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Isikhulu purchases the items recommended, then sets about trying to efficiently and evenly pack them so as to be secure, accessible, and efficient in use.

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Rhizzuk will look to getting the party a set of matching scarves for the upcoming freezing race.
Make sure they're sable-tipped!

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Tamo spends some time with the Two Houses crew. While Steen and Unn pack, Lief and Oluf exchange pleasantries with him. "I know you're new to this, but try to take a moment now and then to take in the scenery. This land is home for us, but it's important to not take it for granted. It is beautiful, and is probably going to be quite the treat for you if you let it."
Two of the tribesfolk take time to study the weather as best they can. Obad'of sees only mutable uncertainty, recognizing that the Wind and Waves makes up their mind when they want. But Ikinyo lets the group know that he's confident there'll be fog and a mild cold in the coming day, but that it should otherwise be manageable. Let me know what you do with that information, if anything.
Isikhulu diligently packs gear and makes ready while Kashkura and Rhizzuk complete their purchases. When the search for scarves commences, Tamo's ask for a sable tip... actually complicates matters.
"Here! I've got a fine scarf! It'll keep your scales warm! No better price this side of Absalom!" A long-haired Ulfen merchant shouts, showing a black scarf to the two lizardfolk.
"You idiot, they asked for sable," Another merchant admonishes. "If you'd ever traveled, you'd know what the colour of sand is! Here, see this sable scarf," he drapes several sand-coloured scarves over an arm. "Two for one! Best deal!"
Furious, the first merchant shouts back, "Black is the colour used for sable in heraldry! And I travel plenty. But your wife travels more. Why, she was at my house just-"
The situation devolves quickly, with a brawl between the two breaking out. Of course, that doesn't stop a clever third merchant from swooping in and selling scarves. "Striped black and tan, so there's no debate," the man says with a smirk and a wink.
I think we're done with this part, so I'm pressing FFW on the VCR. Time to start!
The teams are asked to gather at the starting line, which is a thick-braided rope with wooden handholds at either end carved in the shape of a linnorm head. The officials wait until the previous year’s winners, Without Trace or Fail, gives the signal that all teams are ready before dropping the rope and blowing a horn!
And we're off! We're at the overland travel portion of day 1, so please make a Athletics, Natura, or Survival check. I will allow other skills if they make sense though, so just let me know.
DAY 1: Overland Travel Phase
Ikinyo - Go
Isikhulu - Go
Obad'of - Go
Kaskhura - Go
Rhizzuk - Go
Tamo - Go

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Nature/Survival: 1d20 + 7 ⇒ (12) + 7 = 19
Tamo tries to take the advice of Lief and Oluf. It is pretty, though frigid, Tamo thinks to himself. Such variety to be seen in this world!

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Nature, bonus: 1d20 + 4 + 1 ⇒ (11) + 4 + 1 = 16
Isikhulu takes in the scene around him as he travels, trying to match what he sees to what he's read of the area.

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Survival: 1d20 + 7 ⇒ (5) + 7 = 12 Obad'of is too distracted by the new sights to keep his focus. If the roll represents subsisting on the trail, failures [url=https://2e.aonprd.com/Feats.aspx?ID=786]count as successes.
The merchant exchange was awesome. GM gets a single hero point in Giantslayer or Dead Suns. It expires in 7 days.

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Ikinyo shares his prediction of the weather with his tribe-mates, hoping fervently that he's right about relatively mild weather ahead. As the race begins, he takes his first step across the starting line and his foot comes down on a slick patch of ice! With only minor wild gyrations he manages to keep his balance and pick up the pace!
Athletics: 1d20 + 7 ⇒ (1) + 7 = 8
Hero pointing that, I am not going to start off representing the Sable Tips with a crit fail.
Athletics: 1d20 + 7 ⇒ (12) + 7 = 19

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You set off on foot, making your way along the marked trail. The starts are somewhat staggered, as it's a timed race and the point is not to be tripping over each other. But one thing becomes clear early on, as you trudge through deep snow: Ikinyo definitely got the weather prediction wrong! A snow storm strikes after an hour, visibility drops drastically, and there's simply not enough scarf around you to keep you warm! But eventually it passes, and you begin to see 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 other teams are all there, and you see the Varki team celebrating as they walk away from a... pole? It's hard to tell from this distance. You're ushered off to a space where you can setup camp, and begin to do so. Eventually a race official fetches you, saying, "It's your turn for the trial."
Collectively you're lead to a dead tree. It's thin and tall, with the base of the tree being about eight inches in diameter and stands about twenty feet high. You can see a small platform at the top. "On that platform is an egg. Your job is to retrieve that egg without breaking it. The 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. Let's find out whether any of you have that same speed."
The goal is to retrieve the egg atop the platform on this tree. The most obvious move is to make a Climb (Athletics) or Balance (Acrobatics) check, though creative approaches are welcome. Only one person is required to attempt the trial, but you will get bonus points if more than one of you succeeds. Breaking the egg is an automatic fail for the group. If you can justify it, you can Aid Other in place of making an attempt. Unless otherwise stated, I will resolve these in the order I see skill checks posted.
Other rolls:
1d2 ⇒ 2
1d2 ⇒ 2

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"Let us get creative." Obad'of, looking to protect the egg from getting knocked off hurls a sticky vine of magic at it:
Entangle: 1d20 + 7 ⇒ (9) + 7 = 16

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Obad'of puts some clever magic to use. The tangling vine does an effective job at preventing the egg from falling. It does make it harder to retrieve it, but given the limited duration it allows Rhizzuk to get a start.
He begins climbing up, and is reaching the top when it becomes obvious this tree has a lot more bend to it than he expected!
Need a Reflex save from Rhizzuk to prevent falling and taking 5 damage.

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Per Slack, rolling for Rhizzuk
Reflex save: 1d20 + 4 ⇒ (18) + 4 = 22
Rhizzuk surprises the tribe by nimbly holding on to the bending tree. With the momentary cocooning of the egg, Rhizzuk reaches the egg and safely grabs it. Swaying with the bends of the tree, he climbs down, egg in hand!
"Well done!" the race official says, noting the team's ingenuity. "I didn't expect that bend, and you did well. Anyone else want to give it a try?"

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"Yes, I'll try. Though, perhaps an inspection of the tree first? If it's not meant to bend like that, perhaps something is wrong?"
Perception to spot the cause of the unexpected bend: 1d20 + 4 ⇒ (10) + 4 = 14
Athletics to Climb: 1d20 + 4 ⇒ (6) + 4 = 10

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Isikhulu can't spot anything specific about the tree. It's rather narrow, and seems a little extra bend-y. Maybe it's not fully dead?
He then starts to climb...
That's going to fail. Want to Hero Point that Athletics check? You'll need to make a Reflex save as well.

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Yeah, the upside is high enough that I'll spend a Hero Point to re-roll
Athletics to Climb, Promotional Vestments: 1d20 + 4 + 1 ⇒ (18) + 4 + 1 = 23 If that is a success, I get a critical success instead (Cliffscale Lizardfolk heritage)
Reflex: 1d20 + 4 ⇒ (17) + 4 = 21

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Up until that point the race official had been impressed by Rhizzuk. Isikhulu takes a second to study the tree, then effortlessly climbs up, retrieves the egg, and brings it down. His balance and weight distribution is so perfect that the tree barely bends. "Wow, well done!"
He then looks to see if there are any other takers.

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Kashkura smiles. "Isikhulu, you know I used to beat you to the tops of trees when we were young! Let's see if I can still do it."
Athletics: 1d20 + 4 ⇒ (20) + 4 = 24

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Having spent quite a bit of time in the forests of the Mwangi, Ikinyo is normally quite comfortable among trees. His complete mis-read of the weather, however, has him questioning himself, and he decides to cheer on his tribe-mates as they climb the tree, rather than going after the egg.

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Posted a question in Slack. If this is allowed, I will. If not, no worries I used my chance.
Obad'of decides that he's got to have just as good a chance as any. He is, after all, a skilled athlete....
Athletics: 1d20 + 5 ⇒ (17) + 5 = 22

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Kashkura boldly steps forward, confidence belying her skill modifier as she rapidly climbs the dead tree. With only a slight bend to the conifer she reaches the ground, egg in hand!
"Now that was impressive! You lot are surprisingly good climbers."
+1 Hero Point to Kashkura!
Obad'of moves to go, but the race official stops him. "Sorry, but the magic you used to help will have to count as your attempt. Still, I think it made a difference."
I factored what Obad'of did with Tanglefoot into the DCs for all

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The iruxi gives a toothy smile, "Fine by me!"

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Aye, I think his magic was quite useful! Tamo claps Obad'of on the back (which the latter barely feels).

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With no other challengers from the Sable Tips stepping up to make the climb, the race official makes some notes on a piece of parchment and then allows you to setup your campsite proper. "Feel free to mingle, but I'd suggest against any late night fun. Rest is more important than anything, especially when it comes to the Balgirdtrek.
You're once again encouraged to mingle with the other teams, or to chat up the race officials. Let me know what you'd like to do (assume about an hour of time), and once everyone has posted I'll start you all on Day 2.

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Tamo will chat up the race officials, asking about what the course has to offer tomorrow. As your honored guests, I confess we are at a bit of a disadvantage. They know the terrain, while we do not.
Diplomacy: 1d20 + 8 ⇒ (7) + 8 = 15

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Isikhulu studies the sky trying to gain any insight he can from the glimpses of stars between the clouds.
Astronomy Lore: 1d20 + 7 ⇒ (12) + 7 = 19
This may not provide any insight, but it's likely what he would do (and I'm not good at talking to folks).

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Kashkura will talk to the Wyrding Wayfinders.
"How is the race going for you? The trial today was very interesting. I should the stars what they have in store for tomorrow."
Diplomacy: 1d20 + 7 ⇒ (2) + 7 = 9

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Obad'of isn't much of a talker, but he does think there's value in chatting up the officials. Nothing untoward, but getting some insight that veterans of the race likely have... Diplomacy: 1d20 + 0 ⇒ (15) + 0 = 15

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Ikinyo's weather prediction mishap has puzzled and frustrated him, and he decides the matter merits more study. As most of the others talk to members of the competing teams, Ikinyu joins Isikhulu in moving away from the group and staring at the sky, studying the clouds as his tribe-mate looks past them to the stars.
Nature at +5 to try to predict the weather.

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Tamo and Obad'of team up to talk to the race officials. The official you meet seems a sympathetic sort, especially with him thinking that Iruxi are not meant for this climate. He is vague, but manages to slip a tidbit for you all.
You learn some of the notable features and terrain of the next leg of the race, gaining a +1 circumstance bonus to checks made for overland travel to the next checkpoint.
Kashkura spends some time trying to socialize with the Wyrding Wayfinders, but Faegrim Axebinder seems distracted and keeps her own plan for the Balgirdtrek close to the chest.
Rhizzuk makes sure the group has a warm fire to come back to, which Ikinyo and Isikhulu use to keep their blood flowing as they stare at the sky. For Isikhulu, he is troubled by how overcast the night is, with clouds obscuring the starlight. Ikinyo hopes to make sense for the weather, but after how badly he predicted their first day he settles into being uncertain with more comfort than he'd like.
Eventually, you all bed down for the night.
The next morning you are woken by another howling blizzard! Fortunately you did your best to prepare for the day, and when it comes time you push out onto the trail...
We're at the overland travel portion of day 2, so please make a Athletics, Nature, or Survival check. I will allow other skills if they make sense though, so just let me know.
DAY 2: Overland Travel Phase
Ikinyo - Go
Isikhulu - Go
Obad'of - Go (add +1)
Kaskhura - Go
Rhizzuk - Go
Tamo - Go (add +1)
Weather: 1d4 ⇒ 4

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Feeling sluggish and out of his depth, Isikhulu trudges ahead, focusing only on keeping pace with his sister.
Athletics: 1d20 + 4 ⇒ (15) + 4 = 19

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Survival: 1d20 + 7 + 1 ⇒ (8) + 7 + 1 = 16
It seems the officials are right, this is a vastly different environment than the Tribe is used to. Still, he does his best to put the knowledge to use.

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Nature: 1d20 + 7 + 1 ⇒ (4) + 7 + 1 = 12
The blast of cold and driving snow catches Tamo largely off guard, even thought he official informed him it was on its way. Not at all what I thought, he thinks to himself. I can see now why Master Zotz told us ray of frost is a potent spell. Not much good here, though, I suspect.

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Obad'of lays down on the ground and contemplates the awesomeness of nature.

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The trek through the howling winds and blowing snow is a difficult one, but the Sable Tip tribe manages well enough, seeming to make up some ground. They aren't the last team to reach the checkpoint, arriving before the Bluetongue Brawlers. Of course, that group was up late the night previously, and are clearly all nursing hangovers.
At the checkpoint you see a small, frigid stream runs between the dense pines, opening onto a frozen pond. To the east, a few small columns of smoke rise above the trees from several small campfires. To the north, a dozen caribou walk along the surface of the ice, snuffling and pawing at the thin grasses poking up from the snowy shoreline. As a race official watches over the small herd, the wind carries the gentle sound of bells.
A race official catches up with you, shows you to where your campsite is, and then leads you closer to the herd. "This trial is meant to recreate the events surrounding the loss of Balgird’s beloved pack horse. When the steed was lost in a terrible blizzard, Balgird tracked a herd of caribou across the tundra, and watched their behavior from a distance, looking for one that he might be able to tame. The legendary Ulfen man spent more than a week trying to get close to the herd, and narrowly escaped death by hundreds of stampeding hooves before he finally managed to sling his saddle bags over the animal's back and lead his new companion out of the herd and into the taiga."
Enjoying his attentive audience, he continues. "Four of the caribou have had small bells tied into their antlers. The goal of this trial is to retrieve a set of the bells without disturbing the caribou. There are a total of twelve caribou currently on the ice. You'll need to find an approach to a beast with bells on, then carefully remove the bells. At least one of you has to make an attempt, but as long as they don't bolt you can try to retrieve them all."
The official looks at you all and asks, "Ready? Who would like to go?"

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"This sounds like tremendous fun! I love animals! I've heard that once upon a time ALL druids had a special empathy with them. It seems strange now that I've never seen a druid with that empathy for the wild..."
Obad'of cheerfully seeks out one of the caribou.
Perception: 1d20 + 7 ⇒ (15) + 7 = 22
Nature: 1d20 + 7 ⇒ (10) + 7 = 17

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The official lets Obad'of go first. The druid listens carefully for the distant sound of a tinkling bell, then wends his way carefully through the caribou as to not scare any. With great empathy for the wild he removes a bell and takes a different route back out.
It is on his return though that Obad'of he comes across the remains of a dead caribou. Having enough distance from the other animals, he takes a moment to study the largely consumed beast. With expert study Obad'of realizes that large claw marks criss-cross the body and came from an animal of immense size and strength.
Finally he returns, triumphant. When he examines the bell though, he finds bits of wool and fur were stuffed in it, making it quieter and thus harder to be heard!

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"Nature has shown me something of import team. I found the carcass of a caribou, one apart from the others. Its death was obvious; large claw marks criss-crossed the body and came from an animal of immense size and strength."
Check spoiler

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Tamo agrees to give it a go, stepping cautiously onto the ice.
Perception: 1d20 + 7 ⇒ (19) + 7 = 26
Nature: 1d20 + 7 ⇒ (12) + 7 = 19

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After Tamo takes a turn Rhizzuk will give a go a the caribou-bell hunting game.
perception: 1d20 + 8 ⇒ (14) + 8 = 22
nature: 1d20 + 5 ⇒ (4) + 5 = 9
If Nature crit fails, I'll HP reroll, otherwise will keep.

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Kashkura decides to give it a try after the more natural-minded iruxi have gone.
Perception: 1d20 + 4 ⇒ (17) + 4 = 21
Nature: 1d20 + 4 ⇒ (20) + 4 = 24