Military
-More Watchtowers: 1d10+22 = 113. 1d100+13 = 113. 1d100+13 = 21. By the gods. It seems someone claimed you were incredibly fond of watchtowers, and the key to winning royal favor was to build some. As soon as you announced your intentions to expand the chain along the western coast, quite literally every noble house with holdings there began to build their own tower. House Mormont and House Flint (of Flint's Fingers) both sent riders up and down the coast carrying schematics and a guide to the signaling system they used. By the time the workers you sent arrived, more than half the work had been done, and done surprisingly well. Even some of the larger villages had pooled their resources to begin building watchtowers. Since there was now an excess of stone, your men began constructing a couple of small holdfasts, nothing which would stand up against a siege but which would let people drive livestock in and hopefully be safe from raiders, and this apparently inspired some others…they will stay for another few months to make sure every tower is fully functional, but by and large, the project is complete. 1 season remaining, 200 gold refunded, minor fortifications built at most vulnerable locations.
-Northern Ghosts: 1d100+22 = 54. Brandon tried to find them, he really did. He spoke to Axyl the Chief about where he could find them, and then he struck off into the depths of the Wolfswood, wandering about the area they apparently claimed as territory. He found a keep that had seen use recently, albeit more as a campsite than anything more, and began tracking them from there, but the trail was false. At the end, there was nothing but a note written in the Old Tongue. "Bring good beer, and we might talk." It said. Failure, DC reduced.
Diplomacy
-Speak with Vassals (North): 1d100+19 = 37. It's fairly routine for you to send ravens to hear your vassal's opinions, and you don't expect anything particularly odd. Right away, you are disappointed. Lord Umber wants to know if becoming a Green Man excludes you from succession or not, which is something neither you nor Frost has considered. Lord Karstark's regent, Arnolf Karstark, writes a letter so full of rage you are surprised it does not burn your hands. Fortunately, none of the vitriol is directed at you. Unfortunately, it is aimed pretty much everywhere else, notably House Manderly and House Cerwyn. "While it is regrettable I was unable to join the recent campaign, I had important duties elsewhere, and I am sick of my honor being impugned. I ask your assistance in this matter, my liege." He writes in the only two reasonably calm sentences. Fortunately, the remainder of the letters are less touchy. The mountain clans, and House Wull in particular, are hoping for you to loan them some surveyors, as the prospect of wealth similar to what you have gotten from the mines is particularly entrancing. Meanwhile, Lord Bolton simply notes that if he has any serious concerns, he hopes Cregan will speak to you about them. Lord Karstark's regent is angry, Lord Umber wants to know about Green Men and succession, and the mountain clans are really hoping for some surveys.
-The First Night: 1d100+19+20 = 40. It might have been poor timing to send a letter which even remotely suggested shaming your lords so soon after receiving a message full of wounded pride, and the fact that Jeyne inserted a note about the sanctity of marriage from the Book of the Maiden and the Book of the Mother into it alongside a quote from Frost about the Old God's views on marriage and rape did not help matters. There are murmurs of approval from the common people, but not quite the acclaim you hoped for. The Karstarks come an inch short of threatening rebellion, but eventually acquiesce, especially after Lord Bolton announces his approval so loudly you suspect he wants something. Several of your lords have sent letters wondering where this came from to each other, although they will obey. Lords find this odd, major opinion loss for House Karstark, minor loss for other houses. Lord Bolton wants something.
Stewardship
-Concrete Construction: 1d100+18 = 74. The first step to making your planned concrete factory is to make sure you have access to the supplies you will need. You decide to make two separate facilities: a larger one for normal concrete, and a smaller one for the ironwood-enhanced version. Both will need crushed rock and water, which you have in abundance. Limestone can be found in several areas in the north. Gypsum is harder to find, but there is some in Karstark lands and a couple smaller sources. The second step is to begin construction, which goes slowly but steadily, with no breakthroughs or disasters. Locked 2 seasons.
-City Planning: 1d100+18 = 87. Finding men without work in Wintertown is not a problem. Finding men who can read and write well enough to follow the plan you have laid out for Wintertown is a little more difficult. While you recognize that the tangle of houses and roads around the very oldest part will have to remain for now unless you want riots against you instead of for you, you created a map for the rest, drawing wide, straight roads with ample space for markets, godswoods, wells, or whatever you need. It takes several weeks before you manage to shake loose enough literate men (and a couple of women) including some of Brynden's acolytes to do the job, but they mark out where the roads and public space are to go without any hiccups. City is planned out, future construction actions have costs reduced.
-Stinking Sewers: 1d100+18 = 93. Sewers are dug and expanded, access hatches dug in places they won't bother anyone. Poole puts a blackboard like yours up, marking all the locations of the tunnels, and makes a copy just to be safe. And then a second, at your request. Locked 1 season.
Learning
-Customs of the Clans: 1d100+20 = 101. 1d100+1 = 45. There is a great deal of lore to be found in the memories of the oldest wildlings, and now it has all been safely written down. Some of the stories are unfamiliar to you, like the one about the red star which shattered the world, but others seem at least suggestive of other tales. The Fair Folk and their wilder kin once lived with the Children of the Forest, but fled when the Other's first stirred, leaving only a single son behind, lost and abandoned. The Storm Father and Earth Mother seem to be gods from before the First Men came to Westeros. The Ferryman supposedly was the one who made the crossing possible, fighting and drowning a sea monster, but dying in the process. It then got trapped in a horrible half-life.
-Northern Library: There are only a couple of castles left to visit, but the shelves of the library grow fuller and fuller every day. Apparently, there's a bit of a snag at Karhold, but it is resolved quickly enough, although some Skagosi showed up with a scroll they wanted copying down as well. Locked 1 season.
Piety
-Rites of the Field: Step by step, rituals are performed in isolated fields, usually by one of Frost's assistants. Plants grow in response, but often in odd ways, their fruit turning poisonous or not appearing. Sometimes, creatures react oddly to the spells, which nearly killed one Green Man when a herd of deer stampeded right at him. But slowly, the magic is refined, the unnecessary and detrimental pieces pared away to reveal the core. Locked 2 seasons.
-The Old Carvings: 1d100+25 = 56. Frost hewed deep gashes into weirwoods to gather sap in the quantities he needed. Two masons were hired to help him dig the runes deeper than their current shallow indents, but before he could actually begin work he received word of the injured Green Man and chose to see to his companion first. After that, it was one crisis after another, and he never got a chance to return to the runes, although the masons did manage to chisel out some of the ones on the walls. Failure, difficulty reduced.
Intrigue
-Further Afield (Westerlands/ Kingdom of the Rock): 1d100+19 = 65. The Westerlands might not be the most immediate concern, but you do want to know what goes on there. Snow has heard scraps about rebellious vassals and preaching from the Golden Sept and a new Faith Militant, and promptly begins working to investigate further. Using men disguised as merchants deciding to leave the Riverlands while they can, he begins infiltrating the kingdom. Locked 1 season.
-Beyond the Wall Part 2: Fortunately, that set of rumors proves to be nothing, and Snow returns his full attention to the Gift, placing agents in the wildling clans…some of whom are actually the chiefs, who have absolutely no problem telling Snow's men about literally everything which happens. At least one of them is just messing with him, you think. Locked 1 season.
Personal
-Seek a Healer: 1d100+16 = 116. 1d100+16 = 97. You did not want to upset Jeyne anymore than she already was, so you kept your search quiet. You visited several apothecaries and other healers while going into Wintertown or Castle Green on one affair or another. It is on one of these trips incredible fortune strikes. An old man collapsed in the street, clutching his chest. While most stared in shock or moved hesitantly towards him or simply walked away, one young woman clad in thick furs rushed to his side and began something vaguely similar to your uncertain memories of CPR. Despite her efforts, the man dies, but it's enough to get your attention, and she does not flinch at your or your wolf. Upon hearing about your daughter's plight, she offers to help, and you send her to the castle.
When you return, Serena is sitting upright, eyes bright and cleared of fever, loudly demanding lemon cakes, confused about why her mother is hugging her so tightly. The woman is sitting with Maester Brynden, sharing everything she knows about healing. Sickly trait removed, massive Jeyne opinion boost, Jeyne less scared of magic, bonus to medical related-uplifts, bonus to medical learning actions.
-Family Time: 1d100+ 10 =95. While Serena is fully healed, you find yourself still being cautious with her, especially since the woman who helped her left before you even got her name, although she left extensive notes behind. The whole family does eat together several times, the various fostered children joining you along with Sybelle and Lyanna. Serena enjoys being the center of attention at first, but soon grows embarrassed and starts trying to get people to look more at Rodrik and Alys, who do provide plenty of entertainment.
You also take the opportunity to teach Eddard and Edwyle a bit more about fighting and warging, and soon enough Lyanna finds herself outmatched, struggling to deflect Eddard's attacks and avoid his wolf, Watcher. Sometime later, while looking for some rats to keep up your warging skills with, you happen to hear them being a bit…distracted. Several attempts at subtly warning them fail, to your mutual embarrassment. Lyanna and Eddard are getting along better, improvement in family relationships.