
DM rainzax |

Pipes of Doom! (Round One)
The shrill and daunting sound of Pipes of Doom emanates from the (Cardinal Direction: 1d8 ⇒ 8) northwest - something stirs near the tree from the same direction - but the party is fast to respond before the music properly bends the minds of it's listener into a new psychological shape!
...
Terrain
Grass @ Normal
Mud / Trail @ Normal
Tree Trunks @ Obstacle
Tree Roots @ Difficult Terrain
Shallow River @ Difficult Terrain
Mushroom Patches @ Difficult Terrain, provide Cover
Cliff Face by Northernmost Tree @ 5-ft Wall to Climb
Thellira (AC 19 or 18 rage, HP 52/52 + ?/? temp, potion □) w/ meteor @ 25+2
James (AC 19, HP 53/53 + ?/? temp, potion ☑) w/ greatclub @ 24+2
Haechi (AC 18, HP 16/24, potion ☑) w/ a third potion? @ 19+2
Sid (AC 21, HP 10/52, potion ☑) w/ hand @ 14+2
First Creature (@ Nature to ID)
Anjo (AC 21, HP 52/52, potion □) w/ bow
Second (Undetected) Creature (@ ??? to ID)
...
Map is Updated!
Thellira, James, Haechi, and Sid are Up!

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Thellira hears the opening notes and rushes toward them, ramping herself up for a fight.
◆◆ Double move
◆ Rage - Temp HP 5/5
Everyone should be full health, right?

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Siddhartha moves toward the sound of the enemy approaching.
◆ First action: Move North, getting between the enemy and Haechi
◆ Second Action: Invoke Rain of Embers stance (+1 AC and Fire Talon Strikes)
◆ Third Action: Seek in a cone toward the enemy we can see, trying to determine if this creature is alone.
GM Secret roll at Perception +7
We should be at full health, but is more cautious about running into combat without his party.

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Haechi is a little in the dumps at being pulled away from what would almost certainly have been a super interesting ritual. Once again he finds himself in a forest surrounded by creatures intent on doing him harm. "Why me? What have a I done to deserve this? It's all that Hetsky's fault I bet. No doubt that barbarian is cooling his heels in some cosy library right now without a clue as to what to do."
It is then that he hears the enchanting music faintly in the distance. He feels his mind beginning to wander, but the sight of the fey creature playing the pipes returns him to the present. "Oh dear. I suppose this is one of those scouts that our faction leader told us to look out for. Such beautiful music..." He shakes his head to clear it again. "No, no. I must not be distracted." Seeing that the creature was a little too far away for most of his spells, Haechi chooses his attack accordingly...
Actions 1 & 2 (◆◆): Cast a Spell: Ray of Frost targeting First Creature (Pan?)
Ray of Frost Attack: 1d20 + 9 ⇒ (20) + 9 = 29
Ray of Frost Damage: 2d4 + 4 ⇒ (4, 4) + 4 = 12 cold damage
A crit! The target takes double damage and a -10-foot status penalty to its Speeds for 1 round.
He then prepares for combat by speaking the word, "scutum." The space around him shimmers slightly for a second.
Action 3 (◆): Cast a Spell: Shield - AC 19

DM rainzax |

Everyone within 60-feet of the First Creature please make a DC 21 Will Save vs a Level 4 effect which includes the Enchantment, Incapacitation, and Mental traits! (If you have any special defenses that may apply here, mention them too!)

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Will Save: 1d20 + 7 ⇒ (9) + 7 = 16
Uh oh!
If this is a "fear effect", and Timely Inspiration is active, then we get a +1 status bonus to the saves. Not that this will affect any of the rolls so far, including Haechi's.

DM rainzax |

Haechi & James - this will be a "bad" save - are we confirmed a Fail and Critical Fail?
Last Call for Hero Points!

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Haechi & James - this will be a "bad" save - are we confirmed a Fail and Critical Fail?
Last Call for Hero Points!
When the GM mentions a "bad" save followed immediately with a call for Hero Points, it doesn't take a rocket scientist to get the hint. A Hero Point reroll it is.
Despite his devastatingly accurate cold dart of death, the music doesn't stop. Haechi's mind starts wandering as the beautiful sound slowly robs him of his senses. Just before he goes under completely, he...
Will Save: 1d20 + 7 ⇒ (17) + 7 = 24
Phew!
... hears a distant voice in his head. "Haechi? Haaaaaaechi!". The kobold, distracted momentarily from the music, opens his eyes and frowns slightly. But the beautiful sound of the pipes is no so easily denied and once again pulls him slowly into the depths. Again the voice returns, louder this time. "Haechi? Are you really going to ignore your lord and master? The Maker of All?!?" Then in a slightly sneering tone, "And you call yourself one of my descendants. How disappointing."
In his somnambular state, Haechi is confused. In a voice full of fatigue, he thinks, "Apsu? Is that really you?" The voice in his head returns. "Who else would it be? Who else would care even a jot for the life of one of his lowly minions." Then in a deafening blast.
"Now snap out of it and stop embarrassing me!"

DM rainzax |

James?

DM rainzax |

Pipes of Doom! (Round One / Two)
Thellira charges forth, bursting into anger. Siddhartha as well, entering his phoenix stance. James drops his greatclub and fires two shots with his bow, which veer wide. And Haechi blasts icy doom at the Horn-Piping Fey, covering it's fury body in icicles, including slowing it's cloven feet.
The Pipes of Doom sound, and the haunting melody creeps into the party's brains via their ears, and while most manage to resist, poor James is overcome with a trance of death, falling prone like dozing fawn into an undisturbable slumber!
Everyone else is Drowsy and takes a mere -1 penalty to Perception for 1 round
◆◆◆) Play the Pipes
◇) Fleet Performer (Stride)
With reduced speed, the Fey shuffles away from the party as they attempt to close upon him.
Undetected Creature Will save vs Pipes of Doom (DC 21): 1d20 + 10 ⇒ (4) + 10 = 14
There is a THUD sound as the creature hiding in the bushes, like James, also falls fast asleep, snoring loudly now and whispering about a secret golden stash at the other side of a distant rainbow.
...
Terrain
Grass @ Normal
Mud / Trail @ Normal
Tree Trunks @ Obstacle
Tree Roots @ Difficult Terrain
Shallow River @ Difficult Terrain
Mushroom Patches @ Difficult Terrain, provide Cover
Cliff Face by Northernmost Tree @ 5-ft Wall to Climb
Thellira (AC 19 or 18 rage, HP 52/52 + 5/5 temp, potion □) w/ meteor @ Rage, Drowsy
James (AC 19, HP 53/53 + ?/? temp, potion ☑) dropped greatclub, dropped bow @ Deep Slumber
Haechi (AC 18, HP 24/24, potion ☑) w/ a third potion? @ Drowsy
Sid (AC 21, HP 10/52, potion ☑) w/ hand @ Drowsy
Horn-Piping Black Fey (-24 cold) @ -10 speed (1 round?)
Anjo (AC 21, HP 52/52, potion □) w/ bow @ Drowsy
Tiny Green Fey @ Deep Slumber
...
The Party (except James) is Up!

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I don't think we should let this one get away. He might come back with more friends.
First Action : Move 35 feet to be adjacent to the Piper
Second Action: Flurry of Blows on the Piper
First Attack of Flurry of Blows: 1d20 + 10 ⇒ (3) + 10 = 13 Fire damage from Rain of Embers stance: 2d4 + 3 ⇒ (4, 2) + 3 = 9
Second Attack of Flurry of Blows: 1d20 + 10 - 4 ⇒ (8) + 10 - 4 = 14 Fire damage from Rain of Embers stance: 2d4 + 3 ⇒ (3, 3) + 3 = 9
Third Action: He will invoke his Eleven heritage and casts Shield.
And I am back to single digit rolls.

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Haechi (AC 18, HP 24/24, potion ☑) w/ a third potion? @ Drowsy
Yes indeed. This time it is a Healing Potion (Lesser) he has in his hand
With Apsu's command still ringing in his ears, Haechi recovers his wits somewhat. He's still a little woozy from the music, but not so woozy that he doesn't notice the piper trying to get away. Not wanting to disillusion his distinguished ancestor, he yells, "After it!" Then, by force of will, he manages to get his legs moving and chases after the fey creature to get it within range of his spells.
Action 1 (◆): Stride (25 feet)
As he moves forward, his eye catches on a fallen branch that had broken off one of the nearby trees. It's has a vicious looking pointed end and as soon as he's within range, he says, "satyrus accipit affixus" and with a snap of his wrist, the branch spears towards the fleeing fey.
Actions 1 & 2 (◆◆): Cast a Spell: Telekinetic Projectile with Inspire Courage targeting Horn-Piping Black Fey
Telekinetic Projectile Attack: 1d20 + 9 + 1 ⇒ (15) + 9 + 1 = 25
Telekinetic Projectile Damage: 2d6 + 4 + 1 ⇒ (6, 5) + 4 + 1 = 16 piercing damage

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Thellira stumbles a step or two as she keeps running after the fey. She rounds the last tree and slides to a stop next to it, using the momentum from her run to swing the hammer.
◆◆ Stride
◆ Attack. Last 4 acid
Meteor Hammer +TI: 1d20 + 9 + 1 ⇒ (5) + 9 + 1 = 15 for Bld Dmg: 1d8 + 4 + 4 + 1 ⇒ (2) + 4 + 4 + 1 = 11
Thellira has No Escape so will Stride 20' to follow if it runs again.

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Anjo's move should come before everyone moves again. And he would have a clear shot at the fey before Sid and Thellira get two rounds of actions
(◆) Anjo moves forward, designates the fey as his (◆) prey,
Monster Hunter Recall K. Nature: 1d20 + 8 ⇒ (16) + 8 = 24
Anjo then fires two shots, his first arrow cold iron if it misses, his second is cold iron.
(◆):
Hunted Shot1: 1d20 + 11 ⇒ (5) + 11 = 16 Damage: 2d8 + 1 ⇒ (4, 5) + 1 = 10
Hunted Shot1: 1d20 + 8 ⇒ (19) + 8 = 27 Damage: 2d8 + 1 ⇒ (2, 6) + 1 = 9
If Crit: 1d10 ⇒ 5

DM rainzax |

Pipes of Doom! (Round Two / Three)
Siddhartha's and Thellira's blows are ineffective as Haechi hits the creature with a jagged rock and then Anjo with a second shot burns and sizzles - but the creature is still alive!
Satyr
◆) Stride
Thellira
↺) No Escape!
Satyr
◆◆) Cast a Spell
It starts to run through the fighters as Thellira suddenly gives chase, and instead of continuing, stops cold in it's tracks, and turns to blow a single note from it's flute, but instead of sound coming out, a spray of colors dazzles the eyes of both Sid and Thellira!
...
Horn-Piping Black Satyr (-24 cold, -16 cut, -14 sizzle) w/ pan flute
...
Sid and Thellira please make a DC 21 Will Save!

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Are there some bonuses we were suppose to add from the Aid Tokens?
Did Anjo succeed on his Nature Check? What doe she learn
"Take his flute!"

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Will save: 1d20 + 9 ⇒ (3) + 9 = 12
No Hero points, so this is what I get. At least it is not a Critical Failure.

DM rainzax |


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First Action: Flurry of Blows on the Piper
First Attack of Flurry of Blows: 1d20 + 10 ⇒ (17) + 10 = 27 Fire damage from Rain of Embers stance: 2d4 + 3 ⇒ (3, 4) + 3 = 10 Flat check for miss chance due to blinded: 1d20 ⇒ 16
Second Attack of Flurry of Blows: 1d20 + 10 - 4 ⇒ (2) + 10 - 4 = 8 Fire damage from Rain of Embers stance: 2d4 + 3 ⇒ (2, 1) + 3 = 6 Flat check for miss chance due to blinded: 1d20 ⇒ 10
Second Action: He will invoke his Eleven heritage and casts Shield.
Third Action: Lost to Stunned 1, but reduces Stunned value to 0, and Blinded goes to Dazzled for next round
Oops, forgot to add the Inspiration, so the first attack and damage should be one more. I don't think it matters for anything else.

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Haechi is a little concerned that the Satyr is getting closer to him, but given the success of his previous attack, sees no reason to change his tactics.
Once more his eyes flick around and he selects a nearby stone of suitable size. With a, "mittent lapidem in satyro" he jerks his wrist and sends the stone flying at the nearby creature.
Actions 1 & 2 (◆◆): Cast a Spell: Telekinetic Projectile with Inspire Courage targeting Horn-Piping Black Fey
Telekinetic Projectile Attack: 1d20 + 9 + 1 ⇒ (20) + 9 + 1 = 30
Telekinetic Projectile Damage: 2d6 + 4 + 1 ⇒ (1, 6) + 4 + 1 = 12 piercing damage
He wonders if perhaps putting more space between him and the satyr would be the wisest course, but with Apsu taking a particular interest in his activities at present, it might be best not to look like he was running away. So throwing all caution to the winds, he braces for the worst and claps his hands once. A bolt of force flies out of the end of his fingers and plunges into the creature's chest.
Action 3 (◆): Cast a Spell: Force Bolt with Inspire Courage targeting Horn-Piping Black Fey
Force Bolt: 1d4 + 1 + 1 ⇒ (3) + 1 + 1 = 5 force damage

DM rainzax |

Interlude
Siddhartha's Embers and Haechi's telekinesis take out the Satyr.
When the party goes to wake James, he is undisturbable, not unlike sleeping beauty, unable to be woken. So too for the Leprechaun passed out in the bushes...
...The party decides what to do!
No die rolls at this time

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When the Satyr finally succumbs to their barrage of attacks, Haechi lets out a sigh of relief. He pauses momentarily to see if Apsu has anything more to say to him, but except for a feeling of satisfaction, which slowly fades, he no longer feels the presence of the Maker.
Haechi walks over to the sleeping James. He gives the man a shake and then shouts "Wakey wakey, James," but receives no response. He stands back up and faces the others. "Anyone know what's wrong with him? Why isn't he waking up now that we've killed the satyr?"
He then points over the the leprechaun. "And what are we to do with that gentleman? I suspect that he'll cause us trouble when he awakens. Qxal has really stirred up the fey against us in this forest." He ponders some options. "We can't just kill the fellow in his sleep; that wouldn't be the sporting thing to do. Maybe we just tie it up and leave; if he doesn't see us around when he wakes, maybe he'll just go back to the First World and leave us alone."

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I am concerned about James, but I don't know anything about magic, or why he might not wake up after we disposed of the satyr. Perhaps one of you who has knowledge of Magic might know what is going on? I am not going to kill the little on in his sleep either, but we may not need to tie him up if we find the magic will last long enough.
Siddhatha will search the little fey to try and make sure he doesn't have any weapons or other dangerous items on him.

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After Siddhatha's comment, Haechi looks back down at the sleeping James. "Magical sleep you think? You may be right. Unfortunately, I'm no expert in the treatment of magically induced ailments; I'm usually more involved in the dispensing end of such effects, ha ha."
Nevertheless, Haechi bends down again to inspect their sedated companion to see if he can determine the source of the problem. First, he passes his hand across his face and says, "magicae deprehendere."
Action: Cast a Spell: Detect Magic - 30ft emanation
Then he pokes and prods the Garundi barbarian to test his reactions to various stimuli.
Action: Recall Knowledge (Arcana +9) - secret
Action: Recall Knowledge (Occultism +9) - secret

DM rainzax |

Interlude Interrupted?
10 minutes pass, and James is still fast asleep... but sometime within that span, the Leprechaun wakes up!
Initiative (Perception): 1d20 + 11 ⇒ (20) + 11 = 31
...
There is no trace auras around you.
You believe the Satyr's pipes put this fey into a slumber trance, but that he fell less deeply than poor James...
He had a small club on him - which you now have.
...
Everyone (except James) please roll Initiative!

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If 10 minutes has passed and we are not allowed to coup de grace, then Anjo takes the creature's flute and marks him as prey
Initiative: 1d20 + 12 ⇒ (4) + 12 = 16
Recall Knowledge check on the last one....what spells does he cast.
Monster Hunter recall check on this one: 1d20 + 8 ⇒ (12) + 8 = 20

DM rainzax |

Reprise of Doom! (Round One)
The Leprechaun wakes suddenly, and from it's prone position looking at the merciful party (less Anjo's violent eyes), winks out from sight, disappearing on the spot, and crawling away!
◆◆) Cast Invisibility (Undetected)
◆) Crawl
Invisible Stealth DC 14
...
Primal Innate Spells DC 18, attack +10;
2nd illusory creature, illusory object, invisibility (self only);
1st color spray, shillelagh, ventriloquism;
Cantrips (2nd) dancing lights, ghost sound, mage hand, prestidigitation, telekinetic projectile
Terrain
Grass @ Normal
Mud / Trail @ Normal
Tree Trunks @ Obstacle
Tree Roots @ Difficult Terrain
Shallow River @ Difficult Terrain
Mushroom Patches @ Difficult Terrain, provide Cover
Cliff Face by Northernmost Tree @ 5-ft Wall to Climb
Thellira (AC 19 or 18 rage, HP 52/52 + 5/5 temp, potion □) w/ meteor
James (AC 19, HP 53/53 + ?/? temp, potion ☑) dropped greatclub, dropped bow, prone
Haechi (AC 18, HP 24/24, potion □) w/ a third potion
Sid (AC 21, HP 10/52, potion ☑) w/ hands
Anjo (AC 21, HP 52/52, potion □) w/ bow @ Hunting Leprechaun
...
GM made a mistake - James wakes at the same time, and only 1 minute has passed!
The Party (including James) is Up!

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**HOUSE GM ANNOUNCEMENT**
Excellent work, Pathfinders! We have repelled the Thorned Monarch’s advance forces.
GMs, the Advance Repelled condition on page 19 is in effect.

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Haechi watches James jump to his feet followed closely by the leprechaun blinking out of sight. "Well, how convenient. It appears that our problems have all resolved themselves. James has rejoined us and... He raises his voice a notch. "... if he's smart, the leprechaun will quickly leave the area before we find him and make him join his friend over there."
Not sure if Haechi will need an Initiative roll here, but just in case...
Initiative (Perception): 1d20 + 5 ⇒ (17) + 5 = 22

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I don't want to assume he is that smart, so let's try to give him a sendoff.
I assume that since it took a minute for them to wake up, I am no longer dazzled.
First Action: Step into the square where the Fey Creature was.
Second Action: Seek- GM Roll, Perception +7
Third Action:
If I find the creature, Flurry of Blows
First Attack of Flurry of Blows: 1d20 + 10 ⇒ (20) + 10 = 30 Bludgeoning damage: 2d6 + 3 ⇒ (4, 6) + 3 = 13 Flat check for miss chance due to invisibility: 1d20 ⇒ 2
Second Attack of Flurry of Blows: 1d20 + 10 - 4 ⇒ (10) + 10 - 4 = 16 Bludgeoning damage: 2d6 + 3 ⇒ (3, 6) + 3 = 12 Flat check for miss chance due to invisibility: 1d20 ⇒ 12
If I don't Spot the creature with my Seek
Cast Shield

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first action, seek perception: 1d20 + 7 ⇒ (9) + 7 = 16 if I find him, I point out as second action, otherwise second action is another seek and third action is point out perception: 1d20 + 7 ⇒ (12) + 7 = 19

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Thellira turns toward the leprechaun in time to see it disappear.
◆ Seek Perception: 1d20 + 8 ⇒ (18) + 8 = 26
Holding remaining actions to see the result of that.

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Holding actions until results of Seeks/attacks are resolved.

DM rainzax |

Go ahead and roll your Seek checks!

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Action 1 (◆): Seek
Seek (Perception): 1d20 + 5 ⇒ (2) + 5 = 7
Haechi makes a half-hearted attempt to find the leprechaun. He really hopes that the little fellow will decide to leave them alone instead of forcing them to kill him like they did the satyr.
Just in case, though, he puts up his magical shield.
Action 2 (◆): Cast a Spell: Shield - AC 19

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Thellira hears the leprechaun slide across the ground and brings her hammer down twice in quick succession. She grunts as she somehow misses the fey, "I know you're there!"
◆◆ Attack twice
Meteor Hammer 1: 1d20 + 9 ⇒ (12) + 9 = 21
Blud Dmg: 1d8 + 4 ⇒ (3) + 4 = 7
Hidden Flat Check: 1d20 ⇒ 1
Meteor Hammer 2: 1d20 + 9 + 1 ⇒ (18) + 9 + 1 = 28 w/ Backswing
Blud Dmg: 1d8 + 4 ⇒ (2) + 4 = 6
Hidden Flat Check: 1d20 ⇒ 9

DM rainzax |

The sound of the tiny invisible fey crawling through the grass is sufficient to give away it's position to Thellira - but insufficient to give enough cue to strike at it accurately. Miss x2 due to flat check!

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Anjo tries to locate the creature.
Seek with Hunt Prey: 1d20 + 10 + 2 ⇒ (20) + 10 + 2 = 32
Anjo moves 30' from the creature and casts gravity weapon