Tales of Lost Omens: Surprise!

Wednesday, November 24, 2021

“I don’t like the look of that sloop,” said Daker, punctuating the last word with his ever-present sneer.

Callum extended his spyglass and directed it at the little vessel, a little less than two hundred feet to port. Its crew scurried about their duties as the sun reached for the golden edge of the western horizon.

“A fisherman,” said Callum, still scanning the deck of the other vessel, “returning home. Not everyone’s a pirate, Gaius.”

“We’re in the Shackles, Orrin,” answered Daker, still sneering at the smaller ship. “As far as I’m concerned, they’re all pirates, ‘til they prove otherwise.”

They had the poopdeck of the Madam Diabola to themselves, a sleek Chelish warship armed with the latest in cannon technology, each devil-mouthed barrel etched with a magic sigil which promised every shot they fired would fly deadly and true. The Madam was given the honor of watching this insignificant settlement’s harbor while Admiral Lecarnas and the rest of the punitive fleet sailed off to lay siege to Drenchport that very morning. Callum didn’t even know the town’s name, but he also didn’t care.

“I grant you, she’s a bold one,” Callum answered, watching as the sloop slowly moved in their direction. “Must’ve sailed out early morning, before we sealed the harbor. We could just warn her off with a hazard flag.”

Gaius Daker was too bloodthirsty in Callum’s opinion, even if he was his oldest friend from his Fort Gorthoklek days. Too enthusiastic with the sap when leading a press gang, too ready to—

“Fire a bit of iron across her bow with that pretty new swivel gun,” said Daker, eyeing the polished little cannon mounted on the port rail. “And beat to quarters. Lads and ladies need a bit of exercise, to keep ‘em on their toes.”

Madam Diabola was one of three vessels in the fleet outfitted with the new weapons, swivel guns similar to smaller versions of the black iron cannons on the decks below, tended by scurrying halfling prisoners the crew had taken to calling “powder rats.” Gaius Daker wanted to hear the cannon roar. Callum thought such impulse foolish. Would the captain approve of such actions?

“Gaius,” began Callum, but swallowed the rest of his words when he caught Daker’s glare. He knew that look well. Daker was senior midshipman of the watch, and his words were no mere suggestion. That dark look made it an order.

“Beat to quarters!” Callum shouted, turning to the swivel gun.

Sailors across the vessel leapt into action and the sound of martial drums filled the air. Callum couldn’t help but admire the artistry of the little bronze cannon, mounted on the gunwale, its mouth fashioned like a dragon’s maw, fangs bent outward. He checked the breech, pleased to find it properly loaded and ready. Captain Hecata was fond of the lash, and her newly trained gun crews knew this better than most. They tended Madam’s newfangled weapons of war well, out of fear if not pride.

The sloop was much closer now, turning to port so that it showed Madam her broad side. Callum, ready at the gunwale, turned to look at Gaius Daker, who he caught tugging at his officer’s jacket to sharpen the lines of his uniform.

“They’re giving us a fat target, Gaius,” Callum said, a bit of pleading in his voice. “Maybe a signal flag’ll do the trick.”

“A signal flag, Mister Callum?” came the lilting alto of Captain Hecata as she climbed up onto the poopdeck. “Perhaps I should prepare tea for these Shackles scum while you wave silk at them? What have we here, Mister Daker?”

Gaius, eyes alight with bloodlust and just plan lust, grinned at the captain and saluted.

“Suspicious vessel off the port, Captain! I ordered Midshipman Callum to fire a warning shot across her bow!”

Callum grimaced. Just like Gaius to throw him overboard if it made him shine a bit brighter in Hecata’s emerald eyes. Daker offered the captain his spyglass and she took it, rewarding him with one of her unreadable smiles that could as easily portend divine preferment as utter doom. She looked through Daker’s brass device and within a heartbeat repeated the midshipman’s order.

“Mister Callum, fire that shot. And I wouldn’t be cross with you if that shot puts a crimson part in someone’s hair.”

Callum nodded and turned the swivel gun in the direction the sloop’s starboard bow. He angled the shot as low as he dared—Hecata might not care if he took off some poor bastard’s head, but he did. He asked a blessing from Abadar and fired the cannon. The shot ripped a hole low in the sloop’s staysail and a cry of fear washed across the space between the vessels, announcing the sloop crew’s shock.

A woman in a long coat came to the starboard rail of the sloop, waving both arms frantically.

“Ahoy, Chelish warship!” the woman cried, long brown locks freed as she added her hat to her call for mercy. “We’re honest fishermen, bringing a bellyful to our little island! See how low we ride?”

Callum noted the ship was indeed running awfully low in the water.

“You feed pirates then?” shouted Captain Hecata with a contemptuous air, hands on her hips.

“Nay! Settlers, eking out a life in these hard islands! Shelly is a free port, and we give no allegiance to any pirate lord!”

“Our intelligence says otherwise,” said the captain, and Callum saw she wore that same smile she had given to Gaius. Those fishermen had best say their prayers. It was clear now where this encounter was headed.

Callum joined the naval academy in Hinji when it became clear his mercurial father would favor his younger brother when the inheritance was doled out. He had been fed tales of high adventure on the open seas, contending with the elements and wild creatures, bloodthirsty pirates and rebels intent on bringing Cheliax to its knees. Instead, he found himself part of an instrument of intimidation. Well-armed nautical bullies.

“There are a dozen innocent souls on this ship, captain!” the brown-haired mariner in the sloop called out across the water. “We bring back the bounty of the sea to feed hungry bellies. Men, women, and children. No more, no less. I beg you let us pass!”

The woman’s last words were made with hands clasped together, as if offering up a prayer.

“Prepare to be boarded,” sang Captain Hecata, drawing her cutlass and nodding to Midshipman Daker, who wore a giddy grin on his face.

Callum looked back at the sloop, the long-haired fisherwoman, hands still clasped like a supplicant…and then his eyes caught a shimmer, as though he looked at a painting behind glass, tilted to catch the sun’s rays. A warning tingled at the base of his spine. He turned to share his misgivings with the captain, when the unmistakable sound of a cannon report, several in fact, sent him instinctively to the deck, prostrate with his arms cradling his head. The first ball struck the portside railing on the quarterdeck below, obliterating wood and sending deadly splinters in all directions. The second tore through Gaius Daker, reducing him to an ugly spray of red.

In the next moment Callum was helping the captain up from the deck, one side of her smart Chelish uniform painted with Daker’s blood.

“Return fire!” she roared, shaking off Callum’s assistance. “By all the tines in Hell, that’s no bloody fisherman!”

Callum glanced to his left—the sloop was gone. In its place was a black-sailed brigantine, the iron mouths of cannon protruding from open gun ports, its main deck alive with surly-looking sailors brandishing weapons.

Sailors on a large ship fire cannons at smaller ship a short distance away. Returning fire shatters parts of the ship as cannonballs whiz by

Illustration by Pixoloid Studios from Pathfinder Guns & Gears


Pirates! he thought as Madam Diabola’s new guns answered the brigantine’s attack. But it was as if the wind took the iron hurled at their enemy away like fallen leaves. Of its sixteen guns, only a single cannonball connected with their chameleon foe. What sorcery did these brigands have at their disposal? Illusion to disguise a warship? Elemental servants to carry away iron shot?

It was then that Callum caught sight of the brown-haired woman again. He could swear she was smiling at him directly, and as if to confirm it, she gave him a jovial wave and held her hands up to her mouth to trumpet her words across the now-smoky distance.

“Welcome to the Shackles!” she cried.

About The Author

Mike Shel is the author of the Iconoclasts trilogy of fantasy novels and over a dozen Pathfinder RPG titles including The Dragon’s Demand, Isles of the Shackles, Tomb of the Iron Medusa, and Valley of the Brain Collectors. A Michigan native, Mike now lives in Indianapolis, Indiana, where he practices as a psychotherapist. Find more about his fiction and RPG works at mikeshel.com.

About Tales of Lost Omens

The Tales of Lost Omens series of web-based flash fiction provides an exciting glimpse into Pathfinder’s Age of Lost Omens setting. Written by some of the most celebrated authors in tie-in gaming fiction and including Paizo’s Pathfinder Tales line of novels and short fiction, the Tales of Lost Omens series promises to explore the characters, deities, history, locations, and organizations of the Pathfinder setting with engaging stories to inspire Game Masters and players alike.

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Tags: Pathfinder Pathfinder Roleplaying Game Pathfinder Second Edition Tales of Lost Omens Web Fiction

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Pathfinder Lost Omens, Rulebook, Starfinder Adventure Path Subscriber

Yeeesssssss. Moar pirates!

Seriously, reading this piece put me in a good mood. Good story — hope we can revisit the Shackles again soon. Thanks for the time, Mike Shel, and for Isles of the Shackles! Bloody masterpiece, that.

The Exchange

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"...and we were told we'd sail the seas for Andoran gold, fire some guns, shed no tears... but I'm a broken rate on an Erdogan pier... the last of Hecate's Privateers..."

Dark Archive

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Pathfinder Adventure Path Subscriber

Oh no, Chelish with cannons! Though it looks like the Shackles took to o' Bonefist's lead and got in the arms race!


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^Actually surprising that it has taken this long to see cannons. Cannons appeared on Earth at least by the 1300s, and even given that Golarion's sociological clock seems to run at about 0.1X speed, they are already clearly beyond that point in decently large regions.


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Lost Omens World Guide makes it rather clear that "cannons only exist in Alkenstar and there's a grand total of one ship in the world with them" thing has been retconned away and big guns are now a staple of ship armament and siege warfare.

Advocates

UnArcaneElection wrote:

^Actually surprising that it has taken this long to see cannons. Cannons appeared on Earth at least by the 1300s, and even given that Golarion's sociological clock seems to run at about 0.1X speed, they are already clearly beyond that point in decently large regions.

I mean, why build expensive technology when Evocation wizards are common and can take range increasing metamagic? Or Kineticists who can take range metamagics?

Both are probably cheaper and more reliable than a cannon. Probably much less likely to blow up a ship/set a ship on fire, depending on level of cannon tech; even the Basilica super cannon of Ottoman fame could only fire 7 times a day for fear of it breaking (and killing a lot of people with shrapnel), and had to be cooled with maaaaaaassive amounts of olive oil.

Besides, gotta give wizards something to do or else they get up to mischief. Like trying to kill the Arch-Chancellor of their Wizard University every 2nd Tuesday, eating Big Dinners and nothing much else [ / end Obligatory Discworld Wizards reference]


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Oh yea! Gimme that nautical themed Lost Omens book, Paizo! I wants it!


This is a really cool story I would definitely like to see more of. But it does raise some questions about the availability of firearms and black powder. Because in the Inner Sea Region, supposedly only Alkenstar/Dungun Hold know how to make gunpowder and limit its availability.

Not a lot of countries would be willing to be dependant on supplies(gunpowder) from a foreign power to keep them operational. Which is why it is pretty weird - if admittedly very cool - that Cheliax of all nations would so substantially invest in this technology. Andoran and Taldor are both hostile to them and directly control the trade route that gunpowder would take to the Empire. We know that Cheliax and Andoran at least are close to going to war with each other, in which case Chelish ships with guns would be useless beyond the first engagement. Andoran would just cut off the supply. Maybe the Chelish have already secretly developed their own gunpowder production?


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Pathfinder Lost Omens Subscriber

I could easily see devils getting a contract from one party for 'the sekrits of boompowder' and then contracting with someone else to share that secret.

Then it would become simply a matter of production.


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Karmagator wrote:

This is a really cool story I would definitely like to see more of. But it does raise some questions about the availability of firearms and black powder. Because in the Inner Sea Region, supposedly only Alkenstar/Dungun Hold know how to make gunpowder and limit its availability.

Not a lot of countries would be willing to be dependant on supplies(gunpowder) from a foreign power to keep them operational. Which is why it is pretty weird - if admittedly very cool - that Cheliax of all nations would so substantially invest in this technology. Andoran and Taldor are both hostile to them and directly control the trade route that gunpowder would take to the Empire. We know that Cheliax and Andoran at least are close to going to war with each other, in which case Chelish ships with guns would be useless beyond the first engagement. Andoran would just cut off the supply. Maybe the Chelish have already secretly developed their own gunpowder production?

Have you read Guns & Gears? There's a fairly lengthy section on the proliferation of tech.


keftiu wrote:
Have you read Guns & Gears? There's a fairly lengthy section on the proliferation of tech.

Yeah, hence my confusion. I might be misremembering, but I'm certain the book states that the main limitation for the spread and availability of firearms in the ISR is Alkenstar's monopoly on gunpowder, since only they (and apparently some goblins) know how to make it. There is some coming from Tian Xia, but that obviously doesn't really help either. That is the in-lore reason combination weapons exist. To make the most of their limited supply of black powder.


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It would make sense that if Cheliax just recently figured out how to break Alkenstar's monopoly on gunpowder, and then had to rebuild their navy at around the same time, that they would now suddenly be sporting cannons.

And while Wizards are not rare, mid-high-level ones that could actually do serious damage to a distant ship aren't exactly a dime a dozen, and they don't work for peanuts, particularly if most of them are nobles whose social position in Cheliax guarantees that they are going to be able to command premium payment for serving on dangerous, dirty, and stinky ships. (If you're a Cheliaxian Wizard arisen from the ranks of the common people, that's another story, and you better find a way to lay low or get out of town if you want to avoid being drafted, but that isn't going to be most of the mid-high-level Wizards in Cheliax.)


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UnArcaneElection wrote:

It would make sense that if Cheliax just recently figured out how to break Alkenstar's monopoly on gunpowder, and then had to rebuild their navy at around the same time, that they would now suddenly be sporting cannons.

And while Wizards are not rare, mid-high-level ones that could actually do serious damage to a distant ship aren't exactly a dime a dozen, and they don't work for peanuts, particularly if most of them are nobles whose social position in Cheliax guarantees that they are going to be able to command premium payment for serving on dangerous, dirty, and stinky ships. (If you're a Cheliaxian Wizard arisen from the ranks of the common people, that's another story, and you better find a way to lay low or get out of town if you want to avoid being drafted, but that isn't going to be most of the mid-high-level Wizards in Cheliax.)

They recently lost a fleet during the events of an AP, so we actually have such a situation. This would make for a cool story thread to put somewhere. Social and economic progress in Cheliax and its implications in international politics. Rather far from the usual focus of Pathfinder (sort of), but who knows ^^. That's not my bias for anything related to Cheliax showing, no no no :D

And boy, the implications of high level casters and other high level individuals for warfare on Golarion... just think what disintegrate would mean for ship-to-ship combat. But I think I have derailed this enough ^^


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Stray "Chelish" instead of the new "Chelaxian" spotted! :P

This was a very fun story. ALways delightful to see Cheliax get bulldozed, and fun to see someone who really doesn't actually want to be involved with them do so anyway.


Grankless wrote:

Stray "Chelish" instead of the new "Chelaxian" spotted! :P

This was a very fun story. ALways delightful to see Cheliax get bulldozed, and fun to see someone who really doesn't actually want to be involved with them do so anyway.

Chelish is incorrect? Huh, I didn't know that. Do you have a source for that? The World Guide certainly uses Chelish as well.


I'm positive they started just using Chelaxian with 2e.


Grankless wrote:
I'm positive they started just using Chelaxian with 2e.

Books newer than the World Guide definitely do so consistently, at least the Grand Bazar, Legends and Guns and Gears. So that looks like it is a thing. The change probably came late in development.


Karmagator wrote:
keftiu wrote:
Have you read Guns & Gears? There's a fairly lengthy section on the proliferation of tech.
Yeah, hence my confusion. I might be misremembering, but I'm certain the book states that the main limitation for the spread and availability of firearms in the ISR is Alkenstar's monopoly on gunpowder, since only they (and apparently some goblins) know how to make it. There is some coming from Tian Xia, but that obviously doesn't really help either. That is the in-lore reason combination weapons exist. To make the most of their limited supply of black powder.

Nah, Vudra and Qadira also know how to make powder, and Stella Fane managed to steal enough to reverse engineer both powder and firearms. It's still something people guard tightly - everyone has their own recipe. Alkenstar undoubtedly makes the best black powder in the inner sea region though. It's firearms themselves that Alkenstar guards the secrets on so tightly - other places on Golarion make guns, but nobody can match Alkenstar for black powder weapons. (Arcadia is the place with the most competition, though their best weapons are the magic-powered beast guns. The ancient star guns are on a whole different level but nobody alive can reproduce them)


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Karmagator wrote:
UnArcaneElection wrote:

It would make sense that if Cheliax just recently figured out how to break Alkenstar's monopoly on gunpowder, and then had to rebuild their navy at around the same time, that they would now suddenly be sporting cannons.

And while Wizards are not rare, mid-high-level ones that could actually do serious damage to a distant ship aren't exactly a dime a dozen, and they don't work for peanuts, particularly if most of them are nobles whose social position in Cheliax guarantees that they are going to be able to command premium payment for serving on dangerous, dirty, and stinky ships. (If you're a Cheliaxian Wizard arisen from the ranks of the common people, that's another story, and you better find a way to lay low or get out of town if you want to avoid being drafted, but that isn't going to be most of the mid-high-level Wizards in Cheliax.)

They recently lost a fleet during the events of an AP, so we actually have such a situation.

Exactly my thoughts, since the PCs succeeding (at least for the most part) at all of the 1st Edition APs seems to be the default timeline for the setting of the 2nd Edition APs.

Karmagator wrote:
This would make for a cool story thread to put somewhere. Social and economic progress in Cheliax and its implications in international politics. Rather far from the usual focus of Pathfinder (sort of), but who knows ^^. That's not my bias for anything related to Cheliax showing, no no no :D

Why is it far from the usual focus? AP plot hook!

Karmagator wrote:
And boy, the implications of high level casters and other high level individuals for warfare on Golarion... just think what disintegrate would mean for ship-to-ship combat. But I think I have derailed this enough ^^

Strange that while the 2nd Edition version of Disintegrate reduced the range, it also got rid of the text in the 1st Edition version limiting the volume of damage for very large objects and structures.

And summoning Rust Monsters would be critical in keeping an opponent from advancing beyond wooden hulls. You can be sure Cheliax would offer REAL GOOD MONEY for somebody who could come up with a reliable counter to that (which just might also offer some resistance to Disintegrate).


UnArcaneElection wrote:
And summoning Rust Monsters.

Given that Summon Entity is level 5 spell, has a duration of up to one minute, and it's 1 caster = 1 summon, that's hardly an optimal tactic.


UnArcaneElection wrote:
Karmagator wrote:
This would make for a cool story thread to put somewhere. Social and economic progress in Cheliax and its implications in international politics. Rather far from the usual focus of Pathfinder (sort of), but who knows ^^. That's not my bias for anything related to Cheliax showing, no no no :D
Why is it far from the usual focus? AP plot hook!

Politics (especially international), warfare and economics isn't really something APs focus on. War for the Crown and Kingmaker are an exception in that regard and even there they are not necessarily the focus a lot of the time.

The other part of this is the narrative space Cheliax occupies. The antagonist and "evil empire". And I don't think we want to mess with that space too much, because it is interesting and necessary if nothing else. But at the end of the day, "working for the bad guys" is not a major area of interest for the community. Especially considering that while you would sort of work for the good side, the changes cannot really be enough to change its identity as the antagonist.

I personally would love nothing more than a War for the Crown inspired AP from the Chelaxian perspective, possibly set during a war with Andoran (as hinted at by the LO: World Guide - the war I mean). Not fighting against House Thrune, but rather against other political factions. There should be an old ducal family or two we can kick around to at the very least end some of the more obvious problems like halfling slavery. Evil meritocracy with a diabolism bend is enough on its own. Fantasy is full of liberation/revolution stories, but there aren't a whole lot about the bad side taking a hard look at itself and reforming itself to become more effective. For obvious reasons, of course, but I can't help but think that Cheliax needs some internal changes to stay a credible threat. They've been kicked around a lot lately.


Actually, one could probably make a second Cheliaxian civil war out of that ....

Liberty's Edge

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Blood Lords seems to be the "working for the bad guys" AP.


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The Raven Black wrote:
Blood Lords seems to be the "working for the bad guys" AP.

Yeah, that one looks like it will hit a lot of the same notes. Non-good campaign set in evil town with lots of political intrigue. Nice, I totally forgot it was coming out XD


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Totally Not Gorbacz wrote:
UnArcaneElection wrote:
And summoning Rust Monsters.
Given that Summon Entity is level 5 spell, has a duration of up to one minute, and it's 1 caster = 1 summon, that's hardly an optimal tactic.

If said tactic lets you sink an otherwise unsinkable ironclad or even outright iron-hulled enemy ship, then it's very optimal for the situation. Same idea if it lets you keep an enemy from establishing a railroad to bolster their supply lines without preoccupying their high-level spellcasters.

Karmagator wrote:
UnArcaneElection wrote:
Karmagator wrote:
This would make for a cool story thread to put somewhere. Social and economic progress in Cheliax and its implications in international politics. Rather far from the usual focus of Pathfinder (sort of), but who knows ^^. That's not my bias for anything related to Cheliax showing, no no no :D
Why is it far from the usual focus? AP plot hook!

Politics (especially international), warfare and economics isn't really something APs focus on. War for the Crown and Kingmaker are an exception in that regard and even there they are not necessarily the focus a lot of the time.

The other part of this is the narrative space Cheliax occupies. The antagonist and "evil empire". And I don't think we want to mess with that space too much, because it is interesting and necessary if nothing else. But at the end of the day, "working for the bad guys" is not a major area of interest for the community. Especially considering that while you would sort of work for the good side, the changes cannot really be enough to change its identity as the antagonist.
{. . .}

Who says you would have to be working for Cheliax in an AP about this? An AP about this could easily have you be Andoren spies. Your mission, should you choose to accept it, is to send back detailed information about crucial support pillars of the Chelaxian economy, and find hidden but potentially exploitable weaknesses therein. In the event of your failure, the Secretary will disavow all knowledge of your actions.


UnArcaneElection wrote:
Who says you would have to be working for Cheliax in an AP about this? An AP about this could easily have you be Andoren spies. Your mission, should you choose to accept it, is to send back detailed information about crucial support pillars of the Chelaxian economy, and find hidden but potentially exploitable weaknesses therein. In the event of your failure, the Secretary will disavow all knowledge of your actions.

It would definitely be fun to run/play, but runs into real problems in the greater narrative. Because Cheliax is already getting kicked around by almost everyone, the only reasonable outcome of this would be the end of Cheliax as an antagonist. Or at least a serious one, if the end result is "only" the loss if Isger as a client state. Which is about the bare minimum that would happen. The choice is either that or your campaign not really achieving much, which isn't a good option either.

When you are playing from the Chelaxian side, you can easily avoid the "you can't succeed too much" problem, which is why I prefer that approach.


Karmagator wrote:
UnArcaneElection wrote:
Who says you would have to be working for Cheliax in an AP about this? An AP about this could easily have you be Andoren spies. Your mission, should you choose to accept it, is to send back detailed information about crucial support pillars of the Chelaxian economy, and find hidden but potentially exploitable weaknesses therein. In the event of your failure, the Secretary will disavow all knowledge of your actions.

It would definitely be fun to run/play, but runs into real problems in the greater narrative. Because Cheliax is already getting kicked around by almost everyone, the only reasonable outcome of this would be the end of Cheliax as an antagonist. Or at least a serious one, if the end result is "only" the loss if Isger as a client state. Which is about the bare minimum that would happen. The choice is either that or your campaign not really achieving much, which isn't a good option either.

{. . .}

Preventing Cheliax from opening an Infernal Worldwound would be a good accomplishment that could conceivably leave it intact and still largely in control of Isger. Likewise, thwarting a major invasion of Cheliax by Andoran and thwarting a coup in Taldor in which the coup plotters want to stab Andoran in the back while Cheliax attacks is a good accomplishment that could conceivably leave Cheliax intact and still in control of Isger, as well as leaving Taldor intact and maybe even a bit more stable than before. In either case, if I was a Chelish PC actually working for Cheliax (as opposed to working for the Resistance), I would be feeling like I hadn't accomplished much.


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UnArcaneElection wrote:
If said tactic lets you sink an otherwise unsinkable ironclad or even outright iron-hulled enemy ship, then it's very optimal for the situation. Same idea if it lets you keep an enemy from establishing a railroad to bolster their supply lines without preoccupying their high-level spellcasters.

Rust Monster deals 2d6 damage to metal items ignoring hardness. Assuming that such ship would have 200 hp and the rust monster exists for 1 minute (10 rounds), it would take quite a lot of casters and a lot of rust monsters to get there, especially in less than ideal circumstances.


Totally Not Gorbacz wrote:
UnArcaneElection wrote:
If said tactic lets you sink an otherwise unsinkable ironclad or even outright iron-hulled enemy ship, then it's very optimal for the situation. Same idea if it lets you keep an enemy from establishing a railroad to bolster their supply lines without preoccupying their high-level spellcasters.

Rust Monster deals 2d6 damage to metal items ignoring hardness. Assuming that such ship would have 200 hp and the rust monster exists for 1 minute (10 rounds), it would take quite a lot of casters and a lot of rust monsters to get there, especially in less than ideal circumstances.

Strangely, 1st Edition doesn't seem to have a way to summon a Rust Monster, or I'd say use Summon Monster 2 levels higher than needed and summon d4+1 of them, or d4+2 if you have Superior Summoning; 1st Edition Summoner and a few weird archetypes of other classes have Summon Monster that lasts for minutes per level instead of rounds per level.

In 2nd Edition, if you have access to both the Sorcerer Imperial Bloodline (Arcane spell list, unfortunately -- doesn't include Summon Entity) with Extend Spell (as early as 6th level if you are a Sorcerer or at 12th level if you multiclassed into it) and Summon Entity (any Occult spellcaster or multiclass archetype thereof), you can make the Rust Monster hang around for 10 minutes. Sneak into a cargo hold or better yet bilge space with at least 1 Focus and summon. Then teleport out when the ship starts leaking. Alternatively, buff yourself so that you can swim and breathe water, and then summon the Rust Monster against the outside of the ship and cast Feet to Fins on it (available from Arcane spell list, and the duration is already 10 minutes -- also use on yourself if one of your other buffs doesn't cover this) so that they can swim to it and follow it if necessary. Strangely, the 2nd Edition Summoner class doesn't seem to have a way to do this by itself (unlike the 1st Edition Summoner's Summon Monster spell-like ability), unless I missed something hidden in a way that I couldn't find it by searching for "extend" or "duration". Even if the ship is moving so that the Rust Monster has to spend 2 actions out of each round swimming after it, it will be dealing average 7 hit points per round * 10 rounds per minute * 10 minutes, which comes out to average 700 hit points of damage, which is way more than 200 hit points, thereby leaving considerable margin in case things go wrong part way through. If the ship wasn't already moving at the outset, the Rust Monster might be able to do quite a bit more damage, and might even have time left over to swim to another similar ship nearby and do the same thing.


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What if the ship is laced with an agent that's highly irritating for Rust Monsters?

See, UAE, your problem (apart from, as far as I can tell, never have played either edition of Pathfinder and thus having no idea how the game works in practice) is that all your analysis is white room theorycraft, and that tends to not survive contact with reality. If anybody would be using ships with major metal elements, making sure that a commonly known monster can't wreck your ship would be your priority. Alchemical repellents, specially trained animals, Rust Monster Hunter Squad, you name it, you got it.

Silver Crusade

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… if you have Teleport (big if there), you have Disintegrate. Much more efficient and less convoluted than playing the Mission Impossible theme while sneaking a Rusty on board.


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Rysky wrote:
… if you have Teleport (big if there), you have Disintegrate. Much more efficient and less convoluted than playing the Mission Impossible theme while sneaking a Rusty on board.

With 120 feet range you don't even need to Teleport ;-)

Stuff like ship combat in games like Pathfinder relies heavily on suspension of disbelief and not trying to see the game world through the lens of the rules, because that leads to madness (also having to explain why suddenly Rust Monsters aren't destroying entire ships with two strokes of their antennas).


Up to this point, all the ships (or at least all the common ones) have been wooden with no large metal parts. Rust Monsters are a good reason this hasn't changed (and why no railroads have appeared, and why even the plateways that developed on Earth in the late Middle Ages, which Golarion technology should easily be able to build, haven't become common (I haven't seen any, but I haven't looked at material from every supplement, so I could have missed a few).

Obviously, at some point in the future, somebody must have figured out a Rust Monster repellent/poison/proofing that isn't horribly expensive, or hunted them to extinction, because otherwise the Starfinder technology as we know it wouldn't have developed. But that hasn't happened yet. (You don't have to thank me if Paizo comes out with a supplement that has such a thing . . . .)

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