And there was much rejoicing. :D
Heads up that when Lya reaches level 12 I'll be pushing to make Aebys her official familiar. Sure, the mechanical benefits aren't too great, but the lore is something that would make Lya drool. Between them and Xor we should get a damn good school of arcane knowledge up and running.
 
Heads up that when Lya reaches level 12 I'll be pushing to make Aebys her official familiar. Sure, the mechanical benefits aren't too great, but the lore is something that would make Lya drool. Between them and Xor we should get a damn good school of arcane knowledge up and running.
Perfectly fine for me if the option is still available then.
 
While updating the character sheets I noticed a bit of an issue with Garin's build, specifically two features one from his class and another from his race that double each other: Flicker as a SLA and Shadow jump.

What do you guys say to just giving him another two uses of his SLAs per day instead of adding another near-identical power.
 
While updating the character sheets I noticed a bit of an issue with Garin's build, specifically two features one from his class and another from his race that double each other: Flicker as a SLA and Shadow jump.

What do you guys say to just giving him another two uses of his SLAs per day instead of adding another near-identical power.
Is there a difference between casting times? Because Shadow Jump is a swift action and I'd like to keep that if possible. If the SLA also happens to be a swift action then I have no objections.
 
Heads up that when Lya reaches level 12 I'll be pushing to make Aebys her official familiar. Sure, the mechanical benefits aren't too great, but the lore is something that would make Lya drool. Between them and Xor we should get a damn good school of arcane knowledge up and running.
Until then she propably has a new familiar.
 
@Duesal, you should probably add that Valyria expedition to our plans. There is no reason Alinor, Gerold and Aebys can't plan and prepare for it while we are busy with other things.

The joy of delegation.
 
Things to do After Mantarys (updated for the fourth time):

1. Carefully deal with Snek God and get a feel for what he expects and what he offers.
2. You've heard rumors of a Lannister fleet heading to Old Valyria. Perhaps you could ruin their voyage? Get updated on the progress of Gerion Lannister and his personal mage and make plans to ambush them if possible. You are a prince of pirates, after all.
3. Set Ser Richard to training the Minotaurs and instilling a strict discipline into them. Make sure they can follow orders, and most important of all make sure they always listen to Alinor when the party isn't there to order them around. Waymar and Garin take over training whenever Ser Richard isn't there.
4. Set Alinor to organizing the huge influx of manpower in the people we've collected and help her when she needs it. If TD is too crowded, start expanding in Saltcliff.
5. Identify all of our magic items (we're doing this first because this gives us more buying power in Molten Skies). This includes taking a closer look at the Mallor's longspear and examining every inch of the Shadow Tower.
6. Revive the Gorgon and have Vee tame it. Once tamed, see what you can do about breeding it with normal cattle so you have your own supply of warbeasts. Do this early on. The more time Vee has to tame it the better off we'll be. While we're at it, have the Gorgon and Ser Richard slowly get used to each other.
7. While in the process of identifying magic items, Viserys takes Dany, Ser Richard, and perhaps another one more party member (4 tag-alongs allowed per teleport, but 1 spot reserved for the smith) and sails to Pentos to establish a teleporting relay to Braavos. Once in Pentos we decide not to let our ship brave Mindflayer territory on its own and instead of sending it alone to Braavos we send it home. We then make a week-long detour via Spectral Steed to Qohor. Proceed to hire a mastersmith capable of working Valyrian Steel. Teleport everyone including your new smith back to Pentos, then back to TD. Once in TD, first set the smith to learning +1 mundane enchantment we found in Lamentation, then have him replicate a +1 version of Garin's thinblade en mass.
8. Quickly teleport to Mantarys to pick up the Spy Archon as an envoy. Then teleport relay Mantarys -> Volantis -> Torturer's Deep -> Pentos -> Braavos with Dany, Ser Richard, and Leila who we pick up while in TD (and the Spy Archon following on his own). Introduce the Spy Archon to the Sealord, have him bring his commander to personally negotiate via greater teleport, and see what you can do about getting them proper Braavosi administrators. Offer to help them teleport whatever vassals they pick up if they manage to get to Torturer's Deep.
9. To the Sealord, offer to hire Leila out as a magical craftswoman--specifically for those Purifying Barrels--so long as he pays for the material costs, pays a fair creator's fee, and houses and protects her during the time she spends working for him. Warn him that at most you expect to only loan her out for a couple weeks before you need to take her back.
10. Head to the Fey court to see what trade deals can be made. Make inquiries of how to get anti-god wardings of your own. Also see what you can do about recruiting more fey and even drawing some to live in your islands of their own choosing.
11. Speak with the Fairwinds and establish a licorice trade. While there, get a status update on the Doom Ship and consider any improvements that have been suggested. Allow Dany to catch up with the Fairwind daughter, and maybe exchange a bit of magic. Once done, teleport back.
12. Decipher all unknown spell books.
13. Have Lya study the box that came with Dany's Unravelling to see if she can apply the same anti-god wardings to the entire Shadow Tower's demiplane.
14. Have Teana finish her Blood Wards.
15. Talk to the Xorn and determine exactly what trade is like in Molten Skies. Focus on hot commodities and things that can easily be found in Prime Material. Perhaps salt? You own an entire island with cliffs of the stuff.
16. Visit the Plane of Molten Skies.
17. Take the Xorn back to her grandmother. Establish trade relations with them. See what you can do about making a trading outpost in your teleport spot as a place for them to rest without fear of bandits or other things.
18. Go to the Bazaar of Beggars.
19. Trade ALL the blessed bones away for usable crafting reagents that Lya is willing to work with (and also trade away less-than-useful magic items including the Box of Enspelling Melodies and the Ring of PfG). Honestly, for this part, we need a clear picture of the kind of loot we're looking at here. I can't really plan for more until I know how much we've got.
20. Make sure you have enough crafting supplies for: to be voted on. We've got a lot of great ideas floating around, but we need to see how much money we have available and we need to decide as a thread which magic items are absolutely necessary.
21. Teleport to Braavos and retrieve Leila from the Sealord.
22. Task Lya and Leila to crafting everything necessary.
23. Gather every last one of the dragonseeds currently under your rule and test them for magic potential. Of the ones that have potential, determine which types of magic would best suit each. Sorcerers learn under Teana, wizards learn under Lya (when she has time), archivists study with Leila as their mentor, and under the utmost vows of secrecy potential druids learn from Bloodraven himself through the Weirwood.
24. Set Aebys the dragonpen up as a permanent teacher of Valyrian lore, and whenever he isn't teaching, task him to scribing arcane lore and Valyrian lore. While he's at it, have him, Alinor, and Ser Gerold plan out everything necessary for a Valyria expedition when we have the chance to get around to it.
25. Start building a strong navy. Have Dany repair as many ships as she can as quickly as she can when she has the time. Take the ships you have and fill them with a mixed crew of Braavosi sailors, Ironborn, residents of Torturer's Deep, and most importantly a loyal captain. Send them out to raid any slavers they find and bring back their loot. Continue this practice until all ships are in good condition and fully crewed.
26. Make a quick trip to the Summer Isles on your fastest ship, and take Dany with you as well as all the freed Summer Islanders. Proceed to establish a trade deal for chocolate, and abuse Womb of the Earth to convince farmers to sell you more chocolate for much cheaper. Make sure to be discreet about this since it's sure to piss off the people in power. Diplomance whoever is in power to ensure long term relations. And while we're at it, maybe search for signs of Summer Island magic? It's probably revolving around sailing and navigation. Proceed to teleport back with a bag of holding absolutely stuffed with chocolate when you're done.
27. Once the necessary rings of waterbreathing are crafted, establish a pearl-diving industry. Proceed to get rich.
28. When we visit Dorne, establish a trade in Dornish Red after speaking with Doran about a discount.
29. Go to the Narrow Sea and murder all Mindflayers.

Important updates:
  • Originally I had Ser Richard tagging along everywhere with Viserys when he went to Pentos, Qohor, and Braavos, but I decided it was slightly more important to have him whip the Minotaurs into shape. Do you guys want me to change it back and have Ser Richard go with Viserys while Waymar and/or Garin temporarily take over the MInotaurs' training? Changed back because Viserys can't be trusted without Ser Richard.
  • Specified Aebys' official place in our new school of magic.
  • Hired out Leila to craft barrels of purification for the Sealord.
  • Prioritized instilling discipline among the Minotaurs before we even think about leaving them alone.
EDIT: This is just a general outline. I highly doubt events will let us follow this plan exactly.
 
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Things to do After Mantarys (updated for the fourth time):

1. Carefully deal with Snek God and get a feel for what he expects and what he offers.
2. Set Ser Richard to training the Minotaurs and instilling a strict discipline into them. Make sure they can follow orders, and most important of all make sure they always listen to Alinor when the party isn't there to order them around.
3. Set Alinor to organizing the huge influx of manpower in the people we've collected and help her when she needs it. If TD is too crowded, start expanding in Saltcliff.
4. Identify all of our magic items (we're doing this first because this gives us more buying power in Molten Skies). This includes taking a closer look at the Mallor's longspear and examining every inch of the Shadow Tower.
5. Revive the Gorgon and have Vee tame it. Once tamed, see what you can do about breeding it with normal cattle so you have your own supply of warbeasts. Do this early on. The more time Vee has to tame it the better off we'll be. While we're at it, have the Gorgon and Ser Richard slowly get used to each other.
6. While in the process of identifying magic items, Viserys takes Dany, and perhaps another two party members (4 tag-alongs allowed per teleport, but 1 spot reserved for the smith) and sails to Pentos to establish a teleporting relay to Braavos. Once in Pentos we decide not to let our ship brave Mindflayer territory on its own and instead of sending it alone to Braavos we send it home. We then make a week-long detour via Spectral Steed to Qohor. Proceed to hire a mastersmith capable of working Valyrian Steel. Teleport everyone including your new smith back to Pentos, then back to TD. Once in TD, first set the smith to work on replicating Garin's thinblade, but with the +1 mundane enchantment we found in Lamentation.
7. Quickly teleport to Mantarys to pick up the Spy Archon as an envoy. Then teleport relay Mantarys -> Volantis -> Torturer's Deep -> Pentos -> Braavos with Dany, Leila who we pick up while in TD, and one more party member (and the Spy Archon following on his own). Introduce the Spy Archon to the Sealord, have him bring his commander to personally negotiate via greater teleport, and see what you can do about getting them proper Braavosi administrators. Offer to help them teleport whatever vassals they pick up if they manage to get to Torturer's Deep.
8. To the Sealord, offer to hire Leila out as a magical craftswoman--specifically for those Purifying Barrels--so long as he pays for the material costs, pays a fair creator's fee, and houses and protects her during the time she spends working for him. Warn him that at most you expect to only loan her out for a couple weeks before you need to take her back.
9. Head to the Fey court to see what trade deals can be made. Make inquiries of how to get anti-god wardings of your own. Also see what you can do about recruiting more fey and even drawing some to live in your islands of their own choosing.
10. Speak with the Fairwinds and establish a licorice trade. While there, get a status update on the Doom Ship and consider any improvements that have been suggested. Allow Dany to catch up with the Fairwind daughter, and maybe exchange a bit of magic. Once done, teleport back.
11. Decipher all unknown spell books.
12. Have Lya study the box that came with Dany's Unravelling to see if she can apply the same anti-god wardings to the entire Shadow Tower's demiplane.
13. Have Teana finish her Blood Wards.
14. Talk to the Xorn and determine exactly what trade is like in Molten Skies. Focus on hot commodities and things that can easily be found in Prime Material. Perhaps salt? You own an entire island with cliffs of the stuff.
15. Visit the Plane of Molten Skies.
16. Take the Xorn back to her grandmother. Establish trade relations with them. See what you can do about making a trading outpost in your teleport spot as a place for them to rest without fear of bandits or other things.
17. Go to the Bazaar of Beggars.
18. Trade ALL the blessed bones away for usable crafting reagents that Lya is willing to work with (and also trade away less-than-useful magic items including the Box of Enspelling Melodies and the Ring of PfG). Honestly, for this part, we need a clear picture of the kind of loot we're looking at here. I can't really plan for more until I know how much we've got.
19. Make sure you have enough crafting supplies for: to be voted on. We've got a lot of great ideas floating around, but we need to see how much money we have available and we need to decide as a thread which magic items are absolutely necessary.
20. Teleport to Braavos and retrieve Leila from the Sealord.
21. Task Lya and Leila to crafting everything necessary.
22. Gather every last one of the dragonseeds currently under your rule and test them for magic potential. Of the ones that have potential, determine which types of magic would best suit each. Sorcerers learn under Teana, wizards learn under Lya (when she has time), archivists study with Leila as their mentor, and under the utmost vows of secrecy potential druids learn from Bloodraven himself through the Weirwood.
23. Set Aebys the dragonpen up as a permanent teacher of Valyrian lore, and whenever he isn't teaching, task him to scribing arcane lore and Valyrian lore. While he's at it, have him, Alinor, and Ser Gerold plan out everything necessary for a Valyria expedition when we have the chance to get around to it.
24. Start building a strong navy. Have Dany repair as many ships as she can as quickly as she can when she has the time. Take the ships you have and fill them with a mixed crew of Braavosi sailors, Ironborn, residents of Torturer's Deep, and most importantly a loyal captain. Send them out to raid any slavers they find and bring back their loot. Continue this practice until all ships are in good condition and fully crewed.
25. Make a quick trip to the Summer Isles on your fastest ship, and take Dany with you as well as all the freed Summer Islanders. Proceed to establish a trade deal for chocolate, and abuse Womb of the Earth to convince farmers to sell you more chocolate for much cheaper. Make sure to be discreet about this since it's sure to piss off the people in power. Diplomance whoever is in power to ensure long term relations. And while we're at it, maybe search for signs of Summer Island magic? It's probably revolving around sailing and navigation. Proceed to teleport back with a bag of holding absolutely stuffed with chocolate when you're done.
26. Once the necessary rings of waterbreathing are crafted, establish a pearl-diving industry. Proceed to get rich.
27. When we visit Dorne, establish a trade in Dornish Red after speaking with Doran about a discount.
28. Go to the Narrow Sea and murder all Mindflayers.

Important updates:
  • Originally I had Ser Richard tagging along everywhere with Viserys when he went to Pentos, Qohor, and Braavos, but I decided it was slightly more important to have him whip the Minotaurs into shape. Do you guys want me to change it back and have Ser Richard go with Viserys while Waymar and/or Garin temporarily take over the MInotaurs' training?
  • Specified Aebys' official place in our new school of magic.
  • Hired out Leila to craft barrels of purification for the Sealord.
  • Prioritized instilling discipline among the Minotaurs before we even think about leaving them alone.
EDIT: This is just a general outline. I highly doubt events will let us follow this plan exactly.
I may have missed It, but did you include "look for rumors about the lannister fleet and hunt It down"?
 
Part MXCIII: Arcane Accounting
Arcane Accounting

Twenty First Day of the Third Month 292 AC

Carrying the Tower Key through the ether is both easier and harder than you imagined it would be, there is no sense of the perilous mismatches of sorcery Xor warned you about, no added weight from the tower you carry with you, wrapped in its own shadow but in that place between places as the world blurs around you you hear again hollow roar of the dead dragon struggling against its ethereal chains... Is it a touch louder now then when first you heard it, or are you merely imagining things?

***​

The first thing you do on setting foot in He'nekar is turn about as step into the tower to see if the others have made the journey safely (they had) and "reassure" the beastmen in the wake of the transition. Granted the reassurance is rather unique, taking as it does the form of snarled threats and the odd blow to the back of the head, but you like to think they appreciate it just the same. At the very least the more rational of their number, what Lya has dubbed "the Fettered" show an interest in the city beyond demanding the promised rewards of food drink and a good fight.

To your searching eye if seems as if the others might have some lingering need for human companionship and other higher yearnings beyond those branded into them by demonic magic, but they dare not show it for fear of being banished from the only fellowship they belong to anymore.

It will take more than discipline and teaching them a civilized tongue to bring out and nurture that lingering humanity to the fore... were you another man you might not bother but you know too well what lies on the other end of that path: valyria and its ever obedient constructs garbed in stone desecrated flesh.

Gained 67 minotaur (40 female 27 male)


Where do you quarter the minotaurs?

[] Keep them in the tower (greater safety; no chance of incidents with the locals)

[] In the city (begins work towards social integration right away; chance of incidents)

[] Give them the choice (encourages initiative; helps break up herd mentality; chance of appearing weak)


***​

Though you had expected nothing less then competence from Tyene in dealing with the locals the Dornish girl has surpassed all your expectations. Fully four and seven locals were gathered in the square ready to pledge themselves to your service, mostly youths, though with a few footloose veterans ready to start their lives anew. All had a far less instinctive fear of sorcery then you would find in other lands while maintaining a healthy respect for its potency... not to mention a smartening of arcane lore gained from the tales of their ancestors. Most precious to you however is the hunger to know more

Gained 9 Experts, 38 warriors (all with knowledge arcana as a class skill; high chance of learning magic; small chance to gain PC levels)

By far the most precious treasure unearthed is one etched in stone, not a great magic but a deep one, a humble craftsman's secret that could change the world. The small enchantments... the petty spells that nonetheless can make armor and weapons more then even the greatest smiths.

"I figured you would prefer to make this trade yourself," Tyene says. "You've more experience in trade." While a small part of you contemplates how you can take as a compliment something most of your ancestors would count a deadly insult most of your attention is set upon the delegation of local elders across the table, greening you with genial smiles and calculating gazes.

What do you offer for the ritual tablet?

[] Write in

OOC: The locals who are coming with you carry no obligation to pay them yet. that will be settled when you reach TD.
 
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No time right now, but don't forget to haggle for ownership of part of the harbour and establishing a outpost.
We have a pretty big carrot by offering them to fascilate trade through here.
 
What purpose does the ward serve now that the Gate is deactivated? Can we safely get rid of the dracolich without diminishing our tower?
 
Ask them if they even have a smith that could use the knowledge in the tablet, if not offer that when we have found Smiths capable of using this skill they can have such weapons made by our smiths at cost.
 
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