Finding the Spark (Pathfinder 1E Quest)

Then maybe we should go to the temple of Desna, if priests of Pharasma will investigate our crime?
 
The Twilight Talons are a secret Andoren espionage organization under the control of the larger Eagle Knights. They operate outside the government's acknowledgement, and serve as spies, saboteurs, deep-cover agents, and assassins.

[X] Goldfish

I'll miss you lich plot hooooooks.

I would also prefer the Desnan temple. Even if it upsets them.

More likely to get a juicy ploy hook full of delicious bait.

Also any kind of reward : /
 
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Vote closed.
Adhoc vote count started by DragonParadox on Mar 31, 2024 at 3:32 PM, finished with 21 posts and 6 votes.

  • [X] Prepping for the Run
    -[X] Someone who can pass through walls and fly would be very useful. See if Sirim is interested in doing some treasure hunting right here in Augustana.
    -[X] Ask Silea to make some purchases on our behalf so as to not arouse any suspicion among the locals. We are somewhat eye-catching, after all. She might also get a discount whereas we would probably be overcharged.
    --[X] Tools and items which Cob and Kori expect to find useful breaking into a crypt, such as Alchemist's Acid, Holy Water, etc.
    --[X] Scrolls: Cure Light Wounds, Delay Disease, Delay Poison, Hide from Undead, Protection from Evil
    --[X] A type 1 Bag of Holding or Handy Haversack.
    -[X] Sell something to make even more coin
    --[X] Try to sell or trade Mina's magic staff for something more appropriate for her. Her current staff cannot be recharged once used.
    -[X] While our purchases are being gathered,visit the Temple of Pharasma to relinquish the lich's phylactery to them for destruction.
    --[X] When we visit the temple, make sure to do so without any active magical effects so as to leave no traces for them to later track us.
 
: / could we reblitigate the pharsma thing. Given you felt the need to warn us about the risks.

And it was stapled onto this vote at the end.
 
The Temple of Pharasma seems like the best option to me, given the circumstances. Not only are they more concerned with the natural progression of life and death, they also have no previous association with the Lich, who itself was once a servant of Desna.

It's all too easy to imagine the Desnans allowing the Lich to reform in hopes of redeeming it, then it escaping and deciding to come after us for revenge.
 
Arc 5 Post 16: Darker Dealings
Darker Dealings

24st of Rova 4707 A.R. (Absalom Reckoning)

Alas Silea had met Mina's suggestion that her subordinates head down fleet and market street to spend your gold as though you had asked her to put on a golden collar and walk into Hagegraf. It would 'expose your connection' apparently, as though you walking through the front door with a door didn't do that for any careful watchers. Perhaps your ill mood is just the morning sunlight stinging your eyes. The ball of golden pain in the hollow skies above is particularly unimpeded as you stalk to the dead tree gnarled and blackened a short way behind the Minotaur's Horn.

Mina Diplomacy (DC 20): 1d20+1 = 5 (Failure)

According to local legend this particular tree stands where an unholy altar of Asmodeus had been erected during the years of Thrune occupation seeded here by the revolutionaries which burned the altar. Though the evil of the devil magic had proven too strong for it in the end the inhabitants of Copperdown still respected the tree as much as they feared the tainted earth, enough at least that no one has cut it down to carve into a bench or replace a storm tossed door. It is also the place Sirim asked you to leave messages for him, specifically to bury stone tablets.

Cob of course had been more than happy to try out his new tool under Mina's supervision, but it had been Gorok who figured out the reason for the strange message. As he passed through the earth Sirim would have no way to see inside, but he could presumably feel well enough to distinguish ridges in stone.

Hopefully none of the passersby confuse burying rocks by the tree for some unholy rite of summoning.

"Yes," the mind voice weaves itself among your thoughts not long after.

"We have a proposition for you, though first I would ask for secrecy as to its contents..."

"A very blunt approach, but consider me intrigued, your company does not seem one for patty requests."


After you lay out the deal you had agreed to as well as all you know of House Valeyn and the illicit trade the shadow-mage tsks. "You should have asked for more coin. Circumstance had pinned her hand to the wall."

"Mayhap if we knew that she was going to ask for we would have,"
you grouse.

"And therein lies the trouble, you were attempting to be fair rather than to leverage the situation... and yet I find myself favored by this circumstance. I will join you in this endeavor and see what treasures these merchants have amassed."

Over the next half-bell he is surprisingly direct about his abilities and his limitations. While quite skilled at illusion magic he has yet to relearn the skill of shaping shadow magic into the semblance of other spells, which served him in nights gone by. Even more pressingly as you had already witnessed Sirim has no ability to reach out and grasp material things, neither armor nor weapon, taslisman nor ring can be set in his weightless grasp. Lastly most natural beasts are unnerved by his presence, then they are aware of him at least and refuse to draw near.

Name: Sirim
Alias: Unknown
Alignment: Neutral Evil
Age: ???/2 months
Race: Smoke Shade
Level: 4 (13250 XP/15000 XP)
Class: Wizard 4 (Illusion [Shadow]; Opposed Schools Evocation; Conjuration)
Feats: Cosmopolitan (Bluff; Diplomacy); Eschew Materials
Traits: Student of Philosophy, Outlander x2 (Lore Seeker: Shadow Conjuration Shadow Evocation All). Silent Hunter
Drawback: Paranoid, Warded Against Nature
Class Features: Scribe Scroll (Disabled) Book of Shadows; Extended Illusions; Binding Shadows
Movement: 10 ft., fly 60 ft. (good)
Languages: Shadowtongue, Common, Duergar, Infernal, Necril

HP: 21
AC: 10 + 4 (DEX) +2 (Size) + 4 (w/Mage Armor*) = 16/20* (Touch 16)
Initiative: +4 (DEX)
Spell Save: 10 + 4 (INT) + 1 (Shadow Conjuration/Evocation)+ spell level
Spell Resistance: 13
Base Attack: +2
  • Tendril +8 (2d6 negative energy plus cloying shade) (Reach 5 ft)
Weapon and Armor Proficiencies: Simple

STATS:
- Strength
18 (+4) Dexterity
12 (+1) Constitution
18 (+4) Intelligence
13 (+1) Wisdom
7 (-2) Charisma

SAVES:
FORTITUDE: 1 + 1 (CON) = 2
REFLEX: 1 + 4 (DEX) = 4
WILL: 4 + 1 (WIS) = 5

SKILLS:
Bluff: 7 + 4 (INT) = 11
Diplomacy: 7 + 4 (INT) = 11
Knowledge (Arcana): 7 + 4 (INT) = 11
Knowledge (Religion): 7 + 4 (INT) = 11
Spellcraft: 7 + 4 (INT) = 11
Stealth: 7 + 4 (DEX) +8 (Racial) +1 (Trait) = 20

BACKGROUND SKILLS:
Knowledge (History): 6 + 4 (INT) = 10
Knowledge (The Planes): 7 + 4 (INT) = 11
Linguistics: 1 + 4 (INT) = 5

Spells Known (CL 4 +1 Shadow Conjuration/Evocation):
Level 0: All Except Opposition Schools
Level 1: Touch of Gracelessness, Mage Armor, Color Spray, Silent Image, Ray of Enfeeblement, Ferment, Recharge Innate Magic, Sleep, Alarm
Level 2: Darkness, With the Wind, Detect Magic, Greater, Hypnotic Pattern, Mirror Image, Twisted Space, Invisibility

Spells Prepared:
Level 0: (5+I)
Level 1: (4+I)
Level 2: (3+I)

Special Abilities:
  • Cloying Shade (Su) A smokeshade's tendrils deal negative energy damage. A creature that takes damage from a smokeshade's tendril attack is surrounded by a haze of cloying shadow for 1 round. This cloying shade imposes a -2 penalty on attack rolls and Perception skill checks and grants the target concealment from attacks made by opponents that are not adjacent to it. This ability does not give the target concealment against the smokeshade.
  • Hide in Plain Sight (Su) A smokeshade can use the Stealth skill even while being observed. As long as it is within 10 feet of an area of dim light, a smokeshade can hide itself from view in the open without anything to actually hide behind. A smokeshade can hide in the shadows of other creatures but not in its own shadow.
  • Misty Form (Ex) A smokeshade's body is composed of a semisolid black mist similar in consistency to thick foam. In addition to the incorporeal subtype, the smokeshade's misty form grants it the amorphous defensive ability. The creature cannot speak or make other sounds beyond a low rumble. Unlike a normal incorporeal creature, a smokeshade cannot enter water or other fluids, and it is always treated as a Tiny creature for the purposes of how wind affects it, even if it increases in size.
  • Book of Shadows (Ex): Having internalized his knowledge of wizardry in a desperate attempt to escape capture the wizard no longer has need of, nor can he made use of an external spellbook. Due to the added complexity of inscribing entire spells within his shadowy form the wizard requires twice as much time to inscribe a new spell. This class feature replaces Arcane Bond.
  • Extended Illusions (Su): Any illusion spell you cast with a duration of "concentration" lasts a number of additional rounds equal to 1/2 your wizard level after you stop maintaining concentration (minimum +1 round). At 20th level, you can make one illusion spell with a duration of "concentration" become permanent. You can have no more than one illusion made permanent in this way at one time. If you designate another illusion as permanent, the previous permanent illusion ends.
  • Binding Darkness (Sp): As a standard action, you cast a weave of shadows at any foe within 30 feet as a ranged touch attack. The shadows entangle your foe for 1 round plus 1 additional round for every five wizard levels you possess. In conditions of bright light, this duration is halved (minimum 1 round). A creature entangled by your shadows has concealment from those without darkvision or the ability to see in darkness, and other creatures likewise have concealment relative to it. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
Curse & Drawbacks:
  • Weight of Smoke (Ex): Cannot make use of any equipment that is not specially designed for him, even Ghost touch weapons cannot be technically used by a smokeshade as it does not impinge upon the material, rather it is but smoke and shadow. Additionally the smokeshade wizard cannot use any item creation spells that require interactions with material reality
  • Paranoid (Ex): Anyone who attempts an aid another action of any type to assist you must succeed at a DC 15 check instead of the normal DC 10 check.
  • Warded Against Nature (Su): Animals do not willingly approach within 30 feet of you, unless you or the animal's master succeeds at a DC 20 Handle Animal, Ride, or wild empathy check. Animal companions, familiars, and mounts granted by your class abilities are immune to this effect.

[] Write in Sirim's Spell load out

What do you wish to see next?

[] Attempt to convince Mina to deliver the ring to High Loreseeker Jaes, the less you have to do with the servants of the Lady of Graves while planning to disturb a grave the better

[] Delivering the Ring to the Pharasmans

[] Akorian and Cob buying alchemical supplies

[] Sirim and Mina attempting to find scrolls and modify the staff for her use




Nidaelse Dictionary
To pin one's hand to a wall - To the cornered; at the end of one's rope though still with some chance of escape

OOC: Yes, Sirim did learn a bunch of opposition school spells. That is because to a wizard opposition spells are still better than no spells and he was very high up on them after his consciousness transfer.
 
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@DragonParadox, Sirim's Stealth bonus should be +19, and rather than getting a +4 Racial bonus, it should instead be a +8 Size bonus.
 
Oh well, I guess it was too much to hope they would do our shopping for us.

Probably doesn't really matter what order we do the shopping in, but I want to see more Cob screen time, so I'm in favor of this option first.

For Sirim's loadout, I'm leaning toward subterfuge and information gathering. We're not bringing him for his combat ability, after all.

[X] Akorian and Cob buying alchemical supplies
[X] Sirim's Loadout
-[X] Cantrip (4/Day): Detect Magic, Jolt, Mage Hand, Prestidigitation
-[X] 1st Level (4+I/Day): Color Spray, Mage Armor (uses 2 slots), Silent Image
-[X] 2nd Level (3+I/Day): Darkness, Detect Magic: Greater, Invisibility, Mirror Image
 
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Oh well, I guess it was too much to hope they would do our shopping for us.

Probably doesn't really matter what order we do the shopping in, but I want to see more Cob screen time, so I'm in favor of this option first.

For Sirim's loadout, I'm leaning toward subterfuge and information gathering. We're not bringing him for his combat ability, after all.

[X] Akorian and Cob buying alchemical supplies
[X] Sirim's Loadout
-[X] Cantrip (4/Day): Detect Magic, Mage Hand (x2), Prestidigitation
-[X] 1st Level (4+I/Day): Color Spray, Mage Armor (uses 2 slots), Silent Image
-[X] 2nd Level (3+I/Day): Darkness, Detect Magic: Greater, Invisibility, Mirror Image

Why double Mage Hand? Opposed school?
 
[X] Attempt to convince Mina to deliver the ring to High Loreseeker Jaes, the less you have to do with the servants of the Lady of Graves while planning to disturb a grave the better
 
Ok, looks like we are going for alchemical supplies first, I might also do the staff at the same time so we can get to the heist in good time
Adhoc vote count started by DragonParadox on Apr 1, 2024 at 2:44 AM, finished with 14 posts and 4 votes.
 
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