A cadre of elite undead, maybe, to keep our casters from being bogged down by mundane troops and not make our martials literally drown in bodies and blood. The GC is callous enough to try swarm tactics, and while we could discourage them with some magic, it would be a needless distraction when all of their attention should be focused on the primary threats.

The Spyring group won't need much beyond a dedicated strike-team to take care of business, the raid on the camp will probably soak the majority of the screening force, and I would actually ensure there's at least a dozen Erinyes plus Mereth accompanying the team going into the Shadow Fortress, since it seems like a bad idea to send undead into that place, though I could be wrong, they are resistant to Rebuking I think? Not sure how much that matters, though Azel pointed out that if a high level lich is wasting time taking control of one Black Champion that is one turn not casting high level magic at a PC so I could be very wrong and you should go wild.
Couldn't Benerro come? He's in Volantis and hes a high level cleric and can "teleportpool" with Zherys right?
@Goldfish Besides Benerro, Riz'Neth would add a lot to that attack, what with his action economy.

Can't think of many more PCs who are in that ballpark though. Benerro is capable of casting Eighth Circle spells, so that's a definite yes.

Also, you better not go cheap on the buffing scheme. It's been a while since you went Full Ainz and wrote out a gigantic list of pre-battle buffs.
I'll see about adding some Undead when I get back to my computer. Not sure which will be useful for this, though.

I'll also add Benerro (more like requesting his aid) and Riz'Neth, too.

Of course there will be a comprehensive buffing scheme. ;)
 
@Goldfish, forces to add:

1. Riz'Neth, Serpentfolk Sorcerer of the Sixth Circle
2. Benerro, whatever level he is

Also please consider bringing the stronger sneaks against the clerics, like the Orphne Lord, Sharra Rogare, etc. Flashy forces are all well and good but there are quite a few mages to get and we want as many as possible to at the very least bleed before they flee.
Sneaky types have their place, but I don't think the middle of a large battle is it. If they get mixed in with the GC, they're likely to get toasted by our spells or those of our enemies. We might not be outright biking the whole camp, but I don't see any reason to hold back on our AoE spells.
 
Sneaky types have their place, but I don't think the middle of a large battle is it. If they get mixed in with the GC, they're likely to get toasted by our spells or those of our enemies. We might not be outright biking the whole camp, but I don't see any reason to hold back on our AoE spells.
They don't have to be in the middle of the battle, they can be assigned to the edges just in case a mage dimension doors into the area or something. I don't want to end up underutilizing our resources for such an important engagement.
 
*awakens*
@Goldfish the 24x Glass Golems (CR 8) are decent meatshields uniquely suited for eating up spells thrown in their general direction.

I think we should include them in the spy-hunting and the camp-raiding groups alike in that very task - the survival and uninteruptedness of our casters is paramount compared to the cost of the golems.
--------------------------
The Adamantine Golem (CR 19) is a fuckung powerhouse that can and will take up someone's undivided attention for long enough to be of use.
Orbital drop him from the Moonchaser, or something.
They can't fight the Wall.
--------------------------
The Asura Upasunda (CR 9) is of use for spy-hunting,
Nuri and Aradia are good straggler-killers,
--------------------------
Alyssa Crowl (Ranger 13), Danar Crowl (Bard 6/Lyric Thaumaturge 7) and Siduri of Dis (Wizard 12, Enchanter) are all pretty good support/spy-hunters/straggler-killers.
--------------------------
Should I even mention
Vrath the Serpentfolk Hexblade (Hexblade 8), Morwyn, Drow Assasin (Rogue 3/Spellthief 2/Chameleon 4), Tuin, Drow Assasin (Wizard (Illusionist) 2/Drow Paragon 1/War Weaver 5/Spellguard 1) and Tor the Shadow Guide (CR 8) as rogues worth of having around to strike from shadows as they see fit (long as they don't risk themselves, knowing the full power-level involved)?

Here's the unabridged "decent enough firepower-minions"-list, @everyone.

*sleeps*
 
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Should I even mention
Vrath the Serpentfolk Hexblade (Hexblade 8), Morwyn, Drow Assasin (Rogue 3/Spellthief 2/Chameleon 4), Tuin, Drow Assasin (Wizard (Illusionist) 2/Drow Paragon 1/War Weaver 5/Spellguard 1) and Tor the Shadow Guide (CR 8) as rogues worth of having around to strike from shadows as they see fit (long as they don't risk themselves, knowing the full power-level involved)?
Yes, they're all more than powerful enough to pose a problem for the weaker clerics and wizards.
 
*awakens*
@Goldfish the 24x Glass Golems (CR 8) are decent meatshields uniquely suited for eating up spells thrown in their general direction.

I think we should include them in the spy-hunting and the camp-raiding groups alike in that very task - the survival and uninteruptedness of our casters is paramount compared to the cost of the golems.
--------------------------
The Adamantine Golem (CR 19) is a fuckung powerhouse that can and will take up someone's undivided attention for long enough to be of use.
Orbital drop him from the Moonchaser, or something.
They can't fight the Wall.
--------------------------
The Asura Upasunda (CR 9) is of use for spy-hunting,
Nuri and Aradia are good straggler-killers,
--------------------------
Alyssa Crowl (Ranger 13), Danar Crowl (Bard 6/Lyric Thaumaturge 7) and Siduri of Dis (Wizard 12, Enchanter) are all pretty good support/spy-hunters/straggler-killers.
--------------------------
Should I even mention
Vrath the Serpentfolk Hexblade (Hexblade 8), Morwyn, Drow Assasin (Rogue 3/Spellthief 2/Chameleon 4), Tuin, Drow Assasin (Wizard (Illusionist) 2/Drow Paragon 1/War Weaver 5/Spellguard 1) and Tor the Shadow Guide (CR 8) as rogues worth of having around to strike from shadows as they see fit (long as they don't risk themselves, knowing the full power-level involved)?

Here's the unabridged "decent enough firepower-minions"-list, @everyone.

*sleeps*
I've added these in, though with the caveat for the Adamantine Golem that we are only going to ask him to fight, not command or pressure him. He's basically newborn to the world and may not be comfortable acting as an offensive weapon. I'll be fine if he stays in SD to help defend the city.

I had originally removed the Glass Golems, as they're relatively limited in their mobility, but they're tough and can be useful, and they are ultimately expendable. Moreso than our vassals and allies, at least.

The Orphne Lord's spy/assassin group has grown significantly, and now includes most of those you mentioned who have the necessary skills but wouldn't be appropriate for the main assault group. Added Glyra, too, because she's perfect for the role.

Also added 20 of our Advanced Plant-Imbued Sea Drake (CR 10) to the assault. They're Large-sized flying creatures, thus eligible to carry people, and their abilities could be very helpful, especially their Sunburst SLAs, which are basically anti-army spells (80 foot radius bursts which cause Blindness).
Adhoc vote count started by Goldfish on Feb 3, 2020 at 10:37 PM, finished with 38 posts and 7 votes.

  • [X] And so it begins...
    -[X] Recall the Companions, Rhaella and her entourage, and our other forces who we expect to employ against the Golden Company and Tiamat's other forces. The Moonchaser will be readied for combat, along with the Wyverns, and our other servitors. Request Benerro's aid as well.
    -[X] The process to begin moving the Worm should be started. We will refrain from activating it until necessary, but it should be readied for action as soon as possible.
    -[X] Viserys will use the magic bedroll to restore his magic so that he will be at peak readiness should we need to act with little to no warning. While he rests, the books made from the captured mages will be further examined and their gear identified.
 
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[X] Goldfish

I hate recalling our people from the plane of Fire right now.
Yrten and Siduri are not up to dealing with their current challenges without Melisandre and some dragons.
 
@Goldfish, of the following who were in Trader Town:

Wizards:
2 Wizards of the Seventh Circle (Volantine Evokers)
1 Wizard of the Sixth Circle (Necromancer/Flesh-smith)

Priests:
1 Tiamat Clerics of the Sixth Circle
2 Tiamat Clerics of the Fourth Circle

Which ones did we get? We got the two wizards of the Seventh Circle from what I can tell, but what about the other four people? The last battle was a bit hard to parse through, and I'm trying to put together a list to help keep track of the various agents of the Golden Company.
 
2 Wizards of the Seventh Circle (Volantine Evokers)

These guys.
Okay, so everyone else is unaccounted for?

Thanks @Crake.

THE GOLDEN COMPANY

Clerics:
1 Aegon 'Young Griff', Chosen of Tiamat, Mage of the Eighth Circle -- Probably Mind Blanked
1 Tiamat Cleric of the Seventh Circle ('Lemore', Ashara Dayne) -- Mind Blanked
2 Tiamat Clerics of the Sixth Circle -- Mind Blanked
2 Tiamat Clerics of the Fourth Circle
4 Tiamat Clerics of the Second Circle
13 Tiamat Clerics of the First Circle

Dragons/Drakes:
Lizzirth (Very Young Red Dragon)/possibly one or two Wizard levels -- Mind Blanked
Mature Adult Female Shadow Dragon
2 Ancient Nightmare Dragons
23 Prismatic Drakes

Wizards:
Wizards:
2 Wizards of the Seventh Circle (Volantine Evokers) -- Mind Blanked -- Captured in Trader Town
1 Wizard of the Sixth Circle (Necromancer/Flesh-smith) -- Mind Blanked -- MIA
3 Wizard of the Fifth Circle (2 Diviners; 1 Enchanter) -- Mind Blanked
2 Wizards of the Fourth Circle
4 Wizard of the Third Circle
10 Wizards of the Second Circle
6 Wizards of the First Circle

Mundane Forces:
Cavalry:
3 Elephants (Mage Riders)
1,900 Heavy cavalry
2,100 Light cavalry

Infantry:
6,500 Heavy infantry
7,000 Light infantry
 
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@Goldfish
The more I think about it, we really should either pull out Yrten's ship completly and have it on assault here (Siduri would be useful too), or leave them more power for their mission.
They can't continue with their current scheme without Mel and if anything goes wrong they can't win an open confrontation with actual warships without draconic assistance.
 
Okay, so everyone else is unaccounted for?

Thanks @Crake.

THE GOLDEN COMPANY

Clerics:
1 Aegon 'Young Griff', Chosen of Tiamat, Mage of the Eighth Circle -- Probably Mind Blanked
1 Tiamat Cleric of the Seventh Circle ('Lemore', Ashara Dayne) -- Mind Blanked
2 Tiamat Clerics of the Sixth Circle -- Mind Blanked
2 Tiamat Clerics of the Fourth Circle
4 Tiamat Clerics of the Second Circle
13 Tiamat Clerics of the First Circle

Dragons/Drakes:
Lizzirth (Very Young Red Dragon)/possibly one or two Wizard levels -- Mind Blanked
Older Than Adult Female Shadow Dragon
Souped Up Nightmare Dragon
23 Prismatic Drakes

Wizards:
Wizards:
2 Wizards of the Seventh Circle (Volantine Evokers) -- Mind Blanked -- Captured in Trader Town
1 Wizard of the Sixth Circle (Necromancer/Flesh-smith) -- Mind Blanked
3 Wizard of the Fifth Circle (2 Diviners; 1 Enchanter) -- Mind Blanked
2 Wizards of the Fourth Circle
4 Wizard of the Third Circle
10 Wizards of the Second Circle
6 Wizards of the First Circle

Mundane Forces:
Cavalry:
3 Elephants (Mage Riders)
1,900 Heavy cavalry
2,100 Light cavalry

Infantry:
6,500 Heavy infantry
7,000 Light infantry


@DragonParadox, I've been going back to get the exact numbers here. Is the number of Prismatic Drakes still 23 like it was more than a year ago or have they gotten more?
The Necromancer is currently MIA. He could have gotten away, or he could have straight up died.

I would say the Golden Company can be assumed to be aware that they were attacked, and presuming they were paying attention to what the city was in a stir about, Bu Gai's agents were involved. So acting like they're on high alert, whether just in general since they were pulling off an active operation within the city, or because they suspect a third party of indeterminate power is in play, seems like a good idea.
 
On a semi-related note, once word about this gets out, Bu Gai's/his intelligence apparatus is going to seem even more improbably competent. Which is to say exactly as exaggeratedly hyper-competent as arrogant Yi Tish say they are.

Getting in and out of the heart of his enemy's power while taking out spell casters, then vanishing without a trace?

So effective, not even the Emperor knows he ordered it. So mysterious, not even the Emerald Magistrates' leadership was aware of those assets in play. :V
 
With the sheer numbers of mundane forces, we may very much need to ensure:
a) Mages don't flee into the crowds.
b) the crowds don't swarm out main firepower-providers.

Like, we seriously may just get some of our people swarmed by more fanatic GCs throwing themselves as meatshields at them.

The drakes have very nasty breatweapons, our flying units will be busy AF with them and their incorporeality-based miss-chance.
if they won't be taken out in time, our lives are pain.

@Artemis1992, the fight will only take so much of everyone's time - Any and Mel's absence really won't hurt Yrten/Siduri operation in PoF.
It essentially counts as a "once-a-month free action" for everyone involved, remember?
 
@Artemis1992, the fight will only take so much of everyone's time - Any and Mel's absence really won't hurt Yrten/Siduri operation in PoF.
Mel is directly controling multiple Efreeti-Captains. If she leaves, they'll be running on autopilot so to say and any unexpected factor can blow up the whole plan.

If you want them there, at least ask in the last possible moment.
We are gathering our people now, for an assault at some point in the next 24 hours.
To avoid interrupting their work on the PoV we could Send Mel right now to keep ready and prepare a Greater Planeshift and then inform her directly before the attack to port over and bring Amrelath, the Minddragon and other relevant assets with her?
 
@DragonParadox that last comment about dealing with dragons really puts our position in regards to our dragon vassals into perspective. We already hold all the cards, so practically any deal we make is extremely generous by any standard. Meaning a dragon does not have to set their own price lest they overreach as they would normally in this situation where they are negotiating their services, deciding their contributions are worth a disproportionate amount of the spoils simply because the person they work with isn't guaranteed to want to fight them after all is said and done.

Whereas with us, the dragon keeps its own company (barring Amrelath who is trying to replicate what we did, but also discovering that those relationships are only as valuable as they weight them interpersonal-wise, not valued in gold alone) and we keep company with Archmages and high CR warriors garbed in a Kingdom's ransom in equipment each.

The Golden Company does not have the same leverage because while they have lots of high CR PCs, none of them trust each other enough to present a truly united front.

[X] Goldfish

Friendship is the real superpower.
 
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@Goldfish, didn't we just say that AoE spells were bad because they could possibly divine them?

Furthermore, stealth teams are very good. Getting a mage when you have a surprise round is far, far easier than any other anti-mage technique. All they need is a way around their Contingencies (high-CL Greater Dispel Magic and a way to grab them or knock them unconscious in a single round, or antimagic field + a martial PC) and they've won. In a normal fight they need all that and a way to beat their immediate action defensive spell + their normal spell + their belt of battle.
 
Mel is directly controling multiple Efreeti-Captains. If she leaves, they'll be running on autopilot so to say and any unexpected factor can blow up the whole plan.

If you want them there, at least ask in the last possible moment.
We are gathering our people now, for an assault at some point in the next 24 hours.
To avoid interrupting their work on the PoV we could Send Mel right now to keep ready and prepare a Greater Planeshift and then inform her directly before the attack to port over and bring Amrelath, the Minddragon and other relevant assets with her?
I agree with this. I've shifted Melisandre and Siduri to the bottom and added a note that they will only be involved if doing so doesn't interfere with their mission on the Plane of Fire.
@Goldfish, didn't we just say that AoE spells were bad because they could possibly divine them?

Furthermore, stealth teams are very good. Getting a mage when you have a surprise round is far, far easier than any other anti-mage technique. All they need is a way around their Contingencies (high-CL Greater Dispel Magic and a way to grab them or knock them unconscious in a single round, or antimagic field + a martial PC) and they've won. In a normal fight they need all that and a way to beat their immediate action defensive spell + their normal spell + their belt of battle.
That was for things like Erupt, which can instantly kill everyone within miles, not regular AoEs. I don't know if Shadow of the Doom would be included in that. @DragonParadox?

Who else would you assign to the stealth teams?
 
With the sheer numbers of mundane forces, we may very much need to ensure:
a) Mages don't flee into the crowds.
b) the crowds don't swarm out main firepower-providers.

Like, we seriously may just get some of our people swarmed by more fanatic GCs throwing themselves as meatshields at them.

The drakes have very nasty breatweapons, our flying units will be busy AF with them and their incorporeality-based miss-chance.
if they won't be taken out in time, our lives are pain.

@Artemis1992, the fight will only take so much of everyone's time - Any and Mel's absence really won't hurt Yrten/Siduri operation in PoF.
It essentially counts as a "once-a-month free action" for everyone involved, remember?
There's only so much we can do to prevent mages from fleeing. Hopefully we'll catch or kill most of them, but we have to keep our expectations realistic.

I would like to see them try to swarm our people with mooks. Almost all of our people included in this can fly under their own power or using their magic, and most of those who can't will instead have spells cast on them by other allies to allow it. And there are spells like Repulsion which can easily prevent large numbers of foes from approaching within range.

Yeah, the Drakes are probably pretty nasty. Their breath weapons can cause some issues if we're not careful. That's why I want the Wyverns to start popping them with Teleporting Beetle Bombs from extreme long range as soon as they can see the Drakes. Each of the 17 Wyverns will be carrying eight Beetle Bombs, and the Moonchaser will have dozens of them it can use if it's not otherwise occupied. Even assuming the Drakes can survive a couple bombs, their riders aren't likely to be quite so hardy. Without riders, the Drakes become much less dangerous to us. Again, though, that's assuming they even survive. With each bomb inflicting an average of 70 points of damage, it shouldn't take much to turn them into shredded meat.
  • Explosive: 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 tremendous damage.
    • Damage: 20d6 points of Piercing and Bludgeoning damage in a 40 foot (12 m) blast radius (DC 20 Reflex save for half damage), 5d6 Piercing damage (DC 15 Reflex save for half damage) in an area between 40 (12 m) and 80 feet (24.25 m) from the blast, 1d6 Piercing damage (DC 12 Reflex save to avoid damage) in an area between 80 (24.25 m) and 120 feet (36.5 m) from the blast.
    • Material Requirements: Ten 2-pound (0.9 kg) of Alchemical Explosive Packs, one pound (0.45 kg) of Hardened Adamantine, four pounds (1.8 kg) of steel
 
I came upon this art that thought "finally, an Erinye with sensible armour!"



Sadly, no bow and insufficient EVIL aesthetics. It's still better than most official Erinye art though!
 
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