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Climb Check: 1d20 ⇒ 11 vs DC 10 = Success!
Chompy's Will Save: 1d20 + 1 ⇒ (18) + 1 = 19
Knowledge (Nature): 1d20 + 7 ⇒ (5) + 7 = 12 to identify monster
Chompy reaches the cliff face and begins to climb... and then shakes its scaled head as though in confusion before dropping back down. "Atta boy!" Balbo exclaims as his eyes continue to scan...
"THERE!" He shouts suddenly, squinting at the cave above as he points. "There's three of them! Can't tell if they're harpies or not, but they're definitely crazed looking hags!" Setting arrow to string, the diminutive archer calls upon his innate skills with the bow and lets fly a pair of arrows!
That's a fair distance, and I really want to put these things down. So let's pull out the stops. Attacking as a full action with Flurry of Blows. Ki point to increase range on my bow to 160' for one round as a swift action, use Perfect Shot ability on both of those two shots and Deadly Aim as well. Go ahead and use the Cold Iron arrows, just in case...
Flurry of Arrows Attack (Perfect Shot/Deadly Aim/Divine Favor): 1d20 + 8 - 1 + 2 ⇒ (5) + 8 - 1 + 2 = 14
Flurry of Arrows Attack (Perfect Shot/Deadly Aim/Divine Favor): 1d20 + 8 - 1 + 2 ⇒ (2) + 8 - 1 + 2 = 11
Damage: 1d6 + 1 + 2 + 2 ⇒ (3) + 1 + 2 + 2 = 8
Flurry of Arrows Attack (Perfect Shot/Deadly Aim/Divine Favor): 1d20 + 8 - 1 + 2 ⇒ (15) + 8 - 1 + 2 = 24
Flurry of Arrows Attack (Perfect Shot/Deadly Aim/Divine Favor): 1d20 + 8 - 1 + 2 ⇒ (13) + 8 - 1 + 2 = 22
Damage: 1d6 + 1 + 2 + 2 ⇒ (6) + 1 + 2 + 2 = 11
Hmm... going to use Halfling's Luck (+2 after the roll) on that first arrow to make the attack roll 16. Will have to hope that's enough!

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Will DC 16, prot evil: 1d20 + 2 + 2 ⇒ (20) + 2 + 2 = 24
Kolris--very near to the cliff base--shakes his head with a glance towards Arbiscar. "But... that song... what's going on? I lost myself there!"

GM Valen |

"Why am I trying to climb these rocks? Hey, there are some bird-like creatures up there, but they look ugly! he yelled, looking at the others behind him.
Ebonfeather regains control of his feathered faculties!
Chompy reaches the cliff face and begins to climb... and then shakes its scaled head as though in confusion before dropping back down. "Atta boy!" Balbo exclaims as his eyes continue to scan...
Setting arrow to string, the diminutive archer calls upon his innate skills with the bow and lets fly a pair of arrows!
Chompy regains control of his scaled senses!
Balbo's first arrows strikes the lip of the cave!
Sorry, the cave mouth offers partial cover to those inside from the angle below.
His second shot, however, pierces its intended target, wounding it considerably!
Which one? 1 blue, 2 red, 3 yellow: 1d3 ⇒ 1
Kolris--very near to the cliff base--shakes his head with a glance towards Arbiscar. "But... that song... what's going on? I lost myself there!"
Kolris regains control of his investigative intelligence!
"Mother!?" one of the creatures (red) squawks in horror.
The creature then dives out of the mouth of the statue and plummets downward. Unable to reach the archer, she settles for striking at the closer intruder on the rocks!
Charge
15 feet above desert floor
Melee (morningstar) w/charge v. Ebonfeather: 1d20 + 8 + 2 ⇒ (13) + 8 + 2 = 23
Damage (B): 1d8 + 1 ⇒ (8) + 1 = 9
CANYON'S CALL, PATHFINDERS FALL? - Round Three Cont'd
PCs in bold may act
Captivated PCs must move towards red dot (and then feel compelled to climb the rocks upwards per above). Once a PC reaches the rock and begins to Climb, they may attempt another Will save. DC 10 for Climb check to scale the rocks (or DC 15 if he tries to accelerate climb, which I will allow but not require). Any PC that climbs up at least 10' may attempt a Will save (DC 16) to break free of the captivating song.
Creature (yellow)
Balbo & Chompy
Ebonfeather -9 HP Climb check (DC 10) to avoid fall)
Creature (red) (-2 AC for 1 round)
Nilah
Creature (blue) -11 HP
Molos
Kolris (protection from evil)
Triix
Arbiscar

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Blue works fine! I had a feeling they might have some cover! Dang... :)

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Even seeing Balbo get attacked doesn't break the spell?
At the face of the rocks, Nilah beings attempting to climb.
Climb: 1d20 ⇒ 3 I think she makes no progress this round?
She stumbles around at the face unable to confidently use any of the obvious handholds. Climbing is not her thing.

GM Valen |

Even seeing Balbo get attacked doesn't break the spell?
Correct, although if you can point to a source suggesting otherwise, I will consider it. The ability reads as follows:
Captivating Song (Su):A [redacted]’s song has the power to infect the minds of those that hear it, calling them to the [redacted]’s side. When a [redacted] sings, all creatures aside from other [redacted] within a 300-foot spread must succeed on a DC 16 Will saving throw or become captivated. A creature that successfully saves is not subject to the same [redacted]’s song for 24 hours. A victim under the effects of the captivating song moves toward the [redacted] using the most direct means available. If the path leads them into a dangerous area such as through fire or off a cliff, that creature receives a second saving throw to end the effect before moving into peril. Captivated creatures can take no actions other than to defend themselves. A victim within 5 feet of the [redacted] simply stands and offers no resistance to the [redacted]’s attacks. This effect continues for as long as the [redacted] sings and for 1 round thereafter. This is a sonic mind-affecting charm effect. The save DC is Charisma-based.At the face of the rocks, Nilah beings attempting to climb.
I think she makes no progress this round?
Correct, no progress.
Also, though I hate to do this, I have to follow tactics as written.
Seeing her prey approaching, the mother [redacted] (blue) seeks to seal the party's fate by beginning a song of her own--trusting that their flesh will give her strength to heal the wound they have inflicted.
All PCs must now attempt a Will save (DC 16) or be subject to this captivating song.
CANYON'S CALL, PATHFINDERS FALL? - Round Three Cont'd
PCs in bold may act
Captivated PCs must move towards red dot (and then feel compelled to climb the rocks upwards towards the mouth of the cave per above). Once a PC reaches the rock and begins to Climb, they may attempt another Will save. DC 10 for Climb check to scale the rocks (or DC 15 if he tries to accelerate climb, which I will allow but not require). Any PC that climbs up at least 10' may attempt a Will save (DC 16) to break free of the captivating song.
Creature (yellow)
Balbo & Chompy (DC 16 Will saves or captivated)
Ebonfeather -9 HP (DC 10 Climb check to avoid fall; DC 16 Will save or captivated)
Creature (red) (-2 AC for 1 round)
Nilah (DC 16 Will save or captivated)
Creature (blue) -11 HP
Molos (DC 16 Will save or captivated)
Kolris (protection from evil; DC 16 Will save or captivated)
Triix (DC 16 Will save or captivated)
Arbiscar (DC 16 Will save or captivated)

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Will DC 16: 1d20 + 8 ⇒ (1) + 8 = 9
reroll: Will+GM's stars DC 16: 1d20 + 8 + 3 ⇒ (1) + 8 + 3 = 12 Nice you let me keep the reroll on the first encounter, but I guess this is fate :O
Arbiscar moves forward to the cliff, looking up at the mother absentmindedly and stashing his hammer so he can climb. As he attempts, he shocks his head "Oh, what am I doing?"
Climb: 1d20 + 3 ⇒ (15) + 3 = 18
Will DC 16: 1d20 + 8 ⇒ (11) + 8 = 19
I think Kolris is already protected from Captivating Song, as protection from evil blocks further attempts to control someone's actions.

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will: 1d20 + 4 ⇒ (19) + 4 = 23
Triix moves forward, still concentrating on her Detect Thoughts. When the blue one tries to captivate her, she easily shrugs it off then looks towards the creature before firing two shooting stars at it.
ss: 2d4 + 2 ⇒ (3, 3) + 2 = 8
Shut Up! You're giving me a headache

GM Valen |

I think Kolris is already protected from Captivating Song, as protection from evil blocks further attempts to control someone's actions.
Not exactly. Kolris must still attempt the save, but will be protected from the effects as long as the spell lasts, which presumably will be longer than combat.
But, I’m still captivated from the original song best I know.
Correct. Location of Molos token updated on map.
CANYON'S CALL, PATHFINDERS FALL? - Round Three Cont'd
PCs in bold may act
Captivated PCs must move towards red dot (and then feel compelled to climb the rocks upwards towards the mouth of the cave per above). Once a PC reaches the rock and begins to Climb, they may attempt another Will save. DC 10 for Climb check to scale the rocks (or DC 15 if he tries to accelerate climb, which I will allow but not require). Any PC that climbs up at least 10' may attempt a Will save (DC 16) to break free of the captivating song.
Creature (yellow)
Balbo & Chompy (DC 16 Will saves or captivated)
Ebonfeather -9 HP (DC 10 Climb check to avoid fall; DC 16 Will save or captivated)
Creature (red) (-2 AC for 1 round)
Nilah (captivated; DC 16 Will save or captivated)
Creature (blue) -11 HP
Molos (captivated)
Kolris (protection from evil)
Triix (though possibly ninja'd)
Arbiscar

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Will DC 16, protection from evil: 1d20 + 2 + 2 ⇒ (11) + 2 + 2 = 15
So, even though he failed the save, Kolris is still free-willed because of protection from evil?

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I'll just make the saves here to see what my options are next round when I can take actions (maybe...)
Balbo's Will Save: 1d20 + 10 ⇒ (7) + 10 = 17
Chompy's Will Save: 1d20 + 1 ⇒ (10) + 1 = 11
Balbo groans in frustration as Chompy begins climbing again!!
Will wait to make that Climb check (and the 2nd Will save again, correct?) until I take our actions next round.

GM Valen |

Triix moves forward, still concentrating on her Detect Thoughts. When the blue one tries to captivate her, she easily shrugs it off then looks towards the creature before firing two shooting stars at it.Shut Up! You're giving me a headache
Beyond her allies and one of the winged foes (red), Triix does not detect the presence of any additional minds (and frankly, those of some of her allies are fairly one-track at the moment).
Her bolts of force fly true striking "Mother" (blue).
So, even though he failed the save, Kolris is still free-willed because of protection from evil?
Correct, assuming this battle doesn't go beyond 40 rounds. ; p
From the mouth of the statue, another one of the winged creatures emerges (yellow). She soars above the heads of the party, choosing her prey, then rapidly descends, talons agape, ready to snatch up her chosen victim--the slave boy, Atmar!
CANYON'S CALL, PATHFINDERS FALL? - Round Four Begins!/b]
PCs in bold may act
Captivated PCs must move towards red dot (and then feel compelled to climb the rocks upwards towards the mouth of the cave per above). Once a PC reaches the rock and begins to Climb, they may attempt another Will save. DC 10 for Climb check to scale the rocks (or DC 15 if he tries to accelerate climb, which I will allow but not require). Any PC that climbs up at least 10' may attempt a Will save (DC 16) to break free of the captivating song.
Creature (yellow)
[b]Balbo & Chompy (Chompy is captivated)
Ebonfeather -9 HP (DC 10 Climb check to avoid fall; DC 16 Will save or captivated)
Creature (red) (-2 AC for 1 round)
Nilah (captivated [x2])
Creature (blue) -19 HP
Molos (captivated)
[Kolri (protection from evil)
Triix
Arbiscar

GM Valen |
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Triix moves forward, still concentrating on her Detect Thoughts. When the blue one tries to captivate her, she easily shrugs it off then looks towards the creature before firing two shooting stars at it.Shut Up! You're giving me a headache
Beyond her allies and one of the winged foes (red), Triix does not detect the presence of any additional minds (and frankly, those of some of her allies are fairly one-track at the moment).
Her bolts of force fly true striking "Mother" (blue).
So, even though he failed the save, Kolris is still free-willed because of protection from evil?
Correct, assuming this battle doesn't go beyond 40 rounds. ; p
Captivated by the songs, Hakima and his entourage move slowly make their way forward (purple). Reaching the rocky base of the statue they begin climbing.
From the mouth of the statue, another one of the winged creatures emerges (yellow). She soars above the heads of the party, choosing her prey, then rapidly descends, talons agape, ready to snatch up her chosen victim--the slave boy, Atmar!
Vertical locations of characters climbing rocks or airborne now (roughly) indicated on Slides.
CANYON'S CALL, PATHFINDERS FALL? - Round Four Begins!
PCs in bold may act
Captivated PCs must move towards red dot (and then feel compelled to climb the rocks upwards towards the mouth of the cave per above). Once a PC reaches the rock and begins to Climb, they may attempt another Will save. DC 10 for Climb check to scale the rocks (or DC 15 if he tries to accelerate climb, which I will allow but not require). Any PC that climbs up at least 10' may attempt a Will save (DC 16) to break free of the captivating song.
Creature (yellow)
Balbo & Chompy (Chompy is captivated)
Ebonfeather -9 HP (DC 10 Climb check to avoid fall; DC 16 Will save or captivated)
Creature (red) (-2 AC for 1 round)
Nilah (captivated [x2])
Creature (blue) -19 HP
Molos (captivated)
[Kolri (protection from evil)
Triix
Arbiscar

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Chompy's Climb Check (1st move action): 1d20 ⇒ 2 vs DC 10 = Failure!
Chompy's Will Save: 1d20 + 1 ⇒ (6) + 1 = 7 vs DC 16 = Failure!
Chompy's Climb Check (2nd move action): 1d20 ⇒ 5 vs DC 10 = Failure!
Chompy's tiny little arms don't make much progress, but rather than snapping the creature out of its daze, this time it continues to try and climb!
"Chompy! Knock it off!" Balbo sputters, doing his best to take aim and send another pair of arrows streaking toward the one near the aerie.
I think Blue should be at -27 after those shooting stars hit her? Unless she healed or something. If she is still alive, exact same plan as last round. Attacking as a full action with Flurry of Blows. Presuming that Blue is further than 110' distant, use another Ki point to increase range on my bow to 160' for one round as a swift action, and use Perfect Shot ability on both of those two shots and Deadly Aim as well. Again using Cold Iron arrows. IF the target is less than 110' away (or if Blue is dead from that last attack, he'll switch targets to attack Yellow), then use that Ki point for an extra attack roll, which I'll put below in a spoiler - no Perfect Shot for that one, though.)
Flurry of Arrows Attack (Perfect Shot/Deadly Aim/Divine Favor): 1d20 + 8 - 1 + 2 ⇒ (10) + 8 - 1 + 2 = 19
Flurry of Arrows Attack (Perfect Shot/Deadly Aim/Divine Favor): 1d20 + 8 - 1 + 2 ⇒ (8) + 8 - 1 + 2 = 17
Damage: 1d6 + 1 + 2 + 2 ⇒ (5) + 1 + 2 + 2 = 10
Flurry of Arrows Attack (Perfect Shot/Deadly Aim/Divine Favor): 1d20 + 8 - 1 + 2 ⇒ (15) + 8 - 1 + 2 = 24
Flurry of Arrows Attack (Perfect Shot/Deadly Aim/Divine Favor): 1d20 + 8 - 1 + 2 ⇒ (8) + 8 - 1 + 2 = 17
Damage: 1d6 + 1 + 2 + 2 ⇒ (1) + 1 + 2 + 2 = 6
Flurry of Arrows 'Ki' Attack (Deadly Aim/Divine Favor): 1d20 + 8 - 1 + 2 ⇒ (3) + 8 - 1 + 2 = 12
Damage: 1d6 + 1 + 2 + 2 ⇒ (6) + 1 + 2 + 2 = 11
So that's a 19 and a 24 to hit Blue (or Yellow, if Blue is down), for 16 damage total if both hit. That third shot (if it even happens) is a miss anyway.

GM Valen |

"Chompy! Knock it off!" Balbo sputters, doing his best to take aim and send another pair of arrows streaking toward the one near the aerie.
I think Blue should be at -27 after those shooting stars hit her?
She was at -11 HP before the shooting stars hit her.
Three arrows fly towards "Mother" (blue). Two wound her, but not enough to drop her from her aerie.
CANYON'S CALL, PATHFINDERS FALL? - Round Four Cont'd!
PCs in bold may act
Captivated PCs must move towards red dot (and then feel compelled to climb the rocks upwards towards the mouth of the cave per above). Once a PC reaches the rock and begins to Climb, they may attempt another Will save. DC 10 for Climb check to scale the rocks (or DC 15 if he tries to accelerate climb, which I will allow but not require). Any PC that climbs up at least 10' may attempt a Will save (DC 16) to break free of the captivating song.
Creature (yellow)
albo & Chompy (Chompy is captivated)
Ebonfeather -9 HP (DC 10 Climb check to avoid fall; DC 16 Will save or captivated)
Creature (red) (-2 AC for 1 round)
Nilah (captivated [x2])
Creature (blue) -35 HP
Molos (captivated)
Kolri (protection from evil)
Triix
Arbiscar

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DC 10 climb: 1d20 + 4 ⇒ (3) + 4 = 7
DC 16 Will: 1d20 + 3 ⇒ (17) + 3 = 20
Ebonfeather was having a hard time moving up the rocks but was not wanting to go anywhere anyways as he wanted to rip out the creatures heart for a snack as his claws and beak sought to wound the foe.
Claw: 1d20 + 9 ⇒ (18) + 9 = 271d3 + 6 ⇒ (3) + 6 = 9
Claw: 1d20 + 9 ⇒ (2) + 9 = 111d3 + 6 ⇒ (3) + 6 = 9
Beaw: 1d20 + 9 ⇒ (4) + 9 = 131d3 + 1 ⇒ (1) + 1 = 2

GM Valen |

Ebonfeather was having a hard time moving up the rocks but was not wanting to go anywhere anyways as he wanted to rip out the creatures heart for a snackas his claws and beak sought to wound the foe.
Losing his grip, Ebonfeather falls off the rocks to the desert ground below.
Fall damage from 10': 1d6 ⇒ 1
His hollow bones and feathered physique make for a relatively soft landing.
Ebonfeather is prone, but has a full round of actions. Unfortunately, the winged foe (red) is now 15' above him.
CANYON'S CALL, PATHFINDERS FALL? - Round Four Cont'd!
PCs in bold may act
Captivated PCs must move towards red dot (and then feel compelled to climb the rocks upwards towards the mouth of the cave per above). Once a PC reaches the rock and begins to Climb, they may attempt another Will save. DC 10 for Climb check to scale the rocks (or DC 15 if he tries to accelerate climb, which I will allow but not require). Any PC that climbs up at least 10' may attempt a Will save (DC 16) to break free of the captivating song.
Creature (yellow)
Balbo & Chompy (Chompy is captivated)
Ebonfeather -10 HP (prone)
Creature (red) (-2 AC for 1 round)
Nilah (captivated [x2])
Creature (blue) -35 HP
Molos (captivated)
Kolri (protection from evil)
Triix
Arbiscar

GM Valen |

BOTTING Ebonfeather - No post in 48+ hours
On his back, Ebonfeather ponders his next move.
Delaying
With her initial target fallen, the winged foe sets her sights on the climbing dwarf!
Full attack
Melee (morningstar): 1d20 + 8 ⇒ (17) + 8 = 25
Damage (B & P): 1d8 + 1 ⇒ (6) + 1 = 7
Melee (morningstar): 1d20 + 3 ⇒ (19) + 3 = 22
Damage (B & P): 1d8 + 1 ⇒ (4) + 1 = 5
Melee (talon): 1d20 + 3 ⇒ (12) + 3 = 15
Damage (P & S): 1d6 ⇒ 1
Melee (talon): 1d20 + 3 ⇒ (10) + 3 = 13
Damage (P & S): 1d6 ⇒ 3
The morningstar bashes and pierces the warpriest!
Arbiscar must succeed at a Climb check (DC 10) or fall.
Falling damage and prone: 1d6 ⇒ 4
BOTTING Nilah - To keep game moving and because she is captivated.
Under the effect of two songs, Nilah attempts to scale the rocks.
Climb: 1d20 ⇒ 13
She makes some progress and attempts to go further.
Climb: 1d20 ⇒ 9
She is unsuccessful.
Nilah is 5 feet above desert floor. No saves triggered.
The wounded "Mother" (blue) awaits to see what her daughter brings her.
Delaying
CANYON'S CALL, PATHFINDERS FALL? - Round Four Cont'd!
PCs in bold may act
Captivated PCs must move towards red dot (and then feel compelled to climb the rocks upwards towards the mouth of the cave per above). Once a PC reaches the rock and begins to Climb, they may attempt another Will save. DC 10 for Climb check to scale the rocks (or DC 15 if he tries to accelerate climb, which I will allow but not require). Any PC that climbs up at least 10' may attempt a Will save (DC 16) to break free of the captivating song.
Creature (yellow)
Balbo & Chompy (Chompy is captivated)
Ebonfeather -10 HP (Delaying; prone)
Creature (red) (-2 AC for 1 round)
Nilah (captivated [x2])
Creature (blue) -35 HP (Delaying)
Molos (captivated)
Kolris (protection from evil)
Triix
Arbiscar -12 HP (Climb check (DC 10) to avoid fall)

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Ok, I think it’s finally time for me to start making the climb and I think that’s when I get another Will save, I believe. If I’m wrong, just go ahead and let me know, GM.
Climb 1d20 - 1 ⇒ (6) - 1 = 5
Will 1d20 + 5 ⇒ (17) + 5 = 22
Molos stumbles while trying to climb the rocks, but the fall snaps him out of the reverie.

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Sorry, failed to see that I still had a full round of actions.
Standing up after taking the tumble down the rocks, Ebonfeather reached for his bow to send an arrow at his attacker.
Attack red, -4 for firing into melee: 1d20 + 9 - 4 ⇒ (13) + 9 - 4 = 181d6 ⇒ 4

GM Valen |

Molos stumbles while trying to climb the rocks,but the fall snaps him out of the reverie.
The Will save is only triggered if Molos is at risk of injury from the climb, which occurs once he reaches 10 feet.
Molos remains captivated and must use second action to try and climb.
Climb: 1d20 - 1 ⇒ (7) - 1 = 6
Molos' feet remain firmly on the sand of the desert floor. Unfortunately, his mind is still not fully his own.
Triix fires two more shooting stars at 'Mother' ((blue))
The shooting stars bring down the winged "Mother" (blue). The remaining two creatures squawk in horror.
Standing up after taking the tumble down the rocks, Ebonfeather reached for his bow to send an arrow at his attacker.
The piercing of an arrow quickly ends the squawks of one (red).
CANYON'S CALL, PATHFINDERS FALL? - Round Four Cont'd!
PCs in bold may act
Captivated PCs must move towards red dot (and then feel compelled to climb the rocks upwards towards the mouth of the cave per above). Once a PC reaches the rock and begins to Climb, they may attempt another Will save. DC 10 for Climb check to scale the rocks (or DC 15 if he tries to accelerate climb, which I will allow but not require). Any PC that climbs up at least 10' may attempt a Will save (DC 16) to break free of the captivating song.
Creature (yellow)
Balbo & Chompy (Chompy is captivated)
Creature (red) (-2 AC for 1 round)
Nilah (captivated [x2])
Creature (blue) -43 HP
Molos (captivated)
Ebonfeather -10 HP
Kolris
Triix
Arbiscar -12 HP (Climb check (DC 10) to avoid fall

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Climb DC 10: 1d20 + 3 ⇒ (8) + 3 = 11
Arbiscar holds himself hard on the wall "Why I made myself into so much hassle?"
Deciding he does not want to be flatfooted in a wall, the dwarf just jumps down.
Acrobatics DC 15: 1d20 + 0 ⇒ (15) + 0 = 15
And miraculously lands on feet "Halfling keep shooting like that. I will try to protect you"
If the actions are valid, Arbiscar will move back to Balbo, drawing his earthbreaker on his move, and asking Abadar to heal his wounds as he goes.
Fervor 4/5 (swift): 1d6 ⇒ 4
HP 35/43 AC 23 TAC 13
+2 dodge AC against flying creatures from Sky Sentinel racial trait (already included in AC)

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Kolris tries to repay Arbiscar for freeing him from the harpy's call. He draws his longbow, then lines up a shot on the harpy that's harrying the dwarf's climb.
Move: draw longbow
Standard: attack red
darkwood comp longbow, into melee: 1d20 + 9 - 4 ⇒ (16) + 9 - 4 = 21
damage, P: 1d8 + 2 ⇒ (1) + 2 = 3

GM Valen |

And miraculously lands on feet "Halfling keep shooting like that. I will try to protect you"
HP 35/43 AC 23 TAC 13
+2 dodge AC against flying creatures from Sky Sentinel racial trait (already included in AC)
He draws his longbow, then lines up a shot on the harpy that's harrying the dwarf's climb.
The piercing arrow elicits another loud *SQUAWK*
Grabbing the captivated boy, Atmar, with her talons, one of the creatures (yellow) begins ascending into the sky toward the aerie that holds her fallen "Mother", though her efforts are somewhat hindered by the added weight of the boy.
Yellow now 30 feet above the desert floor and Atmar is dangling at 25 ft. as indicated on Slides.
CANYON'S CALL, PATHFINDERS WILL ATMAR FALL? - Round Five Begins!
PCs in bold may act
Captivated PCs must move towards red dot (and then feel compelled to climb the rocks upwards towards the mouth of the cave per above). Once a PC reaches the rock and begins to Climb, they may attempt another Will save. DC 10 for Climb check to scale the rocks (or DC 15 if he tries to accelerate climb, which I will allow but not require). Any PC that climbs up at least 10' may attempt a Will save (DC 16) to break free of the captivating song.
Creature (yellow) (lifting Atmar)
Balbo & Chompy (Chompy is captivated)
Creature (red) -7 HP
Nilah (captivated [x2])
Molos (captivated)
Ebonfeather -10 HP
Kolris
Triix
Arbiscar -8 HP (+2 dodge AC against flying creatures)

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"The boy!" Arbiscar follows the moves of the harpies and alerts Balbo and Kolris about this one "We need to stop it before it drops the boy from too high!"
He will try to catch up the Atmar if possible, unless someone can throw a feather fall there.

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Chompy's Climb Check (1st move action): 1d20 ⇒ 5 vs DC 10 = Failure!
Chompy's Climb Check (1st move action): 1d20 ⇒ 9 vs DC 10 = Failure!
Chompy still can't make any progress climbing the sheer cliff, a fact that the halfling is grateful for. "You bird brain... we're going to have some words after this, believe me." Balbo growls as he hears Arbiscar's warning and shifts his aim to the creature carrying the boy. Is that a harpy? He thinks it might be, but it's not easy to tell. The stories he's heard keep getting tangled up in his mind. Siren? No... they live in the ocean, don't they?
Switching targets to aim at Yellow. Attacking as a full action with Flurry of Blows. If those two arrows don't take it down, use a Ki point to get a third shot.
Flurry of Arrows Attack (Deadly Aim/Divine Favor): 1d20 + 8 - 1 + 2 ⇒ (12) + 8 - 1 + 2 = 21
Damage: 1d6 + 1 + 2 + 2 ⇒ (5) + 1 + 2 + 2 = 10
Flurry of Arrows Attack (Deadly Aim/Divine Favor): 1d20 + 8 - 1 + 2 ⇒ (15) + 8 - 1 + 2 = 24
Damage: 1d6 + 1 + 2 + 2 ⇒ (3) + 1 + 2 + 2 = 8
Flurry of Arrows Attack (Deadly Aim/Divine Favor): 1d20 + 8 - 1 + 2 ⇒ (17) + 8 - 1 + 2 = 26
Damage: 1d6 + 1 + 2 + 2 ⇒ (1) + 1 + 2 + 2 = 6

GM Valen |

Chompy still can't make any progress climbing the sheer cliff, a fact that the halfling is grateful for. "You bird brain... we're going to have some words after this, believe me." Balbo growls as he hears Arbiscar's warning and shifts his aim to the creature carrying the boy. Is that a harpy? He thinks it might be, but it's not easy to tell. The stories he's heard keep getting tangled up in his mind. Siren? No... they live in the ocean, don't they?
As the dino struggles, the halfling puts three arrows into the flying threat!
CMB v 24: 1d20 + 8 ⇒ (14) + 8 = 22Badly wounded, the creature releases the boy.
Fall damage: 3d6 ⇒ (5, 1, 6) = 12
Bones audibly snap as the body strikes the ground below.
Deciding that the archer has done enough harm, the other winged warrior (red) swoops down upon Balbo with her morningkstar before ascending towards the blaring sun.
Melee (morningstar) w/Flyby Attack: 1d20 + 8 ⇒ (19) + 8 = 27
Damage (B & P): 1d8 + 1 ⇒ (7) + 1 = 8
CANYON'S CALL, PATHFINDERS ATMAR FELL- Round Five Cont'd!
PCs in bold may act
Captivated PCs must move towards red dot (and then feel compelled to climb the rocks upwards towards the mouth of the cave per above). Once a PC reaches the rock and begins to Climb, they may attempt another Will save. DC 10 for Climb check to scale the rocks (or DC 15 if he tries to accelerate climb, which I will allow but not require). Any PC that climbs up at least 10' may attempt a Will save (DC 16) to break free of the captivating song.
Creature (yellow) -24 HP
Balbo & Chompy -8 HP (Chompy is captivated)
Creature (red) -7 HP
Nilah (captivated [x2])
Molos (captivated)
Ebonfeather -10 HP
Kolris
Triix
Arbiscar -8 HP (+2 dodge AC against flying creatures)
Atmar -8 HP (captivated, dying)

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"You got some attention my friend." Arbiscar snaps cheerfully while failing to catch the fly-by attacker.
The dwarf settles himself better this time, moving to the group's archers and readying an attack against anyone coming in reach to attack any of them "Let me offer some protection."
+1 silver earthbreaker+sky sentinel: 1d20 + 8 + 1 ⇒ (4) + 8 + 1 = 13
Silver/Bludgeoning damage: 2d6 + 5 ⇒ (2, 1) + 5 = 8
HP 35/43 AC 23 TAC 13
+2 dodge AC against flying creatures from Sky Sentinel racial trait (already included in AC)

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Kolris was captivated at the start of the encounter, so hasn't attempted a knowledge check vs the probably harpies yet:
Knowledge (nature): 1d20 + 9 ⇒ (18) + 9 = 27 See profile for alternate knowledge bonuses if I guessed wrong
Kolris keeps his eyes on his target, studying the harpy for weaknesses. When he sees a shot he likes, he lets an arrow fly!
Move: studied combat vs red
Standard: studied strike vs red
comp longbow, studied combat: 1d20 + 9 + 2 ⇒ (20) + 9 + 2 = 31
damage, P, studied combat: 1d8 + 2 + 2 ⇒ (6) + 2 + 2 = 10 + studied strike: 1d6 ⇒ 2
Crit?: 1d20 + 9 + 2 ⇒ (17) + 9 + 2 = 28
Crit damage: 2d8 + 4 + 4 ⇒ (4, 5) + 4 + 4 = 17
I think her flyby attack means she's not in melee combat right now, correct? If I'm wrong, the attack and confirmation each get a -4 modifier; Kolris doesn't have Precise Shot

GM Valen |

Climb 1d20-1
Molos makes minimal movement up the rocks. Captivating, he continues to try.
Climb: 1d20 - 1 ⇒ (19) - 1 = 18With his body now over 10 feet above the desert floor, the threat of injury from a fall crosses his mind.
Will save (DC 16): 1d20 + 5 ⇒ (6) + 5 = 11
Alas, Molos feels inclined to climb further.
" "Let me offer some protection."
The dwarf's hammer is at the ready.
As she reaches this height, she gains a brief moment of clarity.
It is indeed brief.
Technically, Nilah had to roll for both captivating songs.
Will, DC16: 1d10 + 3 ⇒ (5) + 3 = 8Kolris was captivated at the start of the encounter, so hasn't attempted a knowledge check vs the probably harpies yet:
Kolris confirms that the captivating creatures are harpies. What else would you like to know about them?
Kolris keeps his eyes on his target, studying the harpy for weaknesses. When he sees a shot he likes, he lets an arrow fly!
The arrow flies true and pierces deep! Yet, the harpy remains aloft!
"I need someone that can use this thing!" he hollered.
Atmar, Fort save (DC 10), negative hp: 1d20 + 1 - 8 ⇒ (10) + 1 - 8 = 3
Triix fires more shooting stars at Yellow
As the bolt of force strikes, loud squawks and loose feathers fill the air.
One of the remaining harpies (yellow) dives at Kolris.
Melee (morningstar) w/charge: 1d20 + 8 + 2 ⇒ (3) + 8 + 2 = 13
Damage (B & P): 1d8 + 1 ⇒ (4) + 1 = 5
CANYON'S CALL, PATHFINDERS ATMAR FAILS!- Round Six Begins!
PCs in bold may act
Captivated PCs must move towards red dot (and then feel compelled to climb the rocks upwards towards the mouth of the cave per above). Once a PC reaches the rock and begins to Climb, they may attempt another Will save. DC 10 for Climb check to scale the rocks (or DC 15 if he tries to accelerate climb, which I will allow but not require). Any PC that climbs up at least 10' may attempt a Will save (DC 16) to break free of the captivating song.
Creature (yellow) -33 HP (-2 AC from charge)
Balbo & Chompy -8 HP (Chompy is captivated)
Creature (red) -36 HP
Nilah (captivated [x2])
Molos (captivated)
Ebonfeather -10 HP
Kolris
Triix
Arbiscar -8 HP (readied action; +2 dodge AC against flying creatures)
Atmar -9 HP (captivated, dying, prone)

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Chompy's Climb Check (1st move action): 1d20 ⇒ 3 vs DC 10 = Failure!
Chompy's Climb Check (2nd move action): 1d20 ⇒ 19 vs DC 10 = Success! 7.5' movement
Chompy finally starts to make progress up the cliff, and Balbo growls in annoyance, deciding that end the lives of these 'true' bird brains might have some effect on his dinosaur mount. Taking aim at the one that nearly dislocated his shoulder with the heavy spiked club, he lets fly a trio of arrows.
Attack Yellow, then Red if his first target goes down. With Haste and the Ki point, I think I get four attacks. Oof, some lousy rolls down there. Wasn't sure how far up Chompy actually climbed with the one success at 1/4 speed? Round down or up? I'll roll another Will save when he hits the 10' mark, correct?
Flurry of Arrows Attack (Deadly Aim/Divine Favor: 1d20 + 8 - 1 + 2 ⇒ (4) + 8 - 1 + 2 = 13
Damage: 1d6 + 1 + 2 + 2 ⇒ (1) + 1 + 2 + 2 = 6
Flurry of Arrows Attack (Deadly Aim/Divine Favor: 1d20 + 8 - 1 + 2 ⇒ (1) + 8 - 1 + 2 = 10
Damage: 1d6 + 1 + 2 + 2 ⇒ (2) + 1 + 2 + 2 = 7
Flurry of Arrows Attack (Deadly Aim/Divine Favor: 1d20 + 8 - 1 + 2 ⇒ (13) + 8 - 1 + 2 = 22
Damage: 1d6 + 1 + 2 + 2 ⇒ (1) + 1 + 2 + 2 = 6
Flurry of Arrows Attack (Deadly Aim/Divine Favor: 1d20 + 8 - 1 + 2 ⇒ (11) + 8 - 1 + 2 = 20
Damage: 1d6 + 1 + 2 + 2 ⇒ (5) + 1 + 2 + 2 = 10

GM Valen |

With his final two arrows, Balbo brings the last two harpies crashing to the ground!
COMBAT OVER
As the source of the song has been quieted, those once captivated by the song slowly regain their senses.
You find, hidden among the detritus of the harpies’ cave, a glowing amulet, a scattering of 245 silver pieces, and a small teakwood chest.
If you attempt to open the chest, you may open the spoiler below:
Any PC may attempt a Knowledge (local) check to identify the personal seal.
Any PC may attempt an Appraise check, detect magic, or try other efforts to identify the value and/or properties of the items found.
Hokama is grateful as he, Atmar, and the remaining drover realize what has befallen them. He suggests that the party follow the Kamawgyar Shrine trail, which he believes should allow the party to reach the main route of the Silken Way as it leaves the western flank of the Zho Mountains.
The party has time to tend to wounds or make other preparations, if it so desires.
Setting out, the party along with Hokama and his entourage venture through the canyon, which is lined with a series of talus slopes. The smell of water in the air as you leave the mountain pass indicates that the Shat-al-Qadr River runs somewhere nearby and that you have found your heading again.

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"Great display Balbo" Arbiscar smiles satisfied to see the harpies done.
Once it is possible to reunite the whole party, Arbiscar expends his remaining fervor to heal the party with channeled energy, including Atmar.
Channel energy 0/5: 2d6 ⇒ (1, 6) = 7
"The Kamawgyar Shrine trail seems good to me" comments Arbiscar while looking at the others to assess the physical and mental state of the group "Are we able to keep pushing after the caravan today?"
HP 42/43

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With the foes defeated, Ebonfeather made his way to the entrance to check out the lair and see if there was anything of value.
Finding some items in a chest, the Tengu carefully picked up the amulet using his rapier to avoid touching it, and put it in a sack along with the other items before he made his way back down to the group. "Hey, look what I found." he said, showing a map, some coins, a jeweled kurki and the amulet to the others.
K:local: 1d20 + 7 ⇒ (5) + 7 = 12

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”Well, that was particularly terrible,” Molos gripes as he tries to figure a way down from his unfortunately successful climb.
Climb 1d20 - 1 ⇒ (16) - 1 = 15

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As the last harpy falls, Nilah shakes off her captivation. Immensely frustrated by her lack of control in herself, she growls and continues climbing up until she reaches the aerie.
Having joined the others there, she also surveys the items found in the nest.
I am sorry to all of you. I lost myself in their song. I... won't let it happen next time. She clenches her fist and looks down in shame.

GM Valen |
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Triix casts Detect Magic on the items
A single faint aura of magic emanates from the amulet.
As you round a final talus slope, you discover something altogether unexpected. The very caravan you have sought waits before you, the merchants and drovers kneeling with their arms bound behind their backs and the camels clustered nearby. Among these captives walk more than two dozen or so armed warriors wrapped in the dark robes and helms of the desert bandits you fought before. Standing with his back to you, not ten feet away, is the armored form of the Taldan knight, Gaspar du Mer. He holds his wide-bladed sword in one hand and clutches the tied arms of the caravan mistress Jamila al-Shafah with the other as he shouts orders to the brigands.
"You have finally shown your true colors, Gaspar du Mer," declares Jamila as her eyes turn to meet yours.
The Taldan man laughs. His eyes focused on the woman, he is unaware of your presence as he wipes his brow on account of his sweltering armor. "My ambush has been carefully planned. When my underlings attacked the first time, you became separated from any protection the Pathfinders may have afforded you. They are no doubt lost to the sandstorm. Relieving this caravan of its treasures will be a simple matter."
"Perhaps, not as simple as you think!" cries Jamila as she lunges forward, Gaspar reaches for her, but he cannot stop her from rubbing the ring on her finger.
Immediately, as if a call had gone out across the planes, a sudden spiral of wind forms amidst the caravan revealing a creature standing nearly twice as tall as a human, although its lower torso trails away into a vortex of mist and wind.
"Scour the sands of these vile hobgoblins!" Jamila commands, even as a startled Gaspar releases her, giving the woman the opportunity to flee to the nearby rocks to try and escape the remainder of her bonds.
As the outsider begins dispatching the bulk of the hobgoblin brigands in Gaspar's employ, the Taldan man turns to see you. He utters a foul oath and draws his blade.
Initiative, Triix: 1d20 + 2 ⇒ (7) + 2 = 9
Initiative, Kolris: 1d20 + 4 ⇒ (10) + 4 = 14
Initiative, Arbiscar: 1d20 + 1 ⇒ (10) + 1 = 11
Initiative, Ebonfeather: 1d20 + 7 ⇒ (3) + 7 = 10
Initiative, Nilah: 1d20 + 4 ⇒ (9) + 4 = 13
Initiative, Balbo: 1d20 + 3 ⇒ (18) + 3 = 21
Initiative, Molros: 1d20 + 9 ⇒ (19) + 9 = 28
Initiative, Hobgoblin Brigands (black, white, blue, green: 1d20 + 2 ⇒ (8) + 2 = 10
Initiative, Hobgoblin Brigands (light-blue, purple, yellow): 1d20 + 2 ⇒ (11) + 2 = 13
Initiative, Hobgoblin Brigands (gray, orange, red): 1d20 + 2 ⇒ (17) + 2 = 19
Initiative, Gaspar: 1d20 + 1 ⇒ (18) + 1 = 19
MURDERER UNMASKED! - First Round Begins!
PCs in bold may act
Molros
Balbo & Chompy
Gaspar
Hobgoblin Brigands (gray, orange, red)
Kolris
Nilah
Hobgoblin Brigands (light-blue, purple, yellow)
Arbiscar
Ebonfeather
Hobgoblin Brigands (black, white, blue, green)
Triix

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k arcana: 1d20 + 11 ⇒ (8) + 11 = 19
spellcraft: 1d20 + 11 ⇒ (7) + 11 = 18
Transmutation magic but I am not sure what it actually does

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Molos fires a magic missile at the evil Gaspar.
Damage 3d4 + 3 ⇒ (3, 4, 3) + 3 = 13
—————
Earlier Spellcraft on the amulet 1d20 + 13 ⇒ (7) + 13 = 20
”Thats an amulet of natural armor +1!”

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Spellcraft: 1d20 + 5 ⇒ (5) + 5 = 10
Arbiscar knows nothing of the amulet, but he will be happy to dress it to tank the enemy.
---
"Wrong Gaspar. We kept restlessly coming after. Release Jamila." the dwarf shouts at the man while readying his massive hammer.

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Balbo grins at Arbiscar's compliment, then sighs in satisfaction as the dwarf's healing flows over him. "Ahh... Thanks! Yeah, those flying hags made for some good target practice! I'm just glad Chompy here didn't try to climb all the way up to the cave! I tried telling him those stubby little arms weren't meant for that kind of work, but he sure wasn't listening to me!"
The halfling catches Nilah's soft-spoken apology and looks at her seriously. "Those nasty things could have charmed any one of us, m'lady. Think nothing more of it! Let's find that caravan and see what other dangers this desert offers. I'm finding this place both beautiful and quite deadly. I have no doubt you'll show us what you're capable of very soon!"
Balbo's words soon prove prophetic as they round a slope and witness what has become of the caravan. The halfling is quietly readying his bow when suddenly Jamila makes her move and Balbo's eyes suddenly widen, then he shouts in amazed surprise. "HEY! Is that a genie? Wow! Hey Chompy, get THAT guy!" Balbo points at the nearest hobgoblin, then he sends a flurry of arrows at the Taldan traitor.
Balbo will remain mounted, Chompy will move 10' and attack Purple hobgoblin with bite attack while Balbo uses Flurry of Arrows (and a Ki point to get a third arrow) against Gaspar. No AoO due to using longbow in a threatened square due to PB Shot Master feat.
Chompy's Bite (Power Attack): 1d20 + 7 - 1 ⇒ (14) + 7 - 1 = 20 vs Purple hobgoblin
Bite Damage: 1d8 + 4 + 2 ⇒ (3) + 4 + 2 = 9
Longbow +1 (PB Shot/Deadly Aim): 1d20 + 8 + 1 - 1 ⇒ (10) + 8 + 1 - 1 = 18 vs Gaspar
Longbow Damage: 1d6 + 1 + 2 ⇒ (2) + 1 + 2 = 5
Longbow +1 (PB Shot/Deadly Aim): 1d20 + 8 + 1 - 1 ⇒ (4) + 8 + 1 - 1 = 12 vs Gaspar
Longbow Damage: 1d6 + 1 + 2 ⇒ (5) + 1 + 2 = 8
Longbow +1 (Ki Point/PB Shot/Deadly Aim): 1d20 + 8 + 1 - 1 ⇒ (18) + 8 + 1 - 1 = 26 vs Gaspar
Longbow Damage: 1d6 + 1 + 2 ⇒ (1) + 1 + 2 = 4
If Balbo is hit with a ranged or melee attack and that enemy is within a threatened square of Chompy, he will take a Vengeance Strike attack as below:
Chompy's Bite (Power Attack): 1d20 + 7 - 1 ⇒ (4) + 7 - 1 = 10
Bite Damage: 1d8 + 4 + 2 ⇒ (5) + 4 + 2 = 11