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

Voting is open
@DragonParadox, some questions, if it's not too much trouble for you.

1. I thought about adding Esha's Low-light vision and Darkvision 60 ft to her sheet, and we should also add her Soulward special ability. Would this description work?
  • Soulward (Su): As long as Esha has her Soulrider on Roland, she can at will as a swift action give him +2 profane bonus to will saves until her next round*. If active, it can be seen by seers with a particularly discerning eye or a specific hatred of the living dead*.

2. Is there anything you can tell us on Goldfish's question about Esha trying to commune with Marcella?
Was this attempt at least a constructive one, as in Esha learned more of how to do it more quickly in the future, or Marcella might be more easily awakened next time we try?

3. Would you allow Esha's Repair Light Damage as a more powerful, or at least as much as powerful, version of Inge's Mending? Asking because there is not much in Repair Light Damage description, in particular regarding magic.

3.1. Mending has to work with all of the object's pieces. RLD can restore missing pieces, right?
3.2. Mending can repair magic items with caster level <= mender's CL. There is no such restriction for RLD, is there?
3.3. Mending can repair destroyed objects. RLD states:
it repairs objects and constructs that aren't destroyed
Do you rule it as "(objects) and (constructs that arent destroyed)", so that RLD can repair destroyed objects? Or that it can't?
3.4. Mending repairs destroyed magic items, but they lose magic in the process. If RLD can repair destroyed objects, would you allow RLD to repair destroyed magic items with their magic intact?
3.5. Mending has no effect on objects that were warped or transmuted; is it the same for RLD?
3.6. Finally, if there are some non-overlapping limitations to Mending and RLD, e.g. not repairing magic items and not repairing destroyed objects respectively, could we skirt around them if Inge and Esha would both cast Mending and RLD together at the same time? Maybe as some kind of ritual?
 
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Would you allow Esha's Repair Light Damage as a more powerful, or at least as much as powerful, version of Inge's Mending? Asking because there is not much in Repair Light Damage description, in particular regarding magic.
Oh yeah, forgot about that. Esha can prepare it tomorrow to repair Roland's armor without any of the previous issues Inge had using Mending on weapons, and likely armor, too.
 
@DragonParadox, some questions, if it's not too much trouble for you.

1. I thought about adding Esha's Low-light vision and Darkvision 60 ft to her sheet, and we should also add her Soulward special ability. Would this description work?


2. Is there anything you can tell us on Goldfish's question about Esha trying to commune with Marcella?


3. Would you allow Esha's Repair Light Damage as a more powerful, or at least as much as powerful, version of Inge's Mending? Asking because there is not much in Repair Light Damage description, in particular regarding magic.

3.1. Mending has to work with all of the object's pieces. RLD can restore missing pieces, right?
3.2. Mending can repair magic items with caster level <= mender's CL. There is no such restriction for RLD, is there?
3.3. Mending can repair destroyed objects. RLD states:

Do you rule it as "(objects) and (constructs that arent destroyed)", so that RLD can repair destroyed objects? Or that it can't?
3.4. Mending repairs destroyed magic items, but they lose magic in the process. If RLD can repair destroyed objects, would you allow RLD to repair destroyed magic items with their magic intact?
3.5. Mending has no effect on objects that were warped or transmuted; is it the same for RLD?
3.6. Finally, if there are some non-overlapping limitations to Mending and RLD, e.g. not repairing magic items and not repairing destroyed objects respectively, could we skirt around them if Inge and Esha would both cast Mending and RLD together at the same time? Maybe as some kind of ritual?
  1. Sure, will add when I have a bit of time
  2. Not really, she just rolled too poorly, like not a crit fail or anything, but consistently low across three rolls so while she got the ship's attention it was too little too late
  3. Repair light damage is able to heal constructs, which mending cannot really do beyond cosmetic level, the latter is just a cantrip after all. RLD cannot restore missing pieces just like cure light wounds on which it is based cannot regenerate limbs. It is primarily a spell about healing constructs hence why it was in the spell-book of the mad construct maker
 
Sure, will add when I have a bit of time
Charsheets with Esha's updated with Darkvision 60 ft, Low-Light Vision and Soulward:
Name: Sir Roland Verley
Alignment: Neutral Good
Age: 23
Race: Human
Level: 4 (6500/9000 XP)
Class: Cavalier 4 (Courtly Knight, Honor Guard), Order of the Dragon
Feats: Bodyguard (B), Combat Reflexes, Focused Discipline, Improved Initiative, Iron Will (B), Mounted Combat
Traits: Influence (Diplomacy), Cooperative Combatant

HP: 30/30
AC: 10 + 1 (DEX) + 7 (Banded Mail) + 3 (Shield) = 21
Initiative: +1 (DEX) + 4 (Improved Initiative) = +5
Attack:
  • Durendal (+1 Keen Bronze Longsword): +4 (BaB) + 2 (STR) + 1 (Enhancement) = +7 [1d8+3; Critical: 17-20/x2 Slashing]
    • when using Power Attack: +5 [1d8+7]
  • Cold Iron Short Sword: +4 (BaB) + 2 (STR) = +6 [1d6+2; Critical: 19-20/x2; Slashing]
    • when using Power Attack: +4 [1d6+6]
  • Lance: +4 (BaB) + 2 (STR) = +6 [1d8+2; Critical: x3; Piercing]
    • when using Power Attack: +4 [1d8+6]
    • when Charging: +6 [2d8+4]
      • w/Power Attack: +4 [2d8+12]
  • Longbow: +4 (BaB) + 1 (DEX) = +5 [1d8; Critical: x3; Piercing]
Weapon proficiency: Longsword, Lance, Longbow, Dagger, Short Sword

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

SAVES:
FORTITUDE: 4 + 1 (CON) = 5
REFLEX: 1 + 1 (DEX) = 2
WILL: 1 + 0 (WIS) + 2 (IW) = 3

Special:
+2 Resistance bonus vs Mind-Affecting Effects
+2 Morale Bonus vs Fear. On a successful save, you gain +2 Morale bonus to attacks and CMB against the originator of the Fear effect for 1 round.

SKILLS:
Bluff: 2 (Courtly Knight) + 3 (CHA) = 5
Diplomacy: 7 + 3 (CHA) + 2 (Courtly Knight) + 1 (Influence) = 13
Handle Animal: 6 + 3 (CHA) + 2 (ET) = 11
Intimidate: 7 + 3 (CHA) + 2 (Courtly Knight) = 12
Perception: 7 + 0 (WIS) + 2 (Alertness w/Mount) = 7/9
Ride: 7 + 1 (DEX) = 8
Sense Motive: 7 + 2 (Courtly Knight) + 2 (Alertness w/Mount) = 9/11
Survival: 4 + 0 (WIS) + 1 (OotD Protection) = 4/5

Special Abilities:
  • Intercept: An Honor Guard learns to better disrupt the attacks of his enemies. When an adjacent ally is attacked, he may use an Attack of Opportunity to attempt the Aid Another action to improve his ally's AC.
  • Aid Allies: Whenever an Order of the Dragon cavalier uses the Aid Another action to assist one of his allies, the ally receives a +3 bonus to his Attack Roll, Saving Throw, or skill check, and +4 bonus to his Armor Class.
  • Mounted Combat: 1/round when your mount is hit in combat, you may attempt a Ride check as an Immediate Action to negate the hit. The hit is negated if your Ride check result is greater than the opponent's attack roll.
  • Expert Trainer: The Cavalier receives a +2 bonus (1/2 Cavalier level) whenever he uses Handle Animal on an animal that serves as a mount. In addition, he can reduce the time needed to teach a mount a new trick or train a mount for a general purpose to 1 day per 1 week required by increasing the DC by +5. He can also train more than one mount at once, although each mount after the first adds +2 to the DC.
  • Challenge: 2/day, a Cavalier can Challenge a foe to combat. As a Swift Action, the Cavalier chooses one target within sight to challenge.
    • The Challenge remains in effect until the target is dead or unconscious or until the combat ends.
    • The Cavalier's melee attacks deal +4 extra damage (equal to Cavalier level) whenever the attacks are made against the target of his Challenge.
    • Challenging a foe requires much of the Cavalier's concentration. The Cavalier takes a -2 penalty to his Armor Class, except against attacks made by the target of his Challenge.
    • Whenever an Order of the Dragon Cavalier issues a Challenge, his allies receive a +2 Circumstance bonus on melee Attack Rolls against the target of his Challenge whenever he is threatening the target.
    • Whenever an Honor Guard issues a Challenge, he can select one ally as his ward for the duration of the Challenge. Whenever the Honor Guard is adjacent to his ward, he takes a -1 penalty to Armor Class, and the ward receives a +1 Dodge bonus to AC.
Equipment of Note: Cold Iron Short Sword, Durendal (+1 Keen Bronze Longsword), Steel Longsword

Medallion of Mind Sentinel

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

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

Spell-Break Shield

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


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

DEFENSE:
AC 22, touch 14, flat-footed 17 (+5 Dex, -1 size, +4 natural, +4 chain shirt)
HP 61 (6d8+30)
Fort +10, Ref +10 (+2 vs Falling), Will +5 (+2 vs Fear, +4 on subsequent rounds if allowed)

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

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

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

Companions
Name: Tom Wodsworth

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

HP: 23/23
AC: 10 + 4 (Chainshirt) + 2 (Shield) = 16
Initiative: +4 (Improved Initiative)
Attack:
  • +1 Ghost Touch Cold Iron Spear: +3 (BaB) + 1 (STR) + 1 (Weapon Focus) + 1 (Enhancement) = +6 [1d8 + 2, Critical: x3 Piercing]
  • Special: +2 bonus when using the Bull Rush, Dirty Trick, Disarm, Drag, Feint, Overrun, Reposition, Steal, Sunder, or Trip Combat Maneuvers, and does not provoke an Attack of Opportunity.
Weapon proficiency: Dagger, Shortsword, Spear, Longspear

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

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

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

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

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

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

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

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

Special:
+2 vs Poison

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

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

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

Name: Inge
Alias: Sea-seeker
Alignment: Chaotic Neutral
Age: 9
Race: Human (Small Humanoid Child)
Level: 4
Class: Witch 4 (Ley Line Guardian, Sea Witch)
Feats: Brew Potion (B), Extra Hex*, Extra Hex (Cauldron), Touch of the Sea (Stage One)**
Traits: Easy Target, Savage, Guiding Spirit
Class Features: Conduit Surge, Hexes (Cauldron, Fortune, Healing), Patron (Storms), Sea Creature Empathy

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

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

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

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

Special:
+2 Resistance bonus against ongoing effects.

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

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

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


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

Ability: The Stone of Safekeeping grants its wearer a +2 resistance bonus on all saving throws made to recover from a continuing effect, such as ongoing poison damage, daily saving throws against disease, a hold person spell, or lingering damage from an attack. This bonus does not help against initial saving throws against such effects. Should the wearer ever drop below 0 hit points, the stone heals the wearer for 2d8+3 points of damage and then crumbles to dust.
Talismans:
  • Nikure's Grace: This silver talisman in the form of two delicate intertwined spirals glows blue whenever an evil creature targets the wearer with magic jar, possession, or a similar effect, or with a charm or compulsion spell or effect that allows the creature to exercise control over the wearer (such as suggestion, but not sleep). If the spell or effect allows a saving throw and the wearer fails it, he receives a second saving throw. If he succeeds at the second saving throw, the wearer is also protected by protection from evil for 5 rounds.

Name: Antonio Giustiniani
Alignment: True Neutral
Age: 38
Race: Human
Level: 4
Class: Rogue (Consigliere)
Feats: Drunkard's Recovery, Fast Learner, Master of the Ledger, Persuasive (B)
Rogue Talents: +2d6 Sneak Attack, Charmer, Coax Information, Convincing Attitude, Honeyed Words
Traits: Doubt, Hardly a Fool, Inspiring Speaker, Iron Liver

HP: 30/30
AC: 10 + 2 (DEX) = 12
Initiative: +2 (DEX)
Attack: +3 (BaB) + 2 (DEX) = +5
Weapon proficiency: Dagger, Light Crossbow, Rapier

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

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

Special:
+1 Against Illusion Spells
+2 Against Poison or Drugs
+4 Against the effects of Alcohol

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

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

Special Abilities:
  • Charmer: Re-roll Diplomacy 1/day.
  • Coax Information (Ex): You can use Bluff or Diplomacy in place of Intimidate to force an opponent to act friendly.
  • Inspiring Speaker: You gain a +1 trait bonus on Bluff and Diplomacy checks when addressing crowds of 10 people or more.
  • Doubt: Whenever you fail a skill or ability check, you take a -4 penalty on that type of skill or ability check for the next hour.
  • Drunkard's Recovery: If you are dying and a creature gives you at least a sip of alcohol (a standard action for an adjacent creature), you immediately stabilize.
  • Honeyed Words (Ex): 1/day, you can roll two dice while making a Bluff check, and take the better result. You must choose to use this ability before making the Bluff check.
  • Convincing Attitude: If you attempt a Diplomacy check and fail to influence a creature's attitude by 5 or more, the creature's attitude remains unchanged instead of decreasing by one step.
  • Combat Advisor (Ex): Whenever you miss with a melee attack against an opponent, you can designate an ally within 30 feet of the target to receive a +1 Insight bonus on their next attack roll against that opponent before your next turn.
Boots of Cat's Luck

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

Ability: The boot's wearer always takes the minimum possible damage from falls (as the result were 1 on each die of damage incurred by the fall) and at the end of a fall always lands on his feet.
Talismans:
  • Nikure's Grace: This silver talisman in the form of two delicate intertwined spirals glows blue whenever an evil creature targets the wearer with magic jar, possession, or a similar effect, or with a charm or compulsion spell or effect that allows the creature to exercise control over the wearer (such as suggestion, but not sleep). If the spell or effect allows a saving throw and the wearer fails it, he receives a second saving throw. If he succeeds at the second saving throw, the wearer is also protected by protection from evil for 5 rounds.

Name: Esha

Alignment: Unknown
Age: Unknown
Race: Ajibachana (Variant Dhampir)
Level: 3
Class: Arcanist 3 (Twilight Sage)
Feats: Cosmopolitan (Bluff and Diplomacy), Extra Arcanist Exploit (Soulrider), Planewalker's Insight (B)
Traits: Outcast's Intuition, Self-Doubting, Subjective Truth, Unidentifiable Appeal
Class Features: Arcane Reservoir, Arcanist Exploits (Aspect of Innocence, Consume Life, Twilight Barrier)

HP: 11/11
AC: 10 + 3 (DEX) + 4 (Mage Armor) = 17
Initiative: +3 (DEX)
Attack: +1 (BaB)

Weapon Proficiency: Staff

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

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

Special:
-2 to the next Will save after failing the first Will save of the day.

SKILLS
Bluff: 6 + 2 (CHA) + 2 (Subjective Truth) = 10
Diplomacy: 6 + 2 (CHA) + 1 (Unidentifiable Appeal) = 9
Knowledge (Religion): 6 + 3 (INT) = 9
Sense Motive: 6 - 1 (WIS) + 1 (Outcast's Intuition) + 2 (Planewalker's Insight*) = 6/8*
Spellcraft: 6 + 3 (INT) = 9
Use Magic Device: 6 + 2 (CHA) + 2 (Ajibachana) = 10

*Sense Motive checks vs Outsiders

Spells Known (Arcanist Level 3):
Level 0: Daze, Detect Magic, Disrupt Undead, Ghost Sound, Guise of the Dead*, Mage Hand, Penumbra, Prestidigitation, Ray of Frost, Read Magic
Level 1: Alarm, Cause Fear, Chill Touch, Expeditious Retreat, Lock Gaze, Mage Armor, Magic Weapon, Mindlink, Recharge Innate Magic, Repair Light Damage, Rite of Centered Mind, Sleep

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

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

Spell-like Abilities (CL 3):
Arcanist Exploits: Each use of an Arcanist Exploit uses one or more points from your Arcane Reservoir.
  • Arcane Barrier: Provides 5 Temporary Hit Points (Arcanist level + CHA modifier) and inflicts an equal amount of Negative Energy damage on whoever breaks the barrier.
  • Aspect of Innocence: Gain the effects of an Innocence spell as an Immediate Action at your caster level.
  • Soulrider
Special Abilities:
  • Arcane Reservoir (Su): You start each day with 4 points in your Arcane Reservoir (3 + 1/2 Arcanist level), and it can hold up to 6 points (3 + Arcanist level).
  • Consume Life (Su): By wresting a soul from life to death, you gain a slightly deeper understanding of mortality, fueling your curiosity and eldritch power. As a Full-Round Action, you can consume the life energy of a helpless living creature, killing it. This creature must have 2 or more Hit Dice and be below 0 hit points. You add 2 points to your Arcane Reservoir if the creature's Hit Dice equaled or exceeded your character level, or 1 point if the creature's Hit Dice equaled at least 1/2 your character level. This ability is a Death Effect.
  • Darkvision (Ex) 60 ft: You are able to see with no light source at all out to a range of 60 ft. Darkvision is black-and-white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise — invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.
  • Light Sensitivity: You are Dazzled in areas of bright sunlight or within the radius of a Daylight spell.
  • Low-Light Vision (Ex): You have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-light vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to him as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.
  • Necromantic Focus (Ex): You must prepare at least one Necromancy spell of each spell level you can cast.
  • Soulward (Su): As long as Esha has her Soulrider on Roland, she can at will as a swift action give him +2 profane bonus to will saves until her next round*. If active, it can be seen by seers with a particularly discerning eye or a specific hatred of the living dead*.
  • Twilight Barrier (Su): Whenever an attack removes the last Temporary Hit Point from your Arcane Barrier, the barrier lashes back at the attacker, dealing an amount of Negative Energy damage equal to the barrier's maximum Temp HP capacity.
  • Unhallowed Birth: You take a -1 penalty to your caster level whenever you are in an area affected by Consecrate, Hallow, or a similar spell that makes an area Holy.
Equipment of Note:
 
Fucking pirates!

I would love to run another ship down, but we're in no condition to be willfully seeking out another battle, and the Pride is going to be needing whatever help we can provide ASAP. There is also the possibility that if we move to attack another ship, one or even both of its fellows might take the opportunity to turn back and gang up on us.

[X] Stay and offer what healing you can to the Pride

That appears to be the case, thankfully. We definitely would have lost at least a couple of them without magical healing, and no telling how many would have died from the severity of their wounds or infections in the coming days.

The Pride's crew is probably in much worse shape.

Fucking pirates...
After this I'm expecting a recurring bad joke where you keep killing a pirate who has a kin or cousin like in an Italian mafia so there's a vendetta that leads to pirates banding together to take on the Marcella because their cousins or brothers kept dying to Roland's adventurer party.
 
@DragonParadox, or you can use the last version of Rules and Lore I edited the fixed calendar in:
Rules
  1. This is q quest using the Pathfinder 1.0 System
  2. E6, this is a low magic setting where magic is precious and hard to get your hands on (Link to the P6 Codex)
  3. The Elephant is in the Room, this quest uses a rule change designed to make the game more fun and engaging at low levels by eliminating feat tax.
  4. No teleportation stronger than dimension door can be used normally. Point to point teleportation may exist somewhere in the world, but it is likely to be limited difficult to access and dangerous, do not build your character hoping to get it
  5. The planes are not right next door. There is no easy access to any plane, no plane shift spell or similar. The closest are the transitive shadow/ethereal/fey which all normally mirror the material and which therefore cannot be used to fast travel, though they might eventually be used to bypass material impediments.
  6. Death and life after it: While spells that revive the very newly dead (a matter of rounds) are available as resuscitation actually bringing back the spirit of the well and proper dead is either impossible or the subject of an epic quest. Death is not a revolving door. The undead do exist and how they factor into this is best revealed in the quest
  7. Wealth by Level does not exist, your access to magic may be limited by circumstance and the relative scarcity of such works, but you will not be limited in amount of wealth you will be able to acquire and make use of by arbitrary limits
  8. Handle Animal will work on anything with animal level intelligence (INT 1-2) as well as animal behavior. This mostly applies to magical beasts, though it might apply to plant creatures and others if you know more about them specifically either through your own skills or by having it explained by an expert.



Lore

War, Sin and the Late Crusades: That the war of princes was unjust and ungodly was a matter generally accepted by the 16th century. Yes the kings of Europe were anointed by God, but that did not make their every act God's will. Some of those same princes actually used that, the Plantagenets whom Roland served as a knight in Normandy actually boasted of being children of the Devil, it made them seem more fearsome, it made their enemies quail, it gave their threats a bit more weight to them. When someone claiming the Devil himself as kin said he was going to burn your fields and poison your wells you would perhaps be more inclined to take them at their word. And yet in spite of the fact that such wars were seen as unjust pious knights still took part in them, why? Because that was just how the world worked, you sinned in war for gold, for land, for honors and for glory and then you sought absolution.

The crusades were different, they were not supposed to be sinful, but the manner in which one would be cleansed of sin, you were not fighting your coreligionists, but the heathen, who could be converted yes, but they could also be killed without worry about the rightness of the deed since the war was just right? Well this comes to a screeching halt when you get to something like the Fifth Crusade, when rather than obtaining absolution in victory or in death the people in charge settle. Does that mean that this was no different from all those other wars then? Does that mean you have been sinning all along? Or does that mean that the godly war has been stopped by the will of these princes? Either way what is the state of your soul from accepting not just defeat but settlement?

Local Calendar
  • 41 days of Elnu-eza [Elnu Ascendant] (Spring, 1.5 lunar circles) - Elnu remakes the world for the new year,
  • 5 days of festivities
  • 41 days of Elnu-hamba [Elnu Descendant] (Spring, 1.5 lunar circles) - Elnu hands the world over to mankind,
  • 4 days in between
  • 41 days of Olweje-eza [Olweje Ascendant] (Summer, 1.5 lunar circles) - Olweje drums for strife over the world, (war season)
  • 5 days of festivities
  • 41 days of Olweje-hamba [Olweje Descendant] (Summer, 1.5 lunar circles) - Olweje settles the last disputes,
  • 4 days in between
  • 41 days of Ashinu-ezna [Ashinu Ascendant] (Fall, 1.5 lunar circles) - Ashinu makes the fruits ripen and the corn grow fat,
  • 5 days of festivities
  • 41 days of Ashin-hamba [Ashinu Descendant] (Fall, 1.5 lunar circles) - Ashinu stows his might for the next year,
  • 4 days in between
  • 41 days of Ikomi-eza [Ikomi Ascendant] (Winter, 1.5 lunar circles) - Ikomi cleanses the world with cold and rain,
  • 5 days of festivities
  • 41 days of Ikomi-hamba [Ikomi Descendant] (Winter, 1.5 lunar circles) - Ikomi retreats to her deep realm,
  • 4 days in between
  • 4 days in between every 16 years, insert 4 days of religious festivities and sacrifices to empower the gods for the next cycle (leap days)
  • Ojo Iku - Day of the Dead - Day to commemorate and commune with the ancestors
Currency: Not all that glitters is Gold in the world of Age of Ice and Blood, but gold is a part of it. As you travel and discover new societies you will discover all manner of trade systems, form the simple barter based economies of hunter gatherers to the nomads driving vast herds across the cold steppe to the complex agrarian empires which boast vast and complex traditions with regards to the proper acquisition and wealth of wealth. Gold in this sense is and abstraction, it is simply how much wealth you have in a form that is not inherently bound up in the vagaries of trade and which is in no danger of being degraded in a long journey.

A herd of horses will be marked down as a herd of horses because they can still get sick or get hungry on the journey and thus die. A pile of precious metals on the other hand does not suffer that limitation and neither does a pile of polished gems or amber. If the gems are particularly large or impressive or the amber notable for some extraordinary fossil in trapped within then they will be noted. Otherwise they are 'Gold'. Local forms of currency will be mentioned in the narrative and you can try to interact with them as such if you wish, but for most purposes they will be abstracted for ease of play. There is a one to one equivalency with the standard Pathfinder gp for ease of use, though how that interacts with enchanting shall be revealed if and when you have access to an enchanter.
 
After this I'm expecting a recurring bad joke where you keep killing a pirate who has a kin or cousin like in an Italian mafia so there's a vendetta that leads to pirates banding together to take on the Marcella because their cousins or brothers kept dying to Roland's adventurer party.
And before it's all said and done, Marcella develops an addiction to all of the pirate blood spilled on her deck.

Marcella: "Ph'nglui mglw'nafh nomnomnom wgah'nagl fhtagn".

Loose Translation: "If drinking pirate blood is wrong, I don't want to be right."
 
@DragonParadox, or you can use the last version of Rules and Lore I edited the fixed calendar in:
Rules
  1. This is q quest using the Pathfinder 1.0 System
  2. E6, this is a low magic setting where magic is precious and hard to get your hands on (Link to the P6 Codex)
  3. The Elephant is in the Room, this quest uses a rule change designed to make the game more fun and engaging at low levels by eliminating feat tax.
  4. No teleportation stronger than dimension door can be used normally. Point to point teleportation may exist somewhere in the world, but it is likely to be limited difficult to access and dangerous, do not build your character hoping to get it
  5. The planes are not right next door. There is no easy access to any plane, no plane shift spell or similar. The closest are the transitive shadow/ethereal/fey which all normally mirror the material and which therefore cannot be used to fast travel, though they might eventually be used to bypass material impediments.
  6. Death and life after it: While spells that revive the very newly dead (a matter of rounds) are available as resuscitation actually bringing back the spirit of the well and proper dead is either impossible or the subject of an epic quest. Death is not a revolving door. The undead do exist and how they factor into this is best revealed in the quest
  7. Wealth by Level does not exist, your access to magic may be limited by circumstance and the relative scarcity of such works, but you will not be limited in amount of wealth you will be able to acquire and make use of by arbitrary limits
  8. Handle Animal will work on anything with animal level intelligence (INT 1-2) as well as animal behavior. This mostly applies to magical beasts, though it might apply to plant creatures and others if you know more about them specifically either through your own skills or by having it explained by an expert.



Lore

War, Sin and the Late Crusades: That the war of princes was unjust and ungodly was a matter generally accepted by the 16th century. Yes the kings of Europe were anointed by God, but that did not make their every act God's will. Some of those same princes actually used that, the Plantagenets whom Roland served as a knight in Normandy actually boasted of being children of the Devil, it made them seem more fearsome, it made their enemies quail, it gave their threats a bit more weight to them. When someone claiming the Devil himself as kin said he was going to burn your fields and poison your wells you would perhaps be more inclined to take them at their word. And yet in spite of the fact that such wars were seen as unjust pious knights still took part in them, why? Because that was just how the world worked, you sinned in war for gold, for land, for honors and for glory and then you sought absolution.

The crusades were different, they were not supposed to be sinful, but the manner in which one would be cleansed of sin, you were not fighting your coreligionists, but the heathen, who could be converted yes, but they could also be killed without worry about the rightness of the deed since the war was just right? Well this comes to a screeching halt when you get to something like the Fifth Crusade, when rather than obtaining absolution in victory or in death the people in charge settle. Does that mean that this was no different from all those other wars then? Does that mean you have been sinning all along? Or does that mean that the godly war has been stopped by the will of these princes? Either way what is the state of your soul from accepting not just defeat but settlement?

Local Calendar
  • 41 days of Elnu-eza [Elnu Ascendant] (Spring, 1.5 lunar circles) - Elnu remakes the world for the new year,
  • 5 days of festivities
  • 41 days of Elnu-hamba [Elnu Descendant] (Spring, 1.5 lunar circles) - Elnu hands the world over to mankind,
  • 4 days in between
  • 41 days of Olweje-eza [Olweje Ascendant] (Summer, 1.5 lunar circles) - Olweje drums for strife over the world, (war season)
  • 5 days of festivities
  • 41 days of Olweje-hamba [Olweje Descendant] (Summer, 1.5 lunar circles) - Olweje settles the last disputes,
  • 4 days in between
  • 41 days of Ashinu-ezna [Ashinu Ascendant] (Fall, 1.5 lunar circles) - Ashinu makes the fruits ripen and the corn grow fat,
  • 5 days of festivities
  • 41 days of Ashin-hamba [Ashinu Descendant] (Fall, 1.5 lunar circles) - Ashinu stows his might for the next year,
  • 4 days in between
  • 41 days of Ikomi-eza [Ikomi Ascendant] (Winter, 1.5 lunar circles) - Ikomi cleanses the world with cold and rain,
  • 5 days of festivities
  • 41 days of Ikomi-hamba [Ikomi Descendant] (Winter, 1.5 lunar circles) - Ikomi retreats to her deep realm,
  • 4 days in between
  • 4 days in between every 16 years, insert 4 days of religious festivities and sacrifices to empower the gods for the next cycle (leap days)
  • Ojo Iku - Day of the Dead - Day to commemorate and commune with the ancestors
Currency: Not all that glitters is Gold in the world of Age of Ice and Blood, but gold is a part of it. As you travel and discover new societies you will discover all manner of trade systems, form the simple barter based economies of hunter gatherers to the nomads driving vast herds across the cold steppe to the complex agrarian empires which boast vast and complex traditions with regards to the proper acquisition and wealth of wealth. Gold in this sense is and abstraction, it is simply how much wealth you have in a form that is not inherently bound up in the vagaries of trade and which is in no danger of being degraded in a long journey.

A herd of horses will be marked down as a herd of horses because they can still get sick or get hungry on the journey and thus die. A pile of precious metals on the other hand does not suffer that limitation and neither does a pile of polished gems or amber. If the gems are particularly large or impressive or the amber notable for some extraordinary fossil in trapped within then they will be noted. Otherwise they are 'Gold'. Local forms of currency will be mentioned in the narrative and you can try to interact with them as such if you wish, but for most purposes they will be abstracted for ease of play. There is a one to one equivalency with the standard Pathfinder gp for ease of use, though how that interacts with enchanting shall be revealed if and when you have access to an enchanter.
Not sure if any further edits were made since myrix made this one. The tab on my PC is a day or two old if there were more recent edits.
 
On the subject of pirates - us getting ambushed by 5 ships, slaughtering two ships worth of pirates, killing their leader and a favored beast of the war god, and whatever damage Zaia and our archers were able to inflict to convince that third ship to run away rather than making an attempt at us - the news of that is going to spread through the Anwari islands at the speed of rumor, meaning everyone who matters will know about it before we return in Spring.

Our Fame/Infamy should get a nice bump from that.

We might get a bump in Orinilu, too, once the Pride's sailors start spreading the news and the noteworthy folks among House Koire get word of their ship's journey.
Is that when Marcella starts singing pirate songs?
Eww, I hope not!

Unless she goes for Pirate Metal. I could support that.

View: https://m.youtube.com/watch?v=ta-Z_psXODw
 
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On the subject of pirates - us getting ambushed by 5 ships, slaughtering two ships worth of pirates, killing their leader and a favored beast of the war god, and whatever damage Zaia and our archers were able to inflict to convince that third ship from running away rather than making an attempt at us - the news of that is going to spread through the Anwari islands at the speed of rumor, meaning everyone who matters will know about it before we return in Spring.

Our Fame/Infamy should get a nice bump from that.

We might get a bump in Orinilu, too, once the Pride's sailors start spreading the news and the noteworthy folks among House Koire get word of their ship's journey.
Maybe one of them will say the Inigo Montoya phrase. My name is some random pirate. You killed my brother and this cousin and that cousin prepare to die.

Eww, I hope not!

Unless she goes for Pirate Medal. I could support that.
The legend of the ship actually would make Marcella more suitable to paraphrasing the Wellerman sea shanty song because the legend of the Marcella is being made right now that just as the crew sing to it in maybe one of those musical moments in a Disney movie or muppets cabin fever scene the Marcella likes it and starts singing along.


View: https://www.youtube.com/watch?v=qP-7GNoDJ5c
 
Can't believe I just thought about it, but we should be getting a decent amount of loot from this encounter. Roland noted just how well armed and armored Isele's crew were. Coats of bronze armor, good quality shields, lots of bows, etc. Some of that will have been lost overboard, but most of it should still be on the deck of Isele's ship or Marcella's.

That'll help offset the more than 700 gold in potions, poisons, and Alchemical items we've expended so far, not including what might be needed to save the Pride's injured crew members.

And we can't forget about the two ships that weren't able to flee. With his crew reduced to 52 (can't remember how many were needed for safe operation), I don't know if Antonio will be willing to risk assigning any of them to one of the pirate ships, and there is no telling how bad the casualties in the Pride were (I hope Afke survived!) It would be a real boon to be able to bring both of them to Orinilu with us, though.
 
Can't believe I just thought about it, but we should be getting a decent amount of loot from this encounter. Roland noted just how well armed and armored Isele's crew were. Coats of bronze armor, good quality shields, lots of bows, etc. Some of that will have been lost overboard, but most of it should still be on the deck of Isele's ship or Marcella's.
And Wanderer can use Isele's Olweje-blessed maul.

Edit: A parallel to like Tender had her Olweje-blessed two-handed sword. Looks like it's the latest fashion for Knikut to fight with looted Olweje-blessed weapons!
 
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Can't believe I just thought about it, but we should be getting a decent amount of loot from this encounter. Roland noted just how well armed and armored Isele's crew were. Coats of bronze armor, good quality shields, lots of bows, etc. Some of that will have been lost overboard, but most of it should still be on the deck of Isele's ship or Marcella's.

That'll help offset the more than 700 gold in potions, poisons, and Alchemical items we've expended so far, not including what might be needed to save the Pride's injured crew members.

And we can't forget about the two ships that weren't able to flee. With his crew reduced to 52 (can't remember how many were needed for safe operation), I don't know if Antonio will be willing to risk assigning any of them to one of the pirate ships, and there is no telling how bad the casualties in the Pride were (I hope Afke survived!) It would be a real boon to be able to bring both of them to Orinilu with us, though.

We can probably tie them and carry them that way.
 
Can't believe I just thought about it, but we should be getting a decent amount of loot from this encounter. Roland noted just how well armed and armored Isele's crew were. Coats of bronze armor, good quality shields, lots of bows, etc. Some of that will have been lost overboard, but most of it should still be on the deck of Isele's ship or Marcella's.

That'll help offset the more than 700 gold in potions, poisons, and Alchemical items we've expended so far, not including what might be needed to save the Pride's injured crew members.

And we can't forget about the two ships that weren't able to flee. With his crew reduced to 52 (can't remember how many were needed for safe operation), I don't know if Antonio will be willing to risk assigning any of them to one of the pirate ships, and there is no telling how bad the casualties in the Pride were (I hope Afke survived!) It would be a real boon to be able to bring both of them to Orinilu with us, though.

He would be cutting things very fine to take both ships as each of them needs at least 15 men for each of them. Basically every ship in the fleet would be running at a couple of sailors from minimum crew. Just one longship would be a lot safer, but you would also miss out on close to 1000 gold when you get to Orinilu
 
He would be cutting things very fine to take both ships as each of them needs at least 15 men for each of them. Basically every ship in the fleet would be running at a couple of sailors from minimum crew. Just one longship would be a lot safer, but you would also miss out on close to 1000 gold when you get to Orinilu

How about simply tying the ships?
 
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