Age of Ice and Blood: A Pathfinder System Heroic Fantasy Quest

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[X] Heal and recover from your wounds under the care of Doctor Zaia

Unfortunately, until we have a means of laughing in the face of such paltry things as wound rot and infection, we shouldn't ignore the common sense a veteran knight would have about properly treating your wounds after battle.
 
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I would like to call attention to my modified vote plan. It calls for us to heal and recover from our wounds while still interacting with Ripper the Seacat. Wouldn't it be better to do so in the deck of the ship, in the sun and fresh air, rather than in a dark, misty cabin?

[X] Spend more time with the cat and try to learn more of the odd beast, while taking it easy in order to heal from your wounds. Better to be out in the sun and wind as you mend rather than cooped up in a musty cabin.
 
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I would like to call attention to my modified vote plan. It calls for us to heal and recover from our wounds while still interacting with Ripper the Seacat. Wouldn't it be better to do so in the deck of the ship, in the sun and fresh air, rather than in a dark, misty cabin?

[X] Spend more time with the cat and try to learn more of the odd beast, while taking it easy in order to recover from your wounds. Better to be out in the sun and wind as you mend rather than cooped up in a musty cabin.
Do you want to tempt the kitty's natural instincts with a "weakened prey" drive?

Most cats can't help but pounce on a turned back of someone they know and love, let alone if this someone is hurt and not well known to the cat.

And this bud, ain't a "too smol, frail, and self-aware to casually attack a human"-cheetah
 
I would like to call attention to my modified vote plan. It calls for us to heal and recover from our wounds while still interacting with Ripper the Seacat. Wouldn't it be better to do so in the deck of the ship, in the sun and fresh air, rather than in a dark, misty cabin?

The important part isn't rest, Goldfish, it's getting our wounds properly treated to avoid infection.
 
The important part isn't rest, Goldfish, it's getting our wounds properly treated to avoid infection.
We can heal just as easily, if not moreso, sitting down and leaning up against something on the deck than we can in a cramped cabin that will end up being the very opposite of clean and sanitary.
 
[X] Heal and recover from your wounds under the care of Doctor Zaia

I know magic is going to be more rare in this quest, but I hope it's not so rare that stuff like the most basic sorts of magic healing are difficult to acquire in civilization.
 
[X] Heal and recover from your wounds under the care of Doctor Zaia

I know magic is going to be more rare in this quest, but I hope it's not so rare that stuff like the most basic sorts of magic healing are difficult to acquire in civilization.
Well, the problem is that spells up to third level still allow you to trivialize many problems and narrative conflicts if applied correctly, or even just applied in the most straight forward fashion. So further scarcity measures and world building may apply here.
 
Well, the problem is that spells up to third level still allow you to trivialize many problems and narrative conflicts if applied correctly, or even just applied in the most straight forward fashion. So further scarcity measures and world building may apply here.
*gets out his heal trap manual*
 
[X] Heal and recover from your wounds under the care of Doctor Zaia

I know magic is going to be more rare in this quest, but I hope it's not so rare that stuff like the most basic sorts of magic healing are difficult to acquire in civilization.

Well, the problem is that spells up to third level still allow you to trivialize many problems and narrative conflicts if applied correctly, or even just applied in the most straight forward fashion. So further scarcity measures and world building may apply here.

The thing that gets ignored with D&D/Pathfinder is: Magic is expensive. By the standards of any D&D/Pathfinder world, your average adventurer is loaded compared to the average townsfolk.

For instance, a potion of Cure Light Wounds (a first level spell) is 50 gold pieces. A mundane craftsman will make somewhere around 10 silver (at most) per week. It would take them the equivalent of 50 weeks (nearly a full year) of work to afford that potion if they didn't buy anything else.
 
[X] Heal and recover from your wounds under the care of Doctor Zaia





The thing that gets ignored with D&D/Pathfinder is: Magic is expensive. By the standards of any D&D/Pathfinder world, your average adventurer is loaded compared to the average townsfolk.

For instance, a potion of Cure Light Wounds (a first level spell) is 50 gold pieces. A mundane craftsman will make somewhere around 10 silver (at most) per week. It would take them the equivalent of 50 weeks (nearly a full year) of work to afford that potion if they didn't buy anything else.
Except they don't have to do that, because they can go to the local temple, make an offering of at most a fifth of that, and get a CLW spell from a level 1 acolyte. It's still a lot of money, but there's a reason PFSRD supplied a price for on-tap spellcasting. And for all we know those are the adventurer rates :V
 
[X] Heal and recover from your wounds under the care of Doctor Zaia

That is a good murder kitten.
 
[X] Smooth over the transition of some of your men to sailor roles alongside the remaining loyal crew
 
Well, the problem is that spells up to third level still allow you to trivialize many problems and narrative conflicts if applied correctly, or even just applied in the most straight forward fashion. So further scarcity measures and world building may apply here.
[X] Heal and recover from your wounds under the care of Doctor Zaia





The thing that gets ignored with D&D/Pathfinder is: Magic is expensive. By the standards of any D&D/Pathfinder world, your average adventurer is loaded compared to the average townsfolk.

For instance, a potion of Cure Light Wounds (a first level spell) is 50 gold pieces. A mundane craftsman will make somewhere around 10 silver (at most) per week. It would take them the equivalent of 50 weeks (nearly a full year) of work to afford that potion if they didn't buy anything else.
Yeah, I get those concerns, but my point is that minimizing magic in this way reintroduces a number of annoying problems that were handwaved away in the basic rules for a reason.

Dealing with those problems can be interesting if it's part of the focus of the game, but adding them in for the sake of realism if they aren't detracts from the story.

Balancing possibly dying from an infected knife wound against engaging with the setting/characters could get irritating if we have to do it chronically for mundane stuff.

[X] Heal and recover from your wounds under the care of Doctor Zaia
 
Yeah, I get those concerns, but my point is that minimizing magic in this way reintroduces a number of annoying problems that were handwaved away in the basic rules for a reason.

Dealing with those problems can be interesting if it's part of the focus of the game, but adding them in for the sake of realism if they aren't detracts from the story.

Balancing possibly dying from an infected knife wound against engaging with the setting/characters could get irritating if we have to do it chronically for mundane stuff.

[X] Heal and recover from your wounds under the care of Doctor Zaia
Hopefully we acquire some sort of magic item or find a friendly spellcaster *before* we run into something that cannot be harmed by mundane damage. Yeah. It sucked. We ran. We came so close to a TPK.
 
I just hope the captain keeps the smarts he showed and keeps feeding and treating the cat well, while the MC is away healing.

Because chances are, we'll spend the day _after_ this by getting our men in order and/or handling some another crisis, assuming by then we don't hit the shore.

At this point, chances of keeping the cat as even a semi-permanent companion are nearly nonexistent (aww :( ) but it'd be good enough to manage to keep it on board for at least until the end of the journey to the land (for the sheer protection it can offer, if nothing else).
 
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