Don't forget to mention the 15+ feet of storm surge expected in some areas.
Things look bad. Even by 2020 standards.
At 4-5m of height, it's basically a tsunami-grade flood coming in. No surprise that it will travel far inland when there is that much force behind it.Yeah, storm surges expected to make it 30 miles inland are crazy.
I used to live near the coast of North Carolina and we got out fair share of hurricanes, some of them really bad, but it would be unusual for a storm surge to travel more than a few miles, IIRC.
A little bit, especially considering how late in the month it is. What did you have in mind?How much room do we have in providing equipment on the fly? We can't craft it, but do we have time to buy some cheaper stuff? An Amulet of Elemental Strife, maybe an item of Cursed Blade, and a heaping helping of Pyre Salt would be a good start. An Astralabe would also be useful, and we should be able to find that in stores that equip vessels in the major extraplanar cities.
I'm not sure I have a good grasp on what's common enough for us to find before Mel goes god hunting.A little bit, especially considering how late in the month it is. What did you have in mind?
I'm adding a large quantity of Pyre Salt to the commission order I've been putting together.
Some Astralabes wouldn't be a bad idea either, at least for the Moonchasers and the Dauntless.
2232,00 | 889,00 | 293,00 | 80,00 | 86,00 | 45,00 | 3,00 | 0,00 | 0,00 | 0,00 | 3628,00 |
Some of those are really good, but not really anything we can give her at the last minute without any warning. We won't start producing Elemental Gems until next month.I'm not sure I have a good grasp on what's common enough for us to find before Mel goes god hunting.
The most useful things for her mission that I've found so far are:
A Ring of the Godless: luck bonus on saves and SR against divine casting, at will detect magic for divine casting, luck bonus/day arcane sight that only works on the same. Probably need to make up a different name before giving it to her if we actually found one.
Ring of Continuation: makes any personal range spell with a duration above 10 minutes a day extend to last 24 hours. It specifically says the last such spell you cast gets stuck in the ring, so it might have some order of operations difficulties.
Maybe a Ring of Energy Shroud: negate an element attack and gain the effect of elemental shroud.
More realistically, a fistful of Lady's Mercy and some water Elemental Gems from the jeweler's tools I think we've been using for a bit now. Getting one of those rings would be a stretch.
I think this is better off placed in the coming turn vote when we can get a full accounting of all the Imperium forces we can spare for the Ymeri campaign.Some of those are really good, but not really anything we can give her at the last minute without any warning. We won't start producing Elemental Gems until next month.
She's already rocking really good stuff in all of her item slots. Anything we gave her would need to be made slotless or the effect added to gear she's already wearing, and I don't think there is reasonable time for either option.
We gave her this stuff last month:
And she already had this stuff:
- Boots of the Wide Earth w/Anklets of Translocation & +30ft Enhancement bonus to speed
- Cloak of Minor Displacement w/Periapt of the Sullen Sea effect
- Earring of Arcane Acuity w/Third Eye of Clarity and Goggles of the Golden Sun effects
- Gloves of the Starry Sky w/+6 Dexterity
- Ring of Spell-Battle (Slotless)
- Ring of Sustenance (Slotless)
- Robes of Mysterious Conjuration
- Greater Ribbon of Disguise
- Handy Haversack
- Soulfire Mithral Bracers
I think the best way we can help her is to give her a batch of the useful consumables we have on hand.The Unseen Veil (Head Slot)
Woven of Asshai'i silk and the once-forgotten dreams of childhood made through decades of patient work. Threaded seamlessly through her hair this veil grants the power to see the world for what it truly is beyond all lies and illusions while also guarding mind and soul from any who would look back with ill will.
Effects: Constant True Seeing and Mind Blank
Tarnished Seal (Ring Slot)
Once this was the seal of the last Lord Treasurer of Lost Sarnor, a man who feared poison and treachery above all other things yet died by the sword. His restless shade came to rest in tarnished silver. Though it was banished onto his fate by the power of R'hllor the virtue in the metal remained.
Effects: Grants immunity to Poison and Disease, +4 Constitution
Martyr's Broken Shackle (Ring Slot)
Not taken but gifted from the bloody hands of a priest of R'hllor who had been whipped ro near death for the 'crime' of offering succor to slaves his master wished punished harshly, the manacle shrunk into a ring as Melisandre took it, the drops of blood freezing into imperishable rubies.
Effects:
Memory of Fire (Belt Slot)
- Constant: Freedom of Movement
- 1/day: Grants Freedom of Movement and +4 Strength to an ally for 12 hours. While this power is in effect the bearer receives no benefit from the ring
Though wrought of crimson silk and threaded with gold this belt seems more a scroll than something to be worn, yet Melisandre always wears it with the script turned in wards. It offers an account of Shadow Magic and its relationship with the Light of R'hllor following a challenge of her faith by the Temple of R'hllor in Volon Therys.
Effects:
The Last Ember (Amulet Slot)
- 1/day: Allows one to treat undead as though they were living creatures for the casting of a Mystery
- Constant: +2 INT
A gift of the R'hllor himself to his most favored servant as she traveled deep into Valyria where the veil of the world is thin. This talisman allows one to speak with an echo of His voice in commanding fire and those begotten of it.
Effects:
- +6 Wisdom
- Counts as having +4 HD for the purposes of Rebuking and Commanding Fire Elementals
- All Fire Spells count as Searing.
- May channel the effects of any fire spell into the amulet to allow the damage to ignore all fire resistance and immunity, though the resulting magic can only affect one creature as a ranged touch attack with a long range regardless of the parameters of the original spell. Damage dice remain unchanged.
@Crake, can you include this stuff for Melisandre in your plan?
-[] Before she departs, gift Melisandre the following items to aid her in her quest:
--[] Single-Use Psionic Crystals: Temporal Acceleration Charm [Augmented to 15th Manifester level, 2 round duration] (x1), Fate of One Charm [13th Manifester Level] (x1)
--[] Single-Use Talismans: Amber Sarcophagus Charm (x2), Blinding Glory Charm (x2), Brilliant Barrier Charm (x2), Plane Shift Charm (x1), Sending Stone (x2), Teleport Charm (x1)
--[] Metamagic Gems: Enlarging Amethyst (x2), Extending Garnet (x2), Silent Spinel (x2), Still Amber (x2), Maximizing Sapphire (x1), Widening Emerald (x1), Quickening Diamond (x1)
Ah, it's beautiful.1st Level -> 2nd Level -> 3rd Level -> 4th level -> 5th Level -> 6th Level -> 7th Level -> 8th Level -> 9th Level -> 10th Level -> Final Total.
2232,00 889,00 293,00 80,00 86,00 45,00 3,00 0,00 0,00 0,00 3628,00
The Scholarum has trained up to 3,628 initiates. Of which, around 134 have graduated to become Journeymen or gone fully Wise.
Not too shabby.
@Goldfish I updated your tracker, and will probably continue to update it. Graph now goes to Level 10, highest an NPC is liable to go. We now have x20 3rd Level, x9 4th Level, x2 5th Level and x1 6th Level Archivists to add to the crafting sheet.
In addition, x17 5th Level and x4 6th Level Wizards also available for the crafting sheet.
Finally, we have a total of x28 Hedge Mages and Alchemists capable of managing an Alchemy Plant, so we should have at least that many by the end of next turn.
Didn't I count 28? We only have 21 production lines running at the moment.Ah, it's beautiful.
That adds another 95,000 IM to our crafting capacity and gives us enough project managers for four more Industrial Alchemy Facilities.
I think we should add two more Wildfire production lines and two Alchemist's Fire lines. We're producing Explosive Packs at a pretty good rate (though more certainly wouldn't hurt) and have two lines making Liquid Ice, so they can wait another month, I believe.
Yeah, but we built in a few floating project managers who can fill in for the others when they aren't working. So while we have 24 project managers, there are only 21 production lines.Didn't I count 28? We only have 21 production lines running at the moment.
Yep.
Yep.
@Crake, can you add Tuin's level up to your vote?
[] Tuin Level Up
-[] Class: +1 Spellguard
-[] Metamagic Feat: Tenebrous Spell
-[] Skills (6 points): +1 Concentration, +1 Hide, +1 Move Silently, +3 Spellcraft