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"Dimple, don't let them eat me. You know if I die again."
Dimple offers a consoling nod. "Don't worry, hun. I'll make sure you're all in one piece."
She then scoffs a bit at the others as she pulls out a much longer piece of wood. She mutters a spell as she taps the shadowdancer.
Metamagic Rod + 5th level Dimple = 100 minutes of Heroism for LGZ.
Heroism The target gains a +2 morale bonus on attack rolls, saves, and skill checks. Stacks with Inspire. DOES NOT STACK with Bless

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Learning about all they can and getting really hungry in the process (probably all that nicely marinated free meat just hanging around in a shallow grave), some of them take a short break to eat rations. Some spellcasting is done and Halla points into the jungle, "That way. The ruins of the city here reach all the way to the shore, but the temple we found is about two miles in. Make any other preparations you need while we walk."
_____________________
It takes about a half hour of walking and the temple comes into view.
This breathtaking edifice is constructed of tightly fitted blocks of brown stone covered with intricate engravings depicting humans engaged in acts of terrible self-mutilation. A pillared portico girds the eastern front of the great temple, the carved columns resemble fat, coiled serpents. The structure stands about 20 feet tall, though a great dome rises out of the center another 20 feet. How this place could be more than 10,000 years old defies logic—some sorcery must have preserved the stone.
The stench of blood is the only greeting upon arrival at the excavated temple. Before an imposing stone structure lie a few stripped and eviscerated bodies bearing terrible wounds that go far beyond the marks of battle in their viciousness, and furrows in the fresh dirt indicating that others have been dragged inside. Halla covers her mouth to stifle a cry, then rushes to the side of one of the bodies, falling to her knees. “Kovo! Oh, Kovo, look how they butchered you!”
The bodies have the same injuries as Shadaq's body. However, these have additional post mortem injuries as well as some show indications they have been fed upon.
After a few moments of mourning over her colleague’s battered and bloody body, Halla rallies and aids in examining the gruesome scene. She reports that others are missing: Pathfinder Riemme Batelle, two dig workers named Pel and Saala, and four laborers. A check of the surrounding area doesn’t turn them up, though you do find a masterwork longsword coated with dried blood, a half-full quiver of arrows, and a broken longbow—Halla identifies them as belonging to Riemme.
Halla points out that the break in the wall of the temple is recent and it is very unlikely that her allies did it. They would have been much more careful if making an entrance.
Map is up.

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"I don't know if I'd trust her, LG. Dimple's clearly been wanting to eat you up for ages. She's the most cannibalistic of us all, I think."
Kasvot follows the others' lead and--once everyone is done with any pre-hike snacking--actives his own wand for protection on the trip in.
mage armor

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dungeoneering: 1d20 + 8 ⇒ (7) + 8 = 15 He tries to line himself up so he can see into the opening but stays a fair distance away. He stows his bow in his backpack pulls out the three stones and casts an incantation over them Magic stone then retrieves his sling

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After examining the bodies Stormy will note the prediaion. She seems not bothered by this natural event. But she does pause and cast a few buff spells.
Longstrider on both Stormy and Shade from wand. Will be renewed.
Greater Magic Fang on both Stormy and Shade
Barkskin on both Stormy and Shade (+3AC)
Delay Poison on Stormy
Shillelagh on her club

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Dungeon: 1d20 + 6 ⇒ (11) + 6 = 17
Dimple looks about, not sure what to do next. "Um...I guess we go in?"

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Knowledge (Dungeoneering): 1d20 + 6 ⇒ (16) + 6 = 22
"I suppose so Dimple." he mumbles, eyeing the open temple. "You thinking someone else got here before us?"

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Kasvot retrieves his wand of shield and activates it just before the party heads inside. (1 minute duration, so just to cover any immediate surprises)

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The incredibly jaded pathfinders ignore the scene of carnage and their sobbing guide. They cast some spells and move into the temple.
It is dim light inside, anyone casting or activating a light source?
Eight great pillars, larger versions of the serpentine columns found at the pillared portico, encircle an enormous mosaic on the floor. The tiles of fading greens, reds, and yellows form a seven-pointed star. The dome peaks about forty feet overhead, its center pierced by an oculus five feet across. Near the front of the temple are the remains of a marble statue, smashed to bits. What it once was is unclear, as the vandal did a rather thorough job destroying the ancient work of art.
Toward the back of the wide open space, a long, five-foot deep pool lies in this western alcove, empty now, though the irregular red-brown stains on its surfaces leave little doubt as to what once filled the basin. Standing at the center of the pool is an eighteen-foot-tall marble statue of a strange being. Its body is a tangle of tentacles and eyes surrounding a circular maw filled with jagged teeth and barbed stinging tongues. Each of the thing’s tentacles ends in a claw, pincer, hook, or some other implement of pain. Ancient paint flakes from the grand effigy, but glittering in the light are dozens of onyx gemstones adorning the statue where the being’s eyes are carved. It appears that something is strapped to one of the writhing appendages with red silk ribbons. On the floor of the pool itself are dozens of small stone figurines.
I didn't want to move you all too far inside, but the map shows a bit of what you see. There is a really cool side version of the map so you can get a feel for the immensity of this room, though the scale is not the same... Let me know if you have any questions. At the moment, it is hard to actually see very far into the room (due to it's size), even with darkvision.

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Kasvot makes his way into the room. "Seven-pointed star, but eight pillars. Someone missed a design opportunity there..." he judges as he approaches the remains of the statue, which he begins sifting through to try to find anything of significance.
Perception: 1d20 + 1 ⇒ (8) + 1 = 9

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Kasvot do you mind opening that wayfinder for those of us of more used to the sun than darkness?

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Stepping forward, LGZ draws his favored adamantine blade. "Hmmm...does it say something about me that the bloody mess outside wasn't cause to draw...but that statue makes me wary?"
With a shrug, LGZ eyes the basin. 'You could fit a good amount of jam in that thing...though I suspect that's not what it was used for.'

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Niza moves forward, her signet ring glowing with a cold heatless light and casting shadows upon the back of the room.
Heightened (level 3 spell) Continual Flame on Signet Ring as her light source. One of the few spells that can carry over from scenario to scenario.

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Niza moves up, her light reflecting upon the interesting four gargoyles perched upon the back four pillars.
Wait, did one of them just move? OH S*#%!
CRAAAAWWWWW!!!!
The other three statues hiss, "kiiiilllll theeeeemmmmm..."
Initiative
Niza & Albis: 1d20 + 2 ⇒ (18) + 2 = 20
LGZ: 1d20 + 6 ⇒ (16) + 6 = 22
Stormy & Shade: 1d20 + 1 ⇒ (12) + 1 = 13
Dimple: 1d20 + 9 ⇒ (20) + 9 = 29
Kasvot: 1d20 + 8 ⇒ (15) + 8 = 23
Arboreal: 1d20 + 6 ⇒ (2) + 6 = 8
BR: 1d20 + 2 ⇒ (10) + 2 = 12
YG: 1d20 + 2 ⇒ (8) + 2 = 10
Round 1: It's a bird, it's a plane, oh god my face!
Dimple
Kasvot
LGZ
Niza & Albis
Stormy & Shade
BR
YG
Arboreal
Bold may act!
If Trained, you may roll Knowledge “Nature” AND/OR "Planes" (both will grant different information). With a success on your roll I will ID the creature. This ID will include basic type/subtype and one tidbit of knowledge. I will dole out the tidbits starting with signature special abilities and then working to more mechanical things like DR and other resistances. Multiple rolls from multiple players, assuming they both beat the DC, will grant additional information and not duplicate tidbits.

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Knowledge (Planes), Heroism: 1d20 + 4 + 2 ⇒ (18) + 4 + 2 = 24
Trying to recall where he might know the beasts from, he moves towards the center of the room.
"COME AND GET IT YA BEASTIES!" he cries out to the statues...holding his polearm in a defensive posture. "I'll take you all down!"
Move and ready to attack the first enemy that comes in range
+1 Adamantine Ranseur, Heroism, Combat Expertise: 1d20 + 9 + 2 - 2 ⇒ (19) + 9 + 2 - 2 = 28 for Piercing: 2d4 + 4 ⇒ (2, 3) + 4 = 9 x3 crit
+1 Adamantine Ranseur, Heroism, Combat Expertise: 1d20 + 9 + 2 - 2 ⇒ (4) + 9 + 2 - 2 = 13 for Piercing: 2d4 + 4 ⇒ (2, 1) + 4 = 7 x3 crit
+1 Adamantine Ranseur, Heroism, Combat Expertise: 1d20 + 9 + 2 - 2 ⇒ (19) + 9 + 2 - 2 = 28 for Piercing: 2d4 + 4 ⇒ (4, 1) + 4 = 9 x3 crit
+1 Adamantine Ranseur, Heroism, Combat Expertise: 1d20 + 9 + 2 - 2 ⇒ (12) + 9 + 2 - 2 = 21 for Piercing: 2d4 + 4 ⇒ (2, 1) + 4 = 7 x3 crit
+1 Adamantine Ranseur, Heroism, Combat Expertise: 1d20 + 9 + 2 - 2 ⇒ (15) + 9 + 2 - 2 = 24 for Piercing: 2d4 + 4 ⇒ (4, 4) + 4 = 12 x3 crit

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Just missed the cutoff for edit: +2 to AC if I attack something from combat expertise

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Stormy also advances and readies, shield held high and enchanted club ready. With a couple low whistles from Stormy, shade settles back and delays, its haunches quivering.
Shillelagh: 1d20 + 12 + 1 ⇒ (14) + 12 + 1 = 272d6 + 6 + 1 ⇒ (6, 2) + 6 + 1 = 15

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Niza begins casting a spell and hollers to Liet-Gar, "Hey elf bud with the big ole weapon, want to get really big?"
Begin Casting Enlarge Person, if LGZ says no, Albis gets it instead.

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Knowledge (nature): 1d20 + 5 ⇒ (19) + 5 = 24
Knowledge (planes): 1d20 + 3 ⇒ (12) + 3 = 15 +2 if concerning demons
"Well, isn't that a nice welcoming committee." Kasvot gestures, and focuses on the creature to the right. "We're looking for the somebody or somebodies that mauled a bunch of folks right outside here," he calls. "Did you see anything?" A translucent ripple of energy ripples outward from the creature's eyes.

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"Hey, we fought these guys before. Back in that town with the really gross sun goddess temple. Remember? Hey! I still have my net."
Inspire Courage. +2 to all the things.
Next round I will cast Bless.

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Liet-Gar knows something! And while it isn't what kind of creature this IS, he notices something familiar about it. The bird woman has been cursed with a fiendish taint! He remembers a couple things.
They have a 'smite good' ability that makes them really good at hurting good people. LGZ remembers that he is a good person and frowns. They also have resistance to any damage that isn't 'good' aligned.
Kasvot recalls another tidbit about their fiendish nature.
They have strong resistances to cold and fire damage.
The half-orc also recalls what these creatures actually are, shouting out "HARPIES!!!"
Harpies are generally CE monstrous humanoids. They have a captivating song that can literally force a person to move towards the harpy and do nothing but defend themselves. It is a devastating effect with a three hundred foot range. It is a sonic mind-affecting charm effect. He also recalls that they are able to fly down, attack, and keep flying away.
Combat Post to follow...

GM TOP |

And on cue, the first one (blue) begins singing! It is a beautiful, mournful, delicate song. One that inflates the ego and brings a flush to your face.
EVERYONE, please make a Will Save vs. a sonic mind-affecting charm effect. I will provide the results as quickly as possible. You are welcome to use a re-roll at any point before those results are given, unless said re-roll specifically grants you the ability to do so after the result is given.
The second takes to the air and swoops down to swing at Liet-Gar! He stabs it once, lightly and then quick as a whip takes another hack, missing horribly. It swings at his face, but he easily ducks.
Red Harpy vs. LGZ: 1d20 + 8 ⇒ (9) + 8 = 17
Another Harpy detaches from her post and follows the first, expecting to be in the clear. But little does she know, LGZ is a fantastically well trained combat monster! He slashes at her, connecting for a bit of damage. She still swings at him though.
Yellow Harpy vs. LGZ: 1d20 + 8 ⇒ (12) + 8 = 20
But fortunately he's been worked into a combat fervor and dodges this blow as well! The last harpy looks at their two injured broodmates and the warrior with no damage taken and picks a different target. Flying wide to keep out of his reach, they go after the gnome.
Green Harpy vs. Niza: 1d20 + 8 ⇒ (7) + 8 = 15
But her enforced clothing easily deflects the strike!
Rounds 1 & 2: It's a bird, it's a plane, oh god my face!
Dimple
Kasvot
LGZ
Niza & Albis
Stormy & Shade
Blue Harpy (Singing)
Red Harpy (-6 HP)
Yellow Harpy (-6 HP)
Green Harpy
Arboreal
Bold may act! Please use the top-down map in the middle for movement and placement. The side view map is just to give you a feel for the vertical aspect. It isn't to scale (horizontally).

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will: 1d20 + 10 + 2 ⇒ (6) + 10 + 2 = 18
hoping my elven immunity saves the day again
nature: 1d20 + 12 ⇒ (7) + 12 = 19
Planes: 1d20 + 8 ⇒ (14) + 8 = 22
If acting normally will advance and let fly at red
magic stone: 1d20 + 5 + 1 + 2 ⇒ (2) + 5 + 1 + 2 = 10
damage: 1d6 + 3 ⇒ (6) + 3 = 9
Probably ends up closer to yellow

Arboreal’s summon |

Danny boy
willsave: 1d20 + 8 ⇒ (5) + 8 = 13

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Everyone rolling before Dimple goes has a +2 to their save vs Charm due to Inspire Courage!
Will vs Charm (sonic): 1d20 + 8 + 4 + 2 ⇒ (7) + 8 + 4 + 2 = 21
Assuming Dimple makes her save, she will end her Inspire Courage and begin to Countersong.
"Hey, those aren't the stone guys. What a bunch of cheaters! Well, I think I can handle this."
"Little birdies, take a wing..."
Countersong {Sing}: 1d20 + 4 ⇒ (20) + 4 = 24
Everyone except LGZs can opt to use the result of my performance in place of their own saving throw.
Round Two of Bardic Performance. Nineteen Rounds Remain.

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Will, Heroism: 1d20 + 1 + 2 ⇒ (18) + 1 + 2 = 21
I'm really hoping that's enough to pass.
Assuming it is, LGZ would gladly accept the enlarge person and delay until after Niza to allow her the chance to finish casting it

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So I think the countersong will negate the song, even if we had initially failed our saves, right? So unsure if I need to roll that save, but it makes sense to do so based on the order of things.
Stormy Will Save, if needed: 1d20 + 10 + 2 ⇒ (14) + 10 + 2 = 26
Shade Will Save: 1d20 + 8 + 2 ⇒ (13) + 8 + 2 = 23
Hey Arboreal, can you move out of Shade's charge lane? Stormy calls.
and I am not sure if the harpies can be reached from the ground? Did they use fly by attacks? How high up are they?

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Sorry Shade can charge the statue if she wants but these flying things are swooping from pillar to pillar I guess with fly by attacks. Gathering in a perfect clump for a glitter dust or other aoe

GM TOP |

Kasvot vs SR 10: 1d20 + 8 ⇒ (6) + 8 = 14
Green Fort DC 18: 1d20 + 4 ⇒ (8) + 4 = 12
One of the Harpies seems to be having trouble seeing anything (green).
DC 20 Acrobatics for Shade to jump up (vertically) and attack a harpy, no charge though as that would not be a straight line. It is a much higher DC for everyone else, though LGZ when enlarged will be able to reach them easily with his reach weapon.
The countersong will indeed negate the Harpy song if you failed the DC. All PC’s, familiars and animal companions are now immune to the Blue Harpy’s Song for 24 hours.
The are using flyby attack to swoop down, swing once and swoop away.

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Will Rolled because failing probably cancels the enlarge person spell: 1d20 + 5 ⇒ (5) + 5 = 10
Will shirt reroll: 1d20 + 5 ⇒ (17) + 5 = 22
Niza completes the spell, targeting LGZ. He gets bigger. She nods at the half-elf, "Go get em, bud."
Pulling out a wand she sends a bolt of force at the red feathered harpy.
Wand vs SR 10: 1d20 + 1 ⇒ (15) + 1 = 16 for MM: 1d4 + 1 ⇒ (2) + 1 = 3

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Stormy moves to stand by Niza and readies an attack.
Shade jumps up to attack Red.
Acrobatics: 1d20 + 10 ⇒ (19) + 10 = 29
Bite: 1d20 + 9 + 1 ⇒ (12) + 9 + 1 = 221d8 + 6 + 1 ⇒ (4) + 6 + 1 = 11
Grab: 1d20 + 15 + 1 ⇒ (6) + 15 + 1 = 22
Young female Lion - shadowy grey black coat
N Large animal
Init +3; Senses low-light vision; Perception +8
Defense
—————
AC 24, touch 12, flat-footed 21 (+5 armor, +3 Dex, +7 natural, -1 size) hp 51 (6d8+24)
Fort +9, Ref +8, Will +4 (+4 morale bonus vs. enchantment effects) Defensive Abilities evasion
—————
Offense
—————
Speed 40 ft.
Melee bite +9 (1d8+6 plus grab), 2 claws +10 (1d6+6)
Space 10 ft.; Reach 5 ft.
Special Attacks pounce, rake (2 claws +10, 1d6+6)
—————
Statistics
—————
Str 23, Dex 16, Con 18, Int 3, Wis 15, Cha 10
Base Atk +4; CMB +11 (+15 grapple); CMD 24 (28 vs. trip)
Feats Light Armor Proficiency, Weapon Finesse, Weapon Focus (claw)
Tricks Air Walk, Attack, Attack, Attack Any Target, Come, Defend, Down, Fetch, Guard, Heel, Stay, Track, Work
Skills Acrobatics +6 (+10 to jump), Climb +9, Perception +7, Stealth +2, Swim +9
SQ air walk, attack, attack any target, come, defend, devotion, down, fetch, guard, heel, stay, track, work Other Gear +1 chain shirt
—————
Special Abilities
—————
Air Walk [Trick] The animal can be ridden through the air when affected by spells.
Attack [Trick] The animal will attack on command.
Attack Any Target [Trick] The animal will attack any creature on command.
Come [Trick] The animal will come to you on command.
Defend [Trick] The animal will defend you.
Devotion +4 (Ex) +4 morale bonus on Will saves vs. enchantment effects.
Down [Trick] The animal will break off combat on command.
Evasion (Ex) No damage on successful reflex save.
Fetch [Trick] The animal will get a specific object.
Flank [Trick}
Grab: Bite (Large) (Ex) You can start a grapple as a free action if you hit with the designated weapon. Guard [Trick] The animal stays in place and prevents others from approaching.
Heel [Trick] The animal will follow you.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Pounce (Ex) You can make a full attack as part of a charge.
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.
Stay [Trick] The animal will stay where it is.
Track [Trick] The animal will track a scent.
Work [Trick] The animal pulls or pushes a medium or heavy load.

GM TOP |

Arboreal resists the siren song and moves into the room, tossing a pebble in the very general direction of one of the harpies. It clatters off the ceiling.
Dimple, master of the musical arts, easily blocks out the lovely singing, noting, "It isn't even in tune! Listen, the third note right there, that should have been slightly higher. Seriously, anyone who falls for this trick is an idiot!" She then releases her own competing rendition of a similar song.
Her song and chastising provides enough to break free anyone that was influenced. Danny Boy feels stupid, he was going to fly up to the nice bird and let it bash his brains in. But NOT doing that seems a lot smarter right now.
Niza finishes her spell, Liet-Gar grows. She pulls a wand and sends a bolt of force at a Harpy. It connects, leaving a decent welt.
Stormy moves up next to the gnome (I moved you on the map since you said you did this) and prepares to defend her, or at least lay a trap if they come her way. Shade does her best Serval impersonation dragging one of the harpies down off their perch. The creature frantically flaps their wings to keep from slamming into the floor, managing to catch themselves and stay up.
(Can't fail a DC 10 Fly check to stop a fall. They remain grappled with the cat, just out of reach of any medium or small sized pc's on the ground, unless they have reach weapons)
Rounds 1 & 2: It's a bird, it's a plane, oh god my face!
Dimple
Niza & Albis
Stormy (Readied) & Shade (Grappled)
Kasvot
LGZ
Blue Harpy (Singing)
Red Harpy (-15 HP, Grappled & Flying)
Yellow Harpy (-6 HP)
Green Harpy (Blind)
Arboreal
Bold may act! Please use the top-down map in the middle for movement and placement. The side view map is just to give you a feel for the vertical aspect. It isn't to scale (horizontally). FYI, for most of the group (not the large pc's) it is a DC 20 Acrobatics Check to jump up and hit Red right now. It is a DC 40 Acrobatics check to jump up and hit any of the other Harpies when they are on their perches.

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Well done Shade! Hope you got that net ready Dimple I may be about to be attacked

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This fight needs renaming
Is it a bird? Is it a plane? No its SHADE!
In other news
LGZ
Kasvot
Still up

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Kasvot steps forward, coming around to the other side of the ruined statue to cast his next spell, granting much of the party increased speed and all that comes with it.
Move: 15'
Standard: cast haste
[ooc]Haste affects everone accept LGZ; sorry, you're just too far out, bud

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The large half-elf nods to Niza. "Thanks!" before moving to protect the group.
I believe due to the high of the pillars, LGZ would need to be 10ft from it to hit the harpy on top. If I'm wrong, feel free to move me south 5 ft.
+1 Adamantine Ranseur, Heroism, Enlarged vs Red: 1d20 + 9 + 2 ⇒ (11) + 9 + 2 = 22 for Piercing: 2d6 + 4 + 1 ⇒ (6, 6) + 4 + 1 = 17 x3 crit
+1 Adamantine Ranseur, Heroism, Enlarged: 1d20 + 9 + 2 ⇒ (1) + 9 + 2 = 12 for Piercing: 2d6 + 4 + 1 ⇒ (6, 5) + 4 + 1 = 16 x3 crit
+1 Adamantine Ranseur, Heroism, Enlarged: 1d20 + 9 + 2 ⇒ (10) + 9 + 2 = 21 for Piercing: 2d6 + 4 + 1 ⇒ (3, 4) + 4 + 1 = 12 x3 crit
+1 Adamantine Ranseur, Heroism, Enlarged: 1d20 + 9 + 2 ⇒ (13) + 9 + 2 = 24 for Piercing: 2d6 + 4 + 1 ⇒ (2, 6) + 4 + 1 = 13 x3 crit
+1 Adamantine Ranseur, Heroism, Enlarged: 1d20 + 9 + 2 ⇒ (18) + 9 + 2 = 29 for Piercing: 2d6 + 4 + 1 ⇒ (5, 4) + 4 + 1 = 14 x3 crit

GM TOP |
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Kasvot speeds up his allies, granting them increased footspeed, quicker reactions and an exceptional ability to unleash many many strikes upon their foes!
Liet-Gar takes massive advantage of this by moving and swinging once. To be fair, it's about all he can do, but still, I'd feel disappointed if I were a half-orc sorcerer.
That said, he does provide a very nice protective penumbra of stabs for his allies to hide under.
The green feathered harpy screeches, "I'm BLIND! YOU FOOLS YOU BLINDED ME!!!" On of her brood yells at her, "Stop whining and sing, you idiot. They didn't make you MUTE!!!"
She begins singing... It's sorta pretty? Very mournful though. Almost as though from a creature that has had one of their very important senses ripped away from them.
Everyone, please make a Will Save vs. a sonic mind-affecting charm effect. I will provide the results as quickly as possible. You are welcome to use a re-roll at any point before those results are given, unless said re-roll specifically grants you the ability to do so after the result is given.
The other three harpies shift their focus, "Take out the big big elfy one! The rest will be easy to pick off." The one grabbed by the cat frantically fights to bash and shred her captor.
Red Morningstar vs. Cat + High ground - Grapple: 1d20 + 8 + 1 - 2 ⇒ (12) + 8 + 1 - 2 = 19
Red Morningstar vs. Cat + High ground - Grapple - Iterative: 1d20 + 8 + 1 - 2 - 5 ⇒ (2) + 8 + 1 - 2 - 5 = 4
Red Talon vs. Cat + High ground - Grapple - Natural: 1d20 + 8 + 1 - 2 - 5 ⇒ (17) + 8 + 1 - 2 - 5 = 19
Red Morningstar vs. Cat + High ground - Grapple - Natural: 1d20 + 8 + 1 - 2 - 5 ⇒ (9) + 8 + 1 - 2 - 5 = 11
But the cat's hide is just too dang tough! Meanwhile, the other two swoop in to attack Liet-Gar. They don't keep going through though, stopping to buzz right around his huge ears like mosquitos.
Blue Morningstar vs. LGZ + High ground: 1d20 + 8 + 1 ⇒ (18) + 8 + 1 = 27 for BP: 1d8 + 1 ⇒ (6) + 1 = 7
Yellow Morningstar vs. LGZ + High ground: 1d20 + 8 + 1 ⇒ (12) + 8 + 1 = 21 for BP: 1d8 + 1 ⇒ (4) + 1 = 5
They manage to whack him a couple times, though he does get in a lucky blow as they fly past.
Rounds 2 & 3: It's a bird, it's a plane, oh damn that cat can jump! (Haste Sans LGZ up 6 rounds)
Dimple
Niza & Albis
Stormy (Readied) & Shade (Grappled)
Kasvot
LGZ (-12 HP)
Green Harpy (Blind & Singing)
Red Harpy (-27 HP, Grappled & Flying)
Blue Harpy (Flying)
Yellow Harpy (-13 HP & Flying)
Arboreal
Bold may act! Please use the top-down map in the middle for movement and placement. The side view map is just to give you a feel for the vertical aspect. It isn't to scale (horizontally).

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will save: 1d20 + 10 + 2 ⇒ (3) + 10 + 2 = 15
familiar: 1d20 + 8 ⇒ (19) + 8 = 27
shirt reroll: 1d20 + 12 + 4 ⇒ (4) + 12 + 4 = 20
Had to use shirt reroll as I used Dimples +2 from inspire courage in error
Arboreal pulls his wand of protection from evil from his haversack and applies it to himself
You talk I'll apply the countersong He says to Dimple waving his wand

GM TOP |

Those pass. DC is 16. You all have rolled enough, close enough to it, that you might as well know so you can go ahead and act.

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...but still, I'd feel disappointed if I were a half-orc sorcerer.
You think that was disappointing, try watching him decline to take a hasted full attack vs an enemy cleric, only to run off and get full-attacked dead by a xorn instead!
Will DC 16: 1d20 + 7 ⇒ (18) + 7 = 25
Kasvot launches a series of missiles of force at one of the harpies harassing LGZ.
Standard: cast magic missile vs. red
Damage, force: 3d4 + 3 ⇒ (4, 3, 2) + 3 = 12

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Will vs DC 16: 1d20 + 8 ⇒ (16) + 8 = 24
Perform {Sing} vs DC 16: 1d20 + 4 ⇒ (5) + 4 = 9
Dimple struggles to match the harmonic pitch of the next song. "Uh...give me a sec." She hold her ear with a single finger looking for the correct note.
Bardic Performance, Round Three of Twenty One. Eighteen Rounds remain.

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Stormy Will Save: 1d20 + 10 ⇒ (1) + 10 = 11
Shade Will Save: 1d20 + 8 ⇒ (11) + 8 = 19
Yikes! Gonna roll with it.
Stormy's face goes slack as she listens to the harpy's song and head over to green.
Shade, happy to have hold of the smelly bird thing, tries to hold on.
Grapple, maintain?: 1d20 + 15 + 1 + 1 + 5 ⇒ (8) + 15 + 1 + 1 + 5 = 30
Having managed to hold on Shade goes full blender on the creature.
Bite: 1d20 + 9 + 1 + 1 - 2 ⇒ (19) + 9 + 1 + 1 - 2 = 281d8 + 6 + 1 ⇒ (5) + 6 + 1 = 12
Claw 1: 1d20 + 10 + 1 + 1 - 2 ⇒ (4) + 10 + 1 + 1 - 2 = 141d6 + 6 + 1 ⇒ (4) + 6 + 1 = 11
Claw 1: 1d20 + 10 + 1 + 1 - 2 ⇒ (12) + 10 + 1 + 1 - 2 = 221d6 + 6 + 1 ⇒ (6) + 6 + 1 = 13
Rake 1: 1d20 + 10 + 1 + 1 - 2 ⇒ (15) + 10 + 1 + 1 - 2 = 251d6 + 6 + 1 ⇒ (6) + 6 + 1 = 13
Rake 1: 1d20 + 10 + 1 + 1 - 2 ⇒ (2) + 10 + 1 + 1 - 2 = 121d6 + 6 + 1 ⇒ (1) + 6 + 1 = 8
Hasted Bite: 1d20 + 9 + 1 + 1 - 2 ⇒ (14) + 9 + 1 + 1 - 2 = 231d8 + 6 + 1 ⇒ (5) + 6 + 1 = 12

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Will, Heroism: 1d20 + 1 + 2 ⇒ (16) + 1 + 2 = 19
Ignoring the singing creature, LGZ frowns at the opponents flapping about his head. Cautionsly, he continues to assault the kitties play thing.
+1 Adamantine Ranseur, Heroism, Enlarged, Combat Expertise vs red: 1d20 + 9 + 2 - 2 ⇒ (15) + 9 + 2 - 2 = 24 for Piercing: 2d6 + 4 + 1 ⇒ (6, 3) + 4 + 1 = 14
+1 Adamantine Ranseur, Heroism, Enlarged, Combat Expertise : 1d20 + 9 + 2 - 2 ⇒ (18) + 9 + 2 - 2 = 27 for Piercing: 2d6 + 4 + 1 ⇒ (6, 2) + 4 + 1 = 13
+1 Adamantine Ranseur, Heroism, Enlarged, Combat Expertise : 1d20 + 9 + 2 - 2 ⇒ (15) + 9 + 2 - 2 = 24 for Piercing: 2d6 + 4 + 1 ⇒ (3, 3) + 4 + 1 = 11
+1 Adamantine Ranseur, Heroism, Enlarged, Combat Expertise : 1d20 + 9 + 2 - 2 ⇒ (1) + 9 + 2 - 2 = 10 for Piercing: 2d6 + 4 + 1 ⇒ (5, 1) + 4 + 1 = 11
+1 Adamantine Ranseur, Heroism, Enlarged, Combat Expertise : 1d20 + 9 + 2 - 2 ⇒ (17) + 9 + 2 - 2 = 26 for Piercing: 2d6 + 4 + 1 ⇒ (1, 2) + 4 + 1 = 8
+2 AC this round

GM TOP |
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Okay, to my knowledge keeping a grapple is always a standard action (without advanced feats), but a successfully kept grapple would then allow an automatic natural attack damage to be rolled AND Shade would also get to make their rake attacks. The other option is the kitty could drop the grapple (free) and then go all out, but would not get the rake attacks. It's literally a moot point right now though, either way you go with it, the harpy drops dead. Just something to try to figure out for future murder sessions I guess. I'm happy to start a discussion about how it all works, fyi. I have been wrong many times before.
Shade literally shreds the harpy like a shuttlecock going through a jet engine. Her sisters (probably?) scream in anger!
LGZ, would you like to redirect? Red is dead.