Finding the Spark (Pathfinder 1E Quest)

Are we within communication range with Sirim upstairs? Or Leontas, if we cast Dark Whispers beforehand, which I do not remember doing.
 
Are we within communication range with Sirim upstairs? Or Leontas, if we cast Dark Whispers beforehand, which I do not remember doing.
Kori cast Dark Whispers earlier, when Cob and Sirim were scouting the barge. The duration is long enough that it still has plenty of uptime remaining. Sirim can hear communication using the spell, but he can only speak using Telepathy. Leontas and Pepper are linked up with everyone, though.
 
I just realized we should have started this assault with everyone disguised to look like Elves, even Cob. He could have been a precocious Elven child. That would have done wonders for the Drows' attitudes, I bet.

Oh well, too late now.

Also, I'm wondering why the Alchemist called us traitors. He must have us confused with a different group. The pirates we tangled with on the way to Cassomir maybe?
 
Vote closed.
Adhoc vote count started by DragonParadox on Nov 21, 2024 at 9:25 AM, finished with 30 posts and 5 votes.

  • [X] Operation Salty Barnacle, Stage Three
    -[X] Cob throws his last Fungal Stun Vial Through the doorway, carefully avoiding the Eidolon blocking the opening and angling it so that the detonation flash doesn't shine through into our chamber.
    --[X] Anti-Touch Attack to Throw Fungal Stun Vial Through Doorway: +19 [+1 (Haste) +2 (Luck) +5 (Morale)]
    --[X] Fungal Stun Vial: Creatures who fail a DC 20 Will save and are within 10 feet of the flash are Stunned for 1d2 rounds, or Confused for 1 round if between 10 and 20 feet of the flash.
    -[X] Mina either uses her Fortune Hex on Cob if he needs help with his throw, or casts a Web spell in the doorway, deliberately filling both chambers with the resulting webs.
    --[X] Web Spell: DC 18 Reflex saving throw to avoid being Grappled.
    -[X] Gorok Power Attacks the Alchemist. If the Drow survives his full attack, Gorok expends one Mythic power to use Fleet Charge as a Swift Action to attack him again. If the Drow does not survive the full attack, he instead uses Fleet Charge to attack the Eidolon.
    --[X] Power Attack: +20/+20/+13 vs Disoriented AC (-2 AC vs attacks) [+1 (Haste) +2 (Luck) +5 (Morale)], 1d10+16 damage [+2 (Luck) +5 (Morale); 15-20/x2
    --[X] Fleet Charge: +21 vs Disoriented AC (-2 AC vs attacks) [+1 (Mythic) +1 (Haste) +2 (Luck) +5 (Morale)], 1d10+16 damage [+2 (Luck) +5 (Morale); 15-20/x2
    -[X] Sir Pisca Power Attacks the Eidolon.
    --[X] Power Attack: +19/+19/+11 [+1 (Haste) +2 (Morale)], 2d6+9 damage [17-20/x2]
    -[X] Kori changes his Channel Vigor buff to the Mind effect as a Move Action, then casts a Barbed Chains spell, intending to damage the Alchemist if he still lives or to make Trip attacks against two Drow in the other chamber.
    --[X] Barbed Chains Spell: x2 chains; +19/+19 [+6 (CHA) +2 (Morale) +3 (Luck) +4 (Competence)], 1d6+3 damage or Trip on successful hit, plus each hit requires a DC 17 Will save to avoid being Shaken for 1d4 rounds.
    [X] Operation Salty Barnacle, Stage Three
 
Arc 9 Post 55: A Flash of Misfortune New
A Flash of Misfortune

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

"'E's got a friend?!" Cob shouts the question before cupping his hands and calling to the back. "Catch Armsy-friend!" the fungal grenade flies in a graceful arc, surely too fast and too small for the beast to notice, all the more so with Mina keeping an eye on Cob, a hand on his fate. Alas that fate's a fickle thing.

The monster must have seen weapons like that before, and by luck, by skill, or by the will of some dark power to flings its mouthless head to the side just right, or just wrong, to intercept the vial with a concussive sound and overwhelming light.

Eyes stinging through sudden tears you see Cob barely blink away the consequences as Gorok stomps and claws at his face from the mistimed attack while Pisca is too caught up in tide of battle to be stopped. He slices into the monster's arm and by rights the steel of old Azlant should have passed clean through, but unnatural tendons hold and around the beast that seems to scream without a mouth blades of dark steel both elegant and jagged flick out. Accustomed are the drow to their unholy company, finding gaps in the knight's armor as their bearers call out sing song mockery.

But in among them a one voice rises, chanting with a purpose: "Nallon miruvalyë cantelennin!"

As the beast tries to grab Sir Pisca in a killing embrace, failing by the tips of its fingers, the alchemist hurls himself towards the broken trap gate at the sound, heedless of Cob's dagger sinking into his thigh. Never a good sign that... One of your chains manages to find him and pull him down before he can push past Mina and over the edge, and then the floor stops being wood and starts being fire that clings and burns.

It's glass, molten glass you realize as you hear the groaning of the old ship at the sudden heat, about to burst at the seams like a barrel put to flame.


[Image included for proof]
Will Save (Kori, Cob, Gorok, Mina, Pisca): 25, 23*, 12, 23, 23 (Success, Success, Failure, Success Success)
Number of Rounds: 1
Gorok is Stunned
Will Save (Eidolon Alchemist): 20, 21 (Success, Success)

*Forgot to include the Heroism

Pisca Attack: 30, 29, 13 (Hit, Hit, Miss)
Bloody Eidolon Takes
34 Damage -> Now at 49/103

Two Drow attack Pisca: 37, 11, 31, 21 (Hit, Miss, Hit, Miss)
Pisca Takes 16 Damage -> Now at 48/62

Cob AoO:
31 (Hit)
Displacement:
Hit
Alchemist takes 22 Damage -> Now at 41/81
Akorian to Hit
28, 31 (Hit, Hit)
Displacement:
Hit, Miss
Alchemist Will Save: 1d20+7 = 27 (Success)

Spell Damage vs the Hull of the Floating Bloat: 14/18
Will Save (DC 18 Kori, Cob, Gorok, Mina, Pisca):
21, 36, 21, 23, 25 (Success x5)
Kori, Cob, Gorok, Mina, and Pisca take 7 Damage & are not entangled

"Are they mad?!" Mina shouts at the alchemist, presumably because screaming at a flayed monster isn't as satisfying. "They'll tear the whole boat wide open with you in it!"

His answer when it comes makes her flinch back more than even being sprayed with molten glass: "Do you think they care, little assassin, when there are such handsome heads in the offering to lay before the altar of the Blood Marquis? You have given them a chance for murder and they shall take it. May you die in a strangling embrace!"

Uncorking a vial at his belt he downs it and tries to jump in the water again... this time tripping will do no good, he's too close.

What do you do?

[] Leave the alchemist, you need to cut your way to that mage before he destroys the ship and drowns the people still on the upper deck

[] Cob can handle the alchemist, how much more of a stabbing can be take?

[] Gorok can pin the alchemist down, though it will mean Pisca would have to hold the door and you'd have to trust the old barge to hold

[] Write in


OOC: There is bad luck and then there is one in four hundred chance of something happening, you guys hit the latter. Thankfully the enemy wasn't all that lucky themselves and failed to capitalize.
 
Last edited:
Jesus freaking Christ... 🤯

Two Nat 1s back to back. That is ridiculously bad luck.
 
@DragonParadox, you have this showing Pisca's max HP at 62:

Pisca Takes 16 Damage -> Now at 48/62

But his character sheet shows him at 75, plus he should have another 8 from the +2 CON amulet we loaned him and 16 from being in a Bloodrage., for a max of 99.
 
Pisca Takes 16 Damage -> Now at 48/62
I thought Sir Pisca's health was 75 before any adjustments?
Name: Sir Pisca Fahlspar
Class: Bloodrager 8 [Steelblood Archetype.]
[...]
HP: 75/75
Can the Abductor Beast empowered by the Ant Haul spell shove the barge closer to the shore where its integrity wouldn't matter as much?
Uncorking a vial at his belt he downs it and tries to jump in the water again... this time tripping will do no good he's too close.
It is still down below us, right? Just where the Alchemist is jumping.
 
Last edited:
I thought Sir Pisca's health was 75 before any adjustments?

Fixed

Can the Abductor Beast empowered by the Ant Haul spell shove the barge closer to the shore where its integrity wouldn't matter as much?

It can try, but it depends on how large the breach is

It is still down below us, right? Just where the Alchemist is jumping.

Into the water, you guys climbed onto the boat and he has been trying to get past and one assumes out.
 
Into the water, you guys climbed onto the boat and he has been trying to get past and one assumes out.
Yes. The only way out of the boat before it breaks is the same way we went in. though the hatch slime now that the hatch is destroyed. We told the Abductor Beast to get us up and climbed in, and we didn't leave it any other instructions. I assume it's still where we left it, in the water below the hatch. Wouldn't it mean that anyone trying to get out will have to make a check to avoid being grappled?
 
Frustrating.

If we're trying to stop him from escaping, can you tell us who's before or after him in the imitative order please? (Whichever list is shorter)

Mina dropping a Web might be useful desperation move, if there aren't any flames in the other room that would ignite it.
 
Yes. The only way out of the boat before it breaks is the same way we went in. though the hatch slime now that the hatch is destroyed. We told the Abductor Beast to get us up and climbed in, and we didn't leave it any other instructions. I assume it's still where we left it, in the water below the hatch. Wouldn't it mean that anyone trying to get out will have to make a check to avoid being grappled?

Do you want it to stop him or keep the boat from breaking apart? It can attempt one or the other, but not both.
 
Do you want it to stop him or keep the boat from breaking apart? It can attempt one or the other, but not both.
In a true PC fashion, we want everything and to keep the change too. Right now we have two jobs, and I am estimating which characters are fit to do which. I'd like Gorok to take a stab at the Alchemist with his sword because of the Displacement messing up half of our attack rolls, and I'd like to shut up the mage for good.

Who are the drow that made their attacks on Sir Pisca, are they warriors? Who is the one who cast the 4th level spell; are they inside the other room (barracks, I believe)? We might have to squeeze Cob past the Pitborn... maybe cast Invisibility on him so he'd avoid AoO and have him Sneak Attack for all he is worth. The only thing stopping me is that he'd be alone in a room full of drow, but maybe with Web we can cut down the number of opponents.
 
In a true PC fashion, we want everything and to keep the change too. Right now we have two jobs, and I am estimating which characters are fit to do which. I'd like Gorok to take a stab at the Alchemist with his sword because of the Displacement messing up half of our attack rolls, and I'd like to shut up the mage for good.

Who are the drow that made their attacks on Sir Pisca, are they warriors? Who is the one who cast the 4th level spell; are they inside the other room (barracks, I believe)? We might have to squeeze Cob past the Pitborn... maybe cast Invisibility on him so he'd avoid AoO and have him Sneak Attack for all he is worth. The only thing stopping me is that he'd be alone in a room full of drow, but maybe with Web we can cut down the number of opponents.

There appear to be a pair of sword-wielding drow behind the Eidolon and probably the summoner behind them, though you cannot see him past all the others. They must have cast the glass spell and gotten themselves out of line of sight for obvious reasons.
 
How feasible is it for Cob to Psion-jump over the Pitborn into the next room? What the roll would look like?

Would anything change if he's invisible for it? For that matter, does a jump like this break Invisibility?
 
Last edited:
How feasible it is for Cob to Psion-jump over the Pitborn into the next room? What the roll would look like?

Would anything change if he's invisible for it? For that matter, does a jump like this break Invisibility?
I've got him Shadow Teleporting into the next room in the plan I'm writing up now.

EDIT: Scratch that, I had it in the plan I was writing until I just accidentally deleted it all. :mad:

Doing this on my phone is such a pain.
 
Last edited:
If talking is a free action I'd like some update from Sirim about the happenings topside. Do we want to warn them that the barge is about to sink and possibly provoke a panic among the patrons? Did the armed people upstairs head for Leontas, or for us when things went hot?
 
Okay, here's my plan, freshly rewritten after my phone ate it the first time.

OMG, I almost just lost it again. WTF is going on with my phone... :o

Gorok is killing that fucking Alchemist this round.

I've got Kori using Inspired Spell to cast a Burst of Radiance into the next room. That ups his caster level to 8th, so makes him more likely to beat Spell Resistance. It probably won't get everyone, but chances are at least one or two will be affected.

We need to buy a couple Piercing Spell Metamagic Rods for dealing with enemies who have SR. The lesser rods are cheap and well worth it. Wish I had thought about it before our big shopping spree.

Cob is teleporting into the next room to gank that Summoner. It's not without risk, but his AC is good and he'll have Kori's spell going in before him and Mina's following right behind.

Mina's Stinking Cloud isn't going to be great for our vision, but our people are all protected by Delay Poison so we won't have to worry about being Nauseated. It also ignores SR. If any of the Drow resist the effect, they'll still have issues seeing very well. I would have her cast a Web, but after the Summoner used Obsidian Flow, we can't chance there being a lingering flame somewhere to light it up.

Pisca can keep blocking the door like a good meatshield. He's got plenty of HP, good AC, a Blur spell, and he might have a Mirror Image or two remaining.

[X] Operation Salty Barnacle, Stage Four
-[X] Gorok expends one Mythic power to use Fleet Charge as a Swift Action to attack the Alchemist, then continues Power Attacking him.
--[X] Fleet Charge: +21 [+1 (Mythic) +1 (Haste) +2 (Luck) +5 (Morale)], 1d10+16 damage [+2 (Luck) +5 (Morale); 15-20/x2
--[X] Power Attack: +20/+20/+13 [+1 (Haste) +2 (Luck) +5 (Morale)], 1d10+16 damage [+2 (Luck) +5 (Morale); 15-20/x2
-[X] Kori uses the Silent Spell Metamagic Rod and Inspired Spell to cast a Silent Burst of Radiance spell into the next room while apprising Sirim and Leontas of the situation so far using Dark Whispers.
--[X] Burst of Radiance Spell: DC 18 Reflex saving throws to avoid being Blinded for 1d4 rounds (Dazzled for 1d4 rounds on a successful save). Evil creatures also take 5d4 damage. 8th caster level vs Spell Resistance.
-[X] Cob expends one Mythic power to Shadow Teleport as a Move Action to the Summoner's location in the next room, then expends another Mythic power to use Surprise Strike as a Swift Action to Sneak Attack and inflict the Disoriented condition on him.
use Surprise Strike as a Swift Action to make another Sneak Attack against the alchemist. He continues using Piranha Strike to attack him. If his teleport puts him into position to Sneak Attack before using Surprise Strike, he does so first.
--[X] Surprise Strike Sneak Attack: +24 [+1 (Mythic) +1 (Haste) +2 (Luck) +5
(Morale) +1 (Trait)], 1d4+14 +3d6 damage [17-20/x2]
--[X] Piranha Strikes: +19/+19 vs Disoriented AC (-4 AC vs Cob's attacks) [+1 (Mythic) +1 (Haste) +5
(Morale) +1 (Trait) +2 (Piranha Strike)], 1d4+18, +3d6 damage if further Sneak Attacks are possible [17-20/x2]
-[X] Mina uses Wild Arcana to cast a Stinking Cloud spell into the next room after Cob teleports.
--[X] Stinking Cloud Spell: DC 19 Fortitude saving throw to avoid being Nauseated.
-[X] Sir Pisca continues to block the doorway, Power Attacking the Eidolon.
--[X] Power Attack: +19/+19/+11 [+1 (Haste) +2 (Morale)], 2d6+9 damage [17-20/x2]
 
Last edited:
Back
Top