Finding the Spark (Pathfinder 1E Quest)

I want items that cast minor protective spells x/day or something. Blur, Mirror Image, etc. What does Pathfinder say about permanent effects, like items with PfE, does this add a lot to the cost?
 
Since it looks like we're voting to do this investigation for him, would he be willing to exert some mild pressure to help us get fast/better access to magical items straight away?

It really does depend on what you want, some magical items would be so rare that him asking about them would be remarkable and thus draw attention to the investigation, but as long as you are looking for thigs with a CL below 6 and with no extraordinary requierments beyond that the governor can help you out.

Mind blank is out of his league. That thing has a CL of 17.
 
Arc 9 Post 43: Bones of the Scheme
Bones of the Scheme

15th of Kuthona 4707 A.R. (Absalom Reckoning)

Once you're on the hot stone you might as well scoop up the fat, as the saying goes. House Basri knows too much of what you spoke to the governor already, and given the part you played in putting an end to the raids of the Scorpion's Sting there's little reason to expect they would forget it. So you give a nod and Sirim gives his. As for Cob, from the way he's turning the parchment on the desk, it's clear he isn't as concerned about meeting a three-eyed drow as much as he perhaps should.

Gorok considers the matter more deeply, thinking perhaps what kind of home Taldor might make for his people. Strange as it might sound, the governor is part of the same faction as the druids against whom he had trespassed two weeks past. Finally though, he nods.

"The West Winds Company here in Cassomir has been accused of bringing in illegal shipments of slaves into the city, but the guard never been able to track them down. They seem to vanish into thin air once they make it into the Dog's Teeth. The guard suspected they were using the slaves to make eskelette..." Bozbeyli's expression changes into one of utter revulsion as he explains that the base of the drug is the marrow of humanoid skeletons, recently made skeletons. Using old powder to make eskelette inflicts the user with ghoul fever or rarely causes them to rise as some other kind of undead, so the gangs which produce the drug acquire slaves at low prices, then kill and animate them to harvest their bones. That the W.W.C. might be involved in such a horror had the potential to upend Absalom trade entirely and remove the Magpies as a faction in Cassomir, but the missing slaves had never been found, living, dead, or undead. If they are instead being sold off to the drow, that would be both less disturbing but even more troubling for the peace of the realm.

After giving you the address of the company's main offices here in Cassomir, as well as the name of the Captain of the Guard should you choose to involve them, the Lord Governor is about to send you on your way, struggling and failing to not throw cold looks towards the false flower, when Gorok reminds him about the adamantine, specifically all the gold you could be spending to equip yourselves for the investigation but can't since it hasn't been properly shaped and shipped off yet.

"Yes, yes of course," he opens the door to find the steward who had been waiting by it uncertainly and shoves a note in his hand. The somewhat weedy man looks up at the strange company he had been informed is worth more than a thousand, thousand Golden Lions with what could politely be called surprise.

So the deal is done and you even have a lead of a sort.

"I think we should cut right to the heart of the rot, in the Dog's Teeth," Pisca offers, much of his earlier good cheer drained by the governor's last bit of news. "Rightly are they named, for they will eat each other alive given half a chance. We can give that to them."

"Why not talk to merchants?" asks Cob. "Say we wanna talk about boat to them, meanwhile Kori listens to talk inside their heads."

"We should go to the market first, there's plenty we could be buying now that we have the coin," Mina sounds a good bit less sure than either of the others and it's not hard to guess why. If it is indeed one of the city's merchant interests trading with the drow, than they would likely mark large purchases.

"Or we could track down where the trail left us," Gorok finishes, back to using no more words than he has to now that he's away from the governor and looking quite relieved for it.

How do you investigate?

[] Head to the Dog's Teeth, that is where the guard lost the trail of the missing slaves and it's where the suspected eskelette distillery is

[] Speak to the representative of the WWC in Cassomir under the pretext of selling the design for the Laughing Slurk while you read their mind with magic

[] Speak to the Captain of the Cassomir Guard, see what they have

[] Try to pick up the trail where you would have met the three-eyed drow

[] Write in


OOC: Enjoy.
 
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That the W.W.C. might be involved in such a horror had the potential to upend the Absalom trade entirely and remove the Magpies as a faction in Cassomir, but the missing slaves had never been found, living, dead or undead. If they are instead being sold off to the Drow that would be both less disturbing but even more troubling for the peace of the realm.
So he wants us to get some solid proof of this (how solid?), and then what? Inform him and let him handle it? Is this what our next incognito meeting is supposed to be about? How do we contact him if he doesn't wish to be known investigating this claim?
If it is indeed one of the city's merchant interests trading with the drow than they would likely mark large purchases.
What does it mean for us?

I wonder if the drow activity is related to any of the rumors we were collecting earlier.
There's been a rash of disappearances around the ruins of Quickfall Abbey north of here across the harbor, though most of the citizenry are blaming 'the rot of the teeth' for it's been getting a lot harder to ignore when a family of four related to the Weaver's Guild Grandmaster ended up among the missing and all investigations. Rumor has is that they are at various points dead, alive, fled the city to Andoran after they had been uncovered as spies, fallen ill to an ancient family blood curse, and eaten by goblins.
Last and late, for word of it had to be carried across the waters of the harbor from the small islands the locals call the' Dog's Teeth', there is black discontent. The harvest had been poor and more of it than usual has been sold up river to the dwarves following a rich gem strike that left them flush with silver, leaving the price for the poorest of Cassomir's folk so heavy as to leave many with empty bellies. Most of the city doesn't seem worried about it, 'let them riot and burn their own hovels', but within the Teeth itself there's a sense of... anticipation that leaves Cob twitchy half a bell after the spell is done.
The disapperarances might not be their doing, as trying to poach from multiple places increases the risks of discovery, but then again, they haven't been discovered yet. Is the Quickfall Abbey anywhere close to the Dog's Teeth?
 
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So he wants us to get some solid proof of this (how solid?), and then what? Inform him and let him handle it? Is this what our next incognito meeting is supposed to be about? How do we contact him if he doesn't wish to be known investigating this claim?

Inform him yes. As for how to speak to him you have a flying ethereal telepath. You can just have Sirim fly up to his balcony in the evening.
 
If the WWC is involved in this mess, there is a good chance they may already be aware of us. Maybe not the group specifically, but that a group of adventurers and mercs on a stone ship just busted up a group of pirates near the city. And depending on how involved they are with House Basri, they could know much more. Us showing up to sell the designs for the Dancing Slurk when we just came into such a windfall sudden wealth is very suspicious.

I think we should speak to the Guard Captain, then visit the market.

[X] Speak to the Captain of the Cassomir guard, see what they have
-[X] If we're likely to encounter Drow, we should take what steps we can to prepare for them. Visit the markets, specifically those selling enchanted and Alchemical goods, to spend some of our newfound wealth.
 
Also, there is a perfectly serviceable map of Cassomir available here. Maybe it could be linked to the main page?
 
Pisca is now our unofficial sixth party member it seems, for at least this mission.

[X] Speak to the Captain of the Cassomir guard, see what they have
-[X] If we're likely to encounter Drow, we should take what steps we can to prepare for them. Visit the markets, specifically those selling enchanted and Alchemical goods, to spend some of our newfound wealth.


Maybe Guard will have more leads, especially if we fill in blanks about potential slave trade with drow explaining away way they haven't been able to find evidence of illegal slaves being shipped in if they are shipped out to drow right away.

Ask them where they suspect that the illegal slaves are being sent to/kept, and I'm sure we are to find a secret entrance to Underdark nearby.
 
@DragonParadox


If Pisca has any loot left afer paying the worst of his debts, maybe he'd want some equipment too.

Potions of Darkvision seem like a necessary and relatively cheap option for him, for example.
 
Actually, since we already know a good bit about Pisca and we'll have him as a temporary party member for this matter, could we have the Charsheet?
 
[X] Try to pick up the trail where you would have met the three-eyed drow
-[X] But first, shopping time


I think trying to find the fresh trail is a good idea, Gorok is great at tracking, including underground.
If we start with the human contacts, the Drow will be forwarned.
If we start with the Drow, we can find proof of their human contacts and have the Governor arrest them then.

Cleaner all around, assuming we can beat a few Drow?
 
Actually, since we already know a good bit about Pisca and we'll have him as a temporary party member for this matter, could we have the Charsheet?

Sure. Here you go guys:

Name: Sir Pisca Fahlspar
Alignment: CN
Age: 34
Race: Human
Level: 8
Class: Bloodrager 8 [Steelblood Archetype.]
Feats: Noble Scion (Karthis)B, Iron Will, Weapon Focus (Heavy Blades), Furious Focus, Armor Focus (Fullplate), DisruptiveB
Traits: Fast Talker, Child of Oppara
Class Features: Bloodline (Arcane), Bloodrage (22 Rounds/day), Indomitable Stance, Armored Swiftness, Blood Sanctuary, Blood Casting, Eschew Materials, Armor Training, Blood Deflection

HP: 75/75
AC: 10 +9 (Fullplate) +1 (Armor Focus) +1 (Dex) +2 (Shield) = 23
Initiative: +3 (Charisma)
Movement: 25ft (foot)
Spell DC: 10+ Spell Level +3 (Cha)

Attack:
+8 (Bab) +3 (Str) +2 (Enh) +1 (WF) = +14/+9 (2d6 +6) 19-20x2
In Rage:
+8 (Bab) +5 (Str) +2 (Enh) +1 (WF) = +16/+11 (2d6 +9) 19-20x2
//With Power Attack he takes -3 to AB but +9 to damage. With Furious Focus he ignores the penalty to AB for the first attack each round, so basically he can freely use that +9 damage.

STATS:
16 (+3) Strength)
12 (+1) Dexterity
14 (+2) Constitution
12 (+1) Intelligence
8 (-1) Wisdom
14 +2 (Race) = 16 (+3) Charisma

SAVES:
FORTITUDE: 6 +2 (CON) +2 (Resistance) = 10
REFLEX: 2 +1 (Dex) +2 (Resistance) = 5
WILL: 2 +2 (Iron Will) -1 (Wis) +2 (Resistance)= 6 (+2 While Bloodraging)

SKILLS:
Appraise: 11 +1 (INT) +1 (Trait) = 13
Diplomacy 11 +3 (Cha) = 14
Bluff: 11 +3 (Cha) +1 (Trait) = 15
Knowledge (Arcana): 11 +1 (Int) = 12
Knowledge Nobility: 11 +1 (INT) +1 (Trait) +2 (Feat) = 15
Perception: 11 -1 (Wis) = 10

Spells Known (Bloodrager CL 8)
1st (2/day): Magic missileB, Celestial Healing, Cheetah's Sprint, Enlarge Person, Mount
2nd (2/day): Defensive Shock, Eagle's Splendor, Mirror Image

Special abilities:
A bloodrager can enter a bloodrage as a free action. While in a bloodrage, a bloodrager gains a +4 morale bonus to his Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, he takes a –2 penalty to Armor Class. The increase to Constitution grants the bloodrager 2 hit points per Hit Die, but these disappear when the bloodrage ends and are not lost first like temporary hit points. While bloodraging, a bloodrager cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.
A bloodrager can end his bloodrage as a free action. When the bloodrage ends, he's fatigued for a number of rounds equal to twice the number of rounds spent in the bloodrage. A bloodrager cannot enter a new bloodrage while fatigued or exhausted, but can otherwise enter bloodrage multiple times during a single encounter or combat. If a bloodrager falls unconscious, his bloodrage immediately ends, placing him in peril of death.

Blood Deflection (Su)

At 7th level, as an immediate action a steelblood can sacrifice a bloodrager spell slot to gain a deflection bonus to AC equal to the level of the spell sacrificed. The deflection bonus lasts until the start of his next turn. This ability can be applied after an attack roll is made against the steelblood, allowing the steelblood to convert a hit into a miss if the deflection bonus is high enough.

Disruptive Bloodrage (Su)

At 1st level, the DC to cast spells defensively increases by 2 for enemies within your threatened area. This increase stacks with that granted by the Disruptive feat.

Arcane Bloodrage (Sp)

At 4th level, when entering a bloodrage you can choose one of the following spells and apply its effects to yourself: blur, protection from arrows, resist energy (choose one energy type), or spider climb. These effects last for as long as you continue bloodraging, regardless of the spell's normal duration.


Greater Arcane Bloodrage (Sp)

At 8th level, when entering a bloodrage, you can choose to apply the effects of either displacement or haste to yourself. This is in addition to arcane bloodrage, and otherwise works as that ability.

Equipment: Fullplate, Guardian Runeblade

Guardian Runeblade:
Description: This ancient Greatsword is etched with runes that a historian might match to mid-Atzlanti or early Thassilonian enchantment work, cherished though the early years of Taldor and kept into the Empire. A mark of high esteem for the young Pisca... and the only piece of spell-work he's ever carried that he hasn't pawned off to pay his many debts.

Ability: For any wielder, it functions as a +2 weapon, however with a ritual known to few mages among Taldan nobility (possible to reconstruct with high Arcana and History skills) the weapon can be bonded to a wielder, afterwards protecting him with an invisible forcefield that grants a +2 Shield bonus on AC and a +2 Resistance bonus on all saves, while the weapon is wielded (but not while it is merely carried).Further, once per day the wearer can use a Rune of Rule on himself by pressing his palm against the correct rune along the blade for one minute, later activating it as a swift action as usual.
 
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[X] Try to pick up the trail where you would have met the three-eyed drow
-[X] But first, shopping time
 
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Mmm.

In the city where the governor has to use telepathy to avoid talking about sensitive matters, where pirates roam freely and are broken out in broad daylight when captured, where drow take in slaves and none are the wiser...

You'd think it signifies a certain weakness of the central authority and its institutions. If House Basri is making moves that should see it executed for treason, robbery, conspiring with demons and possibly worse things, they probably have contingencies. Those would likely include neutralizing any whistleblowers and accidental witnesses. I would assume a network of informers and a rampant corruption among the guards, what with the weak governor, scheming diplomats, and a lot of money involved, even if the Captain himself is on the level, which is not guaranteed.

Then again, going into it blind and counting only on ourselves has its own risks.

[x] Try to pick up the trail where you would have met the three-eyed drow
-[x] But first, shopping time
 
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Mmm.

In the city where the governor has to use telepathy to avoid talking about sensitive matters, where pirates roam freely and are broken out in broad daylight when captured, where drow take in slaves and none are the wiser...

You'd think it signifies a certain weakness of the central authority and its institutions

Taldor has been seemingly on the edge of dissolution for about 700 years. A whole other Empire splintered off them, broke up itself and got taken over by devils in the meantime and Taldor is still here.
 
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