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

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So what do you guys think of Antonio being paranoid about shapechangers and possession? Does it make sense for what you have seen of him and what he has seen of the world ? I ask because I usually channel thread concerns into the main character, but in this case I figured that Antonio would be a better channel for the real paranoia about that stuff, Roland is for the most part a little less aware of that part of the world, though it may change in the future.
I meant to mention it earlier, but got sidetracked by the armor vs Warrior training vote.

I'm a big fan of Antonio's anti-shapechanger countermeasures. They're a good, simple way to make it difficult to replace a member of the crew. It really does fit Antonio's character better than Roland's, given the greater life experience and general mindset he's shown so far, along with the supernatural stuff we've run into so far. If it hadn't been Antonio to come up with them, Esha would have been the next one I expected to develop the practice.
 
I meant to mention it earlier, but got sidetracked by the armor vs Warrior training vote.

I'm a big fan of Antonio's anti-shapechanger countermeasures. They're a good, simple way to make it difficult to replace a member of the crew. It really does fit Antonio's character better than Roland's, given the greater life experience and general mindset he's shown so far, along with the supernatural stuff we've run into so far. If it hadn't been Antonio to come up with them, Esha would have been the next one I expected to develop the practice.

Generally speaking Esha trusts her mage sight, also she has not had the chance to work with many people she trusted until now. The shapechangers cannot get you is you treat everyone you ever meet with the same level of suspicion. :V
 
[X] Antonio has some to the conclusion that he would feel safer wearing armor, teach him how to move and fight in it (1/2 Progress for Antonio gaining Light Armor proficiency)
 
You guys might also want to consider what you want to do in the war once you get to the Islands, the locals do no have any authority over you so you would get as much of a free hand as you care to have, informed of course by the situation on the ground.
 
You guys might also want to consider what you want to do in the war once you get to the Islands, the locals do no have any authority over you so you would get as much of a free hand as you care to have, informed of course by the situation on the ground.
Was kinda expecting to play it by ear after meeting up with Aina, speaking with Ohun, visiting the king, etc. Seems a bit premature to be planning out what to do before we have the lay of the land, so to speak, or find out about the plans for assaulting Korman.
 
Was kinda expecting to play it by ear after meeting up with Aina, speaking with Ohun, visiting the king, etc. Seems a bit premature to be planning out what to do before we have the lay of the land, so to speak, or find out about the plans for assaulting Korman.

Sure, but it is worth considering what advantages you have over the locals and how you might be able to use them when it comes to fighting daemons and their allies. Always good to know what your selling points are in advance so you do not have to play to someone else's plan.
 
The princess already blew her shot at a secret infiltration-mission and failed without us, so going straight into the palace is out.
There seems to be a family of giants still around and opposing the daemons, which is good, but they weren't enough to convince the locals that their king is replaced by a monster, so that isn't working in itself either.

At this point we would make a very good addition to any regular battle-line, since the Anwa don't seem to fighting in huge numbers, but that is also likely to get some men killed.

Unless Ohun or the princess have a good idea, I would actually try to make a speartip in the assaul, with our main-party, the fire-brothers and whatever the people of Lirman have in terms of champions to kill the false king, while the regulars and giants work up a distraction.
 
@DragonParadox, how much Alchemical crafting have Zaia and Inge been able to do throughout Winter? And how much can they get some on the voyage to Apuku? Cost isn't nearly as much of a barrier for Alchemical stuff as it is with potions, but rather the necessary time.

Still, with 3+ months to work on stuff as time permits, they could have readied a decent amount of stuff.
 
Out of curiosity, I wonder what the classes of the other two potential main character candidates would have been.

Interestingly, I think they all would have had at least 12 Cha and Int. Coincidental, or a necessity for being the MC?

My guess is Fighter 2 and Rogue 2.
 
Okay, here's what I've got for Inge and Zaia's Alchemical crafting time over the Winter. DP said they each got a month of crafting in, so I based this on 30 days for each of them.

This isn't intended to focus entirely on combat items, but it leans that way pretty heavily. I've got Zaia spending not quite half the month further stocking us up on Antitoxin and Antiplague. Hopefully we won't need it, but it's better to be safe than sorry and poison and diseases are difficult to treat and overcome. We are going to be fighting Daemons or forces controlled by them, so...

I've also got Zaia stocking up on Alchemist's Fire. Sure, it's not as effective as his Alchemical Bombs, but he can still throw them for 1d6+4 Fire damage plus 5 damage in the splash zone. That's respectable damage for when he wants to save his bombs or his daily allotment is expended, plus some of them can be distributed to our other people, like our net-wielders.

Lastly for Zaia is a large batch of Silver Weapon Blanch. The stuff is borderline useless for melee weapons, IMO, but each "dose" is enough to treat 10 arrowheads. That means that 8 doses will treat 80 arrows, so each of our 4 archers traveling with us to Apuku can have an extra quiver containing 20 arrows that will pierce the Damage Reduction of several different types of Daemon and certain other creatures, such as Lycanthropes.

I've got most of Inge's time focused on producing more Tanglefoot Bags. These plus those we already have will give us a good number to use against tough or tricky opponents. It will be good to equip some of our people with one of them as a non-magical ranged weapon.

Sunrods, Smokesticks, and Tingertwigs (i.e. matches) are just generally useful items to have in a variety of situations, and they're both cheap to produce and don't eat up a huge amount of time.

The 2 doses of Liquid Ice are tentative additions for now. @DragonParadox, I was hoping Inge might be able to use them like Alchemical Power Components with her Snowball spells? There are a ton of different examples of various Alchemical items being used to alter spells in minor ways depending on whether they item is used as a Material or Focus component. I was thinking that using a vial of Liquid Ice as a Focus component could give her a +1 Circumstance bonus to ranged attack rolls with her Snowballs, like Alchemist's Fire does with Scorching Rays, and when used as a Material component it could increase the damage by +1 per caster level, like it does with Cone of Cold spells. If that won't work, I'll just take them out and add another Tanglefoot Bag and Smokestick.

All together, this only costs us 392.76 gold. Alchemy is really affordable compared to potion brewing.

Zaia
Crafting TimeQuantityTotal TimeItem CostTotal Cost
Antitoxin2.381x37.14316.6750.01
Antiplague2.381x37.14316.6750.01
Alchemist's Fire1.111x1213.3326.6780.04
Silver Weapon Blanch0.278x82.2241.6713.36
Total Time:29.842Total Cost:193.42 gp
Inge
Crafting TimeQuantityTotal TimeItem CostTotal Cost
Tanglefoot Bag2.439x819.51216.67133.36
Liquid Ice1.951x23.90213.3326.66
Sunrod0.098x100.980.676.7
Smokestick1.138x44.5526.6726.68
Tindertwig0.057x181.0260.335.94
Total Time:29.972Total Cost:199.34 gp
Grand Total392.76 gp
 
Hmm... I mean it does make sense for alchemy to help with Inge's spells, but I am wary of just sneaking that in without fanfare. I think it would be best to make that a research project for next season.
 
Arc 12 interlude 1: The Curse
The Curse

The Fourteenth Day of Elnu-eza (Elnu Ascendant), 1349 A. L. (After Landfall)

The sun was high in the sky, the day a balmy promise of springtime as the ship cut the waves ever southward almost to the Mouth of the World and her captain strove to cut the air with a dagger wearing a shirt of jangling chain. "It's a little loose across the shoulders," he complained to the knight handing out advice and corrections to his posture. "Heavy across the back too. These old bones aren't what they used to you know."

"Hah, 'old' he says!" Zaia scoffed over a cup of steaming dandelion tea. "Wait until you've seen your fortieth year, then you will know what it is to hear yourself creak every morning and need no spell to tell a change in the weather."

Fortieth year, thought the woman standing a little apart, seeking what scant shadow the ship could give at this hour thought. So few, so very few. It took her a moment to recognize what she was feeling... pain. In thirty years the alchemist would be dead, his life's work unfulfilled like that of a hundred others who had come before him, two more decades after that perhaps for the captain, though he seemed the type to find his doom in the bottle a good bit before his time and then, a decade or two, before the knight so bold, so strong now of mind and of body, should be bent by the passing of years until at last like an old tree beneath the snow he shall break. Even the girl would pass then, called home by the shrill demands of the Power to which she owed her soul.

"Better sweat and the pain of aching muscles now than to bleed later along with the pain of a spear to the gut," Roland added as he showed him how to bend and keep a spearhead from tearing out the links.

Better pain never, Esha thought to herself but did not speak. If one was born a slave and one knew that every day a rod would be broken over one's back than one might eventually come to seek peace with it and even reason why the pain was in fact good; it made you stronger, it builds character, it makes us human. So it seemed to her it was with most and the slow death of aging, the reaper's sickle hidden in every beat of the heart. It had been strange for her indeed to see all the rushing about to mend the petty curse of swift drowning when the greater remained, the curse that if untreated would be the doom of all of them.

Twas almost as if the noonday sun had blinded them all and only she, watching half in the dark, could see. One can go blind in light as much as darkness. The realization was the last piece of the spell she had been composing in her mind, one greater than any she had cast before to seal away the senses of her foes. The triumph was bittersweet upon the tongue. How was she now to let all these strange and unexpected companions pass blithely into their doom, her own planned undying path only setting them apart?

Almost Esha thought she might understand her father's malice, his desire to turn all that was fair and fascinating into a toy to be broken and discarded. After all, at least then it would not hurt to leave them all behind. Almost, and in that word, so small yet infinitely vast, the whole of her life unfolded. That night she learned to whisper blessings, soft warding shadows upon the fate of others, a small thing in the balance of the war into which they all sailed, but still a balm to heart and mind.

Antonio gains 1/2 Light Armor Proficiency
Esha learns spell: Resistance


Alas, the war was closer than she might have thought for in the light of the next day as the mountains grew close on either side Inge could see by sun-blessed eyes upon the north shore a tower that had not been there before, atop it a plate of shining bronze for a banner. The Ibanorans watched the Mouth of the World now... and their ships could not be far.

What do you do?

[] Brazen your way through, the Marcella does not look like any ship of Orinilu

[] Sneak by under cover of night

[] Try to contact the Knikut of the north shore, you have that talisman and perhaps a common foe

[] Write in


OOC: I hope the transition in the last part did not feel too jarring, but I did not want to do a filler update just so we could have the vote from Roland's PoV.
 
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I guess she has a point.

Roland is no Viserys to claim immortality as his birthright and Zaia is no Lya to find a path that doesn't involve undeath within a few years of first learning magic.

I think our only realistic chance would be to become a Mythic Hero and take Longevity, since the magic of this world doesn't seem to allow for much more.
 
OOC: I hope the transition in the last part did not feel too jarring, but I did not want to do a filler update just so we could have the vote from Roland's PoV.
Whew, heavy chapter, DP. Very good character piece, though. Esha's done a lot of growing since she joined up with us.
I guess she has a point.

Roland is no Viserys to claim immortality as his birthright and Zaia is no Lya to find a path that doesn't involve undeath within a few years of first learning magic.

I think our only realistic chance would be to become a Mythic Hero and take Longevity, since the magic of this world doesn't seem to allow for much more.
Sounds like a plan to me. Let's do it. :cool2:
 
Marcella is a fast ship, and can be even faster if we push things, but she's not fast enough to outrun a dedicated blockade when the enemy will have as much warning at our approach as the Ibanorans will due to the watch tower they've constructed to monitor the straits. They might not be blockading the Straits at all but merely monitoring traffic and keeping an eye out for a large war fleet, or they might only be targeting ships flying the flag of Orinilu, but we don't have any way to tell beforehand. As for trying to make contact with the Knikut, that would be dangerous and time consuming without the possibility of Ibanoran soldiers on the ground or an alliance of some sort having already been reached by the two parties.

With that in mind, I'm in favor of slipping through under cover of darkness. We can do it quickly, which plenty of Otter-folk lookouts taking advantage of their Low-light Vision to warn us of hidden or approaching ships.

[X] Sneak by under cover of night
 
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