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

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Adhoc vote count started by DragonParadox on Jun 21, 2022 at 3:51 PM, finished with 31 posts and 7 votes.

  • [X] You Shall Not Pass!
    -[X] Inge uses Conduit Surge to boost her caster level by 1d4-1 and targets it with a Snowball spell, trying to hit it before the melee fighters can reach it if possible
    -[X] Esha targets the Formless with a Magic Missiles spell.
    -[X] Zaia refrains from using a Firebomb unless the Formless manages to get past everyone and is heading for the exit.
    -[X] Roland uses his Challenge ability as a Swift Action, then moves to intercept the Formless, Power Attacking as he does so before it can reach the exit. He will specifically target one of its wings, the one Swift Pebble damaged if possible, to cripple its ability to fly.
    -[X] Tom and Wanderer move to intercept the Formless, Power Attacking and, if necessary, focusing their efforts on the same wing as Roland.
    -[X] The Zentragt Charges the Formless, attacking in an attempt to Grab it and Drag it down to the floor. The Formless' Freedom of Movement makes Grappling impossible, but Pteranodon's aren't built for supernatural flight, so having a Large-sized battle-bear grab a hold of of a wing or talon should be enough to force it to the ground for a moment, assuming it's attack succeeds, of course.
    -[X] Swift Pebble continues her in-flight vivisection, using Piranha Strike and Sneak Attack (it might not be technically Flanked yet, or Flat-Footed, but I think this situation calls for it). She'll also benefit a +1 attack bonus due to her Limb-Climber ability. Razor Weasel, ahoy! The said, she won't try to continue riding Formless Airlines beyond the exit.
    -[X] Telepathically warn Antonio that a flying monster might be preparing to exit the rock in a hurry and that he and all of our ranged assets should be ready to shoot at it if necessary and to try to get our spearmen and net-users into position to attack it before it can reach the sky.
 
Arc 14 Post 65: Mercurial Middle
Mercurial Middle

Fifth Day of Olweje-eza (Olweje Ascendant), 1349 A. L. (After Landfall)

"Watch for flying bat-lizard," the last is less a word and more a portrait of the wounded, but still very lively foe. You hope Antonio can understand, but in the midst of battle it's all you can do.

Ice crackles from Inge's hands, grazing the creature's left wing illuminated from behind by the pale moonlight of Esha's conjuring, prayer and sorcery doing together what each alone could not and sending the thing off balance. Its blood is red now, but its words ring with inhuman power: "Thinkest thou that you are wise mortal? You who raised a tower of sand upon the sands standing? Do you not see the tide, do you not see the One it brings? More kinship have you to me and mine than to the one who summoned you with trickery and baited you with the Stolen King..."

The strange spirit is more nimble in the air than its long bat wings might show, passing just over the heavy blow of Wanderer's club and taking but a pinprick from Tom's spear in passing jab. In his defense he is not used to fighting things that fly.

So it is that you are upon the creature just as it reaches the base of the rope and still it speaks even as the bear of Olweje tries to drag it down on the pale-stone body: "Why make a deal with one who would treat you as a tool, who would of the Fateless make thrall for its own ends, for its own amusement?" Though its face can show no emotion you can hear the smile in the spirit's voice. "I have no riddles, only answers to give if you would listen to them, perhaps the tide will not sweep you in if you heed me..."

"A task you have been given, a task you have accepted." Words ring out from the very floor at your feet, from the flesh of the Great Worm, if such it is to be called.

"See, see, he's using you, not a true follower of Father Chaos in the least. It's me you should be making deals with."

Even the thought of betrayal chaffs, but you cannot deny that it is a point well made. Why would the Worm give you more than crumbs and maybe whatever is left of Ansefu? This creature though is skilled in battle and strong in the powers of the soul and might be less inclined to pull the wool over your eyes.

And on the other hand... or is it back to the first one, if you were to take the side of the fleeing spirit how are you meant to get out from under the Worm's shell?

What do you reply?

[] Take this new deal, you have no time for riddles and you have sworn no oaths

[] Your word is your bond even when it is not formally made

[] Write in


OOC: This one is a short one because the creatures of chaos are more than capable of initiating negotiations when it suites them.
 
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Even the thought of betrayal chaffs, but you cannot deny that it is a point well made. Why would the Worm give you more than crumbs and maybe whatever is left of Ansefu. This creature though is skilled in battle and strong in the powers of the soul and might be less inclined to pull the wool over your eyes.
Eh, what? It's almost like Roland isn't thinking straight there, the point "might be less inclined to pull the wool over your eyes" does not in any way follow from "This creature though is skilled in battle and strong in the powers of the soul", and the overall point is not well made. Why is the creature more likely to give us something than the Great Worm?

The Great Worm proposed conditions, we accepted, and so far we do not seem to be being double crossed. How is it less trustworthy than this confirmed chaos spawn, if it is "not a true follower of Father Chaos" by the spawn's own words?

Like yeah, it's powerful and might look at all this as a game, as a source of nothing but amusement for itself or maybe furthering of some of its goals, though I'm not sure what would it get from us killing some formless and then passing some test of will, which we might yet refuse to do if it would not be to our liking; we went into this knowing all that.

I rate the chance to get Ansefu in any form better than uncertain chance of getting some answers that may be lies, and the uncertainty is large because we'll have to fight the Great Worm and the Formless are not obligated to follow their words, this chaos beast can tell us anything it wants and do anything it pleases, it does not even fear "death" we can give it.

[X] Your word is your bond even when it is not formally made

Or maybe something like this:

[X] We accepted the task and see no reason not to finish it.
 
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Eh, what? It's almost like Roland isn't thinking straight there, the point "might be less inclined to pull the wool over your eyes" does not in any way follow from "This creature though is skilled in battle and strong in the powers of the soul", and the overall point is not well made. Why is the creature more likely to give us something than the Great Worm?

The idea is that this thing is more of an equal while also knowing stuff, at least enough to make Roland doubt. Whether that is thinking straight or not is up to you guys.

Good night.
 
[X] We accepted the task and see no reason not to finish it.
Yeah, I like this angle better, too. I'm no fan of the Great Worm, whatever the hell it actually ends up being, but it's not like the Formless is any better. They're cruel and capricious, not to mention Chaotic for the sheer joy of it. Better to make a deal with a Fey or a Dragon than with this world's version of the Proteans.

We're not finishing the task because our word is our bond, although it kinda is for the most part, but because the task must be finished now that we started it and to not do so not only does us no good, but would certainly make our situation actively worse.

[X] We accepted the task and see no reason not to finish it.
 
@DragonParadox, regarding this,
then Esha clears her throat and primly proclaims. "Is it not thought ill done among your kind to make a riddle that only you can be the answer for "

Again the laughter comes and then a single word: "Choose."
does Esha has any guesses on the nature of our host she would rate more likely true than not, or was she just fishing for something, anything, with the Worm just laughing in her face?

There are Great Worms in Pathfinder, but it doesn't look like one. Dragons are sometimes called worms, but again, Esha would probably be able to recognize a dragon that up close.

Edit: Did Esha and Inge by chance tried to examined it with Detect Magic / Detect Fiendish Presence before the fight? Does Esha's Planwalker's Insight offer any insights?
 
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@DragonParadox, regarding this,

does Esha has any guesses on the nature of our host she would rate more likely true than not, or was she just finishing for something, anything with the Worm just laughing in her face?

There are Great Worms in Pathfinder, but it doesn't look like one. Dragons are sometimes called worms, but again, Esha would probably be able to recognize a dragon that up close.
I was thinking it might be some sort of Dragon Turtle, but what we've seen of the anatomy so far doesn't seem to fit.
 
I was thinking it might be some sort of Dragon Turtle, but what we've seen of the anatomy so far doesn't seem to fit.

We know it has powers over fog:
you come out on a deck shrouded in thick white fog

It can hear us speaking on the deck of Marcella from quite afar:
No sooner had she spoken the word the stone starts to roll from side to side, bringing the cleft perilously close to the waves as though some unseen hand were threatening to drown it.

It has powers over water:
"The underside is strange..." Swift Pebble sends, "It is smooth as though it had been worn down by silt and silt swirls all around it still, a current that comes from nowhere and goes, just to that rock. Like magic?"

It made a show of being insulted by implied comparison with sharks and general sea creatures, but not with whales:
"Whales," you answer, recalling as you do that it is a trial of great strength among the Anwa to hunt such a beast with just such a weapon as you have found. "Sharks also...." Something shifts underfoot by some unseen current as Wanderer snaps his head back whence you had come, but even as you come near to biting your tongue you say. "And other creatures of the sea besides of which there are many."

It was asked by someone/something:
"Three tasks I was asked to put to you:

It dreams, if it's even significant:
"For the trial of might know that there are parasites that burrow in my flesh and trouble my dreams,

It has jaws and tail (unless it meant it figuratively and not literally):
'behold that we have moved the old worm to snap his jaws and slash its tale.'

It has a blowhole, for blowing water apparently and not the air, as opposed to whales:
The shell sort of curves towards the middle where the blowhole is... and yes that is what that thing you climbed down was, a place where the Great Worm could blow excess water out of though its shell.

And apparently it has less common with us then even Formless:
More kinship have you do me and mine than to the one who summoned you with trickery and baited you with the Stolen King...

So a giant magical whale-like creature that for some reason has a shell of pumice? Though Swift Pebble did not notice anything resembling tail or jaws.

Or a giant magical sea urchin-like creature because of the shell and the blowhole and no tail?

Or maybe something from another plane (or even from further beyond, an Aberration?) if it has less common with us than even the Formless?
 
So a giant magical whale-like creature that for some reason has a shell of pumice? Though Swift Pebble did not notice anything resembling tail or jaws.

Or a giant magical sea urchin-like creature because of the shell and the blowhole and no tail?

Or maybe something from another plane (or even from further beyond, an Aberration?) if it has less common with us than even the Formless?
Maybe something Fey-related, since it can offer us Ansefu?

Like a really tiny version of the Leviathan?
 
Damn. And now I feel sorry for that guy.
Great Worm threatened Ripper and ought us to fight very dangerous Proteans at the threat of violence. Naunet, on the other hand, are the victims of our attack, they did not fight back, and one of them decided to escape.
Alas, I can not see a plausible way to peacful solution. :( Chamging sides will be too dangerous.

[X] Your word is your bond even when it is not formally made
-[X] It's regretfully, but, alas, necessary. At least this Formless will not die permanantly
 
@DragonParadox , I've taken the liberity to slightly adjust Fellowship post.

The Fellowship

Motto: Truth from the Unknown

Leadership:
Triumvirate of Antonio, Roland, and Zaia as joint council

Fleet of the Company
Marcella
Basic Construction: Eastern Mediterranean Galley 121 ft length 21 ft width 130 Metric tons of Cargo

Touched by the Far Realm: The ship has passed though the Realm Between and it has been... changed. It Hungers for life and yet it seems bent on preserving the life of its crew
  • Sails upon the Dreaming Wind: Marcella no longer sails solely with the wind of mortal realms, able to even travel against it at great need, though to linger among its rigging grows more of a strain upon the mind of man
  • Ship's Eye I: All those marked by the ship gain +2 Circumstantial to Reflex Saves while on the ship
64 Sailors not counting the captain
  • 8 Armed with short bows
  • 57 armed with a variety of melee weapons
    • Zuan the Dragonslaying Cook
    • Mad Marco
Weapons
A pair of enchanted crossbows on tripods (+1 to attack and Damage; can be fired with a voice command/free action)
Soldiers of the Company
Names and Feats

Sheets and Equipment

8 Melee Men at Arms (Warrior 3)
Man-at-Arms (Melee)
Alignment: [Varies]
Age: [Varies]
Race: Human
Level: 3
Class: Warrior
Feats: Deft Maneuvers, Pikeman's Training, Weapon Focus (Spear Weapons)
Traits: Threatening Defender
Languages: Anwari, English, French
HP: 19/19
AC: 10 + 6 (Bronze Lamellar) + 2 (Shield) = 18
Initiative: +0
Attack:
  • Spear: +3 (BaB) +1 (STR) +1 (Weapon Focus) = +5 [1d8 + 1, 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: Dagger, Shortsword, Spear, Longspear
Armor proficiency: Light Armor, Medium Armor

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

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

SKILLS:
Perception: 3
Ride: 4 Survival: 3
Man-at-Arms (Melee; Net-Fighters)
Alignment: [Varies]
Age: [Varies]
Race: Human
Level: 3
Class: Warrior
Feats: Deft Maneuvers, Net Adept, Net Maneuvering
Traits: Threatening Defender
Languages: Anwari, English, French
HP: 19/19
AC: 10 + 6 (Bronze Lamellar) + 2 (Shield) = 18
Initiative: +0

Attack:
  • Net: +3 (BaB) [Special]
  • Spear: +3 (BaB) + 1 (STR) = +4 [1d8 +1, 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.
    • You can use a net in melee to Trip or Disarm opponents instead of Entangling them. You gain a +2 bonus on Disarm checks made to use a net in this way (stacks with Deft Maneuvers).
    • If you have an opponent Entangled in your net, you can attempt to Drag or Reposition that opponent as long as he is within your net's reach or you control the trailing rope on your net.
Weapon proficiency: Dagger, Longspear, Net, Shortsword, Spear
Armor proficiency: Light Armor, Medium Armor

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

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

SKILLS:
Perception: 3
Ride: 4
Survival: 3

5 Ranged Men-at-Arms (Warrior 3)
Man-at-Arms (Ranged)
Alignment: [Varies]
Age: [Varies]
Race: Human
Level: 3
Class: Warrior
Feats: Precise Shot, Rapid Shot, Weapon Focus (Bow Weapons)
Traits: Killer
Languages: Anwari, English, French
HP: 16/16
AC: 10 + 4 (Chain Shirt) + 1 (Dex) = 15
Initiative: +1 (DEX)
Attack:
  • Shortsword: +3 (BaB) + 1 (STR) = +4 [1d6 + 1, Critical: 19-20x2; Slashing]
  • Composite Shortbow: +3 (BaB) + 1 (DEX) + 1 (Weapon Focus), Range Increment: 70ft.
    • Normal: +5 [1d6 + 1, Critical: x3; Piercing]
    • Rapid Shot: +3/+3 [1d6 + 1, Critical: x3; Piercing]
  • Special: You deal additional damage equal to your weapon's critical hit modifier when you score a successful critical hit with a weapon; this additional damage is added to the final total, and is not multiplied by the critical hit multiple itself.
Weapon proficiency: Dagger, Shortsword, Longbow, Shortbow

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

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

SKILLS:
Perception: 3
Ride: 4 + 1 (DEX) = 5 Survival: 3

1 Knikut Barbarian (contract expires at 22 of Olweje-eza, 1349)
Name: Wanderer
Alignment: CN
Age: 21
Race: Neanderthal
Level: 2
Class: Barbarian 2 (Invulnerable Rager)
Feats: Extra Rage
Traits: Indomitable Faith
Class Features: Damage Reduction (1/--), Rage (15 rounds/Day), Rage Power (Reckless Abandon)
Languages: Anwari, Wanderer's Knikut dialect
Special: Hardy (+6 HP), Low-Light Vision, Mental Fortitude
HP: 33/33
  • HP w/Rage: 37/37
AC: 10 + 1 (Natural) + 1 (DEX) + 4 (Chain Shirt) = 16
  • AC w/Rage: 10 + 1 (Natural) + 1 (DEX) - 2 (Rage) = 14
    • AC w/Rage & Reckless Abandon: 10 + 1 (Natural) + 1 (DEX) - 3 (Rage) = 13
Movement: 30 feet + 10 feet (Fast Movement) = 40 feet
Initiative: +1 (DEX)
Attack:
  • Northern Fury (+1 Greatclub): +2 (BaB) + 3 (STR) + 1 = +6 [1d10+5, Critical: x2 Bludgeoning]
    • when using Power Attack: +5 [1d10+8]
  • Northern Fury w/Rage: +2 (BaB) + 5 (STR) + 1 = +8 [1d10+8, Critical: x2 Bludgeoning]
    • when using Reckless Abandon: +9 [1d10+8]
    • when using Power Attack: +7 [1d10+11]
      • when using Power Attack & Reckless Abandon: +8 [1d10+11]
  • Cold Iron Spear: +2 (BaB) + 3 (STR) = +5 [1d8+3, Critical: x3 Piercing]
    • when using Power Attack: +4 [1d8+6]
  • Cold Iron Spear w/Rage: +2 (BaB) + 5 (STR) = +7 [1d8+5, Critical: x3 Piercing]
    • when using Reckless Abandon: +8 [1d8+5]
    • when using Power Attack: +6 [1d8+8]
      • when using Power Attack & Reckless Abandon: +7 [1d8+8]
Weapon proficiency: Club, Dagger, Spear, Longspear
Armor proficiency: Light Armor

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

SAVES:
FORTITUDE: 3 + 3 (CON) = 6
REFLEX: 0 + 1 (DEX) = 1
WILL: 0 - 1 (WIS) + 1 (IF) = 0
Special: +2 bonus to Will and Fortitude saving throws while Raging. +2 Racial bonus to saving throws against Illusions and Enchantments.

SKILLS:
Climb: 4 + 3 (STR) = 7
Knowledge (Nature): 5 - 1 (INT) = 4
Perception: 5 - 1 (WIS) = 4
Survival: 4 - 1 (WIS) = 3

Special Abilities:
  • Fast Movement (Ex): When you are not wearing Heavy Armor or carrying a heavy load, your land speed is increased by +10 feet.
  • Rage (Ex): You can enter a Rage or leave that state as a Free Action for up to 15 rounds per day (10 + CON modifier + 2 per level after 1st). Temporary Constitution increases do not affect your daily ability to Rage. When you stop using Rage, you are Fatigued for twice as long as you Raged, and you cannot enter a Rage while Fatigued or Exhausted. If you fall unconscious, your Rage immediately ends. Your ability to Rage is renewed each day after resting for 8 hours, although these hours do not need to be consecutive.
    • Reckless Abandon (Ex): While Raging, you can further reduce your AC by -1 to increase your attack bonus by +1
    • Rage Effects: +4 Morale bonus to Strength and Constitution, +2 Morale bonus to Will saves, and -2 penalty to AC. You cannot use any Charisma-, Dexterity-, or Intelligence-linked skills (except Acrobatics, Intimidate, and Ride), or any ability that requires patience or concentration.
Equipment of Note: Cold Iron Spear, Steel Chain Shirt

Unknown volunteer for Horn of the Werebear

Cor Eso, drummer of Drums of Haste
Associates
Ripper, Young Ocean Lion

9 otter-kin recruits
  • Runs in Rain

Mengin, Kathlin

Mog, Imjarvi Gremlin (contract expires at Day of Rule, 1352)
Finances of the Company
Company Animals
-20 Horses
-2 newborns (female)

Soldier Salaries [Per Payment/Loot]
1% per man at arms
2% for Tom
Total Salary Cost 16%

Ship Costs :
Sailor's Pay: 2040 gp/season
Provisions: 910 gp/season
Upkeep (Marcella): 90 gp/season
Total ship Costs: 3040 gp/season

Total Funds: 21,768 gp
Fame and Infamy
Anwa Islands 4/10: Strangers you are seemingly risen up from the foaming waves of a storms come upon the island, strange is your ship and strange is your manner. Some call you aid unlooked for in a time of need, some birds of ill omen, come to pick over the bones of the True Folk
-Lirman: 6/10: You were welcomed by the king into his hall, yet you have made few freinds among the clans, even those who were once you allies now speaking ill of your deeds. Yet none can deny that you came in timely manner with news of the darkness growing over Korman. It is said you have slain a dragon, and a dragon's head you brought forth for song and saga
-Korman: 3/10: Champions of Olweje, and bearers of His shield you have been named outlaw and kidnapper by the new king of the Island. It would be death for you to show your face in the capital, though perhaps other lords might thing better of you

Orinilu 2/10: One of your leaders is a member of the League of Captains and honored for it.

The White Lands 1/10: Your deeds are great , but they have not yet resounded upon the frozen plains from the horns of the Wyrdoki and the drums of the Danuk
Consumables
Daily Alchemy Progress by Item
Dragon's Blood: x5
Draconic Perfume (Nightshade's Kiss): x0 (Expended against Unke Redman*)
Dose of Dream Dust: x8
Brewed from the musk of a creature long trapped in the dreaming world this concoction allows a mage to greatly enhance the effects of spells of slumber. Add 2d2 HD to the cap creatures affected by a sleep spell. Cost 150 gp/dose.
Notable possessions
Books on Alchemy and Metallurgy (+3 to Craft Alchemy and all Metal Craft skills as long as one is in a position to reference the tomes)*

Masterwork Smithing and Alchemy Tools (+2 to relevant rolls)*

Ipsit Iron Tamer's spellbook*

Cauldron of Living Bronze (Ikomi-blessed Cauldron of Brewing, +5 competence bonus on Craft (alchemy) skill checks)*
A cauldron of brewing looks like a fine cooking pot with four stout legs. The cauldron is capable of heating any liquid placed in it to a precise temperature (anywhere from just above room temperature to hot enough to boil salt water) and maintaining it indefinitely while still remaining only slightly warm to the touch on the outside. A cauldron of brewing provides a +5 competence bonus on Craft (alchemy) skill checks.

Instructions for Dragon Crafting (a book that when consulted allows an alchemist to act as though they possess Dragoncrafting at the cost of taking twice as long as with the feat)*

Drums of Haste
This set of kettle drums is carried on a shoulder strap and played one-handed using a single two-sided mallet. By making a DC 20 Perform (percussion) check, the bearer can grant the effects of a haste spell on up to 5 creatures. The drums can affect up to 25 creatures per day.

Fey Gold

While wearing a Fey Gold nugget around the neck, the wearer gains fire resistance 1 and a +1 resistance bonus on Will saving throws.

Northern Fury
Northern Fury
Description: This heavy oaken club, roughly carved, is not quite sentient, but still seems drawn to violence, dragging its wielder into battle with it if it can.

Powers:
  1. +1 Greatclub
  2. The wielder takes a -2 penalty on Will saves against any spells or effects that incite rage, compel hostility or otherwise contribute to starting a fight.
  3. With the first hit made in a combat the club casts Deadly Juggernaut as a free action, but also requires the wielder to make a DC 14 Will save to retreat from melee-range of any opponent still standing. The spell can only be activated once per day.

Horn of the Werebear
Description: A horn in form but not of horn wrought, rather it seems to have been carved from a single piece of ivory by most skillful and loving craft. Carved all about its length with scenes of war that feature men and bears as well as the obviously quite painful transformation between them.

Power: A sacred relic of Olweje, when this horn is blown it can temporarily transform a warrior into large, armored monstrosity of a bear, a Zentragt. The warrior must accept the transformation willingly and after the battle for which he was transformed sacrifice the arms and armor of all foes he has slain to Olweje (by eating them in his bear-form), or else the warrior remains a Zentragt and is driven battle-mad to attack his former comrades.

The transformation takes a full round and lasts for an hour, the target of the transformation must be within 10 feet of the hornblower.

Okunrin Okomo's Hollow Drums (might be used for enchantment)*

Broken Wyrd Lantern (might serve as the base for future enchantments)*

Shadow's various potions and poisons*
Shadow's dragon tablets*

Gold Sheet*

Hedon's skull*

Dragon's corpse (Large; used x2 grip skin, x5 blood, x1 musk)

Red Lion's head*

Ulk's head

Shadow's head
Armory
Armor
8 Steel Chain Shirts
6 Norman Heavy Shields
Destroyed Banded Mail (need Make Whole to repair)

Weapons
10 Steel shortswords
1 Masterwork Drow Razor
10 Spears
4 Cold Iron spears
100 Cold Iron arrows
8 Shortbows
2 Composite Shortbows
Changelog:
1) Added Zuan the Dragonslaying Cook and Mad Marco to saylors ("Fleet of the Company" tab)
2) To the tab "Soldiers of the Company" added Unknown volunteer for Horn of the Werebear and Cor Eso, drummer of Drums of Haste
3) Added that Wanderer's contract expires at 22 of Olweje-eza, 1349
4) Added @Goldfish adjustments of Wanderer's damage with two-handed Northern Fury.
5) Added tab "Passengers" (maybe it is excessive, but I could not find other way. They are not soldiers. Feel free to remake this section). Added Ripper, Mengin and Mog to passengers.
6) Moved otter-kin from soldiers to passengers (they are not soldiers yet, after all), reduced their number to 9 (because Swift Pebble is already accounted as companion), added Runs in Rain.
7) Added Ipsit Iron Tamer's spellbook to the tab "Notable possessions" with link to the still unknown spells.
8) Added Shadow's head to the tab "Notable possessions" (we've taken it, right?)
9) Added destroyed Banded Mail to the tab "Armory"
10) Added "Dose of Dream Dust: x8" to consumables. Thank you, @myrix , I knew I've forgotten something!

Three questions.
1) Season ended, but I've not seen write-off of ship cost in the text.
2) Could you please use @Goldfish update of character sheet? It includes very important Roland's AC.
3) Are our funds correct? Fellowship page was updated at 12 June and thus does not include 650 from troll. But does it accounted Mengin cost?
 
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@DragonParadox , I've taken the liberity to slightly adjust Fellowship post.

The Fellowship

Motto: Truth from the Unknown

Leadership:
Triumvirate of Antonio, Roland, and Zaia as joint council

Fleet of the Company
Marcella
Basic Construction: Eastern Mediterranean Galley 121 ft length 21 ft width 130 Metric tons of Cargo

Touched by the Far Realm: The ship has passed though the Realm Between and it has been... changed. It Hungers for life and yet it seems bent on preserving the life of its crew
  • Sails upon the Dreaming Wind: Marcella no longer sails solely with the wind of mortal realms, able to even travel against it at great need, though to linger among its rigging grows more of a strain upon the mind of man
  • Ship's Eye I: All those marked by the ship gain +2 Circumstantial to Reflex Saves while on the ship
64 Sailors not counting the captain
  • 8 Armed with short bows
  • 57 armed with a variety of melee weapons
    • Zuan the Dragonslaying Cook
    • Mad Marco
Weapons
A pair of enchanted crossbows on tripods (+1 to attack and Damage; can be fired with a voice command/free action)
Soldiers of the Company
Names and Feats

Sheets and Equipment

8 Melee Men at Arms (Warrior 3)
Man-at-Arms (Melee)
Alignment: [Varies]
Age: [Varies]
Race: Human
Level: 3
Class: Warrior
Feats: Deft Maneuvers, Pikeman's Training, Weapon Focus (Spear Weapons)
Traits: Threatening Defender
Languages: Anwari, English, French
HP: 19/19
AC: 10 + 6 (Bronze Lamellar) + 2 (Shield) = 18
Initiative: +0
Attack:
  • Spear: +3 (BaB) +1 (STR) +1 (Weapon Focus) = +5 [1d8 + 1, 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: Dagger, Shortsword, Spear, Longspear
Armor proficiency: Light Armor, Medium Armor

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

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

SKILLS:
Perception: 3
Ride: 4 Survival: 3
Man-at-Arms (Melee; Net-Fighters)
Alignment: [Varies]
Age: [Varies]
Race: Human
Level: 3
Class: Warrior
Feats: Deft Maneuvers, Net Adept, Net Maneuvering
Traits: Threatening Defender
Languages: Anwari, English, French
HP: 19/19
AC: 10 + 6 (Bronze Lamellar) + 2 (Shield) = 18
Initiative: +0

Attack:
  • Net: +3 (BaB) [Special]
  • Spear: +3 (BaB) + 1 (STR) = +4 [1d8 +1, 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.
    • You can use a net in melee to Trip or Disarm opponents instead of Entangling them. You gain a +2 bonus on Disarm checks made to use a net in this way (stacks with Deft Maneuvers).
    • If you have an opponent Entangled in your net, you can attempt to Drag or Reposition that opponent as long as he is within your net's reach or you control the trailing rope on your net.
Weapon proficiency: Dagger, Longspear, Net, Shortsword, Spear
Armor proficiency: Light Armor, Medium Armor

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

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

SKILLS:
Perception: 3
Ride: 4
Survival: 3

5 Ranged Men-at-Arms (Warrior 3)
Man-at-Arms (Ranged)
Alignment: [Varies]
Age: [Varies]
Race: Human
Level: 3
Class: Warrior
Feats: Precise Shot, Rapid Shot, Weapon Focus (Bow Weapons)
Traits: Killer
Languages: Anwari, English, French
HP: 16/16
AC: 10 + 4 (Chain Shirt) + 1 (Dex) = 15
Initiative: +1 (DEX)
Attack:
  • Shortsword: +3 (BaB) + 1 (STR) = +4 [1d6 + 1, Critical: 19-20x2; Slashing]
  • Composite Shortbow: +3 (BaB) + 1 (DEX) + 1 (Weapon Focus), Range Increment: 70ft.
    • Normal: +5 [1d6 + 1, Critical: x3; Piercing]
    • Rapid Shot: +3/+3 [1d6 + 1, Critical: x3; Piercing]
  • Special: You deal additional damage equal to your weapon's critical hit modifier when you score a successful critical hit with a weapon; this additional damage is added to the final total, and is not multiplied by the critical hit multiple itself.
Weapon proficiency: Dagger, Shortsword, Longbow, Shortbow

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

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

SKILLS:
Perception: 3
Ride: 4 + 1 (DEX) = 5 Survival: 3

1 Knikut Barbarian (contract expires at 22 of Olweje-eza, 1349)
Name: Wanderer
Alignment: CN
Age: 21
Race: Neanderthal
Level: 2
Class: Barbarian 2 (Invulnerable Rager)
Feats: Extra Rage
Traits: Indomitable Faith
Class Features: Damage Reduction (1/--), Rage (15 rounds/Day), Rage Power (Reckless Abandon)
Languages: Anwari, Wanderer's Knikut dialect
Special: Hardy (+6 HP), Low-Light Vision, Mental Fortitude
HP: 33/33
  • HP w/Rage: 37/37
AC: 10 + 1 (Natural) + 1 (DEX) + 4 (Chain Shirt) = 16
  • AC w/Rage: 10 + 1 (Natural) + 1 (DEX) - 2 (Rage) = 14
    • AC w/Rage & Reckless Abandon: 10 + 1 (Natural) + 1 (DEX) - 3 (Rage) = 13
Movement: 30 feet + 10 feet (Fast Movement) = 40 feet
Initiative: +1 (DEX)
Attack:
  • Northern Fury (+1 Greatclub): +2 (BaB) + 3 (STR) + 1 = +6 [1d10+5, Critical: x2 Bludgeoning]
    • when using Power Attack: +5 [1d10+8]
  • Northern Fury w/Rage: +2 (BaB) + 5 (STR) + 1 = +8 [1d10+8, Critical: x2 Bludgeoning]
    • when using Reckless Abandon: +9 [1d10+8]
    • when using Power Attack: +7 [1d10+11]
      • when using Power Attack & Reckless Abandon: +8 [1d10+11]
  • Cold Iron Spear: +2 (BaB) + 3 (STR) = +5 [1d8+3, Critical: x3 Piercing]
    • when using Power Attack: +4 [1d8+6]
  • Cold Iron Spear w/Rage: +2 (BaB) + 5 (STR) = +7 [1d8+5, Critical: x3 Piercing]
    • when using Reckless Abandon: +8 [1d8+5]
    • when using Power Attack: +6 [1d8+8]
      • when using Power Attack & Reckless Abandon: +7 [1d8+8]
Weapon proficiency: Club, Dagger, Spear, Longspear
Armor proficiency: Light Armor

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

SAVES:
FORTITUDE: 3 + 3 (CON) = 6
REFLEX: 0 + 1 (DEX) = 1
WILL: 0 - 1 (WIS) + 1 (IF) = 0
Special: +2 bonus to Will and Fortitude saving throws while Raging. +2 Racial bonus to saving throws against Illusions and Enchantments.

SKILLS:
Climb: 4 + 3 (STR) = 7
Knowledge (Nature): 5 - 1 (INT) = 4
Perception: 5 - 1 (WIS) = 4
Survival: 4 - 1 (WIS) = 3

Special Abilities:
  • Fast Movement (Ex): When you are not wearing Heavy Armor or carrying a heavy load, your land speed is increased by +10 feet.
  • Rage (Ex): You can enter a Rage or leave that state as a Free Action for up to 15 rounds per day (10 + CON modifier + 2 per level after 1st). Temporary Constitution increases do not affect your daily ability to Rage. When you stop using Rage, you are Fatigued for twice as long as you Raged, and you cannot enter a Rage while Fatigued or Exhausted. If you fall unconscious, your Rage immediately ends. Your ability to Rage is renewed each day after resting for 8 hours, although these hours do not need to be consecutive.
    • Reckless Abandon (Ex): While Raging, you can further reduce your AC by -1 to increase your attack bonus by +1
    • Rage Effects: +4 Morale bonus to Strength and Constitution, +2 Morale bonus to Will saves, and -2 penalty to AC. You cannot use any Charisma-, Dexterity-, or Intelligence-linked skills (except Acrobatics, Intimidate, and Ride), or any ability that requires patience or concentration.
Equipment of Note: Cold Iron Spear, Steel Chain Shirt

Unknown volunteer for Horn of the Werebear

Cor Eso, drummer of Drums of Haste
Passengers
Ripper, Young Ocean Lion

9 otter-kin recruits
  • Runs in Rain

Mengin, Kathlin

Mog, Imjarvi Gremlin (contract expires at Day of Rule, 1352)
Finances of the Company
Company Animals
-20 Horses
-2 newborns (female)

Soldier Salaries [Per Payment/Loot]
1% per man at arms
2% for Tom
Total Salary Cost 16%

Ship Costs :
Sailor's Pay: 2040 gp/season
Provisions: 910 gp/season
Upkeep (Marcella): 90 gp/season
Total ship Costs: 3040 gp/season

Total Funds: 21,768 gp
Fame and Infamy
Anwa Islands 4/10: Strangers you are seemingly risen up from the foaming waves of a storms come upon the island, strange is your ship and strange is your manner. Some call you aid unlooked for in a time of need, some birds of ill omen, come to pick over the bones of the True Folk
-Lirman: 6/10: You were welcomed by the king into his hall, yet you have made few freinds among the clans, even those who were once you allies now speaking ill of your deeds. Yet none can deny that you came in timely manner with news of the darkness growing over Korman. It is said you have slain a dragon, and a dragon's head you brought forth for song and saga
-Korman: 3/10: Champions of Olweje, and bearers of His shield you have been named outlaw and kidnapper by the new king of the Island. It would be death for you to show your face in the capital, though perhaps other lords might thing better of you

Orinilu 2/10: One of your leaders is a member of the League of Captains and honored for it.

The White Lands 1/10: Your deeds are great , but they have not yet resounded upon the frozen plains from the horns of the Wyrdoki and the drums of the Danuk
Consumables
Daily Alchemy Progress by Item
Dragon's Blood: x5
Draconic Perfume (Nightshade's Kiss): x0 (Expended against Unke Redman*)
Brewed from the musk of a creature long trapped in the dreaming world this concoction allows a mage to greatly enhance the effects of spells of slumber. Add 2d2 HD to the cap creatures affected by a sleep spell. Cost 150 gp/dose.
Notable possessions
Books on Alchemy and Metallurgy (+3 to Craft Alchemy and all Metal Craft skills as long as one is in a position to reference the tomes)*

Masterwork Smithing and Alchemy Tools (+2 to relevant rolls)*

Ipsit Iron Tamer's spellbook*

Cauldron of Living Bronze (Ikomi-blessed Cauldron of Brewing, +5 competence bonus on Craft (alchemy) skill checks)*
A cauldron of brewing looks like a fine cooking pot with four stout legs. The cauldron is capable of heating any liquid placed in it to a precise temperature (anywhere from just above room temperature to hot enough to boil salt water) and maintaining it indefinitely while still remaining only slightly warm to the touch on the outside. A cauldron of brewing provides a +5 competence bonus on Craft (alchemy) skill checks.

Instructions for Dragon Crafting (a book that when consulted allows an alchemist to act as though they possess Dragoncrafting at the cost of taking twice as long as with the feat)*

Drums of Haste
This set of kettle drums is carried on a shoulder strap and played one-handed using a single two-sided mallet. By making a DC 20 Perform (percussion) check, the bearer can grant the effects of a haste spell on up to 5 creatures. The drums can affect up to 25 creatures per day.

Fey Gold

While wearing a Fey Gold nugget around the neck, the wearer gains fire resistance 1 and a +1 resistance bonus on Will saving throws.

Northern Fury
Northern Fury
Description: This heavy oaken club, roughly carved, is not quite sentient, but still seems drawn to violence, dragging its wielder into battle with it if it can.

Powers:
  1. +1 Greatclub
  2. The wielder takes a -2 penalty on Will saves against any spells or effects that incite rage, compel hostility or otherwise contribute to starting a fight.
  3. With the first hit made in a combat the club casts Deadly Juggernaut as a free action, but also requires the wielder to make a DC 14 Will save to retreat from melee-range of any opponent still standing. The spell can only be activated once per day.

Horn of the Werebear
Description: A horn in form but not of horn wrought, rather it seems to have been carved from a single piece of ivory by most skillful and loving craft. Carved all about its length with scenes of war that feature men and bears as well as the obviously quite painful transformation between them.

Power: A sacred relic of Olweje, when this horn is blown it can temporarily transform a warrior into large, armored monstrosity of a bear, a Zentragt. The warrior must accept the transformation willingly and after the battle for which he was transformed sacrifice the arms and armor of all foes he has slain to Olweje (by eating them in his bear-form), or else the warrior remains a Zentragt and is driven battle-mad to attack his former comrades.

The transformation takes a full round and lasts for an hour, the target of the transformation must be within 10 feet of the hornblower.

Okunrin Okomo's Hollow Drums (might be used for enchantment)*

Broken Wyrd Lantern (might serve as the base for future enchantments)*

Shadow's various potions and poisons*
Shadow's dragon tablets*

Gold Sheet*

Hedon's skull*

Dragon's corpse (Large; used x2 grip skin, x5 blood, x1 musk)

Red Lion's head*

Ulk's head

Shadow's head
Armory
Armor
8 Steel Chain Shirts
6 Norman Heavy Shields
Destroyed Banded Mail (need Make Whole to repair)

Weapons
10 Steel shortswords
1 Masterwork Drow Razor
10 Spears
4 Cold Iron spears
100 Cold Iron arrows
8 Shortbows
2 Composite Shortbows
Changelog:
1) Added Zuan the Dragonslaying Cook and Mad Marco to saylors ("Fleet of the Company" tab)
2) To the tab "Soldiers of the Company" added Unknown volunteer for Horn of the Werebear and Cor Eso, drummer of Drums of Haste
3) Added that Wanderer's contract expires at 22 of Olweje-eza, 1349
4) Added @Goldfish adjustments of Wanderer's damage with two-handed Northern Fury.
5) Added tab "Passengers" (maybe it is excessive, but I could not find other way. They are not soldiers. Feel free to remake this section). Added Ripper, Mengin and Mog to passengers.
6) Moved otter-kin from soldiers to passengers (they are not soldiers yet, after all), reduced their number to 9 (because Swift Pebble is already accounted as companion), added Runs in Rain.
7) Added Ipsit Iron Tamer's spellbook to the tab "Notable possessions" with link to the still unknown spells.
8) Added Shadow's head to the tab "Notable possessions" (we've taken it, right?)
9) Added destroyed Banded Mail to the tab "Armory"

Two questions.
1) Season ended, but I've not seen write-off of ship cost in the text.
2) Could you please use @Goldfish update of character sheet? It includes very important Roland's AC.
Very nice, dude. Thanks for bringing all of that together.
 
@DragonParadox , I've taken the liberity to slightly adjust Fellowship post.

The Fellowship

Motto: Truth from the Unknown

Leadership:
Triumvirate of Antonio, Roland, and Zaia as joint council

Fleet of the Company
Marcella
Basic Construction: Eastern Mediterranean Galley 121 ft length 21 ft width 130 Metric tons of Cargo

Touched by the Far Realm: The ship has passed though the Realm Between and it has been... changed. It Hungers for life and yet it seems bent on preserving the life of its crew
  • Sails upon the Dreaming Wind: Marcella no longer sails solely with the wind of mortal realms, able to even travel against it at great need, though to linger among its rigging grows more of a strain upon the mind of man
  • Ship's Eye I: All those marked by the ship gain +2 Circumstantial to Reflex Saves while on the ship
64 Sailors not counting the captain
  • 8 Armed with short bows
  • 57 armed with a variety of melee weapons
    • Zuan the Dragonslaying Cook
    • Mad Marco
Weapons
A pair of enchanted crossbows on tripods (+1 to attack and Damage; can be fired with a voice command/free action)
Soldiers of the Company
Names and Feats

Sheets and Equipment

8 Melee Men at Arms (Warrior 3)
Man-at-Arms (Melee)
Alignment: [Varies]
Age: [Varies]
Race: Human
Level: 3
Class: Warrior
Feats: Deft Maneuvers, Pikeman's Training, Weapon Focus (Spear Weapons)
Traits: Threatening Defender
Languages: Anwari, English, French
HP: 19/19
AC: 10 + 6 (Bronze Lamellar) + 2 (Shield) = 18
Initiative: +0
Attack:
  • Spear: +3 (BaB) +1 (STR) +1 (Weapon Focus) = +5 [1d8 + 1, 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: Dagger, Shortsword, Spear, Longspear
Armor proficiency: Light Armor, Medium Armor

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

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

SKILLS:
Perception: 3
Ride: 4 Survival: 3
Man-at-Arms (Melee; Net-Fighters)
Alignment: [Varies]
Age: [Varies]
Race: Human
Level: 3
Class: Warrior
Feats: Deft Maneuvers, Net Adept, Net Maneuvering
Traits: Threatening Defender
Languages: Anwari, English, French
HP: 19/19
AC: 10 + 6 (Bronze Lamellar) + 2 (Shield) = 18
Initiative: +0

Attack:
  • Net: +3 (BaB) [Special]
  • Spear: +3 (BaB) + 1 (STR) = +4 [1d8 +1, 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.
    • You can use a net in melee to Trip or Disarm opponents instead of Entangling them. You gain a +2 bonus on Disarm checks made to use a net in this way (stacks with Deft Maneuvers).
    • If you have an opponent Entangled in your net, you can attempt to Drag or Reposition that opponent as long as he is within your net's reach or you control the trailing rope on your net.
Weapon proficiency: Dagger, Longspear, Net, Shortsword, Spear
Armor proficiency: Light Armor, Medium Armor

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

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

SKILLS:
Perception: 3
Ride: 4
Survival: 3

5 Ranged Men-at-Arms (Warrior 3)
Man-at-Arms (Ranged)
Alignment: [Varies]
Age: [Varies]
Race: Human
Level: 3
Class: Warrior
Feats: Precise Shot, Rapid Shot, Weapon Focus (Bow Weapons)
Traits: Killer
Languages: Anwari, English, French
HP: 16/16
AC: 10 + 4 (Chain Shirt) + 1 (Dex) = 15
Initiative: +1 (DEX)
Attack:
  • Shortsword: +3 (BaB) + 1 (STR) = +4 [1d6 + 1, Critical: 19-20x2; Slashing]
  • Composite Shortbow: +3 (BaB) + 1 (DEX) + 1 (Weapon Focus), Range Increment: 70ft.
    • Normal: +5 [1d6 + 1, Critical: x3; Piercing]
    • Rapid Shot: +3/+3 [1d6 + 1, Critical: x3; Piercing]
  • Special: You deal additional damage equal to your weapon's critical hit modifier when you score a successful critical hit with a weapon; this additional damage is added to the final total, and is not multiplied by the critical hit multiple itself.
Weapon proficiency: Dagger, Shortsword, Longbow, Shortbow

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

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

SKILLS:
Perception: 3
Ride: 4 + 1 (DEX) = 5 Survival: 3

1 Knikut Barbarian (contract expires at 22 of Olweje-eza, 1349)
Name: Wanderer
Alignment: CN
Age: 21
Race: Neanderthal
Level: 2
Class: Barbarian 2 (Invulnerable Rager)
Feats: Extra Rage
Traits: Indomitable Faith
Class Features: Damage Reduction (1/--), Rage (15 rounds/Day), Rage Power (Reckless Abandon)
Languages: Anwari, Wanderer's Knikut dialect
Special: Hardy (+6 HP), Low-Light Vision, Mental Fortitude
HP: 33/33
  • HP w/Rage: 37/37
AC: 10 + 1 (Natural) + 1 (DEX) + 4 (Chain Shirt) = 16
  • AC w/Rage: 10 + 1 (Natural) + 1 (DEX) - 2 (Rage) = 14
    • AC w/Rage & Reckless Abandon: 10 + 1 (Natural) + 1 (DEX) - 3 (Rage) = 13
Movement: 30 feet + 10 feet (Fast Movement) = 40 feet
Initiative: +1 (DEX)
Attack:
  • Northern Fury (+1 Greatclub): +2 (BaB) + 3 (STR) + 1 = +6 [1d10+5, Critical: x2 Bludgeoning]
    • when using Power Attack: +5 [1d10+8]
  • Northern Fury w/Rage: +2 (BaB) + 5 (STR) + 1 = +8 [1d10+8, Critical: x2 Bludgeoning]
    • when using Reckless Abandon: +9 [1d10+8]
    • when using Power Attack: +7 [1d10+11]
      • when using Power Attack & Reckless Abandon: +8 [1d10+11]
  • Cold Iron Spear: +2 (BaB) + 3 (STR) = +5 [1d8+3, Critical: x3 Piercing]
    • when using Power Attack: +4 [1d8+6]
  • Cold Iron Spear w/Rage: +2 (BaB) + 5 (STR) = +7 [1d8+5, Critical: x3 Piercing]
    • when using Reckless Abandon: +8 [1d8+5]
    • when using Power Attack: +6 [1d8+8]
      • when using Power Attack & Reckless Abandon: +7 [1d8+8]
Weapon proficiency: Club, Dagger, Spear, Longspear
Armor proficiency: Light Armor

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

SAVES:
FORTITUDE: 3 + 3 (CON) = 6
REFLEX: 0 + 1 (DEX) = 1
WILL: 0 - 1 (WIS) + 1 (IF) = 0
Special: +2 bonus to Will and Fortitude saving throws while Raging. +2 Racial bonus to saving throws against Illusions and Enchantments.

SKILLS:
Climb: 4 + 3 (STR) = 7
Knowledge (Nature): 5 - 1 (INT) = 4
Perception: 5 - 1 (WIS) = 4
Survival: 4 - 1 (WIS) = 3

Special Abilities:
  • Fast Movement (Ex): When you are not wearing Heavy Armor or carrying a heavy load, your land speed is increased by +10 feet.
  • Rage (Ex): You can enter a Rage or leave that state as a Free Action for up to 15 rounds per day (10 + CON modifier + 2 per level after 1st). Temporary Constitution increases do not affect your daily ability to Rage. When you stop using Rage, you are Fatigued for twice as long as you Raged, and you cannot enter a Rage while Fatigued or Exhausted. If you fall unconscious, your Rage immediately ends. Your ability to Rage is renewed each day after resting for 8 hours, although these hours do not need to be consecutive.
    • Reckless Abandon (Ex): While Raging, you can further reduce your AC by -1 to increase your attack bonus by +1
    • Rage Effects: +4 Morale bonus to Strength and Constitution, +2 Morale bonus to Will saves, and -2 penalty to AC. You cannot use any Charisma-, Dexterity-, or Intelligence-linked skills (except Acrobatics, Intimidate, and Ride), or any ability that requires patience or concentration.
Equipment of Note: Cold Iron Spear, Steel Chain Shirt

Unknown volunteer for Horn of the Werebear

Cor Eso, drummer of Drums of Haste
Passengers
Ripper, Young Ocean Lion

9 otter-kin recruits
  • Runs in Rain

Mengin, Kathlin

Mog, Imjarvi Gremlin (contract expires at Day of Rule, 1352)
Finances of the Company
Company Animals
-20 Horses
-2 newborns (female)

Soldier Salaries [Per Payment/Loot]
1% per man at arms
2% for Tom
Total Salary Cost 16%

Ship Costs :
Sailor's Pay: 2040 gp/season
Provisions: 910 gp/season
Upkeep (Marcella): 90 gp/season
Total ship Costs: 3040 gp/season

Total Funds: 21,768 gp
Fame and Infamy
Anwa Islands 4/10: Strangers you are seemingly risen up from the foaming waves of a storms come upon the island, strange is your ship and strange is your manner. Some call you aid unlooked for in a time of need, some birds of ill omen, come to pick over the bones of the True Folk
-Lirman: 6/10: You were welcomed by the king into his hall, yet you have made few freinds among the clans, even those who were once you allies now speaking ill of your deeds. Yet none can deny that you came in timely manner with news of the darkness growing over Korman. It is said you have slain a dragon, and a dragon's head you brought forth for song and saga
-Korman: 3/10: Champions of Olweje, and bearers of His shield you have been named outlaw and kidnapper by the new king of the Island. It would be death for you to show your face in the capital, though perhaps other lords might thing better of you

Orinilu 2/10: One of your leaders is a member of the League of Captains and honored for it.

The White Lands 1/10: Your deeds are great , but they have not yet resounded upon the frozen plains from the horns of the Wyrdoki and the drums of the Danuk
Consumables
Daily Alchemy Progress by Item
Dragon's Blood: x5
Draconic Perfume (Nightshade's Kiss): x0 (Expended against Unke Redman*)
Brewed from the musk of a creature long trapped in the dreaming world this concoction allows a mage to greatly enhance the effects of spells of slumber. Add 2d2 HD to the cap creatures affected by a sleep spell. Cost 150 gp/dose.
Notable possessions
Books on Alchemy and Metallurgy (+3 to Craft Alchemy and all Metal Craft skills as long as one is in a position to reference the tomes)*

Masterwork Smithing and Alchemy Tools (+2 to relevant rolls)*

Ipsit Iron Tamer's spellbook*

Cauldron of Living Bronze (Ikomi-blessed Cauldron of Brewing, +5 competence bonus on Craft (alchemy) skill checks)*
A cauldron of brewing looks like a fine cooking pot with four stout legs. The cauldron is capable of heating any liquid placed in it to a precise temperature (anywhere from just above room temperature to hot enough to boil salt water) and maintaining it indefinitely while still remaining only slightly warm to the touch on the outside. A cauldron of brewing provides a +5 competence bonus on Craft (alchemy) skill checks.

Instructions for Dragon Crafting (a book that when consulted allows an alchemist to act as though they possess Dragoncrafting at the cost of taking twice as long as with the feat)*

Drums of Haste
This set of kettle drums is carried on a shoulder strap and played one-handed using a single two-sided mallet. By making a DC 20 Perform (percussion) check, the bearer can grant the effects of a haste spell on up to 5 creatures. The drums can affect up to 25 creatures per day.

Fey Gold

While wearing a Fey Gold nugget around the neck, the wearer gains fire resistance 1 and a +1 resistance bonus on Will saving throws.

Northern Fury
Northern Fury
Description: This heavy oaken club, roughly carved, is not quite sentient, but still seems drawn to violence, dragging its wielder into battle with it if it can.

Powers:
  1. +1 Greatclub
  2. The wielder takes a -2 penalty on Will saves against any spells or effects that incite rage, compel hostility or otherwise contribute to starting a fight.
  3. With the first hit made in a combat the club casts Deadly Juggernaut as a free action, but also requires the wielder to make a DC 14 Will save to retreat from melee-range of any opponent still standing. The spell can only be activated once per day.

Horn of the Werebear
Description: A horn in form but not of horn wrought, rather it seems to have been carved from a single piece of ivory by most skillful and loving craft. Carved all about its length with scenes of war that feature men and bears as well as the obviously quite painful transformation between them.

Power: A sacred relic of Olweje, when this horn is blown it can temporarily transform a warrior into large, armored monstrosity of a bear, a Zentragt. The warrior must accept the transformation willingly and after the battle for which he was transformed sacrifice the arms and armor of all foes he has slain to Olweje (by eating them in his bear-form), or else the warrior remains a Zentragt and is driven battle-mad to attack his former comrades.

The transformation takes a full round and lasts for an hour, the target of the transformation must be within 10 feet of the hornblower.

Okunrin Okomo's Hollow Drums (might be used for enchantment)*

Broken Wyrd Lantern (might serve as the base for future enchantments)*

Shadow's various potions and poisons*
Shadow's dragon tablets*

Gold Sheet*

Hedon's skull*

Dragon's corpse (Large; used x2 grip skin, x5 blood, x1 musk)

Red Lion's head*

Ulk's head

Shadow's head
Armory
Armor
8 Steel Chain Shirts
6 Norman Heavy Shields
Destroyed Banded Mail (need Make Whole to repair)

Weapons
10 Steel shortswords
1 Masterwork Drow Razor
10 Spears
4 Cold Iron spears
100 Cold Iron arrows
8 Shortbows
2 Composite Shortbows
Changelog:
1) Added Zuan the Dragonslaying Cook and Mad Marco to saylors ("Fleet of the Company" tab)
2) To the tab "Soldiers of the Company" added Unknown volunteer for Horn of the Werebear and Cor Eso, drummer of Drums of Haste
3) Added that Wanderer's contract expires at 22 of Olweje-eza, 1349
4) Added @Goldfish adjustments of Wanderer's damage with two-handed Northern Fury.
5) Added tab "Passengers" (maybe it is excessive, but I could not find other way. They are not soldiers. Feel free to remake this section). Added Ripper, Mengin and Mog to passengers.
6) Moved otter-kin from soldiers to passengers (they are not soldiers yet, after all), reduced their number to 9 (because Swift Pebble is already accounted as companion), added Runs in Rain.
7) Added Ipsit Iron Tamer's spellbook to the tab "Notable possessions" with link to the still unknown spells.
8) Added Shadow's head to the tab "Notable possessions" (we've taken it, right?)
9) Added destroyed Banded Mail to the tab "Armory"

Two questions.
1) Season ended, but I've not seen write-off of ship cost in the text.
2) Could you please use @Goldfish update of character sheet? It includes very important Roland's AC.
Perhaps change "Passengers" to "Associates"?

Also add "8 Doses of Dream Dust" to Consumables?

And adjust company's gold by - 1300 + 650 gp we paid for Megin's bond and got from gems from Mynid?

I'm not so sure on the Horm of the Werebear volunteer, was it the same person every time? @DragonParadox, if this is indeed the same person, how are they feeling about being permanently recruited to be a full-time designated Zentragt soldier?
 
Thanks for the updates to the sheets @Arhin, I put in the money changes as well.

Perhaps change "Passengers" to "Associates"?

Also add "8 Doses of Dream Dust" to Consumables?

And adjust company's gold by - 1300 + 650 gp we paid for Megin's bond and got from gems from Mynid?

I'm not so sure on the Horm of the Werebear volunteer, was it the same person every time? @DragonParadox, if this is indeed the same person, how are they feeling about being permanently recruited to be a full-time designated Zentragt soldier?

It is not the same person, just one of the Anwari sailors with enough experience in battle to be able to use it.
 
3) Are our funds correct? Fellowship page was updated at 12 June and thus does not include 650 from troll. But does it accounted Mengin cost?
It was updated from my changes,
Also, State of the Company with Shadow's various potions and poisons and dragon tablets added to Notable possessions, and Masterwork Drow Razor added to the Armory:
and I did not include -1300gp for Megin at the time, so if DP did not edit it in then, it was not accounted for. That's why I mentioned it as a possible edit in my previous post.

And @DragonParadox, while you are here, is there anything you can say on my previous question? Regarding this,
then Esha clears her throat and primly proclaims. "Is it not thought ill done among your kind to make a riddle that only you can be the answer for "

Again the laughter comes and then a single word: "Choose."
does Esha has any guesses on the nature of our host she would rate more likely true than not, or was she just fishing for something, anything, with the Worm just laughing in her face?

There are Great Worms in Pathfinder, but it doesn't look like one. Dragons are sometimes called worms, but again, Esha would probably be able to recognize a dragon that up close.

And did Esha and Inge by chance tried to examine it with Detect Magic / Detect Fiendish Presence? Does Esha's Planwalker's Insight offer any insights?
 
Also add "8 Doses of Dream Dust" to Consumables?

And adjust company's gold by - 1300 + 650 gp we paid for Megin's bond and got from gems from Mynid?
I knew I forgot something! :D
Added.
As far as I can see, @DragonParadox already accounted 1300 for Mengin (Fellowship page was updated at 12 June, and my saved copy from 11 June (edited at 20 April, before Mengin deal) says 21,768 gp... mmm, something strange here.
 
It was updated from my changes,

and I did not include -1300gp for Megin at the time, so if DP did not edit it in then, it was not accounted for. That's why I mentioned it as a possible edit in my previous post.

And @DragonParadox, while you are here, is there anything you can say on my previous question? Regarding this,

does Esha has any guesses on the nature of our host she would rate more likely true than not, or was she just fishing for something, anything, with the Worm just laughing in her face?

There are Great Worms in Pathfinder, but it doesn't look like one. Dragons are sometimes called worms, but again, Esha would probably be able to recognize a dragon that up close.

And did Esha and Inge by chance tried to examine it with Detect Magic / Detect Fiendish Presence? Does Esha's Planwalker's Insight offer any insights?

Esha thinks the being has to be something very old and powerful to have faceless living in its flesh and off its blood for a long time. The fact that it came with the fog and that it was able to find you would indicate that it maybe does not belong wholly to this world.
 
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