TEXT: By Letterio Mammoliti
  Fishing in Anthusis
  Bounty: 9 
  Level: 1
  Second Edition
  
  Paizo Inc.
  7120 185th Ave NE Ste 120
  Redmond, WA 98052-0577
  paizo.com
  HOW TO PLAY
  PLAY TIME: 1–1.5 HOURS
  LEVEL: 1
  PLAYERS: 3–6
  Sanctioned for use with:
  Campaign Home Page: pathfindersociety.club
  Books: Pathfinder Core Rulebook and Pathfinder Bestiary 2
  Maps: Pathfinder Flip-Mat: Docks
  Online Resource: Pathfinder Reference Document at paizo.com/prd
  Table of Contents
  GM Resources
  Summary
  Fishing in Anthusis
  Adventure  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 3
  Appendix: Game Aids  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 9
  Organized Play  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .11
  AUTHOR
  Letterio Mammoliti
  DEVELOPMENT LEAD
  Mike Kimmel
  DESIGN LEAD
  Mark Seifter
  EDITING LEAD
  Kieran Newton
  EDITOR
  Patrick Hurley and Kieran Newton
  COVER ARTIST
  Sebastian Rodriguez
  INTERIOR ARTIST
  Samuel Azeredo and Sebastian Rodriguez
  CARTOGRAPHER
  Jason Engle
  GRAPHIC DESIGN
  Tony Barnett
  ORGANIZED PLAY MANAGING DEVELOPER
  Linda Zayas-Palmer
  ORGANIZED PLAY MANAGER
  Tonya Woldridge
  CREATIVE DIRECTOR
  James Jacobs
  DIRECTOR OF GAME DEVELOPMENT
  Adam Daigle
  PUBLISHER
  Erik Mona
  In Anthusis, the capital of the recently liberated nation of Vidrian, the PCs join the 
  Silverscales Tournament, a fishing competition that the city hosts to ease tensions 
  between its Mwangi population and the former colonists. Throughout the tournament, 
  the PCs pit their skills against rival twins and their crews while dealing with various 
  unexpected complications. When one twin’s magical bait malfunctions, the PCs must 
  face dangerous giant crabs if they hope to survive and claim the prize!
  
  3
  Pathfinder Bounty
  Fishing in Anthusis
  By Letterio Mammoliti
  This adventure takes place in Anthusis, capital of Vidrian in 
  the Mwangi Expanse. More details can be found on pages 
  91–92 of Pathfinder Lost Omens World Guide and pages 
  274–287 of Pathfinder Lost Omens The Mwangi Expanse.
  Where on Golarion?
  Fishing in Anthusis
  Adventure Background
  The small city of Anthusis was known as Eleder until 
  the local Mwangi population overthrew their colonial 
  overlords in the Vidric Revolution. Since then, the 
  people of Anthusis have worked hard to maintain the 
  peace, but tension remains between the descendants 
  of the region’s original Mwangi inhabitants, the 
  descendants of old Chelaxian colonial forces, modern 
  Chelaxian colonists who remained after the revolution, 
  and visitors from other nations.
  To help ease tensions in the city, the Vidric Council 
  hosts a regular competition in Desperation Bay. The 
  Silverscales Tournament calls citizens and adventurers 
  alike to participate in a competition to catch silver 
  trout, with rewards based on the quantity and quality 
  of catches as well as entertainment value and style. 
  This year, however, the ongoing friendly contest 
  between two siblings is about to get out of hand.
  The competitive twins Deka (N female human sailor) 
  and Demed (N male human apprentice inventor) 
  consider the tournament the perfect arena for their 
  ongoing fishing rivalry. Their tournament records are 
  currently tied, each with two victories under their belt. 
  Demed firmly believes that he has the upper hand, as 
  he plans to use a very special bait: the capstone gem 
  from a staff of enchantment. Unbeknownst to Demed, 
  the cracked gem’s power has become unpredictable, 
  and his attempt to ensure victory is about to have 
  dangerous consequences for the competitors and 
  onlookers alike!
  Getting Started
  This adventure assumes the PCs have recently arrived 
  in Anthusis. The Broad Captain Inn is 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.
  Shortly after the PCs arrive, two people walk up to 
  the board to read a prominently displayed scroll. Read 
  or paraphrase the following.
  A tall Mwangi woman with dark hair and a red headband lets 
  out a booming laugh.
  “Think you can do better this time, Demed?”
  “Better than you and your crew? Certainly!” retorts a 
  slender Mwangi man, who pulls out a notebook as he walks 
  to his seat.
  The woman snorts derisively before joining him at a table. 
  “If you can avoid falling into the water, that would already 
  be an improvement.”
  “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.”
  The siblings smile widely at each other, a fierce love for 
  competition burning brightly in their eyes.
  If the PCs investigate the bulletin board, they notice an 
  announcement featuring a fish jumping out of the water. 
  Share Handout: Tournament Announcement with them.
  The PCs can ask the twins about the tournament. 
  The siblings explain that they participated in the 
  VIDRIAN
  VIDRIAN
  •Anthusis
  •Anthusis
  
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  Fishing in Anthusis
  last four tournaments and are currently tied at two 
  victories apiece. Unless interrupted, they regale the 
  party with an account of the last tournament. 
  Demed took the early lead thanks to one 
  of his elaborate contraptions, but it soon 
  malfunctioned. Deka laughs as she recounts 
  the device sending Demed’s entire crew 
  flying into the sea.
  The twins love the Silverscales Tournament 
  because its performative aspect encourages 
  contestants to impress the judges by embodying 
  the core values of the Vidric Revolution: 
  dedication, 
  bravery, 
  ingenuity, 
  and 
  collaboration. Any PC who succeeds 
  at a DC 15 Society check or a DC 
  13 Fishing Lore or Anthusis Lore 
  check confirms what the twins say 
  and also knows that the waters 
  around Anthusis teem with all 
  kinds of sea life, giving competitors 
  ample opportunities to show off to 
  the crowd.
  A PC can attempt a DC 15 Diplomacy check to Make 
  an Impression on either of the twins, whose attitudes 
  are initially indifferent. Boasting and feats of strength 
  impress Deka, while Demed prefers to talk about alchemy, 
  technology, and clever ideas. If the PC discusses one of 
  those topics with them before attempting the check, 
  reduce the DC by 2. A PC can also buy Deka or Demed a 
  drink or snack from a nearby vendor for 2 cp, improving 
  their attitude by one step.
  After a short while, Deka and Demed move to join a 
  crowd of people heading toward the Lower Harbor for 
  the tournament. They wave for the PCs to follow, and 
  the innkeeper ushers them out as well, seeming just as 
  impatient to join the throng.
  HERO POINTS
  As the PCs head out, remind them that they each have 1 
  Hero Point available.
  The Silverscales Tournament
  The journey from the inn to the Lower Harbor takes 
  two hours due to the crowds converging along the rocky 
  cliffside path leading down to the harbor. Once they 
  arrive at the docks, the PCs can make their 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. By the time the PCs arrive, 
  the contest only has room for one more team, so the PCs 
  must participate in the event together and can’t split into 
  multiple teams.
  FINDING A FISHING SPOT
  Read or paraphrase the following text as the PCs 
  approach the docks.
  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!”
  The PCs have multiple options to secure a good spot 
  for the tournament. To do so, they must attempt a skill 
  check to rush to a spot before the other contestants claim 
  it (using Athletics or Acrobatics), ask Deka or Demed 
  for help (using Diplomacy to make a Request, but only 
  if either of them is at least friendly), or rely on their 
  knowledge of fishing (using Nature, Survival, or Fishing 
  Lore). The DC for each of these checks is 16, unless a PC 
  is using Fishing Lore, in which case the DC is 14. If at 
  least two PCs succeed at their checks (or three PCs in a 
  group of five or more), the group finds an ideal fishing 
  spot, reducing the DCs to earn Tournament Points by 1 
  during each fishing round (see Running the Tournament 
  below). If at least one PC succeeds, they find an average 
  spot; the DCs to earn Tournament Points are unaffected. 
  If none of the PCs succeed, they find a suboptimal spot, 
  increasing the DCs to earn Tournament Points by 1 
  during each fishing round.
  RUNNING THE TOURNAMENT
  The tournament plays out over the course of four rounds, 
  each representing about 15 minutes of activity. During 
  every round, each PC can attempt a single DC 15 skill 
  check to contribute to the team’s success (DC 13 for PCs 
  using Fishing Lore). The GM should allow players to 
  earn Tournament Points by doing more than just fishing. 
  Deka
  
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  For instance, a PC can distract other competitors with 
  a Deception check or impress the judges with 
  a Performance check. A PC that succeeds 
  at a Stealth check can grab fish without 
  disturbing the waters, while those with 
  Crafting, Fishing Lore, or Survival 
  can use improvised traps or baits 
  throughout the competition. The GM 
  should encourage creative solutions 
  and reward especially clever ideas or 
  descriptions with a +1 circumstance 
  bonus to the PC’s check.
  The crowd—and the judges—are 
  looking for entertainment as much as a 
  display of fishing skill, growing bored 
  if the PCs attempt the same check 
  multiple rounds in a row. If a PC 
  attempts the same skill check they 
  attempted in the previous round, 
  they receive a –2 circumstance 
  penalty to the check.
  Use the following results for every check a PC makes 
  during each tournament round, keeping track of how 
  many Tournament Points the PCs earn as a group.
  Critical Success The PC earns 2 Tournament Points for the team.
  Success The PC earns 1 Tournament Point for the team.
  Critical Failure The PC loses 1 Tournament Point for the team.
  Complications: In addition to the flurry of fishing 
  activity, most rounds have some kind of complication 
  that allows the PCs to make a check to earn Tournament 
  Points. Any such checks are in addition to their regular 
  attempts, as described above.
  Deka and Demed: The twins stand out in the 
  competition. While Deka is an accomplished angler, 
  Demed’s magic bait—the malfunctioning gem from a 
  staff of enchantment—is extremely effective. Deka’s 
  crew earns 2 Tournament Points each round, or 3 
  Tournament Points each round for a group of 5 or more 
  PCs. Demed’s crew earns 3 Tournament Points each 
  round, or 4 Tournament Points each round for a group 
  of 5 or more PCs.
  ROUND 1: LINESNAPPER
  At the beginning of the round, the PCs can attempt their 
  skill checks to earn Tournament Points as described in 
  Running the Tournament above.
  Read or paraphrase the following text after the PCs 
  attempt their checks for the first round.
  “Deka, your lines!” shouts Demed.
  Four lines snap in quick succession, causing those nearby 
  to yell in surprise and frustration. While the crew hurries 
  to pull the remaining line, Deka points at a dark shadow in 
  the water.
  The shadow belongs to Linesnapper, a young tiger 
  shark that has been attracted to the tournament by the 
  large concentration of fish. One PC can attempt a DC 
  14 Athletics check to catch Linesnapper.
  Critical Success The PC effortlessly catches Linesnapper. The 
  PC earns 2 Tournament Points for their stylish bravery.
  Success The PC catches Linesnapper. The PC earns 1 
  Tournament Point for the biggest catch.
  Failure The PC misses, and Linesnapper swims away, but not 
  before breaking another line and swallowing a sizeable 
  fish.
  Critical Failure Linesnapper unbalances the PC before 
  swimming away. The PC must succeed at a DC 14 Reflex 
  save to Grab an Edge or fall into the water and lose 1 
  Tournament Point for being reckless.
  Some PCs may wish to attack the fish using 
  their weapons or spells. If so, allow the PCs to 
  make attack rolls instead of skill checks. Use 
  the same rules and DCs as those outlined 
  for skill checks to determine the number of 
  Tournament Points earned. Some combat 
  tactics are less effective when attacking 
  creatures that are underwater. Inform the 
  players of the relevant mechanics if they 
  suggest the tactics below.
  Piercing 
  weapons: 
  Piercing 
  weapons are the best choice 
  for 
  attacking 
  underwater 
  creatures. PCs who use melee 
  or 
  ranged 
  piercing 
  weapons 
  take no penalties. While ranged 
  piercing weapons don’t travel 
  as effectively underwater as in air, the fish are close 
  enough to the surface that the PCs don’t need to worry 
  about this effect.
  Slashing and bludgeoning weapons: These weapons 
  aren’t ideal for use underwater. PCs take a –2 
  circumstance penalty to melee slashing or bludgeoning 
  attacks that pass through water. Ranged attacks that 
  deal bludgeoning or slashing damage automatically 
  miss underwater targets; the PCs can’t use these 
  attacks to catch fish.
  Acid and fire: Creatures underwater gain resistance 
  5 to acid and fire.
  Can I Attack the Fish?
  Demed
  
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  Fishing in Anthusis
  ROUND 2: BROKEN LINES
  Read or paraphrase the following at the beginning of the 
  second round.
  Deka curses her luck, inspecting the damage. “Almost all 
  of our lines snapped, and we’re out of spares,” she growls. 
  With an angry sigh, she grabs her grappling hook and 
  nods to the robust Chelaxian man holding the team’s only 
  remaining line.
  “Never give up, right?” asks the man with a grin.
  “Never give up,” agrees Deka, hoisting her grappling hook.
  All PCs can attempt to help in this situation. A PC 
  who wishes to help Deka can attempt a DC 13 Crafting 
  check to Repair the lines or a DC 16 Diplomacy check to 
  convince other participants and bystanders to pitch in. If 
  Demed’s attitude is friendly, he’s the first to offer his lines, 
  reducing the DC of the check by 2.
  Critical Success Deka can compete again thanks to the 
  PC’s generous conduct, which impresses the judges and 
  bystanders. The PC earns 2 Tournament Points .
  Success Thanks to the PCs, the tournament resumes quicker 
  than expected. The PC earns 1 Tournament Point.
  Critical Failure The other participants think that the PC is 
  trying to sabotage them or distract them. The PC loses 1 
  Tournament Point for the team.
  Following these checks to assist Deka, each PC can 
  make their checks to earn Tournament Points for the 
  second round, as described in Running the Tournament 
  on page 4.
  ROUND 3: CRAB ATTACK!
  At the beginning of the round, the PCs can attempt their 
  skill checks to earn Tournament Points.
  Following these checks, Demed’s malfunctioning 
  magical bait incites a sudden attack by Desperation 
  Bay’s crab population, including multiple crabs that are 
  much larger than the others; proceed to Encounter A 
  below.
  A. THE DOCKS 
  MODERATE 1
  As the third round comes to a close, read or paraphrase 
  the following text.
  “Ten more!” shouts Demed.
  “It’s not over until the fish are counted,” grumbles Deka as 
  she hoists another catch into her half-full basket.
  “Might as well be! You have no hope to catch up,” replies 
  Demed as fish start jumping from the water directly into his 
  overflowing basket.
  A PC who succeeds at a DC 15 Arcana, Nature, or 
  Occultism check to Identify Magic realizes that Demed’s 
  bait is charming the fish, but that their behavior is 
  becoming erratic—the magic is either quite powerful or 
  unstable. Use the map on page 7 for this encounter.
  Creatures: Two massive crabs have wandered close to 
  the shore, lured by the bait’s magic. The crabs are just 
  hungry; once a crab is reduced to 4 Hit Points or fewer, 
  it adopts a fearful posture, makes no further attacks, and 
  spends all of its actions to flee.
  CHARMED CRABS (2) 
  CREATURE 1
  UNCOMMON
  N
  MEDIUM
  ANIMAL
  AQUATIC
  Perception +7; darkvision
  Skills Acrobatics +7, Athletics +6, Stealth +7
  Str +3, Dex +4, Con +1, Int –4, Wis +2, Cha –3
  AC 17; Fort +6, Ref +9, Will +7
  HP 16; Resistances physical 2 (except bludgeoning)
  Vulnerable to Prone If a creature critically succeeds at a 
  check to Trip the giant crab, the crab is flipped over onto 
  its back in addition to the usual effects. A giant crab flipped 
  onto its back has a particularly hard time defending itself; 
  instead of taking the normal –2 circumstance penalty to 
  AC for being flat-footed, it takes a –4 circumstance penalty 
  to AC.
  Scuttle � Trigger A creature that the giant crab can see 
  targets the crab with an attack; Effect The giant crab 
  scuttles to the side and gains a +2 circumstance bonus to 
  AC against the triggering attack. After the attack resolves, 
  the crab can Stride up to its speed in a straight line as part 
  of the reaction.
  Speed 25 feet, swim 15 feet
  Melee � claw +10, Damage 1d6+3 slashing plus Grab
  Constrict � 1d4+3 bludgeoning, DC 17
  Development: Several judges approach once the 
  PCs handle the crab threat. If the PCs don’t point out 
  the cause of the attack to the officials, one of them 
  interrogates Demed, who comes clean under the stern 
  gaze of the judges. Deka asks that her brother be allowed 
   to continue in the tournament without his magic bait, but 
  To accommodate a group of more than four PCs, make 
  the following adjustments. The adjustments are not 
  cumulative.
  Five PCs: Increase each charmed crab’s Hit Points 
  by 10. The crabs flee when reduced to 6 Hit Points 
  or fewer.
  Six PCs: Add one additional charmed crab to the 
  encounter.
  Scaling Encounter A
  
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  Fishing in Anthusis
  C = Charmed Crab
  C = Charmed Crab
  1 square = 5 feet
  1 square = 5 feet
  C
  PCs start here
  PCs start here
  C
  Pathfinder Flip-Mat: Docks
  Pathfinder Flip-Mat: Docks
  A. The Docks
  A. The Docks
  
  8
  Pathfinder Bounty
  Fishing in Anthusis
  since Demed’s actions endangered other participants, the 
  judges are inclined to disqualify him. A PC can advocate 
  on Demed’s behalf with a successful DC 17 Diplomacy 
  check, or explain that the magic’s harm was the result of 
  a malfunction rather than malice with a successful DC 
  15 Arcana, Nature, or Occultism check. On a success, 
  the judges allow Demed to remain in the competition but 
  eliminate most of his catches, reducing him to a total of 
  2 Tournament Points. The PC earns 1 Tournament Point 
  for advocating for fairness. On a critical success, the 
  judges also award the PC with half of Demed’s catches 
  for the round; the PC instead earns 2 Tournament Points.
  ROUND 4: FINAL CATCH
  Regardless of the judges’ decision about Demed, the 
  PCs can participate in the fourth and final round to 
  accumulate more Tournament Points. If the PCs and 
  Deka are still tied by the end of this round, the judges 
  declare the PCs the winners for showing “incredible 
  courage and skill throughout the competition” and for 
  defeating the crabs that threatened the participants.
  Development: Once the PCs complete the final round, 
  the twins approach them. Deka and Demed are deeply 
  grateful for and impressed by the PCs’ actions during the 
  event. If the PCs inquire about the bait, Demed hands the 
  cracked gem to the PCs. He sketches a map to a secluded 
  cave on Smuggler’s Shiv, a small island in Desperation 
  Bay infamous for its reefs and dangerous currents, where 
  he found the gem. The PCs are free to look for the cave 
  or seek out new adventures elsewhere. 
  Conclusion
  The judges reward the PCs with 4 gp each for their 
  help with the crabs and for their participation in the 
  tournament. Deka comes in first unless the PCs defeat 
  her final score of 8 Tournament Points (or 12 for groups 
  of 5 or more PCs). The next best NPC competitor is a 
  Chelaxian woman named Arina, with 6 Tournament 
  Points (or 9 for groups of 5 or more PCs). If Demed 
  wasn’t disqualified, his final score is 5 Tournament 
  Points (or 6 for groups of 5 or more PCs). If the PCs are 
  crowned the winners of the tournament, they also earn 
  the title of Silver Sovereigns, and the judges invite them 
  to defend their title during the next season’s tournament.
  OBJECTIVE
  The PCs fulfill their objective if they participate in the 
  tournament and defeat the charmed crabs. For home 
  groups, award 100 XP to your players; this includes their 
  awards for the fishing tournament and defeating the 
  crabs. Pathfinder Society GMs, see Organized Play (page 
  11) for determining appropriate rewards.
  
  9
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  Fishing in Anthusis
  Appendix: Game Aids
  Bounty Poster
  Deka
  Charmed Crab
  Demed
  
  10
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  Fishing in Anthusis
  Handout: 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! 
  
  11
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  Organized Play
  CHRONICLE SHEET
  Characters playing this scenario for Pathfinder Society 
  credit earn a Chronicle Sheet. If the PCs defeat the crabs, 
  they earn 4 gp each. Bounties do not grant Downtime.
  The Pathfinder Society Organized Play program uses a 
  version of the Slow advancement presented on page 509 
  of the Pathfinder Core Rulebook, simplified to 1 XP per 
  100 XP normally granted in core play. This adventure 
  also grants the character 1 Reputation for a faction of 
  their choice.
  
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  Fishing in Anthusis
  Event Reporting Form
  Date 
  Event Code:
  Location
  GM Org Play #:
  GM Name:
  GM Faction:
  Adventure #:
  Adventure Name:
  Reporting Codes: (check when instructed, line through all if no conditions to report)
  □ A
  □ B
  □ C
  □ D
  Fame Earned:
  Bonus Faction Goal Achieved:
  □ Yes
  □ No
  □ N/A
  Scenario-based Infamy earned?
  □ Yes
  □ No
  □ N/A
  Faction:
  Character Name:
  □ Grand Archive
  □ Envoy’s Alliance
  □ Slow Track
  □ Radiant Oath
  □ Horizon Hunters
  □ Dead
  Org Play #:
  Level
  □ Vigilant Seal
  □ Verdant Wheel
  □ Infamy
  □
  Faction:
  Character Name:
  □ Grand Archive
  □ Envoy’s Alliance
  □ Slow Track
  □ Radiant Oath
  □ Horizon Hunters
  □ Dead
  Org Play #:
  Level
  □ Vigilant Seal
  □ Verdant Wheel
  □ Infamy
  □
  Faction:
  Character Name:
  □ Grand Archive
  □ Envoy’s Alliance
  □ Slow Track
  □ Radiant Oath
  □ Horizon Hunters
  □ Dead
  Org Play #:
  Level
  □ Vigilant Seal
  □ Verdant Wheel
  □ Infamy
  □
  Faction:
  Character Name:
  □ Grand Archive
  □ Envoy’s Alliance
  □ Slow Track
  □ Radiant Oath
  □ Horizon Hunters
  □ Dead
  Org Play #:
  Level
  □ Vigilant Seal
  □ Verdant Wheel
  □ Infamy
  □
  Faction:
  Character Name:
  □ Grand Archive
  □ Envoy’s Alliance
  □ Slow Track
  □ Radiant Oath
  □ Horizon Hunters
  □ Dead
  Org Play #:
  Level
  □ Vigilant Seal
  □ Verdant Wheel
  □ Infamy
  □
  Faction:
  Character Name:
  □ Grand Archive
  □ Envoy’s Alliance
  □ Slow Track
  □ Radiant Oath
  □ Horizon Hunters
  □ Dead
  Org Play #:
  Level
  □ Vigilant Seal
  □ Verdant Wheel
  □ Infamy
  □
  -2
  -2
  -2
  -2
  -2
  -2
  -2
  
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  Fishing in Anthusis
  OPEN GAME LICENSE VERSION 1.0A
  The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 
  Wizards of the Coast, Inc (“Wizards”). All Rights Reserved.
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  Pathfinder Bounty #9: Fishing in Anthusis © 2021, Paizo Inc.; Author: Letterio Mammoliti.
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  Total GP
   
  EVENT 
  EVENT CODE 
  DATE 
  Game Master’s Signature 
  GM Organized Play #
  FOR GM ONLY
  A.K.A.
  Player Name
  Character Name
   -
  Organized Play #
  Character #
  TOTAL VALUE OF ITEMS SOLD
  Add 1/2 this value to the “Items Sold” Box
  TOTAL COST OF ITEMS BOUGHT
  Faction
  Reputation
  Faction
  Reputation
  Faction
  Reputation
  Items Sold
  GP Spent
  GP Gained
  Starting GP
  Final XP
  XP Gained
  Starting XP
  REWARDS
  2
  5FM4
  Chronicle Code
  Character Chronicle #
  Bounty #9: 
  Fishing in Anthusis
  Adventure Summary
  Purchases
  Items Sold / Conditions Gained
  Items Bought / Conditions Cleared
  Items
  Notes
  In Anthusis, the capital of the recently liberated nation of Vidrian, you joined the Silverscales Tournament. In this event, competitors 
  showed off their fishing skills, as well as their bravery, ingenuity, and solidarity with their fellows. The rival twins Deka and Demed 
  were your fiercest competition. When Demed’s magical bait malfunctioned, luring giant crabs to attack the participants, you fended 
  off the creatures and saved the day!
  
SOURCE: textdata/thevault/Pathfinder/2nd Edition/Society/PF2E - Bounty #09 Fishing in Anthusis {PZOPFB0009}.pdf