Finding the Spark (Pathfinder 1E Quest)

[X] Enough blood had been spilled and you are not planning to stay on the water anyway, drop Galvo-slayer into the port in Augustana.
-[X] Bid him to warn his people against attacking surface dwellers in the future, for they are many and prone to acts of dreadful vengeance. If his people are already beset by deadly threats, the last thing they need is to bring the wrath of the navies of the world down upon them.


*Flashback to sudden Illithid strike in ASWaH*
It seems I remeber reading that scene...
DP: Do you wish to continue?
Readers: Yes, of cause, we are winning already!
DP: Are you sure that you wish to continue?
Readers: We have already won, and our party will easily beat any reinforcments!
DP: Are you absolutly sure that you wish to continue?
Readers: ...we are better going now...

Or maybe not this scene, there were a lot of Illithids in ASWaH...
 
[X] Enough blood had been spilled and you are not planning to stay on the water anyway, drop Galvo-slayer into the port in Augustana.
-[X] Bid him to warn his people against attacking surface dwellers in the future, for they are many and prone to acts of dreadful vengeance. If his people are already beset by deadly threats, the last thing they need is to bring the wrath of the navies of the world down upon them.



It seems I remeber reading that scene...
DP: Do you wish to continue?
Readers: Yes, of cause, we are winning already!
DP: Are you sure that you wish to continue?
Readers: We have already won, and our party will easily beat any reinforcments!
DP: Are you absolutly sure that you wish to continue?
Readers: ...we are better going now...

Or maybe not this scene, there were a lot of Illithids in ASWaH...

I meant this scene, yes. Aboleths are CR 7 too...
 
Why the deck needs to be 'swabbed' so often is another ship-mystery as far as you are concerned,
to keep the mold and moss from growing over the wooden deck, while at the same time it also helps in keeping the planks swelled up. Thereby leaving very little room for the water to get under the lower decks.

According to the internet

but refer to only as 'mind-hunters' as one might speak of some horror out of Orv.
Hm have you watches Tales from my DND campaign @DragonParadox ?

Also probable worst case scenario Veiled Master

Though I can't imagine any static defense capable of keeping one of them out. And they are... subtle.

OOC: Man even with four tries the dice were not with you on those lore checks, still you know that the ceratioidi are living in a facility somewhere in the Inner Sea that you may have triggered when you activated the others.
Clearly the solution to this is to activate more ancient Azlanti facilities.

This sound like Aboleth Bullshit. They were the ones to destroy the whole Azlanti empire once their slaves became too powerful
The flesh craft certainly strikes me as in their wheelhouse. There exist more than a few flesh crafted abominations supposedly created by them.

Like Faceless Stalkers

[X] Enough blood had been spilled and you are not planning to stay on the water anyway, drop Galvo-slayer into the port in Augustana.
I wonder if they would just tell us how to get to the place where they wanted to take us?

And how they might feel about that?

Mandatory water level is always nice, of tedious. I would like to visit this place later.

*Flashback to sudden Illithid strike in ASWaH*
Same.

[X] Enough blood had been spilled and you are not planning to stay on the water anyway, drop Galvo-slayer into the port in Augustana, bid him to tell his people that no sacrifice of blood and flesh will affect the devices, a guess can be made fact if one is convincing enough (Bluff DC 20)
-[X] Take some fishy blood surreptitiously for later Scrying.
 
to keep the mold and moss from growing over the wooden deck, while at the same time it also helps in keeping the planks swelled up. Thereby leaving very little room for the water to get under the lower decks.

According to the internet


Hm have you watches Tales from my DND campaign @DragonParadox ?

Also probable worst case scenario Veiled Master

Though I can't imagine any static defense capable of keeping one of them out. And they are... subtle.


Clearly the solution to this is to activate more ancient Azlanti facilities.

Kori does not know and would probably not ask about the planks, he still thinks this sailing thing is absurdly dangerous and not worth the trouble

Yes, I have seen that episode and I was disappointment when the campaign ended without showing those on screen

You can never have too many Azlanti facilities :V
 
Why not coming up with a bullshit prophecy to either pull out more information out of him or to track him back?
 
I mean that sounds like a pain.

And with blood we can scry or divine them pretty directly.

With Locate Creature you do not even need that. All that it requires is that you had seen that particular being up close and in person (30 ft distance max). It will not show you the creature, but with two castings, a good map and some basic math you can place where it is with reasonable accuracy.
 
I see this as if there is an Aboleth inside the facility, it has been keeping at bay something for the Ceriatodi, and that once it gets out it will likely enslave the Ceriatodi further.

Do you wanna seed some doubts into the tribe? That way they might keep it in chains some time more.
 
One thing you guys might want to consider is what you want to do once you hit land? Click is going to be off your hands which means for the first time since you came out of Nar Voth initially you will be able to consider the big picture. What do you want to do? Who do you want to serve?

You have that offer to join the Grey Corsairs, but it is pretty clear not everyone is going to be welcoming, especially of Cob. Sirim sounds like he is working his way to hiring you, if his meeting with the pathfinders works out. Also you can try to basically homestead out in the wilds, there is still a lot of that left in Goldarion even in a relatively settled lands like Andoran.
 
[X] Enough blood had been spilled and you are not planning to stay on the water anyway, drop Galvo-slayer into the port in Augustana.
-[X] Bid him to warn his people against attacking surface dwellers in the future, for they are many and prone to acts of dreadful vengeance. If his people are already beset by deadly threats, the last thing they need is to bring the wrath of the navies of the world down upon them.
 
One thing you guys might want to consider is what you want to do once you hit land? Click is going to be off your hands which means for the first time since you came out of Nar Voth initially you will be able to consider the big picture. What do you want to do? Who do you want to serve?

You have that offer to join the Grey Corsairs, but it is pretty clear not everyone is going to be welcoming, especially of Cob. Sirim sounds like he is working his way to hiring you, if his meeting with the pathfinders works out. Also you can try to basically homestead out in the wilds, there is still a lot of that left in Goldarion even in a relatively settled lands like Andoran.
Checking out the Pathfinders seems like a good option, IMO. They're a great way to find places to explore for loot and XP. They probably won't be overly prejudiced either, IIRC. Still not sure about Sirim, though.

We should consider visiting an Abadaran bank, too. Those bank notes we've been carrying around almost since the beginning could be worth something.
 
I am all about helping Gorok's tribe to set up somewhere safe and base ourselves from them.

This quest started about the forgotten ones at the margins of society, and I wanna keep it like that.

With a lot of Azlanti spelunking
 
One thing you guys might want to consider is what you want to do once you hit land? Click is going to be off your hands which means for the first time since you came out of Nar Voth initially you will be able to consider the big picture. What do you want to do? Who do you want to serve?
How does the set of the coordinates we got for points of interest correlate with the map of the continent? I want to pursue those leads, and I will serve whoever gets us there, with or without them knowing.
 
For me...?

>Get involved with the Pathfinder Societies buisness
>Help The Iruxi get established
>Delve into more Azlanti ruins for fun and profit
 
How does the set of the coordinates we got for points of interest correlate with the map of the continent? I want to pursue those leads, and I will serve whoever gets us there, with or without them knowing.

The party still do not have a surface map, but Caulker may have one. Do you want to try to borrow one and if so do you want to tell him what for or bluff?

Of course you could also buy one at your destination.
 
For me...?

>Get involved with the Pathfinder Societies buisness
>Help The Iruxi get established
>Delve into more Azlanti ruins for fun and profit
These all seem like complementary goals to me.

Getting in the good books of the Pathfinders means useful contacts, potential jobs, access to resources that might otherwise be difficult to acquire, and a wide pool of potential allies.

The Pathfinders have tons of information about previously explored but uninhabited locations that could be perfect for Iruxi settlers. The Iruxi could even setup a Pathfinder waystation wherever they end up settling down, which could make them useful to the organization on an ongoing basis.

And the Pathfinders are almost certainly our best bet for getting information about Azlanti ruins and artifacts, along with having contacts and resources that could help us reach those places.

None of this means we need to immediately try to join the Pathfinders, though. We can probably still benefit from some of their resources simply by making friendly contact with them, especially if Sirim really is a member.
 
I would rather purchase one from the city, preferably from a shop that sells them. Maybe even a Pathfinder chapterhouse (or whatever they're called, I can't remember)?

Even if Caulker has one, he's the captain of an Inner Sea ship, meaning he more likely has naval charts and the like. Inland maps wouldn't be a priority for the limited space in his ship.
 
These all seem like complementary goals to me.
That is indeed the idea. : )

And the Pathfinders are almost certainly our best bet for getting information about Azlanti ruins and artifacts, along with having contacts and resources that could help us reach those places.
Oh for sure. And even more than that- they are the kind of people who would fund those kinds of expeditions, and pay handsomely for relics. Or better yet stories.

None of this means we need to immediately try to join the Pathfinders, though. We can probably still benefit from some of their resources simply by making friendly contact with them, especially if Sirim really is a member.
Oh of course. Never do for free what you can get paid for :V

I'm happy to avoid committing to anything until the price is right.

When we get to port... I assume Sirim will have jobs. The navy is at least worth following up on.

Buying supplies and perhaps securing lodging for ourselves?
 
I wonder if the basic information we can provide from our home area of Nar Voth would be worth anything to the Pathfinders? We have some pretty solid info about the local environment which probably is not commonly known on the surface.

Cauldron is a welcoming and relatively safe community for a group of Pathfinders to operate out of, for example. There is the Xulgath ruins they could be interested in, and the mysterious temple which should be right up their alley. And all of this being below Cheliax might even make the information more valuable.

What else might tempt them?
 
Checking out the Pathfinders seems like a good option, IMO. They're a great way to find places to explore for loot and XP. They probably won't be overly prejudiced either, IIRC. Still not sure about Sirim, though.

We should consider visiting an Abadaran bank, too. Those bank notes we've been carrying around almost since the beginning could be worth something.
After we get Sirim back to a position of security and they feel safe, a tricksy wizard who we helped might consent to being under a temporary non-lying-curse, or some other strong method of disallowing lies.

Ripping the idea of how to check for genuine honesty from Dimension 20 season 16, "Neverafter".

My thinking is we ask a resonable set of questions, "do you intend to fuck us over", and - grabbing from the wiki - we ask something that has a similar effect to:
Rapunzel, despite being uncomfortable around witches, had had a meeting with the Baba Yaga for help. In this conversation, Baba Yaga swore to snatch the tongue out of Rapunzel's mouth if she ever told a lie. After Rapunzel's imploring speech [spoken while under a spell of 'not-lying'], Baba Yaga She then asked the princess, "If instead of threatening based on whether you uttered a lie, I had instead conditioned my statement on you telling the truth, would I now hold your tongue in my hand?" With that, Rapunzel curtseyed, and left without speaking, meaning that she wasn't being entirely truthful.
Basically, we ask the questions, and then we ask "were you honest with us about with previous answers rather than merely not lying?"

[Also, what are the specifics of what is going on with you possessing/surviving through your familiar? We might accept being morally flexable in times of desperation, but there is a limit and we don't want to get entangled with someone who's happy to be... really shitty.]
Honestly, a level 5+ wizard could book passage on a boat easily enough imo, if only with the promise of payment at port in terms of money or a few stashed magic items. Especially if they can point to a group like the Pathfinders and say one is a member.

The desire to avoid embarrassment about their circumstances still sounds like a lie to me
----
Aside from me wanting to give Sirim a chance - which means consensually questioning them while they can not lie - after we get to port and they feel secure in their position - I really do like the bank and Pathfinders idea.
----
My piority is:
1. Lich
2. Gorok's folk
3. Cash out the bank notes if possible
4. Pathfinders for general plot hooks and general plot hook accessories. If there's any group who can be expected to be 'probably-good-folk bearing evil aligned magic items' it's probably the Pathfinders.
----
Though the first three are likely to be hooks on their own, iirc, DP said as much regarding the bank notes at least.
 
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I want to solve case with of Khole, Dancer from Circle of Twilight, who was poisoned in the firast arc. Yes, it means that we have to return to Cauldron, but we have to return nevertheless to help Gorok's tribe.

Not that I object against Azlanti ruins.
 
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