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

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But we looted a ship!

Caw-Caw!
We had to take on additional sailors in Apuku because we didn't have enough crew to safely sail the Marcella. Now we're days from port in the middle of the ocean in bad weather with a whole other ship to manage? That is not a good situation.

And if we do manage to get both ships safely to a port, we look like pirates for bringing in a ship we just happened to find floating adrift at sea.

That's ignoring the sack of shit we had just drop in our laps.
 
[X] Take the strange woman on the Marcella
-[X] Unbind her, perhaps it is part of the reason she does not wake and Inge's magic served less than was hoped

Okay, healing didn't take.
That can have a few possible options:
1. She is weakened by something beyond a simple cure spell, like ability-damage or a curse. Maybe even a disease. In that case she's relativly harmless.
2. She is weakened by the bindings on this sack? In that case freeing her is the only way to help her and we'll see how dangerous she is afterwards.
3. Anyone got different ideas?
Some interesting info I found looking up curses:

Additional Curse info from PZO1135 Many spells can place curses on unfortunate victims. Their effects are usually simple and can be ended with the right spell (but never dispel magic). All curse spells have the curse descriptor. The most well-known is bestow curse, which allows the caster to invent her own effect in line with the listed options (no worse than a 50% chance of losing actions, a –4 penalty on checks, or a –6 penalty to an ability score). Effects in line with that power level include the following, though ultimately they are limited only by the caster's imagination and the GM's discretion.

  • When the victim is adjacent to the area of a damaging spell or spell-like effect (even one he created himself ), the area expands to include the victim.
  • The victim can't heal naturally, and magical healing heals the victim by only half the usual amount (minimum 1 point). The victim's fast healing and regeneration, if any, are likewise halved.
It's starting to seem more likely to me that this woman has been cursed, and that's what is causing Igne's heal to be less effective.
 
We had to take on additional sailors in Apuku because we didn't have enough crew to safely sail the Marcella. Now we're days from port in the middle of the ocean in bad weather with a whole other ship to manage? That is not a good situation.

And if we do manage to get both ships safely to a port, we look like pirates for bringing in a ship we just happened to find floating adrift at sea.

That's ignoring the sack of shit we had just drop in our laps.

This is the bronze age, no one is going to care about you taking an extra ship, unless they feel you stole it from their relatives or freinds. 'Piracy bad' is a relatively modern concept.
 
2-3 weeks still. the thing to keep in mind though is that yo u would basically be losing a full week going back and forth and maybe even more than that if you wanted to sell your extra ship.

I doubt that we will be able to make a good time going forward while also manning this empty ship.

@ everyone

Should we simply turn around and get back to Apuku?
 
[X] Leave her on the new ship, claimed with a prize crew, you will watch over her and over the sailors yourself
-[X] Bring Silver with you; you could use the intuition of your wise newly sapient companion
 
[X] Leave her on the new ship, claimed with a prize crew, you will watch over her and over the sailors yourself

Transferring a horse between ships at sea is not a good plan. That said we should be able to take both ships without much change in schedule. The prize can be towed and only needs a few sailors man the rudder/tiller and potentially pole off the Marcella to maintain distance between them.
 
[X] Leave her on the new ship, claimed with a prize crew, you will watch over her and over the sailors yourself
 
[X] Leave her on the new ship, claimed with a prize crew, you will watch over her and over the sailors yourself
 
Honestly you should have just left the ship alone when you're not fully equipped for an exorcism. Your magic expert is just a kid and you're not equipped to deal with a high level exorcism.

You really can't resist a shiny huh?
 
[X] Leave her on the new ship, claimed with a prize crew, you will watch over her and over the sailors yourself
 
Vote closed.
Adhoc vote count started by DragonParadox on Oct 17, 2021 at 3:47 AM, finished with 31 posts and 12 votes.

  • [X] Leave her on the new ship, claimed with a prize crew, you will watch over her and over the sailors yourself
    [X] Leave her on the new ship, claimed with a prize crew, you will watch over her and over the sailors yourself
    -[X] Bring Silver with you; you could use the intuition of your wise newly sapient companion
    [X] Take the strange woman on the Marcella
    -[X] Unbind her, perhaps it is part of the reason she does not wake and Inge's magic served less than was hoped
    [X] Leave her as you found her and set the ship adrift, you do not wish to take a chance with the lives of your men (DC 21 Diplomacy roll to convince Antonio to give up the ship)
    -[X] Arguments against trying to salvage the ship include: We don't have enough sailors to safely manage both ships, especially in bad weather and unfamiliar seas
 
Okay, yesterday I talked about the decision/aligmnent system in Pathfinder WotR being kinda shit, and I stand by that.
I've had a few opportunities where the Lawful option made sense for a Hellknight, even one or two Evil ones, but all in all I'm not impressed.

However the gameplay is pretty great. Enemies actually use all their abilities, those that can go invisible actually use it to backstab, casters use sensible spells, Succubae make it a priority to subvert your party-members, Schir demons charge at your more vulnerable party-members rather than hitting endlessly the tanks, it's good and fun.
And the game remembers where it is playing, near the open gate to the Abyss, so Cold Iron weapons are common as dirt, while I have only found a single piece of mithril so far.
That makes sense.

The entire atmosphere of the fallen city is pretty decent. It's not just the demons and cultists that have overrun the city, the developers bothered to add in plunderers, giant fiendish insects created by Deskari's influence and randomly arisen Undead, as it should be when when massive amounts of all kinds of magic have been thrown around.

Edit: Also it has a lot of unique magic items, even at low levels. Things that give different minor boni, weapons that do something cool on critical hits, armor with better defence against specific foes, etc...

Edit 2: Another nice thing is that allies not belonging to your party are actually very powerful on this level. The Crusaders and Eagle Watch propably won't stay relevant for long, but for now having some mid-level fighters on some of the main-missions with me is useful.
 
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Arc 4 Post 30: Dark Waves, Dark Thoughts
Dark Waves, Dark Thoughts

Twenty Ninth Day of Olweje-eza (Olweje Ascending) 1348 A. L. (After Landfall)

The first two days aboard the newly christened Fortuna pass without incident, grey and dreary it is true, as though the rain and cold wind clings to the ship with only a few flashes of the pallid sun that speak more of untimely autumn than summer, but rain won't make you rot like an old boot as Tom is wont to say and the men are cheerful enough to have found a prize they did not have to fight for, but merely rig to sail. The sailors still avoid the back of the ship and the sleeping young woman, with only your own men willingly coming to hand you your meals and even that casting uneasy looks at her pale face and the arcane stitching that still binds her.

For his part Zaia had been carefully feeding a sort of thin broth, holding her head with the skill that spoke of some practice. "She can still swallow at least and that's a blessing on its own," he says and neither you nor Inge have to ask what it would mean if she could not.

Each day at noon Inge uses a touch of her magic trying to heal her pushing a little more against the current only she could feel and each night her dreams seem troubled, tossing and turning and struggling against the binding. You did not get much sleep over the last two nights, preferring to catch what sleep you could in the grey days.

Thus it is that night you settle on the last oar bench again with Inge for company while Zaia not far off, the sound of his snoring by now as familiar as the sound of the ocean.

Suddenly a call goes out from the front of the ship: "Man overboard, man overboard!"

By the time you reach the sailor who had called it, a young countryman of Antonio's with a gift for staying in the rigging the man had rushed to the gunwale and was looking down into the dark waters calling out a name. "Carlos, Carlos!"

The cries go unheeded when you shake the man and question him he explains that Carlos had claimed to see something, or someone floating in the water. "Thought it was a body he did and then he just sort of shivered from head to toe and jumped right off and I didn't see nothing, nothing, or hear nothing either, no splasning like he was trying to swim after the first. It was like he wanted to go right to the bottom." The sailor crosses himself quickly then adds in a quiet voice. "It was like he wanted to die, but he wasn't... wasn't like that I swear."

You nod quietly. There had been some black talk of sailors and even a couple of your own men taking the only way out there still was out of this world even if it lead right to hell, but thankfully no one had acted on it and both you and Antonio had though the danger had passed, but who is to know what lies in the deepest corners of a man's soul.

When you ask Inge if this could have been possession all the girl can do is shrug helplessly, she had not been there to see it and if some demon passed from the woman to the sailor she had not seen a change in her manner. All you can do is command the sailors as well as your own armsmen to keep a closer eye on each other and always stay in arm's reach.

For the next three days nothing more happens though the ship sails in far poorer spirits and mutterings about evil spirits grow in the telling, the superstitions of the Anwa spreading like a dark shadow over Genoese sailors and Norman armsmen alike. Still you refuse to give in to the fear and act upon blind suspicion. Inge and Zaia continue their ministrations and the doctor at least learns more of your mysterious guest. "Her blood runs colder that it should, her heart beats softer. I do not know of any natural aliment that does such, for humors most often hut hot and not cold save in on the very precipice of death."

Yet she seems to be doing better and not worse. "I wish you could speak for yourself..." you say more to yourself than the sleeping young woman. Again you consider cutting open the sack, but hold off.

That night again the sounds of the ship are broken by raised voices, curses and shouting. As you rush to see what is the matter you find the sailor from before, shaking like he had seen the devil himself his sleeve wet with sea water and beside him a grim faced Tom. "I swear to you sir the dead man tried to pull him into the water, the one that jumped three nights ago, bloated and dead he was, eyes grey and rotten. I cut off the hand but..."

"But what?" you ask urgently. "Spit it out man, we have seen and heard enough strange and dreadful things not to blame you over it."

"T'was like a sleep came upon me weighing my limbs, even though I was rested before."

"Did you hear anything before that?" Inge, who must have come up behind you asks. "Something that sounded like a spell maybe?"

"I don't know about any spells little miss, but I heard or thought I did a little mumbling mixed in with the rain."

"Never mind asking whys and wherefores, kill the witch! She is the one to blame for this!" the man who had been almost drowned shouts, as he finally gathers his wits.

At this Inge jumps and whirls about, ready to defend herself. The last time there had been calls of that sort she had been the 'witch' in question, but it is clear that this time they mean your stranger passenger. Still the word seems to have moved her from her own suspicions. Facing the man squarely she looks him up and down with a cold gaze. "She has not done anything and if she is posessed you would be killing an innocent woman and letting the evil loose."

What do you do?

[] Continue as you have been, being on your guard has been enough to foil the second attack and Inge's magic should be able to wake the woman for questioning eventually

[] Have Zaia use some of his potions to try to wake her faster

[] Get her out of the sack, maybe that will wake her

[] The men are right, much as you are loath to admit it, she is the source of the evil and must be destroyed (DC 30 diplomacy to convince Inge)

[] Write in


OOC: I thought about doing the decision after the first sailor was lost, but that just felt a bi too much micromanagement plus it would have been a rather short update. Not yet edited.
 
Well, given these circumstances I think it's more likely that something is hunting her, maybe the same thing that cursed her as well, rather than her being the source of the problems.

Zaia would have noticed something by now, otherwise, you can't exactly fake being unconscious for so long.

New theory:
The woman here somehow made herself a powerful enemy, Undead or Outsider, and that thing takes its time killing its victim and anyone near it, so people put her in a warded sack and send her out to sea so that whatever is after her doesn't kill them as well.

[X] Get her out of the sack, maybe that will wake her

At this point, if she is the problem, I prefer a straight fight over further hauntings. And if she is not the problem, then we might get more information about the killer from her.
 
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