Since we are not doing major combat this turn I thought we would take it one new system at a time and come up with something by next turn. I would like to test out things on the War of Three Spheres against the Efreeti.
But what would combat even look like when everyone has Greater Teleport and enough pocket nukes to flatten a city a day?
 
I'm hoping for something WWI-like but I am going to have to sit down and work out the crunch and fluff, which I do not have the energy for right now unfortunately.
Then we need mobile large area magical effects (we are talking kilometres here) with very specific and clear properties, which is something you always explicitly ruled out as impossible.

None of this "attune 50 soldiers to it" stuff. Real strategic level magical effects.
 
Aren't those artifacts?

Not quite, expensive as hell and take a CL 20 caster, but no true artifacts that need divine juice or something similarly rare.
Weirdstone

These innocuous-looking, fist-sized pieces of faceted glass are among the most highly sought-after items in all of Faerûn. Mages who like their privacy and evil beings who prefer to keep their plans secret are particularly fond of these items, and they often dispatch minions or adventurers to retrieve them.
When placed upon a flat surface and activated by mental command, a weirdstone floats about 3 feet into the air, glowing and chiming softly. While active, it blocks out all of the following within a 6-mile radius (including into the air above and the ground below).


  • All astral and ethereal travel.
  • All divination (scrying) spells.
  • All conjuration (teleportation) spells.
  • Any spell-like, supernatural, or extraordinary abilities, psionic powers, or the like that mimic these effects.
The weirdstone hampers only effects that manifest within its area. Spells or abilities activated within the weirdstone's area that target an area outside its 6-mile radius are unaffected. For example, a wizard standing right next to a weirdstone could cast a scrying spell to spy on a creature more than 6 miles away, but she could not teleport across the room because the weirdstone blocks teleportation magic within its radius.
Strong abjuration; CL 20th; Craft Wondrous Item, dimensional lock, nondetection, creator must be at least 20th level; Price 230,000 gp.
 
If we gain access to the Eldritch Template in Qohor, my Wyrdwood trees could be used to ward large areas with a Forbiddance effect. Certainly not as much as a Weirdstone, though.

On the other hand, we can grow Wyrdwoods much more quickly than we can enchant or commission Weirdstones.
 
Not quite, expensive as hell and take a CL 20 caster, but no true artifacts that need divine juice or something similarly rare.
Weirdstone

These innocuous-looking, fist-sized pieces of faceted glass are among the most highly sought-after items in all of Faerûn. Mages who like their privacy and evil beings who prefer to keep their plans secret are particularly fond of these items, and they often dispatch minions or adventurers to retrieve them.
When placed upon a flat surface and activated by mental command, a weirdstone floats about 3 feet into the air, glowing and chiming softly. While active, it blocks out all of the following within a 6-mile radius (including into the air above and the ground below).


  • All astral and ethereal travel.
  • All divination (scrying) spells.
  • All conjuration (teleportation) spells.
  • Any spell-like, supernatural, or extraordinary abilities, psionic powers, or the like that mimic these effects.
The weirdstone hampers only effects that manifest within its area. Spells or abilities activated within the weirdstone's area that target an area outside its 6-mile radius are unaffected. For example, a wizard standing right next to a weirdstone could cast a scrying spell to spy on a creature more than 6 miles away, but she could not teleport across the room because the weirdstone blocks teleportation magic within its radius.
Strong abjuration; CL 20th; Craft Wondrous Item, dimensional lock, nondetection, creator must be at least 20th level; Price 230,000 gp.
Doesn't block Divination though. Just scrying.
If we gain access to the Eldritch Template in Qohor, my Wyrdwood trees could be used to ward large areas with a Forbiddance effect. Certainly not as much as a Weirdstone, though.

On the other hand, we can grow Wyrdwoods much more quickly than we can enchant or commission Weirdstones.
Doesn't fix all problems though. They are still vulnerable to a great many things.


@DragonParadox, I can whip up a proposal, but I'll need the freedom to invent high-level effects and retcon a few things. Things are too borked to work without those.
 
Doesn't block Divination though. Just scrying.

Doesn't fix all problems though. They are still vulnerable to a great many things.


@DragonParadox, I can whip up a proposal, but I'll need the freedom to invent high-level effects and retcon a few things. Things are too borked to work without those.

Sure, we are very much in the stage where some things need reinventing, even to the point of retcons to make the world stick together.
 
Doesn't fix all problems though. They are still vulnerable to a great many things.
They're not intended to be a full blown solution to the issue, nor would they operate in a vacuum. While no pushover on their own, they would need to be deployed with additional forces.

Their greatest advantage is mobility and rapid deployment. Placing Forbiddance wards anywhere is expensive and time consuming, and there are only a limited number of people who can do it. Being able to deploy one or more Wyrdwoods, each with their own entourage, allows us to provide effective coverage at a moment's notice.
 
As a side note, since my plan contains both diplomancing Norvos and invading Qohor, we should gain two more Duchies. Or at least I'm confident Norvos gets the message when they see the mushroom cloud in the east.
 
--[X] Deploy Troops for Invasion
---[X] Qohor
Well, I think we can take them, as far as we could tell at our last visit the Fleshforge might be dangerous and corrupted, but didn't seem to be in use for mass-production of warbeasts or enhanced soldiers.

At the same time though this will require simultaneously to the regular invasion also adventurers going into the Forest and the Forge and secure the most dangerous areas, before we have to deal with shit like eldritch guerillas or soldiers going mad en masse.
 
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