Then most people at least. Melisandre is pretty sure that if the Deep Ones attacked Asshai-By-The Shadow they would not enjoy it, tsarting with the tainted waters of the Ash river sickening their armies and going out from there,
Well there's only so many ways to prevent a dedicated assault from aquatic foes, except scaling up the Builder's autonomous defenses to a full metropolis-scope, and then adding more wards to funnel enemies into taking those approaches as it was pointed out that someone dedicated enough to circumvent them, would.

The thing is Azel argued really hard that static defenses have no place in full-scale high magic warfare, but then civilization would never really manage to grow so big especially out in the Planes. A dedicated attack with serious wide range/apocalyptic effects would have already been conducted and those aren't the sort of things you can gloss over "oh it happened a long time ago and we improved defenses, shame about those millions of people though".

So clearly static defenses work on a large enough scale. I'm looking at Darleth's plans for a super-fortress and I wouldn't want to attack it. The way DP described the Salamander Previously Efreeti-aligned forces, they were set up on a spit of rock in the middle of the Sea of Fire, and had enough dedicated firepower that there's no place worth making a landing, and unless you're attacking it from half a mile away as a PC I would seriously consider splitting them up and defeating them in detail instead... from ambush. Nothing was surviving more than a minute in the open under serious bombardment from their siege guns, and the rest of their army used Mid-line CR troops as the grunts.

While I'm sure the Efreeti employ even more chaff than that, and you could just say the Salamanders are just a whole lot beefier and more elite in general because of natural advantages (making their PCs equivalents usually high CR threats) it seems reasonable to me that the best way to employ static defenses is to circumvent the hardest and fastest rules about them where possible, where a persistent enough dispell can shut down the whole network easily, or just shredding it with adamantine-toothed drill tank. Maybe arcane channels made using expensive reagents, and then energy sources from Mythic enemies like that Herald of Ymeri's heart.
 
Let's be honest, what Inevitable could stop us at this point?
Well, Inevitable's whole shtick is that they will just keep sending more after you. They are scary enough that you can't really take a routine encounter of the fuckers, especially if they start assigning you more and more priority.

Course that's not really a problem anymore since the kind of end-game threat we're looking at apparently found them no more a deterrent than you do, and might legitimately be able to claim such.
 
Let's be honest, what Inevitable could stop us at this point?



These are Pathfinder and 3.5's peak Inevitables. Give them some template enhancement, and I could see them going a couple rounds. Notably, the Lhaksharut gets salty about permanent planar crossings, while the Varakhut stops mortals from killing or becoming gods (note that if you actually manage it, the Varakhut will immediately stop bothering you, as you're now part of the team). I imagine if the Imperial Deity thing actually begins happening, we're going to hear from him and all his friends.
 
Let's be honest, what Inevitable could stop us at this point?
The sort that lives in the post-Void dnd-verse and had dealings with Hell just to keep the Planes working well enough.

I.e, something insanely out of touch, a complete perversion of the original Inevitable, Asmodeus' contractor, etc.
Take your pick.
All at once are likely, too :V

Well, Inevitable's whole shtick is that they will just keep sending more after you. They are scary enough that you can't really take a routine encounter of the fuckers, especially if they start assigning you more and more priority.

Course that's not really a problem anymore since the kind of end-game threat we're looking at apparently found them no more a deterrent than you do, and might legitimately be able to claim such.
I have severe doubts Inevutables are anywhat close to what they are in standard dnd-fluff, considering how bound they are to basic concepts of the spheres - and how much the Void fucked with things.

Also, Devils' been manipiulating them for several millennia if what little lore we got was truthful on that part.
 
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Well, Inevitable's whole shtick is that they will just keep sending more after you. They are scary enough that you can't really take a routine encounter of the fuckers, especially if they start assigning you more and more priority.

Course that's not really a problem anymore since the kind of end-game threat we're looking at apparently found them no more a deterrent than you do, and might legitimately be able to claim such.
Their forge is broken though.
They can't send more and more, especially not if they try to keep shit like the slow dissolution of Elysium in check.
 
Vote closed.
Adhoc vote count started by DragonParadox on Jan 11, 2020 at 4:18 AM, finished with 109 posts and 16 votes.
 
With the Inevitable Forge busted, I wonder how many Inevitables remain in existence? I expect that the vest majority of the survivors are in Axis trying to defend the place from the encroaching chaos.

If there are surviving Inevitables in Axis, it must be a strain on their sanity to ignore all of the shit going on out in the Planes and be unable to set it aright. Come to think of it, though, they may have been unable to ignore their guiding imperatives, and they really are all gone.

/totally doesn't want to examine an intact Inevitable to learn what makes it tick...really!
 
The high powered campaign equivalent of hobo-repairs. I bet they kill insane magi-tech androids and cannibalize them for their exotic materials.
Hmm, with Memory of Function available in the setting and Axis surely containing some beings who can cast it, keeping surviving Inevitables alive probably helps keep the price of Mithral, Adamantine, and other "sky metals" at a premium. What's 2,000 IM against restoring something irreplaceable like one of the few remaining Inevitables?

That could even be one of the the ways the powers of Hell wormed their way into influence in Axis.
 
I wouldn't rule out that the remaining top-tier inevitables, or their original creators (Axiomites maybe?) can still craft Inevitables by hand.
That would slow down the decline by a lot, even if the production-capacity can't match the need for new ones.
 
Inserted tally
Adhoc vote count started by DragonParadox on Jan 11, 2020 at 4:18 AM, finished with 109 posts and 16 votes.
 
Part MMMCCLXXXIII: Echoes of Strife
Echoes of Strife

Second Day of the Twelfth Month 293 AC

Fourteen long breaths do you take to ward your mind for the task ahead in every way you know should this bring the attention of the alien mind at the heart of the Deep Ones' madness, then you grasp the unseen currents of time not in a vice as you have done so many times in battle, but gently as spring dew upon the grass. Not to act upon the future frozen in place, merely to see that which was was.

The chamber around you blurs, the faces and voices of your companions face like smoke and echoes. A moment of lightheadedness comes upon you, the sound of distant chanting swiftly gone, unable to find purchase against your mind. To your gaze it seems that time flows slow as molasses, as if reality itself were reluctant to reveal what had gone on in this chamber.

Something snaps, soundless and nameless yet just as sharp as a blade of adamantine flying above your head.

You see them then, eight illithid draped in sea silk robes adorned with pale opals that shine like the light of drowned stars, their gazes locked upon the torrent of salt water that flowed upon the children's' heads. To your surprise they do not utter the alien utterances of their own tongue which you had heard but moments ago, but something human... old but familiar, the tongue of the First Men, though not quite as you have ever heard it, be at Thennhold, on Waymar's lips or the thunderous voice of the Storm God.

The Skies are bleak, the Earth is barren,
Serve will thee treacherous powers no longer
No more to serve, no more to know famine,
What is dead may never die, but rises harder, stronger

This is the Old Tongue as those who would become the Ironborn spoke it, you realize in a flash, these are the words they spoke when they renounced their gods for darker things. Gifts of the dead, you remember the bloated corpse that had bequeathed its foul gift upon Maron Volmark. Is this a new sanctification of Drowned men you are witnessing, or perhaps a very old one brought to light once more? Why children to whom so few would listen? Why here?

The scene that unfolded before you has no answers, only the din and screams of battle, the sight of Deep Ones dying to the blood magics of the Lantern Bearers, Henrik's alchemy and the steel of ironborn who would be slaves no more to that ancient and desperate pact.

Waking from the trance you try another path, another anchor. The shoe that now lies abandoned, all but falling part in a briny pool, you hope borne witness to more of the dark deeds at Volmark keep. Where had it's owner came from? Why had they been chosen?

Again you reach into the echoes seeped into the cloth like water and salt.

You see a faintly familiar girl, one of many you had cured, then the battle again, though amid the rushing of the water you cannot hear the chanting clearly, but it is what you see before that makes your breath catch in surprise.

Shark-men, dozens of them though Ser Harras had not fought any, charging into the tunnels as the girl cowers in an alcove. They raise their jagged spears high to cast upon the Illithid, though they soon die upon their own weapons as the mind mages' powers take hold. A slave rebellion? you wonder briefly, the thought not as unthinkable as it would have been once. Gith and Zerthamon had succeeded after all.

Then one of the shark-men explodes in a corona of pallid light and undulating sounds, the Illithid wards it instinctively with a flash of amethyst light. The three do not speak aloud and so you cannot hear, but their stolen forms are still human and those you can read at least a little show fear... uncertainty. They would not feel that from rebelling slaves alone, not without the revolt being far too widespread to have remained hidden. As the remainder to the spell runs its course without any further events of note you begin to wonder if perhaps these had been the rebels from the crushing will of the Elder Brain. Was that what this place had been warded against?

At last you try to work a spell upon the whole of the keep to find if it had been mere convenience that had seen the cabal gather here or something more. Alas, all you see is battles lost and won, births and deaths, the works and deeds of humankind and nothing of elder things. Perhaps young Lord Maron might be interested to know his great-grandfather assassinated his brother over the lordship, but it is of little note to you.

Your eyes snap open for the last time. "There was surely something deeper here, but as to what I have more questions than answers," you recount what you had seen. Perhaps you might find those answers in the brains of the dead Illithid restored from ash, but that magic will have to wait until you are safely in Sorcerer's Deep and not inviting reprisal.

What do you do next?

[] Offer the Reader as much aid as you can and then return to Sorcerer's Deep
-[] Write in

[] Investigate further
-[] Write in

[] Write in


OOC: You guys did not really need 116+1d6 Will save, but some buffs were certainly needed.
 
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Echoes of Strife

Second Day of the Twelfth Month 293 AC

Fourteen long breaths you take to ward your mind for the task ahead in every way you know, should this bring you to the attention of the alien mind at the heart of the Deep Ones' madness. Then you grasp the unseen currents of time, not in a vice as you have done so many times in battle, but gently as spring dew upon the grass, not to act upon the future frozen in place, merely to see that which was.

The chamber around you blurs, the the faces and voices of your companions' face like smoke and echoes. A moment of lightheartedness comes upon you, the sound of distant chanting, swiftly gone, unable to find purchase against your mind. To your gaze it seems that time flows slow as molasses, as though reality itself were reluctant to reveal what had gone on in this chamber.

Something snaps, soundless, nameless, yet as sharp as a blade of adamant flying above your head.

You see them then, eight ilithid draped in sea silk robes adorned with pale opals that shine as the light of drowned stars, their gazes locked upon the torrent of salt water that flowed upon the children's' heads. To your surprise they do not speak the alien utterances of their own tongue, which you had heard just moments ago, but something human... old, but familiar. They speak the tongue of the First Men, though not quite as you have ever heard it, be at Thennhold, on Waymar's lips, or the thunderous voice of Father Sky.

The Skies are bleak, the Earth is barren,
Serve will thee treacherous powers no longer
No more so serve, no more to know famine,
What is dead may never die, but rises harder, stronger

This is the Old Tongue as those who would become the Ironborn spoke it, you realize in a flash. These are the words they spoke when they renounced their gods for darker things. Gifts of the dead, you remember the bloated corpse that had bequeathed its foul gift upon Maron Volmark. Is this a new sanctification of Drowned men you are witnessing, or perhaps a very old one brought to light once more. Why children to whom so few would listen? Why here?

The scene that unfolded before you has no answers, only the din and screams of battle, the sight of Deep Ones dying to the blood magics of the Lantern Bearers, Henrick's alchemy, and the steel of Ironborn who would be slaves no more to that ancient, desperate pact.

Waking from the trance, you try another path, another anchor. The shoe that now lies abandoned, all but falling apart in the briny pool, had hopefully borne witness to more of the dark deeds at Volmark keep. Where had it's owner came from? Why had they been chosen?

Again you reach into the echoes which had seeped into the cloth like water and salt.

You see a faintly familiar girl, one of dozens you had carried to Gogossos, then the battle again. Amid the rushing of water you cannot hear the chanting clearly, but it is what you see that makes your breath catch in surprise.

Shark-men, dozens of them, though Ser Harras had not fought any of their kind, charging into the tunnels as the girl cowers in an alcove. They raise jagged spears high to cast upon the illithid, though they soon die upon their own weapons as the mind mages' powers take hold. A slave rebellion? you wonder briefly, the possibility not as unthinkable as it would have once been. The Gith lead by Zerthamon had succeeded, after all.

Then one of the shark-men explodes in a corona of pallid light and undulating sounds, the illithid wards it instinctively with a flash of amethyst light. The three do not speak aloud and so you cannot hear, but their stolen forms are still human and those you can read at least a little. They express fear... uncertainty. They would not feel that from rebelling slaves alone, not without the revolt being far too widespread to have remained hidden. As the remainder of the spell runs its course without any further events of note, you begin to wonder if perhaps these had been the rebels from the crushing will of the Elder Brain. Was that what this place had been warded against?

At last you try to work a spell upon the whole of the keep to find if it had been mere convenience that had seen the cabal gather here or something more. Alas, all you see is battles lost and won, births and deaths, the works and deeds of human kind, and nothing of elder things. Perhaps young Lord Maron might be interested to know his great grandfather assassinated his brother over the lordship, but it is of little note to you.

Your eyes snap open for the last time. "There was surely something deeper here, but as to what, I have more questions than answers," you recount what you had seen. Perhaps you might find those answers in the brains of the dead illithid restored from ash, but that magic will have to wait until you are safely in Sorcerer's Deep and not inviting Deep One reprisal.

What do you do next?

[] Offer the Reader more aid as you can and then return to Sorcerer's Deep
-[] Write in

[] Investigate further
-[] Write in

[] Write in


OOC: You guys did not really need 116+1d6 Will save, but some buffs were certainly needed. Not yet edited.
Here's an edited version of the chapter, DP.
 
Well, I have no idea what to look into now to solve this, and politicking-like matters I understand even less in.
[X] Goldfish
 
@DragonParadox, what is the Reader's opinion on the use of Undead? Among those we have available are more obviously Undead, and those like the Black Knights, which can pass as armored Humans pretty easily.

Depending on how well they will be accepted in the Iron Isles, we have a lot of options available, as designed by @Azel.

If the Reader merely wishes them not to be seen, but would still like to have them available, quite a few of them could simply wait for action while stationed underwater or in a cave somewhere.
 
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@DragonParadox, what is the Reader's opinion on the use of Undead? Among those we have available are more obviously Undead, and those like the Black Knights, which can pass as armored Humans pretty easily.

Depending on how well they will be accepted in the Iron Isles, we have a lot of options available, as designed by @Azel.

If the Reader merely wishes them not to be seen, but would still like to have them available, quite a few of them could simply wait for action while stationed underwater or in a cave somewhere.
The Spitters should be fine too. Make their helmets / platemail artistically pleasing and they can pass for Constructs. Qyburn can also make sure the contents look only vaguely skull-like, so no issue if they get broken open.

Edit: Might be best to just use something looking vaguely like an ant-eater skull. They seem also much better suited for floating Necro-Cannons then a human one.

 
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Preliminary plan. This one assigns him a lot of additional material, a sizeable force of Forge-grown servitors, a trio of Bio-Constructs, and all the Undead he can handle.

Thoughts and suggestions?

[X] Reinforcing the Reader
-[X] Assign to Rodrik:
--[X] 10 Rings of Protection from Evil, 10 Healing Belts, 10 Launchers, and 2 Crystal Masks of Detect Psionics to be distributed among his forces at his discretion, as well as a Sending Stone and Teleport Charm for emergencies. We can further provide him the services of our Mage-Smiths to produce minor enchanted arms and armor, as he needs.
--[X] Supplement his Alchemical supplies with 200 flasks of Alchemist's Fire, 100 flasks of Liquid Ice, 100 Fungal Stun Vials, 100 doses of Sleep-Smoke, 400 doses of Healing Salve, 100 doses of Antiplague, 100 doses of Antitoxin, and 100 Auran Masks.
--[X] Loan him the services of 1 Grand Dragon Turtle (CR 15), 2 Shadebreacher Sperm Whales (CR 12), 5 Advanced Druid Creature Lotus Leshy (CR 8), 5 Advanced Plant-Imbued Sea Drake (CR 10), 10 Advanced Druid Creature Seaweed Leshy (CR 6), and 10 Advanced Plant-Imbued Orca (CR 8).
---[X] We will also assign to him 1 Warden Bio-Construct (CR 6, Information Gathering Variant Seeker), 1 Caretaker Bio-Construct (CR 4, Guardian Variant Seeker), and 1 Slayer Bio-Construct (CR 7, Assassin Variant Seeker) to serve as his personal guards. The Slayer can remain hidden from sight by always nearby, ready to strike against any creature that moves against Rodrik, the Warden can act as his eyes and ears, and the Caretaker as both his shield and escape route, should it prove necessary.
--[X] Ask Maester Qyburn to make Rodrik aware of the Undead creatures he has assembled, explain their potential usefulness against the Deep Ones, especially their immunity to mental tampering, and inquire into whether he would be willing to employ any of them in defense of the Iron Isles. There are a great variety available, some of which can pass for human with little trouble (the Black Knights) or as less worrisome Constructs (Helmeted Spitters), and even those which cannot be easily disguised can be kept tucked away in caves or even hidden beneath the waves when they are not needed.
--[X] We will transport those Undead he decides upon, if any, along with the other servitors we are assigning to his service, using the Imperial Demiplane and a pair of temporary portal Gates.
-[X] Once the defenses of the Iron Isles are seen to properly, return to Sorcerer's Deep and continue investigating as previously voted on, restoring the corpses of the various Deep Ones involved in the Volmark incident so that we may extract what information we can from them via Speak with the Dead.
 
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