Finding the Spark (Pathfinder 1E Quest)

[X] Try to shame the captain into some kind of better offer with tales of iruxi valor you make up on the spot (Bluff DC 25)
 
We have +14 bonus... yeah, pretty solid. It's a pity that we can not buff ourselves with Bless + Divine Favour + Guidance... but it's a usual situation in social battles. Casting spells would look very strange.
 
We have +14 bonus... yeah, pretty solid. It's a pity that we can not buff ourselves with Bless + Divine Favour + Guidance... but it's a usual situation in social battles. Casting spells would look very strange.

If you get silent spell you probably could. Gestures are pretty easy to hide. If you get silent and still spell you definitely could, but that is a hell of a feat tax.
 
[X] Try to shame the captain into some kind of better offer with tales of iruxi valor you make up on the spot (Bluff DC 25)

Here is hoping more stories gets the captain in a good mood to owe a favor.
 
Eh, I'd take it as a 'no' and then try my luck with something else. We are not short on dubious offers. But I suppose it doesn't hurt to see what we can get on this end, should we still want to.

[x] Try to shame the captain into some kind of better offer with tales of iruxi valor you make up on the spot (Bluff DC 25)
 
Arc 4 Post 17: Fel Light Arising
Fel Light Arising

11th of Rova 4707 A.R. (Absalom Reckoning)

"I know little of the ordering of this world under the sun, but this much is certain, no warrior of sense nor chief given even a modicum of wisdom starts a fight with the iruxi, for they will end it. An inquisitor of the land you so hate and servant of their hateful gods, gifted an idol of power and mastery over stirges, died for the folly of attempting to make pawns of Gorok's kin. Do you think that was happenstance?"

Akorian Bluff: 1d20+17 = 31(Success)

"Bluh," the captain's eyes snap to yours like you had just threatened a curse of want onto his kith and kin. "Didn't mean ta set you off."

Gorok pauses, though his tail is still sweeping the planks in small swift twitches. He was not in the mood for more babble.

Luckily that does not seem to be what's on offer. Your improvised retort seems to have startled some sobriety out of your host: "Look, if you were a tribe of wild elves or something I'm sure one of the town councils around Darkmoon Vale or in the Verduran Forest would be fine giving you whatever land you could carve out from the trees and the damn sprites, but most folk don't know an iruxi from an ifrit. You need to prove yourself is the point. No one's gonna want neighbors who can't hold their own against beasts and bandits, which your folk certainly can from what I'm hearing."

"Who's to judge how much proof is enough, those that profit in the proving?" Gorok asks, cutting to the heart of the matter as swiftly as ever he carved through the hides of hellhounds.

Mayhap if he weren't so lost in his own glass the captain could have come up with a satisfactory answer instead of doing his best impression of an eel out of water, gasping and flickering.

Caulker Recovery (Diplomacy): 1d20+6 = 8 (Failure)

"During the Age of Enthronement, the wandering Varisians started to settle the lands in the shadow of the Hungry Mountains," Mina intones, something learned by rote and ill-fitting to the harsh duergar tongue. "But good land was scarce for the Kelids and Sarkorians who dwelt atop the high hill forts, so they raided and took from them heavy tribute more than the Road could provide. But on that Road there came a boy, short of stature but long of sight and deep of wisdom named Soividia of the Ustav-kin and though his people had less than even those who came before he inspired them to band together against the Kelids and their thirsting spirits, he made war upon the shaman-king Vogax, claimed his head and dragged his holy stone into the heart of his new capital which he named Ardis. The Kelids curse his name and when they yet lived the men of doomed Sarkoris did much the same, but those people of the wide Road who settled in the land under his rule took his name for his own and we honor it." She turns to look at Gorok, looking at once bashful and out of breath from all the history. "Whether they have scales or not, newcomers have to prove themselves often in the blood of common foes. It's the world we all live in."

Mina Knowledge (History) (DC 20): 1d20+11 = 30 (Success)

Iolda looks like she is about to say something about the matter, but thinks the better of it, taking a long draw of her oyster stew.

As for the iruxi, though they pass from anger to bemusement to cautious acceptance. While you would not call the remainder of the meal companionable, you've had worse. Caulker manages to explain the precise process of setting up a stead-hold and incorporating a new village, and from the looks of things Gorok does not find it too onerous, assuming these 'local officials' and 'traveling judges', chiefs and dancers as the People would put it, are indeed willing to act with good will.

***​

13th of Rova 4707 A.R. (Absalom Reckoning)

It is, Gorok later says in confidence, better than the edge of wood-cutters axes or the spells of their dark master. So at least he hopes and so do you. The night is not as bright as the ones which had come before, but mayhap the future is instead. So it is that you are left contemplating the waves and trying to guess at the confidence of the 'seven days to Augustana' which Menkir had prophesied. How confident could anyone be of a journey's length at the mercy of water and air both?

Perhaps you should have paid more attention to the others on deck instead of the water, or perhaps you are just unlucky to have been looking at the wrong patch of the stuff. The first sign you get that something is amiss is silence creeping up behind you, and then out of the corner of your eye you see your shadow outlined in pale green light.

Akorian Perception (DC 14): 1d20+ 8 = 9 (Critical Failure)

You snap around to see the whole of the crew stopped in place, staring glassy-eyed at the squat green-scaled amphibious figures, streaming out the water. The light flows with it, ripling acros the scales, twisting and becoming a taste you've never sampled.

Akorian Will Save (DC 15): 1d20+4 = 14 (Failure)

In an instant it is gone, shadows rushing in from nowhere like being doused in cold water. Without words a voice speaks, Sirim: "See to yourself, shadow seer. Ceratioidi are abroad this night and they will make shark bait out of all land dwellers who intrude on their domain if they have their way."

Only then do you notice that the strangers are armed with spears of horn and bone, their seeming leader sporting a staff of oddly colorful stone that it had been to using to direct the warriors to stand half by the clump of sailors at the fore of the ship and half outside the door of the aft cabin, at least until the darkness came, now they are all converging on you. At least the lights make them easy to count. There are only ten of them in all, but then again they hardly need numbers when they are facing foes who will not raise weapons in their own defense.


In darkness you weave a glamor, just as spears start to prod at empty air. Sharp keening cries issue from mishapen mouths, giving you a far better sight of the razor sharp teeth than you ever wanted. Moving with as much stealth and silence as you can you head towards the back of the ship and away from the comforting but inadequate comfort of the darkness. In haste you weave shadows of your own, sending them searching not for a foe nor some treasure, but under the door to warn the others. Alas, you cannot move the twisting shaows well enough to write, nor can they make a sound, but maybe...

There, the otyugh hide feels just as blistery and sticky under distant touch, tear that out and the reek is sure to wake Mina and likely some of the officers as well.

Mina Spellcraft (DC 18): 1d20+10 = 26 (Success)

The leader of the fish-men screeches something, tendril light bobbing wildly above his head and the others start to approach the sailors again, their intent as clear as it is bloody... just as the door to the cabins slides open to reveal a seemingly empty passage. Pouring your thoughts through ancient silver you feel a mind there just as you hoped, Mina. Wrapped in her own glamor, fragile as fungus wood chared black, a single spell will have both of you revealed.

What do you do?

[] Attack the fishmen, there is only three of you counting Sirim, but all of you are hidden and the sounds of battle are sure to draw the others
-[] Write in battle plan

[] Try to get below decks to find the others, it is too dangerous alone. Let the foe have their first stab at the sailors

[] Write in


OOC: Welp, that armor finally paid for itself somehow.
 
Last edited:
So at the moment you have on the deck:
  • Kori
  • Mina
  • Sirim, though you cannot see him, he has probably just sticking his head out of the floor or something to cast
  • About 15 sailors, all of them enthralled by the Ceratioidi
  • 9 Ceratioidi warriors
  • 1 Ceratioidi boss with a fancy staff
 
My plan is bluff our way into positioning Mina to cast a fuckhuge glitterdust in the middle of it all, this freeing the sailors to massacre all the fishbrains here.
 
Interesting fish person attack.

I wonder what they are after? Slaves? They haven't attacked or killed anyone yet but I'm not going to bet on them being here for peaceful reasons.
 
So at the moment you have on the deck:
  • Kori
  • Mina
  • Sirim, though you cannot see him, he has probably just sticking his head out of the floor or something to cast
  • About 15 sailors, all of them enthralled by the Ceratioidi
  • 9 Ceratioidi warriors
  • 1 Ceratioidi boss with a fancy staff
How close is the boss to the railing of the deck? How close are the Ceratioidi to the Fascinated sailors?
 
Fake using our shadow to capture Mina, try to use the "Foul Witch" as tribute for them to leave us alone.

Then surprise Glitterdust everyone
 
How close is the boss to the railing of the deck? How close are the Ceratioidi to the Fascinated sailors?
  • The boss is about 10 ft from the railing
  • The closest sailors to the clump around the patch of shadow are about 20 ft away, with the other half of them being at the aft end of the ship near the boss and his three guards, call it 45 ft between the two groups of Ceratioidi
 
This isn't a fight we can win, not with the resources available at this moment. Instead, we need to hamper the Ceratioidi as much as possible while alerting the crew.

Web has a huge 40 foot AoE, which should be able to capture at least half of the raiders. Ceratioidi don't have great Reflex saves, so that will help. The Web itself will also prove helpful, since it presents an obstacle for the raiders, should end the Fascinate effect affecting the sailors even if they end up caught in it as well, and provide cover for the sailors to make it more difficult for them to be attacked. Glitterdust is a much smaller AoE and the Ceratioidi's best save is Will.

Kori should remain Invisible for at least a few rounds. Attacking now with the spells he knows won't do much good except get him attacked. Instesd, he can take the time to use his Cloak of Darkness to boost his AC and cast Bless to boost his attack bonus and that of any sailors who might try tonight back in coming rounds. And maybe cast Divine Favor in the round after that, if he doesn't need to do something different.

By then, Pepper and Mina should have the entire crew awake and aware that we're under attack.

[X] The Screaming Cat
-[X] Pepper immediately rushes back into the interior of the ship, screeching as loudly and as obnoxiously as he can manage. Sirim moves to harass and distract the boss Ceratioidi (assuming he wants to be helpful again).
-[X] Mina casts Web, targeting as many of the Ceratioidi as she can manage, regardless of the number of sailors who are also affected. She then retreats back into the interior of the ship to rouse the crew, if Pepper hasn't already done so. If possible, she bars the hatch as she retreats.
-[X] Kori remains hidden to observe the results of Mina's spell. He takes the opportunity to activate his Cloak of Darkness ability, and if possible, casts Bless to affect himself and all the sailors on deck to give them a better chance to fight back.
 
@Goldfish
Enthrall, if that is the spell, only lasts for 1d3 rounds after the caster stops talking ( or in this case hopefully shining).

If we can interrupt that, we quickly outnumber the foes.
Maybe ask the snake-guy if it can cast Darkness again?
 
[X] The Screaming Cat

A ship's cat screaming like the boat is on fire is probably one of the things most sailors would respond to. Hardened by sea life or no.
 
Generally this kind of situation is where I nope out. These sailors are nobody to us, and they aren't paying us for protection, so essentially we'd be risking our lives for some more of the captain's goodwill -- in addition to warning the officers about the attack. It's a heroic act, but heroes tend to die young.

But we already picked one unnecessarily dangerous fight with the demon, so what's another one?

[x] The Screaming Cat
newcomers have to prove themselves often in the blood of common foes
I suppose if the captain has the right ear, it might turn out profitable.
 
Last edited:
Generally this kind of situation is where I nope out. These sailors are nobody to us, and they aren't paying us for protection, so essentially we'd be risking our lives for some more of the captain's goodwill -- in addition to warning the officers about the attack. It's a heroic act, but heroes tend to die young.

But we already picked one unnecessarily dangerous fight with the demon, so what's another one?

If it makes you feel better the PCs are on a boat and they kind of need the boat people to steer it. Kind of hard for Kori and company to swim to shore.
 
If it makes you feel better the PCs are on a boat and they kind of need the boat people to steer it.
Yes, that crossed my mind.

I striked that out from the reply because if it threatened to completely immobilize and/or sink the boat, you probably would have Kori reach the same conclusion and raise the alarm then and there. We (and the officers) might have to fill in for deckhands if the damage is catastrophic, and would roll worse for ship stability in case of a storm, but I doubt the drawback of retreating is as serious as the risk of playing a hero.
 
You know, after all the fuss of needing to prove ourselves to get Gorok some clay to claim for his tribe, this might as well do it
 
Yes, that crossed my mind.

I striked that out from the reply because if it threatened to completely immobilize and/or sink the boat, you probably would have Kori reach the same conclusion and raise the alarm then and there. We (and the officers) might have to fill in for deckhands if the damage is catastrophic, and would roll worse for ship stability in case of a storm, but I doubt the drawback of retreating is as serious as the risk of playing a hero.

The thing is IC Kori does not know how to boat, he has no idea how many people you need to keep something floating on the wet salty emptiness or if any of them are individually important.
 
Back
Top