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

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[X] Plan Breakthrough
-[X] Move forward as fast as oar and sail can make it
-[X] The men keep in cover, avoid fair ranged exchanges with the people outnumbering you vastly
-[X] Keep the Men-at-Arms ready by the sides of the ship to gang up on anyone managing to climb on your ship, ensure they can't form a foothold.
-[X] Personally keep close to the person steering the ship (propably the captain?) and protect him from attacks, with Aid Another if they are ranged or by combat if someone should get close
I think we should do this, but maybe not quite yet? If we withdraw, we can swing back around after building some speed and giving everyone a chance to get ready.

[X] Artemis1992
 
I'm not sure.
We have no Bluff at all and if they attack while we turn the ship around we are a much easier target than now.
Is Bluff even relevant here, though? We're using Inge as a translator. If we tell her to let them know we're turning around, she'll be relaying our words truthfully.
 
On the other hand, what's the harm in trying to negotiate? We've got a decent diplomacy stat, surely we can come to some kind of compromise with these guys?

If that fails then we can just push our way through.
 
On the other hand, what's the harm in trying to negotiate? We've got a decent diplomacy stat, surely we can come to some kind of compromise with these guys?
I don't want to pay for our passage or anything like that though.
And a successful fight means loot.

Well so long as she believes you. She could sense what you are up to and then give it away unwitting when translating.
Can we talk to the captain in a language Inge doesn't understand?
 
On the other hand, what's the harm in trying to negotiate? We've got a decent diplomacy stat, surely we can come to some kind of compromise with these guys?

If that fails then we can just push our way through.
Negotiations that open with a threat to murder you and everyone on your boat seem doomed to fail.
 
[x]Try to negotiate.

Now I'm curious about what curse they think we have. We should keep them talking for as long as possible if fighting is inevitable, to at least learn more about the world.
 
[X] Plan Breakthrough V2
-[X] Ask the captain (in French) how fast he can turn the ship around and go to full speed after pretending to turn back now
-[X] Let him agree to the offer of retreat and give the commandos, as soon as we are a bit away turn around and enact the breakthrough
-[X] Furl the sails if the captain thinks they'de be of little use
-[X] Move forward as fast as oars can make it
-[X] The men keep in cover, avoid fair ranged exchanges with the people outnumbering you vastly
-[X] Keep the Men-at-Arms ready by the sides of the ship to gang up on anyone managing to climb on your ship, ensure they can't form a foothold.
-[X] Personally keep close to the person steering the ship (propably the captain?) and protect him from attacks, with Aid Another if they are ranged or by combat if someone should get close

@Goldfish
This way we use the propable smuggler's bluff instead of our own and we can take up full speed before ramming through the driftwood these people are riding on.
 
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[X] Plan Breakthrough V2
-[X] Ask the captain (in French) how fast he can turn the ship around and go to full speed after pretending to turn back now
-[X] Let him agree to the offer of retreat and give the commandos, as soon as we are a bit away turn around and enact the breakthrough
-[X] Move forward as fast as oar and sail can make it
-[X] The men keep in cover, avoid fair ranged exchanges with the people outnumbering you vastly
-[X] Keep the Men-at-Arms ready by the sides of the ship to gang up on anyone managing to climb on your ship, ensure they can't form a foothold.
-[X] Personally keep close to the person steering the ship (propably the captain?) and protect him from attacks, with Aid Another if they are ranged or by combat if someone should get close

@Goldfish
This way we use the propable smuggler's bluff instead of our own and we can take up full speed before ramming through the driftwood these people are riding on.
You think it would be worth furling the sails, in case the canoe riders have some way to set them alight? According to DP, there isn't much wind to begin with and they'll probably make the ship even more visible in the fog.
 
This is very quickly turning into colonial simulator and I am not sure I like it.

I mean you guys do not exactly have guns, thirteenth century remember? Just because they are using canoes does not mean you and your two dozen friends can take over their lands. This is you getting ambushed after trying to make a long ocean voyage for reasons that relate to previous plot and not any desire for conquest (to add to the lack of ability to do so).
 
I mean you guys do not exactly have guns, thirteenth century remember? Just because they are using canoes does not mean you and your two dozen friends can take over their lands. This is you getting ambushed after trying to make a long ocean voyage for reasons that relate to previous plot and not any desire for conquest (to add to the lack of ability to do so).
I think he meant more in the sense that we're basically going to have to colonize someone else's lands to make a home for ourself unless we the players vote for assimilation, which I very much doubt will happen. Although given we've got less than forty people with no chance of reinforcements unless we start trying to convert people, any colonial ambitions would be quashed very, very quickly.
 
I think he meant more in the sense that we're basically going to have to colonize someone else's lands to make a home for ourself unless we the players vote for assimilation, which I very much doubt will happen. Although given we've got less than forty people with no chance of reinforcements unless we start trying to convert people, any colonial ambitions would be quashed very, very quickly.

You have 31 people all told (counting the man who might yet die after only the first arc) through the transition. Assimilation or at least accommodation in some form is inevitable. You are not going to be founding any states with that few people.
 
Do they pose a threat to the ship itself without actually boarding us? I doubt that they have rams, but could they set our ship alight with fire arrows or possibly magic?
 
I think some of the issue is that the only solution proposed so far is a "shoot first and ask questions later" attitude instead of even trying to negotiate.

From the way I read it, they basically saw that something funky was going down and see us as the cause. They're not actively threatening us, just asking that we turn back because they don't want whatever is clinging to us near them. Canoes aren't exactly ocean-going vessels, so we're probably pretty close to their home.

This whole thing could probably be resolved by going "we just killed a necromancer and his small horde of the unquiet dead."
 
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I think some of the issue is that the only solution proposed so far is a "shoot first and ask questions later" attitude instead of even trying to negotiate.

From the way I read it, they basically saw that something funky was going down and see us as the cause. They're not actively threatening us, just asking that we turn back because they don't want whatever is clinging to us near them. Canoes aren't exactly ocean-going vessels, so we're probably pretty close to their home.

This whole thing could probably be resolved by going "we just killed a necromancer and his small horde of the unquiet dead."

Well the option to negotiate is right there, you guys can make a vote about it. For my part I would very much enjoy the debate.
 
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