Finding the Spark (Pathfinder 1E Quest)

So I was really wrong about the Eidolon and Summoner sharing HP pools. They were both super beefy. @DragonParadox, now that they're dead, can you tell us the level of the Alchemist and Summoner?

The Alchemist had to be at least 10th level, I'm pretty sure. I was assuming the Summoner was similar, but it's looking like he was higher than that or very, very focused on CON and HP boosting.
 
Did Kori or Mina see the drow that escaped? (For underwater casting, I wonder how many silent spells we have left, ore or two?)


I'm thinking Locate object on it's weapon or other object it won't casually discard, a group buff that allows/missily boosts swim speed, and then hasted Cob and Gorok, at the least, go after the target along side the caster (depending on swim speed

It might be that Sirim saw the escapee, and casts the spell and flies above the river and guides the persuers.

Wait. Kori has Channel Vigor. He can (i hope) cast locate object, and while she's switching to Haste (as a move action), he can be carries by Gorok. Mina gives some sort of water breathing/swim buff, if she has one in her spell list.
 
So I was really wrong about the Eidolon and Summoner sharing HP pools. They were both super beefy. @DragonParadox, now that they're dead, can you tell us the level of the Alchemist and Summoner?

The Alchemist had to be at least 10th level, I'm pretty sure. I was assuming the Summoner was similar, but it's looking like he was higher than that or very, very focused on CON and HP boosting.

Level 13 for the Alchemist 12 for the Summoner. The guards were all level 6.
 
The guards were all level 6.
That makes me feel a lot better about us only having Sirim there.

Anyway, Freedom of Movement means that people can move at full speed underwater, which is great.
Also, the third level spell Water Breathing – d20PFSRD can be cast by Kori and Sirim
Locate Object by Sirim, or preferably Mina or Kori.

Then the hasted melees (Gorok has Swift Strike, and Cob can teleport to areas of darkness) and a the caster of Locate Object go after the escapee.

DP, can you tell us how many Surge Points each person has? In all the excitement I lost count.
 
That makes me feel a lot better about us only having Sirim there.

Anyway, Freedom of Movement means that people can move at full speed underwater, which is great.
Also, the third level spell Water Breathing – d20PFSRD can be cast by Kori and Sirim
Locate Object by Sirim, or preferably Mina or Kori.

Then the hasted melees (Gorok has Swift Strike, and Cob can teleport to areas of darkness) and a the caster of Locate Object go after the escapee.

DP, can you tell us how many Surge Points each person has? In all the excitement I lost count.
Sirim has 1, Mina has 1, Kori has 2, Cob has 2, and Gorok has 2.
 
I think we should spend of Kori's on Locate object, and Mina's last one on water breathing.

Due to Cob and Gorok having haste boots, it might be better to drop Kori's locate object into Gorok's ring, and letting Gorok target the escapee rather than Kori trying to keep up, even though that will take an additional standard action (one to cast into the ring, one to use the ring). Not sure.
 
God damn, no wonder they were so hard to kill. Level 13 and level 12. Whew, that's why you hit them hard and fast and don't give them a chance to regain the momentum. This should be a very rewarding XPerience. :p

Okay, it's time to kill the last Drow. He only has a very short headstart on us, like two rounds, which isn't much at all when you're swimming. Especially when you've got an Abductor Beast chasing you, which has a legit Swim speed. We shouldn't need much in the way of tracking magic or even Survival checks. Gorok has Darkvision because of an earlier spell, and Mina always has it, plus she still has her See Invisibility spell active in case the Drow had an Invisibility potion or something similar.

[X] Operation Salty Barnacle, Stage Five
-[X] Gorok and Cob deactivate their Boots of Speed when combat ends to preserve their remaining magic for the day. Cob finishes off the Summoner.
-[X] Gorok and Mina return to the Abductor Beast and use it to chase down the fleeing Drow guard. Her See Invisibility spell might prove useful if the Drow had some means to become Invisible.
--[X] Mina uses her Healing Hex on Kori before she departs.
--[X] Kori uses Inspired Spell to cast a Water Breathing spell on everyone and passes Mina the Silent Spell Metamagic Rod. It has a single charge left for the day and she may need it underwater. He then casts Stabilize on the Alchemist and Cure Moderate Wounds on himself.
-[X] Sirim and Leontas tell them where the Drow went into the water and what direction he seemed to be going, then Sirim moves to join the group down in the hold.
-[X] With assistance from Kori, after tightly binding, blindfolding, and gagging the Alchemist, Cob uses the Looter's Satchel to begin systematically looting the Drow, starting with the unconscious Alchemist, and stealing anything of potential value in the barge's holds. He also bags the dead Summoner. The goal is to be out of the barge within a minute, if possible. What we leave behind can be picked over by the authorities or scavengers.
-[X] Sir Pisca allows his Bloodrage to end. While resting from the rage, he stands guard while Kori and Cob go about their business.
 
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Please send Cob with Mina and Gorok.
Just, stuff can go wrong.

We can wait for them to get back before poking the alchemy things/looking for traps.
Shouldn't we do something about the prisoner? Or are there more than one?
Bring them all down to 0 hp, Stabilise them, strip them, tie them up.

We can do that while waiting for Cob to return.
 
Shouldn't we do something about the prisoner? Or are there more than one?
Oh yeah, the Alchemist isn't quite dead yet. -15 HP and unconscious. He'll bleed out soon without medical treatment.

I don't really want to try to keep a level 13 Drow Alchemist contained and I don't trust him to stay imprisoned very long if we turn him over to the authorities.

I'm gonna have Cob finish him off instead. His corpse can still answer questions.
 
Please send Cob with Mina and Gorok.
Just, stuff can go wrong.

We can wait for them to get back before poking the alchemy things/looking for traps.

Bring them all down to 0 hp, Stabilise them, strip them, tie them up.

We can do that while waiting for Cob to return.
I think only the Alchemist is still alive among the Drow who didn't escape, @DragonParadox?
 
I would like the Alchemist captured. Three questions to the dead don't really cut it. I don't think he'd be up to anything while unconscious, and if he is too dangerous to wake up I'd like to sift through his sleeping mind, at least.

We'd need somewhere secure to keep him though, or else just kill him once the interrogation is done.

We've dealt a blow to drow operations in the city, but it's just the drow. There are several more parties participating in this mess. There is half an hour until dawn at least; do we press our luck and go after Skali? We can, potentially, learn where they are keeping slaves and who is on it. The governor told us to investigate who is conspiring to be a danger to the city, and I think this will produce a few threads. As much as the drow cultists are a danger, they aren't the conspirators.

It will be more difficult to find them all in one place after the news spread of the distillery hit.
 
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I would like the Alchemist captured. Three questions to the dead don't really cut it. I don't think he'd be up to anything while unconscious, and if he is too dangerous to wake up I'd like to sift through his sleeping mind, at least.

We'd need somewhere secure to keep him though, or else just kill him once the interrogation is done.

We've dealt a blow to drow operations in the city, but it's just the drow. There are several more parties participating in this mess. There is half an hour until dawn at least; do we press our luck and go after Skali? We can, potentially, learn where they are keepiong slaves and who is on it. The governor told us to investigate who is conspiring to be a danger to the city, and I think this will produce a few threads. As much as the drow cultists are a danger, they aren't the conspirators.

It will be more difficult to find them all in one place after the news spread of the distillery hit.
I've updated my plan to have Cob and Gorok finish off the unconscious Drow. We are not equipped to keep them prisoner in this city and the authorities cannot be trusted to do it, either. Too many competing interests, too much corruption, etc., not to mention hidden allies who might be able to free them if given half a chance.

I don't think we are going to have time to get Skali. He's halfway across the city and this assault will have kicked up a hornet's nest. We can't just go running off after raiding the barge. We need to regroup and get in touch with the governor ASAP. We can pass on to him that Skali was a conspirator working with the Drow. He won't be able to leave that alone, not after getting confirmation from us that they're operating freely in his city.

We've also used a lot of resources on this fight. I don't want to seek out another one if we can help it.
 
I've updated my plan to have Cob and Gorok finish off the unconscious Drow. We are not equipped to keep them prisoner in this city and the authorities cannot be trusted to do it, either.
Yes, I saw that, and this is why I am against the plan. What have we learned after the hit that we didn't know before it? Are there any connections between the drow and anyone else in the city? If so, we have not found them yet.

Skali is nobody, he just sells leftover drugs made by drow. We need to get to people overseeing the slave/poison trade.

Interrogate, then kill.
 
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Yes, I saw that, and this is why I am against the plan. What have we learned after the hit that we didn't know before it? Are there any connections between the drow and anyone else in the city? If so, we have not found them yet.

Skali is nobody, he just sells the leftover drugs made by drow. We need to get to people overseeing the slave/poison trade.

Interrogate, then kill.
I hope this doesn't come back to bite us in the ass.

I've updated my plan to keep the Alchemist alive. The Summoner has to die, though. He's too difficult to keep subdued if he regains consciousness. He can cast Summon Monster VI as a spell-like ability, and at that level there are a lot of nasty things he can drop in our laps, including Shadow Demons and Succubi.

 
The Summoner has to die, though.
No objections there. The guy is crazy enough to sink the boat with himself on it for just a few more murders, not to mention the implications of having an Eidolon shaped into that.

Edit:
"Smoke poisoning and the regular kind from the bastards putting shit on bolts, I have three men down they have three dead, but that was with the charge behind us, How many more of the fuckers are down there?"
I have trouble parsing Leontas' meaning there. What charge behind them?

Where are two more disguised people; have they slipped away from Leontas? Sirim saw five in total.
 
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I'm at a loss as to why you're not sending Cob with Gorok and Mina to chase the escapee down.

There are no round-urgent matters for Cob to deal with, anything he can do here can wait two or three rounds.
---
Also, in terms of urgency, the people going after the escapee should not be killing the drow here - Pisca can do that for example.

That said, I do want to keep the Alchemist alive for questioning and if he escapes Taldou custody, that's not my concern.

(Can we rig up a remote bomb on him that's to go of if he regains consciousness or he gets too far away? Similar to how the druid's had a "if the magic line is broken, they will see it go out)
----
Actually, I'm going to do a classic BeepSmile: I.e. steal Goldfish's plan and twist into a ABOMINATION!
(In 20 min when I get to my laptop)

Plan: send Cob and/or Sirm too, but also keep the Alchmist alive (summoners have comjuration magic. Harder to contain)
Maybe try to rig up something that'll kill him if he goes out of range/wakes up?
 
No objections there. The guy is crazy enough to sink the boat with himself on it for just a few more murders, not to mention the implications of having an Eidolon shaped into that.

Edit:

I have trouble parsing Leontas' meaning there. What charge behind them?

Where are two more disguised people; have they slipped away from Leontas? Sirim saw five in total.

He meant with the advantage of surprise, it's just he's a cavalryman and the way he sees it surprise and a charge are interchangeable.
 
I'm at a loss as to why you're not sending Cob with Gorok and Mina to chase the escapee down.

There are no round-urgent matters for Cob to deal with, anything he can do here can wait two or three rounds.
---
Also, in terms of urgency, the people going after the escapee should not be killing the drow here - Pisca can do that for example.

That said, I do want to keep the Alchemist alive for questioning and if he escapes Taldou custody, that's not my concern.

(Can we rig up a remote bomb on him that's to go of if he regains consciousness or he gets too far away? Similar to how the druid's had a "if the magic line is broken, they will see it go out)
----
Actually, I'm going to do a classic BeepSmile: I.e. steal Goldfish's plan and twist into a ABOMINATION!
(In 20 min when I get to my laptop)

Plan: send Cob and/or Sirm too, but also keep the Alchmist alive (summoners have comjuration magic. Harder to contain)
Maybe try to rig up something that'll kill him if he goes out of range/wakes up?
I'm more worried about surprise reinforcements showing up on the barge via teleportation than I am someone showing up to help the fleeing guard who is now out swimming in the middle of the bay. I want us to strip the barge and get out of there as quickly as possible, and if someone does show up, I want to have enough people present to put up a fight well enough to flee, if necessary. It helps that Mina's Stinking Cloud is going to persist for at least another 7 rounds. If someone teleports into that, they're going to have to save vs being Nauseated and their vision will be obscured. If we can be off the barge by then, I'll be happy. If something gets left behind, oh well.

We don't have the means or resources to rig up any kind of bomb like you're imagining. It could be done, but not here and now. That is a complex task we'll outside the timeframe we have to spend on the barge.

As for killing the Summoner, Cob is already standing beside the dude. All he needs to do is stab him again. He's unconscious and will die as soon as his negative HP exceed his CON. Kicking him in the shin could be enough to finish him off at this point.
 
Heh, that one drow has certainly mastered the Joestar family technique of running away, lol.

@Goldfish should we ask Leo and company to lock down boat itself for proper looting after we deal with runner? Still has the alchemist's lab on it, lots of regents and potions, and no doubt some evidence of their activities/business somewhere on board that the Governor would likely want.

That plus any liquid loot that we can divide among ourselves.

The alchemist, the one in charge of drug production, likely knows most about business so good to capture him, but as said we can just kill summoner and question his corpse. Safer than leaving him alive to possibly summon a means of escape later.

[X] Goldfish
 
@Goldfish should we ask Leo and company to lock down boat itself for proper looting after we deal with runner? Still has the alchemist's lab on it, lots of regents and potions, and no doubt some evidence of their activities/business somewhere on board that the Governor would likely want.
I would prefer not to leave anyone here when we're gone.

Better to take everyone and get to the governor's office ASAP, IMO. We've got extremely critical information and an even more valuable prisoner. We're less likely to be bothered if we are in a group of over two dozen.

Also, anyone we leave behind is in serious danger of being captured or killed. There are at least a few more Drow in the city, as well as their allies or minions, so there is a good chance they'll be coming to the barge sooner or later.

Between Cob and Kori, with Sirim helping inspect stuff, the Looter's Satchel and our Handy Haversacks, we should be able to get just about everything of value very quickly. I would rather leave something behind than risk another fight with higher level Drow.
 
I would prefer not to leave anyone here when we're gone.
Fair enough, hope Governor appreciates that as well.

Should that mean we should torch ship on our way out? Its nearly broken after all, only 4 health left last I checked, and it denies the 'distillery' to anyone else who might come around to salvage it.

Basically getting ride of a mobile drug lab after all.
 
I'm not worried about someone showing up to save him, more that there'll be some random event that interrupts Gorok finishing him off, or that the drow will do something that'll demand a check or a save from Gorok and Mina, and that'll buy him extra rounds.
Having Cob there would make that less likely.

I didn't consider that someone might teleport in tbh, I do think that's very unlikely though.
----

Anyway, Kori has Channel Viour (Torso) I think Kori should switch from Torso to Limbs as a move action. It almost certainly won't matter, but I want Kori to be able to go fast.

More importantly, I think you should not cast Cure Moderate Wounds and just stick to wands of CLW for our party members; shit might still go down & we could very well want that spell slot.
Cob can probably wait for Mina to return to use her Hex (Also, if she's being carried by the Abductor Beast, she can use Healing Hex on herself and Gorok while following the drow).

I think we should also use some CLW charges on Pisca, in case more shit goes wrong/not annoy him. But mainly in case shit goes wrong.
Not to full health, we can wait for Mina to get back and go over everyone and then finish with a CLW, but
 
The 'reinforcements' we need to worry about are not drow. It's the elves and House Basri clean up crews. I'd like to be gone soon.
"A thousand gold pieces, I tell you and you were never here tonight. A week from now, if you haven't been chased out of town or killed, we can talk about membership again."
This does not sound very inspiring.

Should that mean we should torch ship on our way out?
Practically every party wants drow to be dead without a trace. Elves so that their shame stays hidden, House Basri to cover their tracks, and the governor to keep the rumors from spreading. I half-expect it to be sunk by other parties after we leave.

I doubt the distillery is of much use without the Alchemist. It's not like he'd share his trade secrets; it'd make him expendable.
 
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