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

Voting is open
[X] Try to buy Megin's freedom
-[X] Start negotiating at 300 gold but go no higher than 1500, arguing all the while that a rebellious, resentful slave is of little to no value, especially one who feels they have little to lose and which might resort to violence if their mistreatment continues.
 
Arc 14 interlude 6: A Tale of Two Horses
A Tale of Two Horses

Day of Rule, 1349 A. L. (After Landfall)

Some even among the Slow Kith thought that the Freeborn were stupid because they did not pay heed to the way of many words, because they were more of flowing mane and running hooves than of the words spoken and scratched, but that was not so. It had been the kin of Megin and no son of man that had broken the chains first, it had been they who saw the lie in the light that snared, for their eyes were not set towards the horizon where the masters had set their false way, but to the side watching for danger. Danger was the one who built the pen and not just the screech of the Death Wings above. The Slow Kith thought their name came only from the fact that two legs could not match six, but that was not so, in the noise of man much could be lost that the Freeborn yet recalled, the wisdom of the Old Mares passed on as you would pass the best place to find water and food...

Ware the stone houses for they stand against the passing of the seasons, dead stone and poisoned earth, ware the shifting paths down in the valleys that promise water and respite but wind ever lower for there are deep sunless places where no grass grows, ware the traveler than comes bearing gifts and promises for they are often not what they seem.

The Grandmothers had tried to warn the Slow Kith, they had stampeded through the man-fields, they had left marks and spoor where the spirit seers would see, but men saw what they wanted to see. They had not driven out the strangers until they had come sixes of six and more and what use was that?

So one had to be sacrificed, one had to go down the long winding roads to sunless places, the price to be paid for the peace of the land, the sacrifice that went willing... only Megin had not been willing, not really. The First of the Herd send her here because she feared a challenge that her stiffening legs and fading sight could not match. You go down to be lashed to the gears of the Dwellers Below and made to work where sun and moon did not shine old nag...

***​

Silver did not understand money, not really. You could not eat it and you could not drink it. It was shiny enough, he supposed, and pleasing to the eye when it flashed in the light, but the little disks were hard to wear and be proud of so the notion that they would only spend so many of the coins and no more was bewildering, because he did not know if he should argue for more or leave be. What was one of those even worth?

In his heart Silver desired companionship like he had for a brief time with Mane of Fire, companion to Ziku of the Southlands, for it was a sorrowful thing to have company of the mind only with those whose shapes were so unlike his own, there was so much he could not share... What cares man for the taste of wildflowers? What cares beast that it reminded him of home?

But there was trouble, there was always trouble when it came to such deals he had learned as much before he came into the sunless land. When a thrall escaped the chains of her master it wounded his pride, as surely as if he had been struck about the head and addled with it. All the more so when it was a 'mere beast' who escaped.

The Miller looked nothing like any miller Silver had ever seen before, he was small like all the folk of this city, but made round like a wheel of cheese with fine living and he was pale like it. He had a pair of faded green eyes and a third eye of brass in the middle of his forehead, apparently it helped him see 'stuff'. Silver didn't like the way he giggled when he said that last bit, nor did he like the way the little man was looking at him. According to Roland-Friend the strange creature had promised not to break the peace of the city while they were here to talk about Megin but... Silver listened close.

"What am I supposed to mill the 'wort with then eh? Can't use a machine, that'll ruin the whole batch, can't use common beasts or they'll breathe in the stuff and there goes my profit."

"Can you not hire assistants?" Roland asked. "If it is a matter of paying for them then we are willing to reach some agreement..."

"Hire!" If possible the little man's voice got more annoying as he waved his pudgy fists about like one beset by flies. Silver wished a swarm of biting flies on him, one fit for a whole herd. "Then they'll know all my secrets. Nay, I need a beast, one clever enough to not snort in the dust, and that means I'll have to go as far as Ironthorn and then deal with their lot..."

"Dreamwort," Silver did not hear the word, but he read it on the lips of the maybe-mate of Roland.

But then she looked at Roland and said a thing unheard. A moment later Swift Pebble passed it on. "He's making dream-dust. It is frowned on in most of the realms of men that she knows of, though she is not sure if the same is true of this place..."

Having caught the Miller working with what might be an illegal substance do you try to press him into negotiating using this as leverage?

[] Yes, try to get a lower price that way

[] No, you do not even know if the dust is illegal here, pay as much as he asks, it is in your budget, barely (lose 1,300 Gold)


OOC: I hope the horse interlude is as fun for you guys to read as it was for me to write.
 
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Aww, /hug Silver...

It's obvious the dream dust isn't illegal here, not if the little bastard is so blatant in speaking about its production right in front of the Wingless. There is nothing to be gained from trying to play that card.

This is way, way more than I wanted to spend, but there isn't really a good alternative now.

[X] No, you do not even know if the dust is illegal here, pay as much as he asks, it is in your budget, barely (lose 1,300 Gold)
 
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[X] No, you do not even know if the dust is illegal here, pay as much as he asks, it is in your budget, barely (lose 1,300 Gold)
 
[X] No, you do not even know if the dust is illegal here, pay as much as he asks, it is in your budget, barely (lose 1,300 Gold)
 
So she can.
[X] Have Swift Pebble innocently query the legality of it to the wingless via telepathy. If it is illicit, bring it up. If not, pay.
 
So she can.
[X] Have Swift Pebble innocently query the legality of it to the wingless via telepathy. If it is illicit, bring it up. If not, pay.
Hmm, that should be all right? Assuming he doesn't take offense at Telepathic communication.
 
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That fight was intense, had to quickly check the next update when Esha went down.

[X] No, you do not even know if the dust is illegal here, pay as much as he asks, it is in your budget, barely (lose 1,300 Gold)

I'm not against trying to leverage our knowledge of the dubious legality of the dust, but how exactly will asking Wingless help with it?

The Wingless is the lawman, if the dust is illegal (not really likely, I agree with Goldfish, with how the miller is so blatantly speaking about it) he will punish the miller about it, but it's independent to our negotiations on Megin's freedom; if the dust is legal, there's nothing to do. We won't have leverage either way.
 
@DragonParadox, editing:
A Tale of Two Horses

Day of Rule, 1349 A. L. (After Landfall)

Some even among the Slow Kith thought that the Freeborn were stupid because they did not pay heed to the way of many words, because they were more of flowing mane and running hooves than of the words spoken and scratched, but that was not so. It had been the kin of Megin and no son of man that had broken the chains first, it had been they who saw the lie in the light that snared, for their eyes were not set towards the horizon where the masters had set their false way, but to the side watching for danger. Danger was the one who built the pen and not just the screech of the Death Wings above. The Slow Kith thought their name came only from the fact that two legs could not match six, but that was not so, in the noise of man much could be lost that the Freeborn yet recalled, the wisdom of the Old Mares passed on as you would pass the best place to find water and food...

Ware the stone houses for they stand against the passing of the seasons, dead stone and poisoned earth, ware the shifting paths down in the valleys that promise water and respite but wind ever lower for there are deep sunless places where no grass grows, ware the traveler than comes bearing gifts and promises for they are often not what they seem.

The Grandmothers had tried to warn the Slow Kith, they had stampeded through the man-fields, they had left marks and spoor where the spirit seers would see, but men saw what they wanted to see. They had not driven out the strangers until they had come sixes of six and more and what use was that?

So one had to be sacrificed, one had to go down the long winding roads to sunless places, the price to be paid for the peace of the land, the sacrifice that went willing... only Megin had not been willing, not really. The First of the Herd send her here because she feared a challenge that her stiffening legs and fading sight could not match. You go down to be lashed to the gears of the Dwellers Below and made to work where sun and moon did not shine old nag...

***​

Silver did not understand money, not really. You could not eat it and you could not drink it. It was shiny enough, he supposed, and pleasing to the eye when it flashed in the light, but the little disks were hard to wear and be proud of so the notion that they would only spend so many of the coins and no more was bewildering, because he did not know if he should argue for more or leave be. What was one of those even worth?

In his heart Silver desired companionship like he had for a brief time with Mane of Fire, companion to Ziku of the Southlands, for it was a sorrowful thing to have company of the mind only with those whose shapes were so unlike his own, there was so much he could not share... What cares man for the taste of wildflowers? What cares beast that it reminded him of home?

But there was trouble, there was always trouble when it came to such deals he had learned as much before he came into the sunless land. When a thrall escaped the chains of her master it wounded his pride, as surely as if he had been struck about the head and addled with it. All the more so when it was a 'mere beast' who escaped.

The Miller looked nothing like any miller Silver had ever seen before, he was small like all the folk of this city, but made round like a wheel of cheese with fine living and he was pale like it. He had a pair of faded green eyes and a third eye of brass in the middle of his forehead, apparently it helped him see 'stuff'. Silver didn't like the way he giggled when he said that last bit, nor did he like the way the little man was looking at him. According to Roland-Friend the strange creature had promised not to break the peace of the city while they were here to talk about Megin but... Silver listened close.

"What am I supposed to mill the 'wort with then eh? Can't use a machine, that'll ruin the whole batch, can't use common beasts or they'll breathe in the stuff and there goes my profit."

"Can you not hire assistants?" Roland asked. "If it is a matter of paying for them then we are willing to reach some agreement..."

"Hire!" If possible the little man's voice got more annoying as he waved his pudgy fists about like one beset by flies. Silver wished a swarm of biting flies on him, one fit for a whole herd. "Then they'll know all my secrets. Nay, I need a beast, one clever enough to not snort in the dust, and that means I'll have to go as far as Ironthorn and then deal with their lot..."

"Dreamwort," Silver did not hear the word, but he read it on the lips of the maybe-mate of Roland.

But then she looked at Roland and said a thing unheard. A moment later Swift Pebble passed it on. "He's making dream-dust. It is frowned on in most of the realms of men that she knows of, though she is not sure if the same is true of this place..."

Having caught the Miller working with what might be an illegal substance do you try to press him into negotiating using this as leverage?

[] Yes, try to get a lower price that way

[] No, you do not even know if the dust is illegal here, pay as much as he asks, it is in your budget, barely (lose 1,300 Gold)


OOC: I hope the horse interlude is as fun for you guys to read as it was for me to write.
 
@DragonParadox, also charsheets with Coptic added to Esha's languages:
Name: Sir Roland Verley
Alignment: Neutral Good
Age: 23
Race: Human
Level: 5 (10250/15000 XP)
Class: Cavalier 4 (Courtly Knight, Honor Guard; Order of the Dragon) / Fighter 1
Feats: Additional Traits (Sound of Mind, Sword Scion), Bodyguard (B), Combat Reflexes, Cumbrous Will (B), Deft Maneuvers, Focused Discipline (B), Improved Initiative, Iron Will (B), Martial Training I (Golden Lion) (B), Mounted Combat
Traits: Influence (Diplomacy), Cooperative Combatant, Sound of Mind, Sword Scion
Languages: Anwari, English, Engur, French, Sicilian

HP: 37/37
AC: 10 + 1 (DEX) + 7 (Banded Mail) + 3 (Shield) = 21
Initiative: +1 (DEX) + 4 (Improved Initiative) = +5
Attack:
  • Durendal (+1 Flaming Keen Bronze Longsword): +5 (BaB) + 2 (STR) + 1 (SS) + 1 (Enhancement) = +9 [1d8+3+1d6; Critical: 17-20/x2; Slashing]
    • when using Power Attack: +7 [1d8+7+1d6]
  • Bronze Breaker (+1 Breaking Gauntlet): +5 (BaB) + 2 (STR) + 1 (Enhancement) = +8 [1d3+3; Critical: x2; Bludgeoning], Special: +2d6 damage vs objects
    • when using Power Attack: +6 [1d3+7]
  • Cold Iron Short Sword: +5 (BaB) + 2 (STR) = +7 [1d6+2; Critical: 19-20/x2; Slashing]
    • when using Power Attack: +5 [1d6+6]
  • Lance: +5 (BaB) + 2 (STR) = +7 [1d8+2; Critical: x3; Piercing]
    • when using Power Attack: +5 [1d8+6]
    • when Charging: +7 [2d8+4]
      • w/Power Attack: +5 [2d8+12]
  • Longbow: +5 (BaB) + 1 (DEX) = +6 [1d8; Critical: x3; Piercing]
  • Special: +2 bonus when using the Trip, Disarm, Dirty Trick, Feint, Reposition, or Steal Combat Maneuvers, and does not provoke an Attack of Opportunity.
Weapon proficiency: Longsword, Lance, Longbow, Dagger, Short Sword

STATS:
14 (+2) Strength
12 (+1) Dexterity
13 (+1) Constitution
12 (+1) Intelligence
10 (+0) Wisdom
16 (+3) Charisma

SAVES:
FORTITUDE: 6 + 1 (CON) = 7
REFLEX: 1 + 1 (DEX) = 2
WILL: 1 + 0 (WIS) + 2 (IW) = 3

Special:
+2 Traits bonus vs Mind-Affecting effects.
+2 Resistance bonus vs Mind-Affecting effects.
+2 Morale Bonus vs Fear effects. On a successful save, you gain +2 Morale bonus to attacks and CMB against the originator of the Fear effect for 1 round.
+2 Circumstantial Bonus to Reflex Saves while on Marcella

SKILLS:
Bluff: 2 (Courtly Knight) + 3 (CHA) = 5
Diplomacy: 8 + 3 (CHA) + 2 (Courtly Knight) + 1 (Influence) = 14
Handle Animal: 6 + 3 (CHA) + 2 (ET) = 11
Intimidate: 8 + 3 (CHA) + 2 (Courtly Knight) = 13
Perception: 8 + 0 (WIS) + 2 (Alertness w/Mount) = 10/12
Ride: 7 + 1 (DEX) = 8
Sense Motive: 8 + 2 (Courtly Knight) + 2 (Alertness w/Mount) = 10/12
Survival: 4 + 0 (WIS) + 1 (OotD Protection) = 4/5

Martial Initiator Abilities:
  • Pride Leader's Stance: You can adopt this Martial Stance as a Swift Action which remains in effect until you rest or change the stance. While in effect, you and all allies within 20 feet gain a +4 Morale bonus to saves against Fear and Demoralization effects.
  • Encouraging Roar Maneuver: As a Swift Action, you grant yourself and all allies within 30 feet a +2 Morale bonus to attack and damage rolls for one round. Encouraging Roar can normally be used once per encounter, but you can gain another use of the maneuver in combat by taking a Full-Round Action to restore your focus.
Special Abilities:
  • Aid Allies: Whenever you use the Aid Another action to assist one of your allies, the ally receives a +3 bonus to his Attack Roll, Saving Throw, or skill check, or a +4 bonus to his Armor Class.
  • Intercept: You learn to better disrupt the attacks of your enemies. When an adjacent ally is attacked, you may use an Attack of Opportunity to attempt the Aid Another action to improve their AC.
  • Cumbrous Will: Before rolling a Will save, you can choose to gain a +6 bonus on your saving throw. After the saving throw is resolved, regardless of the result, you are Shaken until the end of the encounter.
  • Mounted Combat: 1/round when your mount is hit in combat, you may attempt a Ride check as an Immediate Action to negate the hit. The hit is negated if your Ride check result is greater than the opponent's attack roll.
  • Expert Trainer: You receive a +2 bonus (1/2 Cavalier level) whenever you use Handle Animal on an animal that serves as a mount. In addition, you can reduce the time needed to teach a mount a new trick or train a mount for a general purpose to 1 day per 1 week required by increasing the DC by +5. You can also train more than one mount at once, although each mount after the first adds +2 to the DC.
  • Challenge: 2/day, you can Challenge a foe to combat. As a Swift Action, you choose one target within sight to challenge.
    • The Challenge remains in effect until the target is dead or unconscious or until the combat ends.
    • Your melee attacks deal +4 extra damage (equal to Cavalier level) whenever the attacks are made against the target of your Challenge.
    • Challenging a foe requires much of your concentration. You take a -2 penalty to his Armor Class, except against attacks made by the target of your Challenge.
    • Whenever you issue a Challenge, your allies receive a +2 Circumstance bonus on melee Attack Rolls against the target of your Challenge whenever you are threatening the target.
    • Whenever you issue a Challenge, you can select one ally as a ward for the duration of the Challenge. Whenever your are adjacent to your ward, you take a -1 penalty to Armor Class, and the ward receives a +1 Dodge bonus to AC.
Equipment of Note: Cold Iron Short Sword, Steel Longsword

Bronze Breaker

Appearance: This Gauntlet is wrought of black iron in menacing guise, with claws that tear and a grip that crushes.

Abilities:

  • +1 Breaking Gauntlet (1d3 Bludgeoning Damage)
    • 2/Day as a Swift Action, the gauntlet gains the properties of Adamantine for one round. This allows attacks from the gauntlet to ignore Hardness below 20 in any attacked or Sundered objects.
    • Upon command, strikes from the gauntlet deal +2d6 damage against inanimate objects and crystalline creatures on a successful hit and ignore the Hardness of objects with a Hardness of 5 or lower. This effect remains until another command is given.
Durendal

Appearance: Wrought in the image of a knight's sword of finest bronze, the mark of Oroki of Apuku can still be read upon the base of the blade, yet in its journeys from that island the work of greater smiths has been made upon it also. It burns now with white flame along its edge, as though it had never left the smith's anvil, its hilt bound in a thousand small scales that shine like emeralds in the dark.

Powers:
Medallion of Mind Sentinel

Appearance: A ring wrought of flowing yellow gold in the shape of a dragon or a serpent swallowing its tail. Eyes green as grass sparkle by moonlight and by sunlight.

Ability: The medallion grants a continuous +2 resistance bonus on saves versus mind-affecting spells, spell-like abilities, and supernatural abilities. If the wearer fails a save to avoid becoming dominated or confused, the amulet immediately allows the wearer to roll a second saving throw to resist the effect as a free action. If this second save is successful, the medallion's power fades away entirely and it becomes a simple piece of jewelry.

Redman's Regalia

Appearance: Wrought of bronze and carved with runes of ruin, this armor is the mark of a great king unbowed in battle til the last, and it is the mark of secret sins that one can but guess at, a home of daemons wrapped around the heart.


Abilities:
  • +1 Dastardly Fullplate Armor (+10 AC, Maximum Dexterity Bonus: +1, Armor Check Penalty: -5)
Spell-Break Shield

Appearance: Of shining bronze unmarred is the face of this shield, as a mirror to the light of sun and moon and of the hidden realms beyond. What meaning the runes set about its rim might have you cannot say, yet when the power of some spell or enchantment it upon the bearer they burn white as forge's fire.


Abilities:
  • +1 AC (Constant)
  • When affected by a spell of levels 1-3 the bearer may choose as a free action to roll 3d6 for Spell Resistance. If the resulting SR is defeated by more than a margin of 10, the shield gains the Broken condition. If this is repeated with the shield already broken it is destroyed. (3/Day)
Talismans:
  • Nikure's Grace: This silver talisman in the form of two delicate intertwined spirals glows blue whenever an evil creature targets the wearer with magic jar, possession, or a similar effect, or with a charm or compulsion spell or effect that allows the creature to exercise control over the wearer (such as suggestion, but not sleep). If the spell or effect allows a saving throw and the wearer fails it, he receives a second saving throw. If he succeeds at the second saving throw, the wearer is also protected by protection from evil for 5 rounds.
  • Talisman of the Deep Roots: These talismans are wrought not of gold or silver, even of copper, but the pits of mango taken from sacred trees grown in lands where none may turn axe upon the living wood upon them is inscribed the name of the tree from which they are taken, that the bearer might be guarded from sudden falls, as the tree is warded against the storm. The bearer may re-roll any failed roll against being bull rushed by magical or mundane means if this second roll succeeds they are may attempt a grapple against the enemy as a free action.
Silver
Heavy Horse (Combat Trained, Bodyguard Archetype)
N Large Magical Beast (Augmented Animal)
Init +5; Senses low-light vision, scent; Perception +12 (+14 w/Alertness)

DEFENSE:
AC 22, touch 14, flat-footed 17 (+5 Dex, -1 size, +4 natural, +4 chain shirt)
HP 61 (6d8+30)
SAVES:
FORTITUDE: +10,
REFLEX: +10 (+2 vs Falling, +2 Circumstantial Bonus while on Marcella),
WILL: +5 (+2 vs Fear, +4 on subsequent rounds if allowed)

OFFENSE:
Speed 50 ft.
Melee bite +8 (1d4+5), 2 hooves +8 (1d6+5)
Space 10 ft.; Reach 5 ft.

STATISTICS:
Str 21, Dex 20, Con 21, Int 11, Wis 17, Cha 14
Base Atk +4; CMB +10; CMD 25 (29 vs. trip)
Feats: Bodyguard, Combat Reflexes, Light Armor Proficiency (B), Natural Magic (B), Run (B), Sure-Footed Stride
Languages: Anwari, English, French
Skills: +13 Acrobatics, +12 Perception (+14 w/Alertness), +11 Swim (+9 w/Armor Check Penalty)

SPECIAL ABILITIES:
  • Shared Vigilance (Ex): You and your designated companion gain Alertness as a bonus feat whenever you are adjacent.
  • Evasion (Ex): If you are subjected to an attack that normally allows a Reflex saving throw for half damage, you take no damage if you make a successful saving throw.
  • Tenacious Guardian (Ex): You can always act in a surprise round (though you remain flat-footed until you act). As long as your ward is adjacent, you remain conscious (though you become staggered) when your hit points fall below 0. While below 0 hit points, you lose 1 hit point per round but gain a +2 morale bonus on attack rolls, saving throws, and skill checks, dying only if its hit points reach a negative total equal to your Constitution score plus your total hit dice.
Spell-like abilities (CL 6): Know Direction (Constant), Detect Magic (1/Day)

Companions
Name: Tom Wodsworth
Alignment: Lawful Neutral
Age: 37
Race: Human
Level: 3
Class: Fighter 3 (Drill Sergeant)
Feats: Coordinated Maneuvers(B), Deft Maneuvers, Improved Initiative(B), Pikeman's Training, Powerful Maneuvers(B), Weapon Focus (Spear Weapons)
Traits: Wary (Perception)
Class Features: Bonus Feats, Tactician
Languages: Anwari, English, French

HP: 23/23
AC: 10 + 6 (Breastplate) + 2 (Shield) = 18
Initiative: +4 (Improved Initiative)
Attack:
  • +1 Ghost Touch Cold Iron Spear: +3 (BaB) + 1 (STR) + 1 (Weapon Focus) + 1 (Enhancement) = +6 [1d8 + 2, Critical: x3 Piercing]
  • Special: +2 bonus when using the Bull Rush, Dirty Trick, Disarm, Drag, Feint, Overrun, Reposition, Steal, Sunder, or Trip Combat Maneuvers, and does not provoke an Attack of Opportunity.
Weapon proficiency: Dagger, Shortsword, Spear, Longspear

STATS:
12 (+1) Strength
10 (+0) Dexterity
13 (+1) Constitution
10 (+0) Intelligence
10 (+0) Wisdom
8 (-1) Charisma

SAVES:
FORTITUDE: 3 + 1 (CON) = 4
REFLEX: 1 + 0 (DEX) = 1
WILL: 1 + 0 (WIS) = 1

Special:
+2 Circumstantial Bonus to Reflex Saves while on Marcella

SKILLS:
Climb: 4 + 1 (STR) = 5
Perception: 6 + 0 (WIS) + 1 (Wary) = 7
Ride: 6 + 0 (DEX) = 6
Swim: 4 + 1 (STR) = 5
Survival: 4 + 0 (WIS) = 4

Special Abilities:
  • Armor Training (Ex): Whenever you are wearing armor, you reduce the Armor Check Penalty by 1 (to a minimum of 0) and increase the maximum Dexterity bonus allowed by your armor by 1.
  • Tactician (Ex): 1/Day a a Standard Action, you can grant the Coordinated Maneuvers feat to all allies within 30 feet who can see and hear you. Allies retain the use of this bonus feat for 4 rounds (3 + 1 round per 2 levels of Fighter).
Equipment of Note: +1 Ghost Touch Cold Iron Spear (+2 bonus to CMD against disarm attempts)

Name: Zaia of Alexandria
Alignment: Lawful Neutral
Age: 45
Race: Human (Middle-Aged)
Level: 3
Class: Alchemist 3 (Fire Bomber)
Feats: Brew Potion (B), Extra Discovery (Infusion), Skill Focus (Alchemy), Skill Focus (Heal), Throw Anything (B)
Traits: Artisan (Alchemy), Scholar of Ruins (Knowledge Geography)
Class Features: Alchemy, Bombs (7/Day), Brew Potion, Discoveries (Infusion, Tanglefoot Bomb), Mutagen, Poison Resistance (+2), Poison Use, Swift Alchemy, Throw Anything
Languages: Anwari, Engur, Arabic, Coptic, French, Greek, Sicilian, Latin

HP: 23/23
AC: 10 + 1 (DEX) = 11
Initiative: +1 (DEX)
Attack:
  • Dagger: +2 (BaB) + 1 (MW) + 1 (DEX) = +4 (1d4-2, plus Poison)
  • Tanglefoot Fire Bomb: +2 (BaB) + 1 (DEX) + 1 (TA) = +4 vs Touch AC [2d6+6 Fire damage, plus 8 points of splash damage in a 5 foot radius], Range Increment: 20 feet
    • Special: The target and everyone in the splash zone are Entangled, and the target is glued in place as if affected by a Tanglefoot Bag. A successful DC 15 Reflex saving throw allows targets to avoid these effects and halves the splash damage inflicted.
    • Rather than targeting an individual, you can instead target a given space, which inflicts splash damage and effects as normal, but does not have a main target. Targeted spaces have an effective AC of 5.
Weapon proficiency: Dagger

STATS:
7 (-2) Strength
12 (+1) Dexterity
12 (+1) Constitution
18 (+4) Intelligence
14 (+2) Wisdom
12 (+1) Charisma

SAVES:
FORTITUDE: 3 + 1 (CON) = 4
REFLEX: 3 + 1 (DEX) = 4
WILL: 1 + 2 (WIS) = 3

Special:
+2 vs Poison
+2 Circumstantial Bonus to Reflex Saves while on Marcella

SKILLS:
Craft (Alchemy): 6 + 4 (INT) + 2 (Artisan) + 3 (Alchemist) + 3 (SF) = 18
Heal: 6 + 2 (WIS) + 3 (SF) = 11
Knowledge (Arcana): 4 + 4 (INT) = 8
Knowledge (Astrology): 1 + 4 (INT) = 5
Knowledge (Geography): 5 + 4 (INT) + 1 (SoR) = 10
Knowledge (Local): 1 + 4 (INT) = 5
Knowledge (Nature): 5 + 4 (INT) = 9
Linguistics: 6 + 4 (INT) = 10
Perception: 6 + 2 (WIS) = 8
Profession (Herbalist): 6 + 2 (WIS) = 8
Sense Motive: 6 + 2 (WIS) = 8
Spellcraft: 4 + 4 (INT) = 8
Use Magic Device: 4 + 1 (CHA) = 5

Alchemical Formulae Known:
Level 1: Bomber's Eye, Comprehend Languages, Crafter's Fortune, Cure Light Wounds, Disguise Self, Endure Elements, Heightened Awareness, Shield, Targeted Bomb Admixture, Tears to Wine (4/Day)
Level 2: Focused Scrutiny, Human Potential, See Invisibility

Extracts Prepared (CL 3):
Combat Loadout:
Everyday Loadout:
Special Abilities:
  • Poison Use (Ex): You are trained in the use of poison and cannot accidentally poison yourself when applying poison to a weapon.
  • Swift Alchemy (Ex): You create Alchemical items in half the normal amount of time and you can apply poison to a weapon as a Move Action.
  • Mutagen (Su): You can create a Mutagen in one hour of brewing. Once brewed, the Mutagen persists until used or you brew a new one. You can drink this Mutagen as a Standard Action in order to gain a +2 Natural Armor bonus and a +4 Alchemical bonus to one of your physical attributes at the expense of a -2 penalty to a mental attribute. Increasing Strength decreases Intelligence, Dexterity decreases Wisdom, and Constitution decreases Charisma. The Mutagen's effects last for 30 minutes (10 minutes per Alchemist level). You cannot benefit from more than one Mutagen effect at a time, and the effects of a new one immediately replace those of the previous Mutagen. If a non-Alchemist consumes the Mutagen, they are Nauseated for 1 hour unless they succeed on a DC 15 Fortitude saving throw (10 + 1/2 Alchemist level + INT modifier).
  • Bombs (Su): You can create and throw an Alchemical bomb up to 7/Day (Alchemist level + INT modifier) as a Standard Action that provokes an Attack of Opportunity. The bomb inflicts 2d6 Fire damage (+1 bonus point per damage die), plus bonus damage equal to your INT modifier, and splash damage in a 5 foot radius equal to the bomb's minimum damage. A DC 15 Reflex saving throw (10 + 1/2 Alchemist level + INT modifier) halves splash damage.
    • Fire Bombadier: You only add your INT modifier as a damage bonus to bombs and other Alchemical substances if they deal Fire damage.
Talismans:
  • Nikure's Grace: This silver talisman in the form of two delicate intertwined spirals glows blue whenever an evil creature targets the wearer with magic jar, possession, or a similar effect, or with a charm or compulsion spell or effect that allows the creature to exercise control over the wearer (such as suggestion, but not sleep). If the spell or effect allows a saving throw and the wearer fails it, he receives a second saving throw. If he succeeds at the second saving throw, the wearer is also protected by protection from evil for 5 rounds.
Splash Weapons and Poisons:
4x Black Adder Venom
5x Greenblood Oil
5x Potion of Cure Light Wounds (1d8+1)
10x Holy Weapon Balm

Name: Inge
Alias: Sea-seeker
Alignment: Chaotic Neutral
Age: 10
Race: Human (Small Humanoid Child)
Level: 4
Class: Witch 4 (Ley Line Guardian, Sea Witch)
Feats: Brew Potion (B), Extra Hex*, Extra Hex (Cauldron), Touch of the Sea (Stage One)**
Traits: Easy Target, Savage, Guiding Spirit
Class Features: Conduit Surge, Hexes (Cauldron, Fortune, Healing), Patron (Storms), Sea Creature Empathy
Languages: Anwari, French, Sicilian

*Feat consumed to allow the character to take both Archetypes
**Benefits apply to Water spells rather than those with the Evil descriptor.

HP: 20/20
AC: 10 + 3 (DEX) + 1 (Size) - 1 (Easy Target) + 4 (Mage Armor) = 17
Initiative: +3 (DEX)
Spell Save: 10 + 3 (INT) + 1 (Water) + spell level
Attack:
  • Masterwork Wyrwood Dagger: +2 (BaB) + 3 (DEX) + 1 (Size) + 1 (MW) = +7 [1d4-2; Critical19-20/x2 Piercing]
Weapon Proficiency: Dagger, Staff

STATS:
7 (-2) Strength
16 (+3) Dexterity
12 (+1) Constitution
17 (+3) Intelligence
10 (+0) Wisdom
12 (+1) Charisma

SAVES:
FORTITUDE: 1 + 1 (CON) = 2
REFLEX: 1 + 3 (DEX) = 4
WILL: 4 + 0 (WIS) = 4

Special:
+2 Resistance bonus against ongoing effects.
+2 Circumstantial Bonus to Reflex Saves while on the Marcella

SKILLS:
Craft (Alchemy): 7 + 3 (INT) + 4 (Cauldron) = 14
Heal: 5 + 0 (WIS) = 5
Intimidate: 4 + 1 (CHA) = 5
Knowledge (Arcana): 7 + 3 (INT) = 10
Knowledge (Nature): 7 + 3 (INT) + 1 (Savage) = 11
Knowledge (Planes): 5 + 3 (INT) = 8
Spellcraft: 7 + 3 (INT) = 10
Survival: 5 + 0 (WIS) + 1 (Savage) = 6

Spells Known (CL 4):
Level 0: Detect Fiendish Presence, Detect Magic, Detect Poison, Drench, Guidance, Light, Mending, Stabilize (At will)
Level 1: Cure Light Wounds, Mage Armor, Obscuring Mist, Snowball, Touch of the Sea (7/Day)
Level 2: Eagle Eye, Web (4/Day)

Spell-like Abilities:
Hexes:
  • Cauldron (Inge needs saltwater to brew potions* and must use an Ikomi-blessed cauldron*)
  • Fortune (36/Day; [Witch Level x INT bonus] x 3**)
  • Healing (36/Day; [Witch Level x INT bonus] x 3**)
Special Abilities:
  • Sea Creature Empathy: You can influence the attitude of water-dwelling animals and animals that live along coasts and shores, including birds, as if using Wild Empathy. You use your Witch level as your Druid level for this ability.
  • Guiding Spirit: Once per day as a Swift Action, you can look to your Guiding Spirit for advice. The next time you roll a d20 in that same round, roll twice and pick the better result. If one of these two rolls is a Natural 20, you can use this ability again that same day.
  • Conduit Surge: You are adept at channeling energy from ley lines to enhance your spells. 5/Day as a Swift Action, you can increase your effective caster level for the next spell you casts in that round by 1d4-1 levels. After performing a conduit surge, you must succeed at a Fortitude save (DC = 10 + level of spell cast + number of additional caster levels granted) or become Staggered for a number of minutes equal to the level of the spell cast.
Equipment of Note:


Description: Honey gold crystal bursting forth from roots of silver, this crystal seems more akin to some fruit of the earth than anything mined by the hand of man. Having once been forged for a respected and much beloved midwife and healer of the Boar Folk of Lirman this stone seeks to preserve its bearer against all the ills of the Border Woods, from poison to dark enchantment.

Ability: The Stone of Safekeeping grants its wearer a +2 resistance bonus on all saving throws made to recover from a continuing effect, such as ongoing poison damage, daily saving throws against disease, a hold person spell, or lingering damage from an attack. This bonus does not help against initial saving throws against such effects. Should the wearer ever drop below 0 hit points, the stone heals the wearer for 2d8+3 points of damage and then crumbles to dust.

Talismans:
  • Nikure's Grace: This silver talisman in the form of two delicate intertwined spirals glows blue whenever an evil creature targets the wearer with magic jar, possession, or a similar effect, or with a charm or compulsion spell or effect that allows the creature to exercise control over the wearer (such as suggestion, but not sleep). If the spell or effect allows a saving throw and the wearer fails it, he receives a second saving throw. If he succeeds at the second saving throw, the wearer is also protected by protection from evil for 5 rounds.
Puzzle Box*

Name: Antonio Giustiniani
Alignment: True Neutral
Age: 38
Race: Human
Level: 4
Class: Rogue (Consigliere)
Feats: Awakened Talent (B), Fast Learner, Master of the Ledger, Persuasive (B), Wild Talent (B)
Rogue Talents: +2d6 Sneak Attack, Charmer, Coax Information, Convincing Attitude, Honeyed Words
Traits: Doubt, Hardly a Fool, Inspiring Speaker, Iron Liver
Languages: Anwari, Engur, French, Greek, Sicilian
Special: Fire Resistance 1

HP: 30/30
AC: 10 + 4 (Chainshirt) + 2 (DEX) = 16
Initiative: +2 (DEX)
Attack: +3 (BaB) + 2 (DEX) = +5
Weapon proficiency: Dagger, Light Crossbow, Rapier

STATS:
8 (-1) Strength
14 (+2) Dexterity
14 (+2) Constitution
16 (+3) Intelligence
12 (+1) Wisdom
14 (+2) Charisma

SAVES:
FORTITUDE: 1 + 2 (CON) = 3
REFLEX: 4 + 2 (DEX) = 6
WILL: 1 + 1 (WIS) + 1 (FG) = 3

Special:
+1 Against Illusion Spells
+2 Against Poison or Drugs
+4 Against the effects of Alcohol
+2 Circumstantial Bonus to Reflex Saves while on the Marcella

SKILLS:
Appraise: 7 + 3 (INT) + 2 (MotL) = 12
Bluff: 7 + 2 (CHA) = 9
Climb: 7 - 1 (STR) = 6
Diplomacy: 7 + 2 (CHA) +2 (Persuasive) = 11/12**
Knowledge (Local): 7 + 3 (INT) = 10
Knowledge (Nobility): 7 + 3 (INT) = 10
Linguistics 7 + 3 (INT) = 10
Perception: 7 + 1 (WIS) = 8
Profession (Sailor): 7 + 1 (WIS) + 2 (MotL) = 10
Sense Motive: 7 + 1 (WIS) + 1 (Hardly a Fool) = 9/13*
Stealth 7 + 2 (DEX) = 9
Swim: 7 - 1 (STR) = 6

*Bonus applies to the Hunch task when dealing with anyone in some way related to your Profession (Sailor) skill.
**When dealing with people associated with the marketplaces in which you have invested.

Psionic Abilities: Power Points (5/Day)
  • Mindlink: As a Standard Action costing 1 Power Point, you can establish a telepathic bond with a willing target within 25 feet for up to 10 minutes which allows for two-way telepathic communication. Once the bond is formed, it works over any distance.
Special Abilities:
  • Charmer: Re-roll Diplomacy 1/day.
  • Coax Information (Ex): You can use Bluff or Diplomacy in place of Intimidate to force an opponent to act friendly.
  • Inspiring Speaker: You gain a +1 trait bonus on Bluff and Diplomacy checks when addressing crowds of 10 people or more.
  • Doubt: Whenever you fail a skill or ability check, you take a -4 penalty on that type of skill or ability check for the next hour.
  • Honeyed Words (Ex): 1/day, you can roll two dice while making a Bluff check, and take the better result. You must choose to use this ability before making the Bluff check.
  • Convincing Attitude: If you attempt a Diplomacy check and fail to influence a creature's attitude by 5 or more, the creature's attitude remains unchanged instead of decreasing by one step.
  • Combat Advisor (Ex): Whenever you miss with a melee attack against an opponent, you can designate an ally within 30 feet of the target to receive a +1 Insight bonus on their next attack roll against that opponent before your next turn.
  • Wild Talent: Your latent power of psionics flares to life, conferring upon you the designation of a psionic character. As a psionic character, you gain a reserve of 2 power points and can take psionic feats, metapsionic feats, and psionic item creation feats.
Boots of Cat's Luck

Description: At first sight these boots looks like nothing more than sturdy travel wear, albeit with an ostentatious fastening, but to the mage's eye there is a glint of good fortune forged into the silver, such that one should only ever fall like the cat upon its feet.

Ability: The boot's wearer always takes the minimum possible damage from falls (as the result were 1 on each die of damage incurred by the fall) and at the end of a fall always lands on his feet.

Fey Gold

Description: A lumpy piece of unworked gold imbued with the power of a Fey creature, this pendant was taken from the corpse of slain pirate lord when we ended his reign at sea.

Ability: While wearing this Fey Gold pendant around their neck, the wearer gains Fire Resistance 1 and a +1 resistance bonus on Will saving throws.

Special: The pendant's other powers, to allow the wearer use Chill Metal 1/Day and to use Mending at will to repair metallic objects, remain unavailable, as you were not its original recipient. Perhaps one of the Tinker Fey can unlock this power once more?

Talismans:
  • Nikure's Grace: This silver talisman in the form of two delicate intertwined spirals glows blue whenever an evil creature targets the wearer with magic jar, possession, or a similar effect, or with a charm or compulsion spell or effect that allows the creature to exercise control over the wearer (such as suggestion, but not sleep). If the spell or effect allows a saving throw and the wearer fails it, he receives a second saving throw. If he succeeds at the second saving throw, the wearer is also protected by protection from evil for 5 rounds.

Name: Esha
Alignment: Unknown
Age: Unknown
Race: Ajibachana (Variant Dhampir)
Level: 4
Class: Arcanist 4 (Twilight Sage)
Feats: Cosmopolitan (Bluff and Diplomacy), Extra Arcanist Exploit (Soulrider), Planewalker's Insight (B)
Traits: Outcast's Intuition, Self-Doubting, Subjective Truth, Unidentifiable Appeal
Special: Low-Light Vision, Darkvision 60ft
Class Features: Arcane Reservoir, Arcanist Exploits (Aspect of Innocence, Consume Life, Twilight Barrier)
Languages: Anwari, Coptic, Engur

HP: 16/16
AC: 10 + 3 (DEX) + 4 (Mage Armor) = 17
Initiative: +3 (DEX)
Spell Save: 10 + 4 (INT) + spell level
Attack: +2 (BaB)

Weapon Proficiency: Staff

STATS
8 (-1) Strength
16 (+3) Dexterity
10 (+0) Constitution
18 (+4) Intelligence
8 (-1) Wisdom
14 (+2) Charisma

SAVES:
FORTITUDE: 1 + 0 (CON) = 1
REFLEX: 1 + 3 (DEX) = 4
WILL: 4 - 1 (WIS) = 3

Special:
-2 to the next Will save after failing the first Will save of the day.
+2 Circumstantial Bonus to Reflex Saves while on Marcella

SKILLS
Bluff: 7 + 2 (CHA) + 2 (Subjective Truth) = 11
Diplomacy: 7 + 2 (CHA) + 1 (Unidentifiable Appeal) = 10
Knowledge (Arcana): 4 + 4 (INT) = 8
Knowledge (Planes): 6 + 4 (INT) + 2 (PI) = 12
Knowledge (Religion): 7 + 4 (INT) = 11
Sense Motive: 7 - 1 (WIS) + 1 (Outcast's Intuition) + 2 (Planewalker's Insight*) = 7/9*
Spellcraft: 7 + 4 (INT) = 11
Use Magic Device: 6 + 2 (CHA) + 2 (Ajibachana) = 10

*Sense Motive checks vs Outsiders

Spells Known (Arcanist Level 4):
Level 0: Daze, Detect Magic, Disrupt Undead, Ghost Sound, Guise of the Dead*, Mage Hand, Penumbra, Prestidigitation, Ray of Frost, Read Magic
Level 1: Alarm, Cause Fear, Chill Touch, Expeditious Retreat, Lock Gaze, Mage Armor, Magic Weapon, Mindlink, Recharge Innate Magic, Repair Light Damage, Rite of Centered Mind, Shield, Shocking Grasp, Sleep
Level 2: Blindness/Deafness

Spells Prepared (CL 4**):
Level 0: Daze, Detect Magic, Guise of the Dead*, Penumbra, Prestidigitation, Ray of Frost (At Will)
Level 1: Cause Fear, Mage Armor, Sleep (5/Day)
Level 2: Blindness/Deafness (3/Day)

*DR is Silver not Cold Iron
**+1 Against Dispelling (Outcast's Intuition)

Spell-like Abilities (CL 4):
Arcanist Exploits: Each use of an Arcanist Exploit uses one or more points from your Arcane Reservoir.
  • Arcane Barrier: Provides 6 Temporary Hit Points (Arcanist level + CHA modifier) and inflicts an equal amount of Negative Energy damage on whoever breaks the barrier.
  • Aspect of Innocence: Gain the effects of an Innocence spell as an Immediate Action at your caster level.
  • Soulrider
Special Abilities:
  • Necromantic Focus (Ex): You must prepare at least one Necromancy spell of each spell level you can cast.
  • Arcane Reservoir (Su): You start each day with 5 points in your Arcane Reservoir (3 + 1/2 Arcanist level), and it can hold up to 7 points (3 + Arcanist level).
  • Twilight Barrier (Su): Whenever an attack removes the last Temporary Hit Point from your Arcane Barrier, the barrier lashes back at the attacker, dealing an amount of Negative Energy damage equal to the barrier's maximum Temp HP capacity.
  • Soulward (Su): As long as Esha has her Soulrider on Roland, she can at will as a swift action give him +2 profane bonus to will saves until her next round*. If active, it can be seen by seers with a particularly discerning eye or a specific hatred of the living dead*.
  • Consume Life (Su): By wresting a soul from life to death, you gain a slightly deeper understanding of mortality, fueling your curiosity and eldritch power. As a Full-Round Action, you can consume the life energy of a helpless living creature, killing it. This creature must have 2 or more Hit Dice and be below 0 hit points. You add 2 points to your Arcane Reservoir if the creature's Hit Dice equaled or exceeded your character level, or 1 point if the creature's Hit Dice equaled at least 1/2 your character level. This ability is a Death Effect.
Weaknesses:
  • Light Sensitivity: You are Dazzled in areas of bright sunlight or within the radius of a Daylight spell.
  • Unhallowed Birth: You take a -1 penalty to your caster level whenever you are in an area affected by Consecrate, Hallow, or a similar spell that makes an area Holy.
Equipment of Note:

Name: Swift Pebble
Alignment: ???
Age: 4
Race: Otter-kin [Tiny Magical Beast]
Level: 1
Class: Rogue (Vexing Dodger)
Feats: Deadly Agility, Improved Initiative (B)
Traits: Cliff Jumper, Recreational Fisher, Trap Finder, Unlearned (Knowledge: Nature)
Class Features: Limb-Climber, Sneak Attack (+1d6)
Special: Darkvision 60ft, Hold Breath, Low-Light Vision, Thought Speech (60ft)

HP: 10/10
AC: 10 + 5 (DEX) + 2 (Size) = 17
Initiative: +5 (DEX) + 4 (Improved Initiative) = +9
Movement: 20 feet (Land), 30 feet (Water)
Attack:
  • Short Sword: +0 (BaB) + 5 (DEX) + 2 (Size) = +7 [1d3+5, Critical: 19-20/x2]
Weapon proficiency: Dagger, Short Sword

STATS:
6 (-2) Strength
20 (+5) Dexterity
13 (+1) Constitution
14 (+2) Intelligence
10 (+0) Wisdom
10 (+0) Charisma

SAVES:
FORTITUDE: 0 + 1 (CON) = 1
REFLEX: 2 + 5 (DEX) = 7
WILL: 0 + 0 (WIS) = 0

Special:
+1 Trait bonus on Reflex saving throws to avoid falling.

SKILLS:
Acrobatics: 4 + 5 (DEX) + 1 (CJ) = 10
Climb: 4 + 5 (DEX) + 1 (CJ) = 10
Disable Device: 4 + 5 (DEX) + 1 (TF) = 10
Escape Artist: 4 + 5 (DEX) = 9
Perception: 4 + 0 (WIS) = 4
Profession (Sailor): 4 + 0 (WIS) = 4
Sense Motive: 4 + 0 (WIS) + 2 (Racial) = 6
Sleight of Hand: 4 + 5 (DEX) = 9
Stealth: 4 + 5 (DEX) + 8 (Racial) + 1 (RF) = 18
Swim: 4 + 5 (DEX) + 8 (Racial) = 17

Special Abilities:
  • Hold Breath (Ex): You can hold your breath for 52 rounds (4 times your Constitution attribute) before risking drowning or suffocating.
  • Thought Speech (Su): You can communicate with any other creature within 60 feet that has a language. This communication is thorough but not always perfect, particularly when dealing with abstract or arcane concepts you are not familiar with. It is possible to address multiple creatures at once using Thought Speech, although maintaining conversations with more than one creature at a time is just as difficult as simultaneously speaking and listening to multiple people at the same time. You lack the mechanisms to vocalize complex language.
  • Limb-Climber (Ex): When you are adjacent to or in the space of a corporeal creature at least one Size category larger than yourself, you can climb that creature's body with a successful Climb check against a DC equal to the target creature's CMD. Although you are holding on to the creature, this action isn't a Grapple; it doesn't provoke Attacks of Opportunity from the creature, and neither you nor the creature you climb gains the grappled condition. While you are on the climbed creature, the creature takes a -1 penalty on attack rolls against you (equal to the number of Sneak Attack dice you possess).
Equipment of Note: Short Sword (Tiny-sized)
 
Vote closed.
Adhoc vote count started by DragonParadox on Jun 11, 2022 at 11:09 AM, finished with 13 posts and 7 votes.

  • [X] No, you do not even know if the dust is illegal here, pay as much as he asks, it is in your budget, barely (lose 1,300 Gold)
    [X] Have Swift Pebble innocently query the legality of it to the wingless via telepathy. If it is illicit, bring it up. If not, pay.
 
Arc 14 Post 53: The Perils of Precociousness
The Perils of Precociousness

Day of Rule, 1349 A. L. (After Landfall)

Perhaps Antonio will think you a fool for it, perhaps you shall live to regret the loss, paying more for a horse than one might for a galley in full sail... and yet it isn't for a horse, no more than Silver is 'a horse'. Megin is one who had come to you to be freed, possessed of reason and free will which priests said were only the province of men and in the dawn of time angels and demons. The priests were probably wrong, you think as you watch a gnarled old fey with a bell on his hat like a jester, though the bell is curiously silent, lean down and place a piece of bread into a beggar's bowl.

Lost 1,300 Icari

Neither virtue nor vice are found only in the form of man and if one were to allow the nature of angels or demons to all that is not man in this world why then you would o bad of such dreadful company. No you are not wholly certain what it is that surrounds you in this place nor why it is that some beasts speak with the tongue of man. You could not say for certain what makes the clockwork parts that clatter all about turn, but you know enough to get out of the way if any of this folk were to turn a weapon on you and you know also that the pot over yonder that spills out smoke that smells of savory pottage belongs to a cook and a skilled one at that so you shall not resent them the use of arts unknown...

Your musings on the nature of the world are taken off track by the unexpected presence of a sin in your ranks, even if it was the sin of too much curiosity.

"Where did you get this?" Esha's words are low and urgent, her eyes fixed on a whisker-quaveringly guilty looking Swift Pebble.

"You said it was bad, that the Miller was bad, I was... I wanted to know what it did and then we can burn it promise."

'it' is an otherwise unremarkable grey powder that shines when seen out of the corner of one's eye. There's about a handful of it in the otter-kin's bag. A handful for you that is... for her it must have been quite a few surreptitiously stolen handfuls and the dust itself, the stuff of dreams.

Gained 8 Doses of Dream Dust

"We aught to give it back," Tom says at once, ever the stout soul in such matters. Stealing fits him as much as a lady's scarf a bear, but others are not so sure.

Zaia looks grim as a mourner at the foot of the grave when he speaks without breath. "I doubt that one who deals in such dark incense would be inclined to take it back with a doffing of the hat and a 'by your leave'. At best he would ask for more coin in recompense, at worst there are worse things he could ask for as our new companion can attest."

By now Swift Pebble herself had caught the tenor of your concern and is contrite if not in a panic. "I'm sorry, I'm sorry, I didn't mean to make trouble, I just thought... since he was bad and we were going away from here soon anyway we could take some of his too-many-things. Then, then Zaia-healer could look at it and learn new things and... and..."

What do you do?

[] Get out of the city and back to mortal lands as fast as you are able

[] Haste will draw suspicion, linger, learn and buy as you had planned to before this revelation

[] Try to make things right with the Miller

[] Write in


What do you say to Swift Pebble?

[] Write in

OOC: Yeah, so it turns out if you hire on someone who is by her own people's measure is young and curious to be the rogue of the group and teach her the skills to sneak into a place and steal stuff, she is going to sneak around and steal things from the bad people, just as much as she is going to dive into battle at the drop of a hat. If you guys had given some sort of warning then she likely would have taken fewer risks, but as they say hindsight is 20/20, the question is what to do now.
 
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[X] Get out of the city and back to mortal lands as fast as you are able

We are in the Feywild, so this is my default even without theft.

[X] For Pebble: Coordination with the group would have been nice, especially with telepathy making it so easy, but no harm done.
 
I would prefer either to leave ASAP or try to compencate... Still thinking what to choose.
 
Damn, that's another complication we didn't need. Didn't think about warning Swift Pebble to avoid that sort of thing, though, and she is both young and still learning the ins and outs of cultures other than her own. Okay, the deed is done and trying to make it right somehow is only likely to add further complications.

Let's just get out of here ASAP. It shouldn't be too unusual for a band of Humans and their assorted companions to be trying to leave in a hurry at the best of times, but anyone here must know the passage of time is about to shift and that we would not wish to be caught up in that.

[X] Artemis1992
 
[X] Get out of the city and back to mortal lands as fast as you are able

[X] For Pebble: Coordination with the group would have been nice, especially with telepathy making it so easy. It's better to ask next time.

I can not say that "no harm done", because harm is obviously done. It's simply blaming Swift Pebble is meaningless (and cruel), it's time to mitigate the consequences.
 
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