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It’s been nearly a month since Venture- Captain Drandle Dreng, a decrepit yet well-respected Pathfinder, instructed you to meet him dockside in Absalom. On arrival, Dreng herded you on to a Korvosa-bound
merchant vessel and gave you a series of quick, stern instructions.
“One of my good friends, a merchant in the Varisian outcast’s haven known as Kaer Maga, sent me a very strange letter, which I need you to investigate. The merchant—his name is Horis Collgardie tells me that the residents of Kaer Maga are very upset about the Society’s plan to build a lodge in their city and even further upset that the agents we sent are making trouble, stirring up the delicate balance of power that exists in the so-called City of Strangers. The trouble is, not the Decemvirate or any venture-captain I can find gave the okay
to build a lodge there. We know it would be folly to do so - at least right now - and so this idea that Collgardie has that the Society is there and doing just that is worrisome.”
Motining towards a ship off to his side, ”I’ve taken the liberty to book you passage myself. In a few weeks
time, you’ll be in Korvosa. From there, you will meet an ally oy the Society’s caravan, and travel overland to the road’s end at the cliffs below Kaer Maga, the so-called Twisted Door. There you must pay the Duskwardens to escort you through the Halflight Path to reach Kaer Maga.” Reaching into a pouch around his belt, VC Dreng takes out a small money pouch, and hands it over. ”This should cover it. Once inside the city, find Collgardie and find out what he’s talking about. If there are Pathfinders in the city founding a lodge, tell them I order them to stop at once. If this is some kind of ruse, get to the bottom of it and do what you can to keep our Society’s good name in Kaer Maga. We may not be completely welcome there, but neither are we unwelcome. Let’s keep it that way. My advice, . . .keep your head down and be smart. The balance of power in that city is fragile—upset it and you’re likely to die. Don’t go stomping about the place like it was a pharaoh’s tomb. Be cautious, be careful, and be courteous, even if the locals make fun of you for doing so. Oh, and the locals are likely not what you expect—you’ll see when you get there.”
”Any questions? Oh, and it’s going to be a long journey by sea. You are not likely to be able to do much trading until you get there. So if there’s any last minute things you need to buy, now’s the time.”
I'm not ready just yet, (soon), but please refrain from non-game related talk, too much Out of Character chatting, and the like.

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Alastor, an exceptionally pale young man, leans against a crate on the deck of the ship. He is wearing form fitting, dark leather garments. He pulls a dark hood over his bald head to shade himself from the bright sunshine of the day. His shockingly blue eyes and thin, flat smile are still visible under the hood. He follows every word spoken, but keeps his thoughts to himself for the present.

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Well...putting the Society's name to shame. We cannot have that. It seems the locals will not be friendly to us because we are in fact Pathfinders, so shall we remain anonymous or a bit more blunt and denounce the fakers publicly?
Zedril looks to Maldoc and Alastor...Forgive me, I am Zedril.
Zedril extends his hand towards his new companions. [i]Zedril's hand is pale but look as if they have charred markings on them as if a smoldering fire has been put out.

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"I'm Alastor." he says, taking those other man's hand but not meeting his eye. "I don't mind if we keep our heads down. That's what I do best. But you seem able to burn down any hornet's nest you might kick up. It might go for the same regardless of what we do."

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Do we have any idea of Collgardie's usual location within the city?
"That you will need to find when you get there, though it should not be much of an issue. He is a fairy well-to-do man. I wouldn't say with no enemies, but instead with the right allies."
Well...putting the Society's name to shame. We cannot have that. It seems the locals will not be friendly to us because we are in fact Pathfinders, so shall we remain anonymous or a bit more blunt and denounce the fakers publicly?
"There is no indication that they are shaming the Society, that is not the issue, as far as I can tell. Believe it or not, the Pathfinder Society is not welcome in many places. Cheliax, Taldor, Ustalav, to name a few, have no love for us. Kaer Maga, is not the traditional city. It is run by powerful families, gangs, and organizations, and no one there wants another group. One that could unbalance the way things are working now. Someone is trying to build a Pathfinder Lodge there, one that is neither sanction by us, nor gotten approval from the locals there. I'm sending you to speak to Collgardie, find out what is really going on, and then locate the Pathfinders, and tell them to stop immediately. Before they get all Pathfinder banned."

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Does anyone need to get anything before leaving? If not, I'll go ahead and move on.

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You travel by ship from Absalom to the Pathfinder Lodge near Magnimar. From there, you continue you overwater travel along the Yondabakari River to the east, finally reaching Lake Syrantula. The rest f your journey is on foot. To the east, you see the Mindspin Mountains in the far distance, while to the north-east you pass by the Ashwood Forest. At the end of the first day, you can see the natural landmark called the Storval Stair.
A massive wall that stretches miles, with Kaer Maga resting upon the top. It's cliff is nearly a straight drop, and as you get closer and closer, you realize that the cliff itself is what looks like a colossal sized stair case, with each step easily 400 ft tall, with the entirety somewhere aroung 3,000 feet. Along each step, in sort of a missmash pattern are the giant faces of various kings, sages, and other unknown individuals, their facial reconstructions many times larger than your bodies, and stretching the entire distance, as far as you can see. None know the exact reason for this, or who might have once actually used such a thing, but if one could manage to climb it, they would enter into an area of Varisia called the Cinderlands. Right at the edge of the top of the Storval Stair's cliff lies the city of Kaer Maga, with it's tall walls leaving you feeling a bit minute. Tiny and insignificant.
Coming to the Storval Stair, you can only see two areas to continue. One is a bleached white section of stoe that cuts a single path through the Stair that the river flows through, but is not the direction you need. The other, called the Halflight Path, is a cave system that travels upwards through the stair itself, finally reaching Kaer Maga when done.
The Halflight Path winds back and forth, slowly making it's way up to the plane above the Stair. Wide enough to allow wagons and caravans to enter single file, the Halflight Path can take anywhere from 1 to 8 hours, depending upon the pace of travel.
You arrive just in time, for a small group of travelers has gathered ready to be led into the Halflight Path by it's guardians, the Duskwardens. Well known for honesty and endurance, and placing their mission to safeguard the city and their charges above all else.
(After giving you a brief explanation of the above), they hand each person a small pendant, a crystal upon a simply leather leash, with the instruction that "During your journeys upward, should you either become lost, or heaven's forbid attacked or in danger, find a secure place to hide, and call into the amulet. Nearby Dukwardens will immediately be dispatched to come find you. This is not a toy, and do not use unless you are truly in danger. Is that clear?!"
Once everyone is ready, they begin to escort you forward, hauling open a massive iron gate to open then the Halflight Path. Duskwardens space themselves out to keep an even watch over all of their wards, and mostly remain silent. They answer questions, but do not otherwise chat, focusing upon their duties above all. As you journey forward, the path offers some light, but not the best. about ever 100ft is a trail of torches, leading the way along the proper path. Some carry their own light, either magical or mundane. There is enough to see where you are going, but at the same time is a bit unnerving. At various times along the way, you can see portions that have been sealed off. Either different paths that can no longer be used, or small posts no longer in service. Every once in a while you pass an outpost housing a handful of Duskwardens, ready to be dispatched if called.
Coming up is the point of no return. That is to say, if you have not posted in the game thread by now, I'm going to assume you changed your mind and found a new game.

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Alastor checks after the group, trying to spot any enemies waiting in the caverns. He is unnerved by how at home and comfortable he feels in the dark and desolate places of the world. His darkvision and keen senses are a blessing in the shadows. He keeps his eyes peeled for any traps or ambushes.
Perception: 1d20 + 7 ⇒ (19) + 7 = 26 (+2 more for traps)

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Maldoc mainly keeps to himself, often looking through his spellbook or simply lost in his own thoughts. Occasionally he will take a look around as they pass thru the Path, but he does not make comment.

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Variel watches everything with much interest and seems to be having a whispered conversation with his pet bird, currently perched on his left shoulder . He has heard a lot about this city and finally now have a chance to visit it. I have listen so much about this place and now here we are. Surely more good things will come from our assotiation with... our new friends.

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Can I have some Perception checks please. Dwarf-like bonus would apply. Im trying to think about how I want to do something coming up, but I should have it up around lunch.

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About 3 hours into your slow moving journey up the Halflight Path, suddenly you notice a rumbling of one of the bricked-off sections you pass by. At first it simply draws your attention as an oddity, though you begin to worry as the Duskwardens quickly begin to move into positions around that area, to guard the travelers. Suddenly, the entire brick wall collapses, being pushed forward from it's marring to the cave, and slams down in a loud crash. Hordes of goblins pour out, charging at the closest people and begin to attack. many people begin to panic, fleeing randomly away from the violence, though you are made of much sterner stuff.
Alastor: 1d20 + 7 ⇒ (18) + 7 = 25
Maldoc: 1d20 + 4 ⇒ (17) + 4 = 21
Zedril: 1d20 + 2 ⇒ (16) + 2 = 18
This "encounter" follows special rules, (hence no Init or map yet). Instead, can I have everyone tell me what they plan to do for 1 (full) Round.

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Variel casts hipnotism at the goblins trying to keep as much of them fascinated as possible so the defenders can thin their numbers a few at time insted of a full out assault.
Affect HD: 2d4 ⇒ (1, 1) = 2
Cant we talk about this? You know you want to.

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Zedril begins rubbing his hands together. As they rub, those around him notice the smoke begin to rise from the friction. His hands begin to crackle and blacken as he raises them in front of him. His hands have become a charred, glowing red visage of his power.
Zedril readies to cast Burning Hands on the first group of Goblins that attempts to break our line.
Burning Hands DAM: 2d4 + 2 ⇒ (2, 4) + 2 = 8 - +2 is from traits
Reflex for 1/2 - DC-15

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As you muster forward, calling on your arcane power or making your weapons ready, suddenly above you, you hear another shaking sound and a mass of stone and rock falls nearly on top of you.
You all make it
The avalanche sends out a blast of air, knocking out most of the torches in the area, leaving the new cavern dark, (except the light you carry with you), and suddenly Goblins leap out of the hole in the roof, surrounding you.
There would be a surprise round, but everyone made it, (the Perception checks from earlier), so we will just skip to the battle.
A total of 6 Goblins leap out, wielding short swords, and also carrying a short bow on their backs. They have both a shield and finer chainmail than the goblins you normally see, indicating they might be a little more of a threat than normal. The last one, a shaman of some sort, instead has a light crossbow, and a weasel pet. Looking to the others, he points at you and yells
Alastor: 1d20 + 6 ⇒ (11) + 6 = 17
Maldoc: 1d20 + 6 ⇒ (14) + 6 = 20
Variel: 1d20 + 5 ⇒ (19) + 5 = 24
Zedril: 1d20 + 2 ⇒ (18) + 2 = 20
Goblins: 1d20 + 6 ⇒ (19) + 6 = 25
Goblin Shaman: 1d20 + 2 ⇒ (11) + 2 = 13
MAP TIME. Ok, I have a link to the map both at the top of the page, and also under my name (CoS LOW). You should all be able to move yourself around freely, and if you hit Insert, and select shapes, you can tinker around with adding area affects if needed. Please indicate here that you are moving though, as it's easy to loose track sometimes.
Init Round 1:
-> Goblin 1 , Goblin 2, Goblin 3, Goblin 4, & Goblin 5
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Variel, Maldoc, Zedril, & Alastor
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Shaman and Weasel

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Goblins 1-4 all charge, attacking with their short swords, while Goblin 5 swings around the small tunnel, and likewise attacks.
Goblin 1 vs Variel (15): 1d20 + 4 ⇒ (16) + 4 = 20 <HIT>
Damage: 1d4 ⇒ 1
Goblin 2 vs Maldoc (18): 1d20 + 4 ⇒ (12) + 4 = 16 <MISS>
Damage: 1d4 ⇒ 3
Goblin 3 vs Maldoc (18): 1d20 + 4 ⇒ (19) + 4 = 23 <HIT>
Damage: 1d4 ⇒ 1
Goblin 4 vs Zedril (13): 1d20 + 4 ⇒ (14) + 4 = 18 <HIT>
Damage: 1d4 ⇒ 4
Goblin 5 vs Variel (15): 1d20 + 2 ⇒ (20) + 2 = 22 <HIT>
Damage: 1d4 ⇒ 3
Crit Confirm vs Maldoc (18): 1d20 + 4 ⇒ (10) + 4 = 14 <NO CRIT>
Crit: 1d4 ⇒ 4
Crit Confirm vs Variel (15): 1d20 + 2 ⇒ (15) + 2 = 17 <CRIT>
Crit: 1d4 ⇒ 2
Variel = 6 dmg
Maldoc = 1 dmg
Zedril = 4 dmg
Almost all of the dirty little bastards hits, drawing a bit of blood, but also leaving themselves pretty open for you to counter.
Init Round 1:
Goblin 1 , Goblin 2, Goblin 3, Goblin 4, & Goblin 5
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-> Variel, Maldoc, Zedril, & Alastor
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Shaman and Weasel
You can post your orders out of turn, and Ill put them in proper order. Also most combats will not looks this polar, but to speed things up, I try to put like monsters together.

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Alastor drops his bow on the ground with a clatter. He draws his short swords and lunges at the nearest the nearest goblin.
Main Hand
Attack: 1d20 ⇒ 7
Damage: 1d6 ⇒ 1
Off Hand
Attack: 1d20 ⇒ 5
Damage: 1d6 ⇒ 5

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Also keep in mind, if you post a little out of order, I'll let you do small retcons within reason. For example, since Alastor goes last of th group, and someone else moves over to a position that would allow Alastor to 5ft step and flank, that's fine by me if he does that when it actually comes around to his turn, just let me know.

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Blast these damn goblins! Maldoc yells as they ambush the party. Send them to hell!
Maldoc will change to his rapier (move action) and tap his Arcane Pool in order to enhance the weapon (swift action). He will then strike out at Goblin #3, hoping to repay him in blood!
Rapier: 1d20 + 5 + 1 ⇒ (17) + 5 + 1 = 23
Damage: 1d6 + 1 + 1 ⇒ (5) + 1 + 1 = 7
Maldoc will then yell out at the shaman,

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What happened to the other goblins, did I just wasted my spell on them?
Variel turns his arcane gaze to slumber his enemies and moves to a better defence position.
Slumber Hex to goblin 1 will DC15 and move diagonally in a 5ft step to allow Alastor to step into flanking.

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Your spell (and other's actions) never happened. The ceiling crashed in, cutting you off from everything else outside, and then other goblins attacked. :) Everyone in the other group I'm running this for went all out and rolled attacks, cast spells, and everything (even though I just asked for a description for this reason) and a few of them are kind of P'd as they rolled crits. I felt bad.

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No, but I think you would have missed anyway.

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Zedril will attack the Goblin that attacked him.
Zedril will cast his Bloodline Power, Elemental Ray.
ATK: 1d20 + 3 ⇒ (3) + 3 = 6
DAM: 1d6 + 1 + 3 ⇒ (4) + 1 + 3 = 8
A Goblin welcoming party....how thoughtful.

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Variel side steps and witch-curses one of the goblins.
Will: 1d20 - 1 ⇒ (11) - 1 = 10 That Goblin drops to the ground, taking a small nap as Maldoc decapitates one with his magically charged blade.
Zedril, if you fire your ray (ranged attack) you will provoke an AoO from Goblin 4. Did you want to do it anyway?
Alastor steps over to flank with Variel, hoping to stab the Goblin in the kidney, but can't seem to land a hit on the wiry little guy.
The Shaman take a small step back, reaches into it's pouch and grabs a handful of fine sand, flinging it into the air and begins to chant the spidery words of a spell. His weasel charges at Alastor, his closest target and leaps up trying to bite at his throat, but Alastor reacts quickly, instinctually bring up his short sword and cuts it in two while still in mid flight.
Goblins 2, 4, and 5 continue their attacks.
Goblin 2 vs Maldoc: 1d20 + 2 ⇒ (12) + 2 = 14 <miss>
Damage: 1d4 ⇒ 1
Goblin 4 vs Zedril: 1d20 + 2 ⇒ (17) + 2 = 19 <HIT>
Damage: 1d4 ⇒ 2
Goblin 5 vs Variel: 1d20 + 2 ⇒ (10) + 2 = 12 <miss>
Damage: 1d4 ⇒ 4
Init Round 2:
Goblin 1 (asleep) , Goblin 2, Goblin 4, & Goblin 5
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Variel, Maldoc, Zedril, & Alastor
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Goblin Shaman (casting)
Variel, how long does the Slumber Hex last?

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When my move comes around
Alastor steps over the sleeping goblin and tries to drive his swords into the back of one of the goblins. (Goblin 2)
Main Hand: 1d20 + 2 ⇒ (15) + 2 = 17
Damage: 1d6 ⇒ 4
Off Hand: 1d20 + 2 ⇒ (7) + 2 = 9
Damage: 1d6 ⇒ 4

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OK, lets see if I do this right.
Maldoc begins to cast a spell with his open hand (Arcane Mark) and does so with a defensive posture, however he fails to maintain his concentration and loses the spell. Cast Defensively, DC 15: 1d20 + 4 ⇒ (5) + 4 = 9. He then strikes at the goblin he has flanked!
Rapier: 1d20 + 5 + 1 + 2 ⇒ (5) + 5 + 1 + 2 = 13
Damage: 1d6 + 1 ⇒ (2) + 1 = 3
Meh, that was a poor first effort at Spellstrike, hehe.

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ok, misread the Goblin numbers, I thought that was the one that attacked me, in that case if I can, I'll shocking grasp the Goblin next to me.
Shocking Grasp ATK: 1d20 + 1 + 3 ⇒ (1) + 1 + 3 = 5
DAM: 2d6 + 2 ⇒ (4, 3) + 2 = 9

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Casting while threatened will likewise Provoke, as would moving more than a 5ft step. That does not mean it will actually hit, just that there is a chance that a Goblin might get a free attack.

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Variel, how long does the Slumber Hex last?
One round, I thought I could extend it with cackle but just discovered it does not work on it.
Spellcraft: 1d20 + 8 ⇒ (10) + 8 = 18
Variel steps back and coup de grace the sleeping goblin punching the thing's throat with his cestus and crushing it.
Coup de grace: 2d4 - 2 ⇒ (2, 3) - 2 = 3
Fort DC13 or die.
Gentleman, I am going to need a little help here. Also that shaman is about to try to put us to sleep.

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He can try, says the elf. That would be somewhat of a hindrance to some of our companions however. I'm a bit busy here with goblins, perhaps you could take care of it?

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Alastor makes a tumble behind one of the Goblins.
"Get behind this wall, I don't think magic goes around corners!" he says, appearing behind the Goblin and slashing at it with his swords.
Acrobatics: 1d20 + 8 ⇒ (18) + 8 = 26
Main Hand: 1d20 + 2 ⇒ (10) + 2 = 12
Damage: 1d6 ⇒ 5
Off Hand: 1d20 + 2 ⇒ (20) + 2 = 22
Damage: 1d6 ⇒ 5
Sneak Attack: 1d6 ⇒ 6

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Variel takes the life of the one that he had cursed, while Maldoc moves up to Flank, and chants a spell. He looses his mojo, however, and the spell fizzles, laving his strike to glance off the Goblin's shield. Zedril likewise begins to cat a spell, but the Goblin near him swipes at him.
AoO: 1d20 + 2 ⇒ (12) + 2 = 14 <HIT>
Damage: 1d4 ⇒ 4
Alastor cartwheels behind his enemy, avoiding it's futile sword thrust, and stabs it in the face. (No Sneak Attack, but you did possibly crit, and I rolled for you, doing enough to drop the Goblin.)
The Shaman finishes casting his Sleep spell, targeting Goblin 2, Maldoc, Variel, and Zedril. <DC 12>
Goblin: 1d20 - 1 ⇒ (16) - 1 = 15
Maldoc and Variel are immune
Zedril: 1d20 + 3 ⇒ (11) + 3 = 14
Goblin 2 and 4 continue to wipe at the party, though they are clearly starting to see their advantage in numbers fading.
Goblin 2 vs Variel: 1d20 + 2 ⇒ (14) + 2 = 16 <HIT>
Damage: 1d4 ⇒ 4
Goblin 4 vs Zedril: 1d20 + 2 ⇒ (19) + 2 = 21 <Hit>
Damage: 1d4 ⇒ 4
Goblin 4 vs Zedril: 1d20 + 2 ⇒ (2) + 2 = 4 <no crit>
Init Round 2:
Goblin Shaman, Goblin 2, & Goblin 4
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-> Variel, Maldoc, Zedril, & Alastor

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Ah, cheers! Totally missed my natural 20.
Alastor moves around the cave, trying to disappear in the shadows so he can sneak up on the Shaman.
Stealth: 1d20 + 8 ⇒ (12) + 8 = 20

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Ok, in that case it will instead attack Maldoc and miss.

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When my next turn comes around
Alastor will sneak up on the Shaman and flank him from the side.
Main Hand: 1d20 ⇒ 19
Damage: 1d6 ⇒ 3
Off Hand: 1d20 ⇒ 9
Damage: 1d6 ⇒ 2
Crit Confirm: 1d20 ⇒ 17
Damage: 1d6 + 2 ⇒ (5) + 2 = 7 (Killer Trait)

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Forgot about something. Would the sleep spell also affect my familiar? It was perched on my shoulder. In case it does:
Will: 1d20 + 4 ⇒ (19) + 4 = 23
During my turn it will wke me up.
Scared the thrush takes to the cave ceiling as the elf collapses. It returns quickly and starts to peck Variel's shoulder while mumbling.
What are you doing? Wake up fool. Wake up!
Dizzilly the warlock stands up and draws his crossbow.
Cursed goblins...