I'd rather not simultaneously damage and dispel the insides of the magical fire ship we know nothing of.

[X] Plan TNE
-[X] Viserys uses Necrotic Bomb and Imperious Glare.
-[X] Tyene uses the Rod for a Quickened Wave of Grief and a Confusion.
-[X] Be sure to nail the mages.
-[X] Call the slaves to surrender.
It only Dispels a fire-based magic item if targeted on it. When used for the AoE, it just extinguishes fires and damagea creatures with the Fire subtype.

And Tyene can Quicken her own spells with no need to use the rod.
 
Seeing this power we wield, capture entire warships guarded by Efreet...
Can anyone remind me why we don't just scry and kidnap ser Amory Lorch and ser Gregor Clegane ? They would make proper Andal sacrifices to quench the thirst of the Old Gods, would they not ?
It would pretty much start the actual war instead of both of us dancing around the subject with skirmishes against each other, and by war I mean "call all the banners, prepare the men, we march towards the enemy at dawn" level of war instead of "let's prepare, watch our enemies and sabotage their efforts before putting all our power behind it" level we're currently in.

Mostly because the last time they set their military power against us in a serious manner we both captured all the ships, turned the coats of several captains/sailors, demanded ransom from Stannis, humiliated Robert by saying he doesn't have the money to pay back for his own flesh and blood, got the money anyway since Stannis is paying for it, and the list goes on and on.
 
I can understand why the retaking of Dragonstone would spark a full war with the Seven Kingdoms, although given the interest the Lannisters and the Devils both have shown in the Dragonseeds (and the rumours of dragon eggs brought back from Valyria) I still think it would be worth it; especially for the aid we could give to those Houses still loyal to us in the area (plus I'm curious about the Dragonmount).

But how would the death of two infamous knights in service to House Lannister give that reaction.
I mean Prince Oberyn would be happy to do it himself to throw off divinations (and not for any other reason I'm sure :drevil:) ?

Mostly because the last time they set their military power against us in a serious manner we both captured all the ships, turned the coats of several captains/sailors, demanded ransom from Stannis, humiliated Robert by saying he doesn't have the money to pay back for his own flesh and blood, got the money anyway since Stannis is paying for it, and the list goes on and on.
Our forces have grown considerably since then... would they risk it for two knights hated by almost everyone ?
 
I can understand why the retaking of Dragonstone would spark a full war with the Seven Kingdoms, although given the interest the Lannisters and the Devils both have shown in the Dragonseeds (and the rumours of dragon eggs brought back from Valyria) I still think it would be worth it; especially for the aid we could give to those Houses still loyal to us in the area (plus I'm curious about the Dragonmount).

But how would the death of two infamous knights in service to House Lannister give that reaction.
I mean Prince Oberyn would be happy to do it himself to throw off divinations (and not for any other reason I'm sure :drevil:) ?


Our forces have grown considerably since then... would they risk it for two knights hated by almost everyone ?
Because hated or not, if we start taking out his vassals Tywin has to retaliate, or he looks weak. Which is both very bad in a professional sense for a feudal lord and anathema to Tywin personally.

And if he retaliates then we need to beat him. And if we beat him too badly and publicly people might start rising spontaneously in our name, which throws off our plans completely because we're not set up to conquer the whole thing yet.
 
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Or we develop a magical lead mist to envelop Dragonstone thus denying the Lannisters. But in such a way the fuedal society dont really have any cultural references for it, beyond fairy tales.

What do you do if everyone you send into the fog never comes back out.

It will be Viserys swooping in to deny assets again, the Targ-loyalists will perhaps be wary but see how we wont accept a Lannister squatting in Dragonston. Probably wont make open revolt either as it is neither claiming or outright attacking. Just denying.

Edit: Alternatively we make the Dragonmount lowkey erupt and spew smoke to scare off Lannisters.
 
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I can understand why the retaking of Dragonstone would spark a full war with the Seven Kingdoms, although given the interest the Lannisters and the Devils both have shown in the Dragonseeds (and the rumours of dragon eggs brought back from Valyria) I still think it would be worth it; especially for the aid we could give to those Houses still loyal to us in the area (plus I'm curious about the Dragonmount).

But how would the death of two infamous knights in service to House Lannister give that reaction.
I mean Prince Oberyn would be happy to do it himself to throw off divinations (and not for any other reason I'm sure :drevil:) ?

Our forces have grown considerably since then... would they risk it for two knights hated by almost everyone ?
Bluntly, we have more important uses of our time. This can wait for when the war actually starts against Westeros.
 
Bluntly, we have more important uses of our time. This can wait for when the war actually starts against Westeros.

No, we need to atleast go there to restart the pseudodragon wellspring, atleast enough for Varys snakelings, if not to spoon feed turtle babies...

Three dragonlords with Fire and Blood ought to do it.
 
We have Tyene with us. Why does Viserys need to cast Planeshift himself? That's literally half the reason Tyene is here.

EDIT: Viserys does his shenanigans to increase loot carrying capacity. Viserys lifts ship. Tyene planeshifts them both back to Prime Material, then Viserys teleports to Sorcerer's Deep. Rinse and repeat for the other two ships.

Mission accomplished, rest for a day, maybe attack the other military supply convoy that was supposed to resupply the Salamanders.
 
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Part MMCCLXXIV: Upon a Sea of Flame Part Seven
Upon a Sea of Flame Part Seven

Sixth Day of the Fifth Month 293 AC

There is a certain dark irony to ending a battle in this place by sowing the bones of men and calling forth the shadow of mortality within. Thus by death's cold touch upon the flesh and dragon fear called forth by names on ancient dread you fight your way through the ship. First to fall are the mages, wands still clutched in hand even as they try to cut and bleed you in a rain of light. Then as the hammerers begin to wilt and cringe away from your magics and Tyene together, some finally begin to heed your calls for surrender by purposefully flinging their weapons away before arcane terror can compel them.

You take 16 Damage


To your horror, however, some of those still fighting then turn on their surrendered fellows as 'traitors,' killing seven who might have otherwise have lived in a final futile act of defiance. The stairs are thick with the oily blood of the dead Azer by the time you can finally descend onto the weapons' deck.

Again lightning flashes, thunder booms... the magic passes over you leaving you unharmed, save for having to blink a handful to times before you can properly see the weapons that had caused you so much grief. In the most general sense they resemble more common siege weapons: three large bulky devices, set to roll on grooves in the floor so they can be rolled from one side of the hold to the other, though someone, probably the pair of armored fire giants in crimson armor, had moved one of the devices to point at you through brute force.

The hardest part of the battle by far is figuring out how to kills the giants without their fall smashing the delicate-looking brass and crystal weapon.

Fortunately some things are near-universal to all who value their skill in battle, however noble or base. "Come then, face me in open battle if you dare, or live on evermore in ignominy as ones who hid behind the toys of your masters." Evermore might have been something of an exaggeration. One gout of your incandescent breath, of whose power the giants were thankfully unsuspecting of, slays one of them and wounds another almost onto death.

You briefly entertain the notion of offering mercy one more time, until the cornered warrior demonstrates unwelcome cleverness by turning his axe on the lightning-thrower. Throwing yourself in front of the blow you barely keep it from being destroyed and possibly taking most of the ship with it.

You take 28 Damage


The others proved somewhat slower in claiming the remaining intact ship, mostly because simply killing the crew by sword and spell proved far less likely to break their will to fight. Ser Richard and Waymar are covered in countless scrapes, bruises, and more than one nasty looking cut by the time you arrive to help.

Rina by contrast is physically unharmed, having stayed clear of the worst of the fighting, but shaken by the savagery she has borne witness to.

Thankfully, the slower advance also gave those slaves on the lower decks more time to consider their odds and their loyalty to dead masters so that when the last of the fighting finally dies down you are reasonably certain you can treat them as freed slaves and not merely prisoners whose fate you cannot help but pity. On a more practical note one of these deserters is among the small crew of the lightning throwers.

While the minor mage has no knowledge of how to create the device, he does possess enough understanding of the principles involved to perform routine repairs and prevent disaster by way of shattering the elemental bindings.

Gained 3 Turtle Ships (2 intact, 1 Heavily Damaged and Sinking)

16 Azer Raiders
78 Fire Elemental Crewmen (Medium)
24 Fire Mephit Crewmen

Gained 6 Efreeti Lightning Thrower (Medium)

Description: The body of the weapon is wrought of brass roughly approximating that of ballista, though instead of a bow there are two symmetrical golden arcs extending back from the body of the weapon, etched with runes of binding. When used, these arcs swing back forming a perfect circle into which the power of the bound elemental is briefly made manifest to be used as the wielder sees fit through the guiding wand. Where the head of the bolt would be found on a ballista there lies instead an ivory rod which if removed from the device can serve as a wand of Jolt. Each use of the weapon consumes one charge from the wand, thus necessitating removal and replacement.

Ability: Casts Lightning Lance (CL 10) for as many charges as are found in the guiding wand. One may insert a wand of Targeting Ray in an auxiliary port above the main focus wand, allowing the spell to be cast as a swift action as part of operating the weapon.

From the third ship emerged only a handful of survivors, mostly the nimble mephits, none of whom seemed to have any interest in dying for their erstwhile masters. Yet they also seem in no hurry to leave your side, though they could have certainly simply flown off. Whether they mean to offer their services in any formal manner or simply hope to fly in your literal shadow looking for protection you have not been able to quite figure out, particularly with the ship itself threatening to sink into the unknowable depths of the Sea of Fire.

What do you do next?

[] Write in

OOC: Finally done. I honestly think we've had turn votes with fewer rolls than this, and most of them don't even show up in the text.
 
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@DragonParadox, can sufficient use of Make Whole stop the ship from sinking?

Also, can you give us hard numbers on the number of slain warriors and the amount of individual loot we got from each of them?
 
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