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Y.M.I.R. (GrÜz Maomb): The Paranoia Game [I need your help!]
Posted: Wed Dec 05, 2012 10:18 pm
by Akashic Soldier
As some of you know I am playing a greedy Troll Earth Warlock Tycoon, and now finally after much hard work I have planted the seeds of industry and started my own company (Y.M.I.R.) and I am on the cusp of big profits. However, it suddenly occurred to me (just this minute) that for all of my planning I had not taken into account one very important thing--
DRAGONS!
Essentially my plan was to build a secret money bin, turn all my profit into gold, and store it within a vault surrounded by lava in the isolation of the Rocky Mountains with a small Lesser Monster manufacturing/mining industrial town sitting atop it as security. It was not "fool proof" but it was PRETTY secure (at least as a concept). The problem is... well... its Dragons. How can I stop an adult dragon from just showing up and taking my millions upon millions of credits of gold?
Ideas?
I
assume the best defense is keeping it a secret, self sufficient and isolated so they cannot learn of its existence... but that's not enough for me.
I've worked too hard to have some freaking dragon come and take my horde!
What can I do?
Re: Y.M.I.R. (GrÜz Maomb): The Paranoia Game [I need your help!]
Posted: Wed Dec 05, 2012 10:54 pm
by Grand Paladin
Well first of all:
Rule #1: DON'T ADVERTISE THAT YOU HAVE A HOARD TO RAID!!!!!
Rule #2: Diversify all assets.
Rule #3: Don't forget Rules 1 and 2.
That's just off the top of my head right now.
Re: Y.M.I.R. (GrÜz Maomb): The Paranoia Game [I need your help!]
Posted: Wed Dec 05, 2012 11:19 pm
by cyberdon
Rule #4: Don't forget about the dragon in your party...
Re: Y.M.I.R. (GrÜz Maomb): The Paranoia Game [I need your help!]
Posted: Wed Dec 05, 2012 11:40 pm
by Killer Cyborg
If your money bin is FULL, dragons cannot teleport inside it.
If they try to fly up from the outside, have gun turrets and a mercenary army.
Re: Y.M.I.R. (GrÜz Maomb): The Paranoia Game [I need your help!]
Posted: Wed Dec 05, 2012 11:52 pm
by Nekira Sudacne
The Dimensional Barrier spell will prevent any teleportation in and out, even by alien intelligences and gods (yes it explictly can be used to trap gods). You just need to find some way to make it permanent, either a diabolist or a TW device you keep fed.
While the invocation itself is rare, the text in Library of bethrald says that all Barrier spells are also Earth Warlock spells of equivlent level. So if he can arrange for a greater earth elemental to be summoned, they automatically have all earth warlock spells, and cast them at 10x radius of effect. Then just have a diabolist or alchmist make that permanent.
Re: Y.M.I.R. (GrÜz Maomb): The Paranoia Game [I need your help!]
Posted: Wed Dec 05, 2012 11:56 pm
by Faceless Dude
Be proactive. Kill all the adult dragons. They have impressive hoards too
Re: Y.M.I.R. (GrÜz Maomb): The Paranoia Game [I need your help!]
Posted: Thu Dec 06, 2012 12:02 am
by Killer Cyborg
Faceless Dude wrote:Be proactive. Kill all the adult dragons. They have impressive hoards too
You have just won this conversation.
Re: Y.M.I.R. (GrÜz Maomb): The Paranoia Game [I need your help!]
Posted: Thu Dec 06, 2012 1:22 am
by Akashic Soldier
Faceless Dude wrote:Be proactive. Kill all the adult dragons. They have impressive hoards too
Killer Cyborg wrote:You have just won this conversation.
Okay, first of all I totally agree. The first adventure that the character was introduced into he had traveled from the Great Barrier to slay an evil dragon for its horde. Which he then did with the rest of the party. Ironically, this victory is what gave GrÜz the foundation that allowed him to found the company.
10lbs of Magic Clay + 1 diamond (216 carat; custom ordered with all of my credits from my share of the loot) = a lot of 216 carat diamonds (approximately 80). Totally worth it!
Nekira Sudacne wrote:While the invocation itself is rare, the text in Library of bethrald says that all Barrier spells are also Earth Warlock spells of equivlent level.
I know I am asking so much, but an actual quote (and maybe a list of what is considered a Barrier spell) would be
greatly appreciated. I would consider it a personal favor and be very appreciative. I only get to pick 3 spells per level and so I'd kick myself if I had lost the chance at ever learning a cool spell that I might find useful.
Re: Y.M.I.R. (GrÜz Maomb): The Paranoia Game [I need your help!]
Posted: Thu Dec 06, 2012 1:45 am
by Nekira Sudacne
Akashic Soldier wrote:Nekira Sudacne wrote:While the invocation itself is rare, the text in Library of bethrald says that all Barrier spells are also Earth Warlock spells of equivlent level.
I know I am asking so much, but an actual quote (and maybe a list of what is considered a Barrier spell) would be
greatly appreciated. I would consider it a personal favor and be very appreciative. I only get to pick 3 spells per level and so I'd kick myself if I had lost the chance at ever learning a cool spell that I might find useful.
Mystic Bulwarks, page 85, Library of Bethrald
"GM Note: All walls discribed in Mystic Bulwarks can be neutralized with Dispell Magic Barrier. Most are considered Earth Elemental Spells."
Dimensional Barrier itself is a level 12 spell, so it's pretty far off.
Re: Y.M.I.R. (GrÜz Maomb): The Paranoia Game [I need your help!]
Posted: Thu Dec 06, 2012 1:48 am
by Akashic Soldier
Nekira Sudacne wrote:Mystic Bulwarks, page 85, Library of Bethrald
"GM Note: All walls described in Mystic Bulwarks can be neutralized with Dispell Magic Barrier. Most are considered Earth Elemental Spells."
Dimensional Barrier itself is a level 12 spell, so it's pretty far off.
Neat, thanks Nekira.
You have acquired one Liam favor.
Re: Y.M.I.R. (GrÜz Maomb): The Paranoia Game [I need your help!]
Posted: Thu Dec 06, 2012 2:33 pm
by Johnathan
This is more for the absurdity of it, but give me a sec here (I hope it's at least funny...)
1 - hire temporal raider/wizard.
2 - hire diabolist.
3 - have said raider/wizard enchant multitudes of pouches with dimensional pockets.
4 - have diabolist apply permanency wards to all pouches.
5 - have said raider/wizard enchant multiple trunks/cases with dimensional pockets.
6 - have diabolist apply permancy wards to trunks/case.
7 - fill pouches with monies.
8 - fill cases with pouches.
9 - pay raider/wizard to kill diabolist.
10 - kill raider/wizard.
11 - bury enchanted cases safely and securely WITHIN greater earth elemental.
12 - greater earth elemental holds cases tightly within body, underneath city of monsters.
13 - dragon now must A - find city, B - kill defending inhabitants, C - destroy greater earth elemental, D - find loot within tons of now inanimate rock/clay/dirt.
Is it fool proof? No. Is it going to be one serious pain in the butt for the dragon? Oh heck yes!
Re: Y.M.I.R. (GrÜz Maomb): The Paranoia Game [I need your help!]
Posted: Thu Dec 06, 2012 2:43 pm
by Akashic Soldier
Johnathan wrote:This is more for the absurdity of it, but give me a sec here (I hope it's at least funny...)
1 - hire temporal raider/wizard.
2 - hire diabolist.
3 - have said raider/wizard enchant multitudes of pouches with dimensional pockets.
4 - have diabolist apply permanency wards to all pouches.
5 - have said raider/wizard enchant multiple trunks/cases with dimensional pockets.
6 - have diabolist apply permancy wards to trunks/case.
7 - fill pouches with monies.
8 - fill cases with pouches.
9 - pay raider/wizard to kill diabolist.
10 - kill raider/wizard.
11 - bury enchanted cases safely and securely WITHIN greater earth elemental.
12 - greater earth elemental holds cases tightly within body, underneath city of monsters.
13 - dragon now must A - find city, B - kill defending inhabitants, C - destroy greater earth elemental, D - find loot within tons of now inanimate rock/clay/dirt.
Is it fool proof? No. Is it going to be one serious pain in the butt for the dragon? Oh heck yes!
Omg! Hahahaha! It's like the old Scandinavian folk story about The Heartless giant who kept its heart hidden away!
Re: Y.M.I.R. (GrÜz Maomb): The Paranoia Game [I need your help!]
Posted: Thu Dec 06, 2012 11:33 pm
by Giant2005
Get your hands on a PPE-Generator if you can. A single PPE generator could keep an Anti-Magic Cloud going indefinitely if it is cast at level 4 or higher. Then just use a series of Indiana Jones-like traps of Mega Damage quality to add a bit of excitement to the life of your dragon invader until it is dead.