Finding the Spark (Pathfinder 1E Quest)

it's better to have friends among the locals
There aren't any locals to upset. Nobody lives here, at least not for long. Our territory covers a lot of smuggling routes precisely due to how inhospitable for habitation and patrolling it is.

If we are to make friends among Cassomir's underworld, we'd have to explicitly encourage/cover up smuggling schemes, which is perhaps also not our intention.

I think we should let this one go, but find out more about what else passes through our territory, from him or from his contacts.
 
Small time smuggler not really a huge issue, and could be a useful contact.

[X] Advise Gorok that it might be better for everyone involved if we don't take it upon ourselves to enforce the local laws, so long as it doesn't impact us or his tribe. The smugglers aren't hurting anyone, and it's better to have friends among the locals rather than enemies.
-[X] Instead ask if he knows anything about worse criminals using swamp to bypass law, smugglers moving more than just some spice or worse sorts.
 
There aren't any locals to upset. Nobody lives here, at least not for long. Our territory covers a lot of smuggling routes precisely due to how inhospitable for habitation and patrolling it is.

If we are to make friends among Cassomir's underworld, we'd have to explicitly encourage/cover up smuggling schemes, which is perhaps also not our intention.

I think we should let this one go, but find out more about what else passes through our territory, from him or from his contacts.
Locals, relatively speaking. Just because this particular swamplands is uninhabited doesn't mean there aren't people in neighboring territories or that people don't move through it on occasion, like this dude.

[X] Massgamer
 
Vote closed.
Adhoc vote count started by DragonParadox on Feb 17, 2025 at 1:01 PM, finished with 10 posts and 3 votes.

  • [X] Advise Gorok that it might be better for everyone involved if we don't take it upon ourselves to enforce the local laws, so long as it doesn't impact us or his tribe. The smugglers aren't hurting anyone, and it's better to have friends among the locals rather than enemies.
    -[X] Instead ask if he knows anything about worse criminals using swamp to bypass law, smugglers moving more than just some spice or worse sorts.
 
Arc 10: Post 54: Of Pain in the Head New
Of Pain in the Head

18th of Abadius 4708 A.R. (Absalom Reckoning)

"They are not harming anyone," you point out. "Why find grudge," the duergar word lands with a thud like iron that has the smuggler look at you nervously, "where we don't have to?"

"If I do not guard law of land then by law the land can be taken back. It is land-bargain," your friend replies.

"In the ideal, maybe, but..." you consider everything you learned about the lords of Taldor, the new and lesser as well as the old and great. "Rare is the baron unmade because he allowed nutmeg to pass through his land." Changing the tongue to one that can be understood you ask the man bluntly. "Who else uses these roads and for what cause?"

Berg's back stiffens. "Look, I don't want no trouble, and I'm betting you don't want none either. Name yer cut and we can settle this like sharp folks. Not like you're the new publicani, eh?"

"He's is new baron," you proclaim, thinking the shock will get the man talking.

Instead It gets him running, promptly followed by the boy, Sil, who rolls nimbly off the wagon and tosses out a petrified stone at your feet that splits with a deafening crack. A common enough trick that your hands are already at the sides of your head, but it's going to be ringing all day. Cursing in a tongue none under the sun know you extend a hand and snap shadows to his heels... only to find the seemingly bare foot coming off as an enchanted stocking to reveal to reveal the true hairy foot of an adult halfling rather than a human child.

Akorian Intimidate: 1d20+23 (DC 25/33): 1d20+23 = 24 (Critical Failure)
Akorian Fortitude Save (DC 15): 1d20+10 = 22 (Success)
Sil Reflex Save (DC 19): 1d20+6 = 9 (Failure)

"Oi! Berg! 'E's got me! Hold your runnin'!"

For a wonder, he actually does.

"What do you want, witch-man?" the fellow asks sullenly, to which you can only respond in kind:

"It would be nice if my ears stopped hurting, but seeing as I won't be getting that how about you answer Gorok's questions before he drags you back to Cassomir to face the Abadaran Magistrate?"

The damn donkey doesn't even look troubled. It's only when Cob takes the chance to shout in its ear that you realize it's deaf, they must have gotten it with a purpose if they use thunderstones often. Though why in the name of dark below they were running off with their cargo at just the merest mention of a baron....?

As it turns out, the last fellow to be given lordship over these lands had a taste for human flesh. Not even ghoul-touched, he just liked the taste, and the one before that tried to raise wyverns. An iruxi baron wouldn't even be the most unusual thing to happen to this stretch of swampland, but all the strangeness has boded ill so far, at least according to the pair of smugglers, enough so that the prospect of a new baron was worse than the novice brigands they had taken you for previously.

Still, they are cagey about giving up their mates and Gorok won't trust them as guides without knowing 'what band they hail from.'

Sil, meanwhile, had been looking at Cob strangely: "Didn't I hear about you lot... you're not that goblin are you? The one that caused a riot out by the harbor? At that inn? You were the ones selling eskelette, right?"

You are not sure if you should be offended or amazed that you'd been repainted as villains in so short a time.

"Where were you getting that stuff? I mean, if you wanna know where our crew comes from it's only fair..." Berg says next.

"Something tells me it's not worth trying to get these fine folks off like Saenar," you point out darkly to Gorok only for Cob to jump up, literally as it happens, and say in goblin tongue.

"Think they're baiting a hook to see what we're like."

After a moment's reflection you nod. Berg hadn't sounded like he was trying to cut a deal, not really, and this would be a bad place to do it regardless.

Though it's clear that Gorok would rather throw at least one of the two in the merest mire, he does explain that you hadn't caused any riots and to the extent that you had anything to do with the eskelette trade it was putting an end to it. He doesn't mention the foiled assassinations, elven intrigues, and mad derro.

Akorian Sense Motive (DC 25): 1d20+19 = 23 (Failure)...+2 (Aid Another)* = 25 Success
*Cob Sense Motive (DC 10) 1d20+2 = 21 (Success)

In the end, the pair of smugglers seem to come to a common understanding. They explain that they mostly pass Qadiran spices and perfumes traded through Absalom. 'Like cats with their tails up' is how they describe relations between the two realms, but Taldans had always had a taste for eastern spices so there's a market there, at least for those who don't have to pay the ruinous tolls the Empire places on official Absalom spice traders for some reason.

The pair of them even agree to meet Gorok at the next day at the ruins of the Auld together with 'Boss Hrastor', provided he lets them go. Gorok looks to you, a mite surprising given your diplomatic antecedents, but then you realize that it's because your ears were the only victims of the small altercation.

What do you say?

[] Agree to let the pair go

[] Try to question them further
-[] Write in

[] Wirte in


OOC: That could have gone better, but it also could have gone worse. Kori could have lost his spell due to casting deaf or Sil could have just made his reflex throw, in which case they might have sipped away since both Gorok and Cob had moved already that round and they have invisibility potions on them.
 
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Freaking Halflings, can't even trust a child to be a child... 🧐

As it turns out the last fellow to be given lordship over these lands had a taste for human flesh, not even ghoul-touched he just liked the taste and the one before that tried to raise wyverns.
Huh, I guess the governor probably figured an Iruxi couldn't be much worse than the previous barons. Oh well, Gorok is a Baron of Taldor, and that's what matters most, even if he got the position because the bar had been set really, really low.

I'm cool with letting them go. We'll be back tomorrow with the full party. If they don't show up, then we might have to make things difficult for them.

[X] Agree to let the pair go
 
"He's the new baron," you proclaim, thinking the shock will get the man talking.
That awkward place where critical failure and critical success intermingle.
Oh well, Gorok is a Baron of Taldor, and that's what matters most, even if he got the position because the bar had been set really, really low.
He got that because he's got the land; I imagine there would be quite a few legal issues if he didn't. And he got the land because he performed a service for the crown; military service is how one would find their way into nobility since time immemorial.

He is probably expected to keep people from raising wyverns or worse. The permission to handle tresspassers as iruxi deem fit is actively benefitting the governor, as it means less bandits will be seeking shelter in these marches.

Edit:

[x] Agree to let the pair go
-[x] But do make it clear that Gorok can track them down if they run without keeping up of their end of the deal
 
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Getting to know the local criminal element, and if they need to be removed, will be important for settling lizardfolk, so best to do so.

[X] Agree to let the pair go
-[X] But do make it clear that Gorok can track them down if they run without keeping up of their end of the deal
 
Arc 10: Post 55: Secrets in Swolen Pages New
Secrets in Swollen Pages

18th of Abadius 4708 A.R. (Absalom Reckoning)

While Gorok still isn't entirely at ease with letting the pair go from the way his right hand lingers near the hilt of the fey-blade, the fact that you hold no animus against them carries some weight, the fact that it would be either time consuming or dangerous to drag them back in chains carries even more.

"Go now and know we will be at the keep at least on the morrow. If he does not find us there, I will find him."

"Yessir," the words flow together with the speed that only fear can breed.

While the deaf donkey certainly doesn't hurry down the path, it isn't for lack of trying on the part of the two smugglers.

As the land continues to sink the more you meander southwards soon the path transitions from clay to a collection of haphazardly placed logs, preserved by the same mud that pulls at your heels with the mantle of soft evening the air that comes alive with all manner of buzzing life, most of it unwelcome. Oh what I wouldn't give to be blessed with scales right about now, you think as you try to distract yourself by following the path of the luminous dancers in this twilight procession. 'Fireflies' they are called, though the name hardly seems apt to you, they are far more bright than warm as they swarm with what one might imagine to be a sort of curious awe around Warty. Whimsy aside, it's not long before the regular lines of mortared stonework rise from the mire ahead.

Some of the towers are high enough that one can still catch a glimpse of the original plan, with a fair bit of imagination and allowances for the merciless hand of time. What had once been a square fortress boasting an inner and outer wall, both about twenty feet high with the towers reaching up a further ten above those, now more resembled a collection of islands of moss-covered stone. Most of the rooms within are bare of both the remains of original habitation and later interlopers, unless one counts the bones which, according to Gorok, might have been the doing of swamp snap-jaws as easily as more discerning hunters. There are two exceptions to the pattern. Someone had set up a platform by the south gate sturdy enough for half a dozen archers and dragged over a brazier for them to light their arrows aflame there, as well as a few simple snare traps along the stairs leading up. And near the middle of the structure....

"Books! Lots a moldy books!" Cob reports, having keep the fastest into the various nooks and crevices. "Magic all over. Maybe it broke down?"

Being far from an expert himself, Cob couldn't tell you what kind of magic, only make a guess as to its power, More than the faint gleamings of petty conjurer, but less than the steady glow of the most powerful magics you posses, a dim half-light of enchantment.

To the southwest, opposite to where you had entered the ruins, is another oddity: a patch of blue-green fungus tall enough to reach almost to Gorok's chest. Ironstems he calls them, poisonous to everyone, but particularly virulent against the fey. Finally there are two pools of deep water right where the pair you met on the road say there are and the carp aren't shy about showing themselves there.

Rolls
Cob Perception (DC 24): 1d20+19 = 27 (Success)
Gorok Knowledge Nature(DC 17): 1d20+10 = 21 (Success)


Map

"Library?" Gorok motions towards the larger tower.

"I'm not Sirim, but I'll see what I can make of it..."

Waterlogged tomes sag on shelves that seem too ancient to bear their weight and yet they do. Trails of greenish black slime ooze between their spines like ichor as the air is laden with the scent of arrested decay... and with the magic that Cob remarked on. A spell of preservation... sputtering to an end, though the fact that it had lasted so long is remarkable, as is the fact that none of the ruins previous inhabitants thought to take any of the tomes.

Akorian Spellcraft: 1d20+9+1d6 (Mythic Surge) = 28 (Success)

What do you do?

(PCs can be assigned to only one action, though more than one can be assigned to any single action. The iruxi will attempt to perform any action left over within the limits of their skills)

[] Start refurbishing the ruins
-[] The South Tower
-[] The Central Keep

[] Try to take out the books and find the source of the magic

[] Harvest the mushrooms, no reason why you can't add them to your alchemical stores

[] Start fishing

[] Write in


OOC: Enjoy.
 
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That's a much larger structure than I was expecting. It has a lot of potential if properly repaired. Assuming we can make it relatively safe, this could be a great place for the Iruxi to start building their new village.

@DragonParadox, could we hire skilled laborers, maybe some Dwarven stonemasons or similar crafters, to repair the keep? This is the sort of job that is a bit beyond our party if we want to do it well, at least in the timeframe we have available before we need to meet up with Urgor.
 
That's a much larger structure than I was expecting. It has a lot of potential if properly repaired. Assuming we can make it relatively safe, this could be a great place for the Iruxi to start building their new village.
Agreed, and they deserve it! Even comes with some local fishing and fey protection, which is always a plus, hehe.

I say we should fix up Central Keep as much as possible, smaller area and easier to defend while still having fishing pool located inside. Can we use that construction spell to help out?

@DragonParadox while originally Auld Keep, does Gorok/iruxi have any thoughts about what to call new home at all? Being lizardfolk I would totally expect them to call it simple like 'Stone Nest' or something like that.
 
I'm assuming Gorok prepared Commune with Birds and Lay of the Land spells this morning to assist their efforts today. Is that all right, @DragonParadox?

This is only the tribe's first day here. I think trying to repair anything would be a bit premature. A more thorough examination of the ruins are called for, IMO. We're going to need to hire people to help fully restore or remodel the keep, but in the meantime we can start gathering up the loose stone from around the keep.

That will give Kori and Sirim (when he gets here) something to work with later on using Stone Shape spells. The stone isn't really useful scattered all over the place. With guidance from Cob's Knowledge (Engineering) skill, however, they should be able to at least enclose the central keep area with a complete wall.

[X] One stone at a time
-[X] Kori uses Inspired Spell to cast Communal Ant Haul on Gorok, Warty, and seven other Iruxi selected by Gorok. He then assists Cob with inspecting the area, using Detect Magic to search for remnants of magic and Detect Poison on the surroundings looking for dangerous flora, fauna, etc. Further investigating the library is tempting, but it would probably be best to wait until Sirim and Mina can examine it.
-[X] Cob uses the Detect Secret Doors power from our Cloak of the Hedge Wizard (and his Locate Secret Doors power if the cloak's power doesn't last long enough) to examine the ruins, looking for hidden passages, forgotten caches, etc. He will also look for traps, hazardous structural weaknesses, and other less noticeable dangers.
-[X] Gorok casts an Enlarged Lay of the Land spell centered on the ruined keep to learn about the four mile area surrounding it, then a Commune with Birds spell to ask local birds about the locations of nearby predators.
--[X] Gorok, Warty, and the Iruxi will begin the process of gathering loose stones and collapsed rubble from around the keep, starting on the area outside of the walls and working their way inward, but only after Cob has given them the all clear to excavate in that area. The most heavily damaged sections of the outer wall will be collected as well, if manageable. They will make use of the 10 Anytools we purchased for the tribe previously along with Cob's Anytool.
 
@Goldfish should we put new preservation spell on books, or at least put them someplace dry, so that won't be damaged anymore too?

[X] Goldfish
I don't think so. The Preserve spell is pretty limited in what it can affect per casting; 9 pounds of books at Kori's current level using Inspired Spell. That might only be a couple water-logged books per casting. Just not worth it right now, IMO.

I'm not sure what can be done to salvage the books, but Sirim should know that kind of thing. He also knows the Make Whole spell, which might be able to restore them, if @DragonParadox is kind to us.
 
Ok, this is a lovely touch:
Fireflies they are called, though the name hardly seems apt to you, they are far more bright than warm
First thought - how many days are we expected to stay here? I'm thinking in terms of throwing about surge points to cast Stone Shape and the like, to help make the place more comfortable.
Not near the tower where the magic is, but somewhere that can act as a barracks/group shelter for right now, and then be used as something else as the tribe build their actual homes

Then the next day I'd like to cast Bestow Insight: Spellcraft onto at least Cob (and Shuffle? Not sure how that would work) and maybe also Gorok and then poke the preservation spell, find out why a level 1 spell that lasts a week managed to endure so long.
[We'll also expect to be interacting the smuggler boss, so BI: Sense Motive on Gorok for that might be wise; just so we get extra rolls of the dice].

Second thought: What's the story when it comes to cutting down trees, I feel the poison mushrooms probably drove away the fey, but I just want to check if there might be any complaints/issues about some tree cutting, so that we might head those off.
[addendum: how easy is it to cut through wood with an adamantine blade? Like a hot knife through butter, or does it requite actual strength to do so? If it's "knife through butter", then even a short dagger would massively speed up building stuff.]

Also, do Craft skills need to be trained? If not, then a casting of Tears to Wine would be ideal for quickly and excellently putting up houses/joinery/stoneworking.

So, assuming we have multiple days:
Evening one (now) we set up basic shelters, Stone Shape and Tears to Wine + Adamantine to cut wood easily.
Day two: Meeting with smuggler leader (assuming that goes well, we ask about groups/threats in the vicinty alongside our actual agreement). Then we poke the mystery of why the level 1 spell lasted so long.
Depending on the resources expended for the meeting and investigation we either take another long rest (throwing out some more spells to help build the settlement beforehand), or the the five of us (Gorok, Warty, Cob, Shoffle and Kori) all go out and look for monsters/beasts/problems and kill them.
 
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