That's just mid-weight crossbow stacked one atop the other. It's no deadlier than a normal crossbow. While increasing the cost of production and maintenance.

Sometimes D&D fantasy writers don't have a strong background in real world mechanics. :V

For a watsonian explanation, it's a special design that due to weird emergent properties discovered via magic performs slightly better than the normal heavy crossbow.

We know it's silly, but it's in the mechanics so... *shrugs* what are you going to do?
 
That's just mid-weight crossbow stacked one atop the other. It's no deadlier than a normal crossbow. While increasing the cost of production and maintenance. If he wants powerful crossbows for his troops then he should use a double-bow crossbow.

Nitpick: That bow in the portrait is flimsy as fuck. If I made that in real life it would break the moment you drew back the bow.
We could just abstract it so that they're using the weapon you suggested instead of the D&D picture version. The main thing is that we got one of these as loot and the design is apparently far superior (and costlier) than mundane variants. It makes sense that IC they'd refine the design so the weapon isn't a disaster.
 
Murdering children is too OOC for Viserys. It's one of the places where he clearly draws the line (the only exception would be if the child has stopped being human...even then he'll hesitate because it might just remind him of Dany). The limits of his morality are very much based around "Do not be my father" and "Do not be Tywin Lannister."



Ah, but Tygett will have read it. If he's being cautious (avoiding explosive runes) and has a mage look over it first, they might know too. And will Tygett keep it from his other family members, if things begin to get dire for the Lannisters? He's the angry one, the one who doesn't get along with Tywin.

...

The way rumors work, by the time it has spread more than two degrees of association the letter will say that we intend to sacrifice the whole Westerlands to our heathen devildemon trees...
 
It's not deadlier against real people, where one well-placed arrow ends the fight, but in D&D you want to get as many hits on a single strong foe as possible.

It literally doubles our crossbowmen's damage.
For the same rate of fire as a normal crossbow, as the minotaur is strong enough to draw the bow fast. A double-bow crossbow can penetrate a knight in reinforced fullplate at longer range. Whereas a normal crossbow would have trouble doing so at anything greater than 15-20 yards.
Sometimes D&D fantasy writers don't have a strong background in real world mechanics. :V

For a watsonian explanation, it's a special design that due to weird emergent properties discovered via magic performs slightly better than the normal heavy crossbow.

We know it's silly, but it's in the mechanics so... *shrugs* what are you going to do?
There are proper ways to build a stacked crossbow. That picture isn't one of them. DragonParadox I would argue that if we're going to be spending the money to issue a contract to the inventor. It may as well be a double-bow as opposed to a double bow.
 
...

The way rumors work, by the time it has spread more than two degrees of association the letter will say that we intend to sacrifice the whole Westerlands to our heathen devildemon trees...

It's a moot point by now, but that's not how it would actually be transmitted to the target audience (Lannisters not named Tywin). It'd go through Leveling and Sharpening, with the key point retained, but elaborate embellishments added, and other details omitted (that is, taking from your example, Tywin or perhaps the entire main family would be the one being sacrificed to devildemon trees, as the price of sparing the same terrible fate to the other lannisters).

For the same rate of fire as a normal crossbow, as the minotaur is strong enough to draw the bow fast. A double-bow crossbow can penetrate a knight in reinforced fullplate at longer range. Whereas a normal crossbow would have trouble doing so at anything greater than 15-20 yards.
There are proper ways to build a stacked crossbow. That picture isn't one of them. DragonParadox I would argue that if we're going to be spending the money to issue a contract to the inventor. It may as well be a double-bow as opposed to a double bow.

It's a stacked crossbow, not a range increase. Ignore the picture, since fantasy artists are how we got chainmail bikinis. If you want a better picture of a properly designed stacked crossbow, might I suggest...finding one and supplying it to the thread?
 
Last edited:
We could just abstract it so that they're using the weapon you suggested instead of the D&D picture version. The main thing is that we got one of these as loot and the design is apparently far superior (and costlier) than mundane variants. It makes sense that IC they'd refine the design so the weapon isn't a disaster.
That would work and it would make more sense.
 
For the same rate of fire as a normal crossbow, as the minotaur is strong enough to draw the bow fast. A double-bow crossbow can penetrate a knight in reinforced fullplate at longer range. Whereas a normal crossbow would have trouble doing so at anything greater than 15-20 yards.
Dude we're playing dnd. We're not concerned with how things work in reality. This is a straight upgrade to the normal Heavy Crossbow. With a single feat it doubles the amount of damage that it can do. Normally you're lucky if you can get one or two damage out of a feat.
 
Updated Baby Adventurer and Subordinate Adventurer Sheet, now with all known magic items. By the way, I kind of want to count the Arcanums among the Baby Adventurers, but I'm not sure how to account for them considering the current lack of class levels. @Goldfish @Azel, any plans along those lines? I feel like Aradia would really benefit from being a Ranger, for example.

Oh, also, heads up that both Kyla Fairwind and Alyssande Redsail were among the Braavosi families who commissioned Amulets of PfE from us way back when we were still in Braavos, so we can consider them equipped with that at least.

Also, I fully plan on giving Theon a dragonbone bow when we get around to harvesting all of that.

Baby Adventurers
Leila Goldhammer -- Archivist 4

Reva Bealus -- ??? --> Potential Druid
Liset Bealus -- ??? --> Potential Druid
Ysilla Royce -- ???
  • Equipment: Masterwork Cold Iron Dagger with Bronze Inlays

Hermetia of Volantis
Name: Hermetia of Volantis
Alignment: ???
Race: Human (Medium)
Level: 5 (???/??? XP)
Class: Aristocrat 1/ Beguiler 4
Feats: Mastery of Twisted Shadow, Spell Focus (Enchantment), Spell Focus (Illusion), Spellcasting Prodigy, Versatile Spellcaster
Skill Tricks: Conceal Spellcasting, Social Recovery
Flaws: Noncombatant, Vulnerable
Class Features: Armored Mage, Cloak Casting, Surprise Casting, Trapfinding

Hit Dice: 1d8(??? HP), 4d6(??? HP) + ???(Constitution) = ???
Armor Class:
10 + 2 (DEX) +4 (Mage Armor) +2 (vs Evil) = 16/18
Movement: Ground (30ft)
Initiative: +2 (DEX)
Base Attack Bonus: +2
Spell Save: DC: 10 + 3 (INT) + 1 (SP) + 1 (Enchantment or Illusion) + Spell Level
Weapon & Armor Proficiency: ???
Immunities:
Possession/Mental Control

STATS:
9 (-1) Strength
14 (+2) Dexterity
13 (+1) Constitution
16 (+3) Charisma
13 (+1) Intelligence
10 (+0) Wisdom

SAVES:
FORTITUDE: 1 + 1(Con) + 2(Resistance) = +2 or +4(vs Evil)
REFLEX: 1 + 2(Ref) + 2(Resistance) = +3 or +5(vs Evil)
WILL: 6 + 0(Wis) + 2(Resistance) = +6 or +8(vs Evil)

SKILLS
Bluff:
8 + 3(CHA) = 11
Concentration: 1 + 1(CON) = 2
Diplomacy: 8 +3 (CHA) + 2 (Nobility) = 13
Knowledge (Arcana): 3 + 1(INT) = 4
Knowledge (Nobility): 5 + 1(INT) = 6
Knowledge (The Planes): 3 + 1(INT) = 4
Sense Motive: 8 + 0(WIS) = 8
Sleight of Hand: 8 + 2 (DEX) = 10
Spellcraft: 8 + 1(INT) = 9

Spells Known (Caster level 4):
--Level 0
: Dancing Lights, Daze, Detect Magic, Ghost Sound, Message, Open/close, Read Magic (6/day)
--Level 1: Charm Person, Color Spray, Comprehend Languages, Detect Secret Doors, Disguise Self, Expeditious Retreat, Hypnotism, Mage Armor, Obscuring Mist, Power Word: Pain, Rouse, Silent Image, Sleep, Undetectable Alignment, Whelm
(6/day)
--Level 2:Blinding Color Surge, Blur, Daze Monster, Detect Thoughts, Fog Cloud, Glitterdust, Hypnotic, Invisibility, Knock, Minor Image, Mirror Image, Misdirection, See Invisibility, Silence, Spider Climb, Stay the Hand, Touch of Idiocy, Vertigo, Whelming Blast (3/day)

Equipped Items: Amulet of Protection from Evil, Ring of Detect Poison

Thoros Voronys -- ???

Theon Greyjoy
The erstwhile heir to the Iron Isles can show a ready smile and a cheerful laugh, but sometimes as he looks out to sea a melancholy can overcome him. For some odd reason certain women seem to find this alluring, something the lad is not shy about making use of. He also has the oddest animal companion--an Eagle Lizard straight out of the jungles of Sothoryos.
Name: Theon Greyjoy
Age: 14
Alignment: True Neutral
Race: Human (Medium Humanoid)
Level:
4
Class: Mystic Ranger 4
Feats: Deadly Aim, Knowledge Devotion, Point Blank Shot, Precise Shot, Rapid Shot, Track, Wild Cohort
Flaws: Vain, Loudmouth
Class Features: Arcane Hunter (Favoured Enemy: Arcanists), Shadow Sword Ranger (Endurance -> Walk in Silence)
Favored Enemies: Arcanists (Arcane spells or SLAS/Invocations)
Languages Spoken: Westerosi Common

HP: 26
AC: 10 + 3 (DEX) + 4 (Chain Shirt) +2 (vs Evil) = 17/19
Initiative: +2 (DEX)
Attack: +3(BAB) [+3 (DEX) = +6] or [+3 (STR) = +6]
Spell Save: DC: 10 + 3 (CHA) + spell level
Weapon Proficiency: Longbow, Axe, Longsword

STATS:
14 + 2 = 16 (+3) Strength
16 (+3) Dexterity
12 (+1) Constitution
17 (+3) Charisma
12 (+1) Intelligence
10 (+0) Wisdom

SAVES:
FORTITUDE: 3 + 1 = 4/6
REFLEX: 3 + 2 = 5/7
WILL: 1/3

SKILLS:
Balance:
5 + 2 (DEX) = 7
Heal: 1
Knowledge (Arcana): 3 + 1 (INT) = 4
Knowledge (Dungeoneering): 6 +1 (INT) = 7
Knowledge (Local): 6 + 1 (INT) = 7
Knowledge (Nature): 6 +1 (INT) = 7
Knowledge (The Planes): 1 + 1 (INT) = 2
Knowledge (Religion): 1 + 1 (INT) = 2
Profession (Sailor): 7
Spot: 8
Survival: 7
Swim: 2 + 3 (STR) = 5

Prepared Spells (Caster Level 4):
Level 0: (3/day): Cure Minor Wounds, Light, Mending
Level 1: (3/day): Guided Shot, Hawkeye, Hunter's Mercy
Level 2: (2/day): Cat's Grace, Swift Haste

Equipment: +2 Belt of Strength, Dragonbone Bow, Amulet of Protection from Evil

Valaena Velaryon
Possessed of the beauty for which the dragonlords were famed, the eldest child and only daughter of Lord Monford Velaryon has blossomed in a rather different manner than her father would have assumed in her time in Sorcerer's Deep. A passion to see the world and all its strange wonders and to stand against the horrors in the dark now burns in her eyes, her hours these days filled more with swordwork and arcane studies. With a warrior's stride she begins to move and her thoughtful is her gaze.
Name: Valaena Velaryon
Age: 14
Alignment: Lawful Neutral
Race: Human (Medium Humanoid)
Level:
3
Class: Magus 3
Feats: Combat Reflexes, Extra Arcana (Maneuver Mastery: Trip), Power Attack, Spellcasting Prodigy, Weapon Finesse
Flaws: Fussy, Pride
Class Features: Destined Bloodline, Eldritch Pool, Spell Combat, Spellstrike, Magus Arcana
Magus Arcana: Augment Physical Prowess, Maneuver Mastery: Trip
Languages Spoken: Westerosi Common, Low Valyrian (Stepsastones), High Valyrian

HP: 22
AC: 10 + 1 (DEX) + 7 (Reinforced Segmented Mithral Breastplate ) +2 (vs Evil) = 17/19
Initiative: +1 (DEX)
Attack: Spiked Chain +5 for 2d4+3/x2
Spell save: DC: 10 + 3 (CHA) + 1 (SP) + spell level
Weapon Proficiency: Longsword Dagger, Spiked Chain

STATS:
10 (+0) Strength
13 (+1) Dexterity
15 (+2) Constitution
16 (+3) Charisma
11 (+0) Intelligence
14 (+2) Wisdom

SAVES:
FORTITUDE: 3 + 2 = 4/6
REFLEX: 1 + 1 = 2/4
WILL: 3 + 2 = 5/7

SKILLS:
Concentration:
6 +2 (CON) = 8
Knowledge(Arcana): 6 +1 (INT) = 7
Knowledge(Nobility): 3
Knowledge(Planes): 3
Ride: 6 + 1 (DEX) = 7
Spellcraft: 6 +1 (INT) =7

Spells Known (Caster Level 3):
Level 0: Daze, Detect Magic, Light, Mage Hand, Prestidigitation, Read Magic (4/day)
Level 1: Burning Hands, Nerveskitter, Ray of Enfeeblement, Rhino's Rush (4/day)

Eldritch Pool (4 points):

Augment Physical Prowess (Su): +2 to one physical stat for 3 rounds (swift action)
Destined Strike (Su): Add +1 magus level insight bonus to an attack (free action)

Equipment: Coils of Agony, Amulet of Protection from Evil, Reinforced Segmented Masterwork Mithral Breastplate (+1)

Kyla Fairwind
A delicate child with a somber almost otherworldly air about her that is broken by momentary flashes of the mischievous nature still bubbling underneath, like a swift stream flowing under ice. Kyla is the more adventurous of the Fairwind twins: a strange reflection of their nature while Jorel yet lived, perhaps a consequence of the strange anchoring bond between them, though the children rarely speak of it.
Name: Kyla Fairwind
Alias: None
Alignment: Chaotically Neutral
Age: 8
Race: Human (Small Humanoid Child)
Level: 3
Class: Witch 3
Feats: Tomb Tainted Soul; Scribe Scroll; Craft Poppet
Class Features: Patron (Boundries); Hex (Slumber, Cauldron);

HP: 19/19
AC:
10 +3 (DEX) +2 (vs Evil) = 13/15
Initiative: +3 (DEX)
Attack: N/A (BaB +1)
Spell Save: 10 +3 (Wis) + spell level
Weapon proficiency: N/A
Immunities:
Possession/Mind-Control

STATS:
8 (-1) Strength
16 (+3) Dexterity
12 (+1) Constitution
14 (+2) Charisma
12 (+1) Intelligence
16 (+3) Wisdom

SAVES:
FORTITUDE: 1 +1 +2 = 2/4
REFLEX: 1 +3 +2 = 4/6
WILL: 3 +3 +2 = 6/8

SKILLS
Craft (Woodworking): 3 +1 (INT) =4
Concentration: 4 +1 (CON) = 6
Knowledge (Arcana): 6 +1 (INT) = 7
Spellcraft: 6 +1 (INT) = 7
Heal: 5 +4 (WIS) =8
Knowledge (Nobility): 5 +2 (INT) = 7

Spells Known (CL 3):
Level 0: Arcane Mark, Bleed, Dancing Lights, Daze, Detect Magic, Detect Poison, Guidance, Light, Mending, Message, Putrefy Food and Drink, Read Magic, Resistance, Spark, Stabilize, Touch of Fatigue
Level 1: Ear-Piercing Scream, Ill Omen, Mount, Remove Sickness, Unseen Servant, Darsson's Cooling Breeze, Protection from Evil, Charm Person, Disguise Self, Mage Armor, Ray of Enfeeblement, Enlarge Person, Comprehend Languages, Sleep, Shocking Grasp, Burning Hands, Unseen Crafter, Keep Watch, True Strike, Shield
Level 2: Make Whole, Summon Little Helpers (re-skinned Vomit Swarm), Glitterdust, Mirror Image, Invisibility, Detect Thoughts, Animalistic Power, Fox's Cunning, Eagle's Splendor, Protection from Arrows

Spells Prepared (CL 3):
Level 0: Light (x2), Mending, Message;
Level 1: Ill Omen (x2), Mount
Level 2: Make Whole, Summon Little Helpers (re-skinned Vomit Swarm)

Supernatural Abilities:

Sleep (Hex): Once per day a witch can cause a creature within 30 feet to fall into a deep, magical sleep, as per the spell sleep (DC 14)

Equipment: Amulet of Protection from Evil

Familiar: Soulbound Doll (Jorel)

Asha Greyjoy
Eldest living child and only daughter of the late Balon Greyjoy, Asha is a study in contrasts, brash in her words whether in the council chamber or the heat of battle, seeming rashness hiding calculation that is ever ready to take advantage of any opportunity that might be thus stirred up. Though she wears her thirst for glory and acclaim upon her sleeve, there is another side to her, loyal to kith and kin and woe betide he who should miscount this for in her there dwells the ruthlessness which has made seafarers as they looked to the horizon for ages.
Name: Asha Greyjoy
Alias: The Kraken's Daughter
Alignment: Chaotic Neutral
Age: 17
Race: Human
Level: 4
Class: Mariner 4
Feats: Combat Reflexes, Weapon Finesse, Weapon Focus (Handaxe), Dodge, Sidestep Charge, Mobility
Flaws: Pride of Arms (Ironborn Proficiency)
Class Features: Bonus Feat (x2); Dirty Strike (1d4); Sailor Lore (+5); Seamanship (+1)

HP: 29/29
AC:
10 +3 (DEX) +4 (Chain Shirt) +1 (Dodge) +4 (Mobility/Sidestep Charge) +2 (vs Evil) = 18/19/23/15
Initiative: +3 (DEX)
Attack: +3 (BaB) +3 (DEX) +1 (WF) +2 (Enchantment) = +9 [1d6 +1d6 (Cold or Electricity) +1d4]
Weapon Proficiency: Axe, Boarding Pike, Dagger

STATS:
10 (+0) Strength
16 (+3) Dexterity
15 (+2) Constitution
15 (+2) Charisma
12 (+1) Intelligence
14 (+2) Wisdom

SAVES:
FORTITUDE: 4 +2 =6/8
REFLEX: 4 +3 = 7/9
WILL: 1 +2 = 3/5

SKILLS
Balance: 7 +3 (DEX) +1 Seamanship -2 (Armor) = 9
Bluff: 7 +2 (CHA) = 9
Climb: 7 +3 (DEX) +1 Seamanship -2 (Armor) = 9
Intimidate: 7 +2 (CHA) = 9
Profession (Sailor): 7 +2 (WIS) +1 (Seamanship) = 10
Tumble: 7 +3 (DEX) -2 (Armor) = 8
Spot: 7 +2 (WIS) = 9
Swim: 7 -2 (Armor) = 5

Extraordinary Abilities:

Sailor Lore: Roll 1d20 + Mariner Level +Intelligence Modifier to obtain rumors and tales
Dirty Strike: Opponent receives a Reflex Save against the Mariner's first modified attack roll each round. On a failure he takes the extra damage on every attack until the next round. (1d4) [Precision Damage]

Pact-Bound Servitor: Mamiwa

Equipped Magic Items: Valyrian Steel Axe (+2), Amulet of Protection from Evil

Argo the Cunning Bull
Though his coat is red as blood and his horns wicked sharp, what separates this minotaur from his fellows is the spark of curiosity in his eye, the way he moves not with a arrogant strut, but with a measured stride, watchful of the world around him. More than having simply mastered the bestial urges of his blood, Argo can be said to have gained unexpected wisdom in the act.
Name: Argo the Cunning Bull
Age: ???
Alignment: Chaotic Neutral
Race: Minotaur (Monstruous Humanoid)
Level:
3
Class: Fighter 3
Feats: Great Fortitude, Power Attack, Track, Iron Will
Class Features: N/A
Languages Spoken: Low Valyrian (Slaver's Bay, Stepstones)

HP: 66
AC: 21/23 (-1 size, +5 natural +10 armor (Fullplate) +2 vs Evil)
Initiative: +0 (DEX)
Attack: Greataxe +12/+7 melee (3d6+6/×3) and gore +7 melee (1d8+2) or double crossbow +7 ranged(4d8 19–20/x2 [critical to 2d8 damage only])
Weapon Proficiency: Axe, Flail, Mace, Double Crossbow
Immunities: Possession/Mental Control

STATS:
19 (+3) Strength
10 (+0) Dexterity
16 (+3) Constitution
8 (-1) Charisma
7 (-2) Intelligence
10 (+0) Wisdom

SAVES:
FORTITUDE: 7 +3 = 10
REFLEX: 6 +0 = 6
WILL: 5+0 +2 =7

SKILLS:
Intimidate +7
Listen +7
Search +7
Spot +7


Equipment: Masterwork Great Axe, Masterwork Double Crossbow, Amulet of Protection from Evil, Reinforced Segmented Masterwork Full Plate (+1)



Subordinate Adventurers

Glyra the Gremlin Spellthief
Cruel pranksters and sadistic saboteurs gremlins are the embodiment of erosion and mischance in nature, bringers of strife and conflict. Where other gremlins weave traps of ropes levers and hooks erinats craft their traps with words and manipulation, baited with a pitiful smile in the guise of children. The more inane and pointless the fights caused are, the more entertaining to the cruel fey.

You could almost say Glyra something of a savant among her kin for being able to appreciate more refined forms of mayhem and even showing patience... sometimes. She greatly appreciates the demon-blade you gifted her, paying little mind to the slight harm it causes her at times. If anything it drives her to greater highs of bloodlust.

Even the deathless fey whose life is a play that writes itself can change. By the grace and selflessness of one of Order's paragons's Glyra's nature has been shifted. What she is now only time will tell.
Glyra the Gremlin Spelltheif


Tiny Fey (Gremlin) Spellthief 7
Hit Dice
|11d6+44 (85 hp)
Initiative|+3
Speed|20 ft
Armor Class|19/21 (+1 size, +4 dex +4 deflection +2 (vs Evil)), touch 19, flat-footed 11
Base attack/Grapple| +2/-3
Attack|Melee +11/+5 (1d4+3 +2d6)
Full attack|Melee +11/+5 (1d4+3 +2d6)
Space/reach|5ft./5ft.
Special attacks|???, spell-like abilities, Sneak Attack (2d6) Steal Spell (3nd level), Steal Spell Effect, Steal Energy Residence 10; Steal Spell-like Ability (2nd level), Absorb Spell
Special qualities|Low-light Vision, DR 5/Cold Iron and Evil, SR 20, Discordant Aura, Fast Healing 1, Trap-finding, Detect magic, Spellgrace (+1)
Saves|Fort +4, Ref +9, Will +10 (+1 vs spells and +2 vs evil)
Abilities|Str 14, Dex 18, Con 18, Int 8, Wis 12, Cha 17
Skills|Bluff +12; Slight of Hand +14; Hide +14 Move Silently +14; Use Magic Device +18; Disable Device +9
Feats| ToughnessB, Weapon FinesseB, Skill Focus (Use Magic Device); Magical Aptitude, Impetuous, Darkstalker
Alignment: Chaotically Good

Racial Modifier: +4 Slight of Hand

Discordant Aura (Su): An erinat radiates an aura that imparts both gullibility and susceptibility to mental influence. Creatures within a 20-foot radius take a –2 penalty on saves against compulsion effects, and Bluff checks attempted against such creatures gain a +5 bonus. This bonus also applies on opposed Charisma checks against a charmed creature within the aura.

Trickster's Bargain (Su): May bind any fey weaker than herself she has personal defeated by strength or guile to abide by the letter and spirit of a bargain. Can only be used once.

Pact-Bound (Ex): In spite of her chaotic spirit, this gremlin is bound by her fey nature to follow at least the letter of her liege lord's word. However should she grow disenchanted with her master or her lot in life the interpretations of that word will grow more and more creative.

Spells (CL 7):

Level 1: Hoard Gullet, Recharge Innate Magic, Expeditious Retreat (3/day)

Spell-Like Abilities (CL 10):

At will: Alter Self (Small humanoid child only), Ghost Sound (DC 13); Levitate (self only)
3/day: Lesser Confusion (DC 14), Swift Invisibility, Bungle(DC 14)

Equipped Magic Items: Spiked Chain +1, Amulet of Protection vs Evil; Gloves of Zephyr's Grace; Retractable Kyton Ring

Moonsong the Sprite
Liminal Sprites are creatures trapped between worlds, in more ways than one. Cursed to find no rest "under a roof" or "neath heaven's grace" they have adapted with typical fey aplomb to seek rest under the eaves of mortal dwellings. Inveterate, though not truly malicious gossips, these moth-winged sprites have taken to imitating the dress, manners, and habits of mortals even while they remain deaf to the deeper truths of human existence.

Foolish is the mortal who counts these fey insignificant, by reason of their pride and petty powers. A slip of the tongue at the wrong moment has made and broken empires... something the threshold fey are all too aware of.
Moonsong the Liminal Sprite Bard

Tiny/Medium Fey
Hit Dice
|8d6+16 (45 hp)
Initiative|+4
Speed|20 ft., fly 60 ft. (good)
Armor Class|16, touch 16, flat-footed 13 (+5 Dex, +1 Natural +2 size)
Base Attack/Grapple| +3/-2
Attack|Melee rapier +8 (1d3-1)
Full Attack|Melee rapier +8/+3 (1d3-1)
Space/Reach|2ft./0ft.
Special Attacks|Repartee, spell-like abilities, Bardic Music (Countersong, Fascinate, Inspire Courage, Inspire Competence)
Special Qualities|Low-Light Vision, DR 5/Cold Iron, SR 18
Saves|Fort +4, Ref +9, Will +7 /+2 vs Evil
Abilities|Str 8/12, Dex 18/14, Con 14, Int 15 Wis 12, Cha 18 (16+2)
Skills| Diplomacy +12, Escape Artist +7, Knowledge (local) +11, Listen +10, Perform (comedy) +12, Sense Motive +10, Move Silently +12, Hide +20, Perform (Strings) +8
Feats| Spell-Casting Prodigy, Weapon Finesse, Practiced Spell-Caster
Alignment: Chaotically Neutral

Repartee (Su):
Three times per day, when a liminal sprite successfully aids another creature's Charisma-based skill check, the creature gains a +2d4 bonus on the skill check instead of the normal +2 bonus. A creature can receive this bonus from only one liminal sprite per skill check.

Versatile Performance (Ex): A liminal sprite can use its bonus for Perform (comedy) in place of its bonus for Bluff and Intimidate. When substituting in this way, the liminal sprite uses its total bonus for Perform (comedy), including any class skill bonus, in place of the associated skill's total bonus, whether or not it has ranks in Perform (comedy) or Perform (comedy) is a class skill for the sprite.

Dazzling Display (Su): Three times per day the bearer of the Cloak of Paradise can as an immediate force an enemy to re-roll a successful save against an illusion spell she cast.

Bardic Music (Su): Countersong, Fascinate, Inspire Courage, Suggestion (6/day)

Spell-Like Abilities (CL 8):

At Will: Daze (DC 14), Prestidigitation
3/day: Fumbletongue (DC 15), Invisibility (self only), Memory Lapse (DC 15)

Bard Spells Known (CL 8):

Level 0: No Light, Detect Magic, Mage Hand, Songbird, Light, Ghost Sound (3/day)
Level 1: Cure Light Wounds, Silent Image, Hideous Laughter, Sleep (4/day)
Level 2: Circle Dance, Eagle's Splendor, Cure Moderate Wounds (2/day)

Equipped Magic Item: Moon's Girdle, Drake-Gut Lute, Cloak of Paradise, Amulet of Protection from Evil

Teana Strycos
Name: Teana Strycos
Alignment: Lawful Neutral
Age: 29
Race: Human (Medium)
Feats: Able Learner, Blood Warding, Expanded Arcana (Fly, Resist Energy), Iron Will, Spell Focus(Illusion)
Class Features:
Item Familiar

Hit Dice: 9d4(22 HP) + 9 HP(+1 Constitution) = 31
Armor Class:
10 + 2 (DEX) +4 (Mage Armor) +2 (vs Evil) = 16/18
Movement: Ground (30ft)
Initiative: +2 (DEX)
Base Attack Bonus: +4
Spell Save: DC: 10 + 6 (CHA) + 1 (Illusion) + Spell Level
Weapon Proficiency: Staff, Dagger, ???
Immunities: Possession/Mental Control

STATS:
10 (+0) Strength
15 (+2) Dexterity
12 (+1) Constitution
18 +4 = 22 (+6) Charisma
16 (+3) Intelligence
11 (+0) Wisdom

SAVES:
FORTITUDE: 3 + 1(Con) +2(Resistance) = +4 or +6(vs Evil)
REFLEX: 3 + 2(Ref) +2(Resistance) = +5 or +7(vs Evil)
WILL: 6 + 0(Wis) +2(Resistance) = +6 or +8(vs Evil)

SKILLS
Bluff:
8 + 6(CHA) = 14
Concentration: 12 + 1(CON) = 13
Knowledge (Arcana): 12 + 3(INT) = 15
Knowledge (The Planes): 4 + 3(INT) = 7
Perform (Acting): 5 + 6(CHA) = 11
Profession (Instructor): 9 + 0(WIS) = 9
Sense Motive: 10 + 0(WIS) = 10
Spellcraft: 12 + 3(INT) + 2(SYN) = 17

Spells Known (Caster level 9):
Level 0: Acid Splash, Detect Magic, Light, Mending, Prestidigitation, Read Magic, Resistance (8/day)
Level 1: Mage Armor, Magic Missile, Net of Shadows, Night Shield, Shield (8/day)
Level 2: Combust, Mirror Image, Resist Energy, Shunt*, Spectral Hand (8/day)
Level 3: Air of Nobility, Fly, Shadow Binding, Shadow Enchantment, Tenacious Dispelling (7/day)
Level 4: Dimension Door, Shadow Conjuration (6/day)

Equipped Items: Amulet of Protection from Evil, Fine Robes, Item Familiar (+4 Charisma, Mask?), Rare Spell Components

New spell:

Shunt

School: Transmutation
Level: sorcerer/wizard 2
Components: V, S
Casting Time: 1 Standard action
Range: Touch
Target: One creature touched
Duration: 1 round
Saving Throw: Will negates
Spell Resistance: Yes
With a single word and a quick wave of your hand, the creature disappears. The subject becomes is propelled to the edge of the shadow plane (treat as ethereal) until the end of your next turn. If, at the end of the spell's duration, the subject creature rematerializes within a solid object or in an occupied space, it is shunted off to the nearest open space and takes 1d6 points of damage per 5 feet so traveled.
The abrupt transition causes 1d2 Wisdom damage. On a successful save the caster takes the damage instead as backlash.

Khal Rhango -- Scout 8
Neutral Evil
Bronn -- ???
 
Last edited:
Actually you don't have to write masterwork for magic items.
Every magic weapon or armor has to be Masterwork to be enchanted, IIRC.

It makes a certain amount of sense to need high quality base material to hold an enchantment. I've never questioned that particular rule.

But I've always been surprised when a level three Troglodyte chieftain wields a +1 Stone axe, or a Hill Giant has a +3 club made from a tree trunk. The cheating bastards.
 
Last edited:
It makes a certain amount of sense to need high quality base material to hold an enchantment. I've never questioned that particular rule.

But I've always been surprised when a level three Troglodyte chieftain wields a +1 Stone axe, or a Hill Giant has a +3 club made from a tree trunk. The cheating bastards.
Special stones and selected trees.
 
Updated Baby Adventurer and Subordinate Adventurer Sheet, now with all known magic items. By the way, I kind of want to count the Arcanums among the Baby Adventurers, but I'm not sure how to account for them considering the current lack of class levels. @Goldfish @Azel, any plans along those lines? I feel like Aradia would really benefit from being a Ranger, for example.
Taking class levels would stop Aradia from improving her spellcasting by becoming a stronger Arcanum. I don't think it's worth it to be honest, except maybe as a level dip.

@DragonParadox, would you allow class levels for Arcanums? If yes, would they be able to have PrC HD that grant casting progression count towards their racial HD for the purpose of spells known and spells per day?
That might be worth it, otherwise I would suggest to just letting them progress by racial HD.

Aradia could gain a lot from going directly into Abjurant Champion.
 
Taking class levels would stop Aradia from improving her spellcasting by becoming a stronger Arcanum. I don't think it's worth it to be honest, except maybe as a level dip.

@DragonParadox, would you allow class levels for Arcanums? If yes, would they be able to have PrC HD that grant casting progression count towards their racial HD for the purpose of spells known and spells per day?
That might be worth it, otherwise I would suggest to just letting them progress by racial HD.

Aradia could gain a lot from going directly into Abjurant Champion.

I think they should just progress by racial HD. They get better skill, BAB, and saving throw progression that way.
 
Special stones and selected trees.
maybe thats how masterworks work? a bit of it its magic after all, so maybe the universe goes
"Well, he did spend days looking for the perfect tree in the best soil, and took really good care removing the roots and branches, i cannot in good faith say that he isnt a master of his craft"
 
Taking class levels would stop Aradia from improving her spellcasting by becoming a stronger Arcanum. I don't think it's worth it to be honest, except maybe as a level dip.

@DragonParadox, would you allow class levels for Arcanums? If yes, would they be able to have PrC HD that grant casting progression count towards their racial HD for the purpose of spells known and spells per day?
That might be worth it, otherwise I would suggest to just letting them progress by racial HD.

Aradia could gain a lot from going directly into Abjurant Champion.

I would allow it but not right away. They need time to define their own identities. that said gaining lass levels would be a sign of greater independence, less hard-wired loyalty in exchange for more power
 
I think they should just progress by racial HD. They get better skill, BAB, and saving throw progression that way.
They miss out on class features that way and I think some build might be worth it to sacrifice that progression for something nice.

But yeah. The basic racial progression is plain awesome already. Nothing fancy or special, but only the cream in all basics.
 
I only suggested classes since I didn't know they could progress via racial HD. I'm perfectly fine with that method of growth.
 
Part MDCVI: Crowns of Stone
Crowns of Stone

Fifteenth Day of the Twelfth Month 292 AC

There is a tension under the low stone eaves of the village, a breathless hush beneath the sounds of ordinary life. At first you think it the sign of some lurking evil... yet soon you learn the cause from children shouting and matrons gossiping and even elders muttering under their breath of better times: your name is on the lips of many, and here under the shadow of the Dragonmount, not many call you monster draped in blood and conjurer of demons. Instead they are fired by hope and tales carried from kith and kin who sailed in far southern waters to take service with the 'Last Dragon.'

Here at last you find the adoring smallfolk you had imagined in your childhood, ready to throw off the yoke of the Usurper and embrace their rightful king.... only not quite as you imagined them. Too skilled had you become in seeing beneath the surface of things for the illusion to hold long. The folk of Dragonstone wish what all men do: safety, prosperity, the promise of a better tomorrow for their children. That they blame the Lannister steward and through him the Usurper speaks more of convenience... no, that goes too far again. There is a bond between your house and the fisher folk of Dragonstone, a bond of trust and even blood which your father's madness could not sunder. But it still falls to you to prove worthy of that enduring trust.

"Here be your room, m'lord," the haggard and mostly toothless woman whom you still guess could not count more than fifty years ushers you into your room once you had your fill of listening to the patrons talk. "Finest room in the inn."

It's not that you doubt her truly, but you still would not sleep on the bed for fear of company of the biting kind.

"So," Ser Richard says with a rather resigned air. "Another inn room to guard while you two go into the enemy keep to raise who knows what hell."

"Both of us can be back here in a moment," you remind the knight. As you knew it would it does little to assuage his concerns.

***​

The keep of your ancestors is as a crown of dragon-stone resting uneasily upon the lower slopes of the mountain, its edges sharp and spires as piercing as when you were a boy and, you've little doubt, unblunted since the days when Aenar choose to settle here. In truth with eyes that have looked upon Old Volantis and even Mantarys on the very edge of the sundered lands, the keep seems an even purer expression of Valyria's architecture than those eastern cities. The work of exiles pining for a land they knew lost forevermore.

Yet for all its foreboding nature it is far indeed from unassailable for one who flies on swift and silent wings. Between the dragon-like grotesques there are openings aplenty, and a high window from which your kin of old looked upon their domain now provides a swift path for you to enter. From there you have only to follow a half-remembered path down to the lowest depths, careful of servants hearing your passage

At last you come to the door you sought, unadorned save for a single phrase carved into at its top, the markings still clear upon the stone:

Here under stone lie the Lords of Sky and Flame, trouble not their rest
, a faint echo to the very eldest legacy of your house. You do not open the crypt door but pass through it as a spirit might. A shiver passes down your spine. Do the dead rest uneasily here?

Yet there is only silence and darkness within, not the grasping emptiness of wraith-haunted halls, but the simple bleakness of neglect. Dust lies think upon the mosaic of three dragons rising from a pillar of fire, and the stubs of torches on the wall are cold. You would wager none walked here since your mother was buried. You walk down the long hall, counting: these were graves the kin of those of the lords of Dragonstone, those who through some misfortune never ascended to the throne, and still deeper of the elder lords... archons of the island who lived and died before Aegon's conquest.

The last grave is the simplest, not poorly made certainly, but plain, no visage of the one it holds, no prayers to the Stranger carved upon it. You take that for a good omen as you carefully take but a single bone, wrapping it in black silk. That is all Bloodraven said he needed, and so that is all you shall take. Should your hope prove false you vow to return it to its rest.

In a twist of power you are gone back to the inn where Ser Richard stands vigil and there you also wait for what must have been minutes, but feels far longer. When Dany too arrives the smile on her face answers the most pressing of your questions, yet still you ask, "Is it done?"

"Yes, Shireen is healed," she answers. Then her gaze darkens. "The curse of prince Garin is no light thing, all the more so for having been born of righteous wrath however mad. Had she been ill not merely scarred I am not sure I could have made an end to it."

That night you stay in Dragonstone, not wishing to try your luck at crossing the Wall at night.

How shall Dany prepare for the journey ahead?

[] Write in form and spell selection

OOC: Sorry, no messing with the pictures. It would not have fit the tone.
 
Last edited:
Feels kinda wrong.

No angry undead ancestors, no ambush by Lannister-mages that divined our coming, the Dragonstone-Statues did not awaken to defend their unrightful master...

I liked the sudden high-CR encounters, even if I seem to be the only one.
 
Feels kinda wrong.

No angry undead ancestors, no ambush by Lannister-mages that divined our coming, the Dragonstone-Statues did not awaken to defend their unrightful master...

I liked the sudden high-CR encounters, even if I seem to be the only one.
It makes sense for this to be relatively simple, because Viserys is returning to his home.

He is the rightful master of this place, and it is his ancestors that are buried here.
 
Is anyone else finding it worrying that the Dragonstone smallfolk are thinking of "better times"? @DragonParadox, is Tygett being a tyrant? Is there any obvious injustice being perpetuated in Dragonstone?
 
Feels kinda wrong.

No angry undead ancestors, no ambush by Lannister-mages that divined our coming, the Dragonstone-Statues did not awaken to defend their unrightful master...

I liked the sudden high-CR encounters, even if I seem to be the only one.

I'm sorry, but not only did people not like them like you said, but I realized that monsters without foreshadowing is bad storytelling, even if they have some reason to be there behind the scenes. I was abusing surprise, making it no longer be surprising, but instead just another clean-up job do be dreaded.

There will be surprises going forward, however they will be much sparser, to hopefully recover their proper impact.
 
Back
Top