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In Which Evil Is Paid Unto Law & Korvosa Falls To Darkness
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Round 83 (12:08:18)

"IF A SHADOW MIGHT KILL YOU, CUT YOUR THROAT FIRST. THROW YOURSELVES FROM ROOFTOPS! OR BECOME A SHADOW, EAT YOUR OWN CHILDREN, AND BE DAMNED."

Toff Ornelos found his scroll of mage's decree.

 

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Gods.

What would this city do without him.

 

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Toff Ornelos is many things.

Weak of will. Spineless. Cold-hearted. Cruel.

Toff once murdered a wizard who beat him in a fair duel. And then he lost another duel so he did it again. And twice after that. He's maimed or crippled more than forty apprentices, sorcerers, adventurers, and civilians.

In his advanced age the headmaster has begun to make mistakes he finds difficult to explain.

He stole tens of thousands of gold pieces from the Breaching Festival prize pool on the irresponsible assumption that no one would ever win that contest.

And then he rigged the contest for someone to win. (It wasn't his cleverest plan.)

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Sure, Toff Ornelos is many things. Among them, he's one of the most powerful wizards in Varisia.

You know Varisia.

It's that place with all those Runelords.

 

When you reach eighth circle I'll listen to you whine.

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Sending is a fifth-circle evocation that takes 10 minutes to cast.

Tedious grunt work. Toff hasn't cast the spell in 15 years.

Jandar Lilswin, based out of Absalom, is an adventuring wizard in the Pathfinder Society. He took the job on his headmaster's advice; it's a good way to gain experience, and gives Toff a man inside the Society.

Lilswin is a wizard at wizardry - 4th circle already at age 28. Toff wants him to hit 5th and return to the Academae a teacher.

One would worry that this rising star might resist a DC 20 scroll of greater scrying, and thereby flush 2,000 gp down the drain, but there are mitigating factors.

The first is that Headmaster Toff Ornelos has always filled his innermost circle with yes-men and those of weak will.

The second is he carries on his person a certain twist of string which ensures his scrying seldom fails against Korvosa's halfway notable.

(If you ever attend the Academae, or just in passing through the city catch Toff Ornelos's attention, you'd be well advised to stay away from barbers.)

 

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Round 85 (12:08:30)

Message, unlike sending, takes all of three seconds to cast. And operates through a scrying sensor. And allows back and forth.

Toff thinks it a much better spell.

"Jandar! this is Toff. Get your venture-captain on the line."

 

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Absalom isn't a small city; it'll take several minutes for Jandar to get the venture-captain's ear. From there, maybe two minutes to bring in a teleport-capable strike team of Pathfinders. But some random high-level party won't do any better against those shadows than Irevotnin and Tuttle. Korvosa needs specialists. Half-constructs with ghost-touch weapons. Oracles that can pour out positive energy. Iroran hummingbirds with 30 touch AC. The Pathfinder Society can supply those, for a price, and House Ornelos can't afford not to pay. But competent reinforcements will be slow to arrive.

It isn't true that Korvosans waste no time, but in Toff's experience they certainly waste less of it than other kinds of humanoid.

The absolute soonest they might see a Pathfinder is six minutes from now; the strike team on standby. With good luck some relevant specialists will live in Absalom and be reachable at their homes; they might get here within 10 minutes. Or they might not. Others will be deep in unknown cities or dungeons and only reachable by sending. Or asleep and unreachable for hours.

Until then, it's up to Toff Ornelos to preserve what he can of Korvosa.

 

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He's had a few seconds to think while casting. That's time enough to make a plan.

Round 86 (12:08:36)

Free action to command his unseen servant, move action to accept a proffered scroll of mage's decree. Standard action to cast the spell.

Beneath Korvosa lies a sprawling expanse of labrinthine sewers, Shoanti catacombs, limestone caves, and Thassilonian ruins buried by time, collectively known as the Vaults. Sewers are necessarily porous, but pushing past them somewhere in the Vaults will be defensible tunnels, spacious enough for thousands of Korvosans. Shadows can't pass through any wall thicker than, eh, sevenish feet. Find a tunnel with few outlets, or block a bunch with stone shape, guard the bottlenecks with magic weapons. Voila, a perimeter you can hold.

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Good effort, but that doesn't work either. Shadows can just scoot through the walls around the posted guards.

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Watch a wizard at work, fool.

To non-undead within 11 miles:

"FLEE DEEP INTO THE VAULTS. SHADOWS CAN'T PASS WALLS TEN FEET THICK. KORVOSAN NECROMANCERS: BIND INCORPOREAL DEFENDERS TO GUARD CHOKEPOINTS FROM WITHIN THE WALLS."

 

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Shadows can't damage other shadows.

But they can physically bar the way.

And they can grapple and drag.

 

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Round 88 (12:08:48)

It's been 7 rounds since the Church of Asmodeus took off wind walking. Airborne at 60mph they took only twelve seconds to retrace the path that took six minutes for Beri Ellen, but upon arriving they needed 30 seconds for their mouths to turn solid again.

Some shadows came over curiously while the Asmodeans were coalescing, but they couldn't pass the undeath ward, got bored and left.

"Who can Command Undead?"

No one has the spell prepared, but the third-circle took the feat as did Archbishop Reebs himself.

Reebs can Command 11 hitdice of undead - 3 shadows. The third-circle can Command 2. Five shadows aren't enough for Ornelos's plan.

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Round 89 (12:08:54)

Looking for a shadow... found one.

 

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Round 90 (12:09:00)

Reebs binds it to him.

"New orders. Kill only those I specify. Return immediately to my side. Command your spawn likewise."

 

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Round 90 (12:09:00)

At 12:07:30 AM, there were 271 shadows. How many shadows are there now?

It's been thirty seconds since Toff's first mage's decree, but most aren't in a position to act on it, Korvosa unprepared to implement the advice at a scale that significantly slows the shadowpocalypse.[1]

Rutio killed 2 shadows who were intentionally feeding, the rest of the Sable Company killed 5. Vencarlo Orisini killed 1 shadow. Tuttle's party got lucky and killed 5, the Pharasmins (who we haven't been following but who must have coalesced by now in Midland) also killed 5. Other people have probably have killed a shadow, we'll optimistically say another 17.

The city has killed 34 shadows and enslaved one.

Most of that happened towards the end of the minute and a half, and to avoid having to do calculus I'll do the doubling first and then subtract the fallen.

As of 12:09 AM there are 508 shadows in Korvosa.

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1. Take the near-ideal case of a 10 Strength adult carrying a dagger, who's attacked by a shadow and takes 3 Strength damage. They attempt a coup de grace - a full round action which provokes an attack of opportunity. Presume the shadow misses the attack of opportunity, though it's favored to hit. The 7 Strength adult takes at most 4 damage from their attempted suicide, and 75% of the time will take only 2. That's unlikely to drop even a 1st level commoner, and if it did they'd still have to spend a minute bleeding out before they would be dead. The coup de grace also forces a fortitude save against instant death, but the save DC is 12 or 14. That's better odds than a coin toss, but I wouldn't call them good.

Of course, if our 10 Strength adult carrying a weapon starts before the shadow even touches them and has multiple rounds in which to make coup de grace attempts, they're nearly sure to get it in two or three. (Unless they knock themself unconscious but make the save against instant death, which would be unfortunate.) And anyone with a sufficiently tall roof to jump from can jump from it. (Unless the fall knocks them unconscious but doesn't do enough to instantly kill them, which would be unfortunate.) But those without weapons or roofs are just out of luck, and the roughly 85% of Korvosans who start with a strength penalty simply aren't going to survive a surprise round from a shadow, and then an initiative round, and then an attack of opportunity.

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If he'd known his little distraction would go this well, maybe he'd have sent both shadows and made this the main event. There'd be over a thousand in Korvosa now.

This is a lot of power for one second circle cleric of Gorum. It might go to his head.

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He's already planning what city he'll destroy next.

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Eh, he'll probably be scried on tomorrow and assassinated in revenge. A hazard of attacking scores of high-level characters on your own as a third level character with no institutional backing.

Whatever, Elysium's waiting for him. He'll leave depopulating Golarion of all sedentary peoples to the world's other low-level clerics. Gods know there's more than enough to do the job.

In the meantime he'll get started on phase 2.

 

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Toff Ornelos is Korvosa's most powerful wizard - as far as anyone knows - but he's far from its only wizard.

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Page 138 of the Dungeon Master’s Guide V 3.5 presents a way to determine how many characters of each class reside in a city. According to this method, the average population of a large city like Korvosa includes 3 11th-level wizards, 6 5th-level wizards, 12 2nd-level wizards, and 24 1st-level wizards.

Those are rookie numbers. Korvosa laughs at them.

The Academae in Korvosa is more than two hundred years old, founded in 4473 AR by Lord Volshyenek Ornelos, AKA the the Undying Lord Volshyenek Ornelos AKA Lord Volshyenek Ornelos the Eternal. Alas, Volshy was cut down in the prime of his life, at the tender age of 209. But the school lives on.

The Academae is the premier school of magic in Varisia, with a world-wide reputation. It's also a deathtrap. Three in every ten students die.

There are older schools of magic. Schools with more extensive libraries. Halls of learning that better culture the mind. Other wizard colleges produce better-rounded individuals.

Well-rounded individuals who yammer away in coffee shops and wash Korvosa's laundry. The Academae trains wizards.

Give ten years of your life to the Academae, and they will teach you what magic you can learn. Dropping out is not an option, and if after ten years you can't pass their final exam, they give you to the necromancers. You can't graduate unless you're second circle; most make third, many fourth and some even fifth.

Hopefuls are drawn from as far away as Geb and the Mwangi Expanse. Some fail at the entrance exams, others had no intention of even trying and were just attracted to the scene. They apprentice under one of Korvosa's many wizards and get an Academae education second-hand. Or enroll at Theumanexus College, which styles itself as a competitor.

We'll say one in ten adult Korvosans can at least cast cantrips, or 1,230. 615 of them have 1st-circle spells or better, 300 have 3rd, 100 4th. About twenty can cast at 5th-circle; some Academae professors, all eight of the deans, the rare Academae student, and unaffiliateds like the Headmaster of Theumanexus College. At least seven have 6th-circle spells. Toff Ornelos has 7th and 8th.

In terms of spells, if they all had combat spells prepared in all their slots, Korvosa's arcanists would have between them something less than[1]:

8th – 2

7th – 3

6th – 28

5th – 80

4th – 400

3rd – 1,200

2nd – 2,000

1st – 2,460

cantrips – technically infinite

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1. This an overestimate by almost half-again, since it assumes everyone save Toff Ornelos has four slots for even their highest circles of spell.

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If each of the 508 shadows which exist as of 12:09 AM were huddled immovably in a 20 foot radius sphere waiting to die, if each of the 5th level spells were a 10d6 cone of cold and each of the 3rd level spells were a 5d6 fireball, Korvosa's wizards could kill every shadow in the city 319 times over.

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Alas, none of that is so.

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Let's assume that every round for four rounds 20 fifth-circle wizards, 80 fourth-circle wizards, and 200 third-circles each find five targets clustered together for a fireball (which will take all the third circle arcane spells in Korvosa; it's a good thing they were all prepared and fireballs), further assume that no shadow ever saves against a spell cast by a 5th circle wizard, that the 4th-circle casters all do 8d6, and that the damage is used perfectly efficiently (never, for instance, wasting damage by needing a whole 5d6 fireball to finish off a group reduced to 2 HP).

Korvosa's collective arcanists could deal 9,850 damage, enough for 518 shadows.

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How many can they really get?

When they're lining up a solid shot every couple rounds if they're lucky?

When they have less than four blast spells prepared?

When if they make themselves a target they could get jumped by a shadow and dropped inside a round?

Is it, perchance, less than 508 shadows in a minute and a half?

This is a wild guess, but I'm thinking it maybe might just be something less than 508 shadows in a minute and a half.

Damage spells aren't going to do anything that hundreds of sixth-level archers couldn't.

I guess wizardry isn't all that it's cracked up to be.

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You sweet stupid child.

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