Finding the Spark (Pathfinder 1E Quest)

At the same time you did so about 5 or so minutes before she started taking damage. That is definitely unusual as far as Kori knows, but he has heard rumors of poisons doing stranger things.

Unless it is not poison but something else...

I can't think about anything else though. Still, with anti venom she should be able to make her save, and I doubt that the poison would be able to kill her that quickly.
 
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We should see it with our sight, though.
Not necessarily? Depending on if casters can hide their magic from that sort of stuff? I know that Mind Blank hides any magical auras on one's person, but I don't think that the Dancer has that, and even then, that would be a rare thing indeed for her to have. Are there any things that allow one to hide or disguise magic that they cast on another person?
Alternatively, it could be psionics, an extraordinary ability, or something else that wouldn't show up.
 
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Not necessarily? Depending on if casters can hide their magic from that sort of stuff? I know that Mind Blank hides any magical auras on one's person, but I don't think that the Dancer has that, and even then, that would be a rare thing indeed for her to have. Are there any things that allow one to hide or disguise magic that they cast on another person?
Alternatively, it could be psionics, an extraordinary ability, or something else that wouldn't show up.

Those are all high level stuff and, if we are dealing with a player so high leveled we might as well be dead here.
 
[X] Use the last vial of anti-venom to save Khole
-[X] Cast Guidance to help her beat the poison
 
[X] Use the last vial of anti-venom to save Khore
-[X] Cast Guidance to help her beat the poison
 
@Goldfish , I am tagging you because you are the mechanics guy, but this is for everyone. Onward, I think that we can decide on which skills Kori can focus on, and I think that we shoud max out these five to fill his mysterious shadow man persona:

-Bluff: our best social action, and represents our skill at intrigue
-Sense motive: because he is perceptive and canny, and his big thing that helped him to survive is reading people well
-Perception: again, he is perceptive and that prevents ambushes too
-Stealth: shadows are stealthy!
-Intimidate: once he gains control of his shadow, Kori weaponizes his curse into fear. Makes a strength out of his weakness. Also gives another way to socialize. A worse diplomacy, but one where he gets bonuses and mostly has the same effect due to his curse.

Other nice things I would like to have, but I don't think we will have the points to spare:
-Dungeoneering knowledge: because he is a local, so he should know plenty of things
-Gather information: for fun intrigue stuff!
 
@Goldfish , I am tagging you because you are the mechanics guy, but this is for everyone. Onward, I think that we can decide on which skills Kori can focus on, and I think that we shoud max out these five to fill his mysterious shadow man persona:

-Bluff: our best social action, and represents our skill at intrigue
-Sense motive: because he is perceptive and canny, and his big thing that helped him to survive is reading people well
-Perception: again, he is perceptive and that prevents ambushes too
-Stealth: shadows are stealthy!
-Intimidate: once he gains control of his shadow, Kori weaponizes his curse into fear. Makes a strength out of his weakness. Also gives another way to socialize. A worse diplomacy, but one where he gets bonuses and mostly has the same effect due to his curse.

Other nice things I would like to have, but I don't think we will have the points to spare:
-Dungeoneering knowledge: because he is a local, so he should know plenty of things
-Gather information: for fun intrigue stuff!
I'm still undecided on Intimidate, but I'm not really against it, either. It will work well with our Curse bonuses eventually, though.

We definitely need Spellcraft, though, as that's necessary for interpreting what we see with Detect Magic and a lot of other magical effects and phenomenon.

We can afford to go light on the Knowledge (Dungeoneering) points, thanks to both Mina and Pepper. We can leave Knowledge skills to the INT-focussed characters.
 
I'm still undecided on Intimidate, but I'm not really against it, either. It will work well with our Curse bonuses eventually, though.

We definitely need Spellcraft, though, as that's necessary for interpreting what we see with Detect Magic and a lot of other magical effects and phenomenon.

We can afford to go light on the Knowledge (Dungeoneering) points, thanks to both Mina and Pepper. We can leave Knowledge skills to the INT-focussed characters.

Then I can only see it working if we pull some points off another skill, but maybe half of them.

I don't know which ones to sacrifice though.
 
Literally unanimous, I'll take this as half an inclination to empathy and half curiosity of the kind that either kills cats or adds a Fortune Favored Template onto them.
Adhoc vote count started by DragonParadox on Apr 6, 2023 at 1:24 PM, finished with 23 posts and 10 votes.
 
Literally unanimous, I'll take this as half an inclination to empathy and half curiosity of the kind that either kills cats or adds a Fortune Favored Template onto them.
Adhoc vote count started by DragonParadox on Apr 6, 2023 at 1:24 PM, finished with 23 posts and 10 votes.

I would also put there a certain comraderie with a member of the People that is actually competent and isn't afraid of him like a superstitious country bumpkin (and I mean, his former tribe members were the equivalent of that).
 
Arc 1 Post 39: A Path Undone
A Path Undone

The Season of Still Stone

Lunging across the table you press the vial of antivenom to Khole's lips and then you start to weave your magic. Syllable upon syllable, word to word chained as fast as you can do it, but the coughing gets worse and worse as she knocks the cups to the ground with a clatter. Not knowing what else to do you try to hold her down, hoping that it might stop whatever poison is running through her from getting worse. All that does is give you the chance to feel as much as see something tear in her chest, a sound that does not belong in the chest of any living being. Then it slows... maybe there's hope yet.

Lost Anti-Toxin

"Too slow... too slow... fire take their hearts!" She starts to shake and convulse again, but forces the words past bloody lips. "Get the stone, they must not have it. Take it to Krba, Kursh Glass Eye... he'll, he'll know what to do."

"Whose they? Who did this?" you ask, but the Dancer is beyond speaking soon. Ten heartbeats later the light goes out in her eyes and you can see the heat start to radiate from her body.

Khole the dancer is gone. All that remains is an empty vessel to put to the pyre. Though you did not know her and you certainly did not trust her, now you will not have a chance to do either. It's going to be hard to get all this blood off, some distant part of you notes.


When the server, a boy who could not be older than, twelve bursts in his, mismatched eyes boggling with horror, you realize how this must all look. Who would even believe that some hidden assassin had poisoned her and not you? Even assuming some part of the staff is not involved, willingly or by trickery or sorcery. Even as you open your mouth to explain you are not sure what to say. The truth had not often served you will but a lie could leave you looking even more guilty than you are now, wearing half a dead woman's blood.

Maybe I could say she was poisoned when she came here and was seeking a cure which I failed to provide, the thought occurs to you. The vial of antivenom would go some way to backing you up without involving the tavern.

What do you do?

[] Truthfully explain what happened (Diplomacy Roll DC ???)

[] Embellish the story to make it more believable (Bluff Roll DC ???)
-[] She was seeking a cure to poisoning, alas you failed
-[] Write in

[] Grab the Zirnakaynin Writ of Free Trade before anyone notices it

[] Write in


OOC: The DC was 20 and she had to make 2 consecutive saves, someone really wanted this woman dead. For his part Kori is lucky the server did not make the DC 15 roll to notice his shadow or he would be screaming bloody murder about now.
 
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Then I can only see it working if we pull some points off another skill, but maybe half of them.

I don't know which ones to sacrifice though.
It's not necessarily what I would prefer to do, feats being precious, but we could always pick up the Cunning feat.

That's good for an extra skill point per level
 
Shit is just getting worse and worse.

Makes me wanna just break for Burnlands and leave all this shit behind.
 
Damn, that was some serious poison. Was it Black Lotus Extract? That's a contact poison with a DC 20 Fort save that does CON damage. It's also 4,500 gp per dose.

EDIT: :ninja:
 
Refuge in audacity?

[X] Embellish the story to make it more believable (Bluff Roll DC ???)
-[X] "Quickly, you must warn the other patrons! Her beer was poisoned with something my Antitoxin could not overcome!"
-[X] Grab the Zirnakaynin Writ of Free Trade before anyone notices it.
 
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Refuge in audacity?

[X] Embellish the story to make it more believable (Bluff Roll DC ???)
-[X] "Quickly, you must warn the other patrons! Her beer was poisoned with something my Antitoxin could not overcome!"
-[X] Grab the Zirnakaynin Writ of Free Trade before anyone notices it. And anything else she might be carrying.

'Anything else she might be carrying' would be rather hard to do without slight of hand which Akorian does not have. The writ is easy to grab because it's already on the floor, he can just pretend it was his.
 
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