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

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Arc 15 Post 9: Seekers Honest and Shrewd
Seekers Honest and Shrewd

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

On the balance of things you would rather not meddle with Lina's ambitions. Honors make knights and great lords and that is as true for men as it is for women you do not doubt. So should you then take these very folk on a long and perilous journey from which they will return seasons hence, if at all, then you would be removing a piece from the hand of the woman you had been fighting alongside not a few days past. Sometimes not falling on your face is as simple as knowing where the rutted road is and avoiding it.

For his part Ansefu sighs, not pleased, but not displeased either. He had gambled that you would find him a solution to yet another problem and he had found it not. You take your leave and return to the glare of too-bright summer, looking for warriors of a more ordinary sort to fill out the ranks of the Fellowship.

***​

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

Between the word of the king and your own reputation as a warrior and, as some have mistaken you for, a captain you find them aplenty. Young men hankering for adventure, already blooded in nearer journeys garbed in bronze helms and heavy coats, older and more seasoned folk with beards shot through with grey and less gold... you err on the side of the latter. After all whatever their past sins they are less likely to spur into trouble like young stallions and given the power you are planning to hand them that is needed over and above their skill at arms.

There is Uvo, whose cheeks, more burned than pale in the sun, tell the story of some northern blood, a bastard with a bastard's way of carving his way in life, and Aki who had come along with him, missing two fingers of his right hand, but as skilled a knife thrower as you have ever met in addition to his skill with sword and shield. Tom wonders not so quietly if the two might not spring from the same root, but be that as it may the warrior passes muster.

The next few potential recruits are glory hounds and the one after that is in... someone's pay and not planning to leave it you are quite sure. Someone mortal Esha insists, she had seen no signs of magic despite how carefully she is looking. But neither is it hard to guess what one might want with Marcella. The news that you had refused the king's offer of ships and treasure to bear away has sent a flurry of whispers through the city like the west wind.

Surely they must have so much treasure jammed into that ship that they dare not risk taking on any more crew for the longboats...

I heard they dealt with the fey and you know what they are like, you have all heard the stories, gossamer cloth and starlight swords...

...a beast fit for an emperor to breed with theirs. It can run on the wind...


All these and more you hear without even trying to eavesdrop. By the second night you are asking about reavers in port, though you can hardly do so openly without disparaging your hosts. There are at least five known to be skilled in blood and brine, and by the end of the fifth day when Inge is satisfied with the squawking collection of gull chicks three more of them had tried their luck at punting spies on board, either to confirm the rumors before they make the decision or for yet more sinister causes.

Marcella gains Gull Colony

The final three actual trustworthy souls you find in the churn trickled in one by one. First there is Old Fegu, a leathery faced fellow who barely speaks save to the old shaggy dog he brings with him. It takes a while to convince him that you do not need a ship's dog for the rats, but you let him keep the beast anyway when he proves to be a skilled carpenter, then there is Osenku, the youngest of the lot, though anyone who can wrestle Wanderer to the ground and be laughing about it with the Knikut by the next drink is worth noting. Last of all is One Eyed Langa who looks more like a goat herder than a fisher by his dress, but insists he knows how to work the nets as much as milk goats and he is also uncommonly untroubled on meeting Ripper and Megin.

"Got some skin-changer in his blood, but otherwise trustworthy as they come," Inge says.

So you sail out of harbor with the evening tide again... looking back as often as you do forward.

Who do you want to speak to?

[] Mog, see what if anything the tinker fey has in mind for projects and creations

[] The changeling children, find out more about them, what they expect and what they want of their future

[] Antonio and Zaia, to chart the path of the Fellowship going forward past your return to Orinilu

[] Write in


OOC: Mechanically all the Anwa are the same, but then so are your men-at-arms and they certainly have their own narrative peculiarities.
 
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For the first journey action I would say the first priority are the children, to stave off any potential trouble.

[X] The changeling children, find out more about them, what they expect and what they want of their future

After that later we probably should talk with Zaia and Antonio and then Mog.

---

@DragonParadox, 4 questions.


1. In the update there is no mention of checking our drummer, Cor Eso, just in case. Is it because there was nothing we found, or did we actually skip him for some reason?


2. Would always giving the gulls Magian Wine allow Inge to train them better and faster?


3. Am I right to understand that giving the gulls Human Potential for +2 Int will allow Antonio to Mindlink with them?

E.g. to get a literal eye in the sky for Antonio too, or to get better info from scouting, or to get better info to the gull where to scout / who to bring message to?

Oh, and the same for Ripper, this Human Potential +2 Int / Mindlink combo should work with him too, right?


4. Sorry for bringing it up again if it was already raised and I missed it, but it would be good for every our PC to agree on a set of silent inconspicious signals to initiate Mindlink with Antonio if the situation requires it, just like Roland has such set with Esha.

Do we need to vote for it, or is it reasonable enough for the party to do on their own?
 
For the first journey action I would say the first priority are the children, to stave off any potential trouble.

[X] The changeling children, find out more about them, what they expect and what they want of their future

After that later we probably should talk with Zaia and Antonio and then Mog.

---

@DragonParadox, 4 questions.


1. In the update there is no mention of checking our drummer, Cor Eso, just in case. Is it because there was nothing we found, or did we actually skip him for some reason?


2. Would always giving the gulls Magian Wine allow Inge to train them better and faster?


3. Am I right to understand that giving the gulls Human Potential for +2 Int will allow Antonio to Mindlink with them?

E.g. to get a literal eye in the sky for Antonio too, or to get better info from scouting, or to get better info to the gull where to scout / who to bring message to?

Oh, and the same for Ripper, this Human Potential +2 Int / Mindlink combo should work with him too, right?


4. Sorry for bringing it up again if it was already raised and I missed it, but it would be good for every our PC to agree on a set of silent inconspicious signals to initiate Mindlink with Antonio if the situation requires it, just like Roland has such set with Esha.

Do we need to vote for it, or is it reasonable enough for the party to do on their own?
  1. He was fine yeah
  2. No because they do not have int based skills to begin with being animals
  3. This on the other hand would work, though take note that the duration is not that long
  4. That would take a vote and some time dedicated to it
 
[X] The changeling children, find out more about them, what they expect and what they want of their future
 
Yeah, better to get the Changelings squared away first. Hopefully that will help keep them settled and calm for the rest of the journey.

[X] The changeling children, find out more about them, what they expect and what they want of their future
 
Inge's Eagle Eye spell would generally be more useful for aerial surveillance, though I guess an INT-boosted gull could work in a pinch, especially when Inge's spell slots are depleted or better used elsewhere.

Seems kinda cruel to give one of them sentience that will only last 4 minutes.

For real 'eye in the sky' action, we need to find a flying mount for one of our Otter-kin. :cool2:
 
@DragonParadox , a few questions.
1) Ship costs went off screen and were only mentioned in the "State of the company" redacted by myrix. Is this intentional?
2) What about my question about Esha's spellbook?
3) Is the option "talk with Megin" valiable? Maybe not on this time slot, but on some of the next.
4) I still think that it should be some screen time about Wanderer's temporary agreement becomes permanent.

And also my respect, now company (and, respectively, you) has really much balls in the air. I do not know how you'll manage, but hope for the best!
 
@DragonParadox , a few questions.
1) Ship costs went off screen and were only mentioned in the "State of the company" redacted by myrix. Is this intentional?
2) What about my question about Esha's spellbook?
3) Is the option "talk with Megin" valiable? Maybe not on this time slot, but on some of the next.
4) I still think that it should be some screen time about Wanderer's temporary agreement becomes permanent.

And also my respect, now company (and, respectively, you) has really much balls in the air. I do not know how you'll manage, but hope for the best!

  1. Hmm... no will add those back in so they are more visible
  2. I'll roll for it next update
  3. It is so long as you have some idea what about
  4. I'll think about it, the trouble is he is no really inclined to formality or making a fuss about it
 
[X] The changeling children, find out more about them, what they expect and what they want of their future
 
@DragonParadox, editing:

For Arc 15 Post 9: Seekers Honest and Shrewd:
Seekers Honest and Shrewd

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

On the balance of things you would rather not meddle with Lina's ambitions. Honors make knights and great lords and that is as true for men as it is for women you do not doubt. So should you then take these very folk on a long and perilous journey from which they will return seasons hence, if at all, then you would be removing a piece from the hand of the woman you had been fighting alongside not a few days past. Sometimes not falling on your face is as simple as knowing where the rutted road is and avoiding it.

For his part Ansefu sighs, not pleased, but not displeased either. He had gambled that you would find him a solution to yet another problem and he had found it not. You take your leave and return to the glare of too-bright summer, looking for warriors of a more ordinary sort to fill out the ranks of the Fellowship.

***​

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

Between the word of the king and your own reputation as a warrior and, as some have mistaken you for, a captain you find them aplenty. Young men hankering for adventure, already blooded in nearer journeys garbed in bronze helms and heavy coats, older and more seasoned folk with beards shot through with grey and less gold... you err on the side of the latter. After all whatever their past sins they are less likely to spur into trouble like young stallions and given the power you are planning to hand them that is needed over and above their skill at arms.

There is Uvo, whose cheeks, more burned than pale in the sun, tell the story of some northern blood, a bastard with a bastard's way of carving his way in life, and Aki who had come along with him, missing two fingers of his right hand, but as skilled a knife thrower as you have ever met in addition to his skill with sword and shield. Tom wonders not so quietly if the two might not spring from the same root, but be that as it may the warrior passes muster.

The next few potential recruits are glory hounds and the one after that is in... someone's pay and not planning to leave it you are quite sure. Someone mortal Esha insists, she had seen no signs of magic despite how carefully she is looking. But neither is it hard to guess what one might want with Marcella. The news that you had refused the king's offer of ships and treasure to bear away has sent a flurry of whispers through the city like the west wind.

Surely they must have so much treasure jammed into that ship that they dare not risk taking on any more crew for the longboats...

I heard they dealt with the fey and you know what they are like, you have all heard the stories, gossamer cloth and starlight swords...

...a beast fit for an emperor to breed with theirs. It can run on the wind...


All these and more you hear without even trying to eavesdrop. By the second night you are asking about reavers in port, though you can hardly do so openly without disparaging your hosts. There are at least five known to be skilled in blood and brine, and by the end of the fifth day when Inge is satisfied with the squawking collection of gull chicks three more of them had tried their luck at punting spies on board, either to confirm the rumors before they make the decision or for yet more sinister causes.

Marcella gains Gull Colony

The final three actual trustworthy souls you find in the churn trickled in one by one. First there is Old Fegu, a leathery faced fellow who barely speaks save to the old shaggy dog he brings with him. It takes a while to convince him that you do not need a ship's dog for the rats, but you let him keep the beast anyway when he proves to be a skilled carpenter, then there is Osenku, the youngest of the lot, though anyone who can wrestle Wanderer to the ground and be laughing about it with the Knikut by the next drink is worth noting. Last of all is One Eyed Langa who looks more like a goat herder than a fisher by his dress, but insists he knows how to work the nets as much as milk goats and he is also uncommonly untroubled on meeting Ripper and Megin.

"Got some skin-changer in his blood, but otherwise trustworthy as they come," Inge says.

So you sail out of harbor with the evening tide again... looking back as often as you do forward.

Who do you want to speak to?

[] Mog, see what if anything the tinker fey has in mind for projects and creations

[] The changeling children, find out more about them, what they expect and what they want of their future

[] Antonio and Zaia, to chart the path of the Fellowship going forward past your return to Orinilu

[] Write in


OOC: Mechanically all the Anwa are the same, but then so are your men-at-arms and they certainly have their own narrative peculiarities.
 
[X] The changeling children, find out more about them, what they expect and what they want of their future

The clockpunk industrial revolution must sadly wait for another day. Being a responsible parent comes first. :(
 
All right, looks like another two sums of gold slipped through. Man, I'm sure Antonio would have had a heart attack on arrival in Orinilu if we wouldn't have fixed this gold discrepancy in time ;)

More seriously, this is how it checks out:
1. Just before 13-4, we are stated to have 12688 + 1080 -> 13768 gp.
2. Just before 13-13, we are stated to have 13768 gp, confirmation.
3. 13-13, we lose 2500 gp.
4. 13-24, we gain 8000 gp.
5. 14-8, we gain 4335 gp.
6. Just before 14-55, we are stated to have 21768 gp, which is 13768 + 8000 gp, meaning we lost -2500 +4335 gp along the way.

After that we were more attentive and tracked gold alright, so it means we have to change the current total of 18718 gp to 18718 - 2500 + 4335 -> 20553 gp.

@DragonParadox, updated State of the Company at the bottom of the post, with additional following changes in addition to this total gp adjustment:

1. Added Gull Colony to Marcella's description.
2. Listed 5 Anwa warriors in the soldiers tab, without a charsheet yet obviously.
3. Total salary cost is now 21%.
4. Added a tab of standing policies, with following policies:
  • Shore leave policy
  • Roland-Esha silent communication policy
  • Weather and danger checking when sailing policy
  • Detect magic policy
  • Recruit vetting policy
  • Marcella and Wayfarer's Respite inspection policy

The Fellowship of Saint Nicholas

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
Gull Colony*

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
Name: Wanderer
Alignment: Chaotic Neutral
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

5 Anwa Warriors (Horn of the Werebear ready)

Sometimes an Anwa sailor 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

Megin, Kathlin

Mog, Imjarvi Gremlin (contract expires at Day of Rule, 1352)

Ooloa, Leni, Unki, Iles, Kasibo*, naunet's Changeling children we are to care for, aged from 7 1/12 to 10, Ooloa is the eldest.
Finances of the Company
Company Animals:
-20 Horses
-2 newborns (female)

Soldier Salaries [Per Payment/Loot]:
1% per man at arms (8 melee, 5 ranged, 1 Knikut, 5 Anwa, 19 total)
2% for Tom
Total Salary Cost 21%

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

Income from Magian Wine: 2500 gp/season**

Total Funds: 20,553 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
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*

10 lbs of Ebony Vitae*

Name of Mynid the Wayguard troll to conjure him by it if we have need, he'll deal with us fairly.*

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
Standing policies
  1. Shore leave policy: only in groups of several.
    -[X] While it might be an inconvenience, we would also ask that everyone on shore leave or working on tasks assigned to them in a port, such as shopping for provisions, be accompanied by at least one other person from Marcella's crew. This won't always be necessary, of course, but for now it is for everyone's best interests when we visit unfamiliar and potentially unfriendly ports.
    @DragonParadox, given that we've already had Iranea as our enemies when we arrived in Apuku, it should have been reasonable to institute policy so that any shore leave for our men-at-arms and our Italian sailors would be only in groups of several. Was it done?

    Now that we also have feud with Teranoa, it should definitely be done if it wasn't.

    In general, it should be reasonable to do such policy any time we are in a port which has some enemies of us; if it's not in the SOP, can it be added to it? do we need to vote for it, or would our PCs do it on their own?
    Sure, that makes sense. Antonio would have told them to be careful.

  2. Roland-Esha silent communication policy: inconspicious signals and nauseating drought for Roland to initiate silent communication from Esha though her Soulrider as per Sending when they are together / apart respectively.
    Roland and Esha will agree upon a series of silent, inconspicuous signals for him to prompt her to use the power's Sending function without alerting third parties when they need to share important information or instructions.
    I missed that, I'll do another talk with Zaia on the matter, he will give you something suitably foul to drink

  3. Weather and danger checking when sailing policy: with Inge, via marine life and Eagle eye.
    Cad we do following during sailing?

    1. Ask Tender to regularly check weather with Read Weather, paying her if required, though she should be amenable without is as she is also on the ship.
    2. Ask Inge to regularly consult with Ripper and any other marine life for any dangers they might sense, she should use her Guidance and Guiding Spirit.
    3. If there is a sufficiently strong indication of a dangerous weather or some other danger, try to prepare for it and mitigate it as much as possible, e.g. by sailing around it or waiting it out in a safer location.
    All that is doable, yeah

    Can we institute a standard policy of having Inge cast Eagle Eye in the mornings after the sun is fully up and again in the early to mid-afternoon? That way she'll be able to give Antonio plenty of forewarning about ocean conditions and ships from more than 30 miles away.
    That does make sense yeah.

  4. Detect magic policy: check with all detect cantrips all new things and people we interact with.
    Can we just in case as a standing policy ask Inge (and Esha, when she has it prepared) to use Detect Magic from time to time on anything which might be of importance to us, like new hires, things we get from other people, people/creatures we directly interact with? Or at least as frequently as they would find appropriate?
    They can do it for things like new hires and arrivals in parts etc...

  5. Recruit vetting policy: vet and check people we recruit with our magic.
    When Zaia proposed checking for bad hires by drinking wine with added holy oils,
    Zaia had come up with the notion of feeding everyone at the table something laced with holy oils.
    was it fluff, or would you let it work as means of detection, provided that we convince them to drink it with us of course?
    He will do so before every journey, the idea is not to set off with another daemon infiltrator, but you cannot do it every day or something crazy like that

    Actually, @DragonParadox, to check my assumptions, would you rule it possible in extension of checks we had before (IIRC Detect Magic, Holy Oil) to vet new recruits with Roland, Antonio, Silver and Inge (and Swift Pebble for silent communication just in case) as follows:
    1. Holy Oil test.
    2. Inge checking as before with Detect Magic and Detect Fiendish Presence, and then helping Roland with Guidance.
    3. Antonio using Aid Another to Roland for +2 Sense Motive and +2 Perception.
    4. Silver being there with Alertness for +2 Sense Motive and +2 Perception and using Aid Another to Roland for +2 Perception.
    5. Roland using Heightened Awareness for +2 Perception.
    6. Roland using Magian Wine for +2 Sense Motive and +2 Perception.
    7. Roland using Focused Scrutiny for +10 Sense Motive and +10 Perception.
    For effective 30 Sense Motive and 28 Perception?

    As far as I understand Focused Scrutiny description, if we vet them one by one, it would apply to every one of them.
    Sure, I'll cover one or both of those next update, it's complicated enough that it should be seen on screen at least once.

  6. Marcella and Wayfarer's Respite inspection policy: inspect Marcella when leaving port and Wayfarer's Respite when leaving / arriving with our magic.
    Oh, and another thing @DragonParadox, now that Zaia has See Invisiblity, can we add it to our policy of complete inspection of everything on Marcella every time we leave a harbor? And extend this policy to inspect everything around Wayfarer's Respite each time when we arrive to it and leave it, if possible?
    Sure, he can do that when he has the slots.
 
All right, looks like another two sums of gold slipped through. Man, I'm sure Antonio would have had a heart attack on arrival in Orinilu if we wouldn't have fixed this gold discrepancy in time ;)

More seriously, this is how it checks out:
1. Just before 13-4, we are stated to have 12688 + 1080 -> 13768 gp.
2. Just before 13-13, we are stated to have 13768 gp, confirmation.
3. 13-13, we lose 2500 gp.
4. 13-24, we gain 8000 gp.
5. 14-8, we gain 4335 gp.
6. Just before 14-55, we are stated to have 21768 gp, which is 13768 + 8000 gp, meaning we lost -2500 +4335 gp along the way.

After that we were more attentive and tracked gold alright, so it means we have to change the current total of 18718 gp to 18718 - 2500 + 4335 -> 20553 gp.

@DragonParadox, updated State of the Company at the bottom of the post, with additional following changes in addition to this total gp adjustment:

1. Added Gull Colony to Marcella's description.
2. Listed 5 Anwa warriors in the soldiers tab, without a charsheet yet obviously.
3. Total salary cost is now 21%.
4. Added a tab of standing policies, with following policies:
  • Shore leave policy
  • Roland-Esha silent communication policy
  • Weather and danger checking when sailing policy
  • Detect magic policy
  • Recruit vetting policy
  • Marcella and Wayfarer's Respite inspection policy

The Fellowship of Saint Nicholas

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
Gull Colony*

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
Name: Wanderer
Alignment: Chaotic Neutral
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

5 Anwa Warriors (Horn of the Werebear ready)

Sometimes an Anwa sailor 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

Megin, Kathlin

Mog, Imjarvi Gremlin (contract expires at Day of Rule, 1352)

Ooloa, Leni, Unki, Iles, Kasibo*, naunet's Changeling children we are to care for, aged from 7 1/12 to 10, Ooloa is the eldest.
Finances of the Company
Company Animals:
-20 Horses
-2 newborns (female)

Soldier Salaries [Per Payment/Loot]:
1% per man at arms (8 melee, 5 ranged, 1 Knikut, 5 Anwa, 19 total)
2% for Tom
Total Salary Cost 21%

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

Income from Magian Wine: 2500 gp/season**

Total Funds: 20,553 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
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*

10 lbs of Ebony Vitae*

Name of Mynid the Wayguard troll to conjure him by it if we have need, he'll deal with us fairly.*

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
Standing policies
  1. Shore leave policy: only in groups of several.

  2. Roland-Esha silent communication policy: inconspicious signals and nauseating drought for Roland to initiate silent communication from Esha though her Soulrider as per Sending when they are together / apart respectively.

  3. Weather and danger checking when sailing policy: with Inge, via marine life and Eagle eye.

  4. Detect magic policy: check with all detect cantrips all new things and people we interact with.

  5. Recruit vetting policy: vet and check people we recruit with our magic.

  6. Marcella and Wayfarer's Respite inspection policy: inspect Marcella when leaving port and Wayfarer's Respite when leaving / arriving with our magic.
Whew, nice catch, dude!
 
If you guys want to make up sheets for the Anwa now is the time, just in case we get into combat in the next few updates, what with you guys putting up a sign that says 'fabulous treasure, greater than the gratitude of a king can account for' all over the Marcella.
 
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