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Desmond barks an order at Sahrek, "Attack!" The wolf takes a couple of snaps at the closest monk. (Red)
Bite Attack, Fav. Enemy: 1d20 + 13 + 6 ⇒ (12) + 13 + 6 = 31
Damage: 2d6 + 10 + 6 ⇒ (6, 5) + 10 + 6 = 27
Trip: 1d20 + 15 + 6 ⇒ (15) + 15 + 6 = 36
Bite Attack: 1d20 + 8 + 6 ⇒ (16) + 8 + 6 = 30
Damage: 2d6 + 10 + 6 ⇒ (4, 6) + 10 + 6 = 26
Trip: 1d20 + 15 + 6 ⇒ (10) + 15 + 6 = 31
Desmond drops his bow and quick draws his falchion, stepping forward between Shin and Gregor and attacking one of the monks. (yellow)
Power Attack, FE: 1d20 + 15 + 6 - 3 ⇒ (5) + 15 + 6 - 3 = 23
Damage: 2d4 + 7 + 9 + 6 ⇒ (2, 4) + 7 + 9 + 6 = 28
Power Attack, FE: 1d20 + 10 + 6 - 3 ⇒ (13) + 10 + 6 - 3 = 26
Damage: 2d4 + 7 + 9 + 6 ⇒ (3, 2) + 7 + 9 + 6 = 27

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Gregor Dimension Hops to the north side of the arena floor; flanking the red monk with Sahrek.
Power Attack: 1d20 + 15 ⇒ (10) + 15 = 25, Damage: 1d8 + 14 + 1d6 ⇒ (3) + 14 + (4) = 21
Intimidate to demoralize (Cornugon Smash): 1d20 + 24 ⇒ (12) + 24 = 36
Power Attack
Cornugon Smash
Militia
Solo Tactics (Outflank, Precise Strike)

EndlessForms |

Sahrek finishes off one of the monks while Desmond's Dingo goes into one of the other men, much to the shock of the crowd ;)
@Gregor: I moved you and redirected your attack if that's all right.
Gregor then quickly reappears to help Desmond finish the monk off!
Initiative:
1. Desmond
2. Monks of the Enduring Spirit
3. Faldoc, Shin, and Gregor
Faldoc and Shin are up!

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Shock and awe!

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Shin moves toward the remaining monks, trying to trip the one in green.
Trip: 1d20 + 17 ⇒ (18) + 17 = 35

EndlessForms |

Shin moves in and puts one of the monks on the ground!
Initiative:
1. Desmond
2. Monks of the Enduring Spirit
3. Faldoc, Shin, and Gregor
grn: prone
Faldoc is up!

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Faldoc steps back 5' behind Boomer and fires a few arrows at the monk that struck him! With Improved Precise Shot I do not believe Boomer grants cover anymore. Also, these guys are human? If so I get +4 for favored enemy. Also throw in PBS, Deadly Aim and Rapid Shot.
Manyshot: 1d20 + 17 + 4 ⇒ (3) + 17 + 4 = 24 for Arrow: 1d8 + 12 + 4 ⇒ (7) + 12 + 4 = 23 and Arrow: 1d8 + 12 + 4 ⇒ (2) + 12 + 4 = 18
Rapid: 1d20 + 17 + 4 ⇒ (18) + 17 + 4 = 39 for Arrow: 1d8 + 12 + 4 ⇒ (7) + 12 + 4 = 23
Iteritive: 1d20 + 12 + 4 ⇒ (16) + 12 + 4 = 32 for Arrow: 1d8 + 12 + 4 ⇒ (7) + 12 + 4 = 23
Boomer will try to Bull Rush the blue monk! BTW, Boomer has both Improved Bull Rush and Combat Reflexes just so you know in the future. I'll try to remember to post a stat block or something later on.
Bull Rush: 1d20 + 7 + 2 ⇒ (7) + 7 + 2 = 16

EndlessForms |

Yep, unless stated otherwise you can assume the enemies are human.
Faldoc takes out one of the other monks. Seeing the tides turned against him, the remaining Monk of the Enduring Spirit holds up his hands in surrender and the crowd applauds politely as he gets to his feet.
For beating the Monks of the Enduring Spirit, the Emissary awards you with a small stone.
---
Between matches, the Emissary's monks need time to set up the elaborate fight stage. He amuses the crowd during these intermissions by hosting tests of skill, strength, fortitude, and will.
In this first challenge, items of various materials are placed on stone pedastals positioned about the arena. Competitors must race about the ring, and using their bare hands, feet, and heads, smash as many of the objects as possible. Objects must be broken with a single attack, and objects that are damaged but not broken are replaced with new materials after each attempt.
If you fail to break an object, you take damage. To make things easier, you can roll them all at once and I'll determine who gets hurt and if you succeed. You can make a Break check (Strength) or you can try to damage it by doing unarmed damage. They all have different hardnesses, hit points, and break DCs so you can change up strategies for each one if you want.
You work as a team so only one person needs to break each object but each of you can try each one. As long as someone on the team breaks each of them, you will complete the challenge.

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Desmond sheathes his falchion and gathers his bow, taking a moment to wave at the crowd.
He looks over the prize. A rock? REALLY?
"Did anyone even take a scratch from those guys? This all doesn't seem so bad."
As the breaking things challenge is presented, Desmond's confidence wanes. "Breaking stuff with our bare hands? Oh jeez..."
He looks over the list of items set up.
"I could probably handle the coconut... maybe the stack of boards and the block of ice. Oh, and the quarterstaff shouldn't be too hard. But seriously, breaking a rock with your fingers!? I don't think so."
Desmond flexes his fingers, popping some of the knuckles and bounces a bit from one foot to the other - psyching himself up.
He picks up the coconut and tries to crush it with his hands.
Strength Check: 1d20 + 4 ⇒ (13) + 4 = 17
Setting down the nut, Desmond readies himself in front of the ice block. After a few deep breaths, Desmond raises his arms high above his head and brings them down, striking his forearms on the block's surface.
Strength Check: 1d20 + 4 ⇒ (1) + 4 = 5
That was a failure for sure, but can I try again?
Arms sore from failing to smash the iceblock, Desmond tries to smash through a pile of boards with his hand. "Hassan CHOP!"
Strength Check: 1d20 + 4 ⇒ (12) + 4 = 16
Finally, Desmond tries to kick through the quarterstaff.
Strength Check: 1d20 + 4 ⇒ (10) + 4 = 14

EndlessForms |

Each person only gets one try at each object but you can try as many as you want. As a team you have to break all of them so everyone might as well try unless you're concerned about taking too much damage. There will only be one more match today after this.
Desmond easily smashes the coconut and moves on to nearly break his forearms on the block of ice. The crowd gives a groan as if feeling the pain with him.
damage: 1d8 ⇒ 8
Desmond then chops through the boards and easily kicks the quarterstaff in two!
Remaining challenges:
2. You must break an ice block with your arms.
3. You must break a metal bar with your head.
5. You must break a river stone with your fingers.
7. You must break a set of stacked bricks with your hands.
8. You must break a set of stacked clay tiles with your hands.

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Gregor slams his arms down on the block of ice...he thinks he feels it give a little bit but is unsure if it breaks as he quickly moves on to the metal bar. "That bloody hurts" he exclaims as he shifts his attention to the river stone. He's not sure how much he has left in him as he moves to the tiles and bricks.
Ice Block: 1d20 + 5 ⇒ (10) + 5 = 15
Metal Bar: 1d20 + 5 ⇒ (13) + 5 = 18
River Stone: 1d20 + 5 ⇒ (9) + 5 = 14
Bricks: 1d20 + 5 ⇒ (12) + 5 = 17
Tiles: 1d20 + 5 ⇒ (15) + 5 = 20

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Shin moves up and begins a series of breathing exercises as he attempts to break the objects with his hands, feet, and head..
Ice Block Chop!: 2d6 + 4 ⇒ (6, 4) + 4 = 14
Metal Bar Chop!: 2d6 + 4 ⇒ (3, 3) + 4 = 10
River Stone Chop!: 2d6 + 4 ⇒ (5, 5) + 4 = 14
Stacked Brick Chop!: 2d6 + 4 ⇒ (1, 4) + 4 = 9
Stacked Tile Chop!: 2d6 + 4 ⇒ (5, 1) + 4 = 10

EndlessForms |

Gregor bruises up his forearm on the ice block!
damage: 1d8 ⇒ 6
Then inquisitor then nearly strains his neck muscles trying to break the metal bar.
damage: 2d8 ⇒ (2, 3) = 5
The river stone also proves difficult to break...
1 Dex damage
As do the bricks....
damage: 1d6 ⇒ 6
But the clay tiles break under Gregor's mighty fist!
---
Shin breaks off a few chunks from the ice block but doesn't crack it fully in half.
damage: 1d8 ⇒ 8
The metal bar proves too hard for Shin to chop through.
damage: 2d8 ⇒ (2, 1) = 3
And although Shin chips away at the river stone, he is unable to break it fully....
1 Dex damage
And Shin is only able to break the top brick in the pile.
damage: 1d6 ⇒ 5
Remaining challenges:
2. You must break an ice block with your arms.
3. You must break a metal bar with your head.
5. You must break a river stone with your fingers.
7. You must break a set of stacked bricks with your hands.

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Desmond tries to break the items left that he hasn't attempted.
River rock Str Check: 1d20 + 4 ⇒ (8) + 4 = 12
iron bar str check: 1d20 + 4 ⇒ (12) + 4 = 16
bricks str check: 1d20 + 4 ⇒ (10) + 4 = 14
-Posted with Wayfinder

EndlessForms |

Desmond almost breaks a finger trying to split the river stone!
1 Dex damage
And the metal bar proves tough to bend, let alone break!
damage: 2d8 ⇒ (7, 1) = 8
One of the bricks cracks but the stack remains mostly intact!
damage: 1d6 ⇒ 5
It's all up to Faldoc! The rewards for this challenge are really good, so it's a tough one! You really need a barbarian or someone who can do boatloads of unarmed damage to overcome the hardness of the items.

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Faldoc frowns, looking less than confident about the tasks at hand. I have a spiked guantlet, can I "attack" with that as unarmed or must it be with bare hands? If so I'm left with a strength check.
Ice Block: 1d20 ⇒ 5 +2 Strength Check
Metal Bar: 1d20 ⇒ 19 +2 Strength Check
Stacked Bricks: 1d20 ⇒ 5 +2 Strength Check or +12 to hit with guantlet for Damage: 1d4 + 2 ⇒ (2) + 2 = 4
EDIT : Forgot the River Stone: 1d20 ⇒ 15 +2 Strength Check

EndlessForms |

No weapons, gauntlets, etc. Bare hands!
Ice block: Ow!
damage: 1d8 ⇒ 8
Metal bar: More ow!
damage: 2d8 ⇒ (8, 3) = 11
Stacked bricks: Ow again!
damage: 1d6 ⇒ 6
River stone: Finger ow!
1 Dex damage

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Desmond breaks out his wand of healing. "Good thing I picked this up. Anyone else need healing?"
He gives himself a few doses.
3CLW: 3d8 + 3 ⇒ (6, 5, 7) + 3 = 21
I always forget how ability damage is healed. PRD says "naturally" - but I am unsure what that means.

EndlessForms |

Yep, you can heal yourselves. Ability damage heals at one point per night. And since one point of ability damage doesn't adjust your modifier (even if it drops you from an even to an odd score*), it doesn't actually matter unless you take more Dex damage today.
*weird holdover rule, don't ask me why that is. But ability damage doesn't start affecting you until you've taken at least two points.
---
Interspersed with dozens of bouts between the other contestants hoping to move to the next round of the contest, the Emissary offers exhibition matches between randomly chosen combatants and either noncombatants or captured monsters, some in the Grand Pavilion and others hosted elsewhere.
You receive word that you have been selected for one such exhibition, to be held in a small fighting ring a short distance from the Grand Pavilion. (But we'll just keep using the same map because they didn't give any other arenas to use.)
When you arrive, you find the elegantly-dressed oni who observed from the balcony last night waiting in the ring. A large, closed sack sits at her feet. As several dozen onlookers watch eagerly from the stands, the oni direct you into the center of the ring before chanting something quietly over the sack and motioning in your direction.
Pause here for buffs and heals before we jump into the next combat.

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"An exhibition, eh? Well, I think I'll try and just use the falchion - just for kicks and giggles." He takes a few moments to cast lead blade and barkskin.

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Gregor uses his healing wand.
1d8 + 1 ⇒ (5) + 1 = 6
1d8 + 1 ⇒ (7) + 1 = 8
1d8 + 1 ⇒ (4) + 1 = 5
1d8 + 1 ⇒ (7) + 1 = 8
1d8 + 1 ⇒ (5) + 1 = 6
Although the fight (hopefully) won't last too long, Gregor cast Heroism, Shield of Faith and Bless with the aid of his extend metamagic rod prior to entering the ring.

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Faldoc will cast Longstrider, Hunter's Eye and Gravity Bow on himself while using Magic Fang on Boomer. Of course he will then heal himself.
CLW Wand: 1d8 + 1 ⇒ (2) + 1 = 3
CLW Wand: 1d8 + 1 ⇒ (4) + 1 = 5
CLW Wand: 1d8 + 1 ⇒ (3) + 1 = 4
CLW Wand: 1d8 + 1 ⇒ (7) + 1 = 8
CLW Wand: 1d8 + 1 ⇒ (6) + 1 = 7
CLW Wand: 1d8 + 1 ⇒ (3) + 1 = 4
You said we could make purchases up to 3750 gp here, right? Did we have time in between? I just thought of something to buy but its not important at the moment. Let me know when I can, if I can.

EndlessForms |

Yeah, you can buy things between bouts. There are markets set up to cater to the competitors.
shen: 1d20 + 3 ⇒ (20) + 3 = 23
desmond: 1d20 + 6 ⇒ (16) + 6 = 22 (+4 urban)
gregor: 1d20 + 4 ⇒ (8) + 4 = 12
faldoc: 1d20 + 8 ⇒ (18) + 8 = 26
shin: 1d20 + 3 ⇒ (4) + 3 = 7
The oni looks out to the crowd after you have made your preparations and then motions for a door to be opened on the side of the arena. Out walks a hulking headless corpse clutching a massive axe in each fist. A grotesquely skinned face stretches across the creature's chest.
Initiative:
1. Desmond and Faldoc
2. Headless creature
3. Gregor and Shin
Desmond and Faldoc are up!
DR/magic, spell resistance, undead traits, and channel resistance.
Fear aura, lifesense, and an ability to throw festering heads. They can also cast darnkess at will and cloudkill once/day.

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Well that's not something you see everyday.
Desmond kind of cocks his head to the side, trying to figure out what the thing is, though he doesn't know for sure. He steps forward, closing the distance between himself and the creature.
Desmond lifts his right arm out in front of him - palm facing the creature. He then tilts his hand downward before clenching it into a fist.
"Gozreh, let me find favor in this enemy, as I would a human."
instant enemy as a swift action. This creature is now treated as a human in regards to my favored enemy class feature. I had to move up because it's range is close.
The ranger then draws his falchion and closes the distance to the thing, barking an order to his wolf. "Flank this thing with me, Sahrek!"
Flanking is one of Sahrek's known tricks - thank you Animal Archive.
So, anatomy of actions: Move, Swift (spell), Move, Free (Handle Animal).

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Faldoc blinks a couple of times but then recovers quickly. And what the hell is that thing?
Manyshot: 1d20 + 17 ⇒ (4) + 17 = 21 for Arrow: 2d6 + 11 ⇒ (2, 3) + 11 = 16 and Arrow: 2d6 + 11 ⇒ (1, 6) + 11 = 18
Rapid: 1d20 + 17 ⇒ (11) + 17 = 28 for Arrow: 2d6 + 11 ⇒ (2, 6) + 11 = 19
Iteritive: 1d20 + 12 ⇒ (4) + 12 = 16 for Arrow: 2d6 + 11 ⇒ (5, 6) + 11 = 22
Boomer charges! Bite: 1d20 + 7 ⇒ (11) + 7 = 18 for Teeth: 1d6 + 11 ⇒ (6) + 11 = 17

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K: Religion: 1d20 + 8 ⇒ (19) + 8 = 27
"Careful lads. This thing has defenses against any weapon that isn't ehhanced by magic. It is resistant to spells as well. We might also need to dodge festering heads in the darkness it creates. Also if you see a cloud of fog coming toward you, you'd best move out of the way."

EndlessForms |

Desmond and Sahrek quickly surround the enemy. Only one of Faldoc's arrows hits the monster as it silently raises its axes against its foes!
On Desmond:
+1 battleaxe power attack: 1d20 + 18 - 4 ⇒ (3) + 18 - 4 = 17
damage: 2d6 + 10 + 8 ⇒ (5, 4) + 10 + 8 = 27
+1 battleaxe power attack: 1d20 + 13 - 4 ⇒ (1) + 13 - 4 = 10
damage: 2d6 + 10 + 8 ⇒ (4, 2) + 10 + 8 = 24
+1 battleaxe power attack: 1d20 + 8 - 4 ⇒ (18) + 8 - 4 = 22
damage: 2d6 + 10 + 8 ⇒ (5, 3) + 10 + 8 = 26
On Sahrek:
+1 battleaxe power attack: 1d20 + 18 - 4 ⇒ (12) + 18 - 4 = 26
damage: 2d6 + 10 + 8 ⇒ (2, 5) + 10 + 8 = 25
+1 battleaxe power attack: 1d20 + 13 - 4 ⇒ (8) + 13 - 4 = 17
damage: 2d6 + 10 + 8 ⇒ (4, 3) + 10 + 8 = 25
Initiative:
1. Desmond and Faldoc
2. shenzushou
3. Gregor and Shin
19 dmg
You guys are up!

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Desmond manages to dodge the whirling axes of death, but Sahrek isn't so lucky, taking a hit to his haunch that bites in deeply.
The ranger then takes a step to the side, lining up a flanking opportunity with his wolf, hoping Sahrek will trip the thing."Attack this sucker!"
Sahrek obeys.
Attack, Favored Enemy, Flank: 1d20 + 13 + 6 + 2 ⇒ (15) + 13 + 6 + 2 = 36
Damage, FE: 2d6 + 10 + 6 ⇒ (2, 6) + 10 + 6 = 24
Trip, FE: 1d20 + 15 + 6 ⇒ (11) + 15 + 6 = 32
Iterative Attack, Favored Enemy, Flank: 1d20 + 8 + 6 + 2 ⇒ (16) + 8 + 6 + 2 = 32
Damage, FE: 2d6 + 10 + 6 ⇒ (4, 2) + 10 + 6 = 22
Trip, FE: 1d20 + 15 + 6 ⇒ (9) + 15 + 6 = 30
The consensus on the boards is that animal companions also gain the benefits of instant enemy.
Desmond then swings his +1 keen falchion at the axe-wielding creature.
Power Attack, Favored Enemy, Flank: 1d20 + 15 - 3 + 6 + 2 ⇒ (5) + 15 - 3 + 6 + 2 = 25
Damage, PA, FE: 2d6 + 7 + 9 + 6 ⇒ (4, 5) + 7 + 9 + 6 = 31
Iterative Power Attack, Favored Enemy, Flank: 1d20 + 10 - 3 + 6 + 2 ⇒ (4) + 10 - 3 + 6 + 2 = 19
Damage, PA, FE: 2d6 + 7 + 9 + 6 ⇒ (2, 4) + 7 + 9 + 6 = 28

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Trip! : 1d20 + 17 + 2 ⇒ (13) + 17 + 2 = 32
Shin charges straight east and tries to trip the creature.

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Faldoc curses as three of his arrows miss their mark, but he'll try again!
Manyshot: 1d20 + 17 ⇒ (17) + 17 = 34 for Arrow: 2d6 + 11 ⇒ (6, 5) + 11 = 22 and Arrow: 2d6 + 11 ⇒ (3, 1) + 11 = 15
Rapid: 1d20 + 17 ⇒ (8) + 17 = 25 for Arrow: 2d6 + 11 ⇒ (6, 2) + 11 = 19
Iteritive: 1d20 + 12 ⇒ (10) + 12 = 22 for Arrow: 2d6 + 11 ⇒ (1, 4) + 11 = 16
Then Boomer tries again! Bite: 1d20 + 7 ⇒ (17) + 7 = 24 for Teeth: 1d6 + 11 ⇒ (4) + 11 = 15

EndlessForms |

Sahrek digs his teeth into the undead but Desmond can't seem to hit it! Despite Sahrek's and Shin's best efforts, it remains standing on both decayed and disgusting feet!
Gregor then hops over and cuts into it, leaving a gaping wound in the giant's side. Shooting two arrows at once, Faldoc takes aim and sinks both arrows into the heart of the beast and takes it down!
Out of combat!
The crowd goes wild as the beast falls! It is getting later in the day and several other exhibitions are just wrapping up as well....
After the day's events-32 official matches as well as many exhibition fights and tests of skill-draw to a close, competitors progressing to the next round are treated to a great feast. Long tables filled with food and wine are set about the pavilion grounds while the crowds are entertained with drumming and dancing. As soon as the sun sets, the Emissary's monks put on an impressive fireworks display over the cove.
You are free to enjoy the celebration or use the time to explore the island, though Marthysan finds you and again suggests that you get rest before the next day's events.

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Faldoc will make a couple of purchases before I forget.
Wands of Cure Light Wounds and Gravity Bow. 1500 gp total. Seems I forgot something though, I should write things down. Even worse, I discovered while reviewing my chronicles for stuff I might buy that I had forgetton to add the pink rhomboid ioun stone that Faldoc earned on his Dawn of the Scarlet Sun chronicle. I'll adjust for that in the morning... I hope.
After that, Faldoc will turn in for the night so that he can heal up his dexterity damage (and his one hit point).
EDIT : Geez, now I noticed I didn't update my header or profile either. I'm a mess. Should be good now though my Init is +9, not +8 so you may need to adjust that.

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Desmond sheathes his falchion and kicks at the fallen undead creature. "That almost seemed too easy, right/ If I didn't know any better, and maybe I don't, I would think they're going easy on us before really bringing the hammer down." He starts trotting out of the small arena, "C'mon boy!"
At the banquet, Desmond elbows the inquisitor playfully, "Come on, Gregor - live a little! I'll take a drink..." Desmond takes a look around, but gets distracted with a thought. "Hey, wonder if what's-his-name... the guy that twisted me all up - Chun Po! I wonder how he did?" He scans the room.
Perception: 1d20 + 16 ⇒ (17) + 16 = 33
"Anybody seen Chung Po?"

EndlessForms |

1d20 + 10 ⇒ (8) + 10 = 18
1d20 + 10 ⇒ (5) + 10 = 15
1d20 + 10 ⇒ (4) + 10 = 14
1d20 + 10 ⇒ (18) + 10 = 28
1d20 + 10 ⇒ (17) + 10 = 27
Desmond grabs a drink and finds Chung Po, who is sitting at a table with a few team mates. He sees to have also done well today and spends some time chatting with Desmond.
Later that night Desmond finds his sleep restless, as the drink doesn't seem to have settled well in his stomach.
Strength damage: 2d2 ⇒ (2, 2) = 4
Dexterity damage: 2d2 ⇒ (1, 2) = 3
It takes a couple hours for him to fight the feeling off and get back to sleep.

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A Desmond arises from his fitful sleep, he rubs his groggy head. "Oh man, I didn't hit the booze that hard last night, did I." He thinks back on the night, and he remembers something important.
When he joins his companions for breakfast, he shares what he remembers. "You guys were right to follow Gregor's advice. Somebody put something in my drink. And I think I know who. See, after I got my cup of wine I noticed Risha - that broad that's been keeping her eye on us - and a bunch of her friends drinking from their own wineskins. They didn't touch any food or drink from anyone else. Did you see them? They were sitting with this hobgoblin - the thing was all covered in scars."
Desmond eats an extra portion of his breakfast, trying to gain some strength back. "Nice hearty meal usually helps with the hangover, but whatever Risha and her goons put in the wine - it's nasty stuff."
GM, so that's -2 to Strength-based rolls and -1 to Dexterity-based rolls?

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Shin sleeps heavily, even if he didn't contribute much during the match.
The following morning, Shin listens gravely to Des's tale. "Perhaps we can purchase some restorative scrolls before the match starts."

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"Yeah, that shouldn't be a problem - but how many people were drinking that wine last night? Who knows how many other people were drugged like I was? There's something real fishy about that Risha woman."

EndlessForms |

@Des: yep.
Dawn comes and the Emissary's monks go from place to place with hot tea and bowls of rice porridge sweetened with sticks of sugarcane for the remaining contestants. New flags fly above the pavilion and the arena is set for the next event. The number of remaining contestants is half the number who began yesterday, but many of those who were eliminated now fill the grandstands, making the crowd seem even more overwhelming.
You are not scheduled to fight until late morning today and can spend the morning watching other contestants compete. Between bouts, you have the opportunity to participate in another contest of skill-archery this time.
For this competition, a number of targets have been set up around the arena, and each team is granted a total of 10 arrows to use as they see fit among the three targets designated for their use. The first target is a mundane bull's-eye with five concentric colored rings. The second target has been magically augmented to grant it concealment (20% miss chance), as if it were a creature affected by the blur spell. The final target has been further augmented to grant it displacement (50% miss chance).
Contestants are not permitted to dispel the magical effects on the second and third targets, but may use magic to negate the miss chance if they have such abilities. For each shot, a contestant must declare a target area and make an attack roll, earning a number of points based on the difficulty. An arrow fired at targets 2 or 3 that misses due to concealment earns 0 points. You may select a single archer to shoot all 10 arrows or may divide the 10 arrows among different party members.
Target Area AC Target 1 Target 2 Target 3
White 20 1 point 2 points 4 points
Black 23 2 points 3 points 5 points
Blue 25 3 points 4 points 7 points
Red 27 4 points 5 points 9 points
Yellow 30 5 points 6 points 11 points

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So, we select a target, and then our Attack roll determines how close we get to the bull's eye? Or do we have to call out which color we are aiming for?

EndlessForms |

[ooc]You have to declare which target you are aiming for, as that determines whether you need to roll a miss chance or not (and how much that miss chance is). Then roll your attack and how well you roll determines where you land on the target (the colors of the bull's-eye).

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Got it.
Desmond looks around, still a bit groggy. "Listen, Faldoc - you're probably the better archer anyway, and I'm still feeling rotten from whatever I drank last night. Why don't you try out this archery thing."
The ranger sheepishly backs away. "Anyway, I'm gonna take my bow in to have it adjusted. It's got a pretty tight tension on it, and I just won't be able to use it effectively. So, that may take a little bit - but I'll watch what I can."
Desmond then finds a booth that will work on his bow, handing over the 1000 gp necessary.

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Sure, oughta be fun.
Does Improved Precise Shot eliminate the need to roll miss chances on these things? I can cast Hunter's Eye if that does it if IPS does not.

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IPS ignores concealment, so I don't see why it wouldn't work on Target 2. Target 3 is unaffected by IPS, I think.
-Posted with Wayfinder

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I won't turn it down - and I'll make sure you don't die ;') I think I'll still get the 'adaptive' quality on my bow. I can't believe I've now spent over 16,000 gp on this chronicle sheet.
"Brother Gregor... are inquisitor's called 'Brothers'? If you would be so kind as to restore my lesser ailments, I would be so grateful."
Mind if I roll?
Lesser Restore, STR: 1d4 ⇒ 4
Lesser Restore, DEX: 1d4 ⇒ 1
Mind if I try one more casting?
Lesser Restore, DEX: 1d4 ⇒ 2
I'm all healed up now. Gregor, I hope you don't mind that I rolled.