Finding the Spark (Pathfinder 1E Quest)

@Goldfish we're not waiting for getting supplies, which is fair, but can we get the governor to command one of his guards wearing magical armour to strip it off, so we can lend it to Pisca? (Magical so that it automatically re-sizes).

He's going to want to contribute.

Also a sword and shield, in case his own sword is out of reach for a bit.
I'll add it to the plan.
 
[X] Goldfish

@Goldfish Heavy armour might take a bit longer than we'd like?

Getting Into and Out of Armor - Rules - Archives of Nethys: Pathfinder RPG Database

The time required to don armor depends on its type; see Table 6–7.<br /><br /> <b>Don</b>: This column tells how long it takes a character to put the armor on. (One minute is 10 rounds.) Readying (strapping on) a shield is only a move action.<br /><br /> <b>Don Hastily</b>: This column tells how...
Armor TypeDonDon HastilyRemove
Shield (any)1 move actionn/a1 move action
Padded, leather, hide, studded leather, or chain shirt1 minute5 rounds1 minute1​
Breastplate, scale mail, chainmail, banded mail, or splint mail4 minutes1​1 minute1 minute1​
Half-plate or full plate4 minutes2​4 minutes1​1d4+1 minutes1​
1 If the character has some help, cut this time in half. A single character doing nothing else can help one or two adjacent characters. Twocharacters can't help each other don armor at the same time.
2 The wearer must have help to don this armor. Without help, it can be donned only hastily.

----
Unrelated, I hope that we find an opportunity to make use of Deeper Darkness shenanigans during this :)
 
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[X] Goldfish

@Goldfish Heavy armour might take a bit longer than we'd like?

Getting Into and Out of Armor - Rules - Archives of Nethys: Pathfinder RPG Database

The time required to don armor depends on its type; see Table 6–7.<br /><br /> <b>Don</b>: This column tells how long it takes a character to put the armor on. (One minute is 10 rounds.) Readying (strapping on) a shield is only a move action.<br /><br /> <b>Don Hastily</b>: This column tells how...
Armor TypeDonDon HastilyRemove
Shield (any)1 move actionn/a1 move action
Padded, leather, hide, studded leather, or chain shirt1 minute5 rounds1 minute1​
Breastplate, scale mail, chainmail, banded mail, or splint mail4 minutes1​1 minute1 minute1​
Half-plate or full plate4 minutes2​4 minutes1​1d4+1 minutes1​
1 If the character has some help, cut this time in half. A single character doing nothing else can help one or two adjacent characters. Twocharacters can't help each other don armor at the same time.
2 The wearer must have help to don this armor. Without help, it can be donned only hastily.

----
Unrelated, I hope that we find an opportunity to make use of Deeper Darkness shenanigans during this :)
Yeah, that is going to be an issue. I wasn't thinking about the time needed to get him into armor.

Gonna update my plan to edit that section.

If the princess happens to have a Swift Girding spell handy, it could still work, but we aren't wasting Mythic power on it, that's for sure.

Unrelated, I hope that we find an opportunity to make use of Deeper Darkness shenanigans during this
Well, Drow and most Demons don't have the See in Darkness ability, so it could happen.
 
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Vote closed.
Adhoc vote count started by DragonParadox on Dec 9, 2024 at 2:45 PM, finished with 49 posts and 6 votes.

  • [X] The princess rushes to rescue the knight!
    -[X] Gorok's Ghosts will accompany the princess and her guards on the rescue mission. We have a Greater Teleport scroll we can use to instantly transport a small group to Sir Pisca's location.
    --[X] If she agrees, we will teleport the party, the princess, and three of her guards.
    ---[X] Prior to teleporting:
    ----[X] Ask the princess to use whatever long-lasting buff spells or effects she has available from scrolls or other items which could aid the rescue attempt. If she can provide Communal Darkvision, Communal Delay Poison, or Ashen Path effects, that will allow our party to preserve our limited powers for later use in the fight.
    ----[X] Ask the governor if he can quickly source a functional greatsword, perhaps from a member of his guard, and a chain shirt as well. If we are able to rescue him, it would helpful if he isn't defenseless for what follows. Alternatively, if the princess has a scroll or wand of Mage Armor, that could work as well.
    ----[X] Kori will cast Bless on everyone and Invisibility on himself, then activate his Cloak of Darkness. He will the use Inspired Spell to cast Extended Ashen Path (20 minutes duration each) and Communal Delayed Poison (1 hour duration each) on everyone, and activate his Unfettered Shirt immediately before Mina teleports them.
    ----[X] Mina will cast Mage Armor on herself, if she hasn't already, along with Hermean Potential and the See Invisibility spell she stored in her ring earlier. She'll cast Encouraging Mythic Heroism on Gorok after using her 3rd level Pearl of Power to recover the spell. She then casts Invisibility on Cob and herself.
    ----[X] Sirim will cast Mage Armor on himself, if he hasn't already, along with Magic Circle Against Evil, Mirror Image, Invisibility, and Shield. He will use Wild Arcana to cast Communal Darkvision on Gorok, the princess, and her guards.
    ----[X] Cob activates his Unfettered Shirt immediately before Mina teleports them.
    ----[X] Gorok will use his Scabbard of Keen Edges on his sword, allow Cob to use it on his dagger, and offer the princess or one of her guards its final daily charge. He will then cast Lead Blades on his sword, and Mirror Image and Shield from his ring, then activates his Unfettered Shirt immediately before Mina teleports them.
    --[X] Gorok, Kori, Mina, the princess, and a guard of her choosing will be the main passengers of the our Greater Teleport scroll, with the destination being the chamber where Sir Pisca is being held. Cob, Sirim, and two of her guards will travel inside of our Type II Bag of Holding.
    ---[X] Mina will use a Reduce Person scroll if necessary to make room for two of the princess's guards along with Cob and Sirim in our Type II Bag of Holding. As soon as everyone is in the bag, Mina will use her Fortune Hex on herself to help her use the Greater Teleport scroll. She will use the rerolls from her Hex and from her Hermean Potential spell to succeed on the caster level check, if necessary.
    ----[X] Upon arrival, Kori will open the Bag of Holding to allow first Sirim, then Cob, then the princess's guards to exit.
    [X] The princess rushes to rescue the knight!
 
One small consideration.

We should go in the bag, and let the princess guard's hold it.

They have MUCH more to fear from a sudden betrayal at this juncture than we do.
 
One small consideration.

We should go in the bag, and let the princess guard's hold it.

They have MUCH more to fear from a sudden betrayal at this juncture than we do.
It's a split between them and us. Seemed most fair and acceptable, IMO. It would have been OOC for too many of our people to volunteer to ride in the bag when we're the ones doing all the heavy lifting so far; finding Pisca via Scrying, providing the means to reach him in a timely manner, etc.

The princess and probably Bjorn stay outside the Bag while two of her guards ride inside with Cob and Sirim.

The princess is 13th level, though half of that is a crappy NPC class, so I'm expecting Bjorn, who seems to be her primary guard, at least to be pretty fucking terrifying.

Can a Taldan princess knight people without approval from the crown? Just curious how many heads would explode if Princess Eutropia knighted a Goblin.

EDIT: Hmm, so actually she might not be 13th level yet, since her wiki entry is the version of her 10 years from now. She appears to at least have started taking levels in Swashbuckler, so she is far from helpless, but she could be anywhere between 7th and 13th level, depending on how actively she would have leveled over the coming decade.
 
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Arc 9 Post 72: The Princess and the Prophet New
The Princess and the Prophet

19th of Kuthona 4707 A.R. (Absalom Reckoning)

You open your mouth to argue for going, but before you can speak Gorok had taken out the scroll in question, one of the most valuable of the lot and acquired from a particularly haughty 'magister' and proclaims: "This was meant to bring my tribe to safety from Cheliax. Will you replace it?"

Eutropia of Taldor seems startled for a moment at being addressed so bluntly, but the answer doesn't stick in her throat long: "It would be an honor to do so, Valiant Gorok," the words seem to bear some meaning beyond the obvious as the Taldan aristocracy count things to judge from the twitch of the lord governor's mustache, but he says nothing.

"Before we go into battle as the bear-kin do, we should speak of our skills," the Ulfen Guard all-but-cuts off his lady.

"I wasn't planning to strip naked and wrap myself in a bear cloak, but if that's what it takes to make it more homey for you, Bjorn," she counters as the giant flushes painfully clear against his fair cheeks. "I bear a sword that some in Andoran might claim is better off in their hands, though I have never found it to slip my grip and armor celestine, which I have borne with honor. No knight in heavy plate am I, such as you bear..." she motions to Gorok's new armor. "Though if I must I can hold the line. Do not fear that I should fall to trickery or enchantment. The Heirs to the Lion Throne are trained from a young age to throw off such unsubtle manipulations... and also there is a counter-spell woven into the coronet."

Noticing Cob's confusion she explains. "That is what you call a smaller crown, master goblin, on account of the kind of people who wear crowns would take umbrage at them being called small even when tis the plain truth."

"Chiefs have big head, they want a big hat," your friend nods in understanding as the entire chamber falls into uneasy silence.

That is until the princess chortles: "Yes, that precisely. I'll have to remember it for the pamphlets..."

"You read pamphlets, Your Highness?" Mina asks, clearly startled.

"I write them. You can't accuse the author of petty treason when they are a member of the royal household, now can you?"

Name: Princess Eutropia Stavia of Taldor
Alignment:
Lawful Good
Age: 28
Race: Human
Level:
13
Class: 9 Rogue (Consigliere) / 4 Paladin (Virtous Bravo)
Feats:
Noble Scion (Stavian)B, PersuasiveB, Weapon Focus (Heavy Blades), Slashing Grace (Longsword), Alertness, Voice of the Sybil, Outflank, Improved Outflank, Hands of Valor
Traits: Child of Oppara, Savant (Oratory)
Class Features: Bravo's Finesse, Bravo's Smite, Aura of Good, Detect Evil, Divine Grace, Lay on Hands (7/day, 2d6), Aura of Courage, Divine Health, Nimble, Panache and Deeds, Channel Positive Energy, Sneak Attack (5d6), Convincing Attitude, Rogue Talents (CharmerB, Coax Information, Assault Leader, Hard to Fool, Surprise Attack), Combat Advisor, Panache and Deeds (5 Points)

HP: 104
AC: 10 +1 (Nimble) +6 (Dex) +9 (Armor) +4 (Shield) +3 (Natural Armor) = 33 (+2 Deflection vs Evil)
Initiative: +4 (Dex) +2 (Deed) = +6
Movement: 30ft (foot)
Senses: Low-Light Vision
Immunities: Fear, Disease
//Arrow-Deflection while wearing her Buckler

Attack:
Talmandor Blade: +10 (BAB) +6 (Dex) +2 (Enh) +1 (WF) = +19/+14 (1d8 +8) 19-20x2 (17-20x2 while using the Scabbard of Keen Edges)
//+4 Precision damage on every attack while she has Panache left (Precise Strike Deed)
//+5d6 Sneak Attack damage
// Increased boni for flanking enemies
// +2d6 vs Evil

10 (0) Strength)
18 +4 (Item) = 22 (+6) Dexterity
12 +4 (Item) = 16 (+3) Constitution
14 +4 (Item) = 18 (+4) Intelligence
12 +4 (Item) = 16 (+3) Wisdom
14 +2 (Race) +4 (Item) = 20 (+5) Charisma

SAVES:
FORTITUDE: 7 +3 (Con) +5 (Divine Grace) +4 (Resistance) = 19
REFLEX: 7 +6 (Dex) +5 (Divine Grace) +4 (Resistance) = 22 (Treat as having Evasion)
WILL: 7 +3 (Wis) +5 (Divine Grace) +4 (Resistance) = 19

//Noble Scion: +2 bonus on Fortitude saves against poison and on Will saves against enchantment spells of the charm and compulsion subschools
// + 4 Sacred bonus vs Petrification and Paralysis

SKILLS:
Appraise: 12 +4 (Int) +1 (Trait) = 17
Bluff: 16 +5(Cha) +3 (Voice of the Sybil) = 24
Diplomacy: 16 +5 (Cha) +4 (Persuasive) +3 (Voice of the Sybil) = 28 //Roll twice 1/day
Handle Animal 12 +5 (Cha) = 17
Knowledge (History): 16 +4 (Int) = 20
Knowledge (Local): 12 +4 (Int) = 16
Knowledge (Nobility): 16 +4 (Int) +2 (Noble Scion) +1 (Trait) = 23
Knowledge (Religion): 16 +4 (Int) = 20
Perception: 16 +3 (Wis) +4 (Alertness) +4 (Talmandor Blade) = 27
Perform (Oratory): 16 +5 (Cha) +2 (Trait) +3 (Voice of the Sybil) = 26
Ride: 12 +6 (Dex) = 22
Sense Motive: 16 +3 (Wis) +4 (Alertness) = 23 //Roll twice 1/day

//Can use Diplo or Bluff for Intimidate to force someone to act friendly towards her

Special Abilities:

Combat Advisor (Ex)


At 4th level, whenever a consigliere misses with a melee attack against an opponent, he can designate an ally within 30 feet of the target to receive a +1 insight bonus on her next attack roll against that opponent before the consigliere's next turn.

At 8th level, the insight bonus increases to +2.

Bravo's Smite (Su)

When using smite evil, a virtuous bravo doesn't gain a deflection bonus to AC.

Deeds

Swashbucklers spend panache points to accomplish deeds. Most deeds grant the swashbuckler a momentary bonus or effect, but some provide longer-lasting effects. Some deeds remain in effect while the swashbuckler has at least 1 panache point, but do not require expending panache to be maintained. A swashbuckler can only perform deeds of her level or lower. Unless otherwise noted, a deed can be performed multiple successive times, as long as the swashbuckler has or spends the required number of panache points to perform the deed.

Dodging Panache (Ex): At 1st level, when an opponent attempts a melee attack against the swashbuckler, the swashbuckler can as an immediate action spend 1 panache point to move 5 feet; doing so grants the swashbuckler a dodge bonus to AC equal to her Charisma modifier (minimum 0) against the triggering attack. This movement doesn't negate the attack, which is still resolved as if the swashbuckler had not moved from the original square. This movement is not a 5-foot step; it provokes attacks of opportunity from creatures other than the one who triggered this deed. The swashbuckler can only perform this deed while wearing light or no armor, and while carrying no heavier than a light load.
Opportune Parry and Riposte (Ex): At 1st level, when an opponent makes a melee attack against the swashbuckler, she can spend 1 panache point and expend a use of an attack of opportunity to attempt to parry that attack. The swashbuckler makes an attack roll as if she were making an attack of opportunity; for each size category the attacking creature is larger than the swashbuckler, the swashbuckler takes a –2 penalty on this roll. If her result is greater than the attacking creature's result, the creature's attack automatically misses. The swashbuckler must declare the use of this ability after the creature's attack is announced, but before its attack roll is made. Upon performing a successful parry and if she has at least 1 panache point, the swashbuckler can as an immediate action make an attack against the creature whose attack she parried, provided that creature is within her reach. This deed's cost cannot be reduced by any ability or effect that reduces the number of panache points a deed costs.
Menacing Swordplay (Ex): At 3rd level, while she has at least 1 panache point, when a swashbuckler hits an opponent with a light or one-handed piercing melee weapon, she can choose to use Intimidate to demoralize that opponent as a swift action instead of a standard action.
Precise Strike (Ex): At 3rd level, while she has at least 1 panache point, a swashbuckler gains the ability to strike precisely with a light or one-handed piercing melee weapon (though not natural weapon attacks), adding her swashbuckler level to the damage dealt. To use this deed, a swashbuckler cannot attack with a weapon in her other hand or use a shield other than a buckler. She can even use this ability with thrown light or one-handed piercing melee weapons, so long as the target is within 30 feet of her. Any creature that is immune to sneak attacks is immune to the additional damage granted by precise strike, and any item or ability that protects a creature from critical hits also protects a creature from the additional damage of a precise strike. This additional damage is precision damage, and isn't multiplied on a critical hit. As a swift action, a swashbuckler can spend 1 panache point to double her precise strike's damage bonus on the next attack. This benefit must be used before the end of her turn, or it is lost. This deed's cost cannot be reduced by any ability or effect that reduces the amount of panache points a deed costs (such as the Signature Deed feat).
Swashbuckler Initiative (Ex): At 3rd level, while the swashbuckler has at least 1 panache point, she gains a +2 bonus on initiative checks. In addition, if she has the Quick Draw feat, her hands are free and unrestrained, and she has any single light or one-handed piercing melee weapon that isn't hidden, she can draw that weapon as part of the initiative check.

Equipment: Lesser Crown of Taldor, Cloak of Resistance +4, Talmandor Blade, Quick-Block Buckler, Celestial Armor, Belt of Flow, Amulet of Natural Armor +3, Boots of Speed, Ring of Spell-Turning, Ring of Translocation, Scabbard of Keen Edges, Emergency Pack, Potion of Cure Serious Wounds x3, Potion of Delay Poison x3

Lesser Crown of Taldor:
A gem-studded mithral crown of excellent workmanship and enormous mundane value, this is one of three lesser crowns worn by the closest members of the Emperor's royal family.
It works as a Headband of Mental Perfection, adding +4 to Intelligence, Charisma and Wisdom, while also protecting the wearer as a Ring of Mind-Shielding would. Lastly, it bestows a permanent Protection from Evil effect.

Belt of Flow:
This Belt adds +4 Enhancement bonus to Dexterity and Constitution, while also granting the wearer the Evasion ability.

Ring of Translocation:
3/day teleport up to your movement speed to a point you can see, as a Swift action.

Emergency Pack:
[Redacted]

The longer she speaks the more sympathy you feel for the guard at her side. As your eyes slip to him the Ulfen warrior simply says: "The world is ice. I see through it, ever since I was a boy. I do not wish to be going, but there is no stopping her when she is like this, when she sees an enemy to fight, not just talk and more talk. Maybe they will respect her more at court, maybe they will say like elves that the dark ones are naught but fevered imaginings." He puts on a bone helm at odds with the adamantine breastplate, ancient it seems and yet not chipped nor cracked by time and battle, of a piece with the rage that flows around him. "If you get her killed my ghost will haunt you, shadow-seer."

There's no need to ask why it would be his ghost that would chase you down. You simply nod solemnly.

Name: Bjorn the Seer
Alignment: Chaotic Neutral
Age: Late 30s
Race: Human
Level:
14
Class: 2 Barbarian / Oracle 4 / Rage Prophet 8
Feats:
Furious FocusB, Divine Fighting Technique (Gorum's Swordmanship), Cleave, Outflank, Vital Strike, Improved Outflank, Devastating Strike, Improved Vital Strike
Traits: Veteran of Battle, Reactionary
Class Features: Mystery (Battle), Revelations (Battlefield Clarity, War Sight), Curse (Legalistic), Fast Movement, Rage (25 Rounds/Day), Uncanny Dodge, Rage Powers (Moment of Clarity), Savage Seer, Spirit Guide, Rage Prophet Mystery, Raging Healer, Indomitable Caster, Ragecaster, Spirit Guardian, Enduring Rage, Raging Spellstrength

HP: 114
AC: 10 +1 (Dex) +9 (Armor) +5 (Ironskin) +3 (Shield of Faith) = 28
Initiative: +1 (Dex) +3 (Traits) +4 (Item) = +8
//Roll thrice, take the best. And act even when surprised, though last. Also in a surprise round, draw a weapon as a free action.
Movement: 40ft (foot) (30ft with Armor if Effortless Armor is not active)
Immunity: Sleep, Paralysis
Damage Resistance: 2/-

Attack:
Greatsword: +11 (BAB) +6 (Str) +2 (Enh) = +19/+14/+9 (2d6 +11) 17-20x2
In Rage: +11 (BAB) +8 (Str) +4 (Enh) = +23/+18/+13 (2d6 +14) 17-20 x2
Improved Vital Strike (with Power Attack, no penalty thanks to Furious Focus):
+19 (6d6+18) 17-20x2
Improved Vital Strike (With Rage, Divine Favor, Mighty Strength, Enlarge Person and Hands of Valor buffs, using Power Attack):
+34 (9d6 +36) 17-20x2
Adding to that Moment of Greatness to double the Morale Strength bonus from Rage would, for a single hit make it:
+36 (9d6 +39)

And the statline with Rage, Haste, Divine Favor, Mighty Strength, Enlarge Person and Hands of Valor buffs, not using Vital Strike, but using Power Attack (Furious Focus negates only the first penalty):
+11 (BAB) +11 (Str) +4 (Enh) +1 (Haste) +3 (Luck) +5 (Sacred) = +34/+31/+26/+21 (3d6 +32) 17-20 x2

16 +2 (Race) +4 (Item) = 22 (+6) Strength
12 +x (Item) = 12 (+1) Dexterity
14 +4 (Item) = 18 (+4) Constitution
10 Intelligence
10 +4 (Item) = 14 (+2) Wisdom
14 +4 (Item) = 18 (+4) Charisma

SAVES:
FORTITUDE: 8 +4 (Con) +4 (Resistance) = 16
REFLEX: 4 +1 (Dex) +4 (Resistance) = 9
WILL: 8 +2 (Wis) +4 (Resistance) = 14

SKILLS:
Climb: 16 +6 (Str) = 22
Intimidate: 16 +4 (Cha) = 20
Perception: 16 +2 (Wis) +10 (Item) = 28
Swim: 16 +6 (Str) = 22

Spells (CL 9 Oracle (CL 11 while Raging)
Spell DC: 10 +4 (Charisma) +Spell Level (+ 4 (Con Bonus) While Raging)
0th: Detect Magic, Detect Poison, Light, Purify Food and Drink, Enhanced Diplomacy, Spark, Stabilize, Resistance
1st: Enlarge PersonB, Barbed Chains, Cure Light Wounds, Divine Favor, Moment of Greatness, Shield of Faith
2nd: Fog CloudB, spiritual weaponB, see invisibilityB, Augury, Burst of Radiance, Effortless Armor, Ironskin
3rd: Stunning Barrier, Greater, Blindness/Deafness, Cure Serious Wounds
4th: divinationB, arcane eyeB, Mighty Strength, Battle Trance

Special Abilities:

Legalistic


Effect
Whenever you break your word (either purposefully or unintentionally), you become sickened for 24 hours or until you meet your obligation, whichever comes first. However, once per day, you can make a vow to yourself that grants a +4 morale bonus on any one roll you make while trying to fulfill a promise made to another individual.

At 5th level, you gain a +3 competence bonus on Diplomacy, Intimidate, and Sense Motive checks while talking to an individual one-on-one.
At 10th level, you can make a new saving throw each minute to resist mind-affecting effects as your subconscious searches for loopholes.

Battlefield Clarity (Ex): Once per day, as an immediate action, whenever you fail a saving throw that causes you to become blinded, deafened, frightened, panicked, paralyzed, shaken, or stunned, you may attempt that saving throw again, with a +4 insight bonus on the roll. You must take the second result, even if it is worse. At 7th and 15th level, you can use this ability one additional time per day.

Uncanny Dodge (Ex)


At 2nd level, a barbarian gains the ability to react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dex bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to armor class if immobilized. A barbarian with this ability can still lose her Dexterity bonus to armor class if an opponent successfully uses the feint action against her.

Rage (Ex)


A barbarian can call upon inner reserves of strength and ferocity, granting her additional combat prowess. Starting at 1st level, a barbarian can rage for a number of rounds per day equal to 4 + her Constitution modifier. At each level after 1st, she can rage for 2 additional rounds. Temporary increases to Constitution, such as those gained from rage and spells like bear's endurance, do not increase the total number of rounds that a barbarian can rage per day. A barbarian can enter rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours do not need to be consecutive.

While in rage, a barbarian gains a +4 morale bonus to her Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, she takes a –2 penalty to Armor Class. The increase to Constitution grants the barbarian 2 hit points per Hit Dice, but these disappear when the rage ends and are not lost first like temporary hit points. While in rage, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.

A barbarian can end her rage as a free action and is fatigued after rage for a number of rounds equal to 2 times the number of rounds spent in the rage. A barbarian cannot enter a new rage while fatigued or exhausted but can otherwise enter rage multiple times during a single encounter or combat. If a barbarian falls unconscious, her rage immediately ends, placing her in peril of death.

Equipment: Cloak of Resistance +4, Belt of Titan's Might (+4 Str and Con), Linnorn Helmet, +3 Mind Butressing Adamant Breatplate, Jarl's Blade, Watchman's Ring (+10 Competence on Perception), Boots of Speed, Scabbard of Keen Edges

Linnorn Helmet:
This helmet is allegedly carved from the tooth of a long-dead Taiga Linnorn before it was enchanted. Regardless of the truth of that matter, it certainly bestows some draconic properties on the wearer, adding a +4 Enhancement bonus to Charisma and Wisdom and granting immunity from sleep and paralysis.
As a swift action, the wearer can activate True Seeing for a single round, once per day.

Jarl's Blade:
The longsword of a great Jarl among Frostgiants (a greatsword for medium-sized creatures) who attempted to rule over the tribes of the north with the aid of a tribe of Slag Giants forging arms and armor for his people. As many such stories told among Kellid and Ulfen tribes go, the Jarl was eventually slain by some champion of the people he thought to rule and his weapon is now among the scattered treasures of the region.
A +2 Furious Greatsword that almost leaps into the owners hand at the first hint of an upcoming battle, granting a +4 bonus to Initiative.

Do you have any suggestions for how the princess and her guard should join in on the plan?

[] Write in

OOC: I hope this works. It would have felt really odd to run these people wholly apart from any plan you guys could have made, but at the same time they would not have told you what they can do IC before you committed.
 
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Oh, did you rebuild her for DP? Fewer shitty Aristocrat levels, I hope?
Definitely.
I wouldn't spoiler the details, but DP already said that she's mostly Rogue before, so that's the source of a big, healthy amount of skillpoints for her princessly duties. Consigliere archetype for some diplo-boni.

The rest will probably be revealed within the next one or two updates.

Edit: And Cob'd hard.
 
On the one hand, two high level temp companions!

On the other, oh boy, what is the GM gonna throw at us to justify them being around?:p
 
On the one hand, two high level temp companions!

On the other, oh boy, what is the GM gonna throw at us to justify them being around?:p


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Edit: @DragonParadox ok, so we're running up against/between "time taken to relay information" and "ok. we want to launch this assult asap."

It took way too long to get to the library. Because apparently after an "assination" attempt, the princess' guard is a bit jumpy. Which is dumb. The only people who are in danger are anyone in melee range of the princess. [Or the princess, if the attackers have Mordenkainen's Disjunction, but it's not worth worrying about that.

Can MD remove spell tattoos? She should have (chemically/mundanely) invisible-ink tattos of Plane Shift and Greater Teleport. Because I keep trying to see how to kill her, and one thing that springs to mind is to "buy" a round to put her into some Mind-Blank tier room and then put her into some form of stasis, and my first idea is to put an arcane mark on an item, make her have than tiem, use a portable hole/bag of holding to send her to the astral plane, and have two or three people readied action Greater Teleport gank her, [other readied action nonsense from those who are teleported in].

Sorry, drunken tangent.
My point is, for the sake of "oh, we're actually really far from the surface, and don't have enough reduce person scrolls" backup/resuce/reinforcements it would be ideal if we could get two caged tiny animals (slow ones. Tortoises, perhaps. No idea why that came to mind), and have a wizard capable of casting two GT's see them.

Then we use a sending scroll to tell the wizard to scry on Tortise 1, and come in and grab us. You said that none were ok with a quick 20 minute darklands trip, but we could confirm that we appeared to be in a safeish place, but we just need moar reduce person.

because we don't have enough reduce person scrolls to teleport everyone back out assuming that we can't squish people into the Bags of Holding witout the spell, of course. Which is halarious.
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So, how long would it take to get a wizard who can cast GT (and scry, I suppose) [Or someone who can relibly use scrolls of GT and Scrying] to look at to [things with terrible wisdom saves] and then come to the libary with said things? (Two things, for back reasons)
 
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I mostly made these for fun, playing with a relatively high-level character and a big budget.

Didn't think the princess would actually have to roll anything other than social skills.
 
Holy shit, we are swimming with the big fishes now.

So obviously we're here to act as support for these two. Sometimes that's just how it goes. One day you're the lead and the next your the mook.

[X] We recognize their superior experience and prowess on the field of battle. If they lead, we will follow, lending the weight of our skills, spells, and blades to the effort of rescuing Sir Pisca and bringing this entire sordid affair to an acceptable conclusion.
-[X] Kori will offer to cast Invisibility on the princess, if she wishes to begin the fight unseen.
--[X] Ask that she use her Hand of Valor ability on Cob. It will help make up for the loss of spells we used earlier when hunting the assassin.
--[X] If she is willing to share the three Potions of Delay Poison she has, we can use our scroll of Communal Delay Poison to protect the rest of the group from Poison. That will allow Kori to conserve some of his power for later.
-[X] Ask Bjorn to cast Moment of Greatness on everyone before we leave and to share what other spells he feels comfortable expending, such as Shield of Faith on Gorok and Cob, who will be fighting at his side.
--[X] Recommend that he take liberal advantage of his Fog Cloud spells if we are pressed, since our entire group will be able to see through them unimpeded thanks to our Ashen Path spell.
-[X] It may or may not prove effective, but Gorok's Ghosts are going to disguise their appearances as average Human mercenaries. Hopefully we can come out of this without more enemies than we started with. We have a potion of Disguise Self the princess can use if she also wishes to hide her features. It may be but the slightest figleaf providing plausible deniability, but that may be enough to prevent a diplomatic incident with the Elves, if the mission goes poorly.
-[X] If the princess wishes to take prisoners, we can cast Stabilize spells to keep them from dying if they are heavily injured and rendered unconscious.
-[X] The party will not activate their Unfettered Shirts before teleporting. The effect doesn't last long and may be needed against the Demons or Drow.
 
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I mostly made these for fun, playing with a relatively high-level character and a big budget.

Didn't think the princess would actually have to roll anything other than social skills.
She's a solid melee combatant with a heavy social spec, but Bjorn is a heavy hitter. He can buff himself up pretty damned well, too.

Hopefully we aren't facing too many enemies who are level appropriate for that pair.
 
I mostly made these for fun, playing with a relatively high-level character and a big budget.

Didn't think the princess would actually have to roll anything other than social skills.

It would have felt like a shame not to have the characters roll proper combat given they have full sheets, plus it just makes sense given her character... and poor Bjorn's. He's had an interesting life keeping her alive. There's a reason her bodyguard is a literal oracle. :V
 
Damn, they are good. That's some proper Oracling by Bjorn! It would be an honor to fight by their side.

Kori met his match in Bluff and Sense Motive, too. No wonder he felt uneasy putting on airs before the nobles.

Feels weird to reaize we are carrying equipment comparable to that of a royal of a major empire. Boots of Speed, Scabbard of Keen Edges, Belt of Titan's Might... The extra money bought us a way to punch several levels above our weight class.

Wonder what's Elywa got up her sleeve.
It may or may not prove effective, but Gorok's Ghosts are going to disguise their appearances as average Human mercenaries. Hopefully we can come out of this without more enemies than we started with. We have a potion of Disguise Self the princess can use if she also wishes to hide her features.
I think the exact opposite; any chance to resolve this with any kind of finesse would require her to appear under her own identity, as the elves are unlikely to try and kill off the sole surviving scion of the empire. Unidentified mercenaries trying to interfere with their mission, now that is what calls for immediate violence.

But ultimately, the choice will be hers.
 
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It would have felt like a shame not to have the characters roll proper combat given they have full sheets, plus it just makes sense given her character... and poor Bjorn's. He's had an interesting life keeping her alive. There's a reason her bodyguard is a literal oracle. :V
I want Sirim to reach out to his mind (Kori can't [read: should not] because curse) with a recognition of the trials that he must face, and offer to share every idea that he can come up with that one might use to assassinate/put-into-stasis/destroy-the-soul of someone with the defences the Princess has
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They'll never say, and to hint otherwise would be foolish, but for the sake of sanity I can only presume they have a high-level permenant Telepathic Bond

Also, can it be changed so that Uric has full skill ranks in buff? Maybe even via a slotless item of intelligence thingy? My reasoning is that the princess has to be able to trust him absolutely. Including in his ability to keep her secrets.

Heck, even that blush in the last update could be a "sincere blush, [bluff start here] but he's choosing to let it happen to help sell the idea that he's bad at hiding tells."

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Unrelated: Unless Kori has intuitive full understanding of how his Mythic Invisibility is works/what defeats it, as part of the "reward" for this, I'd very much like to ask for Kori's Mythic Invisibility to be tested against True Sight.
 
I think the exact opposite; any chance to resolve this with any kind of finesse would require her to appear under her own identity, as the elves are unlikely to try and kill off the sole surviving scion of the empire. Unidentified mercenaries trying to interfere with their mission, now that is what calls for immediate violence.

But ultimately, the choice will be hers.
Oh, I fully expect this batch of Elves to die. I just figured she might want to look like someone else for the purpose of throwing off Divination spells that might reveal the appearance of whoever killed them. It's a simple precaution to take, and probably not good enough if someone was really interested in digging into the details, but the offer is sincere and it doesn't hurt to earn more brownie points with the future Queen of Taldor.
Unrelated: Unless Kori has intuitive full understanding of how his Mythic Invisibility is works/what defeats it, as part of the "reward" for this, I'd very much like to ask for Kori's Mythic Invisibility to be tested against True Sight.
He should instinctively know the limits of his spells, just as a Sorcerer would. In this case, he should know that even his Mythic Invisibility would fail against a True Seeing spell.
Also, can it be changed so that Uric has full skill ranks in buff? Maybe even via a slotless item of intelligence thingy? My reasoning is that the princess has to be able to trust him absolutely. Including in his ability to keep her secrets.

Heck, even that blush in the last update could be a "sincere blush, [bluff start here] but he's choosing to let it happen to help sell the idea that he's bad at hiding tells."
Doesn't really seem to fit his character from what we've seen so far. Just because he has a high Charisma doesn't mean he has to spec into social skills.

Being able to play the stonefaced Ulfen guard should serve him well enough in most situations.

Also, his Legalistic Oracle curse really doesn't lend itself well to anyone who would rely on the Bluff skill.
 
On an unrelated note. Just as I want to ask something of the governor after we are done here, I also want to ask Bjorn...
Mina recognizes the pummel as not just a dragon, but a linnorm, the mark of a would-be king.

"How...?" she looks up in confusion.

There's a flash of anger from the thief, though not at her, at least not mostly. You glimpse an old warrior, his cheek marked with a ragged scar poorly healed, dead and laid out on a his pyre. It's edged with rage and sorrow, with fear and spite, and in the midst of the riot of feelings is a single word: father.
...if the descriptions of Gavis or his father sound familiar to him. Looks like there might be a story there, and we know Ulfen would have recognized the sword.
 
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