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

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The difference between healthy paranoia and the regular old crazy kind is how it impacts your ability to interact with the world around you.

Being so wary of new things that even when presented with an explanation from a reasonably reliable source you still get twitchy about a life saving tool is probably leaning towards the unhealthy side of things.
The wording used in the vote is to " tread warily lest if cost you more than any mortal battle could" - so i doubt our PC will get twitchy over it. More of a healthy respect for things unknown. This argument also will lead nowhere since there are varying degrees of wariness and i think you are arguing that our PC will over-react and i dont think he will (albeit i made a mistake using the word paranoia)
 
OK, a five vote difference seems solid. Vote closed.
Adhoc vote count started by DragonParadox on Aug 11, 2021 at 8:24 AM, finished with 60 posts and 25 votes.
 
Arc 1 Post 8: On Stranger Shores
On Stranger Shores

Day Five, Year Unknown

That night you turn the doctor's words over in your mind and find them good. One stone seemed much like the other and you had no reason to distrust the man. Your neck and face barely twinge thanks to his ministrations, the skin only a little red under the bandages from what you can see in the polished bronze of your mirror. There is always that niggling fear in the back of every knight's mind that they should die not in battle but in the sickbed burning from the inside, too weak to even open your eyes or raise your head, but you were hale and had gotten good care and so you would live to face the morrow whatever it may bring.

***​

Day Six, Year Unknown

As it happened the morrow did not bring any news good or ill, only swift cold rain of the sort that put one of a mind to winter, though it had bee summer when you set off from Alexandria. The remaining crew crumble, but they do so softly, the fate of their mutinous kin still very much on their minds. Antonio peers up at the sky day and night, trying to take such measurements as eye and instrument can, and as for Doctor Zaia the man seems to find the strange stone more fascinating study than Ripper. Not that you can really blame him for it, the stone after all hadn't ripped into his hand. Still, you find yourself very much at odds ends. One might almost regret that dignity and blood do not allow a knight to take up the oar of a common sailor. Not that there it takes much rowing to follow the path of the stone. A strong wind from the northwest bearing rain also pushes the Marcella along on its chosen course.

You spend time sparring, keeping your men from making trouble and once you even try to write a letter to your mother, more to set your thoughts in order about these strange happenings then because you have any hope of her receiving it. You crumple the parchment in your fist long before you reach any mention of the strange storm, unable to say what you mean about the disaster in Egypt, unwilling to scribble down pious nothings.

If it were not for Ripper's company you might have fallen wholly into some black mood, thoughts and memories coiling around themselves like serpents, but between the healthy respect for a beast that, however friendly he might be, could tear a man's throat out, and genuine enjoyment at seeing him at play in some fresh game you do not have much time to brood.

***​

Day Nine, Year Unknown

So it is that on the ninth day since the bale-fire storm you start hearing first the calls of seabirds in the distance, white winged gulls on the horizon, then you hear the lookout upon the newly repaired mainmast call out loudly: "Dark wing, dark wing!"

At first it seems to you a strange call indeed, but seeing your confusion the old quartermaster explains. "He's seen a land bird, my lord, an eagle or a hawk or something else that does not fly so far in search of fish as the gulls do."

And indeed his words prove prophetic for by afternoon the lookout calls that he sees land on the horizon and with the wind in your favor soon that land can be seen with the naked eye. Yet the relief at seeing anything but more water on the horizon comes with a shiver down one's spine, for this is not the sort of shore you had expected to witness, not the spare rocky coast of some Greek island and certainly not Sicily where sparse thorny underbrush stretches under the sun save for tended groves of olives or ceder. The shore before you is tall and jagged, a mountain draped in a mantle of dark woods. The trees you see are rather more familiar to Norman and Englishman than to the sons of Genoa or Greece. You spy oak and ash, rowan bearing berries bright as blood and just as much a mark of death, and wytch elm towering over an underbrush of dogswood, heather, and ivy.

Everywhere you look the land seems empty of the hand of man, the only sounds the cries of seabirds, which had before seemed so welcome, now foreign and hostile.

"Well, we are going to need wood to fix the mast sooner rather than later and a bit of meat would go a long way to stilling the complaints of my stomach," Antonio proclaims cheerfully. "What say you, how many of your men aught we to set ashore for that?"

Hidden behind the smile is the other question: 'How many do you think we should leave on the ship for protection from outside threat or further mutiny?'

What do you reply?

[] Lead your men ashore
-[] Write in how many

[] Send your men ashore
-[] Write in how many

[] Write in


OOC: Well you made it to land, with some days to spare in supplies yet, now the question is who goes ashore and for what.
 
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Probably need to give the men shore leave to hunt or they get cabin fever. Do we also tell them to contact us if they encounter unknown animals?
 
We should definitely lead a number of kur men to shore. I would say maybe 5 to 7. We can hunt, we have a longbow or no?

[X] Lead your men ashore
-[X] Six
 
[X] Split them in two groups, 7 led by you, the other 8 including Tom
-[X] You will be in the first group to scout the area, the second group will come once you return and they will hunt for food
 
[X] Split them in two groups, 7 led by you, the other 8 including Tom
-[X] You will be in the first group to scout the area, the second group will come once you return and they will hunt for food
I wouldn't be against sending more than six additional men, but sending all of them out seems like a bad idea. That leaves the ship virtually undefended and invites further mutionous sailor shenanigans.
 
I wouldn't be against sending more than six additional men, but sending all of them out seems like a bad idea. That leaves the ship virtually undefended and invites further mutionous sailor shenanigans.
To be clear, "when we return".

I want first our group to look around a bit, then when that group comes back the other group to hunt something.
So that everyone can get off the ship for a time at least.
 
To be clear, "when we return".

I want first our group to look around a bit, then when that group comes back the other group to hunt something.
So that everyone can get off the ship for a time at least.
Ah, I see. That makes more sense, but I think it might be planning a bit too far ahead, since it assumes we won't be encountering anything unusual in the first trip.
 
Point.
[X] Goldfish

I'd just like to be sure that everyone gets their land-visit, rather than leaving the people who have to stay on ship in a bad, not to say mutinous, mood.
Definitely.

Unless things go poorly, we should be anchored here for at least a few days. That should give everyone plenty of time to get out and stretch their legs.
 
[X] Lead your men ashore
-[X] Six


Hopefully I'll be able to participate in this quest more frequently than I did in ASWAH now that my classes are over.
 
Arc 1 Post 9: By the Horns
By the Horns

Day Nine, Year Unknown

Perhaps it is duty that compels you to be the first one upon the strange shore, to take what risks your men shall alongside them, perhaps it is the selfish desire to walk on solid ground, or even a little of both. Thus you leave eight of the men on the ship and Tom to ride herd on them and make your way ashore, longbow strung and set upon your back. Still, this is not a hunting trip back home in Verley. You wear your armor and take sword and shield besides. True it might make a bit of a comical sight for any other knight who might see you, but from what the watchers have said there is neither hide nor hair of any other man on the shore, never mind knights to mock your attire.

As fires are lit on the shore not twenty steps from the eves of the woods you and your men walk boldly under them with shouted promises that you would bring back meat to make the evening a merry one. Soon the lights behind you vanish and the voices of the others are swallowed in the long stillness of the woods.

At first you have no luck to speak of, birds are quick to take flight at your passing, squirrels and shrews and scurrying things rustling about high and low, but patience and hunger serve you well and in the end you manage to find a narrow game trail in the rocky soil. After following it along for a while, doing your best not to clink and clank all the while, you hear something from up ahead... the bleating of goats.

Shit, you curse inwardly. You are here to hunt, not meet the locals. Odds are you do not even speak their tongue, and the one most likely to speak it is Antonio and he is needed on the ship. Worst comes to worst you can try to pay them off, silver being the tongue that all men share.

As the goats come into view you do not see shepherds though, only a wild herd making their way along the meandering trail past where it leaves the tangled woods and unto more open ground up the first slopes of the central mountain. You raise a hand for the others to pause. The beasts look small, maybe ten stones for the big one up front and seven or so for the other eight adult nanny goats in the herd. Three of them are suckling young...

"Mother of God!" James Tanner exclaims in strangled tones, earning a glare from you as the lead goat suddenly raises her head in alarm. As she does so you understand why the boy had spoken up. The eyes of the goats are not on the sides of their heads but on the front of their faces, like a beast of prey's or a man's, and their front teeth are long, covering their lower lips like a rat's.

What do you do?

[] Hunt the goats, you are not going to shy away from odd looking goats after dealing with a sea cat

[] Leave them be and look for something less uncanny


OOC: No stand alone write in here because there are really only two options, but you guys can make additions if you like.
 
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I'll pass on what are likely flesh-eating murder goats.

[X] Leave them be and look for something less uncanny
 
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