Personages of Note
Other Adventurers:

Essosi Adventurers:


Alysande Redsail
Name: Alysande Redsail
Alias: Silverblood, Kelpie-Breaker
Age: 24
Alignment: True Neutral
Race: Human
Level: 8
Class:
Wizard 3/Agent of the Silver Eye 5
Feats: Scribe Scroll, Able Learner, Spell-Casting Prodigy, Live My Nightmare, Ineluctable Echo
Skill Tricks: Swift Concentration
Class Features: Argent Gaze (Level 4); Shadow of Faerie (Necromancy); Lore of the Secret City (1/day)

HP: 31
AC: 10 +2 (Dex) +4 (Mage Armor) = 16
Initiative: +2 (Dex)
Attack: 3 (BaB) -1 (STR) +2 (Enchantment) = +4 (1d6-1)
Spell Save: DC: 10 + 5 (INT) + 1 (SP) + spell level
Weapon Proficiency: Rapier
Immunities: Possession/Mental Control
SR 20 vs Necromancy


STATS:
9 (-1) Strength
13 +1 = 14 (+2) Dexterity
12 +2 = 14 (+2) Constitution
12 (+1) Charisma
17 +3 = 20 (+5) Intelligence
15 (+2) Wisdom


SAVES:
FORTITUDE: 2 +1 +2 = 3/5
REFLEX: 5 +2 +2 = 7/9
WILL: 7 + 2 +2 = 9/11

SKILLS
Concentration:
11+1 = 12
Knowledge (Arcana): 11 +5 = 16
Spellcraft: 11 +5 = 16
Decipher Script: 11 +5 = 16
Disable Device: 3+5 = 8
Diplomacy: 8 +1 = 9
Disguise: 9 +1 = 10
Gather Information: 11 +1 = 12
Bluff: 11 +1 = 12
Sense Motive: 11 +2 = 13
Spot: 11 +2 = 13

Spells Known (Caster Level 8):
Level 0: Acid Splash, Arcane Mark, Dancing Lights, Detect Magic, Disrupt Undead, Flare, Ghost Sound, Light, Mage Hand, Mending, Message, Open/Close, Prestidigitation, Resistance, Touch of Fatigue
Level 1: Charm Person, Erase, Grease, Obscuring Mist, True Strike, Alarm, Cheat, Detect Undead, Hail of Stone, Shield, Mage Armor
Level 2: Detect Thoughts, Invisibility, Knock, Mirror Image, Fox's Cunning, Scorching Ray, Web, Rebuke, Sun Bolt, False Life
Level 3: Hold Person, Magic Circle Against Evil, Slow, Tongues, Blink, Dispel Magic, Great Thunderclap, Alter Fortune, Fireball
Level 4: Black Tentacles, Fear, Resilient Sphere, Heart of Earth, Dimension Door

Spells Prepared (Caster Level 8):
Level 0(4/day): Arcane Mark, Detect Magic, Disrupt Undead, Prestidigitation
Level 1(5/day): True Strike, Mage Armor, Hail of Stone x2, Charm Person
Level 2(4/day): Detect Thoughts, Invisibility, Mirror Image, Stun Bolt
Level 3(4/day): Blink, Dispel Magic, Great Thunderclap, Alter Fortune
Level 4(3/day): Black Tentacles, Heart of Earth, Resilient Sphere

Magic Item Descriptions:

Silph's Blade
Description: This delicate-seeming sword seems forged of mist and moonlight, appearing to vanish like a mirage when looked at from the from the right angle, or perhaps better to say the wrong one. Many have spilled their life's blood upon it after its bearer danced out of the way of seemingly inevitable attacks.

Ability: +2 weapon, Grants the wielder Evasion and one more attack when full attacking (not cumulative with Haste)

Trickster's Gambit
Description: One can only faintly see leering jester's faces upon the band of this tarnished brass ring, and even the canniest mage might miss the glitter of sorcery upon it, for it was forged long ago to confound the arrogance of mages

Ability: As Runestaff. Can cast Spell Immunity and Greater Spell Immunity (Self Only)

Boneward Belt Powers (3 charges/day):
1 charge: Heals 2d8 points of damage.
2 charges: Heals 3d8 points of damage.
3 charges: Heals 4d8 points of damage.

Quill of Scribing:
Ability: A Quill of Scribing is activated by a command word in Draconic, translating roughly as "inscribe." This requires a standard action. It deactivates when it is through scribing the scroll in question, but it can be deactivated early simply by taking it in hand and pulling it away from the scroll (though this wastes any resources required to scribe the scroll). The quill can be activated only once per day, even if it is deactivated early.

Supernatural Servant: Liminal Sprite (Bolt)

Equipped Magic Items: Lens of Magecraft (Bound), Greater Ribbon of Disguise, Gloves of Zephyr's Grace +1, Circlet of Clarity +3, Amulet of Protection from Evil, Silph's Blade, Trickster's Gambit, Boneward Belt (+2), Quill of Scribing

High Speaker Zherys of the Mysterium
Race: Human (dragonblooded?)
Alignment: Lawful Evil
Class: ??? (Most likely Sorcerer)
Known Items: ???

Mlog The Fire Caller (Fire Dwarf in Volantis)
Race: Fire Dwarf
Alignment: Lawful Evil
Class: Wizard (Conjurer) Minimum of Level 7
Known Items: ???

Benerro, Flame Keeper of Volantis
Race: Human
Alignment: Lawful Good
Class: Cleric ???
Known Items: 2 Clockwork Constructs

Wyla Drekelis
Name: Wyla Drekelis
Alias: The Cold One, Lady Death
Age: 22
Alignment: ???
Race: True Dhampir
Level: 13
Class: Wizard 13
Feats: Child of the Secret City, Spell-casting Prodigy, Corpse Crafter, Heighten spell(B)​, Weapon Finesse, Destructive Retribution, Merciful Spell(B)​, Tomb Born Fortitude
Flaws: Vulnerable
Class Features: Scribe Scroll, Cursed Glance
Languages Spoken: Low Valyrian (Braavos), Naathi, Hight Valyrian
Description:

HP:
108/108
AC: 10 -1 (Vulnerable) +3 (DEX) +4 (Mage Armor) = 13
Initiative: +3 (DEX)
Attack: 6 (BaB) +3 DEX + 2 (Enchantment) = +11/+1 [1d6+3]
Spell Save: 10 +7 (INT) +2 (SP) + spell level
Weapon Proficiency: Short Sword, Rapier, Hand axe
Resistances: 5 Electricity and Cold
Immunities: Possession/Mental Control
Vulnerability: Fire (50%)

STATS:
8 (-1) Strength
18 (+3) Dexterity
14 (+2) Constitution
20 +4 = 24 (+7) Intelligence
15 (+2) Wisdom
14 (+2) Charisma

SAVES (+6 with Superior Resistence)
FORTITUDE: 4 + 2 +1 = 7
REFLEX: 4 +3 +1 = 9
WILL: 8 + 2 +1 = 11

SKILLS:
Bluff
: 16 +2 (CHA) = 18
Concentration: 16 +2 (CON) = 18
Diplomacy: 16 +2 (CHA) +2 (SIN) = 20
Knowledge (Arcana): 16 +7 (INT) = 23
Knowledge (Dungeoneering): 16 +7 (INT) = 23
Sense Motive: 16 +2 (WIS) = 18
Spellcraft: 16 +7 (INT) +2 (SIN) = 25

Spells Known (Caster Level 13):
Level 1: Cause Fear, Blade of Blood, Lesser Shivering Touch, Negative Energy Ray, Alarm, Karmic Aura, Nightshield, Protection from Good, Appraising Touch, Critical Strike, Locate City, True Casting, Disguise Self, Friendly Face, Hidden Ward, Magic Weapon, Nerveskitter,Magic Missile, Floating Disk
Level 2: Command Undead, Death Armor, Ghoul Glyph, False Life, Arcane Turmoil, Dissonant Chant,Protection from Arrows, Chain of Eyes, Spymaster's Coin, See Invisibility, Expose the Dead, Darkbolt, Darkness, Veil of Shadow, Local Tremor, Disguise Undead, Reflective Disguise, Shadow Double, Wraithstrike
Level 3: Undead Torch, Mind Poison, Lesser Animate Dead, Undead Lieutenant, Karmic Backlash, Dispel Magic, Sign of Sealing, Displacement, Illusory Script,Manyjaws, Sound Lance
Level 4: Fear, Touch of Years, Enervation, Animate Dead, Supressing Field, Dimensional Anchor, Scrying, Detect Scrying, Unluck, Wingbind, Crushing Grip, Disguise Ship, Greater Mirror Image, Celerity, Spell Enhancer
Level 5: Magic Jar, Night's Caress, Superior Resistance, Antifire Sphere, Mirage Arcana, Xorn Movement
Level 6: Revive Undead, Contingency, Arrow of Bone, Karmic Retribution
Level 7: Finger of Death, Spell Turning

Restricted Schools: Conjuration, Enchantment

Spell-like abilities:
Detect Undead (At will)
Charm Person, Comand (1/day)

Supernatural abilities:

Cursed Glance:
When a visible enemy within 60 feet targets you with an attack or spell, you can as an immediate respond with a curse. If the enemy fails a DC 23 Will save, he takes a –2 penalty to AC and on saving throws. (7/day)

Luck of the Blade:
Reroll one roll that she just made, before the results are revealed. She must take the result of the reroll, even if it's worse than the original roll. (1/day)

Ring of Strenght Sapping:
This ring is made of black steel and is eerily cold to the touch. Once per day as a swift action, when the wearer hits a living creature with an unarmed attack, the target must succeed at a DC 20 Fortitude saving throw or take 1d4 point of Strength damage in addition to the attack's normal damage. If the target of the attack takes any Strength damage from this attack, the ring's wearer gains a +2 enhancement bonus to her Strength for 1 minute. (1/day)

Talisman of the Fallen King:
Grants +4 enchantment bonus to inteligence
Allows the Wizard to recall cast spells totaling up to 9 spell levels as a full round action that provokes attacks of opportunity

Equipped Magic Items: Amulet of Protection from Good, Luck Blade (1 Wish Remaining), Ring of Strength Sapping, Talisman of the Fallen King
Race: True Dhampir
Alignment: Neutral Evil
Class: Wizard(Minimum of Level 11)
Feats: Merciful Spell, Silent Spell, Still Spell
Known Items: Enchanted Sword of Tarnished Silver, Undead Slave Collar, Philter of Souls, Armor of Twilight
Known Spells:
Level 1: Cause Fear, Blade of Blood, Lesser Shivering Touch, Negative Energy Ray, Alarm, Karmic Aura, Nightshield, Protection from Good, Appraising Touch, Critical Strike, Locate City, True Casting, Disguise Self, Friendly Face, Hidden Ward, Magic Weapon, Nerveskitter,Magic Missile, Floating Disk
Level 2: Command Undead, Death Armor, Ghoul Glyph, False Life, Arcane Turmoil, Dissonant Chant,Protection from Arrows, Chain of Eyes, Spymaster's Coin, See Invisibility, Expose the Dead, Darkbolt, Darkness, Veil of Shadow, Local Tremor, Disguise Undead, Reflective Disguise, Shadow Double, Wraithstrike
Level 3: Undead Torch, Mind Poison, Lesser Animate Dead, Undead Lieutenant, Karmic Backlash, Dispel Magic, Sign of Sealing, Displacement, Illusory Script,Manyjaws, Sound Lance
Level 4: Fear, Touch of Years, Enervation, Animate Dead, Supressing Field, Dimensional Anchor, Scrying, Detect Scrying, Unluck, Wingbind, Crushing Grip,Disguise Ship, Mirror Image, Greater, Celerity, Spell Enhancer
Level 5: Magic Jar, Night's Caress, Superior Resistance, Antifire Sphere, Mirage Arcana, Xorn Movement
Level 6: Revive Undead, Contingency, Arrow of Bone, Karmic Retribution

Yrael
Race: Legion Archon
Alignment: Lawful Good
Class: Cleric 3
Template: Cleric Creature Template
Known Items: ???

Naeron
Race: Codex Archon
Lawful Good
Class: Cleric 4
Template: Cleric Creature Template
Known Items: ???

Vaela Naetalor
Race: Human (dragonblooded?)
Alignment: ???
Class: Cleric of the Merling King 3
Known Items: ???


Westerosi Adventurers:

Garth the Green
Chaotic Good
Paladin of Freedom

Level 11-12
Armor: Raiment of the Rainwood
Weapon: ???

Aryssa the Pixie
Unknown Alignment
Scout
Level 11-12
Armor: ???
Weapon: Enchanted Bow

Brandon Nightstark (Otherblood)
Unknown Alignment
Battle Sorcerer/Custom PrC???
Level 11-12
Weapons: Enchanted Obsidian Barrow-Blade
Armor: Enchanted Carapace Armor, Enchanted Boots

Danelle
Unknown Alignment
Cloistered Cleric of the Maiden
Level 11-12
Weapons: ???
Armor: Fey-Forged Mithral Fullplate

Mismatched Part I
Mismatched Part II
Mismatched Part III
Mismatched Part IV
Mismatched Part V
Mismatched Part VI
Mismatched Part VII
Mismatched Part VIII
Thinking on that, I am astonished that Dannelle the Cloistered Cleric of the Maiden hasn't been raising shit with her party members for having non-Seven-related magic.
She actually is pretty conflicted on the matter, but at the end of the day she was born a peasant, practical. As long as lightning bolts do not start falling from the sky or the maiden does not personally tell her that she should ditch the wizards she figures the monsters in front of her not the wizards at her back are the most pressing issue.

Danar Crowl
Unknown Alignment
Savage Bard
Level: Bard 6/Lyric Thaumaturge 7
Known Items: ???


Alyssa Crowl nee Grafton
Unknown Alignment
Ranger Variant
Level: Ranger Variant 13
Known Items: ???

Prince Oberyn Nymeros Martell, the Red Viper of Dorne
Name: Oberyn Nymeros Martell
Alias: Prince of Dorne, Red Viper
Alignment: Chaotic Neutral
Class: Fighter 3/Swashbuckler 8
Feats: Feats: Power Attack, Weapon Focus (Longspear), Weapon Finese, Weapon Specialization (Longspear), Cleave, Great Cleave, Improved Critical (Longspear)
Skill Tricks: ???
Class Features: Grace, Insightful Strike, Dodge Bonus, Acrobatic Charge, Improved Flanking

HP: 110
AC: 10 +2 (Dodge Bonus) +5 (DEX) + 2 (luck from an item) +5 (Armor) +2 (vs Evil) = 24/26
Attack (Spear of True Death): +15/+10/+5 [1d8 +2d6(Negative or Positive energy) +5]
Weapon Proficiency: Longspear
Immunities: Possession/Mental Control
SR: 5 + 11 (Character Level) = 16

Special: 1/week Soul-Slaying: Before rolling you may declare one normal attack as a coup de grace except for the fact that it does not automatically crit or even hit. If the enemy fails the fortitude save against the damage inflicted they die instantly, counts as death effect.

STATS:
12 (+1) Strength
15 (+2) Constitution
18 +2 = 20 (+5) Dexterity
16 (+3) Charisma
12 (+1) Intelligence
10 +4 = 14 (+2) Wisdom

Saves: (+2 vs Evil)
Fortitude: 12 +2 = 12/14
Reflex: 7 +1 (Grace) +2 = 8/10
Will: 5 +2 = 5/7

Special: 1 re-roll/day

Skills:
Balance: 6 +5 (DEX) = 11
Bluff: 14 +3 (CHA) = 17
Diplomacy: 14 +3 (CHA) = 17
Intimidate: 14 +3 (CHA) = 17
Tumble: 7 +5 (DEX) = 12
Sense Motive: 14 +2 (WIS) = 16
Swim: 8
Use Magic Device: 10

SLAs (from magic items):

Lesser Globe of Invulnerability 3/day
Mirror Image 3/day
Detect Magic: Constant

Items: Armor of Spell Resistance (+1), Gloves of Zephyr's Grace (+2), Amulet of Protection from Evil, True-Flame (Spear of True Death), Cloak of Resistance, Potions ???, Item of Constant Detect Magic, Item of Mirror Image, Item of Lesser Globe of Invulnerability, Talisman of Wisdom (+2), Item of Luck (+2)

Nymeria Sand
Unknown Alignment
Class: Fighter 1/Rogue 6
Known Items: Amulet of Protection vs Evil, Gloves of Zephyr's Grace (+2), Winged Boots of Flight, Dagger of Will Erosion, Dagger of Binding

Gerion Lannister
Unknown Alignment
Class: ???
Known Items: Valyrian Steel Sword???

Lanna Lannister
Unknown Alignment
Class: Sha'ir Minimum of 8 (Possibly level 10-12)
Feats: Craft Wand
Known Items: Various Wands???, Circlet of Spell-Turning
Familiar: Earth Gen


Lucan
Antimagic Cleric of the Father
Level: ???
Known Magic Items: ???

Vellamo
Selkie
Class: ???
Level: ???
Known Magic Items: ???

Dalla
Class: ???
Level: ???
Known Magic Items: ???


Tritons:

Blight's Bane
Unknown Alignment
Class: Triton 3/Fighter 4/Elemental Warrior 5
Feats: ???
Known Items: Mithral Spear, Riverrine Shield, Amulet of Tears

Unnamed Triton Ranger
Unknown Alignment
Class: Ranger 6
Feats: ???
Known Items: ???

Breath Taker
Unknown Alignment
Class: Cleric of the Merling King Level 9
Feats: ???
Known Items: Ring of Protection from Evil, Amulet of Wisdom (+4), and some kind of magic weapon since the +1 spear he used to have would have been updated of switched by now

NOTE: This is going to be an ever-expanding post, but I thought it prudent to have a database on all PC allies and potential enemies. Anything and everything we learn about other adventurers should be recorded and stored away for future reference. I've already done the digging for the Westerosi adventurers and written down literally everything DP told us about them, but it's late enough that I don't feel like doing it for everyone else. And yes, I'm aware there are literally dozens of adventurers that aren't on here that should be on here, but eh. Screw it. They can get added on later when they actually do something.

EDIT 2: Also, Nymeria is officially removed from the Baby Adventurer's list since she made it abundantly clear she never actually swore herself to us.
 
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I thought Alysande was 8 -> 7 via Raise Dead, @Duesal? Do you recall where DP gave out her level/class by any chance?

Edit: I went back and looked. Apparently it was 7 -> 6, like you said. Should'a known you asked DP over PM.
 
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I thought Alysande was 8 -> 7 via Raise Dead, @Duesal? Do you recall where DP gave out her level/class by any chance?
No such luck. She went from 7 --> 6. But given that she's Braavos' answer to us setting up shop in Sorcerer's Deep instead of staying in the city, she's going to gain XP pretty fast. Let's just hope she doesn't die again. That would be annoying.

Also, @Crake, we... haven't actually gotten her class yet. DP was supposed to give it to us, but he never got around to it. I've been pushing for other things to get updated on the front page at a more gradual pace so he doesn't get burned out by having to do it all at once which is pretty much the only reason we don't already have it. We could ask about it some time this weekend I guess. What we know for sure is that Alyssande awakened her magic by pushing her Wis to zero via the Silver Eye artifact, and that the subsequent class was a wizard variant which let her learn wizard/sorcerer spells.
 
DragonParadox said:
"Well I certainly don't object," the lady answers. "One can hardly call it a less than respectable trade if a keyholder is doing it... and a prince of course," she adds quickly. Truth be told you are more amused then offended by Braavosi elitism. If ever there was a city that had cause to think itself the pearl of the world this one is it.

Viserys was singing Braavos' praises even before its people started to view him as its staunchest ally... which I find incredibly amusing. Qarth thinks itself the Queen of Cities, King's Landing is where Viserys was born, and Viserys has traveled to numerous large metropolises, one of them being Volantis, the city with the highest population in Western Essos and Westeros to boot (probably only beaten out by Far Eastern cities).

And he still thinks of Braavos as the best corner of the world to visit. :lol:rofl:
Adhoc vote count started by Crake on Mar 3, 2018 at 2:19 AM, finished with 160664 posts and 6 votes.

  • [X] Plan Sallosh Cleanup
    -[X] Vee, Lya, Dany, Maelor and Glyra head home, with Lya giving warning to the tower to make preparations for it to be moved, ask Amrelath if he'd expect complications, etc.
    -[X] Viserys, Ser Richard, Waymar, and Malarys stay to finish vetting the remaining sellswords, and have them pack up and move to just outside the city.
    -[X] Viserys and Ser Richard then teleports back to SD, finishes preparations and rests, and then returns carrying the Shadow Tower (which should include Teana and Leila, and any of the more adventurous mages) to the spot outside the city.
    -[X] Begin looting what is easily found within the city, focusing first on what had already been looted by the company and was in Illyrio's storage, and see what you can glean from the runed door. Put to rest any unquiet dead that are awakened by these proceedings.
    -[X] The next day, have everyone (except Ser Richard) pack into the Shadow Tower, and teleport home to SD.
    -[X] Whenever Viserys is forced to wait on others or finds himself with a free contemplative moment, flip open the wayfinder and search for Illyrio.
    [X] Order the new legion members to leave the city and camp a few hours away from It.
    -[X] go back to SD and prepare the shadow tower to teleport your new army. Clear the área around the entrance, inform Teana to organize her students, Discreetly place a few trusted guards in the most critical areas.
    -[X] Use divination to check for any damage to the tower resulting from this, both as a consequence of the travel itself and from sabotage or betrayal.
    -[X] while your orders are carried out, Talk to Amrelath, we might need its services to control any undead that rise against us in the city. You also want to know how much he was able to perceive while in the tower, and if he noticed anything suspicious.
 
Now that Amrelath doesnt destabilize the Tower. How about we see if we can ward it against fraying from Beholder procreation. No Far Realm portals please.

Kindof want Xor to sleep in there and dream of lil baby Beholders. (Why do Beholders have a fluffier life cycle than 'Storks delivers'?)
 
I don't think dreams of madness and eldritch unknowing enkindlement is really best described as "fluffy"...

...but then I realized it was Fehu posting. Argument retracted.
 
This thing with the city sits really ill with me.
The spirits of these people are not the remains of evil people of cultists, they are just civilians that had a horrible fate inflicted upon them, and now they rise because evil cultists plunder their city and try to raise them for their own means.
And now, we come and the plan is again to prod and plunder until they try to rise against us.. at which point we kill them or harvest them because we are confident they wont be able to defend themselves against us?
I know they are undead, but so is Lyanna, so is the fairwind child, we should be laying them to rest, not drive them mad until they attack us and we can say It was self defense.
 
This thing with the city sits really ill with me.
The spirits of these people are not the remains of evil people of cultists, they are just civilians that had a horrible fate inflicted upon them, and now they rise because evil cultists plunder their city and try to raise them for their own means.
And now, we come and the plan is again to prod and plunder until they try to rise against us.. at which point we kill them or harvest them because we are confident they wont be able to defend themselves against us?
I know they are undead, but so is Lyanna, so is the fairwind child, we should be laying them to rest, not drive them mad until they attack us and we can say It was self defense.

I simply don't care because I wouldn't expect better treatment if our positions were reversed.

If it's useful to the living then fuck the claims of the dead, don't care for the how or why they are restless. Violence will release them and either they are merely a figment of their previous existence or so twisted so as to be considered a different being entirely. Either way it is no cruelty to treat them as such, they likely won't even truly comprehend it in the moment.

I can kind of understand where you're coming from but I haven't seen any suggestions as to exactly how they will be laid to rest, how long will it take and how many more lives are lost in the process of caring for the long dead.
 
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You're forgetting two things: One, undead hate all life, or at least are envious of the living knowing that every waking moment for them is an endless tableau of shared torment, the living for every encounter with the unnatural waking dead and the dead for that which they know intrinsically is denied to them. They are denied from seeking a solution to this problem themselves, to seek life again, because undead must be destroyed before resurrection is possible, and for those too old even being aided by another is beyond them. Further they are often not as rational or prone to reason as even Lyanna, who is still a resentful specter who's death hangs as a shroud upon her every hour.

There is a reason Viserys was so surprised to have encountered her. Undead do not play well with the living, and laying them to rest is always a good alternative.

That aside, the reason why it should even be done is in the future, the lands of Sarnor will be resettled. Who knows by which people, but such a place should not forever be a tomb for a legacy of blood sprouting from the shortsighted heads of horse-riding savages.

To do that though, we have to be their janitor.
 
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I dont see how making them angry and killing those that arise solves the problem, if anything its making It worse.
We should be finding a real solution instead of bumbling through It hoping we can just kill the problem away.
We have priests, we can commune with the spirits, find if theres something keeping them here, or if its as simple as performing funeral rites.
Undead are supposed to hate the living, yet they are aware of us and not attacking, they are politely warning us that we have overstayed our welcome and there will be trouble if we choose to remain, that does not sound like "insane hatred towards all Life" to me.
I want to resettle the place, and i think the current plan of action runs contrary to that goal.
 
It might work. Killing our way through the problem.

I get your point though. Just, fact of the matter is, there's probably a huuuge quest-line tied in with "laying them to rest" if the roaming sentient undead out on the plains are any indication. Probably involves the Dothraki, and to be honest, while I am okay with killing the men who resist, killing the women and children too is so not on. That was in principle what caused us to slay that one we found out there on the GGS.

It's just simpler to kill our problems, that's the problem with D&D, you can achieve things the roundabout way to not step over the feelings of one group of people or another, or to get your fluffy feel-goods, but it takes a huge amount of time in comparison to just obliterating all obstacles in your path.

But this is all speculation. I'm just usually not completely wrong about this stuff.
 
Also, i think the belief that "all undead are the same and the only option is attacking before that attack you" is fundamentally wrong, the tiamat priestess even failed to make the spirits rise against on her first try, and that was with a ritual designed to do just that.
These people are not roaming the plains murdering everything, they are in their city and have been remarkably passive, and we want to change that on the Hope that It gives us something we can kill.
I agree that killing things usually works for us, but this feels like pouring fuel over a few embers so that the blaze becomes large enough that we can target It with our mortar.
 
Honestly, das_slash has a point in that we do plan to resettle Sarnor in time, likely by incorporating the last city of the Tall Men(Saath) and supporting their efforts to do so. If we offer them their old lands back, and do it, we're sure to receive no little amount of loyalty. Seriously, the Dothraki brutalized the Kingdom of Sarnor so horrifically, that the dead themselves now rise to seek vengeance for it.

Is that so difficult to sympathize with, understand? Sallosh was once known as the City of Scholars, it had a library of great renown. Now, now it is ashes and dust, deemed Vaes Athjikhari by the Dothraki who laid it low, City of Sickness.

Man, the Dothraki legit rub me the wrong way, all the worst aspects of the Mongols, but with little to none of the upsides.
 
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[X] Order the new legion members to leave the city and camp a few hours away from It.
-[X] go back to SD and prepare the shadow tower to teleport your new army. Clear the área around the entrance, inform Teana to organize her students, Discreetly place a few trusted guards in the most critical areas.
-[X] Use divination to check for any damage to the tower resulting from this, both as a consequence of the travel itself and from sabotage or betrayal.
-[X] while your orders are carried out, Talk to Amrelath, we might need its services to control any undead that rise against us in the city. You also want to know how much he was able to perceive while in the tower, and if he noticed anything suspicious.
-[X] ask Dany and Malarys to attempt to communicate with the spirits of this place, we are kindred spirits, not grave robbers, and we would like the legacy of the city of scholars to be more than haunted ruins.

There, we should st least try to solve this peacefully, if that doesnt work we always have the hammer.
 
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[X] das slash

I think the fact that you bothered presenting an alternative is admirable. Talking first doesn't hurt so long as conflict isn't guaranteed.
Adhoc vote count started by Crake on Mar 3, 2018 at 3:34 AM, finished with 160677 posts and 8 votes.

  • [X] Plan Sallosh Cleanup
    -[X] Vee, Lya, Dany, Maelor and Glyra head home, with Lya giving warning to the tower to make preparations for it to be moved, ask Amrelath if he'd expect complications, etc.
    -[X] Viserys, Ser Richard, Waymar, and Malarys stay to finish vetting the remaining sellswords, and have them pack up and move to just outside the city.
    -[X] Viserys and Ser Richard then teleports back to SD, finishes preparations and rests, and then returns carrying the Shadow Tower (which should include Teana and Leila, and any of the more adventurous mages) to the spot outside the city.
    -[X] Begin looting what is easily found within the city, focusing first on what had already been looted by the company and was in Illyrio's storage, and see what you can glean from the runed door. Put to rest any unquiet dead that are awakened by these proceedings.
    -[X] The next day, have everyone (except Ser Richard) pack into the Shadow Tower, and teleport home to SD.
    -[X] Whenever Viserys is forced to wait on others or finds himself with a free contemplative moment, flip open the wayfinder and search for Illyrio.
    [X] Order the new legion members to leave the city and camp a few hours away from It.
    -[X] go back to SD and prepare the shadow tower to teleport your new army. Clear the área around the entrance, inform Teana to organize her students, Discreetly place a few trusted guards in the most critical areas.
    -[X] Use divination to check for any damage to the tower resulting from this, both as a consequence of the travel itself and from sabotage or betrayal.
    -[X] while your orders are carried out, Talk to Amrelath, we might need its services to control any undead that rise against us in the city. You also want to know how much he was able to perceive while in the tower, and if he noticed anything suspicious.
    -[X] ask Dany and Malarys to attempt to communicate with the spirits of this place, we are kindred spirits, not grave robbers, and we would like the legacy of the city of scholars to be more than haunted ruins.

Adhoc vote count started by Crake on Mar 3, 2018 at 3:57 AM, finished with 160680 posts and 9 votes.

  • [X] Plan Sallosh Cleanup
    -[X] Vee, Lya, Dany, Maelor and Glyra head home, with Lya giving warning to the tower to make preparations for it to be moved, ask Amrelath if he'd expect complications, etc.
    -[X] Viserys, Ser Richard, Waymar, and Malarys stay to finish vetting the remaining sellswords, and have them pack up and move to just outside the city.
    -[X] Viserys and Ser Richard then teleports back to SD, finishes preparations and rests, and then returns carrying the Shadow Tower (which should include Teana and Leila, and any of the more adventurous mages) to the spot outside the city.
    -[X] Begin looting what is easily found within the city, focusing first on what had already been looted by the company and was in Illyrio's storage, and see what you can glean from the runed door. Put to rest any unquiet dead that are awakened by these proceedings.
    -[X] The next day, have everyone (except Ser Richard) pack into the Shadow Tower, and teleport home to SD.
    -[X] Whenever Viserys is forced to wait on others or finds himself with a free contemplative moment, flip open the wayfinder and search for Illyrio.
    [X] Order the new legion members to leave the city and camp a few hours away from It.
    -[X] go back to SD and prepare the shadow tower to teleport your new army. Clear the área around the entrance, inform Teana to organize her students, Discreetly place a few trusted guards in the most critical areas.
    -[X] Use divination to check for any damage to the tower resulting from this, both as a consequence of the travel itself and from sabotage or betrayal.
    -[X] while your orders are carried out, Talk to Amrelath, we might need its services to control any undead that rise against us in the city. You also want to know how much he was able to perceive while in the tower, and if he noticed anything suspicious.
    -[X] ask Dany and Malarys to attempt to communicate with the spirits of this place, we are kindred spirits, not grave robbers, and we would like the legacy of the city of scholars to be more than haunted ruins.
 
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It could use some polish, but honestly, I'd simply rather not antagonize the ancestors of those we mean to rule. Sarnor is right beside Essaria, so it's likely to come up when we decide to settle the Dothraki issue.

[X] das_slash
 
I still don't understand why we invite one or two Tiamat cultists into the tower, or why we announce (via divination) our mass transport capabilities before Tyrosh, but we'll improvise through any problems like always.
 
Vote closed.

Did you guys settle on a revised turn plan?
Adhoc vote count started by DragonParadox on Mar 3, 2018 at 3:57 AM, finished with 160680 posts and 9 votes.

  • [X] Plan Sallosh Cleanup
    -[X] Vee, Lya, Dany, Maelor and Glyra head home, with Lya giving warning to the tower to make preparations for it to be moved, ask Amrelath if he'd expect complications, etc.
    -[X] Viserys, Ser Richard, Waymar, and Malarys stay to finish vetting the remaining sellswords, and have them pack up and move to just outside the city.
    -[X] Viserys and Ser Richard then teleports back to SD, finishes preparations and rests, and then returns carrying the Shadow Tower (which should include Teana and Leila, and any of the more adventurous mages) to the spot outside the city.
    -[X] Begin looting what is easily found within the city, focusing first on what had already been looted by the company and was in Illyrio's storage, and see what you can glean from the runed door. Put to rest any unquiet dead that are awakened by these proceedings.
    -[X] The next day, have everyone (except Ser Richard) pack into the Shadow Tower, and teleport home to SD.
    -[X] Whenever Viserys is forced to wait on others or finds himself with a free contemplative moment, flip open the wayfinder and search for Illyrio.
    [X] Order the new legion members to leave the city and camp a few hours away from It.
    -[X] go back to SD and prepare the shadow tower to teleport your new army. Clear the área around the entrance, inform Teana to organize her students, Discreetly place a few trusted guards in the most critical areas.
    -[X] Use divination to check for any damage to the tower resulting from this, both as a consequence of the travel itself and from sabotage or betrayal.
    -[X] while your orders are carried out, Talk to Amrelath, we might need its services to control any undead that rise against us in the city. You also want to know how much he was able to perceive while in the tower, and if he noticed anything suspicious.
    -[X] ask Dany and Malarys to attempt to communicate with the spirits of this place, we are kindred spirits, not grave robbers, and we would like the legacy of the city of scholars to be more than haunted ruins.
 
I have a feeling that "[ ] Search for Illyrio" is going to become a recurring thread meme. Maybe even an ascended one.

At some point Viserys might comment that he doesn't actually expect to find anything, it's just cathartic to think about Illyrio stepping out from under his wards and giving him an excuse to nip another threat to his House in the bud.
 
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