Finding the Spark (Pathfinder 1E Quest)

@DragonParadox, I updated the character sheets a bit.

Added Kori's cloak, Gorok's sword, Warty's armor, and made a note on Mina's staff that the Ghost Sound spell had been replaced by Echo.

Also added a spoilered picture of Kori's Human appearance when using his cloak, if you want to keep it for reference.
Name: Akorian
Alias: N/A
Alignment: Chaotic Neutral
Age: 25
Race: Caligni (Medium Humanoid)
Level: 5 (16958 XP/23000 XP)
Class: Oracle 5 (Shadow Mystery) [Friendless Curse]
Feats: Cunning, Extra Revelation (Cloak of Darkness), Skill Focus (Bluff)
Traits: Fate's Favored, Reactionary, Seeker
Drawback: Umbral Unmasking
Class Features: Orisons, Mystery (Shadow), Curse (Friendless), Revelations (Cloak of Darkness, Dark Secrets, Stealth Mastery)
Languages: Dark Folk, Duergar, Learning (Common, Draconic, Goblin)

HP: 42
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 + 4 (CHA) = 14 + spell level
Base Attack: +3
  • Heavy Crossbow: +3 (BAB) + 2 (DEX) = +5 [1d10/x2]
    • w/Divine Favor: +7 [1d10+2]
  • Masterwork Dagger: +3 (BAB) + 2 (DEX) + 1 (Masterwork) = +7 [1d4-1; 19-20/x2]
    • w/Divine Favor: +9 [1d4+1]
  • Gloom Blade:
    • In Bright Illumination: +3 (BAB) + 2 (DEX) + 1 (Masterwork) = +6 [1d6-1; 19-20/x2]
    • In Dim Light: +3 (BAB) + 2 (DEX) + 1 (Enhancement) = +6 [1d6; 19-20/x2]
    • In Darkness: +3 (BAB) + 2 (DEX) + 2 (Enhancement) = +7 [1d6+1; 19-20/x2]
    • In Supernatural Darkness: +3 (BAB) + 2 (DEX) + 2 (Enhancement) = +7 [1d6+1; 19-20/x2]. Special: Wielder gains the benefits of the Blind-Fight feat.
    • w/Divine Favor: Increase attack and damage bonus by +2.
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
18 (+4) Charisma

SAVES:
FORTITUDE: 1 + 2 (CON) = +3
REFLEX: 1 + 2 (DEX) = +3
WILL: 4 + 0 (WIS) = +4

Special:
+4 bonus to Will saves vs Enchantment effects

SKILLS:
Bluff: 8 + 4 (CHA) + 3 (SF) = 15
Disguise: 4 + 4 + 3 (Morale) = 11
Intimidate: 8 + 4 (CHA) + 3 (Morale) = 15
Knowledge (Dungeoneering): 4 + 1 (INT) = 5
Perception: 8 + 0 (WIS) + 1 (Seeker) = 9
Sense Motive: 8 + 0 (WIS) + 4 (CHA) = 12
Spellcraft: 6 + 1 (INT) = 7
Stealth: 8 + 2 (DEX) + 3 (SF) + 3 (Morale) + 2 (CoD)* = 16/18*

BACKGROUND SKILLS:
Knowledge (Geography): 1 + 1 (INT) = 2
Knowledge (History): 4 + 1 (INT) = 5
Linguistics: 3 + 1 (INT) = 4
Lore (Azlanti History): 8 + 1 (INT) = 9

Spells Known (CL 5):
Level 0: Create Water, Detect Magic, Enhanced Diplomacy, Guidance, Mending, Stabilize (At will)
Level 1: Barbed Chains, Bless, Blurred Movement (B), Cure Light Wounds (B), Dancing Darkness (DS), Divine Favor, Protection from Evil (7/Day)
Level 2: Boneshaker, Burst of Radiance, Cure Moderate Wounds (B), Invisibility (B), Searching Shadows (DS) (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 5 hours 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.
  • Dark Secrets (Su): You can add a number of Sorcerer/Wizard spells equal to your Charisma modifier (minimum 1, maximum equal to half your Oracle level) to your list of spells known as Divine spells. You can only add spells from the Illusion (Shadow) subschool or with the Darkness descriptor.
Curse & Drawbacks:
  • Light Sensitivity: You are Dazzled in areas of bright light.
  • 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).
  • 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.
    • 5th Level: You gain a +3 Morale bonus to Disguise, Intimidate, and Stealth checks, and always treat those as class skills.
Band of Clarity
Description: This crescent of barely solid moonlight merges with the head of the bearer, opening their mind to the song of the world, that they might know the hearts of those nearest to them. Once they were as common as lanterns on a dark street in the hands of those blessed by the moon above, but the world was changed, the sky blackened and all were extinguished... all but one it seems.
Ability: Can cast Detect Thoughts 3/Day

Cloak of Human Guise
Aura
faint illusion; CL 1st
Description: This plain cloak alters the wearer's appearance similarly to a hat of disguise, but only to the extent that it conceals or alters the wearer's nonhuman physical traits so the creature appears fully human. Any feature that is plausibly human remains. The wearer has no control over the specific guise, and those familiar with his normal appearance can recognize him in his human guise.

Pathfinder Pouch
Aura none; CL 9th
Slot none; Price 1,000 gp; Weight 1 lb.
Description:This nondescript belt pouch is quite popular among Pathfinders who need to smuggle items past snooping guards or government officials.
Ability: Detect magic does not detect that it is magical (as per the magic aura spell), but the pouch acts as a very small bag of holding (contents limit 10 pounds, volume limit 2 cubic feet). With a command word, the wearer can close or open the extradimensional space within the pouch; when closed, the pouch holds no more than a mundane belt pouch the size of a human fist, though objects within the extradimensional space remain stored, unreachable until the pouch is unsealed again. This allows the user to empty his pockets or even turn the pouch inside-out to prove he carries no contraband, and access the hidden goods later when in a safe place. Because of their non-magical auras, these pouches sometimes hold secret treasures for generations.

Equipment of Note: Cloak of Human Guise, Drow Spidersilk Armor, Gloom Blade, 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: 5
Class: Unchained Rogue 5 (16398 XP/23000 XP)
Feats: Dampen Presence, Deft Maneuvers, Roll With It, Skill Focus (Stealth), Weapon Focus (Dagger) (B)
Traits: Color Thief, Goblin Foolhardiness, Mathematical Prodigy
Drawback: Magical Klutz
Class Features: Finesse Training (Daggers), Rogue Talent (Weapon Training [Dagger]), Sneak attack (+3d6)
Senses: Darkvision 60ft
Languages: Goblin, Duergar, Learning (Common)

HP: 42
AC: 10 + 4 (DEX) + 1 (Size) + 4 (Mithril Chain Shirt) + 1* (Dodge; Danger Sense) = 18/19* (to avoid traps) (Touch AC 15/16*)
Initiative: +4 (DEX)
Base Attack: +3
  • Stonebow: 3 (BAB) + 1 (Size) + 4 (DEX) = +8
    • Damage: 1d6 [x2], +3d6 damage with Sneak Attack
  • Switchblade: 3 (BAB) + 1 (Size) + 4 (DEX) + 1 (WF) + 1 (MW) = +10, Special: +1 attack bonus when facing a larger foe with no allies nearby)
    • Damage: 1d4+4 [19-20/x2], +3d6 damage with Sneak Attack
  • Bane Dagger: 3 (BAB) + 1 (Size) + 4 (DEX) + 1 (WF) + 1 (Enhancement) = +10, Special: +1 attack bonus when facing a larger foe with no allies nearby)
    • Damage: 1d4+5 [19-20/x2], +3d6 damage with Sneak Attack
    • Special vs Devils:
      • Attack: 3 (BAB) + 1 (Size) + 4 (DEX) + 1 (WF) + 3 (Enhancement) = +12, Special: +1 attack bonus when facing a larger foe with no allies nearby)
      • Damage: 1d4+2d6+7 [19-20/x2], +3d6 damage with Sneak Attack
  • Deft Maneuvers: You do not provoke an Attack of Opportunity when performing a Trip, Disarm, Dirty Trick, Feint, Reposition, or Steal combat maneuver. In addition, you receive a +2 bonus on checks with these combat maneuvers.
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
19 (+4) Dexterity
14 (+2) Constitution
14 (+2) Intelligence
14 (+2) Wisdom
8 (-1) Charisma

SAVES:
FORTITUDE: 1 + 2 (CON) = +3
REFLEX: 4 + 4 (DEX) + 1 (DS)* + 2 (Ring) = +10/*11 (to avoid traps)
WILL: 1 + 2 (WIS) = +3

SKILLS:
Acrobatics: 8 + 4 (DEX) = 12
Appraise: 5 + 2 (INT) = 7
Climb: 7 - 2 (STR) = 5
Disable Device: 8 + 4 (DEX) + 2 (TF) = 14
Escape Artist: 8 + 4 (DEX) = 12
Knowledge (Dungeoneering): 8 + 2 (INT) = 10
Knowledge (Local): 8 + 2 (INT) = 10
Perception: 8 + 2 (WIS) + 2 (TF)* + 1 (DS)* + 5 (Spectacles) = 15/*17 (to find traps or avoid being surprised)
Ride: 4 + 4 (DEX) +4 (Racial) = 12
Sleight of Hand: 7 + 4 (DEX) = 11
Stealth: 8 + 4 (DEX) + 4 (Size) + 4 (Racial) + 2 (Color Thief) + 3 (SF) = 25
Survival: 0 + 2 (WIS) + 5 (Spectacles)* = 2/7* (to follow tracks)
Swim: 7 - 2 (STR) = +5

BACKGROUND SKILLS:
Craft (Alchemy): 8 + 2 (INT) = 10
Knowledge (Engineering): 7 + 2 (INT) + 1 (Trait) = 10
Linguistics: 4 + 2 (INT) = 6

Special Abilities:
  • Dampen Presence: Cob may use the Stealth skill to hide from any creature attempting to perceive him using Blindsight or Blindsense.
  • Trapfinding: Cob adds 1/2 his level on Perception checks to locate traps and on Disable Device checks. He can use Disable Device to disarm magic traps.
  • Finesse Training (Ex): In addition to applying his Dexterity bonus on attack rolls instead of his Strength bonus when wielding daggers, Cob also applies his Dexterity bonus on damage rolls instead of his Strength bonus.
  • 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.
  • Danger Sense (Ex): Cob gains a +1 bonus on Reflex saving throws to avoid traps and a +1 Dodge bonus to AC against attacks made by traps. He also gain a +1 Perception bonus on checks to avoid being surprised by a foe.
  • Uncanny Dodge (Ex): Cob can react to danger before his senses would normally allow him to do so. He cannot be caught Flat-footed, nor does he lose his Dexterity bonus to AC if the attacker is invisible. He still loses his Dexterity bonus to AC if immobilized. He can still lose his Dexterity bonus to AC if an opponent successfully uses the Feint action against him.
  • Rogue's Edge:
    • Stealth: Reduce the Stealth penalty from sniping by 10 (down from -20 to -10).
  • Debilitating Injury (Ex): When Cob deals Sneak Attack damage to a foe, he can also debilitate the target of his attack for 1 round. These penalties do not stack with themselves, but additional attacks that deal Sneak Attack damage extend the duration by 1 round. A creature cannot suffer from more than one penalty from this ability at a time. If a new penalty is applied, the old penalty immediately ends. Any form of healing applied to a target suffering from one of these penalties also removes the penalty.
    • Bewildered: The target takes a -2 penalty to AC. Against Cob, the penalty is instead -4 to AC.
    • Disoriented: The target takes a -2 penalty on Attack Rolls. When targeting Cob, the Attack Roll penalty is instead -4.
    • Hampered: All of the target's speeds are reduced by half (to a minimum of 5 feet). In addition, the target cannot take a 5-foot step.
Tracker's Friend
Description: Made of bone, though of what origin none can say, these spectacles have in place of glass a dark oily film that clings to the frame. Colors are muted in their sight, contours blurred, except the target, the thing most sought.
Ability: These Spectacles let their wearer detect minute details, gaining a +5 competence bonus on Perception checks. It also aids in tracking, adding a +5 competence bonus on Survival checks when tracking.
Secondary Ability: When worn by someone with the Light Sensitivity weakness, these spectacles negate the penalties of being in bright light.

Bane Dagger
Description: This plain steel dagger has seemingly nothing to recommend it beyond solid workmanlike construction, perfect for slitting throats, but it resonates destructively with some distant sphere.
Ability: +1 Enchantment, Bane Devil

Seal of Infernal Judgement
Description: This ring is made of red gold of a tint bloodier than most, set with a single ruby cut into a pentagon shape

Abilities:
  • +2 Enhancement Bonus to Reflex Saves
  • The wearer may use Arcane Mark at will, but only on objects and willing creatures (The mark is the glyph on the ring)
  • The wearer may cast Wrath 1/Day
Traveler's Any-Tool
Aura moderate transmutation; CL 9th
Slot none; Price 250 gp; Weight 2 lbs.
Description:
This implement at first seems to be nothing but a 12-inch iron bar lined with small plates and spikes. It can be folded, twisted, hinged, and bent to form almost any known tool. Hammers, shovels, even a block and tackle (without rope) are possible. It can duplicate any tool the wielder can clearly visualize that contains only limited moving parts, such as a pair of scissors, but not a handloom. It cannot be used to replace missing or broken parts of machines or vehicles unless a mundane tool would have done the job just as well.
The any-tool counts as a set of masterwork artisan's tools for most Craft or Profession skills (although very specialist crafts such as alchemy still require their own unique toolset). It is an ineffective weapon, always counting as an improvised weapon and never granting any masterwork bonus on attack rolls.

Equipment of Note: Bane Dagger (Devil), Common Thieves Tools, Dagger x4, Stonebow, Switchblade, Tracker's Friend, Seal of Infernal Judgement, Traveler's Any-Tool

Gorok the Lizardfolk Ranger
Name: Gorok
Alias: N/A
Alignment: Lawful Neutral
Age: ???
Race: Lizardfolk (Medium Humanoid[Reptilian])
Level: 5 (16264 XP/23000 XP)
Class: Ranger 5 (Lantern Bearer)
Feats: Harvest Parts, Improved Initiative, Shield of Swings (B), Weapon Focus (Great Axe)
Traits: Reactionary, Seeker, Silent Hunter
Drawback: Scarred
Class Features: Combat Style (Two-Handed Weapons), Enhanced Vision, Hunter's Bond (Warty, Animal Companion), 1st Favored Enemy (Magical Beasts), Track
Senses: Low-Light Vision
Languages: Draconic, Duergar, Learning (Common)

HP: 53
AC: 10 + 3 (DEX) + 1 (Natural Armor) + 5 (Scale Mail) = 19 (Touch AC: 13)
Initiative: +3 (DEX) + 2 (Reactionary) + 4 (Improved Initiative) + 2* (FT) = +9/11* (underground or in dungeons)
Base Attack: +5; Additional +2 attack & damage bonus vs Magical Beasts or +4 attack & damage bonus vs Evil Outsiders
  • Natural Attacks: 2 Claws: +8 (1d4+2) & 1 Bite: +8 (1d3+2)
  • Masterwork Greataxe: +5 + 1 (MW) + 2 (STR) + 1 (WF) = +9 [Damage: 1d12 + 3 (1-1/2 STR); x3]
    • w/Power Attack: +7 [Damage: 1d12 + 9 (1-1/2 STR) (x3)]
  • Falchion (+1): +5 + 1 (Enhancement) + 2 (STR) = +8 [Damage: 2d4 + 1 (Enhancement) + 3 (1-1/2 STR); 18-20/x2]
    • w/Power Attack: +6 [Damage: 2d4 + 1 (Enhancement) + 9 (1-1/2 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
17 (+3) Dexterity
16 (+3) Constitution
10 (+0) Intelligence
14 (+2) Wisdom
8 (-1) Charisma

SAVES:
FORTITUDE: 4 + 3 (CON) + 4 (PS)* = +7/11* (vs poison)
REFLEX: 4 + 3 (DEX) = +7
WILL: 1 + 2 (WIS) = +3

SKILLS:
Climb: 8 + 2 (STR) = 10
Heal: 4 + 2 (WIS) = 6
Knowledge (Nature): 8 + 0 (INT) = 8
Perception: 8 + 2 (WIS) + 1 (Trait) + 2 (FT)* = 11/13* (underground or in dungeons)
Ride: 6 + 3 (DEX) = 9
Stealth: 8 + 3 (DEX) + 1 (Trait) + 2 (FT)* = 12/14* (underground or in dungeons)
Survival: 8 + 2 (WIS) + 2 (Track)* + 2 (FT)** + 5 (Spectacles)* = 10/17* (to follow tracks) or 14/19** (underground or in dungeons))
Swim: 4 + 2 (STR) + 8 (Racial) = +14

BACKGROUND SKILLS:
Handle Animal: 8 - 1 (CHA) = 7
Knowledge (Geography): 5 + 0 (INT) + 2 (FT)* = 5/7* (underground or in dungeons)
Linguistics: 1 + 0 (INT) = 1
Profession (Hunter): 5 + 2 (WIS) = 7

Spells Prepared (CL 2):
Level 1: Keep Watch, Lead Blades

Special Abilities:
  • Enhanced Vision (Ex): Gorok gains Low-Light Vision.
  • Poison Resistance (Ex): Gorok gains a +4 bonus on saving throws against poison.
  • Track (Ex): Gorok adds half his level to Survival skill checks made to follow tracks.
  • Hunter's Bond (Ex): Gorok has formed a bond with Warty, making him into an Animal Companion. Gorok's effective level for his Animal Companion ability is equal to his Ranger level -3.
  • Favored Terrain [Underground] (Ex): Gorok benefits from a +2 bonus on Initiative checks, and Knowledge (Geography), Perception, Stealth, and Survival skill checks when underground (in caves or dungeons). He also leaves no tracks while underground and cannot be tracked.
  • 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.
  • Favored Enemies:
    • 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.
    • Evil Outsiders: Gorok gains a +4 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against Magical Beasts. Likewise, he gets a +4 bonus on weapon attack and damage rolls against them. He may make Knowledge skill checks untrained when attempting to identify Magical Beasts.
Name: Warty
Great Slurk (Giant, Animal Companion)
N Large Magical Beast
Init +5; Senses Darkvision 60ft; Perception +0

DEFENSE
AC 20, Touch 10, Flat-Footed 19 (+1 Dex, +6 Natural, -1 Size, +4 Armor)
HP 42 (3d10+18)
Fort +8, Ref +5, Will +1

OFFENSE
Speed 30 ft., Climb 30ft.
Melee Bite +6 (2d8+5)
Ranged Slime Squirt +4 ranged touch
Space 10 ft.; Reach 10 ft.
Special Attacks Belly grease, Slime

STATISTICS
Str 19, Dex 12, Con 22, Int 2, Wis 10, Cha 10
Base Atk +3; CMB +8; CMD 19 (23 vs. bull rush, grapple, overrun, and trip)
Feats Improved Bull Rush(B), Improved Initiative, Improved Overrun(B), Toughness
Skills Acrobatics +15, Climb +16, Escape Artist +5, Swim +8; Racial Modifiers +10 Acrobatics, +8 Climb, +4 Escape Artist
SQ Hunker

SPECIAL ABILITIES
  • Animal Companion:
    • Link (Ex): Gorok can handle Warty as a Free Action, or push him as a Move Action.
    • Share Spells (Ex): Gorok may cast a spell with a target of "You" on Warty (as a touch range spell) instead of on himself. He may cast spells on Warty even if the spells normally do not affect Magical Beasts.
  • Tricks: Aid, Attack, Come, Defend, Guard, Heel, Sneak, Stay
  • Hunker (Ex): The slurk gains a +4 bonus to its CMD to avoid Bull Rush or Overrun attempts.
  • Belly Grease (Ex): The slurk exudes a slippery grease from its belly that grants it a +4 bonus on Escape Artist skill checks and to its CMD versus grapples. Once per minute, a slurk may wallow on a solid surface as a full-round action to coat the floor in a 5-foot radius with this grease. The smear created turns that area of floor into difficult terrain for 10 minutes, after which the grease dries to a nasty crust.
  • Slime (Ex): Warty's back is crusted with thick, dry slime and dozens of nodules. As a Standard Action at will, Warty can squirt a jet of this slime from one of these nodules as a ranged touch attack against any target within 30 feet. The slime quickly hardens to the texture of cold tar, Entangling the foe. Anyone Warty successfully Bull Rushes or Overruns is automatically squirted with back slime. The hardened slime can be removed as a Full-Round Action with a DC 15 Strength check. Warty's back slime grants a creature riding it a +8 bonus on Ride checks made to stay in the saddle, but a –8 penalty on Ride checks to dismount.

Equipment of Note: Bone Earthbreaker, Falchion (+1), Masterwork Chainmail Barding (Warty), Masterwork Greataxe, Scale Mail

Mina the Changeling Witch
Name: Mina
Alias: N/A
Alignment: Neutral Good
Age: 20
Race: Changeling (Medium Humanoid, Changeling/Hag)
Level: 4 (16364 XP/23000 XP)
Class: Witch 5 (Patron: Spirits)
Feats: Blood Hex (Abeyance)(B), Extra Hex (Evil Eye), Improved Initiative, Potent Hex
Traits: Child of the Temple, Mediator, Precise Treatment
Drawback: Uncanny Seeming
Class Features: Cantrips, Hexes (Cackle, Evil Eye, Healing, Slumber), Familiar
Languages: (Read & Write only): Celestial, Draconic, Kelish, Sylvan, Taldane (Common)

HP: 34
AC: 10 + 2 (DEX) + 1 (Armored Kilt) + 4 (w/Mage Armor*) = 13/17* (Touch 12)
Initiative: +2 (DEX) + 4 (Improved Initiative) = +6
Spell Save: 10 + 4 (INT) +1 (Enchantment) +1 (Enchantment Without Ongoing Control) + spell level
Hex DC: 10 + 2 (CL/2) + 4 (INT) + 1 (Potent Hex) +1 (Mediator)
Base Attack: +2
  • Dagger: 2 + 2 (DEX) = +4 [1d4-1]
  • Stonebow: 2 + 2 (DEX) = +4 [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
19 (+4) Intelligence
12 (+1) Wisdom
12 (+1) Charisma

SAVES:
FORTITUDE: 1 + 1 (CON) = 2
REFLEX: 1 + 2 (DEX) = 3
WILL: 4 + 1 (WIS) = 5

SKILLS:
Heal: 5 + 4 (INT) +1 (Precise Treatment) = 10
Knowledge (Arcana): 8 + 4 (INT) = 12
Knowledge (Religion): 7 + 4 (INT) + 1 (CoT) = 12
Knowledge (The Planes): 7 + 4 (INT) = 11
Spellcraft: 7 + 4 (INT) = 11
Stealth: 8 + 1 (DEX) + 3 (Familiar) = 12
Use Magic Device: 5 + 1 (CHA) = 6

BACKGROUND SKILLS:
Knowledge (History): 8 + 4 (INT) = 12
Knowledge (Nobility): 8 + 4 (INT) + 1 (CoT) = 13

Spell-Like Abilities (CL 5):
Dancing Lights, Detect Magic, Disguise Self, Pass Without Trace (1/Day)

Spells Known (CL 5):
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, Remove Sickness, Positive Pulse
Level 2: Glitterdust, Greater Detect Magic, Invisibility
Level 3: Dispel Magic, Heroism

Spells Prepared:
Level 0: Daze, Detect Magic, Guidance, Resistance [At-Will]
Level 1: Ear Piercing Scream, Hermean Potential, Mage Armor, Sleep
Level 2: Glitterdust, Invisibility, Web
Level 3: Dispel Magic, Heroism

Special Abilities:
  • Hexes: Abeyance, Cackle, Evil Eye, 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 +6

DEFENSE
AC 15, Touch 14, Flat-Footed 13 (+2 Dex, +2 Size, +1 Natural)
HP 8 (34/4)
Fort +2, Ref +4, Will +5

OFFENSE
Speed 30 ft.
Melee 2 claws +6 (1d2-4), bite +6 (1d3-4)
Space 2-1/2 ft.; Reach 0 ft.

STATISTICS
Str 3, Dex 15, Con 8, Int 10, Wis 12, Cha 7
Base Atk +1; CMB +1; CMD 6 (10 vs. trip)
Feats: Figment's Fluidity
Skills: Climb +6, Perception +7, Stealth +16; Knowledge (Arcana) +7, Knowledge (Dungeoneering) +5, Knowledge (Local) +5, Knowledge (Nature) +5, Knowledge (Religion) +6, Knowledge (The Planes) +15
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.

Manifest Dream (Su): Each time Mina awakens from a full night's rest, she can apply to the figment 1 evolution point's worth of Eidolon evolutions that don't have a base form requirement.
  • Current Evolution:
    • Skilled (Knowledge: The Planes): Pepper becomes especially adept at a specific skill, gaining a +8 racial bonus on that skill.
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, Healer's Kit, Illusionist's Staff (Replace Ghost Sound spell with Echo)

Sirim the Nidalese Shade
Name: Sirim
Alias: Unknown
Alignment: Neutral Evil
Age: ???/2 months
Race: Smoke Shade
Level: 5 (15774 XP/23000 XP)
Class: Wizard 5 (Illusion [Shadow]; Opposed Schools Evocation; Conjuration)
Feats: Cosmopolitan (Bluff; Diplomacy); Eschew Materials, Spell Focus (Illusion)(B), Spell Specialization (Shadow Enchantment)
Traits: Student of Philosophy, Outlander x2 (Lore Seeker: Shadow Conjuration Shadow Evocation All). Silent Hunter
Drawback: Paranoid, Warded Against Nature
Class Features: Scribe Scroll (Disabled) Book of Shadows; Extended Illusions; Binding Shadows
Movement: 10 ft., fly 60 ft. (good)
Languages: Shadowtongue, Common, Duergar, Infernal, Necril

HP: 27
AC: 10 + 4 (DEX) +2 (Size) + 4 (w/Mage Armor*) = 16/20* (Touch 16)
Initiative: +4 (DEX)
Spell Save: 10 + 4 (INT) + 1 (Shadow Conjuration, Shadow Evocation, Shadow Enchantment) + spell level
Spell Resistance: 14
Base Attack: +2
  • Tendril +8 (2d6 negative energy plus cloying shade) (Reach 5 ft)
Weapon and Armor Proficiencies: Simple

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

SAVES:
FORTITUDE: 1 + 1 (CON) = 2
REFLEX: 1 + 4 (DEX) = 4
WILL: 4 + 1 (WIS) = 5

SKILLS:
Bluff: 8 + 4 (INT) = 12
Diplomacy: 8 + 4 (INT) = 12
Knowledge (Arcana): 8 + 4 (INT) = 12
Knowledge (Religion): 8 + 4 (INT) = 12
Spellcraft: 8 + 4 (INT) = 12
Stealth: 8 + 4 (DEX) +8 (Size) +1 (Trait) = 21

BACKGROUND SKILLS:
Knowledge (History): 7 + 4 (INT) = 11
Knowledge (The Planes): 8 + 4 (INT) = 12
Linguistics: 1 + 4 (INT) = 5

Spells Known (CL 5; +1 Shadow Conjuration/Shadow Evocation, +2 Shadow Enchantment):
Level 0: All Except Opposition Schools
Level 1: Touch of Gracelessness, Mage Armor, Color Spray, Silent Image, Ray of Enfeeblement, Ferment, Recharge Innate Magic, Sleep, Alarm, Positive Pulse, Magic Weapon , Shield
Level 2: Darkness, Greater Detect Magic, Hypnotic Pattern, Invisibility, Mirror Image, Twisted Space, With the Wind, Lesser Angelic Aspect
Level 3: Haste, Shadow Enchantment, Dispel Magic

Spells Prepared:
Level 0 (4): Detect Magic, Jolt, Mage Hand, Prestidigitation (At Will)
Level 1 (4+I): Color Spray, Mage Armor (uses 2 slots), Shield, Silent Image
Level 2 (3+I): Hypnotic Pattern, Invisibility, Lesser Angelic Aspect, Mirror Image
Level 3 (2+I): Dispel Magic, Haste, Shadow Enchantment

Special Abilities:
  • Cloying Shade (Su) A smokeshade's tendrils deal negative energy damage. A creature that takes damage from a smokeshade's tendril attack is surrounded by a haze of cloying shadow for 1 round. This cloying shade imposes a -2 penalty on attack rolls and Perception skill checks and grants the target concealment from attacks made by opponents that are not adjacent to it. This ability does not give the target concealment against the smokeshade.
  • Hide in Plain Sight (Su) A smokeshade can use the Stealth skill even while being observed. As long as it is within 10 feet of an area of dim light, a smokeshade can hide itself from view in the open without anything to actually hide behind. A smokeshade can hide in the shadows of other creatures but not in its own shadow.
  • Misty Form (Ex) A smokeshade's body is composed of a semisolid black mist similar in consistency to thick foam. In addition to the incorporeal subtype, the smokeshade's misty form grants it the amorphous defensive ability. The creature cannot speak or make other sounds beyond a low rumble. Unlike a normal incorporeal creature, a smokeshade cannot enter water or other fluids, and it is always treated as a Tiny creature for the purposes of how wind affects it, even if it increases in size.
  • Book of Shadows (Ex): Having internalized his knowledge of wizardry in a desperate attempt to escape capture the wizard no longer has need of, nor can he made use of an external spellbook. Due to the added complexity of inscribing entire spells within his shadowy form the wizard requires twice as much time to inscribe a new spell. This class feature replaces Arcane Bond.
  • Extended Illusions (Su): Any illusion spell you cast with a duration of "concentration" lasts a number of additional rounds equal to 1/2 your wizard level after you stop maintaining concentration (minimum +1 round). At 20th level, you can make one illusion spell with a duration of "concentration" become permanent. You can have no more than one illusion made permanent in this way at one time. If you designate another illusion as permanent, the previous permanent illusion ends.
  • Binding Darkness (Sp): As a standard action, you cast a weave of shadows at any foe within 30 feet as a ranged touch attack. The shadows entangle your foe for 1 round plus 1 additional round for every five wizard levels you possess. In conditions of bright light, this duration is halved (minimum 1 round). A creature entangled by your shadows has concealment from those without darkvision or the ability to see in darkness, and other creatures likewise have concealment relative to it. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
Curse & Drawbacks:
  • Weight of Smoke (Ex): Cannot make use of any equipment that is not specially designed for him, even Ghost touch weapons cannot be technically used by a smokeshade as it does not impinge upon the material, rather it is but smoke and shadow. Additionally the smokeshade wizard cannot use any item creation spells that require interactions with material reality
  • Paranoid (Ex): Anyone who attempts an aid another action of any type to assist you must succeed at a DC 15 check instead of the normal DC 10 check.
  • Warded Against Nature (Su): Animals do not willingly approach within 30 feet of you, unless you or the animal's master succeeds at a DC 20 Handle Animal, Ride, or wild empathy check. Animal companions, familiars, and mounts granted by your class abilities are immune to this effect.
 
Arc 7 Interlude 1: In Sight of the Seer
In Sight of the Seer

14th of Lamashan 4707 A.R. (Absalom Reckoning)

The sea moved in jostling gulps of motion, like it was about to swallow the tiny cork of wood, rope, and fabric that dared impose itself upon her face, leaving Mina looking up at the swaying shadow of the extinguished lantern above her bed. Midnight couldn't come fast enough... It wasn't that she was tired. Months of traveling with Kori, who preferred to be out and about during the night, had accustomed her to staying awake as easily when the sun was was down as when it was up, but this whole idea of seeking secrets at midnight twigged all the scary stories of her girlhood about wicked covens dancing under a gibbous moon while all good folk were tucked way in their beds, invoking who knows what to speak through them.

The fact that the person who suggested it was made of living shadow and snake shaped sure as heck didn't help. Desna set the stars of kindle the night against the horrors who would claim them, she reminded herself. It was just too bad she couldn't see the stars from where she was lying.

It wasn't about the spooky magic even, not really, she had trusted Sirim to work magic at her in battle, never-mind standing around some old weapons and bits of glass trying to work out who'd made them and why. It was about what they were doing here to begin with, aboard a ship that was half a pirate, planning to stab the person who'd just paid them more money for their services than the Mina of a year ago had seen in her life.

Gained 900 gp -> Now at 3,954 gp 5 sp 21 cp
Gained 1,125 XP


It had all seemed to simple in Augustana; find the treasure, steal it away from the wicked Aspis Consortium, after all weren't they all dab hands at sneaking, but after seeing the 'agent', as the captain called him, figure out that pirate and practically sink his ship on his own she was starting to doubt the wisdom of leading them on a hunt across Aandoran. That left only... it's not like Mina hadn't killed before, as Pepper had reminded her when she brought it up, it's just that she hadn't ever killed someone she's broke bread and shared salt with. Is me feeling comfortable about this important compared to the harm the Consortium could do with Azlanti artifacts? That silver band Kori was wearing had implanted a whole language in his head for Desna's sake.

A soft knock on the cabin door heralded Kori... and a basket of food, cheeses: waybread meats and a few precious fresh eggs. Of course it would be lunch for him and it would excuse what they were about to try to do. No arcane studies here, no sir.

Offering a smile she stepped back, grabbing a piece of pork rind to throw to Pepper who might not have needed to eat, but that did not mean he didn't like to just as a soft hiss of moving air heralded Sirim. Mina tried not to be jumpy around the shade, but him living in the walls didn't make it easy.

"Those who walk in the light associate shadow with darkness with hidden horrors and lurking dread, but in School of the Pale Sun is taught another truth, that shadow is brighter by far than true darkness, in shadow indeed one might see more clearly than in the glare of midday. For myself I have found no revelation in these shards, but perhaps I can gift it to others." So saying the spirit mage twisted a tendril of his wafting substance to touch the center of Mina's forehead adding to her own magic

Every sense sharpened and yet the others did not dim, every memory and every lesson she had ever learned was as clear in her mind as when she first heard it... and yet no answer came as to the riddle of the spiral blue. She weighed them in the hand and tried to read the faces of her eyes of her companions though them, but all she glimpsed was a world twisted out of focus, a fog of meaning as thick as any that might roll in from the sea. Mina shook her head defeated.

"Fortune to you that you might find your path..." Mina intoned again to Akorian so in his own tongue. Then, again, the shadows closed in.

He reached out to touch the shard, then drew back his hand as though it had burned him, eyes rolling back in his head as they sometimes did when he was caught in the grip of prophetic writing.

"I... no... it can't be, what would that even be doing here, so far... after so long..." he trailed off.

"What did you see?" Mina asked, shaking him firmly by the shoulder, having learned that anything elss would not be noticed.

"Throneglass," he explained. "At least that is what the survivors of the Dying Days... the Earthfall, called it because it came from the old capital. Knights... there were knights I think though not like those of Cheliax who forged it into swords and daggers that warded them against magics that could enslave the will..." He paused and before anyone could stop him cut his palm with the largest of the shards then peered into he upwelling blood as though it were the pages of an open book. "No, that is wrong, it did not protect against enchantment, but for those who resisted it allowed to put their will into their weapons and should they cut the thrall-master, break his next spell."

Akorian Knowledge (Azlanti): 1d20+9 +4 (2*2) = 33 (Critical Success)

"The spider-construct did consume weapons," Sirim mussed. "Strange that it would have consumed one made of something so precious... and so near to the heart of our seeking."

Mina barely had the chance to consider the grim implications of that and Kori could barely breathe from the strength of the vision when the Nidalese mage added: "When we reach Almas before the pirate captain's body is taken from the ship we should seek another scroll of deaths-speech that we might question him further."

"That seems costly," Mina offered reasonably. "He might not know what that construct ate or we might not ask him the right questions, or the spell might fail."

Who does Akorian side with?

[] Sirim, try to question Du Moire again with another scroll once you reach your destination

[] Mina, it's not worth the gold or the questioning that such an act might bring

[] Write in


OOC: Here we go, a chance to see Kori do his thing from the outside, also an answer that raises more questions.
 
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Holy shit, Throneglass is expensive. How much did we recover, @DragonParadox?

I understand Mina's worries about betraying the Apsis Consortium. They haven't done anything to us that would warrant it, and they may never do it. Gavhaul might even be a fairly neutral member of that organization, for all we know.

Thankfully, however, we still have time to learn more about them and now Kori can use Divination frequently to help us navigate the issue.

As for buying another Speak with Dead scroll, I think it's worth the investment. The extra 900 gold we just got more than makes up for another one after accounting for the cost of the scroll used to question the corpse the first time. We could learn the location of more Azlanti artifacts, or just more Throneglass.

[X] Sirim, try to question Du Moire again with another scroll once you reach your destination
 
At +13,000 gold value per Throneglass weapon, I'd say we should go for the dagger option.

Probably best to find a mage who can cast Fabricate to turn the Throneglass directly into daggers. That will definitely be easier than finding a regular crafter who knows how to work with it.
 
Do we know a Mage we can trust with 13,000 gold?
It probably won't be an issue. We don't need to trust them, just pay someone to cast the Fabricate spell in our presence to create a pair of daggers. They don't even need to be Masterwork, if the mage can't pull off a high enough Craft check.

We can buy a couple 2nd level Masterwork Transformation scrolls to handle that ourselves. After that, we just need to find someone to sell them to.

Some thing for the future. I doubt we'll find a buyer willing to pay what they're worth outside of a handle of major cities, like Absalom.
 
A Mage able to cast 5th levels spells strikes me as someone who would be quite wealthy? And quite knowledgeable about the odd material we are asking them to forge.
 
A Mage able to cast 5th levels spells strikes me as someone who would be quite wealthy? And quite knowledgeable about the odd material we are asking them to forge.
Wealth is relative. A 9th level wizard is going to be wealthier than us, but they aren't going to be rich, at least not the ones who are selling their spellcasting services.

I doubt most people are going to know what Throneglass is, either. The stuff is beyond rare, with only a single original source going back 10,000 years. It was a DC 23 Knowledge (Azlanti Lore) check for Kori to have any information on it at all.
 
Mina's PoV is very welcome. It's been so long since we saw it last. I wonder what it takes to start on her personal quest.

Sirim's perspective when? :p On a more serious note, it'll probably happen only when his Paranoid trait won't be applying to us anymore.

But you know whose interlude I miss the most? Kori's.

Yes, he's been the PoV character for most of the quest, and the quest does a good job contrasting his culture with the unknown world on the surface, but since he is a PC, the way he feels about most things -- his priorities, his wants and desires -- have been left deliberately vague so the players could have something to choose from and shape things up. Sometimes I wonder what he thinks about what he is doing without the players putting thoughts in his head. How does he feel about ancient history? About the dreams he is having?

I'd like to observe what Kori does as an NPC, left to his own devices.

[x] Sirim, try to question Du Moire again with another scroll once you reach your destination
 
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@DragonParadox, a while back I think I went over the rationale for Gorok preparing a Keep Watch spell to use each night on one of the party members so they can play lookout while not penalizing themselves for missing a night of sleep. I just wanted to make sure we're still doing that, especially on the ship.

Actually, with one person always benefiting from Keep Watch, it shouldn't be much of an issue for the other party members to also take a rotating watch shift so that we've always got two of our people awake in case of attempted ambush or sabotage.
 
@DragonParadox, a while back I think I went over the rationale for Gorok preparing a Keep Watch spell to use each night on one of the party members so they can play lookout while not penalizing themselves for missing a night of sleep. I just wanted to make sure we're still doing that, especially on the ship.

Actually, with one person always benefiting from Keep Watch, it shouldn't be much of an issue for the other party members to also take a rotating watch shift so that we've always got two of our people awake in case of attempted ambush or sabotage.

You are yes, though even so the party in general does tend to a nocturnal cycle since everyone but Garok has night vision and he can deal with the darkness better than Kori can deal with being dazzled all the time.
 
As for a throneglass weapon... it's interesting, for sure, but is it really useful to us?

It only procs on a successful save (making its use come with inherent risk of failing the save and possibly getting it used against us); it isn't enchanted and doesn't have special qualities applicable to other type of enemies. It requires one to close the distance to spring the effect, and the effect lasts for a single round. The combination of factors required to come together makes it unlikely to see much use.

If you outfit an entire party to deal with casters, making it dangerous to target either member, then sure, but as a singular weapon it doesn't justify the exorbitant cost. You want it on your frontline fighters, the ones who'd have the highest chance to hit and are more likely to be targeted for subversion (if only to remove the physical threat to enemy caster and create a threat to us), but our frontliners already have decent weapons that are more universal to boot; a +1 bonus against everything does more good that a powerful special that procs once every blue moon.

If arrows and bolts could be fashioned out of the throneglass, and spread around the party evenly, I'd consider using it. If you survive a mind-altering spell, you have a chance to silence the enemy caster for one round... if you aren't doing anything else, that is. It's still a bit niche (I wouldn't rate chances of Mina hitting anything with an arrow instead of a spell as high), but it's a lot more useful when applied to the entire party.

Would we be allowed to make it into a set of arrows or bolts, though?
 
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As for a throneglass weapon... it's interesting, for sure, but is it really useful to us?

It only procs on a successful save (making its use come with inherent risk of failing the save and possibly getting it used against us); it isn't enchanted and doesn't have special qualities applicable to other type of enemies. It requires one to close the distance to spring the effect, and the effect lasts for a single round. The combination of factors required to come together makes it unlikely to see much use.

If you outfit an entire party to deal with casters, making it dangerous to target either member, then sure, but as a singular weapon it doesn't justify the exorbitant cost. You want it on your frontline fighters, the ones who'd have the highest chance to hit and are more likely to be targeted for subversion (if only to remove the physical threat to enemy caster and create a threat to us), but our frontliners already have decent weapons that are more universal to boot; a +1 bonus against everything does more good that a powerful special that procs once every blue moon.

If arrows and bolts could be fashioned out of the throneglass, and spread around the party evenly, I'd consider using it. If you survive a mind-altering spell, you have a chance to silence the enemy caster for one round... if you aren't doing anything else, that is. It's still a bit niche (I wouldn't rate chances of Mina hitting anything with an arrow instead of a spell as high), but it's a lot more useful when applied to the entire party.

Would we be allowed to make it into a set of arrows or bolts, though?
I don't want to use them ourselves. Like you said, they aren't really that useful for most purposes.

I'm more interested in their resale value. Someone, somewhere, will want them and be willing and able to pay. Either because the effect is especially useful for them, the historical value, or as a research material.

I wouldn't expect to sell them any time soon, though. Better to be patient and wait for the right buyer.
 
I'm more interested in their resale value. Someone, somewhere, will want them and be willing and able to pay. Either because the effect is especially useful for them, the historical value, or as a research material.
Hmm. This hits a certain phychological barrier for me. We nearly died for it, and it's an incredibly rare artefact of our ancestral civilization, two of which we have put to good use. I am very much in a 'collect them all' mood when it comes to Azlanti artefacts. If we can make use of them, we should.

Still, the Azlant Empire was vast, and we are but one adventuring party. There are a lot more artefacts left on Golarion than we could ever use. However, we don't come upon them often, and don't claim ownership easily, making me want to hoard them.

I'd consider giving it to a very talented alchemist/artificer in exchange for something equally unique. Might hit Anippe's mom when we are back in Augustana.
 
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Hmm. This hits a certain phychological barrier for me. We nearly died for it, and it's an incredibly rare artefact of our ancestral civilization, two of which we have put to good use. I am very much in a 'collect them all' mode when it comes to Azlanti artefacts. If we can make use of them, we should.

Still, the Azlant Empire was vast, and we are but one adventuring party. There are a lot more artefacts left on Golarion than we could ever use. However, we don't come upon them often, and don't claim ownership easily, making me want to hoard them.

I'd consider giving it to a very talented alchemist/artificer in exchange for something equally unique. Might hit Anippe's mom when we are back in Augustana.
The Throneglass is an interesting and valuable curiosity, one that could make us a lot of gold, but I'm much more interested in where the Construct got the stuff. It could be part of a larger trove of Azlanti artifacts.
 
Not much of a vote this time around but I'm not going to belabor the point for a 375 gp scroll, no one has argued against learning more at least.
Adhoc vote count started by DragonParadox on May 17, 2024 at 8:14 AM, finished with 17 posts and 3 votes.

  • [X] Sirim, try to question Du Moire again with another scroll once you reach your destination
 
Arc 7 Post 10: Following Fur, Finding Scale
Following Fur, Finding Scale

17th of Lamashan 4707 A.R. (Absalom Reckoning)

While you Mina and Sirim had been pondering the value of ancient glass and the understanding of dead men, Cob had been doing his own studies... no, not of the still as you had thought and half-feared, but of the ship's feline population.

Three large and grizzled specimens, born of the same litter, they had been with the ship for almost twelve years now and shown a marked loyalty to both it and her captain, though from what you hear among the crew they've never shown any particular attraction towards any passenger that went beyond trying to scam them for table scraps to add to their thorough policing of the rodents so common aboard sailing ships. But they did, as it happens like not Cob, but Warty. Something about the slurk's sleep-croaking must be particularly soothing to the cats since they had all taken to sleeping in the hold near him, which had of course put them in Cob's path.

Which sailor exactly had bought it to his attention that cats too dislike dogs you are not sure, but that had been the moment that crystalized curiosity into liking. These then were not just 'Peppers without a Mina', they were fellow discerning travelers on the sea.

The fact that of the trio the eldest, the ferociously named Broken Tooth, had a habit of getting into everything and balancing precariously on every rope, line, and ledge, at least you think they are called ledges, just made Cob follow him around more... which in term lead to Cob getting lodged into the narrow space between the storage room door and the butcher's table, completely by accident as he would tell it. While he was greasing himself unstuck your friend had spotted a hidden compartment filled with half a dozen headless snakes.

Cob Stealth: 1d20+25 = 30 (Success)
Cob Perception (DC 25): 1d20+15 = 28 (Success)


"I still say they were cook's snacks," he insists to a somewhat queasy Mina. "Snakes taste good, even better cooked. He's just hoarding them for himself."

Mina, who had been the one to bring Cob's wanderings to the attention of the rest of the group, insists that it has to be some kind of sacrifice and worries that sacrifices in secret are never a good sign.

"Would you say the same of Desnans that gather in hidden Uskwood groves at star-rise?" Sirim asks, not-quite-chiding.

"We aren't in Nidal," Mina insists.

"We are aboard Captain Mel's ship, what Gods would she have cause to dislike?" you ask, but none of the others have any idea of the answer save that she hails from Azir where all worship of gods is forbidden.... to stop some ancient war.

"The crew, some of them bear talismans and stones for luck," Gorok interjects. "It is not that."

Still, that leaves you without answers as to what sacrifices she would forbid, if indeed those are the remains of sacrifices and not someone's preference in the kitchen. Maybe some potion-making on the side. Is this worth bringing up and annoying captain and crew, or should you leave sleeping dogs lie?

"No! No sleeping dogs!" Cob 's ears flop vehemently. "They get up, bite, and gnaw!"

"We could investigate first," Gorok looks at you. "Listen to thoughts, yes?"

"Even if someone is worshiping something they shouldn't they aren't going to be thinking about that as they go about their day," Mina is quick to point out.

"Talk about snake when the cook is around," comes the iruxi's answer. "If he thinks of snakes with no heads, you'll know."

All this talk of snakes reminds you unpleasantly of those the iruxi call serpentfolk. The history of the People is as filled with cautionary tales of zyss trickery and shapechanging as they are of the might of the aapoph tribes, but you remind yourself those caves are buried deep and far away.

What do you do?

[] Inform someone
-[] Captain Mel
-[] Loric Gavhaul

[] Attempt to make probe the cook, perhaps his thoughts will betray him

[] This is none of your concern, leave be

[] Write in


OOC: For a level 5 character, even a rogue, Cob is absurdly good at just raw stealth.
 
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"Would you say the same of Desnans that gather in hidden Uskwood groves at star-rise?" Sirim asks, not-quite-chiding.
No Desnans would ever worship Yog Sothoth.

Cosmic Caravan - Deities - Archives of Nethys: Pathfinder 2nd Edition Database

A pantheon rapidly gaining popularity throughout the Inner Sea is the Cosmic Caravan. Astronomers and astrologers will tell you the Cosmic Caravan is a collection of constellations visible in the night sky, said to travel forever in a circle around the star Cynosure. The association of a diverse...

The fact that of the trio particularly the eldest, the ferociously named Broken Tooth had a habit of getting into everything and balance precariously on every rope, line and ledge, at least you think they are called ledges, just made Cob follow him around more... which in term lead to Cob getting lodged into the narrow space between the storage room door and the butcher's table, completely by accident as he would tell it. While he was greasing himself unstuck your friend had spotted a hidden compartment filled with half a dozen headless snakes.
Thats... odd? It sounds like s divine observance of some kind?

Could be any number of things I guess.

Also snakes with their heads cut off @DragonParadox ? Or like some kind of scaley worm?

OOC: For a level 5 character, even a rogue Cob is absurdly good at just raw stealth.
Goblin rogues are fun.
 
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