Finding the Spark (Pathfinder 1E Quest)

[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.
 
I'm going to need a few more votes for this one guys.
Adhoc vote count started by DragonParadox on Apr 2, 2024 at 2:51 AM, finished with 10 posts and 3 votes.

  • [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.
    [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
 
[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.
 
[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


I'll add my voice to Tomcost's. It's not that big of an investment, and we don't have anything better for Mina just yet.

I wonder, if this staff has sound/illusion magic, can it be modified to cast Auditory Hallucination instead? Or Figment?
 
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I wonder, if this staff has sound/illusion magic, can it be modified to cast Auditory Hallucination instead?

Yes that is thematically fitting. Canon does not have rules for reforging staffs, but I figure it makes more sense that people in Golarion would try to do this and on a meta level it makes the world more alive. The player is no longer presented with the choice of giving up a cherished piece of personal history so they can keep being effective in the face of expanding threats. And in cases like this it gives me the option to offer you guys loot that does not quite fit so the world does not feel like it is all falling into place, video game style.

There was an elf who fell afoul of those Xulgath and he could cast those spells with his staff, who was he and how did he come to be there? Well there are ways to find out, but the important part is that even if you do not look for them (as seems likely) they will not look like loot dispenser.
 
Then I'd keep the staff and would look for ways to modify it in the desired way instead. Auditory Hallucination is the perfect spell for distractions and separating unsuspecting enemies.
 
Now that we're out doing real adventuring and have better options available, the staff just isn't that good for Mina, even if she can recharge it. None of the effects are worth it, IMO.

If we can sell it for 4,400+ gold, that's enough to buy Gorok a magic weapon and magic armor with plenty leftover for other expenses. If we instead sell the rapier to afford the alteration of the staff, we'll be down to 51 gold with pretty much nothing to show for it.
 
Okay, I doubted in decision, but a potential opportunity to learn origin of this staff changed my mind.

[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
 
Mina still can't use 2 out of 3 spells on the Staff, right?

Even if we do change the Cantrip, it's not worth keeping the staff compared to its value for a proper Wizard or Sorcerer.
 
Okay, one last attempt. Once we're down to 51 gold from this deal, we won't even have enough money leftover to have a saddle made for Warty. We just sold the door we've been using as a makeshift riding platform, so he won't be able to act as a mount until we replace it. Can't exactly ride him without one, or the rider will get stuck in his slime.
Mina still can't use 2 out of 3 spells on the Staff, right?

Even if we do change the Cantrip, it's not worth keeping the staff compared to its value for a proper Wizard or Sorcerer.
She can try to cast them because she has the UMD skill, but she will have a 75% failure rate.
 
OK, looks like we are going with Broke Adventurer Chique :V
Adhoc vote count started by DragonParadox on Apr 2, 2024 at 7:32 AM, finished with 21 posts and 7 votes.

  • [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
    [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.
 
Arc 5 Post 19: Plotting Passage
Plotting Passage

25st of Rova 4707 A.R. (Absalom Reckoning)

It takes another day to find a merchant willing to take the rapier you had taken from the morlocks for a decent price, a 'spice' trader who won't look any of you in the eyes beside Cob whom he seemingly thinks is stupid, to judge from his choice of words. Truth be told the hardest part of the whole trial is keeping Cob from making himself free with the man's pockets or stealing the sword right back. It's not worth the trouble now that he's seen your faces.

What if he hadn't though? The thought follows you back from the Lodge that day. Between the four of you it would probably be easier by far to follow the unwary down blind alleys or rob the houses of merchants of middling talents than delving into the 'Depthless Vaults' beneath Vale Manor.

Lost 1 Masterwork Rapier & 50 gp -> Now at 51 gp 19 sp 21 cp

Staff of Tricks Exchanges Ghost Sound for Echo


On the other hand... Mina hefts her new staff, whistling through the night air, Cob rubs his hands, though not against the cold, as Pepper the cat prances on ahead, like a shadow, swiftly followed by Gorok's low slung form, scales more black than green in the night. Maybe its time to prove to these burnlanders, who have never traveled deeper than a few hundred feet from their sun's embrace, just what deathless truly means.

This morning Mina had gone into the Forester's Endowment under an unfamiliar face and come back with a bronze-capped case containing two pieces of parchment, the list of questions you were to ask the dead Ergriso and the scroll that would allow her to rouse him. Rouse an echo of his mind, Mina had been very particular about that, you remind yourself.

The pieces were at last in play.

***​

White washed walls rise like phantasms from the the patchy grass of a hillock penned in by the city, looking out imperiously over its neighbors, though only a five foot fence, not even spike-topped, separated it from the sprawl of its neighbors. A 'cartridge house' and stable are set to the east of the main house, with the horses' path carefully weaving away from the gardens sporting low shrubs still bare of leaves this winter. Statues of Vaelyn ancestors at rest, at play, or at work and benches that look a tad too narrow to be comfortable to most people, presumably so the guests do not linger too much in admiration, line the path.

Walking throughout are twenty one guards active in two shifts, sellswords grown fat perhaps in the task of guarding a single house with all the comforts of the city ever close to hand, but their spears seems sharp enough and you do not doubt they know how to use those swords too at need. Worse perhaps for your purposes, all of them carry a small horn with which they can alert their fellows. Two gates pierce the fence, watched by posts topped with brass eagles, one facing the main servants' entrance and one the main 'entrance-entrance', as Cob had poetically put it.

Sirim, of course, would have no issue passing this first hurdle, being both blessed with a slight build and little more than a shadow against the moon. Cob likewise claims he can 'sneak up behind them and steal their boots', which you have no reason to doubt. That leaves you and especially Mina. A veil of invisibility would doubtlessly get one past the first hurdle, but those are spells that then could not be used deeper against perhaps more savy and perilous guards.

"I can scout the way," Sirim offers bluntly, the task of seeking consensus for these kind of decisions unfamiliar in practice even as he understood it in principle. "That way rather than simply going through the front door, you can choose the door that is nearest to the passage under the hill."

"If they spot you in there they are going to panic," you point out reasonably. "We do not know what kind of magical alarms they might have."

Gorok meanwhile points at something above the roof, the tall pale brick chimney rising above the center of the manse. "Is that useful?"

Your friend had been as impressed at the idea of a 'chimney' when he had first learned of them from the tablets of the xulgath as he had been bemused and frustrated at the idea of a 'decorative chimney.'

"The structure is hundreds of years old, I think it would be," Mina answers after a moment. "You want us to come in from the roof?"

In response Gorok glances at you, the tip of his tail twitching in amusement. "Humans rarely look up."

What approach do you take?

[] Straight across the grounds and through one of the doors
-[] The servants door
-[] The main door
--[] Use invisibility

[] Send Sirim to scout first
--[] Use invisibility

[] Go over the roof and through the chimney
--[] Use invisibility

[] Write in


OOC: And we are off. Good luck.
 
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The main reason to bring Sirim was his ability to act as a stealthy, Incorporeal scout and magical support. This initial scouting might be the most important part he plays in our mission.

[X] Shadowy Shadowrun
-[X] Send Sirim to scout first
--[X] He will use Detect Magic to check for magical traps, alarms, hidden guards, etc. He will save his own Invisibility spell to extend his scouting and to make returning to the group easier, traveling underground and through solid objects where possible to decrease the chances of being spotted.. Before splitting from the group, he casts Mage Armor on himself and Kori casts Invisibility on him.
-[X] Kori uses his Cloak of Darkness ability, Mina casts Mage Armor on herself and uses her Pass Without Trace SLA on herself, Kori, Cob, and Gorok.
 
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The main reason to bring Sirim was his ability to act as a stealthy, Incorporeal scout and magical support. This initial scouting might be the most important part he plays in our mission.
Can we have Akorian cast invisibility on him before going in so if he needs to interact with something in a way that breaks the spell, he can recast it?

Or more likely so he can use Akorian's casting to get in past guards and if he needs more than four minutes to scout and assuming he's past any guards he scout slowly and carefully and use his own casting to get back out rather than be limited to a more risky four minute duration.

Better to spend a spell slot from a spontenous caster who's in a group than a prepared spell slot from the wizards going solo, also.
---

Also also he'll be more likely to have more time to notice any goodies he might like make a note to get for himself in the future, separate from the group (I've no problem with him graverobbing, I'm just worried about potential truth spells being used on us in a very small subset of possible outcomes), and that'll please him imo, since we do need to reimburse him for his time.
 
[X] Shadowy Shadowrun
If we're worried about the number of uses of invisibility we have could we have him scout today and then come back tomorrow?
 
Can we have Akorian cast invisibility on him before going in so if he needs to interact with something in a way that breaks the spell, he can recast it?

Or more likely so he can use Akorian's casting to get in past guards and if he needs more than four minutes to scout and assuming he's past any guards he scout slowly and carefully and use his own casting to get back out rather than be limited to a more risky four minute duration.

Better to spend a spell slot from a spontenous caster who's in a group than a prepared spell slot from the wizards going solo, also.
---

Also also he'll be more likely to have more time to notice any goodies he might like make a note to get for himself in the future, separate from the group (I've no problem with him graverobbing, I'm just worried about potential truth spells being used on us in a very small subset of possible outcomes), and that'll please him imo, since we do need to reimburse him for his time.
Done.
 
[X] Shadowy Shadowrun
If we're worried about the number of uses of invisibility we have could we have him scout today and then come back tomorrow?
I was more concered about Silrm running out of his own slots since he's a wizard - a prepared caster - going solo.

I'd prefer spending one or two level 2 slots here than waiting a day tbh, and resource management is much less tight when it's a group than it is for a solo adventurer.
Wait. Can he use Cob's goggle's?
 
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I don't really want to retcon the scene now that we are here so that can be a scene after this including choosing which temple. It is in an extradimensional space right now, specifically the bag with no aura.
So yeah, safe for now for the most part. Makes sense to me to leave in there before going to temple.

[X] Shadowy Shadowrun
 
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