Finding the Spark (Pathfinder 1E Quest)

So, how about a two-pronged strategy?

Here's what I'm thinking:

The Ghosts attack from below while Leontas and his men, with support from Sirim and Pepper, focus everyone's attention topside. A Pyrotechnics spell from Sirim won't hurt any tavern patrons, but it is pretty damned debilitating and should make it seem like the barge is either being attacked. The Drow aren't likely to attempt to flee immediately.

While that's going on, Cob uses a Knock spell courtesy of Sirim to open the hatch so the group can assault the barge from below.

This wouldn't work without having Leontas' people along. Hopefully they don't see too much dangerous combat, but there are 21 of them and some of them will be buffed. Sirim and Pepper will also be available to help.

[X] Operation Salty Barnacle
-[X] After regrouping to share what Cob and Gorok learned, they decide to:
--[X] Gorok's Ghosts plus Sir Pisca, minus Sirim who cannot travel underwater and is needed topside, will infiltrate the Floating Bloat using the hidden entrance Cob discovered.
---[X] They'll use the Abductor Beast to quickly reach the hidden entrance while holding their breath and to provide a stable platform to enter the barge. Cob will use his Ring of Spell Storing to cast Invisibility on the Abductor, then Sirim will use Wild Arcana to cast a Knock spell into the ring. Cob will use the Knock spell to force open the hidden entrance when the time is right.
---[X] On the surface, Sirim will wait for the others to get into position, then use Wild Arcana to cast a Pyrotechnics (smoke version) spell on any open flame in the tavern area, even a candle or lantern will work. A few seconds after his spell has a chance to rile up the guests and hidden Drow, the Ghosts will make entry through the hidden entrance.
-[X] Preparing for the attack:
--[X] Gorok will cast Lead Blades on his sword immediately before going into the water. He, Cob, and Sir Pisca will each use his Scabbard of Keen Edges to buff their weapons. He will cast Divine Favor and Mirror Image from his Ring of Spell Storing just before they assault the barge. He will activate his Boots of Speed as a Free Action immediately upon making entry to the barge.
--[X] Mina will cast Invisibility on herself and use Gorok's Pearl of Power to regain her Hermean Potential spell so she can cast it on Sirim.
--[X] Kori will cast Invisibility on himself and Cob, Shadow Enchantment: Bestow Insight (Intimidate) on Sirim, and Extended Bless on everyone, Leontas' men included. He'll cast Silent Divine Favor and Silent Channel Vigor (Torso option) spells on himself using the Metamagic Rod of Silent Spells just before they assault the barge.
--[X] Cob will cast Divine Favor from his Ring of Spell Storing just before they assault the barge. He will activate his Boots of Speed as a Free Action immediately upon making entry to the barge.
--[X] Sir Pisca will cast Defensive Shock and Mirror Image on himself. Upon making entry to the barge, he will activate his Bloodrage as. Free Action, gaining the effects of the Blur and Haste spells.
--[X] Everyone, including Sir Pisca who will be lent Sirim's for this mission (along with his Ring of PfE), will activate their Unfettered Shirts before assaulting the barge to gain a Freedom of Movement spell effect for 10 minutes.
--[X] Pepper will hide himself out of sight on the shore near where the barge is moored. If necessary, he will use the Gem of Foe's Pyre to target an enemy with the Large Fire Elemental.
--[X] Sirim will cast Magic Circle Against Evil, Shield, Lesser Angelic Aspect, Invisibility and Mirror Image. Once the assault begins, he will cast Haste on Leontas and five of his men.
--[X] Leontas and his men will all be arrayed to keep the barge from being unmoored and to subdue Drow who attempt to flee or attack them, as well as civilians. They will attempt to subdue rather than kill anyone who flies the barge.
---[X] To further aid them in this, we will give them 3 vials of Liquid Ice, 2 Tanglefoot Bags, and a Fungal Stun Vial to use against the Drow, if necessary. Cob will also lend Leontas his Launcher to help deliver the Fungal Stun Vial. We'll also give Leontas' 4 Potions of Cure Light Wounds for emergency use if his men are injured and need them before we can provide healing.
---[X] If there is someone among Leontas' men capable of activating them, we will also lend him our Wand of Dispel Magic and the Wand of CLW we captured from the pirates.
-[X] Assaulting the Barge:
--[X] Cob will enter first, Shadow Teleporting as a Move Action if he spots the Alchemist, in order to appear behind him and make a Sneak Attack while still Invisible in order to inflict the Disoriented condition on him. He makes another attack thanks to being Hasted, and if the Alchemist is still conscious, expends another Mythic power to use Surprise Strike to make another Sneak Attack against him. Cob tries to subdue the Alchemist rather than kill him, disarming him (literally), if necessary.
--[X] Sir Pisca will follow Cob, moving to engage the nearest threat, if there is one present. Gorok follows him, but stays by the entrance to provide cover for Kori and Mina.
--[X] Immediately upon entry, unless the situation dictates otherwise (such as spotting an open flame nearby), Mina will cast a Web spell to fill as much of the space in the hold as possible while also blocking easy use of the exit for those who do not benefit from Freedom of Movement or similar effects. If she can still cast the spell to block off the entrance without igniting it, assuming an open flame is far enough away that the Web can be positioned so as to not touch it, she will do so.
--[X] Kori responds as the situation dictates, depending on the number of enemies and their proximity to allies.
--[X] Once the fight begins in the hold, Sirim telepathically communicates with everyone within range, attempting to Intimidate them into inaction. "By the authority of the Governor of Cassomir, you are under arrest for suspicion of smuggling, tax evasion, and forgery. Surrender peacefully and you will not be harmed!". He uses a reroll from Hermean Potential to achieve the best possible result.
 
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Kori will cast Invisibility on himself and Cob, and Protection from Evil on Sir Pisca.
Don't we have an extra ring of PfE which we bought for when Sirim gets his body back? I think we were planning to loan some of our spare equipment to Sir Pisca.
---[X] They'll use the Abductor Beast and Symbiote Masks to quickly reach the hidden entrance and to provide a stable platform to enter the barge. Cob will use his Ring of Spell Storing to cast Invisibility on the Abductor, then Sirim will use Wild Arcana to cast a Knock spell into the ring. Cob will use the Knock spell to force open the hidden entrance when the time is right.
This is one way. The other would be to get the nigh-invisible goblin on the boat and open the hatch from the other side as it was intended to open. Might save us a few spells, though it is not without its own risks.
 
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Don't we have an extra ring of PfE which we bought for when Sirim gets his body back? I think we were planning to loan some of our spare equipment to Sir Pisca.

This is one way. The other would be to get the nigh-invisible goblin on the boat and open the hatch from the other side as it was intended to open. Might save us a few spells, though it is not without its own risks.
I guess it won't hurt to lend him the ring, too.

As for having Cob infiltrate the barge and unlock the hatch, that introduces a bunch of additional points of failure. Stealth doesn't handle things like closed doors too well, for example, and the Drow aren't going to overlook a door opening on its own.
 
I'm very concerned about those people under Glamours. What if some of them are really powerful? If we are having Pisca with us to tank, I'd like to have murderblender Gorok up top.

Also taking them alive would be ideal imo, because I think some (one) of the people under the glamours might be spies for that elf with the lion.

(Also, having Gorok topside with a CLW wand might come in clutch to prevent bleed-outs in the immediate post battle. But mainly for the increase to combat ability, and so Sirim isn't without a party member during combat.)

---
Also, while I do think having Sirim up top might be best, couldn't he be carried though the water by being in an extradimensional space?

Similarly, couldn't we have an invisible Cob sneak in with people (also invisible) in an extradimensional space and then they all sneak out? We could open the hatch from the inside to let the rest in without needing Knock (though having that spell would be handy.)

Might allow us to cast a Suggestion on the alchemist before he becomes alarmed, if he's alone. Especially if Mina is there to provide Evil Eye/Ill omen. I want the alchemist alive if possible, to get hard number and locations of collaborators out of him.

Also, can we grab a big piece of rock and stick it in a haverstack or such, so Kori can shape it to plug any (small/moderate) breaches we might face? Just in case.

Honestly, I think it'd be fair that we'd have a big pice of rock with us for emergency stone shaping.
 
(Also, having Gorok topside with a CLW wand might come in clutch to prevent bleed-outs in the immediate post battle. But mainly for the increase to combat ability, and so Sirim isn't without a party member during combat.)
I assume the mercs have means of their own, but yes, we can lend them a wand or two for that purpose. Other than that, I hope Leontas is good at microing! :whistle:

The drow alchemist is the one critical for this operation, so he and his work will likely be guarded the most once they realize the threat. I'd like to take him alive, but wouldn't take risks for it. I also doubt we can split the party much further.
 
Cob will cast Divine Favor from his Ring of Spell Storing just before they assault the barge.
Cob will use his Ring of Spell Storing to cast Invisibility on the Abductor, then Sirim will use Wild Arcana to cast a Knock spell into the ring. Cob will use the Knock spell to force open the hidden entrance when the time is right.
Either or, I think.

Unless you bought him two rings of Spell Storing?
 
I'm very concerned about those people under Glamours. What if some of them are really powerful? If we are having Pisca with us to tank, I'd like to have murderblender Gorok up top.
I'm more worried about the ones down below who we will be fighting directly. They're probably going to have us outnumbered and we don't know what surprises are waiting to deal with. Leontas will have 20 of his men with him, plus Pepper, a Large Fire Elemental if needed, and Sirim. He can buff them with Haste, mindfuck the Drow with illusions, etc.

Those five Drow are going to be stuck in a room full of people, all of them blinded by the smoke and likely seriously debuffed as well. The penalties to STR and DEX are significant if they fail their saves. It's doubtful they'll even try to fight their way out. More likely, they'll try to get into the hold down below.

The more force we have available in the underwater assault, the quicker we can deal with the other Drow and the greater our odds are that we can take some of them alive.
(Also, having Gorok topside with a CLW wand might come in clutch to prevent bleed-outs in the immediate post battle. But mainly for the increase to combat ability, and so Sirim isn't without a party member during combat.)
Sirim will be hidden and buffed, and far less visible than the other threats outside if there is combat involved there.
Also, while I do think having Sirim up top might be best, couldn't he be carried though the water by being in an extradimensional space?
We could smuggle him in, but he provides the best overwatch potential for the topside operation. He's stealthy, can fly, communicate with everyone telepathically, and has spells to harmlessly subdue multiple people.

Him casting Pyrotechnics is also one of the best ways I could come up with to take everyone in the tavern out of play for at least a couple rounds. Even if they save against the penalties, the smoke will ruin visibility for everyone in the room and cause a huge panic. That serves double purpose as a great distraction for us.
Similarly, couldn't we have an invisible Cob sneak in with people (also invisible) in an extradimensional space and then they all sneak out? We could open the hatch from the inside to let the rest in without needing Knock (though having that spell would be handy.)
Not really. There are size limitations on what our bags can carry. The Looter's Satchel could hold one, if necessary, but not the Haversacks. If we had enough time and resources to cast a bunch of Reduce Person spells on everyone it could work, but we don't so it isn't an option this time.
Either or, I think.

Unless you bought him two rings of Spell Storing?
He and Gorok each have one.

Divine Favor is 1st level and Knock is 2nd level, so both can fit in Cob's ring.
 
I'm still worried... but Sirim does at least know to stay hidden.

Is it worth casting that Communal spell that lets one see through smoke on a few people?


----
Do you think Sirim would be OK with a broad scale telepathic Intimdate check (Hermean Potential)? " This is [Taldan FBI]! If you surrender you will not be harmed!"

The intention here is to let any lion-elf spy people that might be there know to not fight to the death against us, but instead let the actual Drow be taken out first and then surrender.

Also, I think it should make the Alchemist vulnerable to a "Do nothing" suggestion.
Or maybe a "Fully surrender" suggestion, even after combat has begun.

(He tries the intimidate check after setting off the smoke, so he won't be tipping anyone off to the incoming attack).

Edit: we should mention to the mercs "take them alive (but very unconscious) if possible"
 
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[X] Operation Salty Barnacle

I think I wouldn't be opposed to having either Gorok or Pisca on the upside.
Leontas' men are likely Warriors, don't want them all disabled by AoO crow-control effects at once?
 
Do you think Sirim would be OK with a broad scale telepathic Intimdate check (Hermean Potential)? " This is [Taldan FBI]! If you surrender you will not be harmed!"

The intention here is to let any lion-elf spy people that might be there know to not fight to the death against us, but instead let the actual Drow be taken out first and then surrender.

Also, I think it should make the Alchemist vulnerable to a "Do nothing" suggestion.
Or maybe a "Fully surrender" suggestion, even after combat has begun.

(He tries the intimidate check after setting off the smoke, so he won't be tipping anyone off to the incoming attack).

Edit: we should mention to the mercs "take them alive (but very unconscious) if possible"
I can see how making that sort of claim might be helpful, but I'm not sure if it would end up backfiring on us or not.

If we do have Sirim do that, I would probably go with something along the lines of "Under the authority of Governor <Insert name I can't remember> of Cassomir, you are ordered to surrender for suspicion of smuggling and tax evasion!", or something similar.

I'll update the plan to have Leontas' men try to subdue rather than kill.
[X] Operation Salty Barnacle

I think I wouldn't be opposed to having either Gorok or Pisca on the upside.
Leontas' men are likely Warriors, don't want them all disabled by AoO crow-control effects at once?
Like I mentioned earlier, I prefer overwhelming force in the hold down below. The harder we hit them, the less likely they are to be able to mount a significant counterattack, Summon a Demon, escape, etc., and the easier it should be for us to take prisoners.

Leontas has 20 people with him and DP confirmed that they have synergistic Teamwork feats. Given that they're former crusaders used to dealing with Demons, those will probably help against the Drow, too.

Between Sirim hitting them with spells like Hypnotic Pattern and Shadow Enchantment, and Pepper siccing a Large Fire Elemental on one of them, I think topside is covered for at least a few rounds before it becomes a concern.

Remember, the Pyrotechnics smoke inflicts a -4 penalty to their STR and DEX for 1d4+1 rounds after they leave the effect. The smoke requires a Fortitude save to avoid the penalties, which is weaker for Elves, Drow included, and doesn't allow Spell Resistance, which Drow benefit from.
 
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Leontas has 20 people with him and DP confirmed that they have synergistic Teamwork feats. Given that they're former crusaders used to dealing with Demons, those will probably help against the Drow, too.
If I remember correctly, at least one of them is for charging together. With horses.

Leontas is first and foremost a lance-rider and I see no reason to think his men are specialized differently.
He can go on foot, he's not cripplingly specialized, but he won't be at his best.
 
If I remember correctly, at least one of them is for charging together. With horses.

Leontas is first and foremost a lance-rider and I see no reason to think his men are specialized differently.
He can go on foot, he's not cripplingly specialized, but he won't be at his best.
Numbers, preparation, and surprise will have to carry some of the weight, I guess.

Hopefully more than just Leontas have invested some of their newfound wealth in some magical gear.
 
If we do have Sirim do that, I would probably go with something along the lines of "Under the authority of Governor <Insert name i can't remember> of Cassomir, you are ordered to surrender under suspicion of smuggling and tax evasion!", or something similar.
I like your variation, and good point that falsely stating you're a member of [police/intelligence] forces is borrowing trouble.
My main intentions here are to communicate with any possible lion-elf affiliated spies that they should surrender rather than fight to the death (i.e. that their handlers will be able to spring them diplomatically then from custody) and to make the Alchemist vulnerable to a "Do nothing"/"Surrender fully to us" Suggestion, which he wouldn't otherwise be after combat starts.

On that note, I don't see a bit in your plan for what the lower team do when they get into the boat?
(Joke idea: if the Suggestion works, we should tell him that part of his surrender is to get inside our (pre-emptively emptied) extradimensional storage. The reason for this is so that his allies can't dispel the suggestion or such)

Edit: Oh, the wording should have "Surrender and you shall not be harmed!" for the Suggestion spell.
How about "Under the authority of Governor <Insert name i can't remember> of Cassomir, you are under arrest under suspicion of smuggling and tax evasion! Surrender and you shall not be harmed!",
 
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Leontas' men are likely Warriors, don't want them all disabled by AoO crow-control effects at once?
This is my concern as well. Leontas' men are relatively low-level and numerous, and thus highly succeptible to AoE effects.

However, there is a unique quality to a squad that numerous, namely, the amount of items that can be used in 1 turn. While the party is limited to 1 item per character, and often has better ways of using their actions, low-level support can use theirs to a noticeable effect. I am thinking of all the wands and potions we are carrying that we aren't planning to use ourselves.

For example, if there are any men that can Use Magical Device, I think we should be leaving our Wand of Dispel (number of charges: YES) with them. Currently their only option of countering AoE (that we know of) is Sirim, and he can't be everywhere at once. Gorok... can't really help with that, I am afraid.

I do not think we'll be rolling for each and every man, and it will likely be abstracted like the pirate fight, but usable items that are beneath our party's level would be a way to swing the battle without splitting the party even more. I am thinking Acid flasks, maybe a couple potions, and of course, the Wand.
 
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We can give out all our alchemical items to throw, and lend the launcher?

Edit: The more I think on it, the more I want Gorok or Sir Pisca up top rather than relying on Lenontas to get good melee hits in.
I mildly prefer Pisca up top, because Gorok has three Fire Jackal Saliva's prepped which can make a foe nauseated, which is better for disabling foes; if we assume they will mostly head downwards then I think he'd be better for preventing attacks while Cob stabbity-stabs.
 
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I like your variation, and good point that falsely stating you're a member of [police/intelligence] forces is borrowing trouble.
My main intentions here are to communicate with any possible lion-elf affiliated spies that they should surrender rather than fight to the death (i.e. that their handlers will be able to spring them diplomatically then from custody) and to make the Alchemist vulnerable to a "Do nothing"/"Surrender fully to us" Suggestion, which he wouldn't otherwise be after combat starts.

On that note, I don't see a bit in your plan for what the lower team do when they get into the boat?
(Joke idea: if the Suggestion works, we should tell him that part of his surrender is to get inside our (pre-emptively emptied) extradimensional storage. The reason for this is so that his allies can't dispel the suggestion or such)

Edit: Oh, the wording should have "Surrender and you shall not be harmed!" for the Suggestion spell.
How about "Under the authority of Governor <Insert name i can't remember> of Cassomir, you are under arrest under suspicion of smuggling and tax evasion! Surrender and you shall not be harmed!",
It's so hard to plan for what will happen from one round to the next, especially when you don't know what situation will present itself when you enter an unknown space. My current idea is to have Mina cast Web immediately upon entry, basically right on top of the hidden exit. That's a huge AoE effect that will fill almost the entire space in the hold, but which won't bother our people at all because of the Freedom of Movement effect from their shirts.
For example, if there are any men that can Use Magical Device, I think we should be leaving our Wand of Dispel (number of charges: YES) with them. Currently their only option of countering AoE (that we know of) is Sirim, and he can't be everywhere at once. Gorok... can't really help with that, I am afraid.

I do not think we'll be rolling for each and every man, and it will likely be abstracted like the pirate fight, but usable items that are beneath our party's level would be a way to swing the battle without splitting the party even more. I am thinking Acid flasks, maybe a couple potions, and of course, the Wand.
I highly doubt any of them have UMD at a useable level. Low level Warriors don't have much on the way of skill points to waste on stuff like that.
We can give out all our alchemical items to throw, and lend the launcher?
But we can distribute some potions and Alchemical stuff for them to use. I'll add that to the plan.
 
They are a mercenary company. Could have a rogue/scout in their ranks. Could have a bard. You never know.
Some variant of a Rogue is possible, I guess, but we would know if there was a Bard among them by now.

Can't hurt to try, though. I've added lending them the wands to my plan, if there are any among them capable of using them.
 
I really like the Web i- I liked the Web idea. I think that we have to assume that the incoming drow are likely to have alchemist's fire items.
They might not, and so it's worth trying.

Idea: Sirim gives the telepathic signal to breach and casts Pyrotechnics. The party breach.
Sirim uses his (Hermean Potential) Intimidate/Bluff check. "Surrender and you will not be harmed"
Mina casts Ill Omen on the Alchemist. Kori casts Shadow Enchantment: Suggestion on the alchemist. "Fully Surrender". Gorok and Cob ready actions to stab him if he saves.
If he does not save: someone tells him "'Fully Surrender' means to get into this bag of holding, and do nothing until I tell you otherwise".
Mina casts Web at incoming Drow/the doorway - this will hopefully catch them in the spell rather than have them outside it.

People get to fighting. If we can get them alive, that's great, but if not, it's the one's under glamour I'm focused on.
 
However, this brings up a good question. Our party's actions are too valuable to use most of the items requiring an action. We are starting to offload those actions to Pepper who is otherwise uninvolved in direct combat.

Which leads me to ask, is there a way for a familiar to learn how to use wands and scrolls?
 
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wait, won't Web's massive 20ft radius just result on it being cast onto a torch/candle/other fire and then ignite? Setting the whole boat on fire, destroying our loot and evidence?
 
I really like the Web i- I liked the Web idea. I think that we have to assume that the incoming drow are likely to have alchemist's fire items.
They might not, and so it's worth trying.

Idea: Sirim gives the telepathic signal to breach and casts Pyrotechnics. The party breach.
Sirim uses his (Hermean Potential) Intimidate/Bluff check. "Surrender and you will not be harmed"
Mina casts Ill Omen on the Alchemist. Kori casts Shadow Enchantment: Suggestion on the alchemist. "Fully Surrender". Gorok and Cob ready actions to stab him if he saves.
If he does not save: someone tells him "'Fully Surrender' means to get into this bag of holding, and do nothing until I tell you otherwise".
Mina casts Web at incoming Drow/the doorway - this will hopefully catch them in the spell rather than have them outside it.

People get to fighting. If we can get them alive, that's great, but if not, it's the one's under glamour I'm focused on.
I've currently got Cob assigned to taking the Alchemist apart, without killing him if possible. That's the fastest way to subdue him that I can come up with, since Cob can Shadow Teleport to him instantly and start Sneak Attacking before he has a chance to use any Infusions, bombs, Mutagens, etc.

Using a combination of Ill Omen/Evil Eye and Shadow Enchantment takes a lot longer and give the Alchemist a much better chance to respond.
However, this brings up a good question. Our party's actions are too valuable to use most of the limited use items we have on hand. We are starting to offload those actions to Pepper who is otherwise uninvolved in direct combat.

Which leads me to ask, is there a way for a familiar to learn how to use wands and scrolls?
The Familiar needs to be able to hold the wand. It's up to DP whether Pepper can do that sufficiently to use the wand. IIRC, he can use any spell trigger items so long as the spell is on the Witch spell list.
@Goldfish could we not unleash Warty and have him swim rather than use abductor beast statuette?

[X] Goldfish
Not the best situation for Warty, unfortunately. The Abductor Beast is better suited to carrying everyone underwater and we can return it to statuette form easily without casting a spell. If we bring Warty, we're stuck with a giant frog monster being in the middle of things until someone can cast Carry Companion on him, and we might not have the spare Mythic power leftover for that.
wait, won't Web's massive 20ft radius just result on it being cast onto a torch/candle/other fire and then ignite? Setting the whole boat on fire, destroying our loot and evidence?
There was no sign of fire being used when Sirim scouted the area. He even specifically mentioned that the low light in the lab was magical in nature, to better suit Drow preferences.

We probably don't have to worry about fire in the hold. A Drow Alchemist is much more likely to use poison bombs, especially one working on a wooden boat.

Just in case, I'll add a note that Mina won't cast Web if she sees any nearby open flames.

EDIT: @BeepSmile, I've added this to the plan:

--[] Once the fight begins in the hold, Sirim telepathically communicates with everyone within range, attempting to Intimidate them into inaction. "By the authority of the Governor of Cassomir, you are under arrest for suspicion of smuggling, tax evasion, and forgery. Surrender peacefully and you will not be harmed!". He uses a reroll from Hermean Potential to achieve the best possible result.

Along with having Mina cast Hermean Potential on him and Kori use Shadow Enchantment for a Bestow Insight (Intimidate).
 
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