I PETION FOR A WARPSTONE ROCKET LAUNCHER!!!
no. a rocket launcher with a radioactive warhead is alway's a bad idea. the US was developing one you know the problem with it? way to short ranged. person who get's hit dies instantly the one who fires dies a slow lingering death. warpstone rockets tho i can work with. i want to see what happens if we fire one at Momon's place or at illithids or Others. also no using radiation on Planetos please
 
no. a rocket launcher with a radioactive warhead is alway's a bad idea. the US was developing one you know the problem with it? way to short ranged. person who get's hit dies instantly the one who fires dies a slow lingering death. warpstone rockets tho i can work with. i want to see what happens if we fire one at Momon's place or at illithids or Others. also no using radiation on Planetos please

*pouts*

I just wanna commit Warcrimes! Is that too much to ask 😤?
 
Warcrimes are always too much to ask.

Wait, I've just realised that the latest "illithid rebels" risk disproving my assumption that effectively all illithid/Aboleth and Sahaguin/Skum/etc are omnicidal enemy combatants. This is bad. Can I no longer aim to WMD their cities without it being a war crime?
[screams internally at the thought of needing to occupy/imprison Deep Ones]
 
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Vote closed.
Adhoc vote count started by DragonParadox on Apr 16, 2020 at 5:54 AM, finished with 53 posts and 18 votes.
 
Wasn't this crystal the one that blocks all teleportation efforts that dont have the CL of, like, 30?

I clearly remember something like that being a thing when we found it, and there being a pathfinder suitcase of powdered stuff that sets a "u no teleport h3r3"-trap when opened.
 
If we want to really go "War Crimes up to 11"-route on anyone, Advanced Wildfire (Waymar's recipie) bombs with Adamantine flechettes and powdered Abyssium sounds like the way to do it.

Bonus points for the bombs being telefrag-able the way the Wyvern payloads can be.
 
If we want to really go "War Crimes up to 11"-route on anyone, Advanced Wildfire (Waymar's recipie) bombs with Adamantine flechettes and powdered Abyssium sounds like the way to do it.

Bonus points for the bombs being telefrag-able the way the Wyvern payloads can be.

I think there's only one person who wants to commit warcrimes.

Everyone else isn't so short-sighted
 
Wasn't this crystal the one that blocks all teleportation efforts that dont have the CL of, like, 30?

I clearly remember something like that being a thing when we found it, and there being a pathfinder suitcase of powdered stuff that sets a "u no teleport h3r3"-trap when opened.
That would be Blightburn, which the stuff we recovered definitely cannot be, as it's not nearly so deadly as Blightburn is. There could have been a similar effect in the cavern due to the severity of the radiation and its interaction with magic, I guess. I don't remember that aspect of those chapters.

Blightburn is a highly radioactive crystalline mineral that grows in isolated pockets throughout the Darklands, from Nar-Voth all the way down to Orv. When exposed to air, blightburn crystals give off a deep green glow as bright as a candle. Any creature coming into physical contact with a blightburn crystal takes 2d6 points of fire damage per round, and creatures within 60 feet of blightburn crystals are exposed to blightburn radiation. Blightburn radiation interferes with spells of the teleportation subschool. A character attempting to teleport into or out of an area of blightburn radiation must succeed at a caster level check (DC = the Fortitude save DC for the radiation) to successfully cast the spell.

Radiation LevelFort DCInitial EffectSecondary Effect
Low131 Con drain1 Cha damage/day
Medium171d4 Con drain1d4 Cha damage/day
High222d4 Con drain1d6 Cha damage/day
Severe304d6 Con drain2d6 Cha damage/day
 
That would be Blightburn, which the stuff we recovered definitely cannot be, as it's not nearly so deadly as Blightburn is. There could have been a similar effect in the cavern due to the severity of the radiation and its interaction with magic, I guess. I don't remember that aspect of those chapters.
The thing is, I definitely remember us finding "u can not teleport near it" radioactive crystals at some point.

Maybe it was on the route to that Beholder's lair, when Viserys and Co went clearing out a trade route for Xorn...

I still want to loot useable amounts of Blightburn, btw.
It is the top-tier sort of last-ditch protection for any of our installations.
Just pop a lead case open, and that overpowered divine Avatar you just accidentaly'd into reality can't just teleport away.
Let alone thigs lesser, like, say, a Pit Fiend.
 
@Goldfish, when you are opening the next batch of alchemical production lines, there should be at least one for Wildfyre. There's no reason not to stockpile some of that stuff for the Long Night.
 
The thing is, I definitely remember us finding "u can not teleport near it" radioactive crystals at some point.

Maybe it was on the route to that Beholder's lair, when Viserys and Co went clearing out a trade route for Xorn...

I still want to loot useable amounts of Blightburn, btw.
It is the top-tier sort of last-ditch protection for any of our installations.
Just pop a lead case open, and that overpowered divine Avatar you just accidentaly'd into reality can't just teleport away.
Let alone thigs lesser, like, say, a Pit Fiend.
Blightburn would be a neat addition to the Snare. Just need to install some lead-glass shielding to focus the effects on the containment area.
If it can be made stable sure, otherwise it's dangerous enough just to store. . .
We have the original formula, which is just as stable as alchemists fire. We just never did anything with it so far.
 
Isn't all Wildfire tainted by Hell?
I'd prefer to make sure that they can't mess with it before we start to stockpile it. Your Black Nights are a good analogy : before using something horrible, take steps to ensure it doesn't have backdoors the enemy can exploit first.
 
Isn't all Wildfire tainted by Hell?
I'd prefer to make sure that they can't mess with it before we start to stockpile it. Your Black Nights are a good analogy : before using something horrible, take steps to ensure it doesn't have backdoors the enemy can exploit first.

I'm pretty sure it was specifically just the Summerhall thing that was Hell-related. . .
 
Isn't all Wildfire tainted by Hell?
I'd prefer to make sure that they can't mess with it before we start to stockpile it. Your Black Nights are a good analogy : before using something horrible, take steps to ensure it doesn't have backdoors the enemy can exploit first.
Afaik, we got a "pure" Wildfire formula a while ago, both more stable than the shit Pyromancers made, and (afaik) not hell-powered.
 
@Goldfish, when you are opening the next batch of alchemical production lines, there should be at least one for Wildfyre. There's no reason not to stockpile some of that stuff for the Long Night.
We're bottlenecked by the availability of skilled project managers. Hopefully when DP gives us the Scholarium numbers for the 12th month, there will be enough Hedge Mages going up to 5th level that we can start work on adding at least a couple more production lines. If so, we can definitely add a Wildfire line.

Does anyone have a link to the stats for the stable version of Wildfire? Need cost per dose and crafting DC as well. @DragonParadox?
Isn't all Wildfire tainted by Hell?
I'd prefer to make sure that they can't mess with it before we start to stockpile it. Your Black Nights are a good analogy : before using something horrible, take steps to ensure it doesn't have backdoors the enemy can exploit first.
No danger there. We have the formula for the original recipe, which is in no way related to Hell, that we can start producing.
 
Blightburn would be a neat addition to the Snare. Just need to install some lead-glass shielding to focus the effects on the containment area.

We have the original formula, which is just as stable as alchemists fire. We just never did anything with it so far.
Adding Blightburn to the Snare wouldn't improve functionality much, but would make it far more hazardous to us.

If we did plan to use it, we would be much better off covering the outside of the Snare with the stuff and embedding it below the Snare so that we have an effective anti-Teleportation Faraday Cage-like arrangement.
 
We're bottlenecked by the availability of skilled project managers. Hopefully when DP gives us the Scholarium numbers for the 12th month, there will be enough Hedge Mages going up to 5th level that we can start work on adding at least a couple more production lines. If so, we can definitely add a Wildfire line.

Does anyone have a link to the stats for the stable version of Wildfire? Need cost per dose and crafting DC as well. @DragonParadox?
I'd dump everyone else on Explosive Packs. They are just too useful as ammunition.
Adding Blightburn to the Snare wouldn't improve functionality much, but would make it far more hazardous to us.

If we did plan to use it, we would be much better off covering the outside of the Snare with the stuff and embedding it below the Snare so that we have an effective anti-Teleportation Faraday Cage like arrangement.
My idea was to put it in lead-glass boxes, with the side of the box faxing into the containment area made by using a permanencied Ectoplasmic Creation. If someone tries to use an AMF to get out, that would suppress the material, bathing them in lethal doses of Blightburn radiation, which is not cancelled by the AMF at all.

Could also use the same trick to suspend a Adamantine grate above the containment area to turn every smart-ass into ground meat, but the Blightburn would work immediately instead of needing to obey the laws of inertia.
 
Thank you for the clarification, everyone. I'm all for it, then. Dangerously unstable explosives? Sounds like fun!
 
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Adhoc vote count started by DragonParadox on Apr 16, 2020 at 5:54 AM, finished with 53 posts and 18 votes.
 
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