Please remove the Mighty Ghonatine and Hishandura. They're both CR 15+, which are suitable for feeding to a Flesh/Fungal Forge for discount purposes.

[X] egoo
*sigh*
Yeah, alright.
I don't think there's any point to, we'd definitely need more bodies than what we have for another "discount-order" to be efficiently profitable -
and by when we get enough bodies we'd surely get some high-CR sacrifices too...

But yeah, alright.

[X] Plan: "We Drink Your Blood!"
-[X] 62 Imps, HD: 251.1
-[X] 7 Green Abishai, HD: 56.7
-[X] 11 Black Abishai, HD: 74.25
-[X] 1 Imp (Sorcerer 4), HD: 11.2
-[X] 1 Unraveller, HD: 10.8
-[X] 1 Shadow Demon, HD: 9.45
-[X] 2 Incubus Demons, HD: 21.6
-[X] 12 Vermleks, HD: 64.8
-[X] 3 Ghonhatines, HD: 48.6
-[X] 6 Zebubs, HD: 32.4
-[X] 9 Quasits, HD: 36.45
-[X] 6 Schir, HD: 40.5
-[X] 3 Orthons, HD: 28.35
-[X] 5 Ice Devils (sworn to Asmodeus), HD: 94.5
-[X] 28 Erinyes (sworn to Asmodeus), HD: 340.2
-[X] 5 Lesser Host Devils (sworn to Asmodeus), HD: 27
-[X] 2 Bearded Devils (sworn to Asmodeus), HD: 16.2
-[X] 12 Imps (sworn to Mammon), HD: 48.6
-[X] 21 Tripurasura, HD: 85.05
-[X] 4 Vayuphak, HD: 43.2
-[X] 7 Aghasura, HD: 132.3
-[X] 1 Venedaemon, hD: 8.1 HD
-[X] 3 Cacodaemons, HD: 12.15
-[X] 2 Handmaiden Devils (sworn to Belial), HD: 16.2
-[X] 1 Judgement Devil (sworn to Asmodeous), HD: 16.2
-[X] 3 Sire Devils (sworn to Baalzebub), HD: 32.4
-[X] 3 Sire Devils (sworn to Mephistopheles), HD: 32.4
-[X] 15 Accomplice Devils (sworn to Mephistopheles), HD: 121.5
-[X] 18 Accomplice Devils (sworn to Asmodeous), HD: 145.8)
-[X] Total HD: 1858 HD
 
That doesn't mean we shouldn't act to prevent them from destroying records, escaping with important artifacts, etc., but I am really not concerned about them torching the stacks.

And what if they ran off with some records and other important baubles? What form of tracking do we use on them? Or is our current Divination will suffice?
 
@Crake @Goldfish, speaking about the Citadel...

In our previous Conquest of Essos (Tyrosh I think) some librarian retards decided that they'd rather burn the books within rather than relinquishing them to us. Upon which we Diplomanced ourselves so that their stupidity doesn't spread.

Thing is, with Westeros (ESPECIALLY with those Magic-Hating Hypocritical old men) such thing won't be thought twice. The moment that we come in knocking on Oldtown, is the moment when they're gonna try to make our victory tastes ash by burning the library.

What's our precaution against that? I wanna save those books, man!
I think we should use brilliant barrier to seal the place up outside of one door, then fill the place with some fungus forged hyper tear gas. You can't burn books if you're too busy seizing on the ground in pain.
 
I think we should use brilliant barrier to seal the place up outside of one door, then fill the place with some fungus forged hyper tear gas. You can't burn books if you're too busy seizing on the ground in pain.
*cough* Vaporized hydra bloodpoison for 1d4 Constitution damage 1/round for 6 rounds *cough*
*cough* We can grow it nigh-usntoppably and really cheaply thanks to Fungal Pods *cough*
*cough* No, I've not let go of the idea, even 2.5 years later *cough*
[:V]
 
*cough* Vaporized hydra bloodpoison for 1d4 Constitution damage 1/round for 6 rounds *cough*
*cough* We can grow it nigh-usntoppably and really cheaply thanks to Fungal Pods *cough*
*cough* No, I've not let go of the idea, even 2.5 years later *cough*
[:V]
That'd be cool, but a lot of the people in that building haven't done anything worth killing them over. Even setting that aside, it'd have some nasty political consequences.

OOC chemical weapons will get the thread in hot water.
 
OOC chemical weapons will get the thread in hot water.
Eh, from what I get, it's really more of the "intent behind the use" than "the use itself" that gets mods on one's ass.

We already used bioweapons in-quest before, Lannisport being the example - and we'll likely use them again.
The poison can be made into a gaseous weapon - there's Alchemist Discovery for that - albeit it'd take some research to. And we'd be able to properly dilute it then, too.

But, mind, this is mostly a joke, as indicated by the [:V], since I have, in fact, let go of the idea by now.
 
Why not use a Dexterity poison?

That only disables people, doesn't kill.
Honestly, I've jsut failed to quickly find the stats of the spiders we got the poison-glands from, and I wanted to make a joke quickly.

If it ever comes to us actually thinking up a way to gas disable the maesters in limited confines, I'm pretty sure I'll remember about those.
 
Eh, from what I get, it's really more of the "intent behind the use" than "the use itself" that gets mods on one's ass.

We already used bioweapons in-quest before, Lannisport being the example - and we'll likely use them again.
The poison can be made into a gaseous weapon - there's Alchemist Discovery for that - albeit it'd take some research to. And we'd be able to properly dilute it then, too.

But, mind, this is mostly a joke, as indicated by the [:V], since I have, in fact, let go of the idea by now.
We have many thousands of doses of Sleep Smoke in stock. Each dose is capable of affecting everything in a 10ft radius. It wouldn't be much trouble to gas the Citadel with Sleep Smoke.
 
I'm a bit busy at the moment, but weren't we just told that too much OG power will destabilize this?
Not really-
@DragonParadox, repeating my earlier question - those sacrifices exceeding the soft-cap would still count towards ensuring OGs get through the fighting okay, right?
Yes, any extra sacrifices will go towards extra protection.
OGs are taking on Tiamat in 5 Domains, and solo'ing in [Magic] of all the places, they desperately need the pick-up if we want them to be okay (in case shit goes to the ceiling, flying and on fire).

EDIT: DP'd, brlagluraghbpfpr
 
Here's an updated character sheet for Lothos Saan, @DragonParadox, with all of his gear accounted for. We had an extra pair of bracers in the Armory which are perfect for him, too, so I included them as well.

Name: Lothos Saan
Alias:
Age:
79 (Physical age 19)
Alignment: Chaotic Neutral
Race: Human
Level: 9
Class: Rogue 3/ Swashbuckler 3/Scarlet Corsair 3
Flaws: Short Attention Span
Feats: Combat Expertise, Combat Reflexes, Deadly Defence, Expert Tactician, Improved Feint(B), Riposte, Surprise Risposte, Weapon Finesse(B)
Class features: Sneak Attack (3d6), Evasion, Trap Sense, Grace, Insightful Strike, Corsair's Feint

HP: 54
AC: 10 + 4 (DEX) + 6 (+2 Mithral Chainshirt) + 2 Deflection (vs Evil) = 20/22
Movement: 30ft + 30ft (Anklets) = 60ft
Initiative: +4 (DEX)
Attack: +8 (BAB) +4 (Dex) +2(Enhancement) = +14/+9 (1d8 + 4, 18-20/x2)

STATS:
13 (+1) Strength
16 + 2 = 18(+4) Dexterity
12 + 2 = 14(+2) Constitution
10 (+0) Charisma
16 (+3) Intelligence
8 (-1) Wisdom

SAVES:
FORTITUDE: 5 + 2 (CON) + 2 = 7/9
REFLEX: 7 + 4 (DEX) + 1 (Grace) + 2 = 12/14
WILL: 3 - 1 (WIS) + 2 = 2/4

SKILLS:
Bluff: 12
Hide: 12 + 4 (DEX) = 16
Intimidate: 12
Knowledge (Geography): 12 + 3 (INT) = 15
Knowledge (Local): 12 + 3 (INT) = 15
Profession (Sailor): 12 + 3 (INT) =15
Move Silently: 12 + 4 (DEX) = 16
Sense Motive: 12 +2 (WIS) = 14
Spot: 12 - 1 (WIS) = 11

Amulet of Tears:
  • 3 Charges/Day: 1 Charge (12 Temporary Hit Points), 2 Charges (18 Temporary Hit Points), 3 Charges (24 Temporary Hit Points), Duration: 10 minutes
Anklets of Rapid Translocation:
  1. Benefit from a +30ft Enhancement bonus to ground movement speed.
  2. 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
  • Healing (3 Charges/Day): 1 Charge (Heal 2d8 points of damage), 2 Charges (Heal 3d8), or 3 Charges(Heal 4d8)
Cloak of Invisibility: 3/Day use the Invisibility spell for three minutes.

Earring 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)
Greater Ribbon of Disguise: Alter Self, Magic Aura, Undetectable Alignment (At Will)

Greatreach Bracers of Quickstrike (Slotless):
  • 3/Day as a Swift Action, your arms stretch and elongate extending your Reach by 10 feet for one round.
  • 1/Day you can make one extra attack with any weapon you are holding if you already made a full attack on this turn. This attack is made at your full base attack bonus, plus any modifiers appropriate to the situation. This effect is not cumulative with any other effect that grants you an extra attack when making a full attack, such as the Rapid Shot feat, a speed weapon, or the haste spell.
Handy Haversack: This backpack is of high quality but appears otherwise normal.
  1. It has two side pouches, each of which appears large enough to hold about a quart of material. In fact, each is like a Bag of Holding and can actually hold material of as much as 2 cubic feet in volume or 20 pounds in weight. The large central portion of the pack can contain up to 8 cubic feet or 80 pounds of material. Even when so filled, the backpack always weighs only 5 pounds.
  2. While such storage is useful enough, the pack has an even greater power. When the wearer reaches into it for a specific item, that item is always on top. Thus, no digging around and fumbling is ever necessary to find what a haversack contains. Retrieving any specific item from a haversack is a Move Action, but it does not provoke the Attacks of Opportunity that retrieving a stored item usually does.
Equipment: Amulet of Tears, Balanced & Accurate Valyrian Steel Thinblade (+2), Boneward Belt (+2 CON), Cloak of Invisibility, Earring of Arcane Acuity, Gloves of Zephyr's Grace (+2 DEX), Greater Ribbon of Disguise, Handy Haversack, Mithral Chainshirt (+2), Greatreach Bracers of Quickstrike (Slotless), Ring of Protection from Evil, Ring of Sustenance
 
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Eh, from what I get, it's really more of the "intent behind the use" than "the use itself" that gets mods on one's ass.

We already used bioweapons in-quest before, Lannisport being the example - and we'll likely use them again.
The poison can be made into a gaseous weapon - there's Alchemist Discovery for that - albeit it'd take some research to. And we'd be able to properly dilute it then, too.

But, mind, this is mostly a joke, as indicated by the [:V], since I have, in fact, let go of the idea by now.
We pledged not to use Warcrimes-In-A-Can on civilian targets, and it's definitely arguable enough that the Citadel would be filled with civilians. That's the main obstacle to that encounter, that the people we need to hunt down are using innocent people as meatshields, and definitely can escape easily enough that we'd just be pissing in the wind to spite our own faces by killing people who didn't do anything wrong. If I was a secret conspiracy who fought for centuries against our line using intrigue and information warfare, I'd give Viserys a standing ovation for the ammunition gassing the Citadel would give them against us.

Moreover it's not really a can of worms I feel like opening up outside of limited usage like when we poured sleeping gas into a building Lucan and Danelle's people were hiding in. The Citadel is huge. The amount of gas you'd be pouring in should be lethal in a lot of cases no matter how 'non-lethal' the chemicals are, unless it's actually a battlefield-scale spell effect.
 
We pledged not to use Warcrimes-In-A-Can on civilian targets, and it's definitely arguable enough that the Citadel would be filled with civilians. That's the main obstacle to that encounter, that the people we need to hunt down are using innocent people as meatshields, and definitely can escape easily enough that we'd just be pissing in the wind to spite our own faces by killing people who didn't do anything wrong. If I was a secret conspiracy who fought for centuries against our line using intrigue and information warfare, I'd give Viserys a standing ovation for the ammunition gassing the Citadel would give them against us.

Moreover it's not really a can of worms I feel like opening up outside of limited usage like when we poured sleeping gas into a building Lucan and Danelle's people were hiding in. The Citadel is huge. The amount of gas you'd be pouring in should be lethal in a lot of cases no matter how 'non-lethal' the chemicals are, unless it's actually a battlefield-scale spell effect.
You're thinking of real life gasses. This is a magic gas created from a magic plant.

Doing some testing first would be good though, just to be sure.
 
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