Two titanic figures waited for them there already, mightiest giants Richard had ever seen in bright and baleful panoply, not of brass but adamantine shot through with blood and bile. Between them stood a fire spirit garbed head to food in articulated armor such that you could not guess his kindred, seeming almost like some strange and deadly insect.
Just to be sure, @DragonParadox are these people in the Gate Room and we'll have to fight them, or are we seeing them through the Gate and we can just dispel it now?
 
Update edited, thanks to the choice of mythic feats you lost neither your ring nor 30 HP.
BTW, DP, Richard and Garin both have self-healing mechanisms based on killing stuff. Oathkeeper has a Life-Stealing Crystal that restores 5 HP per kill, up to 50 HP per day, and one of Garin's daggers restores 1/2 damage dealt, up to 80 HP per day at his current level.

With the killing they've done so far, they should both be nearly topped off.
 
So all our boasting about our power whole dealing with the lannister kinda go to to shut as we kinda got nearly nothing here?

Ha, that is funny.
 
Okay, here's what I've got for now. It's going hard in order to hopefully keep all three enemies immediately occupied and to kill them as quickly as possible without using much in the way of "loud" magic. Of course, no plans survives contact with the enemy and all that, but this should at least set the tone for the round. I don't know if the Greater Forbid Action can be Counterspelled by the wards, since SLAs are not normally subject to those, but it can't hurt to try and it's an action Viserys wouldn't otherwise be using for anything, at the expense of 1 Mythic Power.

@DragonParadox, I'm not assuming much in the way of buffs are in place here, at least nothing that shouldn't already be standard and long-lasting enough that it would still be in place if cast before the infiltration. Specifically, Greater Magic Weapon cast on both of Garin's daggers and Dark Sister in order to raise their Enhancement bonus from +2 to +5 for the duration of this mission.

[X] No Time For Banter
-[X] Ser Richard spends 1 Mythic Power to activate Fleet Charge as a Swift Action, attacking the nearest Rune Giant (+50 attack bonus, 7d6+31 damage; 17-20/x2, 1 CON damage), he then uses his Avalanche of Blades maneuver (+45 attack bonus, 7d6+31 damage; 17-20/x2, 1 CON damage, with attack bonus for each subsequent attack decreasing by 4 until Richard misses). He uses Richard's Gambit to decrease his AC by 4 and increase melee damage against him by 4, allowing him to make an Attack of Opportunity against opponents any time they attempt to attack him.
--[X] If any enemies still live within the chamber, Richard then uses 1 Mythic Power with Amazing Initiative to activate his Belt of Battle, gaining another Full-Round Action. He either continues attacking his chosen foe (+45/+40/+35/+30/+25) or moves onto the Fire Spirit, using Fleet Warrior to cover distance as necessary.
-[X] Garin spends one Mythic Power to use Surprise Strike (target is considered Flat-Footed) as a Swift Action against the other Rune Giant in order to make a Sneak Attack (+32 attack bonus, 7d8+34 damage; 17-20/x4. Ignores Damage Reduction, plus Staggering Strike; Fortitude DC equal to damage to avoid being Staggered for 1 round). He then makes a Full Attack against the Rune Giant while dual-wielding his daggers (+29/+29/+24/+19 [1d4+17; 17-20/x4] and +28/+23 [1d4+17; 17-20/x2])
-[X] Viserys targets the Fire Spirit with a salvo of five Quickened Searing Agonizing Elemental Fire Darts (23 Searing Fire damage per dart, also rendering it Shaken. DC 25 Fortitude save to avoid being knocked Prone). He uses his Battlemagic Perception buff to Counterspell once as a Free Action and Greater Dispel Magic as a direct Counterspell, if necessary.
 
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Whew, lost track of time while writing that plan. Gotta head out for a few hours to run some errands. I'll try to check back in to make any amendments to the plan ya'll suggest if I get a chance.
 
@Goldfish those giants have a pretty good will save, it might be worth picking out something else to use with that action. Maybe a bloodwished Blessing of Fervor to give our guys an extra attack or some free low level metamagic per round?
Everyone already benefits from Blessing of Fervor due to Dany's Persistomancy. They also have the additional melee attack because of it, too. And if they didn't, they could get it from Channel Vigor.

I'm using GFA because it's an SLA that might help and probably can't be Counterspelled by the wards. We can't use the action from Amazing Initiative to cast a spell, but SLAs are still fair game.
 
The wards make no distinction between regular spells and SLAs. Otherwise a Pit Fiend could just Wish everything to shreds anyway.
 
@DragonParadox, I'm not assuming much in the way of buffs are in place here, at least nothing that shouldn't already be standard and long-lasting enough that it would still be in place if cast before the infiltration. Specifically, Greater Magic Weapon cast on both of Garin's daggers and Dark Sister in order to raise their Enhancement bonus from +2 to +5 for the duration of this mission.

Sure, this makes sense.
 
Maybe we could sub in Luminous Swarm? It's not as good, and only lasts 5 rounds, but it's still a 20% failure chance for their attacks and a bit of damage if they fail the reflex save.

A Numbing Sphere could be worth a try as well. The giants' worst save is reflex, and they only have 11 dex. Sure they'll ignore the cold damage, but if they get paralyzed by dex loss then that hardly matters. We could even help it along with a reached Fleshworm Infestation if we're feeling mean about it.

Alternatively we could target intelligence with a maximized searing Parboil. Fort is their second best save, but if we can beat it even once this will be much easier.
 
Maybe we could sub in Luminous Swarm? It's not as good, and only lasts 5 rounds, but it's still a 20% failure chance for their attacks and a bit of damage if they fail the reflex save.

A Numbing Sphere could be worth a try as well. The giants' worst save is reflex, and they only have 11 dex. Sure they'll ignore the cold damage, but if they get paralyzed by dex loss then that hardly matters. We could even help it along with a reached Fleshworm Infestation if we're feeling mean about it.

Alternatively we could target intelligence with a maximized searing Parboil. Fort is their second best save, but if we can beat it even once this will be much easier.
I'm trying to keep Viserys' actions open for Counterspelling or Dispelling, if needed, and don't want to blow his Belt of Battle quite yet, so with SLAs off the table, I think we should stick with the Searing Agonizing Elemental Fire Darts. For a 2nd level spell, they inflict a significant amount of damage, but also apply the Shaken debuff and have a chance to knock the target Prone. That will make the following round easier, I hope, plus keep its attention on Viserys while Garin and Richard handle the Rune Giants.

If a Touch-range spell is on the menu, it's going to be a Maximized Shivering Touch. 18 Dexterity damage, or 27 vs pretty much anything native to the Plane of Fire, is hard to overcome for most beings.
 
[X] Goldfish

Sadly seems like we lost two of the wardstones, but hopefully we will get rest and give Sultan black eye in process.
 
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