Finding the Spark (Pathfinder 1E Quest)

Goldfish was right to be worried here.

I can't think of a useful move action for Akorian save dodge. Does he have any move-action abilities?
DP; how many rounds might we expect it to take for the enemy boat to arrive to... 50 ft, ish if we stayed in position?

This is just wild spitballing 'cuz there's a chance I'll get distracted by a call:
300 ft is long distance. We could get a merc to launch alchemist's fire at the oncoming boat with the enchanted launcher.
Casting Deeper Darkness on a rock and taking that rock in and out of a pouch/pocket might be useful. Mage sight is a vague term, possibly intentionally, in that Kori does not know the method, but knows "they're using magic". So having darkness up might block it, and give us time to buff up.
Pepper/a sailor/Oda uses the gem to summon a fire elemental.
Pepper could he go to the adamantine, the and the empathic link might be useful to alert Mina if he notices thieves.
 
Fast enough that they have to be using magic. 150 ft./turn
Perfect. That's too fast to dodge or come to a stop.

The visibility, or lack there of, makes preemptively targeting the pirates with CC spells a bit of a hassle. Web, Glitterdust, Burst of Radiance, etc., would all be good options, but the thick fog and their magically enhanced speed means we can't target them for shit. Fortunately, we have options!

The pirates are coming to us, so we might as well lay out the red carpet, so to speak. A Stinking Cloud spell directly in their path to serve as an obvious threat, one that should force a mage to attempt to Dispel it, if they are able. If they can't, the pirates will just have to eat the effect as they pass through it. By positioning it directly in their path they can't dodge it and even if they are using magically controlled winds to move so quickly, it is guaranteed to persist for at least the one round needed for them to pass through it. That means most of the pirates should be unable to attack, cast spells, etc. for the final 150 of distance between them and us.

Some of the pirates will save against Mina's spell, and some of them may even be protected by an Ashen Path spell. That's what Sirim's Wall of Nausea spell is for. It's an Illusion, which he casts at extra strength, and isn't subject to warding effects like Ashen Path, immunity to poison, etc. The chances of someone avoiding or saving against both spells are pretty damned low. The Nausea condition is extremely debilitating, and even if only affected for 1 round right before the ships meet, the pirates are going to be the next best thing to helpless for the opening attack.

The plan isn't quite finished yet, but I've got to run an errand for a couple hours. I'll finish tweaking things when I get back. As always, suggestions are welcome.

[X] "Step into my parlor," said the Slurk to the fly.
-[X] Leontas takes charge of his men and those left behind by Sir Prisca, preparing them to assault the enemy ship. Urgor rallies the Dwarven contingent, at least those willing and able to fight, to defend the Dancing Slurk from anyone who might try to board her, including pirates, angry villagers, etc. They are assisted by our Iruxi allies.
-[X] Mina uses Wild Arcana to cast a Stinking Cloud spell positioned so that the pirate ship will have to pass through it approximately 150 feet from the Dancing Slurk. She then casts Mythic Heroism on Cob. Once the enemy ship closes with the Dancing Slurk, she uses her staff to cast Daylight overhead.
--[X] Stinking Cloud: DC 17 Fortitude saving throw to avoid being Nauseated for 1d4+1 rounds.

-[X] Sirim uses Wild Arcana to cast a Wall of Nausea spell 45 feet between the Dancing Slurk and the pirates, positioned so that the crew of the enemy ship will have to pass through the effect as they approach. He then casts Mythic Haste on the party and Warty, followed by Magic Circle Against Evil. He will use Dispel Magic to Counterspell an enemy spell instead of casting the Magic Circle if they attempt anything.
--[X] Wall of Nausea: DC 19 Fortitude saving throw to avoid being Nauseated for 1 round. Nauseated targets must succeed on a DC 12 Acrobatics check or fall Prone.
-[X] Kori uses Inspired Spell to cast a Wind Wall spell directly in front of the Dancing Slurk to protect against ranged attacks and poison gas like the sailor we rescued warned us about. He then casts Divine Favor on himself. He will use Dispel Magic via Inspired Spell to Counterspell an enemy spell instead of casting Divine Favor as the ship approaches, if he notices one being cast. Once the enemy ship closes, he will cast Barbed Chains. He targets one pirate with both chains if there are none in range who are not Nauseated (intending to damage them), or targets two separate pirates if there are any who are not Nauseated (intending to Trip them).
--[X] Barbed Chains: +14 attack bonus [+9 + 1(Morale) + 1(Haste) + 3(Divine Favor)]. Damage: 1d6+3 per chain, CMB to Trip: +14. Successfully struck targets must make a DC 16 Will save to avoid being Shaken for 1d4 rounds.
-[X] Gorok casts Lead Blades on his sword and Magic Fang on Warty. Once the enemy ship closes with the Dancing Slurk, he will expend one Mythic power to use Fleet Charge as a Swift Action, targeting whoever he believes to be the leader of the pirates, or the greatest threat among them, with a Power Attack. He continues Power Attacking them for the remainder of the round, or until they die, before using his additional Move Action to move to Warty's position unless needed elsewhere. Warty attacks an enemy pirate at Gorok's command, prioritizing one that is not Nauseated if there are any available.
--[X] Sudden Strike: +15 [+12 + 1 (Mythic) + 1(Morale) + 1(Haste)], Damage: 2d8+10; 18-20/x2
--[X] Power Attacks: +14/+14/+7 [+12
+ 1(Morale) + 1(Haste)], Damage: 2d8+10; 18-20/x2
--[X] Warty Bite: +10/+10 [+7
+ 1(Morale) + 1(Haste) + 1(Enhancement)], Damage: 2d6+7

-[X] Cob quickly throws on Kori's Cloak of the Hedge Wizard and uses it to cast Detect Magic. He'll wait until the pirates close with the Dancing Slurk to find their mage by the auras of their magic, if he can't tell by the usual markers of a typical magic user. Once they are spotted, he will expend one Mythic power as a Move Action to use Shadow Stealth, teleporting behind them into their shadow. He'll then expend another Mythic power to use Surprise Strike as a Swift Action to target them with a Sneak Attack using Piranha Strike, inflicting the Bewildered (-2 AC, or -4 AC vs Cob) condition on them, before attempting to Sneak Attack them twice more (unless they're already dead). After finishing his attacks, he'll use his additional Move Action to reposition and make a Stealth check in preparation for the next round. If he can't find a mage to target, he prioritizes a pirate who is either not Nauseous or seems most dangerous.
--[X] Surprise Strike: +20 [+13 + 4 (Mythic Heroism) + 1(Morale) + 1(Haste) + 2(Flat-footed Enemy) +1(Trait) - 2(Piranha Strike)], Damage: 1d4+14+3d6; 19-20/x2
--[X] Piranha Strikes: +18/+18 [+13 + 4 (Mythic Heroism) + 1(Morale) + 1(Haste) +1(Trait) - 2(Piranha Strike)], Damage: 1d4+14, plus 3d6 damage via Sneak Attack if still Flat-footed or otherwise eligible; 19-20/x2

-[X] Pepper will wait in reserve to use the Gem of Foe's Pyre to Summon the Large Fire Elemental if he believes it necessary.
 
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[x] "Step into my parlor," said the Slurk to the fly.

Teleporting goblins may as well be our artillery.
Walls of shimmering power had cut up the defenders one from the other so that the pirates could sweep them up piecemeal
Do we know what this spell is, and are we planning around it? We have our Abomination to get third dimension into play.
 
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Hmm, timing is either really unlucky, or maybe pirates are working for priest and he retreated to inn to call them in to help.

I personally think its latter.

@Goldfish two things:

1. We have three iruxi warriors with us still, so could they do anything? Maybe throw nets onto pirate ships to see if they can tangle anyone up?
2. Would it be worth it to have Gorok get on Warty and have them hop over to ship to get into thick of it? Or too dangerous?

[X] Goldfish
 
1. We have three iruxi warriors with us still, so could they do anything? Maybe throw nets onto pirate ships to see if they can tangle anyone up?
2. Would it be worth it to have Gorok get on Warty and have them hop over to ship to get into thick of it? Or too dangerous?
Keep in mind that the Windwall prevents us both from using ranged weapons with any chance of success.
Only magic.
 
Plan updated. I think it's the final version unless y'all see any changes that need to be made.
Hmm, timing is either really unlucky, or maybe pirates are working for priest and he retreated to inn to call them in to help.

I personally think its latter.

@Goldfish two things:

1. We have three iruxi warriors with us still, so could they do anything? Maybe throw nets onto pirate ships to see if they can tangle anyone up?
2. Would it be worth it to have Gorok get on Warty and have them hop over to ship to get into thick of it? Or too dangerous?

[X] Goldfish
The Razmiran could definitely be working with the pirates, but I doubt they're attacking now because of a signal he sent them. I doubt more than a minute has passed since he was confronted and fled, and that ship didn't come out of nowhere when they got the alert. It had to have already been on its way, either to attack us or the village.

I've added mention of the Iruxi to help defend the Dancing Slurk alongside the Dwarves. As Artemis pointed out, the Wind Wall prevents us from using mundane ranged attacks against them, but that's an acceptable trade-off, IMO. They're moving so fast that they'll be in melee range in just 2 rounds, so we wouldn't be able to get many ranged attack in, while they could bombard us with explosives, fire bombs, poison, etc.

There isn't much point in trying to get over to the enemy ship before it reaches us. By the time Gorok and Warty made the jump and landed, the ship will have rammed us. Then Gorok and Warty will just be able to rush across with a Mythic Haste speed boost. Cob will be shanking someone by then and a bunch of mercs should be following right alongside or just behind him.
 
[X] Goldfish

Why not just summon the elemental at a mid tier pirate mook. One that's not neausated?

It might act as a distraction in the most important opening round, and if unkilled its target probably won't have any loot we need to worry about.
 
[X] Goldfish

Why not just summon the elemental at a mid tier pirate mook. One that's not neausated?

It might act as a distraction in the most important opening round, and if unkilled its target probably won't have any loot we need to worry about.
The Elemental serves as a good reserve unit to be used against an unforeseen threat or enemy surprise.

I'd say the combined Stinking Cloud and Wall of Nausea spells act as a pretty good distraction in the opening rounds. There aren't going to be many pirates who escape both effects, and for them we'll have Cob, Gorok, Warty, and Kori to deal with, along with whoever else Leontas sends over.
 
Why not just summon the elemental at a mid tier pirate mook. One that's not neausated?
It's hard to know who is mid tier and who isn't. Anyone making their saving throw would look about the same.

I don't think this would end up differently from the last time we used the elemental, i.e. the intended target throwing himself overboard after his mates run circles around it trying to put it out. It's mostly for the sake of creating a diversion than any real combat value.

...if we could discern the mage, that would be a decent target. They wouldn't have the luxury of running away.

I mostly just want their ship on fire while they are fighting.
 
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...if we could discern the mage, that would be a decent target. They wouldn't have the luxury of running away.
I've got Cob on mage hunting duty. He's going to tele-gank them, if he can find them. It may not be very difficult to slip the knife in, assuming the mage succumbs to one or both of the Nausea effects.
 
Hmm, timing is either really unlucky, or maybe pirates are working for priest and he retreated to inn to call them in to help.

I personally think its latter.
Upon further thought, I bet the pirates are working with the Razmiran. Not to attack us, though, but as part of a scam. Razmir and his clergy are just a bunch of grifters, after all.

I bet the pirates are either undercover Razmirans or paid stooges. They were probably going to show up in this village and the priest was going to drive them out through the power of Razmir, thereby solidifying his hold over the people here. If that's the case, our timing was pretty bad to show up when we did, interrupting their scam.
 
Upon further thought, I bet the pirates are working with the Razmiran. Not to attack us, though, but as part of a scam. Razmir and his clergy are just a bunch of grifters, after all.

I bet the pirates are either undercover Razmirans or paid stooges. They were probably going to show up in this village and the priest was going to drive them out through the power of Razmir, thereby solidifying his hold over the people here. If that's the case, our timing was pretty bad to show up when we did, interrupting their scam.
Maybe, but I doubt it.

The pirates with a capable mage and a normal-sized crew could subdue the villagers just as easily as Sir Pisca and his guards did, so they don't need to scam, they can plunder.

And in fact the village was already damaged when we came, so they might have done just that.

I think it's just parasitism. The False Priest takes advantage of strokes of bad fortune that hit the villagers to sell his snakeoil, the pirates in turn use us being distracted to attack our ship while we anchor here.

Nothing about that has to be coordinated, just two independent actors using opportunities.
 
Maybe, but I doubt it.

The pirates with a capable mage and a normal-sized crew could subdue the villagers just as easily as Sir Pisca and his guards did, so they don't need to scam, they can plunder.

And in fact the village was already damaged when we came, so they might have done just that.

I think it's just parasitism. The False Priest takes advantage of strokes of bad fortune that hit the villagers to sell his snakeoil, the pirates in turn use us being distracted to attack our ship while we anchor here.

Nothing about that has to be coordinated, just two independent actors using opportunities.

The most good this village would be to pirates like this would be as a port close to Cassomir. Those are valuable as places to hide from patrols.
 
The most good this village would be to pirates like this would be as a port close to Cassomir. Those are valuable as places to hide from patrols.
But then they wouldn't have plundered it.

Guess we'll have to find out later who did the damage then.
Ogres on a Dark-God-trip wouldn't have left so many survivors, pirates would have found them more handy as a retreat than as a victim, must be a third option...
 
Maybe, but I doubt it.

The pirates with a capable mage and a normal-sized crew could subdue the villagers just as easily as Sir Pisca and his guards did, so they don't need to scam, they can plunder.

And in fact the village was already damaged when we came, so they might have done just that.

I think it's just parasitism. The False Priest takes advantage of strokes of bad fortune that hit the villagers to sell his snakeoil, the pirates in turn use us being distracted to attack our ship while we anchor here.

Nothing about that has to be coordinated, just two independent actors using opportunities.
That would all be part of the con.

The pirates show up and raid the village, showing the impotence of the local rulers. Then the Razmiran priest shows up, preaching about useless gods and the governments that support them. After a fiery speech, the pirates return to finish the job, but this time they are driven off through the efforts of the Razmiran priest.

There is much joy and celebration, for they are saved through the power of glorious Razmir.

Then the priest humbly departs to spread the word and save helpless villagers from more pirates somewhere else down the river.
 
That would all be part of the con.

The pirates show up and raid the village, showing the impotence of the local rulers. Then the Razmiran priest shows up, preaching about useless gods and the governments that support them. After a fiery speech, the pirates return to finish the job, but this time they are driven off through the efforts of the Razmiran priest.

There is much joy and celebration, for they are saved through the power of glorious Razmir.

Then the priest humbly departs to spread the word and save helpless villagers from more pirates somewhere else down the river.
I don't see what hold the priest has over the pirates to be part of that job.

Assuming they have already plundered the village before, there's no reason for them to work with the priest at all.
Unless he pays them even more, but why would he?
This is a deathworld, there are plenty of other natural or man-made disasters to take advantage of.
As a priest of a very greedy not-god, I wouldn't pay pirates for something they'd do anyway, to find some villagers ripe for conversation when I could find those without paying for it.
 
I don't see what hold the priest has over the pirates to be part of that job.

Assuming they have already plundered the village before, there's no reason for them to work with the priest at all.
Unless he pays them even more, but why would he?
This is a deathworld, there are plenty of other natural or man-made disasters to take advantage of.
As a priest of a very greedy not-god, I wouldn't pay pirates for something they'd do anyway, to find some villagers ripe for conversation when I could find those without paying for it.
If I'm right, they're not likely to be real pirates, but rather Razmiran agents.
 
Vote closed.
Adhoc vote count started by DragonParadox on Oct 13, 2024 at 9:24 AM, finished with 26 posts and 7 votes.

  • [X] "Step into my parlor," said the Slurk to the fly.
    -[X] Leontas takes charge of his men and those left behind by Sir Prisca, preparing them to assault the enemy ship. Urgor rallies the Dwarven contingent, at least those willing and able to fight, to defend the Dancing Slurk from anyone who might try to board her, including pirates, angry villagers, etc. They are assisted by our Iruxi allies.
    -[X] Mina uses Wild Arcana to cast a Stinking Cloud spell positioned so that the pirate ship will have to pass through it approximately 150 feet from the Dancing Slurk. She then casts Mythic Heroism on Cob. Once the enemy ship closes with the Dancing Slurk, she uses her staff to cast Daylight overhead.
    --[X] Stinking Cloud: DC 17 Fortitude saving throw to avoid being Nauseated for 1d4+1 rounds.
    -[X] Sirim uses Wild Arcana to cast a Wall of Nausea spell 45 feet between the Dancing Slurk and the pirates, positioned so that the crew of the enemy ship will have to pass through the effect as they approach. He then casts Mythic Haste on the party and Warty, followed by Magic Circle Against Evil. He will use Dispel Magic to Counterspell an enemy spell instead of casting the Magic Circle if they attempt anything.
    --[X] Wall of Nausea: DC 19 Fortitude saving throw to avoid being Nauseated for 1 round. Nauseated targets must succeed on a DC 12 Acrobatics check or fall Prone.
    -[X] Kori uses Inspired Spell to cast a Wind Wall spell directly in front of the Dancing Slurk to protect against ranged attacks and poison gas like the sailor we rescued warned us about. He then casts Divine Favor on himself. He will use Dispel Magic via Inspired Spell to Counterspell an enemy spell instead of casting Divine Favor as the ship approaches, if he notices one being cast. Once the enemy ship closes, he will cast Barbed Chains. He targets one pirate with both chains if there are none in range who are not Nauseated (intending to damage them), or targets two separate pirates if there are any who are not Nauseated (intending to Trip them).
    --[X] Barbed Chains: +14 attack bonus [+9 + 1(Morale) + 1(Haste) + 3(Divine Favor)]. Damage: 1d6+3 per chain, CMB to Trip: +14. Successfully struck targets must make a DC 16 Will save to avoid being Shaken for 1d4 rounds.
    -[X] Gorok casts Lead Blades on his sword and Magic Fang on Warty. Once the enemy ship closes with the Dancing Slurk, he will expend one Mythic power to use Fleet Charge as a Swift Action, targeting whoever he believes to be the leader of the pirates, or the greatest threat among them, with a Power Attack. He continues Power Attacking them for the remainder of the round, or until they die, before using his additional Move Action to move to Warty's position unless needed elsewhere. Warty attacks an enemy pirate at Gorok's command, prioritizing one that is not Nauseated if there are any available.
    --[X] Sudden Strike: +15 [+12 + 1 (Mythic) + 1(Morale) + 1(Haste)], Damage: 2d8+10; 18-20/x2
    --[X] Power Attacks: +14/+14/+7 [+12 + 1(Morale) + 1(Haste)], Damage: 2d8+10; 18-20/x2
    --[X] Warty Bite: +10/+10 [+7 + 1(Morale) + 1(Haste) + 1(Enhancement)], Damage: 2d6+7
    -[X] Cob quickly throws on Kori's Cloak of the Hedge Wizard and uses it to cast Detect Magic. He'll wait until the pirates close with the Dancing Slurk to find their mage by the auras of their magic, if he can't tell by the usual markers of a typical magic user. Once they are spotted, he will expend one Mythic power as a Move Action to use Shadow Stealth, teleporting behind them into their shadow. He'll then expend another Mythic power to use Surprise Strike as a Swift Action to target them with a Sneak Attack using Piranha Strike, inflicting the Bewildered (-2 AC, or -4 AC vs Cob) condition on them, before attempting to Sneak Attack them twice more (unless they're already dead). After finishing his attacks, he'll use his additional Move Action to reposition and make a Stealth check in preparation for the next round. If he can't find a mage to target, he prioritizes a pirate who is either not Nauseous or seems most dangerous.
    --[X] Surprise Strike: +20 [+13 + 4 (Mythic Heroism) + 1(Morale) + 1(Haste) + 2(Flat-footed Enemy) +1(Trait) - 2(Piranha Strike)], Damage: 1d4+14+3d6; 19-20/x2
    --[X] Piranha Strikes: +18/+18 [+13 + 4 (Mythic Heroism) + 1(Morale) + 1(Haste) +1(Trait) - 2(Piranha Strike)], Damage: 1d4+14, plus 3d6 damage via Sneak Attack if still Flat-footed or otherwise eligible; 19-20/x2
    -[X] Pepper will wait in reserve to use the Gem of Foe's Pyre to Summon the Large Fire Elemental if he believes it necessary.
    [X] "Step into my parlor," said the Slurk to the fly.
 
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