
GM Nefreet |

Sorry. Was waiting for Mutaq and then didn't have the time to post after.
Tidbit happily answers your questions, her chipper attitude defiant of her recent misfortune.
"It was that notorious gang.. the Sand Scorpions! They wear black armor festooned with bits of scorpion carapace. They attacked my family's caravan on the road west of Eto. They weren't able to take our main wagon," she giggles, "My my, were they surprised when the cart sprouted scimitars and defended itself! So my business is safe and sound. But they got our residential wagon, and that's what held this puzzle box.”
The hostess, distracted since she had already served this table, eventually gets around to taking your orders.
"Wasn't anything really valuable. Just sentimental. Everything else in that wagon can be replaced with time. But they probably mistook my heirloom for a jewelry box. I really hope they don't just smash it open. All that's inside are letters my grandmother wrote to me when I was young."
Tidbit breaks out a map and points out the location near Pillars’ Rise where she was attacked.
Mutaq: 1d20 + 7 + 1 ⇒ (17) + 7 + 1 = 25
Mutaq spots an oasis on the map and surmises that it would make an excellent base of operations to attack passing caravans.

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Quetzahl was joking :)
Listening to the story during which a cart defended itself was quite impressive.
But if we find it back your objects, will they come back with us or do we need to fight them 'for their good'?
And further:
Did they need to destroy it to beat it?

GM Nefreet |

Tidbit bites her lip.
"Well, I mean, I just want my puzzle box back. I don't wish anyone harm! But, of course, if you have to defend yourselves... that's up to you. I suppose driving them off, or turning them into the authorities, would help everyone else, too!"
Other patrons, upon hearing the excitable gnome, murmur in agreeance that the bandits are a persistent menace.

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"Well, we will be certain to recover your heirloom and if we happen to rid this area of a dangerous nuisance along the way that will be an excellent bonus," Mutaq tells Tidbit. "This oasis seems like the first place we should look for the bandits' camp."
Is the oasis within walking distance or would it be helpful to procure mounts?

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When the Mutaq's question is cleared I'm ready for departure.
The Tengu is calculating how much more money they could earn if they swap the bandits when they get the box back.

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As they leave Trig comments to his allies, ”Odds are the Bandits will die before giving up anything, which will also make it easier to search their bodies and camp for valuables. Win-win in my book.”

GM Nefreet |

The waitress gives Quetzhal a quizzical look. "This is the desert.. Ain't no apples around here to make pies with. But I got plenty of coconut cream.."
Your destination is only about two hours walk west of Eto, so no need to rent camels. When you approach the small but lush oasis you find it overlooked by an ancient sandstone statue of a sphinx.
Chupko: 1d20 + 5 ⇒ (11) + 5 = 16
Mutaq: 1d20 + 6 ⇒ (13) + 6 = 19
Quetzhal: 1d20 + 7 ⇒ (13) + 7 = 20
Trig: 1d20 + 7 ⇒ (8) + 7 = 15
And just as you arrive, Mutaq and Quetzhal alert the rest of the party that something is stirring up the dust on the other side of the statue!
Dust to Dust, Round 1
Quetzhal ()
Mutaq ()
??? ()
Chupko ()
Trig ()
Bold may act!

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Mutaq draws his hand crossbow and cautiously advances to a position behind one of the oasis' palm trees. He then peers out from behind it and examines the other side of the sphinx statue, trying to locate the source of the dust.
Interact, Stride, Stride, Expeditious Inspection to Seek the area with the dust clouds if their source isn't obvious.
Perception: 1d20 + 6 ⇒ (13) + 6 = 19

GM Nefreet |

You're outside the range of the 30 foot cone for Seek. But they're emerging from the sand on their turns anyways.
Just as the group begins to advance, two bat-like humanoids leap out from behind the statue and glide in your direction, giggling maniacally.
There is 10 feet of space underneath them.
Dust to Dust, Round 1-2
Chupko ()
Trig ()
Quetzhal ()
Mutaq ()
Green ()
Pink ()
Party is up!

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Trig steps up next to their own flying creature. He taps Chupko’s rapier, imbuing it with magical might, ”Stab them good, please.”
Step, Cast Magic Weapon.

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I meant to use the 15 ft. burst option, which can be anywhere in line of sight. Regardless...
Mutaq watches as the creatures rise and approach, trying to work out what they might be and plan appropriate tactics. "Not exactly what I expected based off of 'bandits,' but I suppose our client might have a more expansive definition of the word."
Devise a Stratagem @Green: 1d20 ⇒ 15
Recall Knowledge: 1d20 ⇒ 14 +1 if Nature, +4 if Religion, +7 if Arcana or Occultism or Society
Once he has a sense of the creature's flight patterns Mutaq moves back from under the palm and takes aim with his hand crossbow before loosing a bolt.
Stratagem roll of 15 + 7 = 22
Damage: 1d6 + 1d6 ⇒ (5) + (4) = 9
Devise a Stratagem, Stride, Strike

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Thank you, Trig.
Now my realm for a fly speed...
The Tengu draws his rapier and he casts his spell upon the pink one.
Electric arc: 1d4 + 3 ⇒ (3) + 3 = 6
Reflex DC 16
To the creature: Come here! Don't force me to use my fly capacity!

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The druid reacts quickly after seeing the creatures, summoning a tempest upon the pink one.
Tempest surge:1d12 ⇒ 3
Reflex DC 17. On a failure, the target also is clumsy 2 for 1 round and takes 1 persistent electricity damage.
Then he raises his shield (+2 AC).

GM Nefreet |

Mutaq isn't sure what they are, but he knows where to shoot!
Reflex vs Chupko: 1d20 + 9 ⇒ (17) + 9 = 26 (no damage)
Reflex vs Quetzhal: 1d20 + 9 ⇒ (7) + 9 = 16 (full damage)
The green-tinged one flies down to just 5 feet above ground, allowing it to inhale a bunch of loose sand, which it then expels at Mutaq and Quetzhal!
Breath Weapon, Slashing, DC 17 Basic Reflex: 2d6 ⇒ (5, 1) = 6
Recharges in: 1d4 ⇒ 1
The pinkish one, maneuvering much more clumsily, takes off away from Trig and Chupko, but dusts them in a glittery powder as it goes by.
Reflex DC 17, with the following effects:
Failure Dazzled for 1 minute.
Critical Failure Blinded for 1 round and dazzled for 10 minutes.
Flat check: 1d20 ⇒ 5 Bzzt!
Dust to Dust, Round 2-3
Chupko (Reflex)
Trig (Reflex)
Quetzhal (Reflex)
Mutaq (Reflex)
Green (-9)
Pink (-4, clumsy 2)
Party is up!
There is still 10 feet of space underneath pink, but, succeeding at a single-action Acrobatics check to Balance (DC 15) will allow you to stand on the rock underneath it, putting it within reach.

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Reflex: 1d20 + 9 ⇒ (16) + 9 = 25
The Tengu avoid the powder, no matter what it was.
Ah you take it like this. Prepare yourself!
And he moves up to the rock with an elegant jump.
Acrobatics:1d20 + 7 ⇒ (5) + 7 = 12
Acrobatics, reroll:1d20 + 7 ⇒ (19) + 7 = 26
So he can feint the creature with a secret move.
Deception:1d20 + 6 ⇒ (12) + 6 = 18
And he pierces the foe in the heart.
Rapier, Magic weapon:1d20 + 7 + 1 ⇒ (7) + 7 + 1 = 15
Damage:1d6 + 1d6 + 1 ⇒ (3) + (1) + 1 = 5 If panache gained 1d6 ⇒ 3

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Reflex: 1d20 + 5 ⇒ (13) + 5 = 18
The druid continues to summon a tempest. This time upon the green one.
Tempest surge:1d12 ⇒ 3
Reflex DC 17. On a failure, the target also is clumsy 2 for 1 round and takes 1 persistent electricity damage.
Then he raises his shield (+2 AC).

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Reflex: 1d20 + 3 ⇒ (16) + 3 = 19
Trig quickly shields his eyes from the dust and glitter, "That was quite an obvious move. I'd be surprise if anyone fell for it. You come out of a dust cloud, of course I'm going to be ready for you to throw dust or glitter or whatever at me. But... I do look fabulous, so that is a nice side effect. Anyway, I think you should come down now. Or at least get a headache."
Cast Daze, Basic DC 17 Will Save, 4 mental on failure, 2 on success, 0 on crit, 8 and stunned 1 on fumble. Recall Knowledge.
Recall Knowledge - Arcana or Occultism +4, Nature or Religion +7, Others +1: 1d20 ⇒ 8

GM Nefreet |

Reflex: 1d20 + 9 ⇒ (3) + 9 = 12 Bzzt!
The green-tinged one is starting to flag, and the pink one is too slow to react to Chupko's Panache!
Will: 1d20 + 5 ⇒ (7) + 5 = 12
And Trig's mental assault downs it! Although he doesn't recognize what these are, either!
You were both very close, but their Uncommon designation upped the DC just high enough to miss. It is Nature to identify them, if Quetzhal wants to try on his next turn.
Dust to Dust, Round 2-3
Chupko ()
Trig ()
Quetzhal ()
Mutaq (Reflex)
Green (-12, clumsy 2)
Pink (dead?, clumsy 2)
Mutaq may act!

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DC 17 Reflex: 1d20 + 7 ⇒ (8) + 7 = 15
Mutaq grimaces as the sand scours his skin, trying to maintain his concentration and figure out a plan of attack.
Devise a Stratagem @Green: 1d20 ⇒ 14
Known Weaknesses: 1d20 + 1 ⇒ (17) + 1 = 18
Deciding that repeating his previous tactic will probably be successful, Mutaq quickly reloads his crossbow and snaps off another shot at the nearby creature.
Stratagem roll of 14 + 7 = 21
Damage: 1d6 + 1d6 ⇒ (3) + (5) = 8

GM Nefreet |

Mutaq guns down the remaining creature, but everyone then watches in horror as both creatures stand up again! Mutaq now recalls that they are Dust Mephits, elemental creatures that fast heal themselves when they're in contact with sand!
(as in, once they're dropped to zero hp, just spend an interact action to lift them off the sand so they don't heal)
The green one responds by trying to blind Mutaq and Quetzhal...
Reflex DC 17, with the following effects:
Failure Dazzled for 1 minute.
Critical Failure Blinded for 1 round and dazzled for 10 minutes.
...and the pink one breathes out a cone of sand at Chupko!
Breath Weapon, Slashing, DC 17 Basic Reflex: 2d6 ⇒ (4, 1) = 5
Recharges in: 1d4 ⇒ 1
Flat check, Green: 1d20 ⇒ 9 Bzzt!
Flat check, Pink: 1d20 ⇒ 4 Bzzt!
Dust to Dust, Round 3-4
Chupko (Reflex)
Trig ()
Quetzhal (-3; Reflex)
Mutaq (-6; Reflex)
Green (-15)
Pink (-15)
Party is up!

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Reflex: 1d20 + 9 ⇒ (17) + 9 = 26
Well let's kill you again!
Rapier, magic weapon:1d20 + 7 + 1 ⇒ (11) + 7 + 1 = 19
Damage: 1d6 + 1 + 1d6 ⇒ (6) + 1 + (2) = 9
Then he goes down the rock to lift it off the sand.

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Reflex:1d20 + 5 ⇒ (8) + 5 = 13
Not seeing well he moves forward to hit the creature.
Claws, magic fang:1d20 + 5 + 1 ⇒ (10) + 5 + 1 = 16
DC 5:1d20 ⇒ 16
Damage:2d6 + 2 ⇒ (1, 3) + 2 = 6
And again.
Claws, magic fang:1d20 + 5 + 1 - 5 ⇒ (11) + 5 + 1 - 5 = 12
DC 5:1d20 ⇒ 10
Damage:2d6 + 2 ⇒ (1, 5) + 2 = 8

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Trig blasts the other one with mental energy and moves to get into range to demoralize if this fight lasts much longer.
Cast Daze on Green, Basic DC 17 Will Save, 4 mental on failure, 2 on success, 0 on crit, 8 and stunned 1 on fumble. Stride.

GM Nefreet |

Will: 1d20 + 5 ⇒ (15) + 5 = 20
Chupko snatches his quarry before it can regain consciousness, and Trig stuns the remaining Mephit long enough for Quetzhal to do the same.
Combat Over!!
Chupko (-2)
Trig ()
Quetzhal (-3)
Mutaq (-6; Reflex)
After healing up, a brief exploration of the surrounding area uncovers a gruesome sight: a ruined bandit camp, scattered equipment, abandoned tents, and several human bodies buried under the sand where the Mephits were hiding. Continuing inside the statue's opening you practically stumble right into a large sphinx lounging over a half-eaten camel. The sphinx’s tail twitches as you approach, but he does not move to attack.
“Are you here to assault me, too?” the sphinx asks sulkily while fiddling idly with an intricately carved puzzle box. *sigh* “I once dreamed of studying at the Magaambya to learn of your magic and history, but now I am close to abandoning my dreams and returning home to my mountain. Whenever I try to gift you humanoids with a riddle, I am attacked like a beast!” From his lounging position, he narrows his eyes suspiciously at you, and flexes his claws. “Might you lot be any different? I suppose I could do for some dessert after such a bland entrée,” he says while licking his lips.
You also know that fighting a powerful being such as this would likely prove disastrous for you.

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DC 17 Reflex: 1d20 + 7 ⇒ (2) + 7 = 9
DC 12 Occultism: 1d20 + 7 ⇒ (3) + 7 = 10
"We have no intention whatsoever of attacking you, good sir!" Mutaq begins once he has gotten over his surprise at encountering the sphinx. "However, we do wish to return that puzzle box you possess to its rightful owner. Perhaps we could accept one of your riddles in exchange for its return?"
Diplomacy: 1d20 + 3 ⇒ (15) + 3 = 18

GM Nefreet |

The Sphinx arches an eyebrow.
"How rare it is to find a silver tongue in the desert. You impress me. But what of your companions? Are they truly worthy of such an exchange?"
That counts as 1 success. Everyone else can attempt their own check from the following list:
Diplomacy (Make an Impression)
Lore (to conduct a civil conversation)
Deception or Performance (to use tricky language and wordplay)
Cooking Lore or Survival (to spice up what remains of the camel)
Athletics, Crafting, or Survival (to erect a more spacious pavilion using the abandoned tents)
Thievery or Crafting (to show how to unlock the puzzle box)
You can gain a +1 circumstance bonus if you phrase your response as a riddle.

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Trig thinks for a second, "Hmm..."
He steps up, "Oh mighty sphynx, perhaps we could at least entertain you with a couple riddles of our own and in exchange we'll leave things be and head out with just the mere box as our reward. You get dinner and a bit of a show and we get what we want."
"Here, I'll go first. What walks by four during the day, hoards water at night and is red all over?"
Survival + Riddle: 1d20 + 7 + 1 ⇒ (3) + 7 + 1 = 11
Survival + Riddle Reroll dangit: 1d20 + 7 + 1 ⇒ (2) + 7 + 1 = 10
son of a...

GM Nefreet |

Trig simply can't contain his excitement at his tricky riddle and accidentally drops the bottle of paprika while the sphinx is busy pondering the answer. He grins wryly, "I like the way gnomes think."

GM Nefreet |

"Ah, yes," the sphinx stretches out under the shade of the pavilion. "You have increased my mood, and for that, you have earned one clue, if you so need it, to solve my riddle."
He clears his throat, and then speaks in an ominous, otherworldly voice that seems to echo in your immediate vicinity:
"I have a name that’s not mine,
And no one cares about me in their prime.
People cry at my sight,
And lie by me all day and night.
What am I?"

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Trig shrugs, "Seems about right. Fits most of the riddle pretty well."

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"Fits the middle two lines well enough, at least..." Mutaq rubs his chin as he ponders possibilities. "And I can't think of anything better. Never been much good at riddles, I must admit. Can you give us your clue before we settle on an answer?"

GM Nefreet |

The sphinx puffs his chest with pride at your struggle.
"Death is most certainly a prelude to the answer."

GM Nefreet |

The sphinx inhales deeply and rumbles out a lion-sized purr.
"You have solved Zandyk's riddle! Well done. And as promised, here is your keepsake," he says as he hands Chupko the puzzlebox. And with your transaction complete, he crouches and leaps into the air, spreading his wings wide. As he flies off, he calls back to you, "I expect you to visit me some day at the Magaambya! HAHAHAHA!!"
Back in town, Tidbit Wizelboom dutifully rewards you and is overjoyed that you were able to recover her puzzle box. "Here.. I'll share a little secret with you. I didn't LIE when I told you my grandmother's letters were inside. I just didn't tell you the whole truth." She clicks a couple buttons, twists, and a folded map drops out of a secret compartment.
“She said it's a treasure map, but I never dared seek it out. Since you've helped me so selflessly, I think you should have it! Feel free to follow its directions and seek out new adventures!"
Bounty Completed ^_^

GM Nefreet |

Commencing B-05: Witch's Winter Holiday
After several successful bounties under your belt your group decides it's time for a vacation! And what better place to recoup and get away from it all than Scallion’s Wrap, a small hamlet nestled between the Hollow Hills and the Fangwood in the nation of Nirmathas, in the Eye of Dread region. It's Winter Week! A holiday period of community celebration and feasting.
Mutaq: 1d20 + 7 ⇒ (15) + 7 = 22
Legend has it that 70 years ago, a pack of wolves raided the sleepy village, dragging off many of its sheep and trampling its crops along the way. With their food stores devastated, the village called off their harvest festival. But the region's halfling witch brought the town together by boasting she could make enough “rock stew” to feed them all! One by one she persuaded everyone in the area to contribute ingredients to her magic cauldron, and then drove off the wolves using an eponymous “magic rock”. Thus, through cooperation and perseverance (and likely a little trickery), the stew had enough meat, potatoes, carrots and wild scallions (from which the village gets its name) to feed everyone! Now, every Winter Week, tradition dictates that the witch of Scallion’s Wrap should lead the village in making rock stew for the holiday. And, whoever finds the magic rock in the bottom of their bowl is said to be blessed with good fortune for the coming year!
But things are quiet as you descend the snowy road into Scallion's Wrap. Just as you're beginning to wonder whether you've arrived at the right location a halfling woman with a large golden wolfhound places herself before you with a glint in her eye.
“I don’t suppose you’re looking for any work, by chance?!” she asks, not giving you much time to respond, “Great! I have just the task for you. Doesn’t pay much, but you’ll get full bellies and a place to stay, along with the joy of helping an old woman!” She holds up a small cobble stone with great reverence and a slightly crooked facial expression. “My name is Kupyn Baro! Me and my pup Darb (Darb looks quite old) need help to make this rock into a stew that will feed our village.”

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The Tengu is happy to enjoy a vacation for once they have one. But when the halfling woman comes in front of them he's sure that something will happen to take down this holiday. What a shame. And still: 'it doesn't pay much'. And she dares to asks them at all? That shouldn't be possible.
How much does it pay?
Because he's kind but the people need not to exaggerate. Otherwise one will come one day to ask for service saying he won't pay anything at all. Where goes the world?
You know it's because of the tax administration. We can't work for free. Otherwise it would be dark work. That's not good for us.

GM Nefreet |

She blinks. "I.. Umm.. It'll be worth your while! I guarantee it!"
She goes on to tell you the tale of her great-grandmother, Tulyn, and then teaches you the song, 'Rock Stew for me, Rock Stew for you!'
"I can get the mutton myself. I just need you to grab the other ingredients!"
She gives you the directions to three locations to investigate:
• Carrots and celery from Farmer Greetle’s farm
• A bag of deep root potatoes grown by the dwarves at the foot of the Hollow Hills
• A bundle of scallions from the brownies who tend them in the grove just north of the village
"Once you're all ready, bring the ingredients to my house in the center of town.. You'll be able to recognize it by the big cauldron out front! It's my family’s special magic cauldron, with the power to multiply whatever we put into it! Oh, and, it’s best to ask all those people nicely.. It’s Winter Week, after all. It wouldn’t do to offend anyone."

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Incredible... That's really incredible... A woman is hiring 4 men to do... shopping.
We're in vacation. So certainly not here to offend anyone. But what kind of potatoes do you want? The ones for mashed potatoes or more for gratin, or more roasting?
He lived once with a woman and he was always told to take these ones instead of these ones. So now be careful.
And how many scallions should we bring back? A bundle isn't precise. And do you prefer bio vegetables or the best price-quality?
Finally: And to buy all these do we get a purse?

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Trig rubs his hands together, ”Magic stones and cauldron? I’m in!”
He thinks a bit, ”Potatoes first, they are the most shelf stable.”

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Mutaq's enthusiasm for this task is limited, but he is not one to turn down an earnest request for help. "I can't say this is the most appropriate use of my talents, but I suppose I can assist you," he tells Kupyn.
Nodding at Trig's suggestion, he declares, "To the Hollow Hills!"

GM Nefreet |

"But what kind of potatoes do you want?"
“The kind that's best for a stew! The dwarves will know! Every month I give their head miner, Jaget Steim, a tincture to help with aching joints. Only this month... well, my own joints were aching and I didn’t make enough for more than one person. If you could help Jaget out somehow, it’d go a long way toward making things right.”
And how many scallions should we bring back?
“Just five should do! Those Brownies're tricksy, though. I caught them knotting my Darb’s hair as a joke... and I may have lost my temper with them. It’ll go better if someone else asked. Might be good to bring Darb with you, too. Those brownies love him.”
And do you prefer bio vegetables or the best price-quality?
“Whatever's free! Stingy old Greetle tried to charge me last time! Don’t know why; always gave them to me free before! If I set foot on his farm again and see his smug face, I don’t know that I could control my temper!”
And to buy all these do we get a purse?
She mysteriously produces 3 satchels from seemingly nowhere and hands them to you with the biggest of smiles.
Since the errata, "containers" such as sacks and belt pouches are now always free, and of negligible bulk, so every character should always carry at least 50 ^_^

GM Nefreet |

The small mining compound sits just at the foot of the nearby Hollow Hills and is easy to locate. Several dwarves sit outside eating lunch. Hanging above the entrance is a sign reading “Steim Mine: Our Roots Run Deep.”
At the head of the table sits a venerable dwarf with a flowing white beard spilling over his mining leathers, well-kempt and free of any dirt. He looks up at your approach and greets you.
“Hullo derr. Here f'ore? Er p'taters? If'n the former, you’rin luck! Fine croppuh rocks. If'n the latter... 'ere might be a problem. Got'em sets aside fer Kupyn Baro, but shain't picked 'em up, yet.”

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Trig hums and mumbles the song he heard while moving through town, "rock stew for youuuu, rock stew for meeeeee."
The gnome is dressed a bit differently today. Not that differently from usual though, still all black with some white accents. But it's what his outfit is made of that is interesting. It appears he literally bought forty or fifty solid black belt pouches with white zippers and stitched them all together into some sort of avant garde oddity. He seems to have some issues finding things though.
Looking up as the dwarves address him, "Oh, we were sent by a nice lady to pick up her "taters". I'm assuming that was Kupyn. It was for the big festival, rock stew and all that jazz." He throws jazz hands at the end to emphasize his point. He's sure the dwarves will recognize and be thrilled by his skills.