Parting pot shots. I just cant debate against 'Tax them till they want to die', 'Intelectual Property is a tool of the Borguaze' and 'Kids will complain to the government their parents arent dying soon enough and we should be on their side' again. :V
How do you feel about the idea that if we don't make titles and wealth smoothly pass on to the next generation, we'll be stuck with the same crop of lords and magisters, including such luminaries as the current Lords Bracken and Blackwood and pretty much every Tyroshi magister we didn't kill, forever.

Because that certainly motivates me to make sure people who are less horrible can inherit.

On the matter of warding against teleportation, do bear in mind the Efreeti may be able to get the password for the Forbiddance zones somehow. Which just means in my opinion that we should have 2 sorts of teleportation wards and damn the cost, because I love the Forbiddance damage effect too much to give up the possibility of them getting caught by it. It also means different Forbiddance zones should have different passwords, to make life more difficult for them if they go hunting for passwords.

Our fortress also needs plentiful accommodation for defenders, lots of emplacements for fixed weapons of all kinds, some boats to traverse the giant canal he's apparently building on it if possible. And a bunch of inner subterranean bunkers, just in case.
 
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Parting pot shots. I just cant debate against 'Tax them till they want to die', 'Intelectual Property is a tool of the Borguaze' and 'Kids will complain to the government their parents arent dying soon enough and we should be on their side' again. :V
Intellectual property rights is a tool of the bourgeoisie to oppress the proletariat, though! :V
 
[X] Fortress Adjustments
-[X] Tell Darleth of recently gaining access to the wards that Marid use to guard their cities and fortresses -- to be learnt, but still something you'd like to plan for -- as well as a powerful ritualistic warding used as a barrier against "tainted flame" which is still being further developed for an increased range. You would like to extend plans for the fortress to account for these new tools.
--[X] If it helps we can introduce him to Benerro so that Darleth is able to get the specifics of the ritual's abilities.
-[X] Viserys will be able to provide layered anti-teleportation wards at a very high caster level. Click link for mechanical information. Alternatively, if an upgraded Weirdstone can be acquired, it would ward a much larger area and could be defended such that it cannot be targeted with Dispels or Disjunction effects. Total Cost for the Forbiddance plan is 696,000 IM. See proposal for Weirdstone guesstimate.
-[X] Try to reduce the cost of the alchemical treatment for the stone if possible, but not at the sacrifice of time spent on other components of the defenses, their effectiveness or the effectiveness of the enamel itself. Better to spend more and pay less in lives later on if necessary.
--[X] Mention our Industrial Alchemy production facilities and their capabilities. If there's anything about this process which could make it cheaper to produce the enamel, you can't think of one more obvious.
-[X] Raise possibility of cannon emplacements with more exotic effects, potentially force cannons? Potential modification for emplacements to achieve best fire for effect. Expect majority to be Steam Cannons.
-[X] Also, get Darleth's quote on the cost for runecrafting further protecting the chambers with the anti-disintegration spikes.
-[X] Have Lya's double work on the plans with Darleth and later on likely the runecarving.
-[X] Layered Greater Signs of Sealing protecting the Spike Structures and other weak points of the fortress complex.
--[X] Work in the possibility of decoy structures/redoubts, built to look important for infiltration purposes and defended enough (with fallback points that defenders can make a convincing fighting retreat through). When infiltrating assault teams make the final approach to the chamber, large amounts of Alchemical bombs (explosive packs and Liquid Ice bombs) are detonated remotely and non-magically.
-[X] Brilliant Barrier Projectors (space for and defenses worked into plans).

@Goldfish Still not sure if Anti-Magic kill-zone traps are practical.
I don't think we will be able to pull off practical AMF kill zones. Not ones large enough to make it worth the effort.

It doesn't need to be laid out in detail right now, but I think we should also consider making liberal use of Symbol spells, especially Symbol of Death. We can work out the specifics later. Same goes for Guards and Wards. We can spread the effects throughout the fortress for maximum chaos and annoyance.
 
Huh, that takes care of a good part of enchantments in one go. Cast the CL32 version of the spell a hundred times on the fortress and watch the chaos? What even is the Spell Resistance for Confusion at CL32?
Unfortunately, Guards and Wards has a limited duration. Best case, with Viserys, Lya, Anu, and maybe some scrolls prepared earlier, we could place the effects a day or two before the ritual. It wouldn't be worth the effort to boost the caster level sky high for these, we could instead use it to cast more of the spell in order to cover a larger area.
 
Unfortunately, Guards and Wards has a limited duration. Best case, with Viserys, Lya, Anu, and maybe some scrolls prepared earlier, we could place the effects a day or two before the ritual. It wouldn't be worth the effort to boost the caster level sky high for these, we could instead use it to cast more of the spell in order to cover a larger area.
So will the assault. Scrolls that trigger when the assault takes place should do it.
2 hours per CL and it will last 64 hours. Unless we just Permanency it. Is it not eligible for that? Seems like the kind of spell that would be.

If not everything it does is basically just a combo of lesser spells. Use it as a guide to trap the place.

So what do you guys say to a bit of real chicanery? An aerial labyrinth made of walls of force, hardened glass panels, levitation and invisibility spells? All with nice firing lines and traps of course. Could even extend that spell to those regions too? A 3D Labyrinth.
 
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[X] Fortress Adjustments
-[X] Tell Darleth of recently gaining access to the wards that Marid use to guard their cities and fortresses -- to be learnt, but still something you'd like to plan for -- as well as a powerful ritualistic warding used as a barrier against "tainted flame" which is still being further developed for an increased range. You would like to extend plans for the fortress to account for these new tools.
--[X] If it helps we can introduce him to Benerro so that Darleth is able to get the specifics of the ritual's abilities.
-[X] Viserys will be able to provide layered anti-teleportation wards at a very high caster level. Click link for mechanical information. Alternatively, if an upgraded Weirdstone can be acquired, it would ward a much larger area and could be defended such that it cannot be targeted with Dispels or Disjunction effects. Total Cost for the Forbiddance plan is 696,000 IM. See proposal for Weirdstone guesstimate.
-[X] Try to reduce the cost of the alchemical treatment for the stone if possible, but not at the sacrifice of time spent on other components of the defenses, their effectiveness or the effectiveness of the enamel itself. Better to spend more and pay less in lives later on if necessary.
--[X] Mention our Industrial Alchemy production facilities and their capabilities. If there's anything about this process which could make it cheaper to produce the enamel, you can't think of one more obvious.
-[X] Raise possibility of cannon emplacements with more exotic effects, potentially force cannons? Potential modification for emplacements to achieve best fire for effect. Expect majority to be Steam Cannons.
-[X] Also, get Darleth's quote on the cost for runecrafting further protecting the chambers with the anti-disintegration spikes.
-[X] Have Lya's double work on the plans with Darleth and later on likely the runecarving.
-[X] Layered Greater Signs of Sealing protecting the Spike Structures and other weak points of the fortress complex.
--[X] Work in the possibility of decoy structures/redoubts, built to look important for infiltration purposes and defended enough (with fallback points that defenders can make a convincing fighting retreat through). When infiltrating assault teams make the final approach to the chamber, large amounts of Alchemical bombs (explosive packs and Liquid Ice bombs) are detonated remotely and non-magically.
-[X] Brilliant Barrier Projectors (space for and defenses worked into plans).

@Goldfish Still not sure if Anti-Magic kill-zone traps are practical.
Didn't he specifically say that force cannons were impractical? If we want more variety in our defenses, we could just enchant the steam cannons with Energy Siege Shot. A mixed Cold/Acid barrage would be just the thing for welcoming the Efreeti to the plane.

If we need a justification for finding it, well we have a dragon right there who specializes in this exact stuff. He of all people should know about this kind of option.

As a side note, the hidden cost in all of this is that we no longer have any right to talk shit about Robert's spending habits.:V
 
Didn't we have those what glass planes that break and release the spell? I remember we stacked them in our clock for that one fight. Can we make guards and wards with those?
 
As a side note, the hidden cost in all of this is that we no longer have any right to talk shit about Robert's spending habits.:V
TBH we are mostly stupid fucking rich due to our PoV character's own financial acumen and political skills. Edit: Well actually, we a stupidly fucking rich because of our battle prowess, that is true, but our incomes are stupidly huge because of the former fact.

Two very different kinds of despots. :V
 
If we can't do AMF kill zones, could we try something more limited? Mundanely trapped doorways with Wall of Suppression layers over them would be a nasty surprise for anyone whose leaning on buff spells to up their survivability.

Some Condensed Ether placed in the final approaches, or out in our artillery's most effective ranges, would be a fun way to extend our bombardment timeframe.

We should also get some bards together (and possibly miracle it ourselves) to cast Damnation of Memory and target the topics "Assault Plans" or "Chain of Command".

A few scrolls of Hungry Pit to target the areas before the gates the first time they try to break them down would be useful as well.

A small part of me wants to argue for having Viserys out on the wall casting Irradiate at any area cleared of traps during the battle, but it seems sub optimal. Maybe we could get some scrolls?

Also, found this while looking for castle spells. Deceptive Redundancy might be a useful addition to the buffing scheme when we know we'll face lots of dispells.
 
If we can't do AMF kill zones, could we try something more limited? Mundanely trapped doorways with Wall of Suppression layers over them would be a nasty surprise for anyone whose leaning on buff spells to up their survivability.

Some Condensed Ether placed in the final approaches, or out in our artillery's most effective ranges, would be a fun way to extend our bombardment timeframe.

We should also get some bards together (and possibly miracle it ourselves) to cast Damnation of Memory and target the topics "Assault Plans" or "Chain of Command".

A few scrolls of Hungry Pit to target the areas before the gates the first time they try to break them down would be useful as well.

A small part of me wants to argue for having Viserys out on the wall casting Irradiate at any area cleared of traps during the battle, but it seems sub optimal. Maybe we could get some scrolls?

Also, found this while looking for castle spells. Deceptive Redundancy might be a useful addition to the buffing scheme when we know we'll face lots of dispells.
Yeah, we'll need to come up with a bunch of long duration spells which can be applied well prior to starting the ritual. Anything with a duration of less than hour/level, or which cannot lay dormant until triggered, won't be practical for this, since everything needs to be in place and everyone recovered from casting to be ready for the Efreeti response.

Etheric Shards, Guards and Wards, Glyphs of Warding, Symbols of Death (maybe some Symbols of Sealing, Insanity, Weakness, etc., too), Ghoul Glyphs, Refusal, etc., would all be effective. I'm sure there are a lot more which just aren't coming to mind at the moment, too.

Fortunately, we'll have plenty of time to work all of that out beforehand.
 
Yeah by the end of this that place is gonna be covered in Symbols and Glyphs isnt it?

Wait a minute wouldnt Glyphs of Warding let us set off pretty much any spell we want and store enough to do a lot more?

What's stopping us from making a couple hundred Greater Glyphs of Warding and filling them up with Summon Elemental spells and the like?

You know at 40 IM for the lvl3 and 80 for the lvl 6 it's pretty cheap.
 
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Inserted tally
Adhoc vote count started by Goldfish on Dec 18, 2019 at 10:17 PM, finished with 142 posts and 11 votes.

  • [X] Fortress Adjustments
    -[X] Tell Darleth of recently gaining access to the wards that Marid use to guard their cities and fortresses -- to be learnt, but still something you'd like to plan for -- as well as a powerful ritualistic warding used as a barrier against "tainted flame" which is still being further developed for an increased range. You would like to extend plans for the fortress to account for these new tools.
    --[X] If it helps we can introduce him to Benerro so that Darleth is able to get the specifics of the ritual's abilities.
    -[X] Viserys will be able to provide layered anti-teleportation wards at a very high caster level. Click link for mechanical information. Alternatively, if an upgraded Weirdstone can be acquired, it would ward a much larger area and could be defended such that it cannot be targeted with Dispels or Disjunction effects. Total Cost for the Forbiddance plan is 696,000 IM. See proposal for Weirdstone guesstimate.
    -[X] Try to reduce the cost of the alchemical treatment for the stone if possible, but not at the sacrifice of time spent on other components of the defenses, their effectiveness or the effectiveness of the enamel itself. Better to spend more and pay less in lives later on if necessary.
    --[X] Mention our Industrial Alchemy production facilities and their capabilities. If there's anything about this process which could make it cheaper to produce the enamel, you can't think of one more obvious.
    -[X] Raise possibility of cannon emplacements with more exotic effects. Perhaps making use of Energy Siege Shot on some of the Steam Cannon platforms.
    -[X] Also, get Darleth's quote on the cost for runecrafting further protecting the chambers with the anti-disintegration spikes.
    -[X] Have Lya's double work on the plans with Darleth and later on likely the runecarving.
    -[X] Layered Greater Signs of Sealing protecting the Spike Structures and other weak points of the fortress complex.
    --[X] Work in the possibility of decoy structures/redoubts, built to look important for infiltration purposes and defended enough (with fallback points that defenders can make a convincing fighting retreat through). When infiltrating assault teams make the final approach to the chamber, large amounts of Alchemical bombs (explosive packs and Liquid Ice bombs) are detonated remotely and non-magically.
    -[X] Brilliant Barrier Projectors (space for and defenses worked into plans).
 
Yeah by the end of this that place is gonna be covered in Symbols and Glyphs isnt it?

Wait a minute wouldnt Glyphs of Warding let us set off pretty much any spell we want and store enough to do a lot more?

What's stopping us from making a couple hundred Greater Glyphs of Warding and filling them up with Summon Elemental spells and the like?

You know at 40 IM for the lvl3 and 80 for the lvl 6 it's pretty cheap.
Could we have a Spell Page for Vee since it's a Cleric Spell and have her prepare tons of Orglashes into Glyphs @Goldfish?

Then you got a bunch of beefie bois who can throw down with some cold damage.
 
Could we have a Spell Page for Vee since it's a Cleric Spell and have her prepare tons of Orglashes into Glyphs @Goldfish?

Then you got a bunch of beefie bois who can throw down with some cold damage.
Yeah, that would be a great force multiplier. Orglash Air Elementals would be brutal with their Cone of Cold SLAs.

I wonder if we could rig the Glyphs to be remotely triggered so we could unleash them as needed rather than only being Summoned when a Glyph is disturbed?
Same problem as blizzard. Too close to winter I think for a place that far north...well unless we decide to use an island to the south instead anyway.
Nah, I don't think there would be any issue with Vee's Elementals being influenced by the Others.
 
Yeah, that would be a great force multiplier. Orglash Air Elementals would be brutal with their Cone of Cold SLAs.

I wonder if we could rig the Glyphs to be remotely triggered so we could unleash them as needed rather than only being Summoned when a Glyph is disturbed?
Well they do just say some Command condition right? So trigger on some word or the samtart of the ritual or presence of Efreeti. Background fluff it to be set off so when the enemies get there.
 
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