Finding the Spark (Pathfinder 1E Quest)

@DragonParadox, here are the updated character sheets.

Anyone see anything I missed or messed up?
Name: Akorian
Alias: N/A
Alignment: Chaotic Neutral
Age: 25
Race: Caligni (Medium Humanoid)
Level: 3 (??? XP/9000 XP)
Class: Oracle 3 (Shadow Mystery) [Friendless Curse]
Feats: Extra Revelation (Cloak of Darkness), Skill Focus (Bluff)
Traits: Fate's Favored, Reactionary, Seeker
Drawback: Umbral Unmasking
Class Features: Orisons, Mystery (Shadow), Curse (Friendless), Revelations (Cloak of Darkness, Dark Secrets, Stealth Mastery)
Languages: Dark Folk, Duergar, Learning (Draconic, Goblin)

HP: 26
AC: 10 + 2 (DEX) + 1 (Shield) + 3 (Spidersilk Armor) OR + 4 (Cloak of Darkness)* = 16/17* (Touch AC 12)
Initiative: +2 (DEX) + 2 (Reactionary) = +4
Spell Save: 10 + 3 (CHA) + spell level
Base Attack: +2
  • Heavy Crossbow: +2 (BAB) + 2 (DEX) = +4 [1d10/x2]
    • w/Divine Favor: +6 [1d10+2]
  • Masterwork Dagger: +2 (BAB) + 2 (DEX) + 1 (Masterwork) = +6 [1d4-1; 19-20/x2]
    • w/Divine Favor: +8 [1d4+1]
Weapon and Armor Proficiencies: Oracles are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields).

STATS:
8 (-1) Strength
14 (+2) Dexterity
14 (+2) Constitution
12 (+1) Intelligence
10 (+0) Wisdom
17 (+3) Charisma

SAVES:
FORTITUDE: 1 + 2 (CON) = +3
REFLEX: 1 + 2 (DEX) = +3
WILL: 3 + 0 (WIS) = +3

Special:
+3 bonus to Will saves vs Enchantment effects

SKILLS:
Bluff: 6 + 3 (CHA) + 3 (SF) = 12
Knowledge (Dungeoneering): 4 + 1 (INT) = 5
Perception: 6 + 0 (WIS) + 1 (Seeker) = 7
Sense Motive: 6 + 0 (WIS) + 3 (CHA) = 9
Spellcraft: 5 + 1 (INT) = 6
Stealth: 6 + 2 (DEX) + 3 (SF) + 2 (CoD) = 11/13

BACKGROUND SKILLS:
Knowledge (Geography): 1 + 1 (INT) = 2
Knowledge (History): 4 + 1 (INT) = 5
Linguistics: 2 + 1 (INT) = 3
Lore (Azlanti History): 5 + 1 (INT) = 6

Spells Known (CL 3):
Level 0: Create Water, Detect Magic, Guidance, Mending, Stabilize (At will)
Level 1: Bless, Blurred Movement (B), Cure Light Wounds (B), Divine Favor, Protection from Evil, Shadow Trap (B) (6/Day)

Special Abilities:
  • Fate's Favored: Whenever you are under the effect of a Luck bonus of any kind, that bonus increases by 1.
  • See in Darkness: You have the See in darkness special ability allowing them to see perfectly in darkness of any kind, including that created by Deeper Darkness.
  • Cloak of Darkness (Su): You conjure a cloak of shadowy darkness for up to 1 hour per day that grants you a +4 Armor bonus to AC and a +2 Circumstance bonus on Stealth checks. The duration does not need to be consecutive, but it must be spent in 1-hour increments.
  • Dark Secrets (Su): You can add a number of Sorcerer/Wizard spells equal to your Charisma modifier (minimum 1, maximum equal to half your Oracle level) to your list of spells known as Divine spells. You can only add spells from the Illusion (Shadow) subschool or with the Darkness descriptor.
Curse & Drawbacks:
  • Light Sensitivity: You are Dazzled in areas of bright light.
  • Friendless: You do not gain your Charisma bonus to Diplomacy checks, and if you use Diplomacy to make a request of someone, their attitude worsens one step (but no worse than unfriendly) after the request succeeds or fails.
  • Umbral Unmasking: The shadow you cast is monstrous. Under normal lighted conditions, this is not hard to observe—but uncommon to notice. Creatures that succeed at a DC 15 Wisdom check notice it plainly (an additional Perception check may be required based on environmental conditions). This telltale sign of wickedness cannot be concealed by Misdirection, Nondetection, or illusions, except those that also affect shadows (such as Invisibility).

Band of Clarity
Description: This crescent of barely solid moonlight merges with the head of the bearer, opening their mind to the song of the world, that they might know the hearts of those nearest to them. Once they were as common as lanterns on a dark street in the hands of those blessed by the moon above, but the world was changed, the sky blackened and all were extinguished... all but one it seems.
Ability: Can cast Detect Thoughts 3/Day

Equipment of Note: Drow Spidersilk Armor, Heavy Crossbow, Masterwork Dagger, Masterwork Light Steel Shield, Morningstar

Companions

Cob the Goblin Rogue
Name: Cob
Alias: N/A
Alignment: Chaotic Neutral
Age:
14-ish
Race: Goblin (Small Humanoid)
Level: 3
Class: Unchained Rogue 3 (??? XP/9000 XP)
Feats: Roll With It, Skill Focus (Stealth), Weapon Focus (Dagger) (B)
Traits: Color Thief, Goblin Foolhardiness, Mathematical Prodigy
Drawback: Magical Klutz
Class Features: Finesse Training (Daggers), Rogue Talent (Weapon Training [Dagger]), Sneak attack (+2d6)
Senses: Darkvision 60ft
Languages: Goblin, Duergar

HP: 26
AC: 10 + 4 (DEX) + 1 (Size) + 3 (Hide Shirt) + 1* (Dodge; Danger Sense) = 18/19* (to avoid traps) (Touch AC 15/16*)
Initiative: +4 (DEX)
Base Attack: +2
  • Stonebow: 2 (BAB) + 1 (Size) + 4 (DEX) = +7
    • Damage: 1d6 [x2], +2d6 damage with Sneak Attack
  • Dagger: 2 (BAB) + 1 (Size) + 4 (DEX) + 1 (WF) = +8, Special: +1 attack bonus when facing a larger foe with no allies nearby)
    • Damage: 1d4+4 [19-20/x2], +2d6 damage with Sneak Attack
Weapon and Armor Proficiencies: Unchained Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, short sword, and shortbow. They are proficient with light armor, but not with shields.

STATS:
8 (-1) Strength
18 (+4) Dexterity
14 (+2) Constitution
14 (+2) Intelligence
14 (+2) Wisdom
8 (-1) Charisma

SAVES:
FORTITUDE: 1 + 2 (CON) = +3
REFLEX: 3 + 4 (DEX) + 1 (DS)* = +7/*8 (to avoid traps)
WILL: 1 + 2 (WIS) = +3

SKILLS:
Acrobatics: 6 + 4 (DEX) = 10
Appraise: 5 + 2 (INT) = 7
Climb: 6 - 2 (STR) = 4
Disable Device: 6 + 4 (DEX) + 1 (TF) = 11
Escape Artist: 6 + 4 (DEX) = 10
Knowledge (Dungeoneering): 6 + 2 (INT) = 8
Knowledge (Local): 4 + 2 (INT) = 6
Perception: 6 + 2 (WIS) + 1 (TF)* + 1 (DS)* = 8/*9 (to find traps or avoid being surprised)
Ride: 4 + 4 (DEX) +4 (Racial) = 12
Sleight of Hand: 5 + 4 (DEX) = 9
Stealth: 6 + 4 (DEX) + 4 (Size) + 4 (Racial) + 2 (Color Thief) + 3 (SF) = 23
Swim: 6 - 2 (STR) = +4

BACKGROUND SKILLS:
Craft (Alchemy): 6 + 2 (INT) = 8
Knowledge (Engineering): 6 + 2 (INT) + 1 (Trait) = 9

Special Abilities:
  • Trapfinding: Cob adds 1/2 his level on Perception checks to locate traps and on Disable Device checks (minimum +1). He can use Disable Device to disarm magic traps.
  • Finesse Training (Ex): In addition to applying his Dexterity bonus on attack rolls instead of his Strength bonus when wielding daggers, Cob also applies his Dexterity bonus on damage rolls instead of his Strength bonus.
  • Evasion (Ex): Cob can avoid even magical and unusual attacks with great agility. If he succeeds at a Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage.
  • Danger Sense (Ex): Cob gains a +1 bonus on Reflex saving throws to avoid traps and a +1 Dodge bonus to AC against attacks made by traps. He also gain a +1 Perception bonus on checks to avoid being surprised by a foe.
Equipment of Note: Dagger x4, Common Thieves Tolls for Cob

Gorok the Lizardfolk Ranger
Name: Gorok
Alias: N/A
Alignment: Lawful Neutral
Age: ???
Race: Lizardfolk (Medium Humanoid[Reptilian])
Level: 3 (??? XP/9000 XP)
Class: Ranger 3 (Lantern Bearer)
Feats: Harvest Parts, Improved Initiative, Shield of Swings (B)
Traits: Reactionary, Seeker, Silent Hunter
Drawback: Scarred
Class Features: Combat Style (Two-Handed Weapons), Enhanced Vision, 1st Favored Enemy (Magical Beasts), Track
Senses: Low-Light Vision
Languages: Draconic, Duergar

HP: 33
AC: 10 + 3 (DEX) + 1 (Natural Armor) + 5 (Scale Mail) = 19 (Touch AC: 13)
Initiative: +3 (DEX) + 2 (Reactionary) + 4 (Improved Initiative) + 2* (FT) = +9/11* (underground or in dungeons)
Base Attack: +3; Additional +2 attack & damage bonus vs Magical Beasts
  • Natural Attacks: 2 Claws: +6 (1d4+2) & 1 Bite: +6 (1d3+2)
  • Ogre Hook: +3 + 2 (STR) = +5, Special: Trip
    • Damage: 1d10 + 3 (1-1/2 STR) [x3]
  • Bone Earth-Breaker: +3 + 2 (STR) = +5
    • Damage: 2d6 - 2 (Bone) +3 (1-1/2 STR) [x3]
  • Masterwork Rapier: +3 + 3 (DEX) + 1 (Masterwork) = +7
    • Damage: 1d6 + 2 (STR) [18-20/x2]
Weapon and Armor Proficiencies: A Ranger is proficient with all simple and martial weapons and with light armor, medium armor, and shields (except tower shields).

STATS:
14 (+2) Strength
16 (+3) Dexterity
16 (+3) Constitution
10 (+0) Intelligence
14 (+2) Wisdom
8 (-1) Charisma

SAVES:
FORTITUDE: 3 + 3 (CON) + 4 (PS)* = +6/10* (vs poison)
REFLEX: 3 + 3 (DEX) = +6
WILL: 1 + 2 (WIS) = +3

SKILLS:
Climb: 6 + 2 (STR) = 8
Heal: 4 + 2 (WIS) = 6
Knowledge (Nature): 6 + 0 (INT) = 6
Perception: 6 + 2 (WIS) + 1 (Trait) + 2 (FT)* = 9/11* (underground or in dungeons)
Ride: 4 + 3 (DEX) = 7
Stealth: 6 + 3 (DEX) + 1 (Trait) + 2 (FT)* = 10/12* (underground or in dungeons)
Survival: 6 + 2 (WIS) + 1 (Track)* + 2 (FT)** = 8/9* (to follow tracks) or 10/11** (underground or in dungeons))
Swim: 4 + 2 (STR) + 8 (Racial) = +14

BACKGROUND SKILLS:
Handle Animal: 6 - 1 (CHA) = 5
Knowledge (Geography): 5 + 0 (INT) + 2 (FT)* = 5/7* (underground or in dungeons)
Profession (Hunter): 4 + 2 (WIS) = 6

Special Abilities:
  • Enhanced Vision (Ex): Gorok gains Low-Light Vision.
  • Poison Resistance (Ex): Gorok gains a +4 bonus on saving throws against poison.
  • Track (Ex): Gorok adds half his level (minimum 1) to Survival skill checks made to follow tracks.
  • Favored Terrain [Underground] (Ex): Gorok benefits from a +2 bonus on Initiative checks, and Knowledge (Geography), Perception, Stealth, and Survival skill checks when underground (in caves or dungeons). He also leaves no tracks while underground and cannot be tracked.
  • Shield of Swings: When you take a Full-Attack Action while wielding a two-handed weapon, you can choose to reduce the damage by 1/2 to gain a +4 Shield bonus to AC and CMD until the beginning of your next turn. The reduction in damage applies until the beginning of your next turn.
  • 1st Favored Enemy (Magical Beasts): Gorok gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against Magical Beasts. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. He may make Knowledge skill checks untrained when attempting to identify Magical Beasts.
Equipment of Note: Bone Earthbreaker, Masterwork Rapier, Ogre Hook, Scale Mail

Mina the Changeling Witch
Name: Mina
Alias: N/A
Alignment: Neutral Good
Age: 20
Race: Changeling (Medium Humanoid, Changeling/Hag)
Level: 3 (??? XP/9000 XP)
Class: Witch 3 (Patron: Spirits)
Feats: Extra Hex (Evil Eye), Potent Hex
Traits: Child of the Temple, Mediator, Precise Treatment
Drawback: Uncanny Seeming
Class Features: Cantrips, Hexes (Evil Eye, Healing, Slumber), Familiar
Languages: (Read & Write only): Celestial, Draconic, Kelish, Sylvan, Taldane (Common)

HP: 22
AC: 10 + 2 (DEX) + 1 (Armored Kilt) + 4 (w/Mage Armor*) = 13/17* (Touch 12)
Initiative: +2 (DEX)
Spell Save: 10 + 4 (INT) +1 (Enchantment) +1 (Enchantment Without Ongoing Control) + spell level
Hex DC: 10 + 1 (CL/2) + 4 (INT) + 1 (Potent Hex) +1 (Mediator)
Base Attack: +1
  • Dagger: 1 + 2 (DEX) = +3 [1d4-1]
  • Stonebow: 1 + 2 (DEX) = +3 [1d6; x2]
Weapon and Armor Proficiencies: All Simple Weapons and no Armor. Subject to Arcane Spell failure from all armor.

STATS:
8 (-1) Strength
14 (+2) Dexterity
12 (+1) Constitution
18 (+4) Intelligence
12 (+1) Wisdom
12 (+1) Charisma

SAVES:
FORTITUDE: 1 + 1 (CON) = 2
REFLEX: 1 + 2 (DEX) = 3
WILL: 3 + 1 (WIS) = 3

SKILLS:
Heal: 4 + 4 (INT) +1 (Precise Treatment) = 9
Knowledge (Arcana): 6 + 4 (INT) = 10
Knowledge (Religion): 6 + 4 (INT) + 1 (CoT) = 11
Knowledge (The Planes): 6 + 4 (INT) = 10
Spellcraft: 5 + 4 (INT) = 9
Stealth: 4 + 1 (DEX) + 3 (Familiar) = 8
Use Magic Device: 4 + 1 (CHA) = 5

BACKGROUND SKILLS:
Knowledge (History): 6 + 4 (INT) = 10
Knowledge (Nobility): 6 + 4 (INT) + 1 (CoT) = 11

Spell-Like Abilities (CL 3):
Dancing Lights, Detect Magic, Disguise Self, Pass Without Trace (1/Day)

Spells Known (CL 3):
Level 0: Arcane Mark, Bleed, Dancing Lights, Daze, Detect Magic, Detect Poison, Guidance, Light, Mending, Message, Putrefy Food and Drink, Read Magic, Resistance, Spark, Stabilize, Touch of Fatigue
Level 1: Command, Cure Light Wounds, Ear Piercing Scream, Hermean Potential, Ill Omen, Mage Armor, Recharge Innate Magic, Sleep, Web Bolt, Remove Sickness
Level 2: Glitterdust, Web

Spells Prepared:

Level 0: Daze, Detect Magic, Guidance, Resistance, [At-Will]
Level 1: Ear Piercing Scream, Mage Armor, Sleep
Level 2: Glitterdust, Web

Special Abilities:
  • Hexes: Evil Eye, Healing, Slumber
  • Ever Shifting Tongue: The Changeling will address any intelligent interlocutor in their native tongue unless blocked by Mind Blank or equivalent magic. The effect does not trigger on writing or any recording that does not have an intelligence behind it.
Curse & Drawbacks:
  • Uncanny Seeming : Your eyes are grey as polished moonstone and when you close them strange runes can be read upon the lids. You take –2 penalty on Bluff, Diplomacy, and Disguise checks
Name: Pepper
Cat (Figment-Sage Witch's Familiar)
N Tiny animal
Init +2; Senses low-light vision, scent; Perception +5

DEFENSE
AC 15, Touch 14, Flat-Footed 13 (+2 Dex, +2 Size, +1 Natural)
HP 5 (22/4)
Fort +2, Ref +4, Will +4

OFFENSE
Speed 30 ft.
Melee 2 claws +5 (1d2-4), bite +5 (1d3-4)
Space 2-1/2 ft.; Reach 0 ft.

STATISTICS
Str 3, Dex 15, Con 8, Int 8, Wis 12, Cha 7
Base Atk +1; CMB +1; CMD 6 (10 vs. trip)
Feats: Figment's Fluidity
Skills: Climb +6, Perception +5, Stealth +14; Knowledge (Arcana) +5, Knowledge (Dungeoneering) +12, Knowledge (Local) +4, Knowledge (Nature) +4, Knowledge (Religion) +5, Knowledge (The Planes) +5
Racial Modifiers: +4 Climb, +4 Stealth

SPECIAL ABILITIES
Familiar: The master of a cat familiar gains a +3 bonus on Stealth checks.
Recurring Dream (Su): A figment has a total number of hit points equal to 1/4 of its master's total hit points. If the figment dies, it vanishes, appearing again with 1 hit point after its master awakens from a full night's sleep. If a figment ever strays more than 100 feet from its master or enters an antimagic field, or if a figment's master is unconscious or asleep, the figment disappears until the next time its master prepares spells or regains her spells per day.

Manifest Dream (Su): Each time Mina awakens from a full night's rest, she can apply to the figment 1 evolution point's worth of Eidolon evolutions that don't have a base form requirement.
  • Current Evolution:
    • Skilled (Knowledge: Dungeoneering): Pepper becomes especially adept at a specific skill, gaining a +8 racial bonus on that skill.
Dazzling Intellect (Ex): A sage's Intelligence score is always equal to 5 + its master's class level, but it gains natural armor increases as if its master's class level were half what of the actual class level.

Sage's Knowledge (Ex): A sage stores information on every topic and is happy to lecture its master on the finer points of a subject. A sage can attempt all Knowledge checks untrained and gains a bonus on Knowledge checks equal to half its master's class level. Additionally, a sage gains 2 skill ranks each time its master gains a class level. Its maximum number of ranks in any given skill is equal to its master's class level.

Equipment of Note: Armored Kilt, Dagger, Stonebow 1, Healer's Kit, Illusionist's Staff

And here's an update for the Goods and Provisions page. Added the Fire Elemental Gem, the potions and scrolls we looted a while back, and added Cob's stinky new armor. I didn't mess with the available travel rations because I wasn't sure how much we had consumed.

Did we loot any currency from the Xulgath tribe?
Goods and Provisions​

Mount
Warty the Great Slurk

Potions
3x Potion of Cure Light Wounds
1x Potion of Resistance

Scrolls
1x Scroll of Bless
2x Scroll of Detect Evil
1x Scroll of Light
1x Scroll of Magic Weapon
1x Scroll of Remove Sickness
1x Scroll of Shield
1x Scroll of Shocking Grasp

Magic
Otyugh Hide Armor
Gem of Foe's Pyre: Pried from the work of ancient dwarf artisanship this gem once had the power to summon a large fire elemental to protect the hold in which it had been forged. Through crude enchantments best left unmentioned the gemstone can still summon this protector, but filled with loss and rage. The elemental may only attack one target against which it is directed on conjuring which it must be allowed to consume utterly or else it will turn on the summoner with its full ferocity until destroyed. If it is instead destroyed it returns to the stone quiescent (1/day)

Supplies
60 days worth of provisions in Duergar Trail rations
10 Hours worth of Kindling
3 Bedrolls
3 Backpacks
3 Waterskins
3 Belt Pouch
3 Sacks
4 Patchwork Blankets
8 Traveler's Outfits (4 worn at any one time)

Miscellaneous Tools
2x 50ft Rope
12x Pitons
Scavenged Pots and Pans
1 Hammer
1 Compass
1 Loadstone

Alchemical Products
1x Ooze Grease
1x Alchemist's Fire
2x Acid Flask
4x Antitoxin
2x Antiplague

Spare Weapons
2x Stonebows
2x Morningstar
5x Dagger
1 Masterwork Rapier
1x Miner's Pick

Trade Goods
Darkwood door (Used as platform for Warty)

Valuables
Banknotes of unknown value

Coin
Present Funds: 883 gp 22 sp 15 cp
 
Vote closed, lets see if you can make a stealth based argument.
Adhoc vote count started by DragonParadox on Aug 25, 2023 at 7:25 AM, finished with 14 posts and 7 votes.

  • [X] Explain to Cob that while he can't smell the armor's stench, everyone else can, including anyone he is trying to sneak up on. The heavier armor also slows him down and make it more difficult to hide. He can probably sell it when we return to Cauldron and use the money for new armor or something else interesting.
    -[X] Failing that, try to convince him to keep it packed away and only use it when stealth and speed are not a priority.
 
Arc 3 Post 2: Special Sometimes
Special Sometimes

Season of Rushing Waters

Let it not be said that you did not do your best to argue against that reeking hide sack. "It stinks, it is going to give you away to anyone with a nose"

"Cob knows how to hide smell, Cob already smells stronger than morlocks and xuls and a lot more than dwarfs unless they have been pickling in dwarf beer. "Perhaps unsurprisingly the goblin tongue uses the same scale for smells as it does for lifting rocks or hearing cave ins down far tunnels, strength, the armor of course is very strong.

Stealth Opposed roll: 23 vs 33 (Cob wins)

So you decide to take another tack. "It is heavy and still, it will make it harder for you to move in a fight and kill things." Alas his answer to that is a backflip off the cave well behind him which only brings the offending chest-piece all the closed to nose height

Cob Back-flip DC 16: 1d20 +10 = 19 (Success)

"You could..." you cough violently, echoes chasing each other into the long humid tunnel ahead. "Put it away when stealth and mobility is needed. Only take it out when we have to rush someone." Which given the skill-set the four of you have been developing, of trickery, stealth and sudden violence that should not be very often. Hopefully at least.

Akorian fortitude: 1d20 +3 = 14 (Success)

That is after all while you are going this way, to avoid the orcs for whom you do not have a head, not even a skull of their old foe. Even if it does mean that Warty now finds himself having to literally chew though dozen of nettle-pads and thorn-stems. Good thing slurks are some of the few creatures willing to stomach them and indeed they seem to take special relish in eating plants that are doing their damnedest to kill them. Or maybe not so good. If Warty had thought less of Cob's choice of armor it might have been easier to part him from it.

The goblin taken a long moment to consider the suggestion, running long fingers, now dappled grey and grown over the hide. "You're not saying that just because of smell?"

"Not just." Shallow breaths, that's the key, you tell yourself as you edge away, not too far though. There is no telling what could be hiding behind the walls of poisonous white and leprous yellow.

"You don't like the armor." The words are not surprising, though the tone is. Instead of an accusation you hear surprise. What is there to be surprised about? Both you and Mina had made your feelings on the matter cleat as stone-water. He must have noticed your expression and He must have noticed your expression as he explains "In old tribe they would have said not to wear armor so that they could take armor... Well chief and spark head goblin would have said that. Others maybe try to beat me up for it."

"Cob..." you are not sure how to say this without sounding awkward and choked up so you just settle for simple honesty. "We would never steal from you."

"Didn't say you would," he looks at his leather-shod feet, ears twitching a little. "Just said old tribe would've."

Old scars, old wounds, you think and do not press though after another little while of walking just as you duck under the leading strand for a cave spider, one of the little ones, hunting bugs not travelers thankfully, Cob nods as much to himself as to you. "Alright, I'll only put on armor sometimes."

'Contemplative' is not a state that Cob is minded to maintain for long and soon enough he is showing off the rest of the stuff he had taken from the ancient Xulgath's hoard. Apart from the armor and the staff Mina now uses you are carrying fourteen ingots of black duergar steel, sixteen bolts of shimmering silk, yellow green and fiery pink, all of drow weaving from the quality... and a single skull of what Cob had taken for a big lizard but you recognize as a flame drake, or petty dragon as they are called out of their hearing. Personally you would not be inclined to call anything beside 'run' in the presence of something like that. The skull alone is three and a half feet long.

Gained
  • 14 Ingots of fine dwarf steel
  • 16 Bolts of silk
  • Drake Skull
What do you do on the journey?

[] Talk do Gorok, ask about his plans of returning to his tribe

[] Mina seems to be doing... something with spider webs collected from among the thorns

[] Try to get closer to Warty. So far the slurk only tolerates you, maybe you can change that

[] Write in




Stone-Water - Water that is clear, good to drink as opposed to much water, water which must be filtered as well as boiled before it can be safely drunk
 
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That's some nice loot. Easily portable and probably worth quite a bit when we sell it.

/hug Cob

Poor guy, he really likes that stinky armor. Oh well, maybe we'll find something better for him soon.

[X] Talk do Gorok, ask about his plans of returning to his tribe

I think talking to Gorok would be the next logical step, considering that we've pretty much completed his personal quest, or at least the most dangerous part. Getting his tribe to use the knowledge, once it has been deciphered, will probably be a different kind of quest all on its own.
 
[x] Talk do Gorok, ask about his plans of returning to his tribe

I may have missed the discussion if there was one. I saw suppressing our and Mina's sense of smell was one of the options, and it seemed strange to me. Is it not possible to enchant the armor, or otherwise treat it with alchemical reagents?
 
[X] Try to get closer to warty, so far the slurk only tolerates you, maybe you can change that

Do not object against Gorok, but want to try something else.
 
So, guys, after getting a proper recompense from our Mongrelmen friends, we are going to the surface, right?

Between our right of passage to Sekamina and connections to the surface, we could really arrange some profitable trades.
 
So, guys, after getting a proper recompense from our Mongrelmen friends, we are going to the surface, right?

Between our right of passage to Sekamina and connections to the surface, we could really arrange some profitable trades.
If not immediately, then it seems like we should head that way soon-ish. Gorok is going to want to visit his tribe to pass on what he's learned from the Xulgath before long, too.
 
Hmmm, thing is, we are going to need a contact on the surface...

Maybe we can go and ask the orc borthers? Or, otherwise, follow the line of the guy importing Russet Mold and either denounce it to the authorities or ally him.
 
I would prefer to solve those plot with troll and dead Caligni women first.
I can see the Troll mission being done in a reasonably short timeframe if it doesn't require much travel, but following the thread of the dead Caligni woman seems like a much more involved quest that would take us much deeper into the more dangerous parts of the Darklands. Some surface adventuring to get a few more levels before tackling that wouldn't be a bad idea, IMO.
 
I can see the Troll mission being done in a reasonably short timeframe if it doesn't require much travel, but following the thread of the dead Caligni woman seems like a much more involved quest that would take us much deeper into the more dangerous parts of the Darklands. Some surface adventuring to get a few more levels before tackling that wouldn't be a bad idea, IMO.

I agree. The dead Dancer told us to go to a Derro city. I am not touching that thing until we have way more tools than the average Derro

Another idea for the surface: we could hopefully try to uplift the Iruxi, and base our operations from there. I just hope they are not on Cheliax. We need a better surface polity to be allied to, and Cheliax is too strong, but too xenophobic (leaving aside the fact that they worship devils).
 
I agree. The dead Dancer told us to go to a Derro city. I am not touching that thing until we have way more tools than the average Derro

Another idea for the surface: we could hopefully try to uplift the Iruxi, and base our operations from there. I just hope they are not on Cheliax. We need a better surface polity to be allied to, and Cheliax is too strong, but too xenophobic (leaving aside the fact that they worship devils).
If they're in Cheliax, I'm gonna seriously consider noping right back down into the Darklands.
 
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