
GM TOP NPC or BOT |

With a whooshing sound a small creature zips out of the sky and lands upon Tempest's shoulders, talons sinking deep into the nervous system. With a robotic motion, the Leshy attempts to repeat their earlier action.
Nature (Trained): 1d20 + 5 ⇒ (1) + 5 = 6
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I won't Bot Rrho since she doesn't have Nature Trained. But we aren't looking great for this challenge with one success and one critical failure.
Duncan, Faerinna, Tempest and Rrho are up in Round 4. Roumatha finally made it Round 4, but I'll let the others go first to hopefully prevent his critical fumble from being an issue.

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Rrro will help, providing rope and pitons to lift all the team up. Maybe slowly, but surely!
I am not acting, because I confused by situation. And RRho has no idea what to do with a goat unless just scare him away. FOr example with thinderstone.
So, what's there? , - Klara asks before helping Roumatha to climb and secure ipward position.

GM TOP |

I am not acting, because I confused by situation. And RRho has no idea what to do with a goat unless just scare him away. FOr example with thinderstone.
That might be my fault, I may have only shown Tempest what was at the top of the cliff. Anyone up there sees a herd of wild goats munching on grass. They are very close and if startled might attack. The Nature checks are set up to calmly usher the goats to a safer location.

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Calmly, you say? Oh my, no. Duncan is untrained, so he's more likely to hinder than help. He'll wait until after everyone else, challenging Rrho to rock, paper, scissors to see who goes last if the rest of the group mucks up.

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Faerinaa hauls herself over the ledge and looks at the goats. "Ah. Well, ok then."
She gets up and begins to gently shoo the goats away from Tempest
"Shh. Shh, ok, let's go this way. Come on goats, its nice over here."
As she shoos the goats, Faerinaa mutters a prayer to Sarenrae under her breath.
"Dawnbringer, please, just keep them calm."
Faerinaa prays fervently to Sarenrae as she tries to guide the goats away from the group and calm them with an assertive, calm body language.
Nature, Guidance: 1d20 + 6 + 1 ⇒ (16) + 6 + 1 = 23

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Round 4
"Oh, bother. I believe they speak the norther dialect...that last bit was from the southern. I do hope they aren't insulted..."
Taking a breath to steady his nerves, he continues to try ushering them along. "ShhhhhBaaaabbabab"
"Friendly goats....over yondershhhh we is friendly...."
Nature(Trained): 1d20 + 5 ⇒ (9) + 5 = 14

GM TOP |

Between Roumatha's and Tempest's efforts, the goats simply decide to remove the interlopers from their territory. Plus, that plant thing looks quite delish! They move to attack.
Initiative
Tempest: 1d20 + 7 ⇒ (3) + 7 = 10
Roumatha: 1d20 + 7 ⇒ (9) + 7 = 16
Faerinaa: 1d20 + 10 ⇒ (12) + 10 = 22
Rrho: 1d20 + 7 ⇒ (18) + 7 = 25
Duncan: 1d20 + 5 ⇒ (17) + 5 = 22
Vinny: 1d20 + 3 ⇒ (4) + 3 = 7
3 goats: 1d20 + 4 ⇒ (7) + 4 = 11
Greatest Of All Time Round 1
Rrho
Faerinaa
Duncan
Roumatha
Red/Blue/Green Goats
Tempest
Vinny
Bold may act (map is up). I was sincerely hoping the Nature checks would negate this combat, but it just didn't go well.

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Faerinaa sees the goat taking up an aggressive posture to go after Tempy, and lunges to intervene!
Attack, Flat Footed: 1d20 + 9 + 2 ⇒ (10) + 9 + 2 = 21
Damage, Sneak Attack: 1d6 + 1d6 + 4 ⇒ (5) + (4) + 4 = 13
Stride, Draw Rapier, Strike
Faerinaa will use her Nimble Dodge reaction if attacked for +2 circumstance bonus to AC vs. the first attack.

GM TOP |

Faerina rushes up, draws her weapon and skewers the goat. It remains standing but appears to be reconsidering its upcoming actions.
Greatest Of All Time Round 1
Faerinaa
Rrho
Duncan
Roumatha
Goats Red, Blue (-13 HP), Green
Tempest
Vinny
Bold may act (map is up).

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Duncan moves parallel to Faerinaa and similarly stabs the other goat.
Attack: 1d20 + 6 ⇒ (14) + 6 = 20
damage: 1d6 + 2 ⇒ (2) + 2 = 4

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Can we just get pass through goats territory? - nods RRho, getting through aimals position and jumping to the stone's top to gain better view.
3 actions movement

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"I didn't get through a bloody ogre just to be stopped by some farm animals!" Roumatha exclaims as he draws his sword and moves to slaughter the nearest goat.
Interact, Stride towards Red, Strike
Attack: 1d20 + 8 ⇒ (4) + 8 = 12 for: 1d12 + 4 ⇒ (5) + 4 = 9 damage

GM TOP |

Rrho runs past the goats, hoping that they'll forget about the intrusion into their territory. Duncan moves up and considers a more expedient method of dealing with them, also spearing his goat. It is a much more glancing blow though. Roumatha channels his inner frustration, but can't quite connect with the elusive animal.
One of the goats (the really injured one) turns and runs. It is quite quick on its feet and gets quite a bit away (it moves 105 feet away and is showing no interest in returning so I took it off the map). But its herd-mates try to but their targets back into the stone age.
Red Horn vs. Roumatha: 1d20 + 5 ⇒ (15) + 5 = 20 for Bludgeoning & Push: 1d4 + 3 ⇒ (4) + 3 = 7
Slamming Roumatha back, the goat retreats a short bit and stamps it's feet, ready for a hard charge!
Green Horn vs. Duncan: 1d20 + 5 ⇒ (11) + 5 = 16 for Bludgeoning & Push: 1d4 + 3 ⇒ (2) + 3 = 5
Green Horn vs. Duncan - MAP: 1d20 + 5 - 5 ⇒ (11) + 5 - 5 = 11 for Bludgeoning & Push: 1d4 + 3 ⇒ (2) + 3 = 5
Green Horn vs. Duncan - MAP: 1d20 + 5 - 10 ⇒ (12) + 5 - 10 = 7 for Bludgeoning & Push: 1d4 + 3 ⇒ (2) + 3 = 5
Duncan manages to duck the first horn strike, then he has the feel for the attack and easily avoids the next two.
Greatest Of All Time Rounds 1 & 2
Faerinaa
Rrho
Duncan
Roumatha (-7 HP)
Goats Red, Blue (-13 HP & running away), Green (-4 HP)
Tempest
Vinny
Bold may act. No reason to slow round 2 actions here, the goal is to end this fight quickly.

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With an exaggerated sigh, Tempest scurries around the remaining goat. "Why can'tcha listen to the druid and skiddaddle? Why ya gotta cause trouble?"
Reaching into his face, he pulls the spear free as he thrusts it forward in one motion.
Spear vs flat-footed: 1d20 + 7 ⇒ (6) + 7 = 13 for Piercing: 1d6 + 4 ⇒ (6) + 4 = 10 + Sneak: 1d6 ⇒ 6
Stride, Stride, Stab

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"Argh! You horned devil! You should have ran when you had the chance!"
Roumatha runs 50ft towards the goat and slams at it again, this time activating the potency crystal on his sword!
Attack!: 1d20 + 8 + 1 ⇒ (2) + 8 + 1 = 11 for: 2d12 + 4 ⇒ (10, 5) + 4 = 19 damage
cue sad trombone

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Acrobatics, tumble through: 1d20 + 6 ⇒ (13) + 6 = 19
Figuring if it works on bulls it will work on goats Duncan grabs the horns that just tried to gore him and flips over the top of the beast.
ally oop
Attack: 1d20 + 6 ⇒ (19) + 6 = 25
Damage, panache: 1d6 + 2 + 2 ⇒ (3) + 2 + 2 = 7
Duncan stabs into the goat's flank.
hya
Attack, MAP: 1d20 + 6 - 5 ⇒ (18) + 6 - 5 = 19
Damage, finisher: 1d6 + 2 + 2 ⇒ (5) + 2 + 2 = 9

GM TOP |

Tempest moves into flanking and strikes. Fortunately the goat was distracted by Duncan and his stab lands. The goat looks woozy from blood loss.
Roumatha charges the goat, but at the last moment the crafty creature sidesteps and the blade only carves a chunk of dirt free from the ground. It bleats at at the half-elf... almost as if it is laughing at him.
Duncan shows off his bull-fighting skills, flipping all around the creature. His first strike is a bit more than it expects, going right through the ear and deep into the brain. The goat collapses, dead.
Extra Crit: 1d6 + 2 + 2 ⇒ (5) + 2 + 2 = 9
Duncan can adjust his actions if he wishes, the finisher wasn't needed.
Greatest Of All Time Rounds 1 & 2
Roumatha (-7 HP)
Duncan (1 action remains if you want it)
Faerinaa
Rrho
Goats Red, Blue (-13 HP & running away), Green (-26 HP & dead)
Tempest
Vinny
Bold may act. No reason to slow round 2 actions here, the goal is to end this fight quickly.

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Vinny will come out from behind the bush and move towards the last remaining goat to bomb it. "Heads up, Roumatha!" she yells as she throws a fire bomb at the goat.
Alchemist's fire, lesser: 1d20 + 6 ⇒ (2) + 6 = 8
Damage: 1d8 ⇒ 3
1 point of fire splash damage on a hit or miss, 1 persistent fire damage on a hit.
Stride, Stride, Strike

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Faerinaa hurries across the battlefield, looking to join the fight in case Roumatha needs assistance.
Stride x3

GM TOP |

Faerinaa and Vinny rush over to help, Vinny tossing a bomb that just misses the target. The smell of scorched goat fur washes over the battlefield.
Greatest Of All Time Rounds 1 & 2
Roumatha (-7 HP)
Duncan (1 action remains if you want it)
Faerinaa
Rrho
Goats Red (-1 HP), Blue (-13 HP & running away), Green (-26 HP & dead)
Tempest
Vinny
Bold may act.

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Klara will plane her next step in this Highland chaos,
Devicing a Stratagem : 1d20 ⇒ 11
I am glad we now have potentially fresh meet. Will it be worth?
Klara then notice far goat and decides to finish him off... Or at least scare away. Longbow is a great option this time.
Attack with Stratagem is 11+7=18
Dmg, piercing : 1d8 + 1d6 ⇒ (3) + (6) = 9

GM TOP |

Rrho draws back her long bow, aims carefully and fires. Even with the large distance and cover, the projectile still connects!
The goat seems displeased and attempts to take its ire out on Roumatha again.
Red Horn vs. Roumatha: 1d20 + 5 ⇒ (6) + 5 = 11 for Bludgeoning & Push: 1d4 + 3 ⇒ (2) + 3 = 5
Red Horn vs. Roumatha - MAP: 1d20 + 5 - 5 ⇒ (6) + 5 - 5 = 6 for Bludgeoning & Push: 1d4 + 3 ⇒ (2) + 3 = 5
Red Horn vs. Roumatha - MAP: 1d20 + 5 - 10 ⇒ (14) + 5 - 10 = 9 for Bludgeoning & Push: 1d4 + 3 ⇒ (1) + 3 = 4
But nothing comes close. FINISH THIS!
Greatest Of All Time Rounds 2 & 3
Roumatha (-7 HP)
Duncan
Faerinaa
Rrho
Goats Red (-10 HP), Blue (-13 HP & running away), Green (-26 HP & dead)
Tempest
Vinny
Bold may act.

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"Leave him alone you nasty goat!" Vinny throws another fire bomb at the goat.
Alchemist's fire, lesser: 1d20 + 6 ⇒ (3) + 6 = 9
Damage: 1d8 ⇒ 7
1 point of fire splash damage on a hit or miss, 1 persistent fire damage on a hit.
Strike, burn 2 actions

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Attack!: 1d20 + 9 ⇒ (13) + 9 = 22
Damage: 1d6 + 4 ⇒ (1) + 4 = 5
Faerinaa rushes up and stabs the goat with her rapier.

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Spurred on by his remarkable feat, Duncan nearly makes to Roumatha's side.
Stride from last round and Stride x3 this round. Duncan's speed is 30 ft with panache

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After her previous arrow spill spill animal blood, Klara realizes, that she prefer to spare this goat's life as team obviously get enough fresh meat. Just to respect nature and it's flow.
Devise next Stratagem: 1d20 ⇒ 2
Rhho understand, that too much allies nearby the las standing mointain goat and decide not to shot, hoping, that outnumbered and injured animal gonna flee. Probably. KLara is not good in fauna rules.
Klara gonna take a look around from her position... I will spend 1 left action for Perception.: 1d20 + 7 ⇒ (14) + 7 = 21...
and then get closer to dead goat to end it and prepare for skin off.

GM TOP |

Vinny splashes the goat again with a bit of flame and then Faerinaa puts it down with a flourish.
Combat Over! Got its HP exactly, nice!
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With the goats defeated or fleeing, the pathfinders can get a good look at their surroundings.
Successes at the following checks grant Discovery Points. You need these for the success conditions.
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*Chart the view from this elevated vantage point (Easiest checks are Cartography or Scribing Lore but Crafting could also be used).
*Recognize valuable terrain resources such as climbing spots and streams (Easiest checks are Mountain and Scouting Lore but Nature could also be used).
*Identify grazing areas and places medicinal plants and mosses might grow (Easiest check is Herbalism Lore but Nature could also be used).
*Spot a potential meltwater hazard that's obvious when seen from a high vantage point (Easiest checks are Mountain or Scouting Lore but Perception or Nature could also be used).
*Identify the cliff overhang as a good resting spot for travelers (Survival or Perception, same difficulty).
*If you ID the resting spot above, you can clear an area for a shelter (Easiest check is Craft but Athletics could also be used).
_______________________________
This is the last set of checks for the scenario so no need to save resources. Anyone can make any of the checks (though the Lore ones need to be at least trained), but you can only make one attempt at each of them. Let's crank these out so we can all go home!

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Recognize Resources: Nature(Trained): 1d20 + 5 ⇒ (1) + 5 = 6 <--Hero Point Reroll
Nature(Trained): 1d20 + 5 ⇒ (20) + 5 = 25
ID Grazing Areas: Nature(Trained): 1d20 + 5 ⇒ (1) + 5 = 6
Spot Hazard: Perception: 1d20 + 7 ⇒ (7) + 7 = 14
ID Resting Spot: Perception: 1d20 + 7 ⇒ (3) + 7 = 10
ID upper resting spot:Acrobatics(Trained): 1d20 + 4 ⇒ (2) + 4 = 6
"Someone should finish drawing out the map, but this certainly would be a good lookout and rest spot....though perhaps we should leave it for the goats? They were here first after all..."
Well...those dice didn't do me a lot of favors.

GM TOP |

*Chart the view from this elevated vantage point (Easiest checks are Cartography or Scribing Lore but Crafting could also be used).
*Recognize valuable terrain resources such as climbing spots and streams (Easiest checks are Mountain and Scouting Lore but Nature could also be used). Completed: +1 Discovery Point
*Identify grazing areas and places medicinal plants and mosses might grow (Easiest check is Herbalism Lore but Nature could also be used).
*Spot a potential meltwater hazard that's obvious when seen from a high vantage point (Easiest checks are Mountain or Scouting Lore but Perception or Nature could also be used).
*Identify the cliff overhang as a good resting spot for travelers (Survival or Perception, same difficulty).
*If you ID the resting spot above, you can clear an area for a shelter (Easiest check is Craft but Athletics could also be used).

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Duncan stabs at the cliff's edge taking in the scenery
Lore (Scouting) : 1d20 + 3 ⇒ (8) + 3 = 11
Perception: 1d20 + 5 ⇒ (20) + 5 = 25
Hey! That looks like it could be a good camp down there. I'm going to try to clear it out.
Athletics: 1d20 + 5 ⇒ (5) + 5 = 10

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Faerinaa surveys the landscape, pointing out a feature.
Meltwater, Scouting Lore: 1d20 + 6 ⇒ (13) + 6 = 19
"Hm, I think that's a meltwater. Going to have to watch out for that."
Grazing Areas, Nature: 1d20 + 6 ⇒ (2) + 6 = 8
Charting the View, Crafting: 1d20 + 6 ⇒ (14) + 6 = 20
She sits down and tries to chart the view.

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Rrho wanted to draw the map, so, she will chart a view from a good spot
Scribe Lore: 1d20 + 7 ⇒ (6) + 7 = 13
Oh, probably I still have heropoint? I'd like to reroll this if possible and if feel necessary...
Scribe Lore reroll: 1d20 + 7 ⇒ (13) + 7 = 20
Klara then trys to help Duncan or another way look for a place to rest... Survival: 1d20 + 5 ⇒ (13) + 5 = 18

GM TOP |

Duncan easily locates the protected spot that would be a great campsite.
Faerinaa scouts out the dangerous meltwater situation and does an excellent job adding everything to the map.
Rrho helps with the map and agrees that the camping spot is perfect for a caravan stop.
Roumatha steps in and muscles a few stones out of the way, then spends a few minutes setting up a really nice firepit for use.
*Chart the view from this elevated vantage point (Easiest checks are Cartography or Scribing Lore but Crafting could also be used). Completed: +1 Discovery Point
*Recognize valuable terrain resources such as climbing spots and streams (Easiest checks are Mountain and Scouting Lore but Nature could also be used). Completed: +1 Discovery Point
*Identify grazing areas and places medicinal plants and mosses might grow (Easiest check is Herbalism Lore but Nature could also be used).
*Spot a potential meltwater hazard that's obvious when seen from a high vantage point (Easiest checks are Mountain or Scouting Lore but Perception or Nature could also be used). Completed: +1 Discovery Point
*Identify the cliff overhang as a good resting spot for travelers (Survival or Perception, same difficulty). Completed: +1 Discovery Point
*If you ID the resting spot above, you can clear an area for a shelter (Easiest check is Craft but Athletics could also be used). Completed: +1 Discovery Point
And that's enough Discovery Points to gain all the rewards! I'll post a mission summary in a bit and start working on Chronicles.

GM TOP |

With this final vantage point obtained, the pathfinders feel they have a solid map through the mountains. And with a signed agreement in hand with the local orc tribe, they feel pretty confident their chances of success in this endeavor are high.
Making it to Molthune's Capitol of Canorate, they have an unexpected reunion. The Nobles they encountered at the start of their travels arrive in town several days later. Quite thankful to the society for their assistance on the mountain, they offer an animal staff to the group. There is also a promise of free drinks at a local bar that evening if anyone wants to take them up on it.
It is a while later, probably after the pathfinders have completed a few more missions, that the Chelaxian officials release the official results of the contest. It is to no one's surprise (in the group) that their route was chosen above all others.
Lastly, due to excellent work on the route and compassionate assistance of those in need, the Horizon Hunter faction makes note of the group's accomplishments (1 Bonus Rep from H.H. gained).

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Roumatha gladly takes up on the free drinks offer, though he tries to avoid toasting in the name of Asmodeus and has to suffer a punishment of telling the tale of being outmatched by a goat, which the Chelish nobles find deeply symbolic.

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Duncan joins Roumatha and the others. He makes sure to embellish the story so that every peril is appropriately perilous and the whole venture is properly dramatic.