Finding the Spark (Pathfinder 1E Quest)

Arc 5 Post 17: Bottled Miracles
Bottled Miracles

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

Though the people of Augustana shun the night and name it perilous, a time for thieves, footpads, and scoundrels to take to the streets while good honest folk retreat behind their doors, with a prayer to Sarenrae to see them safe until dawn.

Yet 'the Fleet never sleeps', a jest upon foreigners who would think the saying refers to the Andoran Navy, a squadron of which is almost always present in the Salt Harbor to deter any thoughts of easy brigandage from pirates or 'pirates' of Chelish extraction, in truth it refers to a domain more concerned with the gaining of wealth than preserving it: spilling out from the Fleet and Market bridges is the domain of the Merchant Council, from your understanding a circle of rich traders who had agreed upon common rules that police its streets. These include banishing dyers and tanners to the outskirts of the city, dealing with rowdiness, drunkenness, and minor destruction of property in-house without the involvement of the magistrates and leveraging the full power of the Council against anyone caught tampering with the weights and measures in the wake of the infamous 'sawdust riots' two decades past, when it had been discovered that the flour sold to many of the city's poorer residents was about half lumbermill leavings.

Under no light but the thin sliver of moon above, you and Cob can wander almost without notice peering up at signs, or in the case of wealthier establishments, windows that allow one to peek at the wears through the wavy glass. But no shop is as brazen in its advertising as the Swing O' Miracles, for in place of a sign carved in wood above the door is a swirling spiral of bright colors like a silent storm of alchemical torches occasionally writing out messages into the air: 'Hottest Anulite Paprika', one proclaims in blazing red; 'Hexbiter Charms form the Savage Northlands' says another, with the message ending by shaping itself into a pair of ivory jaws and snapping shut.

Cob is hooked the moment he lays eyes on the place, and you practically have to run to keep up with him.

Inside the riot of colors is a little more muted by the light of what you would guess are worm-oil lanterns, though they're probably not: dozens of cabinets, tables, and chests lie stacked haphazardly with various kinds of concoctions, decoctions, and what you hope are pieces of colored glass for display perched precariously atop them. You have a brief horrified image of Cob knocking over one of the tables and having to use most of your money to pay off the damages.

"Heloo, Heloo good sirs," a halfling woman, features delicate even for their diminutive kindred, says. "Are you a goblin? It's been so long since one of you came around my shop. I'm Mirindi the Miraculous, and this is the Swig O' Miracles! What can I do you for?"

Akorian Knowledge (Dungeoneering) (DC 15/20): 1d20+5 = 7 (Failure)


Over the course of the next bell you discover that she is not in fact a halfling, but a gnome, kin to the svirfneblin who flit in and out of the tales of the People's tales, though she bares little resemblance to the crafty merchants and cunning warriors who are said to hold secret passages between Nar Voth and the deeper realms.

Though her shop does not, contrary to the name, stock true holy magics, Mirindi does manage to find a batch of 'bone burn' that she learned how to brew in Vigil from grave dirt and the blood of righteous men shortly before having to flee the city, inquisitors of Sarenrae hot on her trail, convinced that she sampled the blood herself.

"Honestly now, a girl can't pay for blood donations and scrape up a bit of topsoil from a grave without some fool with a foot-tall hat thinking you're a vampire."

Additionally you buy some more ordinary acid for getting past locks that prove too troublesome to pick and Cob picks out a pair of dung grenades that cost more than all the rest of it put together, though to be fair you imagine most living foes would have an even harder time defending themselves while emptying out their stomachs than covered in acid.

Gained 5x Alchemical Acid; 5x Bone Burn; 2x Dung Grenade

Lost 275 gp -> Now at 3,301 gp 19 sp 21 cp

Not really expecting much, given the state of the shop, you ask the merchant if she has anything convenient to keep treasures. Her eyes brighten instead as she bustles into the back and, after an only mildly alarming amount of creaking and clanking, she brings out a large leather bag marked with smoldering runes and a few faded splotches of what might have once been blood before an alchemical cleaning. "This might be what you're looking for. Not only can it hold a lot more than it seems, but if you knock someone out for a bit and then wave this over then... thwap, all their stuff's in the bag. Just make sure they're really out and not just faking it or you might end up like the last owner."

It sounds perfect, better than you had hoped, then she names a price. That is most of your gold going into Mirindi's pockets, no hope of a weapon for Gorok as you had hoped... unless. Cob certainly looks interested in so clever of a bag. Part of you wonders if this is your chance to get him to sell that reeking armor.

Looter's Satchel
Description: A large leather bag marked with smoldering runes and a few fades spotches of what might have once been blood before an alchemical cleaning
Ability: The satchel functions as a bag of holding (type I). Additionally, as long as the satchel is not overloaded, the bearer can hold it over an adjacent creature that is dead or unconscious and speak a command word. When the command word is spoken, the satchel removes any magic items from the creature's person (such as magic weapons and armor, potions, scrolls, and wondrous items) and deposits them into the bag. This process takes 1 uninterrupted round. If the bearer moves into a different space while the satchel is gathering items in this way, no items are moved into the satchel and the bearer must start the process over. If the satchel would become overloaded from the creature's magic items, it transports as many magic items as it can, from smallest to largest, until it would become overloaded, at which point it stops gathering items.
CL 9th Weight 15 lbs.; Aura moderate conjuration
Price 3,200 gp

Do you buy the satchel?

[] Yes
-[] Use the opportunity to try to pry the Otyugh Hide Armor (Gain 1,283 gp)
-[] Unload some other odds and ends: Write in which (Gain ???)

[] No, this thing is too rich for your blood


OOC: Your rolls were higher than average on finding magic items, but not a crit so you do not get precisely what you wanted. Also, since the vote did say buy whatever Akorian and Cob wanted, the latter got dung bombs, that is just like the pull of gravity, a universal law of nature.
 
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Ouch, that is expensive.

I think it's well worth the cost, though, assuming we can also sell the armor to keep our funds from dropping too low. We'll be getting our 1,150 pay from the upcoming mission, plus anything else we can loot from the tomb. The looting will be much easier and more effective with a Bag of Holding.

The added functionality over a regular Bag of Holding is pretty neat and it can save time when we're in a hurry.

[X] Yes, but only if Cob is willing to part with the Otyugh Hide Armor. The satchel is too useful to pass up.
 
[x] Yes
-[x] Use the opportunity to try to pry the Otyugh Hide Armor (Gain 1283 gp)


Hmm, that does add an incentivce to take something from the crypt. But nah. The job is already risky as it is.
 
Ouch, that is expensive.

I think it's well worth the cost, though, assuming we can also sell the armor to keep our funds from dropping too low. We'll be getting our 1,150 pay from the upcoming mission, plus anything else we can loot from the tomb. The looting will be much easier and more effective with a Bag of Holding.

The added functionality over a regular Bag of Holding is pretty neat and it can save time when we're in a hurry.

[X] Yes, but only if Cob is willing to part with the Otyugh Hide Armor. The satchel is too useful to pass up.

It can do a bit more than that if you are sneaky. Kor's thinking

Two people Mina under invisibility, Cob using his stealth
  • 1st round Mina puts a lone enemy to sleep, breaks invisibility, but they are asleep, they are not going to notice
  • 2nd round Cob dashes in and uses the bag to take all their magic items while Mina recasts invisibility on herself
  • 3rd round they both depart, the enemy still in dreamland
This trick only works against lone enemies, but if you can pull it off it is a hell of a way to deal with an enemy that needs those magic items to be effective or indeed someone you want to rob but not kill.

This plan brought to you by Darklands Upbringing (TM). :V
 
It can do a bit more than that if you are sneaky. Kor's thinking

Two people Mina under invisibility, Cob using his stealth
  • 1st round Mina puts a lone enemy to sleep, breaks invisibility, but they are asleep, they are not going to notice
  • 2nd round Cob dashes in and uses the bag to take all their magic items while Mina recasts invisibility on herself
  • 3rd round they both depart, the enemy still in dreamland
This trick only works against lone enemies, but if you can pull it off it is a hell of a way to deal with an enemy that needs those magic items to be effective or indeed someone you want to rob but not kill.

This plan brought to you by Darklands Upbringing (TM). :V
That's kinda beautiful. :evil:

That reminds me of something I meant to ask yesterday. If Sirim is hanging out a pack worn by Cob and he casts Invisibility on Cob, he should also be hidden because the spell makes Cob's gear and its contents Invisible, right? I know it should by RAW, but wanted to make sure it didn't cheese things too much.
 
That's kinda beautiful. :evil:

That reminds me of something I meant to ask yesterday. If Sirim is hanging out a pack worn by Cob and he casts Invisibility on Cob, he should also be hidden because the spell makes Cob's gear and its contents Invisible, right? I know it should by RAW, but wanted to make sure it didn't cheese things too much.

Sadly it would not work, Sirim is alive so he cannot count as gear for the purposes of invisibility even if he is inside the gear, he would just be floating inside an invisible bag.
 
Who could be an active user of the bag? Can a familiar activate it? Normally you'd have to have opposable thumbs to loot, but since magic does it for us...

It might have combat uses for those members of our party who can not contribute to the fight in a different way.
 
Who could be an active user of the bag? Can a familiar activate it? Normally you'd have to have opposable thumbs to loot, but since magic does it for us...

It might have combat uses for those members of our party who can not contribute to the fight in a different way.

You have to be able to hold it open over a body and vocalize the command word, so really depends on the familiar.
 
[x] Yes
-[x] Use the opportunity to try to pry the Otyugh Hide Armor (Gain 1283 gp)

Now that we sold the door we could comission something to use as a platform for Warty, right?
He needs a custom saddle and saddlebags. A custom riding saddle for an exotic mount is either 40 or 60 gold, IIRC, and saddlebags are 20 gold each, I think.

Along with that, we should also upgrade our regular equipment. Legit camping gear, good tents, etc. All of that stuff is pretty cheap, but we were never in a good place to properly source it.
 
OK, lets see if Cob is willing to give up his precious stinky armor and what Mina finds
Adhoc vote count started by DragonParadox on Apr 1, 2024 at 1:57 PM, finished with 11 posts and 5 votes.

  • [x] Yes
    -[x] Use the opportunity to try to pry the Otyugh Hide Armor (Gain 1283 gp)
    [X] Yes, but only if Cob is willing to part with the Otyugh Hide Armor. The satchel is too useful to pass up.
 
If we could just find her a staff with Ear-Piercing Scream or Snowball, that would be ideal.
 
Arc 5 Post 18: Counting the Costs
Counting the Costs

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

Cob, as it turns out, can think of a lot of reasons why the foul smelling armor is vital to the continuing prosperity of the band: "It'll scare off more of the devil people if they think I serve reek demons. I could use it to disguise as a Stinker-Ghoul-thing. Good for hiding in sewers..." On and on it goes under the gaze of an increasingly amused shopkeep, though she does politely try to hide it. With a sigh, already thinking of what else you could sell to make up the difference, you hand her most of the gold the four of you had made along the journey in coins beaten with the chain of Droskar, the billowing sails of Andoran's navy, and many stranger marks between. Mayhap some would call you mad for making the trade, but the journey has taught you something else beside. The world is full of small precious things, tinny stars of power just waiting to be pinched, and the satchel would make for the fastest pinching you've ever seen.

Mirindi winks at the pair of you in parting.

Cob Will Save (DC 12): 1d20+3 = 10 (Failure)

Lost 3,200 gp -> Now at 101 gp 19 sp 21 cp


***​

Mina and Gorok take the news philosophically enough, and you still have enough gold to extend your stay at the Minotaur's Horn for two full turns of the seasons, though Mina does worry that under present circumstance she might not find anyone to trade the elven staff to. She had not spent any of the magic bound within since she did not know any of the spells, nor according to Pepper would she ever have an affinity to it.

Sirim mutters something about the fickleness of gods, his voice like tar bubbles bursting, but he offers to help. "Skill and cost are two sides of the scales, oft connected but not ever. I know someone among the Pathfinders who might be of assistance, though I fear he is not the best of company."

It is very fortunate that you had decided to come along since that is all the warning the kayal mage saw fit to give until you are once more on the steps of the Lodge and he asks to 'see Brak'. The way the initiate stutters and almost trips over his feet at the command makes you brace yourself. It is good that you did...


Brak is a tall man of middling years with shoulder length straight hair and piercing yellow eyes that may once have been handsome, which makes the twisted mass of scar tissue that covers the left side of his face and exposing teeth, forced open by the same wound, all the more dreadful to behold. By the power of which god or spirit he had been healed you do not know, but that there was one you do not doubt. Without taking your eyes off his you offer what is counted as a polite 'tip of the hat' in these lands, even though you do not wear one.

At first the man seems startled to see you, then he notices your shadowy companion. "Well, what do you need from me now, Snake?" the words are spoken without venom, indeed there is a kind of grudging respect there. Now that his eyes are elsewhere you trace the black long coat and doublet, both imitating armor, though affording him the freedom of magic.

Akorian Bluff (DC 20): 1d20+15 = 29 (Success)

"I've a staff for you to look at, Master Brak..." Mina starts.

He frowns, twisting the scars even more, then snorts. "How the fuck do you speak Iobarian, girl?"

"I speak all tongues," Mina explains again, then gathering her courage adds firmly. "And I'm not a girl."

"Tell you what, when you've killed your first dragon you can say that to my face and I'll believe you," the scarred mage answers gruffly. "Show me that staff."

A moment later he takes it in hand and not only looks it over, but runs his fingers along the sinuous runes it's marked with like a tale teller's flute. "Ayup, its an elf staff. They do so love illusions as only those who grow old of real things can. What do you want me to do with it?"

"Alter the resonance so that Mina Speaker is able to make use of it," Sirim answers, earning a brief scowl from Mina herself before she says:

"Your judgement has already been most enlightening, though I would be most thankful for any other trade of your skills. The hour grows late and the trials near."

Mina Diplomacy: 1d20+1 = 15 (Success)

"Don't they always," Brak shakes his head. "I'll twist the runes of sound to a smoother cadence for you for two hundred sails, how's that for a deal? I'll have it in your hands by tomorrow?"

Do you take the deal?

[] Yes (Staff of Tricks Exchanges Ghost Sound for Echo) allowing Mina to recharge the staff if she learns the spell
-[] Sell the Masterwork Rapier for 150 gp
-[] Sell Gem of Foe Pyre for 1,800 gp
-[] Write in

[] No, it's not worth the cost


OOC: Brak isn't going to stick around Augustana so this is a one time offer, also he is basically doing this for the cost of reagents from a combination of Mina making her roll and... knowing Sirim. On the other hand, you guys are kind of broke, so up to you if this is worth a trade
 
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We're a true adventuring party now! We've spent nearly all our gold not long after getting it and now are balancing on the edge of being broke unless this next job goes well! :p
Without taking your eyes off his you offer what is counted a polite 'tip of the hat' in these lands even though you do not wear one.
He should invest in one, since it would keep his face in shadow and keep the sun/rain/other silly weather out of his face.

[X] Yes (Staff of Tricks Exchanges Ghost Sound for Echo allowing Mina to recharge the staff if she learns the spell; Cost 200 gp)
-[X] Sell the Masterwork Rapier for 150 gp


We aren't using it, and it sounds much more useful a trade.
 
Damnit, Cob... :facepalm:

I don't think it's worth altering the staff right now. None of the spells are powerful or useful enough, IMO, especially when we're this broke.

@DragonParadox, would Mina be willing to sell the staff? It's quite valuable and she has never even used it.
 
No opinion here. I can think of a few uses for Echo, but they'd be pretty niche, and the staff will likely be exchanged for something better at a later date.

Still, we are living in the now, and I can see how a stealth-oriented party may benefit from anything that creates a distraction.
 
Sure, she has no attachment to it.
That's good. This thing easily has a 4,000+ resell value. If Brak doesn't want it, maybe the shop where we bought our new satchel will be interested.

[X] No, it's not worth the cost
-[X] Thank Brak for his time and instead offer to sell him the staff if he is interested.
 
That's good. This thing easily has a 4,000+ resell value. If Brak doesn't want it, maybe the shop where we bought our new satchel will be interested.

[X] No, it's not worth the cost
-[X] Thank Brak for his time and instead offer to sell him the staff if he is interested.

Do keep in mind you do not sell things for full price, you are not a merchant 50% is a good resale price for instance, 60% means someone is interested in whatever it is you are selling. That said yeah, the Mirindi would likely be interested.
 
Do keep in mind you do not sell things for full price, you are not a merchant 50% is a good resale price for instance, 60% means someone is interested in whatever it is you are selling. That said yeah, the Mirindi would likely be interested.
Already took that into account. Her staff retails at 8,800 gold, so 4,400 would be the typical resale price.
 
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