Finding the Spark (Pathfinder 1E Quest)

[X] Use an antitoxin to wake the sailor and hear her story then continue into the night
-[X] Use the Vial of Efficacious Medicine to give a +2 (enhancement bonus) to the sailor's roll after Mina casts Hermean Potential on her.
-[X] Sirim uses Wild Arcana to cast Ashen Path, splitting the duration between Cob and Gorok.
 
Vote closed
Adhoc vote count started by DragonParadox on Oct 8, 2024 at 6:03 AM, finished with 18 posts and 7 votes.

  • [X] Use an antitoxin to wake the sailor and hear her story then continue into the night
    -[X] Use the Vial of Efficacious Medicine to give a +2 (enhancement bonus) to the sailor's roll after Mina casts Hermean Potential on her.
    -[X] Sirim uses Wild Arcana to cast Ashen Path, splitting the duration between Cob and Gorok.
 
Arc 9 Post 18: In Troubled Waters
In Troubled Waters

5th of Kuthona 4707 A.R. (Absalom Reckoning)

Sailor Fortitude Save: 1d20+3+5+2 = 28 (Success)

Lost 1 Antitoxin

As the woman opens her eyes she flinches at the sight of your pale skin and too-dark eyes. Oh, It's been so long on the road in the company of those who know you for what you are that you'd forgotten... The thought is as bittersweet as it is fleeting as she pushes herself up against the wall and asks: "What are ye about?"

"Trading down the Selen to Cassomir with cargo from Fusil," Leontas answers truthfully as far as it goes, though if she were to think that your cargo is gems and not adamantine all the better. "What were you about, drifting alone and about to fall into another River's pull?" he asked while signing a spiral over his heart at the mention of matters pertaining to the Lady of Graves.

"Huh... so you're not with those bastards. Guess I should be thanking the Lucky Drunk for spilling a bit of his drink on me. M'name's Inga, Inga Even-Slice, and I guess we're in the same business, or we were," bitterness leaches into her words.

Inga, as it turns out, had been a sailor on the Reed Runner, a mostly human-crewed river galley out of 'Star-Studded Bolgrad,' one of the lesser and younger holds of the Five Kings Mountains, though both of those should be taken with a grain of salt when speaking of the legendary wealthy of the dwarves. Bolgrad in particular is known for its jewelers and enchanters, selling to Taldan grandees and wealthy Andoran merchants in equal measure, precious cargo to be carrying down the river and one that had been marked by unfriendly eyes.

The first they heard of the pirates was the sound of a great hunting horn, which some had taken for the ill omen of the Wild Hunt, but the peril had been on the water, a ship with a hull as grey as the fog that swept it in and sails the color of ash. Inga recalled the captain looked like a Taldan or a Chelixian and addressed them with the mocking courtesy of the southern courts. Whether he meant the offer to set them all ashore with enough supplies to see them through being picked up by a passing ship she could not say since her own captain, more fearful of dwarfish ire than pirate's boasts, had said 'come and take it'.

Come they had, first with a rain of lead shot to break up discipline and shake morale then with poisoned vapors guarding their approach. Walls of shimmering power had cut up the defenders one from the other so that the pirates could sweep them up piecemeal, and it was only thanks to being caught at the very end of the ship by one of these traps that she was able to free the ship's launch and get into it, though as she was trying to escape she was doused in 'some foul concoction' that got into her lungs. Whether the pirates had given the merchants another chance to surrender or put them to the sword she cannot say, you can see it in her eyes it haunts her.

"Fog's out tonight," Urgor bites out the word, looking this way and that for pirates to show the cut of his axe. Sirim, which is to say 'Mina' to those not in the know, had already given your company the power to see through mist and fog.

For all the troubles they've had with their kin, it's clear the Sure-Foots still see themselves as dwarves of the Five Kings Mountains and take as ill to those who rob their kin as ever the duergar did.

"We're not here to do the River Guard's job for them, Master Urgor," Captain Leontas reminds him. "The battle was leagues upriver, the ship could well have returned to shore to resupply and hide their gleamings. You could hide a hundred pirates' nests under all these trees, and I for one would rather not go looking."

"Oh, they'll come, no wolf's hungrier than one with blood on their snout."

"The cargo, was it insured in Bolgrad?" Oka calls over, much to your confusion. The word you know but not the use.

"Oh aye, t'would be illegal otherwise. Dwarves aren't the sort of leave things to wind and chance."

"Then why," the old cook asks, glancing up at cloud covered sky through an open window. "Would he choose to fight instead of giving in?"

Oka Profession (Merchant) (DC 10): 1d20+6 = 11 (Success)

Strange words or no, you're starting to see the shape of it. The Reed Runner must have been carrying something more precious than even dwarfish jewelry.

"Fuck me for a greedy gulch," Leontas mutters. "Can't believe I'm starting to consider it."

When informed of matters, Sir Pisca is most enthusiastic at the notion of capturing pirates as skilled as these with his commandeered galleon. He finds an expected ally in Cob and a somewhat less expected one in Sirim, who silently explains that he expects his studies to be quite expensive. On the other side of things, Mina and Gorok would both rather not take the risk given the payout waiting for you in Cassomir.

What does Kori think?

[] The Dancing Slurk should make itself attractive to pirates and attempt a counter-ambush

[] The Dancing Slurk should try to pass unnoticed

[] Change nothing about the ship's posture, if these pirates come you'll deal with them, if not you've lost nothing

[] Write in


OOC: Enjoy.
 
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I don't want to deliberately seek out trouble, nor am I inclined to try to hide from it. We're on the water, warned of the threat, and have two ships. If the pirates come for us, then so be it, we kill them all and take their stuff, but if they are smart enough to leave us be, we can go about our business uninterrupted.

[X] Change nothing about the ship's posture, if these pirates come you'll deal with them, if not you've lost nothing
 
I want their loot

[X] The Dancing Slurk should make itself attractive to pirates and attempt a counter-ambush

Depending on what the stolen goods are, retrival of them could net us a reward. One that might be leveraged into spell scrolls.
 
I like the reputation boost this could bring to us and our contact Pisca. We're going to do a lot of business in Cassomir.

[X] The Dancing Slurk should make itself attractive to pirates and attempt a counter-ambush
 
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"The battle was leagues upriver, the ship could well have returned to shore to resupply and hide their gleamings. You could hide a hundred pirates' nests under all these trees and I for one would rather not go looking."
I am confused. Are we travelling downriver, or upriver? I was under the impression that Sellen flows into the Inner Sea.

[x] The Dancing Slurk should make itself attractive to pirates and attempt a counter-ambush

My first thought was that any pirate choosing to attack an obviously abnormal stone ship is asking for it. Don't think they are packing anything that could threaten our hull (and therefore our cargo). Besides, we have some Taldan soldiers to tank for us, and a financially troubled noble in charge willing to risk them. I'd say as far as pirate hunts go, these conditions are close to ideal.

Edit: I am half-convinced the ship was carrying not something of immediate monetary value, but a plot hook for a bigger quest.
 
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I am confused. Are we travelling downriver, or upriver? I was under the impression that Sellen flows into the Inner Sea.

[x] The Dancing Slurk should make itself attractive to pirates and attempt a counter-ambush

My first thought was that any pirate choosing to attack an obviously abnormal stone ship is asking for it. Don't think they are packing anything that could threaten our hull (and therefore our cargo). Besides, we have some Taldan soldiers to tank for us, and a financially troubled noble in charge willing to risk them. I'd say as far as pirate hunts go, these conditions are close to ideal.

Downriver, that boat you encountered has been floating downriver just like you, it just got caught in a sand bank which is where you caught up and found it
 
If we play this right, we could give pirates a serious surprise.

[X] The Dancing Slurk should make itself attractive to pirates and attempt a counter-ambush
-[X] Have Sir Pisca douse the light of his own ship and have them travel slightly a bit away from the Dancing Slurk, so that if the pirates do attack them, they can come out of the fog to counter-attack them using their own means of surprise
-[X] Connect to Sir Pisca with Dark Whispers to stay in contact, and have them navigate by following light of our own ship

I don't want to deliberately seek out trouble, nor am I inclined to try to hide from it. We're on the water, warned of the threat, and have two ships. If the pirates come for us, then so be it, we kill them all and take their stuff, but if they are smart enough to leave us be, we can go about our business uninterrupted.
True, wouldn't be against this either, but could help rep wise too if we take down pirates, especially for whoever's cargo we recover once we eventually set out on dwarf city mission.
 
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-[X] Have one of our companions who can see in dark and enchanted to see through fog with him to act as lookout
That is a bad idea. Don't split the party, especially if you expect an attack.

If you want to be able to communicate more easily with the other ship, Kori can use his Dark Whispers spell to link everyone relevant up for communication.

If Prisca's ship gets attacked, they'll serve as an adequate distraction while we can act with less initial opposition, and if we get attacked first, Prisca's ship will arrive very shortly afterward to provide assistance.
 
If you want to be able to communicate more easily with the other ship, Kori can use his Dark Whispers spell to link everyone relevant up for communication.
Fair enough, will fix.
If Prisca's ship gets attacked, they'll serve as an adequate distraction while we can act with less initial opposition, and if we get attacked first, Prisca's ship will arrive very shortly afterward to provide assistance.
True, but pirates are more likely to attack what looks like a weird merchant ship than a River Guard one.
 
Separating the ships will have to be done as part of provoking an attack. The pirates are unlikely to attack two ships, one of which is full of armed guards.

Dark Whispers look fine as a method of communication.

[x] The Dancing Slurk should make itself attractive to pirates and attempt a counter-ambush
-[x] Have Sir Pisca douse the light of his own ship and have them travel slightly a bit away from the Dancing Slurk, so that if the pirates do attack them, they can come out of the fog to counter-attack them using their own means of surprise
-[x] Connect to Sir Pisca with Dark Whispers to stay in contact, and have them navigate by following light of our own ship
 
Vote closed.
Adhoc vote count started by DragonParadox on Oct 9, 2024 at 8:09 AM, finished with 10 posts and 5 votes.

  • [X] The Dancing Slurk should make itself attractive to pirates and attempt a counter-ambush
    -[X] Have Sir Pisca douse the light of his own ship and have them travel slightly a bit away from the Dancing Slurk, so that if the pirates do attack them, they can come out of the fog to counter-attack them using their own means of surprise
    -[X] Connect to Sir Pisca with Dark Whispers to stay in contact, and have them navigate by following light of our own ship
    [X] Change nothing about the ship's posture, if these pirates come you'll deal with them, if not you've lost nothing
    [X] The Dancing Slurk should make itself attractive to pirates and attempt a counter-ambush
 
Arc 9 Post 19: River's Breath
River's Breath

7th of Kuthona 4707 A.R. (Absalom Reckoning)

The cold fog clings tight as a mantle to stone and wood through one day then another, to the complaints of Taldan soldiery and Mendevian sellswords alike. Only the dwarves, who see in this the chance to avenge their kin or else claim something of the famed wealth of the Sky Citadels for themselves, make no argument against running without fire. And yet no pirates show themselves. Mayhap the weather is simply just the weather, what you would expect of a month named for the grim god of Nidal and not an omen of things to come. That seems more and more likely as you approach Ranger's Crossing, but it's not the white lion and golden crown of Taldor gleaming in the humid air that marks the approach, but the sound of distant bells tolling in tandem.

Mina looks up from the books she had decided to bring with her on watch to wile away the hours, frowns, then the sound comes again louder. "Funeral bells. Back home they're only for large cities with strong walls, otherwise you might do more harm than good, calling attention of dark things to the body of the deceased."

"Walls stop ghosts?" Cob asks, as confused as you are.

"When they are sanctified," she shushes him. "There's something strange about the sound though, maybe it's a local thing..."

From long experience you check your sword belt, on the road things can easily go from confusing to deadly.

Are we going to find the town looted? Burned to the ground? Your mind is all too able to conjure up grim sights. Fire, as it turns out, there is aplenty, a large bonfire visible from the shore, burning an angry red into the mist colored air. In the center of it is a roughly humanoid wooden figure larger than an ogre, tall as a full-blooded giant.

"I'm not sure if it's late or early to be burning the Green Man in this part of the world, but either way they've misplaced their calendars," Sirim puts in. "That's a harvest rite, utterly heretical in Nidal of course, but still practiced in certain remote communities. Depending on who you ask it is either the remnant of the days before the Black Triune, or a legacy of conversion during the Shadowbreak. They do not look to be practicing humans sacrifice though." He looks toward Mina. "On the other hand, given the bells..."

"Absolutely not, that is not how that goes," Mina practically shudders at the thought. "Pharasma has little patience for those who would use the death of their fellow man for profit."

"Perhaps they know," Gorok flicks one clawed hand back upstream. In the fog the galley is unseen, even with a mere half mile between you. Thankfully he is not beyond the reach of your voice.

Sirim Knowledge (Religion) (DC 22): 1d20+13 = 30 (Success)
Gorok Knowledge (Nature) (DC 18): 1d20+9 = 17 (Failure)

Alas, your Taldan companion has no idea what this is... and he would very much like to find out. You are starting to get the impression that he's never seen a risk he's not game enough to take. Maybe you should investigate first, lest the iron-shod feet of the River Guard raise the ire of the locals. If only this fog would clear. It's almost enough to make you miss burning sun, almost.

What do you do?

[] Investigate the village and the strange funeral
-[] Write in who to send

[] No sense splitting up further in this weather, leave this to Sir Pisca

[] Write in


OOC: So far so... foggy.
 
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"Perhaps they know," Gorok flicks one clawed hand back up stream. the fog the gelley is unseen even with a mere three miles between you.
Normally the range of Dark Whispers is much shorter than that, limited to 400 feet plus 40 feet per level, so 640 feet at Kori's current level. If you want to houserule it to be able to reach out for miles, however, I'm not going to complain.

It also wouldn't hurt to just have Prisca's ship be much closer. In low light and heavy fog, 600 feet might as well be miles as far as visibility is concerned.
 
Normally the range of Dark Whispers is much shorter than that, limited to 400 feet plus 40 feet per level, so 640 feet at Kori's current level. If you want to houserule it to be able to reach out for miles, however, I'm not going to complain.

It also wouldn't hurt to just have Prisca's ship be much closer. In low light and heavy fog, 600 feet might as well be miles as far as visibility is concerned.

Fixed, thanks.
 
If the village is going to be investigated, and I know y'all are going to want to do that, there is no point in half-assing it.

[X] The Dancing Slurk will slow and wait for Sirim Prisca's ship to catch up, then both vessels will dock together. Our party, along with Sir Prisca and a small detachment of his and Leontas' men will accompany us, while the rest remain behind to secure the ships.
 
[x] The Dancing Slurk will slow and wait for Sirim Prisca's ship to catch up, then both vessels will dock together. Our party, along with Sir Prisca and a small detachment of his and Leontas' men will accompany us, while the rest remain behind to secure the ships.

If we take all hero units away, we should probably maintain a communication line with the ships, especially since we are docking them in a suspicious area, with precious cargo and all.
 
[x] The Dancing Slurk will slow and wait for Sirim Prisca's ship to catch up, then both vessels will dock together. Our party, along with Sir Prisca and a small detachment of his and Leontas' men will accompany us, while the rest remain behind to secure the ships.

If we take all hero units away, we should probably maintain a communication line with the ships, especially since we are docking them in a suspicious area, with precious cargo and all.
We'll be in touch via Dark Whispers.
 
That too, but adamantine is not a coinpurse. It's not impossible to make away with it, but it would be a lot harder to dodge the pursuit if there will be anyone left to pursue.

And also, it's on a boat we made out of stone. We can just seal the cargo bay shut with a transmutation spell, and whoever is after it will have to crack the boat in half to get it... or steal the boat itself.

If we don't want to split up, the alternative would be to secure the cargo in a way that would make it very annoying for any would-be thieves to steal.
 
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