Finding the Spark (Pathfinder 1E Quest)

Here's everyone character sheets updated to level 2, @DragonParadox.
Name: Akorian
Alias: N/A
Alignment: Chaotic Neutral
Age: 25
Race: Caligni (Medium Humanoid)
Level: 2 (???? XP/5000 XP)
Class: Oracle 2 (Shadow Mystery) [Friendless Curse]
Feats: Extra Revelation (Cloak of Darkness)
Traits: Fate's Favored, Reactionary, Seeker
Drawback: Umbral Unmasking
Class Features: Orisons, Mystery (Shadow), Curse (Friendless), Revelations (Cloak of Darkness, Stealth Mastery)
Languages: Dark Folk, Duergar, Learning (Draconic, Goblin)

HP: 18
AC: 10 + 2 (DEX) + 1 (Shield) + 3 (Spidersilk Armor) OR + 4 (Cloak of Darkness)* = 16/17* (Touch AC 12)
Initiative: +2 (DEX) + 2 (Reactionary) = +4
Spell Save: 10 + 3 (CHA) + spell level
Base Attack: +1
  • Heavy Crossbow: +1 (BAB) + 2 (DEX) = +3 [1d10/x2]
    • w/Divine Favor: +5 [1d10+2]
  • Masterwork Dagger: +1 (BAB) + 2 (DEX) + 1 (Masterwork) = +5 [1d4-1; 19-20/x2]
    • w/Divine Favor: +7 [1d4+1]
Weapon and Armor Proficiencies: Oracles are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields).

STATS:
8 (-1) Strength
14 (+2) Dexterity
14 (+2) Constitution
12 (+1) Intelligence
10 (+0) Wisdom
17 (+3) Charisma

SAVES:
FORTITUDE: 0 + 2 (CON) = +2
REFLEX: 0 + 2 (DEX) = +2
WILL: 3 + 0 (WIS) = +3

Special:
+3 bonus to Will saves vs Enchantment effects

SKILLS:
Bluff: 4 + 3 (CHA) = 7
Knowledge (Dungeoneering): 4 + 1 (INT) = 5
Perception: 5 + 0 (WIS) + 1 (Seeker) = 6
Sense Motive: 5 + 0 (WIS) + 3 (CHA) = 8
Spellcraft: 5 + 1 (INT) = 6
Stealth: 5 + 2 (DEX) + 3 (SF) + 2 (CoD) = 10/12

BACKGROUND SKILLS:
Knowledge (Geography): 1 + 1 (INT) = 2
Knowledge (History): 4 + 1 (INT) = 5
Linguistics: 2 + 1 (INT) = 3

Spells Known (CL 2):
Level 0: Create Water, Detect Magic, Guidance, Mending, Stabilize (At will)
Level 1: Blurred Movement (B), Cure Light Wounds (B), Divine Favor, Protection from Evil (5/Day)

Special Abilities:
  • Fate's Favored: Whenever you are under the effect of a Luck bonus of any kind, that bonus increases by 1.
  • See in Darkness: You have the See in darkness special ability allowing them to see perfectly in darkness of any kind, including that created by Deeper Darkness.
  • Cloak of Darkness (Su): You conjure a cloak of shadowy darkness for up to 1 hour per day that grants you a +4 Armor bonus to AC and a +2 Circumstance bonus on Stealth checks. The duration does not need to be consecutive, but it must be spent in 1-hour increments.
Curse & Drawbacks:
  • Light Sensitivity: You are Dazzled in areas of bright light.
  • Friendless: You do not gain your Charisma bonus to Diplomacy checks, and if you use Diplomacy to make a request of someone, their attitude worsens one step (but no worse than unfriendly) after the request succeeds or fails.
  • Umbral Unmasking: The shadow you cast is monstrous. Under normal lighted conditions, this is not hard to observe—but uncommon to notice. Creatures that succeed at a DC 15 Wisdom check notice it plainly (an additional Perception check may be required based on environmental conditions). This telltale sign of wickedness cannot be concealed by Misdirection, Nondetection, or illusions, except those that also affect shadows (such as Invisibility).
Equipment of Note: Drow Spidersilk Armor, Heavy Crossbow, Masterwork Dagger, Masterwork Light Steel Shield, Morningstar

Companions

Cob the Goblin Rogue

Name: Cob
Alias: N/A
Alignment: Chaotic Neutral
Age:
14-ish
Race: Goblin (Small Humanoid)
Level: 2
Class: Unchained Rogue 2 (???? XP/5000 XP)
Feats: Deadly Agility, Weapon Focus (Dagger) (B)
Traits: Color Thief, Goblin Foolhardiness, Mathematical Prodigy
Drawback: Magical Klutz
Class Features: Rogue Talent (Weapon Training [Dagger]), Sneak attack (+1d6)
Senses: Darkvision 60ft
Languages: Goblin, Duergar

HP: 18
AC: 10 + 4 (DEX) + 1 (Size) + 3 (Hide Shirt) = 18 (Touch AC 15)
Initiative: +4 (DEX)
Base Attack: +1
  • Stonebow: 1 + 1 (Size) + 4 (DEX) = +6
    • Damage: 1d6 [x2], +1d6 damage with Sneak Attack
  • Dagger: 1 + 1 (Size) + 4 (DEX) + 1 (WF) = +7, Special: +1 attack bonus when facing a larger foe with no allies nearby)
    • Damage: 1d4+4 [19-20/x2], +1d6 damage with Sneak Attack
Weapon and Armor Proficiencies: Unchained Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, short sword, and shortbow. They are proficient with light armor, but not with shields.

STATS:
8 (-1) Strength
18 (+4) Dexterity
14 (+2) Constitution
14 (+2) Intelligence
14 (+2) Wisdom
8 (-1) Charisma

SAVES:
FORTITUDE: 0 + 2 (CON) = +2
REFLEX: 3 + 4 (DEX) = +7
WILL: 0 + 2 (WIS) = +2

SKILLS:
Acrobatics: 5 + 4 (DEX) = 9
Appraise: 5 + 2 (INT) = 7
Climb: 5 - 2 (STR) = 3
Disable Device: 5 + 4 (DEX) + 1 (TF) = 10
Escape Artist: 5 + 4 (DEX) = 9
Knowledge (Dungeoneering): 5 + 2 (INT) = 7
Knowledge (Local): 4 + 2 (INT) = 6
Perception: 5 + 2 (WIS) + 1 (TF)* = 7/*8 (to find traps)
Ride: 0 + 4 (DEX) +4 (Racial) = 8
Sleight of Hand: 4 + 4 (DEX) = 8
Stealth: 5 + 4 (DEX) + 4 (Size) + 4 (Racial) + 2 (Color Thief) = 19
Swim: 5 - 2 (STR) = +3

BACKGROUND SKILLS:
Craft (Alchemy): 5 + 2 (INT) = 7
Knowledge (Engineering): 5 + 2 (INT) + 1 (Trait) = 8

Special Abilities:
  • Trapfinding: Cob adds 1/2 his level on Perception checks to locate traps and on Disable Device checks (minimum +1). He can use Disable Device to disarm magic traps.
  • Evasion (Ex): Cob can avoid even magical and unusual attacks with great agility. If he succeeds at a Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage.
Equipment of Note: Dagger x4

Gorok the Lizardfolk Ranger

Name: Gorok
Alias: N/A
Alignment: Lawful Neutral
Age: ???
Race: Lizardfolk (Medium Humanoid[Reptilian])
Level: 2 (???? XP/5000 XP)
Class: Ranger 2 (Lantern Bearer)
Feats: Harvest Parts, Shield of Swings (B)
Traits: Reactionary, Seeker, Silent Hunter
Drawback: Scarred
Class Features: Combat Style (Two-Handed Weapons), Enhanced Vision, 1st Favored Enemy (Magical Beasts), Track
Senses: Low-Light Vision
Languages: Draconic, Duergar

HP: 23
AC: 10 + 3 (DEX) + 1 (Natural Armor) + 5 (Scale Mail) = 19 (Touch AC: 13)
Initiative: +3 (DEX) + 2 (Reactionary) = +5
Attack: +2; Additional +2 attack & damage bonus vs Magical Beasts
  • Natural Attacks: 2 Claws: +5 (1d4+2) & 1 Bite: +5 (1d3+2)
  • Ogre Hook: +2 + 2 (STR) = +4, Special: Trip
    • Damage: 1d10 + 2 (STR) [x3]
  • Bone Earth-Breaker: +2 + 2 (STR) = +4
    • Damage: 2d6 -2 (Bone) +2 (STR) [x3]
  • Masterwork Rapier: +2 + 3 (DEX) + 1 (Masterwork) = +6
    • Damage: 1d6 + 2 (STR) [18-20/x2]
Weapon and Armor Proficiencies: A ranger is proficient with all simple and martial weapons and with light armor, medium armor, and shields (except tower shields).

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

SAVES:
FORTITUDE: 3 + 3 (CON) = +6
REFLEX: 3 + 3 (DEX) = +6
WILL: 0 + 2 (WIS) = +2

SKILLS:
Climb: 5 + 2 (STR) = 7
Heal: 4 + 2 (WIS) = 6
Knowledge (Nature): 5 + 0 (INT) = 5
Perception: 5 + 2 (WIS) + 1 (Trait) = 8
Stealth: 5 + 3 (DEX) + 1 (Trait) = 9
Survival: 5 + 2 (WIS) + 1 (Track)* = 7/8* (to follow tracks)
Swim: 4 + 2 (STR) + 8 (Racial) = +14

BACKGROUND SKILLS:
Handle Animal: 5 - 1 (CHA) = 4
Knowledge (Geography): 4 + 0 (INT) = 4
Profession (Hunter): 4 + 2 (WIS) = 6

Special Abilities:
  • Enhanced Vision (Ex): Gorok gains Low-Light Vision.
  • Track (Ex): Gorok adds half his level (minimum 1) to Survival skill checks made to follow tracks.
  • Shield of Swings: When you take a Full-Attack Action while wielding a two-handed weapon, you can choose to reduce the damage by 1/2 to gain a +4 Shield bonus to AC and CMD until the beginning of your next turn. The reduction in damage applies until the beginning of your next turn.
  • 1st Favored Enemy (Magical Beasts): Gorok gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against Magical Beasts. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. He may make Knowledge skill checks untrained when attempting to identify Magical Beasts.
Equipment of Note: Bone Earthbreaker, Masterwork Rapier, Ogre Hook, Scale Mail

Mina the Changeling Witch

Name: Mina
Alias: N/A
Alignment: Neutral Good
Age: 20
Race: Changeling (Medium Humanoid, Changeling/Hag)
Level: 2 (???? XP/2000 XP)
Class: Witch 2 (Patron: Spirits)
Feats: Potent Hex
Traits: Child of the Temple, Mediator, Precise Treatment
Drawback: Uncanny Seeming
Class Features: Cantrips, Hexes (Healing, Slumber), Familiar
Languages: (Read & Write only): Celestial, Draconic, Kelish, Sylvan, Taldane (Common)

HP: 16
AC: 10 + 2 (DEX) + 1 (Armored Kilt) + 4 (w/Mage Armor*) = 13/17* (Touch 12)
Initiative: +2 (DEX)
Spell Save: 10 + 4 (INT) +1 (Enchantment) +1 (Enchantment Without Ongoing Control) + spell level
Hex DC: 10 + 1 (CL/2) + 4 (INT) + 1 (Potent Hex) +1 (Mediator)
Base Attack: +1
  • Dagger: 1 + 2 (DEX) = +3 [1d4-1]
  • Stonebow: 1 + 2 (DEX) = +3 [1d6; x2]
Weapon and Armor Proficiencies: All Simple Weapons and no Armor. Subject to Arcane Spell failure from all armor.

STATS:
8 (-1) Strength
14 (+2) Dexterity
12 (+1) Constitution
18 (+4) Intelligence
12 (+1) Wisdom
12 (+1) Charisma

SAVES:
FORTITUDE: 0 + 1 (CON) = 1
REFLEX: 0 + 2 (DEX) = 2
WILL: 3 + 1 (WIS) = 3

SKILLS:
Heal: 4 + 4 (INT) +1 (Precise Treatment) = 9
Knowledge (Arcana): 5 + 4 (INT) = 9
Knowledge (Religion): 5 + 4 (INT) + 1 (CoT) = 10
Knowledge (The Planes): 5 + 4 (INT) = 9
Spellcraft: 5 + 4 (INT) = 9
Stealth: 2 + 1 (DEX) + 3 (Familiar) = 6
Use Magic Device: 4 + 1 (CHA) = 5

BACKGROUND SKILLS:
Knowledge (History): 5 + 4 (INT) = 8
Knowledge (Nobility): 5 + 4 (INT) + 1 (CoT) = 10

Spell-Like Abilities (CL 2):
Dancing Lights, Detect Magic, Disguise Self, Pass Without Trace (1/day)

Spells Known (CL 2):
Level 0: Arcane Mark, Bleed, Dancing Lights, Daze, Detect Magic, Detect Poison, Guidance, Light, Mending, Message, Putrefy Food and Drink, Read Magic, Resistance, Spark, Stabilize, Touch of Fatigue
Level 1: Command, Cure Light Wounds, Ear Piercing Scream, Hermean Potential, Ill Omen, Mage Armor, Recharge Innate Magic, Sleep, Web Bolt

Spells Prepared:
Level 0: Daze, Detect Magic, Guidance, Resistance, [At-Will]
Level 1: Ear Piercing Scream, Mage Armor, Web Bolt

Special Abilities:
  • Hexes: Healing, Slumber
  • Ever Shifting Tongue: The Changeling will address any intelligent interlocutor in their native tongue unless blocked by Mind Blank or equivalent magic. The effect does not trigger on writing or any recording that does not have an intelligence behind it.
Curse & Drawbacks:
  • Uncanny Seeming : Your eyes are grey as polished moonstone and when you close them strange runes can be read upon the lids. You take –2 penalty on Bluff, Diplomacy, and Disguise checks
Name: Pepper

Cat (Figment-Sage Witch's Familiar)
N Tiny animal
Init +2; Senses low-light vision, scent; Perception +5

DEFENSE
AC 15, Touch 14, Flat-Footed 13 (+2 Dex, +2 Size, +1 Natural)
HP 4 (16/4)
Fort +1, Ref +4, Will +4

OFFENSE
Speed 30 ft.
Melee 2 claws +5 (1d2-4), bite +5 (1d3-4)
Space 2-1/2 ft.; Reach 0 ft.

STATISTICS
Str 3, Dex 15, Con 8, Int 7, Wis 12, Cha 7
Base Atk +1; CMB +1; CMD 6 (10 vs. trip)
Feats: Figment's Fluidity
Skills: Climb +6, Perception +5, Stealth +14; Knowledge (Arcana) +3, Knowledge (Dungeoneering) +3, Knowledge (Local) +3, Knowledge (Nature) +3, Knowledge (Religion) +3, Knowledge (The Planes) +3
Racial Modifiers: +4 Climb, +4 Stealth

SPECIAL ABILITIES
Familiar: The master of a cat familiar gains a +3 bonus on Stealth checks.
Recurring Dream (Su): A figment has a total number of hit points equal to 1/4 of its master's total hit points. If the figment dies, it vanishes, appearing again with 1 hit point after its master awakens from a full night's sleep. If a figment ever strays more than 100 feet from its master or enters an antimagic field, or if a figment's master is unconscious or asleep, the figment disappears until the next time its master prepares spells or regains her spells per day.

Dazzling Intellect (Ex): A sage's Intelligence score is always equal to 5 + its master's class level, but it gains natural armor increases as if its master's class level were half what of the actual class level.

Sage's Knowledge (Ex): A sage stores information on every topic and is happy to lecture its master on the finer points of a subject. A sage can attempt all Knowledge checks untrained and gains a bonus on Knowledge checks equal to half its master's class level. Additionally, a sage gains 2 skill ranks each time its master gains a class level. Its maximum number of ranks in any given skill is equal to its master's class level.

Equipment of Note: Armored Kilt, Dagger, Stonebow
 
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These have no arcane failure chance. Maybe Mina can have one at least?
Hmm, yeah, that could work. Normally we would want to avoid any armor for Mina because she's not proficient in wearing it, but it has an ACP of 0, so it won't penalize her.

I'll update my plan.
Should we sell Holy Simbol? I would prefer to keep it in the case we'll get to the Abadar temple sometime and return Simbol as a sighn of good will and/or quest hook.
Alternatively, we're a bunch of misfits carrying the holy symbol of a slain priest of Abadar, the god of civilization. I think it would be more likely to be assumed that we looted it front the priest after we killed him rather than that we found it in a Vegepygmy lair.

If y'all would prefer we hang on to it I can update my plan, but I would rather sell it.
 
I don't want to have the Holy Symbol. Remember guys, that we are the gribblies in this quest. That is the whole concept of it. And that means that we won't be trusted at all. We will need to earn the right to operate in normal society in the surface some way. It won't be easy.

That's why I like the darklands myself. We don't have to explain shit.
 
Alternatively, we're a bunch of misfits carrying the holy symbol of a slain priest of Abadar, the god of civilization. I think it would be more likely to be assumed that we looted it front the priest after we killed him rather than that we found it in a Vegepygmy lair.
That's why I do not like to play without diplomacy. It cuts a huge chunk of interesting content and forces as to play as a murderhobo.
I hope that we'll solve this problem to the time we'll get out to the surface (and I do not plan to go there soon). Thus I vote to keep a simbol.

[X] Loot Distribution, keep the Simbol edition
-[X] Akorian:
--[X] Scrolls: Scroll of Bless, Scroll of Detect Evil (x2)
--[X] Gear: Masterwork Light Steel Shield
-[X] Mina:
--[X] Scrolls: Scroll of Light, Scroll of Magic Weapon, Scroll of Remove Sickness, Scroll of Shield, Scroll of Shocking Grasp
--[X] Gear: Armored Kilt
-[X] Cob:
--[X] Potions: Potion of Cure Light Wounds (x1), Potion of Resistance
-[X] Gorok:
--[X] Potions: Potion of Cure Light Wounds (x2)
--[X] Weapon: If Gorok wants the Masterwork Battle Axe, it's his, but he's already burdened with several other weapons. Recommend he part with the most cumbersome and heavy, his Bone Earth-Breaker to lessen his load.
-[X] Miscellaneous:
--[X] Trinkets: Unless anyone among the party wants them, the Amber Charm, Bronze Arm Rings, and Small Loadstone will be set aside to sell back in Cauldron
--[X] Bank Notes: On the off chance Mina is correct and the paper slips hold value somewhere in the Burnlands, we'll secure them in our pack in case we're ever able to use or trade them.
--[X] Holy Simbol of Abadar: keep it. Maybe you'll manage to return it to the temple at some point
--[X] Everything Else: Fashion a sledge using rope, scrap wood, and other remnants salvaged from the mine, with the Masterwork Tower Shield as a base (being careful not to damage it unduly). We'll use the sledge to help haul the rest of our loot back to Cauldron. If space and weight is an issue, we'll prioritize the Masterwork weapons and armor, and the Vegepygmy paste.
 
That's why I do not like to play without diplomacy. It cuts a huge chunk of interesting content and forces as to play as a murderhobo.
I hope that we'll solve this problem to the time we'll get out to the surface (and I do not plan to go there soon). Thus I vote to keep a simbol.

It just means that we will have to be creative and don't trust sweet words and a smile to carry our word.

For example, we have Egriso of Augustana to investigate and report to the authorities there. By turning him in we can probably be allowed to walk freely in that city. If that is what we want. Alternatively we can team up with this guy to smuggle things out of the Darklands to the surface.

We are not locked into being the gribblies. We just chose hard mode and I like it.



Anyway, @DragonParadox , how are we going to prove that we got rid of tbe moldmen? Are we going to carry 18 vegepygmy heads back to the orcs?
 
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Here's everyone character sheets updated to level 2, @DragonParadox.
Name: Akorian
Alias: N/A
Alignment: Chaotic Neutral
Age: 25
Race: Caligni (Medium Humanoid)
Level: 2 (???? XP/5000 XP)
Class: Oracle 2 (Shadow Mystery) [Friendless Curse]
Feats: Extra Revelation (Cloak of Darkness)
Traits: Fate's Favored, Reactionary, Seeker
Drawback: Umbral Unmasking
Class Features: Orisons, Mystery (Shadow), Curse (Friendless), Revelations (Cloak of Darkness, Stealth Mastery)
Languages: Dark Folk, Duergar, Learning (Draconic, Goblin)

HP: 18
AC: 10 + 2 (DEX) + 1 (Shield) + 3 (Spidersilk Armor) OR + 4 (Cloak of Darkness)* = 16/17* (Touch AC 12)
Initiative: +2 (DEX) + 2 (Reactionary) = +4
Spell Save: 10 + 3 (CHA) + spell level
Base Attack: +1
  • Heavy Crossbow: +1 (BAB) + 2 (DEX) = +3 [1d10/x2]
    • w/Divine Favor: +5 [1d10+2]
  • Masterwork Dagger: +1 (BAB) + 2 (DEX) + 1 (Masterwork) = +5 [1d4-1; 19-20/x2]
    • w/Divine Favor: +7 [1d4+1]
Weapon and Armor Proficiencies: Oracles are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields).

STATS:
8 (-1) Strength
14 (+2) Dexterity
14 (+2) Constitution
12 (+1) Intelligence
10 (+0) Wisdom
17 (+3) Charisma

SAVES:
FORTITUDE: 0 + 2 (CON) = +2
REFLEX: 0 + 2 (DEX) = +2
WILL: 3 + 0 (WIS) = +3

Special:
+3 bonus to Will saves vs Enchantment effects

SKILLS:
Bluff: 4 + 3 (CHA) = 7
Knowledge (Dungeoneering): 4 + 1 (INT) = 5
Perception: 5 + 0 (WIS) + 1 (Seeker) = 6
Sense Motive: 5 + 0 (WIS) + 3 (CHA) = 8
Spellcraft: 5 + 1 (INT) = 6
Stealth: 5 + 2 (DEX) + 3 (SF) + 2 (CoD) = 10/12

BACKGROUND SKILLS:
Knowledge (Geography): 1 + 1 (INT) = 2
Knowledge (History): 4 + 1 (INT) = 5
Linguistics: 2 + 1 (INT) = 3

Spells Known (CL 2):
Level 0: Create Water, Detect Magic, Guidance, Mending, Stabilize (At will)
Level 1: Blurred Movement (B), Cure Light Wounds (B), Divine Favor, Protection from Evil (5/Day)

Special Abilities:
  • Fate's Favored: Whenever you are under the effect of a Luck bonus of any kind, that bonus increases by 1.
  • See in Darkness: You have the See in darkness special ability allowing them to see perfectly in darkness of any kind, including that created by Deeper Darkness.
  • Cloak of Darkness (Su): You conjure a cloak of shadowy darkness for up to 1 hour per day that grants you a +4 Armor bonus to AC and a +2 Circumstance bonus on Stealth checks. The duration does not need to be consecutive, but it must be spent in 1-hour increments.
Curse & Drawbacks:
  • Light Sensitivity: You are Dazzled in areas of bright light.
  • Friendless: You do not gain your Charisma bonus to Diplomacy checks, and if you use Diplomacy to make a request of someone, their attitude worsens one step (but no worse than unfriendly) after the request succeeds or fails.
  • Umbral Unmasking: The shadow you cast is monstrous. Under normal lighted conditions, this is not hard to observe—but uncommon to notice. Creatures that succeed at a DC 15 Wisdom check notice it plainly (an additional Perception check may be required based on environmental conditions). This telltale sign of wickedness cannot be concealed by Misdirection, Nondetection, or illusions, except those that also affect shadows (such as Invisibility).
Equipment of Note: Drow Spidersilk Armor, Heavy Crossbow, Masterwork Dagger, Masterwork Light Steel Shield, Morningstar

Companions

Cob the Goblin Rogue

Name: Cob
Alias: N/A
Alignment: Chaotic Neutral
Age:
14-ish
Race: Goblin (Small Humanoid)
Level: 2
Class: Unchained Rogue 2 (???? XP/5000 XP)
Feats: Deadly Agility, Weapon Focus (Dagger) (B)
Traits: Color Thief, Goblin Foolhardiness, Mathematical Prodigy
Drawback: Magical Klutz
Class Features: Rogue Talent (Weapon Training [Dagger]), Sneak attack (+1d6)
Senses: Darkvision 60ft
Languages: Goblin, Duergar

HP: 18
AC: 10 + 4 (DEX) + 1 (Size) + 3 (Hide Shirt) = 18 (Touch AC 15)
Initiative: +4 (DEX)
Base Attack: +1
  • Stonebow: 1 + 1 (Size) + 4 (DEX) = +6
    • Damage: 1d6 [x2], +1d6 damage with Sneak Attack
  • Dagger: 1 + 1 (Size) + 4 (DEX) + 1 (WF) = +7, Special: +1 attack bonus when facing a larger foe with no allies nearby)
    • Damage: 1d4+4 [19-20/x2], +1d6 damage with Sneak Attack
Weapon and Armor Proficiencies: Unchained Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, short sword, and shortbow. They are proficient with light armor, but not with shields.

STATS:
8 (-1) Strength
18 (+4) Dexterity
14 (+2) Constitution
14 (+2) Intelligence
14 (+2) Wisdom
8 (-1) Charisma

SAVES:
FORTITUDE: 0 + 2 (CON) = +2
REFLEX: 3 + 4 (DEX) = +7
WILL: 0 + 2 (WIS) = +2

SKILLS:
Acrobatics: 5 + 4 (DEX) = 9
Appraise: 5 + 2 (INT) = 7
Climb: 5 - 2 (STR) = 3
Disable Device: 5 + 4 (DEX) + 1 (TF) = 10
Escape Artist: 5 + 4 (DEX) = 9
Knowledge (Dungeoneering): 5 + 2 (INT) = 7
Knowledge (Local): 4 + 2 (INT) = 6
Perception: 5 + 2 (WIS) + 1 (TF)* = 7/*8 (to find traps)
Ride: 0 + 4 (DEX) +4 (Racial) = 8
Sleight of Hand: 4 + 4 (DEX) = 8
Stealth: 5 + 4 (DEX) + 4 (Size) + 4 (Racial) + 2 (Color Thief) = 19
Swim: 5 - 2 (STR) = +3

BACKGROUND SKILLS:
Craft (Alchemy): 5 + 2 (INT) = 7
Knowledge (Engineering): 5 + 2 (INT) + 1 (Trait) = 8

Special Abilities:
  • Trapfinding: Cob adds 1/2 his level on Perception checks to locate traps and on Disable Device checks (minimum +1). He can use Disable Device to disarm magic traps.
  • Evasion (Ex): Cob can avoid even magical and unusual attacks with great agility. If he succeeds at a Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage.
Equipment of Note: Dagger x4

Gorok the Lizardfolk Ranger

Name: Gorok
Alias: N/A
Alignment: Lawful Neutral
Age: ???
Race: Lizardfolk (Medium Humanoid[Reptilian])
Level: 2 (???? XP/5000 XP)
Class: Ranger 2 (Lantern Bearer)
Feats: Harvest Parts, Shield of Swings (B)
Traits: Reactionary, Seeker, Silent Hunter
Drawback: Scarred
Class Features: Combat Style (Two-Handed Weapons), Enhanced Vision, 1st Favored Enemy (Magical Beasts), Track
Senses: Low-Light Vision
Languages: Draconic, Duergar

HP: 23
AC: 10 + 3 (DEX) + 1 (Natural Armor) + 5 (Scale Mail) = 19 (Touch AC: 13)
Initiative: +3 (DEX) + 2 (Reactionary) = +5
Attack: +2; Additional +2 attack & damage bonus vs Magical Beasts
  • Natural Attacks: 2 Claws: +5 (1d4+2) & 1 Bite: +5 (1d3+2)
  • Ogre Hook: +2 + 2 (STR) = +4, Special: Trip
    • Damage: 1d10 + 2 (STR) [x3]
  • Bone Earth-Breaker: +2 + 2 (STR) = +4
    • Damage: 2d6 -2 (Bone) +2 (STR) [x3]
  • Masterwork Rapier: +2 + 3 (DEX) + 1 (Masterwork) = +6
    • Damage: 1d6 + 2 (STR) [18-20/x2]
Weapon and Armor Proficiencies: A ranger is proficient with all simple and martial weapons and with light armor, medium armor, and shields (except tower shields).

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

SAVES:
FORTITUDE: 3 + 3 (CON) = +6
REFLEX: 3 + 3 (DEX) = +6
WILL: 0 + 2 (WIS) = +2

SKILLS:
Climb: 5 + 2 (STR) = 7
Heal: 4 + 2 (WIS) = 6
Knowledge (Nature): 5 + 0 (INT) = 5
Perception: 5 + 2 (WIS) + 1 (Trait) = 8
Stealth: 5 + 3 (DEX) + 1 (Trait) = 9
Survival: 5 + 2 (WIS) + 1 (Track)* = 7/8* (to follow tracks)
Swim: 4 + 2 (STR) + 8 (Racial) = +14

BACKGROUND SKILLS:
Handle Animal: 5 - 1 (CHA) = 4
Knowledge (Geography): 4 + 0 (INT) = 4
Profession (Hunter): 4 + 2 (WIS) = 6

Special Abilities:
  • Enhanced Vision (Ex): Gorok gains Low-Light Vision.
  • Track (Ex): Gorok adds half his level (minimum 1) to Survival skill checks made to follow tracks.
  • Shield of Swings: When you take a Full-Attack Action while wielding a two-handed weapon, you can choose to reduce the damage by 1/2 to gain a +4 Shield bonus to AC and CMD until the beginning of your next turn. The reduction in damage applies until the beginning of your next turn.
  • 1st Favored Enemy (Magical Beasts): Gorok gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against Magical Beasts. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. He may make Knowledge skill checks untrained when attempting to identify Magical Beasts.
Equipment of Note: Bone Earthbreaker, Masterwork Rapier, Ogre Hook, Scale Mail

Mina the Changeling Witch

Name: Mina
Alias: N/A
Alignment: Neutral Good
Age: 20
Race: Changeling (Medium Humanoid, Changeling/Hag)
Level: 2 (???? XP/2000 XP)
Class: Witch 2 (Patron: Spirits)
Feats: Potent Hex
Traits: Child of the Temple, Mediator, Precise Treatment
Drawback: Uncanny Seeming
Class Features: Cantrips, Hexes (Healing, Slumber), Familiar
Languages: (Read & Write only): Celestial, Draconic, Kelish, Sylvan, Taldane (Common)

HP: 16
AC: 10 + 2 (DEX) + 1 (Armored Kilt) + 4 (w/Mage Armor*) = 13/17* (Touch 12)
Initiative: +2 (DEX)
Spell Save: 10 + 4 (INT) +1 (Enchantment) +1 (Enchantment Without Ongoing Control) + spell level
Hex DC: 10 + 1 (CL/2) + 4 (INT) + 1 (Potent Hex) +1 (Mediator)
Base Attack: +1
  • Dagger: 1 + 2 (DEX) = +3 [1d4-1]
  • Stonebow: 1 + 2 (DEX) = +3 [1d6; x2]
Weapon and Armor Proficiencies: All Simple Weapons and no Armor. Subject to Arcane Spell failure from all armor.

STATS:
8 (-1) Strength
14 (+2) Dexterity
12 (+1) Constitution
18 (+4) Intelligence
12 (+1) Wisdom
12 (+1) Charisma

SAVES:
FORTITUDE: 0 + 1 (CON) = 1
REFLEX: 0 + 2 (DEX) = 2
WILL: 3 + 1 (WIS) = 3

SKILLS:
Heal: 4 + 4 (INT) +1 (Precise Treatment) = 9
Knowledge (Arcana): 5 + 4 (INT) = 9
Knowledge (Religion): 5 + 4 (INT) + 1 (CoT) = 10
Knowledge (The Planes): 5 + 4 (INT) = 9
Spellcraft: 5 + 4 (INT) = 9
Stealth: 2 + 1 (DEX) + 3 (Familiar) = 6
Use Magic Device: 4 + 1 (CHA) = 5

BACKGROUND SKILLS:
Knowledge (History): 5 + 4 (INT) = 8
Knowledge (Nobility): 5 + 4 (INT) + 1 (CoT) = 10

Spell-Like Abilities (CL 2):
Dancing Lights, Detect Magic, Disguise Self, Pass Without Trace (1/day)

Spells Known (CL 2):
Level 0: Arcane Mark, Bleed, Dancing Lights, Daze, Detect Magic, Detect Poison, Guidance, Light, Mending, Message, Putrefy Food and Drink, Read Magic, Resistance, Spark, Stabilize, Touch of Fatigue
Level 1: Command, Cure Light Wounds, Ear Piercing Scream, Hermean Potential, Ill Omen, Mage Armor, Recharge Innate Magic, Sleep, Web Bolt

Spells Prepared:
Level 0: Daze, Detect Magic, Guidance, Resistance, [At-Will]
Level 1: Ear Piercing Scream, Mage Armor, Web Bolt

Special Abilities:
  • Hexes: Healing, Slumber
  • Ever Shifting Tongue: The Changeling will address any intelligent interlocutor in their native tongue unless blocked by Mind Blank or equivalent magic. The effect does not trigger on writing or any recording that does not have an intelligence behind it.
Curse & Drawbacks:
  • Uncanny Seeming : Your eyes are grey as polished moonstone and when you close them strange runes can be read upon the lids. You take –2 penalty on Bluff, Diplomacy, and Disguise checks
Name: Pepper

Cat (Figment-Sage Witch's Familiar)
N Tiny animal
Init +2; Senses low-light vision, scent; Perception +5

DEFENSE
AC 15, Touch 14, Flat-Footed 13 (+2 Dex, +2 Size, +1 Natural)
HP 4 (16/4)
Fort +1, Ref +4, Will +4

OFFENSE
Speed 30 ft.
Melee 2 claws +5 (1d2-4), bite +5 (1d3-4)
Space 2-1/2 ft.; Reach 0 ft.

STATISTICS
Str 3, Dex 15, Con 8, Int 7, Wis 12, Cha 7
Base Atk +1; CMB +1; CMD 6 (10 vs. trip)
Feats: Figment's Fluidity
Skills: Climb +6, Perception +5, Stealth +14; Knowledge (Arcana) +3, Knowledge (Dungeoneering) +3, Knowledge (Local) +3, Knowledge (Nature) +3, Knowledge (Religion) +3, Knowledge (The Planes) +3
Racial Modifiers: +4 Climb, +4 Stealth

SPECIAL ABILITIES
Familiar: The master of a cat familiar gains a +3 bonus on Stealth checks.
Recurring Dream (Su): A figment has a total number of hit points equal to 1/4 of its master's total hit points. If the figment dies, it vanishes, appearing again with 1 hit point after its master awakens from a full night's sleep. If a figment ever strays more than 100 feet from its master or enters an antimagic field, or if a figment's master is unconscious or asleep, the figment disappears until the next time its master prepares spells or regains her spells per day.

Dazzling Intellect (Ex): A sage's Intelligence score is always equal to 5 + its master's class level, but it gains natural armor increases as if its master's class level were half what of the actual class level.

Sage's Knowledge (Ex): A sage stores information on every topic and is happy to lecture its master on the finer points of a subject. A sage can attempt all Knowledge checks untrained and gains a bonus on Knowledge checks equal to half its master's class level. Additionally, a sage gains 2 skill ranks each time its master gains a class level. Its maximum number of ranks in any given skill is equal to its master's class level.

Equipment of Note: Armored Kilt, Dagger, Stonebow
@DragonParadox, I went ahead and included the new shield and armored kilt in Kori and Mina's sheets, respectively.
 
Vote closed.
Adhoc vote count started by DragonParadox on Mar 25, 2023 at 9:52 AM, finished with 21 posts and 6 votes.

  • [X] Loot Distribution
    [X] Loot Distribution
    -[X] Akorian:
    --[X] Scrolls: Scroll of Bless, Scroll of Detect Evil (x2)
    --[X] Gear: Masterwork Light Steel Shield
    -[X] Mina:
    --[X] Scrolls: Scroll of Light, Scroll of Magic Weapon, Scroll of Remove Sickness, Scroll of Shield, Scroll of Shocking Grasp
    --[X] Gear: Armored Kilt
    -[X] Cob:
    --[X] Potions: Potion of Cure Light Wounds (x1), Potion of Resistance
    -[X] Gorok:
    --[X] Potions: Potion of Cure Light Wounds (x2)
    --[X] Weapon: If Gorok wants the Masterwork Battle Axe, it's his, but he's already burdened with several other weapons. Recommend he part with the most cumbersome and heavy, his Bone Earth-Breaker to lessen his load.
    -[X] Miscellaneous:
    --[X] Trinkets: Unless anyone among the party wants them, the Amber Charm, Gold Holy Symbol, Bronze Arm Rings, and Small Loadstone will be set aside to sell back in Cauldron
    --[X] Bank Notes: On the off chance Mina is correct and the paper slips hold value somewhere in the Burnlands, we'll secure them in our pack in case we're ever able to use or trade them.
    --[X] Everything Else: Fashion a sledge using rope, scrap wood, and other remnants salvaged from the mine, with the Masterwork Tower Shield as a base (being careful not to damage it unduly). We'll use the sledge to help haul the rest of our loot back to Cauldron. If space and weight is an issue, we'll prioritize the Masterwork weapons and armor, and the Vegepygmy paste.
    [X] Loot Distribution, keep the Simbol edition
    -[X] Akorian:
    --[X] Scrolls: Scroll of Bless, Scroll of Detect Evil (x2)
    --[X] Gear: Masterwork Light Steel Shield
    -[X] Mina:
    --[X] Scrolls: Scroll of Light, Scroll of Magic Weapon, Scroll of Remove Sickness, Scroll of Shield, Scroll of Shocking Grasp
    --[X] Gear: Armored Kilt
    -[X] Cob:
    --[X] Potions: Potion of Cure Light Wounds (x1), Potion of Resistance
    -[X] Gorok:
    --[X] Potions: Potion of Cure Light Wounds (x2)
    --[X] Weapon: If Gorok wants the Masterwork Battle Axe, it's his, but he's already burdened with several other weapons. Recommend he part with the most cumbersome and heavy, his Bone Earth-Breaker to lessen his load.
    -[X] Miscellaneous:
    --[X] Trinkets: Unless anyone among the party wants them, the Amber Charm, Bronze Arm Rings, and Small Loadstone will be set aside to sell back in Cauldron
    --[X] Bank Notes: On the off chance Mina is correct and the paper slips hold value somewhere in the Burnlands, we'll secure them in our pack in case we're ever able to use or trade them.
    --[X] Holy Simbol of Abadar: keep it. Maybe you'll manage to return it to the temple at some point
    --[X] Everything Else: Fashion a sledge using rope, scrap wood, and other remnants salvaged from the mine, with the Masterwork Tower Shield as a base (being careful not to damage it unduly). We'll use the sledge to help haul the rest of our loot back to Cauldron. If space and weight is an issue, we'll prioritize the Masterwork weapons and armor, and the Vegepygmy paste.
 
Arc 1 Post 29: Pyre and Progress
Pyre and Progress

The Season of Still Stone

Taken altogether the spoils of the fight make for heavier haul than you had thought it would be, but Gorok is undaunted by the poison in the scorpion, picking out the axe in place of his old hammer and lashing the rest of it together atop a large shield, showing a red beast on a white field, a wolf Mina informs you, which is traditionally used by the 'Ulfen' people whose name means something like Children of the Wolf in their own tongue.

"They first came down from the north as raiders in the days of the old Taldan Empire. These days you are more likely to see Ulfen bodyguards, swords for hire, or traders, though even those have weapons near to hand. I wonder what they were doing with a priest of Abadar, they usually aren't that friendly..." she flips the circle of gold over in her hand, flashing red in the light of the small fire.

Though you only half listen, nodding along when it seems appropriate, she seems happy enough to recount the tales of the Burnlands, long and tangled like a rat king's tails. The rest of your attention is taken up by contemplating how much harder the way back is going to be dragging the impromptu sled along. Maybe you can afford a packbeast of some kind, a centipede or a slurk...

Gorok's next words bring you back into the present with an unpleasant lurch as he rolls the barrel of rot-gut forward with one clawed hand. "We have to find the mold before we return, keep more of them from growing."

"We should see to the dead first," Mina speaks up, her tone level but firm.

"The meat has gone bad, the bones brittle," The hunter tries to explain as Cob spits for emphasis.

"That's not what I meant. We should burn the bodies to light their way across the River, make sure that no wicked folk can drag them back." That leads into a long, though only somewhat confusing conversation into the customs of Mina's people and how they deal with the dead. It makes a kind of sense, if you are more worried about the bones walking around than you are about running out of fuel for the fire.

"Death lingers near," she reminds the rest of you and so reluctantly on the part of you and Gorok and enthusiastically on the part of Cob, who really wants to see a big fire, the bodies are set upon a pyre and set alight.

Shielding your eyes from the brightness you offer in a whisper: "Thanks to you warriors, that your grave was a garden and not a mire."

Lost 5 Hours Worth of Kindling

***​

Thankfully finding the mold proves a lot easier and less perilous than you had feared. The chamber is twenty feet across and roughly symmetrical, it must have once been used for storage, accessible only through a trap door which may once have been locked, though all that remains of it are the hinges after it had been broken open from the inside. The walls the floor below are all covered in dark red mold like a wound in the stone. If the 'herbs' the two orcs had spoken of had been in there they are not going to have much luck recovering them. Someone had clearly tried to burn the thing out, leaving scattered pieces of shelving dotted among the red, for all the good it had done them in the end.

For his part Gorok does not waste time in contemplation, simply opening the barrel and dousing floor and the far wall. Russet Mold is as vulnerable to alcohol and acid as it is impervious to most other kinds of harm. Even if not all the patches get splashed directly the nest will wither and die.

Lost 1x Gallon Barrel of Rotgut

What do you do next?

[] Return to the place with the mage lights in the shape of 'constellations'

[] Make your way back to Cauldron, you can barely carry what you have on you

[] Write in




Definitions:
Poison in the Scorpion - the downside of a lucky break, like getting a large kill in the form of a scorpion whose poison you do not know how to extract safely. Subject to a Darkfolk fable.

OOC: A bit more character and world-building as well as actually dealing with the mold.
 
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[X] Return to the place with the mage lights in the shape of 'constelations'

We might finally see the surface
 
Maybe you can afford a packbeast of some kind, a centipede or a slurk...
Since Gorok has Handle Animal points now this would be a great investment! We should get something that doesn't mind sunlight too much if we do make for Burnlands.

[X] Make your way back to Cauldron, you can barely carry what you have on you

Got too much loot on us right now to safely explore more and risk losing it, and best to go back to Cauldron to sell excess, buy supplies we can use for further exploration, and get paid for job.

We can return to ruin/mind to look for Burnlands entrance then.
 
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Now that everyone has had a chance to rest and recover, and regain/ready spells, I feel a lot more comfortable about investigating that ruin.

[X] Return to the place with the mage lights in the shape of 'constelations'

[X] Make your way back to Cauldron, you can barely carry what you have on you

Got too much loot on us right now to safely explore more and risk losing it, and best to go back to Cauldron to sell excess, buy supplies we can use for further exploration, and get paid for job.

We can return to ruin/mind to look for Burnlands entrance then.
The ruin is basically right next door, just a few minutes easy walk from here, if I'm understanding the area correctly, @DragonParadox? We won't need to carry our loot very far to reach it, but if we leave now it will be at least a week before we can come back here once travel time, rest, and time in Cauldron is accounted for. Who knows who or what might come here in the meantime?
 
Now that everyone has had a chance to rest and recover, and regain/ready spells, I feel a lot more comfortable about investigating that ruin.

[X] Return to the place with the mage lights in the shape of 'constelations'


The ruin is basically right next door, just a few minutes easy walk from here, if I'm understanding the area correctly, @DragonParadox? We won't need to carry our loot very far to reach it, but if we leave now it will be at least a week before we can come back here once travel time, rest, and time in Cauldron is accounted for. Who knows who or what might come here in the meantime?

The ruin is indeed that close, but you guys cannot carry more than about 10 lbs of loot before the sled becomes too ungainly to use, particularly as you are all already quite close to your carry capacity.
 
The ruin is indeed that close, but you guys cannot carry more than about 10 lbs of loot before the sled becomes too ungainly to use, particularly as you are all already quite close to your carry capacity.
Yeah, we need to unload stuff, get paid, then get new supplies for Burnlands expedition, and ideally a packbeast or some other means to help increase loot capacity.
 
We can still investigate the ruins even if we're at carrying capacity. If we find something too good to leave behind, we can lighten our sled by ditching the mining picks.

I mostly want Mina to see the place so she can try to identify it via Knowledge check. Her and Pepper both have a chance of recognizing significant stuff via their various Knowledge skills. We could even send Pepper in alone if we're being extra paranoid, as long as he doesn't go more than 100 feet from Mina.
 
Gentlemen, we have a super safe storage in the mine by virtue of it being formerly infested by moldmen and nobody being near it.

We can leave things there, then go and see what we find in the ruins, and then come back.
 
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