So.... cast a Doom and leave behind the petrified statues of the giants? Witnesses don't need to be alive and it makes it easier to loot the place, if they are temporarily out of the picture.
I'm leery of using SotD here, as it's becoming something of a signature spell for us. Think it's worth risking a connection back to us?
 
Mmmmmm.

We really should just burn everything down. Walls of fire for cover, followed by Searing fire elementals?

I also 100% want to grab the blue dragon hatchling.
 
We need to use Fire (Ymeri really is the best disguise ever!) but using SOtD risks revealing that it's us.
We should teach Lya SOtD when she she hits level 17. It'll take time from both our main PCs, but it'll be totally worth it!
 
Dany should definitly have her Awesome Beauty up the whole time, maybe with her Fear Horn and our Imperious Glare we can make the Giants flee, everyone else can get started on annihilating the main target.

@Goldfish Fire Giants willsave is low enough to have a decent chance for that to work.
They can tell of Ymeri, and once they left the room we can cut loose with non-Ymeri fitting abilities and leave no survivors.
The Bey should propably get a Destruction.

Also, once we are done here, leave Grey Worms holy symbol lying around?
 
Using the Doom is a bad idea - it's pretty recognizable and the whole point is to frame Ymeri. Leaving a guard or two alive will help sell the ruse, so I'd focus on taking out the Bey before anything. Is there some sort of reason to capture him or keep his corpse intact, or should we just focus on exterminating him?
 
The issue with letting the Giants escape is that they might fetch reinforcements. If we are unlucky, they run straight for the city-gates and the guards there are bored enough to come over. I would prefer to disable them all and then just "forget" to finish them off.

Point about the Doom being rather recognizable though.
 
How about we kill them but leave a recognizable skull? Divination magic can read the past of items and make skulls speak: death doesn't make them incapable of spreading the word.
 
The issue with letting the Giants escape is that they might fetch reinforcements. If we are unlucky, they run straight for the city-gates and the guards there are bored enough to come over. I would prefer to disable them all and then just "forget" to finish them off.
This is a valid point, we want enough time to strip this place down to the bedrock before burning what's left, so keeping this quiet until we went to blow the lid off is an option. I'm unsure if we could pull it off, though.
 
Again, I'm going for maximum murder here. Malarys casts Greater Dispel Magic at 18th level thanks to his Inquisition Domain. Between that and Alter Fortunes from Malarys and Vee, the Bey should be stripped of most, if not all of his protective spells. Then there is the Destruction spell, which is a nice Save-or-Die effect, again with one or more Alter Fortune spells backing it up. If Malarys' doesn't succeed, Dany's will be right behind it, also backed up by an Alter Fortune. And if the asshole survives both Destruction spells (though he will have still taken 20d6 damage as a result), he gets hit in the face with 39d6 damage from Lya's Lightning Lance spell. Thanks to the Owl's Insight spells Lya cast on them, both Malarys and Dany's Destruction spells have a Fortitude save DC of 28. Resisting that four or five times in a row would be a neat trick.

I loaded out Clerics up with Cold-based spells, especially Rina, but those are for emergencies. We don't want to use Cold magic right now, not if we're going to try to sell the Ymeri angle. That's also why I don't have Viserys using Shadow of the Doom. It's a Fire spell, but also a very distinctive one which we've used several times on the Plane of Fire in recent times. Better to err on the side of caution, IMO, and not risk its use being linked back to us.

I'm including a part two to the plan just in case part one goes super smoothly.

Thoughts or suggestions? What else can we do to implicate Ymeri without going over the top?

[X] Plan "Sinanju ain't got shit on us!" Part One
-[X] Viserys casts Nerveskitter on Malarys, then uses a Searing Agonizing Firebrand spell, targeting the Fire Giants. He also hits the Bey with a Firebrand burst, if possible.
-[X] Malarys cancels his Sign spell in order to set his Initiative to 21 (26 with Viserys' Nerveskitter). He then uses a Quickened Targeted Greater Dispel Magic on the Bey to insure the Bey is stripped of protective spells and magical effects. If successful, he targets the Bey with a Destruction spell (DC 28). If the Dispel is unsuccessful, he uses another Targeted Greater Dispel Magic against him rather than Destruction.
-[X] Rina cancels her Sign spell in order to set her Initiative to 22. She uses her Rejection spell, attempting to blast the Fire Giants down the hallway before they can attack us. She uses Alter Fortune to insure the success of her spell.
-[X] Dany cancels her Sign spell in order to set her Initiative to 24. If the Bey survives Malarys' Destruction spell, she targets him with own Destruction spell (DC 28). She uses Alter Fortune, if necessary, to insure the Bey's death. If Malarys destroyed the Bey, she instead uses her Radiant Assault spell on the Fire Giants.
-[X] Lya cancels her Heightened Awareness spell in order to gain a +4 bonus to her Initiative check. If the Bey still lives after being struck by both Malarys and Dany's Destruction spells, she uses Spell Enhancer then targets him with all three bolts from an augmented Lightning Lance spell. If he has been destroyed and any Fire Giants still live, she instead hits them with her augmented Lightning Lance spell, selecting targets as she sees fits. She uses Alter Fortune to assist with Malarys' Greater Dispel Magic or Destruction spells, if necessary, rather than using Spell Enhancer.
-[X] Vee activates her Earring to gain True Seeing, then readies an action to cast Greater Dispel Magic to Counterspell anything the Bey attempts to cast, should he prove able. If the Bey is destroyed before she needs to act, she instead casts Summon Nature's Ally VII (using a 6th level spell slot) in order to Summon five Large Fire Elementals for the next part of the plan. She uses Alter Fortune to assist with Malarys' Greater Dispel Magic or Destruction spells, if necessary.
-[X] Garin activates his Earring to gain True Seeing, then prepares to use Shadow Jump in conjunction with Shadow Pounce to intercept the Bey's invisible guardian, should it be present.
-[X] Richard activates his Earring to gain True Seeing, then moves to intercept any Fire Giants which are able to withstand our initial assault well enough to be able to attack. If a single Giant remains, he attacks using Ruby Nightmare Blade. If two or more remain, he instead uses Mithral Tornado to make an attack against all of them.

[X] Plan "Sinanju ain't got shit on us!" Part Two
-[X] If the first part of the plan goes smoothly, immediately move on to the next phase;
--[X] Garin carefully plants Grey Worm's holy symbol of Ymeri so that it appears to have been lost in a struggle. The Ymeri-marked note written by Grey Worm which we used to fool the Fire Giant guards will also be left nearby, partially charred but still legible.
--[X] Vee Summons another five Large Fire Elementals (Summon Nature's Ally VII with a 6th level spell slot), then a Huge Fire Elemental (SNA VI with a 5th level spell slot), and finally a Greater Fire Elemental (SNA VII with a 6th level spell slot).
--[X] Viserys casts Arcane Spellsurge, then uses his Robes of Mysterious Conjuration and an 8th level spell slot to Summon a Greater Searing Fire Elemental, a 7th level spell slot to summon a Huge Searing Fire Elemental, and two 6th level spell slots to summon three Large Searing Fire Elementals.
---[X] As Vee and Viserys' Elementals are Summoned, they are sent out in groups down the hallway and out into the rest of the Tax Office building to wreak havoc in Ymeri's name, constantly gibbering to themselves about the greatness of Ymeri, her undying flame, her incredible beauty, etc. The Searing Fire Elementals are to focus on Efreeti and other enemies who are immune to Fire, while the mundane Fire Elementals destroy records, harry guards, and generally sow confusion. Viserys casts Searing Agonizing Mass Fire Shield on up to three groups of Fire Elementals before they are sent on their missions.
--[X] While Vee and Viserys are Summoning the Fire Elementals and giving them their orders, everyone else is quickly looting the Bey's office of anything of value, stuffing the ill-gotten gains into available Bags of Holding or into Viserys' cloak, as necessary. They are careful to Dispel any magically trapped materials.
 
Last edited:
-[X] Viserys casts Nerveskitter on Malarys, uses the Rod of the Battlemage to cast a Quickened Searing Agonizing Elemental Fire Darts spell with one dart targeted at each Fire Giant, then follows it up with a Searing Firebrand spell, against targeting each Fire Giant.
Can't cast three spells a round.
Quickened spell or Nerveskitter has to go?

Also no reason not to target the Bey with a Searing Firebrand.


He then uses a Targeted Greater Dispel Magic on the Bey to insure the Bey is stripped of protective spells and magical effects. If successful, he targets the Bey with a Destruction spell (DC 28). If necessary, he uses Alter Fortune to insure the success of his Dispelling attempt or Destruction spell, should Greater Dispel succeed on the first attempt.
Greater Dispel or Destruction must be quickened for this to make sense.
 
Can't cast three spells a round.
Quickened spell or Nerveskitter has to go?

Also no reason not to target the Bey with a Searing Firebrand.

Greater Dispel or Destruction must be quickened for this to make sense.
I'm pretty sure DP regularly lets us use an Immediate, Swift, and Standard Action in combat. No big deal if we can't.

Viserys can't target the Fire Giants and the Bey simultaneously because the Giants are behind us and the Bey is in front of us. It's one or the other.

Thanks for pointing that out for Malarys. I meant for the Dispel to be Quickened. Fixed now.
 
Last edited:
You can't use a swift action and a standard action and a immediate action in the same turn.

And that's what Quickened Spell + Spell + Alter Fortune is, and remember a second use of alter fortune means Nauseated, and a single one means Sickened.
Yeah, I had to fix Malarys and Rina's action, and clarify Lya's, but it should be good now.
 
Back
Top