Here's what I have so far. Gotta head out for a few minutes, but can adjust the plan depending on what y'all think.

[X] Kill the enemies quickly before the gate can open and spill forth an army into this time-frozen realm
-[X] Closing out previous combat round:
--[X] The Myrkdreki Twins act to protect Qyburn. Depending on battlefield positioning, one or both of them target the Illithid with Maximized Dispelling Thanatopic Shadow Breath using a Maximize Spell Metamagic gem (144 Negative Energy damage, 12 points of STR damage, Blinded and Deafened for 4 rounds, DC 24 Reflex save for half damage, DC 24 Will save to negate Blindness and Deafness and reduce STR damage to 4 points). If one or both cannot use its breath for fear of affecting Qyburn or the rest of the group, it instead uses Blood Wind to attack the Chronomancer. They use Wings of Cover to shield the group as needed.

--[X] Richard uses Fleet Charge to cross the distance between himself and the Chronomancer to deliver an attack (+46 [7d6 + 27 + 1d8; 19-20/x2, plus 1 CON damage), then he uses Amazing Initiative to use Diamond Nightmare Blade (+41 attack bonus, Concentration check w/+36 bonus vs Chronomancer AC, [28d6 + 108 damage if successful]). If the Chronomancer still lives, he begins to make a Full Attack against it (+41/+41/+36/+31/+26 [7d6 + 27; 19-20/x2]; plus 1 CON damage), then uses his Fleet Warrior ability to return to Viserys' side.
--[X] Viserys uses Amazing Initiative in conjunction with his Belt of Battle to gain another Standard Action for spellcasting, then uses Wild Arcana to cast a Maximized Sphere of Ultimate Destruction (22nd level to overcome SR, 240 Disintegration damage, DC 34 Fort save for only 30 points of damage) spell against the Chronomancer if it's still alive after Richard and possibly the Twins' attacks. If it is dead, he instead uses a Transdimensional Sphere of Ultimate Destruction (22nd level to overcome SR, 40d6 Disintegration damage, DC 34 Fort save for only 5d6 points of damage) against the Illithid.
-[X] Beginning of next round:
--[X] Upon arrival in the Maze, Aife uses a Quickened Miracle spell to duplicate Greater Plane Shift, exiting immediately and returning to the battlefield directly behind and above the Chronomancer's last known position. If it still lives, she either attacks it directly using her Natural Attacks [Bite +35 (3d6+20), 3 Claws +35 (2d8+20), plus Rend (2d8+30) if 2 Claw attacks hit] or Invoke the Cerulean Sign (24th caster level, DC 30 Forti save) depending on the situation. If it is dead, she instead casts Repulsion at her maximum 240 foot radius to ward off enemies before we are ready to depart. She uses her Battlemagic Perception buff to Counterspell as a Free Action, if necessary.

--[X] Lya uses Amazing Initiative to gain a Standard Action in order to activate her Reddopsi crystal. If it still lives, she casts Assay Spell Resistance then uses Wild Arcana to target the Illithid with a Clenched Fist spell (27th level to overcome SR, +36 attack bonus, 1d8+11 Force damage plus Stun for 1 round, DC 29 Fort save to negate Stun) spell of it still lives. If it is dead, she instead targets the Chronomancer with a Maximized Return to Nature (31st caster level to overcome SR, 120 damage, loss of all supernatural and spell-like abilities, DC 27 Fort save halves damage and prevents ability loss) using a Maximize Spell Metamagic gem. She uses her Battlemagic Perception buff to Counterspell as a Free Action, if necessary.
--[X] Viserys uses his Amazing Initiative to gain a Standard Action in order to activate his Reddopsi Rod. If it still lives, he casts Assay Spell Resistance then targets the Chronomancer with a Maximized Return to Nature (32nd caster level to overcome SR, 120 damage, loss of all supernatural and spell-like abilities, DC 34 Fort save halves damage and prevents ability loss) using Miracle. If the Chronomancer is dead, he instead casts Assay Spell Resistance then targets the Illithid with a Transdimensional Return to Nature spell (32nd caster level to overcome SR, 20d6 damage, loss of all supernatural and spell-like abilities, DC 34 Fort save halves damage and prevents ability loss). He uses his Battlemagic Perception buff to Counterspell as a Free Action, if necessary.
--[X] Richard uses his Amazing Initiative to gain a Standard Action in order to activate his Reddopsi Crystal. He waits and watches, prepared to intercede as needed.
--[X] Qyburn uses his Reddopsi crystal as a Standard Action. Her uses Alter Fortune to assist with Viserys' Scribe's Binding spell, if necessary.

--[X] The Myrkdreki Twins use Blood Wind to attack the Chronomancer of it still lives. If it's dead, they ready an action to respond to the appearance of any other enemies who appear. They use Wings of Cover to shield the group as needed.
 
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I'm disappointed at best sushiman not getting to practice his trade

We are really putting all our efforts in it just losing a single save or die, right?
 
You guys decided that the chronomancer needs to die for the sake of the mission rather than be turned into a book then?
Bookifying is the most ideal scenario, but we're in the middle of a doomsday ritual and right now that unfortunately takes priority. :( One day we will get our Deep Ones Books.
@Goldfish, what if the Ray of Ending breaks this whole ritual and causes a massive paradox?
This is the wrong time to use that spell!
Oh. Oh shit. Didn't think about that...
 
I'm disappointed at best sushiman not getting to practice his trade

We are really putting all our efforts in it just losing a single save or die, right?
Richard is probably going to be the one who murders the Chronomancer. Did you miss this part of my plan?
--[] Richard uses Fleet Charge to cross the distance between himself and the Chronomancer to deliver an attack (+46 [7d6 + 27 + 1d8; 19-20/x2, plus 1 CON damage), then he uses Amazing Initiative to use Diamond Nightmare Blade (+41 attack bonus, Concentration check w/+36 bonus vs Chronomancer AC, [28d6 + 108 damage if successful]). If the Chronomancer still lives, he begins to make a Full Attack against it (+41/+41/+36/+31/+26 [7d6 + 27; 19-20/x2]; plus 1 CON damage), then uses his Fleet Warrior ability to return to Viserys' side.
That's a lot of swording heading the Chronomancer's way. Just the first two attacks landing on it will inflict and average of 262 damage, plus whatever is lost due to CON damage. Each of the subsequent five attacks will inflict an average of 51.5 damage, plus 1 CON damage. Every 2 points of CON damage (and sometimes the first point) is going to cost the Chronomancer Hit Points equal to its Hit Dice.
You guys decided that the chronomancer needs to die for the sake of the mission rather than be turned into a book then?
Pretty much. It needs to cease its existence ASAP. Either Richard kills it, or Aife kills it when she Greater Plane Shift's out of the Maze as a Swift Action, or Viserys erases it. There's actually a damned good chance the Chronomancer doesn't even survive into the upcoming combat round.

And if it's already dead, the Illithid gets erased instead, after Lya beats it about the tentacles with her Clenched Fist spell.
@Goldfish, what if the Ray of Ending breaks this whole ritual and causes a massive paradox?
This is the wrong time to use that spell!
I disagree. This seems like the best spell to use to remove its influence from the ritual and the timeline. DP already said that we can quickly tie off the ritual ourselves since it's mostly complete once our enemies are dead, meaning the Chronomancer's part has largely been played.
 
Richard is probably going to be the one who murders the Chronomancer. Did you miss this part of my plan?

That's a lot of swording heading the Chronomancer's way. Just the first two attacks landing on it will inflict and average of 262 damage, plus whatever is lost due to CON damage. Each of the subsequent five attacks will inflict an average of 51.5 damage, plus 1 CON damage. Every 2 points of CON damage (and sometimes the first point) is going to cost the Chronomancer Hit Points equal to its Hit Dice.

Pretty much. It needs to cease its existence ASAP. Either Richard kills it, or Aife kills it when she Greater Plane Shift's out of the Maze as a Swift Action, or Viserys erases it. There's actually a damned good chance the Chronomancer doesn't even survive into the upcoming combat round.

And if it's already dead, the Illithid gets erased instead, after Lya beats it about the tentacles with her Clenched Fist spell.

I disagree. This seems like the best spell to use to remove its influence from the ritual and the timeline. DP already said that we can quickly tie off the ritual ourselves since it's mostly complete once our enemies are dead, meaning the Chronomancer's part has largely been played.

Huh. My eyes glanced over the numbers and went straight to the last "Richard waits to intercede"

My bad...
 
@Goldfish, we are fighting the middle of the Ironborn and while they are currently invulnerable due to being frozen in time, the moment the Chronomancer dies, time will likely resume it's normal flow. At that point, the cloud left by Ray of Ending will kill a ton of important people and wreck the timeline.
 
Aife is probably out of the fight itself, since when she pops into the Maze time might resume at standard rate so by the time she's back everything is over. Might want to account for that.
 
I disagree. This seems like the best spell to use to remove its influence from the ritual and the timeline. DP already said that we can quickly tie off the ritual ourselves since it's mostly complete once our enemies are dead, meaning the Chronomancer's part has largely been played.
How are we going to tie off the ritual after Ray of Ending dispels it? Or at least partly dispels it? It's hard to "tie off" something that's been partly destroyed. At best we'd get something like in post-Listener Mantarys: channel the wild magic into a single vastly inferior effect.
 
Agree, this is the kinda funky "DM-Fiat All the way" situation where we have to be very, very particular about our selection of spells.
 
@Goldfish, we are fighting the middle of the Ironborn and while they are currently invulnerable due to being frozen in time, the moment the Chronomancer dies, time will likely resume it's normal flow. At that point, the cloud left by Ray of Ending will kill a ton of important people and wreck the timeline.
That's a good point and not something I had considered.
Aife is probably out of the fight itself, since when she pops into the Maze time might resume at standard rate so by the time she's back everything is over. Might want to account for that.
I really doubt that it works that way. That would make Maze even more ridiculously powerful than it already is. If that does happen, though, it shouldn't affect the rest of the plan.
How are we going to tie off the ritual after Ray of Ending dispels it? Or at least partly dispels it? It's hard to "tie off" something that's been partly destroyed. At best we'd get something like in post-Listener Mantarys: channel the wild magic into a single vastly inferior effect.
Is the Chronomancer actually casting the spell, though? The ritual was already well underway when it was wearing the Edgar suit and preaching at the Ironborn chodes.

Regardless, we can't use it because of its other secondary effects likely killing and or mind wiping too many "innocent" bystanders. Edit to the plan incoming.
 
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