Good to know, last question what is our terms of engagement when it comes to Jon in the north? Are we going for flipping him and the rest of his family, or coming else?

Who knows.

Tentative plans are to get almost half of Eddard's bannermen to ignore his call to muster, or at least drag their feet, and resolve the war long before he has time to cross the neck.

Ideal scenario, we finish up in the South, march a Legion or two north and meet up at the neck, then nonchalantly tell him to turn that army around, they're getting in the way of the highway we're building straight to Brandon's Wall.

Half his banners will dip right then and there.
 
A tiefling is normally thought as Human + Devil but it is ACTUALLY Human + Outsider.
Actually Tiefling is always Fiend+Human. The Fiend can be Devil, Demon, Rakshasa or other.
If it' a good Outsider+Human it's an Aasimar (from Angels, Archons, Guardinals, etc.)
---[] Offer the silvered Tome and Sword of the Inquisition to Ceria Storm.
I'm not against that, but so far she has done mostly external work in Westeros and such, shouldn't she try working in our internal security for a while before being made an Inquisitor?
-[] Assigned: Tyene, Nuri, Azema, Orphne Feylord and 2 Umbral Spies.
----[] The Hunt for Big Red: Send your people into Slavers' Bay in order to hamper the efforts of Cult of Asmodeus as much as possible, looking into it's roots and wreaking their plans (including those of turning the Spear Goddess into a servant of Hell through belief--look first for priests or holymen not in pact with the Nine Hells and use them), by any means necessary.
-[] Assigned: Malarys, Yrael, Oberyn, Glyra and the Roaming Chaos, Kira Windgraced, Tuin and Morwyn and 2 Umbral Spies.
----[] Beneath the Gold: Look into the forces of Golden Company - learning the numbers, location, and general layout of their main force beyond the outdated data provided by Varys.
-[] Assigned: Aradia the Huntress, Mereth and Erynies, Construct Ravens and 2 Umbral Spies.
----[] Redoubt Upon the Shadow Mired: Investigate the Shadow Fortress of Tiamat within the Plane of Shadow--acquire plans for it and the territory surrounding it.
-[] Assigned: Melisandre, Anu and Tor.
Keep in mind that Nuri is still infiltrating the Oni-led conspiracy in Yi-Ti.
We even asked the others Emperor to let her work there for a bit longer.
 
@Crake how about adding this:
--[] Construct Sanitation Systems in Volantis.
the Zherys Interlude had his political opponents complain about the sanitation, doing something visible about that might help

as for dealing with the North, we can deal with the South fast, make sure the North drags their feet via weather manipulation, then once he actually gets to the Neck, we take our army via our little Tower we stole in Mantarys to Winterfell, which likely only has a few people garrisoned there.
 
@Crake how about adding this:
--[] Construct Sanitation Systems in Volantis.
the Zherys Interlude had his political opponents complain about the sanitation, doing something visible about that might help

as for dealing with the North, we can deal with the South fast, make sure the North drags their feet via weather manipulation, then once he actually gets to the Neck, we take our army via our little Tower we stole in Mantarys to Winterfell, which likely only has a few people garrisoned there.
Generally we can't start on infrastructure projects the moment we take and area over.
Zherys swears to us next month, so we can get started with regular actions the one after that, unless I'm wrong here.

The administration has to be integrated.
 
Keep in mind that Nuri is still infiltrating the Oni-led conspiracy in Yi-Ti.
We even asked the others Emperor to let her work there for a bit longer.
That's what the action she's on is, yes.
We assign whole some more people on top, just to make sure she succeeds... and they also dig in other directions.
 
Putting an entire Legion is Gorgossos seems weird. How necessary is it, really? And if we're going to be putting that much effort into guarding the Tree, we should at least send some PCs to Diplomance local tribes (and maybe even colonists and builders to make the place an actual city).
If we're heavily defending it, we should make it worth our while!

Sending a PC is also important because they'll need to handle the Forge itself and its remaining defenses (as well as whatever madness its ghostly masters are doing - they've joined the greendream but AFAIK they can still use the Forge itself, can't they?).
 
Putting an entire Legion is Gorgossos seems weird. How necessary is it, really? And if we're going to be putting that much effort into guarding the Tree, we should at least send some PCs to Diplomance local tribes (and maybe even colonists and builders to make the place an actual city).
If we're heavily defending it, we should make it worth our while!

Sending a PC is also important because they'll need to handle the Forge itself and its remaining defenses (as well as whatever madness its ghostly masters are doing - they've joined the greendream but AFAIK they can still use the Forge itself, can't they?).

Not really no, they get a 'vote' in the Greendream same as the long dead Greenseers, but there are a lot of other voices to shout the fleshsmiths down at need.
 


-[] Strategic Turn Plan Proposal for the 11th Month 293 AC - AKA Crake Takes A Victory Lap

-[] Military
--[] The 1st Legion, "Torchbearers", under command of General Torchwood, Colonel Flowers and Dragonlord Nettles will continue Enforcing Martial Law over the Western Flatlands.
--[] The Second Legion, "Chainbreakers", garrisons Braavos in anticipation of future attacks.
---[] Two Batteries of Steam Cannons are constructed and installed in a series of harbor-based Bastions spread throughout the approach to the city proper, with quays big enough for a small ship to dock.
---[] Plans are drawn to rapidly seal or fortify approaches by the bay into the city from canals or the harbor through use of construction items at-need. Fallback positions will be organized in an absolute crisis with the assumption of a worst case scenario--a train of civilians evacuated out onto the mainland, facilitated by a two-way easily defended highway which will eventually link up to the rest of the network.
---[] It is, grimly, accepted that this would only save a fraction of the city if the Legion ever fell back that far, more if they fought to the last.
---[] Appoint a General selected from a pool of candidates brought forward by High Command (currently a council of only one General, key advisors, and more Senior colonels). While a former slave with the right credentials would be preferable, if none are educated enough or experienced enough at present, another candidate will be selected.
--[] The 3rd Legion, "Brightscales", runs "military exercises" along the border, actually patrolling.
---[] Do not appoint a General for this Legion yet. 1st Colomn Colonel assumes command.
--[] The 4th Legion, "Steel Tigers", ship out from Volantis to garrison the fastness of Gorgossos, where a fortress centered around the Leyline Tree is being constructed rapidly, and where a battery of ten Steam Cannons will be installed this month.
---[] A Volantene General suggested by Zherys for competence and inclination toward the meritocratic nature of the Legion will meet Crown appointment during an official ceromony, taking over their first command to follow.
---[] A harbor is repaired and given a smaller but no less well defended and fortified garrison, to base Saan's fleet for local patrols.
--[] The 5th Legion, as yet unnamed, begins to take final shape in Westhaven.
----[] Consultation meeting with Darleth the Delver takes place to discuss Leylines, Operation Efreeti Bait and the Capital's defenses. Will allow for an opening for him to beg off meeting if more examinations need to occur, or near the start of the month if he has enough data already.
-----[] Westhaven retrain 6,000 Levies into 6,000 Legionnaires.
-----[] Greater Volantis retrains 4,500 Levies into 4,500 Legionnaires.
-----[] Tolos retrains 1,500 Levies into 1,500 Legionnaires.
-----[] Braavos retrains 2,100 Levies into 2,100 Legionniares.
-----[] Lys and Myr train an additional 2,000 Men-At-Arms to acts as garrisons.
------[] Garrisons from reorganized Imperial Military officially create formal Reservists Program, drawing reduced pay (in line with Law Enforcement salaries as they are in low-danger environments), exceptions made for areas which remain combat zones or are otherwise hazardous (Valyrian Peninsula bordering, under intermittent attacks, etc.), to distributed across the Imperium to take up their posts.
------[] The Legion Reserve must always remain at a certain threshold, meaning not all who apply for the Legion will immediately be drawn to muster into a new unit, but those who are reservists will be given preference depending on how they filled out their paperwork.
------[] Certain minimum requirements for admittance into the Legion would require, if not necessarily basic literacy, then enough for messenger work, with a minimum one day per week of schooling taking place, paid for by the Crown, and for those in Logistics, a vocational course.
------[] There should be emphasis: This is no "militia". These men are soldiers trained as well as the most prized Household guards of Westeros. But they are not trained to fight in unusual or extreme conditions, or carry out complex commands, drilled only to patrol the land and hold fortifications. In a pinch, they can maintain a shield wall with more than reasonable discipline, but their security related duties do not allow enough drilling to produce crack troops.
-------[] Six Large Galleons, Six Medium Galleons and Seven Small Galleons are constructed.
--------[] 50 Military Engineers are trained.
---------[] Rally the Twenty Tribes - Blight's Bane continues to make progress rallying the rest of the Tritons to the Narrow Sea, and you have seen fit to supply him with more aid for the endeavor, in the form of flesh-forged Mantas capable of warding off tentacled transgressions.


-[] Economy
--[] The Great Northwestern Trading Company is founded on Bear Island, with Menel taking over negotiations with Lady Maege Mormont.
---[] The company will be engaged in logging forestry and conservation efforts, wharves and shipping, ship construction (fishing and whaling vessels), and fur-trapping. Ibbenese consultants will be hired for the effort.
---[] As Viserys is fronting all of the capital, starting stakes start out at 60/40 in Red Scales Holdings' favor. Up to 10% stake will be sold to House Mormont over a period of time at a favorable price (too generous, even) considering the profitability of the venture (the highest, due to level of exploitation on the western coast of Westeros, which is to say none whatsoever).
---[] This is done through use of a Braavosi shell company, which is in itself using a Lorathi shell-company. More than cursory inspection wouldn't hold up, but then it doesn't need to.
---[] It goes without saying, but for this to be done, it essentially means a full-scale harbor and extensive warehousing will need to be constructed, enough to eventually employ likely the entirety of Bear Island in a multitude of synergetic industries. Let the Spice flow! Or coin, as the case may be.
--[] Crown Royal Vintages is founded in the Stepstones, a branding enterprise for a brewery marketing Dawn Mead, vineyards on highly fertile volcanic soil (to later produce magically engineered grapes) and alchemically refined liqueurs. (Add 1 Size, ?? Profitability to Stepstones Manufacturing, DM discretion).
---[] Expansion of Earths Bounty Jewelry Manufactory.
---[] Expansion of Everflame Ironworks.

-[] Government
--[] Imperial Military Academy finishes expansion of course curriculum. Now training Officers.
--[] Imperial Military Academy begins expansion of course curriculum. Will start training Pilots.
--[] Increase Manpower in Sorcerer's Deep.
--[] Expansion of Tyrosh's Administratum.
--[] Continue Improving Infrastructure in Braavos.
--[] Continue Improving Infrastructure in Pentos.
--[] Begin Establishing Healthcare Services in Draconys.
--[] Construct Sanitation Systems in Naath.
--[] Establish Public Schooling in the Basilisk Isles.
--[] Establish Orphanages in the Basilisk Isles.
---[] Continue Establishing Messenger Service in the Western Disputed Lands.
---[] Continue Establishing Messenger Service in the Northern Disputed Lands.
---[] Continue Establishing Messenger Service in the Eastern Disputed Lands.
---[] Continue Establishing Messenger Service in the Daughter's March.
---[] Continue Establishing Messenger Service in Volantis.
---[] Continue Establishing Messenger Service in Orange Shore.
---[] Continue Establishing Messenger Service in Volon Therys.
---[] Continue Establishing Messenger Service in Valysar.
---[] Continue Establishing Messenger Service in Selhorys.
---[] Continue Establishing Messenger Service in Volon Sar.
---[] Continue Establishing Messenger Service in Braavos.
---[] Continue Establishing Messenger Service in the Braavosi Coast.
---[] Continue Establishing Messenger Service in the Sweetwater.
---[] Continue Establishing Messenger Service in Morrogos.
---[] Begin Establishing Messenger Service in Mantarys.
---[] Begin Establishing Messenger Service in the Painted Mountains.
---[] Begin Establishing Messenger Service in Tolos.
---[] Begin Establishing Messenger Service in Andalos.
---[] Continue Constructing Highway in Pentos.
---[] Begin Constructing Highway in Rhoyne.
---[] Begin Constructing Highway in Volantis.
---[] Construct Fortifications in Gorgossos.
---[] Expand Terrace Farming in the Stepstones.
---[] Construction of Residential Districts in Sorcerer's Deep.

-[] Law Enforcement
--[] Begin Expanding Law Enforcement in Golden Fields.
--[] Begin Expanding Law Enforcement in Orange Shore.
--[] Begin Expanding Law Enforcement in Pentos.
---[] Continue Establishing Guard Posts in Lys.
---[] Continue Establishing Guard Posts in Myr.
---[] Continue Establishing Guard Posts in the Northern Disputed Lands.
---[] Continue Establishing Guard Posts in the Eastern Flatlands.
---[] Continue Establishing Guard Posts in the Andal Coast.
---[] Continue Establishing Guard Posts in the Velvet Hills.
---[] Continue Establishing Guard Posts in the Western Flatlands.
---[] Continue Establishing Guard Posts in Nontelos.
---[] Continue Establishing Guard Posts in Mantarys.

-[] Intrigue
--[] Continue Establishing Inquisition Base in Volantis.
--[] Establish Inquisition Base in Yunkai.
--[] Establish Inquisition Base in Astapor.
--[] Establish Inquisition Base in Greater Darry.
--[] Establish Inquisition Base in Old Town.
--[] Investigate Supernatural Activity in the Stepstones.
--[] Investigate Supernatural Activity in Tyrosh.
--[] Investigate Supernatural Activity in Lys.
--[] Investigate Supernatural Activity in Myr.
--[] Investigate Supernatural Activity in the Basilisk Isles.
--[] Investigate Supernatural Activity in Naath.
--[] Identify Enemy Spies in Braavos.
--[] Identify Enemy Spies in Pentos.
--[] Investigate Rat People in King's Landing.
--[] Engage in Subversive Activity in the Bay of Crabs.
---[] Offer the silvered Tome and Sword of the Inquisition to Ceria Storm.
----[] A Rather Mercenary Hostile Takeover: Oberyn has caroused and cajoled enough information to get the pants off the worst of the mercenaries encamped outside Pentos, identifying the ones most likely to fit in with the uncorrupt and meritocratic Legion, balancing choice as reasonable as possible between competence and trustworthiness. Ascertaining both and dispatching the worthless is up one with the means to root through their mind, or interrogate and rip away memory itself.
-[] Assigned: Garin
----[] Golden Spy-Ring: Continue infiltrating the ranks of Golden Company in Yi Ti, ensuring they'll have no spies or hideaway unknown to us by the time we choose to stike at them, all while scrupulously divining everything possible.
-[] Assigned: Tyene, Nuri, Azema, Orphne Feylord and 2 Umbral Spies.
----[] The Hunt for Big Red: Send your people into Slavers' Bay in order to hamper the efforts of Cult of Asmodeus as much as possible, looking into it's roots and wreaking their plans (including those of turning the Spear Goddess into a servant of Hell through belief--look first for priests or holymen not in pact with the Nine Hells and use them), by any means necessary.
-[] Assigned: Malarys, Yrael, Oberyn, Glyra and the Roaming Chaos, Kira Windgraced, Tuin and Morwyn and 2 Umbral Spies.
----[] Beneath the Gold: Look into the forces of Golden Company - learning the numbers, location, and general layout of their main force beyond the outdated data provided by Varys.
-[] Assigned: Aradia the Huntress, Mereth and Erynies, Construct Ravens and 2 Umbral Spies.
----[] Redoubt Upon the Shadow Mired: Investigate the Shadow Fortress of Tiamat within the Plane of Shadow--acquire plans for it and the territory surrounding it.
-[] Assigned: Melisandre, Anu and Tor.

-[] Research
--[] Lya - Creating a second body for herself.
--[] Lya learns ~5 Spells, -5 Progress on Research Action.
--[] Qyburn - The Secret of Life and Death: Analyze the lore obtained from Lord Bolton and Qyburn and see to bring the efforts made by the ex-maester to their conclusion, creating undead creatures that neither spread decay, nor need the constant attention of a skilled mage.
--[] Valeria - The Godhunter: The fortress-ruin that held the Orb of Dragonkind still holds leashed power unlike anything you've ever sensed, but it remains dormant for now. With time, it might be possible to reconstruct the controls of that power, and with proper preparation use it as a weapon to slice away part of a god.
--[] The Mysterium - Iron-bound Tome (Demon-caller's Spellbook): A book with covers wrought of thin sheets of black pitted iron marked with the sign of Abraxas. Though there is no lock binding the pages, the tome refuses to open. Even if with all the strength of your dragon-blooded form it feels like you are trying to move a mountain with your bare hands.
--[] Naria and Tyroshi Scholarum - Weaving Deepest Veils: Research the lore promised by Fey of Orphne court, wards capable of evading even a god's eye... even if not a perfect defense all by themselves.
--[] Bloom and Sorcerer's Deep Scholarum - The Final Contravention: With how far you have come, and how many you broke off from Hells' leash, perhaps you can go around the Pact Primeval in a way none before you had - and utilise the Lawful nature of all Devils to create a Ritual that would be capable of severing their connection to Hells regardless of their exact kind, or strength.
--[] Dany, Lya, Naathi Scholarum and Tolosi Scholarum - A Dragon Chained: With Runelore of First Men, and secrets of Shadow Fey Wardings, it may be possible to close on the last hole in the trap you are laying out for Tiamat.
---[] Utilise the corpse of Tiamat's aspect to create a foci, that someone with sufficient skill could use to fight off Tiamat's "Dragon" Divine Domain, holding the power she exerts in check... even if for a short while.
--[] Svitran the Dreamer, Velen and Mantarys Scholarum - Safety in Numbers: The Hell-forged talismans you recovered from slavers in Gogoss may just be the answer to the problem of protecting the soldiers of your Legions, or at least one not excessively expensive-
---[] Research a way for (earlier created) Valyrian Steel Banners be made into capactitors for spell Protection From Evil, covering hundreds of Legion members at a time.
--[] Saenna - That Which Stands Forbidden: search through Scrolls of Forbidden Lore recovered in Lyceos (Spellscale, Draconian, and Kobold templates)
--[] Aenie - Dreamscaping: The realm of dreams is an odd thing, shaped by the minds of mortals and shaping them in return, though some beings such as Yss have shown you that it can be altered in more direct ways. You will need to learn about such shaping before you can hope to leverage the dreamscape for your grand work.
--[] Elaheh Marita - Reforging the Brass Bull: restore the Hadhayosh spliced together with the ship by Efreeti Visier

-[] Education
--[] Teaching
---[] x2 Teana Strycos
---[] Sarah of Pentos
---[] x2 Guardian Naga
---[] Horio of Tyrosh

-[] Colonization & Immigration
--[] Colonize Sallosh
--[] Encourage Immigration from the Daughter's March to the Basilisk Isles.
--[] Encourage Immigration from the Western Flatlands to Golden Fields.
--[] Encourage Immigration from the Western Flatlands to Naath.
--[] Encourage Immigration from Braavos to Sorcerer's Deep.
--[] Encourage Immigration from the Southern Disputed Lands to Sorcerer's Deep.

-[] Crown Acts & Adventuring
--[] The official abolition of slavery in Greater Volantis and the Rhoyne.
--[] The Binding of Ceraxes to Zherys, and selection of a rider for Melys.
--[] Viserys charges the Misfits, Thoros of Myr, Ser Gerold Dayne, Ser Bonifer Hasty and Mors Umber with the dispatching of the Hag Coven in the Riverlands.
--[] Viserys charges Ser Kennos of Kayce, Argo the Clever, Ser Roger Reyne, Lady Jeyne Weaver, Lady Leila Goldenhammer and Dirriz Bluecloak with aiding Lord Adrian Celtigar in the defense of his people.
---[] A Fire, snuffed out: With Volantis having sworn to you, perhaps it's time to openly close down a threat that persisted in the city ever since your first visit. Break into Ymeri's mansion, and clear out all of her remaining influence - with the mansion itself, if needed.
-[] Assigned: Viserys, Zherys, Sir Richard, Rina, Teana.
---[] Into the City of Glass: Having established the economic relationship with two other Genie Empires, perhaps it's time to visit Marids as well – not to mention, that they once succeeded in driving out Mind-Eaters, and Marid mercenaries may prove invaluable in future conflicts with them. Have our people establish contact with leaders of groups that seem promising and call up Viserys if successful.
-[] Assigned: Viserys, Rhaella, Relath, Breath Taker, 2 Gigantean Fungal Manta Rays.
---[] The Court of Goldengrove: A Driad queen resides in Rowan's Nest, guarding an entrance to Feywild – and alongside her a Court of nymphs and satyrs. Go there, and learn more of what place they seek in this world of returning magic – if they can be trusted, or relied upon with deals fairly made
-[] Viserys, Vee, Rina, Rhaella
---[] The Barrow of the First King: Generally speaking most ancient barrows of the First Men are conveniently out of the way that the intrepid explorer does not have to disturb more than the odd flock of sheep to enter them, unfortunately the largest and most famed in all the North happens to have a town on top, Barrowtown where the living laugh, sing, weep and sigh above the bones of the ancient dead. Perhaps unsurprisingly given the tales of riches and magic found in other tombs the people of Barrowton have in recent weeks begun digging down, the ancient entrances having long since been forgotten and built over.
-[] Assigned: Xor, Sandor, Danar and Alyssa Crowl, Softstrider.
---[] The mystery of Hardhome: The only true city of the Free Folk, it supposedly fell to Essosi raiders, though what manner of raiders would bother to make flames that could be seen as far as the Wall? The birds that are Bloodraven's eyes fly uneasily over the ruins of Hardhome, and one was even so overcome by fright it slipped the ancient Greenseer's control, to be found hours later. Still, whatever dwells still in the ruins of the town seems content to stay there, and so Bloodraven has not meddled while other more urgent tasks demand his attention. He advised caution if curiosity would drive you there.
-[] Assigned: Amrelath and his minions, Vee, Waymar, Riz'neth.
---[] Frozen Ground beneath the Hills: Hork's Hill, a small hillock approximately three miles outside Saltpans, named for the giant's tomb at its heart, though the locals no longer remember it. An inquisitive and uncannily fortunate Ink Devil brought word of its existence to Eowith after its master, a Riverlander diabolist of paltry skills, perished at the hands of the restless dead. The unnatural cold witnessed within the barrow proper would seem to indicate the hand of Winter at work, though divinations into this matter have shown that nothing will emerge from the barrow for at least the next year.
-[] Assigned: Rina, Sir Richard, Mercy of the Soul and 1 Guardian Naga.

-[] Strategic Turn Plan Proposal For the 11th Month 293 AC - AKA Crake Takes A Victory Lap

-[] Military
--[] The 1st Legion, "Torchbearers", under command of General Torchwood, Colonel Flowers and Dragonlord Nettles will continue Enforcing Martial Law over the Western Flatlands.
--[] The Second Legion, "Chainbreakers", garrisons Braavos in anticipation of future attacks.
---[] Two Batteries of Steam Cannons are constructed and installed in a series of harbor-based Bastions spread throughout the approach to the city proper, with quays big enough for a small ship to dock.
---[] Plans are drawn to rapidly seal or fortify approaches by the bay into the city from canals or the harbor through use of construction items at-need. Fallback positions will be organized in an absolute crisis with the assumption of a worst case scenario--a train of civilians evacuated out onto the mainland, facilitated by a two-way easily defended highway which will eventually link up to the rest of the network.
---[] It is, grimly, accepted that this would only save a fraction of the city if the Legion ever fell back that far, more if they fought to the last.
---[] Appoint a General selected from a pool of candidates brought forward by High Command (currently a council of only one General, key advisors, and more Senior colonels). While a former slave with the right credentials would be preferable, if none are educated enough or experienced enough at present, another candidate will be selected.
--[] The 3rd Legion, "Brightscales", runs "military exercises" along the border, actually patrolling.
---[] Do not appoint a General for this Legion yet. 1st Colomn Colonel assumes command.
--[] The 4th Legion, "Steel Tigers", ship out from Volantis to garrison the fastness of Gorgossos, where a fortress centered around the Leyline Tree is being constructed rapidly, and where a battery of ten Steam Cannons will be installed this month.
---[] A Volantene General suggested by Zherys for competence and inclination toward the meritocratic nature of the Legion will meet Crown appointment during an official ceromony, taking over their first command to follow.
---[] A harbor is repaired and given a smaller but no less well defended and fortified garrison, to base Saan's fleet for local patrols.
--[] The 5th Legion, as yet unnamed, begins to take final shape in Westhaven.

----[] Consultation meeting with Darleth the Delver takes place to discuss Leylines, Operation Efreeti Bait and the Capital's defenses. Will allow for an opening for him to beg off meeting if more examinations need to occur, or near the start of the month if he has enough data already.
-----[] Westhaven retrain 6,000 Levies into 6,000 Legionnaires.
-----[] Greater Volantis retrains 4,500 Levies into 4,500 Legionnaires.
-----[] Tolos retrains 1,500 Levies into 1,500 Legionnaires.
-----[] Braavos retrains 2,100 Levies into 2,100 Legionniares.
-----[] Lys and Myr train an additional 2,000 Men-At-Arms to acts as garrisons.

------[] Garrisons from reorganized Imperial Military officially create formal Reservists Program, drawing reduced pay (in line with Law Enforcement salaries as they are in low-danger environments), exceptions made for areas which remain combat zones or are otherwise hazardous (Valyrian Peninsula bordering, under intermittent attacks, etc.), to distributed across the Imperium to take up their posts.
------[] The Legion Reserve must always remain at a certain threshold, meaning not all who apply for the Legion will immediately be drawn to muster into a new unit, but those who are reservists will be given preference depending on how they filled out their paperwork.
------[] Certain minimum requirements for admittance into the Legion would require, if not necessarily basic literacy, then enough for messenger work, with a minimum one day per week of schooling taking place, paid for by the Crown, and for those in Logistics, a vocational course.
------[] There should be emphasis: This is no "militia". These men are soldiers trained as well as the most prized Household guards of Westeros. But they are not trained to fight in unusual or extreme conditions, or carry out complex commands, drilled only to patrol the land and hold fortifications. In a pinch, they can maintain a shield wall with more than reasonable discipline, but their security related duties do not allow enough drilling to produce crack troops.
-------[] Six Large Galleons, Six Medium Galleons and Seven Small Galleons are constructed.
--------[] 50 Military Engineers are trained.
---------[] Rally the Twenty Tribes - Blight's Bane continues to make progress rallying the rest of the Tritons to the Narrow Sea, and you have seen fit to supply him with more aid for the endeavor, in the form of flesh-forged Mantas capable of warding off tentacled transgressions.



-[] Economy
--[] The Great Northwestern Trading Company is founded on Bear Island, with Menel taking over negotiations with Lady Maege Mormont.
---[] The company will be engaged in logging forestry and conservation efforts, wharves and shipping, ship construction (fishing and whaling vessels), and fur-trapping. Ibbenese consultants will be hired for the effort.
---[] As Viserys is fronting all of the capital, starting stakes start out at 60/40 in Red Scales Holdings' favor. Up to 10% stake will be sold to House Mormont over a period of time at a favorable price (too generous, even) considering the profitability of the venture (the highest, due to level of exploitation on the western coast of Westeros, which is to say none whatsoever).
---[] This is done through use of a Braavosi shell company, which is in itself using a Lorathi shell-company. More than cursory inspection wouldn't hold up, but then it doesn't need to.
---[] It goes without saying, but for this to be done, it essentially means a full-scale harbor and extensive warehousing will need to be constructed, enough to eventually employ likely the entirety of Bear Island in a multitude of synergetic industries. Let the Spice flow! Or coin, as the case may be.
--[] Crown Royal Vintages is founded in the Stepstones, a branding enterprise for a brewery marketing Dawn Mead, vineyards on highly fertile volcanic soil (to later produce magically engineered grapes) and alchemically refined liqueurs. (Add 1 Size, ?? Profitability to Stepstones Manufacturing, DM discretion).
---[] Expansion of Earths Bounty Jewelry Manufactory.
---[] Expansion of Everflame Ironworks.


-[] Government
--[] Imperial Military Academy finishes expansion of course curriculum. Now training Officers.
--[] Imperial Military Academy begins expansion of course curriculum. Will start training Pilots.
--[] Increase Manpower in Sorcerer's Deep.
--[] Expansion of Tyrosh's Administratum.
--[] Continue Improving Infrastructure in Braavos.
--[] Continue Improving Infrastructure in Pentos.
--[] Begin Establishing Healthcare Services in Draconys.
--[] Construct Sanitation Systems in Naath.
--[] Establish Public Schooling in the Basilisk Isles.
--[] Establish Orphanages in the Basilisk Isles.
---[] Continue Establishing Messenger Service in the Western Disputed Lands.
---[] Continue Establishing Messenger Service in the Northern Disputed Lands.
---[] Continue Establishing Messenger Service in the Eastern Disputed Lands.
---[] Continue Establishing Messenger Service in the Daughter's March.
---[] Continue Establishing Messenger Service in Volantis.
---[] Continue Establishing Messenger Service in Orange Shore.
---[] Continue Establishing Messenger Service in Volon Therys.
---[] Continue Establishing Messenger Service in Valysar.
---[] Continue Establishing Messenger Service in Selhorys.
---[] Continue Establishing Messenger Service in Volon Sar.
---[] Continue Establishing Messenger Service in Braavos.
---[] Continue Establishing Messenger Service in the Braavosi Coast.
---[] Continue Establishing Messenger Service in the Sweetwater.
---[] Continue Establishing Messenger Service in Morrogos.
---[] Begin Establishing Messenger Service in Mantarys.
---[] Begin Establishing Messenger Service in the Painted Mountains.
---[] Begin Establishing Messenger Service in Tolos.
---[] Begin Establishing Messenger Service in Andalos.
---[] Continue Constructing Highway in Pentos.
---[] Begin Constructing Highway in Rhoyne.
---[] Begin Constructing Highway in Volantis.
---[] Construct Fortifications in Gorgossos.
---[] Expand Terrace Farming in the Stepstones.
---[] Construction of Residential Districts in Sorcerer's Deep.


-[] Law Enforcement
--[] Begin Expanding Law Enforcement in Golden Fields.
--[] Begin Expanding Law Enforcement in Orange Shore.
--[] Begin Expanding Law Enforcement in Pentos.
---[] Continue Establishing Guard Posts in Lys.
---[] Continue Establishing Guard Posts in Myr.
---[] Continue Establishing Guard Posts in the Northern Disputed Lands.
---[] Continue Establishing Guard Posts in the Eastern Flatlands.
---[] Continue Establishing Guard Posts in the Andal Coast.
---[] Continue Establishing Guard Posts in the Velvet Hills.
---[] Continue Establishing Guard Posts in the Western Flatlands.
---[] Continue Establishing Guard Posts in Nontelos.
---[] Continue Establishing Guard Posts in Mantarys.


-[] Intrigue
--[] Continue Establishing Inquisition Base in Volantis.
--[] Establish Inquisition Base in Yunkai.
--[] Establish Inquisition Base in Astapor.
--[] Establish Inquisition Base in Greater Darry.
--[] Establish Inquisition Base in Old Town.
--[] Investigate Supernatural Activity in the Stepstones.
--[] Investigate Supernatural Activity in Tyrosh.
--[] Investigate Supernatural Activity in Lys.
--[] Investigate Supernatural Activity in Myr.
--[] Investigate Supernatural Activity in the Basilisk Isles.
--[] Investigate Supernatural Activity in Naath.
--[] Identify Enemy Spies in Braavos.
--[] Identify Enemy Spies in Pentos.
--[] Investigate Rat People in King's Landing.
--[] Engage in Subversive Activity in the Bay of Crabs.
---[] Offer the silvered Tome and Sword of the Inquisition to Ceria Storm.

----[] A Rather Mercenary Hostile Takeover: Oberyn has caroused and cajoled enough information to get the pants off the worst of the mercenaries encamped outside Pentos, identifying the ones most likely to fit in with the uncorrupt and meritocratic Legion, balancing choice as reasonable as possible between competence and trustworthiness. Ascertaining both and dispatching the worthless is up one with the means to root through their mind, or interrogate and rip away memory itself.
-[] Assigned: Garin
----[] Golden Spy-Ring: Continue infiltrating the ranks of Golden Company in Yi Ti, ensuring they'll have no spies or hideaway unknown to us by the time we choose to stike at them, all while scrupulously divining everything possible.
-[] Assigned: Tyene, Nuri, Azema, Orphne Feylord and 2 Umbral Spies.
----[] The Hunt for Big Red: Send your people into Slavers' Bay in order to hamper the efforts of Cult of Asmodeus as much as possible, looking into it's roots and wreaking their plans (including those of turning the Spear Goddess into a servant of Hell through belief--look first for priests or holymen not in pact with the Nine Hells and use them), by any means necessary.
-[] Assigned: Malarys, Yrael, Oberyn, Glyra and the Roaming Chaos, Kira Windgraced, Tuin and Morwyn and 2 Umbral Spies.
----[] Beneath the Gold: Look into the forces of Golden Company - learning the numbers, location, and general layout of their main force beyond the outdated data provided by Varys.
-[] Assigned: Aradia the Huntress, Mereth and Erynies, Construct Ravens and 2 Umbral Spies.
----[] Redoubt Upon the Shadow Mired: Investigate the Shadow Fortress of Tiamat within the Plane of Shadow--acquire plans for it and the territory surrounding it.
-[] Assigned: Melisandre, Anu and Tor.


-[] Research
--[] Lya - Creating a second body for herself.
--[] Lya learns ~5 Spells, -5 Progress on Research Action.
--[] Qyburn - The Secret of Life and Death: Analyze the lore obtained from Lord Bolton and Qyburn and see to bring the efforts made by the ex-maester to their conclusion, creating undead creatures that neither spread decay, nor need the constant attention of a skilled mage.
--[] Valeria - The Godhunter: The fortress-ruin that held the Orb of Dragonkind still holds leashed power unlike anything you've ever sensed, but it remains dormant for now. With time, it might be possible to reconstruct the controls of that power, and with proper preparation use it as a weapon to slice away part of a god.
--[] The Mysterium - Iron-bound Tome (Demon-caller's Spellbook): A book with covers wrought of thin sheets of black pitted iron marked with the sign of Abraxas. Though there is no lock binding the pages, the tome refuses to open. Even if with all the strength of your dragon-blooded form it feels like you are trying to move a mountain with your bare hands.
--[] Naria and Tyroshi Scholarum - Weaving Deepest Veils: Research the lore promised by Fey of Orphne court, wards capable of evading even a god's eye... even if not a perfect defense all by themselves.
--[] Bloom and Sorcerer's Deep Scholarum - The Final Contravention: With how far you have come, and how many you broke off from Hells' leash, perhaps you can go around the Pact Primeval in a way none before you had - and utilise the Lawful nature of all Devils to create a Ritual that would be capable of severing their connection to Hells regardless of their exact kind, or strength.
--[] Dany, Lya, Naathi Scholarum and Tolosi Scholarum - A Dragon Chained: With Runelore of First Men, and secrets of Shadow Fey Wardings, it may be possible to close on the last hole in the trap you are laying out for Tiamat.
---[] Utilise the corpse of Tiamat's aspect to create a foci, that someone with sufficient skill could use to fight off Tiamat's "Dragon" Divine Domain, holding the power she exerts in check... even if for a short while.
--[] Svitran the Dreamer, Velen and Mantarys Scholarum - Safety in Numbers: The Hell-forged talismans you recovered from slavers in Gogoss may just be the answer to the problem of protecting the soldiers of your Legions, or at least one not excessively expensive-
---[] Research a way for (earlier created) Valyrian Steel Banners be made into capactitors for spell Protection From Evil, covering hundreds of Legion members at a time.
--[] Saenna - That Which Stands Forbidden: search through Scrolls of Forbidden Lore recovered in Lyceos (Spellscale, Draconian, and Kobold templates)
--[] Aenie - Dreamscaping: The realm of dreams is an odd thing, shaped by the minds of mortals and shaping them in return, though some beings such as Yss have shown you that it can be altered in more direct ways. You will need to learn about such shaping before you can hope to leverage the dreamscape for your grand work.
--[] Elaheh Marita - Reforging the Brass Bull: restore the Hadhayosh spliced together with the ship by Efreeti Visier


-[] Education
--[] Teaching
---[] x2 Teana Strycos
---[] Sarah of Pentos
---[] x2 Guardian Naga
---[] Horio of Tyrosh


-[] Colonization & Immigration
--[] Colonize Sallosh
--[] Encourage Immigration from the Daughter's March to the Basilisk Isles.
--[] Encourage Immigration from the Western Flatlands to Golden Fields.
--[] Encourage Immigration from the Western Flatlands to Naath.
--[] Encourage Immigration from Braavos to Sorcerer's Deep.
--[] Encourage Immigration from the Southern Disputed Lands to Sorcerer's Deep.


-[] Crown Acts & Adventuring
--[] The official abolition of slavery in Greater Volantis and the Rhoyne.
--[] The Binding of Ceraxes to Zherys, and selection of a rider for Melys.
--[] Viserys charges the Misfits, Thoros of Myr, Ser Gerold Dayne, Ser Bonifer Hasty and Mors Umber with the dispatching of the Hag Coven in the Riverlands.
--[] Viserys charges Ser Kennos of Kayce, Argo the Clever, Ser Roger Reyne, Lady Jeyne Weaver, Lady Leila Goldenhammer and Dirriz Bluecloak with aiding Lord Adrian Celtigar in the defense of his people.
---[] A Fire, snuffed out: With Volantis having sworn to you, perhaps it's time to openly close down a threat that persisted in the city ever since your first visit. Break into Ymeri's mansion, and clear out all of her remaining influence - with the mansion itself, if needed.
-[] Assigned: Viserys, Zherys, Sir Richard, Rina, Teana.
---[] Into the City of Glass: Having established the economic relationship with two other Genie Empires, perhaps it's time to visit Marids as well – not to mention, that they once succeeded in driving out Mind-Eaters, and Marid mercenaries may prove invaluable in future conflicts with them. Have our people establish contact with leaders of groups that seem promising and call up Viserys if successful.
-[] Assigned: Viserys, Rhaella, Relath, Breath Taker, 2 Gigantean Fungal Manta Rays.
---[] The Court of Goldengrove: A Driad queen resides in Rowan's Nest, guarding an entrance to Feywild – and alongside her a Court of nymphs and satyrs. Go there, and learn more of what place they seek in this world of returning magic – if they can be trusted, or relied upon with deals fairly made
-[] Viserys, Vee, Rina, Rhaella
---[] The Barrow of the First King: Generally speaking most ancient barrows of the First Men are conveniently out of the way that the intrepid explorer does not have to disturb more than the odd flock of sheep to enter them, unfortunately the largest and most famed in all the North happens to have a town on top, Barrowtown where the living laugh, sing, weep and sigh above the bones of the ancient dead. Perhaps unsurprisingly given the tales of riches and magic found in other tombs the people of Barrowton have in recent weeks begun digging down, the ancient entrances having long since been forgotten and built over.
-[] Assigned: Xor, Sandor, Danar and Alyssa Crowl, Softstrider.
---[] The mystery of Hardhome: The only true city of the Free Folk, it supposedly fell to Essosi raiders, though what manner of raiders would bother to make flames that could be seen as far as the Wall? The birds that are Bloodraven's eyes fly uneasily over the ruins of Hardhome, and one was even so overcome by fright it slipped the ancient Greenseer's control, to be found hours later. Still, whatever dwells still in the ruins of the town seems content to stay there, and so Bloodraven has not meddled while other more urgent tasks demand his attention. He advised caution if curiosity would drive you there.
-[] Assigned: Amrelath and his minions, Vee, Waymar, Riz'neth.
---[] Frozen Ground beneath the Hills: Hork's Hill, a small hillock approximately three miles outside Saltpans, named for the giant's tomb at its heart, though the locals no longer remember it. An inquisitive and uncannily fortunate Ink Devil brought word of its existence to Eowith after its master, a Riverlander diabolist of paltry skills, perished at the hands of the restless dead. The unnatural cold witnessed within the barrow proper would seem to indicate the hand of Winter at work, though divinations into this matter have shown that nothing will emerge from the barrow for at least the next year.
-[] Assigned: Rina, Sir Richard, Mercy of the Soul and 1 Guardian Naga.

Damn, dude. Thanks for putting all of this together.

/feels guilty for not helping...

For this action;
----[] A Rather Mercenary Hostile Takeover: Oberyn has caroused and cajoled enough information to get the pants off the worst of the mercenaries encamped outside Pentos, identifying the ones most likely to fit in with the uncorrupt and meritocratic Legion, balancing choice as reasonable as possible between competence and trustworthiness. Ascertaining both and dispatching the worthless is up one with the means to root through their mind, or interrogate and rip away memory itself.
-[] Assigned: Garin
Can we assign a couple Erinyes helpers? They shouldn't cramp Garin's style and their abilities would complement his quite well.

Also, can you slot Xor in for learning five spells as well? He desperately needs to expand his repertoire of higher level spells.
 
I've gone ahead and subtracted two Whispering Braziers and three Lesser False Ravens from our stockpile , along with a PfE Ring, Healing Belt, and Greater Ribbon of Disguise for Lord Celtigar, as outlined in the plan.
Adhoc vote count started by Goldfish on Sep 28, 2019 at 6:11 AM, finished with 63 posts and 14 votes.

  • [X] Send an order to Everfire Dale for as many sets of +1 Weapons and +1 Armors Lord Celtigar means to purchase and sell them at cost. In addition, provide the same basic package as you provided Lords Blount and Farring, even if part of it goes to ward the mind of a trusted man of his, or to help them veil themselves in places where the auras do more harm than good.
    -[X] Offer two sets of Whispering Braziers for a Watch Tower network, and see if you can rig together signaling mirrors to chain messages faster. You can provide plenty of the materials for such a network, having no shortage of silver, lumber or glass. Again, while not selling at a loss, you are fine subsidizing something that aids the defense of your own people.
    --[X] We can put him into contact with the tribe of Tritons who even Lord Eustace Brune had struck bargains with, for some early warning if nothing else.
    --[X] On that note, since he didn't appear adverse to opening up a Temple to R'hllor on the island, the Tritons would likely be even more eager to visit if he had a temple to the Ferryman on his shores. They would serve to counterbalance the Red Priests, if nothing else, but be united in defense against the Deep Ones too. Competition always made men work harder to peddle their wares. Why should it not be so with Gods?
    -[X] Finally, offer to have a mage about to undergo their Journey of Wisdom come to Claw Island, preferably one of your Dragonseed sorcerers so they won't be a very noteworthy arrival, giving them a chance to work as an adviser or come to that a last line of defense against the uncanny.
    -[X] "On that note, if you have any relatives you wish to ward and who would not be under much scrutiny, they might come to learn magic in the Scholarum as well."
    -[X] "Any more basic charms could likely be bought without a significant mark-up from Armun Kelisk or the Opaline Vault if you use Astral Currents as an intermediary." Not a service you offer to everyone, obviously, but your trusted vassals certainly.
    -[X] "I would of course offer the use of my messenger Ravens, but I do worry they are more closely watched for these days, with them being so closely associated with the Inquisition." Make the offer anyway for a few Ravens to remain, for extremely important messages or scouting.
    -[X] "I am also of a mind to give most of my loyal bannermen Valyrian Steel weapons and armor, though I hear you already have the former... and have put it to good use." Smile grimly. "You can look forward to a second, then, when the Dragon Banner falls upon the lands of traitors." Pledge to have another blade and some armor made for his heir, come to that, when all is in the open and there is nothing more to hide.
    [X] Awakened Giant Heavily Armored RED Crabs
 
Last edited:
[X] Crake

I'm still in favor of expanding the Gorgossos action (are we really just posting guards? We should at least be sending a PC with them, if not Pech builders, Titan's Tools or colonists!) but otherwise this is good.
 
[X] Crake

I'm still in favor of expanding the Gorgossos action (are we really just posting guards? We should at least be sending a PC with them, if not Pech builders, Titan's Tools or colonists!) but otherwise this is good.
We already voted to assign a set of Titan's Tool there, along with some other stuff, including some Giant Fungal Darkenbeasts, Verdant Wolves, etc., IIRC.
 
Vote closed.
Adhoc vote count started by Goldfish on Sep 28, 2019 at 6:11 AM, finished with 63 posts and 14 votes.

  • [X] Send an order to Everfire Dale for as many sets of +1 Weapons and +1 Armors Lord Celtigar means to purchase and sell them at cost. In addition, provide the same basic package as you provided Lords Blount and Farring, even if part of it goes to ward the mind of a trusted man of his, or to help them veil themselves in places where the auras do more harm than good.
    -[X] Offer two sets of Whispering Braziers for a Watch Tower network, and see if you can rig together signaling mirrors to chain messages faster. You can provide plenty of the materials for such a network, having no shortage of silver, lumber or glass. Again, while not selling at a loss, you are fine subsidizing something that aids the defense of your own people.
    --[X] We can put him into contact with the tribe of Tritons who even Lord Eustace Brune had struck bargains with, for some early warning if nothing else.
    --[X] On that note, since he didn't appear adverse to opening up a Temple to R'hllor on the island, the Tritons would likely be even more eager to visit if he had a temple to the Ferryman on his shores. They would serve to counterbalance the Red Priests, if nothing else, but be united in defense against the Deep Ones too. Competition always made men work harder to peddle their wares. Why should it not be so with Gods?
    -[X] Finally, offer to have a mage about to undergo their Journey of Wisdom come to Claw Island, preferably one of your Dragonseed sorcerers so they won't be a very noteworthy arrival, giving them a chance to work as an adviser or come to that a last line of defense against the uncanny.
    -[X] "On that note, if you have any relatives you wish to ward and who would not be under much scrutiny, they might come to learn magic in the Scholarum as well."
    -[X] "Any more basic charms could likely be bought without a significant mark-up from Armun Kelisk or the Opaline Vault if you use Astral Currents as an intermediary." Not a service you offer to everyone, obviously, but your trusted vassals certainly.
    -[X] "I would of course offer the use of my messenger Ravens, but I do worry they are more closely watched for these days, with them being so closely associated with the Inquisition." Make the offer anyway for a few Ravens to remain, for extremely important messages or scouting.
    -[X] "I am also of a mind to give most of my loyal bannermen Valyrian Steel weapons and armor, though I hear you already have the former... and have put it to good use." Smile grimly. "You can look forward to a second, then, when the Dragon Banner falls upon the lands of traitors." Pledge to have another blade and some armor made for his heir, come to that, when all is in the open and there is nothing more to hide.
    [X] Awakened Giant Heavily Armored RED Crabs
 
@Crake, how's this? On top of picking up a few offensive spells (Barbed Chains, Boneshaker, & Thunderous Roar), she also has a pair of Gloves of the Starry Sky and got her earring upgraded to a Greater Radiant Earring of Arcane Acuity. That means she can convert 1st level spells into Magic Missiles and 3rd level spells into Fireballs. I think that does a pretty nice job of rounding out her offensive capabilities. Also got her a nice selection of spell scrolls and Alchemical stuff, so she's ready to start her adventuring career.

@DragonParadox, here's an updated character sheet for Leila. I've added a lot of spells to her repertoire to represent her last couple months of dedication to expanding her knowledge, and updated her gear based on stuff crafted for her this month or pulled from the armory.

I went ahead and increased her level from 5th to 6th while I had the sheet open. It increased her BAB by +1, her saves by +1, her HP by +3, add seven skill points (+2 Concentration, +1 all Knowledge skills, +1 Profession, +1 Spellcraft), and an additional 2nd and 3rd level spell slot. I also added the Uncanny Forethought feat for her, following in Lya's footsteps. Now that I think about it, it should have probably been put to a vote... :oops:

I can revert it, if you want.


Name
: Leila Goldhammer
Alignment: Lawful Good
Race: Human (Medium)
Class: Archivist 6
Feats: Craft Wondrous Item, Improved Initiative, Extraordinary Artisan, Scribe Scroll, Uncanny Forethought
Class Features: Summon Familiar(B)

Hit Points: 40
Armor Class: 10 + 2 (Dex) + 7 (Reinforced Segmented Mithral Breastplate +1) +2 (vs Evil) = 19/21; +2 vs Undead OR +4 vs Incorporeal Undead
Movement: Ground (30ft)
Initiative: +2 (DEX)
Attack: 3 (BAB) -2 (STR) = +1 [Staff 1d6-2]
Spell Save: DC: 10 + 4 (INT) + Spell Level
Weapon & Armor Proficiency: N/A
Immunities: Possession/Mental Control
Resistances: Cold 5

STATS:
7* (-2) Strength
14 (+2) Dexterity
14 +2 = 16 (+3) Constitution
10 (+0) Charisma
15 +4 = 19 (+4) Intelligence
11 +1 = 12 (+1) Wisdom
*+8 for the purposes of determining carrying capacity

SAVES:
FORTITUDE: 5 + 3 (CON) + 4 (Resistance) = 12
REFLEX: 2 + 2 (DEX) + 4 (Resistance) = 8
WILL: 5 + 1 (WIS) + 4 (Resistance) = 10

SKILLS
Appraise:
4 + 4 (INT) = 8
Concentration: 9 + 3 (CON) = 12
Craft (Leatherworking): 1 + 4 (INT) = 5
Craft (Metalworking): 1 + 4 (INT) = 5
Craft (Sculpture): 1 + 4 (INT) = 5
Craft (Woodworking): 1 + 4 (INT) = 5
Heal: 5 + 1 (WIS) = 6
Knowledge (Arcana): 8 + 4 (INT) = 12
Knowledge (Religion): 8 + 4 (INT) = 12
Knowledge (The Planes): 8 + 4 (INT) = 12
Profession (Instructor): 8 + 1 (WIS) = 9
Spellcraft: 9 + 4 (INT) = 13

Spells Known:
Level 0: Create Water, Cure Minor Wounds, Detect Magic, Detect Poison, Light, Mending, Message, Purify Food and Drink
Level 1: Barbed Chains, Bless, Blessed Aim, Calm Animals, Command, Comprehend Languages, Crafter's Fortune, Cure Light Wounds, Entropic Shield, Ice Slick, Magecraft, Magic Weapon, Moment of Greatness, Protection from Evil, Shield of Faith, Sign
Level 2: Animalistic Power, Barkskin, Boneshaker, Close Wounds, Cure Moderate Wounds, Defending Bone, Divine Insight, Elation, Lesser Restoration, Make Whole, Resist Energy, Silence, Sound Burst, Unseen Crafter
Level 3: Alter Fortune, Cure Serious Wounds, Dispel Magic, Heart of Water, Mass Aid, Mass Conviction, Mass Resist Energy, Speak with Dead, Thunderous Roar, Whispering Sand

Prepared Spells (Caster Level 6):
Level 0(4/day): Cure Minor Wounds, Detect Magic, Detect Poison, Message
Level 1(4+1/day): Barbed Chains, Ice Slick, Sign, Free Slot (UF) x2
Level 2(4/day): Boneshaker, Close Wounds, Elation, Free Slot (UF) x1
Level 3(3/day): Alter Fortune, Thunderous Roar, Free Slot (UF) x1

Flicker
Size/Type: Small Magical Beast
Hit Points: 16
Initiative: +3
Speed: 40 ft. (8 squares)
Armor Class: 15 (+3 Dex, +1 Size, +1 natural), touch 14, flat-footed 13
Base Attack/Grapple: +4/+4
Attack: Bite +2 melee (1d4)
Full Attack: Bite +2 melee (1d4)
Space/Reach: 5 ft./5 ft.
Special Attacks:
Special Qualities: Blink, darkvision 60 ft., dimension door, low-light vision, scent
Saves: Fort +2, Ref +7, Will +4
Abilities: Str 6, Dex 17, Con 6, Int 10, Wis 13, Cha 11
Skills: Hide Listen Sense Motive Spot Survival +4
Feats: Iron Will, Run, TrackB
Alignment: Lawful Good

Blink (Su): A blink dog can use blink as the spell (caster level 8th), and can evoke or end the effect as a free action.

Dimension Door (Su): A blink dog can teleport, as dimension door (caster level 8th), once per round as a free action. The ability affects only the blink dog, which never appears within a solid object and can act immediately after teleporting.

Anklets of Translocation: 2/Day Instantly teleport up to 10 feet to an unoccupied destination within line of sight and line of effect. The wearer can teleport with objects, up to their maximum load, but cannot bring other creatures.

Boneward Belt: +2 Constitution
  • Healing (3 Charges/Day): 1 Charge (Heal 2d8 points of damage), 2 Charges (Heal 3d8), or 3 Charges(Heal 4d8)
Gloves of the Starry Sky:
  1. Glow as if affected with a Light spell at will.
  2. Convert any spell of 1st level and above to Magic Missile.
Greater Amulet of Tears:
  1. 3 Charges/Day: 1 Charge (12 Temporary Hit Points), 2 Charges (18 Temporary Hit Points), 3 Charges (24 Temporary Hit Points), Duration: 10 minutes
  2. Undead creatures attempting to strike you suffer a -2 penalty to Attack rolls, or -4 to Attack rolls made by Incorporeal Undead. Undead gain a +4 bonus to detect you via Listen or Spot.
Greater Radiant Earring of Arcane Acuity:
  1. 3 Charges/Day: 1 Charge(Darkvision 60 ft., 1 hour), 2 Charges (See Invisibility, 10 minutes), 3 Charges (True Seeing, 1 minute)
  2. 1/Day: Negate stun, daze, confusion, fascination (Does not include the effects of Chronomancy)
  3. Immunity to blindness and dazzling effect
  4. Convert any spell of 3rd level and above to Fireball.
Greater Ribbon of Disguise: Alter Self, Magic Aura, Undetectable Alignment (At Will)

Handy Haversack: This backpack is of high quality but appears otherwise normal.
  1. It has two side pouches, each of which appears large enough to hold about a quart of material. In fact, each is like a Bag of Holding and can actually hold material of as much as 2 cubic feet in volume or 20 pounds in weight. The large central portion of the pack can contain up to 8 cubic feet or 80 pounds of material. Even when so filled, the backpack always weighs only 5 pounds.
  2. While such storage is useful enough, the pack has an even greater power. When the wearer reaches into it for a specific item, that item is always on top. Thus, no digging around and fumbling is ever necessary to find what a haversack contains. Retrieving any specific item from a haversack is a Move Action, but it does not provoke the Attacks of Opportunity that retrieving a stored item usually does.
Launcher:
  • Somewhat resembling a crossbow where the bow mechanism has been replaced by a two foot long and two inch diameter hollow steel tube, this device allows its wielder to shoot items no larger than Tiny-size or weighing more than 10 pounds using the Launch Item spell up to 440 feet. Where applicable, the wielder must make a Ranged Attack roll to strike a target.
Muleback Cords(Slotless): Strength score is 8 higher than normal when determining carrying capacity.

Raiment of the Four (Incomplete): Uniting the magic of four enchanted items (Gloves of the Starry Sky & Greater Radiant Earring of Arcane Acuity) grants the following benefits:
  1. 2 Pieces: Gain resistance to cold 5; this stacks with any similar resistances you have from your race, class, or template.
Scrolls:
x2 Bless
x2 Bull's Strength
x3 Bear's Endurance
x2 Cat's Grace
x5 Comprehend Languages
x20 Cure Light Wounds
x10 Cure Moderate Wounds
x10 Cure Serious Wounds
x5 Delay Poison
x3 Detect Secret Doors
x5 Endure Elements
x2 Heart of Air
x2 Heart of Water
x5 Lesser Restoration
x3 Lesser Telepathic Bond
x2 Magecraft
x2 Magic Circle Against Evil
x3 Mass Aid
x3 Mass Align Weapon
x3 Mass Conviction
x3 Mass Entropic Shield
x3 Mass Resist Energy
x3 Prayer
x5 Protection from Energy
x3 Remove Blindness/Deafness
x3 Remove Curse
x3 Remove Disease
x2 Remove Paralysis
x3 Speak With Dead
x10 Tyche's Touch
x3 Water Breathing

Genie Tokens
1x Plane Shift Charm
1x Sending Stone
1x Teleport Charm

Alchemical Substances:
20x Alchemist's Fire
5x Antiplague
5x Antitoxin
5x Auran Mask
15x Fungal Stun Vial
100x Healing Salve
10x Liquid Ice
30x Night Tea
20x Sleep-Smoke
5x Smokestick
10x Sunrod
5x Tanglefoot Bag
5x Thunderstone
30x Vermin Repellent

Equipped Items: Anklets of Translocation, Boneward Belt (+2 CON), Circlet of Clarity (+4 INT, +1 WIS), Cloak of Resistance (+4 Resistance), Gloves of the Starry Sky, Greater Amulet of Tears, Greater Radiant Earring of Arcane Acuity, Greater Ribbon of Disguise, Handy Haversack, Launcher, Muleback Cords (Slotless), Reinforced Segmented Mithral Breastplate (+1), Ring of Protection from Evil, Ring of Sustenance, Wand of Cure Light Wounds (50 charges)
 
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