Jokes on you motherfucker the painkillers have lowered my inhibitions!

I can say whatever I want!

(But you are correct that was rather crass of me, I apologize.)
As long as you're aware... such lewdness will not be tolerated.

In unrelated news, I hope you join our editorial, "why six teats are better than two quarterly", and "Wings", a... certain kind of subscription-based magazine Viserys suggested Azema start publishing after a certain conversation back in Braavos the two shared.
 
On the bright side the fact that their "laws" are so awful will make reforms easier. We can burn the whole thing down and start over without issue. Six months into a system where they're treated like actual people and you'll need to claw our new legal framework out of the average Westerosi's cold dead hands.
 
On the bright side the fact that their "laws" are so awful will make reforms easier. We can burn the whole thing down and start over without issue. Six months into a system where they're treated like actual people and you'll need to claw our new legal framework out of the average Westerosi's cold dead hands.
There's more nuance to the situation than that, even laws that were made with the best of intentions can generally cause untold controversy, just look at the world today.

I think the biggest problem always stems from the reactionaries, it's just that here their voice won't have the chance to reach that far and influence other people's opinions, whereas we have social media, the internet and television to spread dissenting opinions.

Never underestimate a grifter and their ability to sell soiled laundry to the average person. I will never do so ever again after this week.
 
4th month preliminary plan
Hero Actions
[] Operation Salted Earth - Part 2: The situation in the Ghiscari lands continues to be tense, but for now it seems viable to scale back operations and merely observe Baator's movements. Recent attacks should have disrupted the enemy's plans enough to move your assets to more pressing fronts while keeping a decently sized contingent to look for further developments.
-[] New Ghis: Keep investigating the Green Grace, Nandazda Aoq; the Praetor of the People Gramdal mo Ia; and see about other important figures in the cities political landscape. See who could be swayed to assist in the Imperial takeover of the city, who can be bribed, and who can be blackmailed.
----[] Alysande Redsail, Kira Windgraced, 20x Vigilant Briars (CR 4), 4x Vigilant Kelps (CR 4), 5x Watchmoles (CR 6), 1x Umbral Spies, 1x Umbral Stalkers, 5x Glass Golems

-[] Mereen: Keep up the pressure on Baatezu forces and the current rulers, so that Baator aligned groups need to spend more resources on keeping the city from collapsing into civil war.
----[] Shara Rogare, Teana, 2x Umbral Spies, 1x Umbral Stalkers, 20x Vigilant Briars (CR 4), 2x Vigilant Kelps (CR 4), 5x Watchmoles (CR 6), 1x Adult Mind Dragons (CR 15), 5x Glass Golems

-[] Yunkai: Recoup the losses from the previous month and see about learning more about Baators supply routes in the area by tracing the origins of the poison used against the Inquisition. Preferably also look into acquiring its formula.
----[] Garin, Xor, Osryx (Very Old Myrkdreki), 20x Vigilant Briars (CR 4), 2x Vigilant Kelps (CR 4), 5x Watchmoles (CR 6), 5x Glass Golems

-[] Astapor: See about discrediting the enhanced Unsullied as publicly as possible, for example by having them be seen to openly murder a magister they are allegedly serving. Use mental control or Necrotic Molds.
----[] Azema, Ser Dregaire, Orphne Fey Lord, Shadow!Tor, 2x Umbral Spies, 1x Umbral Stalkers, 20x Vigilant Briars (CR 4), 2x Vigilant Kelps (CR 4), 5x Watchmoles (CR 6), 1x Adult Mind Dragons (CR 15), 5x Glass Golems

-[] Assassin reserve: To be called in when there are opportunities to kill important figures who have been subverted by Baator, or to kill high-value assets of Baator.
----[] Morwyn and Tuin, Aradia the Huntress, Nuri
-[] Combat reserve: To be called in if there is heavy combat expected or to assault Devil strongholds.
----[] Babro the Adamantine Golem, 2x Heralds, 20x Glass Golems, 100x Necrotic Molds, 40x Blood Clot Molds, 25x Greater Bloodclot Molds, 20x Black Brutes, 40x Black Champions, 10x Necro-Kranken, 10x Lindworms, 40x Paralyzing Snatcher

[] Operation Woodlouse - Part 2: Having had the Lannister stronghold infiltrated, the Undead you planted will begin to map the caverns and resume spying on all activities until the day of the attack. A regular Necrotic Mold and an Erinyes who go near Lannisport every few days to get telepathic reports from the infiltrators.
----[] 10x Vigilant Hunter, 10x Lindworm, 10x Greater Bloodclot Mold, 1x Erynies, 1x Necrotic Mold

[] Operation Starfall - Clean-up:
-[] Both Feywild groups will remain in contact via Telepathic relay linking, and with someone back home.
-[] Marauding the Mask: Ensure that the Indigo Court doesn't get to try and make a deal with WInter. Try to gain the allegiance of any Court's Fey willing to turn sides, but ending the Mask is the main goal.
----[] 2x Black Champions + x2 Greater Blood Clot Molds, x5 Black Champions, x25 Black Wardens + x25 Necrotic Molds, x25 Black Wardens, x50 Black Knight, x100 Spitter Swarms
-----[] Undead, generally for probing traps or killing wildlife being used as active deterrents. These are generally carried in a few Portable Holes to keep the group light and maybe avoid unnecessary conflict with anything that wouldn't otherwise attack a large group that wasn't trafficking with the undead.
----[] x2 Verdant Phoenixes, x5 Guardian Nagas, x10 Advanced Sorcerer Creature Snapdragon Leshys, x10 Advanced Druid Creature Lotus Leshys
-----[] Some basic casters lower-middle tier casters for any mass combat.
----[] x3 Vigilant Hunters, x10 Vigilant Briars, x9 Erinyes
-----[] Good camp pickets and scouts, with some fair sneaking ability from the Hunters if needed. Erinyes for coordination.
----[] x2 Mighty Mind Dragons, x2 Very Old Myrkdreki
-----[] Mind Dragons for coordinating a very large force if for whatever absurd reason splitting the group is the only reasonable option. Myrkdreki for sneaking and generally wreaking havoc.
----[] x6 Heralds, x10 Glass Golems, x2 Heavy Warstriders, x5 Warstriders (access to improved wildfire munitions)
-----[] Generally good for large, confusing combat where you don't want something to die instantly, or a more vulnerable character to be caught out where it's better to just sacrifice hardware as a piece of stubborn, magic resistant chaff.
----[] x2 Wild Hunt Archers, x1 Wild Hunt Scout, x1 Orphne Fey Lord
-----[] Guides and pathfinders.
----[] Relath, Glyra, Ashin, Vargo, Sari, Liomond, Saenena, Alyssa, Danar, Sarell, Nirah
-[] Visiting the Violet: Track down the Violet Court, and ensure either their submission, them keeping out of Plane Material or their eradication.
----[] Viserys, Richard, Zherys, Vee, Maelor, Amrelath, Mereth, Aife, x2 Myrkdreki, x2 Mighty Mind Dragons, x2 Vigilant Hunters, x12 Erinyes
-----[] Essentially a lot of concentrated combat power, but no one essential to the functioning of the realm or its continued stability, or alternatively no one who wouldn't cause problems without Viserys' hand at the tiller who also couldn't afford to delegate their duties to a Companion at-need if away too long. This keeps the group light, fast and mobile. Worst case scenario, Viserys pops opens a Gate out of there (or to the other Group).
-[] Quizzing the Quickling: The Quickling ganglord that escaped the Misfits in King's Landing is but the final tale to tie now, with some support from your other Minions, now.
----[] the Misfits, Darkstar, Kennos, Thoros, Mors, Bonifer, Velen

[] To Extinguish the FeyFire - continuation: The battle between R'hlor and Ymeri is beyond even you and your closest Companions to help directly... yet, as shown by the forces he gathers to break into Ymeri's domain, much can still be done to smoothen that out.
-[] Goal: Support R'hlor's forces in killing Ymeri.
----[Airforce] 1st to 4th Battlegroups, 1st and 2nd Fighter Squadron, 1st Bomber Squadron (3x Moonchaser Type A, 1x Dauntless, 12x Wyvern Type-B, 31x Wyvern Type-A, 8x Manticore)
----[Other Forces] Yrael; Moonsong; Amrealth; the Hadhayosh (CR 20); Bloom the Brijidine; The Harbinger (CR 17)
; 15x Heralds

[] The Cleganebowl: It is long past the time for Gregor Clegane and Amoury Lorch to face what is coming for them. Have your people find, and deal with them once and for all.
----[] Tyene (Free Action), Oberyn, Sandor, 3x Erynies (for teleporting and overwatch purposes).

[] The Action Duo: Infiltrate the Citadel and attempt to subvert its defenses with the goal of seizing control over the Citadel with minimal resistance or bloodshed.
----[] Archmaester Marwyn, Maester Qyburn, 1x Very Old Myrkdreki, 2x Black Champions, 1x Falxugon, 3x Erynies, 1x Vigilant Hunter

[] Dealing with nefarious rumors, plots, and setting up an Inquisition outpost in Omber:
----[] Anya, Hermetia, Mia, 3x Heralds, 1x Vigilant Hunter, 3x Watchmoles, 1x Umbral Spy,

[] Raiding the Efreeti on Plane of Fire:
----[] Siduri, Yurten & the crew; 2x Heralds;
----[] 1x Gelugon / Ice Devil, 2x Steel Devil, 3x Lead Devil, 6x Salikotal


[] Sarnori Pacification -- Continuation: The Void-touched Olethrodaemon that regulated much of the proceedings among the Undead of Sarnor may be gone now, but too much of its accursed legacy still lies in that land. Have your agents scour the lands, working with agents of the allied Sarnori Kingdoms, to end the Mindless Undead still in the area, and to, perhaps, seek out any Sentient Undead who hide still in the wake of the sound defeat of the corrupt hosts but two months ago.
----[] 1x Adult Mind Dragon (CR 15), 1x Very Old Myrkdreki Dragon (CR 15), 11x Veteran Erynies, 11x Lejnths, 5x Verdant Phoenixes (CR 15), 50x Verdant Kingfishers, 10x Verdant Ravens (CR 6), 2x Wild Hunt Archers (CR 14), 2x Wild Hunt Scouts (CR 16),

[] Scouting the Neck: Send some people to investigate the situation in the Neck, which Fey there are and how they are aligned in the wider Fey politics. Take special note of any information relevant to the movement of large armies, such as a potential host from the North trying to march through the Neck to the Riverlands.
(Progress: 7/18)
----[] Valaena Velaryon (Level 9 Magus), Soft Strider (Level 7), Jeyne Weaver (Level 6), Ser Roger 'Reyne' (Level 5), 1x Herald, 1x Verdant Phoenix (CR 15), 3x Vigilant Briars (CR 4), 3x Verdant Ravens (CR 6)

[] Infiltration into the City of Brass:
-[] Goals: Keep up the activities to the necessary level to not arise suspicion, but don't risk exposure in any form (unless it'd be less suspicious to not jump on a piece of free intel/bling/etc).
----[] 1x Mind Dragon (continued), 1x Very Old Myrkdreki

[] Three Points, Three Kindred, One People Part Four
----[] Breath Taker, Blight's Bane,

41x Plant-Imbued Coral Drake (CR 10, 11 HD)
20x Aquatic Cleric Creature Jesulan (CR 10, 12 HD)
850x Advanced Plant-Imbued Giant Hippocampus (CR 6, 2 HD)
20x Advanced Plant-Imbued Sea Drake (CR 10, 7 HD)
90x Advanced Plant-Imbued Orca (CR 8, 9 HD)
18x Advanced Plant-Imbued Druid Creature Orca (CR 10, 9 HD)
30x Amphibious Quickling Vinespawn (CR10, 12 HD)
10x Advanced Sorcerer Creature Kelpie (w/+12 Racial HD) (CR 10)
567x Advanced Plant-Imbued Gigantean Manta Rays (CR 6, 12 HD)
523x Plantblood Bladeleaf Sea Cats (CR 6, 6 HD)
621x Advanced Druid Creature Seaweed Leshy (CR 6, 4 HD)
595x Plant-Imbued Electric Eel (w/+6 Racial HD) (CR 6, 10 HD)
545x Advanced Aquatic Snapdragon Leshy (w/+4 Racial HD) (CR 6, 10 HD)
500x Advanced Kelpie (w/+4 Racial HD) (CR 6; 9 HD)
5x Aureate Seawyrms - Advanced Half-Dragon Sea Serpent (CR 15, HD 15)
8x Seawyrms
4x Shadebreacher Sperm Whales - Advanced Shadow Animal Sperm Whales (CR 12, HD 15)
9x Grand Dragon Turtles - Giant Mighty Dragon Turtles (CR 15, HD 12)
Research Actions
-[] Proximity Alarms: You have been in the possession of plans for enchantments that trigger an effect when something comes close to it for a while now. See about developing a cheap and reusable item that can be used to detect intruders. Maybe even Serpentstone can be triggered this way, which would allow you to even take pictures or recordings of your targets.
(Progress: 0/25; Cost: 30,000 IM)
----[] Riz'Neth (4d6 Progress), Pentos Scholarum Branch (2d6 Progress).

-[] Improved Alchemy: The Imperium hungers for alchemical goods and much effort was poured into producing as much of them as possible, but it still does not even remotely satisfy the demand. Especially the military can devour concoctions such as Alchemists Fire or Explosive Packs at an astonishing rate. See about to either improve the output of your alchemical factories or to discover alternatives to these substances that are easier to mass-produce.
(Progress: 0/50; Cost: 200,000 IM)
----[] Denys Trainer (4d6 Progress), Naria Lore-Seeker (4d6 Progress), Braavos Scholarum branch (2d6 Progress), Volantus Scholarum Branch (2d6 Progress), Naath Scholarum Branch (2d6 Progress).

[] Ritual-crafting: 1 point of Progress per spell-level, max spell level - 4th.
-[] Mind Warding: Rituals
--[] By this point you have the process for creating ritual formulae for spells completely worked out. It merely needs to have a competent mage assigned to the task. (in order of priority)
---[1] Widely-Shared Ritual - Dream Shield (Progress: 4)
---[2] Widely-Shared Ritual - Suppress Charms and Compulsions (Progress: 2)
---[3] State Ritual - Sense Madness (Progress: 2)
---[4] State Ritual - Clarity of Mind (Progress: 3)
---[5] State Ritual - Rite of Centered Mind (Progress: 1)
---[6] Inquisition Ritual - Detect Fiendish Presence (Progress: 1)
---[7] Inquisition Ritual - Detect Charm (Progress: 1)
---[8] Inquisition Ritual - See Beyond (Progress: 3)
---[9] Inquisition Ritual - Shroud of Innocuity (Progress: 3)
---[whatever] Legion Ritual - Tern's Persistence (Progress: 2)
---[whatever] Legion Ritual - Runic Marker (Progress: 4)
---[whatever] Legion Ritual - Abstemiousness (Progress: 1)
---[whatever] Widely-Shared (Utility) - Weather Eye (Progress: 4)
---[whatever] Widely-Shared (Utility) - Ancient Knowledge (Progress: 1)
(Total Progress: 30, Cost: ??)
----[] Wyla (4d6 Progress), Svitran (2d6 Progress),

[] Spell-Crafting
-[] Research a Greater version of Baleful Teleport [no distance limit, 8th level]
(Progress: 11/16, Cost: ??)
----[] Lya (1st body) (4d6 Progress),

[] Sand Viper's Reach: Have Tyene retrain her Occular Spell into a version of a Reach Spell that has only +1 level adjustment
(Progress: 0/8)
----[] Tyene (4d6 Progress),

[] Secure the Flesh Forge, and fleshsmiths, against memetic attacks
-[] Heavy defenses (Progress 29/45; Cost 600,000 IM)
----[] Vee (4d6 Progress), Lady Saenena Caleris (4d6 Progress),

[] Project Distilling Dreams: The Rituals Naria discovered produce divine power but not in any usable form, distill it to something that can be stored and used
(Progress 0/60 Cost 120,000 IM)
----[] Lya's 2nd body (4d6 Progress); Dany (4d6 Progress), Aenie Caleris (4d6 + 2d6 Progress);

[] Forge of Creation -- 2.0: With the Sarnor's pacification, there comes a much higher need for Warforged bodies than could ever have been expected. Now, that the arcane machinery of Forge of Creation was built once, it could be built again - but not without effort by those most skilled at the arcane artifice.
(Progress: 0/15 -- half of the original RA)
----[] Anu the Warforged (4d6 Progress), Mantarys Scholarum Branch (2d6 Progress);

[] Selectively Permeable Force Effects: Allow wards, enchantments and spells to selectively ignore materials passing outward and inward through a Force effect, allowing for more complex structures and materials with further research. Not limited to examples given.
-[] Tier 1: Gateway research. Straight upgrade for pre-existing, simple barriers, at-cost. (Brilliant Barrier can attune to the weapon systems on airships.)
--[] The first step to creating more delicate workings that interact with the Ethereal Plane, progressing along this path will first allow simple, contiguous objects to pass through Force effects once properly attuned. At this level of progress, mass and complexity is limited, and materialized creatures and objects with strong auras of enchantment will be unable to move outside of the effect.
(Progress: 0/25, Cost: 70.000 IM)
----[] Beryl (4d6 Progress), Tyrosh Scholarum Branch (2d6 Progress), Stepstones Scholarum Branch (2d6 Progress).

-[] Razor Wire: While the easy availability of earth-moving magic has made it much easier to erect battlefield fortifications, many of the Legions officers see still room for improvement. They are asking for something that can be incorporated into other defenses to block an enemy's movement, but which does not hinder their own soldiers ranged attacks and which is vulnerable to hostile earth movement magic or alchemical weapons. There has been some talk about using spiked metal rods or something similar for that purpose.
(Progress: 0/18; Cost: 15,000 IM)
----[] Sorcerer's Deep's Engineering University (2d6 Progress)

[] The Key to Madness: Exchange the lore gathered by the Imperium on the creatures of Far Realm and Illithids specifically, as well as the methods of finding their influence and agents, in return getting the Azure Court's own knoweldge on the subject matter.
(Progress: 0/40)
----[] Rina (4d6 Progress),

[] The Mind's Games: The psychological effects of repeated and sustained enchantment on the mental state and brain of the average person.
(Progress 24/32)
----[] Mercy of the Soul (4d6 Progress); + Gith bonus.

[] A Baleful Mirage: You have recently been forwarded a set of spell-scripts and samples by which the Efreeti have been made use of to manipulate the 'Grey Veil'.
-[] While this may be a technological dead end, studying it will prevent it's usage from being as effective in the hands of your enemy and may even be of some use to your allies
(Progress: 38/60, Cost: ??).
----[] Valeria the Wondersmith (4d6 Progress); Tolos Scholarum Branch (2d6 Progress);

[] Undead Template Research
-[] Metal-Clad Template (Mythral and Adamantine): Unlike the Dreadfort, the Imperium has vast stocks of arcane metals. Some of those might yield exceptionally strong coatings for undead bones. (Requires Metal-Clad Template (Mundane Metals),
(Progress 0/20, Cost 100,000 IM)
----[] Elaheh Marita (4d6 Progress), Urak the Forgemaster (4d6 Progress)

[] Reading through the bound Daemon-tome infected with the Void:
----[] Maester Qyburn (?) (Light reading an a free action? :V)


MAs:
[] Meet with Lucan. Either convince him to move off-plane so as not to impede your Reconquest and maybe actually doing some good; or kill him if he refuses to be reasonable.

[] Giant Enemy Portal Crab: Set up a regular watch with Divination to detect when the Illithid use a low number of Abyssal Custodians for a raid, then conduct a Scry & Die attack on their raiding force with the goal of abducting one for them for research purposes.

[] Have your coronation as the Emperor and broadcast it for all to see.

[] Have Burny bless his temple in SD after Ymeri is dead/ran away as a part of thanks for our contribution.

[] If our part in Ymeri's defeat (which is inevitable) counts enough for the fey of her former court - move in to loot them.

[] Check up on the Drow priestess that Dany restored from her curse. Is she able to semi-reliably operate under orders in your service yet?

[] Final dealings with the lords of Westeros, if any. Their Reckoning Reconquest is at hand.

[] Experiment on the remaining Carnivorous Crystals, see:
-[] How quickly they grow if fed living beings as per their ability;
--[] Whether the beings they are fed upon should have higher brain capacity for better results (check by making some soul'less brainmeat in the Fleshforge);
-[] If the Crystals require specific environmental conditions for continued growth and procreation (see method above), whether they require
-[] Whether the Crystals affect their habitat in a detrimental manner, the best containment measures.
-[] Can they be used to generate large amounts of rare/unique resources, given they are allowed to procreate in hundreds?

----------------------------------------------------------------------------------
(Companions):
[] Ser Waymar Royce (Level 17), Malarys Vanor (Level 17),

(Minions – high level):
[Casters] Benerro (Level 15),

(Minions – mid-to-low level):
[Casters] Nettles & Sheepstealer (Level 12); Theon Greyjoy (Level 8), Asha Greyjoy (Level 7),
[Melees] Rhango Two-Lives (Level 10), Roose Bolton (Harbinger 9), Vrath the Serpentfolk Hexblade (Hexblade 8), Argo the Cunning Bull (Level 6),
[Drow] Llolth's Ex-Cleric (Level 8, needs time to settle in)
[Windwards] Ser Aubert Flowers (Cavalier 10), Lothos Saan (Level 9), Koron Redmane (Level 9), Menel Goldentooth (Level 8), Grazdan the Grim (Level 8);

(Dragons):
[Named] Balerion, Dirizz the Faerie Dragon (Faerie Dragon Racial HD 3/Oracle 6),

(Arcanums -- all 8 HD):
[For combat stuff] Diana the Sea Sprite (Ship's Captain/Caster)

(Constructs):
[Named] The Seeker (CR 15),

(Assorted):
[Non-combatants] Rhaella (Level 10); Leila Goldhammer (Archivist 7);
-----Fey and Outsiders-----
2x Wild Hunt Archers (CR 14)
1x Wild Hunt Scouts (CR 16)
107x Bulabar Engineers
13x Greater Glitterhaunt Guard (Paladin of Freedom 5)
38x Lesser Glitterhaunt Guard (Warrior 5)
9x Lesser Veela Kineticists (Kineticist 5)

1x Azata, Gancanagh (CR 4) - Garantos
22x Legion Devils - combat reserve
4x Salikotal / Vengeance Devil -- Assigned as killers for the Inquisitorial Stormtroopers
x44 2x Veteran Erinyes -- 2x in Halls of Knowledge, 1x in Shadow Tower,
10x Gaav / Lesser Host Devils -- serve as teleporting messengers and couriers under the Erinyes, who ensure their good behavior.
1x Asura Upasunda (CR 9)
4x Asura Vayphaks (CR 5)

1x Fallen Shield Archon
3x Fallen Hound Archon, 3 levels in martial class
2x Fallen Spyglass Archon, 4 levels in Rogue

150x Large Water Elementals (CR 5)
50x Greater Water Elementals
20x Elder Water Elementals (CR 11)

-----Dragons-----
1x Adult Mind Dragons (CR 15)
10x Wyrmling Myrkdreki Dragons, CR 3

-----Constructs-----
9x Heralds (CR 10)
68x Elemental Wyrmlings (Acid [x8], Cold [x8], Electricity [x8], Fire [x62]
20x Mushroom Golems (CR 10, 12 HD) - 4,800 IM each (Total: 96,000)
36x Kelp Golems (Reskinned Aquatic Pumpkin Golem) (CR 8, 8 HD)
2x Umbral Spies
1x Umbral Stalkers
5x Glass Golems

20x Light Warstriders.

-----Vigilant Creatures-----
17x Vigilant Briars (CR 4)
130x Vigilant Kelps (CR 4, 6 HD)
52x Watchmoles (CR 6)

-----Aerial-----
220x Verdant Kingfishers
513x Verdant Ravens [Advanced Plant-Imbued Giant Raven (w/+4 Racial HD)] (CR 6, 6 HD)
2006x Giant Fungal Darkenbeasts (CR 6, 5 HD)
8x Fiery Dragonbeasts - Advanced Fiery Gigantean Half-Dragon Drakenbeasts (CR15)
2x Verdant Phoenixes (CR 15; 28,800 IM)
542x Lesser Three-Eyed Ravens
88x Greater Three-Eyed Ravens

-----Terrestrial forces-----
1,000x Advanced Thorny Rhinoceros (CR 6, 5 HD)
3,000x Istaheqs (CR 6, 7 HD)
20x Tuogou, CR 4
19x Advanced Druid Creature Lotus Leshy
12x Advanced Sorcerer Creature Snapdragon Leshy (w/+8 Racial HD) (CR 10, 14 HD)
556x Plant-Imbued Shadow Creature Cat (w/+4 Racial HD) (CR 6, 6 HD)
15x Guardian Nagas (CR 10, 12 HD)

-----Aquatic Forces-----
41x Plant-Imbued Coral Drake (CR 10, 11 HD)
20x Aquatic Cleric Creature Jesulan (CR 10, 12 HD)
850x Advanced Plant-Imbued Giant Hippocampus (CR 6, 2 HD)
20x Advanced Plant-Imbued Sea Drake (CR 10, 7 HD)
90x Advanced Plant-Imbued Orca (CR 8, 9 HD)
18x Advanced Plant-Imbued Druid Creature Orca (CR 10, 9 HD)
30x Amphibious Quickling Vinespawn (CR10, 12 HD)
10x Advanced Sorcerer Creature Kelpie (w/+12 Racial HD) (CR 10; 4,800 IM)
567x Advanced Plant-Imbued Gigantean Manta Rays (CR 6, 12 HD)
523x Plantblood Bladeleaf Sea Cats (CR 6, 6 HD)
621x Advanced Druid Creature Seaweed Leshy (CR 6, 4 HD)
595x Plant-Imbued Electric Eel (w/+6 Racial HD) (CR 6, 10 HD)
545x Advanced Aquatic Snapdragon Leshy (w/+4 Racial HD) (CR 6, 10 HD)
500x Advanced Kelpie (w/+4 Racial HD) (CR 6; 9 HD)
5x Aureate Seawyrms - Advanced Half-Dragon Sea Serpent (CR 15, HD 15)
8x Seawyrms
4x Shadebreacher Sperm Whales - Advanced Shadow Animal Sperm Whales (CR 12, HD 15)
9x Grand Dragon Turtles - Giant Mighty Dragon Turtles (CR 15, HD 12) -

-----Soulforged Undead-----
22x Black Champions (CR 15)
17x Black Brutes (CR 14)
10x Black Brutes (Aquatic) (CR 14)
10x Black Wardens, mobility Upgrade, CR 8
15x Necro-Krakens (CR 15)
3x Greater Blood Clot Molds
80x Blood Clot Molds
424x Necrotic Molds
500x Black Knights with Mobility Upgrade
20x Black Knights
5x Snatching Terrors
30x Paralyzing Snatchers
1,500x Necro-Cases, CR 1
1,000x Spitters (aquatic)
1,000x Spitters
2400x Spitter Swarms
500x Spitter Swarm (aquatic)
2,000x Fireflies
2,000x Fireflies (aquatic)
 
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@Azel, since people were apparently pretty uninterested in adding more delve/expedition-like actions to the turn, it is pretty much done now sans the distribution and planning for Slavers' Bay and the Lannisters.

Which I kinda hate to have to leave in your hands, but that's just my meager conscience speaking :V

Also the above looks like shit, but don't have time to edit anymore D:

EDIT: I also updoot'ed the assignment of NPC forces with the Elementals we just seem to have voted on. Even tentatively 'defending' our cities from water costs over half a mil IM D:
 
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I agree with @Artemis1992 on this one. Small and Medium Elementals are too stupid for complex tasks. At INT 4, combined with the simple mindset shared by all Elementals, they aren't good for much more than acting as muscle or cannon fodder. CR 1 cannon fodder at 225 IM each doesn't seem all that useful to me. We can still add some if ya'll want, but I'm not sure where they would be helpful.

BTW, @Azel, I've found some nice psionic gear to order from the Githzerai for Qyburn. The rings are pretty straight forward, but I need some input from you for the Mind Stones and Ioun Stone. Each one is basically the equivalent of a psionic Page of Spell Knowledge and needs to have the selected power built into it. I've got a three 1st level Mind Stones, two 2nd level, and one 3rd level plugged into the order for now. The Ioun Stone can be any level of power Qyburn can manifest.

-[] x1 Ring of Psionics (II) (14th Manifester Level) - 8,000 IM + 70% markup = 13,600 IM
-[] x1 Ring of Power Preservation (15th Manifester Level) - 7,200 IM + 70% markup = 12,240 IM
-[] x3 Mind Stone (I) (5th Manifester Level): 400 IM + 25% markup = 500 IM each (Total: 1,500 IM)
-[] x2 Mind Stone (II) (5th Manifester Level): 1,600 IM + 25% markup = 2,000 IM each (Total: 4,000 IM)
-[] x1 Mind Stone (III) (6th Manifester Level): 3,600 IM + 40% markup = 5,040 IM
-[] x1 Green & White Ioun Stone (12th Manifester Level): 2,400 IM + 70% markup = 4,080 IM
Ring of Psionics - looks good
Ring of Power Preservation - no-brainer
Mind Stone 1 - Defensive Precognition, Call to Mind, Energy Ray
Mind Stone 2 - Psychic Bodyguard, Cloud Mind
Mind Stone 3 - Body Adjustment
Ioun Stone - There are some nice combat options, but I feel Sustained Flight has overall more utility then making Qyburn more killy then he already is (which happens to be a lot).
 
Could use a few more votes, ya'll.
Adhoc vote count started by Goldfish on Nov 9, 2020 at 4:56 AM, finished with 63 posts and 8 votes.

  • [X] Sandor Praetorian Conversion
    [X] Retroactive Water Elemental Creation:
    -[X] Inquisition/Free Forces: 150x Large Water Elementals (CR 5) -- 135,000 IM; 50x Greater Water Elementals -- 180,000 IM; 20x Elder Water Elementals (CR 11) -- 144,000 IM, 459,000 IM TOTAL
    -[X] 2050x Large Water Elementals (CR 5) (5x per City Defense Group, 50x per Stationary Aquatic Force, 20x per Roving Patrol) 900 each -- total, 1,845,000 IM
    -[X] 400x Greater Water Elementals (CR 9) (10x per Stationary Force, 5x per Roving Patrol) 3,600 each -- total, 1,440,000 IM
    -[X] 161x Elder Water Elementals (CR 11) (5x per Stationary Force, 1x Per Roving Patrol) 7,200 each -- total, 1,159,200 IM
    -[X] Total: 4,903,200 IM
 
* egoo's essentially complete turnvote proposal causes zero discussion despite even a dig at people not discussing it enough already present in the posts *

* egoo be like: "I'm not seeing enough movement!"*

[:V]
 
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So you want reactions?
Just to be clear, I understood that we will start our re-conquest within that month, around the end of it?
[] Operation Salted Earth - Part 2: The situation in the Ghiscari lands continues to be tense, but for now it seems viable to scale back operations and merely observe Baator's movements. Recent attacks should have disrupted the enemy's plans enough to move your assets to more pressing fronts while keeping a decently sized contingent to look for further developments.
-[] New Ghis:
----[] PCs and supplementing forces

-[] Mereen:
----[] PCs and supplementing forces

-[] Yunkai:
----[] PCs and supplementing forces

-[] Astapor:
----[] PCs and supplementing forces

-[] Assassin reserve: To be called in when there are opportunities to kill important figures who have been subverted by Baator, or to kill high-value assets of Baator.
----[] PCs and supplementing forces
-[] Combat reserve: To be called in if there is heavy combat expected or to assault Devil strongholds.
----[] PCs and supplementing forces
I'm not sure this is at all viable next month, not when Westeros goes hot. We have seen that we need significant forces to make a dent in Slaver's Bay and next month we'll be incredibly busy by taking over a continent larger than our combined Empire so far.

Even if the Lannisters and possible remains of the CoS will take the highest force-concentration we still have to get an incredible amount of land and a high number of nobles under control, and we have to do it quickly and efficiently to prevent damage to our new provinces.

At the same time we want a sizable intervention-force ready in case any other power tries to mess with us. I do not think it's likely that the Deep Ones or Winter start any serious shit while we are busy with the pacification of the western provinces, but we can't rule it out either.

---[Can we, even? 6] State Ritual - Runeward Tattoo (???)
THis seems like an item, not a ritual, why would that be there?

[] Forge of Creation -- 2.0: With the Sarnor's pacification, there comes a much higher need for Warforged bodies than could ever have been expected. Now, that the arcane machinery of Forge of Creation was built once, it could be built again - but not without effort by those most skilled at the arcane artifice.
(Progress: 0/15 -- half of the original RA)
----[] Anu the Warforged (4d6 Progress),
Do we need anything else to start the Undead-Warforged conversion, or is it just about the numbers we increase with this now?

[] The Undeath's End: The secret of the creation of the ancient and extremely potent anti-Undead poison you received from Faceless Men is lost to eons... Yet one of the greatest poison-makers the world knows is in your employ, and few other races have as much intimate knowledge of poisons as the Snake-kin, and the Drow, both of whom you have access to. Recreate the ancient mixture.
(Progress: 23/50, Cost: ??)
----[] Wyla (4d6 Progress), Naath Scholarum Branch (2d6 Progress)
I see very little reason to do this, we have never used poison that I can remember?
Not in PC-fights at least, at most it might be a minor bonus to non-PC actions.
And even there it's rare that we have to poison people in our intrigue work.
 
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Firstly, thank you for the discussion. Wipers count.

Secondly,
Just to be clear, I understood that we will start our re-conquest within that month, around the end of it?
Yes.
I'm not sure this is at all viable next month, not when Westeros goes hot. We have seen that we need significant forces to make a dent in Slaver's Bay and next month we'll be incredibly busy by taking over a continent larger than our combined Empire so far.

Even if the Lannisters and possible remains of the CoS will take the highest force-concentration we still have to get an incredible amount of land and a high number of nobles under control, and we have to do it quickly and efficiently to prevent damage to our new provinces.

At the same time we want a sizable intervention-force ready in case any other power tries to mess with us. I do not think it's likely that the Deep Ones or Winter start any serious shit while we are busy with the pacification of the western provinces, but we can't rule it out either.
The idea is that we start the Reconquest at the end of the 4th month though, after we crown ourselves the Emperor.
That would, objectively, still leave the whole month to mop up CoS, keep up the pressure on Slavers' Bay, continue infiltrating the Lannsiters...
Slavers' Bay is the only "sink" among the actions though, so anyone good enough and not assigned where else naturally gravitates there, to my mind.

If you have any better places to assign people in mind, while we lead our one last 'quiet' month before the Reconquest, just speak up, or something.
This seems like an item, not a ritual, why would that be there?
Blame @Crake, honestly. He placed it among the rituals listed to me, I just intended to ask DP about the stuff when voted-on.
Do we need anything else to start the Undead-Warforged conversion, or is it just about the numbers we increase with this now?
We already do this in the background, I think?
@Goldfish?
It's just the number-game right now, since it's something like 1,000(?) people a month converted, and we can only increase via more Forges.
I see very little reason to do this, we have never used poison that I can remember?
Not in PC-fights at least, at most it might be a minor bonus to non-PC actions.
And even there it's rare that we have to poison people in our intrigue work.
Yes, we never used any, and I am still salty Tyene's class is half-wasted. No argument from goldfish will convince me here, never has.
Not the point here, however, since restoring the poison was a promise we gave to the Faceless in a fit of "See Shiny! Wanna grab shiny!".
Since it's not like we have any better projects that Wyla'd have good enough narrative connection with (at least not until the Forge is Psion-proofed), we can just push on with the thing that has an undefined time-limit from our friendly neighborhood Death Cultists.
 
Hmm, I am not normally great at discussion, but I have a few points I want to bring up

First, I know the Red Keep is heavily warded - limiting our ability to 'investigate' - but do we have any plans about the Fel Spirit Loptr bounded beneath it, especially as people might try something stupid when we invade.

Second, I know we have collected quite a few of Robert Baratheon's bastard, but do we have any knowledge about any remaining ones, specifically with their location.

Third, I not sure if this has been brought up before and I have just forgotten, but have we investigated the sword 'Dawn', I remember something about a Dayne early on in the quest.

Fourth, this is one is simply something I forgot, but whatever happened to The One-eyed Rat Tavern?
 
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[] Operation Salted Earth - Part 2: The situation in the Ghiscari lands continues to be tense, but for now it seems viable to scale back operations and merely observe Baator's movements. Recent attacks should have disrupted the enemy's plans enough to move your assets to more pressing fronts while keeping a decently sized contingent to look for further developments.
-[] New Ghis:
----[] PCs and supplementing forces

-[] Mereen:
----[] PCs and supplementing forces

-[] Yunkai:
----[] PCs and supplementing forces

-[] Astapor:
----[] PCs and supplementing forces

-[] Assassin reserve: To be called in when there are opportunities to kill important figures who have been subverted by Baator, or to kill high-value assets of Baator.
----[] PCs and supplementing forces
-[] Combat reserve: To be called in if there is heavy combat expected or to assault Devil strongholds.
----[] PCs and supplementing forces
I'm with Artemis on this one. I don't think we can completely ignore the region, but at least for this month it would probably be best if we can largely delegate it to Inquisition assets and other auxiliaries. There is too much in the pipeline when it comes to Westeros, especially the Court of Stars, to split our stronger forces too much.

I think we might just want to keep an eye and an ear pointed that way, ready to respond as quickly as possible if intervention is required.
We already do this in the background, I think?
@Goldfish?
It's just the number-game right now, since it's something like 1,000(?) people a month converted, and we can only increase via more Forges.
The limit for the Creation Forge is 9000 Warforged per month. Everything else has been worked out to allow the easy transition from Undead to Warforged for the remaining Sarnori, with the only bottleneck being our capacity to create new bodies for them. If each Creation Forge can produce 9,000 per month, even with several of them going 24/7, it would apparently still take quite a while to complete the conversion.
 
Okay, I hear y'all about the "don't wanna split forces too much".
But, pray tell, where exactly we gonna send these people to do throughout the month, while we are pointedly not invading Westeros yet?

We don't seem to be interested in starting any new adventures, and that's alright.
But if we have nothing better to do, might as well dedicate the month to contesting Devils in Slavers' Bay, if nothing else that might buy us a month or two until they ramp up the efforts when we do have to move people out of there retaining only small groups around.

Objectively, if nothing else, this is XP.
We will have a revamp of Adventure system after Westeros, but for now, we gotta try and get every adventure we can, don't we?

...I also admit over-reliance on Azel to come up with more detailed approach than my "throw people at the place and act as if the problem will be solved", too.
Without him, it'll essentially devolve back to that, yes. :V
but do we have any plans about the Fel Spirit Loptr bounded beneath it
Tbh, I don't quite remember us ever learning about such a thing IC beyond some hearsay..?
Chances are, it explodes all over the keep and tries to make it's own demiplane'd realm we'd have to traverse until a boss battle.
You know, the usual. :V
The limit for the Creation Forge is 9000 Warforged per month. Everything else has been worked out to allow the easy transition from Undead to Warforged for the remaining Sarnori, with the only bottleneck being our capacity to create new bodies for them. If each Creation Forge can produce 9,000 per month, even with several of them going 24/7, it would apparently still take quite a while to complete the conversion.
Shall I throw in an MA requiring DP do an interlude on the conversion? :V

----------------------------------------------------------------------
Imma slep now. WIll discuss moar later. Later, nerds.
 
Okay, I hear y'all about the "don't wanna split forces too much".
But, pray tell, where exactly we gonna send these people to do throughout the month, while we are pointedly not invading Westeros yet?

We don't seem to be interested in starting any new adventures, and that's alright.
But if we have nothing better to do, might as well dedicate the month to contesting Devils in Slavers' Bay, if nothing else that might buy us a month or two until they ramp up the efforts when we do have to move people out of there retaining only small groups around.

Objectively, if nothing else, this is XP.
We will have a revamp of Adventure system after Westeros, but for now, we gotta try and get every adventure we can, don't we?

...I also admit over-reliance on Azel to come up with more detailed approach than my "throw people at the place and act as if the problem will be solved", too.
Without him, it'll essentially devolve back to that, yes.
Look, we end this month on a big attack against the CoS that will, even if it does succede, require significant follow-up in the Reach.
Which essentially means we are already invading, as the Reach is the middle of Westeros.
In terms of PC-actions we might as well book the full month for it.
 
Okay, I hear y'all about the "don't wanna split forces too much".
But, pray tell, where exactly we gonna send these people to do throughout the month, while we are pointedly not invading Westeros yet?

We don't seem to be interested in starting any new adventures, and that's alright.
But if we have nothing better to do, might as well dedicate the month to contesting Devils in Slavers' Bay, if nothing else that might buy us a month or two until they ramp up the efforts when we do have to move people out of there retaining only small groups around.

Objectively, if nothing else, this is XP.
We will have a revamp of Adventure system after Westeros, but for now, we gotta try and get every adventure we can, don't we?

...I also admit over-reliance on Azel to come up with more detailed approach than my "throw people at the place and act as if the problem will be solved", too.
Without him, it'll essentially devolve back to that, yes. :V

Tbh, I don't quite remember us ever learning about such a thing IC beyond some hearsay..?
Chances are, it explodes all over the keep and tries to make it's own demiplane'd realm we'd have to traverse until a boss battle.
You know, the usual. :V

Shall I throw in an MA requiring DP do an interlude on the conversion? :V

----------------------------------------------------------------------
Imma slep now. WIll discuss moar later. Later, nerds.
Our people don't have to be assigned everyone each month. That isn't to say they need downtime, though it wouldn't hurt, but just having them on standby if we're expecting trouble or conflict can be a worthwhile expenditure of time. And it could give us a lot of opportunities for some nice slice-of-life stuff before things kick off in earnest, Waymar spending time with his sister, Dany hanging out with her pals, Varys holding court over the other Pseudodragons who call Sorcerer's Deep home, etc.

I wouldn't mind a short interlude arc, maybe three or four chapters, following Anu as he begin the process of Undead-to-Warforged conversion, helps Sarnori Warforged adjust to their new lives, etc. It could be very neat.
 
Tbh, I don't quite remember us ever learning about such a thing IC beyond some hearsay..?
Chances are, it explodes all over the keep and tries to make it's own demiplane'd realm we'd have to traverse until a boss battle.
You know, the usual. :V

Ah, that... makes sense, I don't believe I have actually seen it mention in IC, though that does raise the question of how many other surprises there might be waiting for us in Westeros.
 
Our people don't have to be assigned everyone each month. That isn't to say they need downtime, though it wouldn't hurt, but just having them on standby if we're expecting trouble or conflict can be a worthwhile expenditure of time. And it could give us a lot of opportunities for some nice slice-of-life stuff before things kick off in earnest, Waymar spending time with his sister, Dany hanging out with her pals, Varys holding court over the other Pseudodragons who call Sorcerer's Deep home, etc.
Hm, I am still thinking in terms of "where to assign people for maximum effect"-mode, I suppose.
See, I just don't want to leave Slavers' Bay essentially on its own. We are liable to get "Mantarys 2: Fortified Position Boogaloo" like that.
Yet inevitably we'd have to send people mostly to Westeros, starting the 5th month even.

I don't particularly care about Slavers' Bay beyond the fact it's a shitshow that can/will become bigger.
The report we got this month was plenty in my opinion, as far as OOC exposure to it goes... long as the people planning the next move get enough of an idea about things going on there, that is :V

If y'all feel like having people unassigned is a better idea (and I resent the reasoning being "slice-of-life stuff" right now! We get few enough updates as is!)*, I'll concede, buh I urge ya to keep in mind I'm a paranoid bastard that isn't always wrong.
Do we want to pull people out of Slavers' Bay unless absolutely necessary? While we still seem to be able to assign people there?

We'll also have a really ridiculous amount of people not doing anything worthwhile. Many enough that "why aren't we attacking somewhere?" becomes reasonable IC, since we have so many targets and all.
*a joke, but rooted in lack of interest for fluff right now.

though that does raise the question of how many other surprises there might be waiting for us in Westeros.
*looks to the discussion with DP about overhauling Adventures*
*looks at the Ancient First Men ruins all around Westeros*

I think "a lot" covers it well enough :V
 
There aren't all that many PC targets during the invasion and even if there were, the plan is to only start the invasion on the turn of the month, so they can do other stuff just fine in the coming one.

Abandoning our positions in Slavers Bay is a bad idea, since we are very much in an ongoing conflict with Asmodeus forces there. Pulling people from there out of a vague notion of complacency is going to bite us hard.

Other then that though, it's too early to decide any deployments for the coming month. We need to see how the CoS situation shakes out first.
 
Vote closed.
Adhoc vote count started by DragonParadox on Nov 9, 2020 at 7:33 AM, finished with 77 posts and 8 votes.

  • [X] Sandor Praetorian Conversion
    [X] Retroactive Water Elemental Creation:
    -[X] Inquisition/Free Forces: 150x Large Water Elementals (CR 5) -- 135,000 IM; 50x Greater Water Elementals -- 180,000 IM; 20x Elder Water Elementals (CR 11) -- 144,000 IM, 459,000 IM TOTAL
    -[X] 2050x Large Water Elementals (CR 5) (5x per City Defense Group, 50x per Stationary Aquatic Force, 20x per Roving Patrol) 900 each -- total, 1,845,000 IM
    -[X] 400x Greater Water Elementals (CR 9) (10x per Stationary Force, 5x per Roving Patrol) 3,600 each -- total, 1,440,000 IM
    -[X] 161x Elder Water Elementals (CR 11) (5x per Stationary Force, 1x Per Roving Patrol) 7,200 each -- total, 1,159,200 IM
    -[X] Total: 4,903,200 IM
 
Guess the ritual next?
Ask DP about the specifics and whether the Snare's background of "have summoned Demons for every minute of the last month"-background will interfere plz.

In case I do sleep through, here's the people and assets we can assign to guarding the ritual, or going with us to attack the CoS in their realm afterwards:
(only discounts those busy with Ymeri, Rhaella & Mia as noncombatants, and also Ser Dregaire, - as he refused to fight CoS)
(Companions):
[] Viserys Targaryen (Level 18), Daenerys Targaryen (Level 18), Ser Richard Lonmouth (Level 18), Lya the Sage (Level 17) [x2], Ser Waymar Royce (Level 17), Garin Drekelis (Level 16), Vee (Level 17), Tyene Sandviper (Level 17), Malarys Vanor (Level 17), Rina Cox (Level 16), Xor (Level 15), Maelor (Level 14),

(Minions – high level):
[Casters] Zherys (Level 17), Lady Saenena Caleris (Level 16); Benerro (Level 15 Cleric), Teana Strykos (Level 14), Maester Qyburn (Level 14), Riz'Neth (Level 14);
[Melees] Sandor Clegane (Level 14), Liomond Lashare (Level 14);
[Marwyn's Party] Marwyn (Level 16), Vargo (Counterfeit Mage 15), Sari (Level 15), Ashin (Level 15);

(Minions – mid-to-low level):
[Casters] Wyla Drakelis (Level 13), Anu of Sallosh (Level 13), Alyssa Crowl (Level 13), Danar Crowl (Level 13), Elaheh Marita (Level 9), Nettles & Sheepstealer (Level 12); Siduri of Dis (Level 12); Valaena Velaryon (Level 9); Theon Greyjoy (Level 8), Aisha Greyjoy (Level 7), Soft Strider (Level 7), Svitran (Level 7), Jeyne Weaver (Level 6);
[Melees] Yurten (Level 13), Oberyn (Level 11 -- Fighter 3/Swashbuckler 8), Ser Gerold 'Darkstar' Dayne (Level 10), Ser Kennos of Kayce (Level 10); Thoros of Myr (Paladin 10), Rhango Two-Lives (Level 10 ), Roose Bolton (Level 9), Vrath the Serpentfolk Hexblade (Level 8), Mors 'Crowfood' Umber (Level 8), Argo the Cunning Bull (Level 6), Ser Roger 'Reyne' (Level 5 );
[Tritons] Breath Taker (Level 12 -- Triton 3/ Cleric of the Merling King 9), Blight's Bane (Level 12 -- Triton 3/Fighter 4/Elemental Warrior 5);
[The Misfits] Ceria 'Storm' (Level 10), Ser Criston Storm (Level 10), Chung Ting Lo (Level 10), Ser Denys Trainer (Level 10);
[Drow] Morwyn (Level 10), Tuin (Level 10)
[Windwards] Ser Aubert Flowers (Level 10 ), Lothos Saan (Level 9 ), Koron Redmane (Level 9), Menel Goldentooth (Level 8);

(Dragons):
[Named] Relath (CR 10/Sorcerer 1/Dragon Mystic 2), Balerion, Dirizz the Faerie Dragon (Faerie Dragon 3/Oracle 6), Osryx (Very Old Myrkdreki CR 15),

(Arcanums -- all 8 HD):
[For combat stuff] Mercy of the Soul (Caster/Healer), Aradia the Huntress (Randed DPS), Kira Windgraced (retard Bard), Diana the Sea Sprite (Ship's Captain/Caster), Beryl the Strategist (Strategist/Military-oriented Researcher), Nuri (OwTheEdge/Caster)
[For non-combat stuff] Valeria the Wondersmith (Crafting Monkey/Researcher), Naria the Loreseeker (Teacher/Researcher);

(Outsiders):
[Named] Velen (Level 8), Mereth, Sarell of the Black Scales, Tor the Shadow Guide (Level 9 equivalent?); Azema (Level 8),

(Fey):
[Named] Glyra

(Constructs):
[Named] Babro the Adamantine Golem (CR 19/Level 1 Monk), The Seeker (CR 15),

(Inquisitors):
[Named] Alysande Redsail (Level 9), Anya (Level 8), Shara Rogare (Level 8), Mia Netcatcher (Level 7), Hermetia (Level 6);

(Assorted):
[Named] Nirah, the Champion of Yss (CR 20); Aife, Herald of the Ferryman (CR 22);
-----Fey and Outsiders-----
2x Orphne Fey Lords (CR 15)
6x Wild Hunt Archers (CR 14)
4x Wild Hunt Scouts (CR 16)

1x Falxugon / Harvester Devil -- a patsy for intrigue work
1x Azata, Gancanagh (CR 4) - Garantos
22x Legion Devils - combat reserve
4x Salikotal / Vengeance Devil -- Assigned as killers for the Inquisitorial Stormtroopers
x44 41 Veteran Erinyes -- 2x in Halls of Knowledge, 1x in Shadow Tower,
10x Gaav / Lesser Host Devils -- serve as teleporting messengers and couriers under the Erinyes, who ensure their good behavior.
1x Asura Upasunda (CR 9)
4x Asura Vayphaks (CR 5)
11x Lejnths -- Need a leader on the assignment of an Erynies-equal power to follow without causing trouble.

1x Fallen Shield Archon
3x Fallen Hound Archon, 3 levels in martial class
2x Fallen Spyglass Archon, 4 levels in Rogue

150x Large Water Elementals (CR 5)
50x Greater Water Elementals
20x Elder Water Elementals (CR 11)

-----Dragons-----
9x Adult Mind Dragons (CR 15)
Osryx, Very Old Myrkdreki Dragon, CR 15
7x Very Old Myrkdreki Dragons, CR 15
10x Wyrmling Myrkdreki Dragons, CR 3

-----Constructs-----
1x Adamantine Golem (CR 19 + 1 level Monk)
38x Heralds (CR 10)
68x Elemental Wyrmlings (Acid [x8], Cold [x8], Electricity [x8], Fire [x62]
20x Mushroom Golems (CR 10, 12 HD) - 4,800 IM each (Total: 96,000)
36x Kelp Golems (Reskinned Aquatic Pumpkin Golem) (CR 8, 8 HD)
6x Umbral Spies
3x Umbral Stalkers
55x Glass Golems
2x Heavy Warstriders
5x Warstriders
20x Light Warstriders.

-----Vigilant Creatures-----
110x Vigilant Briars (CR 4)
9x Vigilant Hunters (CR 10)
140x Vigilant Kelps (CR 4, 6 HD)
75x Watchmoles (CR 6)

-----Aerial-----
270x Verdant Kingfishers
526x Verdant Ravens [Advanced Plant-Imbued Giant Raven (w/+4 Racial HD)] (CR 6, 6 HD)
2006x Giant Fungal Darkenbeasts (CR 6, 5 HD)
8x Fiery Dragonbeasts - Advanced Fiery Gigantean Half-Dragon Drakenbeasts (CR15)
10x Verdant Phoenixes (CR 15; 28,800 IM)
542x Lesser Three-Eyed Ravens
88x Greater Three-Eyed Ravens

-----Terrestrial forces-----
1,000x Advanced Thorny Rhinoceros (CR 6, 5 HD)
3,000x Istaheqs (CR 6, 7 HD)
20x Tuogou, CR 4
29x Advanced Druid Creature Lotus Leshy
22x Advanced Sorcerer Creature Snapdragon Leshy (w/+8 Racial HD) (CR 10, 14 HD)
556x Plant-Imbued Shadow Creature Cat (w/+4 Racial HD) (CR 6, 6 HD)
20x Guardian Nagas (CR 10, 12 HD)

-----Aquatic Forces-----
41x Plant-Imbued Coral Drake (CR 10, 11 HD)
20x Aquatic Cleric Creature Jesulan (CR 10, 12 HD)
850x Advanced Plant-Imbued Giant Hippocampus (CR 6, 2 HD)
20x Advanced Plant-Imbued Sea Drake (CR 10, 7 HD)
90x Advanced Plant-Imbued Orca (CR 8, 9 HD)
18x Advanced Plant-Imbued Druid Creature Orca (CR 10, 9 HD)
30x Amphibious Quickling Vinespawn (CR10, 12 HD)
10x Advanced Sorcerer Creature Kelpie (w/+12 Racial HD) (CR 10; 4,800 IM)
567x Advanced Plant-Imbued Gigantean Manta Rays (CR 6, 12 HD)
523x Plantblood Bladeleaf Sea Cats (CR 6, 6 HD)
621x Advanced Druid Creature Seaweed Leshy (CR 6, 4 HD)
595x Plant-Imbued Electric Eel (w/+6 Racial HD) (CR 6, 10 HD)
545x Advanced Aquatic Snapdragon Leshy (w/+4 Racial HD) (CR 6, 10 HD)
500x Advanced Kelpie (w/+4 Racial HD) (CR 6; 9 HD)
5x Aureate Seawyrms - Advanced Half-Dragon Sea Serpent (CR 15, HD 15)
8x Seawyrms
4x Shadebreacher Sperm Whales - Advanced Shadow Animal Sperm Whales (CR 12, HD 15)
9x Grand Dragon Turtles - Giant Mighty Dragon Turtles (CR 15, HD 12) -

-----Soulforged Undead-----
71x Black Champions (CR 15)
37x Black Brutes (CR 14)
10x Black Brutes (Aquatic) (CR 14)
10x Blood Clot Molds -- 1 per a Black Brute (Aquatic).
50x Black Wardens, (CR 8)
10x Black Wardens, mobility Upgrade, CR 8
25x Necro-Krakens (CR 15)
25x Greater Blood Clot Molds -- 1 per Necro-Kracken
5x Greater Blood Clot Molds
120x Blood Clot Molds
550x Necrotic Molds
500x Black Knights with Mobility Upgrade
70x Black Knights
10x Lindworms
5x Snatching Terrors
70x Paralyzing Snatchers
1,500x Necro-Cases, CR 1
1,000x Spitters (aquatic)
1,000x Spitters
2500x Spitter Swarms
500x Spitter Swarm (aquatic)
2,000x Fireflies
2,000x Fireflies (aquatic)
 
Ok, since there is still somehow a push to do the ritual in the Snare but no actual coherent plan to do so, let me be clear that this is is a bad idea. The original plan was to use a prepared ritual site, since we need altars of all involved gods for the sacrificing part (or a place for Yss to lounge around in his case) and the Snare is not equipped for that.

The other problem is that the Snare is intentionally set up to be really damn hard to leave, with is a giant problem for this ritual. For one, we want to immediately Scry & Die the Fey queen after the ritual to ensure that she croaks and to snort he ashes for Mythic power, and second, being trapped in the Snare means that any reaction by the CoS might take the form of a terror attack on SD or other places that we can't defend in person then. They might just decide to sacrifice a few thousand people in the town square to redirect our curse to our own land, or do some heroic narrativium bullshit while we can't stop them.

Doing something in the Snare has profound implications on the strategic and tactical situation of a given action, and should not be done without carefully considering these ramifications.

Stop using it for everything without even knowing why.
 
Ok, since there is still somehow a push to do the ritual in the Snare but no actual coherent plan to do so, let me be clear that this is is a bad idea. The original plan was to use a prepared ritual site, since we need altars of all involved gods for the sacrificing part (or a place for Yss to lounge around in his case) and the Snare is not equipped for that.

The other problem is that the Snare is intentionally set up to be really damn hard to leave, with is a giant problem for this ritual. For one, we want to immediately Scry & Die the Fey queen after the ritual to ensure that she croaks and to snort he ashes for Mythic power, and second, being trapped in the Snare means that any reaction by the CoS might take the form of a terror attack on SD or other places that we can't defend in person then. They might just decide to sacrifice a few thousand people in the town square to redirect our curse to our own land, or do some heroic narrativium bullshit while we can't stop them.

Doing something in the Snare has profound implications on the strategic and tactical situation of a given action, and should not be done without carefully considering these ramifications.

Stop using it for everything without even knowing why.
Agreed. The Snare isn't meant to be a ritual site, other than for Summoning.
 
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