Finding the Spark (Pathfinder 1E Quest)

Arc 7 Post 12: Old Wounds, New Cuts
Old Wounds, New Cuts

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

"There's something to be said for having the cook owe us for our silence..." you start to the expected look of shock-soon-to-be-denial from Mina and thoughtful mind nudge on Sirim's part. "But it's the captain's ship and if this does go badly it will leave us with precious few in the way of allies on the ship. I don't know about you, but I don't fancy swimming to Almas..."

"Perhaps you should all learn to fly then," the shade jests lightly.

Cob snickers and Gorok, one suspects, is left wondering at warm-bloods, even those who do not presently have blood or veins.

***​

So as not to make too clear the matter of the 'goblin in the kitchen', which would be cause for alarm to the ship's crew, it is Sirim who lays out what 'he' had stumbled upon while exploring the ship. "Fair warning captain, I have no particular affinity for those who share my form, but it is odd when heads are torn from shoulders and odder still to see so many slices, a part perhaps of devotions you did not know of," he finishes politely.

At first your intrusion into her cabin had been greeted with a flat look and sharp questions, but now her expression had darkened, the faint jungle of bracelets and earrings falling into silence.

"Oh I know what this is and there will be hell to pay mark, my words!"

Sirim Diplomacy: 1d20+12 = 32 (Critical Success)

As she gathers up half a dozen of the sailors from those working topside, scared and sea-toughened folks who knew their way around a knife for more than gutting fish if you're to judge, the mood turns grim. No one knows quite what she means to do, but odds are good the man she's after won't like it.

Without prompting you and Mina decide to follow along, Sirim floating along curiously.

The fellow in question, 'Big Oka' the cook, came by that name fairly, a square sort of fellow who looks like the worst squalls won't move him one inch from where he wants to be. He turns to face the approaching group of his crew-mates and captain with a knife in one hand and the pig bone he was cleaning the meat off of in the other.

"What did you promise me, Oka? What did you promise you'd stopped doing when I let you on my ship?!"

"Mel I don't know what you're talking about..."

"Why are there dead snakes on my ship?" she asks dangerously. "Lim," she motions to one of the men with her. "Search under that counter!"

Fear and realization chase each other over the cook's broad face before settling on a kind of grim determination. "We'd have been dead back in '04 when we got becalmed in the Steaming Sea! Wind out of season? Who do you think did that, eh?"

"You?" the captain asks scornfully.

"You know I'm no wizard," Oka answers, putting away the pig bone, though not the knife you notice, a twinge at the back of your neck, a premonition of the body instead of spirits far off. "He doesn't ask for much, nothing we're not giving him anyway."

"I've seen what he asks and I'll have none of it! I swore that eighteen years ago and my word I live by!" Unlike you, the recrimination is thick and bitter in the air.

"Found 'em, captain," Lim says as she takes out one of the dead snakes Cob had marked.

"You know where this goes, Oka. You were there when Perf and Hira died," the captain continues.

"Because she was killed Mell! Killed trying to end a tyrant!"

"I don't give a shit!" the captain says, each syllable edged in venom. "We left it all behind! The Legion, the Laws! And now you bring it all back, and not just that, you bring back their dirty little secret. What was that expression they used, friends in strange places...?"

"Like the fucking Aspis?' Oka finally seems to have lost his temper. "Is that what you want to be, their lapdog until you die?"

"The Pure Legion are the enforcers of what are called the Laws of Mortality, the code that forbids worship of a deity within Rahadun," Sirim whispers in your mind and from her start Mina's also. "Where they can they try to spread such sentiments to other lands, I suspect the captain and most of her crew once served that function though the deaths of some of their companions soured them to the mission. I speculate further that they defected and found protection under the auspices of the consortium. Who 'he' is, alas, I could not say."

Mina Knowledge (History) (DC 20): 1d20+12 = 17 (Failure)
Sirim Knowledge (History) (DC 20): 1d20+12 = 26 (Success)


"Throw him in the brig Mr. Lim," the captain says in disgust.

Much to your surprise, Oka puts down the knife and allows himself to be lead away, though that leaves you with yet more questions. How would one man, by his own account 'not a wizard', summon winds.... and is that means still on the ship for someone to claim? If Mel doesn't want it you certainly do.

Oka's reaction: 1d100 = 96 (Allows himself to be arrested)

Almas draws near, but you have a few more days still on the ship. What do you do?

[] Speak to someone
-[] Mel about what you just heard, maybe she will be grateful enough to open up
-[] Gavhaul about his strange spell, perhaps flattery is a way to get him to lower his guard
-[] Ungor, find out more about the fiery dwarf and his apparent deep hatred of the living dead

[] Surreptitiously search the ship for any magical treasures Oka may have left here

[] Write in


OOC: That first Sirim roll was done two days ago because I did it when you did the divination. Kori was looking forward to that conversation.
 
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It sounds like if there is anything magical in there, it's something that allows communication with... whatever 'he' is.

Big Oka is not fond of Aspis. So is Mel, probably, but she doesn't think she has a choice, and we have nothing to offer them in that regard anyway.
 
Woah, that is not what I was expecting. Heavy backstory here, too. I kinda feel bad about outing Oka now, since he seems relatively benign, but then again, we don't know what exactly he's been dedicating those sacrifices to.

I want to ask for more background info from Mel. She doesn't seem like she's in the mood to share, though. This is an old sound we've helped tear open.

What if we tried to speak with Oka instead?
 
[X] Surreptitiously search the ship for any magical treasures Oka may have left here

Allright, I do not care about this line of plot. I would rather try to loot around, because we are bad at diplomacy.
 
Woah, that is not what I was expecting. Heavy backstory here, too. I kinda feel bad about outing Oka now, since he seems relatively benign, but then again, we don't know what exactly he's been dedicating those sacrifices to.

I want to ask for more background info from Mel. She doesn't seem like she's in the mood to share, though. This is an old sound we've helped tear open.

What if we tried to speak with Oka instead?

Sure, you could either try to do so openly or have Sirim sneak into the brig since he can pass through walls.
 
I wouldn't care about this plot if serpents weren't a motif.

[x] Have Sirim sneak into the brig to talk to Big Oka about what you just heard.
 
[X] Speak to Gavhaul about his strange spell. It was quite impressive, and more powerful than any magic we have seen performed.
-[X] Ask Sirim to sneak into the brig to talk to Big Oka about what you just heard.
 
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Huh, there is a story there, long with enough baggage to sink a ship I bet too.

[X] Speak to Gavhaul about his strange spell. It was quite impressive, and more powerful than any magic we have seen performed.
-[X] Ask Sirim to sneak into the brig to talk to Big Oka about what you just heard.
 
I'll be leaving this until tomorrow. One thing I am also curious to know guys, how are you enjoying Golarion so far? Personally I like it, at least around the Inner Sea it is pretty deep and thoughtful and it is getting better beyond that, Gebbite 'reformers' aside, but I know this is not everyone's cup of tea with how patchy it still is in places.
 
[X] Speak to Gavhaul about his strange spell. It was quite impressive, and more powerful than any magic we have seen performed.
-[X] Ask Sirim to sneak into the brig to talk to Big Oka about what you just heard.
 
I'll be leaving this until tomorrow. One thing I am also curious to know guys, how are you enjoying Golarion so far? Personally I like it, at least around the Inner Sea it is pretty deep and thoughtful and it is getting better beyond that, Gebbite 'reformers' aside, but I know this is not everyone's cup of tea with how patchy it still is in places.
I'm a big fan of Golarion in general. There are plenty of interesting places for us to visit and explore (and loot), along with a ton of cultures and misty, semi-defined history that gives you a lot of opportunities for additional worldbuilding like you have with Kori's ties to the ancient Azlanti.

And its easy to just leave out those aspects which you don't like, like the weirdness of Geb.
 
I'll be leaving this until tomorrow. One thing I am also curious to know guys, how are you enjoying Golarion so far? Personally I like it, at least around the Inner Sea it is pretty deep and thoughtful and it is getting better beyond that, Gebbite 'reformers' aside, but I know this is not everyone's cup of tea with how patchy it still is in places.

Interesting as always! Plenty of plots to follow and cultures to expand on. I like how you tie little tidbits to each culture which make them more alive in your updates.
 
Interesting as always! Plenty of plots to follow and cultures to expand on. I like how you tie little tidbits to each culture which make them more alive in your updates.

I'm glad that does come across. I actually roll characters like this on a table (from among what makes sense). Just because someone works for Aspis does not mean they don't have their own story, same goes for say the pathfinder Venture captain back in Augustana, there is a reason why she's a dwarf who speaks with a northern in one of the most southern ports on the continent etc...

The one thing I am kind of concerned about is that the world might be a bit too expansive. This is not Game of Thrones where everyone can pin down the rough cultures, nor is it quite Warhammer where if you can pin someone on a map you can tell what their hat is. I mean it kind of works roughly Garund is Africa Avistan is Europe and Casmaron is Asia, but that only goes so far in a world that has Ustalav, Numeria and Galt all in shouting distance of each other.

But hey in what other world could you have a vampire with a laser gun try to rescue a noble from a Guillotine that claims souls?
 
I'm glad that does come across. I actually roll characters like this on a table (from among what makes sense). Just because someone works for Aspis does not mean they don't have their own story, same goes for say the pathfinder Venture captain back in Augustana, there is a reason why she's a dwarf who speaks with a northern in one of the most southern ports on the continent etc...

The one thing I am kind of concerned about is that the world might be a bit too expansive. This is not Game of Thrones where everyone can pin down the rough cultures, nor is it quite Warhammer where if you can pin someone on a map you can tell what their hat is. I mean it kind of works roughly Garund is Africa Avistan is Europe and Casmaron is Asia, but that only goes so far in a world that has Ustalav, Numeria and Galt all in shouting distance of each other.

But hey in what other world could you have a vampire with a laser gun try to rescue a noble from a Guillotine that claims souls?

Oh, the complexity of the characters has been duly noted. There has been almost no generic NPC so far...

Which on one side makes the story more realistic and engaging... and in the other hand it makes us take more screen time away from our own objectives, but I can't complain because I am here for the ride, and not to minmax up to level 20 and defeat God
 
Vote closed.
Adhoc vote count started by DragonParadox on May 22, 2024 at 2:20 AM, finished with 14 posts and 5 votes.

  • [X] Speak to Gavhaul about his strange spell. It was quite impressive, and more powerful than any magic we have seen performed.
    -[X] Ask Sirim to sneak into the brig to talk to Big Oka about what you just heard.
    [X] Surreptitiously search the ship for any magical treasures Oka may have left here
    [x] Have Sirim sneak into the brig to talk to Big Oka about what you just heard.
 
Arc 7 Post 13: Plotting the Path Ahead
Plotting the Path Ahead

19th of Lamashan 4707 A.R. (Absalom Reckoning)

Though it is well past moon-rise you find Gavhaul leaning over a large map and a messy stack of correspondence weighed down by a palm sized piece of banded jasper, the red and black striations seeming to coil in the shifting lantern light. At first the merchant does not even seem to notice your approach.

"Good..." You do not make it as far as 'evening' before his eyes dart up, first to the hands and then the face, you note, but he smiles just the same.

"Ah Mr... Akorian, yes? Tell me do you know something about woodlands, fey or woodland fey? I don't suppose the Verduan in particular? Have you met any elves perchance?"

"Thrice no and I do not think I would be here had I the misfortune of meeting those of elvenkind who are most likely to make their way to Nar Voth," you answer honestly.

Akorian Diplomacy to steer the conversation: 1d20 = 3 (Failure)

Instead of the question you had been half expecting, the drow are not not well known to Burnlanders, to their great good fortune, he just shakes his head in frustraction. "A pitty, the most I have heard of Fey is from Director Fargor of the Lumber Consortium and I do not think the advice to 'give them then axe' is going to serve us much in getting in and out of their domain, not enough axes, but to hear some of the more green-dyed fellows who wonder by our door no faerie-thing has ever thrown a pebble at someone who didn't first break some rule or taboo of theirs. Even though they won't tell you what those are. Do you know what that's called?"

"Picking a fight with strangers?" you half ask, taking a seat since he doesn't seem bothered by your presence.

"I was going to say 'entrapment', but your definition works as well." He pauses to think. "Druids are common in the Verduan, but not the kind that you might find hawking potions on fleet, or training exotic animals for the well-off, they claim to be among the first humans and... for lack of a better word the only proper humans, living as the first of us did among the beasts, hunting and foraging with naught but what can be found among the rocks and bushes. They call themselves the Primordial Ones and claim all the forest for them and their kin. The treasures we seek fell there from the sky, same as rain and hail to their lot I'm sure."

"That doesn't sound right..." you muse.

"Oh surely, there is a reason we have minds to think and hands to hold tools," the wizard snorts.

"No," you shake your head vehemently, images half memory-half nightmare of cold and hunger dancing before your eyes. "How would they have survived the long dark, Earthfall? They can't have been there for long, nor the forests either. Forests drink light as we do don't they?"

"You know I had not considered it that way before, but it hardly matters for our purposes. Our options are still two, take the forest paths and deal with the wild fey and their druid allies or follow the river in sight of all and sundry." Gavhaul looks far more worried than the vague words account for.

As your silence grows to a questioning 'hmm' he gets up and, looking out over the waters to the east admits. "There have been rumors of drakes or dragons in the river, the first we can ward off I do not doubt, but if it's a true dragon that could be the end of all our hopes of wealth. How is it the Chelicians put it, the devil and the deep blue sea."

"I could attempt to divine a path for us once we are closer to this forest," you offer.

"Less comfort than it may once have been," he mutters, half turning. "There is a third path, an old road carved by the Taldan legions long ago as the hunter carves the flesh of game, though long since fallen back into disrepair, there is still enough stone there to get wagons through but Urgor isn't going to like it. It's the domain of a clan of ogres lead by a brutish fey giant. There are about two score of them at last count. If they came at us all together we'd likely end up in their stew pot."

"You're planning to cut a deal with them?" you guess. The dwarf is no coward to shy away from a fight, if anything he seems too bold, so that you guess would be the thing he'd object to.

"Yes, they can be paid off in either steel or slaves from the Taldan side." Seeing you are about to interject he raises a hand. "Yes I know it's unwise to even speak of slave trading in Andoran, much less to practice it, but so is handing an ogre a spear with which he might stab one so here are the paths ahead of us once we reach the eves of the woods: the fickle, the fearsome and the foul."

The last time you met a slaver is when you freed Mina from them and having spent weeks with Iolda and her charges certainly hasn't given you any better of an opinion of human slavers than their duergar fellows, but the thought occurs that the slaves could be useful in betraying the Aspis Agent and winning their own freedom thereby.

What advice to you give?

[] Take your chances dealing with the fey, after all you do not plan to trouble their trees

[] Follow the river, if one is to go around every rumor of wyrms one would hardly ever leave home

[] Take the Old Road
-[]... and arrange for a tribute in Andoran steel
-[]... and arrange for a tribute in Taldan slaves, they can help with your betrayal of the Aspis Agents if you find a way to arm them
-[]... and offer no tribute

[] Write in


OOC: Well you are learning more about thus guy, but not quite what Kori hoped.
 
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I don't mind that we weren't able to ask him about the spell, since this is solid information and it's good that we are apparently regarded well enough for him to share it for planning purposes. I'm not sure if Gavhaul will actually put any weight to our suggestions, but it can't hurt to offer one when he asks.

I think the river is the best way for us to go. River Drakes could be a danger, but it's a more straight forward kind of threat than the Fey we would encounter in the forest. I also wouldn't trust an Ogre tribe to stay bought if we bribed them, especially one led by an Ohancanu.

[X] Follow the river, if one is to go around every rumor of wyrms one would hardly ever leave home
 
[X] Follow the river, if one is to go around every rumor of wyrms one would hardly ever leave home

Better Dragons than Fey.
 
One thing I am also curious to know guys, how are you enjoying Golarion so far?
Definitely more fond of our adventures on this side of the surface. It's more condensed. The constant trips ranging to and from Cauldron got stale after a while. But that might also be because we got more levels under our belts and can pick and choose our jobs more freely, so the game opened up more. I enjoyed the city arc most of all; it was episodic narration done right, new adventures building up on the old ones.

Truth be told, I was not enthusiastic about random encounters in Nar-Voth. I liked the ones that gave us some plot thread to play with; the dream-lich, the fish-priest, the assassin devil that introduced us to Sirim. Nar-Voth had less of that; the Dark Folk that ambushed us for the ring, or the Giant Snail were just that, random encounters. Even harpy raiders didn't have any follow up, though I suppose they could lead us to encounter a drow patrol, and that would have been... memorable. Andoran holds up great in this regard, with most encounters led by a named character who has some subplot for us to pursue, or in the case of a wereratman, a subplot to pursue us.

I know nothing about Pathfinder, Golarion and its nations, so I can't properly appreciate character nuances; they are all as exotic to me as they are to Kori. If we are talking preferences, I would like to explore a location where the internal landscape is shaped by more than enmity and/or rivalry with its neighbour. But for better or worse, the Azlanti vaults we found are all in Andoran/Cheliax (and one is in Taldor), so that's where I'll be looking to for the foreseeable future. My exposure to other nations will have to happen through characters like Mel and Sirim.

...And Mina. It is one of the reasons I as a reader want to dig at her background in Ustilav.

As for the choice at hand. I think I'll go hard no on the third one, the slaves one gets to pawn off are unlikely to be in great shape to be helpful in the betrayal, and fey giants sound nasty to fight. I have no preference among the remaining two choices, but I will admit to a certain curiodity about the fey and their rules. I always had a weak spot for stories involving them.

[x] Take your chances dealing with the fey, after all you do not plan to trouble their trees
 
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Definitely more fond of our adventures on this side of the surface. Its more condensed. The constant trips ranging to and from Cauldron got stale after a while. But that might also be because we got more levels under our belts and can pick and choose our jobs more freely, so the game opened up more. I enjoyed the city arc most of all; it was episodic narration done right, new adventures building up on the old ones.

Truth be told, I was not enthusiastic about random encounters in Nar-Voth. I liked the ones that gave us some plot thread to play with; the dream-lich, the fish-priest, the assassin devil that introduced us to Sirim. Nar-Voth had less of that; the Dark Folk that ambushed us for the ring, or the Giant Snail were just that, random encounters. Even harpy raiders didn't have any follow up, though I suppose they could lead us to encounter a drow patrol, and that would have been... memorable. Andoran holds up great in this regard, with most encounters led by a named character who has some subplot for us to pursue, or in the case of a wereratman, a subplot to pursue us.

I know nothing about Pathfinder, Golarion and its nations, so I can't properly appreciate character nuances; they are all as exotic to me as they are to Kori. If we are talking preferences, I would like to explore a location where the internal landscape is shaped by more than enmity and/or rivalry with its neighbour. But for better or worse, the Azlanti vaults we found are all in Andoran/Cheliax (and one is in Taldor), so that's where I'll be looking to for the foreseeable future. My exposure to other nations will have to happen through characters like Mel and Sirim.

...And Mina. It is one of the reasons I as a reader want to dig at her background in Ustilav.

As for the choice at hand. I think I'll go hard no on the third one, the slaves one gets to pawn off are unlikely to be in great shape to be helpful in the betrayal, and fey giants sound nasty to fight. I have no preference among the remaining two choices, but I will admit to a certain curiodity about the fey and their rules. I always had a weak spot for stories involving them.

[x] Take your chances dealing with the fey, after all you do not plan to trouble their trees

Interesting, I loved the Darklands adventuring, and, while this is a good detour, I would love to go back. I think that the whole world felt more claustriphobuc because we did not go towards one of the big cities, though.
 
I enjoyed the Darklands, but I prefer the surface for now. Once we've got more levels under our belt and have a wider range of options, along with better gear, I'll feel more comfortable returning to the Darklands.
 
I think that the whole world felt more claustriphobuc because we did not go towards one of the big cities, though.
I suppose. I have significant interest in Duergar and Drow... what do you call them, empires, cities, territories? but I find it hard to imagine the circumstances which would let us explore a Drow settlement in relative safety.

I don't consider going back in a foreseeable future, though.
 
Duergar settlements are fairly safe. As long as you stay busy anyway.

At least according to Cult of the Cave Worm.
 
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