Finding the Spark (Pathfinder 1E Quest)

You can yes, though they would rather stick out among their locals they do speak the common tongue by now.
Are they comfortable with Warty and vice versa? I imagine having him staying on ship for extra security/avoiding stabling costs would be a plus.

[X] Take the Dancing Slurk back upstream (You will have to send a party member up there or ensure it is guarded some other way)
-[X] Have three iruxi warriors guard it, along with Warty
 
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Are they comfortable with Warty and vice versa? I imagine having him staying on ship for extra security/avoiding stabling costs would be a plus.

Oh sure, he is one of the most familiar things around in this world over-full of strange warm-bloods and on the other side warty understands they they are kin to Gorok which means they are to be given a reasonable amount of trust. Being a frog he does not quite understand how all of them can stick together without wanting to eat each other, but he has long since concluded that two legs can be mysterious and silly sometimes, often at the same time.
 
[X] Unmake it and re-make it later as needed
-[X] Reassure Cob that the Dancing Slurk will return, better than ever thanks to the lessons we learned when she was first crafted.
 
Oh sure, he is one of the most familiar things around in this world over-full of strange warm-bloods and on the other side warty understands they they are kin to Gorok which means they are to be given a reasonable amount of trust. Being a frog he does not quite understand how all of them can stick together without wanting to eat each other, but he has long since concluded that two legs can be mysterious and silly sometimes, often at the same time.
Warty is good boy, lol.

Updated plan! Thanks for info.
 
If it's being guarded, there needs to be more than that. Most of Leontas' men, at a minimum, and any Dwarves who don't want to go into the city. Otherwise, it's just a juicy target.
I mean, we are moving most of cargo off of it, so worst case we lose one ship that you guys are okay getting rid of anyway.

I don't think this close to city and on short notice anyone will make a move.

Your vote winning, so doesn't really matter.
 
I mean, we are moving most of cargo off of it, so worst case we lose one ship that you guys are okay getting rid of anyway.

I don't think this close to city and on short notice anyone will make a move.

Your vote winning, so doesn't really matter.
I don't worry too much about the ship itself, but what would happen to those guarding it, especially Warty, if someone attacks. 🐸
 
I don't know a lot about the setting, but I would hope you don't need to guard a boat with half an army.

[X] Take the Dancing Slurk back upstream (You will have to send a party member up there or ensure it is guarded some other way)
-[X] Have three iruxi warriors guard it, along with Warty
 
I still think the best route would be to sink the Dancing Slurk. Kori could use Stone Shape to open enough of her hull to water so that she sinks without doing any real damage, then come along later and use the spell again to force the water our and reseal the opened cells. Would that be an acceptable interpretation of the unmake/remake vote, @DragonParadox?

But if ya'll want to send her upstream under guard, it needs to be with more people than three Iruxi and Warty. Warty should stick with us, especially now that we can so easily cast Carry Companion on him.

[X] Unmake it and re-make it later as needed
-[X] Reassure Cob that the Dancing Slurk will return, better than ever thanks to the lessons we learned when she was first crafted.


[] Take the Dancing Slurk back upstream (You will have to send a party member up there or ensure it is guarded some other way)
-[] Have three iruxi warriors guard it, along with a contingent of Leontas' men and any of Urgor's Dwarves who would rather stay with the ship than visit the city. Ask Sir Pisca if one of his men could guide the ship to a suitable location upstream and stay on hand to help deal with any locals, if they get curious.
 
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I want to boost Tears to Wine to the second stage, and see if we can get Deathwine while we're here if at all possible for other shenanigans.
Also the scrolls for boosting Aid Another.

Also also, when doing the stone shape rolls, maybe Pepper can switch his skill to matc, and aid Kori for that? Not sure how that could work.
 
I prefer to keep the party together and the rest of the group at least in relative proximity, like in a nearby inn.

Having the ship isolated outside the city is just asking for trouble.
 
I prefer to keep the party together and the rest of the group at least in relative proximity, like in a nearby inn.

Having the ship isolated outside the city is just asking for trouble.
Same here.

We might need to rent out an entire inn for everyone, but that's acceptable, IMO.
 
I think that's paranoid. It's a boat. You can't just steal it and put in your pocket.
No, but just killing the people we leave there and search the boat for loot is very much possible.

Keep in mind we made enemies when taking out those pirates, and even beyond deliberate enemies, we look rich and powerful enough by now to draw would-be-looters like shit draws flies.

We are in a foreign land where the law is explicitly on the side of any well-connected local over ours, we are on a river that we know has a problem with piracy, sponsored or otherwise and paranoia is a good watchword.
 
OK looks like unmaking has it.
Adhoc vote count started by DragonParadox on Oct 25, 2024 at 6:58 AM, finished with 25 posts and 6 votes.

  • [X] Unmake it and re-make it later as needed
    -[X] Reassure Cob that the Dancing Slurk will return, better than ever thanks to the lessons we learned when she was first crafted.
    [X] Take the Dancing Slurk back upstream (You will have to send a party member up there or ensure it is guarded some other way)
    -[X] Have three iruxi warriors guard it, along with Warty
 
Arc 9 Post 34: Into the Press New
Into the Press

12th of Kuthona 4707 A.R. (Absalom Reckoning)

"We can make it better Cob! With more magic..."

"And more materials, all we had back there was rock."

"And we can build it to be able to stand up to the sea, not just the river."

"Maybe even the ocean."

If any of the citizens of Cassomir wandering by Admiral's Fen are surprised to see a hooded man and what is clearly some kind of magician tripping over each other's words to reassure a despondent goblin whose ears were just starting to perk up again, they do not show it over much. Mayhap because here on the trade route that links Highhelm and the sea they have learned not to meddle with dwarves lugging small heavy boxes unmarked by any seal. Maybe its the sight of what's obviously a noble of a more martial bent in need of a shave and a wash in something other than river water, and thus assumed to be in an ill-mood, or maybe its the enormous horned frog following alone, festooned with baggage.

It's probably the giant frog.

"Maybe we should get something sweet to celebrate the journey's end," Mina says, looking around for some kind of confectionery stand and finding none in spite of the omnipresent sweet, almost floral, scent in the air.

"Ach, lass, I wouldn't advise it," Urgor laughs. "The Taldan Emperor takes a dim view to foreigners licking his ships, I hear."

"Ships?" she asks bemused.

"It's the tar they use hereabouts, made from blackwood sap that comes down from the southern Verduran. It's part of the reason why the Taldans made a deal with the druids."

"Couldn't they just farm the stuff?" Leontas asks, having fallen in line with the rest of you. Until you sell off the adamntine the agreement forged in Gavhaul's blood still holds.

"Maybe they could, but why go to the trouble when the druids can do it for them?" The dwarf shrugs then points ahead. "That looks like a likely enough tavern for the lot of us."

The large weater-beaten building sporting a colorful yellow and green roof resembles a stout keg of ale about as well as brick and mortar can manage, leaving you not the least surprised for being able to read the lettering on the sign in dwarvish: Kegfoot's Arms.

One would think travelers would be more interested in Kegfoot's foot, you think amused.

On the one hand, dwarvish lodgings are likely to set you back more than anything short of noble fine dining, on the other they are also the most likely to respond with axes at the door to any Aspis goons unhappy at the caravan making it to its destination without the man who commissioned it and in the care of its former guards. If you had not been traveling with a score and more dwarves who would sooner dip their heads in whale oil and stand in for candles than lie about their names you might have tried to weave some lie about where you came. As is, Pisca had been curt with the harbormaster and not a little overbearing to his assistant such that both were glad to see the back of you and your cargo.

To be honest, you are just glad for a bed that doesn't sway, but there's still more to be done to turn metal and treasures into gold that you can spend, and to earn all the goodwill you can for the parts of the journey you wish known while avoiding those that aught to stay silent.

Party Gains 2,114 EXP from the Encounter with the Scorpion's Sting and Reaching Cassomir

[] Escort Marik the Masterful and Tarik the Wise to their new, temporary home in the rather ominously named 'Swift Prison'

[] Join Urgor in getting the adamantine certified and prepared for reforging

[] Visit the local lodge to recieve your reward from the Pathfiners, return the mirror, and catch up on news

[] Look through the markets, Cassomir is second only to Opara in all of Taldor. Merchants from as far north as the Lands of the Linorm Kings and as far south as Khatapesh can be found here

[] Try to help Sir Pisca drink the alchemical fluids somewhat safely, the man has been as good as his word and it would be useful to have a living contact in the rarefied circles of Taldan nobility going forward

[] Keep an ear out for the Consortium, they will no doubt hear of your arrival sooner rather than later

[] Write in


OOC: You can split up the party to do more of this. Also I will be traveling for most of the day Sunday so the update will be late or might be delayed for the next day. I'll see what I can do.
 
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Aww, poor Cob. Don't worry, buddy, the Dancing Slurk will rise again, better than ever.

We're very strange strangers in a strange city, so I don't really want to split our party quite yet. At least not by assigning them to a bunch of different tasks.

@DragonParadox, I didn't think to include it earlier, but we've had time and Mythic power to thoroughly curse the pirate and the Razmiran. Would that be something we shouldn't have done, according to Pisca's knowledge of local laws?

We've got a lot of stuff to do, but I'm really torn between getting Urgor and the adamantine settled and turning over the prisoners to city authorities. I worry that as soon as we leave them unescorted, that's when someone will move to free them. Or steal the adamantine.

[X] Welcome to Cassomir
-[X] At Kegfoot's, before we go anywhere:
--[X] Preliminary Information Gathering: Kori uses Shadow Enchantment to cast Bestow Insight (Perception) on Cob, then Sirim uses Wild Arcana to cast Ears of the City on him. Cob uses Perception to gather the information rather than Diplomacy.
--[X] Mina uses Wild Arcana to cast Carry Companion on Warty so that Gorok can keep him close by without attracting even more attention.
--[X] Speak With Sir Pisca: Ask that he continue to assist us with our stay in Cassomir in exchange for our help with lessening the danger when he imbibes the Numerian fluids. We can't guarantee to make them safe, but we can make them safer, and we will be on hand to provide immediate magical help if necessary.
--[X] Use the Pathfinders' mirror to contact the organization and ask how we should approach the local Lodge, and if they have any important information to share with us.
-[X] Once those matters are handled (unless our previous efforts reveal information that changes how we would respond):
--[X] Kori, Cob, Leontas, and a detachment of his men will join Urgor in getting the adamantine certified and prepared for reforging.
--[X] Gorok, Mina, and Sirim, along with the Iruxi and more of Leontas' men will join Sir Pisca to escort Marik the Masterful and Tarik the Wise to their new, temporary home in the rather ominously named 'Swift Prison'.
 
Aww, poor Cob. Don't worry, buddy, the Dancing Slurk will rise again, better than ever.

We're very strange strangers in a strange city, so I don't really want to split our party quite yet. At least not by assigning them to a bunch of different tasks.

@DragonParadox, I didn't think to include it earlier, but we've had time and Mythic power to thoroughly curse the pirate and the Razmiran. Would that be something we shouldn't have done, according to Pisca's knowledge of local laws?

We've got a lot of stuff to do, but I'm really torn between getting Urgor and the adamantine settled and turning over the prisoners to city authorities. I worry that as soon as we leave them unescorted, that's when someone will move to free them. Or steal the adamantine.

[X] Welcome to Cassomir
-[X] At Kegfoot's, before we go anywhere:
--[X] Preliminary Information Gathering: Kori uses Shadow Enchantment to cast Bestow Insight (Perception) on Cob, then Sirim uses Wild Arcana to cast Ears of the City on him. Cob uses Perception to gather the information rather than Diplomacy.
--[X] Mina uses Wild Arcana to cast Carry Companion on Warty so that Gorok can keep him close by without attracting even more attention.
--[X] Speak With Sir Pisca: Ask that he continue to assist us with our stay in Cassomir in exchange for our help with lessening the danger when he imbibes the Numerian fluids. We can't guarantee to make them safe, but we can make them safer, and we will be on hand to provide immediate magical help if necessary.
--[X] Use the Pathfinders' mirror to contact the organization and ask how we should approach the local Lodge, and if they have any important information to share with us.
-[X] Once those matters are handled (unless our previous efforts reveal information that changes how we would respond):
--[X] Kori, Cob, Leontas, and a detachment of his men will join Urgor in getting the adamantine certified and prepared for reforging.
--[X] Gorok, Mina, and Sirim, along with the Iruxi and more of Leontas' men will join Sir Pisca to escort Marik the Masterful and Tarik the Wise to their new, temporary home in the rather ominously named 'Swift Prison'.

As long as it is reversible it's fine, but anything permanent is technically assault by Taldan Law. It would depend if a magistrate thinks it was necessary to restrain them... as long as they are Imperial citizens, what you do to foreigners is a grey zone unless they are diplomatic personnel
 
As long as it is reversible it's fine, but anything permanent is technically assault by Taldan Law. It would depend if a magistrate thinks it was necessary to restrain them... as long as they are Imperial citizens, what you do to foreigners is a grey zone unless they are diplomatic personnel
Was thinking a couple Bestow Curses on each of them, one for the blanket -4 penalty to saves, checks, etc, and another for a -6 attribute penalty to their primary stat. Maybe a Blindness spell on each of them, too, for good measure. A Remove Curse spell can handle all of those.
 
I forgot entirely about the Pathfinders being a resource we can try to tap for spellscrolls. They seem like a practical bunch, so fingers crossed.

--[] Speak With Sir Pisca: Ask that he continue to assist us with our stay in Cassomir in exchange for our help with lessening the danger when he imbibes the Numerian fluids. We can't guarantee to make them safe, but we can make them safer, and we will be on hand to provide immediate magical help if necessary.

If we're doing this, DP, might Pisca be a useful social link to getting access to mages, and mage accessories? I've been assuming he was, but I should have checked.

Edit: Maybe Pepper should have his +8 set to Perception, and also be ready with the Fire Elemental crystal, in the event of the Sorceress + friends ambushing the group?
 
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If we're doing this, DP, might Pisca be a useful social link to getting access to mages, and mage accessories? I've been assuming he was, but I should have checked.

Edit: Maybe Pepper should have his +8 set to Perception, and also be ready with the Fire Elemental crystal, in the event of the Sorceress + friends ambushing the group?

He could well be yes, he has his name after all, and one of these days he might even have the wealth that should come with it.
 
I forgot entirely about the Pathfinders being a resource we can try to tap for spellscrolls. They seem like a practical bunch, so fingers crossed.

--[] Speak With Sir Pisca: Ask that he continue to assist us with our stay in Cassomir in exchange for our help with lessening the danger when he imbibes the Numerian fluids. We can't guarantee to make them safe, but we can make them safer, and we will be on hand to provide immediate magical help if necessary.

If we're doing this, DP, might Pisca be a useful social link to getting access to mages, and mage accessories? I've been assuming he was, but I should have checked.

Edit: Maybe Pepper should have his +8 set to Perception, and also be ready with the Fire Elemental crystal, in the event of the Sorceress + friends ambushing the group?
I think Pepper is still set to boost Perception from the last time we switched it over?

I hesitate to assign him the Gem here in the city. Beyond him being very fragile and the Gem being very valuable, making him a prime target for thieves, we should probably avoid loosing a Fire Elemental in the city if at all avoidable.
 
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