Please keep out of character discussion contained to this thread. The previous one hit bump limit
1650 replies and 258 files omitted.
>>196022>to increase the odds of success, Kira believes that the best location would be in the farthest cargo hold from the Traveler.What does Kira actually know about magic though? The thing she's trying to do is nothing short of a Miracle or Gate spell: something I wouldn't even be able to do with a DC 50 sacrifice check.
The kind control effect worked all the way on the other side of the island, so it doesn't have any maximum range. It was even functional on the other side of Mended Horn (hundreds of tons of rock in the way), which means that it's not exactly susceptible to radio-like interference.
Anyway, my plan to lure out Light Water and the Intruder will only work if we are within the enemies' fast-travel ranges (ala flight or short-range teleportation). Applying the laws of character foils, I was thinking that Light Water is a Cerebrant like me, which would give him automatic access to Dimensional Rift at a range of ~640+ ft at minimum (or 500 miles, if he wants to gamble); or that he is a Wizard of higher level than us and has Dimensional Door with similar range. We want him to be in range of teleportation of we want to lure him into our trap. The truck to lure him out will be to use the beads and Nystul's aura to trick him into believing that we are aiming the equivalent of a nuke at him that can only be disrupted by a targeted Dispel Magic, which will give him to arrive himself instead of just summoning monsters.
As for the Intruder itself, it likely has no ability to move. Considering its dead appearance and seemingly-indestructible composition, it's currently in a state of hypotrophy and may be unable to move. If our bluff rouses it from its slumber, it is unknown what abilities it may have, but it at minimum has some ability to fly because it travelled through space to get here. It has powerful summoning abilities, so it may be able to teleport, but in case it doesn't we will want it to be in slithering range to physically come towards us.
For these reasons, we should do it closer to the Intruder, or at least to Light Water (wherever he is).
>In addition, Kira wants to use the raw chromium the ship is transporting to (temporarily) seal up the room for the ritual as the chromium has anti-memetic properties that further dampen the Traveler's connection to the puppets.Not to be a dick, but what does Kira actually know about magic? That's kind of supposed to be my role here.
Besides, if your goal is to dispel the effect, you want to be near the epicenter of it, not far away from it.
>It also sounds as though there might be more needed to be done to reduce the Traveler's influence on them, so if Posey or anyone else has any suggestions, Kira would love to hear them.Well, most quests are written with a logical order of tasks. To me, Light Water, who is speaking on behalf of the Intruder, has obviously been foreshadowed as a "conduit" for the Intruder who enables or causes it to do all of the stuff it has been doing. He is a boss encounter and his defeat is imo quite clearly a logical step before defeating the Intruder, perhaps even a necessary step because if the Intruder is actually a semi-deceased demigod then it simply may not be destructible by any mortal means at all.
Posey has already said this in character multiple times.
Is the bridge near the cargo hold? If we situated ourselves between the two, we could just do it there.
Well, we technically don't know if Light Water even is even at the bridge. Any movement to investigate there risks further damage. We should plan our next moves carefully but I also really just want to go fight something.
>>196024The bridge is more or less above the boiler room. The particular cargo hold that fluffernoodle is probably referring to is Cargo hold 5, which is behind the bridge and a little far from it. Directly in front of the bridge is Cargo Hold 3, in front of that is Cargo Hold 2 (the lower level is where the entity is last known to be), and then beyond that at the front of the ship is Cargo Hold 1.
>>196025Which is the cargo hold we just came out of?
Cargo Hold 3 appears to be between our two potential destinations, and the point from which we could most easily draw out either target, so I say we should head there.
>>196027So, we can walk from cargo hold 4 to cargo hold three, which will put us right between the bridge and cargo hold 2, right?
>>196028No. You are between Cargo Hold 3 and Cargo Hold 4. Cargo Hold 4 is behind you, and Cargo Hold 3 is in front of you. The Bridge is 4 stories above you
>>196029I guess we should head towards cargo hold 3 then.
>>196022Is the goal to free the survivors from its influencers? Do they have to be physically present in the same room? If so, getting them here would take too much time. Otherwise, it sounds reasonable.
>>196023Aren't we attempting divine magic or a miracle? I have no idea which option would work better. We don't have a cleric anymore.
>>196024I think we're likely to get interrupted if we move any closer to the bridge. However, any movement is going to take time. If we move in any direction, we should commit to it.
>>196030I concur.
>>196031That is indeed the goal. Since Kira's plan is to use herself as the conduit, proximity to Kira is a main point of the plan. Unless even she is underestimating the power and reach this ritual will have.
>>196032I don't know how effective any of this will be, but I'm confident that the GM Pony isn't merely leading you on. Even so, I don't think we can get all the survivors, including the ones in the swan boat. The logistics of pulling up so much dead weight onto the deck just does not make sense.
>>196031>Aren't we attempting divine magicI am not a priest. We have no priest here.
This would be top tier magic even for a Cleric.
>a miracleApparently? Idkwtf Kira is trying to do, or why she thinks it would work.
I just suggested using it as bait.
>I think we're likely to get interrupted if we move any closer to the bridge.The enemies appear out of thin air with no apparent maximum range or limit in number: we will be interrupted no matter what we do or where we go.
>any movement is going to take time.It would take less than 10 minutes to travel that far in game.
>>196032You know, I am none to judge because I have used the human sacrifice rules twice in this game, but I am not really fond of this "cross our hearts and pray for deus ex machina" thing... I want to defeat the enemy using our actual abilities and skills, not making a wish and asking the DM to write a divine intervention scenario. It's too magic-tea-party for my liking.
Worshipping a deity doesn't mean that deity intervenes on your behalf just because you asked them to. Even a lvl 20 Cleric rarely succeeds in calling for divine intervention when they cast Gate or Miracle.
If I didn't want to use the ritual as bait, I wouldn't even be considering this. Now that I think about it, idk why Light Water would think this would work either, and if he doesn't believe it would work it wouldn't lure him out. I guess I can use Magic Aura to produce a fake bead of summons and go in with a Bluff check, but I am not as confident in this trap as I was a few days ago.
>>196034>>196035Its main value in my eyes is as a compromise action.
The mention of using the Sun as a WMD reminded me of the Burning Eye Of Al-Ghautra (basically a giant magical magnifying glass that burns everything everywhere). Its sometimes referenced in the Burning Hate headcanon (the speculation for Pelor being secretly evil, or has a Daybreaker-like alter ego), because the church of Pelor keeps two shards of the broken lens under wraps in case they wanted to use it themselves for some reason, which adds to the pile of mass-destruction items that the Shining Light of Pelor keeps and produces (like the exploding Dawnstar mace).
Also, just going to post the DMG2 here, because it's pretty good overall, especially for world-building and urban design. Also some pre-made NPCs of various levels and roles.
I was hoping to use the rules for starting an organization and running a business (criminal enterprise with a scholarly organization as its front) after all this is done.
>>196038By this I meant we can defer having to decide between approaching Light Water or the Fellow Traveler first. I don't know if it would make capturing him alive easier. Whichever course of action we take, we should choose to capture him if possible.
>>196041I'll check that out!
>>196045 →Just so that I understand correctly, the Equalism in Our Town isn't the same as Stalliongrad Communism, right? Per my understanding of EaW, they have separate origins and beliefs, correct?
I am a bit confused, because it seems as though they have been used interchangeably.
>>196058"Equalism" is the renamed Equestria at War term for the category of leftwing ideologies that take the place of "Communism" in Hearts of Iron 4.
The Equalism of Starlight Glimmer and Our Town in the show is based on the belief that differences between ponies, and in particular, different levels of ability and talent, creates barriers to social relations, competition, and disharmony. The ideology of Stalliongrad, while still finding competition to often be contrary to harmony takes an approach more like the marxist notion of "from each according to his ability to give, to each according to his needs."
Maybe some kind of difference in terminology is necessary.
Basically when you see something in the show that is some radical move to try to obtain some result that is dependent on magic - like Starlight Glimmer's cutie mark removal or the Silence in the Kirin Grove - there is a less extreme ideology that uses more mundane means to obtain similar ends in the Occupied world. Of course the Stalliongrad communism/equalism is one of the more "right wing" versions of the ideology in-universe
>>196060Noted. Just wanted to verify, because my last monologue was a subtle reference to the show and offering Posey's supremacist perspective on the nature of power, but then I felt like a fool conflating the terms.
>>196062It seemed like Posey was pointing out a sort of contradiction in the practice of the ideology, since Blackheel is clearly unequal to his comrades, and also seems like he would be in an aristocratic position under traditionalist, supremacist, or harmonic governments
>>196063Yeah, that was the point, and also a technocratic point referring to how accomplished mages have obvious power imbalances that isolate them from their peers, and since not everyone can be an archmage creatures can't really be truly equal while a few of them have the power to turn all the rest of them to ash in an instant.
Which is her perspective, coming from a supremacist mageocracy, having been raised as a slave to vampire witches. Posey is also an insane, twisted, evil megalomaniac who wants to make the world fear her though, so her opinion isn't necessarily one of good faith or reason.
Just so that we are all on the same page, my plan is to trick Light Water and/or the Intruder to come to our location by putting on the impression that we are casting an incredibly destructive [Calling] spell, to make them desperate enough to arrive in person to Counterspell it otherwise interrupt us.
It is a multi-layered plan involving a number of components:
>Cargo Hold 3
This location puts us in dimensional-door range of both Light Water and the Intruder, which means we can goad them into arriving with magic. We can guess that Light Water is a Wizard who has not prohibited Conjuration, and if he's more powerful than the party he should have access to lvl 4 spells (or cast Dimensional Rift, if he's a Cerebrant like Posey).
...I will say, this plan does fall apart if neither Light Water nor the Intruder possess any dimensional travel powers, although considering how many monsters they have summoned so far I highly doubt their Conjuration abilities are so limited.
The confined space of the room also makes for an enclosed encounter space, and limits the number of monsters that the Intruder can summon to attack us during combat after the first round.
>Nystul's Magic Aura
This spell allows me to alter the aura of those fake rosary beads to seem like a proper Greater Strand of Prayer Beads, particularly a bead of summons. This detail in particular is meant to subvert any magic-sensitive divination or clairsentience ability that Light Water or the Intruder may have to call our bluff, allowing us to use their all-seeing eyes against them. The illusion requires personal interaction to see through, so this will fool them if they try to use magic to see through us at a distance.
>Forgery
This is a check to draw an authentic summoning circle. Forgery is opposed by Forgery (which only rogues have as a class skill) and the Forger gets large, easily-accessible bonuses. Light Water should be able to see through the facade with a spellcraft check, but only if he examines it closely. Another layer of deception.
>The white unicorn + medicine check
Our conduit. All this time, our enemy has been able to predict our movements and summon monsters all around the map to counter us because of its telepathic connection to its thralls. This is an unfair position to be in, but one we can exploit. By making a Medicine check on the unicorn, we can restore 1d4 HP to him and effectively control the moment he wakes up: as he wakes up, he will only see the false pretenses we arranged to stir light water into drastic actions. Furthermore, after waking him up, we can immediately knock him out to control the amount of information Light Water gets, and make him believe that time is off the essence.
This functionally allows me to make Bluff/Intimidate checks "over the phone".
>Bluff check
This is a check to deceive Light Water, but also to control his movements. Light Water is likely a Wizard, so he lacks Sense Motive as a class skill, but he will get a +10 bonus against being tricked into risky/dangerous behavior, do this is not an easy check. That's why I am putting on all of this other fanfare.
>Intimidate check
Posey's specialty. Using the Coerce function of the skill, we could use this to impose panicked behavior to augment the Bluff check earlier, startling Light Water into making rash decisions. Not only that, as soon as the connection is severed, Light Water attitude will change from Unfriendly to Hostile, meaning he will explicitly take risks to hurt us and forfeit caution.
>Rain Of Terror
A supervillain like Posey knows the importance of Presentation. Using Rain Of Terror, she will make it rain steaming hot blood alongside living and dead snakes from the sky, to send home the message that an imminent magical catastrophe is afoot. This also gives her +10 to the aforementioned intimidate check.
>>196100Oh yeah, and Kira's prayer, which may or may not actually do something. I gave her some occult support and drew some sigils so that her deity can directly see her right now, and decide whether or not it wants to intervene.
Maybe it will cause some kind of Rayquaza vs Deoxys situation, since in alchemy the Oroborous encircles the firmament and governs the cycle of life and death on behalf of the demiurge, and we are dealing with an alien that said it would subvert the cycle and "free us from the gods of this world".
Kira's mantra implies her tribe reveres the aspect of the world serpent that governs life and protection. Posey will be reinforcing her appeal using a mantra based on her studies of death and destruction, to complete the circle and maximize intervention.
>>196100I failed to consider the possibility that the Intruder's Telepathic evesdropping might not always be active...
I'm really confused with this Telepathic control thing. I thought the Traveller was seeing through the eyes of its thralls. It even spoke through the thralls on multiple occasions, and it is seemingly aware of our exact location on the other side of the island because it was able to summon seemingly endless monsters within melee range of us. I was even able to speak to it directly through telepathy with a concentration check last year. It was even seemingly able to read our thoughts at times because it referenced our memories in its monologues, so I thought it had some way of contacting us. I already rolled Arcana a couple times to determine the details of the possession ability, with little luck.
I don't know how any of this works or what I am doing. I thought it would be clever to use its omniscience against it, but I guess I must be a giant fool.
I'm sorry. I let myself believe that this plan would work, and then when it didn't I just fucked it up even more.
>>196123The Traveler
does see through the eyes of its thralls. The Traveler does summon monsters. Don't worry. You're getting monsters. They are coming. You're just not getting Light Water, because he only sees what the Traveler choses to show him. If you had done this on the deck where Light Water could have seen it with his own eyes, or if you had used the radio, he would have known. You did not and he does not. You'll get a boss battle, just not against Light Water. Also if he
did know Light Water would not have come into Cargo Hold 3 anyways because if he did, he'd get shot immediately as there is no cover and he cannot take his petrushkas. If this had happened on the deck, he would have flown down and sent his petrushkas with him.
>>196126>If you had done this on the deck where Light Water could have seen it with his own eyes,That was my original plan, but the NPCs said we shouldn't because it was raining.
I guess I should have done it there.
>>196129No? They said that you couldn't see the moon.
You know where else you can't see the moon? A closed cargo hold.
>>196130Posey only wanted to see the night sky.
Then maybe I should have been more adamant about going above deck, but we had spent so long discussing where to go next that I didn't want to delay things even more.
I screwed up.
>>196137You can see the night sky when you sail away from the island. Until then, clouds will separate you from the world beyond.
I am going to voluntarily stop using Book Of Vile Darkness sacrifice rules. I only ever did it because it gave me access to spells outside of my reach, like Animate Dead and Create Undead, spells I wanted to cast myself as a necromancer but could not because I was too low level with no level-ups in sight. GM let me use it, but tbh the Sacrifice table is broken and it makes me feel like an unskilled whore for using it (Posey would feel the same, begging demons and gods for power she lacks). Just because GM lets me do it doesn't mean I should, so I'll stop just like I stopped using the Defiling rules. I don't let my players use it at my tables anymore, so I won't use it here.
I had figured this would be my last time because I hoped that after this quest I would be high enough level to cast those spells myself, but in the end it was just edgy sausage.
I did enjoy doing it with the Kaftars though.