Yeah...we will find some targets that aren't important to the timeline for the nukes.
Viserys: "But... You're, like, totally malleable, right? I can nuke a few mountainranges' worth of people if it's starting from my point of time?"

The Timeline:



Not like all the people we kill would've mattered... :V
 
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We can always use Shadow of the Doom and end the spell after the first round to get rid of the heat.
Can't risk it. Most of them would be turned to statues, but 1 out of 20 would get lucky and make the save, then get incinerated. Even if we made it a Merciful spell, the damage would probably be enough to kill some of them. Even one of them dying could have dire repercussions for the future.
 
...see all this fretting be for naught as Squids say "fuck it" and bomb the Ironborn themselves when they seem to be about to lose.
:V

G'night all.
[X] Goldfish
 
So I've slotted Scribe's Binding into the plan, since it's one of our go-to options and it's very hard to resist. DC 36 Fortitude saves are difficult to beat, and it's already used a lot of counters. Having it as a book would be awesome.

I'm worried it might not be possible to capture it in this way, however, so I'm thinking about using a Maximized Sphere of Ultimate Destruction instead. 240 points of damage is hard to ignore, after all, especially after everything it's had thrown its way from Richard, Aife, and possibly the Twins.

And with that in mind, rather than using a Transdimensional Dragon's Roar before the first round ends, should I instead have Viserys use Scribe's Binding or the Sphere of Ultimate Destruction at that point? Even if it fails, he could follow up in the next round, but that gives the Illithid a bit more wiggle room and prevents us from dropping some Temp HP on everyone. Thoughts?
 
I'd rather kill than try to capture here.
Go for the sphere.

God's the loot, all else is... whatever.
 
Can't risk it. Most of them would be turned to statues, but 1 out of 20 would get lucky and make the save, then get incinerated. Even if we made it a Merciful spell, the damage would probably be enough to kill some of them. Even one of them dying could have dire repercussions for the future.
We are effectively in a Timestop right now. SotD can't affect them and since the effect doesn't linger, it's safe to use.

Also, might as well have Qyburn use another Decerebrate instead of wasting his Reddopsi.
 
I just feel like being Spell Immunity'd to Scribe's Binding is gonna be the new fashion for many enemies now that we haven't used BP for capture-purposes for months.
And used SB for great many enemies lately, too. Kinda all of them, at least for a time, now that I think about it..?

Ergo, better not even risk learning whether it is and just gun shit down with all we have.
 
I just feel like being Spell Immunity'd to Scribe's Binding is gonna be the new fashion for many enemies now that we haven't used BP for capture-purposes for months.
And used SB for great many enemies lately, too. Kinda all of them, at least for a time, now that I think about it..?

Ergo, better not even risk learning whether it is and just gun shit down with all we have.
That's true, but Scribe's Binding is a 9th level spell, and the only way to gain Immunity to that is with Spellbane. Admittedly, the Chronomancer could be doing just that, but it would be a very odd choice on its part. After all, it has no experience with our practices in the future, even if we weren't Mind Blanked 24/7.

If we ever have a good chance of it working against a high value Deep One target, that time is now.

All that said, I'm still leery of using it and am leaning toward the Sphere of Ultimate Destruction option.
 
We are effectively in a Timestop right now. SotD can't affect them and since the effect doesn't linger, it's safe to use.

Also, might as well have Qyburn use another Decerebrate instead of wasting his Reddopsi.
When I asked DP about it, IIRC he implied that the time lock wasn't quite as comprehensives as the ironclad protection from interference that you get with Time Stop.

You sure you don't want Qyburn to use Reddopsi? That Illithid seems to have a hateboner for him and Reddopsi is a nice way to shut down a lot of nasty psionic attacks.
 
When I asked DP about it, IIRC he implied that the time lock wasn't quite as comprehensives as the ironclad protection from interference that you get with Time Stop.

You sure you don't want Qyburn to use Reddopsi? That Illithid seems to have a hateboner for him and Reddopsi is a nice way to shut down a lot of nasty psionic attacks.
I'm expecting the Myrkdreki to pulverize it. If not, he can finish it off with ASR -> Concussive Blast.
 
Okay, plan updated.
--[X] Viserys uses Amazing Initiative in conjunction with his Belt of Battle to gain another Standard Action for spellcasting, then uses a Transdimensional Dragon's Roar (22nd caster level to overcome SR [32nd vs the Chronomancer], 120ft radius, Enemies suffer 10d8 Sonic damage and Stun for 1 round, DC 33 Fort save to negate Stun and halve damage, while all allies [timelocked Ironborn included since we don't consider them enemies] gain 1d8+20 Temp HP)
Swapped in Sphere of Ultimate Destruction in place of this section.
--[X] Viserys uses his Amazing Initiative to gain a Standard Action in order to activate his Reddopsi Rod. He casts Assay Spell Resistance then targets the Chronomancer with a Transdimensional Scribe's Binding spell (32nd caster level to overcome SR, DC 36 Fort save) using Wild Arcana. If the Chronomancer is dead, he instead casts Assay Spell Resistance then targets the Illithid with a Transdimensional Scribe's Binding. He uses his Battlemagic Perception buff to Counterspell as a Free Action, if necessary.
And Return to Nature in place of Scribe's Binding in this section.

[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 (Each Myrkdreki: 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 with a +1d6 bonus from using his Mythic Surge (+41 attack bonus, Concentration check with a +36+1d6 bonus vs Chronomancer AC, [28d6 + 108 damage if successful]). If the Chronomancer still lives, he makes 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 lets the Sphere of Ultimate Destruction attack it again, 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] If it still lives, Qyburn casts Assay Spell Resistance then targets the Illithid with an Augmented Telekinetic Maneuver to attempt a Disarm maneuver against it (23rd caster level to overcome SR, +26 bonus to Disarm, 12 PP). If it is dead, however, Qyburn uses his Reddopsi crystal as a Standard Action and uses Alter Fortune to assist with Lya or Viserys' Return to Nature spell, if necessary.

--[X] The Myrkdreki Twins use Blood Wind to attack the Chronomancer if 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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@Goldfish if we're breaking out the murder, how about Death Clutch? As long as we get through it's SR the very worst that can happen is that it's staggered for one round, and if it fails the fort save it either dies or ends up staggered for 1 minute and taking 1d4 con drain + 1d4 con bleed.

Ashen Union has some value too during this fight too. The target takes 1d6 / 2 CL up to 10d6 I'm desiccation damage, with a fort save for half. If it takes half or more of its current HP in damage (regardless of the save) it has to make a second fort save or die as all of the liquid in its body is expelled. Not sure how much HP this thing has left, but if we maximize this and set it off after it's taken a little more damage we might just shrivel up and die.

Depending on the layout Scourge of the Horsemen could be viable here as well. 1d6 acid damage /CL up to 20d6 and 1d4 negative levels is no joke, especially since the save only halves everything instead of blocking the negative levels.
 
Okay, I'll add that in.
On a second thought, don't. Those 5d6 Force damage would be nothing. And he can't Decerebrate a Ethereal target, while the Myrkdreki couldn't possibly Dispel that effect.

I'm just a bit miffed that after all the time I've spent on his sheet and the combat plans for this excursion, everything I proposed did literally nothing.
 
On a second thought, don't. Those 5d6 Force damage would be nothing. And he can't Decerebrate a Ethereal target, while the Myrkdreki couldn't possibly Dispel that effect.

I'm just a bit miffed that after all the time I've spent on his sheet and the combat plans for this excursion, everything I proposed did literally nothing.
I wouldn't worry much, dude. Qyburn is a beast, he just doesn't have the best tools to deal with this particular situation. He'll probably level up soon, so his options will expand even further, including another feat. Practiced Spellcaster, for example, would raise his Arcane caster level to 15.

A couple of Force spells, like Orb of Fore, would be a good addition to his toolkit, too.

Also gotta keep in mind that he's only got 14 levels when most of the rest of the party is much higher. We've already benefited from his expertise two or three times where it would have been a serious PITA if we didn't have the info he provided.

What about using ASR + Telekinetic Maneuver against the Illithid? It's a Force effect, so he could Grapple the Illithid and have a really good chance for success (+26 Grapple bonus).
 
I wouldn't worry much, dude. Qyburn is a beast, he just doesn't have the best tools to deal with this particular situation. He'll probably level up soon, so his options will expand even further, including another feat. Practiced Spellcaster, for example, would raise his Arcane caster level to 15.
That's precisely what makes it so annoying. Going against Illithid makes Mind-Affecting effects pretty useless, the time-fuckery stops him from Celerity based shenanigans, the Chronomancer specifically got designed for high touch AC, that anti-dispel effect means he can't dispel anything, and now he got the direct attention of someone wholly immune to pretty much all of his attacks.

That's just... really bloody frustrating.

What about using ASR + Telekinetic Maneuver against the Illithid? It's a Force effect, so he could Grapple the Illithid and have a really good chance for success (+26 Grapple bonus).
Doesn't stop the Illithid from manifesting powers, so it doesn't really serve much of a point.
 
That's precisely what makes it so annoying. Going against Illithid makes Mind-Affecting effects pretty useless, the time-fuckery stops him from Celerity based shenanigans, the Chronomancer specifically got designed for high touch AC, that anti-dispel effect means he can't dispel anything, and now he got the direct attention of someone wholly immune to pretty much all of his attacks.

That's just... really bloody frustrating.

Doesn't stop the Illithid from manifesting powers, so it doesn't really serve much of a point.
If it's Grappled it has to make a fairly steep Concentration check to manifest any power.
To manifest a power while grappling or pinned, you must make a concentration check (DC 10 + the grappler's CMB + the level of the power you're casting) or lose the power.
With a CMB of +26 using the TK Maneuver power, it would have to make a Concentration check with a DC of 36 + power level to manifest anything.

Alternatively, he could go for a Disarm to snag that scary looking staff from it. That thing looks like it would be right up Qyburn's alley.
 
If it's Grappled it has to make a fairly steep Concentration check to manifest any power.

With a CMB of +26 using the TK Maneuver power, it would have to make a Concentration check with a DC of 36 + power level to manifest anything.

Alternatively, he could go for a Disarm to snag that scary looking staff from it. That thing looks like it would be right up Qyburn's alley.
The Illithid likely has a base Concentration of 20, +10 from Attribute and whatever else it got. Unlikely to work.

Stealing the staff sounds more useful.

However, I still don't think it will survive both breath attacks anyway.
 
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