[X] Make a sortie against the enemy and their flying beasts, all dragonriders on their mounts including yourself, with the air force engaging at maximum distance possible with Beetle Bombs against targets spotted from afar and Manticores and Moonchaser-class vessels making use of their steam cannons. They have specialty rounds for striking incorporeal foes as well.
-[X] To whit, engagement should include: Amrelath with Legendary Proportions, Relath, Varys riding herd on Balerion, Viserys in True Dragon form utilizing Legendary Proportions, 9x Adult Mind Dragons, 2x Very Old Myrkdreki Dragons, 8x Fiery Dragonbeasts, 30x Heralds, The Harbinger, Moonchaser, Dawnstar and Duskrunner, 27 Type-A Wyverns, 12 Type-B Wyverns, 5x Manticore Fighter-Bombers.
-[X] If there are foes which the Air Force does not find as much purchase against, even with Energy Siege Shot and specialty ammunition, again from either high altitude to deliver payloads or from afar using long-range weaponry, they will hold back while the three air ships continually attempt work wrestle with the weather effect using their Weather Control consoles.
--[X] Viserys and Zathir will open the fight by attempting to defray or quell the storm exactly as they did before, having spent at least one hour resting spells.

---[X] PCs Present for Sortie:
-[X] Dany, Lya, Vee, Sir Richard, Waymar, Tyene, Teana, Malarys, Rina
-[X] Melisande, Zherys, Benerro


[X] Order of Battle + Supply Distribution
-[X] The Sathari army will take the Right Flank, with the prior arrangements made to quell enemy mages attempts to harm your forces while yours focus on attack and supporting effects with their spells slots.
-[X] Dany and Malarys will organize the ground forces magical protections, including measures described by @Goldfish, including preparing circles of mages with x50 Consecrate scrolls and x30 Symbol of Healing scrolls. Titan's Tools can be used to prepare the field at Ser Gerold's discretion.
--[X] Engineering crews working with Titan Tools will arrange the additional defenses raised around Sallosh to funnel Undead enemies into prepared killzones, each of which will be constantly bathed in the damaging light of Celestial Brilliance banners (1d6 damage to Undead per round), lined with continuous Consecrate effects (+3 bonus to Turn Undead, -1 penalty to saves, attacks, and damage to Undead), and multiple Symbols of Healing (2d8+5 Positive Energy damage on Undead) arranged one after the other so that when Undead leave one of the 60 foot area of effect they will immediately enter another.
---[X] Our Forge-grown Plant servitors will use their Entangle SLAs to turn approaches other than the killzones into nearly impassable obstacles for groundbound Undead, making them easy pickings for our forces while encouraging others to brave the killzones if they wish to make any forward progress. Entangle SLAs will also be used to hinder any large masses of Undead who seem likely to break through a killzone when our forces are not positioned to repel them.
---[X] Archers with quivers of Grave Marker Arrows will use them to herd lesser Undead into the killzones.
-[X] Additional scrolls for things like fireball and other similar Area-of-Effect type spell scrolls ordered Level 1-3 will be taken from the armory and dispersed among your mages, allaying some of the issues with limited spell slots. This will allow everyone to prepare the most optimal load-outs as they can without having to sacrifice too much offensive ability.
-[X] Distribute the following spell scrolls among our mages who can use them to ward or enhance themselves and our forces in their vicinity.
--[X] x50 Recitation: +2 luck bonus to AC, on attack rolls, and on saving throws to everyone in 60 foot radius for 42 seconds.
--[X] x50 Mass Aid: +1d8+5 Temporary HP, +1 Morale bonus on attack rolls and saves vs Fear effects to everyone in a 15 foot radius for 5 minutes
--[X] x30 Archon's Aura: Hostile creatures must make a Will save or take a -2 penalty to AC and their attack rolls, 20 foot radius centered on caster, 5 minutes
--[X] x50 Absorbing Barrier: Every ally within 40 foot radius gains DR 20/Magic until the barrier absorbs 140 points of damage, 7 hours
--[X] Majority of the heavy horse will be set up on the left flank, with half of the light horse, the other half positioned in the reserves and perhaps a quarter of the Lancers as well.

---[X] The Siege Company will engage from platforms beyond the first battle lines.
----[X] Dany and Malarys will prepare another 80 Celestial Brilliance banners to distribute among the Legion, allowing for some overlap. It will be fiendishly difficult to engage them without being under that constant effect.
-----[X] Dany will use her 1/day Hallow effect in the center with Death Ward centered by the effect.
------[X] Brilliant Barrier charms will be strategically distributed to help herd overwhelming amounts of undead away from flagging areas, allowing them to at least reorder or withdraw as calmly as possible, hopefully allowing for defense in depth.
-[X] You will position the majority of your draconic flying forces in the center, Relath and Amrelath guarding the Left flank, the Wyrmlings healing your Heralds, with constructs mostly concerning themselves with dealing with aerial threats while your heavy hitters attempt to turn their more powerful breath weapons against the enemy on the ground. Position of Valyrian Dragons will depend on Riders' location.
--[X] Myrdreki will be with the reserves until the battle has progressed sufficiently that assassination attempts might be made, though they will be looking for opportunities more than trying to force one.
---[X] Mind Dragons not explicitly assigned to any one group of PCs acting as communication hubs, will be dispensed at Gerold's discretion to help coordinate forces.
----[X] Dragonbeasts will act as the vanguard.
---[X] The Manticores will act as mobile artillery, keeping within optimum engagement range for their Steam Cannons and engaging harder targets, or keeping constant pressure wherever the enemy seems strongest on the field.
----[X] The Moonchasers will hold with the reserves and will not get into close engagements with the enemy, focusing on keeping their thirty cannons constantly firing with AoE munitions and doing as much damage as possible deep within the enemy ranks as they can reach, which serves as a side effect of forcing the enemy to move to engage head-to-head thanks to the sheer volume of fire.
--[X] 1st Legion will hold center, 8th Legion will hold the Left Flank and the 9th Legion will act as a reserve force. The local Legion garrison will be folded into the reserves.

[X] Strategic Assets
-[X] (Outsiders) 1x Hadhayosh (CR 20), 23 Veteran Erinyes, Yrael, Azema, Mereth
-[X] (Dragons) Amrelath, Relath, Viserys, 9x Adult Mind Dragons (CR 15), 2x Very Old Myrkdreki Dragons, CR 15, 8x Fiery Dragonbeasts - Advanced Fiery Gigantean Half-Dragon Drakenbeasts (CR15)
-[X] (Fey) 2x Orphne Fey-Lords, Soft-Strider, Glyra & her Troupe
-[X] (Arcanums) Aradia the Huntress, Diana the Sea Sprite, Nuri
-[X] (Companions) Dany, Lya, Vee, Sir Richard, Waymar, Tyene, Teana, Malarys, Rina
-[X] (High-grade Minions) Melisande, Zherys, Benerro
-[X] (Mid/Low-grade Minions) Liomond Lashare (Warblade 13), Alyssa Crowl (Ranger 13), Danar Crowl (Bard 6/Lyric Thaumaturge 7), Thoros of Myr (Paladin 10), Chun Ting Lo (Monk 9), Ser Criston Storm (Human Paragon 3/Fighter 5/Occult Slayer 1), Ceria "Storm" (Favored Soul 8/Sacred Exorcist 1), Ser Denys Trainer (Rogue 1/Alchemist 8), Morwyn and Tuin - the Drow assassins
-[X] (Assorted) 10x Guardian Nagas, Nirah - Champion of Yss - the Voice of the Timeless One (CR 20)


[X] Leftover Assignments
-[X] Hadhayosh will take the left flank.
-[X] Bahro will be with the right flank.
-[X] The 23x Erinyes and their more homicidal counterparts will be lead by Mereth in groups of around six or more, generally acting as a rapid reaction force, with Mereth herself supported by Yrael and Azema. They will have Grave Marker Arrows which they will use to herd the undead into optimum position.
-[X] Fey will be with the reserves, waiting for opportunities to act.
-[X] Arcanums TBD
-[X] Companions TBD
-[X] Melisandre, Zherys and Benerro TBD
-[X] Liomond, Alyssa, Danar and Thoros will be present in the center with Gerold's command cadre. Vargor and the Misfits will be with the reserves. The Drow brothers will as well, waiting for opportunities to act.
-[X] The Guardian Nagas will be dispersed in pairs along the center. Nirah is TBD.
--[X] 15 Advanced Plant-Imbued Sea Drake, 20 Plant-Imbued Shadow Creature Cat (w/+4 Racial HD), and 20 Verdant Ravens [Advanced Plant-Imbued Giant Raven (w/+4 Racial HD)] will be dispersed around the front lines, ravens carrying cats, utilizing their Sunburst SLAs against masses of undead, as well as their Entangle SLAs.

@Goldfish Not sure how to position PCs.
This has really come together into another Plane-shaking battle, barely two months since the fall of the Golden Company and the defeat of the Avatar of Tiamat. I think we're hitting our stride for higher warfare.

As is often appropriate for situations like this, there is the perfect Power Metal song available for background music. Battle Hymns!

 
I just wanna see the reaction of pretty much any character who was unfortunate enough to piss off the guy with over fifty dragon-like beings in their army.

Edit: Like really, just imagine any hombre who brings an army of the dead and their weird abomination kaiju, and then out of nowhere this kid brings his posse of fuck-mothering dragons to wreck your shit. It is hard to be intimidating when one side has "35,000 points of FUCK YOU I'M A DRAGON" in his army list.
 
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Zherys will have Ceraxes, and Varys will be herding Balerion. I will include Nettles + Sheepstealer in a moment. Think Saenena is busy, so no Korzion, don't want Rhaella here, and Maelor is in CoB so no Melys. Think that does it for dragons, unless Teana finally tamed Grey Ghost, that's up to @DragonParadox though.
It's a shame this kind of fight is well beyond Valaena much less Joran, but what we've got should work out great.
They'll both be benefiting from Wind Walk spells for rapid movement and redundancy, while Tyene would be using her Geniekind spell for perfect flight maneuverability. Riding his Griffin pal wouldn't be bad for Waymar, but he would probably be better off with a Fly spell as his man tactical movement option. The Griffins aren't chumps, but the kind of stuff Waymar and even Tyene can shrug off with only minor issues would obliterate one of the Griffins.
They could do the same thing the Darkenbeasts are doing -- dropping bombs from way up. They don't necessarily have to be with Waymar and Tyene the entire time. It's basically the same thing Viserys is doing with Balerion, except that the Griffins are smart enough to just follow orders.
 
@Crake, and can you add this under your section that talks about distributing offensive spell scrolls to our mages? We've stockpiled a ton of scrolls and now is as good a time as any to use some of them.

@BronzeTongue, I think that Archon's Aura and Absorbing Barrier are the best options from your recommendations for now, especially Absorbing Barrier.

A lot of these are short duration, but they can affect dozens or hundreds of allies per casting and can always be recast if necessary.

EDIT: Removed Bless and Blessed Aim scrolls from those shown below, since everyone will be benefiting from the Lord's Banner of Victory effect, which is stronger and doesn't need to be recast.

-[] Distribute the following spell scrolls among our mages who can use them to ward or enhance themselves and our forces in their vicinity.
--[] x50 Recitation: +2 luck bonus to AC, on attack rolls, and on saving throws to everyone in 60 foot radius for 42 seconds.
--[] x50 Mass Aid: +1d8+5 Temporary HP, +1 Morale bonus on attack rolls and saves vs Fear effects to everyone in a 15 foot radius for 5 minutes
--[] x30 Archon's Aura: Hostile creatures must make a Will save or take a -2 penalty to AC and their attack rolls, 20 foot radius centered on caster, 5 minutes
--[] x50 Absorbing Barrier: Every ally within 40 foot radius gains DR 20/Magic until the barrier absorbs 140 points of damage, 7 hours
I didn't think we had scrolls for those; most of the second half of that list was for companions, but I can see how AA might not be worth the spell slot to them.

I do have some much better options for the companions, mostly stuff to make them even more difficult to kill.
Fortunate Fate - If you are subject to an effect that would immediately kill you a heal spell is triggered. If that heal spell would stop that condition from harming you it negates it so that you never actually die (as opposed to bringing you back after like breath of life does). If heal couldn't mitigate the effect it does nothing. Lasts for 10 min/ CL or until discharged.

Indomitability - the first effect to push you below 1 hp through damage is attenuated; you'll be reduced to 1 hp, but any amount of damage past that is ignored. 1 min/ CL or until discharged.


Life's Grace - immune to death effects , death spells, energy drain, negative energy effects, and all undead special abilities even if they don't have a magical source. The subject's armor is also considered ghost touch for the duration, because the undead can't have nice things. 1 min/CL

Tortoise Shell - provides a bonus that stacks with/boosts NA, but slows you like you're wearing heavy armor. It doesn't interfere with casting though, so that's something. 10 min/CL.

Righteous Aura - glow like you're subject to the daylight spell, +4 sacred bonus to Charisma, and if you die your body explodes. This deals 2d6/CL up to 20d6 in damage to evil creatures, double that to undead, and heals good creatures by the base amount if they are within a 20ft radius of the caster's body. Because if Viserys does die we might as well blow up whoever did the job, and stop them from making some stupidly powerful monster out of his body.
We might already be using the first two, and possibly explicitly banned the third, but I don't recall reading anything about them so I figured it was worth bringing them up.
 
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You know, I just realized we are going to have a fuckload of HD in corpses to turn into more units. We're gonna build a servitor army, and make the Sarnori pay for it!
 
@Goldfish We are about to go into a fight in an immediate sense as we try to weaken their air forces so that we can leverage our own more during the first phase of the ground battle, do you wanna choose buffs for everyone? I can add it to the vote.
 
I didn't think we had scrolls for those; most of the second half of that list was for companions, but I can see how AA might not be worth the spell slot to them.

I do have some much better options for the companions, mostly stuff to make them even more difficult to kill.
Fortunate Fate - If you are subject to an effect that would immediately kill you a heal spell is triggered. If that heal spell would stop that condition from harming you it negates it so that you never actually die (as opposed to bringing you back after like breath of life does). If heal couldn't mitigate the effect it does nothing. Lasts for 10 min/ CL or until discharged.

Indomitability - the first effect to push you below 1 hp through damage is attenuated; you'll be reduced to 1 hp, but any amount of damage past that is ignored. 1 min/ CL or until discharged.


Life's Grace - immune to death effects , death spells, energy drain, negative energy effects, and all undead special abilities even if they don't have a magical source. The subject's armor is also considered ghost touch for the duration, because the undead can't have nice things. 1 min/CL

Tortoise Shell - provides a bonus that stacks with/boosts NA, but slows you like you're wearing heavy armor. It doesn't interfere with casting though, so that's something. 10 min/CL.

Righteous Aura - glow like you're subject to the daylight spell, +4 sacred bonus to Charisma, and if you die your body explodes. This deals 2d6/CL up to 20d6 in damage to evil creatures, double that to undead, and heals good creatures by the base amount if they are within a 20ft radius of the caster's body. Because if Viserys does die we might as well blow up whoever did the job, and stop them from making some stupidly powerful monster out of his body.
We might already be using the first two, and possibly explicitly banned the third, but I don't recall reading anything about them so I figured it was worth bringing them up.
We abstract the preparation of 5th level and lower spells with DP's blessing. Those are good and reasonable spell scrolls we would have stockpiled for just such purposes as these.
@Goldfish We are about to go into a fight in an immediate sense as we try to weaken their air forces so that we can leverage our own more during the first phase of the ground battle, do you wanna choose buffs for everyone? I can add it to the vote.
At this point, "everything we normally use" should suffice. I'm away from my computer for the rest of the night, though. I can put something together in the morning if DP needs it.
 
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What are you going to do about the swarm type undead that will attack from below that Gornath used against us earlier?
What attacked the Legion were probably Shadow Rat Swarms.

We're going to have 170 Celestial Brilliance spells in effect, completely blanketing all of our forces. The spell normally inflicts 1d6 damage to Undead per round they are within the effect, but Swarms take +50% damage. That's an average of 5 points of damage per round for every attacking Swarm, meaning that even worst case, a Shadow Rat Swarm can only survive 8 rounds within the effect. The light from Celestial Brilliance also prevents them from using their Shadow Blend ability to hide. Removing their ability to hide is actually a lot more useful than the AoE damage now that I think about it.

All of our people are going to be buffed up on various spells to increase their attack bonuses, saves, etc., Magic Army chief among them. That'll mean the thinblades of most Legionaires will inflict at least 1d8+6, for an average of 10 points per attack, reduced to 5 points because Swarms take half damage from slashing and piercing weapons.

Between the constant AoE damage, not being able to hide and sneak up on our people so easily, and thousands of Legionaires attacking them as soon as they appear, any Shadow Rat Swarm will be lucky to survive three rounds once it attacks. That might increase to five or six rounds if they use their 1/Day Incorporeal Form ability, which will make attacks miss them 50% of the time, but will also significantly reduce the damage they can inflict.
 
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Against a basic skeletal warrior, a veteran Assault Trooper has a 65% chance of hitting them and with Magic Army empowered fullblade does an average of 25 damage. Which is probably enough to one-shot most of the basic infantry. They do an average of 100 damage on a critical.

Yes. If they crit, they do 100 damage. Assault troopers don't fuck around.

The basic Legionnaire fighting in formation has a 55% chance of hitting a basic skeletal warrior, and does an average of 14-15 damage per hit. They also have 27 AC, making it pretty much a guarantee that only 1 in 20 attacks will end up hitting a Legionnaire in a shield wall.

It would take about anywhere from 4 to 6 rounds for the first rank of soldiers to die to swarm tactics, on average, depending on veterancy of the unit. OTOH, that AOE has incredibly good range. More of the swarm not currently doing damage will be taking it if they stay within the effect. Pretty much meaning the swarm will only be able to apply pressure intermittently on the front line as whole swathes of it deeper in enemy ranks die.

Speaking of which, with constant energy damage on the undead being a thing, most basic undead chassis are likely to just outright evaporate by the time the first rank of enemy troops goes down, because by the time the legion crosses swords with the second rank, they will have taken multiple rounds of damage.
 
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Tl;Dr we wield the most well-trained army on the entire planet. I would be furiously disappointed if we didn't inflict disproportionate casualties having lost.

Unfortunately, the undead here seem to be all for "we have reserves".
 
we wield the most well-trained army on the entire planet.
Doesn't mean much when we have to contend mostly with "off-plane"-grade threats, aye? :V

Westeros is not gonna be a cakewalk.
Lannisters, of whose plans and preparations we know jack shit.
Citadelians, who will try to trip us up every way they can.
CoS. Just CoS.
Illithids, Others, Devils and all the other outside threats...

But basic military engagement, the standard we'd face if we didn't prepare so thoroughly and hadn't subverted so many Lords?
We'd win there so easily it isn't even funny.
 
What can Gornath do with the ghost rat swarms to trip us up when they realise if they try last times tactics they'll just be wasted and destroyed then?
If they pin our army (and Companions) defending Sallosh can they strike somewhere else with fast assault forces like that Dragon of Tiamat went after Rhaella in Sorcerer's Deep when we assaulted the Golden Company?
 
Current Permanencies List:

[] Visery
s: 18 HD (taken: Arcane Concordance (3), Channel VIgor (3), Aerial Alacrity (4), Strong WIngs (1), Greater Wings of Air (4).
Free HD-per-spell-level: 3 HD.
[] Sir Richard: 17 HD (taken: Channel VIgor (3); Certain Grip (2); Modified Essense of the Raptor (4); Modified Saving Grace (3).
Free HD-per-spell-level: 5 HD.
[] Dany: 17 HD (taken: Channel VIgor (3); Modified Saving Grace (3).
Free HD-per-spell-level: 11 HD.
[] Lya: 17 HD (taken: Arcane Concordance (3), Channel VIgor (3); Modified Saving Grace (3).
Free HD-per-spell-level: 8 HD.
[] Waymar: 16 HD (taken: Channel VIgor (3); Certain Grip (2 HD); Modified Essense of the Raptor (4); Modified Saving Grace (3).
Free HD-per-spell-level: 4 HD.
[] Garin: 16 HD (taken: Arcane Concordance (3), Channel VIgor (3); Certain Grip (2); Modified Essense of the Raptor (4); Modified Saving Grace (3).
Free HD-per-spell-level: 1 HD
[] Vee: 17 HD (taken: Channel VIgor (3); Modified Saving Grace (3).
Free HD-per-spell-level: 11 HD.
[] Tyene: 16 HD (taken: Channel VIgor (3); Modified Saving Grace (3).
Free HD-per-spell-level: 10 HD.
[] Maelor: 14 HD (taken: Channel VIgor (3); Modified Saving Grace (3).
Free HD-per-spell-level: 8 HD.
[] Xor: 15 HD (taken: Channel VIgor (3); Modified Saving Grace (3).
Free HD-per-spell-level: 9 HD.
[] Malarys: 17 HD (taken: Channel VIgor (3); Modified Saving Grace (3).
Free HD-per-spell-level: 11 HD.
[] Rina: 15 HD (taken: Channel VIgor (3); Modified Saving Grace (3).
Free HD-per-spell-level: 9 HD.
[] Rhaella: 10 HD (taken: Arcane Concordance (3), Channel Vigor (3), Modified Saving Grace (3).
Free HD-per-spell-level: 1 HD.
[] Teana: 14 HD (taken: Arcane Concordance (3), Channel Vigor (3), Modified Saving Grace (3).
Free HD-per-spell-level: 5 HD.

Perspective additions:
Garin: Predatory Stealth (+5 competence bonus on Stealth checks; no detection by Scent; no detection by blindsense, detection with Blindsight as if by Blindsense).
-- Needs 2 more levels to apply.

Undecided: Modified Aspect of the Dragon (+4 to Constitution and Charisma, and +2 to caster level checks; only works on people with the dragon bloodline who are not actual dragons and it may affect them negatively as those instincts are artificially unshackled)
-- Risky, and actively changes one's body beyond the human look. Is pretty powerful, though, if limited to a very small group.

Bonebreaker and/or any other high-end equines in service: Furious Hooves (+30 ft speed, adds two hoof attacks that deal 1d6 hp damage plus 1/2 the target's Strength modifier (1d8 if the target of the spell is Large). These attacks are treated as secondary natural attacks, even if they are the target's only natural attacks; May deal hoof damage to the target of any successful bull rush or overrun combat maneuver).
-- Don't think it's worth the price for the scrolls, but Bonebreaker be like "Nyoooom~!"

Everyone with HD available and nothing better to put on: Protective Spirit (Dex bonus times/round can try to counter an AoO made against you, need to hit the one making AoO at user's BaB+Dex modifier).
-- Kiiiiinda not best for our casters, imo, since BaB and Dex modifiers are pretty shit even at high levels, but far from the worst too.
 
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