It is nice to know that, come four months, we are going to introduce Westeros to 20th-century warfare.
I'm pretty sure that the Moonchaser is not counting as 20th century warfare anymore. And neither are the many other AG-Vessels we will have until then.
How about Giant Lead-Clad Necrocraft Dragon Turtles? We could repurpose their large internal volume for storage or habitation, and unlike whales, they are innately Immune to Fire and capable of overland movement. The Lead-Clad template would slow them down, but there are low level effects which can easily mitigate that in order to give them respectable land and swim speeds.
Necrocraft isn't a template, so I can't just slap it onto a chassis. The Necro-Kraken is merely designed to mimic an actual Kraken, using some creative templating to get the job done.

Shape-wise, a Dragon Turtle would be something neat to emulate, but I can neither get their base speed, nor their fire immunity. Mind, I could dump some CR into making them faster, but that gets expensive fast. Might be worth it to increase the utility though. Would come at the cost of combat capabilities though.
 
Also, we should recruit some more Erinyes. There are a bizarrely huge number of ways they would make our coming large-scale conflicts easier to deal with. Generally speaking they are "obligation upholding" plumbers for us. The biggest obstacle to our invasion of Westeros is upholding our promise both to our vassals and ourselves to protect them against shit they generally aren't equipped to handle.

A 100 Erinyes equipped to PC standards would shred through non-coordinated attacks by supernatural factions, and even meaningfully counter ones that were conducted simultaneously. One group finishes off one threat, then moves immediately to reinforce another group within seconds.
 
There are a lot of good spells that only function in water that the necro-sub could benefit from, since it's both a ship and a creature. Even without that we could still play some nasty tricks on anyone who tries to poke it.

When on the hunt, either the captain or the ship could use Wake Trailing to make tracking people through water feasible.


Flowsight from the ship would make it much easier to operate in a number of underwater environments, and would make sneaking up on it more difficult.


Turbidity, Control Currents, and Urchin's spines would make for a fun approach for anyone trying to jump it. With the stilled waters they'd be incapable of hurting it with ranged attacks and have to go into melee with an enormous whale covered in venomous spines.

We could even give it (or the crew) some command word activated Pressure Sphere pop guns without too much trouble. Sure it's damage isn't that spectacular, but it's also a level 2 AoE spell that would work beautifully against underwater Zerg rushes.
 
There are a lot of good spells that only function in water that the necro-sub could benefit from, since it's both a ship and a creature. Even without that we could still play some nasty tricks on anyone who tries to poke it.

When on the hunt, either the captain or the ship could use Wake Trailing to make tracking people through water feasible.


Flowsight from the ship would make it much easier to operate in a number of underwater environments, and would make sneaking up on it more difficult.


Turbidity, Control Currents, and Urchin's spines would make for a fun approach for anyone trying to jump it. With the stilled waters they'd be incapable of hurting it with ranged attacks and have to go into melee with an enormous whale covered in venomous spines.

We could even give it (or the crew) some command word activated Pressure Sphere pop guns without too much trouble. Sure it's damage isn't that spectacular, but it's also a level 2 AoE spell that would work beautifully against underwater Zerg rushes.
Hm... maybe I need to take a step back and instead of adding crew compartments, I should add a blood tree with full control over the necro-whale, using the spare room to store more ammo.
 
I'm pretty sure that the Moonchaser is not counting as 20th century warfare anymore. And neither are the many other AG-Vessels we will have until then.

Necrocraft isn't a template, so I can't just slap it onto a chassis. The Necro-Kraken is merely designed to mimic an actual Kraken, using some creative templating to get the job done.

Shape-wise, a Dragon Turtle would be something neat to emulate, but I can neither get their base speed, nor their fire immunity. Mind, I could dump some CR into making them faster, but that gets expensive fast. Might be worth it to increase the utility though. Would come at the cost of combat capabilities though.
We wouldn't need them to be fast. Just get them the movement type and we can enhance it with magic. For example, even something with a 10 foot movement speed can be equipped with an item based off of an Expeditious Retreat spell that will increase its speed to 40ft, which is better than Human and not much worse than a horse.
Also, we should recruit some more Erinyes. There are a bizarrely huge number of ways they would make our coming large-scale conflicts easier to deal with. Generally speaking they are "obligation upholding" plumbers for us. The biggest obstacle to our invasion of Westeros is upholding our promise both to our vassals and ourselves to protect them against shit they generally aren't equipped to handle.

A 100 Erinyes equipped to PC standards would shred through non-coordinated attacks by supernatural factions, and even meaningfully counter ones that were conducted simultaneously. One group finishes off one threat, then moves immediately to reinforce another group within seconds.
We're getting there, slowly but surely. We're up to 45 Erinyes now, I think, with another eight True Names we can use to Summon more next month. They're all equipped in very nice gear, too.
 
Can someone remind me why the Unila and Ishmagnis are not running recruitment operations in Heaven for us?

Or why we didn't set up something in the Opaline Vault?
 
Hm... maybe I need to take a step back and instead of adding crew compartments, I should add a blood tree with full control over the necro-whale, using the spare room to store more ammo.
Efreeti Sword Ship Captain: "Is anyone else here seeing a massive metallic turtle creature with a tree growing out of its shell swimming in our direction?"
 
*lowers telescopic implement* "I don't even have the frame of reference to describe the absolute bullshit I am witnessing right now. No, really, what the fuck is that?!"
 
"Given the deeds the 'Sword of the Morning' was complicit in, both in service of my father and my brother, I suppose she did follow his legacy,"

At last, Viserys burn her even if it's not actual dragon fire.
 
@Goldfish, could you stat up some special ammo fir me?

Use a 2 pound core of Explosive Pack, then surround it with Sultans Tributes. Actual impact of the fragmentation bomb would be not all that great, maybe just increase the AoE of the explosive pack, but it should be sufficient to start the whole brown mold reaction over a pretty huge area simultaneously, doing quite unpleasant things to PoF natives.
 
@Goldfish, could you stat up some special ammo fir me?

Use a 2 pound core of Explosive Pack, then surround it with Sultans Tributes. Actual impact of the fragmentation bomb would be not all that great, maybe just increase the AoE of the explosive pack, but it should be sufficient to start the whole brown mold reaction over a pretty huge area simultaneously, doing quite unpleasant things to PoF natives.
I'll write up something once I get back to my computer. I'll also add a bunch of Sultan's Tributes to the crafting schedule.

Each Sultan's Tribute can affect up to a 80 foot radius. What about a munition that uses seven Sultan's Tributes, one which is ejected directly downward, while six more are dispersed around it in adjustable increments? One setting would barely disperse them so that they effects slightly overlap, increasing effective radius to almost 240 feet, another which dispersed them more thoroughly so that each AoE is separated by 40 or 50 feet, and another which spreads them 150 or 200 feet apart.feet

A Sultan's Tribute weighs 5 pounds, so seven of them, plus a 2 pound Explosive Pack and thin easily ruptured casing, would be about 40 pounds.
 
Also, we should recruit some more Erinyes. There are a bizarrely huge number of ways they would make our coming large-scale conflicts easier to deal with. Generally speaking they are "obligation upholding" plumbers for us. The biggest obstacle to our invasion of Westeros is upholding our promise both to our vassals and ourselves to protect them against shit they generally aren't equipped to handle.

A 100 Erinyes equipped to PC standards would shred through non-coordinated attacks by supernatural factions, and even meaningfully counter ones that were conducted simultaneously. One group finishes off one threat, then moves immediately to reinforce another group within seconds.
Hence me constantly badgering DP for the names of Mammon Erinyes. That's unfortunately our only avenue to get them.
 
'aight, I propose we center the next month largely around the North.

1) High-level team led by Viserys recovers Rina's not-Eidolon from the Far North, while it is still somewhat accessible. Serious delve action.
1.1) Afterwards, Viserys hops in to the Giants and we try to diplomance the slow chucklefucks.
2) Minions led by a companion/two finish with the barrows near Thenns and barrows in general if at all possible.
3) Moonsong evacuates Thenns outta the valley.

*Optional*
1) See what came of Lorath's beastmaster,
2) Grab lots of Others' Undead for Qyburn to experiment on,
3) Grab lots of Others' Fey/animals for Djinn to experiment on.

Other points of interest:
1) Have a large team of Companions in Slavers' bay, trying (and failing) to foil Asmodeus.
2) Ambush the Efreeti fleet later in the month, if a chance reveals itself.
3) Start prepping for Teh War with the Squids, the largest forge-order to date notwithstanding.

Sounds sensible enough to everyone?
 
Nah, I think we should focus on Asmodeus.
We are on a timer for either matter.

We can do a lot of north-related stuff in one go, and not jump around randomly, or at least lessen said jumping around for the month.

Or we can throw lots of resources at Slavers' Bay instead, sure.
But we still have to evacuate the Thenns and clear out the barrows on the month's time, so we'll be seeing more semi-disjointed stuff happening.

I'm not actually sure even what people are to do in Slavers' Bay from where we stand.
I'm partial to just bomb the place right now, than deal with intrigues of his minions.
 
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'aight, I propose we center the next month largely around the North.

1) High-level team led by Viserys recovers Rina's not-Eidolon from the Far North, while it is still somewhat accessible. Serious delve action.
1.1) Afterwards, Viserys hops in to the Giants and we try to diplomance the slow chucklefucks.
2) Minions led by a companion/two finish with the barrows near Thenns and barrows in general if at all possible.
3) Moonsong evacuates Thenns outta the valley.

*Optional*
1) See what came of Lorath's beastmaster,
2) Grab lots of Others' Undead for Qyburn to experiment on,
3) Grab lots of Others' Fey/animals for Djinn to experiment on.

Other points of interest:
1) Have a large team of Companions in Slavers' bay, trying (and failing) to foil Asmodeus.
2) Ambush the Efreeti fleet later in the month, if a chance reveals itself.
3) Start prepping for Teh War with the Squids, the largest forge-order to date notwithstanding.

Sounds sensible enough to everyone?
Yeah, we really need to get Rina's Eidolon-like thingy. She is only a few thousand XP from maxing her Rimefire Witch PRC and I think she needs her Eidolon to complete that. That doesn't mean Viserys needs to devote his full attention to the North next month, though.

A good dungeon delve would be cool, however, one with lots of exploration and revelation of lost or forgotten lore pertaining to the Others, both before and after they were tainted by the Void.
 
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Do as you wish. I have offered my opinion in the finest of traditions.
I usually expect discussion happening out of stuff like this, not the "do as you will".
That sort of attitude rapidly makes me uninterested in slapping together anything for the next month.
 
[X] Crake

Why not Waymar fight with handicap that he not use any magical abilities? See how far he can get with pure skill?
 
@Goldfish, could you stat up some special ammo fir me?

Use a 2 pound core of Explosive Pack, then surround it with Sultans Tributes. Actual impact of the fragmentation bomb would be not all that great, maybe just increase the AoE of the explosive pack, but it should be sufficient to start the whole brown mold reaction over a pretty huge area simultaneously, doing quite unpleasant things to PoF natives.
Here's what I've come up with as a cluster munition using Sultan's Tributes as a base component. Let me know what needs to be changed and I'll do it after I wake up in the morning or after work, as time permits. I've managed to squeeze 300 Sultan's Tribute into the crafting schedule, so there should be enough to make quite a few Sultan's Laments.
Sultan's Tribute - Launcher Munition / Bomblet (5 pounds / 2.25 kg): A sphere of glazed deep red clay interspersed with burnt-brown particles of Brown Mold, surrounding an enchanted metal core and embossed with a thumb-sized portrait of a Dragon. When pressed, the Dragon grins and the core is activated.
  • Effect: When activated the core produces a Heat Metal effect causing the Brown Mold to grow until the duration has run it's course with a one round grace period for the user, doubling round by round thereafter from 5ft (1.5 m) to an 80ft (24.25 m) spread.
    • When used by a Wyvern Anti-Gravity Fighter, whether fired from its Launchers or dropped from the bomb bay, the vessel's enchanted fire control system is able to activate the Sultan's Tribute remotely as they are deployed.
  • Brown Mold: Brown mold feeds on warmth, drawing heat from anything around it. It normally comes in patches 5 feet (1.5 m) in diameter, and the temperature is always cold in a 30-foot (9 m) radius around it. Living creatures within 5 (1.5 m) feet of it take 3d6 points of Nonlethal Cold damage. Fire brought within 5 feet (1.5 m) of Brown Mold causes the mold to instantly double in size. Cold damage, such as from a Cone of Cold, instantly destroys it.
  • Cost: 30 IM each
Sultan's Lament - Cluster Munition: This vaguely egg-like oblong of smooth magically-shaped Dragonglass would be completely featureless if not for small iron dial set flush into the flat top section of the device. Manipulating this dial requires a special tool and is necessary to activate a Sultan's Lament, but is otherwise quite effortless for those trained in its use and allows one to determine the method by which the device will detonate and how its payload is released.
  • Variable Detonation Method: A Sultan's Lament can be set to detonate upon a sudden sharp impact which breaks the integrity of its outer casing, at a predetermined altitude after being released from a bomb bay or launched from a compatible device (which affects dispersal as described below), or on a preset timer (with available time increments of 1 minute, 5 minutes, 30 minutes, one hour, and six hours).
  • Variable Dispersal Pattern: Upon detonation, a Sultan's Lament explosively disperses six Sultan's Tribute bomblets equidistantly from a seventh Sultan's Tribute at the blast's origin point. During the arming process, a technician can select which dispersal pattern will be used based on expected mission parameters.
    • Minimal Dispersal: Available only when the Sultan's Lament is set to detonate upon impact, after the passage of a predetermined length of time, or at an altitude of approximately 50 feet, this pattern distributes each bomblet so that their affected areas abut one another in order to effect a 200 foot spread.
    • Medium Dispersal: Available when the Sultan's Lament is set to detonate at an altitude of approximately 100 feet, this pattern distributes each bomblet so that each Brown Mold bloom is able to spread to the full 80 feet, with approximately 50 feet between each individual bloom event.
    • Maximum Dispersal: Available when the Sultan's Lament is set to detonate at an altitude of approximately 300 feet, this pattern distributes each bomblet so that each Brown Mold bloom is able to spread to the full 80 feet, with approximately 200 feet between each individual bloom event.
  • Material Requirements: One 2-pound (0.9 kg) Explosive Pack, Seven 5-pound (2.25 kg) Sultan's Tribute spheres, One 5-pound (2.25 kg) fused Dragonglass casing with integral enchanted detonation mechanism, and 3 pounds (1.35 kg) of sand ballast
    • Cost: 210 IM (Seven Sultan's Tribute bomblets) + 20 IM (Dragonglass casing plus detonation mechanism) = 230 IM per Sultan's Lament
 
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