Putting the 'Industrial' in 'Military Industrial Complex' one warmachine at a time.
 
@Crake, @Goldfish, first draft:

Light Warspider, CR 9
LN Large Construct
Init +2, Senses: Darkvision 120ft, Blindsense 60ft;

Defense
HP: 101 (12d10 + 30)
AC: 24 (10 + 2 DEX + 13 NA - 1 Size)
DR 10/Adamantine and Magic
Fort +4 Reflex +6 Will +6
Immune construct traits, magic
Spell-Like Abilities (CL 9th)
Constant - Ant Haul, Spider Climb
1/day - Energy Siege Shot

Offense
Speed 40ft
Full Attack: Slam +17/+17 (1d6+8)
Special: Advanced Launcher
Space 10 ft.; Reach 5 ft.;
Breath Weapon: 40 ft cone, 8d6 Fire, DC 19 Reflex for half.

Statistics:
STR 26 DEX 14 CON -- INT --, WIS 14, CHA 16
Base Atk/Grapple: +9/+21
Languages: Westerosi Common, High Valyrian, Draconic

Special Abilities:
Immunity to Magic (Ex): A Warspider is immune to spells or spell-like abilities that allow spell resistance. Certain spells and effects function differently against it, as noted below.
A magical attack that deals cold damage slows the Warspider down as the Slow spell for 3 rounds without a save.
A magical attack that deals fire damage breaks any slow effect on the Warspider and heals 1 point of damage for each 3 points of damage the attack would otherwise deal. If the amount of healing would cause the Warspider to exceed its full normal hit points, it gains any excess as temporary hit points. A Warspider may have up to 50 temporary hit points at a time, and they last for one hour. A Warspider gets no saving throw against fire effects.

Advanced Launcher with Magazine of Holding (Su):
This launcher has a significantly increased range compared to the basic model and uses a Magazine of Holding to store up to 250 pounds (113 kg) of ammunition. / Damage (4d6 per Steel Bolt or Special), Range: 800 feet (243m). Special: Explosives, Alchemist's Fire, Liquid Ice, or Sultan's Tribute

Construction
Requirements: Craft Construct, Craft Magical Arms and Armor, Geas;
Materials: Advanced Launcher with Magazine of Holding (2,450 IM), enchanting materials worth 4,800 IM.

Warspider, CR 10
LN Huge Construct
Init +1, Senses: Darkvision 120ft, Blindsense 60ft;

Defense
HP: 122 (14d10 + 40)
AC: 25 (10 + 1 DEX + 16 NA - 2 Size)
DR 10/Adamantine and Magic
Fort +4 Reflex +5 Will +6
Immune construct traits, magic
Spell-Like Abilities (CL 9th)
Constant - Ant Haul, Spider Climb
1/day - Energy Siege Shot

Offense
Speed 40ft
Full Attack: Slam +22/+22 (1d8+12)
Ranged: Scorpion of Distance +1; ATK +11; DMG 6d6 + 1; Crit 20/x2; Range Increment 400 ft. / 122 m
Space 15 ft.; Reach 10 ft.
Breath Weapon: 60 ft cone, 10d6 Fire, DC 20 Reflex for half.

Statistics:
STR 34 DEX 12 CON -- INT --, WIS 14, CHA 16
Base Atk/Grapple: +10/+26
Languages: Westerosi Common, High Valyrian, Draconic

Special Abilities:
Immunity to Magic (Ex): A Warspider is immune to spells or spell-like abilities that allow spell resistance. Certain spells and effects function differently against it, as noted below.
A magical attack that deals cold damage slows the Warspider down as the Slow spell for 3 rounds without a save.
A magical attack that deals fire damage breaks any slow effect on the Warspider and heals 1 point of damage for each 3 points of damage the attack would otherwise deal. If the amount of healing would cause the Warspider to exceed its full normal hit points, it gains any excess as temporary hit points. A Warspider may have up to 50 temporary hit points at a time, and they last for one hour. A Warspider gets no saving throw against fire effects.

Construction
Requirements: Craft Construct, Craft Magical Arms and Armor, Geas;
Materials: Scorpion of Distance +1 (800 IM), enchanting materials worth 6,000 IM.

Heavy Warspider, CR 12
LN Gargantuan Construct
Init +0, Senses: Darkvision 120ft, Blindsense 60ft;

Defense
HP: 153 (16d10 + 60)
AC: 27 (10 + 0 DEX + 20 NA - 3 Size)
DR 10/Adamantine and Magic
Fort +5 Reflex +5 Will +7
Immune construct traits, magic
Spell-Like Abilities (CL 10th)
Constant - Ant Haul, Spider Climb
1/day - Energy Siege Shot

Offense
Speed 40ft
Full Attack: Slam +28/+28/+28 (2d6+16)
Ranged: Steam Cannon; ATK +12; DMG 10d10; Crit 20/x4; Range Increment 400 ft.
Space 20 ft.; Reach 10 ft.
Breath Weapon: 80 ft cone, 12d6 Fire, DC 21 Reflex for half.

Statistics:
STR 42 DEX 10 CON -- INT --, WIS 14, CHA 16
Base Atk/Grapple: +12/+32
Languages: Westerosi Common, High Valyrian, Draconic

Special Abilities:
Immunity to Magic (Ex): A Warspider is immune to spells or spell-like abilities that allow spell resistance. Certain spells and effects function differently against it, as noted below.
A magical attack that deals cold damage slows the Warspider down as the Slow spell for 3 rounds without a save.
A magical attack that deals fire damage breaks any slow effect on the Warspider and heals 1 point of damage for each 3 points of damage the attack would otherwise deal. If the amount of healing would cause the Warspider to exceed its full normal hit points, it gains any excess as temporary hit points. A Warspider may have up to 50 temporary hit points at a time, and they last for one hour. A Warspider gets no saving throw against fire effects.

Steam Cannon (4,500 IM): Using supercritical water, this cannon shoots super-sonic steel projectiles, or a variety of alchemical payloads. Each shot with the Steam Cannon requires one unit of water, with the Warspider being able to hold 10 units. Every two rounds, the Warspider regenerates one point of water, as long as it can hold more.

Construction
Requirements: Craft Construct, Craft Magical Arms and Armor, Geas;
Materials: Steam Cannon and water supply system (4,500 IM), enchanting materials worth 8,000 IM.
If I may inquire?

What's the plan for getting them to the battlefield?

Teleportation? Portals? Imperial roads?

Spider climb might allow them to just... hang onto the outside of the bulkier aircraft?

The idea of dropping hundreds of spiders over something has a certain appeal.

 
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Please, in gods name tell me that's a meme and not where Trump got his asinine catchphrase.
Both of those came originally from Ronald Reagan, so if it's asinine then it was originally RR's asinine line.

Alright. Then we will need a Colossal one with two Steam Cannons and two Advanced Launchers.

Given the price-tag, it kinda has to. After all, in GP market value, it's worth 4.4 million GP, without crew or munitions. Compared to that, a lvl 20 character is expected to have 800,000 GP.
I'm honestly glad that in this game magic items are not restricted to pre-epic price tags without the necessary CL. That's usually the bottleneck for D&D settings to stay stuck in pseudo medieval era instead of returning to the great magic empire from the past.
 
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Vote closed.
Adhoc vote count started by DragonParadox on Aug 5, 2020 at 8:03 AM, finished with 136 posts and 13 votes.

  • [X] Center, with the 1st, 8th, and 9th Legions, the Siege company, and the 96 additional Launcher crews
    -[X] Viserys, Richard, Lya, Dany, Teana (Trace/w scrolls), Tyene, Amrelath, Varys and Balerion, Liomond, Danar, Alyssa, Thoros
    --[X] 8x Fiery Dragonbeasts
    --[X] x6 Veteran Erinyes (each with x30 Gravemarker Arrows)
    --[X] x10 Heralds (each with two Elemental Fire Wyrmlings acting as dedicated healers)
    --[X] x2 Adult Mind Dragons - The Mind Dragons will be linked to one another via Telepathic Bond, along with the commanders of the Legions and Viserys, using this in combination with their long-range Telepathy to allow for pin-point control of our forces.
    --[X] x6 Guardian Nagas
    --[X] x20 Plant-Imbued Shadow Creature Cat & x20 Verdant Ravens [Advanced Plant-Imbued Giant Ravens, with Ravens carrying Cats as needed (once their Sunburst and Entangle SLAs are expended, they withdraw from combat)
    [X] Right flank, with the 3rd and 5th Legions, concentrating 75% of the Heavy cavalry on the left flank (5,000) and 50% of the Light cavalry (3500), with 50% of the Darkenbeast company (500)
    -[X] Melisandre, Benerro, Vee, Waymar (flying this time, like everyone else), Teana (Main), Relath
    --[X] Hadhayosh (CR 20)
    --[X] x6 Veteran Erinyes (each with x30 Gravemarker Arrows)
    --[X] x12 Heralds (each with two Elemental Fire Wyrmlings acting as dedicated healers)
    --[X] x2 Adult Mind Dragons - The Mind Dragons will be linked to one another via Telepathic Bond, along with the commanders of the Legions and Viserys, using this in combination with their long-range Telepathy to allow for pin-point control of our forces.
    --[X] x10 Advanced Plant-Imbued Sea Drake
    --[X] x50 Brilliant Barrier charms will be distributed among our forces on the right flank to use at the best possible time to halt enemy charges or to defend the lines against detonation of the modified Undead horses.
    --[X] Wherever possible Walls of Stone will be raised via Titan Tools in order to hinder enemy charges while having a minimal impact on our own cavalry.
    [X] Left flank, forces attached to the armies of Sathar with 50% of the Darkenbeast company (500)
    --[X] Rina, Malarys, Vee, Zherys and Ceraxes, Mereth, Teana (Trace/w scrolls), Nettles & Sheepstealer
    --[X] Bahro (Awakened Adamantine Golem, Unchained Monk 1)
    --[X] x6 Veteran Erinyes (each with x30 Gravemarker Arrows)
    --[X] x5 Heralds (each with two Elemental Fire Wyrmlings acting as dedicated healers)
    --[X] x2 Adult Mind Dragons - The Mind Dragons will be linked to one another via Telepathic Bond, along with the commanders of the Legions and Viserys, using this in combination with their long-range Telepathy to allow for pin-point control of our forces.
    --[X] x2 Very Old Myrkdreki Dragons
    --[X] x5 Advanced Plant-Imbued Sea Drake
    [X] Reserves, with the 6th and 7th Legions
    --[X] Teana (Trace/w scrolls), Aradia, Diana, Nuri, Glyra, x2 Fey Lords, Morwyn and Tuin, Misfits, Soft Strider, Yrael, Azema
    --[X] x5 Veteran Erinyes (each with x30 Gravemarker Arrows)
    --[X] x2 Adult Mind Dragons - The Mind Dragons will be linked to one another via Telepathic Bond, along with the commanders of the Legions and Viserys, using this in combination with their long-range Telepathy to allow for pin-point control of our forces.
    --[X] x4 Guardian Nagas & Nirah
    [X] The Moonchasers and Manticores will alternate between firing explosive shells and Beetle Bombs on large concentrations of enemy troops, especially charioteers identified as having the horses rigged to detonate, while using their +1 Ghost Touch rounds to suppress the Nemhains and any other Incorporeal threats which present themselves. Manticores will use their Energy Siege Shot system to launch Force bolts against targets which attempt to engage them in the air.
    -[X] Wyverns will follow the same priority with their Beetle Bombs, while setting their Energy Siege Shot system to deal Force damage. They'll use their Force bolts against enemies which attempt to engage them in the air.
 
If I may inquire?

What's the plan for getting them to the battlefield?

Teleportation? Portals? Imperial roads?

Spider climb might allow them to just... hang onto the outside of the bulkier aircraft?

The idea of dropping hundreds of spiders over something has a certain appeal.

Hanging on the hull of AG-vessel would not really work at higher speeds. They would just fall off. Though they could be air-dropped with Feather Fall from cargo bays. We don't really have a dropship yet.

Overall, they would be moved exactly as the Legion they are attached to. Might be a bit cramped for the bigger ones, but that's the price when you want walking tanks.
 
Hanging on the hull of AG-vessel would not really work at higher speeds. They would just fall off. Though they could be air-dropped with Feather Fall from cargo bays. We don't really have a dropship yet.

Overall, they would be moved exactly as the Legion they are attached to. Might be a bit cramped for the bigger ones, but that's the price when you want walking tanks.
Thank you.
 
@Azel Remember when we talked about mobile platforms to house cannon batteries? I'm starting to think a design for those would be better than static positions around a city's harbor. Then it could rotate and hit anything approaching above or below, and you could move them around and stuff to where they might be needed. Or you could land them and they could be part of temporary defensive fortifications.
 
@Azel Remember when we talked about mobile platforms to house cannon batteries? I'm starting to think a design for those would be better than static positions around a city's harbor. Then it could rotate and hit anything approaching above or below, and you could move them around and stuff to where they might be needed. Or you could land them and they could be part of temporary defensive fortifications.
Railway Guns seem to be the most 'reasonable' solution for city defense to me, considering our road-building tendencies.
en.m.wikipedia.org

Railway gun - Wikipedia

 
@Azel Remember when we talked about mobile platforms to house cannon batteries? I'm starting to think a design for those would be better than static positions around a city's harbor. Then it could rotate and hit anything approaching above or below, and you could move them around and stuff to where they might be needed. Or you could land them and they could be part of temporary defensive fortifications.
That's basically a Manticore. Also, I'm not sure why you would focus the fixed emplacements near the harbor. They should go to high areas, like hills and cliffs, so that they can maximize their firing arc.

In general, a properly built turret should be able to fire in a 80° arc vertically and 300° arc horizontally, so they can engage airborne targets and attacks from most directions on the ground.

Railway Guns seem to be the most 'reasonable' solution for city defense to me, considering our road-building tendencies.
en.m.wikipedia.org

Railway gun - Wikipedia

That would work too. We would just need to design some armored and armed trains, once we finally got the locomotive going.
 
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Do we have flak ammo for high altitude targets?

Or would items of true strike be better for hitting very high very fast targets?
 
Also, I'm not sure why you would focus the fixed emplacements near the harbor. They should go to high areas, like hills and cliffs, so that they can maximize their firing arc.
I blame Destark for drawing them on his map like that... I don't think we spend much time contemplating our local defenses. Not that we usually need to, since the city is 90% not carbonized ash right now based on weight of our reputation alone.
 
I blame Destark for drawing them on his map like that... I don't think we spend much time contemplating our local defenses. Not that we usually need to, since the city is 90% not carbonized ash right now based on weight of our reputation alone.
Blame me?:V I asked where they were and got told they were being used to protect the harbour, that's why they're on cliffs etc along the shoreline.
 
Also, I'm not sure why you would focus the fixed emplacements near the harbor. They should go to high areas, like hills and cliffs, so that they can maximize their firing arc.
I blame Destark for drawing them on his map like that... I don't think we spend much time contemplating our local defenses. Not that we usually need to, since the city is 90% not carbonized ash right now based on weight of our reputation alone.
Blame me?:V I asked where they were and got told they were being used to protect the harbour, that's why they're on cliffs etc along the shoreline.
Regarding the defensive cannon batteries, we can outright build towers for them. The hardened stone is more than up to the task of handling the recoil, and we can give the cannons a hell of a vantage point.
 
Regarding the defensive cannon batteries, we can outright build towers for them. The hardened stone is more than up to the task of handling the recoil, and we can give the cannons a hell of a vantage point.
That's also an option.

 
Inserted tally
Adhoc vote count started by DragonParadox on Aug 5, 2020 at 8:03 AM, finished with 136 posts and 13 votes.

  • [X] Center, with the 1st, 8th, and 9th Legions, the Siege company, and the 96 additional Launcher crews
    -[X] Viserys, Richard, Lya, Dany, Teana (Trace/w scrolls), Tyene, Amrelath, Varys and Balerion, Liomond, Danar, Alyssa, Thoros
    --[X] 8x Fiery Dragonbeasts
    --[X] x6 Veteran Erinyes (each with x30 Gravemarker Arrows)
    --[X] x10 Heralds (each with two Elemental Fire Wyrmlings acting as dedicated healers)
    --[X] x2 Adult Mind Dragons - The Mind Dragons will be linked to one another via Telepathic Bond, along with the commanders of the Legions and Viserys, using this in combination with their long-range Telepathy to allow for pin-point control of our forces.
    --[X] x6 Guardian Nagas
    --[X] x20 Plant-Imbued Shadow Creature Cat & x20 Verdant Ravens [Advanced Plant-Imbued Giant Ravens, with Ravens carrying Cats as needed (once their Sunburst and Entangle SLAs are expended, they withdraw from combat)
    [X] Right flank, with the 3rd and 5th Legions, concentrating 75% of the Heavy cavalry on the left flank (5,000) and 50% of the Light cavalry (3500), with 50% of the Darkenbeast company (500)
    -[X] Melisandre, Benerro, Vee, Waymar (flying this time, like everyone else), Teana (Main), Relath
    --[X] Hadhayosh (CR 20)
    --[X] x6 Veteran Erinyes (each with x30 Gravemarker Arrows)
    --[X] x12 Heralds (each with two Elemental Fire Wyrmlings acting as dedicated healers)
    --[X] x2 Adult Mind Dragons - The Mind Dragons will be linked to one another via Telepathic Bond, along with the commanders of the Legions and Viserys, using this in combination with their long-range Telepathy to allow for pin-point control of our forces.
    --[X] x10 Advanced Plant-Imbued Sea Drake
    --[X] x50 Brilliant Barrier charms will be distributed among our forces on the right flank to use at the best possible time to halt enemy charges or to defend the lines against detonation of the modified Undead horses.
    --[X] Wherever possible Walls of Stone will be raised via Titan Tools in order to hinder enemy charges while having a minimal impact on our own cavalry.
    [X] Left flank, forces attached to the armies of Sathar with 50% of the Darkenbeast company (500)
    --[X] Rina, Malarys, Vee, Zherys and Ceraxes, Mereth, Teana (Trace/w scrolls), Nettles & Sheepstealer
    --[X] Bahro (Awakened Adamantine Golem, Unchained Monk 1)
    --[X] x6 Veteran Erinyes (each with x30 Gravemarker Arrows)
    --[X] x5 Heralds (each with two Elemental Fire Wyrmlings acting as dedicated healers)
    --[X] x2 Adult Mind Dragons - The Mind Dragons will be linked to one another via Telepathic Bond, along with the commanders of the Legions and Viserys, using this in combination with their long-range Telepathy to allow for pin-point control of our forces.
    --[X] x2 Very Old Myrkdreki Dragons
    --[X] x5 Advanced Plant-Imbued Sea Drake
    [X] Reserves, with the 6th and 7th Legions
    --[X] Teana (Trace/w scrolls), Aradia, Diana, Nuri, Glyra, x2 Fey Lords, Morwyn and Tuin, Misfits, Soft Strider, Yrael, Azema
    --[X] x5 Veteran Erinyes (each with x30 Gravemarker Arrows)
    --[X] x2 Adult Mind Dragons - The Mind Dragons will be linked to one another via Telepathic Bond, along with the commanders of the Legions and Viserys, using this in combination with their long-range Telepathy to allow for pin-point control of our forces.
    --[X] x4 Guardian Nagas & Nirah
    [X] The Moonchasers and Manticores will alternate between firing explosive shells and Beetle Bombs on large concentrations of enemy troops, especially charioteers identified as having the horses rigged to detonate, while using their +1 Ghost Touch rounds to suppress the Nemhains and any other Incorporeal threats which present themselves. Manticores will use their Energy Siege Shot system to launch Force bolts against targets which attempt to engage them in the air.
    -[X] Wyverns will follow the same priority with their Beetle Bombs, while setting their Energy Siege Shot system to deal Force damage. They'll use their Force bolts against enemies which attempt to engage them in the air.
 
Part MMMDCXXII: Battle of Smith's Sorrows, Part Two
Battle of Smith's Sorrows, Part Two

Twenty-Third of the Second Month 294 AC

Zherys did not trust the enemy, a natural thing perhaps given that they were called that and not a guest one had over for tea, but a careful read of military history might leave one surprised by how many generals had been lead to their ruin by trusting the foe. Trusting them to be foolish or predictable, trusting them to act or react a certain way. Almost as many as the number of people who got killed over tea when they did not watch the pouring properly.

Dragons of steel and dragons of flesh flew above the walls of spears and from their throats spewed forth seven torrents of flame to make unliving pyres of the soldiers advancing. Though a wall of arrows rose to meet from from behind the first ranks of enemy it hardly seemed to matter. Two of the heralds lost their minute helpers and beneath Zherys Caraxes roared more in rage than pain when a few of the accursed arrows struck home in his belly. The dead fought the dead under the furies' arrows and the front line wavered and rippled like cedar saplings under a southern storm. Though hollow bones knew no fear they could still break and they could still burn.

2 Elemental Wyrmlings Destroyed

Chants rose from below, half prayer half spiteful curse. Priests that had been hidden before now shone with black light as they tried to turn from working upon the sky turned foe. Something was moving and Lord Malarys was already lifting his own hand and voice to deny the working. It was pleasant, Zherys noted, to work besides competent allies, ones he did not have to personally seek out besides.

Alas in this instance competence alone was not enough, he could feel the magic building in the air as the smoke of the dead grew ever darker, ever thicker until it seemed not smoke but cloud. The Sky Smith showed his hand again. Great wings opened from the poisoned cloud and eyes of lightning bright looked down upon the field. A roar like thunder shook the air as the apparition spat a bolt of lightning, enveloping Caraxes as well as the pair of erinyes flying at he's flanks. While the life-leaching chill within it had no power over him neither the erinyes nor the dragon were so fortunate.

Caraxes and 2 Erinyes take 39 Damage


An elemental seeming in draconic form, they actually made our own actions part of their ritual, the part of the Lord of the Mysterium that was always seeking answers to strange new magics noted, impressed in spite of himself. Though he doubted a storm of death and ruin would long outlive the battle unlike the lesser dead who had been 'sacrificed' in its making, but as a weapon of desperation it was quite impressive, particularly as the ritual of its making could not be more than a few days old since dragons and heralds had been used to devastating effect in the Battle of the Dead Fields.

"Don't let it kill any dragons or anything dragon-like, that's what it feeds on!" the young sorceress from the Sunset Lands shouted, and Zherys was inclined to listen if left at that for she had insights into death and the dead others could not dream of, hard bought. But at her next words made his blood ran cold. "It will make more like itself the more it kills!"

How does the left flank air wing dead with the new threat?

[] Handle it themselves
-[] Write in help

[] Call in aid from the reserve
-[] Write in

[] Call in support from Queen Naamaru's mages
-[] Write in

[] Write in


OOC: Normally a necromantal has to kill elementals to make more like itself, this one is keyed off the concept of dragons, so the more dragons or draconic beings it kills the more the sky will be filled with murderous storm monsters. In Zherys' opinion none of these creations will outlast the day, but that is a rather academic point since you have to fight it/them now.
 
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It will likely try to hunt dragons, so best to pull those back and let it chase them while firing at it with the Manticores. It's a big HP bag, but it can't withstand concentrated cannon fire and it has neither the magic to change that, nor the speed to be any danger to the Manticores.
 
Battle of Smith's Sorrows, Part Two

Twenty-Third of the Second Month 294 AC

Zherys did not trust the enemy, a natural thing perhaps given that they were called that and not a guest one had over for tea, but a careful read of military history might leave one surprised by how many generals had been lead to their ruin by trusting the foe. Trusting them to be foolish, or predictable, trusting them to act or react a certain way. Almost as many as the number of people who got killed over tea when they did not watch the pouring properly.

Dragons of steel and dragons of flesh flew above the walls of spears and from their throats spewed forth seven torrents of flame to make unliving pyres of the advancing soldiers. Though a wall of arrows rose to meet them from behind the first ranks of the enemy, it hardly seemed to matter. Two of the heralds lost their minute helpers and beneath Zherys, Caraxes roared more in rage then pain when a few of the accursed arrows struck home in his belly. The dead fought the dead under the Furies' arrows and the front line wavered and rippled like cedar saplings under the a southern storm. Though hollow bones knew no fear, they could still break and they could still burn.

2 Elemental Wyrmlings Destroyed

Chants rose from below, half prayer half spiteful curse, priests that had been hidden before now shone with black light as they tried to turn their workings upon the sky bound foe. Something was moving and Lord Malarys was already lifting his own hand and voice to deny the working. It was pleasant, Zherys noted, to work besides competent allies, ones he did not have to personally seek out besides.

Alas, in this instance competence alone was not enough. He could feel the magic building in the air as the smoke of the dead grew ever darker, ever thicker, until it seemed not smoke but cloud. The Sky Smith showed his hand again. Great wings opened from the poisoned cloud and eyes of lightning bright looked down upon the field. A roar like thunder shook the air as the apparition spat a bolt of lightning enveloping Caraxes as well as the pair of Erinyes flying at its flanks. While the life-leaching chill within it had no power over him neither Erinyes nor the dragon were so fortunate.

Caraxes and 2 Erinyes take 39 Damage


An elemental seeming in draconic form, they actually made your own actions part of their ritual, the part of the lord of the Mysterium that was always seeking answers to strange new magics noted, impressed in spite of himself. Though he doubted a storm of death and ruin would long outlive the battle, unlike the lesser dead who had been 'sacrificed' in its making, but as a weapon of desperation it was quite impressive, particularly as the ritual of its making could not be more than a few days old, since dragons and heralds had been used to devastating effect in the Battle of the Dead Fields.

"Don't let it kill any dragons or anything dragon-like, that's what it feeds on!" the young Sorceress form the Sunset Lands shouted, and Zherys was inclined to listen if left at that, for she had hard earned insights into death and the dead which others could not dream of. But at her next words, his blood ran cold. "It will make more like itself the more it kills."

How does the left flank air wing dead with the new threat?

[] Handle it themselves
-[] Write in help

[] Call in aid from the reserve
-[] Write in

[] Call in support from Queen Naamaru's mages
-[] Write in

[] Write in


OOC: Normally a necromental has to kill elementals to make more like itself, this one is keyed off the concept of dragons, so the more dragons or draconic beings it kills the more the sky will be filled with murderous storm monsters. In Zherys' opinion, none of these creations will outlast the day, but that is a rather academic point since you have to fight it/them now. Not yet edited.
Here's an edited version of the chapter, DP.
 
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