Finding the Spark (Pathfinder 1E Quest)

Cob is already on the enemy's ship, so he could still do it.

Though that would leave him open to one-eye stabbing back after that, followed by the rest of the less-relevant crew.

Cob probably has to choose between securing the kill or getting himself to safety. He's not exactly a tank and if a whole crew of low-end Warriors, Fighters, Experts, Rogues and whatever goes for him, he's as good as dead.
So probably just one attack, then use his move action to get out of there?
What would it look like in terms of actions for Cob to throw a dagger at the sorcerer?

I'm thinking he gets to 30 foot range, uses his Mythic ability to get a free sneak attack action with a thrown dagger/other object (is windwall a problem?), and still has that additional move action and a standard action for stuff.
She was crafted as a river vessel, which is very different from an ocean going ship. I don't know if we could reshape her for ocean travel or if it would be easier to build a new one.

Even if she's stuck as a river ship, that doesn't mean we need to get rid of her yet. We still need to return to Almas, after all, and a lot of that trip could be via river.

I doubt we're going to spend enough time at sea to make it worth trying to keep her and hire a crew long term. If we do sell her, however, we might be able to get reduced shipping rates if we need to travel in the future.

If she can be reshaped, that would probably make it a lot easier to help transport Gorok's tribe to Andoran.
I really would prefer to build a new one.
We can get to the next tier of bonus from of Tears to Wine with additional prep spells now I know that Oracle's can cast all Cleric spells, even if not listed in the "who can cast this" on d20pfsrd spell pages.

Also sell the original boat.
Also, if we can get Deathwine scroll in the city via our friendly noble contact, that would freaking rock.

Finally, @DragonParadox who all do we know looks like they would be immune to Mina's 30ft range slumber hex? Is the captain half-elf looking?

The reason I bring this up, @Goldfish, is that I think that if the first two targets for her scream are already dealt with, then one round irrestible sleep (possibly longer) on the third target might be better than scream?
----
Also DP, I don't think non-Mythic targets of Mina's Hexes roll their saving throw until the start of Mina's next turn.
Unless... are these guys Mythic!?
  • Mythic Hexes (Su): When you use a Hex that requires a saving throw against a non-Mythic target, that target is automatically affected for 1 round (which doesn't count toward the Hex's duration) and can't attempt a saving throw to resist the Hex. On your turn the next round, the creature attempts its saving throw as normal.
 
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Finally, @DragonParadox who all do we know looks like they would be immune to Mina's 30ft range slumber hex? Is the captain half-elf looking?

The reason I bring this up, @Goldfish, is that I think that if the first two targets for her scream are already dealt with, then one round irrestible sleep (possibly longer) on the third target might be better than scream?
I was considering the range of her spell vs the range of her Hex. It's only a 10 foot difference at her current level, but that's more than enough to cause issues if she has to move to be in range of someone to use her Hex on.

Also, the captain looks human, but he could he a Half-Elf, who are also immune to Sleep effects.

I'll update my plan to include using Slumber against a valid target, if one is within range, rather than the spell.
Only a matter of time until Cob finally gets Evasion and we don't have to worry about silly things, like not hitting him with fireballs or lightning anymore.
He already has Evasion actually. I would just prefer to get his Reflex save a bit higher before we start using those tactics. His Reflex bonus with Haste in effect is +13, which is pretty good but not quite high enough to risk Fireballing him, IMO. If Mina had time to cast Mythic Heroism on him before the fight started to push that up to +17, it would be a different story.
 
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I'm worried the sorceress will somehow survive Sirim's lightning bolt.

Does Cob go before her?

If the Sorceress and Captain within 30ft of each other, then if she survives Sirim's attack, can Cob throw one of his other daggers at her with Surprise Strike or would he need to spend actions getting/readying one?

@Goldfish I think that ensuring that the Sorceress is dead is more valuable than extra hurt on the Captain.

If range and action economy allow for it, what do you think adding a conditional prioritising of Cob's surprise strike on the Sorceress if she's alive after Sirim's attempt at lightning?

[X] Goldfish
 
I'm worried the sorceress will somehow survive Sirim's lightning bolt.

Does Cob go before her?

If the Sorceress and Captain within 30ft of each other, then if she survives Sirim's attack, can Cob throw one of his other daggers at her with Surprise Strike or would he need to spend actions getting/readying one?

@Goldfish I think that ensuring that the Sorceress is dead is more valuable than extra hurt on the Captain.

If range and action economy allow for it, what do you think adding a conditional prioritising of Cob's surprise strike on the Sorceress if she's alive after Sirim's attempt at lightning?

[X] Goldfish
It's not so much range that is an issue, but the people around her. She's got meat shields between her and Cob. He would have to get close enough for Surprise Strike and find an open avenue of attack, while ignoring the captain who is basically standing right beside him and is presumably a threat on his own. With that in mind, it just doesn't make sense for him to go after her.

The sorceress is down to 9 HP and Sirim's Lightning Bolt hits for 8d6 damage. If she saves and reduces that to 4d6, the damage from it will still average out to 14 HP. The only way she remains conscious from that is if she has Resist Energy or Protection from Energy in place specifically for Electricity. I chose Lightning Bolt instead of if Fireball, because she is much less likely to be warded against Electricity than she is Fire.

I'll tweak Mina's action to try to target the sorceress if Sirim doesn't finish her and she doesn't need to deal with the Elf.
 
It's not so much range that is an issue, but the people around her. She's got meat shields between her and Cob. He would have to get close enough for Surprise Strike and find an open avenue of attack
Good point. I didn't consider that there'd probably be a meat shield blocking the line-of-effect of a dagger throw that Cob might make from his position near the captain.
 
Any guesses to what race she is? I read "eyes aflame", see her summoning a Salamander, and can't help thinking there is some affinity with fire there.
It could also be a fire-related Sorcerer Bloodline (there are several) or a sign of a warding spell. Or just a striking appearance. There are so many races resistant to fire that it's not worth trying to list all of them.

I'm erring on the side of assuming she's warded against fire or resistant to it, just in case.
 
Vote closed.
Adhoc vote count started by Goldfish on Oct 15, 2024 at 10:17 AM, finished with 38 posts and 7 votes.

  • [X] Revenge of the Slurk
    -[X] Sirim expends two Mythic power to use Wild Arcana to cast a Lightning Bolt spell targeting the sorceress and the pirates around her, careful to avoid our allies, especially Cob who is still on the enemy ship.
    --[X] Lightning Bolt Spell: DC 17 Reflex save, 8d6 Electricity damage to everyone within a 120 foot line.
    -[X] Mina targets the Elven swordswoman with an Ear-Piercing Scream spell if she is still a threat. If the Elf is no longer a threat. If the Elf is no longer a concern, she will instead use a Lightning Bolt spell targeting the sorceress and the pirates around her. If the sorceress is already dealt with, she either directs her Lightning Bolt towards other suitable targets or uses Searing Light against a single threat, depending on the situation.
    --[X] Ear-Piercing Scream Spell: DC 15 Fortitude save, 3d6 Sonic damage, Dazed for 1 round. Half damage and no Daze on successful save.
    ---[X] Lightning Bolt Spell: DC 17 Reflex save, 8d6 Electricity damage to everyone within a 120 foot line.
    ----[X] Searing Light Spell: +6 vs Touch AC, 4d8 damage.
    -[X] Gorok Power Attacks the Elven swordswoman. If she attempts to attack Mina, he will expend one Mythic power to use Sudden Block as an Immediate Action to interrupt the attempt and to counterattack in retaliation.
    --[X] Power Attacks: +14/+14/+7 [+12 + 1(Morale) + 1(Haste)], Damage: 2d8+10; 18-20/x2
    --[X] Sudden Block: +14 [+12 + 1(Morale) + 1(Haste)], Damage: 2d8+10; 18-20/x2. SPECIAL: Adds +1 to AC to block enemy attack, and the enemy must roll twice and take the lower result on their attack.
    -[X] Kori targets the pirate captain with a Boneshaker spell. If he fails his save, Kori forces him to move in a manner which interferes with his allies or makes him more vulnerable to attack.
    --[X] Boneshaker Spell: DC 17 Fortitude save, 6d6 damage plus 5 feet of forced movement. Half damage and no forced movement on successful save.
    -[X] Cob expends one Mythic power to use Surprise Strike as a Swift Action to Sneak Attack the pirate captain, inflicting the Bewildered (-2 AC, or -4 AC vs Cob) condition on him, then continues attacking him using Piranha Strike. He uses his two Move Actions to avoid being surrounded, while attempting to use Stealth to take cover and hide. He'll Shadow Teleport back over to the Dancing Slurk if necessary.
    --[X] Surprise Strike: +19 [+13 + 1 (Mythic) + 1(Morale) + 1(Haste) + 2(Flat-footed Enemy) +1(Trait)], Damage: 1d4+6+3d6; 19-20/x2
    --[X] Piranha Strikes: +14/+14 [+13 + 1(Morale) + 1(Haste) +1(Trait) - 2(Piranha Strike)], Damage: 1d4+10, plus 3d6 damage via Sneak Attack if still Flat-footed or otherwise eligible; 19-20/x2
    -[X] Warty attempts to bite the Elven swordswoman if she is still within range to attack without leaving Mina's side, or slimes her if she is not. If she is already dealt with, he slimes another enemy within range.
    --[X] Warty Bite: +10/+10 [+7 + 1(Morale) + 1(Haste) + 1(Enhancement)], Damage: 2d6+7
    --[X] Warty Slime Squirt: +6 vs Touch AC [+4 + 1(Morale) + 1(Haste)], Entanglement
    [X] Revenge of the Slurk
 
Arc 9 Post 25: Tongue of Death and Poison Breath
Tongue of Death and Poison Breath

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

In the sky higher than the top of either ships' masts a wisp of shadow flew like a black banner not pinned to earth, and from it flies a lightning bolt blue-green with the weight not of shadow, but of tormented reality. It strikes the mage diving for the cover of her fellows an instant too late, collapsing. A moment later a cry goes out from the ranks of the pirates. The elf had turned to spar with Gorok, light probing jabs that almost seemed to taunt the iruxi with the nearness of the still wounded Mina, until she tries to parry a sword that isn't there. He had swung high when she had expected him to go low and faerie silver pierces her neck, cutting off her windpipe mid-word. Whatever she had meant to say is now gurgling in a river far from Taldor's shores.

Sorceress Reflex Save: 22 (Success)
Sorceress takes
10 Damage -> Now at -1/40 HP
Pirate Troupe takes 30 Damage -> Now at 75/105 HP
Gorok Attack: 30, 33 (33!), 19 (Hit, Crit, Miss)
...Elf Pirate Parry vs Crit (Saved from Last Round): 17 (Failure)
Elf takes 69 Total Damage -> Now at -21/66
Dead

But the enemy isn't beaten yet. One of the crewmen in the back had managed to shake awake the dwarf, who rushes forward as fast the press of bodies and the tilt of the ship allows before tossing one of the potions at his belt towards one of the pirates untouched by Sirim's lightning, who leans down to press it to the mage's lips again. He never gets back up. Mina's own lightning, meant for the mage burns a hole in his chest, scattering his fellows like leaves in the gale.

Sorceress Heals 23 Damage -> Now at 22/40
Sorceress Reflex Save: 27 (Success)
Sorceress takes 10 Damage -> Now at 12/40 HP
Pirate Troupe takes 30 Damage -> Now at 45/105 HP

"Forward! Forward you sons of whores! Gozreh choke you!" The one-eyes man prods them, and with his next breath blows a horn that seems to make the fickle god take heed. In comes the mist, thick as lies and heavy as lead, swallowing the sounds of fear and triumph and rage as sellswords face river pirates. It won't last long if he comes near the conjured wall of wind, but who knows how long that might last in the face of the sorceress' magic?

At least it seems her present servant isn't doing much good against Urgor, throwing itself at the dwarf with more fury than skill. Once, twice strikes dwarfish steel with no more harm than a sword half forged would strike an anvil.

The sound of goblin giggling comes from the fog mixed with a groan of pain as his dagger again finds its mark, but the captain is not so easily felled. He comes hurling forward on wings of wind and light, his sword so fast that for a terrible moment it looks like Cob had lost his hand, though a moment later he wiggles his only somewhat bloody fingers triumphantly in the air. "Ain't got me!"

Pirate Captain uses Greater Horn of Fog to create mobile fog cloud around himself
Salamander Attacks Urgor (DC 25): 13. 20 (Miss, Miss)
Cob Attacks (vs AC 19): 24, 31, 31 (Hit with Sneak Attack, Hit, Hit)
Pirate captain takes: 21+19 Damage -> Now at 55/85
Pirate Captain vs (Hasted Cob AC 21): 35 (20!) (Hit)
Cob Takes 9 Damage -> Cob at 44/53

The man turns to look over his shoulder with pure, unvarnished rage. "Choke em!" she calls to the mage.

Thus she raises her hands to hurl down more ruin on the Dancing Slurk when the actual slurk hops forward and squirts from one of his many pustules his ever-prevalent slime catching her wholly off guard. It's not enough to slow the deluge of deadly syllables that forms into a sickly yellow fog, a poison that that flows over the deck behind the wind wall slowly creeping towards the edge of the ship... not to kill you realize, but to slow. You could all draw back behind the wall of wind but that would allow their escape.

Warty Attack vs Mage Touch AC 20: 21 (Success)
Mage Concentration (DC 20): 32 (Success)

What do you do?

[] Use the Wand of Dispel Magic on the Cloudkill spell pouring in from the pirate ship onto the dancing Slurk

[] Use Akorian's last Mythic Surge to cast dispel magic

[] Write in


OOC: It would rather ruin the flow for him to shout it at Kori right now, but Sirim can see that all the pirate mooks are under delay poison. This is obviously a planned tactic, though not in the circumstances under which it is normally used.
 
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Thus she raises her hands to hurl down more ruin on the Dancing Slurk when the actual slurk hops forward and squirts from one of his many pustules his ever-prevalent slime catching her wholly off guard. It's not enough to slow the deluge of deadly syllables that forms into a sickly yellow fog, a poison that that flows around the pirates beside her and does not touch them.

Warty Attack vs Mage Touch AC 20: 21 (Success)
Mage Concentration (DC 20): 32 (Success)

What do you do?

[] Use the Wand of Dispel Magic on the Cloudkill spell pouring in from the pirate ship onto the dancing Slurk

[] Use Akorian's last Mythic Surge to cast dispel magic
That doesn't work due to two Windwalls in the way.

Either she casts it on the Slurk, or it's useless.

The range would be enough for the latter, not sure about the mist and line of sight allowing it.
 
In the sky higher than the top of either ship's mast a wisp of shadow flew, like a black banner not pinned to earth and from it flies a lightning bolt blue-green with the weight not of shadow but of tormented reality as it strikes the mage diving for the cover of her fellows an instant too late she collapses. A moment later a cry goes out from the ranks of the pirates. The elf had turned to spar with Gorok, light probing jabs that almost seemed to taunt the Iruxi with the nearness of the still wounded Mina, until she tries to parry a sword that isn't there. He had swung high when she had expected him to go low, faerie silver pierces her neck, cutting off her windpipe mid-word. Whatever she had meant to say now gurgling in a River far from Taldor's shores.
Well damn, with that nat one it wouldn't have made a difference if she used the regular parry or the Maneuver for it.
 
Hmm, okay, if we were going to attempt to Dispel, it would definitely be using Inspired Spell for the +2 caster level bonus. Even then, Kori's caster level on the Dispel check would only be 8, while the sorceress is at least 9th level. It's possible he could succeed on a good roll, but I don't want to chance it.

Instead, I think Kori should use Inspired Spell to cast Stone Shape, just like when he was assembling the Dancing Slurk. He can use it to open up a small portion of her deck directly in the path of the Cloudkill to allow the heavier than air cloud to just flow down into the empty space where it can't hurt anyone. The material he reshapes can be used to create a very short wall on our side of the opening to make sure none of the clouds drifts over while it's drifting down.

Here's what I've got so far. I'll update the rest for everyone in the following round shortly.

@DragonParadox, I'm assuming this is Kori acting last in the round and everyone else has already taken their actions?

Updated plan posted on the next page.
 
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That sorceress is a major pain in the ass. How many more times do we have to kill her?

And she made her Reflex save against two different Lightning Bolt spells. :mad:

Well, she got slimed and she's a sitting duck for next round.
 
The elven warrior drew the short straw. Shame, that; I kinda liked her silent and professional attitude, but not to the same extend I like Mina.

Guess this is what you get for Jumping to the middle of the enemy ship? She was supposed to fulfill the role of Cob the Mage Ganker, but she isn't quite as suited for stealth takedowns.

Are they not surrendering because they expect to be hanged, as is the case with pirates? More loot to us then, that horn is useful to dim the lights when we need it.

Urgor and Leontas take their turns right after this, right? I expect the Salamander to die to one of them, so they can go help out Cob on the other ship. Maybe keep the dwarf busy.

I take it cloudkill would kill our crew if it touched them, but is not immediately deadly to us? Is the sorceress under the same 'delay poison' as the rest of them? Can we attempt to dispel it together with the Cloudkill? Or is it either/or?
 
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And she made her Reflex save against two different Lightning Bolt spells. :mad:
Also since you can read the -5 in the damage rolls, she isn't prepared for Lightning in any specific way, like Energy Resistance, but she is a subtype of Aasimar and so has some inherent resistance that saved her ass here.

I take it cloudkill would kill our crew if it touched them, but is not immediately deadly to us? Is the sorceress under the same 'delay poison' as the rest of them? Can we attempt to dispel it together with the Cloudkill? Or is it either/or?
At least it would kill a good portion of the crew, depending on saves.
The PCs would take some Con damage, but that's survivable, since we are otherwise winning the fight.

The Dwarves would get a bonus against poison and tend to have naturally high Constitution, so I expect some of them would survive, but far from all.
 
I take it cloudkill would kill our crew if it touched them, but is not immediately deadly to us? Is the sorceress under the same 'delay poison' as the rest of them? Can we attempt to dispel it together with the Cloudkill? Or is it either/or?
It would kill Warty, too, if he's exposed to it. He only has 3 HD. :eek2:
 
Seriously though, why does she cast Cloudkill on her own ship and have it float in our direction?

Cause it seems just stupid, gives us enough time to avoid the slow-moving cloud of death, even besides dispelling it or using wind-based spells to break it up. Warty can just jump in the water and be fine.
 
Hmm, okay, if we were going to attempt to Dispel, it would definitely be using Inspired Spell for the +2 caster level bonus. Even then, Kori's caster level on the Dispel check would only be 8, while the sorceress is at least 9th level. It's possible he could succeed on a good roll, but I don't want to chance it.

Instead, I think Kori should use Inspired Spell to cast Stone Shape, just like when he was assembling the Dancing Slurk. He can use it to open up a small portion of her deck directly in the path of the Cloudkill to allow the heavier than air cloud to just flow down into the empty space where it can't hurt anyone. The material he reshapes can be used to create a very short wall on our side of the opening to make sure none of the clouds drifts over while it's drifting down.

Here's what I've got so far. I'll update the rest for everyone in the following round shortly.

@DragonParadox, I'm assuming this is Kori acting last in the round and everyone else has already taken their actions?

[X] Kori uses Inspired Spell to cast Stone Shape, creating a long but narrow opening in the Dancing Slurk's deck directly in the spell's path, allowing the poisonous cloud to flow down into some of her hollow inner spaces. He is careful not to compromise her structural integrity, and uses the reshaped material to create a short lip on his side of the opening to encourage the cloud to flow downward instead of of drifting over.

Yes, also edits made since there was no reason for the sorceress to cast on her own mooks which would be inconvenient.
 
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