Finding the Spark (Pathfinder 1E Quest)

Sending's actually quite bad for this, if it's being cast via scroll.

25 words, from nowhere, unexpected, by someone you barely know, and there's invisible devils after your tribe (the imp, for example)?
And you're not even a magic user?

Their first thought isn't going to be "Gorok's mage friend" and 25 words isn't enough to explain what's going on and ask questions, and expect a response. Doing it with spell slots during downtime is a lot cheaper than using scrolls.

Mina or Sirim casting scrying (preferably with their own spells, as this might take multiple attempts) on various members of Gorok's tribe, and then trying to cast Message through the scrying spell (with diplo buffa) seems like it would work better?

-----
On that note, with the Scrying spell, I'd argue that Mina and Sirim now have "Secondhand (you have heard of the subject)" knowledge of Erinea Doris.
So when Mina and/or Sirim level up, they can try to scry on her with a +5 to Erinea's save, and then cast message through it (with Bestow Insight Diplomacy and other buffs, of course)
That is a good point. I would prefer to save the Sending scrolls, if possible. Scrying is a much better option, since our people will be able to cast it repeatedly as soon as they level up. Hopefully, we've earned enough XP in Cassomir to make that happen.

I'm not sure if the name Erinea Doris is enough of a Scrying target. Depends on whether or not the name is legit.

What if we used Wild Arcana or Inspired Spell to cast an Instant Portrait spell into one of our Rings of Spell Storing, then found someone else who has seen a person wearing armor like Mina's. The villagers in Fusil should qualify?

They could use the ring to cast the spell onto a piece of parchment, then we would have a good picture of them. Assuming it's their real appearance, of course. That would make Scrying easier.


And some of the stuff we got from Sylestrix used to be the survivors' possessions, so those might qualify as well.
 
IP states "or a creature you can see without", and that reads to me that you need to be perceiving them at the time of casting.

I recall Kori's vision being from her perspective so he did not see her. But, was there anyone else in that vision/memory?
He'd have seen that person and could (buffs to improve his memory) alter shape into those people's likenesses, at least, if they got into the escape pods at the same time.
"She came here in the company of three others to exchange coin and news on where in Taldor they might find a dragon"
----
On Scrying: I don't read 'have heard of' as meaning 'needs their real name'

I think "the person who did banking with me and used the name of [Erinea Doris]" counts as 'heard of'.

Edit: That's four people. I wonder what happened to the other two.
 
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IP states "or a creature you can see without", and that reads to me that you need to be perceiving them at the time of casting.

I recall Kori's vision being from her perspective so he did not see her. But, was there anyone else in that vision/memory?
He'd have seen that person and could (buffs to improve his memory) alter shape into those people's likenesses, at least, if they got into the escape pods at the same time.
"She came here in the company of three others to exchange coin and news on where in Taldor they might find a dragon"
----
On Scrying: I don't read 'have heard of' as meaning 'needs their real name'

I think "the person who did banking with me and used the name of [Erinea Doris]" counts as 'heard of'.

Edit: That's four people. I wonder what happened to the other two.
I wonder if a Mindlink spell would allow someone to transfer enough mystically relevant information to one of our people to qualify for having seen them in person?

Mindlink – d20PFSRD


10 minutes of memories, including audio, visual, and even emotional content might be enough to do the trick?
 
Vote closed.
Adhoc vote count started by DragonParadox on Dec 1, 2024 at 7:59 AM, finished with 44 posts and 9 votes.

  • [X] No, stay and watch the princess' entrance
    [X] Leave at once, you have the spell for it, you can go
    [X] Leave at once, you have the spell for it, you can go
    -[X] But if we do end up staying to see the princess's visit, it'd be nice to do some downtime activities before she arrives: Learn spells, turn the poison from the darts into something good for Gorok (Each dose needs a Surge Point from Kori and Sirim), maybe buff Pepper and investigate one of the psionic items.
 
Well, if we're going to be in town for that much extra time, we might as well check to see if Saenir is willing to give Cob some more lessons.

@DragonParadox, would a Shadow Claws spell be compatible with Kori using the Shadow Projection Revelation?

Shadow Claws - Spells - Archives of Nethys: Pathfinder RPG Database

You summon a pair of claws over your hands formed from semireal material. This grants you two primary claw attacks dealing 1d4 points of damage if you are Medium (1d3 if Small) plus 1 point of Strength damage. A successful Fortitude saving throw negates the Strength damage (DC = this spell’s DC).

Shadow Projection (Su): You infuse your life force and psyche into your shadow, causing it to separate from your body and act as an independent creature. This ability functions as shadow projection except as follows. Your shadow has the outsider type and the phantom subtype instead of the undead type. As a result, this ability does not have the evil descriptor and your shadow cannot be turned or affected as undead (though it can be affected as an outsider). You can use this ability for a number of hours per day equal to half your oracle level. These hours don't need to be consecutive, but they must be spent in 1-hour increments. Your shadow's hit points are not replenished between uses, although your shadow can be healed in the same manner as any other outsider. When this ability isn't in use, any healing done to you also heals your shadow for an equal amount. You must be at least 7th level to choose this revelation.
A Shadow is Incorporeal, so it couldn't normally wield a weapon, but the Shadow Claws spell looks like it would get around that limitation.

If it does, he could make two claw attacks each round as a Shadow, each would inflict 1d4-1 damage, 1d6 Strength damage, and another 1 point of Strength damage if the targets fails their Fortitude save.

That's a pretty nice combo.
 
Arc 9 Post 64: A Drink for the Parched
A Drink for the Parched

19th of Kuthona 4707 A.R. (Absalom Reckoning)

Though the Surefoots are reasonably understanding about the need to return to Cheliax for Gorok's people, they are also worried about losing one of their most valued oaths for the expedition, just as they are attempting to find human sellswords to take and hold ground with their part of the haul. Though he need not do it, indeed the dwarves are surprised to even seen him around, Leontas offers to spread the word among the sellswords of the city of the great fortune he gained 'in the service of Clan Surefoot'. That is not entirely true, but 'mutually agreed upon backstabbing of our last patron' tends to put people off.

The former crusader explains that he and his soldiers agreed to take vows to the Lord Governor and hence to the crown of Taldor in exchange for sinking a portion of their earnings into the Cassomir hinterlands. The land there is rich, but never so much for the tastes of certain noble houses who seek to eclipse the capital and manage only to immolate their own fortunes. There is thus no lack of ancient manor houses of renown left to rot quietly among the hills as the peasants see to their own affairs and the creditors squabble.

Sir Pisca toasts and speaks with all honor of his new comrade-in-arms that evening, though one cannot help but wonder if that has more to do with the fullness of his pouch than any great love shared between the Mendevian Crusader of uncertain heritage and the scion of Taldor's ancient and storied aristocracy. Surely he can't have spent all the money he took off the drow yet, though maybe he's grown more forethoughtful in his company of late.

That company, Mina, reminds you that evening over bitter dwarvish brews and the din of many cheers and stories told, honest and not, includes a drow.

"He seems to be doing alright by himself..." you motion towards the figure of Saenar, his glasses and robes just as you had found them, though the palor of his skin and the vivid green of his eyes speaks of the elves of the sun. The alchemist presents as a bookish scholar of the Forlorn, elves raised among shorter lived peoples, who has only now overcome the death of his adopted kin to mingle with the world again. The refusal to speak of painful memories covers many of the gaps in his knowledge, and the kind of hesitant good cheer he puts on does the rest.

It's not that he challenged three dwarves to a drinking competition across the common room, it's that he allowed them to do so and is now steadily drinking them under the table while making entertaining faces for the onlookers.

"Do you think we should tell Ungor, after all this I mean?" Mina asks worriedly.

"The only way he'll ever be safe is if he never drops that glamor until he can make something of flesh and blood. You think a dwarf's going to keep that secret?"

"He'd want to know though..."

"So would most of the tavern, if they even know what a drow is. We either trust him or we don't, and we choose the first when we took the knife from his throat."

"I'm just surprised the governor just let him go, he seemed a stickler for the the law. I thought he'd keep him in the dungeon or something..." she trails off.

For how long? you almost ask, the entire concept of imprisonment for a set span of time still seeming backwards to you. Once they are out all they will have learned is to hate their jailer as much as fear them. Should hate prove the stronger it's just more trouble along the way. A cold wind rattled against the shutters as the fire suddenly burned low, like a beast made weary as the door slides open... to reveal nothing more ominous than a trio of dwarves with a nose for a good time and a gait that shows that this isn't the first tavern they've visited tonight.

Your thoughts return to what you might do with the pirates' ship and the engine. Given the troubles among Cassomir's mercantile forces no one had come forward to buy one 'somewhat used pirate ship,' but the governor is willing to pay twelve thousand gold pieces for it at least. He, like most everyone who the notion had been presented, wants nothing to do with the engine, though that's not to say there had been no interest.

"Saenar wants to buy the soul-engine?" You briefly wonder who had told the drow about it before Sirim gives a wordless clink against your mind, the nearest thing to clearing his throat he can manage.

What do you do about the ship?

[] Keep it as your part of the loot and pay the others their share (- 8,000 gp)

[] Sell it (+4.000 gp)

What do you do about the engine?

[] Keep it

[] Sell it (+5.000 gp & 1 Favor with Saenar)



All PCs gain 5,962 XP

OOC: Well, the election over here has been going not entirely shit so far at least from what can be heard online, fingers crossed. Also, finally did your XP calculations, and this is also your chance to speak to Pisca and Leontas before you go to see the princess enter the city.
 
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That's enough XP for Kori and Sirim to level up.

The others are going to be very close to 7th level, though. I'll start putting together some level up plans for both of them.
The former crusader explains that he and his soldiers agreed to take vows to the Lord Governor and hence to the crown of Taldor in exchance for sinking their part of sinking a portion of their earnings into the Cassomir hinterlands. The land here is rich, but never so much for the tastes of certain noble houses who seek to eclipse the capitan and manage only to immolate their own fortunes. There is thus no lack of ancient manor houses of renown left to rot quietly among the hills as th peasants see to their own affairs and the creditors squabble.
You doubled up on the bolded section, DP.

Did Leontas and his crew just buy themselves noble titles? Sounds like it, between purchasing a large amount of land and swearing to the crown.

Good on them, that's a much better end to their career than the vast majority of crusaders could ever hope for.
 
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I think we should sell the ship and the engine. We don't need either one of them, but an extra 9,000 gold never hurts. The favor from a 13th level Alchemist isn't bad, either. Saenar is much higher level than the crazy Dwarf who created the engine, so he has a better chance of perfecting it.

[X] Sell them both
-[X] Sell the ship for 12,000 gold (4,000 gold for us) and the engine (5,000 gold and one favor from Saenar for us).
 
Here's what I've got so far for Kori and Sirim's level ups.

It's a good one for both of them. Kori gets a bunch of new spells, a feat, and a Revelation. For his feat, I want to pick up Additional Traits so he can learn my Umbral Evolution trait and get rid of Umbral Unmasking. DP approved the new trait a while back, but now is the first good chance we've had to get it. It'll boost some of Kori's spells, but we won't see a significant increase immediately because it builds with caster level.

Getting rid of Umbral Unmasking is important, too. Kori's unruly shadow isn't something we can hide and it's already caused us issues a few times. It's a distinctive and memorable feature that can give away his identity and ruin disguises, so it's gotta go.

I've talked about the Shadow Projection Revelation a lot recently. Being able to project himself as a Shadow will let Kori do most of the stuff Sirim can do, but in most cases he'll be better at it. And while he's projecting, Sirim can possess his body so the full party will be active instead of of having a Kori-shaped dead weight to worry about.

For spells, Hidden Diplomacy will let Kori use his Intimidate skill for a lot of Diplomacy checks. It's not a replacement for Diplomacy, but it'll help fill in the blanks. Sure Casting is to help deal with enemies who have Spell Resistance, and Lesser Restoration is for healing ability damage. We've only had a couple instances of that so far, but it's going to become more common and more dangerous as we level, and there are not many practical ways to deal with it outside of natural healing, which is super slow, and a handful of different spells. Lesser Restoration is one of the few that can do it without expensive material components.

I'm not sure about Kori's 3rd level spell, though. There are a lot of good choices to pick from. Lower level Divine magic isn't great at purely offensive spells, but there are a couple decent ones. I think he already has enough of those for now, especially with Inspired Spell factored in.

Qlippoth Appearance is tempting. It's a long duration buff to Intimidate checks that has added functionality, like being able to Paralyze or Sicken victims. Kori could cast it for the buff, then rely on the other effects later on without needing to cast another spell, similar to how Mina's Hexes work.

Qlippoth Appearance - Spells - Archives of Nethys: Pathfinder RPG Database

When under the effects of this spell, your face and body appear subtly wrong, though you are still recognizable as yourself. You gain a +4 circumstance bonus on Intimidate checks but take a –4 penalty on Diplomacy checks. As long as this spell’s effects persist, you can reveal the face under...

Blindness/Deafness is technically an offensive spell, and a really good one, IMO, but it's more than that since it lasts indefinitely until removed. It won't just ruin someone's day in a fight, but also help keep them docile afterward.

Blindness/Deafness - Spells - Archives of Nethys: Pathfinder RPG Database

You call upon the powers of unlife to render the subject blinded or deafened, as you choose.

Kori is going to learn Shadow Conjuration eventually, but in the meantime Summon Monster III would be a good spell to have available. It takes too long to cast using Inspired Spell and the 3rd level list has some solid options.


[] Kori Level Up
-[] Class: +1 Oracle
-[] Favored Class Option: +1 HP
-[] Skills (6 points): +1 Bluff, +1 Intimidate, +1 Perception, +1 Sense Motive, +1 Spellcraft, +1 Stealth
-[] Background Skills (2 points): +1 Linguistics (Dwarven), +1 Lore (Azlanti History)
-[] Feat: Additional Traits (Gain the Umbral Evolution (Intimidate) Trait, Remove Umbral Unmasking Drawback)
-[] Revelation: Shadow Projection
-[] Dark Secrets Spells:
--[] Retrain: Dancing Darkness >>> Shadow Claws
-[] Spells:
--[] 1st Level: Hidden Diplomacy
---[] Retrain: Bless >>> Sure Casting
--[] 2nd Level: Restoration: Lesser
---[] Retrain: Burst of Radiance >>> Defending Bone
--[] 3rd Level: Dark-Light


For Sirim's new feat, I've got Greater Spell Focus slotted in. He's already leaning very far into Illusion magic, so our best bet is to continue focusing on it. The DC increase to his Illusion spells also helps offset his lack of an INT booster.

Greater Invisibility is arguably one of the best 4th level spells, and it is going to make Cob one deadly little Goblin dude. It's going to be Sneak Attack season...forever.

It's great that he is finally able to learn Shadow Conjuration. There is a ton of versatility in the spell and it will help make up for Conjuration being one of Sirim's opposition schools.

[] Sirim Level Up
-[] Class: +1 Wizard
-[] Favored Class Option: +1 HP
-[] Skills (6 points): +1 Bluff, +1 Diplomacy, +1 Knowledge (Arcane), +1 Knowledge (Religion), +1 Spellcraft, +1 Stealth
-[] Background Skills (2 points): +1 Knowledge (History), +1 Knowledge (The Planes),
-[] Feat: Spell Focus: Greater (Illusion)
-[] New Spells:
--[] 4th Level: Invisibility: Greater, Shadow Conjuration
 
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Thanks for level-up thoughts Goldfish.

And sure, why not give the soul-engine to the ethically grey drow scientist? What could go wrong?:p

[X] Sell them both
-[X] Sell the ship for 12,000 gold (4,000 gold for us) and the engine (5,000 gold and one favor from Saenar for us).

OOC: Well the election over here has been going not entirely shit so far at least from what can be heard online, fingers crossed.
Here is hoping for you.
 
[x] Sell it (+4.000 gp)
[x] Keep it

By the time we get to Ustalav we'll find someone mad enough to expand the design.
And if not, we have the skull of its creator with us.
 
[x] Sell it (+4.000 gp)
[x] Keep it

By the time we get to Ustalav we'll find someone mad enough to expand the design.
And if not, we have the skull of its creator with us.
Maybe Saenar will have it perfected by the time we're ready to go adventuring there?

If so, we might just be able to buy an upgraded version from him. If we leave it with him, that allows more time for it to be experimented on and improved upon rather than sitting in our bags for weeks or months until we find someone trustworthy and/or skilled enough to work on it.
 
No offense to our recent... ally, but I want our alchemists scientist-mad, not Dr. Mengele-mad. Extracting bone marrow from people briefly turned into undead is a bit of a low ethical bar, even for me.

I mean, sure, I'd probably sell it somewhere in Oppara and then cackle madly as it causes a zombie apocalypse by getting infused with negative energy and producing more and more animated corpses, but I rather like Cassomir where we made some good contacts, and I'd prefer to spare it this kind of experiment.
 
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If we explain our hopes for the engine, can we leave it with Saenar until we are ready to take/teleport it with us to Mina's homeland?

As in, we pay for it, and there's no favour, Saenar had full access to it as long as he agrees to not do anything he thinks is will leave it less suited for our end goal, and if he accidentally breaks it, then he owes us.

My thinking is that it's not useful to us right now, but until it is, someone might as well get utility from it.
 
If we explain our hopes for the engine, can we leave it with Saenar until we are ready to take/teleport it with us to Mina's homeland?

As in, we pay for it, and there's no favour, Saenar had full access to it as long as he agrees to not do anything he thinks is will leave it less suited for our end goal, and if he accidentally breaks it, then he owes us.

My thinking is that it's not useful to us right now, but until it is, someone might as well get utility from it.
I don't think we will be able to do anything to make it work better outselves, or find anyone to improve upon it who will be able to do better than Saenar.

While I'm not one to turn down more gold, we aren't exactly hurting for cash right now, so I can get behind the idea of lending Saenar the engine and the notes from the Dwarf Alchemist who created it, with the caveat that he shares what he learns with us.

How about this?

[X] Investing In The Future
-[X] Sell the ship for 12,000 gold (4,000 gold for us).
-[X] Lend Saenar the device and its creator's notes, with the understanding that he will share what he learns of it with us free of charge and that he won't subject it to destructive testing. He must also agree to source corpses legitimately, rather than killing others or paying intermediaries to kill people, when he needs fuel to test the device.
--[X] Provide Saenar with the 4,000 gold we made from selling the ship to help fund his research into the workings of the device and possibly to improve upon it (and probably to purchase fresh corpses), specifically its potential ability to drain large amounts of unattached Negative Energy associated with necromancy and the Undead from the surrounding environment.
--[X] If he learns to create improved versions of the device, we will be able to purchase one of them at cost.
--[X] If Saenar doesn't agree to these stipulations, we'll keep the device until we can find someone else to work with it. If he does agree, we will strongly recommend that he leave Cassomir, perhaps moving to a sparsely populated area where he can work under less scrutiny.
 
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Sure, let's go with that.

[x] Investing In The Future


I sure hope not. The world is not ready for Corpsepunk aestethics.
Yeah, I thought better of that part. Edited it out of my plan. Not that he can't have the idea himself, but let's not inadvertently encourage him to go into business by kicking off the necrotech industrial revolution.
 
How's this for Kori's new 3rd level spell?

Dark-Light – d20PFSRD


It's a very large AoE spell that can Blind anything that doesn't have the Light Sensitivity weakness. That's a fairly rare weakness, especially outside of the Darklands. Even better, Light Sensitivity is a different weakness than Light Blindness, so it would still affect creatures like the Drow.

Being able to Blind everything in a 20 foot radius is pretty powerful.

I think if Kori learned this one, we could have him retrain Burst of Radiance to learn a new 2nd level spell. Burst of Radiance does have the advantage of doing some damage to Evil creatures, but it has a much smaller AoE.

For a replacement 2nd level spell, Drunkard's Breath, Cleromancy, or Defending Bone would all be good choices.

Drunkard's Breath has the advantage of being able to Nauseate enemies without obscuring vision.


Cleromancy is kind of a weird one, but we could make it work for us, especially since Kori gets an extra +1 on any Luck bonus he receives.

Cleromancy – d20PFSRD


Defending Bone is a solid defense buff. Bludgeoning damage is fairly common, but the DR would still protect from Slashing and Piercing damage, which cover the most prevalent forms of physical damage. Kori could go into every fight with this spell active.

 
[X] Investing In The Future
-[X] Sell the ship for 12,000 gold (4,000 gold for us).
-[X] Lend Saenar the engine and its creator's notes, with the understanding that he will share what he learns of the engine with us free of charge and that he won't subject it to destructive testing. He must also agree to source corpses legitimately, rather than killing others or paying intermediaries to kill people, when he needs fuel for the engine.
--[X] Provide Saenar with the 4,000 gold we made from selling the ship to help fund his research into the workings of the engine and possibly to improve upon it (and probably to purchase fresh corpses).
--[X] If he learns to create improved versions of the engine, we will be able to purchase one of them at cost.

Wait, hang on.
What are you hoping to get from this?

I thought that Mina was hoping to repurpose it into something that drains high levels of necromantic energy from a small space relatively quickly, and that we were vaguely intending as a thread to try something like that.

What does "improved versions" mean in your eyes, because I think that using the engine to provide motive force is... asking for trouble that we don't need, and isn't worth getting since if we need an engine of some sort there's probably something that you dump spell slots into that we can buy with a bit of effort, without needing to use socially unacceptable fuel sources.

Also, using it to provide motive force would prevent it being used for ecological clean-up, which is what I thought was the plan.
 
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