Finding the Spark (Pathfinder 1E Quest)

We have a little over 700 gold if we wanna buy anything ourselves, so is there anything we might want to keep a lookout for?
 
We have a little over 700 gold if we wanna buy anything ourselves, so is there anything we might want to keep a lookout for?
Not really, IMO. Doesn't hurt to keep an eye out, though.

If something does stand out, we could possibly trade with the new bow we just looted. It's quite valuable, if not really a great fit for our party.
 
Mm speaking of insanely powerful campaign derailing artifacts.

Are you going to be including return of the runelords stuff in the campaign @DragonParadox ?

I don't think it's due to happen for a bit. But the idea of two ancient empires suddenly re-emerging at the same time amuses me greatly.
 
Rise of the Runelords would be a better starting point, power and timeline-wise, IMO, if we're going to get wrapped up in any of that stuff.

Either one would be pretty difficult to work into the quest very heavily, though, at least not the main campaign events.
 
Rise of the Runelords would be a better starting point, power and timeline-wise, IMO, if we're going to get wrapped up in any of that stuff.

Either one would be pretty difficult to work into the quest very heavily, though, at least not the main campaign events.

That is the first one to show up, though I will note Varisia is on the other side of Andoran, Cheliax and then some. You would have to make a concerted effort to go there
 
If we do any great Campaign-type quests, I'd probably be more interested in messing with Cheliax and Nidal over saving the world from ancient monsters (though that can be included too, not like those countries don't have their share of them involved).
 
Arc 8 Post 26: Misfortune Above
Misfortune Above

4th of Neth 4707 A.R. (Absalom Reckoning)

There is a certain festive air about the Three Brothers as it disgorges its patrons onto the main village square. Everyone is looking forward to the auction, you gather because everyone stands to profit. As far as the people of Fusil can recall the 'woods gifts', the strange and often dangerous finds of the Verduran, have been taken into the custody of the village, the profits to be shared two thirds for the town and one third to be given as a finder's fee. When Mina shows her surprise that Farmer Loftson would take that deal, there's s sort of good-natured scoffing.

"Aye lass, but we're all gambling with strange bones, ain't we?" the fellow who had laughed at Avys magnanimously explains. "Could be that the Good Neighbors want what's theirs back right quick and a gift to make up for it, could be it belongs to the woodsfolk and thems almost as strange, could be you have come to take them all the way back to Carpenden and wait on some rich noble... 'scuse me, master so and so 'to buy the things. It's the town taking the whole of the risk and not just to our purse. This is a lucky season."

The village green does not seem so green to you, though it is surely merry. Some enterprising alewives have decided to pass their product among the dwarves and sellswords. On the other side of the field, the three dozen of so gnomes wearing enormous collars almost tall enough to lose their heads in are sipping wine in what your brief experience tells you is a most un-gnomish way. Perhaps it is different for those who have never left the lands of the fey.

Their leader, clearly a magician of some sort from the half a dozen clashing auras he bears, looks down imperiously at Gavhaul from the back of a floating disk of some kind. Is that a floating shield?


As a robed man, old enough to count more grey in his beard than black, but still hale enough to bear the heavy mace at his belt as more than just a symbol of his office, blesses the proceedings, Gorok spears him with an dark look, much to Mina's surprise.

"Horn priest. They know the land, but know-to-take," he explains, earning himself an approving look from Urgor of all people. To you the mark of the horns means little, just a symbol in a dream soon lost, eyes already shifting to Tyn Thrylson rolling out a chest large enough for a dwarf to fit into under the guard of two burly villagers, each armed with a launcher like the one Cob had stolen.

"Step up and wonder! Step up and marvel, good folks from the south and from over the Hedge! See the wonders of the sky! See the marvels of the High Realm the likes of which have not been seen sine the Age of Legends! Indeed, these are legends you can hold in your hands! Do you know how far these have fallen?! Why from the moon itself! Can you believe that?! To the moon and back they've been!"

The sellswords and especially the dwarves seems to be getting in on the show, cheering and hooting. Gavhaul looks like he is struggling mightily not to set him on fire.

Finally, the contents of the chest are brought into the light of day. Out come three more launchers, with the ones the guards bear also being on offer —Did that mean there had been nine survivors initially?— followed by two puddles of living silver, which the alderman demonstrates to be armor that flows over the body without impeding the user at all, not even the delicate motions of spellcasting. Then there are silvery instruments designed to help detect fiends and to ward one from their influence, as well as spectacles that would help in finding such infiltrators, for all the good they had done their owners in the end. There are a few healing philters, as well as magical cords that allow one to carry more weight, a pair of spectacles that make for quick reading, which Sirim claims many of his former peers would 'kill for.' How much of that is said in jest you are not willing to wager.

Each time he puts the object back into the chest before proclaiming the opening price, not opening bidding yet, until he reaches the very bottom and a rather odd offering, even by the standards of this place, this day. It is a spherical faceted pale green crystal, roughly the size of a man's head

(2+)3x Launchers
2x Djezet-Skins
2x Shining Wayfinders
3x Vials of Efficacious Medicine
3x Restorative Ointments
4x Spectacles of Constant Discern Shapechanger
2x Spectacles of Constant Detect Fiendish Presence
4x Muleback Cords (Slotless): Strength score is 8 higher than normal when determining carrying capacity.
1x Saccadic Prism Spectacles
Crystaline Core???

Serpentstone. Not of Azlant, not made by human hands at all. The memory bubbles to the surface of your mind. There is something like anger to it, but also excitement. It had been improved, refined, and made into something far beyond the petty illusions of the serpent-kin. Core? Core of what? The thought makes no sense. How can a stone think...?

Akorian Lore (Azlanti) (DC 25/30): 1d20+10+1 (Guidance) = 25 (Success)

Thrylson doesn't seem to quite know what to do with it either. In place of the clear, if bombastic, descriptions of the other artifacts he's talking about; the color and the size, how he's never seen a gem this large and the Fusili know gems. It has to be unique in all the world... and magical. Of course it's magical. He sets it back in the chest, ready to get back to start the auction proper, when a sleek winged shadow descends on the green with a roar unlike any common beast.

There was a dragon after all.

Silver white scales that drink the colors of the world, the reflections of fear and awe in every face and casting them back in a bewildering melange, with eyes as blue as sapphires. It is a large as Warty, not counting the whip-like tail that slashes the ground next to the alderman... as it starts to grab the chest.


"These have no place in earthly hands!" A voice that echoes through every bone in your body proclaims as claws of silver dig into the wood and wings buffet the air.

Knowledge (Arcana) (DC 24)
Mina: 1d20+13 = 14 (Failure)
Sirim: 1d20+13 = 17 (Failure)

What do you do?

[] That is your loot, claws off!
-[] Write in combat plan

[] If the others want to fight a damn dragon they are welcome to it, you're not getting involved

[] Write in


OOC: The dragon used its surprise round to get down from above the clouds to grab this thing, hence why it now needs to act on initiative with the rest of you to get back up, even though it is technically mid-dive.
 
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You can of course try, but it's a dragon. From what Kori knows of them it is unlikely to listen.
Damn thieving dragons! Trying to swoop in like a magpie and take what doesn't belong to it!

Not even bothering to pay or fight for it! Just take it!

@Goldfish, we have any spells on hand that can keep dragon grounded? Maybe multiple to fire off at once to increase odds of preventing it from escaping?

Considering how many people want those artifacts, I figure dragon knows odds aren't good if it stays around so best to pin it in place.

@DragonParadox is Warty nearby? Can he attempt to slime dragon?

Also, will others present act to try and stop dragon from stealing loot? Gavhaul? Fey gnomes? Guards with launchers? Urgor? Sellswords? Etc?
 
@DragonParadox is Warty nearby? Can he attempt to slime dragon?

Also, will others present act to try and stop dragon from stealing loot? Gavhaul? Fey gnomes? Guards with launchers? Urgor? Sellswords? Etc?

Unfortunately Warty is not close by, he makes the villagers rather nervous so he was not invited inside the settlement

Akorian does not know what the others will do, though he would guess that if Gavhaul orders the others to fight they will try. Neither the sellswords nor the dwarfs are ones to refuse to fight for their gold.
 
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Unfortunately Waarty is not close by, he makes the villagers rather nervous so he was not invited inside the settlement
Gotcha. What about other iruxi? They have nets that can potentially be used to pin dragon down after all.
Akorian does not know what the others will do, though he would guess that if Gavhaul orders the others to fight they will try. Neither the sellswords nor the dwarfs are ones to refuse to fight for their gold.
Hope they do so here then.
 
That's a lot of good stuff I would like to have. We wouldn't be able to afford it normally, but maybe sneakily snagging some of it as loot after a fight would be possible?

The problem with that is that this appears to be a Juvenile or Young Adult Silver Dragon. I'm not sure which, as DP described it as Warty-sized, which is Large, making it a Juvenile rather than a Huge-sized Young Adult. If it was Huge-sized, it would basically be twice as big as Warty, so a pretty obvious difference. On the other hand, the DC 24 Knowledge check Sirim and Mina failed points towards it being CR 13, and that fits perfectly for a Young Adult, while a Juvenile is only CR 11.

Of course, the difference between a CR11 and CR13 Silver Dragon is largely academic for our party, since either one would murder us all with contemptuous ease. Huge amounts of HP, extremely high saving throw bonuses, lots of high bonus natural attacks, a powerful breath weapon, etc. The breath weapon alone, if it's a Juvenile, will inflict an average of 36 Cold damage. If it's a Young Adult, that goes up to an average of 45.
 
@DragonParadox, how far away from the stage and Dragon are we? How large is the chest it is trying to carry off, relative to its own size?
 
BTW, check out what I just found.

Slurksheet

Alchemists recently created this white violet material via a secret process that combines slurk slime and bits of molten glass that they pour into a mold. It is lightweight, extremely strong, and robust. Though its strength is somewhat lower than steel, it is far more flexible and is far easier to customize and form via its molding processes.

Hit Points/Inch: 35 (add +5 to the object's normal break DC)

Hardness: 8

Cost: slurksheet breastplate +2,000 gp, slurksheet boots 3,500 gp, objects +70 gp/lb.

Cost (Longer Wording): Slurksheet cannot hold an edge and its lack of real weight makes it useless for weapon manufacture. It has, however, been shown to be able to make an excellent lightweight breast plate. This is treated as light armor; it suffers a -1 penalty to its AC but its maximum Dex bonus is +5, its skill check penalty is 0, and provides only a 5% chance of arcane spell failure. These decreases do not apply to proficiency in wearing the armor. A character wearing a slurksheet breastplate must be proficient in wearing medium armor to avoid adding the standard -4 armor check penalty to all his attack rolls and skill checks that involve moving.

Items not primarily of metal or stone are not meaningfully affected by being partially made from slurksheet; if it is primarily made of metal or stone, its weight is reduced by half; this increases its cost by 70 gp per pound of its original weight.

One of the most interesting items made from slurksheet is an alchemical gadget called slurks boots, which require an Acrobatics check DC 15 to use each round; any terrain that modifies movement adds +10 to this Acrobatics DC. Failure results in no movement while failure by 5 or more results in the wearer falling prone halfway through its movement and taking 1d6 points of subdual damage. These boots can double a creature's speed when performing the run action, and add a +5 circumstance bonus to Acrobatics checks for the purpose of jumping. Each boot consists of a footplate with slurksheet bindings (it requires 1 minute to secure the boots and another minute to remove them) and a footpad of resin or rubber attached to the boot by an arch-shaped slurksheet that serves as a spring.
Something to consider looking into if we ever get setup somewhere and have some real downtime.
 
"Silver dragons are distinguished by the extremely strict codes of conduct and behavior that they live under. Silvers are presented with an array of potential oaths, codes, and regulations, only some of which they have to agree to, and accumulate ever more over their lifetimes as they form pacts and agreements with greater powers, such as councils of gold dragons and Apsu himself."
 
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