Can you jog my memory on that? What is the Lord Florent up to again?

But yeah, getting the Florents would wrap a nice bow on the southern Reach. We got Tarly, already costing Mace his best general, if Redwyne flips then the coast and the Mander are wide open and with the Florents, the only house in the south we haven't gotten so far would be the Hightowers.

It would also put a neat bow on other acquisitions, as both Tarly and Stannis have a Florent bride.
I brought up Garth the Gross, but I thought that was a lone Pleasure Devil working on him.

@Duesal, can you dig that up for us?
The Florents are devil cultists. Standby for quotes.
"Who are these agents and how would they seek to implicate me?" you ask intently.

"Of the willing the highest born and most powerful is Ser Alester Florent, who took devils' coin without thought in his bitterness over the Tyrell 'yoke'. He seeks what the Florents had always sought, of course..."

"The Reach," you nod. "Is the whole house lost to the lure of devils, then?" That would be exceedingly ill-fortuned given that Stannis's wife is of that line.

"No, it stops at the lord and his heir," Bloodraven answers.
@Azel, Lord Florent and his heir are both cultists, with the rest of the House being clueless.
 
The Florents are devil cultists. Standby for quotes.

@Azel, Lord Florent and his heir are both cultists, with the rest of the House being clueless.
A'www, fuck me. I forgot about that in the Bloodraven glut.

That's Alester Florent and his heir Alekyne Florent then, the latter being his only son with Melessa Tarly being his older sister and Rhea Hightower his younger.

:facepalm:

@DragonParadox, is Ryam Florent still alive? The wiki just mentions he died by falling from his horse.

If not, then Errem Florent, the guy currently at our tourney, will be the heir to House Florent after we kill Alester and Alekyne.
 
A'www, fuck me. I forgot about that in the Bloodraven glut.

That's Alester Florent and his heir Alekyne Florent then, the latter being his only son with Melessa Tarly being his older sister and Rhea Hightower his younger.

:facepalm:

@DragonParadox, is Ryam Florent still alive? The wiki just mentions he died by falling from his horse.

If not, then Errem Florent, the guy currently at our tourney, will be the heir to House Florent after we kill Alester and Alekyne.
Do you want me to go back and just get all the Bloodraven intel for you in a list?
 
The Florents are devil cultists. Standby for quotes.

@Azel, Lord Florent and his heir are both cultists, with the rest of the House being clueless.
Well, they know something is up, they just aren't involved directly in the nasty bits.
I brought up Garth the Gross, but I thought that was a lone Pleasure Devil working on him.

@Duesal, can you dig that up for us?
That's who's enspelled him, but the Florents are the primary source of cultists and recourses for the plot.
 
The Wyverns just have Launchers, right?

I'm not sure anything but alchemical bombs would go more than "plink" against those Arrow ships. And even then, not likely much damage.
 
How's this, @Azel?
Beetle Bomb
Each of these dog-sized beetle-like Constructs has a specialized abdominal cargo compartment able to hold up to two cubic feet of material weighing up to 100 pounds. This cargo usually consists of an explosive device which the Beetle Bomb delivers to its target via a single-use Teleport effect. They typically cling tightly to recessed slots located under the wings of Wyvern Anti-Gravity Fighters, but can also be deployed from their bomb bays or stationary facilities with the proper fire control mechanisms needed to arm the Beetle Bombs and activate their Teleportation ability.
Neutral Small Construct
AC:
20, touch 11, flat-footed 20 (+1 Size, +9 Natural)
HP: 31 (2d10+20)
Speed: 5ft., Fly: 20(Poor)
Initiative: +0
Saves: Fort -, Ref 0, Will 0
Immune: Construct Traits
Defensive Abilities: DR 10/Adamantine
Offensive Capabilities: None
Senses: Low-light vision, Darkvision 60ft
Statistics: Str 10, Dex 10, Con -, Int -, Wis 1, Cha 1

Special Abilities:
  • Hardy(Ex): The Construct uses magically Hardened steel in all aspects of its construction and is deliberately crafted to be simple, with few moving parts and thicker than normal armor. It benefits from an additional 10 Hit Points, +5 Natural Armor, and Damage Reduction 10/Adamantine.
  • Teleportation(Su): This is a single-use Teleport effect at 9th caster level tied directly to the animating force of the Construct. After being triggered, the Construct remains functional for up to one minute before becoming non-magical. If recovered, it can be enchanted once more to return it to service with a 25% discount on the enchanting cost.
  • Visual Link(Su): The Construct has no will of its own, and thus cannot pick out a target to deliver its deadly payload. In order to acquire a target, the Construct must be keyed to the enchanted fire control mechanisms of a Wyvern-class Anti-Gravity Fighter or similar system. When a Wyvern pilot desires to send a Beetle Bomb Construct to attack a target they can see, they must spend a Standard Action to mentally designate the target and provide the prompt necessary to activate its Teleportation ability. During this process, the pilot can designate exactly how close the Construct appears to its target.
  • Payload Delivery(Ex): Upon being Teleported to its destination, if the distance between its target and the Construct is within the envelope chosen by the pilot, it detonates its payload immediately. If for some reason the Construct appears outside of this range, but within 200 feet, it will attempt to reach the target via flight, otherwise it will use the time remaining before it deactivates to reach solid ground so that it can be retrieved for later use.
Construction
  • Material Cost: 100 pounds of steel, 200 IM in reagents, and a gem worth at least 50 IM.
  • Enchanting Requirements: Craft Construct, Detect Magic, Circle Dance, Lesser Geas, Teleport; Enchanting Cost: 250 IM.
Beetle Bomb Payload #1:
  • Consisting of a large amount of Alchemical explosives surrounded by thousands of tiny Hardened Adamantine flechettes, with a steel case designed to fragment into razor sharp shrapnel, each of these devices inflicts 20d6 points of Piercing and Bludgeoning damage in a 40 foot blast radius (DC 20 Reflex save for half damage). Requires: 20 pounds of Alchemical Explosive Packs, one pound of Hardened Adamantine, five pounds of steel.
 
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The steel bolts do 4d6 damage, so I dunno.

They do have alternate feeders that launch alchemical payloads, and they can carry up to 500 Ibs of alchemical munitions. They have virtually unlimited steel bolt ammo though, so if it even does minor damage to steel alloys, they could be harassment detail.
 
The Wyverns just have Launchers, right?

I'm not sure anything but alchemical bombs would go more than "plink" against those Arrow ships. And even then, not likely much damage.
Yeah, that's the idea. Which is why I wholeheartedly endorse @Goldfish plan to crank up the production of explosives.

As it stands, the Wyverns should target the main weapons of the Arrows with a salvo of Drone Bombs to neuter as many of them as possible, then make passes and unload Explosive Packs on critical components and weakly armored areas of the Doomship. Ballista bolts would be a weapon of last resort against man-sized targets.
How's this, @Azel?
Beetle Bomb
Each of these dog-sized beetle-like Constructs has a specialized abdominal cargo compartment able to hold up to two cubic feet of material weighing up to 100 pounds. This cargo usually consists of an explosive device which the Beetle Bomb delivers to its target via a single-use Teleport effect. They typically cling tightly to recessed slots located under the wings of Wyvern Anti-Gravity Fighters, but can also be deployed from their bomb bays or stationary facilities with the proper fire control mechanisms needed to arm the Beetle Bombs and activate their Teleportation ability.


Neutral Small Construct
AC:
20, touch 11, flat-footed 20 (+1 Size, +9 Natural)
HP: 31 (2d10+20)
Speed: 5ft., Fly: 20(Poor)
Initiative: +0
Saves: Fort -, Ref 0, Will 0
Immune: Construct Traits
Defensive Abilities: Hardness 15
Offensive Capabilities: None
Senses: Low-light vision, Darkvision 60ft
Statistics: Str 10, Dex 10, Con -, Int -, Wis 1, Cha 1

Special Abilities:
  • Hardy(Ex): The Construct uses magically Hardened steel in all aspects of its construction and is deliberately crafted to be simple, with few moving parts and thicker than normal armor. It benefits from an additional 10 Hit Points, +5 Natural Armor, and Hardness 15.
  • Teleportation(Su): This is a single-use ability tied directly to the animating force of the Construct. After being triggered, the Construct remains functional for up to one minute before becoming non-magical. If recovered, it can be enchanted once more to return it to service with a 10% discount on the enchanting cost.
  • Visual Link(Su): The Construct has no will of its own, and thus cannot pick out a target to deliver its deadly payload. In order to acquire a target, the Construct must be keyed to the enchanted fire control mechanisms of a Wyvern-class Anti-Gravity Fighter or similar system. When a Wyvern pilot desires to send a Beetle Bomb Construct to attack a target they can see, they must spend a Standard Action to mentally designate the target and provide the prompt necessary to activate its Teleportation ability. During this process, the pilot can designate exactly how close the Construct appears to its target.
  • Payload Delivery(Ex): Upon being Teleported to its destination, if the distance between its target and the Construct is within the envelope chosen by the pilot, it detonates its payload immediately. If for some reason the Construct appears outside of this range, but within 200 feet, it will attempt to reach the target via flight, otherwise it will use the time remaining before it deactivates to reach solid ground so that it can be retrieved for later use.
Construction
  • Material Cost: 100 pounds of steel, 200 IM in reagents, and a gem worth at least 50 IM.
  • Enchanting Requirements: Craft Construct, Detect Magic, Circle Dance, Lesser Geas, Teleport; Enchanting Cost: 250 IM.
Sweet. I want 50 for recreational purposes.
 
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Yeah, that's the idea. Which is why I wholeheartedly endorse @Goldfish plan to crank up the production of explosives.

As it stands, the Wyverns should target the main weapons of the Arrows with a salvo of Drone Bombs to neuter as many of them as possible, then make passes and unload Explosive Packs on critical components and weakly armored areas of the Doomship. Ballista bolts would be a weapon of last resort against man-sized targets.

Sweet. I want 50 for recreational purposes.

I am now picturing an Imperial Strategic Bomber with a huge wingspan flying over an Extraplanar metropolis while blasting Flight of the Valkyries and thousands of Beetle Bombers flaking off the undercarriage like a biblical plague, dense enough to blot out the sky.
 
Oops, left out a payload for the Beetle Bomb. Added this one for now.

Beetle Bomb Payload #1:
  • Consisting of a large amount of Alchemical explosives surrounded by thousands of tiny Hardened Adamantine flechettes, with a steel case designed to fragment into razor sharp shrapnel, each of these devices inflicts 20d6 points of Piercing and Bludgeoning damage in a 40 foot blast radius (DC 20 Reflex save for half damage). Requires: 20 pounds of Alchemical Explosive Packs, one pound of Hardened Adamantine, five pounds of steel.
 
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