The Illithid likely has a base Concentration of 20, +10 from Attribute and whatever else it got. Unlikely to work.

Stealing the staff sounds more useful.

However, I still don't think it will survive both breath attacks anyway.
Good point. Disarm it is, then.

I hope the staff is something good for Qyburn. This is the best chance we're likely to see for him to get a powerful psionic weapon for him.
@Goldfish if we're breaking out the murder, how about Death Clutch? As long as we get through it's SR the very worst that can happen is that it's staggered for one round, and if it fails the fort save it either dies or ends up staggered for 1 minute and taking 1d4 con drain + 1d4 con bleed.

Ashen Union has some value too during this fight too. The target takes 1d6 / 2 CL up to 10d6 I'm desiccation damage, with a fort save for half. If it takes half or more of its current HP in damage (regardless of the save) it has to make a second fort save or die as all of the liquid in its body is expelled. Not sure how much HP this thing has left, but if we maximize this and set it off after it's taken a little more damage we might just shrivel up and die.

Depending on the layout Scourge of the Horsemen could be viable here as well. 1d6 acid damage /CL up to 20d6 and 1d4 negative levels is no joke, especially since the save only halves everything instead of blocking the negative levels.
I think there is a good chance it has some degree of protection from Death effects and Negative Energy damage, either a Soulfire equivalent item or just a Death Ward, and Viserys doesn't have any good way to bypass thst, so Death Clutch is completely no sold and Scourge of the Horseman loses its Negative Level component. Ashen Union is kinda wimpy for this fight, damage-wise.
 
I think the plan has been finalized, unless ya'll see anything that needs to be addressed?
Adhoc vote count started by Goldfish on Jan 8, 2021 at 8:10 PM, finished with 107 posts and 10 votes.

  • [X] Kill the enemies quickly before the gate can open and spill forth an army into this time-frozen realm
    -[X] Closing out previous combat round:
    --[X] The Myrkdreki Twins act to protect Qyburn. Depending on battlefield positioning, one or both of them target the Illithid with Maximized Dispelling Thanatopic Shadow Breath using a Maximize Spell Metamagic gem (Each Myrkdreki: 144 Negative Energy damage, 12 points of STR damage, Blinded and Deafened for 4 rounds, DC 24 Reflex save for half damage, DC 24 Will save to negate Blindness and Deafness and reduce STR damage to 4 points). If one or both cannot use its breath for fear of affecting Qyburn or the rest of the group, it instead uses Blood Wind to attack the Chronomancer. They use Wings of Cover to shield the group as needed.
    --[X] Richard uses Fleet Charge to cross the distance between himself and the Chronomancer to deliver an attack (+46 [7d6 + 27 + 1d8; 19-20/x2, plus 1 CON damage), then he uses Amazing Initiative to use Diamond Nightmare Blade with a +1d6 bonus from using his Mythic Surge (+41 attack bonus, Concentration check with a +36+1d6 bonus vs Chronomancer AC, [28d6 + 108 damage if successful]). If the Chronomancer still lives, he makes a Full Attack against it (+41/+41/+36/+31/+26 [7d6 + 27; 19-20/x2]; plus 1 CON damage), then uses his Fleet Warrior ability to return to Viserys' side.
    --[X] Viserys uses Amazing Initiative in conjunction with his Belt of Battle to gain another Standard Action for spellcasting, then uses Wild Arcana to cast a Maximized Sphere of Ultimate Destruction (22nd level to overcome SR, 240 Disintegration damage, DC 34 Fort save for only 30 points of damage) spell against the Chronomancer if it's still alive after Richard and possibly the Twins' attacks. If it is dead, he instead uses a Transdimensional Sphere of Ultimate Destruction (22nd level to overcome SR, 40d6 Disintegration damage, DC 34 Fort save for only 5d6 points of damage) against the Illithid.
    -[X] Beginning of next round:
    --[X] Upon arrival in the Maze, Aife uses a Quickened Miracle spell to duplicate Greater Plane Shift, exiting immediately and returning to the battlefield directly behind and above the Chronomancer's last known position. If it still lives, she either attacks it directly using her Natural Attacks [Bite +35 (3d6+20), 3 Claws +35 (2d8+20), plus Rend (2d8+30) if 2 Claw attacks hit] or Invoke the Cerulean Sign (24th caster level, DC 30 Forti save) depending on the situation. If it is dead, she instead casts Repulsion at her maximum 240 foot radius to ward off enemies before we are ready to depart. She uses her Battlemagic Perception buff to Counterspell as a Free Action, if necessary.
    --[X] Lya uses Amazing Initiative to gain a Standard Action in order to activate her Reddopsi crystal. If it still lives, she casts Assay Spell Resistance then uses Wild Arcana to target the Illithid with a Clenched Fist spell (27th level to overcome SR, +36 attack bonus, 1d8+11 Force damage plus Stun for 1 round, DC 29 Fort save to negate Stun) spell of it still lives. If it is dead, she instead targets the Chronomancer with a Maximized Return to Nature (31st caster level to overcome SR, 120 damage, loss of all supernatural and spell-like abilities, DC 27 Fort save halves damage and prevents ability loss) using a Maximize Spell Metamagic gem. She uses her Battlemagic Perception buff to Counterspell as a Free Action, if necessary.
    --[X] Viserys uses his Amazing Initiative to gain a Standard Action in order to activate his Reddopsi Rod. If it still lives, he lets the Sphere of Ultimate Destruction attack it again, casts Assay Spell Resistance, then targets the Chronomancer with a Maximized Return to Nature (32nd caster level to overcome SR, 120 damage, loss of all supernatural and spell-like abilities, DC 34 Fort save halves damage and prevents ability loss) using Miracle. If the Chronomancer is dead, he instead casts Assay Spell Resistance then targets the Illithid with a Transdimensional Return to Nature spell (32nd caster level to overcome SR, 20d6 damage, loss of all supernatural and spell-like abilities, DC 34 Fort save halves damage and prevents ability loss). He uses his Battlemagic Perception buff to Counterspell as a Free Action, if necessary.
    --[X] Richard uses his Amazing Initiative to gain a Standard Action in order to activate his Reddopsi Crystal. He waits and watches, prepared to intercede as needed.
    --[X] If it still lives, Qyburn casts Assay Spell Resistance then targets the Illithid with an Augmented Telekinetic Maneuver to attempt a Disarm maneuver against it (23rd caster level to overcome SR, +26 bonus to Disarm, 12 PP). If it is dead, however, Qyburn uses his Reddopsi crystal as a Standard Action and uses Alter Fortune to assist with Lya or Viserys' Return to Nature spell, if necessary.
    --[X] The Myrkdreki Twins use Blood Wind to attack the Chronomancer if it still lives. If it's dead, they ready an action to respond to the appearance of any other enemies who appear. They use Wings of Cover to shield the group as needed.
 
Did you guys ever go through with the plan to mass farm Hydra meat? That was a neat idea, but I don't remember seeing any follow up for it.
We found world conquest more profitable than becoming a mass-production meat industry mogul.

In another timeline, hydra meat would have been Planetos' SPAM.

... so. Crisis averted?
 
Crake we can become a meat industry mongol and conquer the world. In fact the latter may aid in the former depending upon what we do with the bodies.
 
Did you guys ever go through with the plan to mass farm Hydra meat? That was a neat idea, but I don't remember seeing any follow up for it.
The risks we'd take were calculated, but man, are we bad at math.

More seriously though, for all the ideas thrown around (by me mostly) nothing came out of it.
There isn't much need for food-production of the sort in the setting, and at worst we have Forges that can grow endless amounts of edible fungi (and even some meats) dirt-cheap if we'd have to solve world-hunger out of nowhere.

And with the Mother Earth's ritual that is unlikely.
 
Vote Closed.
Adhoc vote count started by DragonParadox on Jan 9, 2021 at 9:18 AM, finished with 121 posts and 13 votes.

  • [X] Kill the enemies quickly before the gate can open and spill forth an army into this time-frozen realm
    -[X] Closing out previous combat round:
    --[X] The Myrkdreki Twins act to protect Qyburn. Depending on battlefield positioning, one or both of them target the Illithid with Maximized Dispelling Thanatopic Shadow Breath using a Maximize Spell Metamagic gem (Each Myrkdreki: 144 Negative Energy damage, 12 points of STR damage, Blinded and Deafened for 4 rounds, DC 24 Reflex save for half damage, DC 24 Will save to negate Blindness and Deafness and reduce STR damage to 4 points). If one or both cannot use its breath for fear of affecting Qyburn or the rest of the group, it instead uses Blood Wind to attack the Chronomancer. They use Wings of Cover to shield the group as needed.
    --[X] Richard uses Fleet Charge to cross the distance between himself and the Chronomancer to deliver an attack (+46 [7d6 + 27 + 1d8; 19-20/x2, plus 1 CON damage), then he uses Amazing Initiative to use Diamond Nightmare Blade with a +1d6 bonus from using his Mythic Surge (+41 attack bonus, Concentration check with a +36+1d6 bonus vs Chronomancer AC, [28d6 + 108 damage if successful]). If the Chronomancer still lives, he makes a Full Attack against it (+41/+41/+36/+31/+26 [7d6 + 27; 19-20/x2]; plus 1 CON damage), then uses his Fleet Warrior ability to return to Viserys' side.
    --[X] Viserys uses Amazing Initiative in conjunction with his Belt of Battle to gain another Standard Action for spellcasting, then uses Wild Arcana to cast a Maximized Sphere of Ultimate Destruction (22nd level to overcome SR, 240 Disintegration damage, DC 34 Fort save for only 30 points of damage) spell against the Chronomancer if it's still alive after Richard and possibly the Twins' attacks. If it is dead, he instead uses a Transdimensional Sphere of Ultimate Destruction (22nd level to overcome SR, 40d6 Disintegration damage, DC 34 Fort save for only 5d6 points of damage) against the Illithid.
    -[X] Beginning of next round:
    --[X] Upon arrival in the Maze, Aife uses a Quickened Miracle spell to duplicate Greater Plane Shift, exiting immediately and returning to the battlefield directly behind and above the Chronomancer's last known position. If it still lives, she either attacks it directly using her Natural Attacks [Bite +35 (3d6+20), 3 Claws +35 (2d8+20), plus Rend (2d8+30) if 2 Claw attacks hit] or Invoke the Cerulean Sign (24th caster level, DC 30 Forti save) depending on the situation. If it is dead, she instead casts Repulsion at her maximum 240 foot radius to ward off enemies before we are ready to depart. She uses her Battlemagic Perception buff to Counterspell as a Free Action, if necessary.
    --[X] Lya uses Amazing Initiative to gain a Standard Action in order to activate her Reddopsi crystal. If it still lives, she casts Assay Spell Resistance then uses Wild Arcana to target the Illithid with a Clenched Fist spell (27th level to overcome SR, +36 attack bonus, 1d8+11 Force damage plus Stun for 1 round, DC 29 Fort save to negate Stun) spell of it still lives. If it is dead, she instead targets the Chronomancer with a Maximized Return to Nature (31st caster level to overcome SR, 120 damage, loss of all supernatural and spell-like abilities, DC 27 Fort save halves damage and prevents ability loss) using a Maximize Spell Metamagic gem. She uses her Battlemagic Perception buff to Counterspell as a Free Action, if necessary.
    --[X] Viserys uses his Amazing Initiative to gain a Standard Action in order to activate his Reddopsi Rod. If it still lives, he lets the Sphere of Ultimate Destruction attack it again, casts Assay Spell Resistance, then targets the Chronomancer with a Maximized Return to Nature (32nd caster level to overcome SR, 120 damage, loss of all supernatural and spell-like abilities, DC 34 Fort save halves damage and prevents ability loss) using Miracle. If the Chronomancer is dead, he instead casts Assay Spell Resistance then targets the Illithid with a Transdimensional Return to Nature spell (32nd caster level to overcome SR, 20d6 damage, loss of all supernatural and spell-like abilities, DC 34 Fort save halves damage and prevents ability loss). He uses his Battlemagic Perception buff to Counterspell as a Free Action, if necessary.
    --[X] Richard uses his Amazing Initiative to gain a Standard Action in order to activate his Reddopsi Crystal. He waits and watches, prepared to intercede as needed.
    --[X] If it still lives, Qyburn casts Assay Spell Resistance then targets the Illithid with an Augmented Telekinetic Maneuver to attempt a Disarm maneuver against it (23rd caster level to overcome SR, +26 bonus to Disarm, 12 PP). If it is dead, however, Qyburn uses his Reddopsi crystal as a Standard Action and uses Alter Fortune to assist with Lya or Viserys' Return to Nature spell, if necessary.
    --[X] The Myrkdreki Twins use Blood Wind to attack the Chronomancer if it still lives. If it's dead, they ready an action to respond to the appearance of any other enemies who appear. They use Wings of Cover to shield the group as needed.
 
Part MMMDCCV: On the Arc of Oblivion
On the Arc of Oblivion

Sometime in the Age of Heroes, Before the Rise of Valyria

As Ser Richard charges the first of your foes a spell of translocation seems to trigger independent of it, laying dormant in the air, attached to some ephemeral ward. The thing is gone, leaving the knight's blade cutting only empty air... from which bursts a bolt of withering unlife the knight is forced to parry on sheer instinct lest it flay the flesh from his bones. Even Oathkeeper cannot direct it back at a foe that is currently nowhere.

As the aboleth reappears, wreathed in a ring of sickly green lightning like an alien crown above its three hateful eyes, impenetrable darkness falls from the hissing breath of the Twins exhaling upon the other Deep One which finds itself seemingly without ward, but this is a place and a time of their choosing, if time the dim twilight could be called. With scarce a thought the enemy erects a wall of glistening silver false-matter that blackens and shatters on contact, but serves its purpose still.

Lightning flashes once... twice, both bolts aimed at Lya, both finding their mark as she shudders in pain.

Lya takes 24 Damage

Curses swirl through your mind, cold and vicious, but with a single tenor. Fuck these things and fuck the tide that dredged them from the depths of the world. By intricate gestures and tongue-tying syllables such as have broken many a battle mage of old you summon no mere line of destruction but a sphere, like a black sun risen over a frozen world. "Be Not!"

It seems for a moment the monster had run out of paths to slide on. It looks on in what seems to be frozen horror at the sphere on onrushing oblivion... tries to blink away, but cannot quite time it right.
Fate twists with a lurch that leaves you feeling sick to your stomach like a passenger on a storm-tossed ship and the foe manages to slip away. "It is not foreseen," the thing proclaims grandly. Another bolt of hidden thunder expands first in your second sight right on top of Lya.

The sea cat pounces...

Crystal flares...

Thunder rolls impossibly loud...


This time Lya is ready. She banishes the thunder before it can tear through her and then strikes the illithid with a fist of distilled arcane power, able to pass though even its ethereal form. Struck with a blow unbidden the eater of minds reels, unable to find its bearing.

You turn to look upon your first and obviously most dangerous foe. The sphere of darkness again fails to find its mark, though it carves a piece of tainted flesh out at a glancing blow. Thus onto it you wish the hatred more implacable than mortal men or deathless spirits of the Spheres could conjure, the hatred of nature defiled. Though the power is yours the shape of it is the same one as those spirits of rock and tree who guided you to this place, to this time, to end what should never have begun.

Alas, it is not quite enough to contend with the alien will before you.

"If you would be Ironborn, then drown!" it sends mockingly as time tears like an whirlwind around it and it is gone, vanished into the depths of time where you cannot follow.

It is only as Quburn tears the staff from the illithid's hands before dispelling the shroud that you realize what the aboleth had meant. A great wave black a midnight is rising from the sea to sweep aside all who stand upon the hill.

It is only then you hear the screams start. The Ironborn are awake and aware again.

What do you do?

[] Fake the Drowned God saving them from the wave with illusion as well as true magic

[] Just dispel the wave and let someone else finish the pledge, the less you meddle the better for keeping time on its course

[] Write in


OOC: This was really complicated to write what with all the swift actions, immediate actions, move actions used for something other than moving and spells hanging midair because they had technically been delayed. Hopefully it's understandable.
 
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