*scraps both plans*
If we cant assume a free action on GC, both are useless.
Like I said above, tentative rather than useless. Worst case, they get put off for another month or we send lower level adventurers, of which we have quite a few available.
 
Like I said above, tentative rather than useless. Worst case, they get put off for another month or we send lower level adventurers, of which we have quite a few available.
Half the research actions take someone we'd want in on the attack, such as Vee, and then there's Amrelath, Melisande, Wyla...

Assigning anyone but most minor minions is pointless before GC, then
 
Last edited:
*scraps both plans*
If we cant assume a free action on GC, both are useless.
We just need to ask DP and get confirmation in the thread. I personally doubt that the Golden Company is a free action -- it's not exactly like a battle in the Plane of Fire where we just loot everything and leave, there's a lot of stuff to handle afterwards since this is in our territory.
 
We just need to ask DP and get confirmation in the thread. I personally doubt that the Golden Company is a free action -- it's not exactly like a battle in the Plane of Fire where we just loot everything and leave, there's a lot of stuff to handle afterwards since this is in our territory.

Fighting the Golden Company is not a totally free action, but only the people you want scouting or interrogating need to be present for the length of the month, others can be called in just for the battle.
 
Check this out, ya'll. Dunno why Youtube put it up in my feed for recommended viewing, because I only ever use it to listen Power Metal and watch movie trailers, but it's very neat.

You can skip to the 4 minute mark to get to the actual meat of the video.


That thing is very simple and effective. I can see it being something that Beryl and the military college research and develop in a relatively short period of time.
 
Fighting the Golden Company is not a totally free action, but only the people you want scouting or interrogating need to be present for the length of the month, others can be called in just for the battle.
The scouting is going to be pretty important since we know the Tiamat Clerics run irregular daily divinations.

With Garin tied up in Slaver's Bay we definitely want to compensate with other Companions here.
 
Don't we have a ton more supplementary forces we can assign from the flesh forge order than we made at the start of this month?
And on this, I just have no idea what we have avaliable to be honest.
The main page gets updated too sporadically for me to trust it on that.

@Goldfish, if you can be so kind - do we have any good plants to supplement the kill-teams of minions on adventures as outlined above (aside from two @Duesal mentioned. Alright, I'll have Companions seeking out GC isntead)?
Or are the groups too "fat" as-is already?
 
And on this, I just have no idea what we have avaliable to be honest.
The main page gets updated too sporadically for me to trust it on that.
forums.sufficientvelocity.com

A Sword Without a Hilt: A Song of Ice and Fire/D&D 3.5 Crossover

A Sword Without a Hilt: A Song of Ice and Fire/D&D 3.5 Crossover In a world where magic has all but guttered to ashes, becoming the fare of charlatans, petty conjurers, and ragged illusionists, a mighty change is stirring. From small and fragile sparks a great blaze will be reborn and men will...
 
And on this, I just have no idea what we have avaliable to be honest.
The main page gets updated too sporadically for me to trust it on that.

@Goldfish, if you can be so kind - do we have any good plants to supplement the kill-teams of minions on adventures as outlined above (aside from two @Duesal mentioned. Alright, I'll have Companions seeking out GC isntead)?
Or are the groups too "fat" as-is already?
Check out our Construct roster from the Armory page. Some of our various Seeker Bio-Constructs could be useful there, along with our Elemental Wyrmlings.

Another good option would be to send some Verdant Wolves along on missions where Plant Creature Dire Wolves aren't detrimental. Advanced Druid Leshys are also available.

There are other adventurers available, too, such as Argo, Nuri once she's done in Yi-Ti, the Windward Society bros, Soft Strider, Dirriz Bluecloak the Faerie Dragon, etc.

Constructs:
Herald, CR 10
LN Large Construct
Init +2, Senses: Darkvision 120ft, Blindsense 60ft;

Defense
HP: 101 (12d10 + 30)
AC: 24 (10 + 2 DEX + 13 NA - 1 Size)
DR 10/Adamantine and Magic
Fort +4 Reflex +6 Will +6
Immune construct traits, magic
Spell-Like Abilities (CL 10th)
Constant - Fire Eyes
At will - Voice of the Dragon, Elemental Darts (Fire only), Detect Magic
3/day - Fireball, Dispel Magic

Offense
Speed 40ft, fly 200ft. (poor)
Full Attack: Bite +16 (2d6+8), Claws +14/+14 (1d8+4), Wings +14/+14 (1d8+4), Tail slap +14 (1d8+12)
Space 10 ft.; Reach 5 ft.; 10ft. with bite
Breath Weapon: 40 ft cone, 8d6 Fire, DC 19 Reflex for half.
Inferno: 3/day, breath weapon is Empowered and deals Searing damage.

Statistics:
STR 26 DEX 14 CON -- INT 14, WIS 14, CHA 16
Base Atk/Grapple: +9/+21
Feats: Power Attack, Cleave, Multiattack, Fly-By-Attack, Hover

Skills: Bluff +13, Diplomacy +30, Intimidate +21, Knowledge (Arcana) +8, (Archtecture) +8, Knowledge (Dungeoneering) +8, Knowledge (Geography) +8, Knowledge (History) +8, Knowledge (Law) +19, Knowledge (Local) +8, Knowledge (Nature) +8, Knowledge (Nobility) +8, Knowledge (Religion) +8, Knowledge (Planes) +8, Sense Motive +17, Spellcraft +10

Skill ranks: Diplomacy 15, Intimidate 8, Sense Motive 15, Spellcraft 3, Knowledge (Arcana) 1, Knowledge (Archtecture) 1, Knowledge (Dungeoneering) 1, Knowledge (Geography) 1, Knowledge (History) 1, Knowledge (Local) 1, Knowledge (Nature) 1, Knowledge (Nobility) 1, Knowledge (Religion) 1,Knowledge (Planes) 1, Knowledge (Law) 9
Racial: +8 in Knowledge (Law)
Synergy: +2 Diplomacy from Sense Motive
Magic: +10 Enhancement on Diplomacy, Bluff, Intimidate. +5 Enhancement on all default Knowledges, +5 Spellcraft.
Languages: Westerosi Common, High Valyrian, Draconic

Special Abilities:
Immunity to Magic (Ex): A Herald is immune to spells or spell-like abilities that allow spell resistance. Certain spells and effects function differently against it, as noted below.
A magical attack that deals cold damage slows the Herald down as the Slow spell for 3 rounds without a save.
A magical attack that deals fire damage breaks any slow effect on the Herald and heals 1 point of damage for each 3 points of damage the attack would otherwise deal. If the amount of healing would cause the Herald to exceed its full normal hit points, it gains any excess as temporary hit points. A Herald may have up to 50 temporary hit points at a time, and they last for one hour. A Herald gets no saving throw against fire effects. A Herald may heal itself with its own SLAs and Breath Weapon.

Inferno (Ex): Three times per day as a Full Round action the Herald's breathweapon may be Empowered and deal Searing damage. He can't use his breath weapon for 3d4 rounds afterwards.

Programmed Lore (Ex): A Herald my Take 10 on a Knowledge or Spellcraft check as long as it has ten uninterrupted minutes to go through its memory archives, and the DC of the check is no higher than 20.

Improved Grab (Ex): To use this ability, a Herald must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.

Hover (Ex): If a Herald is hovering at 20 ft or less from the ground in an area with loose debris, it creates a 40 ft radius hemispherical cloud that blinds all therein for as long as they remain inside, and one round afterwards. Casting a spell inside this cloud requires a DC 16 Concentration check.

Construction
Requirements: Craft Construct, Craft Magical Arms and Armor, Fireball, Voice of the Dragon, Geas;
Materials: 150 lbs of adamantine worth 9000 IM, 1500 lbs of steel, enchanting materials worth 6000 IM.
Current Heralds: 6 (Assigned: Yi-Ti Fleet[x1], Golden Wind[x1], Sorcerer's Deep[x4])
Heralds In Production: 8
The Harbinger, CR 17
LN Huge Construct
Init 4, Senses Darkvision 120ft, Blindsense 60ft;

Defense
AC 35/36 (Flying), touch 12, flat-footed 31 (-2 size, +4 Dexterity, +23 natural) + 1 (Dodge, Flying)
HP 188 (24d10+40)
Fort +8, Ref +12 (+1 while flying), Will +11
DR 15/Valyrian Steel, Fast Healing 10 (may reattach bodyparts)
Immune: construct traits, magic
Spell-Like Abilities (CL 15th)
Constant - Fire Eyes, Aerial Alacrity, Tongues
At will - Voice of the Dragon (DC 18), Elemental Darts (Fire only) (DC 16), Firebrand (DC 19), Greater Thunderstomp, Arcane Sight
3/day - Blinding Breath, Greater Dispel Magic

Offense:
Speed 40 ft., fly 230ft. (normal)
BAB/Grapple: +18/+36
Melee: Bite +28/+28/+28 (2d8 + 1d6 (Fire) + 10), Wings +26/+26 (1d8 + 1d6 (Fire) +5), Tail Slap +26 (2d6 + 1d6 (Fire) + 10)
Space 15 ft.; Reach 10 ft.; 15ft. with bites
Special Attacks: 3 breath weapons (50-ft cone, DC 26 Reflex, 10d10 fire, each usable every 1d4 rounds); Inferno.

Statistics:
Str 30, Dex 18, Con -, Int 16, Wis 16, Cha 18
BAB/Grapple: +18/+36
Feats: Cleave, Multiattack, Fly-By Attack, Power Attack, Quicken SLA (Firebrand), Quicken SLA (Fire Darts), Strafing Breath (B), Hover (B)
Skills: Bluf +19, Diplomacy +45, Intimidate +43, Knowledge (Arcana) +18, Knowledge (Dungeoneering) +16, Knowledge (Geography) +15, Knowledge (History) +15, Knowledge (Law) +30, Knowledge (Local) +15, Knowledge (Nature) +16, Knowledge (Nobility) +15, Knowledge (Religion) +18, Knowledge (Planes) +18, Spellcraft +20

Skill ranks: Diplomacy 27, Bluff 5, Intimidate 27, Sense Motive 27, Knowledge (Arcana) 5, Knowledge (Dungeoneering) 3, Knowledge (Geography) 2, Knowledge (History) 2, Knowledge (Local) 2, Knowledge (Nature) 3, Knowledge (Nobility) 2, Knowledge (Religion) 5, Knowledge (Planes) 5, Knowledge (Law) 15, Spellcraft 5

Racial: +12 in Knowledge (Law)
Synergy: +4 Diplomacy from Bluff and Sense Motive, +2 Intimidate from Bluff, +2 Spellcraft from Arcana
Magic: +10 Enhancement on Diplomacy, Bluff, Intimidate, all default Knowledges and Spellcraft.

Languages: Tongues

Special Abilities:
Frightful Presence (Ex): The ability takes effect automatically whenever the Harbinger attacks, charges, or flies overhead. Creatures within a radius of 180 ft are subject to the effect if they have fewer than 24 HD. A potentially affected creature that succeeds on a Will save (DC 26) remains immune to the Harbinger's frightful presence for 24 hours. On a failure, creatures with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Dragons ignore the frightful presence of the Harbinger.

Immunity to Magic (Ex): The Harbinger is immune to spells or spell-like abilities that allow spell resistance, except his own spell-like abilities. Certain spells and effects function differently against it, as noted below.
A magical attack that deals cold damage slows the Harbinger down as the Slow spell for 3 rounds without a save.
A magical attack that deals fire damage breaks any slow effect on the Harbinger and heals 1 point of damage for each 3 points of damage the attack would otherwise deal. If the amount of healing would cause the Harbinger to exceed its full normal hit points, it gains any excess as temporary hit points. The Harbinger may have up to 100 temporary hit points at a time, and they last for one hour. A Harbinger gets no saving throw against fire effects. The Harbinger may heal itself with its own SLAs and Breath Weapon.

Fire Aura (Ex): The Harbinger is surrounded by an aura of intense heat. All creatures that strike the Harbinger take 1d6 points of fire damage each time they do so, unless they use a Reach weapon. If they do so with manufactured weapons, the weapons also take damage. Furthermore, all of the Harbinger's natural attacks deal an additional 1d6 Fire damage. This effect can be turned on and off as a free action.

Three Heads (Ex): May attack with all three bites at the end of a charge.

Wildfyre (Su): All Fire damaged dealt by the Harbinger is considered to have the Searing Property. Furthermore, once per day, he can add the effects of the Fire Mastery feat to any one attack that deals Fire damage.

Programmed Lore (Ex): The Harbinger my Take 10 on a Knowledge or Spellcraft check as long as it has ten uninterrupted minutes to go through its memory archives, and the DC of the check is no higher than 30.

Inferno (Su): Three times per day as a Full Round action, the three heads of the Harbinger can combine their breath weapons for a devastating attack. This ability affects a 70ft cone and deals 18d10 fire damage, DC 28 Reflex save for half. He cannot use his breath weapons for 3d4 rounds after using this ability.

Improved Grab (Ex): To use this ability, the Harbinger must hit with a bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.

Hover (Ex): If the Harbinger is hovering at 20 ft or less from the ground in an area with loose debris, it creates a 60 ft radius hemispherical cloud that blinds all therein for as long as they remain inside, and one round afterwards. Casting a spell inside this cloud requires a DC 22 Concentration check.

Cost: 15500 lbs of Valyrian Steel, Wildfyre Orb, 40000 IM in enchanting materials.
Currently Assignment: Sorcerer's Deep

Advanced Tattoo Guardian:
Current Advanced Tattoo Guardian: 1 (Bonded to Lya the Sage)
Advanced Tattoo Guardians in Production: 0

Awakened Adamantine Golem: Mental Attributes (14 Intelligence, 17 Wisdom, 13 Charisma)
Current Awakened Adamantine Golem: 1
Current Assignment: Sorcerer's Deep

Advanced Commando Bio-Construct, aka "The Seeker":
Current Advanced Commando Bio-Construct: 1
Current Assignment: Sorcerer's Deep

Umbral Spies:
Current Umbral Spies: 6 (Assigned: Golden Spy-Ring x2, The Hunt for Big Red x2, Beneath the Gold x2)
Umbral Spies In Production: TO BE DETERMINED

Umbral Stalker:
Current Umbral Stalkers: 0
Umbral Stalkers in Production: 1

Glass Golems:
Current Glass Golems: 12
Glass Golems in Production: 12
Current Assignment: Sorcerer's Deep

Iron Golem: Enhanced with Constant See Invisibility and equipped with a Necklace of Natural Weapons +1 (Applies to x2 Slam Attacks)
Current Iron Golems: 1
Current Assignment: Sorcerer's Deep

Iron Archer Golems: Each is equipped with a Visor of See Invisibility and a Necklace of Natural Weapons +1 (Applies to x2 Slam Attacks)
Current Iron Archer Golems: 2
Current Assignment: Sorcerer's Deep

Flesh Hounds: Variant Flesh Golem
Current Flesh Hounds: 5
Current Assignment: Goggossosi Flesh Forge

Flesh Golem:
Current Flesh Golem: 1
Current Assignment: Goggossosi Flesh Forge

Bio-Constructs: Currently assigned to the Goggossosi Flesh Forge.
  1. 0 Seekers (6 HD, Anti-Magic Bio-Construct)
  2. 32 Far Hands [Stats as Monkey except as follows: Bio-Construct Traits; INT 5; Mending and Stabilize SLA at will]
  3. 15 Hunter Seekers [Advanced to 9 HD; Large-sized]
  4. 7 Stalker Seekers [6 HD; Lose Bone Shield; Gain Pounce and +2d6 bonus damage when Pouncing or Charging]
  5. 8 Wardens (9 HD, Information Gathering Variant Seeker)
  6. 5 Caretakers (6 HD, Child Guardian Variant Seeker)
  7. 3 Slayers (12 HD, Assassin Variant Seeker)
Created as scouts and messengers, swift of wing and easily hidden among the birds of the sky, these constructs are constructed bodies of iron and clay covered in feathers treated with preservative arcane oils and given the seeming of life by a lesser spirit of air. Man-smart (though not necessarily bright by that measure) these spirits enjoy the freedom of new skies and surprising vistas, so any message entrusted to them might pass by a longer route if the mood so takes them.

When confronted with the possibility of combat they will always choose to flee before fighting, though the animating spirit does not truly fear the "death" of its material form as a living creature might.

Three-Eyed Raven
CR 1/2
N Tiny Construct
Init +2, Senses Low-light vision, Darkvision 60ft; Perception +8

Defense
AC 14, touch 14, flat-footed 12 (+2 size, +2 Dex)
HP 5 (1d10)
Fort -, Ref +2, Will 0
Immune construct traits

Offense
Speed 10ft., fly 60ft. (good)
Melee bite +0 (1d3-1)
Space 2-1/2 ft.; Reach 0 ft.
Spell-Like Abilities (CL 2th)
At will - detect magic

Statistics
Str 8, Dex 14, Con -, Int 8, Wis 10, Cha 1
Base Atk +1;
Feats Alertness
Skills Fly +6 (+4 from size), Perception +6 (+2 from Alertness), Stealth +6 (+8 from size)
Language: Any

Special Abilities
Messenger (Su): The Three-Eyed Raven can deliver items or spoken messages to a target. This can either be a location the sender knows about or to a person the sender has met at least once. A spoken message can be up to five minutes long and is recited in the voice of the sender. If a specific person was set as the recipient, any other creature nearby has to pass a DC 15 Will save to understand the message or it will only hear an indecipherable cawing.

A tiny construct, shaped in the likeness of a raven with a third eye on its forehead. It is mainly used as a scout, spy or messenger.

Construction
Requirements Craft Construct, Detect Magic, Ghost Sound, Tongues, Illusory Script, Circle Dance, Lesser Geas; Cost 125 GP
Current Lesser Three-Eyed Ravens: 349
Current Lesser Three-Eyed Ravens in Production: 144
Similar to their lesser brethren in temperament but with the added advantages of heightened intelligence and the power to turn unseen should their ruse ever be discovered greater ravens are both more curious by nature and less flighty in their interests... How much of this is design on Lya's part and how much is the inclination of the stronger spirits bound into their metal and porcelain forms?

Though still instinctively shying away from battle, Greater Ravens are more hardy and far more deadly with claws of black unrusting iron, the better to reach their handlers.

Alas they are also prideful creatures who demand a great deal of time from their handlers, not only to listen to what they have seen, but also to keep them entertained and informed of goings on in the wider world.

Greater Raven
CR 2
N Tiny Construct
Init +4, Senses Low-light vision, Darkvision 60ft; Perception +10

Defense
AC 17, touch 15, flat-footed 14 (+2 size, +3 Dex, +2 natural)
HP 15 (2d10+4)
Fort -, Ref +4, Will +1
DR 5/Adamantine
Immune construct traits

Offense
Speed 10ft., fly 60ft. (good)
Melee bite +5 (1d3+3)
Space 2-1/2 ft.; Reach 0 ft.
Spell-Like Abilities (CL 6th)
At Will - detect magic, invisibility (self only)

Statistics
Str 8, Dex 16, Con -, Int 11, Wis 10, Cha 1
Base Atk +2;
Feats Alertness, Weapon Finesse, Fly-By Attack
Skills Fly +8 (+4 from size), Perception +8 (+2 from Alertness), Stealth +8 (+8 from size)
Language: Any

Special Abilities
Messenger (Su): The Three-Eyed Raven can deliver items or spoken messages to a target. This can either be a location the sender knows about or to a person the sender has met at least once. A spoken message can be up to five minutes long and is recited in the voice of the sender. If a specific person was set as the recipient, any other creature nearby has to pass a DC 15 Will save to understand the message or it will only hear a undecipherable, faint whispering.
Dispenser (Ex): The Three-Eyed Raven has a hidden compartment where a single dose of a splash weapon, poison or similar substance can be stored. As a standard action, he can exhale this reagent on his targets as a 15ft cone. Damage and saves are determined by the reagent used.

Construction
Requirements Craft Construct, Detect Magic, Invisibility, Ghost Sound, Tongues, Illusory Script, Circle Dance, Lesser Geas; Cost 1000 GP
Current Greater Three-Eyed Ravens: 83
Current Greater Three-Eyed Ravens in Production: 5
Wings of parchment, bones of steel, scales of burnished bronze and a soul drawn of the elements themselves these swift flying constructs a wrought in the image of dragonkind not only in form but also in some small measure in mind. Proud they are and bold on the attack, effigies of timeless power.

Elemental Wyrmling
LN Small Construct
Init 0, Senses Darkvision 120ft, Blindsense 60ft; Perception +10

Defense
AC 18, touch 13, flat-footed 16 (+1 size, +2 Dexterity, +5 natural)
HP 45 (6d10+12)
Fort -, Ref +6, Will +5
DR 5/Adamantine
Immune construct traits, to chosen element
Spell-Like Abilities (CL 5th)
At will - Elemental Dart (as chosen element)

Offense
Speed 40ft, burrow 20ft, fly 100ft. (average)
Melee bite +8 (1d6+2), 2 claws +8 (1d4+1)
Space 5 ft.; Reach 5 ft.; 10ft. with bite
Special Attacks: breath weapon (30-ft cone, DC 15 Reflex, 2d8 of chosen element)

Statistics
Str 14, Dex 14, Con -, Int 6, Wis 12, Cha 6
Base Atk +6;
Feats Alertness, Power Attack
Skills Spot +10, Intimidate +10, Listen +10, Stealth +6 (+4 from size)
Language: Common, Draconic

Seemingly a heavy piece of armor for a freshly hatched dragon, this construct is filled by swirling energies of a single element.

Construction
Requirements Craft Construct, Craft Magical Arms and Armor, Elemental Darts, Lesser Geas; Cost a custom made plate mail worth 500 GP, 2000 GP
Current Elemental Wyrmlings: 32 (Acid[x8], Cold[x8], Electrcity[x8], Fire[x8])
Elemental Wyrmlings in Production: 36 (Fire)
 
Gonna need more votes, ya'll.
Adhoc vote count started by Goldfish on Nov 30, 2019 at 10:09 AM, finished with 39 posts and 2 votes.

  • [X] Viserys and Richard will seek the guards.
    -[X] Dany, Rina and Rhaella will go to the village to investigate this further.
    -[X] Before splitting up, Viserys will Wild Arcana Hindsight to see the Storm and hopefully get a better feel for events, as they might influence investigations.
    -[X] Use Telepathic Bond to remain in communication.
 
'But - there's nothing in the design that could explode ...'
':o:o:o oversight. OVERSIGHT!!! We will immediately correct this failure! Back to the drawing board and experiments!'
Bulubar: How else can the spent bolt magazines be ejected but with miniaturized explosive rivets? You don't expect us to use springs, I would hope?
 
"Hm HMM, oversight, yes? And there should be telescopic lenses so you can see from the bottom and behind, too!"

"That's not quite--"

"And they need magnification! If you can't observe astral bodies with the naked eye, YOU NEED TO CLOTHE IT! YES!"

"That's not quite--"

"Astral currents too strong to observe unaided. With the right crystalline lattice you can peer beyond the skein of reality to...."

"Oh dear."
 
Alright, here's the final throw-together from me:
General Proposal for Adventure/Delve-Actions in the 12th Month.
ESSOS:
[] Chains and Collars, of Hells and Mortals: Contain the further spread of Asmodeus pawns through the actions of High-ranking Devils that haven't been dealt with the last month. Gain insight into the best approach to take over the Slavers' Bay afterward. -- A month-long action.
---- Malarys, Garin, 1 Mind Dragon, 2 Drow!Assasins, Orphne Feylord, 1 Umbral Stalker, 3 Umbral Spies, the Asura, The Misfits (3 of them - without their alchemist).

[] Gold, Broken - Final Preparations: WIth general knowledge on Golden Company, their Shadow Fortress and the spy-ring in Yi-Ti acquired, it is time to do the final preparations before the amassed attack - scouting out the locations of commanders, and such matters - things that Mindblanked companions would be needed for because of Tiamat's clerics constant Divination.
--(The attack itself is a "free" action, but dealing with preparations, and mopping up the remains would take a week+ of time from the group assigned)
---- Waymar, Tyene, Teana, Rina, Dany, Richard, 1 Mind Dragon

BEYOND THE WALL:
[] 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: ??)
---- 1 Yssian Guardian Naga, Velen the Phoenix birb, Oberyn, Thoros of Myr, Wyla, Sandor, 1 Herald

[] 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 hear their sobs and cries whenever a storm strikes those shores. What is clear is that no bird or 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
---- Mia the Inquisitor, Anya the Inquisitor, Kira Windgraced, Mors 'Crowfood' Umber, Leila Goldhammer, 2 Erynies,

WESTEROS:

[] Reaching for the Reach: Rhaella ventures forth into the Reach independently of your own course, heading the charge on some of the Houses who might find the prospect of your rule more palatable. Once she has picked all of the low-hanging fruit, as it were, you will reconvene with her and decide how to split the rest of the work, where it will require your own personal touch and whereby you might delegate further.
---- Rhaella, The Seeker (CR 15), 1x Mind Dragon, Wilhelm Darry

[] Overreaching Wrought Ruin: There are a number of Reacher Lords who either require dismissing from consideration for the virtue of arranging stronger political alliances, or who's situation will involve some degree of finesse or intrigue to acquire their surety of loyalty. Besides that of which, a number have presented you with the conundrum of ostensible neutrality in all matters but their loyalty to Highgarden, who at any moment you could do more than embarrass with but a word, you could ruin their very standing among all who hold fealty toward them with the starkest truth of their actions and inaction. Bending their neck came first, having them bend their closer vassals ears to your will would be next.
---- Viserys, ?????

[] 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 of more prey. (Opposition: ??, Redcaps; Rewards: ??)
---- Glyra, Ser Bonifer Hasty, Ser Gerold 'Darkstar' Dayne, Jeyne Weaver (after visiting Gith), Roger Reyne, Aradia the Huntress, 2 Erynies.

[] 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 gain favor with his supposed patron of the Indigo if one can stomach working with a being who tacitly allowed such monstrous deeds.
----- Shara the Inquisitor, Azema, Danar & Alyssa Crowl, 3 Erynies, Mereth,

OTHER PLANES:
[] The Rot of Stone, on paths of Trade: Clear out the infestation of Rotstone near the Xorn trade route.
(Opposition: ??, Aberrations; Rewards: ??). -- Guaranteed Aberrations, possibly Beholders.
---- Xor, Lady Saenena, Zherys, 1 Yssian Guardian Naga, 4 Erynies

[] A Fire, on Fire Turned: Aid the rebel Salamander Kingdoms by striking at their rivals.
(Opposition: ??; Rewards: ??)
---- Amrelath, Melisande, Siduri & Yrten + crew, 5 Erynies, 1 Mind Dragon, 1 Herald

[] Plane of Water, massive of MAs: See the List of Minor Actions.
---- Viserys, ???

Unused Companions, Minions:
Yrael, Rhango (+ his riders + Devils we supplied him with), Blight's Bane, Moonsong (+ Moonchaser), 9 Erynies
General Proposal for Research Actions in the 12th Month.
[] 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. (Progress: 23/30, Cost: 20.000 IM)
----Lya [Second body] (4d6 Progress)

[] Elder Arts: An in-depth study of Runelore.
-[] Research the Landwards in Thenn's holdings (Progress: 15 Cost: 6000 IM)
----Velen (4d6 Progress), Bloom the Bridjidine (4d6 Progress) --8d6 Progress total.

[] Project Praetorian: WIth use of Fleshforges, create the sort of soldiers that could reasonably fight even Outsiders - elites and Champions the Empire will need in the coming years. (Progress 40, Cost 35,000 IM)
----Qyburn (4d6 Progress); Elaheh Marita (4d6 Progress + 1d6 for specialization) -- 9d6 Progress total

[] 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. (Progress: 20, requires Dany, progress added by other characters is halved) -- We haven't had the report here either, but with halving it is impossible to be done with it mathematically anyway.
-----Aenie Caleris
(4d6 Progress + 1d6 for specialization)

[] The Forge Restored: Centuries of disuse and the waning of magic it survived done little good to one of the most potent weapons of Valyria... Something you had yet to fix.
-[] Increase in CR of creatures available to create in Fleshforge of Lys to 15 (Progress: 10, Cost: )
----Urak the Forgemaster
(4d6 Progress + 1d6 for specialization)

[] To Curb a Dreadful Hunger: The Far-Spawn being that had once been disguised as the chest hungers for the flesh of thinking beings, but it is more than its instincts are, however strange. Perhaps the forge could help it live on the healthier fare (Progress: 5, Cost: 4000 IM) -- Would also allow us to safely feed "The Many" - the illithid-like worms looted on PoW.
----Vee (4d6 Progress)

[] Works of Flesh: With the aid of the Flesh-Forge beneath Lys you can craft or improve all manner of beings to better serve your needs and those of your realm:
-[] Create cosmetic variations of Leshys (Progress: 2, Cost: None)
-[] Create the adamantine-like bone, using the samples from Rhango's knife (Progress: 4, Cost: 5000 IM)
----Aemon Naremos (4d6 Progress)

[] The Bloodchain: The weapon Valaena wields is a powerful one indeed... Yet, with recent breakthroughs of yours, it clearly can be made better. Upgrade Valaena's Chain to Valyrian Steel (Progress: 6, Cost: )
----Valeria Wondersmith (4d6 Progress)

[] Reforging Anew the Secrets Lost: The technique of making Seeker-constructs was lost alongside Valyria itself... Until you took the forge of Gogoss and it's secrets. However, for all their utility, the method of their creation... is severely lacking.
-[] Re-create the ritual technique necessary to create Seekers, without a need for unborn children, or otherwise equally unethical resources, to be used.
(Progress: 25, Cost: )
----Vee (4d6 Progress), Mantarys Scholarum Branch (+2d6 Progress), Tolos Scholarum Branch (+2d6 Progress) -- 8d6 Progress Total

[] Waves of the Sea, on Depths and Fire Turned: research the wardings if the Marid house of Mardja.
-[] Wards that would be able to protect the coastal regions and cities of Plane of Balance (Progress: 30, Cost: 80.000 IM)
----Breath Taker (4d6 Progress), Stepstones Scholarum Branch (2d6 Progress), Naria Loreseeker (4d6 progress) - 10d6 Progress Total

[] Forge of Creation: With Anu having finally restored the ritual necessary for the creation of his kin, much may change... But for now, that is but a single ritual. To truly bring his people to life, something yet grander Is needed.
-[] Organise a magi-industrial complex capable of producing Warforged en-mass. (Progress: 18/30, Cost: )
----Anu (4d6 Progress)

[] The Heavy Thoughts: The Mindspeak that some creatures wield in this day and age has proven it's utility time and time again - and finding a way to grant the ability to use it holds great promise in most various fields.
-[] Find a way to evoke the ability for Telepathy in those without innate talent for it.
(Progress: 8, Cost: 7500 IM)
----Svitran (4d6 Progress)

[] Watchful Eyes, by Aeons Untouched: Attempt to create the Watchman-Creature template (Progress: 25, Cost: ??)
----Volantis Scholarum branch (2d6 Progress), Naath Scholarum branch (2d6 Progress) -- 4d6 Progress total.

[] The Stone of Memories, The Stone of Visions: The mysterious Serpentstone Projector you recovered from the deeper parts of Riz'Neth's city may not look like much... But you have learned quite well how much but a little show before the audience as large as cities could mean for a ruler.
-[] Research the Serpentstone Projectors, emphasizing the function of recording visual and auditory signals - something that may well be priceless if a way is found to make more of such "recorders" cheaply, and also searching for a way to integrate them with the MirrorVision network - allowing to both (hopefully) make MirrorVision sets cheaper and easier to make, and to store transmissions shown - perhaps allowing for plays and speeches to be replayed in the future? (Progress: 45, Cost: 50.000 IM)
----Riz'Neth (4d6 Progress), Tyrosh Scholarum branch (2d6 Progress) -- 6d6 Progress total.

Full roster:
Minions, Companions:
-Lya (body #2)
-Aemon Naremos
-Bloom the Brijidine
-Valeria Wondersmith
-Naria Loreseeker
-Velen
-Anu
-Svitran
-Vee
-Elaheh Marita (+1d6 to Fleshcrafting-related)
-Qyburn
-Riz'Neth
-Breath Taker
-Aenie Caleris (+1d6 to Dreamlands-related)
-Urak the Forgemaster (+1d6 to Fleshcrafting-related)

--------------------------
Scholarum Branches:
-Stepstones
-Tyrosh
-Volantis
-Mantarys
-Tolos
-Naath
-----------------------------
@Goldfish, @Crake, take note.
 
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