Finding the Spark (Pathfinder 1E Quest)

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Adhoc vote count started by DragonParadox on Sep 23, 2024 at 6:12 AM, finished with 30 posts and 5 votes.

  • [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.
    [X] PHENOMENAL COSMIC POWER...and the first thing we do with it is build a stone boat.
 
Arc 9 Post 5: Rocking the Stone Boat
Rocking the Stone Boat

19th of Neth 4707 A.R. (Absalom Reckoning)

When a witch suggests she might have an idea how to get down the river faster, dwarves grumble and men look to each other dubiously. When that idea starts with transmuting the expedition's water barrels to wine, the grumbles fall silent as if by magic.

Though when you suggest that a cat design it, Urgor's beard bristles fit to attracts confused 'hedgehogs', at least according to Cob, who is thankfully speaking, shouting really, goblin-tongue at the time over the scampering of tiny claws on stone and the very serious commands of a lap-sized engineer. Practically glowing with blessings of every sort, Pepper goes through enough parchment to bankrupt a moderately prosperous scribe figuring out how to sketch out his ideas with inked claws and tools meant to be held in the hand. You have a sneaking suspicion his ever helpful goblin assistant might enjoy all the ink stains in interesting places.

What you can see of the resulting boat over the heads of the designers resembles less the simple wooden barge Leontas had in mind when he suggested keeping to the river and more the galleys you had seen ply the docks of Augustana and Almas. Long and sleek with an oddly geometric prow that recalled the shape of a duergar knife, something about the 'compressive strength of stone', and measuring a hundred feet from prow to stern and thirty five feet at the widest, though her draft was a shallow as an Ulfen longboat, the better to glide over sand banks the waters of the Selen might hide downstream. She comes equipped with oar-rests and a mast to hang a large square sail from if the wind should be favorable or magic should serve for the purpose. There's even a place towards the stern especially made to tether the horses and Warty with a shoot that slides into the water. When Urgor asks what it's for Cob looks at him like he's being silly.

"Horse shit an' frog shit. What else would it be for?"

Subsequent suggestions from the sellswords to call the ship the 'Shitting Wonder' are met with flat looks from Pepper that remind one that though he might not strictly need to eat, he is still a meat eater.

Pepper Knowledge (Shipbuilding) (DC 25/30/35/40/45/50): 1d20+28+1d6 = 38, 35, 48 (Success)

***​

23rd of Neth 4707 A.R. (Absalom Reckoning)

To keep them from more creativity, they are sent in search of stone under the watchful eyes of Gorok and the iruxi while the dwarves do what dwarfs do best, dig. The soft black soil of the riverbank barely puts up any resistance to the bite of dwarven shovels, singing as they dig a long and mournful song of glories set and treasures lost, of glory to be hewed from mountains far and fires quenched. What stones they find they toss onto the pile gathered around the great blocks of basalt Sirim calls up from pits of oily shadow the midday sun cannot touch.

"Conjuration... if only my once collogues could see me now, they'd want to send me to the Midnight Lord even more than they already do," he laughs, though the sound isn't as easy as he might like, at least not to your ears. "Do you know what we've become?"

"Travelers on the road of fate?" you translate the words of the Old Tongue as best you can.

"Far to the east and south, beyond Osirion, beyond even Nex and Geb, ever eyeing each other over the ruin they have wrought, there is said to stand on crumbling islands in the midst of the foaming white waves of the Obari Ocean, which few captains brave, the nation of Iblydos in the keeping of those they call the Myth-Speakers. At least that is the most common translation, though I have read tones that account in the Ibbysh tongue to speak and to do are one and the same, so then the Makers of Myths, those who would contend with gods and fiends, wrest from them the fate of nations."

"Isn't that everyone?" you ask, thinking back to the assassin devil who had been hunting him, to the demon whose horns Gorok is now wearing around his neck.

"Once I would have said it depends on one's philosophical perspective on prophecy's binding words. Then Aroden died and upended centuries of scholarship."

"Do you remember that day?" The idea of Sirim being more than a century old is an odd one. You had spoken to some that old and older: the elf smith in Augustana, the gnomish lord of the Resplendent Morn, but you have not truly known them.

"Oh no, apologies, I was speaking in what one might think of as an 'academic voice', as though all the insights of all the learned minds I had ever peered into are mine to hold, as true as the experience of the senses. I'd call it arrogant if I did not know the mind itself is as unreliable in recollection as ink and parchment are in the hand of a novice scribe." He stops and sighs, as much as he can move air without lungs. "I was born in 4667 of the Absalom Reckoning, just passed my thirtieth year. As one ascended to the Umbral Court I was thought of as talented. Perhaps now I am wholly unique in my betrayal of it, though gratifying as it might be to the ego, I doubt it. The Midnight Lord's inquisitors have edited history for far less cause than hiding such a blemish."

"My own people hold the tellers of tales in high regard," you offer. "But we do not imagine they all speak only what they have heard and leave nothing of themselves behind. Perhaps that too is a sort of myth-making."

He laughs, an easier sound now. "Careful, else you flatter every bard from here to the Arcadian Ocean. If one should overhear we might find ourselves saddled with them. I fear the answer to what we have become cannot be found in any single book, nor in the recollections of the most learned sage, for by its very nature it accrues rumor and tall tales as a grain of sand in the grasp an oyster accrues more sand to make a pearl."

"Surely a pearl is worth more than a grain of sand," you point out, knowing he would contradict it, but enjoying the conversation just the same.

"Not to the scholar who wishes to study the ocean's depths yet cannot touch the bottom," he answers and says no more.

***​

Your task, when it comes to it, is to shape stone like clay, following the contours Sirim lays out with figments and shadows in accordance to the plan. The magic comes more easily to you than conjuring stone had come to him, but it's still harder than you had expected. When you had seen potters work in your youth you had assumed the work was easy, for why else would they guard it so jealously for their preferred apprentices? Alas, it is not. More than once you feel as though the some of the stones had migrated to the inside of your head, merrily cracking away as you struggle to make sense of how much is too much rock or too little. Why all the six-sided shapes?

Akorian Craft (Stone-Working) (DC 20/25/30/35/40/45): 1d20+18+1d6 = 37 (Success)

"Cause it felt right," Cob helpfully answers, making you quite glad the dwarves who had shown up to watch you work were quite far away. Something tells you they expect more of their engineering than gut feelings, but there. It's done, and now all that remains to do is launch it... when a lookout shouts a warning.

A Taldan ship is coming up river. She's rowing hard, and not what you had been told to expect from the River Guard.

What do you do?

[] Launch the ship, you'll meet them on the river

[] Hide the adamantine and greet them from where you are on the Andoran shore
-[] Bury it
-[] Actually, you have another thought (Write in)

[] Write in


OOC: That was fun and very creative boat-making plan.
 
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You left out the most important part, @DragonParadox! Is Pepper wearing a cat-sized captain's hat? :p

So Cob's engineering knowledge lead him to use hexagonal honeycomb-type cells for the hollow chambers within the barge? That's neat and very practical. The Pepper-Cob construction method could revolutionize shipbuilding throughout the Inner Sea region. Best not spread word that it was a talking cat and a Goblin that developed it...

As for the approaching ship, I hope to avoid conflict and complications when we're about to set out on the next leg of our journey, but if something does happen I think we would be better off already on the water rather than stuck on shore. Let's get ready for fight, however, just in case.

[X] Ready the ship for launch, but wait to see what the Taldans plan before we set out into the river.
-[X] If the adamantine hasn't already been safely stored among the rest of our cargo, have that done now.
-[X] Leontas will have his men ready to repel boarders, and any Dwarves able and willing to fight will arm themselves. The other Iruxi will prepare as well, and the Ohancanu will take up ready positions, each with a small pile of appropriately-sized throwing stones. Kori will cast a Bless spell on everyone before the ship reaches us, just in case.
 
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Have big rocks in front of the fey-gaints, ready to throw them at the ship on our direct order to throw, in clear and open view.

I don't want them to start shit, but "looking scary and ready for violence" is 100% in their wheelhouse.

Also, if violence does break out, they can throw the rocks at the party that's on land.

Maybe at the ship if there's casters on it, but I'd prefer to not remove these peoples method of retreat.

Edit: I think we should be on the shore in case conflict breaks out.
We don't have to worry about anyone getting knocked overboard/anyone drowning.

Edit: Also, I loved this update. Using replenishing magic to create 'permanent' stuff like roads and boats and buildings sparks all the joy
 
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Have big rocks in front of the fey-gaints, ready to throw them at the ship on our direct order to throw, in clear and open view.

I don't want them to start shit, but "looking scary and ready for violence" is 100% in their wheelhouse.

Also, if violence does break out, they can throw the rocks at the party that's on land.

Maybe at the ship if there's casters on it, but I'd prefer to not remove these peoples method of retreat.

Edit: I think we should be on the shore in case conflict breaks out.
We don't have to worry about anyone getting knocked overboard/anyone drowning.

Edit: Also, I loved this update. Using replenishing magic to create 'permanent' stuff like roads and boats and buildings sparks all the joy
Updated my plan so that we make ready to launch, but wait to see what the Taldans are up to first.
 
@DragonParadox do we have 10 minutes before they arrive/get close enough where they could reasonably start attacking us?
Intention: Do a Divination to learn their intentions.

Also, currently how many Mythic Surges have people used?
Also also, I'm getting the vibe that the people didn't want their animals turned into figurines and stored in a BEYOND THE BOUNDARIES OF PHYSICAL REALITY! despite that being cheaper, safer and probably more comfortable for the animals in question?

Most importantly; Does Pepper have a captain's hat?
 
@DragonParadox do we have 10 minutes before they arrive/get close enough where they could reasonably start attacking us?
Intention: Do a Divination to learn their intentions.

Also, currently how many Mythic Surges have people used?
Also also, I'm getting the vibe that the people didn't want their animals turned into figurines and stored in a BEYOND THE BOUNDARIES OF PHYSICAL REALITY! despite that being cheaper, safer and probably more comfortable for the animals in question?

Most importantly; Does Pepper have a captain's hat?
If it's time for the launch, I'm assuming it's early in the morning after everyone has rested, so spells and Mythic power should be topped off. @DragonParadox?

As for performing a Divination, I think it might be best to wait and see how this meeting goes. We might be better served performing one after instead, to see how our actions could impact the expedition over the next few days.
 
If it's time for the launch, I'm assuming it's early in the morning after everyone has rested, so spells and Mythic power should be topped off. @DragonParadox?

As for performing a Divination, I think it might be best to wait and see how this meeting goes. We might be better served performing one after instead, to see how our actions could impact the expedition over the next few days.

Kori he down two surges he used to finish the stone shaping, Gorok is down one spellslot from keep watch last night.
 
[X] Goldfish

@Goldfish Heroism lasts 10 min/level. Maybe it'd be worth casting it on Kori and Sirim for skill checks and Saves?

And Sirim Wild Arcana-ing it on Cob, for Perception checks and saves/attacks, if need be?
 
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[X] Goldfish

@Goldfish Heroism lasts 10 min/level. Maybe it'd be worth casting it on Kori and Sirim for skill checks and Saves?

And Sirim Wild Arcana-ing it on Cob, for Perception checks and saves/attacks, if need be?
It's early for that, IMO. The Taldan ship could be running from piratre, they could be pirates, they might be smugglers fleeing the authorities, etc. There could even be a river monster downstream that they're running from. Spending too many resources this soon means we might not have them later when they're really needed.

If combat is about to breakout, we can squeeze in some buffs pretty quickly if it seems necessary.
 
We've done a boat. And it's a very nice boat. Can even go back upriver, which gives it "re"sale value.
But I'm going to keep in mind just how high you're willing to let the DCs for design and construction. Next time we (are given the opportunity to) do something like this (probably not a boat), I'm going to put genuine effort into trying to help Goldfish optimise it.... we might even have access to level 4 spells at that point :D
Also, I'm going to write in for maximum buffing-cheese on the construction rolls, if possible, if we do Stone Shape again.

Also, I was looking for stuff to boost Mina's CL from 8 to 9 for "Tears to Wine" to get from a +2 to +5 and found stuff that would have worked, but would have needed for either Kori to find religion (be a cleric) and have Sirim cast Tears to Wine, or Sirim or Mina to very rapidly discover and accept that they were genderfluid - and also have said fluidity at the time of casting land on the appropriate gender to enable Sirim and or Mina to cast the below spell on the other
----
I'm relived to say we didn't miss a trick by not casting the below spell, since this takes a minute to cast and is not eligible for Wild Arcana, but I'd like to look out for a scroll of it for Sirim and Mina to learn:

Could have used Kindness on Cob for his Aid Another.
Also, DP, if we had this spell, what would have been the limits on using Charity on Pepper?
Would the design being formulated for Sirim to project illusions of to have prevented him casting the spell on Pepper?
Would Mina intending to use the boat prevented her from casting Charity on Pepper?
----
@Goldfish @Artemis1992 would you care for some delicious cheese?
 
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[X] Goldfish

Best to continue as planned and let them past if they are not focused on us, like any wagon passing other travelers on road, but be prepared if they are focused on us for some reason or another.
 
Also, DP, if we had this spell, what would have been the limits on using Charity on Pepper?
Would the design being formulated for Sirim to project illusions of to have prevented him casting the spell on Pepper?
Would Mina intending to use the boat prevented her from casting Charity on Pepper?

Rune of charity isn't that strict, it's 'no immediate benefit.' The person asking the bearer of the rune to act can't pay them in any way, other than that you are golden. Building a common good for the use of what could be thought of as the community of the caravan is fine.
 
DP, just checking for future construction project skill check stacking and CL boosting, is the following rule true in this quest:
"An oracle casts divine spells drawn from the cleric spell lists"

Oracle – d20PFSRD


Specifically, even though Tears to Wine and Sharesister only mention being on the Cleric list, would Kori be able to cast them via Inspired Spell?

Edit: If it does then I want us to buy a scroll of Deathwine, for Mina/Sirim to learn, as Shareshister is a nercomancy spell, and Inspired Spell + Deathwine (Cure Critical Wounds) can get Kori (casting it on Sirim) up to CL 11.
 
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DP, just checking for future construction project skill check stacking and CL boosting, is the following rule true in this quest:
"An oracle casts divine spells drawn from the cleric spell lists"

Oracle – d20PFSRD


Specifically, even though Tears to Wine and Sharesister only mention being on the Cleric list, would Kori be able to cast them via Inspired Spell?

Edit: If it does then I want us to buy a scroll of Deathwine, for Mina/Sirim to learn, as Shareshister is a nercomancy spell, and Inspired Spell + Deathwine (Cure Critical Wounds) can get Kori (casting it on Sirim) up to CL 11.
You see spells like that in the PFSRD every so often. They just weren't updated properly after the Oracle class was added. Oracles and Clerics can cast all of the same spells unless there is literally a notation that says Oracle Only or Cleric Only. There are not many spells like that.
 
You see spells like that in the PFSRD every so often. They just weren't updated properly after the Oracle class was added. Oracles and Clerics can cast all of the same spells unless there is literally a notation that says Oracle Only or Cleric Only. There are not many spells like that.
Then we absolutely missed a trick, and could have boosted the CL of Tears to Wine to 9 by casting Sharesister, and gotten that +2 to +5.

Ah, well. Live and learn.

I keep meaning to start this, but keep not bothering. I'll add to this as I think of stuff/updates happen.
Scrolls to have on hand:

Mistsight – d20PFSRD

Scrolls to learn from:

Deathwine – d20PFSRD

Communal Delay Poison (When we get level 4 spell slots, it'll be better to prep this 3rd level spell than Wild Arcana it)

Two each of Cure [Spell Level] Wounds for Deathwine usage.
Get the Pathfinders/who they get poisons from to get a dhabba that they can milk for its spittle so we have a good supply.
For recovering applied poison/transmuting it into a different poison

Daggermark's Exchange - Spells - Archives of Nethys: Pathfinder RPG Database

You swallow a dose of poison with no effect and regurgitate a dose of a different poison (your choice) into the old container (or another you have on hand). Attempt a Craft (alchemy) check against the new poison’s DC. If you succeed, you create a dose of your chosen poison. If you fail, the...
 
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Then we absolutely missed a trick, and could have boosted the CL of Tears to Wine to 9 by casting Sharesister, and gotten that +2 to +5.

Ah, well. Live and learn.

I keep meaning to start this, but keep not bothering. I'll add to this as I think of stuff/updates happen.
Scrolls to have on hand:
Scrolls to learn from:

Deathwine – d20PFSRD


(Two each of Cure [Spell Level] Wounds for Deathwine usage.
It's arguable about whether that would have worked, since Sirim's current state of being likely precludes a gender as far as the spell is concerned.
 
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