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Papy curses the pink goblin.
"Hah arrre you a trrrue goblin? You look like way too clean!"
Papy will put one rank in goblin insults next level up
EVIL EYE (-2 Attack) on Pinkie for 6 rounds. Will save DC 14 to reduce it to 1 round.

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Nahramon try to slay one more monster (the violet one)
Morningstar,storm, bless:: 1d20 + 3 - 2 + 1 ⇒ (11) + 3 - 2 + 1 = 13 for B/P Damage: 1d8 ⇒ 6
Are your hps actuals ? Did you get the last heal ? Did you need one ? By the way don't forget my little Ac boost is away

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Zymir retrieves another wand and gently taps Odd on the back with it, Take solace, your actions bring use ever closer to victory.
CLW: 1d8 + 1 ⇒ (3) + 1 = 4
@ Nahramon,
Pappy just got hit this round for 3hp so I do believe his hp is correct.

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@ Nahramon: Yes, my HP are correct :)

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I'm pretty sure my Hp is correct.
Come on you little rats, let's end this now.
Argus's fists flash out at the goblins in reach.
Flurry @ Red, Storm, Hatred, Bless, Inspire, Bull's, Focus: 1d20 + 3 - 2 + 1 + 1 + 1 + 2 + 1 ⇒ (16) + 3 - 2 + 1 + 1 + 1 + 2 + 1 = 23
Damage: 1d6 + 3 + 1 + 1 + 2 ⇒ (4) + 3 + 1 + 1 + 2 = 11
Assuming the goblin drops
Flurry @ Yellow, Storm, Hatred, Bless, Inspire, Bull's, Focus: 1d20 + 3 - 2 + 1 + 1 + 1 + 2 + 1 ⇒ (20) + 3 - 2 + 1 + 1 + 1 + 2 + 1 = 27 Threat
Flurry @ Yellow, Storm, Hatred, Bless, Inspire, Bull's, Focus: 1d20 + 3 - 2 + 1 + 1 + 1 + 2 + 1 ⇒ (15) + 3 - 2 + 1 + 1 + 1 + 2 + 1 = 22 Oh yeah
Crit damage: 2d6 + 6 + 2 + 1 + 1 + 4 ⇒ (1, 5) + 6 + 2 + 1 + 1 + 4 = 20 I don't think the bonus from Hatred or Inspire Courage are doubled, correct?
Once those two are down, Argus moves toward the one harrying Vasily, visibly popping his knuckles.

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Idgethun kills another hobgoblin leader, while Argus and Nahramon help clean up most of the remaining goblins. Taking care of the stragglers and the paralysed hobgoblin is only a matter of time, for the battle is won!
End combat!
A few minutes after the battle ends, the sandstorm comes to a close and lets you ascertain the consequences of the recent events. One camel and one drovers have been killed by the raiders, but the rest appear to be safe. "Thank the gods!" yells Hokama, shaking your hand vigorously. "I never thought I would come out of here alive. Thank you, Pathfinders!"
However his joy is short-lived, for the caravan is nowhere in sight with no way of finding it. The sandstorm changed much in the landscape, including distrupting some landmarks your path was based on. You decide to go on by doing your best to follow what your remember from the path.
At nightfall, there has still been no sighting of the caravan, though you make a terrible discovery: you come across a fresh corpse half buried in the sand. The desert jackals have been at it, making it hard to identify until you dig it out a bit and recognize the richly embroidered Katheer vest it wears and the purple fez that is crumpled beneath it. It is the corpse of Mahmoud, weapons merchant and business partner of the Taldan knight, Gaspar du Mer. Any question of simple misadventure is dispelled by the curved khanjar dagger that protrudes from Mahmoud’s back. It is recognizable as one of the pieces that he and Gaspar were carrying among their wares. Hokama appears to be shocked by the way Mahmoud was murdered, and so is Atmar.

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A bad way to go
Argus grumbles as he kneels next to the body, removing the blade as humanly as possible before laying the corpse back down.

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After the last goblin is slain, Odd scoops up a few of the desert raiders' helmets and passes them out. "Might as well grab these." <-- I sincerely hope these are on the chronicle! I'd love to buy one for keeps.
Next, she tends to the wounded. "Bravely fought, Argus and Vasily. It was good to have you beside me. And you, instruments, were good to keep us alive." She nods to the casters. Fervor @ Argus: 1d6 ⇒ 6 healing for Argus; I'll do it again if the clerics are running low on channels.
Finally, she performs a number of Pharasmin rites. From each of the raiders and the drover she takes and cleans a finger-bone, from the camel she takes part of a hoof. All disappear into a small bag strapped to her back, into which she also dumps several handfuls of sand to mask the smell. After reading a few passages from The Bones Land in a Spiral she buries the camel and the raiders in a mass grave; the drover (who's name and family she asks after) she adds to the camel carrying the late Venture-Captain.
_____________________________
"Indeed," Idgethun concurs, watching Argus pull out the dagger. She searches the area for clues. Perception: 1d20 + 6 ⇒ (15) + 6 = 21
"Travel companions," she says to Hokama and Atmar, "know you of any dispute between Mahmoud and the others in the caravan?"

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@ Odd
Save your fervor
Argus 16/27
CLW: 1d8 + 1 ⇒ (7) + 1 = 8
CLW: 1d8 + 1 ⇒ (1) + 1 = 2
CLW: 1d8 + 1 ⇒ (1) + 1 = 2
Odd 32/35
CLW: 1d8 + 1 ⇒ (2) + 1 = 3
Pappy 5/8
CLW: 1d8 + 1 ⇒ (3) + 1 = 4
Is that everyone? 5 Charges off my wand
A murder most foul. we must find the caravan and make Jamila al-Shafa aware of this dark development.

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"Mahmound was very confrontational at times, but I like to think that he wasn't actually mean, or didn't have any significant enemies. It looks like I was wrong... Anyway, thank you for performing funerary rites, Idgethun. I appreciate that. Shall we continue and try to find Jamila?" inquires Hokama.

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Sorry, my week kept me away from posting, but I am back now.
Vasily looks over the body for any clues about who might have killed the merchant.
Perception: 1d20 + 5 ⇒ (11) + 5 = 16
he also takes a moment to heal up from the combat with the goblins.
CLW wand: 1d8 + 1 ⇒ (5) + 1 = 6
Does anyone else need a wand dose, or is that all done already?

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Thanks for the healing :)
"Too young... too young to leave this filthy world. Too bad... too bad." mumbles Papy, showing a stern face.

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"Shall we continue and try to find Jamila?"
"Is that wise? Night has fallen, and I do not know how much progress we could make in the dark, and we may end up even further off course than we already are..."

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At nightfall, there has still been no sighting of the caravan, though you make a terrible discovery: you come across a fresh corpse half buried in the sand.
Ah okay, I misunderstood the above as taking place at nightfall, rather than before.
To Hokoma, Idgethun nods assent and adds Mahmoud's body to the corpse-camel. The creature gives the Nirmathi an unhappy grunt about the weight, but there's little to be done about that.

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Argus will take one of the helmets and keep it close, but not donning it yet. This could come in handy if I plan to travel more in the desert.
-------
Yes we need to catch up with the caravan and figure out what is going on. Hopefully we can prevent more of this.

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Ah yes, good point - you're right. We'll assume you spend the night there, then continue the next morning at dawn.
Following your northwesterly heading, you reach the Zho Mountains near where the river Shat-al-Qadr flows through the Qadiran hinterlands all the way to Katheer itself. The Silken Way is known to pass through the Zho Mountains somewhere near the river, and Hokama recognizes a nearby peak that he knows to mark a secondary pass that connects to the Silken Way on the opposite side of the mountains. By following this pass, you should be able to catch up with Jamila.
The shaded mountain pass prevents the need for saves from heat dangers as long as heavy clothing or armor is not worn.
The canyon you follow through the mountains opens onto a wider vale, and should connect to the main route of the Silken Way not many miles ahead. However, your attention is arrested by a breathtaking sight: one wall of the mountain valley is occupied by a massive monument. A natural prominence in the red- and brown-veined strata of the rock walls ahead has been sculpted on a grand scale into a gargantuan idol depicting a man seated in the lotus position with a tall, pointed crown
on his head. Though the years have worn the features of this sculpture into a nearly smooth finish with cave openings where mouth and eyes should be, there are enough details of face and clothing remaining to recognize the distinctive Eastern features and garb that the statue once bore. An eerie, forlorn song floats on the breeze that brings to mind a sense of bonegnawing loneliness.
"This is Kamawgyar Shrine." explains Hokama with a hint of sadness in his voice. "It is an abandoned shrine to the deity Irori, constructed in ancient days when Vudran travelers first brought the faith of the Master of Masters along the Silken Way and into Kelesh and the West. With the rise of the Sarenrae religion in Qadira, worship of Irori was sidelined. Once a famous stop on an older route of the Silken Way, Kamawgyar Shrine has since fallen into ruin and disrepair."
As he concludes his explanation, a strange, eerie voice emerges from one of the caves high on the statue-like rocky formation. Immediately, Hokama, Atmar and the surviving camel drover start hobbling along the trail, slowly ascending the shrine to reach the top.
DC 16 Will save for everyone. If you fail you become captivated, and will follow Hokama, Atmar and the drover in their ascent of the shrine, towards the voice.
Kamawgyar Shrine
Important note about this map: as you can see, it isn't an overhead map, but a side one. Moving up the rocky formation counts as difficult terrain, provided you follow paths that make sense. If you take another path, I'll ask you for climb checks.
Initiative (Papy Shayn): 1d20 + 13 ⇒ (5) + 13 = 18
Initiative (Vasily): 1d20 + 7 ⇒ (5) + 7 = 12
Initiative (Argus): 1d20 + 3 ⇒ (11) + 3 = 14
Initiative (Idgethun): 1d20 + 2 ⇒ (16) + 2 = 18
Initiative (Nahramon): 1d20 + 1 ⇒ (14) + 1 = 15
Initiative (The Voice): 1d20 + 2 ⇒ (5) + 2 = 7
Initiative - round 1 - bold may act!
1. Papy, Idgethun, Nahramon, Argus, Vasily, Zymir
2. The Voice
3. Hokama, Atmar, drover

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Will save: 1d20 + 3 ⇒ (18) + 3 = 21
Spellcraft: 1d20 + 7 ⇒ (11) + 7 = 18
Papy shouts at the party and at the drovers: "It's a trap! This voice is trying to make us do things we don't want to!"

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Will: 1d20 + 8 ⇒ (7) + 8 = 15 oof, so close! Idgethun ignores Papy and clambers after the civilians!
Ooh, that's pretty! I wonder who's up there singing?

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Will: 1d20 + 5 ⇒ (4) + 5 = 9 +2 if spell, poison, or spell-like ability lol, guess Argus likes the song.
Argus's eyes get a bit distant as he begins to hike up the cliff.

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Will: 1d20 + 5 ⇒ (7) + 5 = 12
Reroll
Will: 1d20 + 5 + 3 ⇒ (5) + 5 + 3 = 13 Well poop
Zymire slowly moves up the steep rock formation.

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Will: 1d20 + 9 ⇒ (15) + 9 = 24
"We must stop them!"
Move actionNarhamon move near of Zymir and Standard action try to shake him free from the spell .
"You must resist my friend !"

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Assuming this is a sonic effect? If so, Vasily gains a +4 bonus. I included it, subtract if it does not apply.
Will Save Dc 16: 1d20 + 4 + 4 ⇒ (17) + 4 + 4 = 25
Vasily hurries up the path, drawing his crossbow as he goes. When he catches up with Argus, he starts trying to shake him awake and out fo the charm affect from whatever is up there.
Any Knowledge to determine the voice?

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It absolutely is a sonic effect, so your bonus does indeed count.
Vasily climbs up the path, however not out of compulsion - he is ready to confront the origin of the voice! However, no amount of shaking is able to clear their heads.
A Knowledge (nature) check would help in recognizing what is the sound's origin.
Initiative - round 2 - bold may act!
1. Papy, Idgethun, Nahramon, Argus, Vasily, Zymir
2. The Voice
3. Hokama, Atmar, drover
I'll let the captivated people act using these guidelines: you are drawn to the head of the statue, and you will do anything necessary to reach it, climbing if necessary but using the safer path if you have a choice.

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Zymire will continue up the path, struggling to keep up with those ahead of him. Move another 20ft forward/up.

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"Such beautiful singing! Hurry comrades, up, up!" Idgethun continues scrambling after the Keleshites.

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Knowledge (Nature): 1d20 + 7 ⇒ (2) + 7 = 9
Papy begins to panic and shouts at those who seem still aware of what they do, catching up with the column: "I don't know what to do? Do you know what it is? How do we stop them?"

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I've never heard a melody like this in all my travels.
Argus muses as he continues up the path, his feet sure even on the rocks.

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Double move or running to try to be in the fascinated guys path. "Stop NOW!Please friends... "

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Know Nature: 1d20 + 2 ⇒ (15) + 2 = 17
Vasily stops trying to rouse his enchanted companions and instead listens careful to the song, trying to get a sense if he's ever heard of anything like it before, either in person or story.
Either way, taking out his mandolin, he begins strumming the strings lightly, singing a Varisian folk song about working in the hot sun. Trying to overcome the magical effects of whatever is singing above, and rescue his friends, Vasily puts on a heck of a show. Hopefully it is enough for his friends to return to their senses.
Bardic Performance: Coutnersong, Perform strings: 1d20 + 8 ⇒ (12) + 8 = 20
Basically, if the criteria are met (GM call) then you can get another save vs the sonic attack using my perform roll above (20!) as your save result. Hopefully this meets the criteria!

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Forget to say : Narhamon won't let any fascinated pass by his case.

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Vasily - It does exactly fit the bill! Countersong was precisely created for situations like these. Well done!
As everyone moves closer to the summit - for one reason or another - Vasily's tune clears everyone's head of any compulsion to reach the cave. A few seconds later, two humanoid females clawed with keen talons and bestowed with feathery wings make an exit through the mouth cave, swooping over your heads. Their beautiful songs have turned to hateful and frustrated shrieks! One of them tries to grasp Atmar, while the second goes for Hokama.
Fly: 1d20 + 12 ⇒ (8) + 12 = 20 *U-turn success*
Grapple (flyby) vs Atmar: 1d20 + 8 ⇒ (9) + 8 = 17 *grappled*
Fly: 1d20 + 12 ⇒ (7) + 12 = 19 *U-turn failure, though not by 5 or more*
Grapple (flyby) vs Hokama: 1d20 + 8 ⇒ (16) + 8 = 24 *grappled*
Both the merchant and its slave are carried into the air, shouting in fear of their impending terrible fate! Luckily, the one carrying Hokama appears to have great difficulty lifing the fat Osiriani merchant into the air, and remains where she took him.
The drover runs down the statue cursing under his breath, aware that he's probably escaped a certain death.
Atmar is lifted into the air, carried away by the harpy, terrified at the thought of living his last moments in this world.
Hokama attempts to free himself from the harpy, but doesn't succeed. ... because he doesn't have any stats. NPC is an extremely risky occupation, you know.
Initiative - round 3 - bold may act!
1. Papy, Idgethun, Nahramon, Argus, Vasily, Zymir
2. The Voice
3. Hokama, Atmar, drover
Vasily, your knowledge roll allows you to ask one question about harpies.

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I have literally never seen countersong used -- well done Vasily!
"Bllr-whaa?" Odd says, coming to. She watches in horror as Atmar and Hokama are grabbed by such horrific creatures. "I'll handle this one," she shouts, moving up to the one still within reach, "try to do something about the other!" Any magic to be worked here?
Idgethun whispers a prayer as she approaches the bird-woman. Swift action cast Bull's Strength via Fervor. She feels new-found strength pulse through her muscles.
Dagger @ Blue, Bull's Str: 1d20 + 7 + 2 ⇒ (15) + 7 + 2 = 24
Damage: 1d6 + 2 + 2 ⇒ (5) + 2 + 2 = 9

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Vasily's knowledge question - any DR for these ladies?
Seeing the harpies break free from the top of the mountain, and hearing their charming spell broken, Vasily seamlessly switches from his Countersong to a song about the courageous pilgrims that settled his Varisian homeland, and the courage it took to tame that wild-land. He draws and readies his crossbow at the same time.
Begin Inspire Courage bardic performance as Standard Action, get crossbow prepped as Move Action. 5' step up the hill or to get good LOS, if it matters.
Everyone gets +1 to hit and damage and on saves vs fear or charm.

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Narhamon will cast sanctuary on Hokama trying to protect him from the beast.
Shelyn please give protection to him !
Grapple are attacks isn't it ?
Sanctuary(will negate DC 15)

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Knowledge Nature: 1d20 + 10 ⇒ (6) + 10 = 16
Zymir slows regains his bearings as the countersong free's his mind. He nod knowing to odd and points his finger up at the higher Harpy.
FALL! VILE BEAST! Zymire bellows, his words cutting through the cacophony of noise echoing through the vale.
Command DC 18 or the harpy falls to the ground.

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My bad I though it was 5ft per level, Unfortunately I don't have anthing that would reach/work on the red one. I just redirect the spell to the blue.

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[ooc]No, prone works. easier for the rest of the party to attack her.

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Papy looks at the closest enemy and spits at it. "Crrrash yourrrself down the altar, putrid offspring."
MISFORTUNE for 1 round. Will save DC 14 to negate.

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Yeah I don't know if I've ever seen a counter song used before. Very fine work there Vasily.
Argus blinks and shakes his head, remembering the last time he felt like that it was due to a really badly aged ale.
Wait, what's ....
Argus sees the harpies swoop down and grab a hold of Atmar and Hokama. His blood begins to boil as Atmar is lifted up, wishing there was something more for him to do.
Would love to do something kinda stupid, but I think it would be cool. But I don't think grapples can be done off of charges.
Nahramon, can you get that thing to let Atmar go?
Argus calls to the cleric as he rushes along the mountain, positioning himself carefully.
Atmar, fight that blasted beast.
Argus will ready himself to try to catch Atmar if he is dropped, using his own body to absorb as much of the impact as he can.

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If I could retake my action, I will use Bit of luck on Idgethun.
@Idgethun for the next rund you roll you d20 two times and choose the best

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Countersong isn't often used, but it's a game changer once it comes into play. I've seen it put to great use in several T7-11 scenarii, it basically saved the whole encounter every time.
Also, apologies since I've ran this encounter as if you were in subtier 1-2 so far. Subtier 4-5 has a third harpy. You basically earned a round's respite from the third one.
Will vs Zymir: 1d20 + 6 ⇒ (4) + 6 = 10
Will vs Papy: 1d20 + 6 ⇒ (15) + 6 = 21
The harpy holding Hokama falls prone to the ground, still clutching the Osiriani merchant.
Nahramon bestows Shelyn's luck upon Idgethun.
Papy taunts the harpy, but she shakes off the curse.
The red-feathered harpy takes Atmar away, flying back to the cavern to devour the boy. At the same moment, another harpy comes out of the cavern. It starts singing as well, forcing you to find a renewed resolve to fight off the song's captivating effect.
DC 16 Will save for everyone against the song, if you fail you become captivated. Please do this saving throw before anything else in your next post, since it matters (about the possible AoOs blue may not get if you're captivated). Even if Vasily makes the save and decides to countersong, everyone who's acting before him in the initiative order and who fails the save has to walk towards the cave as their action for the round.
The blue-feathered harpy stands from prone, then flies away with Hokama still captive of its talons.
Maintain Grapple: 1d20 + 8 ⇒ (20) + 8 = 28
Fly: 1d20 + 12 ⇒ (15) + 12 = 27
Blue harpy incurs an AoO from Idgethun if she succeeds at her Will save.
The drover runs off to safety!
Initiative - round 4 - bold may act!
1. Papy, Idgethun, Nahramon, Argus, Vasily, Zymir
2. Harpies
3. Hokama, Atmar, drover

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Will: 1d20 + 8 + 1 ⇒ (19) + 8 + 1 = 28 higher -- SUCCESS
Touch of Luck: 1d20 + 8 + 1 ⇒ (7) + 8 + 1 = 16 ignore
Steeling herself against this new harpy's song, Idgethun reminds herself of Vasily's inspiring melodic counter-tunes. Undistracted, her blade cuts again at the blue harpy taking wing before her.
Dagger (AoO) @ Blue, Bull's, Inspire: 1d20 + 7 + 2 + 1 ⇒ (12) + 7 + 2 + 1 = 22 higher
Dagger AoO Touch of Luck, Bull's, Inspire: 1d20 + 7 + 2 + 1 ⇒ (2) + 7 + 2 + 1 = 12 ignore
Damage: 1d6 + 2 + 2 + 1 ⇒ (5) + 2 + 2 + 1 = 10
Regardless of whether that slays the harpy, I'm going to double move to the cave. Not sure how far I can go; I moved around the arm and shoulder assuming normal measurements for squares. That should put me next to the Red harpy if correct. If not, please move me where I should be!
Leaving the closer harpy to the wiles of her companions, Odd asks another boon of her goddess and rushes to the statue's mouth--intent on saving Atmar from a terrible fate. Swift-cast protection from evil on myself via Fervor.

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Per Command the Harpy can't stand up until next round.
Will: 1d20 + 5 + 1 ⇒ (4) + 5 + 1 = 10 OH COME ON!
The song! I must follow that song!

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Will: 1d20 + 5 ⇒ (11) + 5 = 16
Argus feels the magic falling over him, but gritting his teeth he resists the magic.
Cursed, filthy beasts!
Argus growls as he sees the harpies fly away with their captive. Rushing up the cliff, he puts himself close to the creatures in hope of getting an attack in.
Double move up the cliff. I can't edit the map from my tablet so if someone could move Argus up to 60 feet, hopefully close to a harpy.