[X] Learn more about how and where Gorthos' Thieves' guild operates
[X] Buy books on the history and noble lineages of the Free Cities and parse them out with Themar's help to be able to create more effective disguises.
[X] Place charm on the higher ups in the guild to get as much good will as possible by conditioning them to consider you a friend
-[X] Yohn
 
[X] Meet with one or more of your new friends outside of "work." It is nice having people you can just talk to and they have already given you valuable information besides. (Dany & the girls)
[X] Buy books on the history and noble lineages of the Free Cities and parse them out with Themar's help to be able to create more effective disguises.
[X] Study the Chalice and learn of its powers

Forgor the X's
 
[X] Meet with one or more of your new friends outside of "work." It is nice having people you can just talk to and they have already given you valuable information besides. (Dany & the girls)
[X] Buy books on the history and noble lineages of the Free Cities and parse them out with Themar's help to be able to create more effective disguises.
[X] Study the Chalice and learn of its powers
 
[X] Study the Chalice and learn of its powers
[X] You have a power that allows you to see magic. Look around the bazaars for any trinket with actual power in it and then acquire it (???)
[X] Place charm on the higher ups in the guild to get as much good will as possible by conditioning them to consider you a friend
-[X] Yohn


Viserys needs some fast healing and bazaar can have something to help, charming Yohn is just prudent and having magical fiery backup in serious fight is very important.
 
[X] Study the Chalice and learn of its powers
[X] You have a power that allows you to see magic. Look around the bazaars for any trinket with actual power in it and then acquire it (???)
[X] Place charm on the higher ups in the guild to get as much good will as possible by conditioning them to consider you a friend
-[X] Yohn
 
[X] Meet with one or more of your new friends outside of "work." It is nice having people you can just talk to and they have already given you valuable information besides. (Dany & the girls)
[X] Buy books on the history and noble lineages of the Free Cities and parse them out with Themar's help to be able to create more effective disguises.
[X] Study the Chalice and learn of its powers
 
[X] Study the Chalice and learn of its powers
[X] You have a power that allows you to see magic. Look around the bazaars for any trinket with actual power in it and then acquire it (???)
[X] Buy books on the history and noble lineages of the Free Cities and parse them out with Themar's help to be able to create more effective disguises.

Studying the ancient valyrian magical artifact sounds like a good use of our time. Digging we can probably go through a lot of stuff by activating Detect Magic on a baazar.

And our trickster needs better tricks, thus the books.
 
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Part XLII: A New Abode
A New Abode

Ninth Day of the Tenth Month 289 AC

In less than a month you have increased your funds more than eight-fold. Your unexpectedly swift gaining of riches more arcane dictate that you use the funds to gain more secure accommodations. Getting Dany away from Merin before She can gain too many colorful terms is also a nice ancillary benefit.

You have discovered many options with the aidof your conections. Which do you prefer:

[] The Lonely Tower

Description: Once an observatory and personal retreat built by an eccentric Keyholder this tower is all that remains of that family's abode. It is situated quite near Drowned Town and likely to join the other flooded ruins in a decade or two.

Price: 35 Iron Marks
Basic Operating Expenses: 10 Iron Marks per year

+ Cheap
+ Solid stone construction good for magical experimentation
+ A magnificent view from the top

- Bad neighborhood, harder to attract staff (x2 to all servants wages)
- Will probably sink to join the rest of Drowned Town in a decade or two
- An unpleasantly large number of stairs

[] The Lilly House

Description: This former town house of a small mercantile clan, this house has seen better days, possibility before the Doom. It is a large rambling structure built of a variety of different styles by succeeding generations with the only common theme being the use of white stone. On the other hand it is within a relatively sedate, respectable neighborhood. If you managed to get this place in working order it would be far easier to make connections among the well to do. However many have tried fix the house over the years, none have succeeded leading to the rumor that it is haunted.

Price: 100 Iron Marks
Basic Operating Expenses: 10 Iron Marks per year

+ A lot of room to grow
+ Respectable
+ Safe neighborhood

- Expensive
- Potentiality over-curious neighbors
- Is said to be haunted

[] Wind House

Description: The headquarters of a nearly defunct explorers society this place could prove a treasure trove if you are fortunate... or a firetrap full of old junk if you are not. The current rather senile owner will not sell it unless you agree to keep the Windward Society functioning. This will include higher operating costs, a significant chance of having your secrets discovered and there is also the potential of being drawn into quarrels that are not yours. On the other hand of your current options it is the one that looks the least like a ruin.

Price: 75 Iron Marks
Basic Operating Expenses: 35 Iron Marks per year

+ Treasures of the past
+ In decent condition
+ Potential foreign contacts

- Higher operating expediences
- Obligation to host the Windward Society at least until the last of the membership passes away
- Possibility of being drawn into old quarrels.

What servants will you hire:

[] A cook (recommended, most of the prospective guests could burn water)
-[] Low quality (2 Iron Marks yearly stipend)
-[] Medium quality (8 Iron Marks yearly stipend)
-[] High quality (20 Iron Marks yearly stipend)

[] A maid (may be taken multiple times)
-[] Low quality (1 Iron Marks yearly stipend)
-[] Medium quality (5 Iron Marks yearly stipend)
-[] High quality (16 Iron Marks yearly stipend)

[] An errand boy/girl from the Rat to better keep in touch with the guild (One half-mark to be paid in pennies so s/he won't just run away with the money)


OOC: if you have other house concepts or staff feel free to suggest them. The vote is in plan format.
 
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[X]Plan Traditional Magic Tower

[X] The Lonely Tower


Sorcerers Tower is alway good and if we are still stuck in Bravos in one decade we propably did something wrong.

[X] A cook (recommended, most of the prospective guests could burn water)
-[X] Medium quality (8 Iron Marks yearly stipend)

Nothing fancy needed. I doubt we get highborn guests.

[X] A maid (may be taken multiple times)
-[X] Low quality (1 Iron Marks yearly stipend)
-[X] Medium quality (5 Iron Marks yearly stipend)


One medium for most tasks, one low to scrub the many, many stairs.

[X] An errand boy/girl from the Rat to better keep in touch with the guild (One half-mark to be paid in pennies so s/he won't just run away with the money)

Initial cost: 100 Iron Marks
Total yearly cost: 39 Iron Marks a year.
Considering our income in just over one month since the quest started that seems reasonable.
 
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So I'm thinking (just hashing out a plan):

[] The Lilly House
[] A cook (recommended, most of the prospective guests could burn water)
-[] High quality (20 Iron Marks yearly stipend)
[] A maid (may be taken multiple times)
-[] High quality (16 Iron Marks yearly stipend)
[] An errand boy/girl from the Rat to better keep in touch with the guild (One half-mark to be paid in pennies so s/he won't just run away with the money)

The Lilly House - Because if a decade of two is a concern, we might as well get the nice clan compound instead of the cheap tower in a bad neighborhood.

And hey, Braavos is one of the nicest places around. Though we should probably try to conquer Pentos.

High quality staff - That pay is yearly. I think it's worth it, not only for their services, but for loyalty.

It all would work on a little less than 4 marks a year.
 
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The over-curious neighbors is a pretty big problem for someone involved in the underworld and working with magic, though.

I'd pick the Lonely Tower - not like ten years is even a matter of concern. But that bad neighborhood is making me antsy, even if the wage increase is easily ignored.

Also, if we pick a large house, we'd better pick more than one maid.
 
The over-curious neighbors is a pretty big problem for someone involved in the underworld and working with magic, though.
No perfect choices.

Ideally, we'd want something like we got in Shaper of Ice and Fire: A lighthouse.

OOC: if you have other house concepts or staff feel free to suggest them. The vote is in plan format.
What about something like the Hunting Lodge, but closer to the city, possibly with a tower (because sorcerers need towers)?

Maybe:
[] Scholar's Retreat
-[] The refuge of an old, eccentric scholar that recently passed away without known descendants, leaving the place in the hands of the Iron Bank. Cosisting of a sturdy stone observatory and an adjoining two-story lodge, the place has a rustic but homely feeling, which fortunately isn't fully to the appeal of the good-folk of Braavos. On a small, out-of-sight niche the old man managed to find relatively close to the city, it has it's own small pier and beach, with a modest bit of land before the ravine that surrounds Braavos begins.

Advantages:
- Tower!
- A lot of privacy and a small bit of land.
- Great room for growth, if you are willing to pay for workers.

Disadvantages:
- Out of the way, which means:
-- More expensive servant pay (1.2x)
-- Need to commute.
-- Need to buy a small boat and someone to row if you don't want to do it yourself.
-- Might put off some people.

So this is Braavos:


Or at least a representation of it. The idea is that some lots of years ago, the man found a small bay hidden from view and promptly bought the are where people tought there was almost no land.
 
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Might have chosen the Lilly House if we had anything that could deal with ghosts, but as things stand...

[X] Wind House

It looks like the major problem will be dealing with these explorers and their enemies. Handling people is what we specialize in.

[X] A cook (recommended, most of the prospective guests could burn water)
-[X] High quality (20 Iron Marks yearly stipend)
[X] A maid (may be taken multiple times)
-[X] High quality (16 Iron Marks yearly stipend)
[X] An errand boy/girl from the Rat to better keep in touch with the guild (One half-mark to be paid in pennies so s/he won't just run away with the money)

Viserys and Dany deserve to be pampered after their trials.
 
Mending :: d20srd.org

At least this spell should finally see some excellent usage in fixing things for our own usage, and for the house. We can even start to run a more legitimate business by purchasing broken but valuable items then repairing them, before selling them on.

As for the houses given both Daenaerys ans the priest are going to live in it, the town house seems best.
 
[X] The Lilly House
[X] A cook (recommended, most of the prospective guests could burn water)
-[X] High quality (20 Iron Marks yearly stipend)
[X] A maid (may be taken multiple times)
-[X] High quality (16 Iron Marks yearly stipend)
[X] An errand boy/girl from the Rat to better keep in touch with the guild (One half-mark to be paid in pennies so s/he won't just run away with the money)
 
[X] Plan Proto Magic guild
[] Wind House
[] A cook (recommended, most of the prospective guests could burn water)
-[] High quality (20 Iron Marks yearly stipend)
[] A maid (may be taken multiple times)
-[] High quality (16 Iron Marks yearly stipend)
-[] Medium quality (5 Iron Marks yearly stipend)
-[] Medium quality (5 Iron Marks yearly stipend)
[] An errand boy/girl from the Rat to better keep in touch with the guild (One half-mark to be paid in pennies so s/he won't just run away with the money)

I think it would be a good chance to branch out. Magic has just recently made a comeback, and a explore society will have resources we can use.

The magic tower if we want to be experimenting. The lilly house if we want to be political and I am guessing the wind house if we want the wild card.
 
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Oh well, not tower, but what can you do. Troublesome, but could yield some nice rewards.

We gotta be careful here tho.

@oilworker Would you perhaps add another maid or two? Lots of things to be done there. Two medium quality maids would probably help around a lot for a small price.

a significant chance of having your secrets discovered
This is what worries me about Wind House. How significant is 'significant'?

At this rate we might take our chances with the Tower, no?
 
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Oh well, not tower, but what can you do. Troublesome, but could yield some nice rewards.

We gotta be careful here tho.

@oilworker Would you perhaps add another maid or two? Lots of things to be done there. Two medium quality maids would probably help around a lot for a small price.
Sure.

Also about being discovered, I see it as magic making a comeback to the world. Stuff or creatures are starting to appear, it might not be bad to be the wizard of Bravos. Also the windhouse comes with the chance to make contacts in other cities.
 
Sure.

Also about being discovered, I see it as magic making a comeback to the world. Stuff or creatures are starting to appear, it might not be bad to be the wizard of Bravos. Also the windhouse comes with the chance to make contacts in other cities.
Yes, but magic isn't our only secret, is it? We are an exiled Prince (technically King, but Prince sounds better).

I wonder if there is some connection between The Windblown and the Guild.

The problem with the Wind House is that is also ties us to Braavos. Do we intend to make it our permanent digs for the forseeable future?
 
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Well, I really hope that Dragon will let us buy the other if we want for a second residence.

Also, there are two paths imho that The Lilly House and the Wind House allow for.

The Lilly House should allow us to form a legimtimate/semi legitimate buisness that can also rely on the thiefs guild relations to fuck up competition or get information on rivals. This will allow us the fastest way to get a second residence, the Wind House , and then start taking over the explorer society and turn them into magical scouts and such to recruit just awakened magic users, bring back artifacts etc. And with a buisness bankrolling the operation we can have a considerable monetary power to get said artifacts and magic users. Also, Thief Guild contacts may allow to get in touch with others of their like via smugglers and such who know someone there.


The Wind House in opposition starts with the potential to take over the explorer society but without the easier gold to boost our power within it, so more personal actions to win them over, and still more effort to get more gold to fund even our own stuff. Unless of course we again swerve into the Lilly House by starting a buisness and buying the house to get a respectable business office thingy.


The problem with the Lilly House however is that we are left with about 4 Iron Marks out of our funds so we would have to do another adventure to get more or exchange our other currency for more Iron Marks...

The Windhouse probably has a lot of impressive fellows even if they are starting to enter the last chapter of their lives, who we will need some political and economic power to impress, if we want to be their superior, or at least equal business partner, not only a young adventurer whom they once were as well. - unless we can again social-fu ourselves into a apprentice/protegee type position without Spells since they can probably do the will saves or notice the magic.


If we can get more Iron Marks I would say go for the Lilly House, and then buy the Wind House ASAP.
 
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Yes, but magic isn't our only secret, is it? We are an exiled Prince (technically King, but Prince sounds better).

I wonder if there is some connection between The Windblown and the Guild.

The problem with the Wind House is that is also ties us to Braavos. Do we intend to make it our permanent digs for the forseeable future?
there is always a chance of us being found out, but we also have a better chance at loot and forming contacts. Both things we can use. all 3 options have their advantages and disadvantages. Also really the only person who really know what the future will bring in the great and powerful GM.

while I would like to debate more I am going to go work out.
 
We want to keep the criminal scum identity separate from the identity of Prince in exile. Remember how easy it was for our new bodyguard to recognize us? We have plenty of opportunities without needlessly exposing ourselves.

How likely is discovery with each place?
 
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The problem with the Lilly House however is that we are left with about 4 Iron Marks out of our funds so we would have to do another adventure to get more or exchange our other currency for more Iron Marks...
We still have a whooping 14 dragons and 18 Moons. That's a lot of cash.

I'm thinking we should go for the Tower, focus on magic and make a lot of ilegal money.

By the way, I'm finding a lot of useful cantrips:

Silvered Weapon
Transmutation
Level: Brd 0, Clr 0, Drd 0, Pal 1, Rgr 1, Sor/Wiz 0
Components: V, S, M
Casting Time: 1 action
Range: Touch
Target: One weapon or projectile
Duration: 1 round/level
Saving Throw: None
Spell Resistance: None

You transform a single weapon or projectile into a silvered weapon or silvered projectile. A silvered weapon or projectile functions as a normal item of its type, except that silvered weapons or projectiles can hurt some creatures that can resist damage from normal weapons, such as werewolves.

Material Component: A silver coin.

This and Amanuensis (allows to instantly copy non magical text) are sounding really good.
 
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