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

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Arc 13 Post 3: From Misshapen Mouth
From Misshapen Mouth

Ninth Day of Elnu-Hamba (Elnu Descendent), 1349 A. L. (After Landfall)

"Death!" you shout in the tongue of lost Normandy. "Death to the damned!" Thus you charge the smaller fiend, the child-mockery. She is fast, faster than she has any right to be, but half dozen of them dance before your eyes, a hateful mocking chorus and Durendal cuts naught but empty air in the place where her second mouth would be.

Six bloody hands reach for the young man in the ground, six hateful voices call for his death... a fel light upon the room failing. Glamors you realize and know that only one is peril... and only one in peril. Though you do not know daemons and nor sorcery you know battle, you know in the face of which foe to raise your shield and bat aside her hand.

One after another George's net flies through the head of one figment, banishing it as James shoots through two of them, arrows whistling through the air even as the signs of battle in the far room grow. Something heavy smashes against the walls or floor... A body, a hateful voice familiar as your own face in the mirror whispers.

The shadows grow thinker, the lights dim, for just a moment it seems as though a mountain had been laid across your shoulder, a nameless dread, but the rush of battle is too great in you now and lordship too real a pledge to cast aside for lying enchantments. "Death!" you call again and your world narrows only to the three of mockeries childhood before you.

Alas again by foul sorcery your blow is cast astray again... another arrow goes through the head of the last false visage and again you interpose the shield that is Olweje's prize between the thing and the fallen warrior it wants to slay, but this time it has been a feint to draw in the flying things as they fall on you with iron hard tails, the blows sink into your back one after another.

You take 6 Damage

Reeling the world blurs before your eyes and when it blurs no more you notice the child mockery is gone, though you hear for just a moment the creak of her feet on the pine floor. Cursing your luck you turn to see see James again managing to strike his foe not once but twice, though the flying horrors are nimble as no bird in the sky. Bronze tipped arrows put out two of its eyes and then George casts a weighted net over the thing.

That is when it speaks and it is no curse, no foul magic, but instead pleading: "Please don't! I didn't want this!" Strangest of all it speaks as though with the tongue of a man and that is when the other daemon lunges not at you, nor at the men of the fellowship, but at the Anjo-oru who had thus spoken in a bling rage.

"Spare me!" the snared Anjo oru says. "Spare me and I will tell you all you want to know, all you need to know!"

What do you do?

[] Try to spare the seemingly surrendering daemon

[] Kill them both, there is still battle to be had and now with the greater of their kin loose

[] Write in


OOC: I know it is frustrating to just have enemies vanish like that, but the vulnadaemon did have invisibility and it did not have a death wish.
 
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Damn, the Vulnadaemon escaped. Before we deal with our current situation though, heal Nico first, then rush through the door to help Tom and Aina.
 
[X] Kill them both, there is still battle to be had and now with the greater of their kin loose

Invisibility at will means we can't do shit if he lies and escapes. There is much at play and somebody is dying.
 
[X] Kill them both, there is still battle to be had and now with the greater of their kin loose

Invisibility at will means we can't do shit if he lies and escapes. There is much at play and somebody is dying.
Agreed.

[X] Kill them both, there is still battle to be had and now with the greater of their kin loose
 
[X] Kill them both, there is still battle to be had and now with the greater of their kin loose

Yeah, I'm not going to trust anything a demon says, not when our allies are in danger and that Vulnadaemon is out there.
 
[X] Kill them both, there is still battle to be had and now with the greater of their kin loose

The doom creatures have Fast Healing too, so I suspect we shouldn't wait about.
 
[X] Try to spare the seemingly surrendering daemon

Not at all smart, but I want to at least give it a shot in case it's a child being possessed by a demon or something
 
I am strongly agree with Tomcost that we should give healing potion to Nico ASAP.
Also I hope that Vulnadaemon is scared enaugh, and she (it?) would not attempt to coup-de-grace Hugh.

As for the voting, I am really unsure. On the one hand, this is daemon prisoner which can provide some information and save our time for killing it.
On the other hand, it's daemon prisoner.
 
@DragonParadox, I've updated Roland and Antonio's character sheets with their new feats. I added Roland's martial training abilities with basic descriptions, and did the same with Antonio's Mindlink power, since neither is a full blown initiator or psionic character yet, so there are not a lot of abilities to clutter the sheets up for now.

I added Redman's Regalia and Bronze Breaker to Roland's equipment list. Bronze Breaker is included in his weapon stats, but I didn't mess with his armor stats yet. Not sure if we'll be able to repair and use his regular armor, or replace it with something else temporarily, until we have a chance to get the regalia looked at and hopefully purified, and I think the general thread consensus was to use it for that battle but not to use it regularly.

Also added the +500 XP Roland had remaining after we purchased his and Antonio's bonus feats.
Name: Sir Roland Verley
Alignment: Neutral Good
Age: 23
Race: Human
Level: 5 (10250/15000 XP)
Class: Cavalier 4 (Courtly Knight, Honor Guard; Order of the Dragon) / Fighter 1
Feats: Additional Traits (Sound of Mind, Sword Scion), Bodyguard (B), Combat Reflexes, Cumbrous Will (B), Deft Maneuvers, Focused Discipline, Improved Initiative, Iron Will (B), Martial Training I (Golden Lion) (B), Mounted Combat
Traits: Influence (Diplomacy), Cooperative Combatant, Sound of Mind, Sword Scion
Languages: Anwari, English, Engur, French, Sicilian

HP: 37/37
AC: 10 + 1 (DEX) + 7 (Banded Mail) + 3 (Shield) = 21
Initiative: +1 (DEX) + 4 (Improved Initiative) = +5
Attack:
  • Durendal (+1 Flaming Keen Bronze Longsword): +5 (BaB) + 2 (STR) + 1 (SS) + 1 (Enhancement) = +9 [1d8+3+1d6; Critical: 17-20/x2; Slashing]
    • when using Power Attack: +7 [1d8+7+1d6]
  • Bronze Breaker (+1 Breaking Gauntlet): +5 (BaB) + 2 (STR) + 1 (Enhancement) = +8 [1d3+3; Critical: x2; Bludgeoning], Special: +2d6 damage vs objects
    • when using Power Attack: +6 [1d3+7]
  • Cold Iron Short Sword: +5 (BaB) + 2 (STR) = +7 [1d6+2; Critical: 19-20/x2; Slashing]
    • when using Power Attack: +5 [1d6+6]
  • Lance: +5 (BaB) + 2 (STR) = +7 [1d8+2; Critical: x3; Piercing]
    • when using Power Attack: +5 [1d8+6]
    • when Charging: +7 [2d8+4]
      • w/Power Attack: +5 [2d8+12]
  • Longbow: +5 (BaB) + 1 (DEX) = +6 [1d8; 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: 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: 6 + 1 (CON) = 7
REFLEX: 1 + 1 (DEX) = 2
WILL: 1 + 0 (WIS) + 2 (IW) = 3

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.
+2 Circumstantial Bonus to Reflex Saves while on the Marcella

SKILLS:
Bluff: 2 (Courtly Knight) + 3 (CHA) = 5
Diplomacy: 8 + 3 (CHA) + 2 (Courtly Knight) + 1 (Influence) = 14
Handle Animal: 6 + 3 (CHA) + 2 (ET) = 11
Intimidate: 8 + 3 (CHA) + 2 (Courtly Knight) = 13
Perception: 8 + 0 (WIS) + 2 (Alertness w/Mount) = 10/12
Ride: 7 + 1 (DEX) = 8
Sense Motive: 8 + 2 (Courtly Knight) + 2 (Alertness w/Mount) = 10/12
Survival: 4 + 0 (WIS) + 1 (OotD Protection) = 4/5

Martial Initiator Abilities:
  • Pride Leader's Stance: You can adopt this Martial Stance as a Swift Action which remains in effect until you rest or change the stance. While in effect, you and all allies within 20 feet gain a +4 Morale bonus to saves against Fear and Demoralization effects.
  • Encouraging Roar Maneuver: As a Swift Action, you grant yourself and all allies within 30 feet a +2 Morale bonus to attack and damage rolls for one round. Encouraging Roar can normally be used once per encounter, but you can gain another use of the maneuver in combat by taking a Full-Round Action to restore your focus.
Special Abilities:
  • 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.
  • 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.
  • Cumbrous Will: Before rolling a Will save, you can choose to gain a +6 bonus on your saving throw. After the saving throw is resolved, regardless of the result, you are Shaken until the end of the encounter.
  • 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

Bronze Breaker

Appearance: This Gauntlet is wrought of black iron in menacing guise, with claws that tear and a grip that crushes.

Abilities:

  • +1 Breaking Gauntlet (1d3 Bludgeoning Damage)
    • 2/Day as a Swift Action, the gauntlet gains the properties of Adamantine for one round. This allows attacks from the gauntlet to ignore Hardness below 20 in any attacked or Sundered objects.
    • Upon command, strikes from the gauntlet deal +2d6 damage against inanimate objects and crystalline creatures on a successful hit and ignore the Hardness of objects with a Hardness of 5 or lower. This effect remains until another command is given.
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.

Powers:
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.

Redman's Regalia

Appearance: Wrought of bronze and carved with runes of ruin, this armor is the mark of a great king unbowed in battle til the last, and it is the mark of secret sins that one can but guess at, a home of daemons wrapped around the heart.


Abilities:
  • +1 Dastardly Fullplate Armor (+10 AC, Maximum Dexterity Bonus: +1, Armor Check Penalty: -5)
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
Languages: Anwari, English, French
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
Languages: Anwari, English, French

HP: 23/23
AC: 10 + 6 (Breastplate) + 2 (Shield) = 18
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 (+2 bonus to CMD against disarm attempts)

Name: Zaia of Alexandria
Alignment: Lawful Neutral
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)
Traits: Artisan (Alchemy), Scholar of Ruins (Knowledge Geography)
Class Features: Alchemy, Bombs (7/Day), Brew Potion, Discoveries (Infusion, Tanglefoot Bomb), Mutagen, Poison Resistance (+2), Poison Use, Swift Alchemy, Throw Anything
Languages: Anwari, Arabic, Coptic, French, Greek, Sicilian, Latin

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
+2 Circumstantial Bonus to Reflex Saves while on the Marcella

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: 10
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
Languages: Anwari, French, Sicilian

*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.
+2 Circumstantial Bonus to Reflex Saves while on the Marcella

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:


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.
Puzzle Box*

Name: Antonio Giustiniani
Alignment: True Neutral
Age: 38
Race: Human
Level: 4
Class: Rogue (Consigliere)
Feats: Awakened Talent (B), Fast Learner, Master of the Ledger, Persuasive (B), Wild Talent (B)
Rogue Talents: +2d6 Sneak Attack, Charmer, Coax Information, Convincing Attitude, Honeyed Words
Traits: Doubt, Hardly a Fool, Inspiring Speaker, Iron Liver
Languages: Anwari, Engur, French, Greek, Sicilian
Special: Fire Resistance 1

HP: 30/30
AC: 10 + 4 (Chainshirt) + 2 (DEX) = 16
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) + 1 (FG) = 3

Special:
+1 Against Illusion Spells
+2 Against Poison or Drugs
+4 Against the effects of Alcohol
+2 Circumstantial Bonus to Reflex Saves while on the Marcella

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.

Psionic Abilities: Power Points (5/Day)
  • Mindlink: As a Standard Action costing 1 Power Point, you can establish a telepathic bond with a willing target within 25 feet for up to 10 minutes which allows for two-way telepathic communication. Once the bond is formed, it works over any distance.
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.
  • 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.
  • Wild Talent: Your latent power of psionics flares to life, conferring upon you the designation of a psionic character. As a psionic character, you gain a reserve of 2 power points and can take psionic feats, metapsionic feats, and psionic item creation feats.
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.

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.

Name: Esha
Alignment: Unknown
Age: Unknown
Race: Ajibachana (Variant Dhampir)
Level: 4
Class: Arcanist 4 (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
Special: Low-Light Vision, Darkvision 60ft
Class Features: Arcane Reservoir, Arcanist Exploits (Aspect of Innocence, Consume Life, Twilight Barrier)

HP: 16/16
AC: 10 + 3 (DEX) + 4 (Mage Armor) = 17
Initiative: +3 (DEX)
Spell Save: 10 + 4 (INT) + spell level
Attack: +2 (BaB)

Weapon Proficiency: Staff

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

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

Special:
-2 to the next Will save after failing the first Will save of the day.
+2 Circumstantial Bonus to Reflex Saves while on the Marcella

SKILLS
Bluff: 7 + 2 (CHA) + 2 (Subjective Truth) = 11
Diplomacy: 7 + 2 (CHA) + 1 (Unidentifiable Appeal) = 10
Knowledge (Arcana): 4 + 4 (INT) = 8
Knowledge (Planes): 6 + 4 (INT) + 2 (PI) = 12
Knowledge (Religion): 7 + 4 (INT) = 11
Sense Motive: 7 - 1 (WIS) + 1 (Outcast's Intuition) + 2 (Planewalker's Insight*) = 7/9*
Spellcraft: 7 + 4 (INT) = 11
Use Magic Device: 6 + 2 (CHA) + 2 (Ajibachana) = 10

*Sense Motive checks vs Outsiders

Spells Known (Arcanist Level 4):
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, Shield, Shocking Grasp, Sleep
Level 2: Blindness/Deafness

Spells Prepared (CL 4**):
Level 0: Daze, Detect Magic, Guise of the Dead*, Penumbra, Prestidigitation, Ray of Frost (At Will)
Level 1: Cause Fear, Mage Armor, Sleep (5/Day)
Level 2: Blindness/Deafness (3/Day)

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

Spell-like Abilities (CL 4):
Arcanist Exploits: Each use of an Arcanist Exploit uses one or more points from your Arcane Reservoir.
  • Arcane Barrier: Provides 6 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:
  • 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 5 points in your Arcane Reservoir (3 + 1/2 Arcanist level), and it can hold up to 7 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.
Equipment of Note:
 
@DragonParadox, here's an updated version of the Fellowship page. I updated our consumables with items we voted on back in February. Sorry for the delay, I forgot I hadn't already added them. There are two less Sunrods in our stockpile than we voted on, since we used two of them to help light Marcella during the supernatural storm that hit the fleet before we reached Lirman.

I'm not sure how many potions have been used from our stockpile, so I didn't mess with those.

I also took into account the Dragon Perfume Esha used in the battle against Unke. I didn't change the finances, since I wasn't sure how you wanted to include the 1,080 gp in spoils we got in the earlier battle before we reached Noromo.
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
-20 Horses
-2 newborns (female)

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

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

Total Funds: 12,688 gp
Fame and Infamy
Anwa Islands 4/10: Strangers you are seemingly risen up from the foaming waves of a storms come upon the island, strange is your ship and strange is your manner. Some call you aid unlooked for in a time of need, some birds of ill omen, come to pick over the bones of the True Folk
-Lirman: 6/10: You were welcomed by the king into his hall, yet you have made few freinds among the clans, even those who were once you allies now speaking ill of your deeds. Yet none can deny that you came in timely manner with news of the darkness growing over Korman. It is said you have slain a dragon, and a dragon's head you brought forth for song and saga
-Korman: 3/10: Champions of Olweje, and bearers of His shield you have been named outlaw and kidnapper by the new king of the Island. It would be death for you to show your face in the capital, though perhaps other lords might thing better of you

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

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

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

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


[SLIDE_HEADER]Armory[/SLIDE_HEADER]
[SLIDE]
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
 
We are starting to wear a frankly alarming amount of partially sentient magic items.
Only because almost all magic items are partially sentient due to the imparted soul (or at least part of one).

I'm sure if they were available we'd be wearing some nice and harmless Resistance +2, Stats +2 and a few cheap spell-effect items.
 
Arc 13 Post 4: Dented Dagger
Dented Dagger

Ninth Day of Elnu-Hamba (Elnu Descendent), 1349 A. L. (After Landfall)

Bronze does not cut into accursed flesh, it burns, almost it seems to unmake, from the pinkish red of raw flesh to brown, to black, to sizzling smoke that fills the air like poison as the foul thing dies. the humanity falls from its voice, not as a mask tearing, but it seems to you almost as some flicker in the endless dark finally guttering out in agony. Just then the other one spits a foul miasma that mingles with the ruin of its companion as it falls on James. A bow falls from limps hands and you look on in horror as James babbles like a babe...

"James!" you shout his name and call him back to his senses even as you advance on the last of the floating horrors. the thing seems maddened, almost rabid as it falls on you with its gaping maw, managing to bite into your neck. Though you lash out at it with bronze in hand the thing is just too strange a foe to slay with the second blow and it manages to find its way among the shadows of the rafters and there it crosses from light to dark and is gone as well.

Of three foes two are gone, but you do not have time to curse your luck. "Stay with Nico!" you call to the men still reeling from the battle, wondering if any of them have healing philters to hand.

In the main clan hall you find the sorry sight of a battle won which only a battle lost could make worse. Aina is covered all about the head and shoulders in burns, her fine robes so many rags that hang off her, though by the dagger in her hand she had not shied away from defending herself.

Tom looks even worse in some ways, his armor and shield eaten away in places by what you might once have thought the bites of some great beast, though you have seen what Zaia's little vials do already and know now to recognize the signs of vitriol and worse things at worse. On the floor are two women's bodies, though from the way they glisten an unnatural pink like the flesh of the daemons you guess they had been vessels of the Anjo Oru.

Jean and Peter look a lot less the worse for wear for the battle, a mark of pride for Tom's leadership almost as large as keeping Aina alive though the assassination attempt.

As soon as you are assured than they are well you start handing out healing philters, as many as you can spare, though your mind turns to Inge and Esha soon after. Thoughts of going to their rescue are soon made moot when the girl and the sorceress arrive in the hall hand in hand having faced 'some manner of dark visitation' in Esha's words, perhaps the wizard you had seen on the battlefield, perhaps an apprentice for they could scale walls as easily and the had in their service two traitors and one of the floating fiends

"Fortunately we were awake when they came..." Esha continues.

"Couldn't sleep," Inge interjects in a small voice. It does not take much guessing why, nightmares.

"The warriors were of Lirman from their dress, enchanted or bribed into service, but they had no ward against other sorcery and the enemy mage fled when Inge smote him with ice. I think all of it was distractions save against the Lady Aina where the hammer struck the hardest, but we managed to see them off..."

"This time," Aina herself says grimly. "We will have to find out who was part of this attack and how many others could be sharpening daggers at my back."

"Into daggers being sharpened more like..." you muse. Never before had you faced such a foe and you do not know what to make of them or what can be done . In the north at least you had some clues as to how the dark spirits had found their way into the hearts of the tribes, here you have only questions: Who had raised Unke and how, where was Obari, who had raised the dead giant, and most of all where would the shadow strike next?

When you return to your assigned room you discover one more riddle. Someone had broken in, leaving the door creaking on its hinges and Unke's armor is nowhere to be found.

Lost the Redman's Regalia

What do you do next?

[] Try to discover more about how the Redman had come to Noromo once more

[] Ask Ohun about the giants, one of them had knows a secret close to your heart, what more do they know

[] Gather up more of the spoils of war (will lose some reputation in the city)
-[] Scrolls and tablets of lore
-[] Weapons and armor, the Fellowship could always use more tools of the trade
-[] Gold and silver


OOC: Not entirely happy with this one, but it was either this or I wrote up one interludes per PoV and with the present rate of updates that did not seem like a good idea.
 
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Oooh. It seems we survived.
😔 (I do not know which smile is designited for "sigh of relief", assume this)
Going to Aina was the right move.

Not entirely happy with this one, but it was either this or I wrote up one interludes per PoV and with the present rate of updates that did not seem like a good idea.
In my taste, it seems a bit abrupt to go from "mortal danger for everyone!" to "starting to investigate more or less peacefully".
 
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