Finding the Spark (Pathfinder 1E Quest)

Arc 5 Post 28: Weighting Nightmares
Weighting Nightmares

27st of Rova 4707 A.R. (Absalom Reckoning)

The temple of Pharasma can be seen from throughout Fleet and beyond, a spite of white, holy wood Mina informs you, though she seems as startled at the sight as you are. In Barstoi, and indeed all of Ustalav, the cathedrals of the Lady of Graves are wrought of stone, the better to endure the march of time and other fouler things that she does not wish to name 'least it darken the light of day'. The light of day seems, thankfully, quite dark for once. Yesterday's storm clouds linger and the wind tugs as cloaks this way and that like the wings of startled birds. As you approach, the bustling sounds of the harbor growing ever louder, Mina slows almost imperceptibly, looking for something among the crowded streets, though she surely does not find it in the bundle of flowers a girl shoves in her face looking for 'a t'piece'.

"Here," she tosses the coins. "Listen, is the temple of Pharasma up ahead?"

"Yes mam," the girl answers, suddenly very attentive.

"Where's the litchyard then?" She looks east towards the Fresh Harbor, troubled by what you cannot say.

The girl takes a moment to work through the question then shrugs. "Ain't no graves here that I know of. Down Cooper's way's closest, but it's not close."

Lost 2 cp

As she pays the child and takes the flowers, almost as an afterthought. Mina takes another longer look at the temple which you follow, though you couldn't tell odd from ordinary when it comes to temples under the sun. The windows flash in the sun, stained with purples, greens, reds, and blues, images of bones and flowers, trees and vines, and spirals, always spirals, that catch and hold the eye. Stepping out into the narrow open space, half square half courtyard, before the temple steps you find it filled a more quiet crowd: women with their heads wrapped in scarves, sailors and longshoremen scrubbed and in their Sunday best. A pair of children are sitting on the grass, playing a game that involves a lot of hand slapping while their mother tries to calm a fussy infant. People obviously have things to do here, and just as obviously they do not involve cursed rings plucked from the depths of Nar Voth.

You take a seat in the shade of a nearby yew tree, where your shadow can't be seen, as Mina, with Pepper padding at her heels, goes ahead to ask how you might meet with the high priest 'for a matter of grave concern'. That is what you had settled on in the end, not so alarming as to get you side-eyed by any passing inquisitors, not so trivial as to leave you cooling your heels. Maybe you should have gone for something more explicit... You watch as Mina is greeted just inside the great doors by a pair of initiates in blue and white who seem rather startled to see her. One of them remarks something about the cat, who proceeds to jump onto his mistress' shoulder without missing a beat, perhaps proving her sorcerous credentials. Better than having to actually work magic in front of a crowd, you never know how people might react to spell-work from an unfamiliar quarter.

Mina Diplomacy (DC 11): 1d20+1 = 20 (Success)

Thus you enter the temple of the Spiral of Fate. Within the light streaming through the high windows turns the marble tiles into a fresco of glittering colors, delicately carved spirals appearing and disappearing with perspective and distance. Long benches are set before book supports of all things, dozens of them. Where would you even find so many people that can read even in this city, much less get them all in the same room?

The question does not linger long as your gaze is draw to the third priest in the chamber, an old man, his head bald and shinny as an egg, his cloak the color of the sky over purple robes and a sash denoting some manner of ecclesiastical rank, cleans a ceremonial, though still sharp, dagger in a bowl on the small wooden table at the head of the pews.


He looks up with a wide smile, taking in your oiled cloaks and sturdy travelers' garb at a glance, though thankfully from about the knees up, your shadow unseen as it contorts among the stones.

"Welcome travelers, I am Kastor Tuvius, keeper of this temple and minister to its people by the grace of Pharasma. Though you are not of this land, all souls pass through her stewardship in the end. How may I be of service?"

Umbral Unmasking: 1d20+3 = 4 (Critical Failure)

"We... ah, discovered a cursed thing in halls deep under the earth..." Hesitantly at first, then growing more steady, Mina giver her account, sparing nothing from the fight with the palebellies you tracked back to the temple to the fight with the ambush in the cavern. Most of all she describes the hideous nightmare rider that had come to reclaim its vessel as she brings it forth.

The good cheer has long since drained from Kastor's expresion by that point, leaving mounting horror... and no small amount of confusion. "Child, I do not say this to accuse you of dishonesty or of folly, but what you have described cannot be. It is mortals in their desperate desire to escape the pull of the River of Souls and Her Judgement beyond who fall to the abomination of undeath, not the spirits of the Outer Realms who have been judged and by that judgement been reforged."

Mina hangs her head for a moment. "I wish that I had not seen it holy one, but there it was, nightmare made flesh. Will you take this to destroy or to keep it hidden and out of the hands of men?"

"By my vows I can do no other, but I fear we may not know enough to contain its evil. Ours is a small temple, with no great catacombs to seal evils out of the Age of Darkness."

"Then what will you do with it?" you ask bluntly, the last thing you need is that thing hunting you again.

"We would send it to Almas where it might be better contained in the keeping, with couriers strong enough of will and faith to carry the burden." Judging from his expression such couriers are not so common. There's a thought... Why shouldn't you get paid for the last leg of this thing's journey now that you've taken it so far?

What do you do?

[] Offer to take the ring to Almas for a price
-[] 1000 gp
-[] 1500 gp
-[] 2000 gp
-[] Write in

[] Leave, the thing is in safe enough hands for now

[] Propose that he break the ring, here in sight of Pharasma

[] Write in


OOC: Good thing your shadow did not get spotted here of all places.
 
Last edited:
Almas, Almas... That's... about 1000 miles by road. Not a close trip. Would be faster to travel by water, but that has its own dangers.

Can you threadmark this map? It'd help us plan the next course of action. Come to think of it, can we finally buy a set of maps so we could look at where we are at any given moment in-thread, without consulting external sources? I'd like to see the locations of the shelters that are supposedly known to us, as they are likely to be what we'll be investigating next now that we have an offer from Sirim.

[] Offer to take the ring to Almas for a price
Is there such a thing as the going rate for this kind of service?
 
Last edited:
Almas, Almas... That's... about 1000 miles by road. Not a close trip. Would be faster to travel by water, but that has its own dangers.

Can you threadmark this map? It'd help us plan the next course of action. Come to think of it, can we finally buy a set of maps so we could look at where we are at any given moment in-thread, without consulting external sources? I'd like to see the locations of the shelters that are supposedly known to us, as they are likely to be what we'll be investigating next now that we have an offer from Sirim.


Is there such a thing as the going rate for this kind of service?

Added the map to the front page under maps.

Not really. The going rate for messengers in general is 2 cp/mile, but that is for a normal message, not the soul cage of a litch that should not exist by conventional theology.
 
Last edited:
Too bad we can't sacrifice it to Besmara...or can we? This being a port city with heavy privateer population should have a temple near the port right?
 
Gods damn that phylactery.

There must be an adamant weapon, or a caster with Shatter somewhere in the city.

The item is just hard, not conceptually unbreakable.
 
I thought that this was a very major city, and assumed major city =powerful clerics.

So, how far is Almas? Is it the place of the most powerful Pharasma clerics in [reasonable range], and if it is far... is there a Desna church within that distance that has much much more powerful clerics?

[Though I have the feeling Desna would want us to do a horribly dangerous mission to help the lich or unbuild some of it's evils rather than just contain/destroy it, and I'd prefer to not make her people sad, if they are much stronger or are likely to have a method of solving the problem rather than containing it, that should be considered].
----
Loose list of goals, might have forgotten stuff :

A place for Gorok's people to move to.
[Needing to get out of Chelliax because you killed an an inquisitor that was manipulating your tribe is a very sympathetic position to be in, so I the hard part wpuld be getting the warrior's back to the tribe, and the tribe to the ship. The halfing sorcerer might be willing to help get the warriors bach to Chelliax?]

Helping Mira figure out what is up with her... whole deal.

Get armour that's unambiguously better than Cob's current set for a replacement.

Hope Sirim's getting pretty good defences against divination, and then investigate the places we learned about from the crown.
[Note, if he is warded well enough to travel with us and he joins, I'd like to remember to explain that we mislead everyone on the ship to try to keep our Azanti knowledge secret, lest we be hunted by armies of academics].
 
Too bad we can't sacrifice it to Besmara...or can we? This being a port city with heavy privateer population should have a temple near the port right?

Sirim's Knowledge Religion: 28

There is almost certainly a hidden temple or shrine to her in the city which a meaningful number of worshipers, but you are unlikely to find one anywhere near the Andoran Privateers who were for the most part former Arodonites turned to piracy during the civil war for ideological reasons. Besmara is the goddess of being a pirate because 'piracy is cool and also sea monsters are a the best'. She is not openly worshipers in a land as lawful as Andoran, not in a large city at least. Some fishing village twenty miles from the nearest post road... you generally do not ak what kind of fish based gods they worship.
 
Last edited:
Gods damn that phylactery.

There must be an adamant weapon, or a caster with Shatter somewhere in the city.

The item is just hard, not conceptually unbreakable.

The priest is worried about what will happen if you break it, like he said as far as he knows this should not exist.

I thought that this was a very major city, and assumed major city =powerful clerics.

So, how far is Almas? Is it the place of the most powerful Pharasma clerics in [reasonable range], and if it is far... is there a Desna church within that distance that has much much more powerful clerics?

About a thousand miles and not really, trully powerful Desnan clerics tend to be wanderers, never settling down for long as they try to bring comfort to far flung communities and battle evils in the little traveled places of the world.
 
Gods damn that phylactery.

There must be an adamant weapon, or a caster with Shatter somewhere in the city.

The item is just hard, not conceptually unbreakable.
Yeah, this is ridiculous. I thought a Pharasman Cleric, of all people, would be on the ball when it came to destroying a Lich's phylactery.

Even without using an Adamantine weapon, the head Cleric of a temple this size should be able to cast the right spells to do this. Even if he can't cast anything higher than 3rd level spells, that should be plenty.

Eroding Ray to destroy it, since it ignores Hardness. That's a 2nd level spell. He could prepare several of them to make sure he inflicts enough damage.


To be safe, the destruction should be done on Consecrated ground, but as a temple to Pharasma, they should already have that available. The temple grounds themselves should count.

Consecrate – d20PFSRD


And just to be extra cautious, an inverted Magic Circle Against Evil spell could be used to contain the weird Undead Azata Lich, if it someone reconstitutes itself when the ring is destroyed.


Maybe we should just go to the Temple of Desna with it, after all?
 
The priest is worried about what will happen if you break it, like he said as far as he knows this should not exist.
I'd rather deal with that than repeated attempts by the Lich to ambush us.

Here is a consecrated temple of the "fuck undead in particular" Goddess, here's a priest of her and 4 prepared adventurers who beat the lich once before.

There won't be a better time and place to break it.
 
I'd rather deal with that than repeated attempts by the Lich to ambush us.

Here is a consecrated temple of the "fuck undead in particular" Goddess, here's a priest of her and 4 prepared adventurers who beat the lich once before.

There won't be a better time and place to break it.

You can propose that, the priest is right here and like @Goldfish says above he can get spells that can bypass hardness

[] Propose that he break the ring, here in sight of Pharasma
 
[X] Propose that he break the ring, here in sight of Pharasma


Time to end this sidequest. Or at least this stage of it.

Undead Outsiders are still conceptually interesting.
The priest is right, outside of special cases like Nightwalkers or Outsiders specifically fluffed to live too close to the Plane of Negative Energy, this shouldn't be thing.

Lichhood is a deliberate decision, one that no sane Outsider would take.
Maybe servants of Orcus or other gods/god-fiends with a thematic link to Undeath?
 
@DragonParadox, would now be a good time to vote on Kori's level up?

[X] Propose that he break the ring, here in sight of Pharasma

[X] Kori Level Up
-[X] Class: +1 Oracle
-[X] Favored Class Bonus: +1 Hit Point
-[X] Feat: Cunning
-[X] Skills (10 points): +1 Bluff, +1 Disguise, +1 Perception, +1 Sense Motive, +1 Stealth, +5 Intimidate
-[X] Background Skills (2 points): +2 Lore (Azlanti History)
-[X] Spells:
--[X] Cantrip: Enhanced Diplomacy
--[X] 1st Level: Barbed Chains
--[X] 2nd Level: Burst of Radiance
 
[X] Goldfish

Yeah, we might as well get this done with once and for all. I wonder why the ring wanted to go into the statue we saw in the temple of Zura, though?
 
[X] Goldfish

We have been exceedingly responsible about this ring so far.
Most adventurers would have chucked it into the nearest crack in the rocks as soon as they understood that a Lich is following this thing.
 
@DragonParadox, would now be a good time to vote on Kori's level up?

[X] Propose that he break the ring, here in sight of Pharasma

[X] Kori Level Up
-[X] Class: +1 Oracle
-[X] Favored Class Bonus: +1 Hit Point
-[X] Feat: Cunning
-[X] Skills (10 points): +1 Bluff, +1 Disguise, +1 Perception, +1 Sense Motive, +1 Stealth, +5 Intimidate
-[X] Background Skills (2 points): +2 Lore (Azlanti History)
-[X] Spells:
--[X] Cantrip: Enhanced Diplomacy
--[X] 1st Level: Barbed Chains
--[X] 2nd Level: Burst of Radiance

I was going to have that be next update, but sure now works as well. I can move some things around.
 
Are you sure it's wise to stick around @Goldfish?


[X] Go to the Temple of Desna instead
We've already interacted with them and talked about the ring. I assume noticing Kori's shadow would have made that go poorly, but if it happens now we are past that hurdle.

If anyone should be able to discern that the weird shadow isn't actually malevolent, it's a Cleric. They are well suited for detecting Evil, lies, etc.
 
It speaks to my inner Cob to find out what happens when you get someone unsure they can contain an evil artefact to handle an evil artefact.

But no, I'd rather get it to someone competent. A second opinion wouldn't hurt, though.

[x] Go to the Temple of Desna instead
 
[X] Kori Level Up
-[X] Class: +1 Oracle
-[X] Favored Class Bonus: +1 Hit Point
-[X] Feat: Cunning
-[X] Skills (10 points): +1 Bluff, +1 Disguise, +1 Perception, +1 Sense Motive, +1 Stealth, +5 Intimidate
-[X] Background Skills (2 points): +2 Lore (Azlanti History)
-[X] Spells:
--[X] Cantrip: Enhanced Diplomacy
--[X] 1st Level: Barbed Chains
--[X] 2nd Level: Burst of Radiance

I Am happy we finally are able to use our shadow to properly intimidate people

Why not use Sound Burst? It stuns and has an AoE effect. It will always damage too.
 
I Am happy we finally are able to use our shadow to properly intimidate people

Why not use Sound Burst? It stuns and has an AoE effect. It will always damage too.
Burst of Radiance has much longer range than Sound Burst, higher damage versus Evil targets, and the duration of the Blindness will almost always be longer than Sound Burt's Stun.

Not harming non-Evil targets isn't that much of an issue, IMO, since the Blindness is not dependent on alignment, and that even removes some concern about friendly fire when using it.

It also targets Reflex saves instead of Fortitude. More often than not, we're going to run into enemies with a higher Fortitude bonus compared to Reflex, especially as monsters get bigger and beefier.
 
Burst of Radiance has much longer range than Sound Burst, higher damage versus Evil targets, and the duration of the Blindness will almost always be longer than Sound Burt's Stun.

Not harming non-Evil targets isn't that much of an issue, IMO, since the Blindness is not dependent on alignment, and that even removes some concern about friendly fire when using it.

It also targets Reflex saves instead of Fortitude. More often than not, we're going to run into enemies with a higher Fortitude bonus compared to Reflex, especially as monsters get bigger and beefier.

On the other hand, we sorta have the whole darkness theme that makes people unable to see later. Maybe at later levels we should change it. Onve we get the supernatural darkness I mean.
 
On the other hand, we sorta have the whole darkness theme that makes people unable to see later. Maybe at later levels we should change it. Onve we get the supernatural darkness I mean.
That reminds me, there are some creatures that have our ability to see through even supernatural darkness effects, such as Devils. Having a Blindness effect in our pocket is especially good for dealing with those sorts.
 
Back
Top