the stone seems to be more of the local granite, the cuts may have been magical but after so much time passing it's hard to tell for sure.
So much skill and knowledge was lost with the death of magic in Prime Material. :( Hopefully Riz'Neth can bring his people back to that former glory, starting with getting the serpentfolk population as high as inhumanly possible again.
 
Comprehensive list of Adventure locations
The comprehensive list of Adventure locations:

Westeros
[] The Curse of Brightbarrow: "Brightgallow near Three Towers, the seat of House Costayne in the Reach, is the site of some sort of powerful transformative curse theorized to be caused by wishcraft gone awry. Most of the villagers were put to the sword following instances of banditry and cannibalism, but there is an indication that Garth 'The Gallant', a fey-sworn knight, has preserved the lives of the youngest inhabitants who were them taken to Greyshield in secret. Investigate the site in search of whatever artifact had worked the initial transformation.
(Opposition: ??; Rewards: ??)

[] Hunter, turned Prey: Unfortunate as the member of Wildhunt may have been, he earned your ire well – and the help of Wildhunt may prove invaluable. Hunt down the Wildhunt's member, turned stag, in Stormlands, with no magic.
(Opposition: ??; Rewards: ??, positive influence with the Wildhunt fey)

Beyond the Wall
[] Enter Deadwood Vale: Some ancient blight lingers over this rocky vale between barren peaks, that no weirwood tree will grow within ten leagues of it. Even the beasts here are uncannily hateful to men and will attack not out of hunger but malice... or perhaps the need to keep some deeper evil from being awoken.
(Opposition: ??; Rewards: ??)

[] The Seeker of the Wild: The mage that curated the Lorath's infamous gallery of exotic creatures has went to the frozen wastes, looking for more beasts to add to his collection... and vanished, to few's surprise. Still, he is an instrument that is better denied to the Winter, for all that he's insignificant otherwise.
(Opposition: ??; Rewards: ??)

Essos
[] A Smoke of Many Colors: Ibbenise sailors have been hunted by a mysterious cloud of smoke from which none return a while now – but it still being out there does not bode well for anyone – whatever it is. Look into the matter, and deal with the danger. (Opposition: ??; Rewards: ??)

[] The Dreamlands, Haunted: Dreamlands of Sarnor are stalked by something terrifying… and sooner or later, that will be a danger to your people too. Try to find out more about what once turned it's gaze upon you there.
(Opposition: ??; Rewards: ??)

[] The Temples Hidden: Use the widely-available divination, and the mystic amulet of Blind God of Lorath, to find his temples, hidden away across the lands of Essos.
(Opposition: ??; Rewards: ??)


Sothoryos
[] Into the cities of scale-folk: Visit any of the 6 lost Cities of Serpentfolk Yss and Jazzirian informed you of.
(Opposition: ??; Rewards: ??)
-----[] Yglathir of the Thousand Falls: Built partly atop and partly within a great plateau that towers over the surrounding jungles, Yglathir was once protected by wards woven by the waters that crashed down from the heights. By mist it was warded from sight and by the fury of the raging waterfalls from any attacker who thought to take the city by force. Its' people were known to trade in Serpentstone blood crystal and sepia ink drawn from the blood of the city's colonies of rainbow serpents that dwelt among the rushing waters as well as more common fare like dried fish, fine pottery and glassware.
-----[] Sorzin the Thorn-City: Guarded by a great living barrier of poisonous thorns that does not merely slay but induces madness and delusion in any who would enter the city unbidden, the city's great walls are thought to be if not the direct inspiration for the walls and wards that guard many Sothoryi villages than at least the greatest example of that art. Without a doubt the most involved in the affairs of the warm-bloods the merchant lords of Sorzin both warred with certain tribes of Brindled Men for plunder and slaves and accepted the tributes of others. It was the first great serpentfolk city to fall in the Fading Times as its webs of alliances collapsed leading to its sacking by bands of Sothoryi whose shamans had discovered a way of passing through the weakened hedge
-----[] Loz'Syn, the Crown of the World: Sitting on the edge of the Great Inland desert, straddling one of the few major rivers navigable rivers that grant access to the interior Loz'Syn also had the good fortune of being satiated upon a unique leyline node that allowed the growing of gem scarabs without the ruinous cost in the treasure that raising the creatures would otherwise require. Unlike most other serpentfolk cities Loz'Syn was not destroyed by any calamity or invasion but by the gradual drying up of its river-artery. It is thus likely that many of the city's treasures have been carried away by the last departing inhabitants, then again a smaller portion of its vast wealth would still be precious beyond the dreams of avarice
-----[] Tolzeen, Jewel of the Bubbling Waters: A city built on stilts of enchanted wood over poisonous waters bubbling in the caldera of an extinct volcano Tolzteen was known for both its export of rare minerals and crystals and the craft of its alchemists who were said to have achieved immortality by imbibing certain fumes and extracts, though it did not save them from the eruption that scoured the city from the face of the world.
-----[] Nagathisaar, Cradle of the Ancestors: The birthplace of the Naga this city is not laid out as the dwellings of men under the sky might be, not even as much as you had seen already of Seth'Vas. Instead the city is a maze of corridors meant to accompany the sinuous forms of the Naga, though one is unlikely to lack for space to stand within its bounds, the naga never stopped growing age upon age. Here guarded by the eternal ancestors lies the Great Ossuary where the bones of the honored dead were interred that the sages of days yet to come might consult them. Alas, that that it was the very bones that were Nagathisaar's downfall. Ancient darkness crept through the sacred halls infesting the bones with its malice and as the wards died so too did the sage priests and all in their realm.
-----[] Thiv'Zin, The Bountiful: Constructed upon a vast sprawl of channels damns and spillways Thiv'Zin was in its heyday the most populous realm of the serpent-kin, the breadbasket of the empire, though not quite in the manner one might at first imagine for its people could not eat of the rice it grew. Instead they herded vast numbers of the painted lizards grown fat and docile through the generations. Their skill did not end with meat-beasts however. Some lizards were bred for hide others for fine bone and horn, still others for their fair plumage. Yet these herds died long ago for blight and war claimed fair Thiv'Zin.

[] Into the Depths: Go through the entrance to Underdark under the city once opposing Lolth.
(Opposition: ??; Rewards:??)

[] Beneath the Silver Mountains: Clear out the Venthari silver mines.
(Opposition: Degenerate Fleshcrafters Drow (Hags), ??; Rewards: ??)

[] The City of Black Stone: Set an expedition/task force to Yeen, the city of Blightstone.
(Opposition: ??, Rewards: ??, an entire city's worth of Blightstone).


Valyria
[] Balerion's Might: Seek out The Arch of Balerion… or whatever is left of it – and the great arsenal inside of it, famed to be 'enough to wage war on Hell itself".
(Opposition: ??; Rewards: ??).

[] The Knowledge Unburnt: Seek out Great Library of Oros, the place that held the combined knowledge of Valyria old and new and, supposedly, visited by Fourteen Gods themselves .
(Opposition: ??; Rewards: ??, works of Valyrian Scholars and knowledge recovered from the rule of Red Dragons).

[] Into the Heart of Doom: Venture into the deepest and darkest pars of Valyria – and face the blight that poisons all its descendants and their works.
(Opposition: The 15th God of Valyria, ??; Rewards: ??, the bodies of 14 Gods of Valyria)


Asshai
[] A Path to a Fallen Star: With the secret of the map revealed to you, now there remains but to follow it – venture into the Asshai… Hopefully, evading the gaze of its ruler
(Opposition: The Bloodstone Emperor, ??, Rewards:??).


Other Planes
[] Into the Depths: The darker the depths, the harder the pressure... and stranger the secrets hiding beneath. Lurking in the deepest parts of Plane of Water, many wondrous and terrifying things can be found - but neither is it an easy search, for some of those places have never known light, and few things are safe when capable enduring pressures as high.
(Opposition: ??; Rewards: ??)

[] In Oil and Smoke, Divinity's Carcass: The "Sundered" Divine forge, reported to us by Hadhayosh as the place of his birth, can be of significant strategic use, even if all one can recover are mere scraps of lore. Had only it not been lost to tumultuous and chaotic edges of Plane of Fire... Find the Forge, loot as much as possible.
(Opposition: ??; Rewards: ??)

[] A Hateful Eye: Go into the Plane of Earth, to take out Thrasyr, The Hateful Eye. His slights against Shaitan and Efreeti alike had made him no friends, but more importantly, he holds many a treasure beyond mere riches – his knowledge on Undeath may prove to be extremely useful against many dangers Garden faces these days.
(Opposition: Very Old Hex Dragon (CR 19), Rewards: ??)

Efreeti War
[] A Fire, on Fire turned: Aid the rebel Salamander Kingdoms by striking at their rivals
-[] Update: Whether though some slip of the eye of the Great Sultan or the covert actions of Shaitan or Djinn agents many of the Salamander Realms that hard remained loyal to the Brazen throne erupt in fresh rebellion, not enough to make any of them defect, but sufficient to deal the local Efreeti Commander, Bey Hakim Three Eyes a stinging defeat while the Princedoms in rebellion continue to rally into what is increasingly more than an alliance of convenience. Where before the Battle at Ember Sound they had been fighting to throw off the yoke of Efreeti rule, now they fight for plunder.
(Opposition: ??; Rewards: ??)
--[] Update: While some Salamander Clans remained focused on countering Efreeti forces in their domain, many have scattered hither and yon looking for easy plunder looking for easy pickings and likely to become that themselves if they do not organize again. Whether that is enemy action or simple greed your allies cannot say for certain .

[] The Enmity Undying: Negotiate with the Lich King Salamander and potentially turn him against the Brazen Throne.
(Opposition: ??; Rewards: ??).

[] Changing the Battlefields, One at a Time: take a personal part in the war against Efreeti - hopefully breaking stalemates beyond mortal memory.
-[] The Ashen Cysts: Said to be the colony of some lost Formian realm the Cysts tower above the shores of the Sea of Fire like a trio of oddly pyramidal mountains. They lie atop valuable deposits of iron, copper, and other base metals. The vast fortresses that have sprung up upon the slopes also provide a deep pool of Azer slaves known as 'the Pale Ones' as they are raised in total darkness before they see the light of the auction block.
Status: Partial Shaitan encirclement. The network of old formian tunnels has proven hard to cut off even when the Shaitan otherwise closed the gap. Shaitan employ earth-ships in order to try and break through.
--[] Update: The Ashen Cysts remain a bloody quagmire with the Shaitan not quite able to tighten the noose or incite rebellion among the 'Pale Ones', leaving only the slow grinding advance of dozens of 'Xorn-Spirals' to eat away at the Efreeti fortresses one by one.
---[] Update: Several of the old formian tunnels in the Ashen Cysts had collapsed, making resupply of two efreeti fortresses more difficult or at least more tenuous. Translocation circles would allow the instant movement of goods and people, but there was a reason why they were frowned upon for civilian and most military purposes. They warped the fabric of the world in a consistent and predictable manner, making them vulnerable to both sabotage and acts of wild magic.
----[] Update: The commanders of two of the Cyst Cities fell to coups organized by subordinates paid off in Shaitan glass allowing many of the arcane defenses to be lowered just as the final assault began. The fortresses are currently garrisoned by some of the same army elements that aided in their taking but in the long term the Peerless Empire has no interest of expanding its influence that far. The caste of Pale Ones who have been indoctrinated more than any azer slave or Ifrit janissary prove to be a unique challenge however only time will tell what the Sultana and her council decides to do with them.

-[] Div's Delight: Once these caverns at the edge of the Plane of Fire were a place of great, if stark and unforgiving, beauty but centuries of attrition to claim the easy passages between the realms has made them into a haunted wasteland, most beloved of the wretched div who hunt the warriors of both sides to add to their ranks.
Status: Centuries-old stalemate.
--[] Update: Div's Delight endures in its age-old stalemate, though there have been more Shaitan losses than usual. You suspect the urgency in wishing to capture that damned place has to do with the revaluation of the Efreeti's willingness to create divs in their war, but so far there is no intelligence report on that front.
---[] Update: More Div begin to appear in the realm that bears their name, cursed spirits woken from slumber or the heralds of something worse? Spies and oracles alike are yet blind to the answer, though the front grows more uneasy with every new sighting. The Shaitan would welcome investigators who can look at the conundrum with new eyes if you can stare anyone capable of enduring the grinding war of that wretched realm

[] The Throne's lifeline: The Adamantine Mine, though but one of many sources for Brazen Throne, is a critical strategic location for the war. Take it and hold with Shaitan/Djinn forces providing guard, or make it inaccessible for a long time in some way.
(Opposition: ??; Rewards: ??, Adamantine)


Other
[] The Children of Yahzarin: Seek out the surviving Coatls of Jazzirian (one beyond the Sunset Sea, one either in the Summer Isles or some unknown lands west of Sothoyros, one… seemingly either on the Moon or the Sun).
(Opposition: ??; Rewards: ??, Coatls ?)

[] The Shadow over Targaryen Isles: Even in discovering the fabled isles, there remains much until they could become of use. Logistical concerns aside, an unknown force, detected on one of the isles, must be get rid of.
(Opposition: ??; Rewards: ??)
 
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Comprehensive list of Adventure locations:

Westeros
[] 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.
Strangely enough rather than the vengeful dead their desecration seems to have drawn the attention of twisted and malicious fey, perhaps the last of the barrow's ancient guardians, for he whose bones lie at the heart of the ancient complex was once beloved of the land spirits.
However rather than avenging themselves upon those who would disturb the tomb the fey have taken to tormenting the weakest and most vulnerable of the locals, beggars, urchins and petty thieves, beneath the notice of Lady Dustin if not Bloodraven. The ancient Sorcerer explained that if you do not end help he likely will likely in the form of Dannar and Alyssa, before some fool actually does manage to disturb the tomb and its wrthful king.
Likely Foes: Tooth Fairy, Lamp Blighter, Redcap (Malicious fey) and Undead (Barrow)
CR: 6-8 (Malicious fey) and 10-12 (Barrow proper)

[] The Curse of Brightbarrow: "Brightgallow near Three Towers, the seat of House Costayne in the Reach, is the site of some sort of powerful transformative curse theorized to be caused by wishcraft gone awry. Most of the villagers were put to the sword following instances of banditry and cannibalism, but there is an indication that Garth 'The Gallant', a fey-sworn knight, has preserved the lives of the youngest inhabitants who were them taken to Greyshield in secret. Investigate the site in search of whatever artifact had worked the initial transformation. (Opposition: ??; Rewards: ??)

[] A Cult of Personality: In Cinderwood Glade near Ashford, what seems to be a small cult dedicated to a charismatic enchanter with little interest beyond fulfilling his base desires through his arts appeared. Marked for possible recruitment by the devils due to being clever enough to keep his hand away from the high nobility unlike most such power-drunk mages, this man needs to be dealt with – one way or another. (Opposition: ??; Rewards: ??)

[] 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." (Opposition: ??; Rewards: ??)

[] The Hagswood: Found about a day's ride south of Pinkmaiden Keep this dreary stretch of woods was according to local legend the site of amass hanging of either and outlaw band or a peaceful village, depending on who is telling the story. Of late some of the darker denizens of the of the Feywyld have been drawn there, by the lingering miasma of death and decay amid the stagnant waters, earning the woods a new name and far more travelers seeking it on secret midnight journeys. Many do not return and of those who do none are unchanged.
Likely Foes: Green and Anis Hags
CR: 8-9

[] A Darker Kind of Fey: Deal with various Fey of Court of Stars proving a danger to people of Westeros:
-[] Swift Eye, a Quickling who haunts the outskirts of Oldtown alongside his troupe has been known to deal with Deep Ones. On the other hand he has helped the Lantern Bearers as much if not more. His greed seems to be the great constant of his being. Due to his loyalty to the court he has been left in peace, though it has been foretold that he will meet an unfortunate end soon at the hands of Deep One agents. He is counted among the Gold faction.
-[] Jagged Knife, a Redcap whose court has set up on the edge of the Rainwood ambushing travelers, particularly families with young children whom he torments with dreadful choices trading lives until they go mad. He is only nominally part of the Court of Stars. Crimson Lotus suspects he gained that position by some manner of blackmail. Killing him might actually gain favor with his supposed patron of the Indigo, if one can stomach working with a being who tacitly allowed such monstrous deeds.

[] Courts of Wild, courts of Green: Meet with Courts of the Greenwood, known for association with Old Gods of the North. (Tokens of Passage for Old Gods friendly courts near Harroway and Starfall available)

[] The Court of Depths: Meet with the Fey hiding beneath the Garden's waves.

[] 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 (Opposition: ?? Wylkfae, A Driad Queen, Satyrs, Nymphs; Rewards: ??).

[] Capping off a Danger: Cleaned out as most of darker WylkFae have been by Faith and the clansmen, some still escaped. Hunt down the dangerous Redcap murdering travelers, now moved to kingswood in search for more prey. (Opposition: ??, Redcaps; Rewards: ??)

[] Hunter, turned Prey: Unfortunate as the member of Wildhunt may have been, he earned your ire well – and help of Wildhunt may prove invaluable. Hunt down the Wildhunt's member, turned stag, in Stormlands, with no magic. (Opposition: ??; Rewards: ??, positive influence with Wildhunt fey)

[] The Squalid Hunter: Something foul haunts the Wolfswood near the lands of house Forester, a gaunt dark figure atop a dying steed that can never perish, outrunning any beast and man that crosses its path feeding it to its unclean hounds. One would think this little more than fireside tale but for the fact that through the eyes of his beats bloodraven spotted one of these dogs, living creatures and no wights as he had feared but still dreadfully diseased, far too much to be able to hunt with the mad fervor they showed. Listening to the land the Last Greenseer heard the echoes of a curse, but he has not the time to immerse himself for weeks or even months in the dream that he might know the full tale
Likely Foes: Death Dogs, Accursed Hunter
CR: 4-???


Beyond the Wall
[] Saltwives' Lament: Standing on the shore of the Sunset Sea upon Sea-Dragon point is a tower of white stone, that seems to have been dipped in salt, local legend claiming from the tears of the kidnapped maidens locked within by cruel ironborn lords. Supposedly such was their sorrow that the sky itself took pity upon them and spat forth a mighty storm to sunder the longships that would take them on to the Iron Isles. Whether they were then slain as witches, or if the deed itself required spilling their heart's blood none can say for certain but all tales agree that one can still her their sobs and cries whenever a storm strikes those shores. What is clear is that no bird of beast will approach the tower willingly and when Boloodraven drove a raven to do so despite its instincts he briefly spotted pale figure upon the tower's crumbling battlements
Likely Foes: Ghosts and Wraiths
CR: 5-7

[] The Barrows of the Lost Clans: Finish cleaning up the halls of Lost Clans of Freefolk, filled with risen dead – the bodies unburned by foolish people of now nameless clans. (Opposition: ??; Rewards: ??)

[] Enter Deadwood Vale: Some ancient blight lingers over this rocky vale between barren peaks, that no weirwood tree will grow within ten leagues of it. Even the beasts here are uncannily hateful to men and will attack not out of hunger but malice... or perhaps the need to keep some deeper evil from being awoken. (Opposition: ??; Rewards: ??)

[] 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. (Opposition: ??; Rewards: ??)

[] The Lost Beastbreaker: The famous Beastbreaker of Lorath went looking for more exotic beasts Beyond the Wall a year ago… and has not returned. With the rumors of his proficiency at flesh-crafting and creating new life-forms, it is perhaps important to learn what happened to him… and deny him to Winter if possible. (Opposition: ??; Rewards: ??)


Essos
[] The secrets of Quohor: With the map you gained from Zherys, and the turmoil in Essos, perhaps it's finally time to visit Quohor, gaining the access to its Flesh-forge… and dealing with whatever forces struggle to control the city (Layout plans avaliable, Opposition:??; Reward: Flesh-forge, state unknown)

[] The Shadow Fortress: You know little about the Fortress on Plane of Shadow that belongs to Tiamat – but what you know for sure, is that it shall be torn down, like any power she has over this realm (Opposition: The Rat King (Undead, sees through Mindblank), Adult Shadow Dragon, Mages and crafters of Golden Company, Tiamat-aligned Outsiders, ??; Reward: ??).

[] A Kingdom, resting at last: The Undead of Sallosh, wakened by Golden Company and Tiamat's meddling, are too much of a danger to all living – but most of all, the danger is their 'leaders'. Tear down the "royalty" of theirs, and bring an end to organized efforts of Undead, making further destruction of their forces a much easier task (Opposition:?? – somewhat tied to Tiamat's Shadow Fortress – Rat King may be an opponent; Rewards: ??).

[] On the Paths of Summer Folk: Reach out through the Feywild entrance in Ifequevron – and find out what happened to the remaining Children of Forest. (Opposition:??, likely Fey shenanigans; Rewards: ??)

[] The Swamps dried, a Vengeance made: Clear out the swamps of Braavos, establishing stronger presense of trade companies and accelerating the rate of gathering of rare resources - eradicating all Wisps along the way.

[] A Smoke of Many Colors: Ibbenise sailors have been hunted by mysterious cloud of smoke from which none return a while now – but it still being out there does not bode well for anyone – whatever it is. Look into the matter, and deal with the danger. (Opposition: ??; Rewards: ??)

[] The Dreamlands, haunted: Dreamlands of Sarnor are stalked by something terrifying… and sooner or later, that will be a danger to your people too. Try to find out more about what once turned it's gaze upon you there. (Opposition: ??; Rewards: ??)

[] The Temples Hidden: Use the widely-avalaible divination, and the mystic amulet of Blind God of Lorath, to find his temples, hidden away across the lands of Essos. (Opposition: ??; Rewards: ??)


Sothoryos
[] Into the cities of scale-folk: Visit any of the 15 lost Cities of Serpentfolk Yss and Jazzirian informed you of. (Opposition: ??; Rewards: ??)

[] Into the depths: Go through the entrance to Underdark under the city once opposing Lolth (Opposition: ??; Rewards:??)

[] Beneath the Silver Mountains: Clear out the Venthari silver mines (Opposition: Degenerate Fleshcrafters Drow (Hags), ??; Rewards: ??)

[] The City of Black Stone: Set an expedition/task force to Yeen, the city of Blightstone (Opposition:??, Rewards: ??, an entire city's worth of Blightstone to sacrifice to MK).

[] A City plagued, the Lights Wandering: Visit Gogossos. The city holds secrets of desperate flesh-smiths, creatures strange and twisted… But also strange, mysterious wandering lights have been seen around Gogossos lately.
Likely Foes: Bio-constructs, Sinspawn, Dragon-blood creatures, ??
CR: 5-???


Valyria
[] Balerion's Might: Seek out The Arch of Balerion… or whatever is left of it – and the great arsenal inside of it, famed to be 'enough to wage war on Hell itself' (Opposition:??; Rewards: ??).

[] The Knowledge Unburnt: Seek out Great Library of Oros, the place that held the combined knowledge of Valyria old and new and, supposedly, visited by Fourteen Gods themselves (Opposition:??; Rewards: ??, works of Valyrian Scholars and knowledge recovered from rule of Red Dragons).

[] Into the Heart of Doom: Venture into the deepest and darkest pars of Valyria – and face the blight that poisons all it's descendants and their works (Opposition: The 15th God of Valyria, ??; Rewards: ??, Bodies of 14 Gods of Valyria)


Asshai
[] A Path to a Fallen Star: With the secret of the map revealed to you, now there remains but to follow it – venture into the Asshai… Hopefully, evading the gaze of its ruler (Opposition: Bloodstone Emperor, ??, Rewards:??).


Other Planes
[] The Throne's lifeline: The Adamantine Mine, though but on of many sources for Brazen Throne, is a critical strategic location for the war. Take it and hold with Shaitan/Djinn forces providing guard, or make it inaccessible for a long period of time in some way. (Opposition: ??; Rewards: ??, Adamantine)

[] 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. (Opposition: ??; Rewards: ??)

[] The Rot of Stone, on paths of Trade: Clear out the infestation of Rotstone near the Xorn trade route. (Opposition: ??, Aberrations; Rewards: ??).

[] A Fire, on Fire turned: Aid the rebel Salamander Kingdoms by striking at their rivals (Opposition: ??; Rewards: ??)

[] The Enmity Undying: Negotiate with the Lich King Salamander and potentially turn him against the Brazen Throne (Opposition: ??; Rewards: ??).

[] A Hateful Eye: Go into the Plane of Earth, to take out Thrasyr, The Hateful Eye. His slights against Shaitan and Efreeti alike had made him no friends, but more importantly, he holds many a treasure beyond mere riches – his knowledge on Undeath may prove to be extremely useful against many dangers Garden faces these days. (Opposition: Very Old Hex Dragon (CR 19), Rewards: ??)


Other
[] Reach for the Moon, Immortal Smoke: What lies beyond the "above" always puzzled many scholars. With the Moonchaser vessel complete, many secrets of what lies beyond Garden may open to you… and many opportunities too. Fly to the Moon. (Opposition: ??; Rewards: ??, Coatl?)

[] The Children of Yahzarin: Seek out the surviving Coatls of Jazzirian (one beyond the Sunset Sea, one either in the Summer Isles or some unknown lands west of Sothoyros, one… seemingly either on the Moon, or the Sun). (Opposition: ??; Rewards: ??, Coatls?)


------------------------------------------------------------------------------------------------------------------------------
Phew. That was one hell of a search :/
All the places have been checked with DP, and all of them are still relevant, not done by anyone else yet.
Awesome, dude! I don't have time to read them all thoroughly, but a quick skim was enough to tell me that we have plenty of baby adventurer training grounds just waiting to be exploited. The next few months should be an XP bonanza for our people.
 
[] The Hagswood: Found about a day's ride south of Pinkmaiden Keep this dreary stretch of woods was according to local legend the site of amass hanging of either and outlaw band or a peaceful village, depending on who is telling the story. Of late some of the darker denizens of the of the Feywyld have been drawn there, by the lingering miasma of death and decay amid the stagnant waters, earning the woods a new name and far more travelers seeking it on secret midnight journeys. Many do not return and of those who do none are unchanged.
Likely Foes: Green and Anis Hags
CR: 8-9
Sounds like an ideal challenge for the Misfits after Harrenhal is done.
 
Inserted tally
Adhoc vote count started by Duesal on Jul 16, 2019 at 2:28 PM, finished with 28 posts and 10 votes.

  • [X] Viserys uses the Staff of the Old Gods to Summon a Conspiracy of Ravens, then Blood Wishes a Celestial Brilliance spell on one of them while Vee targets another of his Ravens with True Seeing. He sends the Ravens out to fly a circuit of the entire chamber, illuminating it for the others to see more clearly while also closely inspecting it, the Ooze bridge, and the stone island, from the perspective of the Conspiracy.
    -[X] While he is doing this, Dany Dreamcasts a Reached and Chained Energy Immunity (Acid) spell on everyone and Lya uses a Scroll of Lesser Restoration to heal Viserys' Charisma damage.
 
[] The Squalid Hunter: Something foul haunts the Wolfswood near the lands of house Forester, a gaunt dark figure atop a dying steed that can never perish, outrunning any beast and man that crosses its path feeding it to its unclean hounds. One would think this little more than fireside tale but for the fact that through the eyes of his beats bloodraven spotted one of these dogs, living creatures and no wights as he had feared but still dreadfully diseased, far too much to be able to hunt with the mad fervor they showed. Listening to the land the Last Greenseer heard the echoes of a curse, but he has not the time to immerse himself for weeks or even months in the dream that he might know the full tale
Likely Foes: Death Dogs, Accursed Hunter
CR: 4-???

This is the only place we can send the children to fight...because everywhere else is too strong for them
 
This is the only place we can send the children to fight...because everywhere else is too strong for them
These maybe too, should run a little Divination first but it looks possible:


[] A Darker Kind of Fey: Deal with various Fey of Court of Stars proving a danger to people of Westeros:
-[] Swift Eye, a Quickling who haunts the outskirts of Oldtown alongside his troupe has been known to deal with Deep Ones. On the other hand he has helped the Lantern Bearers as much if not more. His greed seems to be the great constant of his being. Due to his loyalty to the court he has been left in peace, though it has been foretold that he will meet an unfortunate end soon at the hands of Deep One agents. He is counted among the Gold faction.
-[] Jagged Knife, a Redcap whose court has set up on the edge of the Rainwood ambushing travelers, particularly families with young children whom he torments with dreadful choices trading lives until they go mad. He is only nominally part of the Court of Stars. Crimson Lotus suspects he gained that position by some manner of blackmail. Killing him might actually gain favor with his supposed patron of the Indigo, if one can stomach working with a being who tacitly allowed such monstrous deeds.


[] Capping off a Danger: Cleaned out as most of darker WylkFae have been by Faith and the clansmen, some still escaped. Hunt down the dangerous Redcap murdering travelers, now moved to kingswood in search for more prey. (Opposition: ??, Redcaps; Rewards: ??)

Redcaps and Quicklings are no big deal.



[] The Swamps dried, a Vengeance made: Clear out the swamps of Braavos, establishing stronger presense of trade companies and accelerating the rate of gathering of rare resources - eradicating all Wisps along the way.

The swamps of Braavos are something baby-adventurers can definitly work in, though the can't fully clear them of course.
 
I know that but I am talking about the Greenseer twins, Joran and a mix of Eriynes and Minotaur fighters...although they might be okay for a higher encounter. CR 6-7 maybe?
Ah, for them I'd have them on duty with Yrael in Mantarys and sent to clear out minor demons and monsters popping up on the Demon Road. There are plenty of CR-appropriate fights there, and watched over by Archons they'd be safe.
 
These maybe too, should run a little Divination first but it looks possible:


[] A Darker Kind of Fey: Deal with various Fey of Court of Stars proving a danger to people of Westeros:
-[] Swift Eye, a Quickling who haunts the outskirts of Oldtown alongside his troupe has been known to deal with Deep Ones. On the other hand he has helped the Lantern Bearers as much if not more. His greed seems to be the great constant of his being. Due to his loyalty to the court he has been left in peace, though it has been foretold that he will meet an unfortunate end soon at the hands of Deep One agents. He is counted among the Gold faction.
-[] Jagged Knife, a Redcap whose court has set up on the edge of the Rainwood ambushing travelers, particularly families with young children whom he torments with dreadful choices trading lives until they go mad. He is only nominally part of the Court of Stars. Crimson Lotus suspects he gained that position by some manner of blackmail. Killing him might actually gain favor with his supposed patron of the Indigo, if one can stomach working with a being who tacitly allowed such monstrous deeds.


[] Capping off a Danger: Cleaned out as most of darker WylkFae have been by Faith and the clansmen, some still escaped. Hunt down the dangerous Redcap murdering travelers, now moved to kingswood in search for more prey. (Opposition: ??, Redcaps; Rewards: ??)

Redcaps and Quicklings are no big deal.



[] The Swamps dried, a Vengeance made: Clear out the swamps of Braavos, establishing stronger presense of trade companies and accelerating the rate of gathering of rare resources - eradicating all Wisps along the way.

The swamps of Braavos are something baby-adventurers can definitly work in, though the can't fully clear them of course.

I am going to bookmark this so that we can do it as a minor action next month and see if we can send the children to any one of these. If not we can, as @Duesal suggests, send them to fight demons with Yrael...actually couldn't we put them under the guy invoking marital law and have them fight bandits and such?

Edit: Gerold is instilling Martial Law right now so next month we will probably move him to the next region in need of it.
 
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I am going to bookmark this so that we can do it as a minor action next month and see if we can send the children to any one of these. If not we can, as @Duesal suggests, send them to fight demons with Yrael...actually couldn't we put them under the guy invoking marital law and have them fight bandits and such?

Edit: Gerold is instilling Martial Law right now so next month we will probably move him to the next region in need of it.
Basically, anyone doing subjugation/pacification actions is an ideal place to send baby adventurers. They're going to run into bandits and outlaws and weaker monsters. That's a safe challenge for PCs too weak to face real threats just yet.
 
So what are we planning on giving Mel for clearing out what is apparently a high tier dungeon full of undead?

I mean even sorting all the loot gathered from the expedition will take a while. What would an appropriate reward be?

Building a bunch of temples to Rhllor?
 
So what are we planning on giving Mel for clearing out what is apparently a high tier dungeon full of undead?

I mean even sorting all the loot gathered from the expedition will take a while. What would an appropriate reward be?

Building a bunch of temples to Rhllor?
Harrenhall?
She tames it, she keeps it.

Can make a big temple or use her position to help her religion in other ways.
 
Inserted tally
Adhoc vote count started by Duesal on Jul 16, 2019 at 2:28 PM, finished with 28 posts and 10 votes.

  • [X] Viserys uses the Staff of the Old Gods to Summon a Conspiracy of Ravens, then Blood Wishes a Celestial Brilliance spell on one of them while Vee targets another of his Ravens with True Seeing. He sends the Ravens out to fly a circuit of the entire chamber, illuminating it for the others to see more clearly while also closely inspecting it, the Ooze bridge, and the stone island, from the perspective of the Conspiracy.
    -[X] While he is doing this, Dany Dreamcasts a Reached and Chained Energy Immunity (Acid) spell on everyone and Lya uses a Scroll of Lesser Restoration to heal Viserys' Charisma damage.
 
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