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You should be able to find a firm slot to hold yourself a moment to attack from.

Aishe Kaleja |

Aishe continues climbing to the top.
Full-round action: Double move, climbing rope
Climb (DC 5, Good Hope, Accelerated Climbing): 1d20 + 6 + 2 - 5 ⇒ (20) + 6 + 2 - 5 = 23
Climb (DC 5, Good Hope, Accelerated Climbing): 1d20 + 6 + 2 - 5 ⇒ (2) + 6 + 2 - 5 = 5

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Yea it is difficult with harpies.
jack swings his foot around the rope and braces himself against the ledge and fires an arrow downward. Jack's arrow strikes the harpy as it screeches in pain, though the arrow looks as if it should have done more damage than it did. DR
Aishe continues to climb the rope as quickly as she can as she reaches the top of the ledge and pulls herself up and over, only to come face to face with Harpy just next to Natalie.
The #1 harpy continues to hurtle to the ground with a morningstar in her hand as she lands next to Charles. Charles reaches out to her with outstretched hands and is met in return with a bop on the head with the morningstar.
Morningstar damage vs Charles: 1d8 + 3 ⇒ (5) + 3 = 8
Seeing Aishe come up over the ledge the harpy's wings lift her into the air as she ignores Natalie and moves to bullrush the Varisian over the edge. No improved bullrush, though you don't have a weapon drawn due to climbing. If you have imp unarmed youmay take your AoO though.
Bullrush vs Aishe CMD 20: 1d20 + 10 ⇒ (11) + 10 = 21
Aishe hurtles from the ledge as she falls the 90 feet to the ground.
fall damage: 9d10 ⇒ (8, 7, 1, 6, 7, 5, 5, 3, 1) = 43
The remaining harpy continues to be stuck in the black tentacles as Natalie continues to walk forward into her own spell.
Black tentacles Damage: 1d6 + 4 ⇒ (5) + 4 = 9
You get another save Natalie. Also make your saves and damage against your own Black tentacles.
Round 4
Jack (45 feet)
Charles- (76/84)Captivated by Harpy 1
Natalie - Captivated by harpy 3
Aishe (23/66; On ground; prone)
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Daughters of Imerta (1-14; on ground next to Charles; Smite Charles)(2-16; Outside of cave 90 feet off of ground)(3-34; grappled in cave)
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Aishe Kaleja |

As the harpy pushes Aishe over the edge, she lashes out with her cestus.
AoO (Cestus, Power Attack, Inspire Courage, Good Hope): 1d20 + 8 - 2 + 2 + 2 ⇒ (8) + 8 - 2 + 2 + 2 = 18
Damage (Cestus, Power Attack, Inspire Courage, Good Hope): 1d4 + 2 + 4 + 2 + 2 ⇒ (4) + 2 + 4 + 2 + 2 = 14
I'm assuming there's no chance for a reflex save to grab the rock wall, or acrobatics check to soften the blow? Also, falling damage is usually 1d6 per 10 feet, not 1d10...
Aishe winces as she stands and draws her longspear once more...
Free action: Maintain bard song (Inspire Courage (+2 competence bonus to hit/damage, +2 morale bonus to charm and fear effects, 18 rounds remaining))
Move action: Stand up from prone
Move action: Draw longspear
Also, Jack - did you include the Good Hope/Inspire Courage bonuses in your rolls?

Jack Handsome |

Now having a moment to breath Jack focuses and shoots again.
Attack: 1d20 + 13 ⇒ (18) + 13 = 312d8 + 18 ⇒ (6, 4) + 18 = 28
Attack: 1d20 + 13 ⇒ (19) + 13 = 321d8 + 9 ⇒ (6) + 9 = 15
Attack: 1d20 + 8 ⇒ (11) + 8 = 191d8 + 9 ⇒ (3) + 9 = 12

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Thanks Aishe- It was late when I posted that. There is always a reflex save to grab at some piece of the cliff face.
Fall damage: 9d6 ⇒ (2, 2, 5, 4, 1, 2, 1, 1, 4) = 22 Much better
Aishe's cestus misses the Harpy as she hurtles over the ledge, though Jack sends two more arrows down into the harpies backside, freeing Charles from it's song.
Natalie shakes her head as she begins to walk into her own devastating spell.
Everyone is now free from the songs.
Round 4
Jack (45 feet)
Charles- (76/84)
Natalie
Aishe (44/66; On ground)
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Daughters of Imerta (2-16; Outside of cave 90 feet off of ground)(3-34; grappled in cave)
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Aishe grabs for any type of rock that she can on the way down. Her hand finds a large, sharp rock jutting out from the cliff as it stops her fall and nearly tears her arm out of its socket as she slams into the wall.
Half damage and you are still near the top of the cliff.
Charles loads his sling as he prepares for more oncoming Harpies.
Round 4
Jack (45 feet)
Charles- (76/84)
Natalie
Aishe (55/66; 75 feet)
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Daughters of Imerta (2-16; Outside of cave 90 feet off of ground)(3-34; grappled in cave)
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Natalie shakes her head as she clears it. With a wave of her hand she dismisses the mass of black tentacles freeing the giant fiendish harpy from its grasp.
The #2 Harpy outside of the cave watches Aishe catch herself from falling and swoops down at her with a flyby attack with her morningstar. The harpy screeches as it swoops past Aishe.
Morningstar vs Aishe AC FF 17: 1d20 + 10 ⇒ (2) + 10 = 12
Aishe swings he body out of the way as the harpy passes by harmlessly.
Freed from Natalie's confounded spell the harpy hisses and rushes Natalie.
Morningstar vs Natalie AC 19: 1d20 + 10 ⇒ (19) + 10 = 29
Damage: 1d8 + 3 ⇒ (3) + 3 = 6
The mace cracks Natalie's collarbone as she is now face to face with the harpy.
Round 5
Jack (45 feet)
Charles- (76/84)
Natalie (59/65)
Aishe (55/66; 75 feet)
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Daughters of Imerta (2-16; Outside of cave 75 feet off of ground)(3-34; next to Natalie)
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Jack Handsome |

Jack takes a deep breath and takes another four arrows from the quiver, quickly sending them away.
Attack: 1d20 + 13 ⇒ (12) + 13 = 252d8 + 18 ⇒ (4, 3) + 18 = 25
Attack: 1d20 + 13 ⇒ (10) + 13 = 231d8 + 9 ⇒ (4) + 9 = 13
Attack: 1d20 + 8 ⇒ (19) + 8 = 271d8 + 9 ⇒ (3) + 9 = 12

Natalie al Hurra |

Natalie steps back and unleashes a Magic Missile attack on her aggressive harpy, switching the remainder of the attacks should her own target fall down.
Magic Missile: 1d4 + 1 ⇒ (2) + 1 = 3
Magic Missile: 1d4 + 1 ⇒ (2) + 1 = 3
Magic Missile: 1d4 + 1 ⇒ (1) + 1 = 2
Magic Missile: 1d4 + 1 ⇒ (1) + 1 = 2
Magic Missile: 1d4 + 1 ⇒ (1) + 1 = 2

Aishe Kaleja |

Aishe climbs once more and moves away from the cliff's edge.
Move action: Climb cliff
Climb (Accelerated): 1d20 + 5 ⇒ (18) + 5 = 23
Move action: Move into the cave, to avoid being bullrushed again...

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Jack and Charles manage to knock the second harpy unconscious as it hurtles to the ground and smashes into the earth with a dull thud.
Aishe quickly scrambles up the cliff face and gains sold ground as she rushes into the cave.
natalie pelts the last harpy with numerous missiles. Luckily her black tentacles beat most of the fight out of it and the demonic harpy collapses.
End of Combat.
Jack
Charles- (76/84)
Natalie (59/65)
Aishe (55/66)

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The group finds little of value as the giant fiendish harpies simply carried morningstars and leather armor. No magical auras come to Jack's senses.

Aishe Kaleja |

With nothing of interest found, Aishe climbs back down the cliff, retrieves the rope, and leads the others to the next destination.
If we're at C now, I think we'd head to B?

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Just past the fiendish harpy cave stands a might abandoned Chelish Fort, which will make an ideal location to establish a base of operations on the island.
The abandoned Chelish fort is constructed of 15-foot-high outer stone walls with multiple watchtowers accessible by ladders. These walls join to a giant-sized tower built by the cyclopes as an observation post and communication waypoint between other mountain ranges in their farf
lung empire. The original Chelish colonists constructed several wooden buildings within the fort. Bikendi’s pirates later added to these structures, giving them an additional story so their roofs rise just above the outer wall. Many areas of the fort bear signs of damage from rocks hurled by the great cyclops Ishtoreth during the cyclopes’ siege. Unless otherwise noted, ceilings in the inner buildings are 10 feet high, while those within the ancient cyclops tower rise to a height of 30 feet.

Jack Handsome |

Putting a booted foot on a rock and looking at the fort Jack starts to smile like a little boy locked in the candy store. Looking at his comrades his eyes glow in anticipation.
"Lads and Ladies, I think we should get our working clothes. There is a bit of housecleaning to be done for sure before we get our crew to do the repairs. We do not want them to bitten by the bug, do we?"

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New map posted.
Beyond the fort’s shattered gates stretches a square courtyard, overgrown with weeds and surrounded by multiple buildings, their broken windows looming dark and silent.
Several beams have pulled free from the foundations of these stone towers where the main gates shattered, causing the towers to lean precariously. Their only access appears to be the battlements along the connecting walls.

Aishe Kaleja |

Aishe casts a spell as she cautiously makes her way through the gates and along the right wall.
Cast heightened awareness, lasts 90 minutes
Perception (Alertness, Heightened Awareness): 1d20 + 13 + 2 + 4 ⇒ (15) + 13 + 2 + 4 = 34

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Anyone's it is open to explore. Just waiting for someone to move to a new location as the open grounds has been detailed above.

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Beyond the fort’s shattered gates stretches a square courtyard, overgrown with weeds and surrounded by multiple buildings, their broken windows looming dark and silent.
To the west sits a collapsed building. Only the four corners of this building remain standing. The walls and roof have long since fallen into a pile of debris.

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Inspecting the building Jack feels that the timbers might be a bit unsteady and collapse if someone were to walk across them. Definitely not up to OSHA standards

Charles Beecroft |

Deciding to leave the collapsed building alone for the moment (since he doesn't really want to get buried in a pile of rotting wood and masonry), Charles moves on to check the one next to it.

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A large fireplace dominates the west wall of this forge. Broken tools and iron implements lie scattered about the floor. The pirates made use of this forge for crafting and repairing armor and weapons. The tools and implements remaining here can be used to form two sets of masterwork artisan’s tools for Craft (armor) and Craft (weapons) checks.

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The stench of decayed flesh permeates this half-collapsed building. A large hole opens in the shattered eastern wall, and four square animal cages lie broken amid the rubble.