I think we should try to shut the Gate down ASAP, before shit start a piling up on us from both ends.

[X] Get to the Gate Room and shut it down, you can handle everyone on this level, at least long enough to do what you came here from, but not reinforcements from the City of Brass
-[X] When not fighting or otherwise occupied as they rush to the Vault, Viserys, Richard, and Garin will drop as many activated Sultan's Tribute bombs and Elemental Gems as they can manage.
What do you think about just using scramble portal or possibly portal to portal redirect to mess with their access point instead of just rushing toward the control station? It seems like getting in range to tag it and then turning around to shut it down would work better to me.

If we make it out alive we should definitely start carrying around a small strike force of undead in Viserys' cloak or something. This would be easier if we could bust out like 25 or so expendable shock troops.

Hell, I'd take as many as we can carry around without making it hard to carry loot. Maybe we could get some of our old bags out, fill them with unliving servitors, and have Viserys carry them around on his belt?

Edit: actually, could we use PtPR to open the portal directly into that earth portal in Westeros, then pull in part of our garrison we wouldn't mind losing to even the odds a little for the attack? My original thought was to put the other end somewhere harmless, but we might as well take advantage of it if we can.
 
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What do you think about just using scramble portal or possibly portal to portal redirect to mess with their access point instead of just rushing toward the control station? It seems like getting in range to tag it and then turning around to shut it down would work better to me.

If we make it out alive we should definitely start carrying around a small strike force of undead in Viserys' cloak or something. This would be easier if we could bust out like 25 or so expendable shock troops.

Hell, I'd take as many as we can carry around without making it hard to carry loot. Maybe we could get some of our old bags out, fill them with unliving servitors, and have Viserys carry them around on his belt?

Edit: actually, could we use PtPR to open the portal directly into that earth portal in Westeros, then pull in part of our garrison we wouldn't mind losing to even the odds a little for the attack? My original thought was to put the other end somewhere harmless, but we might as well take advantage of it if we can.
We'll have to see what Viserys can discern about the nature of the Gate once we reach it. If we can't shut it down, temporarily scrambling its destination would at least buy us some breathing room.

Best case would be something like you said, connecting it to another portal in friendly territory, especially if we can use that to escape through with the stones.

Worst case, we chunk explosives and Sultan's Tributes through it to make enemies wary about approaching it for a bit.

I've edited my plan a bit, from immediately attempting to shut the Gate down to trying to determine if we can fiddle with it.
 
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There is a chance that this magebane Amir is attuned to the phase ward as well and could become ethereal when richard attacks him or could teleport away.
Viserys could cast dimensional anchor on him.
 
We should get the lore and data from the peerless empire to build these kind of bunkers with our own traps and fleshforged beings throughout the imperium.
This place is really annoying us and that says how good this place is.
 
Actually thinking about it now that I am awake and have had my coffee I do not think an easy redirect should be in the cards. I mean you could connect it to some hostile environment and kill the whole fortress, like fill everything with acid fog from the Abyss or water.
 
I do, it's a real dungeon run like we hadn't had in years.

No high-end spells to cut right to the solution, not just a bossfight against some big bag of HD, instead real challenges where input beyond the battle-plans matters.
I love it.
It's a boring precisely because it doesn't matter. To be honest I doubt any of the companions are going to die in this situation.

There is no real risk of of significant failure and its not exciting as a results.
 
It's a boring precisely because it doesn't matter. To be honest I doubt any of the companions are going to die in this situation.

There is no real risk of of significant failure and its not exciting as a results.
I disagree there is a very real chance that the companions could get swarmed and killed and this heist is crucial to the narrative and future wars
 
It's a boring precisely because it doesn't matter. To be honest I doubt any of the companions are going to die in this situation.

There is no real risk of of significant failure and its not exciting as a results.
You know, between the block on Teleports and high-level spells and the fact that there is an open Gate for CoB reinforcements, I kinda do believe there is a real risk for our companions.
I don't know if DP will actually kill one, but at least I'm not absolutly certain we'll win like in some prior engagements.
 
You know, between the block on Teleports and high-level spells and the fact that there is an open Gate for CoB reinforcements, I kinda do believe there is a real risk for our companions.
I don't know if DP will actually kill one, but at least I'm not absolutly certain we'll win like in some prior engagements.
Plus this entire heist is too risky for my taste but the rewards are worth it .
Do we have any way to delay the enemy from going off with the loot?
 
I also need a DP ruling on how the antimagic device will interact with the action economy and the Chronimancy. Can it prevent celerity or timestamp from going OFF and how does the person that actually acts to dispel the magic rank on the initiative scale, or is it automatic, where a single device can literally always act first.
 
I also need a DP ruling on how the antimagic device will interact with the action economy and the Chronimancy. Can it prevent celerity or timestamp from going OFF and how does the person that actually acts to dispel the magic rank on the initiative scale, or is it automatic, where a single device can literally always act first.
It can prevent timestop but celerity only has a chance of being dispelled and detected
It was discussed both in the thread and the updates.
 
The device can cancel magic effects in a wide area without actively needing to spend actions, but can only detect and cancel spells that are powerful (high level), large-scale (mass buffs or huge AoEs), unusually disruptive in some fashion (such as Chronomancy or Mythic stuff), or specifically looked for by the operator of the ward, with the skill level and number of active operators increasing detection chance. So a 9th level Apocalypse from the Sky spell will always be detected and negated, but a 1st level self-buff is practically impossible to counter.

The action economy only becomes relevant on a tactical level when you directly attack the wardstone and the mages operating it, when they can spend actions to use it much more precisely, such as flat out shutting off specific magical effects or mimicking powerful Dispel-type effects.
 
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What about mythic timestop. Where it can be kept going for hours, so can a wizard hypothetically just walk though there base in timestop.

Must patch every weakness.
 
I also need a DP ruling on how the antimagic device will interact with the action economy and the Chronimancy. Can it prevent celerity or timestamp from going OFF and how does the person that actually acts to dispel the magic rank on the initiative scale, or is it automatic, where a single device can literally always act first.

It is automatic. If you could just beat it with high initiative the whole system would fall apart.
 
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