Finding the Spark (Pathfinder 1E Quest)

Does the whole cloud appear instantaneously?
Pretty much. It's going to be in the way, partially blocking vision for some people before it slurps down into the opening Kori creates.

Sirim is overhead, however, and Mina is near the rear of our ship, which is positioned perpendicular to ours, I believe, so their view should be unaffected.
 
Vote closed.
Adhoc vote count started by DragonParadox on Oct 16, 2024 at 2:21 PM, finished with 40 posts and 4 votes.

  • [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.
    [X] The Slurk Strikes Back
 
Arc 9 Post 26: River Running Red
River Running Red

7th of Kuthona 4707 A.R. (Absalom Reckoning)

All it takes to get rid of a slopper is a hole. No lore of the High Realm this, no insight of the Lost Gods, just the hard-won wisdom of those who dwell below and that fog behaves just like one, seeking the lowest level, as Mina focuses a spear of blazing light through it to strike its conjuror. Alas that even bound in place she's no stranger to mage duels and manages to slide aside, looking back across her shoulder to call out some kind of warning in a tongue you do not speak.

Gorok leaps over the last wisps of the killing cloud as he faces the one-eyed man in battle. Gone is the cold confidence and precise coordination as he throws himself under one sweep of the fey sword and offers his left arm as sacrifice to its point in place of being driven through the heart while all around him his cloak swirls in desperation, as if the blackness of the silk had spilled into the air. "An alchemical powder," Sirim confirms. "Oft used by mountebanks and hedge wizards to feign the favor of the Midnight Lord, though in the end it serves them as ill as it does our present foes."

Mina Touch Attack vs Sorceress (AC 20-4 = 16): 13 (Failure)
Pirate Crew applies Dust of Darkness to the Captain
Gorok Attack (vs AC 20): 30, 26, 20, 12 (Hit x3; Miss)
Concealment (DC 20): 76, 6, 85 (1 Hit Negated) Heartseeker Pierces
Enemy Captain takes 36 +
17 Damage -> Now at 2/85

No sooner had he said the words without breath that the enemy ship begins to shift and move backwards from where it had struck the Dancing Slurk, under the power of neither wind nor current as the dwarf works his strange craft, paying no mind to the enchantment Sirim tries to work on him.

"Had a belly-full of us already?!" Urgor taunts the scared dwarf as his axe cleaves the fire snake from shoulder to belly, leaving naught of the spell. "There's more hot servings where that came from!" Sky-Dwarfish isn't as vicious in its metaphors as its deep spoken sister tongue, but you recognize the threat to feed an enemy hot coals.

What pirates had pushed in behind the creature find themselves suddenly without their linchpin, faced with disciplined sellswords who might not know much about boats but know plenty about killing. The tide is well and truly turned and their captain knows it.

Dwarf Alchemist Will Save (DC 20): 1d20+2+2 (???)+4 (Type different from Caster) = 27 (Success)
Dwarf Alchemist Emergency Retreat (DC 30): 1d20+11 = 31 (Critical Success)
Urgor Attacks:
24, 23 (Hit, Hit)
Salamander takes 30 Damage -> Banished

"Rot your guts!" he calls as he starts to edge away, keeping a weary eye on Gorok. There's no way he can take another blow. It seems that luck might not have forsaken him, enough to make it back to his ship, or at least into the water when a giant steel-armored hand grips the side of the Dancing Slurk and Sir Pisca now grown to the size of an ogre and glowing with barely leashed magics removes the pirate's right arm, sword a hand-span below the shoulder.

Gorok Attack ( vs AC 20): 29 (Hit)
Concealment (DC 20):
3 (Negated)
Sir Pisca Rage Attack: 36, 25
(Hit, Hit)
Concealment (DC 20): 22, 36 (None Negated)
Pirate Captain takes
35 19 Damage -> Now at -17/85 -> Unconscious

What happens next you could not be sure, despite a fair perch to see the battle from: screams of panic, goblin laughter, and the alchemist collapsing again, though this time not merely in sleep but in death, blood mixing with his strange concoctions. There's a crack like burning gases expanding and for a moment you fear that may have set off some arcane reaction, and then you look back towards the sorceress, or to where the sorceress had been. She had whisked herself away again, and something tells you this time it was not a dozen feet away but many miles distant.

Cob Attacks vs Alchemist (AC 18): 35 (35!), 34 (19!), 30 (Crit, Crit, Hit)
Alchemist takes 73 Damage -> Now at -17/56 Dead
Sorceress Concentration to cast Teleport from Scroll (DC 20): 1d20+15 = 35 (Success)

With that the battle is all but won. Not to say that the prates don't fight like cornered scorpions, but none of them have the skill to work the dwarfish contraption to escape and certainly none have the skill to resist your fighters in the melee or Cob dancing through the dark. Soon the pirate ship is yours, much to the shock of the villagers of Ranger's Crossing. Truth be told you had almost forgotten you had an audience for the whole fight. A handful of them try to clap when the last of the pirates finally throw down their arms to cheer the might of Taldor, but that just marks the many silent who fear that might all the more.

What do Gorok's Ghosts do in the aftermath of the fight?

[] Try to interrogate the prisoners
-[] The crew
-[] The captain

[] Try to to stake a claim to the elf's arms and armor, after all only your company dealt any blows to her

[] Help Sir Pisca hunt down the missing Razmiran Missionary

[] Write in


OOC: And that's a wrap, hope you guys enjoyed and the fight did not drag for being split in three. It was pretty complex in places, a lot of moving parts.
 
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God damnit, that sorceress got away again. Well, none of her friends will be so lucky. :mad:

Great encounter, though. I'm happy Urgor was able to show off his mettle against something that wasn't trying to mindfuck him or wear him like a meatsuit.

Concealment (DC 20): 76, 6, 85 (1 Hit Negated)
Concealment (DC 20): 3 (Negated)
The Heartseeker ability of Gorok's sword negates the miss chance from Concealment. Both of those hits should have connected. If they were enough to take the captain down, maybe Prisca could have tried to grab the sorceress instead?
 
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So, that worked pretty well.

The enemy was overleveled, but Mythic Power covers a lot of ground in that matter.

If there's one thing I'd take away, it is that the pirates likely underestimated us to some degree.
The Mage didn't have all her buffs up (one in particular would have changed the game quite a bit) and didn't start with Cloudkill, the Elven Dancer didn't start out using her Maneuvers, etc.
And then they started dying, because you can't recover easily once the enemy has the initiative, and @Goldfish kept at it relentlessly.

For anyone interested, the platonic ideal of a strategy would have been to start with Fog-spells, like Stinking Cloud, Solid Fog or in extreme cases even Cloudkill as a starter. Afterwards the Elf and Captain could jump in to cause havoc, they were both good at fighting with no or limited sight and the mage had means to allow them to see through the clouds and fogs she herself created.
So as a strategy, they'd have gone for defeat in detail through powerful conjurations and Walls of Force.

On a meta-level, because the melees where bother prepared to deal with bad visibility, they'd have been unimpressed by Deeper Darkness, Glitterdust or similar shenanigans that our troupe is fond of. Or, well, was before Wild Arcana and Inspired Spell gave us much greater variety of options.
 
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God damnit, that sorceress got away again. Well, none of her friends will be so lucky. :mad:

Great encounter, though. I'm happy Urgor was able to show off his mettle against something that wasn't trying to mindfuck him or wear him like a meatsuit.



The Heartseeker ability of Gorok's sword negates the miss chance from Concealment. Both of those hits should have connected. If they were enough to take the captain down, maybe Prisca could have tried to grab the sorceress instead?

Edits done. Alas you did not get her. The captain was at 2 HP after that attack from Gorok which means he did not risk an AoO so it still took Pisca to put him down
 
God damnit, that sorceress got away again. Well, none of her friends will be so lucky. :mad:
That is annoying, she was clearly the most dangerous of group and don't like leaving loose ends, but maybe we can interrogate her friends, alive and dead, to see if she is one to hold a grudge at all?
Great encounter, though. I'm happy Urgor was able to show off his mettle against something that wasn't trying to mindfuck him or wear him like a meatsuit.
Agreed, and we can hopefully get back stolen dwarf loot.

If nothing else the sailor will be glad we avenged her old crew.
Alas you did not get her.
Random, but does dispel work on scrolls at all? Could we have used wand on it?
 
Okay, this might be greedy, but that was a freaking tough fight and that crew would have rolled over Prisca and his men like they weren't even there.

Also, these people probably had some pretty damned good gear and that is all ours to do with as we please.

[X] The Triumphant Slurk
-[X] Gorok's Ghosts will stake a claim on the gear of the slain pirate leaders and their captain, including the contents of their bags, packs, etc. The approximate value of the pirate vessel and its contents will be cataloged, and the bounties of the pirates tallied.
--[X] A portion of the pirates' wealth (not counting what the leaders were carrying), the proceeds from the sale of loot, and any bounties the pirates may have had on their heads will be distributed among the members of the expedition who participated in the battle. Leontas will see to the distribution among his people and Urgor will do the same for his own.
--[X] A generous share will, of course, go to Sir Prisca and his accompanying River Guard as well, to be distributed among them as he sees fit.
-[X] Gorok takes command, directing the aftermath of the battle, securing prisoners, etc.
-[X] Cob uses the satchel to quickly loot the dead pirate adventurers and the unconscious captain, then ransacks their ship of anything valuable while using the Cloak of the Hedge Wizard's Detect Secret Doors spell to search for hidden compartments. He's aided in this by Sirim and Pepper.
-[X] Mina heals Cob, Gorok, and any other allies who were injured in the attack. She keeps an eye on Kori while he speaks with Sir Prisca and uses her Fortune Hex on him if necessary.
-[X] Kori casts Stabilize on the unconscious captain to prevent him from bleeding to death while the Iruxi thoroughly bind and gag him. He then uses Shadow Enchantment to cast Bestow Insight (Bluff) on himself. He hurriedly speaks with Sir Prisca, warning that the spell he used to track the Razmiran priest is about to expire and that he cannot cast it again today. If Sir Prisca is to have any hope of catching the man before he can flee beyond our ability to locate, he needs to act now before it's too late.
 
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Assuming Kori's going to be making Bluff (or more likely intimidate) checks for us to get the vast majority of the loot:

"Under the guise of healing Mina, Kori first goes over to her and casts Shadow Enchantment Hermean Potential on himself while Mina uses the healing hex on herself. He also then casts an actual healing spell on her"

Also, Locate Object is 1 minute per level, @DragonParadox.

Can we track the mask's direction and send Sir Pisca after it again with the shadows communication spell, if it's still active?

(Mina and Sirm both have locate object on their spell lists).

(I think Pisca getting the preacher will mean he's happier for us to get more of the loot).

Edit: Also, we strip the unconscious adventurese, carefully keep them alive, but as weak as possible.

Drop some curses on them, and hit them with an evil eye and zone of truth.
Is there a 3rd level spell similar to Duggestion? I'm thinking we curse them to not be a le to lie, while they are unconsciousness, and the hit them with a spell like Suggestion to "answer all questions we put to you fully"
 
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Assuming Kori's going to be making Bluff (or more likely intimidate) checks for us to get the vast majority of the loot:

"Under the guise of healing Mina, Kori first goes over to her and casts Shadow Enchantment Hermean Potential on himself while Mina uses the healing hex on herself. He also then casts an actual healing spell on her"

Also, Locate Object is 1 minute per level, @DragonParadox.

Can we track the mask's direction and send Sir Pisca after it again with the shadows communication spell, if it's still active?

(Mina and Sirm both have locate object on their spell lists).

(I think Pisca getting the preacher will mean he's happier for us to get more of the loot).

Edit: Also, we strip the unconscious adventurese, carefully keep them alive, but as weak as possible.

Drop some curses on them, and hit them with an evil eye and zone of truth.
Is there a 3rd level spell similar to Duggestion? I'm thinking we curse them to not be a le to lie, while they are unconsciousness, and the hit them with a spell like Suggestion to "answer all questions we put to you fully"
Locate Object should still have most of it's duration remaining, at least 5 minutes or so. Things happened very quickly after the Razmiran fled. Dark Whispers still has plenty of time, too. Kori should be able to direct Prisca to the man's location easily, if he's still within range.

The only enemy adventurer who is still alive or hasn't fled us the captain. The Elf and Dwarf are dead.

I'm going to update my plan with directions for everyone.
 
(I think Pisca getting the preacher will mean he's happier for us to get more of the loot).
I'd say, direct Sir Pisca away from the ship to hunt the Razmiran (bluff him about a potential escape), and loot the ship and whoever you want to in his absense. Without Sir Pisca present, no one will gainsay us.

Then once he returns we can decide how to split whatever proceeds are there to be made from the captured ship.
 
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I'd say, direct Sir Pisca away from the ship to hunt the Razmiran (bluff him about a potential escape), and loot the ship and whoever you want to in his absebse. Without Sir Pisca present, no one will gainsay us.

Then once he returns we can decide how to split whatever proceeds are there to be made from the captured ship.
I've updated my plan to have Kori do this. The spell was cast at 8th level so it has 8 minutes of overall duration. It should have at least 5 minutes left, if not a bit more, but Kori can Bluff to imply the spell is about to expire and that Prisca needs to hurry before it's too late.
 
@Goldfish: I'm guessing that the Bluff is "spell is about to expire"?

For that I suggest asking Kori ask Sirim to ask Mina to give Kori a fortune hex for the bluff.
Since Pisca is under Hermean Potential and gets rerolls, and I'm scared of Kori rolling low. And we're unlikely to have another point today where we 1. know we need Kori to roll good, and 2. Mina is not occupied.

(Alternative lie idea, since Pisca knows magic: rather than spell, it's a "personal (read: details are secret) divination power")
----
Also, for the sake of making clear the order of operation, maybe split the vote into "general intentions" for the top two subvotes and "specific actions" for the rest?

Also, Kori probably has yet more level 3 spells?
Might as well drop a Hermean Potential on Cob for searching for traps/disarming them?
----
Finally, the interrogation. Oh wow. Suggestion is a level 2 pyscic spell.
I thought it was higher level.

OK. So here's my thoughs for interrogating method, and I think we should do it pre-rest, so we can kill this captain ASAP. So he can't be rescued buy, say, these adventures (the Sorceress) calling in that really big favour they were owed and were keeping as insurance for something like this.
Though I should note that we should be wary of Pisca hearing (or asking) any questions about loot, espically hidden ship-loot.

We heal him until he's Stable but still unconsious as one of the first action someone does.

Then Mina (who should still have Surge Points) casts Bestow Curse on him, removing his ability to lie. And/or a Curse that prevents him from recognising that answering any questions put to him could be "obviously harmful". After all, It's just talking. Not like walking off a cliff.


Then Kori casts Shadow Enchantment: Suggestion (+Evil Eye on saves) "you should answer every question in the next [amount] hours put to you with sincere honesty, without any trickery or deception. Be actively helpful in answering"

(Suggestion spell should be worded in a way that stops him from being tricky like going into insane fillerbuster style detail on the first answer. Though if he does that we can just end the spell and try again with a better worded suggestion).

[Suggestion is language dependent btw. So he might need to be conscious to have the spell be able to affect him? I dunno].

Also use Detect Thoughs on him?
Also maybe should keep some pirates alive till morning to question similarly after we've rested?
-----
(Also, mina has blood hex abeyance)
So it might be useful for him to be made stable, cursed, then she does minimum (1hp) damge with a metal weapon (he's now dying again), use abeyance hex, (he's dropped to -2 hp), someone uses a readied action to heal with a healing potion, Kori uses a readied action to vast Suggestion as soon as his target can be effected by the spell.

I would hate for him to have a minor teleport/escape spell like ability, and having Mina cut and hex him before he wakes literally cost one CLW potion.

First questions are how he would escape.
Second are if the Sorceress is likely to get help immidatly for his rescue and recovery of her party's bodies.

General questions:
Any time sensitive contingcies on ship that need to be defused.
Loot on ship. Traps on ship... Any of your loot actually a trap?
Ship functions, how to use/maintain
Bases (Loot, traps, contingcies)
Allies (who will rescue you/help Sorceress do so/help her avenge you. )
Contacts (any acceptable targets we can murder + loot that you know of, like the vampire we killed)
If we kill you now, leave you and your allies buried in a place she can scry and teleport to a day or two from noe, and retrieve your bodies, and hit with Gentel Repises until she can get you all Raised, are you all going to be chill, or come after us?
What about now, since you are now aware that we are considering the utility of avoiding making it harder for you and your party being brought back.
Is there any incentive you can think of for us to not burn your bodies fully to ash so it's quite a bit harder for you to be brought back.

[Note, I only ask the about raise dead stuff because I want to know if burying these guys will have them coming after us for vengeance, and thus we should make raising them as hard as we reasonably + ethically can, or if us choosing to show 'mercy' by not burning their bodies will have them be chill.

This is balanced against if the Sorcress will do a crazy amount of work to bring them back from Ash, or just leave that for a distant 'when I'm very strong' future. and in the meantime bend all her efforts to destroy us.

Amd of course, these guys coming back would be shitty for their future victims, so there's a very strong reason to burn thier bodies
---
Edit: I want to investigate the magic ship's magic before deciding to sell it.
But in the morning, when we have access to spells to give us rerolls to our skill checks

Edit: Bestow Insight (Bluff) is better than Channel Vigor for talking to Pisca, I think.
It gives a boost and reroll if needed.
 
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We earned that loot! And the ship! Has some fancy dwarf work on it too!

[X] Goldfish

Will we interrogate captain and dead adventurers later @Goldfish? Oh, and maybe ask surviving sailor for help for finding stolen loot from her own ship?

We have to keep in mind that pirates might have a base too, assuming they didn't sink merchant ship from earlier, which means their loot might be stored elsewhere. Another thing to interrogate them about, and maybe move on in case sorceress ran to said base to take what she could before running.
 
I'd suggest not to overdo it on the greed.

After all Pisca's money-troubles are the original reason we tried to avoid him, no need to provoke something here.

@Goldfish
How about, rather than trying to claim everything at once, we lay it all out, look what loot each person here could actually use (including us, Pisca and Leontis) and then split the monetary value of the rest based on some less-hostile negotiations?

I doubt Pisca can personally threaten our party, but he can be a problem at the next Taldan outpost or town, so no need to provoke something yet.
 
You know, since the fight is over, I can just make my own vote.


[X] The Quietly Triumphant Slurk
-[X] Start cataloguing and sorting all the loot, including magic, money, possible bounties and the value of the Pirate's ship
--[X] You will try to share the loot fairly, which means with a lion's share to the people who did most of the work, Gorok's Ghosts.
-[X] Gorok takes command, directing the aftermath of the battle, securing prisoners, etc.
-[X] Cob uses the satchel to quickly loot the dead pirate adventurers and the unconscious captain, then ransacks their ship of anything valuable while using the Cloak of the Hedge Wizard's Detect Secret Doors spell to search for hidden compartments. He's aided in this by Sirim and Pepper.
-[X] Mina heals the unconscious captain sufficiently to prevent him from bleeding to death, then Cob, Gorok, and any other allies who were injured in the attack.
-[X] Kori casts Channel Vigor, initially using the Spirit effect to boost his Bluff and Intimidate bonuses. He hurriedly speaks with Sir Prisca, warning that the spell he used to track the Razmiran priest is about to expire and that he cannot cast it again today. If Sir Prisca is to have any hope of catching the man before he can flee beyond our ability to locate, he needs to act now before it's too late.



Slight alterations, to come off less aggressively that outright claiming it all.
 
I'm in favor of being aggressive right now. Pisca has seen what we can do, while he was mostly dead weight. We're starting the negotiations from a position of strength.

[X] The Triumphant Slurk
 
I'd suggest not to overdo it on the greed.

After all Pisca's money-troubles are the original reason we tried to avoid him, no need to provoke something here.
I somewhat agree. Taldor being what it is, there is probably some law that a noble has the right to a share of whatever went down in his general vicinity, and if there isn't, Sir Pisca can just make up one and every court would back him up on it.

This is why the only part I care about is to see him off the ship while we loot the immediate valuables like adventurer gear (if you want to distribute the spoils fairly there is no need to bluff the noble), and once he returns, there will be a generous splitting of the rest, generous enough not to step on anyone's toes.

But that part is also in Goldfish's vote, so I didn't feel like splitting hairs.

Considering Sir Pisca's situation, his share is likely to be significant, and I am willing to part with it in exchange for, ah, his continued patronage.
 
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For that I suggest asking Kori ask Sirim to ask Mina to give Kori a fortune hex for the bluff.
Since Pisca is under Hermean Potential and gets rerolls, and I'm scared of Kori rolling low. And we're unlikely to have another point today where we 1. know we need Kori to roll good, and 2. Mina is not occupied.
We don't have to worry about Prisca's Hermean Potential spell, unless he had the ability to cast another one on himself. At the level Mina cast it on him, he only get two rerolls, and you don't get to choose when you use them. He's definitely used both of those since it was cast on him.
Also, Kori probably has yet more level 3 spells?
Might as well drop a Hermean Potential on Cob for searching for traps/disarming them?
He's got Sirim with him, who can poke through walls and will be using Detect Magic, and the cloak he's wearing will let him find all the secret compartments, if there are any. He also has his goggles and the Trapfinding ability to rely on.
Then Mina (who should still have Surge Points) casts Bestow Curse on him, removing his ability to lie. And/or a Curse that prevents him from recognising that answering any questions put to him could be "obviously harmful". After all, It's just talking. Not like walking off a cliff.
I'm not in a hurry to interrogate the captain just yet. It's definitely happening soon, but we have other priorities first, IMO.

When the time comes, I don't think we need to worry about using Mina's Mythic power to make it happen. The guy is on death's door step, disarmed (figuratively and literally), and his allies are dead or fled. Between using Abeyance on him for the sake of throughness, Evil Eye, and Kori's headband for Detect Thoughts, we'll be able to pry out what info we need.

Assuming we keep him alive, which isn't likely, we can always do a more thorough, magic-heavy interrogation on him tomorrow when everyone's tanks are full.
Edit: I want to investigate the magic ship's magic before deciding to sell it.
But in the morning, when we have access to spells to give us rerolls to our skill checks

Edit: Bestow Insight (Bluff) is better than Channel Vigor for talking to Pisca, I think.
It gives a boost and reroll if needed.
That's going to happen for certain, just not right now.

I've switched over Kori to casting Bestow Insight on himself instead of Channel Vigor. I doubt he would need the reroll and the bonus is lower, but the duration is much longer and I worry that Channel Vigor might not last long enough to make this work.
Will we interrogate captain and dead adventurers later @Goldfish? Oh, and maybe ask surviving sailor for help for finding stolen loot from her own ship?

We have to keep in mind that pirates might have a base too, assuming they didn't sink merchant ship from earlier, which means their loot might be stored elsewhere. Another thing to interrogate them about, and maybe move on in case sorceress ran to said base to take what she could before running.
For sure. We're gonna pry everything we need to know out of their heads, living or dead.

They probably do have a base, but I'm not sure how much wealth they would have stored there. At their levels, it would be easier and more practical to keep their stuff on them or nearby in Bags of Holding and similar items, or to stash it somewhere truly secure, such as a Bank of Abadar. A pirate base is going to be inhabited by pirates, who are inherently untrustworthy. Leaving your stuff around them while you're gone for long periods of time seems like a good way to lose your stuff.
I'd suggest not to overdo it on the greed.

After all Pisca's money-troubles are the original reason we tried to avoid him, no need to provoke something here.

@Goldfish
How about, rather than trying to claim everything at once, we lay it all out, look what loot each person here could actually use (including us, Pisca and Leontis) and then split the monetary value of the rest based on some less-hostile negotiations?

I doubt Pisca can personally threaten our party, but he can be a problem at the next Taldan outpost or town, so no need to provoke something yet.
It's not just about being greedy, but about forcefully staking our claim. Prisca's involvement was barely a footnote on this whole encounter, so we don't need to give him a chance to worm his way into the aftermath or he might try to take more than his fair share, as determined by what he believes is fair.

We've already bribed him with a huge chunk of coin, and he'll get more from this encounter than he deserves, but I don't want him to be able to try to snag any enchanted gear for himself, whether he needs it or not. That's where the real wealth is to be found.
 
If we save the interrogation for tomorrow, with our fresh tank of spells I would like someone to Suggest he should be actively helpful in answering our questions.

Partially because there's a massive difference between reading the mind of an unwilling target amd being actively helped, but mainly because I thought Suggestion was a level 4 spell, and didn't know we had access via Wild Arcana (Witch 3) and Shadow Enchantment (Psycic 2) and am excited to use it.

Also, for Detect Thoughs purposes (and Suggestion), Mina might want to prep Ill Omen to stack with her Evil Eye.

Edit: I might be a bit pedantic here, @Goldfish @Artemis1992 bout could you replace "spell about to expire" with "divination method about to expire".

Confirming to him that it's a spell gives a greater chance of him to poking a hole in that lie if he thinks about it but "Divination method" could be anything. A CL/2 minute duration ability, for example.
---
Though I might be just worrying over a molehill.
 
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If we save the interrogation for tomorrow, with our fresh tank of spells I would like someone to Suggest he should be actively helpful in answering our questions. Partially because there's a massive difference between reading the mind of an unwilling target, but mainly because I thought Suggestion was a level 4 spell, and didn't know we had access via Wild Arcana (Witch 3) and Shadow Enchantment (Psycic 2) and am excited to use it.

Also, for Detect Thoughs purposes (and Suggestion), Mina might want to prep Ill Omen to stack with her Evil Eye.
We can do that.

I'm not convinced we need to leave him alone long enough for that, though. Probably best to interrogate him today after the Razmiran and loot are dealt with and everyone has settled down. Kori can be the one casting Suggestion while Mina uses Evil Eye.

What we learn from that interrogation would help us decide whether he lives until tomorrow.

@Artemis1992, upon further thought (and being awake longer), I've updated my plan.
-[X] Gorok's Ghosts will stake a claim on the gear of the slain pirate leaders and their captain, including the contents of their bags, packs, etc. The approximate value of the pirate vessel and its contents will be cataloged, and the bounties of the pirates tallied.
--[X] A portion of the pirates' wealth (not counting what the leaders were carrying), the proceeds from the sale of loot, and any bounties the pirates may have had on their heads will be distributed among the members of the expedition who participated in the battle. Leontas will see to the distribution among his people and Urgor will do the same for his own.
I'm most concerned about the gear the leaders were wearing. As long as we get that, I'm less worried about the rest.
 
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