Finding the Spark (Pathfinder 1E Quest)

Are there not windwalls preventing thrown objects from being viable?
Cob is already on the enemy's ship, so he could still do it.

Though that would leave him open to one-eye stabbing back after that, followed by the rest of the less-relevant crew.

Cob probably has to choose between securing the kill or getting himself to safety. He's not exactly a tank and if a whole crew of low-end Warriors, Fighters, Experts, Rogues and whatever goes for him, he's as good as dead.
So probably just one attack, then use his move action to get out of there?
 
We can take a page out of the Fey Lord fight, and rattle the Sorceress some. A Boneshaker, even with a saving throw, is going to put her back to sleep; without one she is straight up dead.

The elf is dead too is she doesn't jump away; Gorok hits like a truck, which can finish her in one turn should at least three of his attacks connect. However, Mina is the one who can enhance his chances to hit, and she is currently preoccupied.

Can Sirim do something with his Shadow Enchantment, either to shield Mina or enchant Gorok to hit better? Either of these actions will likely seal the fight.

I know we could cast Invisibility on her to disengage; anything else?
 
Okay, next round!

Everyone is too jumbled up for most AoE CC spells we would normally want to use now. That's why I have Sirim using Slow. It's got built-in friend-or-foe targeting and the effect is pretty damned debilitating. Anyone who fails their save is going to be crippled.

Mina is knee jerk targeting the Elven woman who attacked her. Ear-Piercing Scream isn't high damage, but it can Daze on a failed saving throws. If Gorok has already dealt with the Elf by then, she can hit someone else with it.

Gorok is right behind the Elf, so he might as well keep on hacking at her. I'm not having him use Fleet Charge for an additional attack, instead of queuing up Sudden Block to interrupt her if she makes another attack on Mina, who is still in melee range. If she does attack, Gorok will still get to make an extra attack against her.

The gets to eat Kori's Boneshaker spell.

Cob goes full teleporting Goblin on the sorceress again, then hides and returns to our ship. The extra Move Action from Mythic Haste is great for that. It doesn't hurt that his speed is 80 with it, either.

Warty continues to protect Mina, this time with maximum Slurkness.

[X] Revenge of the Slurk
-[X] Sirim expends two Mythic power to use Wild Arcana to cast a Lightning Bolt spell targeting the sorceress and the pirates around her, careful to avoid our allies, especially Cob who is still on the enemy ship.
--[X] Lightning Bolt Spell: DC 17 Reflex save, 8d6 Electricity damage to everyone within a 120 foot line.
-[X] Mina targets the Elven swordswoman with an Ear-Piercing Scream spell if she is still a threat. If the Elf is no longer a threat. If the Elf is no longer a concern, she will instead use a Lightning Bolt spell targeting the sorceress and the pirates around her. If the sorceress is already dealt with, she either directs her Lightning Bolt towards other suitable targets or uses Searing Light against a single threat, depending on the situation.
--[X] Ear-Piercing Scream Spell: DC 15 Fortitude save, 3d6 Sonic damage, Dazed for 1 round. Half damage and no Daze on successful save.
---[X] Lightning Bolt Spell: DC 17 Reflex save, 8d6 Electricity damage to everyone within a 120 foot line.
----[X] Searing Light Spell: +6 vs Touch AC, 4d8 damage.

-[X] Gorok Power Attacks the Elven swordswoman. If she attempts to attack Mina, he will expend one Mythic power to use Sudden Block as an Immediate Action to interrupt the attempt and to counterattack in retaliation.
--[X] Power Attacks: +14/+14/+7 [+12 + 1(Morale) + 1(Haste)], Damage: 2d8+10; 18-20/x2
--[X] Sudden Block: +14 [+12
+ 1(Morale) + 1(Haste)], Damage: 2d8+10; 18-20/x2. SPECIAL: Adds +1 to AC to block enemy attack, and the enemy must roll twice and take the lower result on their attack.
-[X] Kori targets the pirate captain with a Boneshaker spell. If he fails his save, Kori forces him to move in a manner which interferes with his allies or makes him more vulnerable to attack.
--[X] Boneshaker Spell: DC 17 Fortitude save, 6d6 damage plus 5 feet of forced movement. Half damage and no forced movement on successful save.
-[X] Cob expends one Mythic power to use Surprise Strike as a Swift Action to Sneak Attack the pirate captain, inflicting the Bewildered (-2 AC, or -4 AC vs Cob) condition on him, then continues attacking him using Piranha Strike. He uses his two Move Actions to avoid being surrounded, while attempting to use Stealth to take cover and hide. He'll Shadow Teleport back over to the Dancing Slurk if necessary.
--[X] Surprise Strike: +19 [+13 + 1 (Mythic) + 1(Morale) + 1(Haste) + 2(Flat-footed Enemy) +1(Trait)], Damage: 1d4+6+3d6; 19-20/x2
--[X] Piranha Strikes: +14/+14 [+13 + 1(Morale) + 1(Haste) +1(Trait) - 2(Piranha Strike)], Damage: 1d4+10, plus 3d6 damage via Sneak Attack if still Flat-footed or otherwise eligible; 19-20/x2

-[X] Warty attempts to bite the Elven swordswoman if she is still within range to attack without leaving Mina's side, or slimes her if she is not. If she is already dealt with, he slimes another enemy within range.
--[X] Warty Bite: +10/+10 [+7 + 1(Morale) + 1(Haste) + 1(Enhancement)], Damage: 2d6+7
--[X] Warty Slime Squirt: +6 vs Touch AC [+4 + 1(Morale) + 1(Haste)], Entanglement
 
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I saw the description of Wall of Force, and I thought to myself, "It must've been some item, because where would the pirates get a mage casting 5th level spells"? What do I know, that's a second 5th level spell of just this round of fighting, if the Salamander is indeed Summo Monster V.
She's 9th level at a minimum. That's very dangerous. She needs to go.

From her spell selection, I'm guessing a Wizard of some sort. She could also be an Arcanist. I doubt she's a spontaneous caster, though, unless that book she is using has some extremely valuable stuff in it, like Pages of Spell Knowledge or it acts as a magical staff.
Are there not windwalls preventing thrown objects from being viable?
Both of the Windwalls are why I'm not super concerned about the Alchemist Dwarf yet. He's a threat, but we don't have to worry about him lobbing bombs or infusions at us yet.
Cob is already on the enemy's ship, so he could still do it.

Though that would leave him open to one-eye stabbing back after that, followed by the rest of the less-relevant crew.

Cob probably has to choose between securing the kill or getting himself to safety. He's not exactly a tank and if a whole crew of low-end Warriors, Fighters, Experts, Rogues and whatever goes for him, he's as good as dead.
So probably just one attack, then use his move action to get out of there?
The pirate captain needs a good shanking in the kidney, and Cob is just the Goblin for the job. I doubt Cob can finish him off in one round of attacks, not unless he gets a lucky Crit or two, but it will keep him occupied instead of giving his people orders.

And like you said, Cob doesn't need to stay on the enemy ship by himself, so he can scoot back over to ours after making his attack.
 
-[X] Kori targets the sorceress with a Boneshaker spell. If she is no longer a threat, he targets one of the remaining pirates leaders. If his targets fails their save, he forces them to move in a manner which interferes with their allies or makes them more vulnerable to attack.
--[X] Boneshaker Spell: DC 17 Fortitude save, 6d6 damage plus 5 feet of forced movement. Half damage and no forced movement on successful save.

A note here, the sorceress gets to move before Kori, he just went so everyone else gets to move before he can go again.
 
A note here, the sorceress gets to move before Kori, he just went so everyone else gets to move before he can go again.
Where is Cob in the Initiative order? Before or after the sorceress?

And where is the captain in relation to everyone else? Is he still in his ship, on the Dancing Slurk, etc?
 
-[X] Sirim uses Wild Arcana to cast Slow on any remaining pirate leaders and the Summoned Salamander, if it's still around. The rest of his targets will be selected from among the remaining pirates within range.
--[X] Slow Spell: DC 17 Will save, up to 8 targets are Staggered, move at half speed, and suffer a -1 penalty to AC, Reflex saves, and attack bonuses.
From the looks of it, the Elf is at the back of our ship, the salamander at the front of our ship and the Captain/Mage/Dwarf are still at their own ship.

Slow says no two targets can be more than 30 ft apart.

I think you'll have to be more precise in who to target here, the battle is too drawn out for that.
 
Ugh, hate dealing with competent enemies, but do admit makes things exciting.

@Goldfish anything Pepper can do? Like meow or something to distract someone? Like elf targeting Mina? And could we ask other iruxi warriors to attempt to throw nets at her since she is on our ship now? Or should they back up sellswords?

[X] Goldfish
 
@Goldfish further idea, since Cob is now on enemy ship, could he throw any bombs we have at one-eyed man if he is among other mook pirates? Do some AoE damage against all of them?

We do have alchemists' fire, which they would have to deal with if they don't want their ship burning up.
 
I've updated my plan. Cob is now targeting the sorceress again, this time to finish her off, and Kori is targeting the captain with Boneshaker.

Ugh, hate dealing with competent enemies, but do admit makes things exciting.

@Goldfish anything Pepper can do? Like meow or something to distract someone? Like elf targeting Mina? And could we ask other iruxi warriors to attempt to throw nets at her since she is on our ship now? Or should they back up sellswords?

[X] Goldfish
At this point, I think Pepper getting involved isn't likely to help us.

As for the other Iruxi, I assume they are working with the rest of Urgor and Leontas' people to deal with the mooks. The Elf still has to deal with Gorok, Warty, and Mina focussing on her. If we try to add thrown bets or other people to that mix, they're liable to just get in the way.
@Goldfish further idea, since Cob is now on enemy ship, could he throw any bombs we have at one-eyed man if he is among other mook pirates? Do some AoE damage against all of them?

We do have alchemists' fire, which they would have to deal with if they don't want their ship burning up.
The only thing Cob might have on him that would be worth using is a Fungal Stun Vial, but the AoE on those is big enough I worry he might get caught in the effect, or our allies on the Slurk. Last thing we need is a bunch of people, Cob included, being Confused and attacking anything near them as a result.
 
-[X] Cob expends one Mythic power to Shadow Teleport behind the sorceress as a Move Action then another to use Surprise Strike as a Swift Action to Sneak Attack, inflicting the Bewildered (-2 AC, or -4 AC vs Cob) condition on her, then continues attacking her before using his remaining Move Action to separate, attempt a Stealth check, and return to the Dancing Slurk. If his Surprise Strike Sneak Attack kills the sorceress, Cob uses his two regular attacks against an adjacent enemy if there are any, before teleporting back to our ship.
Not sure that works, she is specifically surrounded by friendlies to prevent anyone from popping up behind her.
Also Shadow Teleport needs darkness, so even one sailor with a torch foils that plan.
 
I've updated my plan. Cob is now targeting the sorceress again, this time to finish her off, and Kori is targeting the captain with Boneshaker.


At this point, I think Pepper getting involved isn't likely to help us.

As for the other Iruxi, I assume they are working with the rest of Urgor and Leontas' people to deal with the mooks. The Elf still has to deal with Gorok, Warty, and Mina focussing on her. If we try to add thrown bets or other people to that mix, they're liable to just get in the way.

The only thing Cob might have on him that would be worth using is a Fungal Stun Vial, but the AoE on those is big enough I worry he might get caught in the effect, or our allies on the Slurk. Last thing we need is a bunch of people, Cob included, being Confused and attacking anything near them as a result.

The sorceress is surrounded by mooks, that is why she ported herself there, to keep the teleporting goblin from shanking her again.
 
The only thing Cob might have on him that would be worth using is a Fungal Stun Vial, but the AoE on those is big enough I worry he might get caught in the effect, or our allies on the Slurk. Last thing we need is a bunch of people, Cob included, being Confused and attacking anything near them as a result.
Well, there is the sorceress who teleported right in the middle of their friendlies to escape Cob. We have a bunch of people with lots of opportunities to fail a save... sounds like a decent target.

If her casting is interrupted, then even if random confused mooks won't do her in, we can get back to Kori's Boneshaker plan. If.
 
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Kori is about 25 feet away, she it at the edge of her own ship surrounded by mooks on all sides.
How far is Cob away from her, though? I misspelled his name with a K in my previous post, so that was probably a bit confusing.

How far away is she from our allies on the Dancing Slurk?
 
Okay, plan updated again.

I've got Cob focused on the captain now. He should still be adjacent to Cob after saving the sorceress, but Cob has 2 Move Actions and a movement speed of 80, so the captain isn't getting away.

Between getting Sneak Attacked for 1d4+6+3d6 damage, plus damage from his follow-up attacks, and getting targeted by Kori's Boneshaker for 6d6, the captain might not make it beyond this round. He should still be Shaken for at least one more round, so that's a -2 saving throws penalty, and he doesn't seem like the type to have a beefy Fortitude saving throw.

I was too attached to Sirim using Slow. He's still got 3 Mythic power, so I've swapped him over to using 2 of them to cast a Lightning Bolt spell at the sorceress. As far as I can tell, he comes before her in the Initiative order, so she is either going to eat a Lightning Bolt to the face or spend her round trying to Counterspell him, which she might not be able to do considering that she's already cast at least one Dispel Magic spell, I believe. If she's a prepared caster, she isn't likely to have more than one of those available.
 
Okay, plan updated again.

I've got Cob focused on the captain now. He should still be adjacent to Cob after saving the sorceress, but Cob has 2 Move Actions and a movement speed of 80, so the captain isn't getting away.

Between getting Sneak Attacked for 1d4+6+3d6 damage, plus damage from his follow-up attacks, and getting targeted by Kori's Boneshaker for 6d6, the captain might not make it beyond this round. He should still be Shaken for at least one more round, so that's a -2 saving throws penalty, and he doesn't seem like the type to have a beefy Fortitude saving throw.

I was too attached to Sirim using Slow. He's still got 3 Mythic power, so I've swapped him over to using 2 of them to cast a Lightning Bolt spell at the sorceress. As far as I can tell, he comes before her in the Initiative order, so she is either going to eat a Lightning Bolt to the face or spend her round trying to Counterspell him, which she might not be able to do considering that she's already cast at least one Dispel Magic spell, I believe. If she's a prepared caster, she isn't likely to have more than one of those available.

He does indeed come before her, he comes next in fact.
 
[x] Revenge of the Slurk

...it occured to me that maybe instead of selling the ship in Cassomir, we might hire a crew and make her our personal yacht, seeing how we do a lot of boat travel.

And give her a ramming upgrade.
 
[x] Revenge of the Slurk

...it occured to me that maybe instead of selling the ship in Cassomir, we might hire a crew and make her our personal yacht, seeing how we do a lot of boat travel.

And give her a ramming upgrade.
She was crafted as a river vessel, which is very different from an ocean going ship. I don't know if we could reshape her for ocean travel or if it would be easier to build a new one.

Even if she's stuck as a river ship, that doesn't mean we need to get rid of her yet. We still need to return to Almas, after all, and a lot of that trip could be via river.

I doubt we're going to spend enough time at sea to make it worth trying to keep her and hire a crew long term. If we do sell her, however, we might be able to get reduced shipping rates if we need to travel in the future.

If she can be reshaped, that would probably make it a lot easier to help transport Gorok's tribe to Andoran.
 
-[X] Sirim expends two Mythic power to use Wild Arcana to cast a Lightning Bolt spell targeting the sorceress and the pirates around her, careful to avoid our allies, especially Cob who is still on the enemy ship.
Only a matter of time until Cob finally gets Evasion and we don't have to worry about silly things, like not hitting him with fireballs or lightning anymore.
 
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