[X] Crake

If she has her heart set on Horacalcum then maybe she'd be willing to providing the bulk (or at least majority) of the financial backing required to acquire sufficient quantities of Horcalcum? Assuming such an investment wouldn't be beyond even her means.
 
@Goldfish Any last minute preparations, spellwise, scrolls, etc.?

We are still going in against a force that outnumbers us more than 2 to 1, even if the vast majority of it is complete chafe.
We should still be well stocked with supplies and various consumables (scrolls, bombs, healing salve, etc). I would have Dany and Malarys expand the number of Celestial Brilliance banners from 170 to 365. There have been a couple days since the battle, so plenty of time for them to have prepared and cast the spells.

Each of them casting Chained Celestial Brilliance five times using their Beads of Karma would be enough to affect 195 more banners. With that many, there should be multiple overlapping Celestial Brilliance effects blanketing the entire Legion. 1d6 damage per round is rough on Undead, especially lesser ones, but 2d6, 3d6, etc., is even worse.

[X] Crake

EDIT: Ah, I see you were already ahead of me, @Crake. That's what I get for stopping to eat dinner. :ninja:
 
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[X] Crake

If she has her heart set on Horacalcum then maybe she'd be willing to providing the bulk (or at least majority) of the financial backing required to acquire sufficient quantities of Horcalcum? Assuming such an investment wouldn't be beyond even her means.
Alternatively if she has something we really really want which we otherwise wouldn't get, I wouldn't mind making a trade.
 
[X] Crake

If she has her heart set on Horacalcum then maybe she'd be willing to providing the bulk (or at least majority) of the financial backing required to acquire sufficient quantities of Horcalcum? Assuming such an investment wouldn't be beyond even her means.
IIRC, it wasn't a matter of cost that stopped us from buying more of the stuff, but that there just wasn't any to be found on the market.

From her line of inquiry, however, I'm assuming she has knowledge of Horacalcum and access to at least a limited supply. Otherwise, it wouldn't make much sense for her to ask about it in this context.
 
IIRC, it wasn't a matter of cost that stopped us from buying more of the stuff, but that there just wasn't any to be found on the market.

From her line of inquiry, however, I'm assuming she has knowledge of Horacalcum and access to at least a limited supply. Otherwise, it wouldn't make much sense for her to ask about it in this context.
We'd probably gain quite a bit of favor if we offer to combine our sources. Maybe enough to speed up our annexation of Sarnor. :whistle:

But more seriously, this is an opportunity for us. The metal is rare enough that we can get quite a bargain for it. Either in political favor or something that Queen Naamaru otherwise wouldn't surrender (like those Mummified Eclipse Giant Guards for example).

Political capital seems more useful, though. We can make our own murder monsters.

[X] Crake
 
We should still be well stocked with supplies and various consumables (scrolls, bombs, healing salve, etc). I would have Dany and Malarys expand the number of Celestial Brilliance banners from 170 to 365. There have been a couple days since the battle, so plenty of time for them to have prepared and cast the spells.

Each of them casting Chained Celestial Brilliance five times using their Beads of Karma would be enough to affect 195 more banners. With that many, there should be multiple overlapping Celestial Brilliance effects blanketing the entire Legion. 1d6 damage per round is rough on Undead, especially lesser ones, but 2d6, 3d6, etc., is even worse.

[X] Crake

EDIT: Ah, I see you were already ahead of me, @Crake. That's what I get for stopping to eat dinner. :ninja:
I think if we're going for overlapping over the entire army, 410 total, which is enough to have the effect active on every Company's banners or just about, should do the trick.

That should mean that the active AoE damage should generally be at least 2d6, around 3d6 for line companies. So low HP critter should generally melt away in front of an advance within a couple of rounds, as they enter within range of the Celestial light, they immediately get hit for around 10 HP on average, and for a heavy infantry Legionnaire in formation, they'll generally hit for around 14 average damage further w/Magic Army up, or 28 average on a crit.

Quite frankly, rat swarms aren't tanky enough to deal with that kind of consistent damage, and their AC ain't shit either. A green Legionnaire should have around 80% chance of hitting, with a veteran around 90% chance. Even assuming half damage gets dealt to swarms, heavy infantry are great at hitting adjacent foes, it's their entire doctrine. I don't expect most swarms to last more than 2 rounds. Which lines up, since they would need at least 4 rounds to kill a green soldier, and 5-6 for more blooded troops. Combine that with healing magics...

One bit of bad news is I don't think we can easily heal the Strength damage except with time, but they can just continuously cycle soldiers by ranks, switching positions as soon as the first set of rats dies, then shifting them to the back of the line for triage.

Moreover the banner effect should extend outward by a large amount of distance, so a tide of rats doesn't work either--they will quickly die even as the front rank is killed against the shield wall before they even get there.

Since the basic tactic seemed to be fighting around the feet of their foot soldiers, I expect generally they will hold back an appreciable amount of them instead, just continually sending forth waves of rats to make sure there's at least one wave of them massed against the shield wall harassing their ranks. HOWEVER.

That means that a rat wave needs at least two rounds to make contact with the Legion if they hold back beyond the range of the banners. So they get hit at least once by the aoe effect without doing anything significant to our forces, then again in the following round. Then two Legionnaires clean up, again within an average of two rounds. Since average undead aren't that smart, if we target officers directing the unliving human wave tactics, that means they'll generally bunch up more, and thus evaporate in the aoe instead of dying in waves.

Basically the enemy KdR ratio, which is how they're hoping to achieve victory, is predicating on the idea they'll be able to maintain control on probably at least 100,000 to 150,000 stupid thralls, ghouls or skeletons. But how are they to do that if anyone vaguely competent looking is being bombed from outside the effective range of their own siege weapons or mages? They can't. So their goal quickly shifts from "drown them in bodies" since inertia is on our side there, to killing hero units to demoralize the army.

So basically we just need to not die... easy, right?
 
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I think if we're going for overlapping over the entire army, 410 total, which is enough to have the effect active on every Company's banners or just about, should do the trick.

That should mean that the active AoE damage should generally be at least 2d6, around 3d6 for line companies. So low HP critter should generally melt away in front of an advance within a couple of rounds, as they enter within range of the Celestial light, they immediately get hit for around 10 HP on average, and for a heavy infantry Legionnaire in formation, they'll generally hit for around 14 average damage further w/Magic Army up, or 28 average on a crit.

Quite frankly, rat swarms aren't tanky enough to deal with that kind of consistent damage, and their AC ain't shit either. A green Legionnaire should have around 80% chance of hitting, with a veteran around 90% chance. Even assuming half damage gets dealt to swarms, heavy infantry are great at hitting adjacent foes, it's their entire doctrine. I don't expect most swarms to last more than 2 rounds. Which lines up, since they would need at least 4 rounds to kill a green soldier, and 5-6 for more blooded troops. Combine that with healing magics...

One bit of bad news is I don't think we can easily heal the Strength damage except with time, but they can just continuously cycle soldiers by ranks, switching positions as soon as the first set of rats dies, then shifting them to the back of the line for triage.

Moreover the banner effect should extend outward by a large amount of distance, so a tide of rats doesn't work either--they will quickly die even as the front rank is killed against the shield wall before they even get there.

Since the basic tactic seemed to be fighting around the feet of their foot soldiers, I expect generally they will hold back an appreciable amount of them instead, just continually sending forth waves of rats to make sure there's at least one wave of them massed against the shield wall harassing their ranks. HOWEVER.

That means that a rat wave needs at least two rounds to make contact with the Legion if they hold back beyond the range of the banners. So they get hit at least once by the aoe effect without doing anything significant to our forces, then again in the following round. Then two Legionnaires clean up, again within an average of two rounds. Since average undead aren't that smart, if we target officers directing the unliving human wave tactics, that means they'll generally bunch up more, and thus evaporate in the aoe instead of dying in waves.

Basically the enemy KdR ratio, which is how they're hoping to achieve victory, is predicating on the idea they'll be able to maintain control on probably at least 100,000 to 150,000 stupid thralls, ghouls or skeletons. But how are they to do that if anyone vaguely competent looking is being bombed from outside the effective range of their own siege weapons or mages? They can't. So their goal quickly shifts from "drown them in bodies" since inertia is on our side there, to killing hero units to demoralize the army.

So basically we just need to not die... easy, right?
It would be best to layer the Celestial Brilliance banners. Put a line of them along the front edge of our troops, or maybe just one rank back, then another layer a rank or two back, and then again. The damaging effect starts 60 feet out, so we could have them hit another one 20 feet closer to the line, then another 20 feet closer. By the time the Undead close to melee range, they've already entered three Celestial Brilliance effects and will have taken at least 3d6 damage even if they were hauling ass to cross the distance in a single round.

So not only is the front line going to be melting the Undead, there is going to be just as much space behind them which is also intrinsically harmful. Say a swarm does make it to the line then attempts to attack soldiers further back, its going to continue taking unavoidable damage the whole time it's moving, let along when it stops to actually attack. Swarms take +50% damage from AoE effects, too, so each Celestial Brilliance effect is going to do an average of 4 points of damage per round.
 
It would be best to layer the Celestial Brilliance banners. Put a line of them along the front edge of our troops, or maybe just one rank back, then another layer a rank or two back, and then again. The damaging effect starts 60 feet out, so we could have them hit another one 20 feet closer to the line, then another 20 feet closer. By the time the Undead close to melee range, they've already entered three Celestial Brilliance effects and will have taken at least 3d6 damage even if they were hauling ass to cross the distance in a single round.

So not only is the front line going to be melting the Undead, there is going to be just as much space behind them which is also intrinsically harmful. Say a swarm does make it to the line then attempts to attack soldiers further back, its going to continue taking unavoidable damage the whole time it's moving, let along when it stops to actually attack. Swarms take +50% damage from AoE effects, too, so each Celestial Brilliance effect is going to do an average of 4 points of damage per round.
That's 12 total from the AoEs, then, actually higher than my initial estimate. Assuming at least one soldier focuses on dealing with the swarm present while weathering hits from foot soldiers (which with their ridiculous AC they can do with ease), the Legionaire, while only doing half damage, will likely still do another 7 to 14 damage per round, crit dependent. With the least amount of harm one can end up taking, that being 19 average, they'll have taken 38 within two rounds. A rat swarm has about 39, meaning they'll cease to be a threat within around 2-3 rounds. Again, failing to meet the minimum number of rounds necessary to have a hope of killing a single soldier.

If they furthermore walk through those Symbol of Healing fields, our troops will take even longer to kill, guarantee they will be able to switch places with the soldier behind them, and the rats take another 13.5 damage since I believe it also counts as an AoE effect. They only take that damage once, but... actually, hell, assuming those scrolls do around 13.5+5 damage, from CL of the scribe, that increases the average damage done to the swarms in the first round from 19(26) to 37.5(44.5) average per round.

...now, come to think of it, we should consider making more Handheld Launchers and +1 Scorptions and creating more munition production plants, so we can start fielding enough Siege Companies to make life really unpleasant for anyone who next time uses human wave tactics against us. Being able to pepper multiple ranks of enemies with explosives and fire and ice and whatnot is always useful, and would help make up for the next time we fight something that isn't hurt by Celestial Light but also gets a kick out of masses of meatshields.

Though let us be honest... I think 90% of the things we'd face who would use large masses of meatshields would be hurt by those bad boys.
 
That's 12 total from the AoEs, then, actually higher than my initial estimate. Assuming at least one soldier focuses on dealing with the swarm present while weathering hits from foot soldiers (which with their ridiculous AC they can do with ease), the Legionaire, while only doing half damage, will likely still do another 7 to 14 damage per round, crit dependent. With the least amount of harm one can end up taking, that being 19 average, they'll have taken 38 within two rounds. A rat swarm has about 39, meaning they'll cease to be a threat within around 2-3 rounds. Again, failing to meet the minimum number of rounds necessary to have a hope of killing a single soldier.

If they furthermore walk through those Symbol of Healing fields, our troops will take even longer to kill, guarantee they will be able to switch places with the soldier behind them, and the rats take another 13.5 damage since I believe it also counts as an AoE effect. They only take that damage once, but... actually, hell, assuming those scrolls do around 13.5+5 damage, from CL of the scribe, that increases the average damage done to the swarms in the first round from 19(26) to 37.5(44.5) average per round.

...now, come to think of it, we should consider making more Handheld Launchers and +1 Scorptions and creating more munition production plants, so we can start fielding enough Siege Companies to make life really unpleasant for anyone who next time uses human wave tactics against us. Being able to pepper multiple ranks of enemies with explosives and fire and ice and whatnot is always useful, and would help make up for the next time we fight something that isn't hurt by Celestial Light but also gets a kick out of masses of meatshields.

Though let us be honest... I think 90% of the things we'd face who would use large masses of meatshields would be hurt by those bad boys.
We've got 96 Launchers in the Armory which we could temporarily distribute among the Legion for the upcoming battle if you think it would help.

There are a couple good Launcher munition types they could use which might be useful here:
Explosive:
  • Launcher Munition / Bomb #1 (10 pounds / 4.5 kg):8d6 Piercing & Bludgeoning damage in a 15 foot blast radius (DC 20 Reflex save for half damage), 2d6 Piercing damage (DC 15 Reflex save for half damage) in an area between 15 (4.5 m) and 30 feet (9 m) from the blast.
Alchemist's Fire: Depending on distance from the epicenter, creatures and objects may take additional damage from burning Alchemist's Fire or be ignited and continue to burn, suffering 1d6 Fire damage per round for at least three rounds unless extinguished. A target can use a Full Round Action to attempt to extinguish the flames before taking additional damage, which requires a separate DC 15 Reflex saving throw. Clothing, wooden structures (which automatically catch on fire), and other objects which are ignited may continue to burn long after the Alchemist's Fire is depleted.
  • Launcher Munition / Bomb #1 (10 pounds / 4.5 kg): 4d6 Fire damage to everything within 5 feet (1.5 m) of the target space and each creature must make a DC 20 Reflex saving throw or catch on fire. Everything within the area between 5 (1.5 m) and 30 (9 m) feet of the target space must make a DC 20 Reflex saving throw or take half the fire damage, but they do not catch on fire.
 
Well it won't hurt. The Siege Company present currently has around 64 Launchers. With 96 more that's 160 total, or 160 smaller bombs being launched. Which... should hurt quite a few undead.

Really need to get more of those factories up and running!
 
Man, I can't wait till we see how many of our troops and mages levelled up at the end of this absolute craziness. If this proves to be a success then I see a lot of uses in the future
 
If need be, we could start with the rearmament of our troops. Like giving the front line a scattershot, or wildfire cocktails to throw at meat shields.
 
I wouldn't want to make wildfire into a handheld weapon. Launching it from a weapon platform far away from where the enemy might be able to do anything meaningful to the crew manning it is enough for me.
 
Mhmh, it hurts to look at the date and see we have at least 2 more major battles in front of us.
I don't think we gonna manage this campaign in this month.
D:
Efforts to try to, however, are still appreciated, @Crake.

[X] Crake

We probably could just personally trade with Shaitan 'Crown' for Horalcum, I'm gonna bet they're gonna have it in spades.
Remember, y'all, we always bought stuff off free market, not "the Crown" as such, Thinaun (as the super-regulated metal) aside.
 
I'm totally behind the sentiment - but if you will forgive my curiosity if we are (or are going to be) Imperator, then wouldn't Lya become Imperatrix?

Bah, semantics, she could be called whatever she wants to be. It's not like there's anyone to gainsay her, right?

(P.S. My Latin sucks worth a shit. So I can't actually give a right answer. Maybe she could be called Imperatrix, maybe she could just be called Queen, or maybe we could use the Yi-Tish naming scheme like 'Water-Daughter Crimson Resplendent Reaching the Heavens'.

Or she could just be 'Wisdom Lya' I guess...)
 
@DragonParadox, is the "exchange the lore about the threats around the planes, current and past"-thing a given now, running in the background as we set up student exchange and the Biotransferance for the Sarnori?
Or we still gotta talk at the monarchs we diplomanced for that?
 
At this point, I am certain a few have broken the trauma glass ceiling. If this doesn't do it then I don't know what will.
They'll make excellent Praetorians.
A Legion of PC Legionnaires and Praetorians... :o I want it so bad.
Mhmh, it hurts to look at the date and see we have at least 2 more major battles in front of us.
I don't think we gonna manage this campaign in this month.
D:
Efforts to try to, however, are still appreciated, @Crake.

[X] Crake

We probably could just personally trade with Shaitan 'Crown' for Horalcum, I'm gonna bet they're gonna have it in spades.
Remember, y'all, we always bought stuff off free market, not "the Crown" as such, Thinaun (as the super-regulated metal) aside.
Good point. We can see about trading with the Shaitan.
Bah, semantics, she could be called whatever she wants to be. It's not like there's anyone to gainsay her, right?

(P.S. My Latin sucks worth a shit. So I can't actually give a right answer. Maybe she could be called Imperatrix, maybe she could just be called Queen, or maybe we could use the Yi-Tish naming scheme like 'Water-Daughter Crimson Resplendent Reaching the Heavens'.

Or she could just be 'Wisdom Lya' I guess...)
Definitely Empress, or short of that, Sage. She's far above a mere Wisdom.
 
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