We could wait until he leaves, since he seems to have no interest in staying. That whole 'you dare summon me' routine is as clear as anything in indicating the guy does not want to be here himself.
I don't think he was literally summoned; he was probably called from his cabin to the bridge. If his job is to be a diviner and control the slaves he's probably here to stay.
 
Why is Shadow of the Doom a bad move? Worst case the 15th arrives, we leave, and we let the Efreet fight him.
Because for all we know we might trigger another Doom while we're in Valyria, and we're not going to survive that.
If we use the Pathfinder version it's not as certain to work as the 3.5, but also unlikely to destroy any loot.
In this case I'm more concerned with survival and victory. The only loot I need is the corpse for a trophy and the Valyrian Steel spike they were after.
 
I agree. While capturing him would be a great boon...mostly to use him to summon the archmage and then kill/capture too. Right now Prioritizing maximum murder would be the best option.
On the bright side, the Efreeti Skyships are a lot less durable than the Efreeti Turtle Ships, so that part at least shouldn't be too difficult. Hopefully those things explode.
 
We could also try to Banish the Azura.
With a Wild Arcana'ed Miracle the odds don't look so bad.

The issue is, if such succeeds on the save, it is casting Time Stop (one we cannot dispel or otherwise counter because Spell-like ability). And then gets to run around unopposed for 1d4+1 turns. Summon Asuras, activate contingencies, call the mage, take a moment to appraise the attackers, move to an excellent position so that all its blades are poised to full-round murder one of our own mages..
 
At the vanguard, flying upon the wings of carrion crows is a flock of strange fiends, their already bestial fiends further deformed by layer upon layer of scars and poisoned ink. "Vayuphak," Mereth hisses, contempt heavy in her words, of all the fiends who dwell in Hell among the most despised by true Baatezu and yet tolerated by the Lord of the Ninth, blasphemous souls forged of divine sin creaqtures that desire not to break the world, but reforge it in their own foul image, but to Mereth and her sisters the hatred is far closer at hand. She speaks the word as a knight of the Vale might say 'sellswords'.
@DragonParadox, how many Vayuphaks are there?
The issue is, if such succeeds on the save, it is casting Time Stop (one we cannot dispel or otherwise counter because Spell-like ability). And then gets to run around unopposed for 1d4+1 turns. Summon Asuras, activate contingencies, call the mage, take a moment to appraise the attackers, move to an excellent position so that all its blades are poised to full-round murder one of our own mages..
Yeah, I'd rather make sure it doesn't have its magic items.
 
So would opening with a wild arcana/miracle Energy ebb cast through surprise invisible ethereal Varys on the efreeti be worth it? Blackfire might also be a good option, maybe with celerity if we get close personally. If we could get multiple people close and Bork his fort saves at the same time we could tie him up long enough to smash the ships.

I'm not sure on how the stealth would work out in the ship, but if he ever goes up on the deck it'd get easier to jump him without triggering a ward inside the ship.

I'm a noob at high level combat, so I'm not sure if this is an efficient use of spells(or viable plan) or not. "Apply negative energy/fire until the problem goes away" is a tactic right? :whistle:
 
Yeah, I'd rather make sure it doesn't have its magic items.
He's not as dependant on them as most mortals on his level would be though.

Maybe go for full murderblendering. Use Avasculate or Stun Ray to guarantee a stun for one round and then let Richard and all available melees do their thing?
Though if one of the few items he has just happens to block stunning that would be bad of course...

Maybe combination with Lya, for Disjunction and stun?
 
Since there are multiple ships do we just focus on the one with the powerful fiend in it?
 
So would opening with a wild arcana/miracle Energy ebb cast through surprise invisible ethereal Varys on the efreeti be worth it? Blackfire might also be a good option, maybe with celerity if we get close personally. If we could get multiple people close and Bork his fort saves at the same time we could tie him up long enough to smash the ships.
Both are suboptimal here, because they take multiple rounds to achieve full effect.
We can't afford that.
If you want to drain, go straight for Energy Drain or let it be.
 
He's not as dependant on them as most mortals on his level would be though.

Maybe go for full murderblendering. Use Avasculate or Stun Ray to guarantee a stun for one round and then let Richard and all available melees do their thing?
Though if one of the few items he has just happens to block stunning that would be bad of course...

Maybe combination with Lya, for Disjunction and stun?
Stunning is a priority for sure. We need to get Ser Richard in his face the second we manage it.
Since there are multiple ships do we just focus on the one with the powerful fiend in it?
Yeah. We focus on the Asurenda, while our less powerful vassals harass and delay the other five Efreeti Skyships. Balerion, for example, could easily wreck one or two all on his own.
 
Both are suboptimal here, because they take multiple rounds to achieve full effect.
We can't afford that.
If you want to drain, go straight for Energy Drain or let it be.
That makes sense. I was thinking that forcing them to focus on not losing levels or con would be useful, especially given the potential number of levels lost; but I can see how the time trade off might not be worth it against people throwing around timestop
 
@DragonParadox, can this be an overnight vote, please?

What is the positioning of the ships, what are their rough dimensions, how many weapons are visible on each, and what kind of Warding is visible on them?

Does the ship with the Asura leader stand out in some way beyond having such a powerful occupant?
 
@DragonParadox, could we cast Spellbane and negate the Asurenda's Time Stop? That would help us a lot.

You could yes

@DragonParadox, can this be an overnight vote, please?

What is the positioning of the ships, what are their rough dimensions, how many weapons are visible on each, and what kind of Warding is visible on them?

Does the ship with the Asura leader stand out in some way beyond having such a powerful occupant?
  1. Sure, I was considering that
  2. The ships are 120 ft long and 30 ft wide
  3. They each have 9 weapon ports on each side, they seem to be warded against teleportation just like the ones in the last raid, otherwise nothing fancy
  4. Not really no
 
Just joined... Have gotten as far as 2901 in the quest so far... I am addicted, and at the same time hate you all because now I literally must go through another 10 000 or so plus whatever is added between now and then to satisfy my addiction! I am honestly afraid of how much of my hair i will rip out before i get there.. The Tiamat debacle, the doom ship... Deciding to sneak and make up an elaborate fake story for Mantarys and immediately killing the gate guard.. I have a feeling these are minor things compared to what I have to look forward to. Glad to be here. Thanks for an awesome quest DP!
 
That dude is striaght up OP.
Yep. CR 20 monsters are no joke.

We're fighting them more and more these days.

Aspect of Mammon -- CR 21
Maharaja Rakshasa -- CR 20
Oblivion -- CR 20
Mythic Cornugon -- ~CR 20

And now an Asurenda.

I'm getting the feeling that the Planes are looking towards Prime Material and realizing it's now ready for a "higher form of war". We are so far behind in this arms race.
 
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