Finding the Spark (Pathfinder 1E Quest)

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We've still got almost the full duration of our Pass Without Trace spells active, along with hours of Delay Poison and Life Bubble, and Gorok and Cob each have more than two hours of Mythic Heroism buffs remaining.

The entire party is quite stealthy and Gorok has high Survival and Nature bonuses, too. If we can get Bigyus to help, that would be even better. Hopefully we can make the trip without alerting too many locals to our presence.

[X] Cut a path through the trees to the water and from there to this glass pillar, hopefully recovering the mites' tree along the way
-[X] Ask Bigyus to accompany us as a guide, if it is willing.
 
Going by the pictture, I thought Bigears would be more fitting.

Now that we have Oriel's name, can we summon him at will? Or what are the requirements? I think he'd be safe to touch any of the spheres if it did send you to another world; he can always be recalled back. Although it required a scroll the first time...
 
[X] Cut a path through the trees to the water and from there to this glass pillar, hopefully recovering the mites' tree along the way
-[X] Ask Bigyus to accompany us as a guide, if it is willing.
 
Going by the pictture, I thought Bigears would be more fitting.

Now that we have Oriel's name, can we summon him at will? Or what are the requirements? I think he'd be safe to touch any of the spheres if it did send you to another world; he can always be recalled back. Although it required a scroll the first time...

If you have lesser planar binding (or lesser planar ally) sure, but you do need the spell, that is what opens the way.
 
Well, you gotta respect the effort of someone else making a plan.
Thanks, I'm not tiring to be disruptive, just voting on what I think is best

[X] Cut a path through the trees to the water and from there to this glass pillar, hopefully recovering the mites' tree along the way
-[X] Ask Bigyus to accompany us as a guide, if it is willing.
 
[X] Cut a path through the trees to the water and from there to this glass pillar, hopefully recovering the mites' tree along the way
-[X] Ask Bigyus to accompany us as a guide, if it is willing.
-[X] Sirim asks (Diplo), Mina provides him with the fortune hex for this. (Can Gorok provide Aid Another with Knowledge Nature?). If it's a Nature check to ask for guidance, then Gorok asks, and Mina provides him with Fortune.

We don't know how long we'll be travelling - if we'll long rest before our next encounter/challenge, so we might as well use Fortune on moderately useful things rather than hold in in reserve imo.
 
[x] Cut a path through the trees to the water and from there to this glass pillar, hopefully recovering the mites' tree along the way
-[x] Ask Bigyus to accompany us as a guide, if it is willing.
-[x] Sirim asks (Diplo), Mina provides him with the fortune hex for this. (Can Gorok provide Aid Another with Knowledge Nature?). If it's a Nature check to ask for guidance, then Gorok asks, and Mina provides him with Fortune.
 
Arc 9 Summary
Act 9 begins in the aftermath of the battle with ogres. The party finds a formerly holy blade of Aroden, now defiled in Haggakal's name, but still keeping the connection to the Last Azlanti. They tell Sylestrix of the kobold tribe who want to serve her, and part ways, with Kori silently vowing he'll come back to see how they are doing. The party returns back to the caravan and its precious cargo, and get news from the Pathfinders that a Taldan noble agreed to meet them on Taldor's border. A river ship, The Dancing Slurk, is shaped out of stone with magic to haul the adamantine, which is where the expedition if found by Sir Pisca Fahlspar, the nephew of the Great Duchess, a gambler and a risk-taker up to his ears in debt. Despite the initial misgivings, the promise of gold helps everyone find a common cause.

The Dancing Slurk makes a brief detour to the Isle of Arenway where druids live, first to relieve the Ohancanu guards from their duties, but also so that Gorok could retrieve the bones of his ancestors. Somewhere along the journey Mina sends a letter to the monastery in Ustalav where she was raised, wondering about her heritage as a changeling after the recent encounter with a hag coven. On the last leg of their downriver trip the party has a run-in with pirates harassing dwarven shipping at the behest of House Basri and the elves of Kyounin, and take Captain Scorpio and half of his crew prisoners before arriving to the port city of Cassomir with the pirate ship in tow. The ship's engine is discovered to run on anima from fresh corpses, a fact that Mina hopes to use to put undead to rest in Ustalav.

Rather than pay the docking fee for an unidentified magical vessel, The Dancing Slurk is dematerialized once the cargo is offloaded. The pirates are led to be judged before the governor and likely hanged, but the convoy is attacked, and they manage to escape to the underground tunnels. Divining what lurks in the tunnels provides a drawing of a three-eyed dark elf, which is enough of a concern for Sir Pisca to bring it to Lord-Governor Bozbeyli. During the meeting with the governor the party finds out that he is being spied on by House Basri with magical means, and once they communicate with him telepathically they are asked to bring proof of who, if anyone, is colluding with the drow, whose very existence is a secret for most people. Bozbeyli gives them a lead to pursue: someone in the West Wind Company is trafficing slaves to make eskelete, a drug made out of bone marrow of recently deceased, but no bodies had been found. The Cassomir Pathfinder branch supplements this with the story about how House Basri thugs warned them against looking too hard into it, and that surface elves may be involved in it somehow.

The party tracks the drug trade to the alchemical laboratory on a barge-turned-inn, operated by a dozen of drow in the town's poorest quarter. A two-pronged attack with Leontas' men catches the drow off-guard, though only the alchemist in charge of the facility tries to surrender; the rest are slaughered. The prisoner, who introduces himself as Saenar, is swiftly interrogated to reveal that certain events have upended the policies in Zirnakaynin, and that he has made arrangements to defect to the surface, but was pre-empted by the raid. He gives valuable information on what lurks below, including the Lamashan cult lead by Elywa, the three-eyed drow, and the party advises Bozbeyli to spare him and provide him with a false identity, while Sir Pisca is assigned to keep an eye on the defector. The Kyounin elves and their allies among House Basri would surely try to kill him, for their policy is complete suppression of the information on the drow. The party shares the anima engine blueprints with Saenar, asking him for a way to scale the solution for Mina's purposes.

The adamantium proceeds are split three ways between the party, Leontas, and Urgor, making everyone filthy rich. Leontas buys land and swears himself to the crown of Taldor, and Urgor begins preparations to reclaim the city of Jernashal. This leaves the party with some free time on their hands, which they decide to spend attending the crown princess Eutropia Stavian' visit to Cassomir. Unfortunately, her highness' visit is rudely interrupted by an attempted assassination of the Lord-Governor. The party grabs her attention as they try to investigate it, and share their suspicions about House Basri's involvement in the matter. She summons Saenar and Sir Pisca to corroborate the testimony, only to find them missing. Scrying on their location reveals they had been kidnapped by Kyonin, and that the elves plan to get rid of the evidence and the bodies by dumping them into the Lamashan Hive. Princess Eutropia leads the rescue mission into the Locker to retrieve her knight, and the party volunteers to accompany her, as they come to regard Pisca as a honorary party member for all the trouble they dragged him through.

The arc concludes with the grand battle that sees much of the Lamashan temple destroyed, kills the unholy abomination Elywa tried to call down as her goddess' champion, and sees the danger to the city removed... for now, at least. Sir Pisca is safe and sound if missing his heirloom sword, but there is no sign of Saenar, who was likely taken to Kyonin for interrogation and then killed off. Princess Eutropia promises to make arrangements to resurrect him, and the party is comfortable enough with her character for Sirim to admit his circumstances and ask for her help in restoring his own body as well, to which she agrees in exchange for his intel on Nidal.
 
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Arc 10 Summary
The beginning of arc 10 depicts the wrapping up of the Cassomir arc. Kori keeps seeing strange dreams which hint at the origins of his powers; Pepper grows wings to become a cat-dragon; Cob gets a flying rock companion by developing his psionic talent; Sirim makes his case before the priest the Princess called to raise Saenar; Gorok communes with his ancestors to reject the ways of old and requests Lord-Governor to give him the right to settle the swamps near Cassomir; and all of them raid House Basri to pre-empt the political retaliation against Eutropia. Then it is time for them to deposit their wealth in the bank and leave for Cheliax to pick up Gorok's tribe and help them move to Taldor.

The party teleports to Augustana to use it as a transit point, and finds themselves wanted men. Apparently, Aspis didn't take the loss of adamantine and their operative well, and called for a manhunt. They conduct their business under false identities and come to Eshe River Runner -- the Arclord whose house they barged in in Arc 6 -- for a rare scroll to help run a magic ship. It is hard to say who is surprised more, Eshe for seeing the 'burglars' again, or the party for being asked to take care of Eshe's daughter, Anippe. There is a Gebbite Bloodlord after her, and Eshe is busy with a project that makes her unable to leave; there is also a prophecy that says her daughter will only be safe if she is set 'with the first unbidden guests to come to through door heading west'. That very day the party is attacked by a vampire, and they take it as their cue to leave, teleporting once again in the middle of Gorok's people.

The tribe packs up quickly and heads for the shore. They see something is wrong with the town of Longacre burning in the distance, but make no stops to find out. The party picks up a drunk survivor who swears up and down something made his countrymen act weird, and his words are soon proven true as the procession of lizardmen is pursued by a host of villagers working as a hivemind. A conversation reveals it to be a mind-fungus invested with the fragment of Aroden's angel, stuck in the lands of devil-worshippers it considers its foes. After a brief consideration, the party shows it the way to Cauldron, thinking that it may have seen stranger guests.

Meanwhile, the vampire is back, and reveals his true purpose by challenging Sirim to a fight in the name of the Black Triune. He backs it up by stealing several lizardmen hatchlings, and the party has no choice but to acquiesce, adding Zon Kuthon to the roster of deities whose unholy champions they have slain. No one harasses them as they reach the seashore and summon the Tipsy Slurk, the ship meant to transport the tribe across the sea.

In the sea, they come across a vessel ravaged by a storm, and find it transporting an unusual prisoner, a Thuvian princess turned into a hag against her will, and has to wear a mask to hide her face. The princess, Serina, is bitter at the hand she was dealt, as she was betrayed by her hag mother she had to kill, and then by her brother who sent her to rot in Chelish prison. A coven of sea hags called a storm to sink the ship and pick up their new sister, and with the party interfering their wrath fell on the Tipsy Slurk. Serina does not want to surrender to her nature, and she joins in repelling the assault from a submarine full of undead sailors. However, the submarine is in hot pursuit, and the Tipsy Slurk can't afford to make a stop in Augustana to give Anippe back to Eshe. Trying to contact Eshe proves futile as well, and the party assumes she is being held captive in the Refuge of Nex, a demiplane creacted by the Archmage himself.

The rest of the trip passes in relative peace, and the party reaches Cassomir without further interruptions. A divination shows the Azlanti survivors have reached Taldor's capital of Oppara, and are looking into old maps, presumably to reclaim their vaults. Serina is introduced to the Lord-Governor, offering her services as a spymaster, while Gorok is given the title of the Baron and swears fealty to the Crown. The party splits up; with Kori, Gorok and Cob helping resettle the new Blackscale Barony, and Mina, Sirim and Anippe staying behind to study ways of getting Eshe back. Gorok's party encounters a pair of smugglers along the way, who warn them of the keep that has all kinds of spooky stories about it. They find the keep in ruins, with only the library surviving the ravages of time, and stay the night despite the smugglers' counsel. They are attacked by bog mummies led by an ancient mummy lord in an unwilling thrall of some malicious force. They free the undead from their shackles, if temporarily, to learn the story of how they freed the blight that was once the punishment of oathbreakers, and in doing so became ones themselves. Whatever curse ails the land, it lurks somewhere in the keep's library, and it is Gorok's job as the Baron to deal with it.

Back in Cassomir, a working hypothesis is proposed to reach the Refuge. Anippe has a blood connection to people who were once granted access to the demiplane, so if she were to be unmoored from the Material plane and then banished, she would naturally gravitate towards it. The problem is that she might have a stronger connection to other planes, which can potentially sent her anywhere from Elysium to Hell. A ritual is conducted to untether her from most common planes, which involves summoning a lesser planar entity from each one. One of the summons, a Cassisian named Oriel, recognizes Aroden's blade from his dreams and asks to join the party on their quest.

Once the ritual is cast, the party find themselves in the Refuge of Nex. The demiplane got wacky after several millenia of disrepair. Its mimics got talkative, the garden fey took to domesticating swallows, witchcrows occupied a section of the mage tower, parrots started a blood cult, and a recent invasion by an ancient lich with a small army of undead has made matters worse. After a few encounters with local denizens, the party got access to the underground tunnels connecting various parts of the Refuge and being maintained by clockwork servitors. A passing patrol identified Anippe as a 'traitor', and the party surrendered themselves, reasoning they would have better chances to figure everything out from the inside. They get thrown in a prison, stage an escape from their cells, get caught, and stage another one. After a series of bizzarre encounters with the bound xorn, a crew of clockwork pirates, and an undead dragon they finally come face to face with the lich and slay him. It is revealed they are dealing with Anippe's grand-grand-father, a familial lich using bodies of its kin as a phylactery, but the girl resists his attempt at possession, which causes him to look for the next of kin... Eshe. The party proceed to the core of the mage tower, take over the control nexus, and secure Eshe, but put her to sleep to slow down her descent into lichdom.
 
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Vote closed.
Adhoc vote count started by DragonParadox on Mar 9, 2025 at 5:10 PM, finished with 14 posts and 6 votes.

  • [X] Cut a path through the trees to the water and from there to this glass pillar, hopefully recovering the mites' tree along the way
    -[X] Ask Bigyus to accompany us as a guide, if it is willing.
    -[X] Sirim asks (Diplo), Mina provides him with the fortune hex for this. (Can Gorok provide Aid Another with Knowledge Nature?). If it's a Nature check to ask for guidance, then Gorok asks, and Mina provides him with Fortune.
    [X] Cut a path through the trees to the water and from there to this glass pillar, hopefully recovering the mites' tree along the way
    -[X] Ask Bigyus to accompany us as a guide, if it is willing.
    [X] Beepslime
 
Man, these arcs are getting looong. The last three are longer than the first seven combined.

Alright, now for my favorite part, remembering what we are even doing.
Contributions are appreciated.

The current quest:
* Find Eshe River Runner and reunite her with her daghter.

Standing obligations:
* The Blackscale Barony is beset by an ancient curse. Gorok can't claim the Baron's Seat until the threat is neuitralized.
* The party promised to help Urgor Surefoot reclaim his ancestral city of Jernashal from the undead. The expedition is due in a month as of 10th of Abadius 4708 A.R.
* There is an Azlanti vault in Claes' Redout we plan on checking out, and Mina was translating a journal by one of its explorers'.
* The Azlanti survivors are in Oppara, hiring scholars to decipher old maps, and planning to reclaim some of their vaults themselves.
* Kori vowed to see Sylestrix again and check on how she and her kobold tribe is doing.
* Mina's past and Pepper's nature continue being a mystery. We made the first few steps in that direction, but might need to take a more proactive stance.
* Sirim called, he still wants his body back.

Points of interest:
* There are other Azlanti vaults, and we have competition. Might want to grab what's in the way.
* Saenar has the corpse engine. Might want to see if anything came out of it.
* Sylestrix is still wounded from her battle with the cyclop.
* So is the lizardmen who got thrown overboard and got his legs bitten off by sharks. Not a priority, but it was our job to see the tribe to safety, and we have the means to get that perfect score.
* There is still the idol of Zura back in Nar-Voth. We never figured out what was up with it, and the ring plot might not yet be finished.
* There is a fungus amongus in Cauldron now. Might want to check on it.
* There is an almost forgotten plot about the Dancer and the Twilight Circle.
* What was that about the Hidden Serpent, and the expedition the ghoul was a part of? Mina said she saw the symbol on the watch somewhere.
* We are still wanted men in Augustana. We might be able to clear that one with the Eagle Knights.
* What's up with the House Vaylen's consipracy? How did that plot thread go?
* We never asked Bozbeyli how the situation with House Basri turned out.
* Did Sir Pisca find his sword?
* What's up with the whole 'Guide of the Lost'? And the dreams Kori is having?
* There is a sunken Azlanti city somewhere in the Inner Sea, which was 'called to war' by the codes Kori sent in Arc 1, activating its defenses and sentinels. Might want to keep an eye on that one.
 
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Arc 10: Post 72: A Harvest of Memories
A Harvest of Memories

19th of Abadius 4708 A.R. (Absalom Reckoning)

The mites have no interest in returning to the garden, at least not until their tree is made safe, that is what they 'hired' you for at least, so you set off; a scaled warrior, a grey eyed-woman that walks with a staff covered in runes of gold, a cloud of wafting smoke above, and a cloaked figure hanging back beside the girl carrying a minor angel in her arms for protection. Pepper was also nearby, but he drew the line at being carried like that. As for Cob... a blink and he was gone, but you are sure he lingers some where among the branches.

Thankfully the ground proves firm other than the odd patches of phosphorescent moss that shines almost as brightly as the false stars above, enough light that even Anippe has no trouble keeping up along the stream that burbles in what might once have been a stone channel, though it had long since been worn by the passage of the very water it was meant to contain. Here and there the trees reach out a thirsty root towards the water, and trees there are of sorts unknown to Golarion or at least to your companions with leaves sharp and tart, broad and feather-like, branches like arms, and some with roots that seem to have climbed entirely onto upthrust rocks. It's these that reveal the runes at their base, still quite easily read, by Mina at least.

"Growth... boundary... spring... harvest swift..." Mina looks up from her latest observations. "I don't think this was a garden at all, more like a farm to produce the food and maybe other things beside indefinitely for the master of the tower, but it seems to have mutated."


It's at that moment, upon that syllable, that a shape moves in the branches to your right, too large to be a man and much too large to have been hiding there all this time. A single word repeats three times in disappointed tones, then a matter of fact statement.

"Wait, we aren't here to fight," Mina hastens to say. Guess that covers that.

A pair of red eyes like strange fireflies in the night open and the figure says three words more.

"Er... he says he's the keeper of the garden, that he's going to stop us if we try to go to the tower because we might let the withered one... in. Withered one, hand that withers, that's what the mimic said. I think this has to be another stranger and one less well disposed than us. Not that we seem to be able to convince..." Mina motions somewhat exasperatedly in the direction of the eyes.

"We do not wish to let anyone in but ourselves," Gorok says.

"That is what they all say," the stranger scoffs. He pulls down a branch with one clawed hand. "Eat and be proven truthful... or false."

You look to Gorok, hoping for recognition, but the plant is as alien as any other in this strange garden. You do not know if the stranger is being honest... or if he is trying to start an ambush with poisoning.

Gorok Nature (DC 20): 1d20+10 = 15 (Failure)

What do you do?

[] Trust the strange being

[] Attack

[] Attempt to read its mind (will likely be interpreted as an attack if it notices)

[] Write in


OOC: Enjoy.
 
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the girl carrying a minor angel in her arms for protection
For whose protection?

I find a grudging offering of food an unlikely method of attack. It doesn't mean it's not harmful to us, more like it is intended as a sort of 'friend or foe' test, and we have no idea how it determines that.

I'd probably eat.

[x] Trust the strange being

"Withered one"... can it mean a wizard? Who else would be trying to get in here?

There are always undead, of course. But if one got in, this place must be in worse shape that we thought..

More importantly, we should be asking who 'they all' are. How many people get to visit the place, for the mimics to sustain themselves and the denizens to be on guard?
 
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I think we should trust it. Everyone still has plenty of uptime on their Delay Poison buffs, and Cob and Gorok have hours of Mythic Heroism remaining. Gorok also has a very high Fort save bonus, so if this is a trick of some sort that bypasses Delay Poison, he has the best chance of resisting it.

[X] Trust the strange being

"Withered one"... can it mean a wizard? Who else would be trying to get in here?
I'm guessing an Undead of some sort, possibly a Lich. Eshe could have been followed by an enemy Gebbite.
Anippe's, Oriel figures that if someone wants to hit her in a fight they might hit him, between the helm and the wings he has resonable surface area.
Alternatively, she could throw Oriel as an improvised projectile.

Anippe: "Pocket Angel!"
 
Love imagine of Anippe just carrying angel just cause, lol.

[X] Trust the strange being
 
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