
Zeltyieli Alikathesu |

Oh, I didn't even think of them counting in WBL as 'story items'

GM_Grandlounge |
For ease and getting things going don't work about the ioun stones. They don't count against wbl.

GM_Grandlounge |
You are directed to the doc where you are met by a crooked-toothed old riverboat captain. "So you're the ones the bigwigs want to send upriver. Sobeit than come on aboard and we will get you where you need to go."
After many days on the water, your boat the Lucky Jenny finally arrives at the bottom of the great cataracts that come pouring down the Storval Rise, a thousand-foot-tall cliff face that slices Varisia nearly in half and separates the fertile lowlands from the rough and craggy Storval Plateau.
Othlo and his crew can go no farther. The barge moors to one of the piers alongside several other ships that have traveled up the Yondabakari to visit the Asylum Stone.
Othlo informs you, “most of these travelers head east, taking the long, steep road that follows the Yondabakari up through the narrow crack the river cuts in the cliff wall. A few brave souls even portage canoes and other small boats up the trail. However, there is a less traveled road that breaks away and trails northeast along the bottom of the Rise. This is the fastest way to Kaer Maga, and leads just a few miles to the Twisted Door and the bottom of the Halflight Path.
The path is open each day from dawn to dusk, as night is when the Duskwardens cease guiding groups and focus on patrols, explorations, and maintaining the defenses.

Von-Dai Cress |

My Knowledge (local) is +14. I cannot fail that check.
"That Halflight Path is quicker, but it is also more dangerous. We may encounter dangerous creatures that live in Kaer Maga's Undercity. It is guarded and maintained by the Duskwardens, an elite society of rangers and spelunkers based in Kaer Maga. It is open from dawn to dusk, but closed at night. As long as we are willing to risk the danger, it is the best way to Kaer Maga."

Zeltyieli Alikathesu |

Zeltyieli smiles, "Given what we're doing, quicker is best....and, at this point, I'm thinking we're pretty used to danger."

GM_Grandlounge |
You have arrived at 9am well rested after a few days of travel. If you walk up to the gate you see, standing next to the door, is a small knot of authoritative-looking figures carrying weapons and wearing light armor. All are dressed in brown and gray uniforms with a sigil on the right breast-a golden arch against a midnight blue background. These are the Duskwardens. They are experts at navigating this path as they are the keeps of it.

GM_Grandlounge |
A Duskwarden breaks from the group to speak to you. Looking about 30 years old, with a thick brown beard and hard but handsome features, the man introduces himself "Hello I’m Abra Lopati, a member of the Duskwardens.” He shakes your hands and jovially "you look like a bunch who can pull their weight for that reason I could even let you jump the line under the right conditions.”.

Zeltyieli Alikathesu |

Zeltyieli smiles, "Oh, that would be great. We are in a bit of a rush, after all."

GM_Grandlounge |
"See that wayward bunch of traders? They need passage and there are too many of them for me to guard alone. If you assist me you can travel for free and you will not have to wait for me to deliver them and return before you can enter. If that is agreeable I will introduce you and we can get going."

Von-Dai Cress |

"Sounds like a good plan to me, as well. We shouldn't need any additional time."

Zeltyieli Alikathesu |

Zeltyieli nods, "That seems more than reasonable - and the sort of thing that would probably be pleasing to my goddess."

GM_Grandlounge |
Your guide waves over your three new traveling companions. "I'm going to get my gear. You prepare them however you need to then we will be on our way."
Bolgar Grumm and his strapping but dull-looking teenage sons Tuggus and Marl trundle over. "So we are traveling together. You three look like a fine sort. How did you fall in with the like of the Duskwardens."

Von-Dai Cress |

Von-Dai responds, "A larger, better armed group tends to dissuade would-be attackers or creatures. We can also help to provide you with some protections." Von-Dai bends down and picks up a small rock. He casts a spell on it, causing it to give off light like a torch, before handing it to Bolgar. "Here, this will give you a light that cannot be doused. I will make sure to renew the enchantment upon it during our journey." Upon himself, he cast a spell allowing him to see in the darkness, and then cast the same spell on Marcus and Zeltyieli.
Casting light on a stone and giving it to Bolgar. Casting extended darkvision on myself, and then darkvision on both Marcus and Zeltyieli.

Zeltyieli Alikathesu |

'Tieyli already has darkvision. Mixed elven blood.
The cleric smiles at the question, "We're just heading in the same direction."

Zeltyieli Alikathesu |

Both. It's the Elven blood that's mixed. ;) Blended View racial trait.

Von-Dai Cress |

Okay, never mind the darkvision spell cast on Zeltyieli, then.

GM_Grandlounge |
Beyond the Twisted Door, the Halflight Path is a roughly 15-foot-wide, 15-foot-tall tunnel that winds up through the cliff at a steep but manageable slope. The tunnel begins as a natural-looking cave, with minimal work done to widen it, but as it climbs, it passes through numerous distinct regions-places where the tunnel has been painted with crude pictographs or decorated with elaborately carved pillars and frescoes, or where it becomes a mirror-smooth tube or a square-walled path filled with right angles, like a labyrinth in which every wrong turn has been blocked off.
Sometimes it emerges briefly onto narrow ledges along the cliff face, and at one point the tunnel even opens up into a larger chamber where both walls are carved with elaborate porticos and balconies, its many doors and archways all carefully locked and barred or bricked up completely. Abra explains that “maintaining the barricades that separate the Halflight Path from the rest of the passages below Kaer Maga is one of the Duskwardens' chief jobs.” Passage through the Halflight Path takes 2 hours, with the limiting factor being Bolgar Grumm and his hand cart, which takes up most of the tunnel and is pulled by his two sons. All three Grumms are noticeably nervous in the tunnel, and flinch at every distant roar or shriek that filters through the walls.
Please describe to me how you are moving through the tunnels are what precautions you are taking to protect your charges.

Von-Dai Cress |

Oh, right. Darkvision on Liviana, then.
Just before entering, Von-Dai cast two more spells upon himself, allowing him to walk on the walls and ceilings, and one for armor. Casting spider climb on myself. The duration is 70 minutes. I will use my arcane bond for a second casting. Mage armor has a 7 hour duration.
Throughout the journey, he would walk along the walls and ceilings mostly, trying to stay as central to the party as he could. In one hand, he held a wand of shielding to use on the Grumms if needed.

Zeltyieli Alikathesu |

Zeltyieli would use his Caravan Bond on them (still far under his limit).

GM_Grandlounge |
Marcus: 1d20 + 2 ⇒ (7) + 2 = 9
Von-Dai: 1d20 + 2 ⇒ (6) + 2 = 8
Zeltiyeli: 1d20 + 3 ⇒ (12) + 3 = 15
?: 1d20 + 9 ⇒ (4) + 9 = 13
Zel the mortar and brick that blocks the side path you blast apart and three tri-mandibled worms slither toward the group.
The bold may act:
Zel
Worms
Marcus
Von

Zeltyieli Alikathesu |

Zeltyieli says, "Well, that's probably not good," as he pulls off his scarf and casts divine favour.
(Is my cohort here, or will we be meeting her in Kaer Maga? I wasn't sure)

Zeltyieli Alikathesu |

Initiative (Liv): 1d20 + 4 ⇒ (12) + 4 = 16
Liviana's head snaps to the noise when the wall bursts, and she slides her bow into her hand, while calling out a warning, ensuring her companions aren't caught unawares.
Move action to "Call to Arms", so no allies are flatfooted, then shoot
+1 Composite Longbow: 1d20 + 13 ⇒ (1) + 13 = 14 Well, that's not a good start...
'tyieli readying his weapon and buffing doesn't change.

GM_Grandlounge |
This worm-like monster has a hideous face of eyes and hooked jaws. It wields a wand and a sword in its twin tentacle tails.
I will need two DC20 will saves from everybody if you fail you are confused.
With Marcus leading the way two of the creatures attack him.
Sword: 1d20 + 11 ⇒ (20) + 11 = 311d8 + 3 ⇒ (5) + 3 = 8
Sword: 1d20 + 6 ⇒ (1) + 6 = 71d8 + 3 ⇒ (4) + 3 = 7
Bite: 1d20 + 5 ⇒ (7) + 5 = 121d8 + 1 ⇒ (3) + 1 = 4+fort save DC17
Bite: 1d20 + 10 ⇒ (7) + 10 = 171d8 + 2 ⇒ (4) + 2 = 6+fort save DC17
The bold may act:
Zel
Worms
Marcus
Von
Don't get about your companion from leadership.
The fat merchant and his two sons seem affected by the mind-effecting magic you are trying to resist. Abra leads the back away a little. "I will get the soft ones clear and return to help."

Marcus Stanic |

will save: 1d20 + 6 ⇒ (14) + 6 = 20
will save: 1d20 + 6 ⇒ (16) + 6 = 22
Marcus will attack the one to the NW.
power attack
to hit: 1d20 + 15 ⇒ (6) + 15 = 21 damage: 1d3 + 14 ⇒ (2) + 14 = 16
to hit: 1d20 + 10 ⇒ (8) + 10 = 18 damage: 1d3 + 14 ⇒ (3) + 14 = 17

Von-Dai Cress |

Will: 1d20 + 7 ⇒ (5) + 7 = 12
Will: 1d20 + 7 ⇒ (8) + 7 = 15
Well, failed the first one, so I can't be double confused.
Confusion: 1d100 ⇒ 11
Von-Dai feels the spell take hold of his mind, but he cuts through the fog of confusion to try and determine what the creatures are.
Knowledge (nature): 1d20 + 14 ⇒ (15) + 14 = 29
Knowledge (dungeoneering): 1d20 + 14 ⇒ (1) + 14 = 15
Once he's racked his brain, he conjures up a pit filled with acid beneath one of the southern worms.
Casting Acid Pit beneath the worm as marked in a green square on the map. DC 21 Reflex save. Because the edges of the Pit are sloped, the other worm must also make the Reflex save with a +2 bonus to avoid falling in.

GM_Grandlounge |
One of the creature strains its mind in Von's direction (immediate action). Your clear mind gets muddy and you feel the need to attack an ally (creature's special ability).

Von-Dai Cress |

Does this occur before my action, or after, and do I get a saving throw?

GM_Grandlounge |
It happens before your action there is no save vs immediate action.

Von-Dai Cress |

Well, at least I didn't lose my spell. 1=Marcus, 2=Zel, 3=Cohort
1d3 ⇒ 3
Von-Dai pulled out his crossbow and fired a bolt at the cohort.
Crossbow: 1d20 + 5 ⇒ (16) + 5 = 21
Damage: 1d8 ⇒ 4

Zeltyieli Alikathesu |

Well, that's hardly welcoming. :P

Zeltyieli Alikathesu |

Nope. 21 hits.

GM_Grandlounge |
Sorry for the long delay all
Marcus is able to fight off the effects of the confusion but Von is not so lucky. Marcus attacks landing one solid blow. This focuses the ire of the two creatures as they continue attacking the fighter.
Sword: 1d20 + 11 ⇒ (17) + 11 = 281d8 + 3 ⇒ (1) + 3 = 4
Bite: 1d20 + 5 ⇒ (8) + 5 = 131d8 + 1 ⇒ (4) + 1 = 5 +fort save DC17
Sword: 1d20 + 6 ⇒ (14) + 6 = 201d8 + 3 ⇒ (2) + 3 = 5
Bite: 1d20 + 10 ⇒ (9) + 10 = 191d8 + 2 ⇒ (7) + 2 = 9 +fort save DC17
Your guide Abra comes running in and takes a swing at one of the worms landing a solid blow.
Longsword: 1d20 + 9 + 4 ⇒ (14) + 9 + 4 = 271d8 + 3 + 4 ⇒ (7) + 3 + 4 = 14 hitting the one to the north that Marcus hit.
The bold may act:
Zel
Worms (-30/0/0)
Abra
Marcus
Von

Von-Dai Cress |

Act Normally: 1d100 ⇒ 52
Damage: 1d8 ⇒ 7
Von hits himself in the face with his crossbow, with an, "Ow!"
Let me know how long I'm confused for.

Marcus Stanic |

Between his shield and armor, Marcus proves impervious to the strange creatures and continues to lash the one he tagged before.
power attack
to hit: 1d20 + 15 ⇒ (3) + 15 = 18 damage: 1d3 + 14 ⇒ (1) + 14 = 15
to hit: 1d20 + 10 ⇒ (4) + 10 = 14 damage: 1d3 + 14 ⇒ (2) + 14 = 16
"Von, he may be new, but he's on our side!" clearly dismayed by the strange actions of his ally he misses.

Zeltyieli Alikathesu |

She
Zeltyieli begins to cast a summoning spell, while Liv growls at Zon, "Them, not me, you fool," before firing a trio of arrows at the worm.
+1 Composite (Rapid): 1d20 + 11 ⇒ (9) + 11 = 20 for 1d8 + 3 ⇒ (4) + 3 = 7
+1 Composite (Rapid): 1d20 + 11 ⇒ (8) + 11 = 19 for 1d8 + 3 ⇒ (8) + 3 = 11
+1 Composite (Iterative): 1d20 + 6 ⇒ (12) + 6 = 18 for 1d8 + 3 ⇒ (4) + 3 = 7

GM_Grandlounge |
Confusion it is always only the round you fail for this ability. But you have to roll against it every round. I lost that part of the post so Von you get a pass this round because everyone got one this round but I need will saves from everyone again. DC 20 or you are confused.
Marcus attacks and finds that the worms are much more armored than he initially thought. Liv manages to land some solid hits finding soft flesh between the armor.
The creatures continue to attack Marcus but start looking for easier prey.
Sword: 1d20 + 11 ⇒ (11) + 11 = 221d8 + 3 ⇒ (6) + 3 = 9
Bite: 1d20 + 5 ⇒ (4) + 5 = 91d8 + 1 ⇒ (3) + 1 = 4+fort save DC17
Sword: 1d20 + 6 ⇒ (3) + 6 = 91d8 + 3 ⇒ (5) + 3 = 8
Bite: 1d20 + 10 ⇒ (5) + 10 = 151d8 + 2 ⇒ (7) + 2 = 9+fort save DC17
Your guide Abra manages through the chaos to get a second blow.
Longsword: 1d20 + 9 - 2 + 4 ⇒ (3) + 9 - 2 + 4 = 141d8 + 3 + 4 ⇒ (7) + 3 + 4 = 14
Longsword: 1d20 + 9 - 2 + 4 ⇒ (15) + 9 - 2 + 4 = 261d6 + 3 + 4 ⇒ (1) + 3 + 4 = 8
The bold may act:
Zel
Worms (-56/0/0)
Abra
Marcus
Von

Von-Dai Cress |

Wait. So this doesn't function as Confusion the spell, where it lasts 1 round/level?