Gonna update the Moonchaser page linked in the Armory with the awesome new table Azel made, along with making links for the Dauntless and yet to be named Carrier, once I get back to my computer.

Our current Moonchaser has all the upgrades of a Moonchaser A, but subsequent Moonchasers will have them by default.
 
god now i'm imagening 40 quad cannons fireing sultans tributes on the plane of fire, that would fuck a lot of people up
 
god now i'm imagening 40 quad cannons fireing sultans tributes on the plane of fire, that would fuck a lot of people up
The quad launchers are very short ranged. They are mostly meant to be point defense turrets, especially against boarders.

The real fun will be 40 steam cannons firing cluster ammunition at a range of 2 klicks.
 
The quad launchers are very short ranged. They are mostly meant to be point defense turrets, especially against boarders.

The real fun will be 40 steam cannons firing cluster ammunition at a range of 2 klicks.
From our modern POV, 440 feet is quite short-ranged, but in D&D that's actually much further than most threats can engage a target. That's outside the range of all Short and Medium-ranged spells, almost all dangerous supernatural abilities, and while bows, ballistae, and some other ranges weapons can reach that far, that's several Range Increments, which will inflict a significant penalty to Attack rolls.

For most practical purposes, our Quad-Launchers will be able to engage any enemy who isn't able to Attack with Long-range spell effects.

That said, the enemies who can return fire on a Moonchaser attacking from extreme Steam Cannon range are even more rare. War truly is the mother of magitech innovation! :evil:
 
From our modern POV, 440 feet is quite short-ranged, but in D&D that's actually much further than most threats can engage a target. That's outside the range of all Short and Medium-ranged spells, almost all dangerous supernatural abilities, and while bows, ballistae, and some other ranges weapons can reach that far, that's several Range Increments, which will inflict a significant penalty to Attack rolls.

For most practical purposes, our Quad-Launchers will be able to engage any enemy who isn't able to Attack with Long-range spell effects.

That said, the enemies who can return fire on a Moonchaser attacking from extreme Steam Cannon range are even more rare. War truly is the mother of magitech innovation! :evil:
The Dauntless being 310 ft. long is a good argument for 440 ft. being knife-fighting range though.
But generally, yes. Anyone who comes close to attack the Moonchaser will get a really rude awakening between all those Quad-Launchers and the Steam Projectors.

@DragonParadox
Something I meant to ask. The Moonchaser is a magic item and thus entitled to roll saves against spell effects. However, he is also "attended" by it's captain, Moonsong and attended items can use the saves of their attendees.

So can Moonsong roll saves on behalf of the Moonchaser? :V
 
Inserted tally
Adhoc vote count started by Goldfish on Mar 19, 2020 at 10:58 AM, finished with 28 posts and 9 votes.

  • [X] Look for the missing Lady Fowler.
    -[X] Tracking the trail of the assassin themselves would be a start, you have a spell in mind which can allow you to trace scents as keen or keener than any hound.
    -[X] Having Tyene and Waymar try to ascertain Lady's Jeyne's movements among friends or family over the last couple hours and following up on that would be wise.
 
Part MMMCCCXCVIII: In Darkness' Wake
In Darkness' Wake

Twenty First Day of the Twelfth Month 293 AC

If the plants could sense your quarry why not a beast or someone with a beast's senses? you wonder, a swift spell rendering the world a melange of almost indescribable odors. You can tell a goose egg from a chicken egg even when both have been cracked and rotting on the cobbles for three days, you can sense the sharp reek of a tanner' clothes left out to air a hundred yards away and you can just barely follow the scent of your quarry, frost, steel and a hint of scented oil like the wilted memory of summer.

Not for the first time you regret losing the skill for squeezing yourself down into a hatching's form. The Shadow City's thousand hidden nooks and cracks would be far easier to navigate if you were not limited to human form and remaining unseen besides. Your Dornish mage persona might have been able to stand up to muster on the street, but if you were to fly across Sunspear in those robes you have no doubt you would be questioned sooner rather than later. Yet fly indeed you must for the assassin, whoever or whatever they may be, proves nimble and swift, unafraid of walking along crumbling mud brick walls and over creaking planks laid out as bridges between one roof and the next.

You almost lose the trail twice, once when your quarry abandons the roofs by sliding down a wall overgrown with some nameless bluish slime that makes you want to retch from smelling it only to somehow dive through a fountain without being seen to wash the smell off themselves, and the second time when they slip between a wall and an overgrown pile of rubble that really should not be able to fit a person. Whoever they are they have far more experience losing a pursuer then you have following. Fortunately you cheat, borrowing memories of dragons past who through spell or blood had a sharp a nose as you gave yourself today. Even so, on that last twist you had to lean on the luck or fate you unlocked in Lyceos.

The path grows straighter after that, out of the twisting paths of the Shadow City, past a pair of bored looking watchmen already gossiping about the events of the day and down the rutted road into the old lichyard. The place had once been the burial ground for the retainers of House Martel, long before the coming of Nymeria and her exiles. Now it was little better than a potter's field, the crumbling markets having borne witness to the burial of a thousand of the desperate and destitute for every favored vassal.

In the gathering gloom of evening you spy a pale witchlight further among the graves and in the air you feel with senses beyond sight, hearing or enchanted spell, the touch of cruel enchantment gathering. Pale sand swirls against your cheeks.

You reach out to Tyene in your mind with a question. "Is there the sept in the lichyard still in use?"

"I think so, the septon there is barely more than a Begging Brother,"
she replies. "No luck on finding Jeyne, she seemed entirely fine, nothing strange or magical about her, then just gone from her room. We did get some hair to 'curse' her into sight by."

"That might not be necessary,"
you reply, the suspicion in the back of your mind growing firmer by the moment. Just as you are about to step forward into the lichyard Dany's voice echoes into your thoughts with unexpected tidings. "Lord Dayne is now convinced of Lady Fowler's innocence and is practically demanding that Prince Doran launch a rescue effort. Should we involve him?"

What do you do?

[] Go on alone

[] Call on some of your companions
-[] Write in

[] Have Dany bring Andrew Dayne


OOC: Viserys just barely managed to follow the trail with a mythic surge on his last check.
 
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The Dauntless being 310 ft. long is a good argument for 440 ft. being knife-fighting range though.
But generally, yes. Anyone who comes close to attack the Moonchaser will get a really rude awakening between all those Quad-Launchers and the Steam Projectors.

@DragonParadox
Something I meant to ask. The Moonchaser is a magic item and thus entitled to roll saves against spell effects. However, he is also "attended" by it's captain, Moonsong and attended items can use the saves of their attendees.

So can Moonsong roll saves on behalf of the Moonchaser? :V
if that is the case, we'll be working to pump up Moonsong's saving throws soon.
 
[X] Have Dany bring Andrew Dayne.
-[X] Tyene and Waymar teleport to you.
-[X] Ser Richard is with you now. You couldn't order him to leave.
--[X] You go in together.
 
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Im sure he would love tha chance to confront his assailant...

Also, I think they lured us to a place of power for the other.
 
We should definitly go alone here, this looks to dangerous to take NPCs.<
Also we are propably on a sharp time limit and can't afford to have Dany convince Dayne to get teleported.
 
In Darkness' Wake

Twenty First Day of the Twelfth Month 293 AC

If the plants could sense your quarry, why not a beast or someone with a beast's senses? you wonder, a swift spell rendering the world a melange of almost indescribable odors. You can tell a goose egg from that of a chicken, even when both have been cracked and rotting on the cobbles for three days. You can sense the sharp reek of a tanner' clothes left out to air a hundred yards away, and you can just barely follow the scent of your quarry, one who smells of frost, steel, and a hint of scented oil, like the wilted memory of summer.

Not for the first time, you regret losing the skill for squeezing yourself down into a hatchling's form. The Shadow City's thousand hidden nooks and cracks would be far easier to navigate if you were not limited to human form and remaining unseen besides. Your Dornish mage persona might have been able to stand up to muster on the street, but if you were to fly across Sunspear in those robes, you have no doubt you would be questioned sooner rather than later. Yet fly indeed you must, for the assassin, whoever or whatever they may be, proves nimble and swift, unafraid of walking along crumbling mud brick walls and over creaking planks laid out as bridges between one roof and the next.

You almost lose the trail twice, once when your quarry abandons the roofs by sliding down a wall overgrown with some nameless bluish slime that makes you want to retch from smelling it, only to somehow dive through a fountain without being seen to wash the smell off themselves, and the second time when they slip between a wall and an overgrown pile of rubble that really should not be able to fit a person. Whoever they are, they have far more experience losing a pursuer than you have in following. Fortunately, you cheat, borrowing memories of dragons past who through spell or blood had as sharp a nose as you gave yourself today. Even so, on that last twist you had to lean on the luck or fate you unlocked in Lyceos.

The path grows straighter after that, out of the twisting paths of the shadow city, past a pair of bored looking watchmen already gossiping about the events of the day, and down the rutted road into the Old Lichyard. The place had once been the burial ground for the retainers of House Martel, long before the coming of Nymeria and her exiles. Now it was little better than a potter's field, the crumbling markets having borne witness to the burial of a thousand of the desperate and destitute for every favored vassal.

In the gathering gloom of evening, you spy a pale witchlight further among the graves and in the air you feel with senses beyond sight, hearing, or enchanted spell, the touch of cruel enchantment gathering. Pale sand swirls against your cheeks.

You reach out to Tyene in your mind with a question. "Is there a sept in the lichyard still in use?"

"I think so, the septon there is barely more than a begging brother,"
she replies. "No luck on finding Jeyne, she seemed entirely fine, nothing strange or magical about her, then just gone from her room. We did get some hair to 'curse' her into sight by."

"That might not be necessary,"
you reply, the suspicion in the back of your mind growing firmer by the moment. Just as you are about to step forward into the graveyard Dany's voice echoes into your thoughts with unexpected tidings. "Lord Dayne is convinced of Lady Fowler's innocence and is practically demanding that prince Doran launch a rescue effort. Should we involve him?"

What do you do?

[] Go on alone

[] Call on some of your companions
-[] Write in

[] Have Dany bring Andrew Dayne


OOC: Viserys just barely managed to follow the trail with a mythic surge on his last check. Not yet edited.
Here's an edited version of the chapter, DP.
 
Is there a spell we can use to block teleportation OUT of the graveyard? I imagine they stopped running because this is a trap or they have access to some kind of fast travel.
 
Or he could use some of that weird Shounen Magic he had a hint of the first time we encountered him.

I call it Waymar Juice.
 
Is there a spell we can use to block teleportation OUT of the graveyard? I imagine they stopped running because this is a trap or they have access to some kind of fast travel.
Or it is a base of operations. A boneyard is a pretty good place for something with power to raise and control Undead to set up shop.

Teleport Trap would work to prevent easy departure via Teleportation magic. It's a pretty large AoE, but definitely not large enough to cover the whole boneyard.

BTW, Viserys now has a slotless Amulet of Greater Anticipate Teleportation, which means he'll always be aware of Teleportation effects used within 55 feet of him, including how many are coming, their size and type, and their exact arrival point, and he can delay their arrival for up to three rounds.
 
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