[PFS2] GM Nefreet's Bounty Bonanza! (Inactive)

Game Master Nefreet

Links to Slides & Chronicles


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Verdant Wheel

Male Iruxi Druid (Stormorder) 4 / HP 52/52, Perc +12, AC 21, Fort +10 Ref +8 Will +12 / Spells 1st 3/3, 2d 3/3, Focus 2/2 / Active conditions: Breath control

The druid says to Trig: I will show you how to seek for an alternate path.

Survival:1d20 + 7 ⇒ (9) + 7 = 16

Well, hopefully enough


GM GM GM ∞ | Slides | Chronicles

Despite some hiccups, you successfully execute a plan to cross the ravine, and the caravan reaches a protected camping spot for the night only slightly behind schedule. During the night's watch...

Mutaq:
While patrolling the camp's perimeter you spot a pair of bootprints in the mud. They must have been made earlier in the day. One foot never leaves the ground, and the other is pigeon toed. They shamble off in the direction your caravan will eventually be headed...

As dawn breaks over the trees, you each awaken to a deep fog covering the camp. The caravan members are uneasy as they pack up the campsite, repeatedly questioning their safety and urging each other to hurry. Arek remarks that such fog is common in Ustalav, but Andri adds, “that doesn’t mean we’re safe,” taking on a bit more serious demeanor than she has up to this point.

Map updated. The severe fog completely impedes vision beyond 20 feet. It also partially impedes vision between 10 and 20 feet, causing creatures to be concealed (DC 5 flat check to target) when viewed within that distance.

As you place the last of the items in the wagons and load the passengers, each of you notices the telltale sounds of groaning and rattling bones coming from somewhere within the fog...

You each have a full round to do with as you please. If you move into the fog, delete the bubbles that you pass through.

Horizon Hunters

HP 38 (-0) | TN Male Gnome (Herbalist) Cleric 3| AC 15 | F/R/W +9/+5/+11 | Perc +9 (low-light) | Hero Points 2/3 | Speed 25 | Focus Spell 1/1 | Divine Font: 2/4, School Scroll 1/1 | Active Conditions: Wayfinder vs. Clumsy, Enfeebled or Sickened

The gnome frowns, "Time to earn our pay I think." He waits for those more capable of combat to lead the way, then follows right behind.

Horizon Hunters

Male Tengu Rogue (Eldritch trickster) 6 / HP 72/72, Perc +12, AC 24(26), Fort +10 Ref +14 Will +12 / Active conditions: Low-light vision, Nimble dodge, resist negative damage 1, +1 HP/min

The Tengu draws his rapier and wraps his cape around his arm to be prepared to what may come to them.

He nods to Trig hearing that is the moment to earn their money.

Grand Archive

Male Orc Investigator (empiricist) 1 | HP 21/21 | AC 17 | F +4, R +7, W +6 | Per +6 (darkvision) | Speed 25 ft | Hero 1/3 | Effects: That's Odd

When Mutaq finds the bootprints he points them out to the rest of the party, then tries to work out what might have left them.

Pursue a Lead on the prints, then Recall Knowledge about what sort of undead could leave such a trail if that's possible.

Religion: 1d20 + 4 + 1 ⇒ (2) + 4 + 1 = 7

Later, surrounded by fog, Mutaq stands his ground and draws his sap.

"Yep. Might as well see if whatever it is will come to us before risking that fog, though."

He prepares to strike anything hostile that gets within range.

Readied Attack: 1d20 + 4 ⇒ (3) + 4 = 7
Damage: 1d6 + 1 ⇒ (1) + 1 = 2

Verdant Wheel

Male Iruxi Druid (Stormorder) 4 / HP 52/52, Perc +12, AC 21, Fort +10 Ref +8 Will +12 / Spells 1st 3/3, 2d 3/3, Focus 2/2 / Active conditions: Breath control

The druid casts Magic fang and moves to see better. He's wondering what will happen.


GM GM GM ∞ | Slides | Chronicles

With your advanced warning and the campsite already packed up, the caravan takes off down the road just as a horrid smell washes over you and the rattling of bones gets closer...

Initiative!:

Chupko: 1d20 + 5 ⇒ (14) + 5 = 19
Mutaq: 1d20 + 6 ⇒ (18) + 6 = 24
Quetzhal: 1d20 + 7 ⇒ (6) + 7 = 13
Trig: 1d20 + 7 ⇒ (3) + 7 = 10

Red and Gray: 1d20 + 4 ⇒ (12) + 4 = 16
Mauve: 1d20 - 3 ⇒ (14) - 3 = 11

...but nothing has emerged from the fog, yet.

Seeing Through the Fog, Round 1

Mutaq ()
Chupko ()
Grey ??? ()
Red ??? ()
Quetzhal ()
Mauve ??? ()
Trig ()

Bold may act!

Grand Archive

Male Orc Investigator (empiricist) 1 | HP 21/21 | AC 17 | F +4, R +7, W +6 | Per +6 (darkvision) | Speed 25 ft | Hero 1/3 | Effects: That's Odd

Mutaq raises his dueling cape protectively and keeps his club at the ready.

"Come forth and face us, foul creatures!" he shouts into the fog.

Readied Attack: 1d20 + 4 ⇒ (19) + 4 = 23
Damage: 1d6 + 1 ⇒ (1) + 1 = 2

Horizon Hunters

Male Tengu Rogue (Eldritch trickster) 6 / HP 72/72, Perc +12, AC 24(26), Fort +10 Ref +14 Will +12 / Active conditions: Low-light vision, Nimble dodge, resist negative damage 1, +1 HP/min

The Tengu steps and stays ready to act and to strike in the case. He would have flown if he could. So he would have had a view to what will happen on the soil.

Readies attack: 1d20 + 7 ⇒ (20) + 7 = 27

Damage, crit: 2d6 + 2 + 1d8 ⇒ (4, 5) + 2 + (5) = 16

Horizon Hunters

HP 38 (-0) | TN Male Gnome (Herbalist) Cleric 3| AC 15 | F/R/W +9/+5/+11 | Perc +9 (low-light) | Hero Points 2/3 | Speed 25 | Focus Spell 1/1 | Divine Font: 2/4, School Scroll 1/1 | Active Conditions: Wayfinder vs. Clumsy, Enfeebled or Sickened

The cleric waits to unleash his most powerful spell ever... confidence!

Mutaq is using a club. Does anyone else have a weapon out?

Horizon Hunters

Male Tengu Rogue (Eldritch trickster) 6 / HP 72/72, Perc +12, AC 24(26), Fort +10 Ref +14 Will +12 / Active conditions: Low-light vision, Nimble dodge, resist negative damage 1, +1 HP/min

A rapier here


GM GM GM ∞ | Slides | Chronicles

Finally emerging from the fog is a pair of skeleton warriors carrying weathered, broken shields displaying the symbol of Iomedae. They single-mindedly rush forward with one goal—to kill any living creatures they come across!

...but Chupko skewers one of them before it has a chance to strike. Mutaq, similarly, bashes a few ribs of the second one, before it responds with its own attacks!

Scimitar vs Mutaq: 1d20 + 6 ⇒ (14) + 6 = 20
Slashing: 1d6 + 2 ⇒ (4) + 2 = 6

Scimitar vs Chupko: 1d20 + 6 + 1 - 5 ⇒ (3) + 6 + 1 - 5 = 5
Slashing: 1d6 + 2 + 1 ⇒ (2) + 2 + 1 = 5

...but it only scores a sing hit on the half-orc.

Seeing Through the Fog, Round 1

Mutaq (−6/21)
Chupko ()
Skeleton (−2)
Quetzhal ()
??? ()
Trig ()

Quetzhal may act!

Verdant Wheel

Male Iruxi Druid (Stormorder) 4 / HP 52/52, Perc +12, AC 21, Fort +10 Ref +8 Will +12 / Spells 1st 3/3, 2d 3/3, Focus 2/2 / Active conditions: Breath control

The druid steps into the fight to strike.

Claws, Magic fang: 1d20 + 5 + 1 ⇒ (16) + 5 + 1 = 22

Damage: 2d6 + 2 ⇒ (6, 4) + 2 = 12

Then he raises his shield.


GM GM GM ∞ | Slides | Chronicles

Quetzhal handily clawily? dispatches the remaining skeleton, and all seems quiet...

...until a gigantic zombie emerges from the fog to assail you!

Chupko, Mutaq, Quetzhal: 1d3 ⇒ 1
Slam!: 1d20 + 11 ⇒ (3) + 11 = 14
Bludgeoning: 1d12 + 5 ⇒ (9) + 5 = 14

...but it is too slow to catch the quick Tengu.

Seeing Through the Fog, Round 1-2

Trig ()
Mutaq (−6/21)
Chupko ()
Quetzhal ()
Zombie ()

Party is up!

Horizon Hunters

1 person marked this as a favorite.
HP 38 (-0) | TN Male Gnome (Herbalist) Cleric 3| AC 15 | F/R/W +9/+5/+11 | Perc +9 (low-light) | Hero Points 2/3 | Speed 25 | Focus Spell 1/1 | Divine Font: 2/4, School Scroll 1/1 | Active Conditions: Wayfinder vs. Clumsy, Enfeebled or Sickened

Trig moves behind his allies and reaches out to tap their two weapons, ”They should dispatch undead quite easily now.”

Stride, cast Disrupting Weapons on Mutaq and Chupko’s weapons.

Horizon Hunters

Male Tengu Rogue (Eldritch trickster) 6 / HP 72/72, Perc +12, AC 24(26), Fort +10 Ref +14 Will +12 / Active conditions: Low-light vision, Nimble dodge, resist negative damage 1, +1 HP/min

The Tengu steps nearer of the undead, feints the creature and strikes at a good point.

Feint, cape: 1d20 + 6 + 1 ⇒ (12) + 6 + 1 = 19

I don't know if that's enough to feint. If it does it increases the damage from 2d6

Rapier: 1d20 + 7 ⇒ (14) + 7 = 21

Damage, Disrupting weapon: 1d6 + 1 + 1d4 ⇒ (2) + 1 + (2) = 5

Verdant Wheel

Male Iruxi Druid (Stormorder) 4 / HP 52/52, Perc +12, AC 21, Fort +10 Ref +8 Will +12 / Spells 1st 3/3, 2d 3/3, Focus 2/2 / Active conditions: Breath control

The druid continues with his winning tactic. He steps, strikes and raises his shield.

Claws, Magic fang:1d20 + 5 ⇒ (15) + 5 = 20

Damage:2d6 + 2 ⇒ (3, 6) + 2 = 11

Grand Archive

Male Orc Investigator (empiricist) 1 | HP 21/21 | AC 17 | F +4, R +7, W +6 | Per +6 (darkvision) | Speed 25 ft | Hero 1/3 | Effects: That's Odd

"Much appreciated," Mutaq tells Trig as he considers methods of attacking the the zombie.

Devise a Stratagem: 1d20 ⇒ 11
Religion to Recall Knowledge: 1d20 + 4 ⇒ (3) + 4 = 7

Deciding on flanking the creature, Mutaq circles around behind it and attempts to hit to the undead at the back of one its knees with his sap.

Stratagem roll of 11 + 7 = 18 vs FF
Damage: 1d6 + 1d6 + 1d4 + 1 ⇒ (3) + (4) + (3) + 1 = 11


GM GM GM ∞ | Slides | Chronicles
Chupko wrote:

Feint, cape: 1d20 + 6 + 1 ⇒ (12) + 6 + 1 = 19

I don't know if that's enough to feint. If it does it increases the damage from 2d6

Yep! DC is 14 for future reference.

2d6 ⇒ (2, 2) = 4

Also of interesting note: zombies are not immune to nonlethal damage... at least that I can see.

The giant takes a severe beating from you all, especially disintegrating from Trig's spell, but it stubbornly clings on to unlife, and turns its attention to the last person to strike it.

Slam!: 1d20 + 11 ⇒ (6) + 11 = 17 (I think that hits Mutaq? What does the "17+1" mean?)
Bludgeoning: 1d12 + 5 ⇒ (2) + 5 = 7 and Improved Push 5 feet

Slam!: 1d20 + 11 - 5 ⇒ (8) + 11 - 5 = 14
Bludgeoning: 1d12 + 5 ⇒ (12) + 5 = 17 and Improved Push 5 feet

Seeing Through the Fog, Round 2-3

Trig ()
Mutaq (pending)
Chupko ()
Quetzhal ()
Zombie (−61)

Party is up!

Grand Archive

Male Orc Investigator (empiricist) 1 | HP 21/21 | AC 17 | F +4, R +7, W +6 | Per +6 (darkvision) | Speed 25 ft | Hero 1/3 | Effects: That's Odd

The +1 is from Mutaq's dueling cape, but he didn't raise it on his last turn, I just forgot to remove the bonus. He takes the hit.

Mutaq stumbles back with the force of the zombie's blow and pauses for a second to plan his next move.

Devise a Stratagem: 1d20 ⇒ 3

Deciding that reentering close quarters combat while the creature is focused on him is unwise, Mutaq remains in the fog. He raises his cape to further obscure his position, drops his sap, and draws his cane sword.

Horizon Hunters

HP 38 (-0) | TN Male Gnome (Herbalist) Cleric 3| AC 15 | F/R/W +9/+5/+11 | Perc +9 (low-light) | Hero Points 2/3 | Speed 25 | Focus Spell 1/1 | Divine Font: 2/4, School Scroll 1/1 | Active Conditions: Wayfinder vs. Clumsy, Enfeebled or Sickened

Trig sighs, "It's always up to me. And I guess you three. But anyway, Nethys will save the day again!"

He holds his holy symbol up high, "By the power vested in me by the god of magic, I declare your wounds healed. Any undead in the area, your contracts have been made null and void. Please exit the premises and return to your graves."

3-action cast Heal, 30 ft emanation to heal all living for 1d8 ⇒ 7 and damage all undead for the same amount (basic fort save 17 though).


GM GM GM ∞ | Slides | Chronicles

Fortitude: 1d20 + 10 ⇒ (6) + 10 = 16

Trig's energy washes over Mutaq and the Zombie, healing the former and disintegrating the latter into a fine purple ash cloud.

Combat Over!!

Trig ()
Mutaq (−6/21)
Chupko ()
Quetzhal ()

After you defeat the undead patrol, the caravan returns to collect you for the final day of travel. The travelers are grateful and commend your heroics all the way to Caliphas. Though the fog hangs thick for the entirety of the day, the rest of the journey is otherwise uneventful.

Upon reaching Caliphas the twins pay each of you your stipend of four gold while thanking you profusely for your vital assistance. Professor Shurgun bids you all a fond farewell, promising to include a tale of your efforts when he presents his final thesis. Eigil recommends some taverns with hearty meals and cheap rates. And Kisaya offers to give you all a guided tour of the markets here in Caliphas, if there's anything you want to spend your newly acquired gold on.

Bounty Completed ^_^

Horizon Hunters

1 person marked this as a favorite.
HP 38 (-0) | TN Male Gnome (Herbalist) Cleric 3| AC 15 | F/R/W +9/+5/+11 | Perc +9 (low-light) | Hero Points 2/3 | Speed 25 | Focus Spell 1/1 | Divine Font: 2/4, School Scroll 1/1 | Active Conditions: Wayfinder vs. Clumsy, Enfeebled or Sickened

Trig nods, "If only all our missions were this easy."

He enjoys the rest of the trip getting to know Kisaya better. When they part, he has a time already set up to go with her on a nice shopping trip to the markets.

Horizon Hunters

Male Tengu Rogue (Eldritch trickster) 6 / HP 72/72, Perc +12, AC 24(26), Fort +10 Ref +14 Will +12 / Active conditions: Low-light vision, Nimble dodge, resist negative damage 1, +1 HP/min

The Tengu says to the twins: Did you see? We fought them down before the could hurt us. That's more secure for the living ones. Of course Trig did a great job this time. It was a bounty done for him.

And then after the vacations the bold intrepid bounty hunters are now occupied to do their shopping in Caliphas.

Verdant Wheel

Male Iruxi Druid (Stormorder) 4 / HP 52/52, Perc +12, AC 21, Fort +10 Ref +8 Will +12 / Spells 1st 3/3, 2d 3/3, Focus 2/2 / Active conditions: Breath control

Good job, Trig!

The druid is pleased with the result of the fight. No doubt that it would have been more difficult without a cleric. Fortunately it seems that their party is more or less balanced.

Grand Archive

Male Orc Investigator (empiricist) 1 | HP 21/21 | AC 17 | F +4, R +7, W +6 | Per +6 (darkvision) | Speed 25 ft | Hero 1/3 | Effects: That's Odd

Mutaq nods as Quetzhal praises Trig. "Yes, quite. Very useful to be able to bring so much positive energy to bear against undead."

Once in Caliphas he thanks Professor Shurgun for spreading the legend of the party's prowess, and makes sure to get his address in Lepidstadt so they can correspond in the future.


GM GM GM ∞ | Slides | Chronicles

Commencing B-09: Fishing in Anthusis

You have recently arrived in the small city of Anthusis (previously known as Eleder), the capital of Vidrian and the country's only deepwater port. The sailors on board your vessel recommended the Broad Captain Inn as a favorite gathering place for aspiring adventurers, mercenaries and sailors due to its low prices, decent fare and a meticulously maintained bulletin board displaying job opportunities and upcoming events. And sure enough, it's crowded with onlookers!

A tall Mwangi woman with dark hair and a red headband lets out a booming laugh as she reads the newest announcment, “Think you can do better this time, Demed?”

To which a slender Mwangi man replies, “Better than you and your crew? Certainly!” The crowd laughs and starts crying out bets as the man walks off, pulling out a journal and jotting down some notes as he approaches a table and takes a seat.

The woman snorts derisively, but instead of walking in the other direction, she joins him at the table, making their familial resemblance a bit more obvious. “If you can avoid falling into the water, that would already be an improvement,” she smiles coyly.

“I think you forget that my crew is the only one that managed two victories in a row, sis,” the man boasts. “This year we’ll do even better! And you’ll eat your words before the day is over. Now, who's turn is it to buy lunch?”

The siblings smile broadly at each other, a fierce love for competition burning brightly in their eyes. The crowd begins to thin, laughing uproariously, which gives you an opportunity to peruse the listings yourselves...

The Bounty Board wrote:

TOURNAMENT ANNOUNCEMENT!

The Silverscales Tournament seeks the brave and the daring!

Join us at the Lower Harbor to pit your skill, wit, and magic against other participants in an exciting competition to catch silver trout and win incredible prizes!

But victory doesn’t simply go to the angler who reels in the most or the biggest fish! Our judges award prizes to crews who embody the Vidric values that brought our liberation: bravery, dedication, cunning, and solidarity.

Due to immense popularity, spots for teams are limited! Each crew is required to secure their own fishing spot for the tournament, so come early!

Verdant Wheel

Male Iruxi Druid (Stormorder) 4 / HP 52/52, Perc +12, AC 21, Fort +10 Ref +8 Will +12 / Spells 1st 3/3, 2d 3/3, Focus 2/2 / Active conditions: Breath control

Once the druid hears about this tournament he's enthusiast.

Come on, let's go to the Lower Harbor to sign up for this tournament. It is right what we like to do: to have good time fishing quietly. And if we get claim a prize doing this...

Horizon Hunters

Male Tengu Rogue (Eldritch trickster) 6 / HP 72/72, Perc +12, AC 24(26), Fort +10 Ref +14 Will +12 / Active conditions: Low-light vision, Nimble dodge, resist negative damage 1, +1 HP/min

Another country, another city, another Inn, others people. The charm of a new culture to discover and... a new prize to claim.

hey, did you read? They wrote 'win incredible prizes'. That looks good for us. We like incredible prizes, don't we?

It looks like they will go on the sea.


GM GM GM ∞ | Slides | Chronicles

"You here that, Deka?" the man asks out loud, despite his sister being right across the table from him. "There's going to be a jinx-eater competing this year! You're going to need it!"

The woman rolls her eyes, "And who won the first two years in a row, dear brother? You must've learned your winning technique from me! Now pass the clam sauce."

Horizon Hunters

1 person marked this as a favorite.
HP 38 (-0) | TN Male Gnome (Herbalist) Cleric 3| AC 15 | F/R/W +9/+5/+11 | Perc +9 (low-light) | Hero Points 2/3 | Speed 25 | Focus Spell 1/1 | Divine Font: 2/4, School Scroll 1/1 | Active Conditions: Wayfinder vs. Clumsy, Enfeebled or Sickened

Trig wakes up in a new town with his usual traveling crew of fortune seekers, "Where the hell... oh god, WHAT THE HELL AM I WEARING!?!"

He is NOT in his usual black something or other, instead completely clad in a huge variety of incredibly bright colors. A cloak stitched together like a quilt covers most of him, but the rest of his outfit is a garishly bright assortment of other colors. Somehow though, the design actually makes sense, with the patchwork cloak bringing it all into some semblance of style.

He blinks a few times and rubs his temples, "Uh... how much did I drink with Kisaya to agree to this? But at least I remember feeling pretty good. Where are we today?"

___________________

Once his allies explain things he nods in agreement, "Oh hells yeah. No stupid 'clean the castle from s!%$ demons' or 'escort the caravan' or 'go dig up rocks for soup' this time, we are going fishing!"

Grand Archive

1 person marked this as a favorite.
Male Orc Investigator (empiricist) 1 | HP 21/21 | AC 17 | F +4, R +7, W +6 | Per +6 (darkvision) | Speed 25 ft | Hero 1/3 | Effects: That's Odd

"A garment assemblage of the highest fashion," Mutaq answers Trig's exclamation. "In my opinion, at least."

At the bounty board, he looks skeptical but eventually nods in agreement. "Not exactly my area of expertise, but I suppose it'll provide a nice change of pace."

Entry into the tournament decided, Mutaq walks over to the bantering siblings and gives them a slight bow. "Greetings, Deka and... Demed, isn't it? I'm Mutaq, and my friends and I are out-of-towners looking to compete in the tournament. It seems the two of you are quite the accomplished contestants. Would you mind telling us in a bit more detail than that poster what exactly the competition entails?"


GM GM GM ∞ | Slides | Chronicles

"Great to have out-of-towners with such listening skills!" Deka smiles broadly. "My brother here must still have some water stuck in his ears from his bait trap incident last year."

"And I still won! My inventions always go through a prototype stage. This year, it'll be perfect!"

Deka turns back to Mutaq, "Since the Vidric Revolution back in '17 we've been holding a fishing tournament to honor the anniversary. This is number 5! And Demed and I are tied, two to two. So the locals are hot to bet on their favorite. Which, of course, is ME..."

But she winks, signaling that perhaps her ego is not as inflated as her brother's.

"Visitors are always welcome! We love the Silverscales Tournament; not just because we get to compete, but because it honors the core values of the Revolution: dedication, bravery, ingenuity, and collaboration."

Diplomacy DC 15 to improve their attitudes, and perhaps loosen their tongues a bit more; Demed seems apt to be influenced by talk of inventions and alchemy, while Deka is more down-to-earth, practical, and seems to appreciate good hard work.

Horizon Hunters

Male Tengu Rogue (Eldritch trickster) 6 / HP 72/72, Perc +12, AC 24(26), Fort +10 Ref +14 Will +12 / Active conditions: Low-light vision, Nimble dodge, resist negative damage 1, +1 HP/min

The tengu tries to speak to the men as well after Mutaq did.

That appears to be a great challenge to compete against such attendees like you two. I'm sure you have developed some inventions to get advantage during the previous editions. And you must have found a lot of practical gestures to use to get an advantage. We will be just newbies against you. But it doesn't matter. We will try our best anyway.

Diplomacy: 1d20 + 6 ⇒ (5) + 6 = 11

Horizon Hunters

HP 38 (-0) | TN Male Gnome (Herbalist) Cleric 3| AC 15 | F/R/W +9/+5/+11 | Perc +9 (low-light) | Hero Points 2/3 | Speed 25 | Focus Spell 1/1 | Divine Font: 2/4, School Scroll 1/1 | Active Conditions: Wayfinder vs. Clumsy, Enfeebled or Sickened

Trig yawns, "So hey, like we don't really look it, but we definitely put the work in on any job we take. And we'll treat this like a job for sure. Got any tips or tricks to help us get third place?"

Diplomacy (U): 1d20 + 3 ⇒ (16) + 3 = 19

Grand Archive

Male Orc Investigator (empiricist) 1 | HP 21/21 | AC 17 | F +4, R +7, W +6 | Per +6 (darkvision) | Speed 25 ft | Hero 1/3 | Effects: That's Odd

"Sounds wonderful! I'd love to hear about your inventive process, Demed," Mutaq says, "And if you don't mind me asking, is there any particular reason you chose a fishing competition to commemorate a revolution?"

Diplomacy (T): 1d20 + 3 ⇒ (1) + 3 = 4
I'd rather not burn this bridge quite so quickly, so...
Hero Point Reroll: 1d20 + 3 ⇒ (9) + 3 = 12

Verdant Wheel

Male Iruxi Druid (Stormorder) 4 / HP 52/52, Perc +12, AC 21, Fort +10 Ref +8 Will +12 / Spells 1st 3/3, 2d 3/3, Focus 2/2 / Active conditions: Breath control

The druid, not very confident in his social skills, listens to the others. Perhaps they will learn something helpful.


GM GM GM ∞ | Slides | Chronicles
Trig O'Nomehtri wrote:
"Got any tips or tricks to help us get third place?"

"Aye," Deka flashes a toothy grin, "the waters around Anthusis teem with all kinds of sea life. You'll have ample opportunities to show off. If you find yourself in over your head, move on to something more manageable. Come on, we'll show you the way!"

The crowd that had coalesced around the billboard earlier begins to shuffle towards the harbor, including the innkeeper himself, seeming just as impatient to join the throng. Demed engages Mutaq in some rather crockpot ideas about spring-loaded crabpots, magically enchanting schools of fish to swim into nets, and even ponders the effectiveness of dropping sticks of explosive material underwater, then skimming up the stunned fish on the surface.

Mutaq wrote:
"And if you don't mind me asking, is there any particular reason you chose a fishing competition to commemorate a revolution?"

"Ha! Wish I could take credit. It was the idea of the Vidric Council. We've just worked hard to maintain it. The Coucil is as diverse as the people here. You got Deka and me, descendants of the region’s original Mwangi inhabitants, then you got the descendants of old Chelaxian colonial forces, and modern Chelaxian colonists who remained after the revolution, and then visitors from other nations. But what's the one thing we all love? Fishing!"

The journey from the inn to the Lower Harbor actually takes two hours due to the crowds converging along the rocky cliffside path leading down to the harbor. When you finally arrive at the docks, you make your way past the gathered crowds to join the other participants and locate a fishing spot. As stated in the announcement, there’s limited space in the event, but as fortune would have it, there's room for one more team!

Several vendors sell foodstuffs and beverages (alcoholic and non-) and children weave between the legs of the adults to pawn hand-crafted necklaces made of net twine and dehydrated sea stars.

2 copper pieces for any of the above.

Verdant Wheel

Male Iruxi Druid (Stormorder) 4 / HP 52/52, Perc +12, AC 21, Fort +10 Ref +8 Will +12 / Spells 1st 3/3, 2d 3/3, Focus 2/2 / Active conditions: Breath control

Arrived at the lower harbor and seeing the young salesmen weaving between the adults trying to sell something, the druid approaches to buy an hand-crafted necklace made of net twine and dehydrated sea stars.

Once we find something to buy as a souvenir. And that's a natural one.

Horizon Hunters

HP 38 (-0) | TN Male Gnome (Herbalist) Cleric 3| AC 15 | F/R/W +9/+5/+11 | Perc +9 (low-light) | Hero Points 2/3 | Speed 25 | Focus Spell 1/1 | Divine Font: 2/4, School Scroll 1/1 | Active Conditions: Wayfinder vs. Clumsy, Enfeebled or Sickened

Trig smacks his lips when he sees the vendors and purchases a nice ale, "Can't fish without beer. That would be sacrilege."

Horizon Hunters

Male Tengu Rogue (Eldritch trickster) 6 / HP 72/72, Perc +12, AC 24(26), Fort +10 Ref +14 Will +12 / Active conditions: Low-light vision, Nimble dodge, resist negative damage 1, +1 HP/min

The Tengu is also happy to find a souvenir to bring back home even if he doesn't really know where is this home. He also buy some non-alcoholic beverage. So they are ready for the fishing activity.


GM GM GM ∞ | Slides | Chronicles

The docks creak under the weight of the crowd. Mwangi and Chelaxian citizens stand shoulder to shoulder in the midday sun, waiting for the excitement to begin.

The contestants stand in line with their teammates, waiting for the signal to claim their fishing spots. Some aspiring anglers seem to have already chosen their spot, while others are carefully scanning the waters for a glimpse of the glimmering scales that give the tournament its name. Tall and imposing, Deka stands out from the crowd as she inspects her reinforced grappling hook. To her right, Demed hurriedly jots down notes before telling his crew to be ready to cast.

A silver-haired Zenj woman wearing a judge’s colorful sash raises her hands to silence the crowd. With a warm smile, she utters a single sentence that unleashes a flurry of activity. “Find your station!”

There are multiple options for securing a good spot for the tournament, and every team fans out to gain the biggest advantage; you each have the option to do one of the following:

  • rush to a spot before the other contestants claim it (Athletics or Acrobatics)
  • ask Deka for some advice (Diplomacy to make a Request)
  • or rely on your knowledge of fishing (Nature, Survival, or Fishing Lore)

  • Horizon Hunters

    HP 38 (-0) | TN Male Gnome (Herbalist) Cleric 3| AC 15 | F/R/W +9/+5/+11 | Perc +9 (low-light) | Hero Points 2/3 | Speed 25 | Focus Spell 1/1 | Divine Font: 2/4, School Scroll 1/1 | Active Conditions: Wayfinder vs. Clumsy, Enfeebled or Sickened

    "Hey, let's fish over here. See how the pier provides a natural shelter for fish? I bet we can find a big one there."

    Survival (T): 1d20 + 7 ⇒ (19) + 7 = 26

    Verdant Wheel

    Male Iruxi Druid (Stormorder) 4 / HP 52/52, Perc +12, AC 21, Fort +10 Ref +8 Will +12 / Spells 1st 3/3, 2d 3/3, Focus 2/2 / Active conditions: Breath control

    The druid tries to help to find out a good spot as well. After there is nature.

    Nature:1d20 + 7 ⇒ (19) + 7 = 26

    This one is a good one as well. Come here!

    Horizon Hunters

    Male Tengu Rogue (Eldritch trickster) 6 / HP 72/72, Perc +12, AC 24(26), Fort +10 Ref +14 Will +12 / Active conditions: Low-light vision, Nimble dodge, resist negative damage 1, +1 HP/min

    The Tengu tries for his part to be quick at the better one.

    Acrobatics: 1d20 + 7 ⇒ (13) + 7 = 20

    Well here it seems good but you have perhaps found a better ones.


    GM GM GM ∞ | Slides | Chronicles

    Not only do Trig and Quetzhal find an ideal fishing spot, but Chupko tumbles into position and secures it before any other contestants can. From this vantage point, you see schools of sea trout teeming just below the surface.

    The Zenj woman calls out, "Your positions are yours! Use them well. Your teams now have four rounds, fifteen minutes each, to show off your determination, technical skill and, perhaps most importantly, your cooperation! Let the Silverscales tournament begin!"

    The myriad contestants suddenly transition into a flurry of coordination, most using traditional fishing techniques but some using alchemically enhanced bait and others rigging intricate traps. Despite the chaos, each team seems to be working in tandem well. Deka wields a traditional flyfishing rod and reel, utilizing her team to school fish towards her. Demed's team oddly stands in the water holding empty baskets while he swirls the waters with some sort of staff.

    Mechanically, each PC can attempt a Crafting, Fishing Lore, Nature, Stealth or Survival check to catch, grab or otherwise trap fish, or a Deception or Performance check to impress the judges and crowd with your antics. Roleplay-wise, coordinating your check with other members of the party can earn you a +1 circumstance bonus. You may also attack the fish; melee and ranged piercing weapons take no penalty, melee slashing and bludgeoning weapons suffer -2, and ranged slashing and bludgeoning weapons automatically fail. You may also cast spells, or come up with other creative solutions, so long as they are accompanied by a skill check or attack roll. Attacks using acid or fire seem like they would be less effective here.

    I'll say Devise a Stratagem can work perfectly here, too ^_^

    Round 1: Linesnapper

    The cheering, splashing and flurry of activity has attracted the attention of a young tiger shark! It lunges at several fish as they are reeled in, snapping the fishing lines in the process. It then swallows Deka's catch, but she isn't giving up without a fight!

    If you wish to intervene, one PC can attempt an Athletics check to help Deka reel in the tiger shark.

    Verdant Wheel

    Male Iruxi Druid (Stormorder) 4 / HP 52/52, Perc +12, AC 21, Fort +10 Ref +8 Will +12 / Spells 1st 3/3, 2d 3/3, Focus 2/2 / Active conditions: Breath control

    The druid studies the movements of the fishes to know where they will come in the spot. Then somebody else will have to catch them at the determined point.

    Survival:1d20 + 7 ⇒ (11) + 7 = 18

    Horizon Hunters

    Male Tengu Rogue (Eldritch trickster) 6 / HP 72/72, Perc +12, AC 24(26), Fort +10 Ref +14 Will +12 / Active conditions: Low-light vision, Nimble dodge, resist negative damage 1, +1 HP/min

    The Tengu goes where the druid told them to be ready. He has his rapier in hand and tries to get a whole bunch of fishes once these ones reach the point.

    Rapier:1d20 + 7 ⇒ (19) + 7 = 26


    GM GM GM ∞ | Slides | Chronicles

    Quetzhal takes advantage of his Breath Control and schools the fish adeptly towards Chupko, who manages to perfectly skewer them with Panache, turning his rapier into a kabob of wriggling trout!

    Horizon Hunters

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    HP 38 (-0) | TN Male Gnome (Herbalist) Cleric 3| AC 15 | F/R/W +9/+5/+11 | Perc +9 (low-light) | Hero Points 2/3 | Speed 25 | Focus Spell 1/1 | Divine Font: 2/4, School Scroll 1/1 | Active Conditions: Wayfinder vs. Clumsy, Enfeebled or Sickened

    Trig eyes his ally’s tactics and turns to the crowd, ”There you have it folks, a fine feathered display of fishing acumen from the fearless flighty foul, Chupko!!!”

    Performance + Synergy? (U): 1d20 + 3 + 1 ⇒ (15) + 3 + 1 = 19

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