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

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[X] "I doubt any would mistake our Fellowship, good sir. Steel among bronze is rare enough, I'd wager, and our blades are far more the former - not of Ibanoran shores, I'd wager."
-[X] "Still, I would ask the name of one who would offer aid so graciously."

If it wasn't clear, this is rolling Diplomacy. Not my best work but I'm exhausted. @Goldfish lmk what you think.
Works for me! Thanks, dude.

[X] Snowfire
 
@DragonParadox, here's an updated Fellowship page. I swapped out everyone's armor, giving our melee armsmen their Bronze Lamellar and Wanderer his Chain Shirt. I added the Chain Shirts they are no longer wearing to the Armory tab.

The Fellowship

Motto: Truth from the Unknown

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

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

Touched by the Far Realm: The ship has passed though the Realm Between and it has been... changed. It Hungers for life and yet it seems bent on preserving the life of its crew
  • Sails upon the Dreaming Wind: Marcella no longer sails solely with the wind of mortal realms, able to even travel against it at great need, though to linger among its rigging grows more of a strain upon the mind of man
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)
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: CN
Age: 21
Race: Neanderthal
Level: 2
Class: Barbarian 2 (Invulnerable Rager)
Feats: Extra Rage
Traits: Indomitable Faith
Class Features: Damage Reduction (1/--), Rage (15 rounds/Day), Rage Power (Reckless Abandon)
Languages: Anwari, Wanderer's Knikut dialect
Special: Hardy (+6 HP), Low-Light Vision, Mental Fortitude
HP: 33/33
  • HP w/Rage: 37/37
AC: 10 + 1 (Natural) + 1 (DEX) + 4 (Chain Shirt) = 16
  • AC w/Rage: 10 + 1 (Natural) + 1 (DEX) - 2 (Rage) = 14
    • AC w/Rage & Reckless Abandon: 10 + 1 (Natural) + 1 (DEX) - 3 (Rage) = 13
Movement: 30 feet + 10 feet (Fast Movement) = 40 feet
Initiative: +1 (DEX)
Attack:
  • Northern Fury (+1 Greatclub): +2 (BaB) + 3 (STR) + 1 = +6 [1d10+4, Critical: x2 Bludgeoning]
    • when using Power Attack: +5 [1d10+7]
  • Northern Fury w/Rage: +2 (BaB) + 5 (STR) + 1 = +8 [1d10+6, Critical: x2 Bludgeoning]
    • when using Reckless Abandon: +9 [1d10+6]
    • when using Power Attack: +7 [1d10+9]
      • when using Power Attack & Reckless Abandon: +8 [1d10+9]
  • 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
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%

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

Total Funds: 12,988 gp
Fame and Infamy
Anwa Islands 4/10: Strangers you are seemingly risen up from the foaming waves of a storms come upon the island, strange is your ship and strange is your manner. Some call you aid unlooked for in a time of need, some birds of ill omen, come to pick over the bones of the True Folk
-Lirman: 6/10: You were welcomed by the king into his hall, yet you have made few freinds among the clans, even those who were once you allies now speaking ill of your deeds. Yet none can deny that you came in timely manner with news of the darkness growing over Korman. It is said you have slain a dragon, and a dragon's head you brought forth for song and saga
-Korman: 3/10: Champions of Olweje, and bearers of His shield you have been named outlaw and kidnapper by the new king of the Island. It would be death for you to show your face in the capital, though perhaps other lords might thing better of you

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

The White Lands 1/10: Your deeds are great , but they have not yet resounded upon the frozen plains from the horns of the Wyrdoki and the drums of the Danuk
Consumables
Daily Alchemy Progress by Item
Dragon's Blood: x5
Draconic Perfume (Nightshade's Kiss): x1
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)*

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)*

Gold Sheet*

Hedon's skull*

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

Red Lion's head*

Ulk's head
Armory
Armor
8 Steel Chain Shirts
6 Norman Heavy Shields

Weapons
10 Steel shortswords
10 Spears
4 Cold Iron spears
100 Cold Iron arrows
8 Shortbows
2 Composite Shortbows
 
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@DragonParadox is it too late to find a houndmaster and dogs? I was hoping that after we defeated the demon and returned here we will have a batch of trained dogs waiting. Do we need a kennel for this though?
 
@DragonParadox is it too late to find a houndmaster and dogs? I was hoping that after we defeated the demon and returned here we will have a batch of trained dogs waiting. Do we need a kennel for this though?
There is space within Wayfarer's Respite that could be used as a kennel. I'm not sure how prevalent domesticated dogs are in this region of the world, though.

If they are relatively common and available, I wouldn't mind getting some for the keep. Some of the Otter-kin might even be able to use them as mounts.

EDIT: Also, Roland has a high Handle Animal skill bonus, so he could easily do some dog training. Better yet, his Handle Animal skill is even more effective when training mounts, and a Riding Dog would be a mount for Otter-kin.
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.
 
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There is space within Wayfarer's Respite that could be used as a kennel. I'm not sure how prevalent domesticated dogs are in this region of the world, though.

If they are relatively common and available, I wouldn't mind getting some for the keep. Some of the Otter-kin might even be able to use them as mounts.
Dragonparadox did reply that we can look for hirelings like a houndmaster in the market, its hirelings like beast tamers that would be rare though. And since a houndmaster's availability is normal, i assumed that a couple of breeding dogs wont be difficult to buy, and once we get back from our island campaign we'll have puppies ready to be trained or even fully trained war/riding/hunting/guard dogs.
 
OMG, there are so many cute pictures of kids and animals (dogs, cats, lizards, etc.) riding dogs if you do a Google search. It was all I could do to close the tab before I was sucked into an abyss that might have eaten my entire weekend.
 
OMG, there are so many cute pictures of kids and animals (dogs, cats, lizards, etc.) riding dogs if you do a Google search. It was all I could do to close the tab before I was sucked into an abyss that might have eaten my entire weekend.
Instead you'll be busy feeding your weekend to the Realms. Those of the Far variety, I'm sure.
 
How does anyone else use it, then?
You can reduce ACP through quality of armor, magic, feats, and equipment modifications, plus you can pump up your Ride skill in much the same way to make the penalty less relevant.

Obviously, our men aren't going to have all of these tricks available to them to overcome ACP penalties from wearing heavier armor, but Ride checks aren't really necessary outside of combat and other special circumstances, and there is nothing saying they can't just switch to their lighter Chain Shirts if mounted combat is expected.
 
Seems cruel that sorcerers can acquire a very high AC with two spells and not have to deal with any of that, to be honest, but it's good to know.
 
Seems cruel that sorcerers can acquire a very high AC with two spells and not have to deal with any of that, to be honest, but it's good to know.
ACP doesn't really have much of an impact outside of a few situations, so it's not a huge burden. The advantage to wearing armor is that you're basically always protected, which is good for ambushes and other instances where combat can break out unexpectedly, while spells need to be cast and that expends a very limited daily resource that can't be used for other purposes. Even learning or preparing the spells is a limit on your abilities and resources, even if you don't need to cast them for one reason or another.

There are advantages and disadvantages to both approaches.
 
Eh... I did close the vote rather fast on the shopping update because I wanted to do two updates, sure if you want, you can vote to look for hirelings after this encounter is done.
Awesome! Having dogs as guards would be a force multiplier for our home team as well as a morale boost, and hopefully once we get back, there is at least a couple of well-trained dogs that we can use for war and hunting or sold as needed.
 
It suddenly occurs to me that Tom still is in light armour, and is now more lightly armoured than all his fellow armsmen.
Which.
Whoops.
 
Vote closed, let's see how this goes.
Adhoc vote count started by DragonParadox on Feb 12, 2022 at 3:00 AM, finished with 27 posts and 7 votes.

  • [X] "I doubt any would mistake our Fellowship, good sir. Steel among bronze is rare enough, I'd wager, and our blades are far more the former - not of Ibanoran shores, I'd wager."
    -[X] "Still, I would ask the name of one who would offer aid so graciously."
    [X] With grace (Rolls diplomacy), with Antonio lending assistance toward the check using Aid Another.
 
Arc 11 Post 20: In Merry Cloak Grim Herald Garbed
In Merry Cloak Grim Herald Garbed

Thirty Sixth Day of Ikomi-hamba (Ikomi Descendant) 1348 A. L. (After Landfall)

"I doubt any would mistake our Fellowship, good sir. Steel among bronze is rare enough and our blades are far more of the former - not of Ibanoran shores, I'd wager," you reply with as much courtesy as surprise will allow. Perhaps the man had not meant it as a challenge. Then again, perhaps he had, you think as his gaze sharpens and moves from your face to your sword hilt in that quick appraisal that marks a duelist on the field of blood more than it does a shopper browsing the market. Your tone perhaps a touch less cordial, you add: "Still, I would ask the name of one who would offer aid so graciously."

"Sigan Iskhan," he replies with a bow that sends his cloak swirling... and cascading through a dozen colors from rose pink and back to purple as magic plays across the cloth. Even Silver starts at the sight, but the name appears to mean more to Antonio than the show of glamor.

"Strange to meet the Sword of the Purple by chance before so humble a hall. Surely, any merchant you might visit shall thank fate and fortune for delivering so great a warrior to their door," though the words are dipped in honey you sense behind them caution as one might when walking abroad in the woods and finding a wolf in the middle of the path, only the one and well fed, but still dangerous enough to raise a guard. The way he says the color makes you think he means some kind of group that holds sway and power in the city, but the name means nothing to you.

"Thugs who hold sway in Farshore, but strong and rich enough that they have business beyond the slums and have grown respectable enough of late to linger on the margins of polite society," Antonio explains in Sicilian, adding. "This is their most infamous enforcer, in genteel parts of town at least."

You almost choke to hear him say all that in the middle of the street, but Sigan does not seem to have realized anything was amiss in the way he had just been introduced. Of course he hadn't, you chastise yourself, the man is not likely to speak the tongue of another world and not even the magic of Esha's blood can untangle that riddle. How the Devil does one treat a thug in fine silks?

"Ah, I see you heard of me," from the brazen smile you wonder if he would even be troubled by the introduction Antonio had given him. "It is not often that a merchant galley sails into port with two pirate ships in its wake and the piles of weapons and armor to attest that their former occupants will no longer trouble the seas, and so I have come to see myself the folk of the... Fellowship, was it? There was some foreign name also and I do not wish to risk mangling it with an unknowing tongue and give offense. Insulting a man by accident is like laying with a woman blind drunk, a deed not worth the doing."

"Always good to meet a man who is careful with his words," you reply guardedly. "What did you wish to speak to us of?"

"A proposition of sorts, one that is not fit to be bandied about in sight of earth and sky, perhaps a dinner at the Broken Wheel?" the man replies airily, naming one of the finest taverns in the city. "The staff can be counted on not to linger 'round corners for rumors and the walls are thick."

"Ah... we have much yet to do before our journey swift approaching," Antonio demurs, though he does not quite close the door as firmly as you might have, perhaps because he was expecting what came next.

"I can make it worth your while, say to the tune of five hundred Icari." A smile plays on thin lips and eyes glitter beneath carefully groomed eyebrows.

"Five hundred Icari to listen and just that?" Antonio is still wary, true, yet now he is leaning close where before he had been all but pressed against the wall of the shop behind him.

"Five hundred Icari to eat a fine meal and listen to a proposition which I think you shall find sweeter than both the food and the silver," comes the assured reply.

What do you do?

[] Refuse the meeting, private or not you do not wish the Fellowship associated with such dark folk

[] The price he offers would be enough to make your trip to the War Market more profitable than not, hear them out and take the silver, you are doing the world a favor by keeping it out of such hands really (Go to the meeting +500gp)

[] Write in


OOC: Roland was a bit off on reading the body language at the start since there is a difference between the amount of checking out done by a professional warrior and a professional killer and enforcer. If you had chosen to intimidate for instance there would have been a chance he would have escalated if he failed a sense motive check.
 
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It suddenly occurs to me that Tom still is in light armour, and is now more lightly armoured than all his fellow armsmen.
Which.
Whoops.
Shit. @DragonParadox, I forgot that about Tom when figuring up the number of armors to buy. Can we retroactively purchase him a set, too? Lamellar or Breastplate, whichever is available? I can add it into a vote if necessary, but I doubt anyone would have objected during the first vote for it.

Thanks for the heads up, Shine.
 
Shit. @DragonParadox, I forgot that about Tom when figuring up the number of armors to buy. Can we retroactively purchase him a set, too? Lamellar or Breastplate, whichever is available? I can add it into a vote if necessary, but I doubt anyone would have objected during the first vote for it.

Thanks for the heads up, Shine.

There were only eight sets of lamelar armor, you would have to get him a brestplate, as long as you are fine with that you can add it to the next snopping vote while you are still at the market.

You could even get him masterwork armor if you want, though the benefits of that do not seem worth the cost with the current funds you guys have.
 
So the Purple are basically the Orinilu mafia? Lovely.

This isn't exactly an offer we can't refuse, but it might very well be one we shouldn't refuse. We're getting ready to depart Orinilu soon, and Wayfarer's Respite is going to be guarded by a relatively small number of people (unless we can convince Odorin to station a good number of House Koire guards there, possibly to continue their training under Neios), so having a group of outright criminals angry or annoyed with us could be a problem.
 
So the Purple are basically the Orinilu mafia? Lovely.

Let me put it this way, before they where the Purples they were 'The Purple Neckers' for the calling card of strangling their victims which left recognizable bruising on the neck.

That was shortened and much later it was claimed that it stemmed not from that but from the use of purple dye to show their wealth.
 
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