Did they realize those were graves, the dragon wondered idly, graves from a time long before the Tall Men had come to these lands, and ones that had laid undisturbed even as the hand of death reached over the land? He could feel those sleeping below. They approved of the unmaking of the seed of Huzhor Amai.
You have discovered that the position you chose to muster at is the site of an ancient funerary complex of the Hairy Men. It seems quiet for now, perhaps even approving according to Osryx, but that may change.
Ooh, yes. Dawn Age ghosts. Yes please. They might even have nice loot!
 
@Goldfish
This spell should overpower the level 4 effect and quickly kill the rats.
Cast it before the battle on one in each group of soliders and we don't have to directly counterspell the banners.

I say do that until they get the picture and advance at our host. And in the meantime, when they close with our forces, we can use a higher grade Light spell like we used against that spell the Other champion cast. That should overpower their darkness banners, @DragonParadox?
The Level 9 megalight spell unfortunatly blinds all evil creatures, meaning a statistical third of our Legion and it's so extremly wide-reaching that we would hit our allies too.
Edit: and the undead allies might mechanically all count as evil, like Garin does, I believe?
 
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[X] Crake

@Crake, maybe specify us prepping the ground for the engagement via Titan Tools?

While I kinda foresee some sort of borrower-type enemy they are about to unleash on us, artillery'ing the shit out of their force to force them to advance on us, means we can cheese a little, making them advamce on premade fortifications.
 
The Level 9 megalight spell unfortunatly blinds all evil creatures, meaning a statistical third of our Legion and it's so extremly wide-reaching that we would hit our allies too.
is there a way for us to imbue someone with that spell/have it spellstolen and then applied faaaaar behind the enemy army?

(Gotta need some excellent wards and nope-the-fuck-out-button in case of Divine interrupt for that, though)

It can reasonably be calculated in a way it only affects them by it's edge, while not reaching too far into our lines to affect the allied Undead/statistically Evil part of the Legioners, probably?
 
[X] Try to commune with the spirits
-[X] Dany and Queen Naamaru

[X] You will have your plant servitors ready to drop carefully coordinated Sunburst spells where the banners are present after they enemy comes into range of your army. You will goad them into advancing via long-range bombardment, specifically attempting to destroy banners long before they get there with the forty some aircraft-mounted steam cannons at your disposal.
-[X] Whatever doesn't get dispelled by Sunbursts, you will use the strongest darkness dispelling magic at your disposal to eliminate that which remains.
Let's not bring Naamaru in on this.
Her line's first king kinda drove the Hairy Men out of the future Sarnor and wore the pelt of their king as a trophy.
Osryx seems like a good replacement for Queen Naamaru for communing with the spirits in that case. There are few among our forces with his kinship to death who aren't Sarnori.
 
[X] Try to commune with the spirits
-[X] Dany and Queen Naamaru

[X] You will have your plant servitors ready to drop carefully coordinated Sunburst spells where the banners are present after they enemy comes into range of your army. You will goad them into advancing via long-range bombardment, specifically attempting to destroy banners long before they get there with the forty some aircraft-mounted steam cannons at your disposal.
-[X] Whatever doesn't get dispelled by Sunbursts, you will use the strongest darkness dispelling magic at your disposal to eliminate that which remains.
I would change the last section. Rather than specifying that we will use the strongest spells available, I would leave it open ended so we can determine the best spell for the situation, whether that is Sunbursts from Companions, targeted SotD cubes, etc. We don't want to automatically go to the highest possible response if it's unnecessary or wasteful. Blinding Glory would blind a lot of our own people, after all.

[X] Crake
@Goldfish
This spell should overpower the level 4 effect and quickly kill the rats.
Cast it before the battle on one in each group of soliders and we don't have to directly counterspell the banners.
That's technically better than Celestial Brilliance, but not significantly so. The much shorter duration means it would have to be cast right before the battle and it would require Dany and Malarys to either use high level slots, Mythic power, and/or limited Turnings/Day.
 
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is there a way for us to imbue someone with that spell/have it spellstolen and then applied faaaaar behind the enemy army?

(Gotta need some excellent wards and nope-the-fuck-out-button in case of Divine interrupt for that, though)

It can reasonably be calculated in a way it only affects them by it's edge, while not reaching too far into our lines to affect the allied Undead/statistically Evil part of the Legioners, probably?

Blinding Glory – Spell – D&D Tools

Complete list of all D&D spells, rulebooks, feats, classes and more!
Centered on the caster and only Viserys can cast it.

We would have to fly far into the city itself to affect only the enemy, I believe?
 
That's technically better than Celestial Brilliance, but not significantly so. The much shorter duration means it would have to be cast right before the battle and it would require Dany and Malarys to either use high level slots, Mythic power, and/or limited Turnings/Day.
It's not about being better.
Being the higher level Light spell (that explicitly works like Daylight, barring the damage-effect) means it will surpress Damning Darkness while the areas overlap.

Brilliance and Damning Darkness cancel each other, but this is one-sided, so we get our sight and our damage-effect without having to individually dispel our counter the enemy's banners.

So we only need this spell and can afford to use our other magic to it's greatest utility, rather than being bound to deal with the banners or the rats.
 

Blinding Glory – Spell – D&D Tools

Complete list of all D&D spells, rulebooks, feats, classes and more!
Centered on the caster and only Viserys can cast it.

We would have to fly far into the city itself to affect only the enemy, I believe?
...I now want to make a Beetle Bomb with a scroll of this.
Good grief, this is some Advanced Fireworks.
:V

But not the worst idea in actuality, methinks.
Launch it headfirst into any sort of "Impenetrable Cloud of DOOM" and follow up by a volley of regular shots.
Boom.
 
It's not about being better.
Being the higher level Light spell (that explicitly works like Daylight, barring the damage-effect) means it will surpress Damning Darkness while the areas overlap.

Brilliance and Damning Darkness cancel each other, but this is one-sided, so we get our sight and our damage-effect without having to individually dispel our counter the enemy's banners.

So we only need this spell and can afford to use our other magic to it's greatest utility, rather than being bound to deal with the banners or the rats.
Good point.

@Crake, could you add this to your plan?

-[] Prior to engaging the enemy Undead, Dany and Malarys will cast Chained Dawnshroud spells on Legion Celestial Brilliance banners, 15 from Dany and 17 from Malarys. The 32 affected banners will be distributed as evenly as possible to potentially counter any remaining Damning Darkness effects which are not Dispelled before our forces clash with the enemy.
 
...I now want to make a Beetle Bomb with a scroll of this.
Good grief, this is some Advanced Fireworks.
:V

But not the worst idea in actuality, methinks.
Launch it headfirst into any sort of "Impenetrable Cloud of DOOM" and follow up by a volley of regular shots.
Boom.
Scrolls wouldn't work in that manner, but single-use charms can. We just can't craft them ourselves. We would need to commission them.
 
[X] You will have your plant servitors ready to drop carefully coordinated Sunburst spells where the banners are present after they enemy comes into range of your army. You will goad them into advancing via long-range bombardment, specifically attempting to destroy banners long before they get there with the forty some aircraft-mounted steam cannons at your disposal.
Should specify using explosive shells instead of solid shot for this. Sniping small targets like banners with solid shot is pretty much impossible at over one klick of range. Using Explosive Pack shells though will take out a banner even if it misses by five meters and will deal heavy losses to hostile infantry. Tightly packed infantry is ludicrously vulnerable to such shelling, no matter if they are alive or dead. That also adds some urgency to get them to move, since the only other option to mitigate, not stop, the damage would be to break ranks and thin out. Given the size of the hostile forces, that is pretty much impossible to achieve in any fast or orderly fashion, no matter how well behaved a bunch of mindless undead are, and even if they do it, they now become ludicrously vulnerable to cavalry or heavy infantry instead. The only alternative to that is charging and taking further losses from artillery fire for the entire distance.

Preferably the front line digs in by Titan Tool usage before the whole shebang starts, further reinforcing the defensive advantage while the enemy suffers bombardment in the open field.
 
Should specify using explosive shells instead of solid shot for this. Sniping small targets like banners with solid shot is pretty much impossible at over one klick of range. Using Explosive Pack shells though will take out a banner even if it misses by five meters and will deal heavy losses to hostile infantry. Tightly packed infantry is ludicrously vulnerable to such shelling, no matter if they are alive or dead. That also adds some urgency to get them to move, since the only other option to mitigate, not stop, the damage would be to break ranks and thin out. Given the size of the hostile forces, that is pretty much impossible to achieve in any fast or orderly fashion, no matter how well behaved a bunch of mindless undead are, and even if they do it, they now become ludicrously vulnerable to cavalry or heavy infantry instead. The only alternative to that is charging and taking further losses from artillery fire for the entire distance.

Preferably the front line digs in by Titan Tool usage before the whole shebang starts, further reinforcing the defensive advantage while the enemy suffers bombardment in the open field.
Oh, hai Mark.

@Goldfish, our explosive shells are Fire-based, yes?
Is there a way for us to quickly add a Holy element to them?
Can we reasonably expect at least something as little as 1d4 holy damage if we splash the shells with some Holy Water before firing, etc?

Fire is all well and good, but I feel like we cant go wrong with some Holy Fire here.
}=D
 
Oh, hai Mark.

@Goldfish, our explosive shells are Fire-based, yes?
Is there a way for us to quickly add a Holy element to them?
Can we reasonably expect at least something as little as 1d4 holy damage if we splash the shells with some Holy Water before firing, etc?

Fire is all well and good, but I feel like we cant go wrong with some Holy Fire here.
}=D
Explosive Packs, which are the basis for the explosive shells, deal half/half Fire/Bludgeoning.
 
Oh, hai Mark.

@Goldfish, our explosive shells are Fire-based, yes?
Is there a way for us to quickly add a Holy element to them?
Can we reasonably expect at least something as little as 1d4 holy damage if we splash the shells with some Holy Water before firing, etc?

Fire is all well and good, but I feel like we cant go wrong with some Holy Fire here.
}=D
Explosive Packs, which are the basis for the explosive shells, deal half/half Fire/Bludgeoning.
Our Explosive Pack-based bombs are constructed so that the damage is caused by the shrapnel and concussive force, inflicting higher Piercing and Bludgeoning damage over a larger area rather than less Fire & Bludgeoning damage over a smaller area.

20d6 Piercing and Bludgeoning damage in a 40 foot radius should still do a good job of removing banners, however.

Our Incendiary bombs could do it, too. Less immediate damage, but it's over an even larger area and will continue to burn for several rounds for additional damage.
 
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Our Explosive Pack-based bombs are constructed so that the damage is caused by the shrapnel and concussive force, inflicting higher Piercing and Bludgeoning damage over a larger area rather than less Fire & Bludgeoning damage over a smaller area.
Did you finally nail down mechanics for those? Last thing I remember, we were still waffling around what the exact damage code and AoE should be.
 
Did you finally nail down mechanics for those? Last thing I remember, we were still waffling around what the exact damage code and AoE should be.
They've been set for a good while now.
  • Alchemist's Fire:Depending on distance from the epicenter, creatures and objects may take additional damage from burning Alchemist's Fire or be ignited and continue to burn, suffering 1d6 Fire damage per round for at least three rounds unless extinguished. A target can use a Full Round Action to attempt to extinguish the flames before taking additional damage, which requires a separate DC 15 Reflex saving throw. Clothing, wooden structures (which automatically catch on fire), and other objects which are ignited may continue to burn long after the Alchemist's Fire is depleted.
    • Launcher Munition / Bomb #1 (10 pounds / 4.5 kg): 4d6 Fire damage to everything within 5 feet (1.5 m) of the target space and each creature must make a DC 20 Reflex saving throw or catch on fire. Everything within the area between 5 (1.5 m) and 30 (9 m) feet of the target space must make a DC 20 Reflex saving throw or take half the fire damage, but they do not catch on fire.
    • Bomb #2 (20 pounds / 9 kg): 6d6 Fire damage to everything within 10 feet (3 m) of the target space and each creature must make a DC 20 Reflex saving throw or catch on fire. Everything within the area between 10 (3 m) and 40 feet (12 m) of the target space must make a DC 20 Reflex saving throw or take half the fire damage, but they do not catch on fire.
    • Bomb #3 (40 pounds / 18 kg): 8d6 Fire damage to everything within 15 feet (4.5 m) of the target space and each creature must make a DC 20 Reflex saving throw or catch on fire. Everything within the area between 15 (4.5 m) and 50 feet (15.25 m) of the target space must make a DC 20 Reflex saving throw or take half the fire damage, but they do not catch on fire.
    • Bomb #4 (80 pounds / 36 kg): 10d6 Fire damage to everything within 20 feet of the target space and each creature must make a DC 20 Reflex saving throw or catch on fire. Everything within the area between 20 (6 m) and 60 feet (18.25 m) of the target space must make a DC 20 Reflex saving throw or take half the fire damage, but they do not catch on fire.
  • Liquid Ice:
    • Launcher Munition / Bomb #1 (10 pounds / 4.5 kg): 2d6 Cold damage to everything within 5 feet (1.5 m) of the target space and the target itself is Entangled for one round unless it succeeds on a DC 20 Fortitude save. Everything within the area between 5 (1.5 m) and 20 (6 m) feet of the target space must make a DC 20 Fortitude saving throw or take half the Cold damage.
    • Bomb #2 (20 pounds / 9 kg): 4d6 Cold damage to everything within 5 feet (3 m) of the target space and every creature within that space must make a DC 20 Fortitude save or become Entangled for one round. Everything within the area between 10 (3 m) and 30 feet (9 m) of the target space must make a DC 20 Fortitude saving throw or take half the Cold damage.
    • Bomb #3 (40 pounds / 18 kg): 6d6 Cold damage to everything within 15 (4.5 m) feet of the target space and every creature within that space must make a DC 20 Fortitude save or become Entangled for two rounds. Everything within the area between 15 (4.5 m) and 30 feet (9 m) of the target space must make a DC 20 Fortitude saving throw or take half the Cold damage and become Entangled for one round.
    • Bomb #4 (80 pounds / 36 kg): 8d6 Cold damage to everything within 20 (6 m) feet of the target space and every creature within that space must make a DC 20 Fortitude save or become Entangled for three rounds. Everything within the area between 20 (6 m) and 35 feet (10.5 m) of the target space must make a DC 20 Fortitude saving throw or take half the Cold damage and become Entangled for two rounds.
  • Explosive:
    • Launcher Munition / Bomb #1 (10 pounds / 4.5 kg):8d6 Piercing & Bludgeoning damage in a 15 foot blast radius (DC 20 Reflex save for half damage), 2d6 Piercing damage (DC 15 Reflex save for half damage) in an area between 15 (4.5 m) and 30 feet (9 m) from the blast.
      • Material Requirements: Four 2-pound (0.9 kg) of Explosive Packs, one pound (0.45 kg) steel casing, one pound (0.45 kg) of steel shot
    • Bomb #2 (25 pounds / 11.25 kg):20d6 Piercing & 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 (24.25 m) feet 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
  • 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
  • Alchemist's Fire: This bomb contains several gallons of Alchemist's Fire within a sturdy ceramic shell. A single Explosive Pack is suspended within the substance to help burst the ceramic casing and to spread the flaming concoction evenly upon detonation.
    • Damage: 8d6 Fire damage to everything in a 60 foot (18.25 m) radius. A DC 20 Reflex save halves the damage and prevents targets from catching fire. If ignited, targets suffer 1d6 Fire damage per round for at least three rounds unless extinguished. A target can use a Full Round Action to attempt to extinguish the flames before taking additional damage, which requires a separate DC 15 Reflex saving throw. Clothing, wooden structures (which automatically catch on fire), and other objects which are ignited may continue to burn long after the Alchemist's Fire is depleted.
    • Material Requirements: 80 pounds (36 kg) of Alchemist's Fire, one 2-pound (0.9 kg) Explosive Pack
  • Liquid Ice: This bomb contains several gallons of Liquid Ice within a sturdy ceramic shell. A single Explosive Pack is suspended within the substance to help burst the ceramic casing and to spread the syrupy liquid evenly.
    • Damage: 6d6 Cold damage to everything in a 35 foot (10.5 m) radius and Entangles every creature within the area for two rounds. A DC 20 Fortitude save halves the damage and prevents Entanglement.
    • Material Requirements: 80 pounds (36 kg) of Liquid Ice, one 2-pound (0.9 kg) Explosive Pack
 
[X] Try to commune with the spirits
-[X] Dany and Osyrx

[X] You will have your plant servitors ready to drop carefully coordinated Sunburst spells where the banners are present after they enemy comes into range of your army. You will goad them into advancing via long-range bombardment, specifically attempting to destroy banners long before they get there with the forty some aircraft-mounted steam cannons at your disposal. Steam Cannon rounds targeting surviving banners will use a mix of Explosive and Incendiary munitions.
-[X] If any banners survive our initial assault, we will determine if another round of bombardment or higher level intervention from Viserys and the Companions is warranted.
-[X] Shortly before engaging the enemy Undead, Dany and Malarys will cast Chained Dawnshroud spells on Legion Celestial Brilliance banners, 15 from Dany and 17 from Malarys. The 32 affected banners will be distributed as evenly as possible to potentially counter any remaining Damning Darkness effects which are not Dispelled before our forces clash with the enemy, along with inflicting additional damage to the Undead.
-[X] The defensive positions used by the Legion will be further reinforced and sculpted as quickly as possible using the Titan's Tool, and Symbol of Healing and Consecrate spell scrolls will be used to set up enhanced kill zones where possible, as we did in Sallosh.
 
Finally got a free minute.

I forgot that the higher level Light spell also blinded everyone of Evil Alignment, which would be a problem in knife-fight range.
 
Finally got a free minute.

I forgot that the higher level Light spell also blinded everyone of Evil Alignment, which would be a problem in knife-fight range.
It has some limitations, but we can make plans to use it in future encounters without handicapping ourselves. Not for this month, but we can start to commission single-use charms which can be delivered at range. Those will be great against the Others, Deep Ones, Efreeti, etc.
 
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