Going as Dywen seems...

Is trying to conceal how this hurts our enemies a good thing or thing here. Hm...

@Artemis1992 check if the lantern bearers are being watched/have been infiltrated with divination before we reveal ourselvesm
 
[X] Artemis1992

Ahahahaha! So Dywen enters the battlefield afterall! Protestantism intensifies!

This is the third time we have stumbled into an otherworldly conspiracy by the way. Feels like adventuring in Braavos all over again... I like it!
 
Why are we involving the Lantern Bearers here? Wouldn't it be better for us to clear out the cultists on the sly?
 
That's pretty broad.
Infiltrated for sure, but by what and how deep?
I don't want to fire off the whole Divination cannonade at once.

Maybe just one question if Tiamat has her eyes there?
Just checking if letting them know will tip off Timmy or not should be plenty.

Why are we involving the Lantern Bearers here? Wouldn't it be better for us to clear out the cultists on the sly?
How do so?

Edit: the lanternbearers have the credibility we need to storm the Sept without it becoming a complete unrecoverable clusterfuck.

Theoretically.
 
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How do so?

Edit: the lanternbearers have the credibility we need to storm the Sept without it becoming a complete unrecoverable clusterfuck.

Theoretically.
The Lantern-Bearers also hamper our movements and limit what we can do. For one thing, sacrifice capture and looting is likely going to be heavily impeded.

We can get the same benefits by disguising ourselves as Lantern Bearers.
 
The Lantern-Bearers also hamper our movements and limit what we can do. For one thing, sacrifice capture and looting is likely going to be heavily impeded.

We can get the same benefits by disguising ourselves as Lantern Bearers.
No.
This will end, no matter how in detail, with an empty or destroyed Sept.
We need genuine, verifiable Lantern Bearers vouching afterwards that it was full of demons and they did their duty.
We simply can't do this without leaving traces at all, because dissapeared people are already a trace.

In the mansion we can go all out capture and kill.

Storming the Sept is a terrible idea. Especially without any preparations.
Why?
If we get some Lantern Bearers we have people to clear the chaff and I would trust Viserys and Lya against any wannabe-dragon demon since those are universally weak.
 
No.
This will end, no matter how in detail, with an empty or destroyed Sept.
We need genuine, verifiable Lantern Bearers vouching afterwards that it was full of demons and they did their duty.
We simply can't do this without leaving traces at all, because dissapeared people are already a trace.

In the mansion we can go all out capture and kill.
So leave behind demon and cultist corpses, along with a few demonic relics they're sure to have.
 
LOOT OF THE EIGHTH MONTH 293 AC:

Religion:
Great Sept of Viserys
  1. 20,000 IM donated for construction
  2. Seven Valyrian Steel Greatswords gifted to the temple guardians as a symbol of Imperial legitimacy
    1. Mother's Blade: Mercy
    2. Father's Blade: Justice
    3. Smith's Blade: Ingenuity
    4. Maiden's Blade: Innocence
    5. Warrior Blade: Valor
    6. Crone's Blade: Wisdom
    7. Stranger's Blade: Mystery
  3. Headed by Septon Cerran
  4. The base layout will be 7-sided polygon as usual for a sept, with a small, 7-sided tower erected a few meters away from the corners.
  5. The outlying towers will be connected by arches to the main building and by a colonnade to each other.
  6. On the top of each tower stands a statue of one of the seven, with the tower and the wall on the opposite side of the building being dedicated to the same aspect. The outside of the towers is adorned with murals depicting the virtues associated with the aspect from carved marble and highlighted in metal. Both the statue and the mural highlights are done in a metal alloy that has the color matching the given aspect.
  7. There is an entrance on each of the seven sides of the main building, with a statue of the aspect to which the side is dedicated rising above the entrance, using the same metal alloys as outside and surrounded by large windows of stained glass, though the actual material used will be transmuted and colored quartz.
  8. In the corners will be smaller statues above shrines used for religious ceremonies.
  9. Lastly, the floor will have a mural depicting the seven aspects moving towards the middle, where a seven-pointed star in colored metal is inlaid.
Small Shrine of Yss (Armun Kelisk)
Great Temple of R'hllor in Sorcerer's Deep
Mainly up to the priests, but they're given 30,000 IM and a Gilded Altar to R'hllor worth 2,000 IM
Tree of the Dawn Age:
Tree of the Dawn Age
"A Child of the Forest as they were in the Days of Dawn, its face one of determination and hope as it looks to the horizon."
CL 20 Hallow Effect
Secondary Effect 1: Magic Circle Against Evil
— All individuals in range receive the benefits of Protection from Evil.
Secondary Effect 2: Sacred Fox's Cunning — Boost to skill and ability checks, boost to all learning.
Secondary Effect 3: Greater Age Resistance — Ignore all Strength, Dexterity, and Constitution penalties gained from middle age, old age, and venerable age.
Secondary Effect 4: Keep Watch — Gain no fatigue but gain the benefit of a full night of rest.
Special Note: This tree is immune to fire.

Vassals:
Ser Bonifer Hasty
Chataya
5 Bards on contract for a year to play Lyres of Building (1 lvl 6; 3 lvl 7; 1 lvl 8)
Varys Simulacrum (Rogue 7: under Bloodraven's direct control)
Grand Maester Pycelle
Petyr Baelish (to be disposed of afterwards)
Samwell Tarly (Wizard 2)
Mors Umber (Fighter 2/Barbarian 5 + one additional levelup)
Ser Gerold Dayne "Darkstar"
Ser Karyl Grafton
Ser Balon Swann
Ser Jon Redfort
Mychel Redfort

Gendry Waters (bastard son of Robert Baratheon)
Tobho Mott (Qohorik Smith)
Lucinda Lonmouth
Ser Willem Darry
House Tarly
House Redwyne
House Umber
House Mormont
House Darry
House Florent
House Frey
Squires/Pages or Legion:
  1. Robert Frey
  2. Alesander Frey
  3. Perwyn Frey
  4. Bryan Frey
Mages, Administration, or Scholars:
  1. Marianne Vance
  2. "Fair" Walda Frey
  3. Arwyn Frey
  4. Malwyn Frey
Religious Studies:
  1. Willaman Frey
Black Walder Frey
The Thenns
Sandor Clegane (Fighter 12)
Ser Gerold Dayne (Darkstar)
The Lads
Ser Benjicot Brown
Picked band of 800:
  • 100 knights
  • 200 squires
  • 200 'men-at-arms'
  • 300 skirmishers (archers, crossbowmen, rangers)
Mages:
1x Healer lvl 6 (Masie)
2x Sorcerers lvl 3

1x Hedge Mage lvl 5
2x Hedge Mages lvl 4
3x Hedge Mages lvl 2
3x Hedge Mages lvl 1

2x Adepts lvl 5
1x Adept lvl 4
3x Adepts lvl 3
2x Adepts lvl 1

Total numbers of Irregulars: 3000-4000

Equipment/Supplies: The Lads are a guerrilla, volunteer force. They have what people bring with them. Knights have plate and steeds, hunters have bows, and peasants' sharpened hoes.

Locations: The Lads were born in the Eastern Riverlands/Greater Crownlands and that's where the base of their supports stems. As their reputation, size, and ability grew, so has their reach. Currently, they span from Antlers to the Crossing, although resistance from local lords and smallfolk is a serious problem in areas they aren't established in.

Division: Currently split in three under the following commanders:
  1. Ser Benjicot Brown: 50% of all forces
  2. Byron Sykes (Pointsman): 25% of all forces
  3. Seamus "Justman" Rivers: 25% of all forces
The Misfits
Denys Trainer
Ceria Storm
Chun Ting Lo
Ser Criston Storm
Ser Willem Darry
Dothraki
Deaths:
280 Veteran Dothraki Riders
360 Dothraki Screamers

Promotions:
500 Dothraki Screamers become Veterans

Recruitment:
800 'Dothraki' Screamers (Anyone who could ride a horse decently, Rhango is not picky)

Loot:
10,400 IM worth of various stolen trade goods and coin confiscated
Yss has gained 1 Serpentfolk Cleric; 2 Adepts retrained as Clerics
The Harbinger
Three Heralds

Yi Tish Clockwork Scholars
Lady Lucinda Lonmouth
Aemon Naremos
Jeyne Weaver (Kineticist 5)
Ser Roger Rayne
Morwyn and Tuin (Drow Warriors)
Tor the Shadow Guide
Yrten
Siduri of Dis
Riz'Neth the two-headed Deep-Dweller Serpentfolk
Mormonts
Alysane Mormont
Oddric
Walter
Wyl (now a Child of the Forest + level 4 martial rogue)
Crimson Lotus (Candlestick Courtier -- Prince of the Court of Stars)
Lynese Hightower
Silore the Fey Lady near the Rhoyne
Dirriz the Faerie Dragon (Oracle)
Felzath the Zomok Guardian (former Ancient Green Dragon)
Reva and Liset now able to become Greenseers

Magical Beasts:
50 Hippogriffs
Balerion (Advanced Cat)

Plants:
Silver Bell Seeds

Loot:
Blood Maiden Plaques (Likely information on Drow history and society)
Pieces of bone from every available Targaryen Valyrian Dragon to be used for resurrection
Varys' Loot:
Wand Bracer (Swift action to draw):
  1. Resilient Sphere (41 Charges)
  2. Reach Shivering Touch (32 Charges) x2
  3. Dimension Door (47 Charges)
  4. True Casting (43 Charges)
Scrolls:
  1. Heart of Water (3)
  2. Heart of Air (3)
  3. Heart of Fire (3)
  4. Heart of Earth (3)
  5. Divine Insight (4)
  6. Air of Nobility (2)
  7. Greater Mage Armor (3)
  8. Passwall (5)
  9. Teleport (2)
  10. Greater Spell Immunity [CL 16] (1)
  11. Conviction (3)
  12. Superior Resistance (3)
  13. Disjunction (1)
Rings:

Twice Cursed Circle

Description: Forged of oily black stone that seems to drink in all light, this ring is forever just hot enough to almost burn the hand that wears it, emanating from the blood-red stone with which it is adorned. Should one look carefully into its depths, the watcher might even glimpse the spark of hellfire trapped within.

Ability: Mind Blank

Starlight's Seal

Description: The letters upon the ring's edge show it to have been a token between lovers long ago, perhaps the mark of some illicit tryst, or merely a fondness for trickery and surprises. None now may know.

Ability: Swift Invisibility 3/day

Amulet:
Well of Souls

Description: Thin threads of silver, gold, and adamantine twined together in this simple spiral that seems to catch and hold the eye almost against the onlooker's will.

Abilities:
  1. May turn one spell per turn back onto its creator as per Spell Turning as a free action (2/3 charges)
  2. Anchors the soul to the body against external magical influence, with an even chance to negate even divine will (though doing so destroys the amulet)
  3. May be recharged by the sacrifice of a mage (3 charges) or a mage's ability to cast spells for a month (1 charge)
  4. While the bearer wears the amulet he must make his saves against all spells cast by anyone other than himself. If he has accepted a spell within the last three days the amulet will not function

Bracers: +3 Saves

Headband: +4 Intelligence

Cloak: +4 Charisma

Boots: +3 Dexterity
Extraordinary Maps:
  1. Large Map of Westeros
  2. Map of the North
  3. Map of the Vale
  4. Map of the Riverlands
  5. Map of the Stormlands
  6. Map of the Westerlands
  7. Map of the Iron Islands
  8. Map of the Crownlands
  9. Map of the Reach
  10. Map of Dorne
  11. Map of King's Landing
  12. Map of the Red Keep
  13. Map of Oldtown
  14. Map of the Citadel
  15. Map of King's Landing
  16. Map of White Harbor
  17. Map of Oldtown
  18. Map of Lannisport
  19. Map of Gulltown
  20. Large Map of Essos
  21. Map of Braavos
  22. Map of Lorath
  23. Map of Myr
  24. Map of Norvos
  25. Map of Lys
  26. Map of Pentos
  27. Map of Qohor
  28. Map of Tyrosh
  29. Map of Volantis
  30. Map of Volon Therys
  31. Map of Valysar
  32. Map of Selhorys
  33. Map of Mantarys
  34. Map of Tolos
  35. Map of Elyria
  36. Map of the former Rhoynish Kingdoms
  37. Map of the former Kingdom of Sarnor
  38. Map of the Valyrian Peninsula (Before the Doom)
  39. Map of Slaver's Bay
  40. Map of Yunkai
  41. Map of Meereen
  42. Map of Astapor
  43. Map of New Ghis
  44. Map of Morosh
  45. Map of Vaes Dothrak
  46. Map of the Port of Ibben
  47. Map of New Ibbish
  48. Map of Ib Nor
  49. Map of Ib Sar
  50. Map of Port Yhos
  51. Map of Qarkash
  52. Map of Qarth
  53. Map of the Kingdom in the Stepstones
  54. Map of Yi Ti
  55. Map of Yin
  56. Map of Leng
  57. Map of Nefer
  58. Map of Mossovy
  59. Ley Lines added to Maps of Sothoryos and the Stepstones
  60. Serpentfolk Ruins added to Maps of Sothoryos
8 Vials of Varys' Blood
The Living Flame and Sacred Texts and Hymns of R'hllor
The Living Flame

By: Prophets and Scholars of the Red Faith

Description: In addition to the holy book of the Faith of the Lord of Light, these ancient texts and commentaries contain not only a distillation of commonly held R'hllorite theology, but many of the prophecies of Azor Ahai and their interpretation throughout the ages.

Content: Adds +4 Knowledge (Religion) on checks relating to the Faith of the Lord of Light with an additional +2 for researching the prophecies of Azor Ahai.
Red Orb of Dragonkind
Grimoire of the Lich of Quthresh
Loot of the Lich of Quthresh
Ring of the Sandform

Description: A circle of eternally flowing sand this ring carries with it the faint but undeniable smell of old blood, clinging to the welder for days even weeks.

Ability: On command, this sandstone ring allows the wearer to take the form of living sand, as the sandform† spell. The wearer can remain in sandform for up to 10 minutes per day, and the duration need not be consecutive rounds or minutes.

Caster level: 10

Keeper's Lash

Description: Wrought from weather-beaten salt salt-encrusted leather whose origins are best left unknown this whip seems to have absorbed something of the dreadful hunger of the Red Wastes, seeking to drink the blood of its master's foes.

Ability: +1 Duststorm Ravenous Whip

Caster level: 10

Armor of Pride's Lament

Description: With mastery and dreadful malice was this armor wrought, from the bones of broken dragons and haughty dragolords alike, all those who have dared to seek the prize the Keeper guarded, the better to ward against the magics of any who would follow in their footsteps.

Ability: +2 Armor; SR 11+HD against any creature of the Dragon type or with Dragonblood.
Additional Lich Loot:
Desert Veil

Appearance: Small round mirrors which reflect scenes of peace and plenty adorn the edges of this yellow silk veil which covers the wearer's mouth and nose.

Ability: The veil protects the wearer against extreme temperatures, as per Endure Elements. In addition, once per day while in a warm or temperate desert, the wearer can speak a command word to create a 20-foot-radius oasis that functions like a casting of Grove of Respite. The oasis appears in a spot the wearer designates within 40 feet and disappears after 8 hours. Any creature outside the oasis that sees it must succeed at a DC 16 Will saving throw or dismiss it as a mirage to be ignored. A creature that steps inside the oasis, however, recognizes its substance.


Rod of Ruin

Appearance: 'Adorned' from the head of a dead jackal with bloodstones for eyes, this staff appears to have once been part of some larger whole though crudely broken off and made to serve a new purpose.

Ability: Three times per day on command, when the wielder touches the rod to a non-magical, inanimate object, that object decays, cracks, and withers. The object, which can be no larger than a door or must take up no more than a 5-foot-by-5-foot area, gains the broken condition.


Ring of Broken Dreams

Appearance: Carved from a single piece of polished dark green jade, this ring is marked with barely legible symbols in archaic Qartheen, indicating that it was once a token given between lovers, though now it is covered in leprous yellow fungus that is as much part of the magic of the item as the stone.

Ability: Minor Spell-Storing
Mythic Ancient Wight Lord's Items:
Sword of the Betrayer

Appearance: Forged of bronze and encased in Blue Ice through which one can still glimpse wavering runes, this sword burns the hand of any who would bear it with killing frost. None not warded against the cold may wield it, and with the passing of time the cold grows fiercer until only those truly beyond its power can bear it, but with this curse comes a blessing such that few can match, for the edge cuts spirit and flesh with equal strength, passing through even the finest armor as though it were naught but smoke and mist.

Ability: +2 Ghost-Touch Brilliant Energy Longsword

Curse: Will inflict increasing Cold Damage on any wielder that bears it for more than a week (+1d6 every week with no cap). The sword remembers its wielders no matter how long it has been laid down for.

Armor of the Wolf-Slayer

Appearance: The runes upon this ancient bronze breastplate tell of its long dead bearer's battles against mighty wargs and shape-changers, their blood poured into the cooling metal to grant it strength against their claws and fangs, to ward against their curse and to strike back with greater fury.

Ability: +2 Retaliation Armor (Does double damage against shape-shifters and wargs)
Scales of the Winged Serpent (Directions to the last three Coatls in existence)
3 Heart Stones
9,000 IM in assorted gems (mostly onyx and black jade)

Devil's Spellbook
2 Cruel Fey-Bane Glaives
Circlet of Intelligence +4
1 Type-II Bag of Holding
Runestaff of Charming (in ring form)
5650 Gold Dragons

Serpent Stone Eye-Piece


Powers:
  1. Arcane Sight (Self Only) -at will-
  2. True Seeing (Self Only) 3/day
  3. Greater Dispel Magic (Restricted to illusion magic) 3/day
Curse: Every week the bearer must make a DC 20 (+1 for every successful save made) or grow more paranoid and suspicious of those closest to him in whatever manner most fits their temperament. Once worn, the eye-piece can only be removed on death or by removing the bearer's other eye. If the latter path is taken, sight may not be restored through the use of any means short of miracle or wish.

Caster Level: 11
Witch Bane Shackles


Power: Prevents any mage they are placed upon from using spells (but not Spell-like or supernatural abilities) of levels 0 to 3.

Curse: Possessed by the specter of an ancient blood mage seeking revenge, whose magic has become tangled with that of the item, making it difficult to exorcise the specter without destroying the shackles.

Caster Level: 15
Golden Vial


Power: Unknown

Curse: Unknown

Caster Level: Unknown (Aura Strong, Necromancy and Conjuration)
House Tyrell's Iron Bank debt (921,855.55 IM)
Unravelling
10 lbs of magical ash (faint necromancy aura) being used to aid Lys'os research
Copses of Darkwood, Ironwood, Goldenheart, and Waterwood


Intel:
Bloodraven Intel
Divine information on Lolth and Sseth
Discovered possible shrine of Jazirian beneath Casterly Rock
Deeds that gain the favor of Zathir: Advancements in technology, art, and trade, the thwarting of powerful devils

Extraplanar Intel
Fey Lore Intel
Fey Lore from the Orphne Court
Study Project: Weaving Deepest Veils (18 Progress)
Devil Plots Intel
Court of Stars Intel
Werecreature Lore from the Werebear of Bear Island
 
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The Lantern-Bearers also hamper our movements and limit what we can do. For one thing, sacrifice capture and looting is likely going to be heavily impeded.

We can get the same benefits by disguising ourselves as Lantern Bearers.

No. Artemis is right (good god that's weird to write). We need their legitimacy, and it'll veil us in a number of different ways whilst also tipping them off to another potential threat that they need to focus on. It'll also, in our guise as Dywen, further solidify our base of trust with the Lantern Bearers. Obviously we're going to do some divinations and work out what's in there, but for the actual attack, we don't want to do this as ourselves. Not here, and not with what the consequences will be. This ends with a dead Sept. We need people that Oldtown trusts to be there then and afterwards to reassure everyone that it was in fact full of demons and the like, and that it was cleansed to ensure their corruption didn't spread.

Disguising ourselves as Lantern Bearers will not suffice here. Not when we'll be relying on them to maintain the fiction after the fact - and we want that fiction maintained.
 
So leave behind demon and cultist corpses, along with a few demonic relics they're sure to have.
And then nobody knows what happens and everyone can make up his own idea?
Particularly with the demons that happen to look like red dragon spawn that's a bad idea. Half the people will draw connection to the Dread Sorcerer.

Dywin both getting credit and getting a version of the story that doesn't involve Viserys exept as another foe of Tiamat out would be valuable.
And he can still claim some sacrifices for his gods, by now everyone knows the OGs accept blood sacrifice.
 
[X] Artemis1992

Either this, or go as ourselves and contact that one lantern bearer we know.

Maybe you could mix both, but you'd need a nice excuse for a professional paranoid like that.
 
One thing to keep in mind about sending Lantern Bearers is that they could lose, you guys do not really know what resources they have.

The plan explicitly details going to back them up, DP.
Adhoc vote count started by Crake on Apr 22, 2019 at 12:24 PM, finished with 109 posts and 10 votes.

  • [X] Honesty and Deception
    -[X] Look for the nearest Lanternbearers to contact, cheack via Vee's Belt if Tiamat has spies/surveillance on the cell you are contacting
    --[X] Keep the story close to the truth, you (Dywen) have tracked down the activities of a foe and evil goddess down and happened on a corrupted Sept. They can confirm the demonic influence there for themselves, we can't expect blind trust here.
    --[X] Now you obviously want plotting demons dead, but you can't burn down a sept shortly before the big conclave here, because sparking a new wave of anti-OG crusading is the last thing you want. You need their men and legitimiacy here.
    -[X] Offer your help in storming the sept once everything is confirmed (use Cloak of Khyber to improve the disguise, keep to spells under level 6 and don't use too much fire) and bring Lya in an OG-related disguise, similarly limiting herself.
    -[X] At the same time the Sept is attacked the rest of the Party and the Erynies attack the mansion with the agents and likely the Darkenbeast, kill everyone inside they can't capture and burn it all down to reduce evidence
 
Interlude CDXLVIII: Those in the Shadows
Those in the Shadows

Fifth Day of the Ninth Month 293 AC

They arrived neither by ship or afoot, by horse or by cart, for that would have been too slow for the purpose they had been sent here for. Instead the King and his Companions ferried them across the sea by sorcery, like ghosts in the night before heading to their own mysterious journeys. Beside Anya they had about two-dozen handlers and eight investigators, all of them with knowledge of the Common Tongue and the Seven Kingdoms, some natives of the city looking to pull it from the mire along with some well-traveled Essosi come to fill in the ranks.

Most of them had also been chosen to actually be able to hold a respectable job, pay their dues, and generally slide right past the gold cloaks, except when they were looking for a bribe. The King could count enough 'loyal' cutpurses, 'honorable' thugs, and 'honest' smugglers to be his eyes and ears. Now they had to handle the part of the city that didn't smell like piss... or rather that smelled like it less. Mia gave an instinctive grimace at the foul odors rising from the Blackwater. Funny the sorts of things you could get used to...

Good thing her cover was Braavosi so the locals would expect her to turn up her nose a bit, along with some price gouging on the wool and linen she was meant to be selling. Though of course her friends would be getting a special discount...

***​

Eleventh Day of the Ninth Month 293 AC

"I'm starting to hate Petyr Baelish." Anya's tone was conversational, though Mia did not let that fool her. Interviewing the poor woman who had been Littlefinger's former employee had been disturbingly like talking to a newly freed slave, or to be more exact a slave on the run from their master.

Neither Mia nor Anya fooled themselves into thinking that the lack of formal slavery in Westeros mean that people never found themselves in a bad place and unable to escape, but the way Baelish kept a hold on the whores he deemed too valuable to lose went far beyond ordinary callousness. If you are skilled and clever you can keep your children close, the blandishment went. They will be taught a trade and be able to earn a living. Whether he meant the last part Mia did not know, but what had become disturbingly clear was that he would ruthlessly use the young children still in his power to control their mothers.

That was how Ann had been sent to seduce old Wyll 'the Weasel', which given the man's temperament and way with traitors was near enough a death sentence if she slipped up, and of course she slipped up. The smuggler now had a fully fledged investigator in his gang and he had all the magical and mundane resources of the Inquisition behind him.

"Be that as it may, we can't move against a member of the Usurper's Small Council without orders," Mia temporized. "What I want to know is what we did to make Baelish interested enough in Wyll to try that trick. Might just be a coincidence, but it's bad tradecraft to assume so..."

"We could let him think he's succeeded, try to guess by the kinds of questions he asks?" Anya suggested.

Mia considered the notion a long moment before finally shaking her head. "She does not have the stomach for an agent, not working at that level, not with the sort of power Baelish had over her for so long."

"Child snatching, then?" Seeing the surprise on Mia's face her friend explained. "Make it look like old Wyll is trying to wring as much revenge as he can out of her having caught on to her true loyalties. Then we put them both on a boat to Sorcerer's Deep by way of Braavos."

For a long moment there was silence. "Did you ever think about about how terrifying the Inquisition would be if we were less careful about who we hired on? If we didn't do the Dragon King's work but instead the work of one of these bloody nobles who are fine with their people living with holes in the roof and hunger at the door?"

"No..." Anya said slowly. "I am now, so thanks for the nightmares I guess." She sweetened the words with a weary smile.

***​

Twenty First Day of the Ninth Month 293 AC

The gold cloaks did not often visit Flea Bottom, but when they did it was in force. Anything else would just be an invitation to a dagger in the back. They broke down doors and twisted arms looking for the notorious Weasel... all they found was a soup kitchen, and their troubles did not end there. The patrons of the establishment were all prosperous tradesmen of a sort that held no small measure of respect. It being the nature of shit to roll downhill, it was good Captain Lyonel who got smeared.

Thankfully for him his luck was quick to turn, courtesy of a concerned party... one with heavy pockets and a generous hand.

It's nice when a plan comes together, Anya thought as she drank the last of her wine, watching the captain leave the tavern.

Establish Inquisition Base in Kings Landing 26/20 Complete


OOC: Again we have an interlude with no one using magic explicitly, but I felt it worked better since success here was more about the organization and skills on display not tossing spells around.
 
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