Finding the Spark (Pathfinder 1E Quest)

So we probably want the good food, bedrolls, water sponges, and compass right off the bat.
Which leaves us with something like 422 points depending on how much we take of each.

We probably want some clothes as well, assuming they fit.

Maybe the stone bows and knives for primary weapons?
Akorian has the Create Water cantrip, so the sponges aren't necessary.

For armor, I think we should get the Drow suit. It's expensive and recognizable, but good quality and we can wear a robe over it to hide its appearance. It's also portable wealth that can be easily carried.
 
Well now, this certainly turned out better than I expected. Not quite as well as I had hoped, but I'm certainly not complaining!

@DragonParadox, what about other, common/mundane adventuring supplies? Can Akorian have already spent some of his starting wealth on things like rope, a backpack, empty waterskins, etc? Nothing intrinsically valuable or hard to come by, just basic supplies.

Sure, I probably should have written that in as well, the caravan did have the basics.
 
Here's what I've got so far. This includes a ranged weapon and melee weapon for each party member, the spidersilk armor for ourselves, and very basic survival supplies and equipment. It also leaves us with some funds left for later expenses. Easier to carry that way and leaves options open depending on future situations we can't predict just yet. Have I forgotten anything?

I am concerned about our carrying capacity, though. Goblins don't have good Strength attributes and ours is pretty shitty, too. The white-eyed lady night be a secret powerlifter, but I doubt it. 120 days worth of trail rations is roughly 120 pounds, so it's not really practical for us to try to carry all of it. Same goes for other heavy stuff, like weapons.

@DragonParadox, can you share with us the weapon proficiencies and STR of our two traveling companions, just so I can refine my plan? No point in getting weapons we can't use or carry. Seems like this would be something they could tell us pretty easily in just a few moments before we decide on what to take for ourselves.

[X] Adventure Time!
-[X] Adventuring Gear & Consumables
--[X] 90 days worth of provisions in Duergar Trail rations (180 Points total)
--[X] 3 Bedrolls (3 Point Total)
--[X] 3 Backpacks (6 Point Total)
--[X] 3 Waterskins (3 Point Total)
--[X] 3 Belt Pouch (3 Point Total)
--[X] 3 Sacks (0.3 Point Total)
--[X] 2x 50ft Rope (2 points Total)
--[X] 12x Pitons (1.2 Points Total)
--[X] 1 Hammer (0.5 Points Total)
--[X] Compass (10 points)
--[X] 3x Water Purification Sponge (75 Points Total)
--[X] 1x Ooze Grease (50 Points Total)

-[X] Weapons
--[X] 1x Heavy Crossbow +20 Bolts (50 points Total)
--[X] 2x Stonebows (70 points Total)
--[X] 2x Morningstar (16 points Total)
--[X] 5x Dagger (10 points Total)
-[X] Clothing & Armor
--[X] Torn up drow armor (250 Points)
--[X] 2x Clotweed robes (20 points Total)
-[X] TOTAL: 750 points
 
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The response sounds, thankful yes, but not affirmative to your ears. The woman mimes first to the now freed warrior, then to his feet and at last down the tunnel to the west. He will not be coming with you.
That's fair, but also surprising. I get him not wanting to join us, but traveling down here alone and blind seems hazardous. Especially if he's not planning on claiming more than the hammer he has in his hand.

If he knows the are that well is there any chance we could trade him an escort for as far as our mutual path goes for a map*? It's not like we have somewhere specific to be.

* On that note, would the grey dwarves have one of those? A compass is only so useful without some additional references.
"Right, time to clear this out and get it back home, leave the trash where it belongs," Vex's proclamation has the gift to awake you from ruminating like a grick with a tasty morsel.

Hope these assholes get a dope slap for this. If the strange magic man isn't obviously doing hurting anyone then kicking him out is a serious loss.

The healing alone could be life or death in the field, or simply when times get lean and otherwise survivable injuries can spiral out of control.

Honestly in that regard I'm surprised that the elders in the tribe haven't acted on this issue yet. No one seemed surprised Kori could do it, just dismissive and distrustful. However distasteful you find someone, useful is still useful.

Akorian has the Create Water cantrip, so the sponges aren't necessary.

For armor, I think we should get the Drow suit. It's expensive and recognizable, but good quality and we can wear a robe over it to hide its appearance. It's also portable wealth that can be easily carried.
That's a fair point*, and also indirectly addresses how we can support ourselves at a minimal level while traveling.

Probably your intent from the beginning, but I didn't really give a second thought to mending past the convenience of fixing our stuff in the boonies.

Most of our wealth will probably come from adventuring and trading, but being able to fix any arbitrary non-magical item by throwing d4s at it till it's repaired is hilariously useful in as low power an area as we're currently operating.

That's easy money, and more importantly an in with suspicious settlements that haven't seen us before.

Once we're in town we can negotiate for higher paying work from the locals.

Good job on that.

* Might still be worth taking though, since they're very light for their value and probably sell well in most places.
——

On a medium term planning note, it seems like Cob will probably actually have to be our first contact guy for a bit. Grey eyes has an amazing ability that will be really useful going forwards, but the fact that she's incapable of speaking in anything but the birth tongue of her conversation partners is a problem given how secret languages seem decently common down here.

We can't diplo, and we need someone to get us in the door without being stabbed, so he's pretty much the only option.

Given that, maybe we could try starting with goblins? He'd be better at that task, and goblin tribes would benefit more from a magic handyman than many other settlements in most cases. Once we build up some resources we could kit out something that looks more respectable for a traveling tinker. Maybe get a trade caravan going patterned after Roland's setup.
 
That's fair, but also surprising. I get him not wanting to join us, but traveling down here alone and blind seems hazardous. Especially if he's not planning on claiming more than the hammer he has in his hand.

If he knows the are that well is there any chance we could trade him an escort for as far as our mutual path goes for a map*? It's not like we have somewhere specific to be.

Odds are the orc is going to come back to the site after everyone else has left and scavenge around, no one here has the carry capacity to strip the beetle.
 
@DragonParadox, can you share with us the weapon proficiencies and STR of our two traveling companions, just so I can refine my plan? No point in getting weapons we can't use or carry. Seems like this would be something they could tell us pretty easily in just a few moments before we decide on what to take for ourselves.

Cob's a rogue and so he has the proficiency for that, the nice lady with the auto-translate ability has simple proficiency, they have 8 and 10 STR respectively.
 
Here's what I've got so far. This includes a ranged weapon and melee weapon for each party member, the spidersilk armor for ourselves, and very basic survival supplies and equipment. It also leaves us with some funds left for later expenses. Easier to carry that way and leaves options open depending on future situations we can't predict just yet. Have I forgotten anything?

I am concerned about our carrying capacity, though. Goblins don't have good Strength attributes and ours is pretty shitty, too. The white-eyed lady night be a secret powerlifter, but I doubt it. 120 days worth of trail rations is roughly 120 pounds, so it's not really practical for us to try to carry all of it. Same goes for other heavy stuff, like weapons.

@DragonParadox, can you share with us the weapon proficiencies and STR of our two traveling companions, just so I can refine my plan? No point in getting weapons we can't use or carry. Seems like this would be something they could tell us pretty easily in just a few moments before we decide on what to take for ourselves.

[X] Adventure Time!
-[X] Adventuring Gear & Consumables
--[X] 90 days worth of provisions in Duergar Trail rations (180 Points total)
--[X] 3 Bedrolls (3 Point Total)
--[X] 3 Backpacks (6 Point Total)
--[X] 3 Waterskins (3 Point Total)
--[X] 3 Belt Pouch (3 Point Total)
--[X] 3 Sacks (3/10th Point Total)
--[X] 2x 50ft Rope (2 points Total)
--[X] 5x Pitons (1/2 Point Total)
--[X] 1 Hammer (1/2 Point Total)
--[X] Compass (10 points)
-[X] Weapons
--[X] 1x Heavy Crossbow +20 Bolts (50 points Total)
--[X] 2x Stonebows (70 points Total)
--[X] 2x Morningstar (16 points Total)
--[X] 5x Dagger (10 points Total)
-[X] Clothing & Armor
--[X] Torn up drow armor (250 Points)
--[X] 3x Clotweed robes (30 points Total)
-[X] TOTAL: 634.3 points (115 gp, 7 sp remaining)
I've updated my purchase plan.

Reduced our food purchase down to 90 days of rations (30 per person) in the interest of lowering our overall carrying weight.

Removed the lantern staff and warhammer. The staff is unusually heavy and not useful, since Cobb and ATL (Auto-Translate Lady) both have Darkvision, and as a martial type weapon no one in our group has the right proficiency for it. I added a morningstar so that Akorian and ATL will each have one, plus 5 regular daggers, one for ATL and 4 for Cobb.

We should be able to travel a bit more easily this way and it leaves us with almost all of our starting funds.
 
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I've updated my purchase plan.

Reduced our food purchase down to 90 days of rations (30 per person) in the interest of lowering our overall carrying weight.

Removed the lantern staff and warhammer. The staff is unusually heavy and not useful, since Cobb and ATL (Auto-Translate Lady) both have Darkvision, and as a martial type weapon no one in our group has the right proficiency for it. I added a morningstar so that Akorian and ATL will each have one, plus 5 regular daggers, one for ATL and 4 for Cobb.

We should be able to travel a bit more easily this way and it leaves us with almost all of our starting funds.

Maybe some fungus wood for flexibility too? We can get nourishment from burning it at least.
 
--[X] 90 days worth of provisions in Duergar Trail rations (180 Points total)
--[X] 3 Bedrolls (3 Point Total)
--[X] 3 Backpacks (6 Point Total)
--[X] 3 Waterskins (3 Point Total)
This is propably really weird to nitpick about, but since we are already down to this level of granularity, 90 days worth of rations in 3 Backpacks?
Must be some good packs.

And the only reason I'm not talking about the mere 3 waterskins is our Cantrip.
 
[X] Adventure Time!

Loot!

Sad that we don't have more companions, but three a good number so far.
 
-[X] TOTAL: 634.3 points (115 gp, 7 sp remaining)
Isn't the conceit here that we're filing up off of what they couldn't carry away in the first pass? Some money makes sense, but that much currency seems like it would have been picked up.

This is propably really weird to nitpick about, but since we are already down to this level of granularity, 90 days worth of rations in 3 Backpacks?
Must be some good packs.

And the only reason I'm not talking about the mere 3 waterskins is our Cantrip.
Alchemically enriched MREs; you spend half the energy they put in you getting them out again, but they keep you alive. :V
 
Maybe some fungus wood for flexibility too? We can get nourishment from burning it at least.
The pieces of wood probably are not individually all that heavy, but it's weight we don't need to carry and it will take up extra space in our bags. Burning the wood for sustenance also makes smoke and light, which can give away our presence to Darklands denizens who we might otherwise be able to avoid.
This is propably really weird to nitpick about, but since we are already down to this level of granularity, 90 days worth of rations in 3 Backpacks?
Must be some good packs.

And the only reason I'm not talking about the mere 3 waterskins is our Cantrip.
This is why I also included 3 sacks in my plan. A day of rations is 1 pound, so it should be relatively easy to split 90 pounds of rations between 3 backpacks and 3 sacks.

Our part has two people at STR 8 and one at STR 10, and Cobb's carrying capacity is 25% lower than a Medium-sized creature. His medium load carrying capacity tops out at 40 pounds, Akorian's is 53 pounds, and ATL's is 66 pounds. If necessary they could carry more, but it would slow them down and just be generally cumbersome. We can start with less than 30 days of rations per person if y'all think it necessary, but I don't think it's unmanageable as it is. We would have to get rid of a lot to get everyone down to carrying a light load.
Isn't the conceit here that we're filing up off of what they couldn't carry away in the first pass? Some money makes sense, but that much currency seems like it would have been picked up.
Yeah, to be clear you do not get to turn spare points into gold because no one is letting you have the gold.
Ah, I see. I'll edit my plan accordingly.
 
So have people decided if we are going up or down yet?

Personally think up is way to go, cause likely at least two of our companions rather go that way.
 
The pieces of wood probably are not individually all that heavy, but it's weight we don't need to carry and it will take up extra space in our bags. Burning the wood for sustenance also makes smoke and light, which can give away our presence to Darklands denizens who we might otherwise be able to avoid.

This is why I also included 3 sacks in my plan. A day of rations is 1 pound, so it should be relatively easy to split 90 pounds of rations between 3 backpacks and 3 sacks.

Our part has two people at STR 8 and one at STR 10, and Cobb's carrying capacity is 25% lower than a Medium-sized creature. His medium load carrying capacity tops out at 40 pounds, Akorian's is 53 pounds, and ATL's is 66 pounds. If necessary they could carry more, but it would slow them down and just be generally cumbersome. We can start with less than 30 days of rations per person if y'all think it necessary, but I don't think it's unmanageable as it is. We would have to get rid of a lot to get everyone down to carrying a light load.


Ah, I see. I'll edit my plan accordingly.

You could grab some of that fungus-wood to make a crude sled, you would have an easier time dragging things along the ground. Goblins are good at improvising craft like that if you trust them with it.
 
Here's what I've got so far. This includes a ranged weapon and melee weapon for each party member, the spidersilk armor for ourselves, and very basic survival supplies and equipment. It also leaves us with some funds left for later expenses. Easier to carry that way and leaves options open depending on future situations we can't predict just yet. Have I forgotten anything?

I am concerned about our carrying capacity, though. Goblins don't have good Strength attributes and ours is pretty shitty, too. The white-eyed lady night be a secret powerlifter, but I doubt it. 120 days worth of trail rations is roughly 120 pounds, so it's not really practical for us to try to carry all of it. Same goes for other heavy stuff, like weapons.

@DragonParadox, can you share with us the weapon proficiencies and STR of our two traveling companions, just so I can refine my plan? No point in getting weapons we can't use or carry. Seems like this would be something they could tell us pretty easily in just a few moments before we decide on what to take for ourselves.

[X] Adventure Time!
-[X] Adventuring Gear & Consumables
--[X] 90 days worth of provisions in Duergar Trail rations (180 Points total)
--[X] 3 Bedrolls (3 Point Total)
--[X] 3 Backpacks (6 Point Total)
--[X] 3 Waterskins (3 Point Total)
--[X] 3 Belt Pouch (3 Point Total)
--[X] 3 Sacks (0.3 Point Total)
--[X] 2x 50ft Rope (2 points Total)
--[X] 12x Pitons (1.2 Points Total)
--[X] 1 Hammer (0.5 Points Total)
--[X] Compass (10 points)
--[X] 3x Water Purification Sponge (75 Points Total)
--[X] 1x Ooze Grease (50 Points Total)

-[X] Weapons
--[X] 1x Heavy Crossbow +20 Bolts (50 points Total)
--[X] 2x Stonebows (70 points Total)
--[X] 2x Morningstar (16 points Total)
--[X] 5x Dagger (10 points Total)
-[X] Clothing & Armor
--[X] Torn up drow armor (250 Points)
--[X] 2x Clotweed robes (20 points Total)
-[X] TOTAL: 750 points
Plan updated again to use all of our available points. Removed one of the robes, because trying to put a Small-sized Goblin in a Medium-sized robe seems like a recipe for disaster, and added the sponges and a dose of the grease as light weight trade goods.

Do y'all think we should keep the compass? It seems like it could be useful for navigation purposes, but I have a bad feeling about it for some reason, like it might lead the Duergar to us.
So have people decided if we are going up or down yet?

Personally think up is way to go, cause likely at least two of our companions rather go that way.
I wanted to stick around in the Darklands for a while, but I think you're probably right. We don't know much about the Darklands beyond the local environment around our small settlement or have enough strength to brute force our way through places we're unfamiliar with.

It's too early to really decide on this yet, though. One or both of our new party members might have more knowledge of this layer of the Darklands, possibly even enough to get us to a friendly settlement.
You could grab some of that fungus-wood to make a crude sled, you would have an easier time dragging things along the ground. Goblins are good at improvising craft like that if you trust them with it.
I don't think I'll trust Cobb's engineering skills in this instance. Better to travel a bit light and not get stuck trying to lug a crude sled over difficult terrain.
 
Do y'all think we should keep the compass? It seems like it could be useful for navigation purposes, but I have a bad feeling about it for some reason, like it might lead the Duergar to us.
Enchanted gear is expensive; I don't think these guys would have blown their budget on something like LoJack for one piece of equipment.

We should avoid letting anyone see it since it might not be the sort of thing they sell, but I doubt it's inherently a trap.
I wanted to stick around in the Darklands for a while, but I think you're probably right. We don't know much about the Darklands beyond the local environment around our small settlement or have enough strength to brute force our way through places we're unfamiliar with.

It's too early to really decide on this yet, though. One or both of our new party members might have more knowledge of this layer of the Darklands, possibly even enough to get us to a friendly settlement.
For my part I think in the near term we probably want to stay in the lower magic area where our skills are worth more. Once we've grown a bit we can try moving to greener pastures.
 
Enchanted gear is expensive; I don't think these guys would have blown their budget on something like LoJack for one piece of equipment.

We should avoid letting anyone see it since it might not be the sort of thing they sell, but I doubt it's inherently a trap.

For my part I think in the near term we probably want to stay in the lower magic area where our skills are worth more. Once we've grown a bit we can try moving to greener pastures.

There really isn't such a thing as a lower magic area on Golarion well unless you get into the mana wastes and that is both far from here and not a place for low level PCs, that said if you want to stick to paces were a little magic can go a long way you are probably better off on the surface. In the darklands most beings have some kind of SLA or Su ability. Though of course that comes with its own challenges depending on where you climb.
 
There really isn't such a thing as a lower magic area on Golarion well unless you get into the mana wastes and that is both far from here and not a place for low level PCs, that said if you want to stick to paces were a little magic can go a long way you are probably better off on the surface. In the darklands most beings have some kind of SLA or Su ability. Though of course that comes with its own challenges depending on where you climb.
I meant more in the sense that this particular area seemed to have a dearth of useful trained casters based on the initial description we got. I was mostly thinking that we'd be best served by sticking to places where our handful of non-combat effects are valuable enough to keep our party going between looting things rather than rushing to an area where people like us are a dime a dozen.

Maybe I just read too much into things though.
 
Adhoc vote count started by Goldfish on Feb 26, 2023 at 8:18 PM, finished with 26 posts and 4 votes.

  • [X] Adventure Time!
    -[X] Adventuring Gear & Consumables
    --[X] 90 days worth of provisions in Duergar Trail rations (180 Points total)
    --[X] 3 Bedrolls (3 Point Total)
    --[X] 3 Backpacks (6 Point Total)
    --[X] 3 Waterskins (3 Point Total)
    --[X] 3 Belt Pouch (3 Point Total)
    --[X] 3 Sacks (0.3 Point Total)
    --[X] 2x 50ft Rope (2 points Total)
    --[X] 12x Pitons (1.2 Points Total)
    --[X] 1 Hammer (0.5 Points Total)
    --[X] Compass (10 points)
    --[X] 3x Water Purification Sponge (75 Points Total)
    --[X] 1x Ooze Grease (50 Points Total)
    -[X] Weapons
    --[X] 1x Heavy Crossbow +20 Bolts (50 points Total)
    --[X] 2x Stonebows (70 points Total)
    --[X] 2x Morningstar (16 points Total)
    --[X] 5x Dagger (10 points Total)
    -[X] Clothing & Armor
    --[X] Torn up drow armor (250 Points)
    --[X] 2x Clotweed robes (20 points Total)
    -[X] TOTAL: 750 points
 
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