Finding the Spark (Pathfinder 1E Quest)

I imagine that's almost always the death knell of a mine on Golarion...dig, dig, dig for years, maybe even generations...then eventually they reach Nar Voth and everyone peaces out before getting eaten.
 
I imagine that's almost always the death knell of a mine on Golarion...dig, dig, dig for years, maybe even generations...then eventually they reach Nar Voth and everyone peaces out before getting eaten.

The lucky ones never actually hit Nar Voth since it is the least expansive layer of the Darklands and by the time you dig deep enough to strike Sekamina... well let's just say you have to be a very specific flavor of stubborn to dig that far down.
 
@Goldfish , it seems that Gorok is better suited to take on the moldmen with his own claws, right? It guarentees a minimum damage of 6, and they have only 5 hp.

Right?
 
@Goldfish , it seems that Gorok is better suited to take on the moldmen with his own claws, right? It guarentees a minimum damage of 6, and they have only 5 hp.

Right?
For the most part. If there is a chieftain, however, he would be better off using a melee weapon to avoid making as much physical contact with it as possible.

Depending on numbers and positioning, it might be best for him to just fight defensively with a morningstar or his earth-breaker while trying to distract and draw Vegepygmy attention, making what hits he can. He's got the highest AC and HP, but Cob has the highest consistent damage. Even ignoring Sneak Attack damage, Cob's going to inflict a minimum of 5 damage on each hit, which will one shot the typical Vegepygmy.

We should try to keep him positioned to flank the Vegepygmies as much as possible to give him the +2 attack bonus.

EDIT: I'm mostly just worried about a Russet Mold infection.
 
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Not a lot of votes. I think I might have to leave this a few more days.
Adhoc vote count started by DragonParadox on Mar 15, 2023 at 1:20 PM, finished with 19 posts and 4 votes.

  • [X] Ask that we let Cob scout the other path first before doing anything else since it could be the path is easier and can use it to better sneak up on Vegepymies
 
Combat turns generally don't have plenty of votes...

But anyway, I think that the pickaxes are great loot. I mean, down here, the ability to break into some place or modify the battleground with some preparation is wonderful.
 
Arc 1 Post 21: Slip and Slash
Slip and Slash

The Season of Still Stone

Caution compels you to check the other way before you commit to battle, you argue. Alas that caution is not free from mischance. Your ever-willing goblin scout climbs up and up the rough ramp of tumbled masonry, almost to the top twenty feet above the cave floor, rope in hand then it happens, too fast to stop yet in the moment seemingly slow as as a snail's charge: he lunges for a ledge, a few inches out of reach... they might as well have been miles. As Cob lands heavily where he did not mean to the stone shifts, like a beast waking from long slumber it rumbles, it roars as it comes crashing down, the sound eclipsing Mina's scream.

Somehow by skill or more likely belated luck Cob manages to hang on to a three foot slab of stone and ride it down, leaping off just as it crashes into a larger stone, jumping into Gorok's embrace, or more properly smashing into his chest and hitting his head into the warrior's jaw.

Cob Climb: 1d20+2 = 5 (Failure)
Con Reflex: 1d20 +6 = 20 (Success)

Cob takes 5 damage

"Are you alright?" Mina asks, recovered from her fright, though the answer is obvious enough.

"I... try... again..." he manages. Spitting blood does not help his point any,

Once the sorceress had seen to him and proclaimed him well enough odds are the fearless little fellow would have tried again but the sound to thumping, feet slapping against stone in your ear heralds the enemy coming to you.

Perception Akorian: 1d20 +5 = 21 vs Enemy Stealth 1d20 +10 -5 (Moving at Full Speed) = 14

"Ware, foes!" you shout , just in time for all of you to turn to the mouth of the tunnel, though Cob cannot do much about the dark green figures sliding down the last few feet. No larger than Cob and more slender than him even the heavy picks they balance in both hands to not seem like much of a threat at first, but to eyes accustomed to the darkness of Nar Voth one thing stands out in chilling relief, they are not warm with living blood but the same temperature as the stone, the onl real heat you can see is in the seed-like eyes and the darting worm-like tongue.


Thunk-snap, the sound of the crossbow echoes through your bones, but your aim had been true, the bolt passes through the head of the first fungal manikin to emerge into the cave passing clean through the back.

Vegepygmy Killed

One might think, hope that the sight of one of their own perishing so suddenly would make the others weary, one would be sore mistaken, they charge swinging their stolen picks savagely. Left and right you are accosted with rusted steel while Gorok reels under a blow in the side, though thankfully it cannot pass through two layers of scales.

Mina shoves a dagger between that foe's shoulders, face mirroring something between horror and bewilderment when the blow connects, and she tears it out through the back of its neck, though you quickly lose sight of her as Gorok comes up behind one of your attackers and snaps off an arm and shoulder in one bite. Losing about a fifth of its mass is too much for the creature, another pick clatters to the stone floor. Cob leaps upon the other with more luck than he had with the stone way, driving the point of his dagger into one of his eyes.

Three Vegepygmies Killed

Though none of you were injured in the brief scuffle the next few minutes are tense, waiting for the sound of more small bare feet pattering on stone... none come.

"What's this?" Mina asks, looking down at a black bulb next to the moldfolk she had killed. The thing is covered in translucent pustules, some kind of fungal growths? You watch entranced as the warmth of her hand flows into the bulb and the thing starts to glow.

"Black Bulb... dangerous," Gorok mutters. "These can make poison light, saw them a time or two in the marketplace. they do not grow in the they must be tended in a place of death."

Gorok Knowledge (Nature): 1d20+4 = 23 (Success)

"A place of death..." you look up at the slope of rubble, then at the ring Cob had stashed into his patchwork pocket. "Like the kind you would find that corpse in?"

Gained 1 Black Tumor Bulb
Gained 4
Pickaxes

On the one hand your path into the mine is open, on the other whatever is behind that wall of rubble only grows stranger, perhaps more profitable, perhaps more dangerous.

What do you do next?

[] Try to get into the ruin again

[] Continue on into the mine

[] Write in


OOC: Hope this gets more than four votes.
 
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Holy crap, are they growing the equivalent to Fungal Stun Vials? Was that being carried by one the Vegepygmies, @DragonParadox, or did the falling debris shake one loose from where it was growing? I hope they aren't growing them, because that's scary as fuck, but I do hope there is a patch of them we can harvest before we leave. The one we have could be of great help against the Vegepygmies.

I want to try for the ruin one more time, on the off chance we might find more of these.

[X] Try to get into the ruin again, after casting Cure Light Wounds on Cob.
-[X] Suggest that Gorok try to make the climb instead of Cob, or with Cob's assistance, after casting Guidance on each of them.
 
Holy crap, are they growing the equivalent to Fungal Stun Vials? Was that being carried by one the Vegepygmies, @DragonParadox, or did the falling debris shake one loose from where it was growing? I hope they aren't growing them, because that's scary as fuck, but I do hope there is a patch of them we can harvest before we leave. The one we have could be of great help against the Vegepygmies.

It was carried by one of them.
 
These ones were guards. They probably don't have one each.

Also, these might be the thing being smuggled to the surface
 
[X] Try to get into the ruin again, after casting Cure Light Wounds on Cob.
-[X] Suggest that Gorok try to make the climb instead of Cob, or with Cob's assistance, after casting Guidance on each of them.
 
I think that we might end up finding some undead in the ruins. It is another encounter, and we still need to take on the moldmen tribe today.
 
I think that we might end up finding some undead in the ruins. It is another encounter, and we still need to take on the moldmen tribe today.
Hmm, that is a real concern. Undead, even weak ones, can be problematic to deal with at our level.

With that in mind, I think maybe we should try to deal with the Vegepygmies first before braving the ruins. We've already killed some of them, so things are bound to escalate shortly. Once they're dealt with we should be able to rest and recuperate before going back for the ruins.

[X] Continue on into the mine, but first cast Cure Light Wounds on Cob.
 
Wow, that went better than expected despite not planning for it.

Well, if enemies are taken care of and way is free...

[X] Continue on into the mine, but first cast Cure Light Wounds on Cob.

Still might need to explore other tunnel if pygmies are making use of it for stuff, see if we can't use it ourselves.
 
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