Very little magical equipment is actually good at making a muggle dangerous, no matter what people say. Yes, it can make some tricky stuff, items that will inconvenience a high level party, but the items that actually matter are those which augment already capable characters. Shit with spells attached to it you can use against a target is always subpar and overpriced for the effect you generate. Tremendous wealth can be sunk into relatively poor methods of offensive magic with little to show for it. If he's smart, Varys has gear to make him more difficult to harm, to allow him to become Invisible, to hide him from Divination, to heal incidental injuries, and to flee. He could acquire all of that with the time and monetary investment it would take to get a single halfway decent offense-oriented magic item that poses even a minor threat.

I'm expecting him to trigger a bound Summon of some sort, turn himself Invisible in some manner, then run for his life.

Objectively, you are correct.
This said, magic is so new at Planetos, and even item bound one so deadly for the mundanes, that Varys might overestimate their usefulness.

Given his character I agree that he probably will run, and have fitting items, though.
 
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Very little magical equipment is actually good at making a muggle dangerous, no matter what people say. Yes, it can make some tricky stuff, items that will inconvenience a high level party, but the items that actually matter are those which augment already capable characters. Shit with spells attached to it you can use against a target is always subpar and overpriced for the effect you generate. Tremendous wealth can be sunk into relatively poor methods of offensive magic with little to show for it. If he's smart, Varys has gear to make him more difficult to harm, to allow him to become Invisible, to hide him from Divination, to heal incidental injuries, and to flee. He could acquire all of that with the time and monetary investment it would take to get a single halfway decent offense-oriented magic item that poses even a minor threat.

I'm expecting him to trigger a bound Summon of some sort, turn himself Invisible in some manner, then run for his life.


I still think Tyene or Vee should be going with the Orb group, dude.
@Azel, I'm seconding this. That mission is dangerous enough that a dedicated healer should tag along, freeing Dany and Lya up to use their offensive spells.
 
@Duesal, @Goldfish, we can't pull Tyene from Golden Fields, as we need her for her Rhoynar heritage, and we can't pull Vee from Fungal Pods, because she is the only character that has Grafting as a Feat.

What exactly is wrong with pulling Vee for a day or two only, namely when they actually poke the ruin in question, instead of having her uselessly trail around with them through the desert for a few weeks while having literally fuck-all to do?
 
@Duesal, @Goldfish, we can't pull Tyene from Golden Fields, as we need her for her Rhoynar heritage, and we can't pull Vee from Fungal Pods, because she is the only character that has Grafting as a Feat.

What exactly is wrong with pulling Vee for a day or two only, namely when they actually poke the ruin in question, instead of having her uselessly trail around with them through the desert for a few weeks while having literally fuck-all to do?
The risk of random encounters being CR appropriate and taking them by surprise comes to mind. Can you at least assign an Erinyes to play messenger and to take advantage of True Sight? That way if trouble shows up then Viserys and Vee can immediately show up.
 
I've got to say @DragonParadox , that the new system has indeed improved your craft. The last few interludes have been very refreshing, with lots of yummy character interaction I'm realising I missed a lot. Particularly multi character segments with the two Dornish Targs.

World building woven through the narrative has improved a lot too, such as Mia's segments and other's referencing the growth of SD and ultimately the Empire as entities that affect the world's happenings. So congrats for that!

Thoughts for turn plan: dont forget to leave a few legion units handy for a parade (@Azel) and general medal and honors giving ceremony. Important jackbooted stuff we need to stream on live tv. Troopers very much like those guys will be patrolling the spectator's streets soon.

[X] Core Plan for the 8th Month
 
@Duesal, @Goldfish, we can't pull Tyene from Golden Fields, as we need her for her Rhoynar heritage, and we can't pull Vee from Fungal Pods, because she is the only character that has Grafting as a Feat.

What exactly is wrong with pulling Vee for a day or two only, namely when they actually poke the ruin in question, instead of having her uselessly trail around with them through the desert for a few weeks while having literally fuck-all to do?
Personally, I want Vee to get XP more than I want her to finish the Fungal Pods. But also what @Duesal just said. If you're dead set against it, then assign a couple Erinyes. We have 15 of them that are geared, with another seven in SD that can watch things there. Even if one is in the library, two are with Hermetia, and three with the Yi-Ti expedition, that leaves nine available.
 
@Azel, I'm seconding this. That mission is dangerous enough that a dedicated healer should tag along, freeing Dany and Lya up to use their offensive spells.
Lya and Dany to have one or two high level heals between them for emergency and a positive arcanum for post combat healing?

Also, suggestion, replace the level 4 uncanny forethought divine spell with a second heart of earth and change one of the seventh level divine spells to uncanny forethought for greater flexibility?
Edit: the times when heart of earth are useful are when it quickly gets worn away and need to be reapplied asap :)
 
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Lya and Dany to have one or two high level heals between them for emergency and a positive arcanum for post combat healing?

Also, suggestion, replace the level 4 uncanny forethought divine spell with a second heart of earth and change one of the seventh level divine spells to uncanny forethought for greater flexibility?
Healing isn't an issue. The group has that covered between their own spells and the many scrolls I've had Lya scribe. It's running out of useful combat spells after just one or two serious encounters that worries me.

Also, the spell loadout you are seeing on Lya's character sheet is out of date. @DragonParadox hasn't updated it with the new one I sent him.

This is what it should look like:
Arcane Load-Out (Caster Level 15):
Level 0(4/day): Arcane Mark, Detect Magic, Detect Poison, Prestidigitation
Level 1(4+2/day): Amplify, Heightened Awareness, Mage Armor, Ray of Enfeeblement, Shield, True Strike
Level 2(4+2/day): False Life, Glitterdust, Harmonic Chorus, Heart of Air, Mirror Image, See Invisibility
Level 3(4+2/day): Alter Fortune, Dispel Magic, Flashburst, Great Thunderclap, Manyjaws, Slow
Level 4(4+2/day): Assay Spell Resistance, Celerity, Greater Invisibility, Lightning Lance, Orb of Force, Ruin Delver's Fortune
Level 5(4+1/day): Feeblemind, Greater Blink, Heart of Fire, Parchment Swarm, Free Slot (UF) x1
Level 6(3+1/day): Greater Dispel Magic, Greater Shadow Enchantment, Starmantle, Free Slot (UF) x1
Level 7(2+1/day): Arcane Spellsurge, Greater Teleport, Free Slot (UF) x1
Level 8(1+1/day): Maze, Free Slot (UF) x1

Divine Load-Out (Caster Level 16):
Level 0(4/day): Fire Eyes, Light, No Light, Purify Food and Drink
Level 1(5+1/day): Blessed Aim, Divine Favor, Ice Slick, Moment of Greatness, Omen of Peril, Shield of Faith
Level 2(5+1/day): Barkskin x2, Close Wounds, Divine Insight, Lesser Restoration, Silence
Level 3(5+1/day): Alter Fortune, Heart of Water, Mass Aid, Mass Resist Energy x2, Thunderous Roar
Level 4(5/day): Assay Spell Resistance, Heart of Earth, Life Bubble, Panacea, Free Slot (UF) x1
Level 5(4/day): Boneshatter, Control Winds, True Seeing, Free Slot (UF) x1
Level 6(3/day): Chains of Light, Greater Black Tentacles, Free Slot (UF) x1
Level 7(2/day): Return to Nature, Spellstaff(Contains: Destruction), Free Slot (UF) x1

And here are her current scrolls:
Arcane Spellsurge x2
Assay Spell Resistance
Bless x5
Cure Light Wounds x2
Enervation
Enlarge Person x2
Fabricate x2
Glitterdust x2
Greater Black Tentacles x4
Greater Teleport x4
Heal x5
Heart of Air x2
Heart of Earth x2
Heart of Fire x2
Heart of Water x2
Keen Edge x4
Life Bubble x3
Mage Armor x5
Mage's Private Sanctum
Maze x2
Mind Blank x3
Owl's Insight x5
Panacea x5
Plane Shift x2
Protection from Evil x3
Raise Dead
Ray of Enfeeblement x3
Restoration
Resurgence x5
Smoky Confinement x2
Starmantle
Teleport x2
Treasure Stitching
True Seeing x2
Wind Walk
 
As for feats, how about giving Garin Greater Two-Weapon Fighting? More iteratives is nice.

@TotallyNotEvil (in case the tag I edited into my last post didn't work) I fear that when you made Twilight Hunter you made HiPS a (Su) ability. But because of the "by default all Su abilities are a Standard action", HiPS becomes almost nonfunctional (most Hide tests are done as part of Move actions, or even 5-foot steps).
Considering Assassins have been used it without a problem since the early 2000s, I'm confident in saying it's clearly an exception to the rule or you are misreading it.

Alternatively, you are absolutely right... And the duration is indefinite.
 
Personally, I want Vee to get XP more than I want her to finish the Fungal Pods. But also what @Duesal just said. If you're dead set against it, then assign a couple Erinyes. We have 15 of them that are geared, with another seven in SD that can watch things there. Even if one is in the library, two are with Hermetia, and three with the Yi-Ti expedition, that leaves nine available.
If we pull Vee, we have to halt progress on the Fungal Pods and Weirwood hybridization, which will cause other people to yell at me about the plan, so I'm pretty much damned if I do and damned if I don't.

And I'm seriously not risking the new colony without someone of Rhoynish blood haggling with the Fey. Which in turn would mean I would have to revamp my entire plan for the region.

Of all the bad options, the current one seems to be the best to me personally.
 
If we pull Vee, we have to halt progress on the Fungal Pods and Weirwood hybridization, which will cause other people to yell at me about the plan, so I'm pretty much damned if I do and damned if I don't.

And I'm seriously not risking the new colony without someone of Rhoynish blood haggling with the Fey. Which in turn would mean I would have to revamp my entire plan for the region.

Of all the bad options, the current one seems to be the best to me personally.
The Erinyes option seems like it would work fine. We're not trying to diplomance the undead or the warlocks, and if anyone attacks she can emergency teleport to us. This way Vee and Tyene can both stay on their projects.
 
Basically, there are two options I see.

Option 1 (current plan)
- Vee, Mercy and Mereth finish up Fungal Pods
- Naria finishes up Weirwood Hybridization

Option 2
- Vee goes with the Dragon Orb group
- Mercy and Mereth figure out how upgrade Oathkeeper
- Naria figures out how to upgrades Dark Sister

The second variant would fit rather well into our current plans of forging all of the VS this month.
 
Very little magical equipment is actually good at making a muggle dangerous, no matter what people say. Yes, it can make some tricky stuff, items that will inconvenience a high level party, but the items that actually matter are those which augment already capable characters. Shit with spells attached to it you can use against a target is always subpar and overpriced for the effect you generate. Tremendous wealth can be sunk into relatively poor methods of offensive magic with little to show for it. If he's smart, Varys has gear to make him more difficult to harm, to allow him to become Invisible, to hide him from Divination, to heal incidental injuries, and to flee. He could acquire all of that with the time and monetary investment it would take to get a single halfway decent offense-oriented magic item that poses even a minor threat.

I'm expecting him to trigger a bound Summon of some sort, turn himself Invisible in some manner, then run for his life.


I still think Tyene or Vee should be going with the Orb group, dude.

I really don't know why people keep acting like I'm saying he should Duke it out in the audience chamber with the full party.

Where did I give that impression? I said he should be dangerous, poison is as dangerous if not moreso than a sword despite it being indirect and requiring set up.

#InDPItrust.
 
Thinking about it, I think I will campaign for Epic Gear Month next turn. Gather up Dany, Lya, Mereth and Naria to improve Oathkeeper, Dark Sister and forge that sweet Tiamat armor for Dany at the same time.
 
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