Inserted tally
Adhoc vote count started by Goldfish on Aug 5, 2020 at 2:16 PM, finished with 98 posts and 10 votes.

  • [X] Handle it themselves
    -[X] Assuming he has already cast Arcane Spellsurge, Zherys targets the Necromental Dragon with a Maximized Fiery Disintegrate (DC 29 Fortitude save to avoid 228 damage, 30 damage on a success) as a Standard Action.
    -[X] Mereth targets the Necromental with a Full Attack using Rapid Shot and Channel Vigor: Mind (+36/+36/+31/+26 [1d8+2d6+26; 19-20/x2]) and her Wind Tunnel maneuver.
    -[X] Malarys will use Chain Dispel to disrupt any attempt the Necromental makes to use Control Weather or Control Winds.
    -[X] If the Necromental survives Zherys and Mereth's attack, Rina, Nettles, and Vee will each target it with a Fireball spell.
    [X] Handle it themselves
    -[X] Malarys will use the boots of wide earth to convert a 5th level spell slot to teleport, targeting just above the Necromental. Then Malarys will use a Miracle to cast Amber Sarcophagus on the Necromental
 
Part MMMDCXXIII: Battle of Smith's Sorrows, Part Three
Battle of Smith's Sorrows, Part Three

Twenty-Third of the Second Month 294 AC

Unlike most of those who fought under or above the Dragon that day, Mereth had no particular stake in the war's end. She could respect the will of the dead queen that had led her from her grave not just to ruin and destroy, but forge canny alliances in a world transformed. She could appreciate the sheer power of the skyships unleashed, the chance for the legions to blood themselves against a foe worth speaking of. But there was no anger in the erinyes' eyes as she aimed the bow, no malice in her heart as she let loose at the storm specter.

The Volantene sorcerer's fire needle found its mark, but the foe shrugged it off. A pity, he was quiet when he was frustrated, and the High Speaker was one of the few mortals Mereth could be said to share a wholly natural rapport, his view of the world almost as stark as hers.

Four arrows becoming eight as they flew, each with a purpose aimed. No god was she to contest the power whose nightmares had birthed it, but she was a spirit who could still recall seeing with her own eyes the eldest ages of the wold. She had seen heaven and she had seen hell before settling between them. No god was Mereth, but the air still bent to her will and in a hail of arrows the false dragon died.

"Remind me to never piss you off," the other dragonrider said, the one named for a stinging plant. There was more amusement mingled with the respect than true fear.

"You require reminding?" Mereth sent back archly. Anyone willing to try bribing a dragon with sheep carcasses probably did require that granted.

"Ma always said I had a hard head," she said as the dragon dove to give her a chance to do her own part in the battle. Though she bore her own enchanted bow and clearly was more comfortable with it than battle magic she still chose to throw arcane fire into the midst of the wall of flames. A practical choice Mereth could approve of, though in a different way she approved of Zherys Naethyreon.

As the lines closed Mereth began hunting enemy sorcerers, there were more of them here than in the battle before the gates of Sallosh and they were hidden among the ranks of the lesser dead, no tattered silks or clouded gems to mark them out to their foes. To the fury's eye they may as well have been bearing burning banners to mark themselves out.

One... Two... a sudden pain in her left wing from a target noticing her only a few moments after she noticed them... Three...

Fou... Throwing the sword was really quite absurd even if it did work.

Alas, Mereth did not have a chance to get back in her rhythm since the girl Rina had decided it would be entirely sensible to throw herself into fighting some sort of enemy regimental command, with one of their sorcerers having thrown a net of black lightning on her dragging her down into reach of the others weapons. Thankfully one of those weapons was an axe and axes are clumsy things, easily shot aside.

"Do you require assistance getting out?" she called to the sorceress.

"Can't, there was a fallen charioteer here. I healed him but he can't fly out..."

Mereth closed her eyes, there wasn't any argument she could make about this in the middle of a battle, and some quiet part of her did not want to make it.

"Calling for support," she sent at the heralds seeing the dragonriders far off. It would be a long fight ahead still, but one worth it not for this day's victory but all the victories to come.

Overall result: Enemy ritual countered, Sarnori Ritualists take moderate damage

Losses:
5 Elemental Wyrmlings destroyed
Heavy for Sathari Lesser Dead
Light for Sathari Chariots

What next?

[] The battle for the center, where the crimson mist rises
-[] Write in PoV

[] The battle on the right flank where dead steeds run on void-black hooves
-[] Write in PoV

[] Write in


OOC: Mereth is of course aware that Zherys is not the High Speaker anymore, but to her mind that title fits him far better than any administrative responsibility so that is what she calls her internally.
 
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[X] The battle on the right flank where dead steeds run on void-black hooves
-[X] 3rd Legion (Brightscales) Colonel coordinating via their General's Anchor.
 
Last edited:
Battle of Smith's Sorrows, Part Three

Twenty-Third of the Second Month 294 AC

Unlike most of those who fought under or above the dragon that day, Mereth had no particular stake in the war's end. She could respect the will of the dead queen that had led her from her grave not just to ruin and destroy but forge canny alliances in a world transformed. She could appreciate the sheer power of the sky ships unleashed, the chance for the legions to blood themselves against a foe worth speaking of. But there was no anger in the Erinyes' eye as she aimed the bow, no malice in her heart as she let looses at the storm specter.

The Volantine sorcerer's fire needle found its mark, but the foe shrugged it off. A pity, he was quiet when he was frustrated, and the High Speaker was one of the few mortals Mereth could be said to share a wholly natural rapport, his view of the world almost as stark as hers.

Four arrows becoming eight as they flew, each with a purpose aimed. No god was she to contest the power whose nightmares had birthed it, but she was a spirit who could still recall seeing with her own eyes the eldest ages of the world. She had seen heaven and she had seen hell before settling between them. No god was Mereth, but the air still bent to her will, and in a hail of arrows the false dragon died.

"Remind me to never piss you off," the other dragon rider said, the one named for a stinging plant. There was more amusement mingled with the respect than true fear.

"You require reminding?" Mereth sent back archly. Granted, anyone willing to try bribing a dragon with sheep carcasses probably did require that reminder.

"Ma always said I had a hard head," she said as the dragon dove to give her a chance to do her own part in the battle. Though she bore her own enchanted bow and clearly was more comfortable with it than battle magic she still chose to throw arcane flames into the midst of the wall of flames. A practical choice Mereth could approve of, though in a different way than she approved of Zherys Naethyreon.

As the lines closed, Mereth began hunting enemy sorcerers. There were more of them here than in the battle before the gates of Sallosh, and they were hidden among the ranks of the lesser dead, no tattered silks or clouded gems to mark them out to their foes. To the fury's eye, however, they may as well have been bearing burning banners to mark themselves out.

One... Two... a sudden pain in her left wing from a target noticing her only a few moments after she noticed them... Three...

Fou... Throwing the sword was really quite absurd even if it did work.

Alas, Mereth did not have a chance to get back in her rhythm, since the girl Rina had decided it would be entirely sensible to throw herself into fighting some sort of enemy regimental command, with one of their sorcerers having thrown a net of black lightning on her to drag her down into reach of the others weapons. Thankfully, one of those weapons was an axe and axes are clumsy things, easily shot aside.

"Do you require assistance getting out?" she called to the sorceress.

"Can't leave. There is a fallen charioteer here, I healed him but, he can't fly out..."

Mereth closed her eyes, there wasn't any argument she could make about this in the middle of a battle, and some quiet part of her did not want to make it.

"Calling for support," she sent at the Heralds, seeing the dragon riders far off. It would be a long fight ahead still but one worth it. Not just for this day's victory, but all the victories to come.

Overall result: Enemy ritual countered, Sarnori Ritualists take moderate damage

Losses:
5 Elemental Wyrmlings destroyed
Heavy for Sathari Lesser Dead
Light for Sathari Chariots

What next?

[] The battle for the center, where the crimson mist rises
-[] Write in PoV

[] The battle on the right flank where dead steeds run on void-black hooves
-[] Write in PoV

[] Write in

OOC: Mereth is of course aware that Zherys is not the High Speaker anymore but to her mind that title fits him far better than any administrative responsibility so that is what she calls her internally. Not yet edited.
Here's an edited version of the chapter, @DragonParadox.
 
[X] The battle on the right flank where dead steeds run on void-black hooves
-[X] Legion Colonel coordinating via their General's Anchor.
 
@DragonParadox, can we hope for that CR 20 Daemon to show up against us in this battle? Maybe by the side of the dead god or something?

I want its corpse for the Fiend Collection.
 
Warspiders

Designed as heavy weapon platforms to support the Legion, especially in situations where air-support is unavailable, these six-legged and vaguely arachnid shaped constructs carry heavy weapons on their torsos. These range from Launchers for the smaller version, which are roughly horse sized, to full Steam Cannon turrets on the largest models. Additionally, they can project a stream of fire from their internal furnaces to take out enemies that get close to it and in a pinch they will crush enemies in close combat with their weight. They all are made from black steel with the three-headed Dragon of House Targaryen placed prominently on the back and the shield-like legs and are usually found as part of larger deployments of Imperial troops. Ocassionally, they are also used as heavy fire support for Inquisition assaults on fortified positions.

Light Warspider, CR 9
LN Large Construct
Init +6, Senses: Darkvision 120ft, Blindsense 60ft;
Feats: Power Attack, Cleave, Great Cleave, Improved Initiative, Weapon Focus (Slam), Improved Natural Attack (Slam)

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 +15/+15 (1d8 + 14)
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 10, WIS 14, CHA 16
Base Atk/Grapple: +9/+21
Languages: Westerosi Common, High Valyrian, Draconic
Skills: Knowledge (Siegecraft) +12, Spot +12

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;
Feats: Power Attack, Cleave, Great Cleave, Point-Blank Shot, Far Shot, Precise Shot, Bullseye Shot

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 +19/+19 (1d8+18)
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 10, WIS 14, CHA 16
Base Atk/Grapple: +10/+26
Languages: Westerosi Common, High Valyrian, Draconic
Skills: Knowledge (Siegecraft) +14, Spot +14

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;
Feats: Power Attack, Cleave, Great Cleave, Point-Blank Shot, Far Shot, Precise Shot, Bullseye Shot, Signature Skill (Spot)

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 +24/+24/+24 (2d6 + 24)
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 10, WIS 14, CHA 16
Base Atk/Grapple: +12/+32
Languages: Westerosi Common, High Valyrian, Draconic
Skills: Knowledge (Siegecraft) +16, Spot +16

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 (Ex): 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.
Heavy Warspider, CR 15
LN Colossal Construct
Init +0, Senses: Darkvision 120ft, Blindsense 60ft;
Feats: Power Attack, Cleave, Great Cleave, Point-Blank Shot, Far Shot, Precise Shot, Bullseye Shot, Weapon Focus (Steam Cannon), Anatomical Savant (Steam Cannon), Signature Skill (Spot)

Defense
HP: 195 (20d10 + 80)
AC: 31 (10 + 0 DEX + 25 NA - 4 Size)
DR 15/Adamantine and Magic
Fort +6 Reflex +6 Will +8
Immune construct traits, magic
Spell-Like Abilities (CL 15th)
Constant - Ant Haul, Spider Climb
3/day - Energy Siege Shot

Offense
Speed 40ft
Full Attack: Slam +31/+31/+31 (2d8 + 28)
Ranged: 2x Steam Cannon; ATK +16; DMG 10d10; Crit 20/x4; Range Increment 400 ft.
Special: 2x Advanced Launcher, Multishot
Space 30 ft.; Reach 15 ft.
Breath Weapon: 120 ft cone, 16d6 Fire, DC 23 Reflex for half.

Statistics:
STR 50 DEX 10 CON -- INT 10, WIS 14, CHA 16
Base Atk/Grapple: +15/+42
Languages: Westerosi Common, High Valyrian, Draconic
Skills: Knowledge (Siegecraft) +20, Spot +20

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 (Ex): 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 40 units. Every round, the Warspider regenerates one point of water, as long as it can hold more.

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

Multishot (Ex):
As a Full Round Action, the Warspider can fire all it's ranged weapons at once. The weapons do not need to be fired at the same target and each shot is treated as a single attack with the respective weapon. Should both Steam Cannons be fired at different targets though, both attack rolls suffer a -5 penalty.

Construction
Requirements: Craft Construct, Craft Magical Arms and Armor, Geas;
Materials: 2x Advanced Launcher with Magazine of Holding (4,900 IM), 2x Steam Cannon and water supply system (9,000 IM), enchanting materials worth 14,000 IM.
Spiders are now intelligent and got themselves some combat feats.
 
Man, time to put on Hellmarch from Red Alert 2, or Grinder, because we've now got armored divisions!
 
@Azel
There is no explanation what Signature Skill unlocks for Spot, since that skill does not exist in Pathfinder, but I found these for Perception:

With sufficient ranks in Perception, you earn the following.


5 Ranks: You remain alert to sounds even in your sleep, and the normal DC increase to Perception checks when you are sleeping is halved. The distance modifier on the DC of Perception checks you attempt is reduced to +1 per 20 feet.


10 Ranks: The distance modifier on the DC of Perception checks you attempt is reduced to +1 per 30 feet. In addition, you gain a +5 bonus on Perception checks to notice or locate an invisible creature or object.


15 Ranks: You remain alert to sounds even in your sleep, and the normal DC increase to Perception checks when you are sleeping doesn't apply to you. The distance modifier on the DC of your Perception checks is reduced to +1 per 40 feet.


20 Ranks: You gain a +10 bonus on Perception checks to notice invisible creatures or objects. The distance modifier on the DC of Perception checks you attempt is reduced to +1 per 60 feet.
Aside from the references to sleep it looks decent.
 
[X] Crake
It was a good first clash.
I doubt the Dragon was all the ritualistic had going for them, likely not even their greatest effect yet... but we didn't lose anyone important and that's what counts here.

I do wonder if there's another ritual underneath the whole battle now, though.
Going off of just how hard we pwn the Undead, sole purpose being spitefully killing off lots of our people with no countering, for the sheer success we gonna have otherwise.
:V
 
@Azel
There is no explanation what Signature Skill unlocks for Spot, since that skill does not exist in Pathfinder, but I found these for Perception:


Aside from the references to sleep it looks decent.
That's what I wanted to use. The reduction in spot penalty for distance felt rather useful and fitting for the artillery spiders.
 
Hmm, all things considered this is a prelude to what the Long Night will be, so we're in quite the pickle if we can't finish uniting Planetos on time.

Honestly, if things went like canon as far as unity went, even accounting for the D&D levels of magic awakening, Planetos would be an undead wasteland before jumping into the Void.
 
Hmm, all things considered this is a prelude to what the Long Night will be, so we're in quite the pickle if we can't finish uniting Planetos on time.

Honestly, if things went like canon as far as unity went, even accounting for the D&D levels of magic awakening, Planetos would be an undead wasteland before jumping into the Void.
Well, we had like a full decade-plus to get people ready before Go-Time.

Even that is sort of cutting it close considering we basically have to build the tools to build the tools, and train the experts to build the tools before we can build the other tools.
 
Well, we had like a full decade-plus to get people ready before Go-Time.

Even that is sort of cutting it close considering we basically have to build the tools to build the tools, and train the experts to build the tools before we can build the other tools.
I feel like beforehand if we won against the Others it would be something like "you defeated the enemy now, but in the future they might return and it is your job to make sure the future generation is ready and don't forget."

Now it's full on "the end days are now, finish the threat once and for all, or all of creation will die with you with the end of this era."
 
Now it's full on "the end days are now, finish the threat once and for all, or all of creation will die with you with the end of this era."
What you are referring to are the narrative beat differences between "Low Fantasy" genres and "High Fantasy" genres.

Basically, in Low Fantasy, you are not special, you are just like anyone else, living in a grounded, gritty world, where things are mysterious and strange, magic cannot be understood in the least, barely at all by experts, and you will die and those who come after you will forget what you learned.

In High Fantasy, the past is uncovered, and you are special, the things you do may change the face of the world, and it may all come down to the final battle to save everything.
 
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