@Azel
Take a look:
Reanimating Fluid

Source PZO1135
Price 100 gp; Weight
This viscous, translucent green fluid is typically stored in a large syringe. When injected into a mostly intact corpse of a Medium or smaller creature that has been dead for no more than 1 day (time spent under effects like gentle repose don't count against this time), the fluid gives the corpse a rudimentary semblance of life, reactivating its nerves and muscle tissue. This causes the corpse to reanimate and shamble around erratically for 1 minute.
The result is not an undead creature, nor is it a construct.
The reanimated corpse remains utterly lifeless and is driven only by muscular spasms that cause it shuffle 20 feet in a random direction each round, gasping and blinking eerily as it goes. When the corpse hits a solid barrier or is attacked, it stops moving. On its next turn, roll 1d8 to determine where it goes next. On a 1, it continues forward in the same direction it had been previously moving (or runs up against the same barrier).
On a 2, it turns 45º clockwise and heads in that direction; on a 3, it turns 90º clockwise and heads in that direction; and so on. The corpse can't attack, doesn't defend itself, and—as an object—has AC 10 and 12 hit points. Crafting a syringe of reanimating fluid requires a successful DC 25 Craft (alchemy) check.
This might be useful for the fungal pods or the Mammon Machine?

Generally speaking we don't want to truly revive anything, we don't even want to touch the soul and risk something going wrong as with the almost-lich in Volantis. And messing with such powers as Mammon has a decent chance of something going wrong.
This might be the mundane and harmless solution?
 
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Oberyn is going to have access to life-extension magic. I think he's probably going to win by simple virtue of living longer.

@Goldfish @Azel if we're ramping up for Deep One work, we should start looking at setting aside a production line for Blackwater - check the stats here - to produce depth charges.

Azel, on the same sheet is an item called Fire Beetle Paste. The base dose can be poured out into a 15' line, burns for 1d4 rounds, and does 3d6 fire damage/round that halves hardness. We could probably use it as a base for HEAT rounds, after some refining.
We can start setting up another Industrial Alchemy production line next month which will begin making the stuff in the 10th month. It'll become available in the 11th month.

We need to see how many Hedge Wizards level up with the next Scholarium report before we can determine how many new production lines we can add, though.
 
Oberyn is going to have access to life-extension magic. I think he's probably going to win by simple virtue of living longer.

@Goldfish @Azel if we're ramping up for Deep One work, we should start looking at setting aside a production line for Blackwater - check the stats here - to produce depth charges.

Azel, on the same sheet is an item called Fire Beetle Paste. The base dose can be poured out into a 15' line, burns for 1d4 rounds, and does 3d6 fire damage/round that halves hardness. We could probably use it as a base for HEAT rounds, after some refining.
1. Drowning takes forever and it's trivial to leave the affected area. Any deployment widespread enough to be effective would cause a ecological catastrophe.

2. HEAT stands for High-Explosive Anti-Tank. The reference to warmth is entirely coincidental. What this does do is give us a good base for Thermite rounds, but HEAT ammo is something wholly different.
We can start setting up another Industrial Alchemy production line next month which will begin making the stuff in the 10th month. It'll become available in the 11th month.

We need to see how many Hedge Wizards level up with the next Scholarium report before we can determine how many new production lines we can add, though.
I would rather focus on Explosive Packs.
 
Talking about Salamanders and PoF, @DragonParadox, do we have intel on how well our salamanders are doing there?
Would setting up a Heart Tree or two with beneficial effects be good idea now, seeing as we want those only in very well-defended positions where they are highly unlikely to ever be destroyed?
We already know that Extraplanar Heart Trees are a no-go without a dedicated research action, I think.

The Salamanders are going to be getting at least a couple thousands pounds of Liquid Ice from us soon.
 
We already know that Extraplanar Heart Trees are a no-go without a dedicated research action, I think.
Do we? o_O
I was pretty sure that Old Gods were curious about raising an extraplanar tree themselves, if I'm not wrong we asked about that the first time we talked with uncle at his grove.
And I don't think there was anything about research action?...
...

@Duesal, search-signal*!

*also known as Caw-signal
 
We already know that Extraplanar Heart Trees are a no-go without a dedicated research action, I think.

The Salamanders are going to be getting at least a couple thousands pounds of Liquid Ice from us soon.

Do we? o_O
I was pretty sure that Old Gods were curious about raising an extraplanar tree themselves, if I'm not wrong we asked about that the first time we talked with uncle at his grove.
And I don't think there was anything about research action?...
...

@Duesal, search-signal*!

*also known as Caw-signal
I'm fairly sure the work there is already done. The Weirwoods trees should now be able to survive anywhere the lava trees could survive.
 
@Azel I was thinking of using Fire Beetle Paste as a base to refine from, into something more effective at melting holes in heavily armoured craft - like the Sultan's fleet. So I guess it was a research action I was aiming for, at least at first.
 
@Azel I was thinking of using Fire Beetle Paste as a base to refine from, into something more effective at melting holes in heavily armoured craft - like the Sultan's fleet. So I guess it was a research action I was aiming for, at least at first.
It's actually decent right from the start. I'm thinking about mixing beetle paste with tanglefoot glue and adding a explosive pack as a distribution charge. Then you could coat a decent chunk of armor with that stuff, weakening the area considerably. Especially if you then fire liquid ice rounds at the heated section.

It would also be hilariousl amount of overkill against Planetosi naval ships.

Edit: Actually, scratch that. Even with halved hardness, the 3d6 damage are too little to do much against Hardened armor plating.

Would be neat against heavy infantry though.
 
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It's actually decent right from the start. I'm thinking about mixing beetle paste with tanglefoot glue and adding a explosive pack as a distribution charge. Then you could coat a decent chunk of armor with that stuff, weakening the area considerably. Especially if you then fire liquid ice rounds at the heated section.

It would also be hilariousl amount of overkill against Planetosi naval ships.

Edit: Actually, scratch that. Even with halved hardness, the 3d6 damage are too little to do much against Hardened armor plating.

Would be neat against heavy infantry though.
Idea for new Beetle Bomb payloads.

Tanglefoot Bag-based Alchemist's Fire Napalm. The stuff already burns for multiple rounds if you're unlucky. We might be able to make it more likely to ignite targets, and burn longer.

Or use with Liquid Ice and add an additional damage per round effect like with base Alchemist's Fire.
 
Edit: Actually, scratch that. Even with halved hardness, the 3d6 damage are too little to do much against Hardened armor plating.

Would be neat against heavy infantry though.

Given that I doubt we will be fighting Hardened armour on Planetos, it's massively overkill there, and still very effective at stripping heavy infantry of their gear in a canister shot. But the real hope on my part is turning it into something more...concentrated. Higher damage, higher hardness breakthrough, but only burns for a round and costs quite a bit more. The sort of weapon we'll need to break through the armour of the Sultan's fleet without battering it into scrap with explosive packs. Instead we melt a hole and then fire a bunch of explosive packs through it.
 
Given that I doubt we will be fighting Hardened armour on Planetos, it's massively overkill there, and still very effective at stripping heavy infantry of their gear in a canister shot. But the real hope on my part is turning it into something more...concentrated. Higher damage, higher hardness breakthrough, but only burns for a round and costs quite a bit more. The sort of weapon we'll need to break through the armour of the Sultan's fleet without battering it into scrap with explosive packs. Instead we melt a hole and then fire a bunch of explosive packs through it.
They'll likely be using Living Brass which is naturally +1 when turned into weapons or armor.

I've got no idea what it's hardness is, though. I guess the same as normal brass?
 
Do we? o_O
I was pretty sure that Old Gods were curious about raising an extraplanar tree themselves, if I'm not wrong we asked about that the first time we talked with uncle at his grove.
And I don't think there was anything about research action?...
...

@Duesal, search-signal*!

*also known as Caw-signal

Nanananananananananana Caw-Man!

Yes, someone had to do it.
 
They'll likely be using Living Brass which is naturally +1 when turned into weapons or armor.

I've got no idea what it's hardness is, though. I guess the same as normal brass?

3.5 might have different rules, but from Pathfinder we have this:

PFSRD said:
Each +1 of enhancement bonus adds 2 to the hardness of armor, a weapon, or a shield, and +10 to the item's hit points.
 
If the Sultan uses Living Brass for the hull or structural components of his aircraft, there will be some very funny things happening when we do the ritual to dissolve all of it.
 
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