Well, what else would there be to expect? Unauthorised Divination wards are usually not made to hide the secret of grandma's marinara sauce.

Given how the Westerosi feel about their heritage I would not consider that out of the question. :V

The culture clash is going to be fun to write.

Vote closed.
Adhoc vote count started by DragonParadox on Jan 18, 2021 at 2:01 AM, finished with 97 posts and 14 votes.

  • [X] Reward Ateria 1,000 IM, a commendation for her service to the Imperium, a set of Masterwork Adamantine Healer Tool's enchanted to provide a +5 Competence bonus to Healing skill checks, Ring of Protection from Evil, Ring of Sustenance, Healing Belt, Handy Haversack, Bead of Healing, Vial of Efficacious Medicine, Cloak of the Hedge Wizard (Divination), and the following Alchemical items (Antiplague x30, Antitoxin x30, Healing Salve x100, and Healy Myrrh x30).
    -[X] We will grant her the Imperial Meritorious Service Cross in a public ceremony, naming her a Hero of the Imperium.
    --[X] Extend to Ateria an invitation to attend the Scholarium in Sorcerer's Deep, or any other branch she desires, if she ever chooses to gain a more formal grounding in magic. Alternatively, we employs healers throughout the Imperium, so if she wishes for a change of scenery, a position can be found nearly anywhere she might be interested it.
    [X] 4th Month Forge Order
    -[X] Restoring Iron Isles standing guard force -- 41,505 IM
    --[X] 41x Spitters -- 30*41 = 1,230 IM
    --[X] 29x Black Knights -- 490*29 = 14,210 IM
    --[X] 1x Vigilant Hunter -- 5,280 IM
    --[X] 6x Vigilant Briars -- 6*660 = 3,960 IM OR 72 HD
    --[X] 2x Snatching Terrors -- 2*3560 = 7,120 IM
    --[X] 3x Bloodsharks -- 935*3 = 2,805
    --[X] 8x Paralyzing Snatchers -- 720*8 = 5,760 IM
    --[X] 19x Aquatic Spitter Swarms -- 60*19 = 1,140 IM
    -[X] More Inquisition forces: -- 3,095,600 IM
    --[X] 30x Vigilant Hunters -- 5,280*30 = 158,400 IM
    --[X] 50x Watchmoles -- 1,320*50 = 66,000 IM OR 900 HD
    --[X] 30x Black Brutes -- 4,700*30 = 141,000 IM
    --[X] 100x Black Wardens -- 630*100 = 63,000 IM
    --[X] 20x Black Champions -- 5,360*20 = 107,200 IM
    --[X] 200x Black Knights (Mobility mod) -- 560*200 = 112,000 IM
    --[X] 30x Greater Blood Clot Molds -- 28,800*30 = 864,000 IM
    --[X] 10x Verdant Phoenixes (CR 15) -- 28,800*10 = 288,000 IM
    --[X] 20x Advanced Sorcerer Creature Snapdragon Leshy (CR 10) -- 4,800*20 = 96,000 IM
    --[X] 1,000x Dawnbloom Leshi (CR 6) -- 1,200*1,000 = 1,200,000 IM OR 18,000 HD
    ---[X] Assigned to Legions as 50-to-1 Leshi-to-full-Legion ratio.
    ---[X] Also assigned as 10-to-1 in City Defense Groups. -- increases the price of any future "City Defense Group" to 107,500 IM total.
    -[X] Imperial Palace Forge Order: Found HERE
    -[X] Total Cost: 4,309,595 (Regular Forge Order [1,867,145 IM] + Imperial Palace Forge Order [2,442,450 IM])
    --[X] Total Corpse HD Cost: 40,140 (Regular Forge Order [18,972 HD] + Imperial Palace Forge Order [21,168 HD])
    [X] Lya Level Up
    -[X] Class: +1 Mystic Theurge
    -[X] Feat: Destructive Dispel
    -[X] Skills (8 points): +1 Concentration, +1 Knowledge (Arcana), +1 Knowledge (Religion), +1 Knowledge (The Planes), +1 Spellcraft, +3 Knowledge (Psionics)
    -[X] New Spells:
    --[X] Arcane (9th Level): Sage's Radiant Spellward, Sage's Spell Shift
    --[X] Divine (8th Level): Illusion Purge, Visions of the Future
    [X] Reward Ateria 1,000 IM, a commendation for her service to the Imperium, a set of Masterwork Adamantine Healer Tool's enchanted to provide a +5 Competence bonus to Healing skill checks, Ring of Protection from Evil, Ring of Sustenance, Healing Belt, Handy Haversack, Bead of Healing, jar of Restorative Ointment, Traveler's Anytool, Vial of Efficacious Medicine, a Cloak of the Hedge Wizard (Divination), and the following Alchemical items (Antiplague x30, Antitoxin x30, Healing Salve x100, and Healy Myrrh x30).
    -[X] We will grant her the Imperial Meritorious Service Cross in a public ceremony, naming her a Hero of the Imperium.
    --[X] Additionally, extend to Ateria an invitation to attend the Scholarium in Sorcerer's Deep, or any other branch she desires, if she ever chooses to gain a more formal grounding in magic. If she ever needs a place for someone of her prodigious skill, Viserys will be watching her with great interest. Make small mention of how you eventually intend to build a more mundane School dedicated to the healing arts in Sorcerer's Deep, and of course a stronger foundation in the magical arts might be of use, as many diseases discovered recently are likely to be magical in nature.
 
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@Goldfish, after looking around some more, I can't find any sheet for Marwyn. I think DP never made a full build for him when he went from background NPC to side-NPC and neither did the playerbase.
 
Winning Vote
Adhoc vote count started by DragonParadox on Jan 18, 2021 at 2:01 AM, finished with 97 posts and 14 votes.

  • [X] Reward Ateria 1,000 IM, a commendation for her service to the Imperium, a set of Masterwork Adamantine Healer Tool's enchanted to provide a +5 Competence bonus to Healing skill checks, Ring of Protection from Evil, Ring of Sustenance, Healing Belt, Handy Haversack, Bead of Healing, Vial of Efficacious Medicine, Cloak of the Hedge Wizard (Divination), and the following Alchemical items (Antiplague x30, Antitoxin x30, Healing Salve x100, and Healy Myrrh x30).
    -[X] We will grant her the Imperial Meritorious Service Cross in a public ceremony, naming her a Hero of the Imperium.
    --[X] Extend to Ateria an invitation to attend the Scholarium in Sorcerer's Deep, or any other branch she desires, if she ever chooses to gain a more formal grounding in magic. Alternatively, we employs healers throughout the Imperium, so if she wishes for a change of scenery, a position can be found nearly anywhere she might be interested it.
    [X] 4th Month Forge Order
    -[X] Restoring Iron Isles standing guard force -- 41,505 IM
    --[X] 41x Spitters -- 30*41 = 1,230 IM
    --[X] 29x Black Knights -- 490*29 = 14,210 IM
    --[X] 1x Vigilant Hunter -- 5,280 IM
    --[X] 6x Vigilant Briars -- 6*660 = 3,960 IM OR 72 HD
    --[X] 2x Snatching Terrors -- 2*3560 = 7,120 IM
    --[X] 3x Bloodsharks -- 935*3 = 2,805
    --[X] 8x Paralyzing Snatchers -- 720*8 = 5,760 IM
    --[X] 19x Aquatic Spitter Swarms -- 60*19 = 1,140 IM
    -[X] More Inquisition forces: -- 3,095,600 IM
    --[X] 30x Vigilant Hunters -- 5,280*30 = 158,400 IM
    --[X] 50x Watchmoles -- 1,320*50 = 66,000 IM OR 900 HD
    --[X] 30x Black Brutes -- 4,700*30 = 141,000 IM
    --[X] 100x Black Wardens -- 630*100 = 63,000 IM
    --[X] 20x Black Champions -- 5,360*20 = 107,200 IM
    --[X] 200x Black Knights (Mobility mod) -- 560*200 = 112,000 IM
    --[X] 30x Greater Blood Clot Molds -- 28,800*30 = 864,000 IM
    --[X] 10x Verdant Phoenixes (CR 15) -- 28,800*10 = 288,000 IM
    --[X] 20x Advanced Sorcerer Creature Snapdragon Leshy (CR 10) -- 4,800*20 = 96,000 IM
    --[X] 1,000x Dawnbloom Leshi (CR 6) -- 1,200*1,000 = 1,200,000 IM OR 18,000 HD
    ---[X] Assigned to Legions as 50-to-1 Leshi-to-full-Legion ratio.
    ---[X] Also assigned as 10-to-1 in City Defense Groups. -- increases the price of any future "City Defense Group" to 107,500 IM total.
    -[X] Imperial Palace Forge Order: Found HERE
    -[X] Total Cost: 4,309,595 (Regular Forge Order [1,867,145 IM] + Imperial Palace Forge Order [2,442,450 IM])
    --[X] Total Corpse HD Cost: 40,140 (Regular Forge Order [18,972 HD] + Imperial Palace Forge Order [21,168 HD])
    [X] Lya Level Up
    -[X] Class: +1 Mystic Theurge
    -[X] Feat: Destructive Dispel
    -[X] Skills (8 points): +1 Concentration, +1 Knowledge (Arcana), +1 Knowledge (Religion), +1 Knowledge (The Planes), +1 Spellcraft, +3 Knowledge (Psionics)
    -[X] New Spells:
    --[X] Arcane (9th Level): Sage's Radiant Spellward, Sage's Spell Shift
    --[X] Divine (8th Level): Illusion Purge, Visions of the Future
    [X] Reward Ateria 1,000 IM, a commendation for her service to the Imperium, a set of Masterwork Adamantine Healer Tool's enchanted to provide a +5 Competence bonus to Healing skill checks, Ring of Protection from Evil, Ring of Sustenance, Healing Belt, Handy Haversack, Bead of Healing, jar of Restorative Ointment, Traveler's Anytool, Vial of Efficacious Medicine, a Cloak of the Hedge Wizard (Divination), and the following Alchemical items (Antiplague x30, Antitoxin x30, Healing Salve x100, and Healy Myrrh x30).
    -[X] We will grant her the Imperial Meritorious Service Cross in a public ceremony, naming her a Hero of the Imperium.
    --[X] Additionally, extend to Ateria an invitation to attend the Scholarium in Sorcerer's Deep, or any other branch she desires, if she ever chooses to gain a more formal grounding in magic. If she ever needs a place for someone of her prodigious skill, Viserys will be watching her with great interest. Make small mention of how you eventually intend to build a more mundane School dedicated to the healing arts in Sorcerer's Deep, and of course a stronger foundation in the magical arts might be of use, as many diseases discovered recently are likely to be magical in nature.
 
Part MMMDCCXIV: The Business of Kingship Part Two
The Business of Kingship Part Two

Twenty Second Day of the Fourth Month 294 AC

The Imperial Meritorious Service Cross is the least you can do for one who had offered as much of as service to the Empire and its citizens as Ateria. The commendation is set for the day before your coronation, with the invitation containing an offer to attend the Scholarium in Sorcerer's Deep, or any other branch she desires, if she ever chooses to gain a more formal grounding in magic. Should she wish for a change of scenery in her current profession that too can be arranged as well of course, you employ healers from the borderlands of Valyria to the Iron Islands and from the trade outpost on Skane to Gogossos.

"Not everyone wants to go on adventures, and you can't eat glory," Varys reminds you sleepily from her latest perch atop Gregor Clegane's skull, delivered to you by Elia after Oberyn had recovered it in the aftermath to gift to her. Your goodsister, while happy to see it and what it represented, had no interest in keeping it around her daughter.

"A thousand marks, fine healer's tools and a pouch of alchemical remedies then," you nod. After a moment's thought you add: "Best to include a healing belt and a warding amulet for good measure in case she ever crosses paths with the servants of Abaddon."

Lost 1,000 IM

You move on through the rows of reports, from expansions in law enforcement, administration, guard posts and of course the messenger system to keep it all together. Inquisition bases were established in Valysar and Selhorys, hopefully to keep a better watch on the respective provinces, while in Morrogos inquisitors looking into the wilder parts of the province discovered an unexpected but not unwelcome being, an elemental oracle who had slept away the waning of magic in the embrace of the deep earth only to awaken from its cairn into a world transformed. The inquisitor in charge of the area saw the use of hiring such a being, and keeping it from perhaps selling its services to less savory groups.

While the monthly payment from the Inquisition is not quite the same as being offered tribute by the tribes of old, the company is much more charming and the repartee more interesting according the the brief letter in which the oracle pledges its allegiance.

By contrast the latest crop of Norvosi spies in Braavos, disguised as missionaries of the Bearded God, is barely worth noting. Braavos has been dealing with the like since the Century of Blood.

Establish Messenger Service in Northern Disputed Lands (8/35)
Establish Messenger Service in Daughter's March (5/27)
Establish Guard Posts in Eastern Flatlands (10/13)
Expand Law Enforcement in Orange Shore (7/46)
Establish Inquisition Base in Orange Shore (54/98)
Establish Messenger Service in Orange Shore (18/26)
Establish Inquisition Base in Valysar (13/9) -> Complete
Establish Inquisition Base in Selhorys (24/22) -> Complete
Investigate Enemy Spies in Volon Sar
Expand Administration in Braavos (23/50)
Investigate Enemy Spies in Braavos (Norvos Spies Found)
Establish Messenger Service in Braavosi Coast (10/25)
Establish Messenger Service in Sweetwater (7/27)
Establish Inquisition Base in Morrogos (11/28) Crit Success (70) -> Elemental Weird Earth Hired on (+10 to counter-intelligence rolls for the base once founded)

The Inquisition is doing just as much good work in the Velevet Hills and Lorath with the latter city's administration surprising you by completing the new aqueducts and sewers months ahead of schedule. You send a small note of personal congratulations to the governor, and while it may not be an act of heroism nor even technically going beyond the call of duty doing one's duty very well should still be noted.

Meanwhile in the lands that once belonged to the Rhoynar the creation of orphanages is almost complete, having found among the first of their charges four young mages who might otherwise have been lost at the edges of the still half-wild provinces or worse. How people can still drive newly discovered mages away when they or their neighbors are laying arcane blessings on their crops you will never know. Perhaps an article about the different sorts of magic and their sources would not go amiss for the Times...

Construct Sanitation Systems in Lorath (11/17) Crit Success (56) -> +1d6 (6) -> (17/17) -> Complete
Investigate Cults in Lorath
Establish Inquisition Base in Lorath Bay (6/4) -> Complete
Establish Messenger Service in Lorath Bay (16/9) -> Complete
Investigate Enemy Spies in Morosh
Construct Sanitation Systems in Pentos (9/27)
Expand Law Enforcement in Pentos (7/75)
Investigate Enemy Spies in Pentos
Investigate Supernatural Activity in Andal Coast
Establish Inquisition Base in Velvet Hills (29/23) -> Complete
Establish Inquisition Base in Nontelos (17/9) -> Complete
Establish Orphanages in Chroyane (4/20)
Establish Orphanages in Ar Noy (8/9)
Establish Orphanages in Ny Sar (12/13) Crit Success (30) -> +2 Sorcerer lvl 4
Investigate Supernatural Activity in Andal Coast
Establish Public Schools in Ghoyan Drohe (9/10)
Establish Orphanages in Golden Fields (8/8) Critical Success (25) +2 Mystics lvl 4 -> Complete

Gained +2 Mystics lvl 4 and +2 Sorcerers lvl 4

The creation of public schools is going almost as well as that of orphanages with other forms of infrastructure also on the horizon, from sanitation to law enforcement that should help Relath deal with anymore subversion among the Tolosi. He probably would not have as much trouble if he had not introduced himself to them by eating dissenters, but that's water in the canal now.

To judge from the fact that you just lost almost three thousand marks to common graft in Elyria that place might use more lawmen for its own reasons. One hopes they will settle down once the nobles involved get convicted to prison like common criminals.

Lost 2,975 IM

Construct Sanitation Systems in Mantarys (8/28)
Expand Law Enforcement in Tolos (45/53)
Investigate Enemy Spies in Mantarys -> None Found
Establish Public Schools in the Painted Mountains (8/9) Crit Success (45) -> +1d6 (1) -> (9/9) -> Complete
Establish Orphanages in Draconys (13/9) -> Complete
Construct Sanitation Systems in Tolos (17/62)
Establish Inquisition Base in Elyria (7/4) -> Complete
Establish Messenger Service in Elyria (5/18) Crit Fail (87) - Graft Lose 2,975 IM
Improve Infrastructure in Naath (16/4) -> Complete
Investigate Supernatural Activity in Naath -> Tribe of Moss trolls wants to join

It is however a message hand delivered by a faintly exasperated Wyla that actually requires most of your attention for the day. Not that it is precisely bad news but... "A tribe of moss trolls managed to raft to Naath and now they want to stay?"

"Apparently their shaman divined when the currents would be right and they all just jumped at it," she replies. "They fished and ate pieces of their rafts when they got hungry. They have agreed to swear allegiance, but my people are quite leery of having them on the island. One of them let slip that they had eaten men before, those who invaded their old territory." Wyla herself is obviously untroubled by the revelation, not that you had expected her to be given her history.

1 Moss Troll Great Shaman (Oracle of Wood 8)
17 Moss Trolls Old Hunters (Slayer 5)
193 Moss Trolls

Where do you settle the trolls?

[] Gogossos, they will be used to the climate and they will hardly be the strangest beings about

[] One of the smaller islands of the Stepstones to keep a closer eye on them and maybe allow them to share their lore more readily

[] Write in


OOC: I rolled through several low order crits and mentioned actions that are just chugging along less. Hopefully this is the right level of abstraction.
 
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The trolls are amusing, but the big deal here is hiring an elemental Weird. Those things have utterly insane divination abilities, and they're free actions! An infinite amount of high-power divinations which can all be cast instantly effectively makes elemental weirds omniscient, which is amazing.
Best minion to have. We must make absolutely certain it likes its new job and Inquisition liaison, and avoid seeing it hire out to someone else.

I'm also interested in seeing how its Prescience ability manifests, so an interlude or two about that would be nice. Maybe we could make an action out of befriending it, beefing up the local Inquisition base (which just become a ridiculous divination-factory if it can get the Weird on board), and getting to know it?

And that is frustrating enough that the last caster-enemy needed a Mythic Template to double his actions per round to even be able to do anything at all.
The secret is simply to stop letting us outnumber the enemy so much, especially single enemies who rely on save-or-dies, because we're very good at beating those. See Azel's regular posts about how enough AoE blasting is actually what's most likely to kill a Companion these days. And yet we still regularly face single bosses which we annihilate through our superior action economy. I'm guessing that this is because it's much easier for the GM (and writer, in this case).
 
The trolls are amusing, but the big deal here is hiring an elemental Weird. Those things have utterly insane divination abilities, and they're free actions! An infinite amount of high-power divinations which can all be cast instantly effectively makes elemental weirds omniscient, which is amazing.
Best minion to have. We must make absolutely certain it likes its new job and Inquisition liaison, and avoid seeing it hire out to someone else.

I'm also interested in seeing how its Prescience ability manifests, so an interlude or two about that would be nice. Maybe we could make an action out of befriending it, beefing up the local Inquisition base (which just become a ridiculous divination-factory if it can get the Weird on board), and getting to know it?

It should be noted that the CR 12 being is not a god, its divination abilities are limited by proximity to the land around it (for convenience sake the province to which it grants the bonus). It can't see all the way to Westeros or anything.
 
The trolls are amusing, but the big deal here is hiring an elemental Weird. Those things have utterly insane divination abilities, and they're free actions! An infinite amount of high-power divinations which can all be cast instantly effectively makes elemental weirds omniscient, which is amazing.
Best minion to have. We must make absolutely certain it likes its new job and Inquisition liaison, and avoid seeing it hire out to someone else.

I'm also interested in seeing how its Prescience ability manifests, so an interlude or two about that would be nice. Maybe we could make an action out of befriending it, beefing up the local Inquisition base (which just become a ridiculous divination-factory if it can get the Weird on board), and getting to know it?


The secret is simply to stop letting us outnumber the enemy so much, especially single enemies who rely on save-or-dies, because we're very good at beating those. See Azel's regular posts about how enough AoE blasting is actually what's most likely to kill a Companion these days. And yet we still regularly face single bosses which we annihilate through our superior action economy. I'm guessing that this is because it's much easier for the GM (and writer, in this case).
Yeah, the Elemental is a huge deal.
"Spells: An earth weird can cast arcane spells and divine spells from the Earth and Destruction domains as an 18th-level sorcerer (spells known: 9/5/5/4/4/4/3/3/2/1; spells/day 6/8/8/7/7/7/7/ save DC 16 + spell level)."

I'm sorry, this is CR 12 how? It's a fucking archmage.
 
I'm sorry, this is CR 12 how? It's a fucking archmage.

I think it is linked to this:

A weird is physically tied to its pool and cannot leave except to return to its native plane through the portal. A weird may rise up to a height of 10 feet above the surface of its pool, but the lower part of its body must always remain in contact with the elemental material. Once a weird exits the pool for its native plane, the portal closes, and the pool loses its special effects.

It's rooted in place.
 
Yeah, the Elemental is a huge deal.
"Spells: An earth weird can cast arcane spells and divine spells from the Earth and Destruction domains as an 18th-level sorcerer (spells known: 9/5/5/4/4/4/3/3/2/1; spells/day 6/8/8/7/7/7/7/ save DC 16 + spell level)."

I'm sorry, this is CR 12 how? It's a fucking archmage.
Because Forgotten Realms stuff is badly balanced and consequently Faerun is even worse of a hellscape then regular D&D settings.
 
I think it is linked to this:

A weird is physically tied to its pool and cannot leave except to return to its native plane through the portal. A weird may rise up to a height of 10 feet above the surface of its pool, but the lower part of its body must always remain in contact with the elemental material. Once a weird exits the pool for its native plane, the portal closes, and the pool loses its special effects.

It's rooted in place.
Poor bastard. We should give it TV.
 
The secret is simply to stop letting us outnumber the enemy so much, especially single enemies who rely on save-or-dies, because we're very good at beating those. See Azel's regular posts about how enough AoE blasting is actually what's most likely to kill a Companion these days. And yet we still regularly face single bosses which we annihilate through our superior action economy. I'm guessing that this is because it's much easier for the GM (and writer, in this case).
By the way, @Artemis1992, I have to strongly second this. The last few big stompy singular monsters I designed to fight the party (of which none were ever used) had been using bullshit abilities to attack literally everyone on the battlefield at the same time with high octane cheese. And even those big stompy bosses had chaff around them to level the action economy and block things like Richard casting Sword at them.

If you want to design an actually challenging encounter, you will have to do either that or start making large groups.
 
The Business of Kingship Part Two

Twenty Second Day of the Fourth Month 294 AC

The imperial Meritorious Service Cross is the least you can do for one who had offered such a service to the Empire and its citizens as had Ateria. The commendation is set for the day before your coronation, with the invitation containing an offer to attend the Scholarium in Sorcerer's Deep, or any other branch she desires, if she ever chooses to gain a more formal grounding in magic. Should she wish for a change of scenery in her current profession, that too can be arranged as well, of course. You employ healers from the borderlands of Valyria to the Iron Islands, and from the trade outpost on Skane to the jungles of Gogossos.

"Not everyone wants to go on adventures, and you can't eat glory," Varys reminds you sleepily from her latest perch atop Gregor Clegane's skull, delivered to you by Elia after Oberyn had recovered it in the aftermath of the Mountain's demise as a gift to her. Your goodsister, while happy to see it and what it represented, had no interest in keeping it around her daughter.

"A thousand marks, fine healer's tools and a pouch of alchemical remedies then," you nod. After a moment's thought you add: "Best to include a healing belt and a warding amulet for good measure in case she ever cross paths with the servants of Abbadon."

Lost 1000 IM

As you move on, you read through the rows of reports, from expansions in law enforcement, administration, and guard posts, along with the messenger system to keep it all together, of course. Inquisition bases were established in Valysar and Selhorys, hopefully to keep a better watch on the respective provinces. In Morrogos, inquisitors looking into the wilder parts of the province discovered an unexpected but not unwelcome being, an elemental oracle who had slept away the waning of magic in the embrace of the deep earth, only to awaken from its cairn into a world transformed. The inquisitor in charge of the area saw the use of hiring such a being, and keeping it from perhaps selling its services to less savory groups.

While the monthly payment from the inquisition is not quite the same as being offered tribute by the tribes of old, the company is much more charming and the repartee more interesting, according the the brief letter in which the oracle pledges its allegiance.

Buy contrast, the latest crop of Norvosi spies in Braavos, disguised as missionaries of the Bearded God, is barely worth noting. Braavos has been dealing with the like since the Century of Blood.

Establish Messenger Service in Northern Disputed Lands (8/35)
Establish Messenger Service in Daughter's March (5/27)
Establish Guard Posts in Eastern Flatlands (10/13)
Expand Law Enforcement in Orange Shore (7/46)
Establish Inquisition Base in Orange Shore (54/98)
Establish Messenger Service in Orange Shore (18/26)
Establish Inquisition Base in Valysar (13/9) -> Complete
Establish Inquisition Base in Selhorys (24/22) -> Complete
Investigate Enemy Spies in Volon Sar
Expand Administration in Braavos (23/50)
Investigate Enemy Spies in Braavos (Norvos Spies Found)
Establish Messenger Service in Braavosi Coast (10/25)
Establish Messenger Service in Sweetwater (7/27)
Establish Inquisition Base in Morrogos (11/28) Crit Success (70) -> Elemental Weird Earth Hired on (+10 to counter-intelligence rolls for the base once founded)

The inquisition is doing just as much good work in the Velvet Hills and Lorath, with the latter city's administration surprising you by completing the new aqueducts and sewers months ahead of schedule. You send a small note of personal congratulations to the governor. It may not be an act of heroism, nor technically even going beyond the call of duty, but doing one's duty very well should still be noted.

Meanwhile in the lands that once belonged to the Rhoynar, the creation of orphanages is almost complete, having found among the first of their charges four young mages who might otherwise have been lost at the edges of the still half-wild provinces, or worse. How people can still drive newly discovered mages away when they or their neighbors are laying arcane blessings on their crops, you will never know. Perhaps an article about the different sorts of magic and their sources would not go amiss for the Times...

Construct Sanitation Systems in Lorath (11/17) Crit Success (56) -> +1d6 (6) -> (17/17) -> Complete
Investigate Cults in Lorath
Establish Inquisition Base in Lorath Bay (6/4) -> Complete
Establish Messenger Service in Lorath Bay (16/9) -> Complete
Investigate Enemy Spies in Morosh
Construct Sanitation Systems in Pentos (9/27)
Expand Law Enforcement in Pentos (7/75)
Investigate Enemy Spies in Pentos
Investigate Supernatural Activity in Andal Coast
Establish Inquisition Base in Velvet Hills (29/23) -> Complete
Establish Inquisition Base in Nontelos (17/9)
Establish Orphanages in Chroyane (4/20)
Establish Orphanages in Ar Noy (8/9)
Establish Orphanages in Ny Sar (12/13) Crit Success (30) -> +2 Sorcerer level 4
Investigate Supernatural Activity in Andal Coast
Establish Public Schools in Ghoyan Drohe (9/10)
Establish Orphanages in Golden Fields (8/8) Critical Success (25) +2 Mystics level 4 -> Complete

Gained two 4th level Mystics and two 4th level Sorcerers

The creation of public schools is going almost as well as that of orphanages, with other forms of infrastructure also on the horizon, from sanitation to law enforcement. That should help Relath deal with further attempts at subversion among the Tolosi. He probably would not have as much trouble if he had not introduced himself to them by eating dissenters, but that's water in the canal now.

To judge from the fact that you just lost almost 3,000 marks to common graft in Elyria, that place might need more lawmen for its own reasons. One hopes they will settle down once the nobles involved are convicted and sent to prison like common criminals.

Lost 2975 IM

Construct Sanitation Systems in Mantarys (8/28)
Expand Law Enforcement in Tolos (45/53)
Investigate Enemy Spies in Mantarys -> None Found
Establish Public Schools in the Painted Mountains (8/9) Crit Success (45) -> +1d6 (1) -> (9/9) -> Complete
Establish Orphanages in Draconys (13/9) -> Complete
Construct Sanitation Systems in Tolos (17/62)
Establish Inquisition Base in Elyria (7/4) -> Complete
Establish Messenger Service in Elyria (5/18) Crit Fail (87) - Graft Lose 2975 IM
Improve Infrastructure in Naath (16/4)
Investigate Supernatural Activity in Naath -> Tribe of Moss trolls wants to join

It is a message hand delivered by a faintly exasperated Wyla, however, that actually requires most of your attention for the day. Not that it is precisely bad news, but... "A tribe of moss trolls managed to raft to Naath, and now they want to stay?"

"Apparently their shaman divined when the currents would be right and they all just jumped at it," she replies. "They fished and ate peaces of their rafts when they got hungry. They have agreed to swear allegiance, but my people are quite leery of having them on the island. One of them let slip that they had eaten men before, those who invaded their old territory." Wyla herself is obviously untroubled by the revelation, not that you had expected her to be given her history.

1 Moss Troll Great Shaman (Oracle of Wood 8)
17 Moss Trolls Old Hunters (Slayer 5)
193 Moss Trolls

Where do you settle the trolls?

[] Gogossos, they will be used to the climate and they will hardly the the strangest beings about

[] One of the smaller the Stepstones to keep a closer eye on them and maybe allow them to share their lore more readily

[] Write in


OOC: I rolled through several low order crits and mentioned actions that are just chugging along less. Hopefully this is the right level of abstraction. Not yet edited.
Here's an edited version of the chapter, @DragonParadox.
 
I mean, it's a good thing we have large groups of high CR chaff as well. We generally even play mostly fair in general encounters by not throwing twenty dragons at the problem, and instead leaning into the Authority Equals Asskicking trope and doing it ourselves with mostly just Companions, barring a few of the recent fights the last couple turns where we brought a hunting party with us since we expected the fights to be large-scale rather than condensed into a few big stompy foes / champions.
 
I mean, it's a good thing we have large groups of high CR chaff as well. We generally even play mostly fair in general encounters by not throwing twenty dragons at the problem, and instead leaning into the Authority Equals Asskicking trope and doing it ourselves with mostly just Companions, barring a few of the recent fights the last couple turns where we brought a hunting party with us since we expected the fights to be large-scale rather than condensed into a few big stompy foes / champions.
We still tend to significantly outnumber the opposition. Not by as ridiculous a margin as we could, but markedly so none the less.

I mean, last battle was:
1. Viserys
2. Lya
3. Richard
4. Aife
5. Qyburn
6. Myrkdreki 1
7. Myrkdreki 2

vs.

1. Chronomancer
2. Illithid Psion

Is there any surprise that the Chronomancer needed to do two characters worth of actions to keep the fight overall balanced?
 
So, Wyla is clearly rightfully worried about public order issues if the Trolls stay in Naath. Gogossos then? Or Sorcerer's Deep.
 
That's a lot of Trolls. Welcome to the Imperium, new citizens!

Gogossos seems like the best fit for them, for now. They're adapted to the environment, hardy enough to survive the dangers of the area, and they will be nearby the Flesh Forge so that Qyburn might be able to convince or bribe a few of them to be test subjects for later experimentation.

[X] Gogossos, they will be used to the climate and they will hardly the the strangest beings about
 
By the way, @Artemis1992, I have to strongly second this. The last few big stompy singular monsters I designed to fight the party (of which none were ever used) had been using bullshit abilities to attack literally everyone on the battlefield at the same time with high octane cheese. And even those big stompy bosses had chaff around them to level the action economy and block things like Richard casting Sword at them.

If you want to design an actually challenging encounter, you will have to do either that or start making large groups.
The Aboleth really had that.
With Temporal Accelaration and Delayed Spell and Belt of Battle he he could drop around 4-6 spells in the first round, including the Greater Shout, a Concussive Greater Shout, one or two completly freely-chosen spells with Uncanny Forethought, all preceded by a quickened Reaving Dispel.
Adding to that mobility to make it hard for even Richard to get a proper attack in on him, if he hadn't been positioned by the Teleport Trap.

Most of it didn't get through and his support was seemingly up to the dice concerning when it arrives.
 
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The Aboleth really had that.
With Temporal Accelaration and Delayed Spell. a Belt of Battle he he could drop around 4-6 spells in the first round, including the Greater Shout, a Concussive Greater Shout, one or two completly freely-chosen spells with Uncanny Forethought, all preceded by a quickened Reaving Dispel.
Adding to that mobility to make it hard for even Richard to get a proper attack in on him, if he hadn't been positioned by the Teleport Trap.
My point is that you don't have to dig to the bottom of the gouda caves when you instead just make it 3 different characters who can cast one, maybe two spells each.

You didn't need to add a Mythic template to the Chronomancer to make the fight tough. You needed to do so because you only wanted to have one enemy doing all the combat.
 
@Goldfish, after looking around some more, I can't find any sheet for Marwyn. I think DP never made a full build for him when he went from background NPC to side-NPC and neither did the playerbase.
I can try to make a sheet for him, though it will probably have to wait until later this week or more likely the weekend.
@Goldfish
How about that feat for Lya?

It would be an incentive to keep up and use the creative work.
That's a nice feat, though not one we could get a lot of use out of, since Lya has only actually created a few spells that I can recall, and only one of them, Greater Baleful Teleport, was one that would benefit from the DC bonus.

It would be cool if she earned that as a bonus feat at some point, though. *cough*hint*cough*@DragonParadox*cough*hint*cough

:p
 
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