I thought about updating this tonight, but I just feel a little too tired to focus right now and with the fight being so fun I do not want to cap it off with some silly mistake so I think I will just leave it to the morning and will get back to our regularly scheduled two updates per day then.
 
Well that went amazingly well, great job @Goldfish.

So are we planning to actually try stealing anything anymore, or are we just going to make a break for it? I'm still kind of skittish about this operation, so I'm leaning towards running the fuck away as fast as possible.
 
Well that went amazingly well, great job @Goldfish.

So are we planning to actually try stealing anything anymore, or are we just going to make a break for it? I'm still kind of skittish about this operation, so I'm leaning towards running the fuck away as fast as possible.
I want to try to Dispel the Gate, drop a load of enhanced Wildfire on it whether or not the Dispel is successful, then go to the Vault and toss as many ward stones as we can in Viserys' cloak. Then it's Psionic AMF + Invoke Magic + Anywhere But Here time. If there is further opposition, we might not be getting any ward stones and just trying to escape.
 
I want to try to Dispel the Gate, drop a load of enhanced Wildfire on it whether or not the Dispel is successful, then go to the Vault and toss as many ward stones as we can in Viserys' cloak. Then it's Psionic AMF + Invoke Magic + Anywhere But Here time. If there is further opposition, we might not be getting any ward stones and just trying to escape.

And if our escape plan doesn't work… Do we just cut our way out?
 
Gosh, this mission has been a large reality check after going through all the memes of "conquering kingdoms in a night and nuking Courts in the comfort of your own home".

Yes, there are still forces that are capable of killing the Dragon Imperator and friends. No, the centuries-long interplanar war is not going to be something that will suddenly be won just because we showed up. Yes, the newly-formed Imperium might break into pieces if the sovereign ruler dies on "one last adventure". No, we are NOT ready for Winter to come, not by a long shot.
 
Gosh, this mission has been a large reality check after going through all the memes of "conquering kingdoms in a night and nuking Courts in the comfort of your own home".

Yes, there are still forces that are capable of killing the Dragon Imperator and friends. No, the centuries-long interplanar war is not going to be something that will suddenly be won just because we showed up. Yes, the newly-formed Imperium might break into pieces if the sovereign ruler dies on "one last adventure". No, we are NOT ready for Winter to come, not by a long shot.
I think this arc is meant to hammer this point down and patch the holes in the plot using worldbuilding and greater wards
 
Vote Closed
Adhoc vote count started by DragonParadox on Jun 22, 2021 at 3:41 AM, finished with 85 posts and 10 votes.

  • [X] Giant Wrangling
    -[X] Viserys uses Wild Arcana to cast a Brilliant Barrier (Hardness 20, 220 HP Wall of Force) as an Immediate Action to block the entrance into the chamber, then assumes True Dragon form as a Standard Action, automatically healing 18 HP and gaining 90 additional HP from his enhanced Constitution.
    --[X] If necessary to prevent the Rune Giant from closing to range before it dies, he uses Amazing Initiative and his Belt of Battle to gain another action in order to use a Wall of Scales or Brilliant Barrier spell via Wild Arcana or Resilient Sphere to impede it and/or block the explosion, as needed.
    -[X] Varys also uses a Brilliant Barrier charm (Hardness 20, 70 HP Wall of Force) to block or impede the Rune Giant, if necessary, as well as helping block the explosion from its death. If that isn't necessary, she instead uses it to reinforce Viserys' barrier. She flies to Richard and begins applying doses of Restorative Ointment (heals 1d8+5 HP per dose).
    -[X] Garin targets the Rune Giant with all seven bolts from a Darkbolt (2d8 damage per bolt, DC 21 Will save to avoid being Dazed for one round) spell. He then uses a Brilliant Barrier charm (Hardness 20, 70 HP Wall of Force) as an Immediate Action to block the explosion from the Rune Giant's death.
 
Part MMMDCCCXXII: By Bolts and Locks
By Bolts and Locks

Eleventh Day of the Ninth Month 294 AC

The wall of light flickers and sputters like a candle in the rain as you first evoke it, the ward watchers just barely managing to catch the spell-form dulled by pain and lingering fear, but as your form shifts and grows from human to wyrm, the sheer mass of flesh and scale already starting to heal helps to ground you. Before the giants can take their second volley your draw a thread of unnatural speed from your belt and the second spell holds true, all the more so with Varys triggering a charm to cast another like ward behind it.

Viserys Heals 98 Hit Points
(Viserys 109/355)

As to the wounded guard giant abandoned by his master he flees with surprising speed towards the gate, though nowhere near swift enough, managing only to ensure Garin is well clear of the blast from its death when seven knives of shadow pierce its back and skull, sending the conical helm flying in a shower of blood.

A part of your mind is already working out how long the wall should hold for. Between one and two minutes assuming they do not get anymore reinforcements... an eternity in battle, but not so long outside of it, assuming of course that second path from the commander's chambers does not exist or they cannot get to it in time.

Your eyes fall on Ser Richard, his armor dented and melted, what little of his face you can see so withered he seems more corpse than living man already.

"I will deal with it, see to the gate..." Varys hisses and you hear in her voice the same urgency and the same pain you feel at the sight, for she is kin to your soul and cares no less deeply.

Ser Richard Heals 8 Damage
(Ser Richard at -32/211
Unconscious)

As she begins her chanting over scrolls of petty healing magic that even an initiate of the Scholarum could master, but which by the same token are hardest for the ward-watchers to hear, you turn to face the blood red light of the gate and the figures already forming there, reaching with your will like a vice to unravel it.

Alas, the watchers had been ready for this, most likely they had trained to counter this above all other spells and so the curtain falls on your spell, the gate endures and four efreeti of the Eternal Guard pass into the chamber and charge Garin with weapons touched by flame and the name of their lord upon their lips. They do not charge heedless or without thought, but they surround him as hounds to a lion at bay.

Yet even these warriors, mighty as they are cruel, stand now against a foe who is beyond them. For of all their blows from every angle and every way only one connects through veils of shadow and tricks of misdirection.

Garin Takes 22 Damage
(Garin at 53/222)

Four he can stand against, but eight... twelve, no. Eventually he will be overwhelmed as surely as night turns to day. The whole host of the City of Brass is beyond that gate somewhere and it has only to deploy. You must close it.

Again you speak the words and set your skill and sorcery against the ward-keepers and this time you thread the needle true even as Garin manages to slay the foe who had wounded him, his blade drinking deep of the blood it had spilled.

Garin Heals 20 Damage
(Garin at 73/222)
Ser Richard Heals 17 Damage
(Ser Richard at -15/211
Unconscious)

There is still magic in the arch of the gate, still the potential for its opening, a power woven into the very core of the fortress which you cannot from here unravel, not at least in the time you have before the door behind you bursts and that is discounting the mages who are simply keyed in to translocate under their own power.

Claim as much of the treasure as you can then fly off, the voice of instinct deep in your blood whisperers. For all their power the thought is not the least strange to those of the Crimson Flight.

What do you do?

[] Write in

OOC: You have three Eternal Guard in the room with you and between 13-20 rounds before the barriers behind you cracks, assuming the giants do not get reinforced. On the plus side you have an artifact cloak that can ignore the wards against extra-dimensional spaces so all you need to do is tap one and you have it so that is another way you are uniquely suited to robbing the place and part of the reason the shaitan thought of giving you the chance.
 
Last edited:
Kill the guards fast with Garin, pick up Richard, focus on robing wardstones and anything else we can in reach, and then book it sounds good.

Anything we want to do in plan for this? Any way to heal Richard faster maybe like healing potions or something?
 
Kill the guards fast with Garin, pick up Richard, focus on robing wardstones and anything else we can in reach, and then book it sounds good.

Anything we want to do in plan for this? Any way to heal Richard faster maybe like healing potions or something?

At this rate it should take Richard 2 more rounds to wake up and trigger his armor's regen, or you could cast one cure critical wounds spell on him. Assuming it goes through that will have him on his feet instantly.
 
@DragonParadox, how far away from us are Garin and the Efreeti? How far away is the Gate? And how far away from the Gate are Garin and the Efreeti?

Also, thinks to Viserys' amulet, he should be able to delay anyone Teleporting to within 55 feet of his position by up to three rounds. That's an ongoing, continuous effect he benefits from. I think it should work through the wards? If so, that could buy a bit of time should anyone try to Teleport in.
 
Last edited:
@DragonParadox, how far away from us are Garin and the Efreeti? How far away is the Gate? And how far away from the Gate are Garin and the Efreeti?

Also, thinks to Viserys' amulet, he should be able to delay anyone Teleporting to within 55 feet of his position by up to three rounds. That's an ongoing, continuous effect he benefits from. I think it should work through the wards? If so, that could buy a bit of time should anyone try to Teleport in.
  1. About 50 ft for Garin, the Efreeti are surrounding him, the closed gate is another 70 ft. beyond that so 120 ft from you
  2. Yep that is an enchantment which will work as advertised, the wards are basically well wards, more concerned with keeping intruders out than letting people who are on the list in. You do have those few rounds at the very least.
 
  1. About 50 ft for Garin, the Efreeti are surrounding him, the closed gate is another 70 ft. beyond that so 120 ft from you
  2. Yep that is an enchantment which will work as advertised, the wards are basically well wards, more concerned with keeping intruders out than letting people who are on the list in. You do have those few rounds at the very least.
Also, in case you missed it, Richard's armor grants him Fast Healing 1 even when it hasn't been activated. I know that's almost trivial, but it might make the difference between waking up in 2 rounds or 3 rounds.
 
Also, in case you missed it, Richard's armor grants him Fast Healing 1 even when it hasn't been activated. I know that's almost trivial, but it might make the difference between waking up in 2 rounds or 3 rounds.

I missed that, he fought for three rounds and it has been two more since he has been unconscious so he should be at -15. that is all but certain to tick over in 2 rounds
 
Garin can probably handle the remaining three Efreeti without too much trouble, but I don't think we have time to waste letting him do that. In the interest of speeding up this exchange, I'm including some options for following round as well.

[X] Teamwork Makes the Dream Work
-[X] Telepathically ask Garin which of his foes he wants you to target, then hit them with an Invisible Elemental Cold Darts spell ([1d6+10]x1.5 Cold Damage per dart), splitting darts between targets as he requests. Follow this up with a Quickened Magic Missiles spell (5d4+5 Force damage) using a Metamagic Gem.
--[X] If the fight continues for an additional round, Viserys again targets the Efreeti with an Elemental Cold Darts spell. If it does not, Viserys uses a Page of Spell Knowledge to cast Cure Light Wounds on Richard to hasten his recovery.
-[X] After Viserys' spells, Garin activates his Belt of Battle to gain an additional Standard Action in order to use his Dagger Cloak's Cone of Daggers ability (15ft cone, 7d6+22 damage, DC 20 Reflex save for half damage) against as many targets as he can manage, but focusing on the most heavily wounded if possible.
--[X] If the fight continues for an additional round, Garin opens the round by spending 1 Mythic Power to use Surprise Strike (target is considered Flat-Footed) as a Swift Action against an Efreeti in order to make a Sneak Attack (+33 attack bonus, 7d8+34 damage; 17-20/x4. Ignores Damage Reduction, plus Staggering Strike; Fortitude DC equal to damage to avoid being Staggered for 1 round) before resuming his normal attacks at his discretion.
-[X] Varys continues healing Richard.
 
Back
Top