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

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I think some of the issue is that the only solution proposed so far is a "shoot first and ask questions later" attitude instead of even trying to negotiate.

From the way I read it, they basically saw that something funky was going down and see us as the cause. They're not actively threatening us, just asking that we turn back because they don't want whatever is clinging to us near them. Canoes aren't exactly ocean-going vessels, so we're probably pretty close to their home.

This whole thing could probably be resolved by going "we just killed a necromancer and his small horde of the unquiet dead."
Look, if people start a talk by threatening us along the lines of "Go away or we'll kill you all", then it's sensible to assume that they are not friendly and should be treated as foes.
 
Look, if people start a talk by threatening us along the lines of "Go away or we'll kill you all", then it's sensible to assume that they are not friendly and should be treated as foes.
Given they've likely never seen anyone like us, and we just came from an island that has had an infestation of undead for God knows how long, their suspicion is warranted.
 
[x] Try to negotiate
-[x] What's this curse about?

Even if we wind up having to fight or flee these guys more info if always better. If we actually are cursed I certainly want to know about it.
 
I think there's a huge lack of intend to conquer or colonize anything.

Using what technology we have to its best advantage does not have any colonial connotactions.
The MC doesn't, the captain and the men at arms are talking basically like any colonizers.

A lack of capability is not the problem here.

I would rather take the doctor and the girl and just ditch these assholes.
 
[x] Try to negotiate
-[x] What's this curse about?
--[X] "If it has anything to do with a living corpse that speaks and uses magic most profane, that thing has been dealt with by myself, my men at arms, and the young priestess."
 
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[x] Try to negotiate
-[x] What's this curse about?
--[X] "If it has anything to do with a living corpse that speaks and uses magic most profane, that thing has been dealt with by myself, my Men at Arms, and the young priestess."
 
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[x] Try to negotiate
-[x] What's this curse about?
--[X] "If it has anything to do with a living corpse that speaks and uses magic most profane, that thing has been dealt with by myself, my crew, and the young priestess."
Changed crew to Men at Arms, since it's not actually our crew.
 
[x] Try to negotiate
-[x] What's this curse about?
--[X] "If it has anything to do with a living corpse that speaks and uses magic most profane, that thing has been dealt with by myself, my men at arms, and the young priestess."
 
Given they've likely never seen anyone like us, and we just came from an island that has had an infestation of undead for God knows how long, their suspicion is warranted.
The Undead thing was very recent, as in a week or two before we arrived in this world. There is no way these folks should know about that, not if they're limited to low level magic and canoes for aquatic transit.
The MC doesn't, the captain and the men at arms are talking basically like any colonizers.

A lack of capability is not the problem here.

I would rather take the doctor and the girl and just ditch these assholes.
Huh? Where do you see that? Only Roland, Zaia, and Antonio have even an inkling that they are no longer on Earth, and nothing they've said or alluded to points toward a goal of colonizing anything. Everyone is very much oriented on survival/getting home.
 
[x] Try to negotiate
-[x] What's this curse about?
--[X] "If it has anything to do with a living corpse that speaks and uses magic most profane, that thing has been dealt with by myself, my crew, and the young priestess."
 
[x] Try to negotiate
-[x] What's this curse about?
--[X] "If it has anything to do with a living corpse that speaks and uses magic most profane, that thing has been dealt with by myself, my crew, and the young priestess."
 
The MC doesn't, the captain and the men at arms are talking basically like any colonizers.

A lack of capability is not the problem here.

I would rather take the doctor and the girl and just ditch these assholes.

Well you do have a point in terms of character. Antonio is really mercenary, the sailors on the other hand mostly just want to go home. That said the captain is also as far as Roland has seen pragmatic and willing to share the spoils of his good fortune as seen when handing over all the armors and weapons rather than splitting them.

Ultimately it is up to you guys to balance all this stuff and decide how your character will act in the face of the circumstances he finds himself in.
 
The Undead thing was very recent, as in a week or two before we arrived in this world. There is no way these folks should know about that, not if they're limited to low level magic and canoes for aquatic transit.

They did come out to investigate a recent disturbance. And ol' ghoulie might have laid a curse on us that we're not aware of, kind of like a Dresdenverse Death Curse.
 
They did come out to investigate a recent disturbance. And ol' ghoulie might have laid a curse on us that we're not aware of, kind of like a Dresdenverse Death Curse.
The cursing is not completly impossible in D&D, though impropable, but they certainly wouldn't have noticed any curses from a distance.
That's just not an option with low-level divination.
 
[x] Try to negotiate
-[x] What's this curse about?
--[X] "If it has anything to do with a living corpse that speaks and uses magic most profane, that thing has been dealt with by myself, my crew, and the young priestess."
 
Detect Magic is a cantrip. Also, there's apparently spirit shit going on too.
. "We came to see what disturbed the spirits, in its passage as it drew near
This is not something caused by some regular, D&D, level 3-4 spell Bestow Curse.

If there is anything real behind these "spirits" rather than just superstistion, it must be more than a curse from a piddly little undead far away.

Also if it were that kind of curse on us our own witch-girl would have noticed, as the last update showed she has an eye for magic.
 
This is not something caused by some regular, D&D, level 3-4 spell Bestow Curse.

If there is anything real behind these "spirits" rather than just superstistion, it must be more than a curse from a piddly little undead far away.

Also if it were that kind of curse on us our own witch-girl would have noticed, as the last update showed she has an eye for magic.

She has indeed not seen any curses It is worth noting though that you are hearing this from the perspective of someone trained in an entirely different magical tradition though the medium of trade tongue which was not precisely designed for arcane conversations. If you want to find out more about what they are saying and if it has any foundation step one would be to get them to talk to you, which is a significant shift from their current attitude of 'leave or we will kill you'.

On the other hand if you do talk you are giving up the potential element of surprise. There are always trade offs.
 
Huh? Where do you see that? Only Roland, Zaia, and Antonio have even an inkling that they are no longer on Earth, and nothing they've said or alluded to points toward a goal of colonizing anything. Everyone is very much oriented on survival/getting home.
I meant colonizers of the rape and pillage variety.

The soldiers were ready to kill a Child, due to seeing here as a Heathen.
Well you do have a point in terms of character. Antonio is really mercenary, the sailors on the other hand mostly just want to go home. That said the captain is also as far as Roland has seen pragmatic and willing to share the spoils of his good fortune as seen when handing over all the armors and weapons rather than splitting them.

Ultimately it is up to you guys to balance all this stuff and decide how your character will act in the face of the circumstances he finds himself in.
Yeah, I have decided to ditch these guys. Honestly, a three man band will make a better story anyway, since the men at arms are useless in combat after due to9 low numbers and just slowing us down.
 
They did come out to investigate a recent disturbance. And ol' ghoulie might have laid a curse on us that we're not aware of, kind of like a Dresdenverse Death Curse.
They can be investigating a disturbance without it pertaining to us. We've been sailing on the open water for over a week now, IIRC. If they went out looking for trouble in canoes, they were expecting local issues, not something that happened hundreds of miles away.

As for a curse originating with Undead Ilfa, no, that's super unlikely. Not only timing and available power, he was only a 3 or 4 HD Undead after all, but also based on setting limitations. Even a basic Bestow Curse spell is 3rd level for a Cleric, and that would have meant Ilfa was powerful enough to obliterate us with or without Inge's aiding us.

I wouldn't rule out DP adding some homeruled magic stuff to the setting, I just don't think we need to worry about it from Ilfa. If we're "cursed" at this point, it is much more likely a result of our unusual arrival in this world.
 
We are too far outnumbered to take risks here.

Right now we have a chance to use our best asset, our bigger and faster ship.
Once we get talking and they come closer, maybe even let a group of them on board, our odds of winning with minimal losses go down sharply.
 
I meant colonizers of the rape and pillage variety.

The soldiers were ready to kill a Child, due to seeing here as a Heathen.
I don't see where you're getting that first point from. We haven't seen enough of them to make those kinds of judgements, IMO. Those most obviously inclined in that manner died during the mutiny.

As for the second point, it wasn't all of them who wanted to kill her or we probably wouldn't have been able to keep her safe. Also, it wasn't merely that she was a heathen that upset the men, but that she was a "witch" doing obvious magic shortly after seeing freaky shit like the dead rising and trying to kill them.
 
We are too far outnumbered to take risks here.

Right now we have a chance to use our best asset, our bigger and faster ship.
Once we get talking and they come closer, maybe even let a group of them on board, our odds of winning with minimal losses go down sharply.
Agreed.

If we actually stop to negotiate, we are placing everyone in the ship in much more danger. It won't be able to quickly start moving again, certainly not if we're under attack. Becoming completely stationary will also allow the 60 to 90 hostiles who just threatened to murder us to come right alongside the ship and board it easily. Absolute best case, we're only outnumbered 2 to 1, but it could be as bad as 3 to 1.

If we just keep going, that's not us being hostile or attacking them, either. That's running for our lives.

Opening with death threats precludes good faith negotiation, IMO.
 
Agreed.

If we actually stop to negotiate, we are placing everyone in the ship in much more danger. It won't be able to quickly start moving again, certainly not if we're under attack. Becoming completely stationary will also allow the 60 to 90 hostiles who just threatened to murder us to come right alongside the ship and board it easily. Absolute best case, we're only outnumbered 2 to 1, but it could be as bad as 3 to 1.

If we just keep going, that's not us being hostile or attacking them, either. That's running for our lives.

Opening with death threats precludes good faith negotiation, IMO.
Okay, that's a good point. Let's just try to run.

[X] Plan Breakthrough V2
-[X] Ask the captain (in French) how fast he can turn the ship around and go to full speed after pretending to turn back now
-[X] Let him agree to the offer of retreat and give the commandos, as soon as we are a bit away turn around and enact the breakthrough
-[X] Furl the sails if the captain thinks they'de be of little use
-[X] Move forward as fast as oars can make it
-[X] The men keep in cover, avoid fair ranged exchanges with the people outnumbering you vastly
-[X] Keep the Men-at-Arms ready by the sides of the ship to gang up on anyone managing to climb on your ship, ensure they can't form a foothold.
-[X] Personally keep close to the person steering the ship (propably the captain?) and protect him from attacks, with Aid Another if they are ranged or by combat if someone should get close
 
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