Finding the Spark (Pathfinder 1E Quest)

Before we talk to him when he gets back, I'd want a Hermean Potential/Fortune on Kori in case he needs to do an intimidate roll to keep the loot for the caravan.

If need be, we can pretend the spell casting is a healing spell on Mina while she is actually using the healing hex on herself or something.

If both windwalls are down/out of the way, I'd very much like someone to toss a Fungal Stun Bomb. Get some stuns/confusion going, maybe delay their escape (though their ship is magically enhanced, so that might not help)
 
Focus on survival right now. We have the abductor beast to fly over the ship and wreck their shit later.
 
Kori uses Inspired Spell to cast Stone Shape, creating a long but narrow opening in the Dancing Slurk's deck directly in the spell's path
While gas released by a cloudkill spell is heavier than air, it's still a gas and not a liquid. It will pool below eventually, but the process is slow, and certainly slower than the speed with which the cloud moves towards its intended target.

When I read the spell description I am imagining chlorine, a similarly deadly heavy gas they used in WWI. A small part of it would flow down a sinkhole, but most would just float over. It'd take several minutes for it to pool at the ground level.

If the cloud were dense enough to go down the sinkhole immediately (like a liquid would), it wouldn't get high enough to affect anyone at human height. One could just hold their breath for a minute, and it would pool at their feet. But this isn't how it works with 'cloud' spells.

Unless I am misunderstanding something about your plan?
 
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While gas released by a cloudkill spell is heavier than air, it's still a gas and not a liquid. It will pool below eventually, but the process is slow, and certainly slower than the speed with which the cloud moves towards its intended target.

When I read the spell description I am imagining chlorine, a similarly deadly heavy gas they used in WWI. A small part of it would flow down a sinkhole, but most would just float over. It'd take several minutes for it to pool at the ground level.

If the cloud were dense enough to go down the sinkhole immediately (like a liquid would), it wouldn't get high enough to affect anyone at human height. One could just hold their breath for a minute, and it would pool at their feet. But this isn't how it works with 'cloud' spells.

Unless I am misunderstanding something about your plan?
Cloudkill is a special case. It's not just a free-floating cloud subject to the vagaries of physics, like a Fog Cloud spell. By RAW, it always flows down into the lowest available space, because it doesn't just drift, but has actual forward motion imparted by the spell itself. You put a hole in front of it, it will move down into that hole just as fast as it would have crossed the space it was moving through. It really does behave more like a liquid than a gas.
 
We could just raise a several feet high barrier to funnel it around the ship as part of the Stone Shape casting, as well?
And also raise platforms/a bump for people behind that barrier to stand on so they can see over it.

18 cubic feet gives you a lot of area when you only need a barrier to be two or three inches thick.
 
We could just raise a several feet high barrier to funnel it around the ship as part of the Stone Shape casting, as well?
And also raise platforms/a bump for people behind that barrier to stand on so they can see over it.

18 cubic feet gives you a lot of area when you only need a barrier to be two or three inches thick.
I don't want to try to get too fancy, since the spell doesn't have any trouble rolling over obstacles. Unless we raised a wall 10 feet high, it might flow over it and keep coming. It's a magic cloud, it laughs at physics.

Also, I don't want to risk making a lot of changes to the ship that could compromise her structural integrity. This is Kori's last Stone Shape spells of the day, if we break something critical by mistake, she might sink.
 
Updated my plan to include everyone's actions in the following round, assuming the situation allows for it.

[X] The Slurk Strikes Back
-[X] Kori uses Inspired Spell to cast Stone Shape, creating a long but narrow opening in the Dancing Slurk's deck directly in the spell's path, allowing the poisonous cloud to flow down into some of her hollow inner spaces, while simultaneously opening a small aperture in her outer hull well above the water line to allow the redirected cloud to harmlessly vent out onto the surface of the river. He is careful not to compromise her structural integrity, and uses the reshaped material to create a short lip on his side of the opening to encourage the cloud to flow downward instead of drifting over.
-[X] Following Round
--[X] Mina targets the Entangled sorceress (-2 AC from -4 DEX penalty) with a Searing Light spell.
---[X] Searing Light Spell: +6 vs Touch AC, 4d8 damage.
--[X] Sirim casts Shadow Enchantment to target the Dwarven Alchemist with an Hideous Laughter spell.
---[X] Shadow Enchantment Hideous Laughter: DC 20 Will save.
--[X] Gorok expends one Mythic power to use Fleet Charge as a Swift Action to target the pirate captain, avoiding the Cloudkill spell then Power Attacking.
---[X] Fleet Charge: +15 [+12 + 1 (Mythic) + 1(Morale) + 1(Haste)], Damage: 2d8+10; 18-20/x2
---[X] Power Attacks: +14/+14/+7 [+12 + 1(Morale) + 1(Haste)], Damage: 2d8+10; 18-20/x2
--[X] Cob expends one Mythic power as a Swift Action to use Surprise Strike to make a Sneak Attack against the Bewildered pirate captain (who is now suffering a -4 AC penalty vs Cob's attacks) using Piranha Strike. His Surprise Strike changes the captains Debilitated condition from Bewildered to Disoriented (-2 attack penalty, -4 attack penalty vs Cob).
---[X] Surprise Strike: +17 [+13 + 1 (Mythic) + 1(Morale) + 1(Haste) + 2(Flat-footed Enemy) +1(Trait) - 2(Piranha Strike)], Damage: 1d4+10+3d6; 19-20/x2
---[X] Follow-up Attacks: +16/+16 [+13 + 1(Morale) + 1(Haste) +1(Trait)], Damage: 1d4+6; 19-20/x2

--[X] Kori targets the Dwarven Alchemist with a Boneshaker spell. If he fails the spell, Kori forces him to move in a disadvantageous manner, such as stumbling into a Confused pirate.
---[X] Boneshaker Spell: DC 17 Fortitude save, 6d6 damage plus 5 feet of forced movement. Half damage and no forced movement on successful save.
 
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If Cob has an extra move action, can't he throw a bomb, then "full attack" with his standard + move action, and make another attack of some sort via haste?

And still have that bonus move action for something else?
 
Well glad we took down elf fighter, but annoying how the sorceress keeps coming back, but makes sense since its clear she is an important part of the river pirates' tactics.

Was hoping the enemy dwarf would still be down for awhile with sleep hex.

We have nearly killed their pirate mooks at least, so once they are gone their leaders have nothing to hide behind.

[X] Goldfish
 
If Cob has an extra move action, can't he throw a bomb, then "full attack" with his standard + move action, and make another attack of some sort via haste?

And still have that bonus move action for something else?
Throwing the Fungal Stun Vial is going to be a Standard Action, then he's using his Swift Action with Surprise Strike to get that Sneak Attack in on the captain. He'll still have his two Move Actions if he needs them, though.

By taking a Standard Action, he can't make a Full Attack. I can change him to doing a Full Attack against the captain, but that leaves the Alchemist with less coverage. Might still be worth it, since Sirim's spell could still take him out.
 
Upon further consideration, I've updated my plan to remove Cob throwing the Fungal Stun Vial at the Alchemist.

The captain has revealed himself to be a Magus, probably also at least 9th level, and that means he is potentially just as dangerous as the sorceress, if in a different way. Instead of splitting Cob's attention, I would rather he keep focused on the captain.

I doubt he'll be able to finish the man off before Gorok reaches him, but a lucky Crit could do it from the Surprise Strike. If not, Cob's switching his Debilitated debuff on him to reduce his attack bonus. The -4 penalty to attacks he makes against Cob will do a lot to even the field between the two of them if it comes down to a fair-ish fight.

Sirim is going to be the first one to act in the next round, as far as I can tell, so his spell could take the Alchemist out of action again before Cob would even have a chance to throw a vial at him.
 
Just had another thought. These pirates are lead by a serious crew of mid-level adventurers and they appear to have been preying upon river shipping on an important transport route and the surrounding communities with relative impunity.

I bet there is a significant bounty on their heads. :cool2:
 
There are always two sides to a coin. They look more like privateers than pirates; it is equally possible that disrupting their operations upsets someone with money and influence.

Not that it matters; they attacked us and they are going down for it.
 
Thought: toss (or make available) the wand of Dispel to someone who can use it in case our Stone Shape is countered?

Mina should has Dispel via wild arcana if she can act before the fog reaches us.
 
Thought: toss (or make available) the wand of Dispel to someone who can use it in case our Stone Shape is countered?

Mina should has Dispel via wild arcana if she can act before the fog reaches us.
Mina or Sirim could act, but they've already taken their actions this round. We're at the end of the round, with Kori being the last in the Initiative order. If we left it up to them, it would be after the spell has already had a chance to advance further and spread across the deck somewhat.

The only person with the ability to counter Kori's spell on the enemy side is the sorceress, who just took her action to cast the Cloudkill. She doesn't have the remaining actions necessary to do it before he completes his spell.
 
He could also make exit holes above the water line.
Kori doesn't have any crafting or engineering skills. If he did I would feel more comfortable with him making complicated changes to the ship, but I worry the more he tries to do the more likely we'll have to make a skill check that could go very wrong. And he won't be able to fix anything he breaks until he rests, so we can't afford to take the chance, IMO.
 
Kori doesn't have any crafting or engineering skills. If he did I would feel more comfortable with him making complicated changes to the ship, but I worry the more he tries to do the more likely we'll have to make a skill check that could go very wrong. And he won't be able to fix anything he breaks until he rests, so we can't afford to take the chance, IMO.
The cloud is 33,500 cubic feet large (1000 cbm). Are you sure the ship's interior is big enough for that?
 
The cloud is 33,500 cubic feet large (1000 cbm). Are you sure the ship's interior is big enough for that?
That is a good point. The ship's definitely got the internal volume to contain a cloud that size, but that volume is split up between many hollow cells rather than one large space, and Kori can't open enough of them to manage it.

I'll update my plan and hope for the best.
 
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