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Turen heads over to the swordplay area.
not sure if we need to include the -4 for non-lethal
Contest Name: swordplay, axe throwing, smithing, swimming, or footraces)
Desired Skill or Attack: melee
Roll: mwk rapier nonlethal: 1d20 + 2 ⇒ (14) + 2 = 16
Turen looks for an opponent his size and tries to duel with his rapier. He looks towards a group of human mercenaries dueling.
I'm staying away from the big people...I'm looking forward to the story telling

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Got back home early in the a.m. going to see how I want to contribute.
Swordplay
When Bhuukka is announced it appears that he has not shown up to his duel. Stealth: 1d20 + 22 ⇒ (12) + 22 = 34
He tumbles in appearing to be unarmed, and taps his opponent in the back. Acrobatics: 1d20 + 12 ⇒ (4) + 12 = 16
He dodges a few more strikes before slipping a hidden dagger into his hand. Sleight of Hand: 1d20 + 16 ⇒ (15) + 16 = 31
With his weapon seeming appearing out of nowhere he counterattacks. dagger: 1d20 + 9 ⇒ (7) + 9 = 16

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Got back home early in the a.m. going to see how I want to contribute.
Swordplay
When Bhuukka is announced it appears that he has not shown up to his duel. [DICE=Stealth]1d20+22
He tumbles in appearing to be unarmed, and taps his opponent in the back. [DICE=Acrobatics]1d20+12
He dodges a few more strikes before slipping a hidden dagger into his hand. [DICE=Sleight of Hand]1d20+16
With his weapon seeming appearing out of nowhere he counterattacks. [DICE=dagger]1d20+9
Nice!

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Parkhtu signs up for a long distance endurance run. First he strips off his armor and shield, then prepares himself by testing out his new wand of longstrider.
UMD check: 1d20 + 5 ⇒ (13) + 5 = 18 Close!
UMD check: 1d20 + 5 ⇒ (4) + 5 = 9 Nope.
UMD check: 1d20 + 5 ⇒ (14) + 5 = 19 Closer!
UMD check: 1d20 + 5 ⇒ (2) + 5 = 7 Is this thing defective?
UMD check: 1d20 + 5 ⇒ (20) + 5 = 25 Yes!
Contest Name: 10k footrace
Desired Skill or Attack: Since this is a long distance race, Parkhtu will be relying on his fortitude to avoid getting fatigued.
Roll: Fort Save: 1d20 + 10 ⇒ (16) + 10 = 26
RP: Preparations complete, Parkthu goes to the starting line to meet his fellow racers and wish them all well. His strategy is to go (magically enhanced) fast but steady, saving just enough to have a kick at the end and not run out of energy in the final few hundred meters. And it pays off!

Terra Eidolon |

Contest Name: Swordplay
Desired Attack & Roll: +1 Longsword, Guidance: 1d20 + 9 ⇒ (7) + 9 = 16
RP: Accustomed to swordplay, Terra participates in the challenge drawing her favoured and only weapon. Her swordmanship is clearly rusty, and she is humbled by the swordplay of others.

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Turen, Bhuukka, and Terra all take part in the swordplay event. While Turen and Terra acquit themselves adequately, Bhuukka's opponents literally never saw it coming!
Similarly, Kelvor puts big points on the board for "Bad News."
Terra performs admirably in the swimming competition.
Kelvor zips through the footrace. The fans are impressed by Parkhtu's ability to run through the obvious pain.
Given your collective scores, you make it to the final event: Spinebreaker Mountain!
In fact, only one other team joins you there, The Chokers.

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Turen turns to Anji "I'm ready I hope there's some music or story telling in the next one. I have lots of tales about my Uncle Lockspringerr he was quite an adventurer. There was one time..." Turen continues talking to random people about.

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Official rules for the final event:
Spinebreaker Mountain is an obstacle course run simultaneously by participating teams.
It begins at the waterline for the “mountain” itself in the city reservoir, and spirals upward until competitors reach the peak.
Participants line up on the southwestern landing, and six obstacles block the way, each with its own flag. Teams score points by getting as many members as possible to the peak and by capturing flags.
Each flag is worth 10 points, and each team member to reach the peak is worth 10 points. The first person over the finish line earns 10 bonus points for her team. The contest ends when all non-disqualified members of one team reach the peak.
Any given team member does not need to complete every obstacle. But only competitors tackling an obstacle are allowed to reach that obstacle's flag.
Anyone falling into the water may climb out and rejoin the race anywhere they are able, though only the southwest and southeast outcroppings are level with the water.
Any use of lethal force immediately disqualifies a competitor. Real weapons may not be carried or used during the race, though wooden practice versions of weapons that deal nonlethal damage are permitted (and are available for purchase at half the normal weapon price at several stalls in the town’s market), as are any weapons that deal nonlethal damage. Knocking an opponent unconscious is legal, but it’s considered poor sportsmanship, and unconscious team members do not need to reach the peak to end the competition.
The use of magic is acceptable, so long as that magic aids or enhances competitors’ abilities, rather than circumvents the challenges. A competitor may transform herself into a monkey to better handle some of the obstacles, for example, but could not simply teleport to the peak. Any form of teleportation or flight immediately disqualifies a competitor.
Competitors may steal flags from the opposing team using disarm and steal combat maneuvers, or simply claim them from unconscious competitors as a move action.
Participants must stay on the mountain or within 15 feet of it if they fall into the reservoir below.

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Disclaimer: The following encounter is not strictly a part of the module. It is added for flavor and to offer character hooks/motivations based on posts in the discussion thread.
Before the contest starts, before anyone even lines up for the event, Bhuuka is approached by an elderly dwarf who reeks of alcohol. They address the wayang:
"You! Herald of prophesy. Harbinger of doom. Deliverer of the disagreeable. Courier of catastrophe. Bearer of woe. Dispatcher of dire straits. It is not yet your time. The Society shall not yet fall. But, this place shall. The end is nigh!"

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Perception: 1d20 + 11 ⇒ (14) + 11 = 25
Can't succeed at the other skills
The wayang knew what he must do. Climb the "mountain" and deliver the prophesy from its summit.

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Anji and Terra watch in disbelief, Unsure what to make of the situation, but the Azata immediately goes on the defensive and draws her weapon should the situation turn awry.
Perception, Terra: 1d20 + 14 ⇒ (8) + 14 = 22
Sense Motive, Anji: 1d20 ⇒ 19
Sense Motive, Terra: 1d20 ⇒ 9
"I don't quite understand, do you know this person Bhuuka?" questions Anji with a very concerned look.

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Soon after the "interruption" from the odd dwarf, all the remaining contestants are gathered at the starting area. We'll do this is initiative order.
Anji: 1d20 + 2 ⇒ (2) + 2 = 4
Bhuukka: 1d20 + 1 ⇒ (5) + 1 = 6
Kelvor: 1d20 + 2 ⇒ (19) + 2 = 21
Manaria: 1d20 + 2 ⇒ (5) + 2 = 7
Parkhtu: 1d20 + 1 ⇒ (10) + 1 = 11
Turen: 1d20 + 1 ⇒ (14) + 1 = 15
Chokers: 1d20 ⇒ 7
Any last-moment buffs should be cast now. Once the race begins, we'll be in rounds.

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Kelvor hands a wand to Anji and asks him to use the wand of Bull's Strength on him, as his own ability to use a magic device is severely limited.

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Parkhtu hits himself with longstrider again.
UMD: 1d20 + 5 ⇒ (2) + 5 = 7
UMD: 1d20 + 5 ⇒ (12) + 5 = 17
UMD: 1d20 + 5 ⇒ (11) + 5 = 16
UMD: 1d20 + 5 ⇒ (13) + 5 = 18
UMD: 1d20 + 5 ⇒ (6) + 5 = 11
UMD: 1d20 + 5 ⇒ (8) + 5 = 13
UMD: 1d20 + 5 ⇒ (18) + 5 = 23
Phew!

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Manaria flicks her wrist and a wand falls into her open hand. She taps herself on the thigh before placing back into the sheath.
activating shield from the wand
perception: 1d20 + 5 ⇒ (17) + 5 = 22
sense motive: 1d20 + 2 ⇒ (14) + 2 = 16
Manaria then begins to shake out her legs, prepping for the race.

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"Because of the possibility of combat, albeit nonlethal, are we doing this race wearing armor? If anyone has a wand of mage armor they could partially make up for leaving armor behind and we'd be faster. I'd still wear my shield, of course."
Parkhtu will purchase a wooden longsword as well.

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The use of magic is acceptable, so long as that magic aids or enhances competitors’ abilities, rather than circumvents the challenges. A competitor may transform herself into a monkey to better handle some of the obstacles, for example, but could not simply teleport to the peak. Any form of teleportation or flight immediately disqualifies a competitor.
What about magic that hinders your opponents such as casting grease on whatever they are trying to climb or something like a charm spell to get your opponent to help you instead?

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What about magic that hinders your opponents such as casting grease on whatever they are trying to climb or something like a charm spell to get your opponent to help you instead?
Depends on context.
Extreme example: Dominate person to get someone to jump off the mountain is unacceptable because it might result in death. But, dominate person to get someone to stand stil for 12 seconds and then releasing them might be acceptable.

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OK. At this point, players have had the opportunity to buff. We'll begin!
It looks like there will be 2 Chokers participating in this event.
Three Chokers are lined up at the starting point. One casts two buffs (in the time y'all were also buffing) and leaves. One of the competitors is Erna Stoneheart, leader of the Chokers. You've heard that she "plays for keeps." But, every single account indicates that she's honorable.
______________________________
Challenge 1: The Swim: There is a 40-foot gap at the starting point; it can be crossed fastest by swimming.
Challenge-specific rules:
- A competitor can move through the water at half his speed as a full-round action, or at one-quarter his speed as a move action, with a successful Swim check. Alternatively, a competitor may sidle along the adjacent stone wall at the same speeds with successful Climb checks.
- The flag is just barely visible 20 feet below the surface midway through the crossing.
- As always, creative solutions within the spirit of the competition are always welcome! :) Consequences for failing a check are unknown to you, yet. ;P
- We're doing this like combat: initiative order, turns/rounds, move action + standard action, etc.
I'm fine with folks who did not explicitly say that they doff their armor having already done so--because you see the water. :) No need to waste rounds removing armor now.
______________________________
Turen: 1d20 + 1 ⇒ (14) + 1 = 15
Parkhtu: 1d20 + 1 ⇒ (10) + 1 = 11
Chokers: 1d20 ⇒ 7
Manaria: 1d20 + 2 ⇒ (5) + 2 = 7
Anji: 1d20 + 2 ⇒ (2) + 2 = 4
Bhuukka: 1d20 + 1 ⇒ (5) + 1 = 6
Challenge 1, Round 1
Kelvor (bulls str: Go!
Turen (no buffs declared): Go!
Parkhtu (longstrider, removed armor): Go!
Chokers: 1d20 ⇒ 7
Manaria (shield): 1d20 + 2 ⇒ (5) + 2 = 7
Anji: 1d20 + 2 ⇒ (2) + 2 = 4
Bhuukka: 1d20 + 1 ⇒ (5) + 1 = 6
______________________________
Current Points:
Bad News: 0
Chokers: 0

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Turen will purchase a wooden rapier.
----
I didn't see a map. Can I jump across on rocks? using Acrobatics.
Turen tries to get across on rocks.
Acrobatics: 1d20 + 6 ⇒ (12) + 6 = 18
Acrobatics: 1d20 + 6 ⇒ (12) + 6 = 18

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It's only a 40 foot swim. But, if you'd prefer to have a map, I totally get that. :-)
I didn't want to crowd everyone on the edge of the map, so I haven't put your pictures there. You're all starting from the same spot, for fairness. Nobody's starting from 5' back, for example.
Yes, you can jump up onto the rocks/wall/cliff along the north side of the map with an acrobatics check. However, traversing it requires climb checks--unless you have something special that allows for a different mechanic.

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After a quick prayer asking for guidance, Parkhtu swims toward the flag.
Swim check: 1d20 + 1 + 1 ⇒ (5) + 1 + 1 = 7

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Kelvor dives in again, this time swimming even harder than before. Or so he thinks.
Swim (full round action): 1d20 + 19 ⇒ (15) + 19 = 34

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Parkhtu calls upon the divine to enhance his ability to swim. He leaps into the water and his jump is gracefully beautiful. Unfortunately, his landing is a tremendous bellyflop! (No substantial progress. 5 ft.) Though not an early favorite to win this leg of the race, the crowd roars their approval of the splash!
Turen climbs upon the ledge at the border of the water. Counterintuitively, the gnome effectively leaps upon the wall (taking your first acrobatics roll). He makes a little progress (taking your first climb check). The crowd murmurs some approval at his skill. (Progress 10 ft.)
The powerful Kelvor makes swimming look easy. He is now adjacent to the flag underwater. Grabbing the flag is a move action. (Progress 20 ft.)
(Kelvor's actions highlight a cool point. You can declare a full-round action and roll one check. If you succeed, great! If you fail, you just pinned your whole turn on one roll. :)

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My swimming and climbing abilities are abysmal at best. What would be involved in trying to jump from swimmer to swimmer to cross the gap that way? I assume it might be slightly difference using allies as a stepping stone than enemies, but I'd like to consider it.

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Sure! Always happy to entertain creative solutions. :)
As long as your allies are willing, then I'm fine with you using them as roughly analogous to stepping stones.
One acro check to balance on an ally, and one check to leap to the next ally. Leaping will use the standard rules. Balancing on an ally will be DC 12. There'll be an additional penalty for balancing.
Improvised weapons are a -4 penalty. Improvised tools are -2. Since they're not real stepping stones, how about we split the difference and call it a -3 penalty? That cool with you? Anyone have any counter-proposals in mind?

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The two Chokers, shocked at Kelvor's speed, dive in.
Choker 2, acrobatics (jump): 1d20 ⇒ 2
Choker 2, swim (move action): 1d20 ⇒ 9
They both move to Kelvor's position next to the flag. (Kelvor, if/when you grab the flag, you'll provoke. Erna has a sap, the other Choker has a wooden rapier.)
The crowd roars their approval.
_________________________
Challenge 1, Round 1 (continued)
Kelvor (bulls str): 20'
Turen (no buffs declared): 10'
Parkhtu (longstrider, removed armor): 5'
Chokers: 20'
Manaria (shield): Go!
Anji: Go!
Bhuukka: Go!

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Bhuukka decides to try his bold strategy, first leaping to his closest ally, Parkhtu.
Acrobatics DC 10 (jump): 1d20 + 12 - 4 ⇒ (14) + 12 - 4 = 22
Acrobatics DC 12 (balance): 1d20 + 12 - 3 ⇒ (2) + 12 - 3 = 11
But Parkhtu is a bit slick covered in water and he slips off into the drink.
He tries to swim with the rest of his movement.
Swim: 1d20 - 1 ⇒ (5) - 1 = 4
and probably starts sinking.

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He tries to swim with the rest of his movement.
and probably starts sinking.
Ouch! That was a crappy roll.
Since Bhuukka is adjacent to the edge of the water, I think it makes sense to say that you can simply grab onto the ledge to prevent yourself from going under.
However, earlier in the game I pointed out the Guide's recommendation that GMs take into account creative solutions. For this one roll, Bhuukka can have a +1 circumstance bonus for creativity and moxie! You are balanced on your ally. :)
I'll also point out that you could have taken a running leap and landed on Turen. So, we'll mark you at 10'.
_________________________
Challenge 1, Round 1 (continued)
Kelvor (bulls str): 20'
Turen (no buffs declared): 10'
Parkhtu (longstrider, removed armor): 5'
Chokers: 20'
Manaria (shield): Go!
Anji: Go!
Bhuukka: 10' (balancing on Turen)

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Manaria concentrates and recalls the time she spent under the waves.
As as swift action, activating a boon from chronicle #10, it grants me a swim speed of 30 for 1 minute, among other things.
Manaria dives head first into the water and crosses it to the midpoint. She then swipes the flag from under the Chokers.
Two move actions

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Manaria dives head first into the water and crosses it to the midpoint. She then swipes the flag from under the Chokers.
When Manaria takes the flag from beneath the noses of Erna and her Chokers, Kelvor snorts and shrugs his shoulders at Erna with a drop of carefree insouciance.

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Manaria dives head first into the water and crosses it to the midpoint. She then swipes the flag from under the Chokers.
ROFL! Perfect! :D
____________________(Kelvor, if/when you grab the flag, you'll provoke. Erna has a sap, the other Choker has a wooden rapier.)
Taken by surprise by Manaria's newly demonstrated piscine abilities, the Chokers flail about to no avail.
____________________
When Manaria takes the flag from beneath the noses of Erna and her Chokers, Kelvor snorts and shrugs his shoulders at Erna with a drop of carefree insouciance.
Erna's cheeks flush red. She's clearly frustrated by the turn of events. However, the curl of her mouth also indicates that she's up for the challenge. She's eager to prove herself and bring pride to the hometown team.
____________________Anji is up, if they wish to participate in the swimming portion of the medley.

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Anji looks on to the water and the rocks with a face that suggest disgust and worry. His physical features clearly describe a man not fit for strenuous muscle work and he merely turns to look at his companion Terra.
Terra sighs and walks towards the ledge and attempts to jump towards the rocks.
acrobatics: 1d20 + 1 ⇒ (13) + 1 = 14
If that successful, Terra continues with a climb check (+8). Otherwise, she will fall in the water and swim (+4) .
?: 1d20 ⇒ 20

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The crowd gasps with surprise as the team of Pathfinders makes a bold move by taking the flag first.
Anji leaps onto the rock wall and skitters with surprising grace along it.
_________________________
Challenge 1, Round 2
Kelvor (bulls str): 20' Go!
Turen (no buffs declared): 10' Go!
Parkhtu (longstrider, removed armor): 5' Go!
Chokers: 20'
Manaria (shield): 20'
Anji: 15'
Bhuukka: 10' (balancing on Turen)
Kelvor and Manaria are halfway done.

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Parkhtu tries to continue on as a full round action.
Swim check: 1d20 + 1 ⇒ (17) + 1 = 18

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Kelvor continues swimming, as hard as he can.
Swim (Full Round): 1d20 + 19 ⇒ (8) + 19 = 27

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Turen loses his grip on the wall and falls into the water. There's as brief gasp from the crowd. Thankfully, he's unhurt, and everyone breathes a sigh of relief.
Parkhtu makes good progress, and Kelvor makes it to the far side of the obstacle easily.
There's a smattering of applause. The crowd is surprised to see their local favorites, The Chokers, fail to reach the other side first.
They look on in nervous anticipation: Manaria has the flag, and is adjacent to two Chokers...
_________________________
Manaria, as far as I can tell, you're currently unarmed and do not have improved unarmed strike. Please correct me, if I'm wrong.
Erna frowns in consternation at the situation. "Why did they leave the flag behind? Are they trying to cut us off?"
Combat Maneuver: 1d20 + 7 ⇒ (18) + 7 = 25
She shrugs (free action), steals the flag from Manaria (standard action), hands it to her teammate (move action), and sinks a little into the water (because she didn't have the remaining actions to swim).
Swim: 1d20 - 2 ⇒ (6) - 2 = 4, Swim: 1d20 - 2 ⇒ (18) - 2 = 16
The other Choker swims hard, but doesn't get far!
_________________________
Challenge 1, Round 2 (continued)
Kelvor (bulls str): 40'
Turen (no buffs declared): 20' (now in the water)
Parkhtu (longstrider, removed armor): 20'
Choker 1 (Erna): 20'
Choker 2 (Gerherd): 25' (--> has the flag! <--)
Manaria (shield): 20' Go!
Anji: 15' Go!
Bhuukka: 10' (balancing on Turen) Go!

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"Hmmm. Maybe I should have taken the flag from Manaria," mutters Kelvor. "I can always jump in and take it from the Choker as he arrives."

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I did not announce other wise, so I guess so
Manaria easily catches up to the other choker and attempts to take the flag back.
Disarm, not improved: 1d20 + 6 ⇒ (11) + 6 = 17