Now, if someone has an imp under mind blank summoned, then proceeding to wipe out the mind of their summoner, would something even show up on divination?

The summoner's mind would show up as wiped to a memory search, you would have to perform a memory alteration that could stand up to scrutiny. much easier to send and invisible imp under mind black and let the summoner think they failed, though really why are you handing out eight level spell effect enchantments to imps?
 
We have more than enough to spare.
We have ~40 iirc (I'm away from PC and my list for turnplan rn)
Considering the action is a full out war against Ymeri we don't want to be spread thin.
It's not something we have to jump on right away, and not something they are likely to commit to right away either. I am arguing a timescale of years, you are talking about next month. Just saying.
As long as the Herald isn't staying there next month I don't have objections.
 
Okay, I'm slightly less paranoid then.

@DragonParadox, how many were summoned, how many escaped, and do they even ping in our divination searches now?

See, we should be thorough, no one should escape.
 
So pure and simple idiocy, as far as we can tell. I wouldn't put it past a devil to have escaped our gaze. It certainly wouldn't be the first time.

[X] Plan Sandman
-[X] Purchase //The lore for sand shapers and sand ships is especially to be shared with the Martells, they'll probably get some use out of it
--[X] Sand Shaper Lore
--[X] Sand Ship construction techniques
--[X] Sand Worm corpses
--[X] Guidance to Ruins in their territory for Imperial expeditions (though first mark everything on the relevant maps)
-[X] Offer
--[X] 5,000 IM to spend as they please, and a reminder that the money is perfectly legal tender even in the genie citadels beyond the Terminus
--[X] Valyrian Steel weapons for their leaders
--[X] Healing and crafting lore of equivalent value to the Sand Shaper lore

@egoo, what report do we have to get through next? May as well vote to get to it first.
@egoo This sounds like a good way to get some XP for baby PCs. Not that I think we were short of stuff to send them on if we wanted them to just level up some more...

[X] Send a Herald to negotiate with them generously. You are interested in all they have to offer, and eventually your infrastructure will reach out in that direction regardless of your current reception, so you might as well treat them as you mean to go on.
-[X] Tentatively talk about starting local oases, and perhaps some irrigation construction/volcanic soil produced in your spare time, so they will have some semi-permanent arable lands. Nomads, for all the fact that there might be cultural ties to their roaming beyond the practical concerns like lack of resources in one area, would all benefit from more reliable sources of food, water and wealth, all of which you can provide directly or indirectly through ongoing trade.
--[X] And if they have some permanent settlements, you can bargain protection from banditry and other threats as well. Leaving a Herald there indefinitely would handle most of those threats. Regardless, that's not a discussion to launch into immediately, but the we can definitely imply it if asked.
We've got a couple items in the Armory which might be nice gifts to send to the Sand Nomads.

This has been in storage for a while now and would be perfect for them:

Desert Veil

Appearance: Small round mirrors which reflect scenes of peace and plenty adorn the edges of this yellow, silk veil, which covers the wearer's mouth and nose.

Ability: The veil protects the wearer against extreme temperatures, as per Endure Elements. In addition, once per day while in a warm or temperate desert, the wearer can speak a command word to create a 20-foot-radius oasis that functions like a casting of Grove of Respite. The oasis appears in a spot the wearer designates within 40 feet and disappears after 8 hours. Any creature outside the oasis that sees it must succeed at a DC 16 Will saving throw or dismiss it as a mirage to be ignored. A creature that steps inside the oasis, however, recognizes its substance.

One of our Banner of Restful Nights would be good, too.
 
The summoner's mind would show up as wiped to a memory search, you would have to perform a memory alteration that could stand up to scrutiny. much easier to send and invisible imp under mind black and let the summoner think they failed, though really why are you handing out eight level spell effect enchantments to imps?
Because you are prone to MIND GAMEZ. The Imp might just need to drop a bunch of prepared ritual foci or maybe enchanted objects for some surveillance purpose, etc.

While most of these could be discovered, you still have to ask the right questions to know there's something to find, and you can't divinate "did imps do something dangerous in X?" because it would probably get muddled by the Mindblank.

Granted, there is only so much damage you can do, even if what you are doing is basically low-key spy games bullshit.

For example, you can probably divine "will wildfire/bombs go off in the city in the near future" or even "is there higher risk of fires starting in X in the near future" and being as these are bombs that are not being monitored and just left hidden for a future time, they can still be found and the percentage opportunities for fires to start would be greater, prompting a more thorough set of questions and searches for them.

That is up to you if you want to go into how involved and how many operational procedures our Inquisition truly has for stuff like this.
 
Only one of you two made a Prequel Meme, he wins by default.
 
@Duesal, @Crake, I mashed up your votes and included some targeted generosity of my own here.

[X] Send a Herald to negotiate with them generously. You are interested in all they have to offer (including Sand Shaper lore, Sand Ship construction techniques, Sand Worm corpses, guidance to Sand Sea ruins, etc). Eventually your infrastructure will reach out in that direction regardless of your current reception, so you might as well treat them as you mean to go on. We will Teleport the Herald and his entourage to the westernmost location we are aware of to shorten its trip to the Great Sand Sea.
-[X] It will carry a Handy Haversack containing gifts for the Sand Nomad leadership, including: a Banner of Restful Nights, the Desert Veil, x10 Healing Belts, x10 Rings of Protection from Evil, x10 Earrings of Arcane Acuity, x10 Muleback Cords, x10 Valyrian Steel daggers and x10 Valyrian Steel weapons (in the form of weapons commonly used in that region), and x10 Traveler's Any-Tools, along with the Handy Haversack itself. The Herald itself will be equipped with a pair of Sending Stones, a Belt of Repair, a Plane Shift charm, a Teleport Charm, and a trio of Elemental Fire Wyrmlings for support.
--[X] Tentatively talk about starting local oases, and perhaps some irrigation construction/volcanic soil produced in your spare time, so they will have some semi-permanent arable lands. Nomads, for all the fact that there might be cultural ties to their roaming beyond the practical concerns like lack of resources in one area, would all benefit from more reliable sources of food, water and wealth, all of which you can provide directly or indirectly through ongoing trade.
---[X] And if they have some permanent settlements, you can bargain protection from banditry and other threats as well. Leaving a Herald there indefinitely would handle most of those threats. Regardless, that's not a discussion to launch into immediately, but the we can definitely imply it if asked.
----[X] Ultimately, if the Herald believes it possible, it should begin to lay the groundwork to bring the Sand Nomads into the Imperium. They are far from our nominal authority, but that will eventually change and having loyal allies already established in the area will be to our benefit and their own.
 
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@Goldfish, these aren't rich people. With how much generosity you're showing we shouldn't be tentative at all about fealty, we should be discussing the benefits then and there. There's a reason my initial vote had only 5,000 IM on the table.

Change that and you've got my vote.

@DragonParadox, asking again, how many Imps for the Larder? We're not just banishing them considering the upcoming sacrifice heavy campaign.
 
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@Goldfish, these aren't rich people. With how much generosity you're showing we shouldn't be tentative at all about fealty, we should be discussing the benefits then and there. There's a reason my initial vote had only 5,000 IM on the table.

Change that and you've got my vote.

@DragonParadox, asking again, how many Imps for the Larder? We're not just banishing them considering the upcoming sacrifice heavy campaign.
included this in the plan:

----[] Ultimately, if the Herald believes it possible, it should begin to lay the groundwork to bring the Sand Nomads into the Imperium. They are far from our nominal authority, but that will eventually change and having loyal allies already established in the area will be to our benefit and their own.
 
As someone who actually wrote the fluff for Sand Nomads I think people are going on a little strong for what is a small cultural group on far side of the world from us. Lets just trade simply and if things grow from there let it.

@Goldfish I think the craziest thing we should give outside of trade is the Desert Veil, and anything further that comes out of partnership from exploring ruins should happen then. Some groups don't react super well to one side being overly generous after all, especially those used to living frugally.
 
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