Finding the Spark (Pathfinder 1E Quest)

Small mercies.

We aren't in the right locale for Cannons.

Indeed, also the kinds of canons that do exist aren't that good outside of the Mana Wastes when you can have a wizard half a battlefield away from you wave their hand in your general direction and make the powder too wet to blow... or make it explode. There is a reason why gunpowder was invented there and a reason why it is more of a curiosity beyond.
 
I actually read the entire alkenstar section in the newest impossible lands book. It was... very nice to see all the thought they put into it!
 
It's cool in the cabin, cold really, but you can feel sweat beat at the back of your neck just the same. You know that ship, you've seen that ship, foremost in the vision of war that would have come to be between Andoran and Cheliax.

[] Explain that you have seen that ship before and your visions might have impacted the fate of its crew
I do not quite understand, what is the fear here? That we may have changed 'fate' and the ship is looking for us specifically? There are many ways for us to "impact Chelish vessel's crew", mostly by forewarning Andorans about them, but what does that have to do with our own fate?
 
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I do not quite understand, what is the fear here? That we may have changed 'fate' and the ship is looking for us specifically? There are many ways for us to "impact Chelian vessel's crew", mostly by forewarning Andorans about them, but what does that have to do with our own fate?

That you might be the reason why the Chelixian navy is coming after her ship in particular.
 
I'd like to ask Sirim how closely Cheliax works with Nidal. For all we know, they might be after him; after all, he was the target of the assassin devil.

No need to voice this to the captain, though.

[x] "I've seen that ship before..."
-[x] Explain that we recently performed a Divination to determine the success of an Azarketi wedding, and that we saw it in a vision then as well, one which presaged war for Andoran if the wedding proceeded. Perhaps the Chelaxians are simply looking for an excuse to start a fight?
 
[x] "I've seen that ship before..."
-[x] Explain that we recently performed a Divination to determine the success of an Azarketi wedding, and that we saw it in a vision then as well, one which presaged war for Andoran if the wedding proceeded. Perhaps the Chelaxians are simply looking for an excuse to start a fight?
 
Vote closed.
Adhoc vote count started by DragonParadox on May 8, 2024 at 6:20 AM, finished with 22 posts and 4 votes.

  • [X] "I've seen that ship before..."
    -[X] Explain that we recently performed a Divination to determine the success of an Azarketi wedding, and that we saw it in a vision then as well, one which presaged war for Andoran if the wedding proceeded. Perhaps the Chelaxians are simply looking for an excuse to start a fight?
 
Arc 7 Post 3: Spirits Raised and Ire Measured
Spirits Raised and Ire Measured

10th of Lamashan 4707 A.R. (Absalom Reckoning)

"I divined the future for some of the sea folk. I saw this Chelixian ship then as well, an omen of war with Andoran if the wedding were to take palace," you try to parse out just the right portion of the tale so as not to catch the blame, if blame indeed there is to be had here and not just misfortune.

"Ah... of all the fool reasons to have one of the devil's ships on our trail..." Mel does not seem to be looking out to sea, her eyes a thousand miles away or mayhap upon some map, to plot another course, perhaps to escape the grasp of fate, perhaps to rush it.

Akorian Diplomacy (DC 12) = 17 (Success)

You take your leave, heading to look for Gorok or at least one of his kin on the aft deck sunning themselves. "Damned thing," the curse under your breath comes out in the Old Tongue, an air of the familiar to it, but there's no time to wonder why, not when there's other graver questions to ask. "What do you think of the soldiers?"

"They know their tools and bear their scars with pride," the scaled warrior answers. "A dangerous band that know that they are dangerous, not a callow warrior among them, bolt, pike and sword alike. The short one is tough of hide under the iron and hard of hand not just quick of temper, if there are any who I'd doubt in a fight its the ship-folk, but this is their nest, their place, they will not let her fall to the water's grip easily and she returns their duty-care."

"Kami are far from common in the Inner Sea nor the Arcadean Ocean," Sirim hisses. Seeing your confusion, for Gorok is not one to need his words confirmed by wizard's musings, the shade explains that the 'kami' are place spirits only instead of belonging to a stream, a whole cave, guardians of a tribe, or a deep delving. They can bond to things, even those shaped by mortal hands like a road, a house, a keep, or indeed even a ship, but that such spirits are not common in the inner sea due to its relative closeness to the plane of shadow that swallows up the memories of things before they can come alive.

Cob whistles. "Dow d'you know so much?"

"It was a potential avenue of study into the deep past I pursued in the hope of having the very stones asnwer my questions." There's an edge of frustration and something darker still to his words. Why's he speaking aloud, you wonder. "There are some hints that in the days before Earthfall many of the ancient Kellids and the proto-Chelixian peoples at least paid heed to the spirits of all things and not the Outer Powers. Likely it was true of the Nidalese as well though the Church of the Midnight Lord was particularly through in purging those those histories, ironically just as they purged the spirits themselves..."

Sirim Knowledge (the Planes) (DC 22) = 1d20+12 = 22 (Success)

"What do you...?" You cut yourself off. 'The nearness of the Shadow Plane', that implication so casually spoken of on the eve of battle is somehow even more striking than hearing of Aroden's death, seeing the scars his passing had left in Augustana. "What of Gavhaul, what powers does he command?"

"I didn't see any magic about him," Mina offers. "Strange really, even some of the sellswords have a bit of alchemy to help them out."

"He is either a fraud and a fool or very dangerous indeed," Sirim concludes, though he does not linger on the point, content perhaps to let the man prove himself one way or the other.

"Of all of us he's probably the most likely to be able to talk down the Chelish Navy," you point out. "The Cosortium is friendly with Chaliax you said...?" Friendly enough to hand you over to the Nidalesse should your idneity come to light, you leave unspoken

"Perhaps, depending on who captains this ship and what she's seeking." The answer is more ambivalent than you might like. After a moment's pause he adds: "I do not think they are seeking me, they would send a hunter swifter than any sails if they had my trail."

***​

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

The ship tacks more south than east closer to the eye of the wind, slowing almost to a crawl. The wind does not splash along its side and the seabirds only seem to grow bolder in pursuit of such a slow quarry, much to the annoyance of the crew who had not been told why. Garvhaul on the other hand had been informed, enough so that he had brought a cup of wine and and a plate of smoked meats and cheeses onto the deck to watch the sunset... and the sunrise, occasionally chatting with Mina or Ungor about inconsequential things and on one memorable occasion correcting a sailor's knot by dryly informing her 'if the one of your fellows breaks their necks because of that I'll have to pay for the replacement.' Needless to say it does not make him popular. Most of the crew refuse to meet his gaze and pay as much attention to him as they can manage, which is why they miss him putting his plate away, right up until he points to the horizon.

"Ship, ahoy," he says with faint distaste at even having to speak the words.

Alas, he is not wrong. There on the horizon is the thrice-peaking shape of your vision. Three are her masts an thee her triangular sails, billowing with the wind, flags red and black fluttering above, sleeker and swifter in the water than the Fruitful Endeavor. Her front... aft that's the name, is decorated in the shape of jagged spikes that cut the water.


Mel Navigation (DC 30): 1d20+13+2+2 = 24 (Failure)

Despite the dismay of crew and company alike as she draws close you notice tears in the sails, patched in haste, and scorch-marks along her side born of weathering spellfire. Counting the engines on her deck you see only three and not the five that might have fit, though they are larger than the two captain Mel has for 'self-defense', fairer fight than the size of the combatants might indicate.

A fight it certainly looks to be as the arcane language of signal flags raised on her other masts indicate 'prepare to the boarded' and apparently 'May her Imperial Majesty have mercy on your souls.'

"She does not seem very seaworthy," Gavhaul notes, snapping close the eye-piece he had been using to observe the ship. "'Twould be a shame of the Hydra's Fang were say... to catch fire and sink with all hands."

The captain gives him a sharp look. "So should we look to make him welcome?"

"A warm welcome," your patron replies. "How warm remains to be determined by their deportment."

The present plan is to allow yourselves to be boarded, confirm how high ranking the captain is and what they want from you. If they are particularly well connected or reasonable in their demands give them what they want, if not the seas shall claim herself another prize. In the interests of the ruse Gavhaul and the mercenaries will put on sailor's clothes the better to ambush the boarding party.

What do Gorok's Company do?

[] Write in battle plan

OOC: Since you were not trying to raise Captain Mel's opinion of you, just trying to keep it from lowering, the curse did not trigger.
 
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Here's what I've got so far.

I think we should take advantage of the fact that we have a lot of allies here. That means we don't all need to be front and center for combat right from the start. There are plenty of sailors and Gavhaul's people to make targets of themselves.

Sirim can hide easily, while Cob, Kori, and Mina can all go Invisible for a surprise. Gorok isn't a good candidate for Invisibility, since he wouldn't want to hide while the other Iruxi fight, nor would he leave Warty to fight on his own without guidance. Instead, Mina can buff him up with her spells to make him more effective in combat. Add Sirim's Haste spell and he'll be a beast.

[X] When Shadows Go To War
-[X] Well before the ship is boarded, Mina and Sirim cast their Mage Armor spells on themselves, and Kori uses his Cloak of Darkness ability. Mina will also cast Heroism on Gorok.
-[X] Just before the ship is boarded:
--[X] Kori casts Bless on everyone onboard the ship, then Protection from Evil and Invisibility on himself.
--[X] Mina casts Hermean Potential on Gorok then Invisibility on herself.
--[X] Gorok casts Lead Blades.
--[X] Sirim casts Shield, Mirror Image, and Lesser Angelic Aspect on himself, Invisibility on Cob, then he hides inside the structure of the ship, unseen and ready to surprise the boarders.
-[X] When combat starts:
--[X] Sirim casts Haste on Gorok, Cob, Warty, and the Iruxi. He will also telepathically coordinate the party over the din of battle to avoid giving away our positions or prompting enemies to target us.
--[X] Gorok will lead his fellow Iruxi and Warty in defense of the ship.
--[X] Unless the situation calls for him to break stealth early, Cob will wait a round or two to strike for maximum effect, targeting an enemy mage, leader, or particularly powerful combatant.
--[X] Mina and Kori tuck themselves out of the immediate line of fire and ready themselves to surprise the boarders with their spells once they have committed to the attack. Unless promoted otherwise by the situation, Kori will open with a Burst of Radiance spell to blind ranged attackers or mages, and Mina will use a Web spell to trap and impede enemies before they can board.
 
I like loading up with buffs. But...

Well detect magic is a cantrip. And everyone being loaded to the gills with war magic will likely give away our hostility.

That being said.

[X] When Shadows Go To War
 
I like loading up with buffs. But...

Well detect magic is a cantrip. And everyone being loaded to the gills with war magic will likely give away our hostility.

That being said.

[X] When Shadows Go To War
Better to have it and not need it than need it and not have it. We definitely won't have time to cast all the buffs once fighting starts, and some of them might even expire before we can benefit from them, but that's just how it goes in these situations.

If someone does give the crew a once over with Detect Magic, they're most likely just going to see that everyone is protected by a simple Enchantment spell, since we're dropping Bless on the whole ship.
 
Gonna need some more votes, y'all.

Any suggestions to add to my plan?
 
[X] When Shadows Go To War

Gonna need some more votes, y'all.

Any suggestions to add to my plan?
Nah, sorry.
My eyes were just kinda glazing over when trying to read all the buffs yesterday.

And this is just a level 5 party, we aren't even a fraction as far as we've been in other games.

I'm seriously starting to consider 5E better, if only for the Concentration mechanic stopping this.
 
[X] When Shadows Go To War


Nah, sorry.
My eyes were just kinda glazing over when trying to read all the buffs yesterday.

And this is just a level 5 party, we aren't even a fraction as far as we've been in other games.

I'm seriously starting to consider 5E better, if only for the Concentration mechanic stopping this.

I understand that, but at the same time I have to confess I like that about PF/3.5, I like that with a good build and careful planning you can break the leveling curve to hell and back. It allows for more interesting interactions between characters and the world.
 
I understand that, but at the same time I have to confess I like that about PF/3.5, I like that with a good build and careful planning you can break the leveling curve to hell and back. It allows for more interesting interactions between characters and the world.
Yeah, it's okay for tabletop, where you can plan these things out once and then adjust for a given situation.

It's much more frustrating in the Pathfinder PC-games, where you have to re-cast your whole suite of buffs manually after each rest.
Especially now, that i have the comparison to Baldurs Gate 3, or Solasta.
 
I love this quest dearly, but this is the kind of voting I don't want to be a part of.

I have nothing but respect for people who can transpose a PnP module into a forum format, because it is no trivial thing. In PnP adventures, a DM is constantly interacting with every player prompting them to respond to his machinations and developments; the forum has the players chime in with their input once an update that comes out... in this case it's once a day, but sometimes it's once every two weeks, or even once a month. The question of what qualifies for a decision worthy of a vote, and what should serve as a break-off point, is not a trivial one to make. This quest has a steady pace, and thus gives us a lot more prompts than other similar works... not that there are a lot of them.

However, most quests have characters take decisions on autopilot out of necessity once their personalities are established, only turning to players for help at pivotal points. A QM has to have a good sense for the expectations of their playerbase, and for what decisions would be reasonable to automate or even change entirely when things don't go as planned. So I would expect the quest to be a symbiosis between the players deciding 'what' should be done, and the QM trying to accomodate their decisions with 'how' it is done with the resourses the party has. Of course, it's not an "either/or", and the players should at least provide an outline of how they expect to achieve the desired result (if only to not feel disappointed should the QM see things differently), but that is the general role distribution I expect to see and am willing to take part in. I simply lack the expertise to make a step-by-step plan utilizing every situational advantage and bonus and rule clause, which is the part of the game I am more than happy to leave to the QM.

So when looking at our plan from this angle, I'd like to separate it into crucial parts, and mechanical crunching.

The crucial parts are 1) that we are willing to fight (important because going into an encounter with the mindset for a fight will more often than not result in one; the other party will rightly consider you a threat and act accordingly) 2) that we keep some of our members invisible (since this determines the initial reaction of the opposing group, and expands our choices) 3) the way we intend to use our party members in the fight.

So basically, the entire plan can be distilled into "The party uses pre-buffs liberally, and puts Kori, Mina and Cob under Invisibility to interfere at a crucial moment". That's a plan that is easy to understand, and one I can vote for. The detailed specifications for what we want to achieve could be provided separately as a text description (we know DP reads every post), but most of those decisions are ones that fall under 'reasonable to automate'. The use of Cob as a sneaky ankle biter for taking out the bigger threat on the field is pretty much how we used him in most fights, and of course Gorok would be leading the iruxi; it'd have to be specified if we wanted him to do something else.

Other than that, I don't have much to add. It's a solid plan.

I would worry about this part instead:
The present plan is to allow yourselves to be boarded, confirm how high ranking the captain is and what they want from you. If they are particularly well connected or reasonable in their demands give them what they want, if not the seas shall claim herself another prize.
Are we prepared for the eventuality that their demands are reasonable and include us somehow? But then I don't see a way to do something radically different to prepare ourselves, and we start out invisible which is as 'out of sight out of mind' as one could hope for.
 
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Are we prepared for the eventuality that their demands are reasonable and include us somehow? But then I don't see a way to do something radically different to prepare ourselves, and we start out invisible which is as 'out of sight out of mind' as one could hope for.
@Goldfish we still have the water breathing masks, so maybe we can hide in ocean and from sight?
We might need to use them if evacuation becomes necessary. We've got eight of the masks, which is enough for our party, Warty, and our Iruxi tag-a-longs.

I hope it doesn't come to that, though, because we are in the middle of the ocean with no land in sight.
 
We might need to use them if evacuation becomes necessary. We've got eight of the masks, which is enough for our party, Warty, and our Iruxi tag-a-longs.

I hope it doesn't come to that, though, because we are in the middle of the ocean with no land in sight.

The route you're taking does hug the coast so you should be able to find land if you swim... or rather walk North. Keeping warm would be a struggle. I don't think any of the PCs have endure elements.
 
Vote closed.
Adhoc vote count started by DragonParadox on May 9, 2024 at 10:34 AM, finished with 13 posts and 6 votes.

  • [X] When Shadows Go To War
    [X] When Shadows Go To War
    -[X] Well before the ship is boarded, Mina and Sirim cast their Mage Armor spells on themselves, and Kori uses his Cloak of Darkness ability. Mina will also cast Heroism on Gorok.
    -[X] Just before the ship is boarded:
    --[X] Kori casts Bless on everyone onboard the ship, then Protection from Evil and Invisibility on himself.
    --[X] Mina casts Hermean Potential on Gorok then Invisibility on herself.
    --[X] Gorok casts Lead Blades.
    --[X] Sirim casts Shield, Mirror Image, and Lesser Angelic Aspect on himself, Invisibility on Cob, then he hides inside the structure of the ship, unseen and ready to surprise the boarders.
    -[X] When combat starts:
    --[X] Sirim casts Haste on Gorok, Cob, Warty, and the Iruxi. He will also telepathically coordinate the party over the din of battle to avoid giving away our positions or prompting enemies to target us.
    --[X] Gorok will lead his fellow Iruxi and Warty in defense of the ship.
    --[X] Unless the situation calls for him to break stealth early, Cob will wait a round or two to strike for maximum effect, targeting an enemy mage, leader, or particularly powerful combatant.
    --[X] Mina and Kori tuck themselves out of the immediate line of fire and ready themselves to surprise the boarders with their spells once they have committed to the attack. Unless promoted otherwise by the situation, Kori will open with a Burst of Radiance spell to blind ranged attackers or mages, and Mina will use a Web spell to trap and impede enemies before they can board.
 
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