Untir Jonrot 
                
                
                
                
                  
                
                
              
              
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True, so it is your call whether this works or not. Pythagoras works quite well for 2-dimensions (with 2nd diagonal treated as 2 squares) so that's what I usually fall back on for 3-dimensions.
Untir gestures to the ground under the driver and sends his spirits diving under her. Almost immediately, two ghostly chains burst forth to snake around her.
barbed chains vs CMD: 1d20 + 8 ⇒ (5) + 8 = 13
barbed chains vs CMD: 1d20 + 8 ⇒ (13) + 8 = 21
If either hit, subject is tripped. Not sure if she stays on the sled or not though. Also, will save DC16 or shaken for 1d4 ⇒ 3 rounds
              
                
                
                   
                
                
                   Roudantaimi 
                
                
                
                
                  
                
                
              
              
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"Do we really need to go so fast, Jarret!" Roudantaimi shouts to the kitsune, his voice stuttering with each bump the sled hits.
Still, a shootout in a high-speed sled is pretty much fun, even if actually hitting anything is next to impossible. The gnome loads a new bullet into the pistol and fires another shot at the spellcasting woman.
move action: reload, std: attack
+1 pistol, PBS, smite, distance: 1d20 + 9 + 1 + 5 - 8 - 2 ⇒ (17) + 9 + 1 + 5 - 8 - 2 = 22
damage: 1d6 + 1 + 1 + 4 ⇒ (3) + 1 + 1 + 4 = 9
I counted the shot from 2nd range increment, so it's not a touch attack.
              
                
                
                   
                
                
                   Jarrett Drendar 
                
                
                
                
                  
                
                
              
              
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"But I thought fast was good? Ok, doggies, don't hit that sled!"
Handle Animal to Avoid Sled: 1d20 + 12 ⇒ (9) + 12 = 21
Handle Animal to Avoid Flipping: 1d20 + 12 ⇒ (11) + 12 = 23
"Oh no! We're passing them by! Slow down doggies!"
Handle Animal to Slow: 1d20 + 12 ⇒ (3) + 12 = 15
| GM Hawthwile | 
I was going to remind Untir that he needs to make concentration checks to cast while driving, but then I realized I forgot to roll a concentration check for the gray woman - so I can't really fault anyone for forgetting stuff.
Gray Concentration vs DC 17: 1d20 + 6 ⇒ (15) + 6 = 21
Untir Concentration vs DC 16: 1d20 + 10 ⇒ (4) + 10 = 14
So it looks like Gray got her spell off, but Untir didn't. Darn.
More blood stains the pristine snow as the woman in gray falls limply to the ground. Untir tries to cast a spell, but between the bouncing sled and handling the dogs he can't direct the spirits accurately and they scatter momentarily before reforming around him. The cyan sled tries to avoid their companions' fate...
Handle Animal vs DC 20: 1d20 + 5 ⇒ (10) + 5 = 15
Fall damage: 2d6 ⇒ (6, 5) = 11
...but they are moving too fast and also fall off the higher path. As the Pathfinders continue down the hill, the fallen sleds are swiftly left behind.
Meanwhile, the man in maroon whistles to his allies. As the four of them surround Bremi, he grins wickedly.
Green, Flanking vs AC 27: 1d20 + 5 + 2 ⇒ (13) + 5 + 2 = 20
Piercing damage: 1d6 + 2 ⇒ (3) + 2 = 5
Orange, Flanking, Favored Enemy vs AC 27: 1d20 + 7 + 2 + 2 ⇒ (11) + 7 + 2 + 2 = 22
Slashing damage, FE: 1d6 + 1 + 2 ⇒ (6) + 1 + 2 = 9
Yellow, Flanking vs AC 27: 1d20 + 5 + 2 ⇒ (20) + 5 + 2 = 27
Piercing damage: 1d6 + 2 ⇒ (4) + 2 = 6
Crit Confirmation: 1d20 + 5 + 2 ⇒ (13) + 5 + 2 = 20
Crit damage: 3d6 + 6 ⇒ (2, 3, 5) + 6 = 16
Maroon, Flanking vs AC 27: 1d20 + 8 + 2 ⇒ (17) + 8 + 2 = 27
Silver Piercing damage, Sneak Attack: 1d6 + 2d6 ⇒ (3) + (3, 6) = 12
Bremi dodges two of the blows, but moves into a musher's pick and feels the man's rapier pierce her side.
Malek, you can make a Will save each round (DC 15) as a full-round action against the paralysis.
Bremi only has a few minutes of flight left, and is getting left further and further behind the sleds.
Round 3! Bold may act! 
Inghinn
Orange (Stopped) 
Yellow (-7, Stopped)
Untir
Maroon (-19, Stopped) 
Green (Stopped)
Bremi (-18, Flying, Stopped) 
Malek (Paralyzed 1/??) 
Red (-3, Stopped) 
Gray (-23, Unconscious)
Jarrett 
Roudantaimi
Cyan (-11)
Purple (-11)
"Road" Conditions:
- Lower Path: Sleds at high speeds (>5) must make Handle Animal DC 20 checks (as a free action) each round to prevent flipping on the ice dunes
To clarify: it is only possible to change 1 speed increment per move action.
Questions? Me too. Post them here and we'll figure this out together - hopefully before we crash and burn.
What do you do?
              
                
                
                   
                
                
                   Inghinn MacBruthe 
                
                
                
                
                  
                
                
              
              
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Inghinn curses loudly as the gray-clad woman's spell takes hold of Malek. With his paralyzed by the woman's magic, there is no one to drive the sled!
She screams for Malek to snap out of it and take the reins, "I don't know how to do this, Malek! You have to come back! We're going to lose control!" In a panic, Inghinn reaches forward past Malek to seize the reins and tries to pull on them to stop the sled.
According to the text of the Handle Animal skill, if you are untrained in the skill, you can make a Charisma check to handle and push domestic animals. Since these are trained sled dogs, I assumed they would fall into that category. Here's hoping it works out alright.
Charisma check: Break sled: 1d20 + 1 ⇒ (18) + 1 = 19
              
                
                
                   
                
                
                   Bremi 
                
                
                
                
                  
                
                
              
              
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Bremi, realizing she's horribly outnumbered, and that, ya know, her allies are careening away down a mountain, will withdraw (probably provoking from only 2 of them? But without the flank.) She'll make sure to end her movement 10 feet off the ground, such that the enemies couldn't just try to get her again without ranged weaponry.
"Thhhhhbbbbt! You can't get me! and you're a bunch of weaklings!" She then turns around and grimaces from the pain.
              
                
                
                   
                
                
                   Untir Jonrot 
                
                
                
                
                  
                
                
              
              
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Untir had slowed down in the earlier round but I didn't indicate in the map. Not sure if that changes the position.
Untir curses under his breath at his momentary distraction and losing concentration at the spell. But the outcome was the same, the sled is now gone. He takes a quick look back and sees Bremi surrounded. "Bremi, get out of there! We're clear!" Untir yells back.
He first tries to keep control of the sledding as it goes bouncing up and down the dunes...
keep control DC20: handle animal, mw tool: 1d20 + 7 + 2 ⇒ (10) + 7 + 2 = 19
Hmm, that's a fail?
... but the sled flips under him...
              
                
                
                   
                
                
                   Jarrett Drendar 
                
                
                
                
                  
                
                
              
              
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handle animal to maintain control: 1d20 + 12 ⇒ (7) + 12 = 19
handle animal to slow: 1d20 + 12 ⇒ (11) + 12 = 23
handle animal to slow: 1d20 + 12 ⇒ (7) + 12 = 19
"ay doggies! Time to slow down! Did we lose the bad guys? Did we lose Bremi!? Should we turn around?"
| GM Hawthwile | 
As Bremi tries to leave a bad situation behind her, the man in maroon and his companion swipe at her...
Maroon vs AC 25: 1d20 + 8 ⇒ (15) + 8 = 23
Silver Piercing damage: 1d6 ⇒ 4
Yellow vs AC 25: 1d20 + 5 ⇒ (1) + 5 = 6
Piercing damage: 1d6 + 2 ⇒ (3) + 2 = 5
...and drops of Bremi's blood draw a scarlet trail beneath her as she flies after her companions.
Meanwhile, both Untir and Jarrett are distracted by the fallen sleds and find themselves tipped over on the icy dunes. Along with Roudantaimi, they are thrown from the sleds...
Untir distance: 1d4 ⇒ 2
Untir Nonlethal damage: 2d6 ⇒ (3, 5) = 8
Jarrett distance: 1d4 ⇒ 1
Jarrett Nonlethal damage: 1d6 ⇒ 6
Roudantaimi distance: 1d4 ⇒ 4
Roudantaimi Nonlethal damage: 4d6 ⇒ (3, 6, 5, 6) = 20
...and while Untir and Jarrett roll only a little ways, poor little Roudantaimi is launched over 40 ft into a tree, hitting three branches on his way down the trunk as he falls into a snowbank.
Malek, breaking free of the enchantment, tries to avoid a similar fate...
Handle Animal vs DC 20: 1d20 + 18 ⇒ (4) + 18 = 22
...and keeps his sled upright as he and Inghinn continue down the mountainside.
Out of Combat! Damage Report:
Bremi (-22)
Untir (-8 Nonlethal)
Jarret (-6 Nonlethal)
Roudantaimi (-20 Nonlethal)
Conveniently, this makes Bremi catching up with her sled quite easy as the two fallen sleds are set up and set off again. If Malek is willing to slow down to speed 3 or so, the other two sleds can catch up after several minutes at speed 5 without needing to worry about tipping over on the ice dunes again.
If folks want to heal up a bit, you are free to do so - just remember that your opponents may be getting their own sleds up and running again, as well as all those angry taer.
What do you do?
              
                
                
                   
                
                
                   Bremi 
                
                
                
                
                  
                
                
              
              
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"waaaaaaiiiiiiiiiiiiiiit fooooooooooooor meeeeeeeeeeeeeeeEEEEEEEEEEEEEEEEEE!" Bremi shouts as she almost plows into a stopped sled. "That was a close one. Guys, umm, where's Roudantaimi. I think his sled may be here. Did he go ahead without it? I knew he was talented but, I thought it was only with the firearm! This is incredible!"
Her face sours as she sees the gnome, bruised and broken at the bottom of a tree. "Oh. Well. That explains it." She then walks up to him. "I'm in need of a bit of healing. Let's get that sled up and then we can talk about healing as we move? K? I'm an idiot and have never though to buy a potion. There's always someone nice like you around, though! So it's never TOO bad!"
              
                
                
                   
                
                
                   Untir Jonrot 
                
                
                
                
                  
                
                
              
              
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Untir pants heavily as he digs himself out of the snow, bruised but otherwise undamaged. Only to be greeted by a large flying half-orc descending upon them. His vision clears quickly enough to recognise Bremi before he launched a hex on her. "Glad to have you back. Let's see what I can do about that injury." Calling his spirits, he sends them flying through himself and his allies, healing them partially of their wounds.
channel energy: 3d6 ⇒ (5, 4, 2) = 11
He quickly sets the sled up and moves to catch up. "Quick, before they catch up again."
If there's time, Untir will tap Bremi with his wand of clw for the rest of her wounds.
              
                
                
                   
                
                
                   Bremi 
                
                
                
                
                  
                
                
              
              
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"I only managed to damage one of the sleds before I had to rush off. My apologies. I wish I could have done more."
Bremi rights the other sled if it hasn't already been righted and sits in it. She gestures for the gnome to join her on the sled. Finally I'm gonna get some LEG ROOM!
              
                
                
                   
                
                
                   Roudantaimi 
                
                
                
                
                  
                
                
              
              
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Roudantaimi's head pops up from a mound of snow some distance away from the others.
"Hey guys, I'm here" The gnome shouts, and gives a little wave as soon as he gets his hand free.
"Gee, I was lucky to have that tree here. Who knows how far I would've flown if it wasn't there to slow me down. Anyone else hurt? Let's have a group hug, Shelyn shall tend our wounds!"
channel energy: 2d6 ⇒ (2, 3) = 5
"What happened to the bad guys? Did we lose them?" he asks, as he climbs to Bremi's sled.
| GM Hawthwile | 
The Pathfinders quickly heal some of their wounds as they right the sleds and set off down the mountain again. Moving at a cautious speed, they are able to catch up with Malek and Inghinn after fifteen minutes as the convoy passes into the Dragon's Heart. The passage back across the bridge is uneventful as each sled slows down and walks across the icy surface.
Inghinn: 1d20 + 0 ⇒ (15) + 0 = 15
Jarrett: 1d20 + 7 ⇒ (10) + 7 = 17
Bremi: 1d20 + 8 ⇒ (3) + 8 = 11
Untir: 1d20 + 16 ⇒ (14) + 16 = 30
Roudantaimi: 1d20 + 6 ⇒ (8) + 6 = 14
??: 1d20 + 2 ⇒ (13) + 2 = 15
As the Pathfinders reach the boulders of the Dragon's Spine, Inghinn, Jarrett, and Untir notice an increased amount of noise from the dogs before three familiar sleds dart out from behind boulders!
Inghinn: 1d20 + 4 ⇒ (8) + 4 = 12
Jarrett: 1d20 + 6 ⇒ (17) + 6 = 23
Bremi: 1d20 + 5 ⇒ (11) + 5 = 16
Untir: 1d20 + 6 ⇒ (18) + 6 = 24
Roudantaimi: 1d20 + 4 ⇒ (18) + 4 = 22
Maroon: 1d20 + 4 ⇒ (12) + 4 = 16
Orange: 1d20 + 3 ⇒ (15) + 3 = 18
Cyan: 1d20 + 3 ⇒ (11) + 3 = 14
Surprise Round! Bold may take a move or standard action!
Untir
Jarrett
Roudantaimi (-4 Nonlethal)
Red (-3) 
Orange
Bremi (-6)
Maroon (-19) 
Green
Cyan (-11) 
Yellow (-7)
Inghinn
Malek
We won't worry about road condition rules during the surprise round - they'll pop up when we enter round 1.
What do you do?
              
                
                
                   
                
                
                   Untir Jonrot 
                
                
                
                
                  
                
                
              
              
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Untir stares back calling his spirits to manifest. He awaits for any of the enemy to get near, ready to send them to cloud the enemies' minds.
Ready action to slumber hex first enemy that comes within 30ft; will DC17 or fall asleep
              
                
                
                   
                
                
                   Inghinn MacBruthe 
                
                
                
                
                  
                
                
              
              
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"Not again," Ighninn shouts in dismay. With a sigh, she taps Malek on the shoulder. "Alright, this time, let's really give them hell! Maybe we should try slamming into them."
| GM Hawthwile | 
Delaying Jarrett to keep things moving
The three sleds quickly catch up with the back sleds, the middle sled turning slightly south to gang up on Malek and Inghinn. The passengers of each sled try to attack Jarrett and Malek, but not before Untir's spirits rush out to muddle the man in maroon's mind, but he seems to ignore their efforts to put him to sleep.
Orange Shortsword vs Jarrett AC 22: 1d20 + 7 ⇒ (10) + 7 = 17
Slashing damage: 1d6 + 1 ⇒ (5) + 1 = 6
Maroon Rapier vs Malek AC 19: 1d20 + 8 ⇒ (16) + 8 = 24
Silver Piercing damage: 1d6 ⇒ 4
Cyan Shortsword, FE vs Malek AC 19: 1d20 + 7 + 2 ⇒ (20) + 7 + 2 = 29
Slashing damage, FE: 1d6 + 1 + 2 ⇒ (5) + 1 + 2 = 8
Crit Confirmation: 1d20 + 7 + 2 ⇒ (9) + 7 + 2 = 18
Crit Damage: 1d6 + 1 + 2 ⇒ (1) + 1 + 2 = 4
Jarret dodges his attacker, but Malek is poked and cut by his assailants (though the cut is not as bad as it looked upon closer inspection - yay Uncanny Dodge!).
Surprise Round, Round 1! Bold may act! 
Untir 
Jarrett (Can take extra move or standard action from surprise round) 
Roudantaimi (-4 Nonlethal) 
Red (-3) 
Orange
Bremi (-6) 
Maroon (-19) 
Green 
Cyan (-11) 
Yellow (-7)
Inghinn (Can take single move or standard action from surprise round)
Malek (-12)
Road Conditions:
- Boulder Field: Each sled must make a turn maneuver of 30 degrees or more each round or crash into a boulder
What do you do?
              
                
                
                   
                
                
                   Untir Jonrot 
                
                
                
                
                  
                
                
              
              
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knowledge(local), untrained: 1d20 + 2 ⇒ (7) + 2 = 9
turn DC16: handle animal, mw tool: 1d20 + 7 + 2 ⇒ (17) + 7 + 2 = 26
Untir manages to turn the sled to avoid a large boulder by the skin of his teeth.
So to clarify, maroon is half-elf?
brake DC12: handle animal, mw tool: 1d20 + 7 + 2 ⇒ (7) + 7 + 2 = 16 
Untir's braking so that they will catch up in the next round, to allow Bremi to engage in melee.
He slows down the sled, timing it such that Bremi can engage them when they pass. Cursing at himself for foolishly trying his hex on a half-elf, Untir keeps watch for the next opportunity to let off his hex.
Ready action: slumber hex will DC17 on the first enemy that comes within range that is NOT elf or half-elf.
              
                
                
                   
                
                
                   Malek Huk 
                
                
                
                
                  
                
                
              
              
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Malek starts to sing in hope that his song will make his allies to fight with more courage.
inspired rage +2 [+2 morale bonus to Strength and Constitution, a +2 morale bonus to Will saves, and a –1 penalty to AC]
Then he tries to turn sled so that he don't crash into a boulder.
handle animal: 1d20 + 18 ⇒ (5) + 18 = 23
              
                
                
                   
                
                
                   Jarrett Drendar 
                
                
                
                
                  
                
                
              
              
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"oh no, you're not gonna do that to me!"
Unarmed attack using Stunning Fist: 1d20 + 9 ⇒ (15) + 9 = 24
damage: 1d6 ⇒ 1
DC 16 Fort or stunned for 1 round
umarmed strike: 1d20 + 9 ⇒ (20) + 9 = 29
damage: 1d6 ⇒ 6
confirm: 1d20 + 9 ⇒ (19) + 9 = 28
extra damage: 1d6 ⇒ 5
handle animal to maintain control: 1d20 + 12 ⇒ (13) + 12 = 25
              
                
                
                   
                
                
                   Inghinn MacBruthe 
                
                
                
                
                  
                
                
              
              
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Surprise round action
Learning from her mistakes in the previous engagement, Inghinn straps herself into the sled so she can properly fight.
              
                
                
                   
                
                
                   Roudantaimi 
                
                
                
                
                  
                
                
              
              
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"Oh, here they come again." Roudantaimi looks left and right, trying to see if the spellcasting woman is still among the attackers, and there she is.
Roudantaimi aims his gun at the woman, and says in a deep, imposing voice (barely holding back a giggle): "We have some unfinished business, lady"
std: attack, move action: reload
+1 pistol, PBS, smite: 1d20 + 9 + 1 + 5 - 4 ⇒ (4) + 9 + 1 + 5 - 4 = 15
damage: 1d6 + 1 + 1 + 4 ⇒ (6) + 1 + 1 + 4 = 12
Not sure how fast we're going, but I counted the penalty for the slower speed.
| GM Hawthwile | 
Untir, he is indeed a half-elf.
Jarrett, did you include the bonuses from Malek's Raging Song? Also, the AC bonus from barkshin would have worn off a while ago.
Roudantaimi, the speed penalty is correct. However, the spellcasting woman is not currently present - you knocked her unconscious after she fell off the upper path in the Talons. If you would like to Smite someone else, just let me know (and mark off another use of the ability). Otherwise, I just need to know who you're shooting at and I'll take off the Smite bonuses.
Jarrett readies to strike anyone approaching him, and as the man in orange pulls alongside he lands a solid blow. The man tries to stay "on his feet" from the force behind Jarrett's blow...
Fortitude vs DC 16: 1d20 + 3 ⇒ (6) + 3 = 9
...but he sways unsteadily as the cunning kitsune quickly follows up with an uppercut that almost brings him to his knees. (Stunned comes and goes as we hit Jarrett's turn in Round 1.)
The musher turns her sled and tries to ram hers into Jarrett's as they pull alongside the Pathfinders...
Str vs DC 18: 1d20 + 2 ⇒ (4) + 2 = 6
...but she can't force the sled over hard enough to do more than gently tap. The man in orange swings a shortsword in each hand, one at Jarrett and the other at Roudantaimi...
Shortsword vs AC 20: 1d20 + 5 ⇒ (2) + 5 = 7
Slashing damage: 1d6 + 1 ⇒ (1) + 1 = 2
Shortsword vs AC 18: 1d20 + 5 ⇒ (6) + 5 = 11
Slashing damage: 1d6 + 1 ⇒ (4) + 1 = 5
...but his vision must still be swimming as he slices nothing but air. The musher tries to swerve around a boulder...
Handle Animal vs DC 16: 1d20 + 5 ⇒ (6) + 5 = 11
...but her attention was on her opponent's sled and not on the path ahead of her. Her dogs turn to the side, but the sled does not and is smashed against the rock!
That effectively removes both Red and Orange from combat.
Round 1! Bold may act! 
Untir (Readying)
Jarrett
Roudantaimi (-4 Nonlethal) 
Red (-3) 
Orange (-12)
Bremi (-6) 
Maroon (-19) 
Green 
Cyan (-11) 
Yellow (-7)
Inghinn 
Malek (-12)
Road Conditions:
- Boulder Field: Each sled must make a turn maneuver of 30 degrees or more each round or crash into a boulder
What do you do?
              
                
                
                   
                
                
                   Jarrett Drendar 
                
                
                
                
                  
                
                
              
              
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I did not include raging song- I know you can accept or not, but I expect I have to not to be able to keep doing the Handle animal checks for the sled?
I know I couldn't do those while in a barbarian rage, but I do not know about the interaction with raging song
| GM Hawthwile | 
Huh. I would have sworn Handle Animal was on the list of still-usable skills, but apparently it is not. So good call Jarrett!
              
                
                
                   
                
                
                   Bremi 
                
                
                
                
                  
                
                
              
              
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Bremi draws out her longbow and fires a shot back at purple after activating rage.
Orc Hornbow (Firing into melee): 1d20 + 12 - 4 ⇒ (16) + 12 - 4 = 24
Damage: 2d6 + 4 ⇒ (1, 4) + 4 = 9 BOO!
I believe there was another penalty to ranged attacks? I didn't apply it here.
"I'm not flying this time around, but I'll still mess your faces up if you don't just LEAVE US ALONE! What do you freaks WANT anyways!?"
| GM Hawthwile | 
Bremi's arrow strikes the half-elf in the shoulder and he falls into the snow, quickly left behind the racing sleds. Both mushers try to slam their sleds into Malek's as they pull alongside...
Green Str vs DC 18: 1d20 + 2 ⇒ (18) + 2 = 20
Yellow Str vs DC 18: 1d20 + 2 ⇒ (8) + 2 = 10
Green Slam damage: 2d6 ⇒ (5, 3) = 8
...and the now-riderless sled is easier to move, ramming into Malek's sled and forcing him to the south. The man in cyan swings his sword at Inghinn as he passes...
Shortsword vs AC 21: 1d20 + 7 ⇒ (4) + 7 = 11
Slashing damage: 1d6 + 1 ⇒ (2) + 1 = 3
...but he was expecting to strike as his sled slammed into hers and misjudges the distance. The mushers try to dodge the boulders...
Green Handle Animal vs DC 16: 1d20 + 5 ⇒ (19) + 5 = 24
 Yellow Handle Animal vs DC 16: 1d20 + 5 ⇒ (14) + 5 = 19
...and both dodge the rocks as they pull ahead of Malek and Inghinn - which puts the lone musher within range of Untir's spirits!
Green Will vs DC 17: 1d20 + 2 ⇒ (6) + 2 = 8
As the musher in green falls asleep and tumbles off the sled, the dogs slow down and start tailing the remaining enemy sled.
Malek, as discussed above, you won't be able to make Handle Animal checks while using your Raging Song.
Round 1, 2! Bold may act! 
Jarrett 
Roudantaimi (-4 Nonlethal) 
Red (-3) 
Orange (-12)
Bremi (-6)
Untir
Maroon (-19) 
Green
Cyan (-11) 
Yellow (-7) 
Inghinn 
Malek (-12)
Road Conditions:
- Boulder Field: Each sled must make a turn maneuver of 30 degrees or more each round or crash into a boulder
What do you do?
              
                
                
                   
                
                
                   Malek Huk 
                
                
                
                
                  
                
                
              
              
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Malek stops singing.
Then he again tries to turn sled so that he don't crash into a boulder and he speeds up so that he is next to last enemy sled.
handle animal: 1d20 + 18 ⇒ (17) + 18 = 35
Then he swings with his handaxe trying to hit driver.
 +1 handaxe: 1d20 + 11 - 2 ⇒ (13) + 11 - 2 = 22
 damage: 1d6 + 5 ⇒ (5) + 5 = 10
              
                
                
                   
                
                
                   Untir Jonrot 
                
                
                
                
                  
                
                
              
              
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turn 30, DC16: handle animal, mw tool: 1d20 + 7 + 2 ⇒ (13) + 7 + 2 = 22
Untir quickly stirs the sled around another large boulder.
Focusing on the driver on the last remaining sled, he then sends his spirits to swarm over him, lulling him asleep.
Slumber hex on yellow: Will DC17 or fall asleep. Assuming it is not elven or half-elf. Otherwise, Misfortune hex instead.
              
                
                
                   
                
                
                   Roudantaimi 
                
                
                
                
                  
                
                
              
              
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Ah, ok. Roudantaimi was just shooting someone else, then. Not smiting
"PBBT..!" Roudantaimi sticks his tongue out as the man in orange misses him. And immediately afterwards, like some cosmic gnomish prank, the man's sled turns over and smashes into rocks - leaving Roudantaimi to wonder if he should feel good or bad about it.
But still there are enemies harassing him and his friends. And he still has plenty of bullets to persuade the evildoers to leave them alone! In midst of the bouncing ride, he looks for a new target, finding Cyan.
swift: focused aim deed, std: attack, move action: reload
+1 pistol, PBS: 1d20 + 9 + 1 - 4 ⇒ (18) + 9 + 1 - 4 = 24
damage,deed: 1d6 + 1 + 5 ⇒ (5) + 1 + 5 = 11
              
                
                
                   
                
                
                   Inghinn MacBruthe 
                
                
                
                
                  
                
                
              
              
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Now securely strapped into the sled, Inghinn feels comfortable enough to draw her trusty greatsword and swing at the driver of the final sled along with Malek.
+1 Greatsword, power attack: 1d20 + 10 ⇒ (10) + 10 = 20 Damage, PA: 2d6 + 14 ⇒ (3, 3) + 14 = 20
              
                
                
                   
                
                
                   Bremi 
                
                
                
                
                  
                
                
              
              
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Bremi looses two arrows aiming first for cyan, and then (if cyan is down) for yellow.
Arrow: 1d20 + 12 ⇒ (11) + 12 = 23
damage: 2d6 + 4 ⇒ (1, 3) + 4 = 8
Arrow, iterative: 1d20 + 7 ⇒ (8) + 7 = 15
damage: 2d6 + 4 ⇒ (1, 4) + 4 = 9
| GM Hawthwile | 
Between the flurry of blows and Untir's hex, the remaining sled's occupants quickly fall and the Pathfinders are again alone on the mountainside.
Out of combat! Damage report:
Roudantaimi (-4 Nonlethal) 
Bremi (-6) 
Malek (-12)
As they continue through the Dragon's Haunches and Tail, the Pathfinders have some time to catch their breath and regroup, though the sleds press ever onward.
What do you do?
              
                
                
                   
                
                
                   Malek Huk 
                
                
                
                
                  
                
                
              
              
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Malek takes his wand and starts to heal all wounded companions.
CLW - Roudantaimi: 1d8 + 1 ⇒ (1) + 1 = 2
CLW - Roudantaimi: 1d8 + 1 ⇒ (5) + 1 = 6
CLW - Bremi: 1d8 + 1 ⇒ (7) + 1 = 8
CLW - Malek: 1d8 + 1 ⇒ (4) + 1 = 5
CLW - Malek: 1d8 + 1 ⇒ (8) + 1 = 9
"Guys are we OK now?"
              
                
                
                   
                
                
                   Inghinn MacBruthe 
                
                
                
                
                  
                
                
              
              
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"It seems like we've lost our pursuers at last," Inghinn calls back to Malek. "I suppose we should just make our way back to Cania's Drop and wait for Osprey to come meet us?"
| GM Hawthwile | 
At long last, Cania's Drop comes into view as gouts of smoke decorate the evening sky. The smell of burning wood hangs in the air, as does a familiar (if unpleasant) hint of stench. As the Pathfinders leave their sleds on the edge of Cania's Drop, they spot the waystation ablaze and its besieged occupants struggling against enraged taer, some of whom look to be working to set the other side of the waystation on fire!
Why yes, this map does look incredibly familiar. Why do you ask?
Inghinn: 1d20 + 4 ⇒ (10) + 4 = 14
Jarrett: 1d20 + 6 ⇒ (19) + 6 = 25
Bremi: 1d20 + 5 ⇒ (19) + 5 = 24
Untir: 1d20 + 6 ⇒ (6) + 6 = 12
Roudantaimi: 1d20 + 4 ⇒ (18) + 4 = 22
Red: 1d20 + 2 ⇒ (11) + 2 = 13
Blue: 1d20 + 2 ⇒ (4) + 2 = 6
Green: 1d20 + 2 ⇒ (2) + 2 = 4
Yellow: 1d20 + 2 ⇒ (13) + 2 = 15
Purple: 1d20 + 2 ⇒ (6) + 2 = 8
Red looks somewhat different from the other taer. Building cannot be moved through.
Round 1! Bold may act!
Jarrett
Bremi
Roudantaimi
Malek
Yellow
Inghinn
Red
Untir
Purple
Blue
Green
Active Field Effects:
- Burning Waystation: Each round the waystation takes damage. If it takes too much, it is destroyed. Damage can be "healed" with cold or water effects.
What do you do?
              
                
                
                   
                
                
                   Untir Jonrot 
                
                
                
                
                  
                
                
              
              
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"I believe they are still chasing us. We need to move fast,"
If there isn't enough time to use wand of clw, Untir will channel instead.
| GM Hawthwile | 
There was enough time for Malek to maneuver next to each sled and heal those who needed it. I'm always a fan of using pregen resources first.
              
                
                
                   
                
                
                   Jarrett Drendar 
                
                
                
                
                  
                
                
              
              
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AC 18 this round from Charge
"Oh no, these guys again? Stinky!"
I charge blue.
+1 Adamantine Temple Sword: 1d20 + 10 + 2 ⇒ (14) + 10 + 2 = 26
Damage: 1d8 + 8 ⇒ (1) + 8 = 9
Fortitide Save + Charmed Life: 1d20 + 5 + 4 ⇒ (14) + 5 + 4 = 23
If I am attacked in melee, I Parry/Riposte the first one:
Parry: 1d20 + 10 ⇒ (8) + 10 = 18
+1 Adamantine Temple Sword: 1d20 + 10 + 2 ⇒ (4) + 10 + 2 = 16
Damage: 1d8 + 8 ⇒ (4) + 8 = 12
If I am shot with a ranged weapon I deflect the first one.
              
                
                
                   
                
                
                   Bremi 
                
                
                
                
                  
                
                
              
              
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HASTE! Time to kill some things!
Bremi will move around to behind the purple Taer and attempt to stomp on its foot.
Haste, dragon style, rage (3 rounds left...eek), and power attack. Here we go.
Big stomp: 1d20 + 13 ⇒ (12) + 13 = 25
damage: 1d8 + 14 ⇒ (1) + 14 = 15 BOOOO!
"Hey stinky dudes. This is our place. GET OUT!"
              
                
                
                   
                
                
                   Roudantaimi 
                
                
                
                
                  
                
                
              
              
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"Stop, you beasties! Why are you doing this?" Roudantaimi yells to the taer, and sprints closer to the action. The gnome draws his pistol and fires a shot at the closest beastman.
+1 pistol, pbs, haste, DA : 1d20 + 9 + 1 + 1 - 2 ⇒ (16) + 9 + 1 + 1 - 2 = 25 
damage : 1d6 + 1 + 4 ⇒ (2) + 1 + 4 = 7 
can you move my token next to Malek. I'm posting on phone...
| GM Hawthwile | 
Realized I forgot to roll for building damage
Building damage: 3d6 ⇒ (2, 3, 1) = 6
As Bremi, Roudantaimi, and Malek approach the taer the stench threatens to overwhelm them...
Bremi Fortitude: 1d20 + 10 ⇒ (4) + 10 = 14
Roundantaimi Fortitude: 1d20 + 14 ⇒ (13) + 14 = 27
Malek Fortitude: 1d20 + 7 ⇒ (1) + 7 = 8
...and Malek is sickened by the smell. The yellow taer swings its arms and bites at Bremi...
Slam vs AC 26: 1d20 + 6 ⇒ (11) + 6 = 17
Bludgeoning damage: 1d4 + 3 ⇒ (2) + 3 = 5
Slam vs AC 26: 1d20 + 6 ⇒ (15) + 6 = 21
Bludgeoning damage: 1d4 + 3 ⇒ (3) + 3 = 6
Bite vs AC 26: 1d20 + 4 ⇒ (1) + 4 = 5
Bite damage: 1d4 + 1 ⇒ (3) + 1 = 4
...but she is too fast for it and nimbly darts out of the way.
Round 1! Bold may act! 
Building (-6)
Jarrett 
Bremi 
Roudantaimi 
Malek (Sickened)
Yellow 
Inghinn
Red
Untir 
Purple (-15)
Blue (-16)
Green
Active Field Effects:
- Burning Waystation: Each round the waystation takes damage. If it takes too much, it is destroyed. Damage can be "healed" with cold or water effects.
- Haste
What do you do?
              
                
                
                   
                
                
                   Inghinn MacBruthe 
                
                
                
                
                  
                
                
              
              
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Inghinn moves in behind Bremi, drawing her sword to strike down Taer along with her.
Double move and draw weapon.
As she advances on the wild folk, her senses are overwhelmed with their extreme scent.
Fortitude vs stank: 1d20 + 7 ⇒ (11) + 7 = 18
| GM Hawthwile | 
As Inghinn approaches to back up Bremi, the red taer begins fuming and raging to match the half-orc she is swinging and biting at...
Slam vs AC 26: 1d20 + 10 ⇒ (17) + 10 = 27
Bludgeoning damage: 1d4 + 5 ⇒ (2) + 5 = 7
Slam vs AC 26: 1d20 + 10 ⇒ (18) + 10 = 28
Bludgeoning damage: 1d4 + 5 ⇒ (3) + 5 = 8
Bite vs AC 26: 1d20 + 5 ⇒ (17) + 5 = 22
Bludgeoning damage: 1d4 + 2 ⇒ (2) + 2 = 4
...and she bats Bremi back and forth between her arms like a child's toy!
Round 1! Bold may act! 
Building (-6) 
Jarrett 
Bremi (-15)
Roudantaimi 
Malek (Sickened) 
Yellow
Inghinn 
Red
Untir
Purple (-15) 
Blue (-16) 
Green
Active Field Effects:
- Burning Waystation: Each round the waystation takes damage. If it takes too much, it is destroyed. Damage can be "healed" with cold or water effects. 
- Haste
What do you do?