Finding the Spark (Pathfinder 1E Quest)

@DragonParadox

For the sake of Gorok making use of that poison on the darts, is Craft Alchemy a trained skill, or can we just dump buffs (Heroism + Huidance ) and rerolls on someone and make use of the following spell?

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...

I'm thinking that (buffed) Kori casts the spell with Inspired Spell, licks/sucks a dart to get the poison off it, and then makes a new dose of [chosen poison] in a vial suited to Gorok's weapon.

If we do one or two of those a day, it shouldn't be too risky imo, in terms of expending surge points.
Just so Gorok has some poison in his blade until we can buy some.
 
@DragonParadox

For the sake of Gorok making use of that poison on the darts, is Craft Alchemy a trained skill, or can we just dump buffs (Heroism + Huidance ) and rerolls on someone and make use of the following spell?

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...

I'm thinking that (buffed) Kori casts the spell with Inspired Spell, licks/sucks a dart to get the poison off it, and then makes a new dose of [chosen poison] in a vial suited to Gorok's weapon.

If we do one or two of those a day, it shouldn't be too risky imo, in terms of expending surge points.
Just so Gorok has some poison in his blade until we can buy some.

*checks*
Craft is untrained unlike knowledge, feel free to drop buffs.
 
  1. No, those are based on his Oracle level
My unserstanding is they are based on his CHA modifier and further capped at half his Oracle level.
  • Dark Secrets (Su): You can add a number of Sorcerer/Wizard spells equal to your Charisma modifier (minimum 1, maximum equal to half your Oracle level) to your list of spells known as Divine spells. You can only add spells from the Illusion (Shadow) subschool or with the Darkness descriptor.
Our CHA is 20, and the bonus is +5 which equals half of our effective Oracle level, of which +4 are 'natural' and +1 is provided through the headband. However, I am not sure how a piece of clothing would interact with revelations and class abilities. Did we add all 5 spells to the list?
 
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*checks*
Craft is untrained unlike knowledge, feel free to drop buffs.
Sweet! Thanks DP.
@ thread Ok, so assuming that we're spending Surge Points reshaping the Dancing Slurk and investigating the boat tomorrow, after that, are you all ok make a point of adding something the lines of "over the next few days, Kori spends a surge point to cast Daggermark's Exchange each day to transform the poison on the dart into [some other poison]"?

[Balance between daily expenditure of Kori's surge points, castings of Mina's (Mythic?) Heroism spell, and someone's castings of Hermean Potential to be determined later]
Good point. I'm gonna a update my plan to more strongly recommend that he delay trying the fluids. I'll even incentivize him by letting him have our dose for free if he waits.
... half price :p
 
My unserstanding is they are based on his CHA modifier and further capped at half his Oracle level.

Our CHA is 20, and the bonus is +5 which equals half of our effective Oracle level, of which +4 are 'natural' and +1 is provided through the headband. However, I am not sure how a piece of clothing would interact with revelations and class abilities. Did we add all 5 spells to the list?

Maximum equal to half your oracle level, that means you get three, you are already at cap until you hit oracle 8.
 
Sweet! Thanks DP.
@ thread Ok, so assuming that we're spending Surge Points reshaping the Dancing Slurk and investigating the boat tomorrow, after that, are you all ok make a point of adding something the lines of "over the next few days, Kori spends a surge point to cast Daggermark's Exchange each day to transform the poison on the dart into [some other poison]"?
I'm not really too keen on investing that many spells and that much Mythic power into this when we're still one random encounter from disaster out here in the middle of nowhere.

Also, we haven't even properly searched the ship yet, from the looks of it. If the Alchemist was carrying that many poisoned darts on him, he probably has a lot more poison somewhere on board. Probably an Alchemist's lab, too.

I won't argue against doing this too strongly, but I would prefer not to do it more than once just so Gorok will have a dose ready. The darts are better as ranged weapons for Cob, IMO, since they make great vehicles for ranged Sneak Attacks using Surprise Strike.

Speaking of those darts, @DragonParadox, how many did we recover from the Alchemist?
Was it 6, 2, 8, etc?
 
The most useless thing of bunch seems to be the dwarf armor, that seems better off sold since wouldn't benefit any member of party very much, unless Ugor and Surefoots want it for whatever reason.
 
Maximum equal to half your oracle level, that means you get three, you are already at cap until you hit oracle 8.
Not quite. Kori's effective level for calculating Dark Secrets bonus spells is 10 due to his Mythic Domain path ability, but he's limited to 4 Dark Secrets spells because of his +4 CHA bonus.

Speaking of, Dark Whispers needs to be added to his list of spells known. That is the new spell he learned via Dark Secrets.
 
Maximum equal to half your oracle level, that means you get three, you are already at cap until you hit oracle 8.
Yes, but then we took Mythic Domain specifically to increase our effective Oracle level for revelations, and Dark Secrets is a revelation:
  • Mythic Domain: Shadow Mystery (Su): Your effective Oracle level is increased by 4 (up to 10 currently) for the purpose of determining the effects of your Revelations. 1/Day as a Standard Action, you can expend one use of Mythic Power to regain all uses of your Revelations as if you had rested for 8 hours.
Sooo...our effective level is 10, and our CHA modifier is +5, does it mean we get 5 spells?

Edit:
but he's limited to 4 Dark Secrets spells because of his +4 CHA bonus.
It's listed at +5, though?
 
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Yes, but then we took Mythic Domain specifically to increase our effective Oracle level for revelations, and Dark Secrets is a revelation:

Sooo...our effective level is 10, and our CHA modifier is +5, does it mean we get 5 spells?

Edit:

It's listed at +5, though?
Enhancement bonuses, even those which are effectively permanent via constantly worn items, do not count for the purposes of gaining bonus spells known, only available spell slots.

The +2 CHA he gets from gear is an Enhancement bonus, so it doesn't count for this.
 
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we're still one random encounter from disaster out here in the middle of nowhere.
I just don't see that changing when we get to a town/city. As I see it, shit can go down anywhen, anywhere.
We're one random encounter from disaster in a densely populated space.

So unless we have specific reason to think we'll be entering combat/expending resources for a task on a given day, my view is that we might as well be running about with 90% of our replenishing resources each day and attain benefits from that 10% spent (invested) rather than be at 100% fresh and not investing anything.


But good point about maybe finding poison on the boat. If we get some, and they're suitable for Gorok to make use of then, then I'm very happy to not bother getting the poison off these darts.

Edit: Gorok's blade has room for three doses, so six (three +replacements) is how many would satisfy me, but I'd settle for one dose atm.
Wasp's Kiss
Description: Forged of brass and the the bone of some titanic poisonous predator of the First World this sword hums in the hand, eager to taste the blood of foes, though never so much as when it has first drank poison.
Abilities:

  1. This +1 heartseeker elven curve blade has three slots built into the hilt for storing doses of poison. Adding or removing a dose of poison from the blade is a swift action that requires a free hand.
  2. Any creature struck by a wasp's kiss suffers a –4 penalty on saving throws against the poison applied to the weapon. The frequency of any poison applied to the weapon increases by 2 (for example, black adder venom lasts 8 rounds instead of 6, and arsenic lasts for 6 minutes instead of 4). Attempts to cure the poisoned target with a skill or magic take a –4 penalty.
But again, there being more poison on the ship did not occur to me at all, so this is all (hopefully) probably moot.
It's a good downtime spell though, in that we can hopefully use it to get cheaper poisons (that dog spit, for example) that are more useful than whatever we have.
 
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So I don't forget:
Question for Suggested helpful Captain "what questions would be best to ask the Alchemist's corpse to most safely operate the ship"

(As in, there might be a specially named function or security measure that it would benefit us to refer to when questioning the corpse)
----
 
Vote closed.
Adhoc vote count started by DragonParadox on Oct 19, 2024 at 7:51 AM, finished with 29 posts and 5 votes.

  • [X] It's too dangerous. Convince Cob that it's not worth it. If Sir Prisca is willing to risk the side-effects, he is welcome to both doses of Numerian fluids.
    -[X] We do ask, however, that he refrain from sampling the fluid until our business with him has concluded and we have gone our separate ways. We will even give him our dose free of charge as a parting gift.
 
oh my god. Love this stuff! Tricky though.
I was kinda hoping DP wouldn't include the Numerian, crash landed Androffan spaceship stuff in the setting.

And I was sorta hoping he would.

We already have advanced Azlanti magitech to eventually look forward to dealing with more often. Straight up sci-fi high tech is an extra complication for an already complicated world.

I think the pros of that outweigh the cons, though. Androffan weapons aren't OP by any means, if any of them even end up being introduced, but there are some really neat remnants to be had, if you get lucky, including the best way by far to get Inherent attribute bonuses.

Numeria is a hot mess, though, and none of our party have the right skills to really take advantage of the place. Not that many outside the Technic League do.
 
I think the crashed spaceship existing is no problem at all, in itself.

These potions might as well be weird magic potions as sci-fi potions after all.

When it comes to actually involving more of the sci-fi stuff in the campaign, well that should be well-considered to avoid messing with the tone too much.
 
We have Azlanti spaceships and bases on the moon... with dragons and demons. If you add another spaceship, I wouldn't be able to tell what's different about it.
 
Arc 9 Post 29: Crossing Tales and Sailor Songs New
Crossing Tales and Sailor Songs

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

"I'd very much like that you keep your flesh on your bones, Cob," you speak quickly before the pair can egg each other on. Thus friend's ears swivel, then the whole of his head as he opens his mouth, no doubt to offer spirited and clever argument, but you put up your hands and just add. "Please, for my sake."

He gives you a dirty look for taking all the fun out of it, but nods and you are pretty sure he'll keep to it too.

For his part, Sir Pisca sees an opportunity. "So you do not object if I make a claim on both vials?"

"So long as you are willing to hold off on sampling them until we've parted ways." The thought of explaining a melted knight to the Cassomir Guard is enough to keep you up at midday.

***​

Keeping prisoners is troublesome at the best of times, which these are surely not. More than thirty pirates had surrendered and had to be secured with what bindings and rope the villagers could spare. The River Guard usually hangs pirates in place, but Sir Pisca decided that it would be more impressive if he sailed into Cassomir with a hold full of gallows-bait as well as the corpses of their more notable fellows. For Tarik the Wise, self-appointed prophet of Razmir, and Melus 'the Masterful', of the fanciful name and all too serious skill, no rope would be enough. Both of them had been clapped in irons in the belly of the Taldan ship where they were, at least according to their guards, getting on each other's nerves.

The priest had tried to get the pirate to convert in his last days, to which he had eventually answered with a succession of ever more obscene shanties, some of which he has to be inventing on the spot. The guards seem vaguely impressed. At least that seems to suggest that the pair had not been conspiring with each other...

Ranger's Crossing, you are told, had been attacked by some manner of ambulatory trees —not the same ones from the druid's island, apparently there are multiple sorts, as if one wasn't bad enough— the leader of which they were burning when you showed up. According to the town elders, Tarick had saved them from complete destruction at the hands of the savage woods, though the village certainly didn't look like someone had tried to wipe it out.

"From which court did they hail from?" you ask innocently, to which you get an earful of local superstition and bombarded with so conflicting accounts, though most of them do agree that the woods had grown 'sour' of late and not like in their grandfathers' time.

"Can you make the dead tree talk?" you turn to Mina hopefully.

"Does it have a skull?" The question might have been said sarcastically from someone else, but from all the strange things you'd seen along your journey it was a decent question.

Alas, the tree does not have a skull. In fact, it is alarming when they do, according to Gorok.

The conversation carries the three of you down into the bowels of the ship where the argument between pirate and priest continues unabated.

"I'd have respected you more if you just worshiped gold like a Mammon..."

"My lord Razmir will be listening in the hour of my martyrdom. Beware than he does not hear such talk from you, blasphemer, or you will wish you had fallen in battle! I offer you life everlasting for but the price of your damnable pride."

"If you hadn't been meddling with things beyond your ken, wretch, we wouldn't even have been here. Tyloise wouldn't be dead!"

Sometimes people talk without even needing to be asked, you think intrigued. The captain's armor hints that he might have stolen from dwarves before, or else than he had some other connection to one of the great forges, while his rapier is something little found outside the hands of Taldor's nobility, and for what it's worth he seems to share their low opinion of Razmir.

Captain's Loot:
Gentleman's Foil
Appearance: Set with onyx stones and small diamonds this blade has written upon the steel: 'Neither in life nor death shall they escape', a thread to foes living and undead.
Ability: It bears an enchantment that is intended to ensure its bearer is never bested by sheer weight of numbers. As long as the wielder is threatening an opponent with the foil, other foes must succeed at a DC 12 Will save to move to a space where they would also be threatened by the foil; those who fail this save end their movement just outside the foil's reach.

Masterwork Shortsword +1

Deep-Glass Armor
Description: Rather than links of chain this armor is wrought of thousands of small crystalline shards that somehow flow into a seamless whole, allowing no blade to slip through, and so too are they said to guard the mind of their user. Dwarf work, according to Urgor, and ill-omened indeed to find in the possession of a pirate who would so brazenly rob the short folk.
Ability: Voidglass Chainshirt +1

Circlet of Charisma +2

Greater Horn of Fog
Description: A thrice twisted horn not of any land-bound beast, the rim of this instrument is carved with scenes of battle between faceless gangling giants and many armed monstrosities whose forms are more guessed at that fleshed out, as though the maker had disdained to show them in full, or feared to do it.
Ability: This functions like a Horn of Fog, but the user may also choose to call a Fog Cloud that lasts for 30 minutes and either stays around the user as long as he moves less than 20 ft per round, or remains stationary.

Potions and Alchemical Products:
Potion of Water Breathing
Potion of Expeditious Retreat
Dust of Darkness
Ink Bottle (20x20ft cloud of darkness underwater)

False Priest's loot:
Heavy Mace
Circlet of Persuasion,
Cloak of Resistance +1
Headband of Alluring Charisma +2
Iron Holy Symbol of Razmir

Scrolls:
Scroll of Prayer
Scroll of Shield
Scroll of Spiritual Weapon

Wands:
Wand of Cure Light Wounds (15 charges),
Wand of Shield of Faith (CL 6th, 21 charges);

Akorian Sense Motive (DC 21): 1d20+14 = 21 (Success)

Do you try to question the captives yourself?

[] Yes
-[] The false priest
-[] The pirate captain

[] No, this is none of your concern, let Urgor ask if he is curious


OOC: Enjoy.
 
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I think the crashed spaceship existing is no problem at all, in itself.

These potions might as well be weird magic potions as sci-fi potions after all.

When it comes to actually involving more of the sci-fi stuff in the campaign, well that should be well-considered to avoid messing with the tone too much.

Expect the Silver Mountain to be more magi-tech in this version of the setting. That is all I will say for now.
 
I have to pop off for an hour, but apart from getting all the info from the captain (ship (how to use, traps, what questions to ask the alchemist), bases/loot, relationship with fake cleric);

Would getting information from the fake cleric about his plans (with Pisca being present) also be potentially useful to helping Pisca present this capture to the authorities?

My hope here is to do enough helpful stuff for Pisca that costs us little, to get him to like us enough to go to significant effort to get us access to scroll purchases, even creepy ones like Deathwine (I expect it'd be much less creepy if we also try and buy Spellsister at the same time, since Spellsister is a valid and wholesome use case for Deathwine, and is exactly why we want it)
 
Gentleman's Foil
Apparence: Set with onyx stones and small diamonds this blade has written upon the steel: 'Neither in life nor death shall they escape', a thread to foes living and undead
Ability: It bears an enchantment that is intended to ensure its bearer is never bested by sheer weight of numbers. As long as the wielder is threatening an opponent with the foil, other foes must succeed at a DC 12 Will save to move to a space where they would also be threatened by the foil; those who fail this save end their movement just outside the foil's reach.
As a note, the basic weapon is a +1 Keen Rapier, which might be important here.
 
Glad to see that our captives are enjoying their accomodations. :p

Dang, we're suddenly drowning in Charisma boosters.

Funny how that works out, now that we already have one for Kori. Too bad we didn't gank the sorceress. She was probably an INT-based caster with an INT booster.
As a note, the basic weapon is a +1 Keen Rapier, which might be important here.
Whew, that's a pricey one. Pisca is probably going to want it, but that thing has a resell value of more than 16,000 gold. That weapon alone is probably close to 1/3 the value of the combined loot from the pirates we've seen so far.
 
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