
GM Watery Soup |

"Sassa Ringbreaker, from Wyrding Wayfinders. Don't mind those jerks, they're Without Trace or Fail. You played well."
She pulls out a lute and sings a song of her own.

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Seeing that the Ulfens are not very welcoming to the party, Peregrine turns his attention to the Wyrding Wayfinders. After Sassa finishes her song Peregrine says, "You have a wonderful singing voice! Have you all run this race before? Anything we should expect to encounter other than the other teams competing?"

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Jaeli's expression softens as Sassa introduces herself and plays a pleasant song of her own. "Jaeli Jul, of the Pathfinder Society." She looks to her teammates as a thought occurs to her. "Or maybe we could come up with an actual team name. The Society Six? The Proud Pathfinders? The Absalom All-Stars?"
Then, more quietly, and after making sure the Without Trace or Fail team members are (hopefully) not listening. "Are they like that with everyone, or is it just us...?"

GM Watery Soup |

"You have a wonderful singing voice! Have you all run this race before? Anything we should expect to encounter other than the other teams competing?"
"Oh, we ran the race last year," Sassa beams. "We won!"
The other team members, a champion and her two squires, smile politely.
"The race itself is enough of a challenge," Sassa says. "Last year, Faergim ended up carrying me and pulling Thosse and Rikkun across the finish line."
He thanks the bard for his kind words before clapping for her proforence before saying making people happy with music is the bards way with a wink
Sassa winks back at Gibble.
"Are they like that with everyone, or is it just us...?"
"They're just mad that we won last year. They're very competitive."

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Since Mylow didn't get a reaction out of the Ulfen, seeing as some of his team is making conversation with the other team, he walks up whistling to the tune of Moondance and just listens to the exchange.

GM Watery Soup |

"The more competitors, the sweeter the victory!"

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Jaeli is taking in the scenery as she speaks.
"That's a good attitude to have. Best of fortune to you, though I think you'll find we have more than a few tricks up our sleeves."

GM Watery Soup |

The other competitors are greeted by cheers and applause as the sleighs pull up to the starting area. As each team disembarks from the sleigh, they are introduced to the crowd by the drivers of the sleighs.
The driver of the Pathfinders' sleigh asks them for the name of their team.

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Sejon is a little taken aback. "Well, I've not thought about that. You probably don't want to ask me, I've not got the talent for naming. Something about paths and finding? Road locators? Trail indexers? Bah..."
He shakes his head.
"What says the bard?"

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Peregrine nods his head thoughtfully.
"Raiders of the open road, I like that. I'll second it."

GM Watery Soup |

"Rrrraiders of the Open Road!"
There is a smattering of polite applause.
One of the race officials asks if you have any questions about the rules.
You have one hour before the race begins. You can talk to the officials or you can see how one of the other teams is preparing. You can also talk to the merchants in town. Tell me what you want to do and post your Diplomacy modifier.

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"The Absalom All--" Jaeli starts, but she is cut off by Rhiannon's much better suggestion. "Ah, that one is also good."
Jaeli has no specific questions about the rules, and instead opts to go introduce herself to the Varki team. She's genuinely eager to find out more about them, wish them the best of luck and, maybe, see what she can glean about their strategy.
Diplomacy +5

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Peregrine wonders over to one of the officiants and asks, "Are there any rules about hindering other teams?"
Diplomacy +4

GM Watery Soup |

Gibble: I will be rolling the checks. There is a chance for critical failure, for which you'll be getting misinformation, so you can't know what you rolled.
Jaeli: 1d20 + 5 ⇒ (5) + 5 = 10
Peregrine: 1d20 + 4 ⇒ (3) + 4 = 7
Rhiannon: 1d20 + 6 ⇒ (2) + 6 = 8
Gibble: 1d20 + 8 ⇒ (10) + 8 = 18
Jaeli introduces herself to the Varki team, but they seem unimpressed by her. They're polite and introduce themselves, but nothing more.
Peregrine talks to the official, but they excuse themselves rapidly, claiming it wouldn't be right to give one team an advantage over another.
Rhiannon buys some alcohol, but the other customers are surly alcoholics and say nothing of value.
Gibble starts a song, gathering a large crowd. When he's done, several people linger to get his autograph, and they give him some tips on the first leg of the journey. You will all receive a +1 circumstance bonus to checks made for overland travel between Kalsgard and the first checkpoint.

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Mylow goes over to some merchants, compliments their wares and questions if the equipment he has purchased will be sufficient for the upcoming competition and if there is any necessities they may know of.
Diplomacy +3

GM Watery Soup |

Mylow: 1d20 + 3 ⇒ (13) + 3 = 16
Sejon: 1d20 + 5 ⇒ (18) + 5 = 23
The merchants try to get Mylow to buy some unnecessary equipment but in the end, he fends them off and realizes his equipment is fine.
Sejon approaches Faergim. She teaches him how to wax his skis.
---
The race is divided into sections of overland travel and trials. Each day of the race begins with a determination of the weather, followed by skill checks from the PCs to determine their success on the trail ahead, ending with the arrival and attempt at defeating the next trial. Each member of the team can attempt one overland travel skill check per day.
The sky is clear and the air crisp for the first day of the trek. The race officials gather the teams and explain the rules once again.
"You must complete the course within four days. If you’re any later than that, the officials will send out parties to retrieve you and you’ll be officially disqualified. Please do your best to avoid getting lost out there. Don’t do anything to injure your competitors, though this should of course go without saying. Don’t try to bypass any of the checkpoints, they are there not only for the trials, but to make sure that you and your team are well enough to continue on.
You’re welcome to advance as far as you can in a day, but the officials don’t want anyone traveling after dark. If you find yourself at a checkpoint near sunset, they may ask you to stay. I’d heed their advice. It’s easy enough for some of the more dangerous things that stalk the tundra to slip by the rangers patrolling the trails under the cover of darkness.”
With the end of the speech, the officials declare the beginning of the Balgirdtrek and the teams rush off into the snow.
Overland Travel Check #1: Athletics, Nature, Survival, or any other relevant skill (description required, higher DC may apply). This is an open roll.

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Mylow heads off in the direction as everyone else. After traveling for a while he pulls out his compass and determines if the group is still heading in the right direction and makes course corrections as they go. "This way everyone."
Survival: 1d20 + 5 ⇒ (16) + 5 = 21

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Sejon thanks Faergim for her assistance with great and sincere formality. "I shall not forget it!" he insists. Then as the race begins he shouts "It's on! Set forth Waders of the Ulfen Road!"
Athletics: 1d20 + 7 ⇒ (17) + 7 = 24

GM Watery Soup |

Mylow finds the path easily, but Sejon and Rhiannon are even more adept and the Raiders of the Open Road surge forward.

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Jaeli wishes everyone safe travels and sets forth with the team. Along the way, she keeps an eye out for the weather conditions and gives the team pointers regarding what she knows of the terrain and local fauna.
Nature: 1d20 + 7 ⇒ (9) + 7 = 16

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Peregrine, thinking back to the maps they were shown, says, "Looks like we are on the right track everyone. Let's keep it up!"
Survival: 1d20 + 1 ⇒ (15) + 1 = 16

GM Watery Soup |

Gibble, please see Discussion. I'll move us on if you decline.
Mylow, can you update your tag line? Instructions in Discussion.

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Mylow, can you update your tag line? Instructions in Discussion.
I thought I had everything listed but the Active Condition which is None.

GM Watery Soup |

Mylow - my apologies, I didn'f see it spoilered.
Gibble - yes, +1. I've just been subtracting it from the DC but if you include it in your roll, that's okay too.

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Mylow - my apologies, I didn'f see it spoilered.
Gibble - yes, +1. I've just been subtracting it from the DC but if you include it in your roll, that's okay too.
Ok that’s fine don’t you Roll though

GM Watery Soup |

I don't have to make this roll. The only rolls I am required to make are the ones where you can't tell the difference between success and critical failure - Recall Knowledge is the prime example.
Gibble: 1d20 + 4 + 1 ⇒ (2) + 4 + 1 = 7
Gibble isn't very useful, but at least he's not in the way.
---
---
At the checkpoint, the tall pines ahead are heavy with snow, and the forest is quiet. Ahead, officials for the Balgirdtrek stand around a roaring fire. Several campsites have been cleared nearby as clerics stand ready to examine and treat any injured racers. Beyond the fire and campsites, in a small, raised clearing, is a tall, thin pole carved with the intertwining necks of a Tarn Linnorm. Atop the pole rests is a small platform, an oval shape resting within it.
The officials at the trial explain to each team that this trial hearkens back to Balgird’s time in the wilderness. While searching for a Linnorm in the frozen reaches of the Saga Lands, Balgird Bluetongue survived by living off the land itself. In particular, Balgird was known to have scaled a great tree and retrieved the egg of a massive bird. He did this so swiftly and carefully that the tree did not bend, and the bird did not notice its egg go missing.
The tree stands 20 feet tall. The base of the tree is 8 inches in diameter, tapering down to 3 inches in diameter at the top. The small platform holding the egg has a short lip along the edge to prevent the egg from being blown out of the tree by the wind or nudged out by an errant creature.
The object at the top of the pole is an egg which each team must retrieve without breaking.
Athletics to Climb, Acrobatics to Balance, or other creative uses of skills or spells (justification required and DC penalties may apply). Everyone can attempt or Aid, but not both. Please discuss amongst yourselves and decide in what order you want to try this challenge and who's Aiding who.

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Gibble gestures to his hireling Hans and says you got this buddy Hans sighs and bigins to climb
my hirelings athletics score is +4 I want to use that for the Roll

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Mylow comes quickly forward waving his hands, "Now hold up there Hans. Gibble, why don't we think about this rather than rushing into action. Remember what the Venture-Captain said, "The Ulfen say that the race is lost on foot but won by the mind.". We must be creative and pool our resources. This tree is pretty small in diameter and will probably bend when someone gets to the top thus dislodging the egg. Does anyone have a spell that can pluck it from it's location?"
"Someone with nimble hands should also be stationed below readied to catch the egg in case it does fall. Does anyone have a net? Maybe a blanket will work."
Mylow has +7 Acrobatics and Cat Fall which treats falls as 10' shorter so he'll take less damage if he falls.

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"Retrieve the egg WITHOUT breaking it? A little tame for my tastes. Still I've been known to shimmy my way out of trouble a time or two."
Sejon has athletics at +7, but I think he's the only one with a good athletics score. If we're going to try to go with aiding it looks like we'd do best to have someone aiding Mycroft though I don't know what modifier makes aiding worth the potential downside of a critical failure. I assume at +5 its worth it.
"Still it might be a task better suited to deft hands."

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"I don't have any spells that would work I don't think. I could hit it with a jet of water, but I feel like that would probably break the egg. I have some experience with deft fingers though, grew up helping my parents around the tavern, so I could probably help you out Mylow.", Peregrine says, pondering the few spells that he knows.
I have a +5 in Acrobatics so I can try to aid. I also have Hydraulic Push, but it does 3d6 damage along with a push so I don't think that's a good idea.

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i can also assist him with inspire competence as well
inspire competence alows me to assist without needing to roll and after I use it I can use the assist reaction with my performance

GM Watery Soup |

A reminder that Aid DC is 20 in PF2. To be frank, it's higher than the DC of the climb so if nobody aids it's not a big deal. Inspire competence will work, so everyone who attempts can get a +1. Mylow, why don't you go ahead and make your roll, and Sejon be on deck?

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Jaeli lets out a little gasp as Hans steps up. He had been so quiet until now!
"Oh, before you try..." Jaeli utters a few words of prayer under her breath, and a second later, Mylow feels an extra spring in his step thanks to Desna's guidance. Jaeli smiles. "Best of fortune to you."
Guidance spell, +1 status bonus to the skill check. Jaeli will use it again if someone else steps up to try, too.

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Aid, Acrobatics: 1d20 + 5 ⇒ (12) + 5 = 17
Peregrine studies the tree and points out some hand and footholds, hoping to being of some assistance to Mylow.