Finding the Spark (Pathfinder 1E Quest)

Not engaged enought to feel comfortable voting, but I want to thank DP for his addition to the canon of Creepy Goblin Songs. Keep 'em coming!
It was a good Goblin song. Cob is already growing on me.

As for voting, you could just flip a coin to decide on which option you choose? We're tied at the moment.
 
I am going to think on it, but I might flip my vote for tomorrow.

I am kinda liking the whole theme of marginalized people getting together and taking care of each other
 
One more argument.
" Get off the Long Road at once, the last thing you need is to be caught by a duergar patrol in the possession of looted duergar goods in the company of escaped duergar slaves" tells me about Duergar Random Encauter. I am not sure that I want Duergar Random Encauter.
 
[X] Get off the Long Road at once, the last thing you need is to be caught by a duergar patrol in the possession of looted duergar goods in the company of escaped duergar slaves
-[X] Head south into drier tunnels inhabited by Mongrelmen hunters and trappers


I'd like a few more levels before we end up in a proper city.

Plus our limit healing magic should be worth even more with the mongrelmen. Being able to just undo injuries has got to be more convenient than whatever the next best mundane alternative is for them.
 
Okay, I'm convinced.

[X] Get off the Long Road at once, the last thing you need is to be caught by a duergar patrol in the possession of looted duergar goods in the company of escaped duergar slaves
-[X] Head south into drier tunnels inhabited by Mongrelmen hunters and trappers
 
[X] Get off the Long Road at once, the last thing you need is to be caught by a duergar patrol in the possession of looted duergar goods in the company of escaped duergar slaves
-[X] Head south into drier tunnels inhabited by Mongrelmen hunters and trappers

Because I Stan for Lann the Man. Also, faries are annoying, and Troglodytes have an AOE debuff that our lvl1 saves aren't ready for.
 
[X] Get off the Long Road at once, the last thing you need is to be caught by a duergar patrol in the possession of looted duergar goods in the company of escaped duergar slaves
-[X] Head south into drier tunnels inhabited by Mongrelmen hunters and trappers
 
[X] Get off the Long Road at once, the last thing you need is to be caught by a duergar patrol in the possession of looted duergar goods in the company of escaped duergar slaves
-[X] Head south into drier tunnels inhabited by Mongrelmen hunters and trappers
 
[X] Get off the Long Road at once, the last thing you need is to be caught by a duergar patrol in the possession of looted duergar goods in the company of escaped duergar slaves
-[X] Head south into drier tunnels inhabited by Mongrelmen hunters and trappers


Caligni?



 
Ok, going off road it is.
Adhoc vote count started by DragonParadox on Feb 28, 2023 at 4:36 AM, finished with 28 posts and 12 votes.

  • [X] Get off the Long Road at once, the last thing you need is to be caught by a duergar patrol in the possession of looted duergar goods in the company of escaped duergar slaves
    -[X] Head south into drier tunnels inhabited by Mongrelmen hunters and trappers
    [X] Continue east down the main road towards the city of the dark fey, they may trade with the Children of Droskar but they are no vassals of theirs and will care little of you robbing them. Not to mention that above the Endless Gulf is one of the surest paths to the Burnlands whence Mina comes
 
Arc 1 Post 7: Hunters and Hunted
Hunters and Hunted

The Season of Still Stone

There is no shortage of ways opening off the Long Road. To the north, rust red signs dripping in abstract tendrils frame narrow clefts wafting with the scent of brackish water and rotten eggs. Not even Cob seriously considers a trip down there, even when he is sure that he can hear the sound of other goblins. But to the south the passages angle up like the main gallery of the Long Road and the stone remains mostly dry, marked by the crude but welcoming markings of the mongrel tribes: a flame in a circle, two snakes with their tails entwined with their heads touching, even the crossed dagger hilts of the People's mark for peace.

"Traders welcome it looks like..." you say, as much to hearten yourself as Mina. You had never been off the road this far and the legends of cave spiders, scorpions and worse things abound. The bare stone gives way to a carpet of wild lichen and, a few hundred feet in, to the first glimmers of blue-grey light filtering from somewhere far below, maybe even as far down as the drow-lands, though it seems unlikely than anyone would have failed to plug up those kinds of gaps this close to the Long Road.

As the light grows so too do the sighs of life. Vines as thick as your wrist rapping round and round the tunnel almost like they are holding the tunnel in place and to each of them anchored curtains of delicate spider webs filled with all manner of tinny crawling things; flies and beetles, bats and bugs, some look dry and withered as the stone while others...

"Don't put that in your mouth, Cob," you snap at the goblin. At the wounded look he gives you the best you can do is sigh. "It might be poison." Or it might be a lure for whatever had woven those webs, you do not add aloud.

It's clear from the way that she is very carefully not looking at the walls that your other companion is a lot less cavalier about spiders and other crawling things. So you start talking, asking questions almost at random to keep her mind off shadows in the fickle light; her favorite food, her favorite color, what clothes and customs are like in the Burnlands, how the tribes of Ustilav are ordered and how they honor their ancestors. A great deal of what she answers makes little sense to you. Why would vast crowds beyond counting worship the natural passage of life and death? Life and death happen on their own! But other glimpses of life in the monastery are fascinating; the ritual of morning prayer, the adjudication that even the mighty and the old should show humility, the teaching of writing and drawing alongside practical skills like farming and weaving.

The idea of having practically unlimited space to graze the 'sheep' that make their thread is still hard to wrap your mind around, though at least Mina seems to be thoroughly distracted when you ask if the beasts extrude the thread from the front side or the back.

"Sheep don't..." the giggling gets so bad she is practically struggling for air. "They grow hair on their bodies, the same way we grow hair on our heads."

"Oh..." you shake your head, feeling an awkward smile forming on your face, though more at the word 'we' than 'sheep'. The sounds of laughter and talking bounce across the limestone walls farther and farther, until it falls to silence, at first companionable, then again uneasy. Thin trickles of water, bitter and dark, start streaking from above like the sighs of unseen spirits, then slowly, just on the edge of hearing...

Tap, Tap, Tap

Tinny black and withered things fall from the webs. "Maybe we should..." The words 'turn back' never make it past your lips as Cob suddenly shouts:

"Up! Up Spider!"

There you see them, a split second before they can pounce; splayed out shadows, eight-limbed and deadly racing down the curtains of web without a sound, their many eyes glistening with the boundless hunger. A mated pair and new to the area you would guess from the bright red coloring on the back of the beasts.

What do you do?

[] Fight
-[] Write in how

[] Flee


OOC: Random encounter ahoy, though hardly the worst one you could get.
 
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So far I'm liking the Darklands. We can open up a Spa here, manned by the spiders and everything :V

Edit: @DragonParadox , have we repaired the drow armor? Who is wearing it?
 
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This is about as easy a fight as we can expect. That doesn't mean it isn't scary, but if we flee now that's all we'll ever do.

Too bad the spiders are immune to Mind-Affecting effects, though. Mina's Slumber Hex would be very helpful otherwise.

/fingers crossed

[X] Fight
-[X] Cob attempts to keep the spiders occupied, getting their attention and throwing daggers at them without letting them corner him (essentially trying to life them). He fights defensively if melee is unavoidable.
-[X] Mina targets one of the spiders with her stonebow, preferably one that Cob might have already injured.
-[X] Kori casts Divine Favor on himself (+2 Luck bonus to attack and damage rolls), then targets the most injured spider with his heavy crossbow.
 
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Should't we act as a tank, instead of Cob? I mean, we have a pretty high AC with our cloak of darkness. If we fight defensively the spiders can barely hit us.
 
[X] Fight
-[X] Cob attempts to keep the spiders occupied, getting their attention and throwing daggers at them without letting them corner him.
-[X] Mona targets one of the spiders with her stonebow, preferably one that Cob might have already injured.
-[X] Kori casts Divine Favor on himself (+2 Luck bonus to attack and damage rolls), then targets the most injured spider with his heavy crossbow.
 
Should't we act as a tank, instead of Cob? I mean, we have a pretty high AC with our cloak of darkness. If we fight defensively the spiders can barely hit us.
It's a matter of positioning and damage potential. Cob is already up front and the first party member who can reasonably engage the spiders, while Kori can hit the hardest (with Divine Favor factored in).

Cob's AC is probably fairly respectable, too. As a Small-sized creature, his base AC is 11 and his DEX bonus is at least +3 but could be as high as +5, so an AC of 14 to 16 vs the spiders' +2 attack bonus, and that's only if he can't stay out of melee range.

Assuming we've already fixed the spidersilk armor and are currently wearing it, our resting AC is 15. If we take the time to activate Cloak of Darkness, it will be 16 instead. If we instead cast Divine Favor, we can hit for 1d10+2 damage with our heavy crossbow. A lucky damage roll could almost one shot a spider, if we hit it. After that first shot, though, we're going to need to draw our dagger and go into melee. It takes too long to reload a heavy crossbow.

@DragonParadox, are we wearing our spidersilk armor yet?

EDIT: @No7sHere, I updated my plan a bit to include fighting defensively if necessary.
 
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It's a matter of positioning and damage potential. Cob is already up front and the first party member who can reasonably engage the spiders, while Kori can hit the hardest (with Divine Favor factored in).

Cob's AC is probably fairly respectable, too. As a Small-sized creature, his base AC is 11 and his DEX bonus is at least +3 but could be as high as +5, so an AC of 14 to 16 vs the spiders' +2 attack bonus, and that's only if he can't stay out of melee range.

Assuming we've already fixed the spidersilk armor and are currently wearing it, our resting AC is 15. If we take the time to activate Cloak of Darkness, it will be 16 instead. If we instead cast Divine Favor, we can hit for 1d10+2 damage with our heavy crossbow. A lucky damage roll could almost one shot a spider, if we hit it. After that first shot, though, we're going to need to draw our dagger and go into melee. It takes too long to reload a heavy crossbow.

@DragonParadox, are we wearing our spidersilk armor yet?
Wouldn't it be more sensible for Cob to get the armor, since we can conjure up a Mage Armor equivalent?
 
Okay. I am going to trust the spiderfish

[X] Goldfish

With Cob being a rogue, though, he performs better if he can flank the spiders
 
[X] Fight
-[X] Cob attempts to keep the spiders occupied, getting their attention and throwing daggers at them without letting them corner him.
-[X] Mona targets one of the spiders with her stonebow, preferably one that Cob might have already injured.
-[X] Kori casts Divine Favor on himself (+2 Luck bonus to attack and damage rolls), then targets the most injured spider with his heavy crossbow.
 
Also I am liking Kori. He is akwardly sweet. Like the nerd girl who sits away from the others and is too shy to make a proper conversation
 
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