Also did some more calculations on just how effective our artillery will be against stonework.

One cannon can, on average, punch through one and a half inches of solid steel (so even a dragon would be feeling the ouchie ouchies, as demonstrated in the 12th Month).

An explosive shell can wreck over four inches of stone on average. Fortified walls might be anywhere from seven to twenty feet thick. Considering that they will considerably weaken after enough damage is delivered to the point where it likely won't hold its weight too well, ten shells in the same spot could still chew through over three feet of solid stone. Thirty simultaneously volley fired into a building, just about any building, should probably cave it in. And they can do that... repeatedly. I'm pretty sure they could literally bomb a palace into rubble, if we have the ammo.
 
So just a thought about Sarnor but don't try to siege them or fight inside the city, as @Crake already pointed out that pit is probably trapped six ways from Sunday and not only is city fighting is one of, if not the, most brutal forms of warfare out there but it's also a gathering place of high level undead, that things going to be a meat grinder for anyone we send in.
A siege won't work due to the main weapons of a siege (hunger and disease) being rendered moot by the unliving nature of the inhabitants.
Our best bet to deal with that place is to try and draw it's currant inhabitants out and away from the shelter of it's defences and hopefully to a pre-prepared killing ground
Best leave it for last if possible while destroying or maybe diplomacing the other city's.

Also did some more calculations on just how effective our artillery will be against stonework.

One cannon can, on average, punch through one and a half inches of solid steel (so even a dragon would be feeling the ouchie ouchies, as demonstrated in the 12th Month).

An explosive shell can wreck over four inches of stone on average. Fortified walls might be anywhere from seven to twenty feet thick. Considering that they will considerably weaken after enough damage is delivered to the point where it likely won't hold its weight too well, ten shells in the same spot could still chew through over three feet of solid stone. Thirty simultaneously volley fired into a building, just about any building, should probably cave it in. And they can do that... repeatedly. I'm pretty sure they could literally bomb a palace into rubble, if we have the ammo.
What's the damage like if they reinforce it with magic?
 
So just a thought about Sarnor but don't try to siege them or fight inside the city, as @Crake already pointed out that pit is probably trapped six ways from Sunday and not only is city fighting is one of, if not the, most brutal forms of warfare out there but it's also a gathering place of high level undead, that things going to be a meat grinder for anyone we send in.
A siege won't work due to the main weapons of a siege (hunger and disease) being rendered moot by the unliving nature of the inhabitants.
Our best bet to deal with that place is to try and draw it's currant inhabitants out and away from the shelter of it's defences and hopefully to a pre-prepared killing ground
Best leave it for last if possible while destroying or maybe diplomacing the other city's.


What's the damage like if they reinforce it with magic?
Questionable. How? Force shields? The same, technically.

I don't think they have a hardening chamber to cure all of their objects into harder variants prior to assembly like we do, so invariably some of the structure will be less reinforced than other parts.
 
@Goldfish get Mereth in that group too, an Erinyes' sight is alway a boon and she was specifically free to that we could pair her with Richard.
I was deliberately keeping the group limited to Humans, on the off chance that Devils are a touchy subject with the queen of Sarath. The chapter hints that she's even older than the other Undead in the city, so there's no telling what background she has or what her hangups may be. Most people in that group will definitely be sporting True Seeing when the time comes, though, so not having her around shouldn't negatively impact what they might notice.

If ya'll want me to include her, though, I don't mind.
Also did some more calculations on just how effective our artillery will be against stonework.

One cannon can, on average, punch through one and a half inches of solid steel (so even a dragon would be feeling the ouchie ouchies, as demonstrated in the 12th Month).

An explosive shell can wreck over four inches of stone on average. Fortified walls might be anywhere from seven to twenty feet thick. Considering that they will considerably weaken after enough damage is delivered to the point where it likely won't hold its weight too well, ten shells in the same spot could still chew through over three feet of solid stone. Thirty simultaneously volley fired into a building, just about any building, should probably cave it in. And they can do that... repeatedly. I'm pretty sure they could literally bomb a palace into rubble, if we have the ammo.
Not that the effect against stone fortifications will be significantly enhanced, but Viserys' Magic Army spell is going to make every shell fired by the Moonchasers and Manticores, every bolt from the Wyverns, and every other weapon wielded by our allies into an effective +4 magic weapon. The stone won't much care, but everything else will. That's a +4 bonus on every attack roll, and it will defeat any Damage Reduction that isn't Alignment-based or Epic.
 
I was deliberately keeping the group limited to Humans, on the off chance that Devils are a touchy subject with the queen of Sarath. The chapter hints that she's even older than the other Undead in the city, so there's no telling what background she has or what her hangups may be. Most people in that group will definitely be sporting True Seeing when the time comes, though, so not having her around shouldn't negatively impact what they might notice.

If ya'll want me to include her, though, I don't mind.

Okay, we get her with Richard when we expect combat then.
 
I'm expecting some Void taint in Sarnor.
Yeah that's practically a given considering how it's been involved in practically every case of undeath in the quest so far.
I'm expecting we'll have to get the OG and Yss involved in cleansing/sealing/destroying that. Serious Void Taint has been shown to be Bad News and this might be opportunity to not only cleanse it, but learn a great deal in the process.

Wouldn't be surprised if we end up with something like a circle of six Heart Trees grown at equidistant points around the city, each supercharged with a glut of Undead sacrifices, with that special Weirwood we rescued from the Valley of the Thenns (which DP said could make a very powerful Heart Tree) anchored in the center. Then Yss, so gorged on sacrifices that he looks like a scaly tube sock filled with apples, linking them all together by slithering a circuit between the Heart Trees to seal the metaphysical circle.
 
Okay, we get her with Richard when we expect combat then.
People will wonder where all of the arrows are coming from that keep sprouting from the skulls of enemies near Richard.

It'll be Mereth a few hundred feet up in the air machine gunning so many arrows that Legolas would weep in envy.
Fury's Scorn: 1d8 + 4 (Enhancement) + 10 (STR) + 9 (Tempest Gale Stance) + 1 (Bracers) + 3 (Righteous Wrath of the Faithful)
  • w/Channel Vigor (Limbs "Haste" effect): +37/+37/+37/+32/+27 [1d8+1d6+27; 19-20/x2]
    • w/Magebane Effect: +39/+39/+39/+34/+29 [1d8+3d6+29; 19-20/x2]
  • Splitting: Every arrow fired by Fury's Scorn splits into two duplicate arrows while in flight, each capable of inflicting full damage to the target. Each of these duplicate arrows makes a seprate attack roll.
Here's what Mereth's attack line against Undead will like with various buffs in effect (Magic Army, Persistomancy, and Blessed Aim). With her attack bonus that high, the only way she's likely to miss is on a Nat 1 roll or magic like a Brilliant Barrier being used to provide last second protection.

With her bow's Splitting ability, every arrow she fires becomes two right before impact. So on average, each double-arrow combo will hit for 70 points of damage, or 88 points if the target Undead has Arcane spells or SLAs. Most Undead don't have a lot of HP, even higher level ones (no Constitution score can be a bitch like that), so even a 70 damage hit will generally be massive overkill.

Five shots and five kills per six seconds. And that's just basic attacks, not using any special Maneuvers or limited use gear.

Richard: "Beautiful..." 😍
 
People will wonder where all of the arrows are coming from that keep sprouting from the skulls of enemies near Richard.

It'll be Mereth a few hundred feet up in the air machine gunning so many arrows that Legolas would weep in envy.

Here's what Mereth's attack line against Undead will like with various buffs in effect (Magic Army, Persistomancy, and Blessed Aim). With her attack bonus that high, the only way she's likely to miss is on a Nat 1 roll or magic like a Brilliant Barrier being used to provide last second protection.

With her bow's Splitting ability, every arrow she fires becomes two right before impact. So on average, each double-arrow combo will hit for 70 points of damage, or 88 points if the target Undead has Arcane spells or SLAs. Most Undead don't have a lot of HP, even higher level ones (no Constitution score can be a bitch like that), so even a 70 damage hit will generally be massive overkill.

Five shots and five kills per six seconds. And that's just basic attacks, not using any special Maneuvers or limited use gear.

Richard: "Beautiful..." 😍
She's also massive more likely to crit with her arrows with that many attacks, technically.
 
@Goldfish Can we retroactively vote to make that first batch of Praetorians when we do the forge order vote (did we already vote to start producing some actually)? We can also get around to rebuilding Sandor's sheet with Praetorian template rules.
 
@Goldfish Can we retroactively vote to make that first batch of Praetorians when we do the forge order vote (did we already vote to start producing some actually)? We can also get around to rebuilding Sandor's sheet with Praetorian template rules.
We haven't placed an order yet. We voted to formalize recruitment and policy for how Praetorians will be handled. That was on the 15th of last month, so less than three weeks ago, IC.

We can do a retroactive order this month when we do the regular Forge order. Given our recruitment standards and the project being new, I don't think we'll be able to convert many people for the first two or three months. We should get DP to roll for available recruits before deciding on a number this month.
 
Anti undead spells:
Undead Sense - for recon and security purposes.
Undead Beacon - for strategic stuff
Mass Ghostbane Dirge - to make ghosts targetable
Undeath Ward - depending on how you read it only sentient undead can even try to save, and they need more HD than the user's CL. Good for minions, great for us.
Searing Light - because we can make holy ray guns out of these, and for undead it's 1d6/CL which is pretty good for a 3rd level spell.

Papyrus of Eternal Rest - especially if we have haunts.
Amulet of Grasping Souls - for archer PCs and potentially some casters.
edit: also, Ghost Whip because a level two spell that lets you reliably deal with incorporeal opponents is really useful.
 
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I don;t know if someone else already pointed this out, but it seems like we might have to make Tyene commit mega-heresy if she fights the Starry Court in that the Indigo lady sounds like a not so dead Mother Rhyone.

" Last though surely not least of the Indigo mask you learn that she is not the spirit of one river, but instead something stranger by far, a once-god, a near-god of all rivers and none, who has forgotten her people and lost herself in tales deeper than prayer can contain. The powers of divinity abandoned are fearsome things indeed as many priests have found to face her the voice of their gods, drowned out moments before she was. "
 
@Goldfish Quick, epic death battles of high fantasy.

One ECL 8 Praetorian Warlord vs. bog standard Fire Giant.

How do they match up?!
 
I don;t know if someone else already pointed this out, but it seems like we might have to make Tyene commit mega-heresy if she fights the Starry Court in that the Indigo lady sounds like a not so dead Mother Rhyone.

" Last though surely not least of the Indigo mask you learn that she is not the spirit of one river, but instead something stranger by far, a once-god, a near-god of all rivers and none, who has forgotten her people and lost herself in tales deeper than prayer can contain. The powers of divinity abandoned are fearsome things indeed as many priests have found to face her the voice of their gods, drowned out moments before she was. "
Fortunately for us Tyene doesn't seem particularly attached to that aspect of her heritage. Like all Companions she's been pushed closer and closer to dealing with gods as allies and enemies rather than entities wholly above her.
 
Anti undead spells:
Undead Sense - for recon and security purposes.
Undead Beacon - for strategic stuff
Mass Ghostbane Dirge - to make ghosts targetable
Undeath Ward - depending on how you read it only sentient undead can even try to save, and they need more HD than the user's CL. Good for minions, great for us.
Searing Light - because we can make holy ray guns out of these, and for undead it's 1d6/CL which is pretty good for a 3rd level spell.

Papyrus of Eternal Rest - especially if we have haunts.
Amulet of Grasping Souls - for archer PCs and potentially some casters.
And there are some really nice higher levels spells, too. Sunburst and Sunbeam really mess up Undead.
@Goldfish Quick, epic death battles of high fantasy.

One ECL 8 Praetorian Warlord vs. bog standard Fire Giant.

How do they match up?!
I would say the Praetorian would probably win that fight. Between their abilities and standard gear, they should have the advantage.
 
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