Part MMMCDLXIV: Infrastructure Report on the Rhyone
Infrastructure Report on the Rhoyne

Personal annotation on previous report: Keep wood intact for now. There is nothing in the vicinity that would warrant significant protection from the Old Gods and there likely will be negotiations with a dryad next month. Fey of all stripes are attracted to rare offerings and this would certainly be one of them. After a moment you add a note that no villages are to be specifically encouraged to arise near the grove. No sense in risking competing claims.

***​

News from the still sparsely colonized former Rhoynar lands are mostly encouraging. The new Inquisition base in Chroyane has already acquired something of a reputation as a place one sends agents without much interest in dealing with other humans. 'At least the ones who are not mad enough to request a assignment to Sothoryos' one note reads. The tone of dry humor makes you suspect the author has actually been to the southern shore, unlike so many who know it merely from tales.

Establish Espionage Base in Chroyane (10/1)

In neighboring Ar Noy there has been significant progress setting up better access to healing, from herbalists to those trained in low magic and even mages of the Schularum looking for lucrative steady work on the frontier, where people are more likely to see even a minor mage as more of a helping hand against the dangers of the world as opposed to a cause for suspicion they are unfortunatly still are in many other places.

Establish Healthcare Services in Ar Noy (10/12)
Investigate Supernatural Activity in Ar Noy

The report from Ny Sar is much the same if not quite as optimistic that the improvements to healing access will be complete next month. It will be a while yet before there will be a city again around the fountains to whose song Nymeria was born but you have no dount it will happen. The shape of the land is unchanged and so trade flows in its channels as surely as water passes between the banks of the Rhoyne itself.

Establish Healthcare Services in Ny Sar (7/13)
Investigate Supernatural Activity in Ny Sar

Oberyn's lands report similar progress with the addition of a small cache of treasure buried during the wars against Valyria in expectation of better days. Those had certainly come, though not in the manner those long dead Rhoynar nobles pondered. Though most of what survived was gold, silver and works of craft and art, rightfully claimed by Prince Oberyn since they were found on his land and through his own efforts, he did send the remains of several books to be reconstituted and added to the library.

Establish Healthcare Services in Golden Fields (6/12)
Investigate Supernatural Activity in Golden Fields -> Knowledge History +1

Alas that not all were so fortunate as the Red Viper. In Ghoyan Drohe a pair of Scholarum mages eager to prove their mastery of magic and advance their understanding of ancient spellcraft entered what was later discovered to be a royal necropolis. Wraiths rose from the stagnant waters to curse not only those who had disturbed their rest, and had thus been slain, but all those who 'trespassed' upon the ruins. Spreading knowledge of healing had to take second place to keeping said healers alive, for the dead seem to be able to sense sorcery and strike wherever it is kindled.

Establish Healthcare Services in Ghoyan Drohe (2/5) -> Undead disturbed 1 Mystic (Level 3) and 1 Hedge Mage (Level 5) Killed
Investigate Supernatural Activity in Ghoyan Drohe

How do you deal with the undead?

[] Send a proper party next month

[] Assign other forces in the background
-[] Write in


OOC: I was going to cover Northern Valyra, but then the roll came out 4 on a d100 for how bad the crit fail on the Healthcare Services was.
 
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@DragonParadox based on simple divination routines, what CR is that looking like? It would inform a response between sending some lower-mid level PCs to deal with it, and scouring it to the bedrock with dragonfire.
 
Previous Library:
Common Lore:
Knowledge (Alchemy) +20
Knowledge (Arcana) +29
Knowledge (Architecture) +16
Knowledge (Autohypnosis) +2
Knowledge (Dungeoneering) +22
Knowledge (Economics) +14
Knowledge (Geography) +26
Knowledge (History) +41
Knowledge (Law) +19
Knowledge (Mathematics) +17
Knowledge (Nature) +17
Knowledge (Nobility and Royalty) +15
Knowledge (Psionics) +17
Knowledge (Religion) +27
Knowledge (The Planes) +25
Knowledge (War) +19
Profession (Trade) +5

Bound Tomes of Knowledge (For ritual use): Religion and Planes +10
Additions Courtesy of Oberyn Martell:
Investigate Supernatural Activity in Golden Fields -> Knowledge History +1

Updated Library:

Common Lore:
Knowledge (Alchemy) +20
Knowledge (Arcana) +29
Knowledge (Architecture) +16
Knowledge (Autohypnosis) +2
Knowledge (Dungeoneering) +22
Knowledge (Economics) +14
Knowledge (Geography) +26
Knowledge (History) +42
Knowledge (Law) +19
Knowledge (Mathematics) +17
Knowledge (Nature) +17
Knowledge (Nobility and Royalty) +15
Knowledge (Psionics) +17
Knowledge (Religion) +27
Knowledge (The Planes) +25
Knowledge (War) +19
Profession (Trade) +5

Bound Tomes of Knowledge (For ritual use): Religion and Planes +10
 
Ouch. Poor magelings. Dungeon-delving is risky.
By the way @DragonParadox, when you say thinks like "X magelings lost", do you remove them from the manual table in the Scholarum sheet, or should I ?
 
oh wow those poor bastards were unlucky. welp at least it's a loot and xp oppertunity for our lower leveled underlings with escort to keep them alive if deemed necesarry
 
Ouch. Poor magelings. Dungeon-delving is risky.
By the way @DragonParadox, when you say thinks like "X magelings lost", do you remove them from the manual table in the Scholarum sheet, or should I ?

I'll do it. Unlike with the money the balance sheet the numbers are not so large/complex as to make me worry I'll mess something up handling it.

And they're incorporeal? Sounds like a decent challenge to throw baby adventurers at.

All the undead seen so far are incorporeal yes
 
@Crake, do the people I've assigned here seem a decent group to send to extra-kill those Undead?
[] 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: ??)
---- Xor, Shara the Inquisitor, Valaena Velaryon, Vrath the Serpentfolk Hexblade (Hexblade 7? @Goldfish?), 1 Yssian Guardian Naga (CR 10), Mercy of the Soul, 3 Erynies
The Blightbarrow can wait, everyone around there is (mostly) dead.

...That one mage making a cult cannot though, he had 4 months to do whatever he want already, iirc.
EDIT:
Would really prefer them for the RAs I pre-assigned them here, yeah.
 
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[X] Send Xor, Shara, Valaena, Argo, 1 Yssian Guardian Naga, and 3 Erinyes to deal with it.
-[X] Disperse some scrolls of
Ghost Touch Weapon to be cast onto the martially-inclined during encounters with the spirits.

@One Autumn Leaf Bahro has no way of harming them on his own and they could easily avoid him even if they can't hurt him.
 
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i'd rather this be let for some of our lower lvl minions with fleshforged help to round them out and tank. nut that's me
 
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