Finding the Spark (Pathfinder 1E Quest)

I don't suppose there are any handy ranger spells that makes fording a river easier at all?

@DragonParadox if we did make rafts, is Warty good enough at swimming to pull them across river?
 
Hmm, it doesn't look like there is going to be an easy magical solution to this problem.

If it was just our party, a Flotsam Vessel spell would work for us. Unfortunately, the raft it creates is too small to transport many passengers and the river is too wide to make multiple smaller trips very practical given the time it would take to cross the river and return for more passengers.

Still thinking! 🤓
 
You are not trying to get across the river, rather sail down it to Cassomir.
Ohhhh... :oops:

I thought we were needing to cross here instead of going the really long way around to a bridge or fjord. So we've got to figure out something that's good to travel about 180 miles downstream on the river?
 
I am not looking to fishing adamantium out of a river in case of an attack. Rafts do not sound terribly reliable, and we'd still need to stop to make camp at night, no?

Following by wagon sounds easiest to me, slow and steady, with proper scouting ahead.

By the way, we kinda glossed over what we found at the dig site. Are adamantium pods completely empty inside? I was kinda expecting there to be some equipment left, stuff that you can't take out to sell. For one thing, I was expexcting to find something to understand Azlanti navigation and coordinate systems.
 
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I am not looking to fishing adamantium out of a river in case of an attack. Rafts do not sound terribly reliable, and we'd still need to stop to make camp at night, no?

Following by wagon sounds easiest to me, slow and steady, with proper scouting ahead.

By the way, we kinda glossed over what we found at a dig site. Are adamantium pods completely empty inside? I was kinda expecting there to be some equipment left, stuff that you can't take out to sell. For one thing, I was expexcting to find something to understand Azlanti navigation and coordinate systems.

Oh yeah, the survivors cleaned them out. Keep in mind these are survival pods, everything but the shell was made to be reusable in a survival situation.

Ohhhh...

I thought we were needing to cross here instead of going the really long way around to a bridge or fjord. So we've got to figure out something that's good to travel about 180 miles downstream on the river?

Yep, either than or chop some trees for it.
 
@Goldfish could we cast a divination to see if chopping down trees would cause any problems with local fey? If not, we can make own rafts, but if it does we can go longer land route.
 
:D :D

Logistical issues just after we get access to (nearly) all the third level magic?

I love you @DragonParadox.
  1. The Selen is about 3 miles wide at this point according to the map
  2. 60 people total
Oh. Oh wow.
That's uh, pretty darn wide.

What about stone-ships?
Hmm, it doesn't look like there is going to be an easy magical solution to this problem.

If it was just our party, a Flotsam Vessel spell would work for us. Unfortunately, the raft it creates is too small to transport many passengers and the river is too wide to make multiple smaller trips very practical given the time it would take to cross the river and return for more passengers.

Still thinking! 🤓
Also, it take a minute to cast, so we can't have Kori do it, if we're going by the text in the errata on the d20pfsrd pages for Archmage and Hierophant:
Inspired Spell (Su)/Wild Arcana (Su): As a standard action, you can expend one use of mythic power to cast any one divine/arcane spell without expending a prepared spell or spell slot. The spell must be on one of your divine class spell lists (or your domain or mystery spell list), must be of a level that you can cast with that divine spellcasting class, and must have a casting time of "1 standard action" (or less). You don't need to have the spell prepared, nor does it need to be on your list of spells known. When casting a spell in this way, you treat your caster level as 2 levels higher for the purpose of any effect dependent on level. You can apply any metamagic feats you know to this spell, but its total adjusted level can't be greater than that of the highest-level divine spell you can cast from that spellcasting class.
 
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@DragonParadox, normally only a Half-Elf can cast Paragon Surge. Can we use Wild Arcana or Inspired Spell to cast it, bypassing the racial requirement through Mythic power?

@Goldfish could we cast a divination to see if chopping down trees would cause any problems with local fey? If not, we can make own rafts, but if it does we can go longer land route.
It can't hurt to check, but I'm leaning towards agreeing with @Nevill about just taking the land route. 180 miles of river is a lot, and that makes for a long trip with plenty of time for something to go wrong while we are on open water. If we had boats or a proper barge, or someone in the expedition with the necessary skill to build one, I would be more comfortable with the idea.
 
@DragonParadox, normally only a Half-Elf can cast Paragon Surge. Can we use Wild Arcana or Inspired Spell to cast it, bypassing the racial requirement through Mythic power?


It can't hurt to check, but I'm leaning towards agreeing with @Nevill about just taking the land route. 180 miles of river is a lot, and that makes for a long trip with plenty of time for something to go wrong while we are on open water. If we had boats or a proper barge, or someone in the expedition with the necessary skill to build one, I would be more comfortable with the idea.

No, it is already very powerful, it does not allow you to get around other spell restrictions.
 
If we had boats or a proper barge, or someone in the expedition with the necessary skill to build one, I would be more comfortable with the idea.
Cob has Knowledge Engineering: 11, and Pepper has Int 11, and a +8 racial bonus to any skill held by anything that ever dreamed.
@DragonParadox What would be the skill needed to help design a river-worthy stone boat? Engineering or something else?

If you found enough rock somehow and you had a magical way to shape it that could technically float.
:D
Sirim can create permanent rock from nothing (90 cubic feet per cast, two Surge points per cast)
Kori can shape it into simple shapes (18 cubic feet shaped per cast)

So what we need is a light stone, non-porus, and bonus points if it's not brittle.

[X] Phenomenal Cosmic Powers: ACTIVATE! (draft)
-[X] Cob (or Pepper) designs a (simple) stone boat that is comfortably buoyant for its own weight + 20% of the caravan's weight; uses 18 cubic feet of stone maximum (I can't imagine the boat's hull being more than two or three inches thick). Sirim assists by projecting an illusion of what Cob/Pepper is describing for Kori to work off of.
-[X] Boat designer is given buffs - Mythic Heroism, Moment of Greatness, Guidance, Hermean Potential, Fortune Hex, (probably others)
-[X] Sirim casts Expeditious Construction to make 90ft of rock to be shaped.
-[X] Kori makes enough of these boats via Stone Shape to carry everything. He can make up to five a day.
-[X] Kori casts a divination to check for problems on the river trip.
-[X] Some of the carts can be partially disassembled for planks to hold up waterproof canvas over the boats to keep people dry, if there is any.
 
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Cob has Knowledge Engineering: 11, and Pepper has Int 11, and a +8 racial bonus to any skill held by anything that ever dreamed.
@DragonParadox What would be the skill needed to help design a river-worthy stone boat? Engineering or something else?


:D
Sirim can create permanent rock from nothing (90 cubic feet per cast, two Surge points per cast)
Kori can shape it into simple shapes (18 cubic feet shaped per cast)

So what we need is a light stone, non-porus, and bonus points if it's not brittle.

[X] Phenomenal Cosmic Powers: ACTIVATE! (draft)
-[X] Cob (or Pepper) designs a (simple) stone boat that is comfortably buoyant for its own weight + 20% of the caravan's weight; uses 18 cubic feet of stone maximum (I can't imagine the boat's hull being more than two or three inches thick). Sirim assists by projecting an illusion of what Cob/Pepper is describing for Kori to work off of.
-[X] Boat designer is given buffs - Mythic Heroism, Moment of Greatness, Guidance, Hermean Potential, Fortune Hex, (probably others)
-[X] Sirim casts Expeditious Construction to make 90ft of rock to be shaped.
-[X] Kori makes enough of these boats via Stone Shape to carry everything. He can make up to five a day.
-[X] Kori casts a divination to check for problems on the river trip.
-[X] Some of the carts can be partially disassembled for planks to hold up waterproof canvas over the boats to keep people dry, if there is any.
I like where you're going with this, but it needs some tweaking.

Gimme a few minutes.

Wonderfish powers, activate!
 
Okay, here's what I've got so far, with heavy inspiration (ie, plagiarism) drawn from @BeepSmile.

I think between Cob's boosted Engineering skills and Pepper having a +28 Craft (Shipbuilding) bonus, with magical construction help from Kori, this river barge should end up as something pretty special. Hell, we will probably be able to sell the thing to someone once we reach our destination.

Y'all see anything I left off or messed up?

[X] PHENOMENAL COSMIC POWER...and the first thing we do with it is build a stone boat.
-[X] The expedition will setup a temporary camp near the shoreline while Urgor and his fellow Dwarves will dig out a makeshift drydock/pit nearby, which can be opened to the river and flooded when the time is right. Diggy diggy hole!
-[X] Pepper will use his Manifest Dream power to change his Skilled ability to Craft (Shipbuilding), then with engineering help from Cob if necessary, he will design and direct the construction of a large stone barge of sufficient size (length, width, and draft) to carry the entire expedition down this river given what we know of it. To provide additional buoyancy, his design will include a large number of small hollowed out airtight spaces which would normally be impossible to accomplish without magic or advanced construction techniques and materials. Having many such spaces rather than a small number of large ones will also preserve buoyancy in case of damage to the barge.
--[X] To aid in the design process:
---[X] Mina will use Wild Arcana to cast a Tears to Wine spell so Pepper and Cob can benefit from the +2 INT bonus. The remainder of the wine (29-ish gallons) will be shared among the expedition. She will also cast Hermean Potential, Guidance, and Mythic Heroism on each of them. She will use her Fortune Hex to help out as well, where possible.
---[X] Sirim will use Wild Arcana to cast Crafter's Fortune and Fox's Cunning on Pepper while he designs the ship.
---[X] Kori will use Shadow Enchantment to cast Moment of Greatness on them.
---[X] Cob will use Mythic Surge to boost his Aid Another check while helping Pepper, if it's relevant and helpful to do so.
---[X] Pepper's Craft (Shipbuilding) Bonus = 28 + ??? [8 +2 (TtW) + 8 (+4 MH x 2 from MoG) +5 (CF) +2 (FC) +1(G) +2 & ??? (Aid Another & Mythic Surge), with up to 2 rerolls thanks to Hermean Potential.
--[X] Gathering Materials:
---[X] Once a build site is located for him to deposit the materials, Sirim will use Wild Arcana to cast Expeditious Construction, creating 90 cubic feet of stone with each spell. He can only do this twice per day due to the cost of using Wild Arcana to cast Conjuration spells.
---[X] To provide additional stone for the barge, if Pepper's design calls for more than Sirim can provide in a reasonable amount of time, the Dwarves will collect what they dig up from the drydock pit they are building, and Gorok, with his fellow Iruxi and some of Leontas' men will search for nearby stone along the shoreline that can be collected as well.
---[X] Before he needs to start using his Mythic power to cast Stone Shape spells once the ship design is finished, Kori will use Inspired Spell to cast Ant Haul: Communal on those working to prepare the drydock and gather extra stone.
--[X] Construction:
---[X] Once a build site is ready, Kori will follow the plans drawn up by Pepper and Cob, with assistance from Sirim projecting illusory images of the necessary shapes using Silent Image spells, to transform the gathered stone into a barge using Inspired Spell to cast Stone Shape spells. Since he can only affect 18 cubic feet of stone per casting, it might take a few days to finish the work.
---[X] Once construction is finished and everyone is loaded into the barge, the earthen bank between the shoreline and our drydock will be torn down to allow the space to flood. Then we the barge can be poled and towed out into the river to begin it's journey downstream.
--[X] Preparations:
---[X] While materials are gathered, and the drydock is being dug out, those not involved with other tasks and who have the necessary skills, will begin disassembling the wagons and carts used by the expedition so they can fit more easily on the barge.
---[X] Mina, with Gorok providing assistance via Handle Animal, will use Wild Arcana to cast four Carry Companion spells each day on the expedition's draft animals and the mounts used by Leontas' people to further reduce the load the barge will need to accommodate. After he is done creating the stone needed for the barge, Sirim will assist Mina with this by casting a few Carry Companion spells each day as well. It might not be enough to affect all of them, but each casting removes a Large-sized passenger from the barge. The figurines will be stored in our satchel, unless the owners of the mounts wish to keep them close at hand.
---[X] If there are enough tarps and canvas material (such as that used in large tents) among the expedition to make it practical, makeshift sails will be fashioned that can be used with the barge to possibly increase its speed once we're on the river.
-[X] Launch:
--[X] The barge will be launched into the river early in the morning to maximum our travel time on the first day. Gorok will prepare and cast a Read Weather spell beforehand to determine what weather conditions we might face, and if they seem particularly bad we will delay the launch until they pass. Kori will perform a Divination before we launch as well, to try to discern other threats we might face in transit.
--[X] Pepper will change his Skilled ability to Profession (Sailor) before we launch the barge so that he can help pilot it. If Mina happens to make him a cute little Captain's hat to wear while he does it, then that is only right and proper.
 
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To provide additional buoyancy, his design will include a large number of small hollowed out airtight spaces
Also called...

...adamantium escape pods?

I mean they are hollow, and are meant to be sealed for space travel?

[x] PHENOMENAL COSMIC POWER...and the first thing we do with it is build a stone boat.
 
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Also called...

...adamantium escape pods?

I mean they are hollow, and are meant to be sealed for space travel?
Seems like more trouble than it's worth to try to include those in the ship design, especially if they are not longer perfectly sealed. Makes it more difficult to resell the barge later on, and removing them from the structure would be destructive.

Would also require us to cast spells to remove them.
 
Wait, we are reselling it? I thought we'd just dissolve it back into rock and be on our way.

I thought about reducing weight, since our cargo is easily one of the heaviest contributors to the total, but eh, whatever works.
 
@Goldfish The amount of stone needed can be known from the design of the ship, and Sirim can spend his Surge points on casting additional Carry Companion spells (he can hide up Mina's sleeve when she's casting it).

Also, the figurines should be stored in an extradimesnioal space, so they can't be damaged/knocked overboard if the ship is attacked.

Mina can provide her Fortune Hex to Pepper for the design, and cast Hermean Potential(s) on Gorok (and have Fortune hex ready) as he convinces the animals. Also Guidances on Gorok?

[x] Goldfish
Wait, we are reselling it? I thought we'd just dissolve it back into rock and be on our way.

I thought about reducing weight, since our cargo is easily one of the heaviest contributors to the total, but eh, whatever works.
Why not sell it if easy to do so?

Although good point on the Shrink Item - for the sake of making the barge need to be able to carry less weight, maybe Sirim could Shrink Item on some of the adamantine eggs (intention is to carry those in extradimensional storage to keep them safe from theft/dispels, and recasting the spell a day or two before it's set to expire).
---
Edit: @Goldfish Do you think that we'd need Profession Sailor or Seafaring-type skill checks? Because if so, I call upon CAPTAIN PEPPER! to lead the way.
Who will of course need a tiny captain's hat made for him. (Tears to wine aiding someone who's good at fabric stuff?)

Edit edit: Also, we should cast Ant Haul: Communal on the workers, spilt over as many people as possible, and then cast it on a new group of people when the first casting wears off after an hour. The work will go faster and the workers will really appreciate it going a lot easier imo
 
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Wait, we are reselling it? I thought we'd just dissolve it back into rock and be on our way.

I thought about reducing weight, since our cargo is easily one of the heaviest contributors to the total, but eh, whatever works.
Might as well sell the barge when we're done with it, if we can. It's gonna take us at least a few days and a lot of magic to make it, so it's not going to be a shoddy structure.
@Goldfish The amount of stone needed can be known from the design of the ship, and Sirim can spend his Surge points on casting additional Carry Companion spells (he can hide up Mina's sleeve when she's casting it).

Also, the figurines should be stored in an extradimesnioal space, so they can't be damaged/knocked overboard if the ship is attacked.

Mina can provide her Fortune Hex to Pepper for the design, and cast Hermean Potential(s) on Gorok (and have Fortune hex ready) as he convinces the animals. Also Guidances on Gorok?

[x] Goldfish

---
Edit: @Goldfish Do you think that we'd need Profession Sailor or Seafaring-type skill checks? Because if so, I call upon CAPTAIN PEPPER! to lead the way.
Who will of course need a tiny captain's hat made for him.
I don't want to totally exhaust Mina and Sirim's Mythic Power each day, just in case we draw the attention of something dangerous on the river, or river pirates make a nuisance of themselves. The main limiting factor on time isn't going to be amount of stone Sirim can create or how many Carry Companion spells Mina can cast, but on how many Stone Shape spells it takes Kori to finish the barge, so there isn't a huge hurry with the other spells. I will add Sirim to the Carry Companion part, though, once he's done with stone creation.

I'll add.mention if Mina using her Fortune Hex, but it's kinda situational, since the duration is so short.

I'll also add in Pepper changing his Skilled ability for the launch, and keeping the figurines in our satchel for safety.

EDIT: I'm kinda wary about using Shrink Item on the adamantine. It makes it easier to transport, but it also makes it easier to steal or lose as well. We're not exactly on settled lands right now, and it's hard to predict what might come along to try to take our stuff. For example, an Outsider with Greater Teleport as an SLA, is normally limited to carrying 50 pounds of cargo. If we have all of the adamantine in Shrink Item form, one of them could easily carry it all off.

And while the adamantine is heavy, it's not really that heavy. The stasis pods were hollow, after all. We're doing far more to reduce weight by using Carry Companion on a bunch of Large-sized animals.
 
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