Anything bound so closely conceptually with true death effects, rather than using a spell or item to act as a middleman to achieve the same, is bound to reflect it in some macabre fashion.
 
@DragonParadox Here's a version of Dany's new standard loadout, but with all the links fixed. And the spells alphabetized (because I'm a crazy person). I only made one actual change, and that was to remove one of the Power Word: Pain spells to add Blessed Aim back in.

Level 0 (6/day):
Cure Minor Wounds, Detect Poison, Detect Magic, Mending, Message x2
Level 1 (5+2+D/day): Blessed Aim, Clarion Call, Command, Ice Slick, Power Word: Pain, Sanctuary, Sign, Detect Secret Doors(D)
Level 2 (4+1+D/day): Alter Self, Close Wounds x2, Sound Burst x2, Resist Energy(D)
Level 3 (4+1+D/day): Alter Fortune x2, Blindness/Deafness, Dispel Magic, Nauseating Breath, Greater Magic Fang(D)
Level 4 (3+1+D/day): Dismissal, Heart of the Earth, Panacea, Venom Bolt, Divination(D)
Level 5 (3+1+D/day): Boneshatter, Plane Shift, Revivify, Streamers, True Seeing(D)
Level 6 (2+1+D/day): Cometfall, Harm, Heal, Find the Path(D)
 
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Vee is very close to leveling up to 12th level. She'll be getting access to the Retribution Domain, in addition to her other Domain spells.

Automatically learned spells include;

1st: Shield of Faith
2nd: Bear's Endurance
3rd: Speak with Dead
4th: Fire Shield
5th: Mark of Justice
6th: Banishment, Find the Path, Heroes' Feast, Summon Monster VI, Summon Nature's Ally VI, Undeath to Death

That is a lot of very good spells. I wasn't able to get enough support to have her learn Panacea, but I hope there won't be as much trouble having her first 6th level spell be Heal? Despite all of her combat power and summoning spells, Vee is also a dedicated healer, and Heal is the best healing spell in the game, barring specialized spells with more narrow effects and Mass Heal at 9th level.

Also, since her new Retribution Domain grants her the Shield of Faith spell, which she already knows, we should be able to retrain the current spell into a new 1st level spell.
 
Part MDCXI: Echoes at the Edge of the World
Echoes at the Edge of the World

Sixteenth Day of the Twelfth Month 292 AC

You leave Eastwatch with a list in hand of all the things the Watch is missing, a list that could be summed up as: everything. From nails to horseshoes, to blades and arrow-heads and especially to warm bodies to use the latter, the Night's Watch is less than a shadow of what it once was, clinging to ancient oaths yet filled with gallows' bait or at best old men wishing to die with honor. Few indeed are the younger sons of the highborn who would take up a tattered black cloak over taking their chances at glory as a free blade in Essos.

Cotter leaves you with one last warning about the other sort of men one might find among the watch: loyalists of your house who traveled north rather than face he executioner's blade: "Don't got many of those fu... fine noble sorts about but I've seen 'em enough to know they still dream of the fights they might have won. Mark my words at least one of 'em's gonna be stupid enough try to slip his cloak and come back south with ye. Probably have a sob story too. All the little shits do when they get drunk is weep in the beer."

"I'll keep that in mind," you say as you get into, oddly enough, a boat.

Rather than passing through the Wall as you had assumed, but by the use of a simple round-bottomed fishing boat passing around it. At least the weather had settled into the odd gust of snow-laden wind from the north. While the boat bobs through the choppy water of the Bay of Seals. As you cross the unseen line that stretches out from the Wall you feel a sudden lurch in your stomach as if the world surged ever so lightly sideways and does not quite fall back into its proper form. Magic sings with a different voice here.

"You alright there?" your guide asks.

You nod, though your gaze is still fixed on the titanic form of the Wall you had felt even out here on the water. This then had been the shadow the seal-kin spoke of.

Harwood Hoarfoot is not one to stay quiet long. Known among the rangers not only for his skill with the heavy head-splitter of an axe but also for being able to strike up a deal with wildlings and civilized folk alike, the ranger is quick to strike up a conversation. In fact you soon discover he has a rather keen interest in the world beyond the walls of Eastwatch though he explains he has never gone south recruiting because he has no patience for 'sweeping lords' dungeons.'

Before you had even touched the shore again he had begun asking of Braavos and its wonders. Of that you speak long after you had reached the stony shore and set out of steeds swift as evening's shadows over the land, of the great trading houses, the Isle of the Gods with its thousand shrines and even the return of magic to the city.

"Lucky bastards," The ranger spits. "They get traders we get bear-fuckers..."

"Perhaps the magic of the land is bound up in the people who live in it," Dany offers.

"Gods of Earth and Tree protect," Harwood says in jest.

"They might, you know," you answer drawing a sharp look.

"Is that where all the stories about the killer trees come from?" he asks after an uncommonly long pause. "I heard wildlings give men to the gods sometimes."

"Some truth to that yes," you reply, grimacing a little at having to still contend with that nonsense. "I do not bleed men before the heart tree unless they have made themselves foes of all mankind, not just me and mine, if they consort with devils or horrors of the deep which are also offered up when I can. The gods give blessings that can be seen clear as day, healing for mind, body and soul, wards against fire and other things besides."

"Fair enough I suppose... don't know much of gods and demons 'cept to try and stay out of the way of both." the ranger sounds thoughtful so you leave him to it for a time as the green and brown of the Haunted Forest flies by to your left.

"What else have you heard of us and of the Deep?" Dany asks finally.

"All sorts of things, most of it singer's fodder, though not perhaps as much as I thought: that you steal away maidens to take them into a black tower that no light touches, that you can heal folk with a touch like they said the true kings of old could do, that you live in a town full of grumpkins that pave the roads with gold and make fountains spout wine. You sure you want to listen to this shit?" the man asks, sounding a touch embarrassed in spite of himself.

"It's amusing if nothing else," you answer, at least half-truthfully.

"There's one about treacherous knights who came over to your side and got cursed by the gods with bull's heads, though some say those used to be regular bulls 'fore you made them half-man by sorcery...." he breaks off at the sight of smoke in the distance that had been so far hidden by the curve of the land. "Well there's the crab men. How do you want to do this?"

What do you answer?

[] Let him go ahead and call for parley

[] Scout invisibly

[] Write in


OOC: Decided to work the rumors in organically this time.
 
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I don't know about making fountains spout wine, but we can make the water taste like it easily enough.

Everything else is more or less true... from a certain point of view.
 
[X] Send Harwoord ahead to call for parley.
-[X] Viserys, Richard, and Dany will accompany him, while hidden under Invisibility spells.
 
[X] Send Harwoord ahead to call for parley.
-[X] Viserys, Richard, and Dany will accompany him, while hidden under Invisibility spells.
 
[X] Send Harwoord ahead to call for parley.
-[X] Viserys, Richard, and Dany will accompany him, while hidden under Invisibility spells.
 
I gotta admit, I highly doubt we will reach anywhere near level 30 in the scope of this quest.

At that point, it becomes so High Fantasy that it is no longer recognizable as ASoIaF, which I recall a lot of people complaining about over the past few days.
If one of our party members is strong enough to kill an entire pantheon of Gods that have worshipers in most of a continent, than we should have ended the quest far before that occurred, as the only challenges then would be taking over the Lower Planes or something equally ridiculous.

I'd certainly like to continue the Quest and see the fruits of our work pay off as we lead our armies, orders and bureocrats throughout the multiverse under the dragon emperors banner. And then when all this done I'd like to build a moonbase.

But that's just me.

Anyway, whatever we do I think DP will always ensure things have that ASOIAF tpuch. Thread salt is not due to DNDness (not directly), its because of the 'SUDDENLY, DEVILS!' Problem of being unable to step outsode our island without a rain of cr appropriate bricks slamming into our faces. Quests we take on ourselves of our own volition are different.
 
[X] Send Harwoord ahead to call for parley.
-[X] Viserys, Richard, and Dany will accompany him, while hidden under Invisibility spells.
 
Yes, precisely. In normal D&D, the DM usually sets the pace using an overarching metaplot to sort of "guide" the party along a certain path, to make of the story what they will sure, but the overall design is based around encounters being sent at the party like homing missiles.

The way this Quest is, the number of options, goals and interests we've gotten, the number of personal projects we have--I mean, we consistently accept side quests when we walk across them, but being waylaid in the middle of an action that was labeled diplomacy and having it be resolved with a combat encounter? One we didn't instigate?

I weep tears of joy knowing going forward we'll probably get to flex our intrigue muscles a lot more when we choose not to just brute force a situation out the gate.
 
I'd certainly like to continue the Quest and see the fruits of our work pay off as we lead our armies, orders and bureocrats throughout the multiverse under the dragon emperors banner. And then when all this done I'd like to build a moonbase.

But that's just me.

Anyway, whatever we do I think DP will always ensure things have that ASOIAF tpuch. Thread salt is not due to DNDness (not directly), its because of the 'SUDDENLY, DEVILS!' Problem of being unable to step outsode our island without a rain of cr appropriate bricks slamming into our faces. Quests we take on ourselves of our own volition are different.
Pretty much this. For this quest for example I'm perfectly happy with a CR appropriate fight. We always knew Beyond the Wall would be dangerous. Hell, I came hoping for a good fight.
 
[X] Goldfish

You know, becoming King Beyond the Wall might not be a bad idea, eventually. I mean its sort of implied, what with beyond the wall being part of the world we plan to conquer, but there's something to be said about turning HHD and arm wrestling Magnars to the ground.

Wildlings: We kneel to no man!

Viserys: how about a Dragon then? *turns into Red Dragon*.
 
[X] Goldfish

You know, becoming King Beyond the Wall might not be a bad idea, eventually. I mean its sort of implied, what with beyond the wall being part of the world we plan to conquer, but there's something to be said about turning HHD and arm wrestling Magnars to the ground.
Could also be fun to do it as a young man with slight build and little obvious muscle.

Go Medium HD, get some STR-enhancing magic, then use Alter Self to appear human and we should be stronger than any non-magical human can be while looking only a bit more threatening than Vee to someone who doesn't know either of us.
 
Also, @DragonParadox, can we have the Eastwatch rumors that weren't about us worked into the upcoming rumors post?

The only reason we're not asking for it now is because we're waiting for rumors to spread about Robert finding out about us stealing the inn.

Sarnori Merchant Rumors
Robert's Reaction to Golden Hearth Inn
Dragonstone Rumors
Lys Spy Ring Rumors
Eastwatch Rumors
Any rumors about us
 
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Truth be told, becoming King Beyond The Wall is probably easy for us and just time consuming. The Free Folk respects strength, so walking up and beating up the chief is a viable approach. The strongest actors up here are our allies the Old Gods and our sworn enemies the Others.

So it's mostly a matter of investing a month to do it and fighting a few CR appropriate enemies.

If we can get Jeor Mormont on our side, we could get an actual peace going here. The Others are active enough to be the common enemy for them to unite against way ahead of schdule.
 
Truth be told, becoming King Beyond The Wall is probably easy for us and just time consuming. The Free Folk respects strength, so walking up and beating up the chief is a viable approach. The strongest actors up here are our allies the Old Gods and our sworn enemies the Others.

So it's mostly a matter of investing a month to do it and fighting a few CR appropriate enemies.

If we can get Jeor Mormont on our side, we could get an actual peace going here. The Others are active enough to be the common enemy for them to unite against way ahead of schdule.
It's propably a lot easier to get someone else to become King Beyond the Wall and then diplomance him.

The Free Folk will take constant attention, constant challenges, each of their petty leaders will want to have a voice in our decisions or else take his people and leave, etc.

It would be easy to become KBtW, but keeping the title in a meaningful way is a full-time job.
And we can't teleport here, making it even more problematic.
 
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