@Azel Did you ask @DragonParadox the legion training question? Also I forget how many recruits we had in training. And I'm also not sure if I'm reading the accounting sheet right for how many training centers are in the Stepstones province, but is it 20 training centers?

Does that mean we have 20,000 men in training? Is there progress rolled for it like other turn actions?

And like above, if there exists soldiers (I guess Mercenaries might count as Men-at-Arms for ease of use? And then slaves count as Levies (or as-good-as unskilled recruits) while Militia is supposed to be somewhere in-between MaA and Levies? Not sure what the rules are there in general but I'm sure they relate to both training times and cost in some way for how you account for them.

All and all a more thorough explanation of this, and listing of both troops in training and ships under construction on the sheet would be super useful and give me an idea of what our military is going to look like. I"m also not sure how you want to handle units that are also likely Elites but not directly attached to the Legion. Darkenbeast riders for example are obviously elite and we can produce them in enough numbers that we can just form a company out of them and attach them to a column. Griffin riders however are produced in small enough numbers that it is probably better that they are half prestige-based and half skilled-based. In theory years from now we could have enough of them that they would perform well and more than keep up with similar flying companies of troops, but it is obviously a point of vanity in some respects when you have access to production lines for similarly strategically mobile troops in great enough numbers to fill the same role on a battlefield.

HOWEVER a Griffon rider Order of Knights could do jobs that require similar mobility but not great enough numbers to justify ordering a Legion into an area. Chances are one Order of them could operate all across Westeros and travel to any point and back within a single month.

That's me rambling though. It's obvious they could be used on the field of war so that's why I mention them at all, so accounting for them will eventually come up (assuming we're bankrolling them, and I don't see why not. Another point of leverage upon young ambitious nobles).

@Azel @DragonParadox

Did you guys talk about that first part over the weekend at all?

The rest is somewhat relevant but not important.
 
Yes, you can target different destinations also there are tracks.

What part of the original proposal does not fit? I might be misremembering something.

Having the first instance of its commercial use be a tracked carriage moving through and carrying goods from the legendary "Plane of Balance" would have made it more clear that the action resolved in the way it was originally envisioned. Making the first mention a "caravan moving on foot" muddles it a bit, I think.
 
Having the first instance of its commercial use be a tracked carriage moving through and carrying goods from the legendary "Plane of Balance" would have made it more clear that the action resolved in the way it was originally envisioned. Making the first mention a "caravan moving on foot" muddles it a bit, I think.

I see. The issue is that the station is not officially open right now.
 
Yes, you can target different destinations also there are tracks.

What part of the original proposal does not fit? I might be misremembering something.
Since we are using a Wheel of Far Travel, the idea was actually to have a length of track flanked by multiple arches that acts as a sender (actually not enchanted, just as a marker and to ensure that the carriage train is fitting on the receiving track) and a receiving track with the same layout, but this one enchanted with the redirection wards.

So the carriage moves to the sending-track. It could either just park there or fire up the Wheel of Far Travel while still moving, makes not much difference. Then a regular old Planeshift moves the whole thing over to the receiving track in the PoE. So you basically got a 150m or so length of track flanked by arches, on which the whole carriage train can materialize. The actual act of shifting is done by the lead car of the carriage train, not the arches. They are just the homing beacons to make sure the cart arrives on the track and not partially in a wall.

However, if there is no functional difference, then I'm perfectly fine with what amounts to Stargate. Because that's both awesome and something I always wanted to have.
 
Since we are using a Wheel of Far Travel, the idea was actually to have a length of track flanked by multiple arches that acts as a sender (actually not enchanted, just as a marker and to ensure that the carriage train is fitting on the receiving track) and a receiving track with the same layout, but this one enchanted with the redirection wards.

So the carriage moves to the sending-track. It could either just park there or fire up the Wheel of Far Travel while still moving, makes not much difference. Then a regular old Planeshift moves the whole thing over to the receiving track in the PoE. So you basically got a 150m or so length of track flanked by arches, on which the whole carriage train can materialize. The actual act of shifting is done by the lead car of the carriage train, not the arches. They are just the homing beacons to make sure the cart arrives on the track and not partially in a wall.

However, if there is no functional difference, then I'm perfectly fine with what amounts to Stargate. Because that's both awesome and something I always wanted to have.

Oh I see... that's a cool system. Do you guys generally prefer this to a gate system?

Ultimately this is a quastion of fluff design and I'm perfectly fine leaving it up to the thread.
 
Well, there is a minor functional difference. With the gate system, capturing one of the gates means the attacker can dial to other gates and move there. With the pure homing beacon design, he needs to Planeshift to the receiver on his own. However, there is not much of a real difference in security with either. We still need to treat the terminals like an airport, which means some amount of wariness about potential threats using the system to move around.

There's a reason I wanted the SD terminus next to the Legion HQ and within easy reach of a few fine and upstanding people from the Inquisition.

Also, it would be a great place to litter a few abberation detectors.
 
Those people are effectively a non-factor. There's less than a hundred of them in a city of over 40,000 and climbing.

[X] Collect a sample of the strange green dust and move on
It was 300 if I remember things correctly...
Still, not all that many, yes.

And it's better to have a false positive every now and again, than an actual aberration running around.
 
Oh I see... that's a cool system. Do you guys generally prefer this to a gate system?

Ultimately this is a quastion of fluff design and I'm perfectly fine leaving it up to the thread.
The gate is cool, but that would also be a much higher level but of magic, with correspondingly higher costs and creation times. I think I would prefer to just keep @Azel's original Planar Train thingy for the fluff if it's not too much trouble.
 
So that's 64 launchers and 120 scorpions?

If you can squeeze in more of them, I would take another 2 prototypes. Odds are, we are going to loose one or two by piloting errors, system failure or hull stress. Same goes for the armaments. We should definitely do live firing exercises with Explosive Pack ammo, because if something goes wrong there, it will blow up the gun and a good deal of the surroundings.

So basically, I'm anticipating that we build 3 full prototypes and get 1 actually functional unit out of the deal.

Yes, that's all of them.

I'll add two more Fighter Prototypes to the schedule when I get home this evening.

How much are the Heralds supposed to cost?

And @Duesal, I know you were just dreaming when you mentioned how you wanted 100 Elemental Fire Wyrmlings to accompany the Harbinger, but what if we didn't include a small flock of them? Maybe four or five to serve as the Harbinger's assistants, scouts, and emergency healers?
 
[X] Collect a sample of the strange green dust and move on
You are not adding the discounts together, right?
How do you mean? All the crafters involved have the Extraordinary Artisan discount and are using the Lifespark Gem for an additional discount since the Harbinger is an intelligent Constructs.

Why wouldn't we?
 
And @Duesal, I know you were just dreaming when you mentioned how you wanted 100 Elemental Fire Wyrmlings to accompany the Harbinger, but what if we didn't include a small flock of them? Maybe four or five to serve as the Harbinger's assistants, scouts, and emergency healers?
I would like to reiterate my suggestion of having the Harbinger accompanied by two Heralds and 12 Wyrmlings.
 
[X] Collect a sample of the strange green dust and move on

How do you mean? All the crafters involved have the Extraordinary Artisan discount and are using the Lifespark Gem for an additional discount since the Harbinger is an intelligent Constructs.

Why wouldn't we?
Are you doing like 2x 40% discount = 80%?

If each has a, say, 50% discount, and there are two people working on a 40k project, the final price is still 20k, just paid in two installments of 10k.
 
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Are you doing like 2x 40% discount = 80%?

If each has a, say, 50% discount, and there are two people working on a 40k project, the final price is still 20k, just paid in two installments of 10k.
No, I think the figure he stated was just the amount of crafting that is covered by the master artisans we got, the rest being done by Lya and other PCs.

@Goldfish, on a more serious note, I would make 4 Heralds if we can squeeze them in. One for Wylla, to be her intelligent mount, one for Lady Phassen, as a mixture of a gift and a reminder, one for Salladhor, because his new subjects will be much more ready to submit to his authority when he can enforce it with a magical steel-dragon, and one for Hermetia, as her badge of office and visual sign to all remaining Lyseni magisters that things won't go back to the way they were if they do something stupid like poisoning her.

Either the month after or if we really have the room for it, make another two to accompany Moonsong and the Queen Rhealla.
Yrael and Relath could also get one, though they are the lowest priority in my book.
 
Are you doing like 2x 40% discount = 80%?

If each has a, say, 50% discount, and there are two people working on a 40k project, the final price is still 20k, just paid in two installments of 10k.
Lya's Dedicated Wrights have 6000 IM of crafting capacity. With a 35% discount, that means they can do 9230 IM in enchanting.

Anu, between his Dedicated Wrights and 25 days of personal time can do 11,000 IM of enchanting. That increases to 16,923 IM with the 35% discount.

That leaves 13,847 IM for the Shaitan Enchanters to cover.
 
No, I think the figure he stated was just the amount of crafting that is covered by the master artisans we got, the rest being done by Lya and other PCs.

@Goldfish, on a more serious note, I would make 4 Heralds if we can squeeze them in. One for Wylla, to be her intelligent mount, one for Lady Phassen, as a mixture of a gift and a reminder, one for Salladhor, because his new subjects will be much more ready to submit to his authority when he can enforce it with a magical steel-dragon, and one for Hermetia, as her badge of office and visual sign to all remaining Lyseni magisters that things won't go back to the way they were if they do something stupid like poisoning her.

Either the month after or if we really have the room for it, make another two to accompany Moonsong and the Queen Rhealla.
Yrael and Relath could also get one, though they are the lowest priority in my book.
We should be able to manage that. Remind me of how much a Herald costs?
 
Lya's Dedicated Wrights have 6000 IM of crafting capacity. With a 35% discount, that means they can do 9230 IM in enchanting.

Anu, between his Dedicated Wrights and 25 days of personal time can do 11,000 IM of enchanting. That increases to 16,923 IM with the 35% discount.

That leaves 13,847 IM for the Shaitan Enchanters to cover.
I'm pretty sure we came to the conclusion those weren't high enough level to assist here?

And I plain don't want them to.
 
@Goldfish, enchanting wise, just 6,000 IM.
After much tinkering, here's the updated Herald constructs:


Herald, CR 10
LN Large Construct
Init +2, Senses: Darkvision 120ft, Blindsense 60ft;

Defense
HP: 101 (12d10 + 30)
AC: 24 (10 + 2 DEX + 13 NA - 1 Size)
DR 10/Adamantine and Magic
Fort +4 Reflex +6 Will +6
Immune construct traits, magic
Spell-Like Abilities (CL 10th)
Constant - Fire Eyes
At will - Voice of the Dragon, Elemental Darts (Fire only), Detect Magic
3/day - Fireball, Dispel Magic

Offense
Speed 40ft, fly 200ft. (poor)
Full Attack: Bite +16 (2d6+8), Claws +14/+14 (1d8+4), Wings +14/+14 (1d8+4), Tail slap +14 (1d8+12)
Space 10 ft.; Reach 5 ft.; 10ft. with bite
Breath Weapon: 40 ft cone, 8d6 Fire, DC 19 Reflex for half.
Inferno: 3/day, breath weapon is Empowered and deals Searing damage.

Statistics:
STR 26 DEX 14 CON -- INT 14, WIS 14, CHA 16
Base Atk/Grapple: +9/+21
Feats: Power Attack, Cleave, Multiattack, Fly-By-Attack, Hover

Skills: Bluff +13, Diplomacy +30, Intimidate +21, Knowledge (Arcana) +8, (Archtecture) +8, Knowledge (Dungeoneering) +8, Knowledge (Geography) +8, Knowledge (History) +8, Knowledge (Law) +19, Knowledge (Local) +8, Knowledge (Nature) +8, Knowledge (Nobility) +8, Knowledge (Religion) +8, Knowledge (Planes) +8, Spellcraft +10

Skill ranks: Diplomacy 15, Intimidate 8, Sense Motive 15, Spellcraft 3, Knowledge (Arcana) 1, Knowledge (Archtecture) 1, Knowledge (Dungeoneering) 1, Knowledge (Geography) 1, Knowledge (History) 1, Knowledge (Local) 1, Knowledge (Nature) 1, Knowledge (Nobility) 1, Knowledge (Religion) 1,Knowledge (Planes) 1, Knowledge (Law) 9
Racial: +8 in Knowledge (Law)
Synergy: +2 Diplomacy from Sense Motive
Magic: +10 Enhancement on Diplomacy, Bluff, Intimidate. +5 Enhancement on all default Knowledges, +5 Spellcraft.
Languages: Westerosi Common, High Valyrian, Draconic

Special Abilities:
Immunity to Magic (Ex): A Herald is immune to spells or spell-like abilities that allow spell resistance. Certain spells and effects function differently against it, as noted below.
A magical attack that deals cold damage slows the Herald down as the Slow spell for 3 rounds without a save.
A magical attack that deals fire damage breaks any slow effect on the Herald and heals 1 point of damage for each 3 points of damage the attack would otherwise deal. If the amount of healing would cause the Herald to exceed its full normal hit points, it gains any excess as temporary hit points. A Herald may have up to 50 temporary hit points at a time, and they last for one hour. A Herald gets no saving throw against fire effects. A Herald may heal itself with its own SLAs and Breath Weapon.

Inferno (Ex): Three times per day as a Full Round action the Herald's breathweapon may be Empowered and deal Searing damage. He can't use his breath weapon for 3d4 rounds afterwards.

Programmed Lore (Ex): A Herald my Take 10 on a Knowledge or Spellcraft check as long as it has ten uninterrupted minutes to go through its memory archives, and the DC of the check is no higher than 20.

Improved Grab (Ex): To use this ability, a Herald must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.

Hover (Ex): If a Herald is hovering at 20 ft or less from the ground in an area with loose debris, it creates a 40 ft radius hemispherical cloud that blinds all therein for as long as they remain inside, and one round afterwards. Casting a spell inside this cloud requires a DC 16 Concentration check.

Construction
Requirements: Craft Construct, Craft Magical Arms and Armor, Fireball, Voice of the Dragon, Geas;
Materials: 150 lbs of adamantine worth 9000 IM, 1500 lbs of steel, enchanting materials worth 6000 IM.

Which reminds me, @Duesal, how are you tracking out material stockpiles again?
Because I think something akin to the accounting sheet could help to keep the numbers straight.
 
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