms. The type of weapon it has is determined by the Seeker's role (see its Attack and Full Attack listing for the bone weapon it carries) . Bone weapons are directly attached to a Seeker, which prevents them from being disarmed. They can be Sundered (any damage to the bone weapon is delivered to the Seeker as well). A Sundered bone weapon can be reformed 2 rounds later as a Move Action. Bone weapons have a Hardness of 5 and 1/2 the HP of a normal version of that weapon. Any part of a bone weapon that is sundered from the body of a bio-construct immediately looses its special properties, becoming a useless bit of broken bone.
  • Shield: Some Seekers have shields made from their own bones, which grow from one of their arms. Bone shields (see Armor Class listing for shield type) are directly attached to arm of the seeker and as such they cannot be disarmed. They can be Sundered (any damage to the bone shield is delivered to the Seeker as well). A Sundered bone shield can be reformed on the Seeker's next initiative round as a Move Action. A bone shield has a hardness of 5 and 1/2 the HP of a normal version of that shield. Any part of a bone shield that is Sundered from the body of a bio-construct immediately looses its special properties, becoming a useless bit of broken bone.
Equipment: Boneward Belt (+1 CON), Headband of Arcane Acuity, Reinforced Segmented Valyrian Steel Fullplate (+2)

Boneward Belt: +1 Constitution
  • Healing (3 charges/Day): 1 charge (Heal 2d8 points of damage), 2 charges (Heal 3d8), or 3 charges(Heal 4d8)
Headband of Arcane Acuity:
  • 3 Charges/Day: 1 Charge (Darkvision 60 ft., 1 hour), 2 Charges (See Invisibility, 10 minutes), 3 Charges (True Seeing, 1 minute)
Caretaker: Medium Bio-Construct (Seeker, Child Guardian Variant) - CR 4
Hit Dice: 6d10 + 18 (CON) (51 HP)
Initiative: +0
Speed: 30 ft.
AC: 16 (+4 Natural, +2 Heavy Shield), Touch 10, Flat-Footed 16
Base Attack/Grapple: +6
Attack: Retractable Bone Longspear +8 (1d8+2; x3) or Tentacle +8 (paralysis)
Full Attack: Retractable Bone Longspear +8/+3 (1d8+2; x3) or Tentacle +8/+3 (paralysis)
Space/Reach: 5 ft./5 ft. (10 ft. with retractable bone longspear or tentacle)
Special Attacks: Retractable Bone Longspears, Paralysis
Special Qualities: Bio-Construct Traits, DR 5/Chaotic, SR 11, Vulnerability to Chaos
Saves: Fort +8, Ref +5, Will +9
Abilities: Str 14, Dex 10, Con 16, Int 10, Wis 10, Cha 6
Skills: Listen +11, Search +9, Sense Motive +9, Spot +11
Feats: Alertness, Healing Devotion, Protection Devotion
Alignment: Lawful Neutral

Spell-like Abilities (Sp): Caster Level: 6th; At-Will: Shield Other (wards only), 3/Day: Dimension Door (self plus wards only)

Ward Bond (Su): The Caretaker can be simultaneously bonded to up to three different wards, who are usually but not always children. Bonding a ward is a simple process which requires the Caretaker to ingest a drop of the potential ward's blood in addition to a verbal command. This bond is necessary for the Caretaker to affect a ward with many of its special abilities.

Touch of Life (Su): 1/Day as an Immediate Action, the Caretaker can gain Fast Healing 2 for one minute. Alternatively, the Caretaker can use a Full-Round Action to use their Touch of Life on one of their bonded wards.

Protective Aura (Su): 1/Day as an Immediate Action, the Caretaker can activate a protective aura which provides itself and all of their bonded wards who are within a 15 foot radius with a +3 Sacred bonus to their AC for one minute.

Paralysis (Ex): A Seeker's tentacle produces a paralytic slime that can induce Paralysis for 1d4+1 rounds on contact (DC 16 Fortitude save negates). A Caretaker's bonded wards are immune to the effects of its paralytic slime.

Human Appearance (Ex): Caretakers eschew the typical inhuman appearance of Seeker-type Bio-Constructs, the better to blend in with their charges. On casual inspection, a Caretaker appears to be a human female. Closer examination, however, reveals them to possess an inhumanly symmetrical face which lacks a mouth like other Seeker variants. Unlike most other Seekers, though, a Caretaker wearing loose clothing and a scarf can often walk among humans without drawing undue attention.

Seeker Construct:
  • Bio Construct: Bio-Constructs possesses the following traits (unless otherwise noted in a creature's entry): Darkvision 60 ft, Immune to Mind-Affecting effects with the Charm or Compulsion descriptor, +6 save bonus vs Morale effects and a +4 bonus on all Will saving throws, and Immunity to magical Sleep & Possession effects. The Seeker benefits from Spell Resistance equal to 5 plus its current Hit Dice. As with regular Constructs, Bio-Constructs are immediately destroyed when reduced to 0 or less Hit Points. Despite being living beings, Bio-Constructs do not have soul and cannot be Raised or Resurrected. Progression (Good BAB, Good Saves, +4 skill points per HD)
  • Vulnerability to Chaos (Su): Seekers are held together by the purely logical minds that drive them. As such, they take half again as much (+50%) damage as normal from spells with the Chaotic descriptor or weapons with the Anarchic special ability, regardless whether a saving throw is allowed, or if the save is a success or failure. Spells with the Chaotic descriptor ignore a Seeker's Spell Resistance and the Magic Disruption special ability. Magic weapons with the Anarchic special ability are immune to its Magic Disruption special ability, as are intelligent weapons with a Chaotic alignment.
Bone Armaments (Ex):
  • Weapons: Seekers wield melee weapons made from their own bone, which grow from one or more of their arms. The type of weapon it has is determined by the Seeker's role (see its Attack and Full Attack listing for the bone weapon it carries) . Bone weapons are directly attached to a Seeker, which prevents them from being disarmed. They can be Sundered (any damage to the bone weapon is delivered to the Seeker as well). A Sundered bone weapon can be reformed 2 rounds later as a Move Action. Bone weapons have a Hardness of 5 and 1/2 the HP of a normal version of that weapon. Any part of a bone weapon that is sundered from the body of a bio-construct immediately looses its special properties, becoming a useless bit of broken bone.
  • Shield: Some Seekers have shields made from their own bones, which grow from one of their arms. Bone shields (see Armor Class listing for shield type) are directly attached to arm of the seeker and as such they cannot be disarmed. They can be Sundered (any damage to the bone shield is delivered to the Seeker as well). A Sundered bone shield can be reformed on the Seeker's next initiative round as a Move Action. A bone shield has a hardness of 5 and 1/2 the HP of a normal version of that shield. Any part of a bone shield that is Sundered from the body of a bio-construct immediately looses its special properties, becoming a useless bit of broken bone.
Equipment: Healing Belt

Healing Belt:
  • Healing (3 charges/Day): 1 charge (Heal 2d8 points of damage), 2 charges (Heal 3d8), or 3 charges(Heal 4d8)
Slayer: Medium Bio-Construct (Seeker, Assassin Variant) - CR 7
Hit Dice: 12d10 + 48 (CON) = 114 HP
Initiative: +5 (DEX)
Speed: 30 ft.
AC: 26/28 (+5 Dex, +4 Natural, +7 Armor, +2 Deflection vs Evil), Touch 15/17, Flat-Footed 21/23
Base Attack/Grapple: +12/+13
Attack: Hollow Bone Dagger (VS sheathed); +19 (1d4+7; 19-20/x2)
Full Attack: Hollow Bone Dagger (VS sheathed); +19/+14 (1d4+7; 19-20/x2) OR Dual-Wielding: +17/+12 (1d4+7; 19-20/x2) & +17 (1d4+7; 19-20/x2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Hollow Bone Daggers (Valyrian Steel Sheathed), Magic Disruption, Sneak Attack (4d6+19), Death Attack
Special Qualities: Bio-Construct Traits, DR 5/Chaotic, Arcane Sight, SR 17, Vulnerability to Chaos
Saves: Fort +12, Ref +13, Will +11; +2 vs Evil, +6 vs Morale effects, -2 vs Fear effects
Abilities: Str 12, Dex 18(20), Con 16(18), Int 10, Wis 8, Cha 6
Skills: Hide +23, Listen +14, Move Silently +20, Open Lock +20, Spot +14, Tumble +20
Feats: Craven, Darkstalker, Skill Focus (Hide), Two-Weapon Fighting, Weapon Finesse
Alignment: Lawful Neutral

Spell-like Abilities (Sp): Caster Level: 12th; At Will: Greater Invisibility (self only)

Hollow Bone Daggers (Ex): The Slayer wields a pair of retractable bone daggers, one in each hand. Each of these daggers contains a hollow channel the Slayer can use to inject a paralytic toxin which causes Paralysis for 1d4+1 rounds via injury (DC 20 Fortitude save negates).
  • Special: Each of the Slayer's hollow bone daggers has been sheathed in Valyrian Steel to increase their effectiveness and durability.
Death Attack (Su): If a Slayer studies its victim for 3 rounds and then makes a Sneak Attack with a melee weapon that successfully deals damage, the Sneak Attack has the additional effect of possibly either Paralyzing or killing the target (Slayer's choice). While studying the victim, the Slayer can undertake other actions so long as its attention stays focused on the target and the target does not detect the Slayer or recognize it as an enemy. If the victim of such an attack fails a DC 22 Fortitude save (DC 10 + the Slayer's HD) against the kill effect, they die. If the saving throw fails against the Paralysis effect, the victim is rendered helpless and unable to act for 1d6 rounds plus 1 round per HD of the Slayer. If the victim's saving throw succeeds, the attack is just a normal sneak attack. Once the Slayer has completed the 3 rounds of study, he must make the Death Attack within the next 3 rounds. If a Death Attack is attempted and fails (the victim makes their save) or if the Slayer does not launch the attack within 3 rounds of completing the study, 3 new rounds of study are required before he can attempt another Death Attack.

Anti-Magic Specialization:
  • Arcane Sight (Su): Seekers are always aware of magical auras within at 60 foot radius. This is treated as a continuously active Detect Magic spell.
  • Magic Disruption (Su): Seekers feed upon magic. Merely touching or being touched by a seeker requires a spellcaster to make a concentration check (DC 15 + highest level prepared or spell slot available) or loose one memorized spell or daily allotment starting from highest level available.
Seeker Construct:
  • Bio Construct: Bio-Constructs possesses the following traits (unless otherwise noted in a creature's entry): Darkvision 60 ft, Immune to Mind-Affecting effects with the Charm or Compulsion descriptor, +6 save bonus vs Morale effects and a +4 bonus on all Will saving throws, and Immunity to magical Sleep & Possession effects. The Seeker benefits from Spell Resistance equal to 5 plus its current Hit Dice. As with regular Constructs, Bio-Constructs are immediately destroyed when reduced to 0 or less Hit Points. Despite being living beings, Bio-Constructs do not have soul and cannot be Raised or Resurrected. Progression (Good BAB, Good Saves, +4 skill points per HD)
  • Vulnerability to Chaos (Su): Seekers are held together by the purely logical minds that drive them. As such, they take half again as much (+50%) damage as normal from spells with the Chaotic descriptor or weapons with the Anarchic special ability, regardless whether a saving throw is allowed, or if the save is a success or failure. Spells with the Chaotic descriptor ignore a Seeker's Spell Resistance and the Magic Disruption special ability. Magic weapons with the Anarchic special ability are immune to its Magic Disruption special ability, as are intelligent weapons with a Chaotic alignment.
Bone Armaments (Ex):
  • Weapons: Seekers wield melee weapons made from their own bone, which grow from one or more of their arms. The type of weapon it has is determined by the Seeker's role (see its Attack and Full Attack listing for the bone weapon it carries) . Bone weapons are directly attached to a Seeker, which prevents them from being disarmed. They can be Sundered (any damage to the bone weapon is delivered to the Seeker as well). A Sundered bone weapon can be reformed 2 rounds later as a Move Action. Bone weapons have a Hardness of 5 and 1/2 the HP of a normal version of that weapon. Any part of a bone weapon that is sundered from the body of a bio-construct immediately looses its special properties, becoming a useless bit of broken bone.
Equipment: Anklets of Translocation, Boneward Belt (+2 CON, +2 DEX), Reinforced Segmented Mithral Breastplate (+1), Ring of Protection from Evil, Valyrian Steel Bone Dagger Sheathing (+2)

Anklets of Translocation: 2/Day Instantly teleport up to 10 feet to an unoccupied destination within line of sight and line of effect. The wearer can teleport with objects, up to their maximum load, but cannot bring other creatures.

Boneward Belt: +2 Constitution, +2 Dexterity
  1. Healing (3 charges/Day): 1 charge (Heal 2d8 points of damage), 2 charges (Heal 3d8), or 3 charges(Heal 4d8)
  2. 3 Charges/Day: 1 Charge (12 Temporary Hit Points), 2 Charges (18 Temporary Hit Points), 3 Charges (24 Temporary Hit Points), Duration: 10 minutes
 
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More then anything, we need to have a central library, along with a good amount of copies of different books so that the knowledge would not be lost in case of total collapse. That is one hell of a CIV killer, without knowledge, the entire CIV is dead. It happed with the Roman Empire, Egypt, DOTA Humanity form 40k, and a good amount of India. The more copies we have, along with the fundamentals, our CIV may be able to stand the test of time.

As for the others, we may need exportation of dragon glass to the north and the wall. It can be a trade good for the north because the others are greatly harmed by that, valeraion steel, and our new shinny, and expensive Other Bane weapons.
Well, aside from making a point to eventually build at least a first level library in every major settlement (copies of all the books which most people can read, not the restricted stuff) we will probably have several lore deposits and archives. I intend to have at least one of them buried behind layers of wards and hardened materials as well as lead, with doors marked explicitly in multiple languages saying there's a knowledge depository inside. And then every route to that area will be just as hardened and some key officials will be aware of, if not it's exact location, just that it exists and where to start looking. Oh, and all of the writing will be inscribed on thin sheets of mithril.

That's for the future though, we can produce enough copies in the short term that a combination of private collections and libraries will keep us current in the case of some crisis or natural disaster.
 
Magitek labs and godswoods will be cool, but I think one of our first trips should be for the wedding. We could build a moonsinger temple on the moon, then immediately perform the ceremony there on live mirror broadcast.

The Moonsinger's goddess might even form an avatar to conduct the ceremony if we play our cards right; it would solidify her as the moon goddess to have an actual temple there after all.

Planetos as a whole would need a minute to reboot. The only problem would be the burning fury of all the guys who have no way to meet that standard. :V
Yeah, Viserys just flexing all over people's idea of romance.

"I said I would give her the Moon when I married her... as you know, I always deliver."
 
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Adhoc vote count started by DragonParadox on Nov 15, 2019 at 2:53 AM, finished with 53 posts and 14 votes.

  • [X] Plan "Viserys Got A New Kingdom!"
    -[X] Question Ser Benjicott and the Lads about the inclinations and activities of certain Houses in the Riverlands.
    --[X] House Bracken and Blackwood, the ties of the former extant, and the likelihood either could see past their own noses to set aside feuding, at least for another generation.
    --[X] House Keath, whether they've pulled closer to anyone in the region, or outside of it.
    --[X] House Lolliston and Lychester. Last you had heard, one was too insignificant and poor to bother swaying, and the other had overjudged their value.
    --[X] House Roote, if his belligerence has evolved in one direction or another. Their Lord might yet be swayed by honeyed words to soothe frayed nerves and besmirched honor.
    --[X] The allegiance and activities of House Shawney, of which you know little.
    --[X] House Smallwood, which at least had a point of contact through the lads. Yes, yes, Tom. You know what he means.
    --[X] House Vypren, last heard to have a Lord of pious inclination.
    --[X] Further Unknowns you would like information on: House Deddings, House Grell, House Paege and House Wayn.
 
Part MMMCLXXIV: Lovers' Woes
Lovers' Woes

Twentieth Day of the Eleventh Month 293 AC

There is much you do not yet know about where the Riverlords stand. Deciding to start with those Houses most likely to cause aggravation as well as the first in the ordering of their names you ask the about the current state of the Blackwood-Braken feud. Tom's first words do not fill you with confidence: "Aye, that's quite the story that is..."

To your surprise he does not continue at once, however, and instead Ser Benjicot motions to his young squire to 'fetch Old Ansa so you can hear it right from her'.

Old Ansa, it transpires, had earned her name in full, crooked-backed and white-haired, her skin covered in so many lines and creased as to resemble old parchment, the only thing to distinguish her from the proverbial witch of a thousand cautionary tales is the kindly light in her eyes. Still, a witch she is for certain. The score of small leather pouches hanging at her belt is the sort favored by hedge mages together with the odd mingling of smells that follows her, wildflowers and sulfur, incense and nightshade. She looks at you warily, eyes lingering on the flowing gold of your cloak, though a smile from Tom and an encouragement from Masie is enough to get her to rest easily on one of the stones and begin her tale, at once familiar and strange.

It seems that young Hoster Blackwood, a man grown by the measure of the Seven Kingdoms though only just at six and ten, had taken the blooming of Raventree's godswood as a sign that someone had best look into magic returning in the world and who better than himself? Already of a bookish disposition Hoster turned from the maester's tomes to other stranger studies, more or less with his father's blessings. Lord Tytos Blackwood did not have much use for herb doctors and hedge witches before the Miracle at Raventree, but afterwards he started to show more favor to such folk so long as they swore by the Old Gods.

Ansa had been one such mage, the best of the lot by her own estimation, hence why young Hoster had gravitated to learning more from her than any of the others. However, the boy soon discovered that his gift was not for potion-making and beast-talking like his teacher's, but for divination.

"A chancy thing seeing the future is, it can earn you great wisdom, great heartbreak, all too often both," the old woman sighs. "He had a vision one night when the clouds were low in the sky that if he rode south by High Hearth he'd find answers to the trouble with the tree that had haunted his kin for an age. Maybe the Ghost of High Hearth spoke to him then, I'd not know. I don't truck with her none..."

"What did he find then?" Ser Richard asks, trying to cut to the meat of the mater.

"What is any likely lad to find on a stormy day when the trees creak and moan, fate and lightning hanging in the air?" Ansa replied. "He found a lass, though whether she was the luckiest or unluckiest in all the land between the rivers I couldn't say. Catelyn Bracken she was, got thrown off a horse and twisted her leg you see, and was just waiting for some beastie to wander by and eat her, but it was Hoster that found her, and seeing as she was a pretty enough thing..."

"He figured it was near enough to fate," Tom finishes. "Who could blame him? Surely not the girl from what I heard. They got along real..."

"I see," you cut him off, the first hints of a headache already. "I'm assuming he kept meeting her?"

"Oh aye," the old woman recounts, shaking her head sadly. "He didn't tell me at first where all the interest of working with beasts came from, so they could carry messages between each other, but I found out right quick. It ain't hard to bribe a crow into telling you where it's been. They like to be paid twice, like people that way they are."

"Young Hoster became convinced that the vision that had lead him into the woods that stormy day was not to find answers, but to heal the feud between Blackwood and Bracken," Ser Benjicot takes up the tale.

"By wedding the girl he was sweet on and she on him?" Rina's words are not really a question, though neither her tone nor her face gives any clue of her feelings, though the chill bite in the air around her is sign enough that she is thinking of her own misfortunes chasing love and where they had lead her. "I may not be much for history, but even I know that's been tried time and again, by kings and high lords yet, but it never took."

"The Maiden gives blindness along with love, dearie, it's kinder that way," Ansa said, then reading the looks of surprise she is given she continues: "Old Gods are good for the wildwood, New Gods for the village square on market day, I keep to both since I need both."

Reasonable enough, but not what most interests you now. "What happened to Lord Hoster and Lady Catelyn, why are you here?"

"Lord Blackwood found one of her letters about a month back, he took it... about how you imagine he'd do." Ansa shook her head, likely at the follies of the highborn, though she does not say so in present company. "Luckily for me my birds told me what was brewing so I took to my heels before the armsmen could drag me to Raventree Hall. Met us with some clever lads about a week after that."

What do you ask next?

[] Ask more questions about the Bracken Blackwood affair
-[] Write in

[] Move on to rumors about another noble House
-[] Write in

[] Write in


OOC: I know this is a lot for just two Houses, but the Blackwoods and Brakens are important in canon and when I rolled for how much the Lads knew on the matter it came out 122 after bonuses on a d100 so you get an eyewitness account.
 
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I doubt that will work. Pretty sure DP said that any place we grow a Heart Tree must be capable of supporting life (never mind improvements such as a Daylight Globe). If it's possible, though, we'll probably do it eventually.
ST is full of life that exists in space ... and don't tell me Trek can do something we cannot!
 
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A man deluded by prophecy and convinced he needs to elope with a young noblewoman he definitely shouldn't be eloping with. Why does that sound familiar? 🤔

Oh right. Rhaegar. :facepalm:
 
[X] Plan "Viserys Got A New Kingdom!" - Continued
-[X] Question Ser Benjicott and the Lads about the inclinations and activities of certain Houses in the Riverlands.
--[X] House Bracken and Blackwood, the ties of the former extant, and the likelihood either could see past their own noses to set aside feuding, at least for another generation. COMPLETE
--[X] House Keath, whether they've pulled closer to anyone in the region, or outside of it.
--[X] House Lolliston and Lychester. Last you had heard, one was too insignificant and poor to bother swaying, and the other had overjudged their value.
--[X] House Roote, if his belligerence has evolved in one direction or another. Their Lord might yet be swayed by honeyed words to soothe frayed nerves and besmirched honor.
--[X] The allegiance and activities of House Shawney, of which you know little.
--[X] House Smallwood, which at least had a point of contact through the lads. Yes, yes, Tom. You know what he means.
--[X] House Vypren, last heard to have a Lord of pious inclination.
--[X] Further Unknowns you would like information on: House Deddings, House Grell, House Paege and House Wayn.
 
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Unless your prophecy comes from the mouth of an oracle. you shouldn't take it at face value. Especially if that entire notion is based on a mere fucking coincidence. of finding some girl who twisted her leg.
 
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