There are different ways to go about it. The best short term solution is probably Teleport Trap. Smaller overall area than Forbiddance, but unlike Forbiddance, the effect allows for exceptions, for the caster and designated allies.

Forbiddance also stops them from using their incorporeal forms to escape through the ground, so I'm inclined to still go with that over Teleport Trap.

My main problem is the casting time.
 
How literally should we take the idea of rewarding Mereth with power? An item of constant Draconic Might paired with one for Valiant Fury would let her reach new levels of swole. She'd get + 8 con, +8 strength, +4 cha, +4 enhancement to NA, and +2 morale to will saves. On top of that, she'd get a free additional attack with every full attack and immunity to sleep and paralysis.

We could also just go with a set of fancy minis for Ysila's not!warhammer if we want something (marginally) cheaper. :V
 
Let's say that there's a huge difference between "when Myrcella is a Warlock 12, Viserys is a Warlock 12 too" and "Myrcella the level 12 Warlock is plotting and looking for ways to survive as the final boss, Viserys (Sorcerer 14, Half-Dragon Template) and his Companions (a group of level 7-10 spellcasters with good gear) gather allies and sellswords and prepare to invade the realm".
Still, I'm happy we'll never have to see this Viserys. Not only is he a tough opponent, but he would also probably have been insane. Insane Viserys is no longer the first Viserys that I think of when I hear that name, now that I've played this quest :D
This. I am practically incapable of picturing ASoIaF Dany and Viserys anymore now that I have read this quest. They are just so much better and more interesting in ASWAH than their canon counterparts.
 
Do we have his dad in a bottle?

He is saving to create a construct with the enslaved mind of his dad to collect bear asses.
We got his dad in a bottle and then gave Maelor free reign to do literally whatever he wants with him. After that we got no updates on that front because it wasn't quest relevant. For all we know Maelor just keeps it on him to periodically insult his dad.
 
We got his dad in a bottle and then gave Maelor free reign to do literally whatever he wants with him. After that we got no updates on that front because it wasn't quest relevant. For all we know Maelor just keeps it on him to periodically insult his dad.

Oh, so he carries a bottled version of Abraxxas around, our little apprentice.

(Seriously, we should mock Abraxxas personally more often. Because we can. Also it makes good practice for when we face someone more competent)
 
Forbiddance also stops them from using their incorporeal forms to escape through the ground, so I'm inclined to still go with that over Teleport Trap.

My main problem is the casting time.
Wild Arcana allows Forbiddance and Teleport Trap to be cast as a Standard Action.
 
This safehouse is propably a trap.

If they really just wanted the moles, they would have Planeshifted them to the Abyss minutes ago.
I don't really buy they don't have anyone capable of casting that spell and it doesn't seem difficult to get to other planes (only difficult for fiends to get to ours without being summoned).
 
That much was certain from the get go. But it's still a Demon hideout in the middle of the Imperium.

I just want to get this over with.
 
We currently have RAs to have advanced detection of entities (and influence) of Demons and Void only, as far as wide categories of entities go.

While I sorta slated the Void to be looked into the next month, since we're going to Westeros and Void's generally more prevalent there from what we've seen so far, I suppose we can instead make a Qlippoth-based abomination of nature that would act as a radar dish to any Demons, too.
[] To Reveal the Void: The touch of the Void that corrupted the Winter Fey and much of the other corners of the world is possible to detect... if not exactly easy. Thankfully, you already have someone with an affinity for doing so. Look into Rina's class ability in order to create a method of detecting Void-touched entities.
(Progress: 0/18; Cost: 12,000 IM)
----[] Rina (4d6 Progress), Mantarys Scholarum Branch (2d6 Progress)
----(same as above, there's no urgency, but since Rina's free and she's essential to this one...)
[] The Scourge of the Abyss: The parasites of the Abyss, the Qlippoths, are naturally connected to Demons in many strange and terrible ways - yet this connection may be exploited to hurt the Demons further. Use Qlippoths to advance ways of detecting Demons and their influence.
(Progress: 44 Cost: 80,000 im)
Just say the word, y'all.
 
So how bad of an idea would it be to try refining even better demon predators out of Qlippoths, then sell (nonsapient) version to Hell in exchange for backing off from Planetos? We can probably provide more benefit from forged armies or the IP needed to make their own than they can rapidly acquire considering their infrastructure requirements and the processing time needed for a soul to become useful. As long as we get them to provide the HD it'd be reasonably sustainable.

It feels like the kind of thing that'd backfire on us, but I'm tempted by the possibility of not having to knife fight with devils for every square inch of the planet.
 
@egoo, since you keep complaining that we are running out of actions:

[] The War of Tomorrow: The creation of the Legion, the widespread use of alchemy, the increasing use of launchers, and the invention of anti-gravity vessels armed with steam powered weaponry has changed how war will be conducted in the future, but at the same time, many of these things are still rough and simple, the associated doctrines untested and there is much room for improvement. See about investing more time and effort to improve upon what you have and to fill any gaps left in your military doctrine and technology.

-[] Razor Wire: While the easy availability of earth moving magic has made it much easier to erect battlefield fortifications, many of the Legions officers see still room for improvement. They are asking for something that can be incorporated into other defenses to block an enemies movement, but which does not hinder their own soldiers ranged attacks and which is vulnerable to hostile earth movement magic or alchemical weapons. There has been some talk about using spiked metal rods or something similar for that purpose.
(Progress: 0/???; Cost: ??? IM)

-[] Proximity Alarms: Your have been in the possession of plans for enchantments that trigger an effect when something comes close to it for a while now. See about developing a cheap and reusable item that can be used to detect intruders. Maybe even Serpentstone can be triggered this way, which would allow you to even take pictures or recordings of your targets.
(Progress: 0/???; Cost: ??? IM)
-[] Proximity Alarms, Advanced: With the basic alarm items having been a success, it is time to incorporate some other features from things you have encountered over the years, such as the Aberration detecting pearls in use in the Imperium. See about incorporating means into the alarms to trigger different reactions for different kinds of creatures that are noticed by them.
(Requires "Proximity Alarms" to be completed; Progress: 0/???; Cost: ??? IM)

-[] Proximity Fuses: Your have been in the possession of plans for enchantments that trigger an effect when something comes close to it for a while now. At the same time, battlefield reports from the Moonchasers have indicated that one of the core shortcomings of alchemical steam cannon ammunition is that they often only detonate after piercing their target or burying themselves into soft ground, greatly limiting the force they deliver on the enemy. See about incorporating proximity fuses into the shells so that they can detonate before hitting the ground or their target, thus maximising the impact of their payload.
(Progress: 0/???; Cost: ??? IM)
-[] Air Burst Shrapnel Shells: The new shells made with proximity fuses are proving much more devastating then the simpler designs, but there is already talk about making them even more efficient. Nearly all explosive devices in Imperial use are incorporating dedicated shrapnel in their design, but it is becoming apparent from the new shells that much of that shrapnel is going nowhere useful. See about improving the shell design so that most of the energy and shrapnel is focused forward at the target instead of into all directions.
(Requires "Proximity Fuses" to be completed; Progress: 0/???; Cost: ??? IM)
-[] High Explosive Armor Piercing Shells: Multiple times you have fought the Efreeti already and while the steam cannons of the Imperial Airforce can pierce the heavy adamantine armor of your enemies with either solid shot or explosives, it still takes quite a few hits to reliably destroy an enemy vessel. The most devastating hits are always those explosive shells that find their way into the much soft innards of a hostile craft, usually by having multiple explosive rounds fired at the same spot until one flies through a hole blasted by earlier hits. However, some cannoneers have proposed to look into a new type of shell that would combine the ability of solid shot to penetrate the armor while also carrying explosives that would trigger once the shell is inside the enemies vessel.
(Progress: 0/???; Cost: ??? IM)

-[] Improved Alchemy: The Imperium hungers for alchemical goods and much effort was poured into producing as much of them as possible, but it still does not even remotely satisfy the demand. Especially the military can devour concoctions such as Alchemists Fire or Explosive Packs at an astonishing rate. See about to either improve the output of your alchemical factories or to discover alternatives to these substances that are easier to mass-produce.
(Progress: 0/???; Cost: ??? IM)

-[] A New Fortress: After having built a few steam cannon batteries to defend important locations, some common problems and design concerns have been noticed. The cannons should be on a high location with wide firing arcs to maximize their utility while the battery should be kept compact to make it easy to ward. At the same time, the crew and boiler remain the greatest weaknesses of the installations, the former since they are often housed in much more vulnerable camps near the batteries and the latter since the whole battery could be disabled if the boiler was hit. See about creating a standardized design for future cannon batteries to address these issues.
(Progress: 0/???; Cost: ??? IM)
 
Last edited:
@egoo, since you keep complaining that we are running out of actions:

[] The War of Tomorrow: The creation of the Legion, the widespread use of alchemy, the increasing use of launchers, and the invention of anti-gravity vessels armed with steam powered weaponry has changed how war will be conducted in the future, but at the same time, many of these things are still rough and simple, the associated doctrines untested and there is much room for improvement. See about investing more time and effort to improve upon what you have and to fill any gaps left in your military doctrine and technology.

-[] Razor Wire: While the easy availability of earth moving magic has made it much easier to erect battlefield fortifications, many of the Legions officers see still room for improvement. They are asking for something that can be incorporated into other defenses to block an enemies movement, but which does not hinder their own soldiers ranged attacks and which is vulnerable to hostile earth movement magic or alchemical weapons. There has been some talk about using spiked metal rods or something similar for that purpose.
(Progress: 0/???; Cost: ??? IM)

-[] Proximity Alarms: Your have been in the possession of plans for enchantments that trigger an effect when something comes close to it for a while now. See about developing a cheap and reusable item that can be used to detect intruders. Maybe even Serpentstone can be triggered this way, which would allow you to even take pictures or recordings of your targets.
(Progress: 0/???; Cost: ??? IM)
-[] Proximity Alarms, Advanced: With the basic alarm items having been a success, it is time to incorporate some other features from things you have encountered over the years, such as the Aberration detecting pearls in use in the Imperium. See about incorporating means into the alarms to trigger different reactions for different kinds of creatures that are noticed by them.
(Requires "Proximity Alarms" to be completed; Progress: 0/???; Cost: ??? IM)

-[] Proximity Fuses: Your have been in the possession of plans for enchantments that trigger an effect when something comes close to it for a while now. At the same time, battlefield reports from the Moonchasers have indicated that one of the core shortcomings of alchemical steam cannon ammunition is that they often only detonate after piercing their target or burying themselves into soft ground, greatly limiting the force they deliver on the enemy. See about incorporating proximity fuses into the shells so that they can detonate before hitting the ground or their target, thus maximising the impact of their payload.
(Progress: 0/???; Cost: ??? IM)
-[] Air Burst Shrapnel Shells: The new shells made with proximity fuses are proving much more devastating then the simpler designs, but there is already talk about making them even more efficient. Nearly all explosive devices in Imperial use are incorporating dedicated shrapnel in their design, but it is becoming apparent from the new shells that much of that shrapnel is going nowhere useful. See about improving the shell design so that most of the energy and shrapnel is focused forward at the target instead of into all directions.
(Requires "Proximity Fuses" to be completed; Progress: 0/???; Cost: ??? IM)
-[] High Explosive Armor Piercing Shells: Multiple times you have fought the Efreeti already and while the steam cannons of the Imperial Airforce can pierce the heavy adamantine armor of your enemies with either solid shot or explosives, it still takes quite a few hits to reliably destroy an enemy vessel. The most devastating hits are always those explosive shells that find their way into the much soft innards of a hostile craft, usually by having multiple explosive rounds fired at the same spot until one flies through a hole blasted by earlier hits. However, some cannoneers have proposed to look into a new type of shell that would combine the ability of solid shot to penetrate the armor while also carrying explosives that would trigger once the shell is inside the enemies vessel.
(Progress: 0/???; Cost: ??? IM)

-[] Improved Alchemy: The Imperium hungers for alchemical goods and much effort was poured into producing as much of them as possible, but it still does not even remotely satisfy the demand. Especially the military can devour concoctions such as Alchemists Fire or Explosive Packs at an astonishing rate. See about to either improve the output of your alchemical factories or to discover alternatives to these substances that are easier to mass-produce.
(Progress: 0/???; Cost: ??? IM)

-[] A New Fortress: After having built a few steam cannon batteries to defend important locations, some common problems and opportunities have been noticed. The cannons should be on a high location with wide firing arcs to maximize their utility while the battery should be kept compact to make it easy to ward. At the same time, the crew and boiler remain the greatest weaknesses of the installations, the former since they are often housed in much more vulnerable camps near the batteries and the latter since the whole battery could be disabled if the boiler was hit. See about creating a standardized design for future cannon batteries to address these issues.
(Progress: 0/???; Cost: ??? IM)
I just edited my post you linked to in a couple of the above actions to clarify the timer and proximity fuse enchanting prices.
 
For the record, this is what the last action is about:
en.wikipedia.org

Flak tower - Wikipedia


Though, given that these structures would be signs of Imperial authority, they should obviously look a bit more... representative...
 
-[] A New Fortress: After having built a few steam cannon batteries to defend important locations, some common problems and design concerns have been noticed. The cannons should be on a high location with wide firing arcs to maximize their utility while the battery should be kept compact to make it easy to ward. At the same time, the crew and boiler remain the greatest weaknesses of the installations, the former since they are often housed in much more vulnerable camps near the batteries and the latter since the whole battery could be disabled if the boiler was hit. See about creating a standardized design for future cannon batteries to address these issues.
"Durr, CRAKE, why are we wasting time HURR on permeable forcefields?? Doesn't what we have urrrr WORK JUST FINE???"

Until you need to shoot out of one.

And until you come under enemy fire and your squishy siege specialists start being vaporized, shredded or turned into chunky salsa.

@egoo Speaking of which... I see you added it to the research list. Good thing, right? :V
 
Eh, I guess.

Ngl, I don't even read the stratagems and shit you Goldfish and Azel come up with anymore.

You throw together a write-in, and say how important it is on a [Mammon Mashine] to [Make yet another breathweapon variant]-scale of RAs, and I'll find a way to work it in.

Ya say the forcefields are needed for post-Reconquest, we'll have at least the basic stuff ready.

Now I slep.
 
You throw together a write-in, and say how important it is on a [Mammon Mashine] to [Make yet another breathweapon variant]-scale of RAs, and I'll find a way to work it in.
Now that's not fair... usually you're a little more interested in our crimes against nature when we're actually talking about them.

You're just completely unconcerned once we say [ shiny ] is within reach.
 
Now that's not fair... usually you're a little more interested in our crimes against nature when we're actually talking about them.

You're just completely unconcerned once we say [ shiny ] is within reach.
My eyes glaze over when [not!Antigrav ships ships/not!high!magical or abominable defense structures/mass-productionable magitech/details on our airforce composition] crawl out of the woodworks.

Nothing personnel kid against the stuff, I just don't really hype over it as much as more unique/one-off projects; omnicidal/genocidal applications; and highly unnatural/abominable RAs.

I trust y'all to have the backbone of our defenses and offenses well in hand with that sort of boring stuff anyway.
I'd rather save up what little hype I have left for stuff that deserves it. [:V]
 
Btw thanks for writing up @Azel.

Thinking up what exactly someone means (be poster or DP) with an RA, ensuring I'm not misinterpreting shit, phrasing eet, and then also having to pull numbers outta DP like teeth, is enough of a booty bother the wait-time (until I can be bothered) is up to months if not given in a write-up.

Even tho' I do keep track.
I just can't give enough of a shit to write stuff up anymore myself. :3


I've been listening to Vergil's theme and symphonic metal on repeat last few years weeks months.
Am I a cool kid yet?
 
"Durr, CRAKE, why are we wasting time HURR on permeable forcefields?? Doesn't what we have urrrr WORK JUST FINE???"

Until you need to shoot out of one.

And until you come under enemy fire and your squishy siege specialists start being vaporized, shredded or turned into chunky salsa.

@egoo Speaking of which... I see you added it to the research list. Good thing, right? :V
I think most people who complained about this didn't quite get that the end result would be Sci-Fi grade shields for both our air force and static defenses.
I've been listening to Vergil's theme and symphonic metal on repeat last few years weeks months.
Am I a cool kid yet?
Depends on the symphonic metal in question, but most likely not. Listen to something that gives you proper chest hair.
 
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