Eighteenth Day of Ikomi-hamba (Ikomi Descendant) 1348 A. L. (After Landfall)
"Fire!" Aubert bursts through the door of the hall at a dead run, looking like he had seen a dragon in the sky. "Fire in the workshop! Milord, come quick!"
As you rush outside you see it, a crown of flame upon a newly thatched roof burning like kindling, and for the first time all winter you curse the snow for its absence. Tom was nowhere in sight, but luckily John had taken command of the handful of men in the courtyard, sending them rushing with buckets to the creek just as you had planned... and even more luckily Inge was near at hand. The girl was sitting next to the workshop, one hand on the white-plastered wall and murmuring a prayer as wave after wave of water spun from empty air, putting out the flame with an angry hiss.
"Well ain't that handy to have around," you hear someone say, George or Peter by the broad Saxon accent.
You have no time to sit and be amazed though. "What in God's name is going on?" No one seems to remark that you took the Lord's name in vain, and little wonder, for the whole keep is more wood than stone and fire might reduce all your hard work to ash.
That is when you spy Zaia stumble out of the door of the workshop coughing and ash stained, in his hands cradled steel and fire. Durendal it was, but not as you had known it. Where before its flame only burned when it struck, seeking to cleave through stone and metal, flesh and bone, now the fire burned eternal by the light of day, and the hilt, which before had been plain bronze, was now bound in dragon scales that glittered like emeralds, yet when you gingerly gripped it it fit in the hand more smoothly than any weapon you had yet held.
"Your sword, Sir Knight," the alchemist manages to get out, pride and chagrin mingling in his voice. "It has been improved more than I had hoped, some virtue of the dragon's scales perhaps, which made the fire shine hotter..." he looks back at the workshop, which had thankfully not suffered too much damage thanks to Inge's quick aid. "Hotter than I would have hoped."
Durendal gains Flaming Attacks
Durendal
Appearance: Wrought in the image of a knight's sword of finest bronze, the mark of Oroki of Apuku can still be read upon the base of the blade, yet in its journeys from that island the work of greater smiths has been made upon it also. It burns now with white flame along its edge, as though it had never left the smith's anvil, its hilt bound in a thousand small scales that shine like emeralds in the dark.
"A man skilled in that art told me to never set a blade to fire lest one is a smith. That is twice he has been proven wrong, to our good fortune. Perhaps it is best not to tempt Providence a third time, eh?" At these words the scholar gives a shaky laugh and a few moments later your men join in, as much in relief as mirth over the jest.
Esha later calls the whole affair 'a ritual not of craft but of chance', beyond her skill and indeed beyond the skill of any sorcerer in all of Orinilu as far as you know. "It is as though a man running his errands one fine morn was to stumble and fall not into some of the less savory things that can be found upon a road, but into a pile of silver coins, as though a song were so near completion that it had sung itself with only your lips as the instrument."
Inge nods gravely and adds: "You should probably get a stone house before you try any more fire magic."
As the keep rises ever higher and the moat is dug, by sorcery as much as shovels, the training continues apace, though there is still time in the evenings to speak to your companions as much as those other folk whom you have gathered to your company and hear what they hope for the coming seasons.
Whose company to you seek?
[] Runs in Rain as he tries to learn how to fight as well as gain the weapons to do so
[] Neios, his attempts to ingratiate himself with the nobility of the city have ended in abject failure, leaving him prey to black moods, barely speaking a word
[] Your men, you will have to pick someone to be left in charge of the keep in spring, best to see who would most fit the task
[] The strange owl, the thing has been following you for more than a moonturn by now, there has to be some reason for its strange behavior, see if you can discern it
[] Antonio as he goes to the market to pick up trade goods for the journey in the spring, perhaps you can do some buying or selling of your own
[] Esha, to learn the tongue of the city more thoroughly so as to stumble less over the words of Engur
OOC: I am at least thankful you did not roll a 95+ on what that enchantment would be or else I would have had to balance future encounters around you having this. Still, you did not roll the lowest bound either which would have been thawing. This was pretty much the middle of the road option with Flaming Burst being the third of the four options.
[X] Neios, his attempts to ingratiate himself with the nobility of the city have ended in abject failure, leaving him prey to black moods, barely spaking a word
Special: +2 bonus when using the Trip, Disarm, Dirty Trick, Feint, Reposition, or Steal Combat Maneuvers, and does not provoke an Attack of Opportunity.
Special:
+2 Traits bonus vs Mind-Affecting effects.
+2 Resistance bonus vs Mind-Affecting effects.
+2 Morale Bonus vs Fear effects. On a successful save, you gain +2 Morale bonus to attacks and CMB against the originator of the Fear effect for 1 round.
Intercept: You learn to better disrupt the attacks of your enemies. When an adjacent ally is attacked, you may use an Attack of Opportunity to attempt the Aid Another action to improve their AC.
Aid Allies: Whenever you use the Aid Another action to assist one of your allies, the ally receives a +3 bonus to his Attack Roll, Saving Throw, or skill check, or a +4 bonus to his Armor Class.
Mounted Combat: 1/round when your mount is hit in combat, you may attempt a Ride check as an Immediate Action to negate the hit. The hit is negated if your Ride check result is greater than the opponent's attack roll.
Expert Trainer: You receive a +2 bonus (1/2 Cavalier level) whenever you use Handle Animal on an animal that serves as a mount. In addition, you can reduce the time needed to teach a mount a new trick or train a mount for a general purpose to 1 day per 1 week required by increasing the DC by +5. You can also train more than one mount at once, although each mount after the first adds +2 to the DC.
Challenge: 2/day, you can Challenge a foe to combat. As a Swift Action, you choose one target within sight to challenge.
The Challenge remains in effect until the target is dead or unconscious or until the combat ends.
Your melee attacks deal +4 extra damage (equal to Cavalier level) whenever the attacks are made against the target of your Challenge.
Challenging a foe requires much of your concentration. You take a -2 penalty to his Armor Class, except against attacks made by the target of your Challenge.
Whenever you issue a Challenge, your allies receive a +2 Circumstance bonus on melee Attack Rolls against the target of your Challenge whenever you are threatening the target.
Whenever you issue a Challenge, you can select one ally as a ward for the duration of the Challenge. Whenever your are adjacent to your ward, you take a -1 penalty to Armor Class, and the ward receives a +1 Dodge bonus to AC.
Equipment of Note: Cold Iron Short Sword, Steel Longsword
Durendal
Appearance: Wrought in the image of a knight's sword of finest bronze, the mark of Oroki of Apuku can still be read upon the base of the blade, yet in its journeys from that island the work of greater smiths has been made upon it also. It burns now with white flame along its edge, as though it had never left the smith's anvil, its hilt bound in a thousand small scales that shine like emeralds in the dark.
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.
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.
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.
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.
Armor Training (Ex): Whenever you are wearing armor, you reduce the Armor Check Penalty by 1 (to a minimum of 0) and increase the maximum Dexterity bonus allowed by your armor by 1.
Tactician (Ex): 1/Day a a Standard Action, you can grant the Coordinated Maneuvers feat to all allies within 30 feet who can see and hear you. Allies retain the use of this bonus feat for 4 rounds (3 + 1 round per 2 levels of Fighter).
Equipment of Note: +1 Ghost Touch Cold Iron Spear (+2 bonus to CMD against disarm attempts)
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.
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.
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)
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.
*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 ofCat's Luck
Description: At first sight these boots looks like nothing more than sturdy travel wear, albeit with an ostentatious fastening, but to the mage's eye there is a glint of good fortune forged into the silver, such that one should only ever fall like the cat upon its feet.
Ability: The boot's wearer always takes the minimum possible damage from falls (as the result were 1 on each die of damage incurred by the fall) and at the end of a fall always lands on his feet.
Fey Gold
Description: A lumpy piece of unworked gold imbued with the power of a Fey creature, this pendant was taken from the corpse of slain pirate lord when we ended his reign at sea.
Ability: While wearing this Fey Gold pendant around their neck, the wearer gains Fire Resistance 1 and a +1 resistance bonus on Will saving throws.
Special: The pendant's other powers, to allow the wearer use Chill Metal 1/Day and to use Mending at will to repair metallic objects, remain unavailable, as you were not its original recipient. Perhaps one of the Tinker Fey can unlock this power once more?
Talismans:
Nikure's Grace: This silver talisman in the form of two delicate intertwined spirals glows blue whenever an evil creature targets the wearer with magic jar, possession, or a similar effect, or with a charm or compulsion spell or effect that allows the creature to exercise control over the wearer (such as suggestion, but not sleep). If the spell or effect allows a saving throw and the wearer fails it, he receives a second saving throw. If he succeeds at the second saving throw, the wearer is also protected by protection from evil for 5 rounds.
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.
Necromantic Focus (Ex): You must prepare at least one Necromancy spell of each spell level you can cast.
Arcane Reservoir (Su): You start each day with 4 points in your Arcane Reservoir (3 + 1/2 Arcanist level), and it can hold up to 6 points (3 + Arcanist level).
Twilight Barrier (Su): Whenever an attack removes the last Temporary Hit Point from your Arcane Barrier, the barrier lashes back at the attacker, dealing an amount of Negative Energy damage equal to the barrier's maximum Temp HP capacity.
Soulward (Su): As long as Esha has her Soulrider on Roland, she can at will as a swift action give him +2 profane bonus to will saves until her next round*. If active, it can be seen by seers with a particularly discerning eye or a specific hatred of the living dead*.
Consume Life (Su): By wresting a soul from life to death, you gain a slightly deeper understanding of mortality, fueling your curiosity and eldritch power. As a Full-Round Action, you can consume the life energy of a helpless living creature, killing it. This creature must have 2 or more Hit Dice and be below 0 hit points. You add 2 points to your Arcane Reservoir if the creature's Hit Dice equaled or exceeded your character level, or 1 point if the creature's Hit Dice equaled at least 1/2 your character level. This ability is a Death Effect.
Weaknesses:
Light Sensitivity: You are Dazzled in areas of bright sunlight or within the radius of a Daylight spell.
Unhallowed Birth: You take a -1 penalty to your caster level whenever you are in an area affected by Consecrate, Hallow, or a similar spell that makes an area Holy.
Sadly I do not think there are enough goats around for that, though who know if you stab enough flaming enemies with it the enchantment may upgrade, the sword is not capped and can change in all sorts of ways.
Sadly I do not think there are enough goats around for that, though who know if you stab enough flaming enemies with it the enchantment may upgrade, the sword is not capped and can change in all sorts of ways.
Leadership: Triumvirate 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
64 Sailors not counting the captain
8 Armed with short bows
57 armed with a variety of melee weapons
Weapons
A pair of enchanted crossbows on tripods (+1 to attack and Damage; can be fired with a voice command/free action)
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: 1/4 progress in Medium
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: 1/4 progress in Medium
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.
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
Finances of the Company
Company Animals
-18 Horses (Two pregnant mares)
Soldier Salaries [Per Payment/Loot]
1% per man at arms
2% for Tom Total Salary Cost 16%
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
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)*
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)*
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.
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 Greatclub
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.
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)*
[X] Neios, his attempts to ingratiate himself with the nobility of the city have ended in abject failure, leaving him prey to black moods, barely spaking a word
[X] Neios, his attempts to ingratiate himself with the nobility of the city have ended in abject failure, leaving him prey to black moods, barely spaking a word
[X] Neios, his attempts to ingratiate himself with the nobility of the city have ended in abject failure, leaving him prey to black moods, barely spaking a word
- i guess the otters assassination training can wait
I meant the type of thieves that you only find out about after they've made off with everything they can carry. Durendal is essentially a Minor Artefact now. That's gonna bring attention.
I meant the type of thieves that you only find out about after they've made off with everything they can carry. Durendal is essentially a Minor Artefact now. That's gonna bring attention.
If we aren't going to advertise it for how exceptional it is, it won't, or at least no more than magical weapons and armor of other people, like e.g. armor of one of Anisi's fellow hunters:
If we aren't going to advertise it for how exceptional it is, it won't, or at least no more than magical weapons and armor of other people, like e.g. armor of one of Anisi's fellow hunters:
We are a company with mages sometimes dealing with magical threats, so for general public our magical weapons are par for the course.
While that is true in the case of most people mages will be able to judge roughly how powerful it is by the aura it casts
Anyway, vote closed
Adhoc vote count started by DragonParadox on Feb 8, 2022 at 8:37 AM, finished with 27 posts and 9 votes.
[X] Neios, his attempts to ingratiate himself with the nobility of the city have ended in abject failure, leaving him prey to black moods, barely spaking a word
I meant the type of thieves that you only find out about after they've made off with everything they can carry. Durendal is essentially a Minor Artefact now. That's gonna bring attention.
Hopefully our guards and telepathic Otter-kin will prove effective at rooting out thieves, plus plenty of vigilance on our part and never, ever leaving it where someone can freely walk off with it.
Eighteenth Day of Ikomi-hamba (Ikomi Descendant) 1348 A. L. (After Landfall)
Fine as the wine of Zaia's conjuring may be there are some talks that could well do without the fire in the wine. So it is with a pitcher of clear sage water that you await Neios for a talk that evening. If anything the unwavering magelight that you had asked Inge to conjure for the hour only makes it all the more clear how ill fortune had dealt with him in these last few days. While you had not wished to pry, much less to spy upon the man, what little account he had given of his doings in the city made it clear that he sought to ingratiate himself with those nobles of Orinilu who had bonds of trade and perhaps even of blood with his homeland. Alas he had found no kinship...
"I hope I do not misjudge you, my lord," he begins stiffly, then much to your further mystification adds, "Whatever rumors you have heard from that scoundrel Ukuju or his ilk, know that they are not true and that it was he and not I who overstepped the bounds of decency."
"Ah... you have me at a disadvantage, my lord." Between keeping the construction on schedule, the men training and Zaia setting the roof of his workshop on fire, for a good cause though the latter might be, you are about as well-informed on the rumors of Orinilu as you are on those of lost Rouen. "I do not know of what rumors you speak."
"Ah, to be an exile by choice and not by the cruel hand of fate," he sighs and had he sounded less dejected you might have taken it amiss. "I might as well tell you the truth before you hear his lies."
You nod cautiously and settle back to listen to the tale.
"Over the winter-descent it seemed to me that I had much in common with the captain and had found in him a sympathetic ear. He claimed that he too had come into his inheritance young and under a cloud of ill fortune, that he had suffered the depredation of thieves and the blades of murderers. Also he knows the tongue of my people, of the Nokuma, and speaks it with grace that belies his treacherous heart. He trades often in the east, he claimed, and that much I believe for I have heard it from other tongues than his. There was talk of offering me a loan upon my word that I would thus repay it once home and in possession again of my family's fortune..."
You might have asked it of us, you wish to say but you do not, for there is a part of you that understands that he might not wish to be indebted to the same strangers who had saved his life for every bite of bread and every scrap of cloth on his body.
"He wanted something from me. He knew I was skilled with a sword and..." a look of revulsion twists Neios' otherwise handsome features. "He wanted to make me a killer for hire. He asked me in so many words to provoke a duel with one of his rivals and in that duel slay the man. Ukuju even had the finery ready for the task so that the man would be more likely to respond to insult with a challenge."
Now, alas, you can well guess where this is going and unless he is a much better liar than you give him credit for you suspect Neios is saying nothing but the truth.
"I refused of course and named him the craven schemer that such a proposal showed him to be and so to his even greater dishonor the captain had two of his thugs toss me out like a beggar onto the streets and later I heard that he had been spreading tales claiming I had tried to steal from his home. I tried defending myself, but what worth is the word of a penniless foreigner beside a rich and 'upright' Captain of the League? No doubt by now he is looking for another to be his bloody sword. Why, I would wager he would even ask you to do the deed without a shred of shame." He cuts himself off, an almost fevered light in his eye. "That is it, if he would do that with others who might confirm the tale in earshot perhaps unknown to him then he might be revealed for the scoundrel that he is and my reputation would be saved." He sighs again, this time more deeply. "Oh, but I cannot ask that of you when you have already done so much for me."
What do you reply?
[] Offer to set a trap for Ukuju to rehabilitate Neios' reputation, between the cunning of Antonio and Esha you are sure you can find a way to do it
[] Enough is enough, offer him a loan (Diplomacy DC 19)
-[] Write in sum
[] Write in
OOC: Sorry for linking the big page for the Sage Water, all the other links I could find to it online to just that beverage were modern.
I'm not sure if getting embroiled in politics with another member of the league of Captains, especially with Antonio being such a relative newcomer, would do us any favors. Ukuju was the captain who introduced Antonio to the league in the first place, IIRC, so even succeeding in discrediting him could have unfortunate blowback for us.