After what happened with Monford, I'm not taking chances with Doran's and the extended families lives.
Note that many people already have pretty decent bodyguards (full list od ppl is up the link, "Other -- Bodyguard Duties"
[] Doran - 1 Vigilant Hunter (CR 10), 1 Plant-Imbued Shadow Creature Cats (w/+4 Racial HD) (CR 6, 6 HD), 1 Advanced Sorcerer Creature Snapdragon Leshy (w/+8 Racial HD) (CR 10, 14 HD), 1 Black Champion,
[X] Azel
 
[X] Azel

Yeah no need to take risks here. Especially so close to the invasion.

Random question but what does Viserys think of Walder Prime and the other Freys?
 
[] I Like Trains Steam's Motion Given Form: [Get us steam trains]
(Progress 35; Cost 65.000)
----[] Beryl the Strategist (4d6 Progress); Anu of Sallosh (4d6 Progress); SD engineering university (2d6 Progress)
@Azel, for this, are we planning on having a railway infrastructure laid out anytime soon? Off the top of my head we'd need Shape Metal items, but those can be purchased fairly easily.

Should we start with a subway/metro system in Sorcerer's Deep as a sort of proof of concept to get our engineers used to designing railways or something?
 
Sure, that works. I'll bookmark the two things in there in case they will ever be necesary.
I just wanted to shove them over to Informational.
@Azel, for this, are we planning on having a railway infrastructure laid out anytime soon? Off the top of my head we'd need Shape Metal items, but those can be purchased fairly easily.

Should we start with a subway/metro system in Sorcerer's Deep as a sort of proof of concept to get our engineers used to designing railways or something?
The highways have two extra lanes with tracks. We mostly need to install switches and produce the trains, so that shouldn't require any special equipment.

What it will need is mostly money.
 
@egoo
This old foe might enhance your sacrificial plans a bit?
Summon Monster II can be cast a good deal more than Planar Binding after all.

Here's the monster stat sheet:

Eyewing CR 2
Always LE Tiny outsider (evil, lawful)
Init +6; Senses darkvision 60 ft.; Listen +15, Spot +15
Aura tear (5 ft. radius, sickened 1d6 rounds, Fort DC 14)
Languages Infernal; telepathy 90 ft.

AC 17, touch 15, flat-footed 11 (+6 Dex, +2 natural,–1 size)
hp 12 (3 HD)
Fort +4, Ref +9, Will +4

Spd 5 ft.; fly 60 ft. (good)
Melee 2 claws +8 each (1d6+2) and sting +3 (1d6+2)
Ranged tear splash +8 (1d4 acid plus 1d4 Int damage)
Space 10 ft.; Reach 5 ft.
Base Atk +3; Grp +9
Special Actions tear

Abilities Str 14, Dex 22, Con 13, Int 5, Wis 12, Cha 8
SQ dimensional cling
Feats Ability Focus (tear), Weapon Finesse
Skills Escape Artist +12, Hide +12, Listen +15, Move Silently +12, Spot +15

Environment The Abyss
Organization Solitary, wing (2- 4), or infestation (10-20)
Treasure None
Advancement 4-6 HD (Large), 7-9 HD (Huge); Level
Adjustment —

Dimensional Cling (Su) If an eyewing is summoned through the use of a summon monster spell, it remains on the Material Plane after the spell's duration has ended and is no longer under control of the wizard who summoned it.

Tear (Ex) The eye of an eyewing contains a caustic blue fluid. Those within 5 feet of the eyewing must succeed at a DC 14 Fortitude save or be sickened for 1d6 rounds. The save DC is Constitution based. A creature that succeeds its saving throw cannot be affected again by the same eyewing's tear for 24 hours. Once per hour, as a full attack action, an eyewing can project a tear at opponents. Treat this as a splash weapon
with a range increment of 10 feet. A creature that takes direct hit damage from this attack takes 1d4 acid damage plus 1d4 points of Intelligence damage. A successful DC 14 Fortitude save negates the Intelligence damage. The save DC is Constitution-based. Creatures not hit directly take only the acid damage.

Skills Eyewings have a +8 racial bonus on Listen and Spot checks.

They are not, to put it lightly, a threat at your level.
 
@egoo
This old foe might enhance your sacrificial plans a bit?
Summon Monster II can be cast a good deal more than Planar Binding after all.
Summon Monster just summons temporary "shades" in this quest, does it not?
The only exceptions have been the Sacrificial Goat and that Ice Giant Rina summoned in the Fist of the First Men.
(But, seriously, I'm not sure).

Also, are they servants of Archdevils; present in general in Hells' hierarchy, or are just regular "Numerless Asshlle Outsider Serving No-one in Particjlar"-type like Lenjths?
 
Summon Monster just summons temporary "shades" in this quest, does it not?
The only exceptions have been the Sacrificial Goat and that Ice Giant Rina summoned in the Fist of the First Men.
(But bi, seriously, I'm not sure).

Also, are they servants of Archdevils; present in general in Hells' hierarchy, or are just regular "Numerless Asshlle Outsider Serving No-one in Particjlar"-type like Lenjths?
Look again.

At their ability (stay in reality after Summon runs out) and their home (Abyss).

Also look up the context of the quote, we met them while fighting in Mantarys against Demons.
 
Well, shit, that's-
Huh.

@Goldfish, you pretty much overtook the plan, you should really look at dese methinks.

Thanks, @Artemis1992.

G'night all
I vaguely recall us discussing these long ago, but I thought @DragonParadox nixed them as suitable for sacrificing due to the same effect which allowed them to remain after being Summoned. Am I remembering that incorrectly?
 
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