
Dungeon Master S |

Getting that close Marta feels an aura wash over her, shaking her to her bones WILL: 1d20 + 19 ⇒ (10) + 19 = 29 Marta unleashes highly trained fury upon the enemy. Her first strike barely penetrates the monster's defenses, but penetrate it does. The acid drips harmlessly, but the first clearly hurts. The chain-clad foe seems a bit shaken, but not truly afraid. The second strike also hits FORT: 1d20 + 18 ⇒ (3) + 18 = 21.
The otherworldly foe simply smiles as the pain sets into Marta as she sees her own blood, as the barbs on the devil lacerate her arms. DMG to Marta: 4d6 + 20 ⇒ (5, 1, 6, 5) + 20 = 37
Faeranduil shouts a bit more information: It is weak to holy weapons, can bring ALL its spikes to bear in a grapple and its resistances to spells is coupled with those body spikes that Marta discovered.
Medda seeks to aid the party. She advances about the room and casts a spell of healing, but can't get to Marta yet. Anok moves with her, prepping to attack.
The devil responds to Marta's attacks with a flurry of her own:
Left Claw: 1d20 + 21 ⇒ (14) + 21 = 35 for DMG: 3d8 + 10 ⇒ (8, 6, 6) + 10 = 30
Grab: 1d20 + 27 ⇒ (12) + 27 = 39 and she grabs her!
Right Claw: 1d20 + 21 ⇒ (17) + 21 = 38 for DMG: 3d8 + 10 ⇒ (1, 7, 2) + 10 = 20
Impale Damage: 4d8 + 15 ⇒ (5, 6, 1, 5) + 15 = 32
The aasimar falls the assault!
Faeranduil tries to make a quick finish of it, but the devil's resistance to spells proves too much.
Round 1:
Marta: Hit
Fade: Hit
Kellid Aid: Help
Enemy: ATK
Theritis: Go
Sue: Go
Faeranduil: Cast
Magor: Go
Mother: 66 (Shaken)

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Remember that the thing would be shaken and sickened after the second blow from Marta, reducing is saving throw by 4 and its to hit by 4. Does that make a difference? I'm hoping that the Fort save missed with a -4 added and it was stunned.

Dungeon Master S |

Indeed! She's stunned!
Round 1:
Marta: Hit
Fade: Hit
Kellid Aid: Help
Enemy: ATK
Theritis: Go
Sue: Go
Faeranduil: Cast
Magor: Go
Mother: 66 (Shaken)

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*whew!* So the total damage Marta took was 37, which was from the self inflicted spikes, right? And if stunned its AC drops by 2 and it loses its dex bonus so does the third attack hit too? (which may increase the spike damage)

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Seeing a companion fall enrages Theritis and he strikes with abandon, the tattoo on his neck glowing with righteous might.
adamantine hammer with PA to hit #1: 1d20 + 20 + 4 + 1d6 ⇒ (5) + 20 + 4 + (6) = 35
adamantine hammer with PA to hit #2: 1d20 + 20 + 4 ⇒ (2) + 20 + 4 = 26
adamantine hammer with PA to hit #3: 1d20 + 15 + 4 ⇒ (12) + 15 + 4 = 31
adamantine hammer with PA to hit #4: 1d20 + 10 + 4 ⇒ (7) + 10 + 4 = 21
adamantine damage with PA #1: 1d12 + 25 + 1d6 ⇒ (1) + 25 + (6) = 32
adamantine damage with PA #2: 1d12 + 25 + 1d6 ⇒ (2) + 25 + (2) = 29
adamantine damage with PA #3: 1d12 + 25 + 1d6 ⇒ (3) + 25 + (1) = 29
adamantine damage with PA #4: 1d12 + 25 + 1d6 ⇒ (9) + 25 + (5) = 39
free to rage, full attack with haste and teamwork with the inquisitor, swift to burn 2 rage rounds for auspicious mark on first attack
If the creature moves at all within my reach, I will use unexpected strike against it.
adamantine hammer with PA to hit: 1d20 + 20 + 4 ⇒ (12) + 20 + 4 = 36
adamantine damage with AOO: 1d12 + 25 + 1d6 ⇒ (7) + 25 + (2) = 34
left in the flanking mods, -4 to hit and the 1d6 damage goes away if not flanking with the inquisitor

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Sue somersaults into the flank with Marta and clicks her heels together above her head as she focuses her holy powers on the critter with a smite.
Swift: smite evil | Free: Boots of Speed | Full Attack
Vicious double poke : 1d20 + 21 ⇒ (9) + 21 = 30
damage+1d6 acid: 4d6 + 21 + 1d6 ⇒ (5, 1, 4, 1) + 21 + (4) = 36
Upward hand slap : 1d20 + 21 ⇒ (3) + 21 = 24
damage+1d6 acid: 4d6 + 21 + 1d6 ⇒ (4, 5, 3, 4) + 21 + (2) = 39
Hammer hand: 1d20 + 21 ⇒ (8) + 21 = 29
damage+1d6 acid: 4d6 + 21 + 1d6 ⇒ (6, 2, 2, 2) + 21 + (1) = 34
Short punch : 1d20 + 16 ⇒ (5) + 16 = 21
damage+1d6 acid: 4d6 + 21 + 1d6 ⇒ (3, 5, 5, 1) + 21 + (1) = 36
parting grab: 1d20 + 16 ⇒ (15) + 16 = 31
damage+1d6 acid: 4d6 + 21 + 1d6 ⇒ (1, 6, 5, 4) + 21 + (6) = 43
last d6 that's separate of each attack is acid. If it's evil I'm breaking DR, if not subtract 5 from attack and 11 from damage. Also if it's an evil outsider and at least 1 attack hits I'll do 11 more damage

Dungeon Master S |

Indeed again! The third strike hits, but Marta also feels more pain to the tune of DMG: 2d6 + 10 ⇒ (3, 2) + 10 = 15
Theritis and Sue double up on the stunned devil, hoping to put a quick end to it.
Theritis slams the devil again and again. After two hits from Sue, the beast screeches in agony Damage to Sue: 4d6 + 20 ⇒ (5, 4, 4, 5) + 20 = 38
Out of combat!
The kellid releases her spell on Marta as she intended CSW: 3d8 + 12 ⇒ (8, 2, 7) + 12 = 29
Everyone catches their breath as the kellids finally crack a smile. Medda expresses new respect for you and your shared hatred of evil. "Please, allow me to cure your wounds. You already know a bit about the hilt, but I'd like to speak to your leaders before more is revealed."

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Marts holds out her bleeding hands.
"Well, that was as painful as I thought it might be. Still, it could have been worse. I hate to think what it might have done had it gotten a chance to attack if that's what it can do just standing there! Fortunately it picked an auspicious location to drop and never had a chance. So, may I ask how you got trapped in this room with Mr. Spiny there?"
Marta is currently at 58/81 HP.

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★★★OVERSEER ANNOUNCEMENT★★★
The crowd of guards, onlookers, and concerned citizens outside the Blakros Museum quiets as Venture-Captain Ambrus Valsin approaches a woman clad in furs exiting the museum. "My Pathfinder agents tell me that you are Medda of the Twinhorn following, is that correct?"
"Yes, I speak for the following." Medda glares at Nigel Aldain, "I have come to reclaim what is rightfully ours. His agents stole our most sacred relic after we refused to sell it. We have traveled through dangerous lands to claim it back, and still he refused—"
"My agents claim they bought it," Nigel protests. "I’m not going to just give it to you because you stomp into my office demanding priceless artifacts."
Valsin interjects, "Nigel, let us listen to her story and decide how to proceed. Medda, tell us about this relic. Why is it so important to you?"
Medda takes a deep breath. "Over 900 years ago, a powerful warrior named Ivvora came into our camp. She spoke of an angel named Vildeis who guided her hunt for a great dark evil she called Eshimka. Several of our scouts had recently disappeared, later found ripped into pieces. The elders insisted that we help banish this evil and ensure the safety of our following. They laid a trap for the evil spirit, luring it to our sacred standing stones on the winter solstice. There, Ivvora and the great dark evil, Eshimka, fought a mighty battle that raged for hours. Just as the night was darkest, Ivvora dealt Eshimka a telling blow, digging her dagger deep into its flesh. The creature tried to escape, but it only snapped off the blade and then collapsed on the center stone. The elders finished their ritual and destroyed it completely.
"Ivvora rested with us for the winter before departing to eradicate more evil from the world, but not before leaving us the hilt of her weapon." Medda withdraws a bundle of bloody cloth from her bag, then unwraps it to reveal a small hilt with a bloody fragment of black metal. "She told us to bring the hilt back to the standing stones every year at the winter solstice to keep evil away. We’ve had to travel for so long to retrieve the hilt, I’m afraid we won’t make it back in time for the solstice. Please, let me leave now."
Ambrus Valsin contemplates Medda’s story for a moment, then nods, his brow furrowed. "Nigel, you should send for the Blakros agents who ‘obtained’ the hilt and hear what they have to say. Medda, I’m going to send as many Pathfinder agents as you deem necessary to travel with you and your following. I want to ensure we return this relic to its proper place." Nigel starts to protest, but Valsin cuts him off. "Nigel, you wanted my help; you are getting it. I’m helping you fix a mistake your agents made. As for your museum," Valsin takes a moment to survey the heavily damaged museum, "I’m told most of the damage was done by your own security, not Medda and her following.
"Pathfinders, prepare to head north to the Realm of the Mammoth Lords."
This concludes Part 1.

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Medda and Ambrus Valsin discuss long into the night how the Society might help the Twinhorn following. By the morning they have concluded that while teleportation magic might take the Kellids and Pathfinders as far as Lastwall, Medda insists that Ivvora’s hilt has lost some of its spiritual strength since being stolen. She believes the only way to restore its power is to walk the same path that Ivvora took into the Twinhorn’s land after the Shining Crusade—and that path leads straight through the Hold of Belkzen, an unforgiving land controlled by orcs!
Society mages gather to transport small groups at a time to Lastwall, and from there, the convoy of Kellids, Pathfinders, and supply wagons set off north. For all their brutal reputation, the orcs have become somewhat more welcoming of caravans at the urging of Grask Uldeth, one of the strongest orc chieftains and the ruler of the de facto capital Urgir. Those who stop at the Table of Ralock can purchase safe passage in the form of special tokens from tribal representatives. It remains to be seen whether the Pathfinders can secure enough.
@Table GMs: You have three days to run Securing Passage on page 21, but stop before running Up the Flood Road.

Dungeon Master S |

Urgir, capital of Belkzen, land of the orcs, is a dusty city composed of a discordant combination of crumbling dwarven architecture and rickety shelters. Medda has asked that everyone try and obtain tribal tokens, which allow safe passage through Belkzen and protection from the orc tribes. She has purchased as many tribal tokens as she can with gold but still needs more to have enough for her following warriors and the Pathfinders.
There are several tribal ambassadors that you can meet with and try to impress in order to win their favor. You can try these one at a time.
A bit of asking around leads you to the following information about the various ambassadors.
We don't have a lot of time IRL. Feel free to mix it up, post in character, and include a relevant skill check.
Blenta, female orc: Found in the beast pits, Blenta is trying to train a particularly independent gorthek.
Borbus male orc: Bored with Urgir, Borbus is looking for some quality entertainment that isn’t just violence. He is also in need of a strong drink;
Bukog, male orc: Though the Steel Eaters are supposed to be the best metalsmiths in all the clans, Bukog is having trouble impressing his peers.
Gekagro male orc: Sent by his Broken Spine brethren to Urgir to trade for maps and supplies, Gekgaro is having a difficult time finding a hospitable place for his tribe to camp for the winter.
Grafffa female orc: Always looking to improve herself, Graffa is training on an obstacle course of her own design. She knows that competition brings out the best in her and is looking for someone to
race.
Kardook, male orc: Kardook is in the sparing pen challenging other orcs to nonlethal combat. He hopes to learn new fighting techniques to improve his fighting style and teach his tribe.
Mirtgog, male orc rogue 5: Seeking illicit information to topple the ruling Empty Hand tribe, Mirtgog is willing to trade for information he can use against the Empty Hand and Chief Grask Uldeth.

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Knowledge (Geography): 1d20 + 14 + 2 + 2 ⇒ (20) + 14 + 2 + 2 = 38
Faeranduil approaches Gekagro while thumbing through his pathfinder chronices "I hear you have issues finding a good wintering place. You are in luck as I know just the place for you to camp. Will cost you some tribal tokens though..."

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Theritis watches Graffa for an inordinate amount of time. When she catches him, his eyes widen.
"Just admiring your form. I mean ... your technique." His greenish face darkens in a flush.
"I'm married.". he stammers. "To a lovely aasimar woman."
long pause
"Not that you're not lovely."
longer pause
"Want to race?"
raging climb: 1d20 + 14 + 3 ⇒ (16) + 14 + 3 = 33 or raging acrobatics: 1d20 + 16 + 3 ⇒ (11) + 16 + 3 = 30

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Sue, always striving for physical perfectioon meets with Graffia and will offer to race.
acrobatics?: 1d20 + 17 ⇒ (16) + 17 = 33

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Marta approaches Kardook.
[b]"I understand you are interested in the nonlethal martial arts. It just so happens that I am quite skilled in these matters, though I do augment my skills with magic. As a follower of Ragathiel I consider the ultimate victory to not just defeat my enemies, but to convert them. It's hard to do that if they are dead. What is your interest in this type of combat? Do you use unarmed combat styles or particular weapons?"[/b
She will attempt an intimidate roll to impress him, showing off her dragon and panther styles.
Intimidate: 1d20 + 29 + 2 ⇒ (20) + 29 + 2 = 51, -2 if he is not evil since the halo will have no effect.
She's never been scarier

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Fade casts Ablative Barrier and extends it on the way.
Fade will also approach Kardook and tries to show off using the flat of his blade.
NONLETHAL - Black Blade Scimitar Attack: 1d20 + 17 - 4 ⇒ (16) + 17 - 4 = 29

Dungeon Master S |

Excellent! On the road today, but will post when I'm the passenger. I will give the official results then. Meanwhile, keep up the creativity and make another round of varied attempts
-Posted with Wayfinder

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Sue meets with Kardook and shows off her bewildering combat koans.
"Must Rovagug devour himself to have eaten everything?"
bluff for bewlidering koan: 1d20 + 29 ⇒ (5) + 29 = 34

Dungeon Master S |

The party works their talents. No mere green agents, these Pathfinders are on the verge of becoming Seekers!
Faeranduil's knowledge is legendary, and he wins Gekagro over. Theritis's ability to climb garners shouts of praise and challenge, clearly winning Graffa over.
Marta is so intimidating, that she will surely go down in orcish legends as a fury from another world! Fade's assist is icing on the cake.
Sue backs up a pair of Pathfinders to cement boons of fortune!
Feel free to try to win over more.
Blenta, female orc: Found in the beast pits, Blenta is trying to train a particularly independent gorthek.
Borbus male orc: Bored with Urgir, Borbus is looking for some quality entertainment that isn’t just violence. He is also in need of a strong drink;
Bukog, male orc: Though the Steel Eaters are supposed to be the best metalsmiths in all the clans, Bukog is having trouble impressing his peers.
Gekagro male orc: Won over to the cause! Each PC gains the Nimble Moves feat until the end of the adventure.
Graffa female orc: Won over to the cause! Each PC chooses either the Acrobatic or Athletic feat and gains it for the rest of the adventure.
Kardook, male orc: Won over to the cause! Each PC can use martial flexibility as a 1st-level brawler once before the end of the adventure; if a PC already has the martial flexibility class feature, she gains 1 additional use per day for the rest of the adventure.
Mirtgog, male orc: Seeking illicit information to topple the ruling Empty Hand tribe, Mirtgog is willing to trade for information he can use against the Empty Hand and Chief Grask Uldeth.

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Knowledge (Nature): 1d20 + 14 + 2 + 2 ⇒ (5) + 14 + 2 + 2 = 23
Faeranduil walks to the beast pits and sees Blenta trying to tame the gorthek. After consulting his pathfinder chronicle he shouts towards her "They are particularly ticklish just below the right ear! If you tickle it there it will do everything for you, trust me!"
Or was that the left ear?

Dungeon Master S |

Indeed, Faeranduil's indecision leaves Blanta less than impressed.

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Marta approaches Mirtog.
"Tell you what. I don't know much about this Empty Hand group, but I do know a lot about tells and ways to detect lies. How about I follow you around and you ask a few questions of those who DO know and I can tell you whether they are lying or not?"
Marta has 10 rounds of detect lies she will make available, or, if that would be too obvious, she also has a decent sense motive skill.
Sense Motive: 1d20 + 15 + 2 ⇒ (15) + 15 + 2 = 32

Dungeon Master S |

Marta's approach is FAR too intellectual. It's going to take a demonstration of skill to win the murderous looking orc over.

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Stealth: 1d20 + 7 ⇒ (13) + 7 = 20
Fade tries to sneak up on Mirtog, trying to demonstrate different ways to stab someone from behind without them seeing.
Probably failed, but was worth a shot.

Dungeon Master S |

Indeed, Fade's attempt is so bad that the orc immediately tries to distance himself from the party.

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Sue will spend time gathering information about the Empty Hand to trade to Mirtgog.
diplomacy?: 1d20 + 13 ⇒ (3) + 13 = 16

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★★★OVERSEER ANNOUNCEMENT★★★
Having traveled for more than a week through the harsh lands of Belkzen, the Twinhorn warriors grow excited as they come within a few days’ travel of their homeland.
As the sun dips behind the Smokespur mountains, the sound of drums start to echo off the rocky canyon walls, starting slowly at first, but quickly increasing in pace. Medda turns from her lead position in the caravan and shouts “Look out! Ambush!”
The drumming continues as a boulder hurtles from the mountain and lands on the lead wagon, sending splinters flying in all directions. Clouds of dust billow off the mountainside as dozens of orcs surge from the foothills and chant to the beat of the drums. Arrows and boulders begin to rain from the slopes.
Medda calls out, “Pathfinders, someone is willing to risk Uldeth’s ire by attacking us! I need some of you to meet their vanguard, others to guard the caravan, and a third group to take out their archers.”
@Table GMs: You have 11 days to run Up the Flood Road on page 22. Encounters D, E, F, and G are now accessible, but please stop before reaching Part 3.

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Marta's approach is FAR too intellectual. It's going to take a demonstration of skill to win the murderous looking orc over.
Is it too late now? Marta was going to show him how lie detection works by ferreting some truths out of him. But it seems like things have moved on. Is that correct? Also Marta takes acrobatics over athletic.

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"Team! We have work to do. Medda, we will take care of the vanguard, there is nothing there that a few fireballs can't solve!"

Dungeon Master S |

Unfortunately it is too late, but you've got a ton of advantages now.
A quick survey of the situation looks dire. Your skills could be used in a number of places.
The sooner the pick, the better you'll be, but I don't want to leave any players behind, so I'll give you guys a bit unless there's a quick majority.

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Marta is all for going after the leaders. Who else but us could do such a thing!

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Fade concurs with Marta. The most experienced Pathfinders should be taking down leaders.

Dungeon Master S |

My apologies. To get TOO the leaders, you'll have to go through the orcs first. So frontal charge to get through the orcs to the leaders, or take the strategic high ground to get through the leaders.

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Yep. CHARGE! We have the right characters for the job.

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CHARGE!

Dungeon Master S |
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The best the Pathfinder Society has to offer charges forth bravely, lacking time to prepare. The attack is furious! A mass of orcs and their monstrous allies charges down the foothills. Remnants of an ancient dwarven outpost provide cover and an obstacle in their path; it is the most defensible position from which to confront the enemy vanguard. The orcs shout battle cries like “For the glory of Gutrattle!” and “Death to the pinkskins!” as they advance.
For every 5 that you beat the DC, you may ask for one piece of information from this list.
For every 5 that you beat the DC, you may ask for one piece of information from this list.
For every 5 that you beat the DC, you may ask for one piece of information from this list.
Horde!: 1d20 + 7 ⇒ (2) + 7 = 9
Fade: 1d20 + 5 ⇒ (3) + 5 = 8
Magor: 1d20 + 2 ⇒ (12) + 2 = 14
Marta: 1d20 + 12 ⇒ (14) + 12 = 26
Sue: 1d20 + 4 ⇒ (7) + 4 = 11
Faeranduil: 1d20 + 4 ⇒ (9) + 4 = 13
Theritis: 1d20 + 5 ⇒ (8) + 5 = 13

Dungeon Master S |

Round 1:
Marta: Go
Magor: Go
Theritis: Go
Faeranduil: Go
Sue: Go
Horde!: TBD
Fade: TBD

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"Who you calling a pink skin?"
Theritis tries to kneecap the beast before it moves.
greatsword with PA to hit: 1d20 + 20 + 2 ⇒ (7) + 20 + 2 = 29
greatsword damage with PA: 2d6 + 25 ⇒ (1, 2) + 25 = 28
rage and charge with cold iron great-sword vs the beast = AC 25 this round

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"Theritis!! Wait!"
Faeranduil tosses 2 fireballs into the vanguard, while making sure he does not hit his fellow pathfinder.
Quickenend Intensified: 13d6 + 5 ⇒ (1, 2, 1, 6, 2, 6, 6, 3, 1, 4, 5, 4, 4) + 5 = 50
Intensified Empowered: 13d6 + 5 ⇒ (4, 3, 3, 2, 2, 2, 5, 3, 5, 5, 2, 5, 3) + 5 = 49 71 damage
both DC 23
Knowledge (Nature): 1d20 + 15 ⇒ (17) + 15 = 32
Knowledge (Local): 1d20 + 24 ⇒ (20) + 24 = 44
Knowledge (Local): 1d20 + 24 ⇒ (18) + 24 = 42
resistance, immunities, weaknesses, special attacks, special defenses in that order. I will adjust the elemental damage type of my fireballs if that is better. If I know someone has spell resistance I will add piercing to the second fireball

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know nature: 1d20 + 7 ⇒ (7) + 7 = 14
know local: 1d20 + 7 ⇒ (9) + 7 = 16
know local: 1d20 + 7 ⇒ (4) + 7 = 11
Sue Hustles up with a double move to catch up with Theritis.
+2 AC while adjacent to 2 or more enemies and not adjacent to any allies. That's also a full double move for me so even if everything gets roasted I'll still go there.

Dungeon Master S |

Theritis rushes in, heedless of the danger. He strikes the Gorthek solidly. the beast has a massive tolerance for pain, and looks like it has plenty of fight left.
Faeranduil fires off a pair of immensely powerful fireballs!
Knowledge checks are moot at this point. You know that orcs fight well past the point others would fall. There's little else relevent :-)
Quickened Intensified
Gorthek Red: 1d20 + 5 ⇒ (5) + 5 = 10
Gorthek Blue: 1d20 + 5 ⇒ (8) + 5 = 13
Gorthek Green: 1d20 + 5 ⇒ (8) + 5 = 13
Orc White: 1d20 + 6 ⇒ (19) + 6 = 25
Orc Black: 1d20 + 6 ⇒ (4) + 6 = 10
Orc Leader: 1d20 + 6 ⇒ (11) + 6 = 17
Intensified Empowered
Gorthek Red: 1d20 + 5 ⇒ (2) + 5 = 7
Gorthek Blue: 1d20 + 5 ⇒ (13) + 5 = 18
Gorthek Green: 1d20 + 5 ⇒ (4) + 5 = 9
Orc White: 1d20 + 6 ⇒ (6) + 6 = 12
Orc Black: 1d20 + 6 ⇒ (9) + 6 = 15
Orc Leader: 1d20 + 6 ⇒ (20) + 6 = 26
When the fire settles, nearly every orc lies dead. The Gorthak corpses smoking. Only the leader, and even then barely, still stands!
Round 1:
Marta: Go
Magor: Go
Theritis: Hit
Faeranduil: KILL WITH POWER
Sue: Go
Horde!: TBD
Fade: TBD
Purple: 95

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My apologies GM
"And that is how you solve an orc charge. Did I tell you about that time when some hill giants attacked me and my team?"

Dungeon Master S |

Don't apologize for kicking a$$, that's what you trained for!

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Sue charges forward!
unarmed strike: 1d20 + 18 ⇒ (11) + 18 = 29
damage+1d6 acid: 4d6 + 6 + 6 + 1d6 ⇒ (4, 1, 6, 5) + 6 + 6 + (6) = 34
vicious feedback: 1d6 ⇒ 5

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Marta is unable to match the surprising speed of the deceivingly tiny halfling, and only makes it 60' up the slope. She is able to activate Dragon Style (free action) and a bane vs. orcs, though she is thinking that it may not matter.
Question: Is this rough terrain or is there any penalty for moving up the slope?