Create Food and Drink should be an option for them, though it will probably take a dedicated casting per mount.

@Duesal, adding Speed to Aradias bow is a total waste. She has Haste, making the enchantment pointless. My full agreement though on Distance.

@Goldfish, can we do a few equipment improvements for Aradia next turn? We want her to go Harpy hunting after all.

Also, we still didn't upgrade the Arcanums...

Edit: Apparently I missed when her bow was upgraded.
 
Aradia's bow already has the Distance enchantment on it. Putting the Speed enchantment on it would be pretty expensive, especially considering she already knows the Haste spell. I would rather put Seeking and Phase Locking instead, if we were going to make that kind of investment in her weapon.

If the plan is to petrify the turtled Dinosaurs, we shouldn't retrieve Irony until after we've captured our full load. That way we don't have to worry about keeping him out of trouble while we are Dinosaur hunting.
... I drool at the Phase Locking ability. :o And it'd be an excuse for Lya to learn Dimensional Anchor!
There's virtually no issue with teleporting with turtles, they take almost no space on the TP.
Alright, I'll follow your lead on this. I swear I remembered differently due to the dragonpens somehow taking up a teleport slot. Did DP change that ruling?
 
We should make a PoSK of Fire Eyes for Aradia. It negates sight penalties from fog, so with that spell on, she can ignore clouds.

Edit: Argh... It's too early... and I should really read her char-sheet completely... :facepalm:
 
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Create Food and Drink should be an option for them, though it will probably take a dedicated casting per mount.

@Duesal, adding Speed to Aradias bow is a total waste. She has Haste, making the enchantment pointless. My full agreement though on Distance.

@Goldfish, can we do a few equipment improvements for Aradia next turn? We want her to go Harpy hunting after all.

Also, we still didn't upgrade the Arcanums...

Edit: Apparently I missed when her bow was upgraded.
Arcanum upgrades next turn, for sure. Aradia is getting some equipment this turn, but we should finish lifting her out early next turn, too.
We should make a PoSK of Fire Eyes for Aradia. It negates sight penalties from fog, so with that spell on, she can ignore clouds.
Add it to the wishlist for her.
 
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Arcanum upgrades next turn, for sure. Stadia is getting some equipment this turn, but we should finish lifting her out early next turn, too.
Stadia? But agreed in general for upgrading the Arcanums. That's a lot of combat effectiveness they've been missing out on. Skill points, too.
Add it to the wishlist for her.
She's already got Fire Eyes.

Maybe instead of that we can see about getting Phase Locking for her bow?
 
Stadia? But agreed in general for upgrading the Arcanums. That's a lot of combat effectiveness they've been missing out on. Skill points, too.

She's already got Fire Eyes.

Maybe instead of that we can see about getting Phase Locking for her bow?
The autocorrect feature on this Kindle is a menace.
 
After comparing Aradia to the SRD Harpy Archer (CR 11), I'm anticipating her deployment over Slavers Bay with glee.

Aradia is faster, more maneuverable, has better AC, does more damage per shot, while having a lower ATK for her first shot then the harpy, she has one more attack at full bonus, she can look through clouds, become intangible and thus invulnerable at will, and the range comparison is flat out hilariously lopsided in her favor.

This is going to be fun.

@Goldfish, given that Aradia is heavily going for volume with her attacks, how about Shocking Burst for her bow? It's up to 4d6 extra damage per round and another 2d10 on crits.
 
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Please cast your votes, guys. If you have suggestions I'm happy to implement them. You're also welcome to write up your own votes if you don't like the plan.
Adhoc vote count started by Duesal on Aug 17, 2018 at 10:26 PM, finished with 216500 posts and 5 votes.

  • [X] Try to round up dinosaurs
    -[X] General plan is to hit dinosaurs with with Merciful Searing Agonizing Firedarts (or Firebrand, depending on how tough the dinosaur is), and then turtle them, mark on their shells what kind of dinosaur they are, and store them in the bag of holding while being very careful that they have enough air and are fed and watered as you go about your task.
    -[X] Targeted dinosaurs:
    --[X] One Allosaurus as proof of concept to train as a warbeast and a mount
    --[X] One Triceratops as proof of concept to train as a warbeast and a mount
    --[X] One Ankylosauruses as proof of concept to train as a warbeast
    --[X] A couple Parasaurolophuses to make to keep company with the one we've already got (we'll eventually find a use for them)
    --[X] Whatever Troodons can be gathered to train as dino-dogs and companions that can easily survive in Sothoryos
    --[X] Whatever Comsognathuses can be gathered to train as Familiars
    [X] Minor actions
 
After comparing Aradia to the SRD Harpy Archer (CR 11), I'm anticipating her deployment over Slavers Bay with glee.

Aradia is faster, more maneuverable, has better AC, does more damage per shot, while having a lower ATK for her first shot then the harpy, she has one more attack at full bonus, she can look through clouds, become intangible and thus invulnerable at will, and the range comparison is flat out hilariously lopsided in her favor.

This is going to be fun.

@Goldfish, given that Aradia is heavily going for volume with her attacks, how about Schocking Burst for her bow? It's up to 4d6 extra damage per round and another 1d10 on crits.
We can also equip Aradia with the special arrows we got as loot for defeating the harpies.

Each Harpy Archer should have had this:
+3 studded leather, +1 frost composite longbow (+1 Str bonus), 10 cold iron arrows, 10 silvered arrows, 5 +2 arrows, lesser bracers of archery, potion of cure moderate wounds, potion of cat's grace, cloak of resistance +2, ring of protection +1. (Different harpy archers may have different possessions.)

The Cold Iron especially will come in handy for any surprise!fiends. The magic arrows certainly don't hurt, either.
 
Not quite that easily. You are probably going to have to empty your mage school for a few days to use the tower as transportation... That does not make it less weird does it?

Do we have to empty it? Surely the Dinosaurs aren't going to be in the classrooms and library etc.

I'd like to take the students on a field trip, not on the dangerous parts but it's good exposure and they can continue classes.

Eventually they'll get used to it and will be attending Runes and Scribery with Ms Latoom while we visit Yi Ti.
 
So, should we make our main focus Triceratops for now? In general we should probably stick with Herbivores until Soft Strider actually gets some rangers trained. And we also need to make a dedicated megastructure to house the dinosaurs.

Use another Island mostly, hopefully one raised up out of the ocean with decent cliffs, that will do 95% of the work.

Not sure how we contain the Flyers with anything but preferred habitat and food. I'd like to get medium to small sized flying Dino's for harrying purposes.
 
Use another Island mostly, hopefully one raised up out of the ocean with decent cliffs, that will do 95% of the work.

Not sure how we contain the Flyers with anything but preferred habitat and food. I'd like to get medium to small sized flying Dino's for harrying purposes.
For now, with the small sample size we've got, they should just be housed in the Menagerie. It's easier on Vee, and easier on us to keep them all fed. When we go full Jurassic Park we can make an island for it.
 
@Azel , I might have solved the riddle of the Nightmare on your omakes

https://www.d20pfsrd.com/magic/all-spells/n/nightmare/

The duration is instantaneous, and it must be cast while the target is sleeping. There is no thing to dispell, because by the time the character wakes up fatigued, the nightmare has already ceased its effects. That's why, technically, there is no curse to break. There is some dedicated motherfucker casting a Nightmare spell some way each night.

I suspect a Hag coven of some sort, because I doubt about the possible creatures that have it as an SLA would bother with this girl in particular.
 
@Azel , I might have solved the riddle of the Nightmare on your omakes

Nightmare – d20PFSRD

The duration is instantaneous, and it must be cast while the target is sleeping. There is no thing to dispell, because by the time the character wakes up fatigued, the nightmare has already ceased its effects. That's why, technically, there is no curse to break. There is some dedicated motherfucker casting a Nightmare spell some way each night.

I suspect a Hag coven of some sort, because I doubt about the possible creatures that have it as an SLA would bother with this girl in particular.
There's also the fact that apparently this has been happening since childhood for her.
@Duesal are there any flying dinos we can capture to see if any would be good enough to train as flying mounts?

Edit: Dinosaur, Quetzalcoatlus – d20PFSRD as an example?
There are, but for now we're sticking with the easier-to-train dinosaurs. The idea is to allow Vee to experiment with them and figure them out, and after she's done that and after we start getting Rangers and Druids en mass we can start importing dinosaurs in bulk.
 
There's also the fact that apparently this has been happening since childhood for her.

They could be different nightmares. There is no way in hell that the little girl survived 1d10 damage so often when she was younger. No, these nightmares are different and magical in nature. The other ones were probably normal nightmares. They would have killed her otherwise.

Bear in mind that the only healing this girl got as a child (because no magic healing) was complete bed rest, which means healing 2HP per HD, so 2HP in total as a child.

A couple nightmares were almost guaranteed to kill her then.
 
I just realized what we can use the rest of the Kongamato for, specifically its leg bones, since the ribs are what will be used for bows:
Dragonbone Amulet


Description: This worn but still recognizable carving of a dragon marks the center of an ancient talisman surrounded by a patterns of scales. Unnaturally light to any hand that bears it, just as all dagonbone is, an heir of Valyrian's blood might also feel the hint of flame within it.

Abilities:
  1. Fire resistance 10.
  2. Three times per day the bearer may re-roll a handle animal check relating to a creature with the dragon type.
Caster Level: 5
Out of a Huge dragon, that's basically a lifetime supply of amulets.
 
@Tomcost, an interesting theory, but I think it's safe to say that it's wrong. Either Yss or Dany would likely pick up on any mid-level dream magic being cast in their metaphysical backyard.

But I can confirm that her latest nightmare was not a natural occurrence.
 
Teleport rules: caster + medium creature per 3Xcl

GT: caster + 8 X CL medium creatures.

One large creature = 2 medium, huge = 2 large creatures and so on.

Small, tiny, diminutive and fine creatures all count as medium.

@Duesal what's up with the agonising. These are our war beasts. Be kind to animals and such :).

Annoyingly, Smokey confinement is a fort save. Is there a high level sleep type spell that attacks will?

Freezing Glance is will, but it does not force unconsciousness
 
Teleport rules: caster + medium creature per 3Xcl

GT: caster + 8 X CL medium creatures.

One large creature = 2 medium, huge = 2 large creatures and so on.

Small, tiny, diminutive and fine creatures all count as medium.

Knew it. Freaking teleport rules. -_-
@Duesal what's up with the agonising. These are our war beasts. Be kind to animals and such :).
It's more of a last resort than anything else. It's to get them Shaken so we can promptly turtle them. Alternatively I can just straight-up knock them out with nonlethal damage, so that also works.
 
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