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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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Dot. Tell us when you're ready.
Tiasar nods and listens, writing things of note down in a small journal. The raven on his shoulder remains silent as a grave, taking its time staring down each person in the room one at a time. At the mention of the long sea journey Tiasar flinches. "Alas, I have not yet discovered my sea legs. The closest I have come is fighting some man sized crabs but that hardly counts." Tiasar continues to scribble in the journal, apparently going into great detail.

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dot
dot back

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I am prepared for the trip, and I look forward to meeting Horis Collgardie so that we can get him sorted out. No worries, friend Tiasar, I am sure that you will gain those sea legs soon enough. We all will.

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The little gnome pipes up in the corner. "Do we know anything more about this Collgardie? How about the Twisted Door and the Halflight Path?"
Any Knowledge skill checks to give us more information?

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Perhaps I could pick up a scroll of Touch of the Sea. The range is touch, but luckily I have a flying familiar who just gained the ability to deliver touch spells. At 25gp a pop I'd say I could pick up one or two and have them pay off.
Tiasar contemplates the quandary for a moment. "I might come up with something before we leave."

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The little gnome pipes up in the corner. "Do we know anything more about this Collgardie? How about the Twisted Door and the Halflight Path?"
Any Knowledge skill checks to give us more information?
Massive text on the way for just that. :)

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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.

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This looks to be a long journey. May peace be with us on our journey. May we all be enlightened and stay true

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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.
Iasua: 1d20 + 11 ⇒ (6) + 11 = 17
Xiaobo: 1d20 + 13 ⇒ (11) + 13 = 24
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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You can see maybe 30 (50?) or more goblins break through. They come through in small packs of 3-6, but immediately break away and run to the nearest person they can see, male, female, young, adult, or elder, it doesn't matter. They seem to be intent on slaughter. As you begin to chant, you see a group that you think will be in a position to catch 4, your best bet it looks.

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By the way, "the 30 (50?) Gobins" part. You should absolutely read that and just imagine an evil DM sitting back and chuckling. . . Maybe some diabolical laughter. :)

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"I can see in dim light just fine"
Xiabo will flurry of manuever fighting def on two and punch them when they are tripped.
-Posted with Wayfinder

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Round 1, Furious Focus, Power Attack, Overhand Chop, Cleave (If Possible)
Jake draws his Greatsword and attacks the nearest threatening Goblin, and Cleaves an adjacent if possible.
GS Att: 1d20 + 9 ⇒ (20) + 9 = 29
GS Dam: 2d6 + 4 + 4 + 3 ⇒ (2, 3) + 4 + 4 + 3 = 16
Crit Confirm: 1d20 + 9 ⇒ (19) + 9 = 28
Addl Crit Dam: 2d6 + 4 + 4 + 3 ⇒ (2, 1) + 4 + 4 + 3 = 14
If successful, and if possible...
Cleave Att: 1d20 + 9 ⇒ (6) + 9 = 15
Cleave Dam: 2d6 + 4 + 4 + 3 ⇒ (5, 3) + 4 + 4 + 3 = 19

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[ooc]If Jake attacks the ones I do he can add +4 to his attack rolls
-Posted with Wayfinder

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If Jake attacks the ones I trip he gets extra +4 on attack
-Posted with Wayfinder

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pointblankshot: 1d20 + 11 ⇒ (3) + 11 = 14
damage: 1d8 + 3 ⇒ (2) + 3 = 5
single goblin within 30 ft if possible
-Posted with Wayfinder

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Iasua Will use deadly aim, rapid shot and PB on first 2 targets in 30 ft...this is just until he can get on and post which should be tonight
-Posted with Wayfinder

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forgot to roll lol
Fighting def and flurry of manuever and he blocks first melee attack on him new AC is 24
trip 1: 1d20 + 16 ⇒ (5) + 16 = 21
attack 1: 1d20 + 10 ⇒ (12) + 10 = 22extra 4 if trip
damage 1: 1d10 ⇒ 7
trip 2 : 1d20 + 13 ⇒ (15) + 13 = 28
attack 2: 1d20 + 10 ⇒ (6) + 10 = 16extra 4 if trip
damage 2: 1d10 ⇒ 5
-Posted with Wayfinder

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As Jake, Xiaobo, and Iasua run off to destroy some goblins, Pai and Tiasar begin chanting their spells. Suddenly, the ceiling above you also cracks, and a pile off rubble falls to the ground in front of you, cutting you off from the other travelers and the Duswardens.
you all make it
Sorry, I tried to hint that that was not the combat. As soon as I saw that crit I knew someone was not going to be happy. :)
All the torches go out, leaving you in otherwise pitch black, (Pai mentioned a light source earlier, so I'll assume that Tiasar cast Light as no one else seems to have it or a Wayfinder ha ha ha), except for that which you carry. Suddenly, another group of goblins jump down, surrounding you, led by some sort of shaman.
Iasua: 1d20 + 7 ⇒ (5) + 7 = 12
Jake: 1d20 + 4 ⇒ (4) + 4 = 8
Pai: 1d20 + 2 ⇒ (20) + 2 = 22
Tiasar: 1d20 + 2 ⇒ (7) + 2 = 9
Xiaobo: 1d20 + 5 ⇒ (11) + 5 = 16
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Goblins: 1d20 + 6 ⇒ (7) + 6 = 13
Shaman: 1d20 + 3 ⇒ (6) + 3 = 9
SURPRISE ROUND: -> only Xiaobo (from the Perception checks earlier)
INIT Round 1
Pai & Xiaobo
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Goblin 1, Goblin 2, Goblin 3, & Goblin 4
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Iasua
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Goblin Shaman and Weasel
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Tiasar & Jake
Pai, I'll allow the Mage Armor to have gone off, as I can see you wanting to finish casting it when you notice an avalanche of stone falling, and I'd assume that Tiasar would stop casting and save his spell.
The goblin warriors do not seem the normal brand of barbaric gutter-dwellers you are used to. Each has a decently clean and useful chain shirt, a short bow, a shield, and is currently carrying a short sword. The shaman on the other hand has lighter armor, and is carrying a masterwork Light Crossbow, points at you and says
Also, now we are to the map. You can find a link both at the top of the page (current map) as well as under my name (CoS HIGH). Also, hopefully after this point I can stop with the huge posts.

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And no one tried to save all the innocent travelers, tsk, tsk. :)

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knowledge religion: 1d20 + 4 ⇒ (14) + 4 = 18
-Posted with Wayfinder

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Not trying to cheat you. But read back and here's what I actually said.
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.
In retrospect, I forgot that some of you have not played with me before, so might not know how I normally run a combat, and I am considering letting you keep your roll for later.

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Xiabo well move at a complete diagnle to be adjacent to the two goblins on left
-Posted with Wayfinder

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Pai readies an action to cast Color Spray at the first goblin who comes within range of her spell, assuming it is one on the right side, so the rest of the party isn't effected.
Color Spray DC 17 Will save to resist.

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Siezing the moment, Xiaobo advances on two Goblins, while Pai readies a spell.
INIT Round 1
Pai & ->Xiaobo
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Goblin 1, Goblin 2, Goblin 3, & Goblin 4
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Iasua
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Goblin Shaman and Weasel
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Tiasar & Jake

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First attack at goblin on left second on right
trip 1 : 1d20 + 16 ⇒ (5) + 16 = 21
attack 1: 1d20 + 10 ⇒ (4) + 10 = 14 +14 If tripped
damage 1: 1d10 ⇒ 7
trip 2: 1d20 + 13 ⇒ (11) + 13 = 24
attack 2: 1d20 + 10 ⇒ (15) + 10 = 25 +14 if tripped
damage 2: 1d10 ⇒ 4
-Posted with Wayfinder

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If both are tripped first attack is 18 and second is 29...they should all be flat footed
-Posted with Wayfinder