Thursday, November 12, 2026

RoH: Forming Up

It was several minutes later and Isabelle had returned to the palace when an absolute bear of a man strolled over and said with a wide grin, "So, you're our unwelcome addition? Glad to have you."

Remant turned, looked him over, then offered a smile in return. "Remant," he said "Magus Isabelle has me working with Serevan."

"Jacques Tocard, Sub-Captain of the King's Own." The man offered a hand, and Remant shook it. It was solid grip, firm but not trying to prove a point. "I make it a habit never to argue with wizards."

"What can I do for you, Sub-Captain?" asked Remant. 

"Word is we'll be headed out in just a little bit. You two will be riding behind the Princess's carriage, and we'll have men in front and behind."

Makes sense. Remant nodded immediately. "I believe we can manage that," he said drily.

Sub-Captain Tocard chuckled. "Captain Greenwell doesn't like having you along, but that's mainly because he doesn't like anything he isn't in charge of. Do your part, and he'll come around... eventually. Meanwhile, most of the men -- including myself -- are glad to have a couple of magi along, especially one who appears to be acquainted with blade and bow. I'd just ask you both to keep your senses open for any sort of sorcerous mischief; the roads we'll be taking aren't much traveled these days."

"That's why we're here, Sub-Captain," put in Serevan, and Remant nodded again. Even leaving aside the possibilities of bandits, hostile natives, and rogue warbeasts, there were still plenty of stray spells and enchantments left from the war. Most were harmless, but not all -- and even the harmless ones could cause delays or other trouble.

"Good to hear it," said Sub-Captain Tocard. "We'll talk more on the road, I'm sure, but for now I'll leave you to it." 

Tuesday, November 10, 2026

RoH: The Staging Grounds

One of the stable boys brought Peregrine over to him, and he took hold of the reins just as another horse stepped up behind him. 

"Vard," said Isabelle. "This is Remant. He'll be watching over Serevan, and contributing to the general defense."

Remant bowed. 

Vard, who was seated atop a massive warhorse and wearing a full suit of enchanted plate armor, scowled. "His Majesty mentioned that there would be a late addition to the expedition. I assume that's you."

Remant straightened and nodded. "I know of no other."

Vard sighed. "Well, your horse looks sound enough, and you've a bow and blade -- though no armor, I see. Can you scout?"

Remant nodded. "Scout, track, and forage as needed. Although..." He looked over at the assembly grounds. "...perhaps not enough for a group of this size." He'd counted twenty armored men and women, a carriage, two supply wagons, and a dozen spare mounts -- an expensive investment, in the post-war world. King Dorrin hadn't been exaggerating when he'd explained that he'd committed everything he could spare to this pilgrimage. That was three additional drivers, all climbing into place, plus a woman who was settling the spare horses and preparing to lead them out. 

"Good enough," Vard said. "I'm Vard Greenwell, Captain of the King's Own. If I call a formation, I want you to move to the carriage, and defend it with bow, blade, or knife as needed. Without armor or a lance..." 

"I understand," Remant said, carefully casual. "I'll stay out of your way."

"Do that," said Vard, "and we'll get along splendidly."

Isabelle rolled her eyes, and Remant managed not to react. "That's my intention, Sir Knight."

Vard hesitated for a moment, then nodded and rode away.

"Do me a favor?" asked Isabelle. 

"What did you have in mind?" asked Remant.

"When you get back, let me know what that arrogant prick looked like when he finally figured it out."

Remant chuckled. "Oh, absolutely." This was why he normally avoided Magi; they could see things about him that he preferred to keep hidden. But in this case, it seemed that he had a friend -- or at least an ally. 

It wasn't as if he didn't have friends among the Magi; it was just good to have another.

Monday, November 9, 2026

RoH: The Reluctant Mage

"Remant, this is Serevan. Serevan, Remant." She turned to look at the young man -- Vanil, but clearly with some Aesil in his ancestry -- who was trying to get his saddlebags balanced on what appeared to be a world-weary, biddable gelding. "Remant will be working with the King's Own to protect the expedition. Serevan was second amongst Aeristes' disciples, and is my acknowledged superior in several fields of study." 

"...Which is I should be staying here, and you should be going with the expedition," the young-seeming man grumbled. "I'm better with the palace wards, truth spells, detecting and deflecting poisons... You're much stronger with battlefield magics."

"I know," Isabelle told him. "That's why I'm introducing you now. If you get into a battle, I want you to follow Remant's lead and do as he tells you. He doesn't look like much, but that's to his -- and our -- advantage. Just... think of this as a chance for both of us to practice the magics we aren't as strong in."

Serevan stepped back and studied the saddlebags for another moment. Then he turned to Remant. "All right, all right." He was still grumbling. "I'll do my duty, you know that." He paused to study Remant for a moment, and his eyes widened. A moment after that, he made the sign of the First God. "What in...?"

Isabelle shook her head. "He's a friend of the Crown, and for good reason. He also knows more about battle magics than the two of us combined."

Serevan shook his head. "They're woven all through you. How is that...?" 

Remant said, deadpan, "It's better if you don't know. That way if you're captured, nobody can torture it out of you."

Serevan just sighed. "Fine. Be that way. But you'd better keep me -- and the Princess -- alive."

Friday, November 6, 2026

RoH: A Favor Returned

He was waiting outside the palace gates when they opened, and this time nobody tried to ambush him. The same lieutenant was on duty, and she studied him for a brief moment before offering a friendly smile and a baffled shake of her head. "I had a feeling we'd be seeing you again. More business with the king?"

"As it happens, yes," Remant told her. "My apologies, Lieutenant Daschelle."

He didn't elaborate, and she didn't ask questions. She just walked him back into the palace and passed him off to the King's Magus again. She did give him another smile on the way out, and he made sure to smile back. Manifold Gods, he was rusty at interacting with people.

Isabelle Binoche nodded as she looked him over. "You should try showing up in dress clothes, one of these days," she said. "Especially now that you're Viscount Durzen. That blade would pass for a dress sword, especially for a retired soldier or someone with a similar background."

Remant glanced down at himself. "I own three outfits," he admitted quietly, "and the other two are even more worn than this."

The King's Magus shook her head. "You should commission one or two more, at least -- for when you make a formal appearance at court. Personally, I'm looking forward to the chance to talk to your steward, the former Viscount, since the King asked me to make contact with him and assure him that he would be accepted as your representative at Court and accorded all his usual honors."

Remant did smile at that. "Learn anything you can from him. The man has an understanding of magical theory that I almost completely lack, plus some ongoing research that I'm sure he's dying to discuss with someone knowledgeable."

"I was hoping so," Isabelle said. "Come this way. I'll have your horse brought around, but there's someone I'd like to introduce you to before the expedition departs."

Wednesday, November 4, 2026

Erilan: Bad Luck and Good Business

What do you do if you're a ship's wizard who just can't seem to catch a break?

Mad Dog Mulligan just can't win. The last three ships he was on all sank shortly after he joined the crew. 

The first one went down in a terrible storm after the snapping of the mainmast. Mad Dog survived by lashing himself onto a beam alongside the First Mate and the Bosun. and the three of them washed ashore and were marooned for six months with nothing but the clothes on their backs. 

The second was holed by Elvish cannon, but managed to limp away before sinking; most of the crew were able to escape in the boats, but most were subsequently killed by tribes of orcs along the shore. Mad Dog only barely made it back to civilization intact.

The third was a nice little schooner devoted to smuggling rather than piracy, but within a week it ran aground on a set of rocks on a moonless night. Mad Dog was forced to fashion a raft and his best attempt at a sail from the wreckage when he realized that he was, in fact, walking on the back of a dragon turtle. He drifted into Sneaksail Bay half-delirious with thirst, and by then it was too late: everybody knew his luck was bad. He couldn't even book passage on a ship, let alone join a crew. Instead, he did what any enterprising pirate-mage would do: he opened a shop. 

Castaway's Vest
Wondrous Item, Uncommon
Standard Price: 400 GP, currently only available from Mad Dog Mulligan

This item appears to a fine-quality vest of leather or cloth, the sort of thing any pirate or sailor would be happy to wear around. It even includes one obvious minor enchantment: while it will not change material or cut, it will alter its colors to match the rest of the wearer's outfit. The vest is equipped with two decent-sized pockets up front, and one wider, sealable pocked located at the small of the back, making it utilitarian as well as fashionable. In addition, the vest has several less-obvious qualities:

Buoyant: Any small or medium humanoid wearing this vest in water will find that it keeps them upright, with their head above the water. No more inconveniently having to tie yourself to a shattered beam from the wreckage of your former ship and hope for the best. 

Patches: Building on the basic idea of a Robe of Useful Items, Mad Dog Mulligan equipped his vests with a series of shaped patches that are only visible to the wearer, or to someone looking at it with True Sight. Castaway's Vests come with the following standard set of patches: 

  • Utility Knife (can server as dagger)
  • Hatchet (can serve as hand axe)
  • 50' of hemp rope
  • 10' of lightweight cord
  • Firestarting kit
  • Bullseye Lantern (filled and lit)
  • Burlap sack
  • Rowboat (12' long) with emergency sail
  • Wooden Ladder (24' long)
  • 5 days worth of rations, including fresh water
  • Tent, two person capacity (and they'd better like each other, it's cozy)
  • 2 Bedrolls
  • Sling with twelve stones
  • A deck of cards 

Each patch can be activated by removing it from the robe, which causes the patch to transform into the item it represents. Each patch can be used only once, and cannot be returned to the robe. The item thus removed becomes an ordinary item and remains until sold, discarded, lost, destroyed, etc. 

Mad Dog will entertain custom designs with alternate/additional patches, but such specialty items will require six to ten weeks to produce, and may cost more than usual (possibly a lot more, at the DM's discretion). 

 

Survivor's Knife
Weapon (dagger), Uncommon, requires attunement by touching it to salt water
Standard Price 350 GP, 
currently only available from Mad Dog Mulligan

These blades appear to be a fairly standard fighting or utility knife, with the addition of saw-teeth along the back of the blade. They are always paired with a purpose-built sheath that includes an exterior pouch containing fish hooks, fishing line, flint, and a small steel mirror. The knife gives no bonus to attack or damage in combat, but also does not require sharpening even if used with the flint to set fires. It has the following additional abilities. 

  • At dawn each morning, the knife can merge with a walking stick (however crudely carved) to create a spear. (The knife does not care if this walking stick has also been carved out to double as a fishing pole, as long as it's a halfway decent walking stick.) Alternatively, at dawn it can be separated from a walking stick and return to its usual role as a knife. Separating the two does not damage the walking stick.
  • Three times per day, the wielder can touch the hilt of the knife or the head of the spear and know which direction is magnetic north. 
  • Once per day, when the wielder fails a survival check, they can touch the knife to make another attempt.  

 

Lifeboat Hat
Wondrous Item, Uncommon
Standard Price 500 GP, 
currently only available from Mad Dog Mulligan

This hat appears to be a perfectly standard, broad-rimmed hat of either cloth or straw -- the sort of thing one might use to avoid sunburn on the open ocean. However, when it is tossed into the water and a command word is spoken, it becomes a covered circular raft that can be completely sealed against the elements and is capable of holding up to eight medium-sized people, though it's only comfortable for about half that. Inside, it contains: 

  • A pair of oars that can arranged through oarlocks, which is best done when the top is completely unsealed; otherwise somebody has to go outside and slide them in. They are absolutely hell to use in the open ocean, but could help maneuver towards an island or an approaching ship. They are also very easy to hit your head on if you sit up too fast, or try to move around without looking first.
  • Enough rations (including fresh water) to comfortably keep four medium-sized creatures alive for a week.  That translates loosely to eight small creatures for a week, four small creatures for two weeks, or eight medium creatures on half rations for a week, which is... not pleasant.
  • Fishing poles, hooks, and bait, enough to grant Advantage on a survival roll to get more food that way. Preparing the food to be eaten safely is trickier, but in reasonably still waters there's a heating table that can be used to cook. 
  • Two scrolls of Purify Food and Drink. 

Once the hat has transformed into a life raft, it cannot transform back.