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Nuvian carefully observes the goats, and tries to get far enough away so he does not disturb them as he inches closer to the cliff edge.
Stealth: 1d20 + 5 ⇒ (10) + 5 = 15

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Nature: 1d20 + 4 ⇒ (14) + 4 = 18
Jak attempts once more to appear non-threatening to the goats by tossing some trail rations in their direction.

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"Guess I'll give climbing a try. I might be able to convince them goats to let us pass for a bit." says Ra'Sta, a sour expression on his face as he readies the climb.
Athletics: 1d20 + 2 ⇒ (14) + 2 = 16
As he finally makes his way up, his eyes lock with one of the beast. He begins to run a finger through his war paint, hoping the land will come through for him. "By the mother, Gaia, let us tread upon your land for a bit."
Nature: 1d20 + 4 ⇒ (3) + 4 = 7
Nature(hero point): 1d20 + 4 ⇒ (14) + 4 = 18

GM chadius |

You can hold onto that Hero Point, Ra'Sta.
The team eventually climbs up the cliff to meet the goats. Jak realizes he's been seen, so he throws some trail rations to get the attention of one of them.
One of the goats will have none of this, so it tries to turn away, only to see Nuvian emerge from behind and herd it with the others.
Tonraq takes a close step and begins to gesture, point and bleat. The goats look amongst themselves, then back to Tonraq and approach peacefully. Except for Jak's goat, who eats the rations and waits looking for more.
Now with the goats calmed, you have an opportunity to look at your surroundings. Maybe you can find something to help secure the trade route. Each of you can attempt each method once. Here are a few methods:
• Learn how to handle the goats, turning a hazard into a resource. This is a DC 16 Nature check.
• Chart the view with a DC 13 Cartography or Scribing Lore check, or a DC 15 Crafting check.
• Recognize valuable terrain resources such as climbing spots and streams with a DC 16 Nature or a DC 13 Mountain or Scouting Lore check.
• Identify grazing areas and places medicinal plants and mosses might grow. This is a DC 16 Nature check or a DC 13 Herbalism Lore check.
• Spot a potential meltwater hazard that’s obvious when seen from the high vantage point. This is either a DC 16 Perception or Nature check, or a DC 13 Mountain or Scouting Lore check.
• Identify the cliff overhang as a good resting spot for travelers. This is a DC 16 Survival or a DC 16 Perception check.
• If you identify the cliff as a good resting spot, you can clear an area at the base of the cliff so it provides better shelter by succeeding at a DC 13 Craft check or DC 16 Athletics check.

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Tonraq gently pats the goat's head. "Good goat. Thank you for letting us stay here a while." He tries to commune with the animals and learn how to handle them.
Nature (Bullet #1): 1d20 + 7 ⇒ (8) + 7 = 15 Tonraq has the Train Animal feat, if that matters for this task.
He then proceeds to search the area for vantage points and identify local plants, as well as look for risky meltwater, cliff overhangs for shelter, and other resources.
Nature (Bullet #3): 1d20 + 7 ⇒ (10) + 7 = 17
Nature (Bullet #4): 1d20 + 7 ⇒ (11) + 7 = 18
Nature (Bullet #5): 1d20 + 7 ⇒ (9) + 7 = 16
Survival (Bullet #6): 1d20 + 7 ⇒ (11) + 7 = 18
Athletics (Bullet #7): 1d20 + 3 ⇒ (13) + 3 = 16

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Nature (Bullet #1): 1d20 + 4 ⇒ (18) + 4 = 22
Sharing more rations with the goats, he strives to get more friendly with them.
Nature (Bullet #3): 1d20 + 4 ⇒ (10) + 4 = 14
He looks at the terrain more carefully but can't pick out anything specific.
Herbalism (Bullet #4): 1d20 + 4 ⇒ (8) + 4 = 12
He notices a few plants that might be useful but nothing major or truly beneficial.
Nature (Bullet #5): 1d20 + 4 ⇒ (12) + 4 = 16
Spots some meltwater areas that should be avoided.
Survival (Bullet #6): 1d20 + 8 ⇒ (19) + 8 = 27
Spots a few good resting spots.
Athletics (Bullet #7): 1d20 + 2 ⇒ (4) + 2 = 6
Success: Bullet # 1,5,6

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Handle Goats: Nature: 1d20 ⇒ 14
Chart The View: Crafting: 1d20 + 6 ⇒ (19) + 6 = 25
Valuable Terrain: Nature: 1d20 ⇒ 7
Medical Plants/Mosses: Nature: 1d20 ⇒ 16
Meltwater Hazard: Perception: 1d20 + 5 ⇒ (2) + 5 = 7
Resting Spot: Perception: 1d20 + 5 ⇒ (11) + 5 = 16
Clear Area: Crafting: 1d20 + 5 ⇒ (17) + 5 = 22

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nature handle goats: 1d20 + 4 ⇒ (9) + 4 = 13
nature recognize valuable resources: 1d20 + 4 ⇒ (1) + 4 = 5
Identify grazing areas Nature: 1d20 + 4 ⇒ (2) + 4 = 6
identify hazard: 1d20 + 4 ⇒ (6) + 4 = 10
cliff overhang: 1d20 + 4 ⇒ (4) + 4 = 8
clean overhang: 1d20 + 7 ⇒ (12) + 7 = 19
Lynn just spends the entire team way too distracted watching the goats from a respectful distance. Upon realizing she's been wasting time she abruptly gets to work cleaning the overhang making great progress on that.

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Learn how to handle the goats,Nature: 1d20 + 0 ⇒ (14) + 0 = 14
Recognize valuable terrain resources,Nature : 1d20 + 0 ⇒ (11) + 0 = 11
Identify grazing areas and places medicinal plants,Herb Lore: 1d20 + 3 ⇒ (7) + 3 = 10
Spot a potential meltwater hazard,Perception: 1d20 + 3 ⇒ (18) + 3 = 21
Identify the cliff overhang,Perception: 1d20 + 3 ⇒ (3) + 3 = 6
Clear an area at the base of the cliff,Athletics: 1d20 + 6 ⇒ (7) + 6 = 13
After receiving word that the goats are calmed down, Faethor climbs up and begins helping to fix up a trail.
Athletics: 1d20 + 6 ⇒ (13) + 6 = 19

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Taking cues from his fellow pathfinders, Ra'Sta attempts to interact with the goats, hoping his bond with the land will be to his advantage.
Nature: 1d20 + 4 ⇒ (19) + 4 = 23
He then attempts to scribe a chart of the area.
Crafting: 1d20 + 3 ⇒ (7) + 3 = 10
As he attempts to create his charts, Ra'Sta makes sure to mark valuable land marks.
Nature: 1d20 + 4 ⇒ (7) + 4 = 11
Having completed his charts, Ra'Sta tries to see if he can find any herbs of use that the goats haven't eaten up.
Nature: 1d20 + 4 ⇒ (7) + 4 = 11
As he looks for herbs, he utilizes the high vantage to try and spot any issues further along the path
Perception: 1d20 + 6 ⇒ (18) + 6 = 24
or any place that might be nice for cover or resting.
Perception: 1d20 + 6 ⇒ (10) + 6 = 16
Believing he may have found such a spot. Ra'Sta tries to clean it up to the best of his abilities.
Crafting: 1d20 + 3 ⇒ (10) + 3 = 13

GM chadius |

Tonraq talks to the goats, and they find him quite amenable. They also find Jak's food quite tasty.
Nuvian takes the time to draw an accurate view of all the paths he can see from here. Through intuition or skill, he even identifies the puffs of smoke from Bark's house.
Tonraq and Lynn get into a brief argument about the best places to climb up the cliff before dropping the subject. She also talks to Nuvian about the medicinal plants in the area, but their contradictory information leads to no solid conclusions.
The team turns their attention to meltwater hazards and Ra'Sta feels the beat of the wind. It's rhythmic, and it guides his gaze towards places where the wind does not blow correctly. Avalanche hazard. Thin ice. Wind trap. It's all there.
Jak and Lynn turn their attention to building a shelter for any travellers. Jak spots an excellent spot and Lynn goes to town. Jak tries to help but Nuvian stops him before he knocks everything over.
With your survey complete, you bid the goats goodbye and continue your trek to the Bearclaw tribe.

GM chadius |

”Oh ho, what’s this?” A lupine creature with blinding white fur leaps from the ledge. It’s the largest wolf you’ve ever seen. Oh, and he talks. ”Odvar, at your service!” He howls as a few normal sized wolves howl in unison with him.
”I couldn’t help but notice you were out here, alone.” He thinks. ”Normally such thin-furred creatures like yourself stay away from places this cold. No problem for me of course.” He grins, revealing his line of razor sharp teeth. ”So tell me, what are you doing out here?”
I need an Athletics and Survival check from each of you.

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Athletics: 1d20 + 6 ⇒ (13) + 6 = 19
Survival: 1d20 + 0 ⇒ (18) + 0 = 18
Arcana: 1d20 + 3 ⇒ (11) + 3 = 14
"Greetings Odvar, I'm Faethor. My friends and I are blazing a new trail."

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athletics: 1d20 + 7 ⇒ (9) + 7 = 16
survival: 1d20 ⇒ 20
nature: 1d20 + 4 ⇒ (20) + 4 = 24
" Name's Lynn. As my compatriot says we're creating and laying out the foundation for a new trail."
Her eyes narrow a bit and she adds," Your not here to cause trouble are you. I'll have you know my family has fought creatures far more terrifying than you so don't try anything. "

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Athletics: 1d20 + 3 ⇒ (6) + 3 = 9
Survival: 1d20 + 7 ⇒ (5) + 7 = 12
Nature: 1d20 + 7 ⇒ (3) + 7 = 10
Tonraq starts at the wolves’ appearance. ”Oh, a talking hound! How strange! We are Pathfinders, here to...well, find paths. And we are not alone, for we are many. We hope to pass in peace.”

GM chadius |

Odvar prances around until Lynn speaks up. "Oho! I'm certain your family has. But I doubt you fought them out here." The wolves howl in unison.
"I have no quarrel with you, but if you are securing a trail, you'll need someone to guard it. I've seen it all: Ferocious bears, Orc tribes, and an ogre or two around these parts. Oh, and there’s an annoying half-orc living above the snow line, who knows when he’ll butt in.” He grins again. ”But no worries, Odvar and his Wandering Wolf Wardens will help!” He howls and the other wolves howl in unison with him.
”Ah, but I do not work for free. I’ll need payment. Let’s start at… one halfling. A plump, juicy one that I can slurp the blood out of, slowly. I like my food chilled. The good old Chelixan Special!” He quickly barks, like he was laughing. “So, deal? We can shake on it if you want.” Odvar trots back and forth, waiting for your answer.

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Nuvian smirks at the impetuous beasts...
Survival: 1d20 ⇒ 18
Athletics: 1d20 + 7 ⇒ (18) + 7 = 25
Arcana: 1d20 + 3 ⇒ (10) + 3 = 13
However not knowing what this talking wolf is..he assumes it represents a low-life no good scoundrel, and must be treated as such....
He spits on the ground in protest! And utters a few choice words in elven...although they are probably not four-letters if spelled correctly.

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Athletics: 1d20 + 2 ⇒ (10) + 2 = 12
Survival: 1d20 + 8 ⇒ (8) + 8 = 16
Nature: 1d20 + 4 ⇒ (15) + 4 = 19
Jak strokes the hilt of his dagger and looks around suspiciously of potential ambush lead by this warg.

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"Have you dined on halflings before? Sounds like you're quite familiar with the taste." Faethor tries to keep the edge out of his voice, but isn't very successful.

GM chadius |

Nuvian's spit take and Lynn's bluntness do not go well with the wolf. ”Well then! How rude!” Odvar bares his fangs. “If you’re going to be like that! Wandering Wolf Wardens! Attack! And save me the juicy cuts!”
Jak: 1d20 + 8 ⇒ (1) + 8 = 9
Nuvian: 1d20 + 5 ⇒ (3) + 5 = 8
Lynn: 1d20 + 4 ⇒ (20) + 4 = 24
Faethor: 1d20 + 3 ⇒ (9) + 3 = 12
Tonraq: 1d20 + 7 ⇒ (19) + 7 = 26
Ra’Sta: 1d20 + 7 ⇒ (20) + 7 = 27
Odvar: 1d20 + 7 ⇒ (4) + 7 = 11

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Ra'Sta begins to beat on his war drum as the wolves rush in. Energy abounds from him and fills his allies with strength and resolve. "Show them what fear means my friends!"
His chant grows particularly strong in Lynn's mind as he points his fist at the large talking wolf. "Destroy the evil one!"
Casting Inspire Courage
You and all allies in the area gain a +1 status bonus to attack rolls, damage rolls, and saves against fear effects.
Casting Forbidding Ward on Lynn vs Odvar
The target ally gains a +1 status bonus to Armor Class and saving throws against the target enemy’s attacks, spells, and other effects.

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Move to worg
Ancestral Touch which activates my curse
damage: 1d4 ⇒ 2 DC 17
Failure Full damage and frightened 1
Critical Failure Double Damage Frightened 2
Roll for ancestor ancestor: 1d4 ⇒ 1
Yes attack for the day and this round.
+1 Jaws attack
attack 1: 1d20 + 9 ⇒ (13) + 9 = 22
damage 1: 1d6 + 4 ⇒ (3) + 4 = 7
Next Spirit
1d4 ⇒ 4
" You odious little creature. You'll regret trying to harm my friends."

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Tonraq places a hand on Oogi’s head and utters a prayer, imperceptibly causing the bear’s claws and teeth to ripple with primal magic. He then whistles, cuing the bear to roar and charge the nasty wolf.
◆◆ Cast a Spell (magic fang on Oogi), ◆ Command Oogi to attack (◆ Stride, ◆ Strike). Map updated.
Attack (jaws, magic fang, inspire courage): 1d20 + 6 + 1 + 1 ⇒ (15) + 6 + 1 + 1 = 23
Damage (Piercing, magic fang, inspire courage): 2d8 + 3 + 1 ⇒ (3, 2) + 3 + 1 = 9

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Faethor snarls in response to the talking wolf and rushes towards it. He pulls his spear on the way and pokes with it on arrival.
1 action to stride, 1 to Interact, 1 to Strike.
Attack + Inspire Courage: 1d20 + 6 + 1 ⇒ (15) + 6 + 1 = 22
Damage + Inspire Courage: 1d6 + 3 + 1 ⇒ (5) + 3 + 1 = 9

GM chadius |

Oogi and Faethor quickly close in and strike Odvar. "Wait, MY blood isn't supposed to do that! Hurry up and flank them!"
Lynn takes the opportunity to call upon her ancestors. Odvar sees the visage of an orc hunter, bearing down with a greatsword. "Odious? I resent that remark!" He shudders and recoils.
One of the wolves gets behind Lynn and bites her once, and she can see the many fleas on the wolf hop onto her.
The other wolf gets behind Faethor and Oogi, biting at both. Oogi quickly swats the wolf away but Faethor isn't as quick. He also feels fleas scratching up his leg.
The wolves provoke from Lynn and Faethor if they have some kind of Fighter-type Opportunity Attack.
Odvar tries to regain his confidence and lunges at Lynn. Lynn can feel his jaws closing, the warmth of his breath blasts across her. But Ra'Sta's ward and Lynn's ancestor push Odvar's jaws back at the last moment. He tries again, but it's worse. "This isn't a retreat, this is a tactical step!" He declares as he takes a Step back.
Odvar Will
1d20 + 7 ⇒ (3) + 7 = 10
Black vs Lynn
1d20 + 7 ⇒ (18) + 7 = 25
1d6 + 2 ⇒ (3) + 2 = 5
1d20 + 7 - 5 ⇒ (14) + 7 - 5 = 16
1d6 + 2 ⇒ (3) + 2 = 5
White vs Faethor
1d20 + 7 ⇒ (14) + 7 = 21
1d6 + 2 ⇒ (5) + 2 = 7
White vs Oogi
1d20 + 7 - 5 ⇒ (2) + 7 - 5 = 4
1d6 + 2 ⇒ (4) + 2 = 6
Odvar vs Lynn
1d20 + 12 - 1 ⇒ (9) + 12 - 1 = 20
1d8 + 5 ⇒ (6) + 5 = 11
1d20 + 12 - 5 - 1 ⇒ (10) + 12 - 5 - 1 = 16
1d8 + 5 ⇒ (5) + 5 = 10

GM chadius |

ooc]Round 1[/ooc]
Odvar (20 damage)
...and the Wandering Wolf Wardens
Nuvian
Jak
Round 2
Ra’Sta
Tonraq
Lynn (5 damage, Fort Save DC 15 or sickened for 1 minute)
Faethor (7 damage, Fort Save DC 15 or sickened for 1 minute)
These fleas are annoying and interrupting all of your movements and concentration. And forget about drinking potions, what if a bunch of fleas hop in, yuck! You are Sickened 1 for 1 minute.
Unless you make a DC 15 Fortitude save OR you spend an action to scratch the fleas off.
Action is on Slide 1

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Fort: 1d20 + 4 ⇒ (4) + 4 = 8
Faethor slaps at the fleas and follows aftet Odvar. "Who are you trying to convince? Yourself? Coward," Faethor taunts the wolf as he pokes it with his spear.
1 action to scratch fleas off. 1 to step. 1 to Strike. It sounds like with the scratch I don't need to make another save to drop Sickened?
Attack: 1d20 + 6 ⇒ (6) + 6 = 12
Damage: 1d6 + 3 ⇒ (5) + 3 = 8

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Ra'Sta slaps his drum again. "Show them we have no fear of these wee dogs and send them running with their tails between their legs!" he yells as his allies are filled with strength.
Ra'Sta thrust his arm forth towards Faethor and opens his palm skyward as if offering a gift. "Continue your press forward without fear!"
Casting Inspire Courage and Casting Soothe on Faethor, healing him and giving him +2 status bonus to saves against mental effects for 1 minute (10 rounds)
Soothe: 1d10 + 4 ⇒ (5) + 4 = 9

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Jak steps forward and slashes his dagger at the wolf's back that is confronting Lynn
Dagger +IC vs Black: 1d20 + 6 + 1 ⇒ (10) + 6 + 1 = 17
Damage +IC: 1d6 + 2 + 1 ⇒ (2) + 2 + 1 = 5
◆ Stride
◆ Strike

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fort: 1d20 + 6 ⇒ (12) + 6 = 18
Yes!
dc 5 check to cast spell: 1d20 ⇒ 17
Lets progress the curse to moderate
Ancestral Touch
damage: 1d4 ⇒ 2 DC 17
Failure Full damage and frightened 1
Critical Failure Double Damage Frightened 2
Now here comes the fun part +1 status to attack +2 status to damage
Guarded step
attack: 1d20 + 9 ⇒ (4) + 9 = 13
damage: 1d6 + 5 ⇒ (3) + 5 = 8
predominant action: 1d4 ⇒ 2 Skills
Lynn snarls at the inconvenience of the fleas and continues to press her advantage. "You think a bunch of little fleas is going to stop me. A mangey mutt is an insignificant speed bump for me," as she snarls and misses with her bite.

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Round 1 Actions:
Nuvian finishes "Checking His Weapons" and decides to check the wolf instead.
He steps East Thrusts his Trident confidently...and viciously with a snarl...
Trident Strike: 1d20 + 9 + 1 ⇒ (6) + 9 + 1 = 16
Trident Strike: 1d20 + 9 + 1 - 5 ⇒ (20) + 9 + 1 - 5 = 25
Trident Strike: 1d20 + 9 + 1 - 10 ⇒ (14) + 9 + 1 - 10 = 14
He twists the Trident to dig deeper into the wound...with another snarl...!
damage: 1d8 + 4 + 1 ⇒ (7) + 4 + 1 = 12
damage: 1d8 + 4 + 1 ⇒ (3) + 4 + 1 = 8
damage: 1d8 + 4 + 1 ⇒ (6) + 4 + 1 = 11
Reactions: AOO or Reactive Shield...whichever is applicable first.

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Tonraq barks at the snarky worg, conjuring a ball of fire into his hand and throwing it over Oogi’s shoulder at it while the beat presses the attack.
◆◆ Cast a Spell (produce flame at the leader), ◆ Command Oogi to attack (◆ Step, ◆ Strike). Map updated.
Spell Attack (produce flame): 1d20 + 7 ⇒ (17) + 7 = 24
Damage (fire): 1d4 + 4 ⇒ (1) + 4 = 5
Attack (jaws, magic fang, inspire courage): 1d20 + 6 + 1 + 1 ⇒ (8) + 6 + 1 + 1 = 16
Damage (piercing, magic fang, inspire courage): 2d8 + 3 + 1 ⇒ (2, 3) + 3 + 1 = 9

GM chadius |

Nuvian has had enough with these motherducking wolves on these motherducking plains, and he makes himself known, skewering the wolf with two quick blows. Odvar practically leaps back in shock. "Okay, okay... parley... maybe half a halfling? I don't need all of it." Tonraq responds with a flame to the face.
Ra'Sta channels his magic into soothing Faethor's wounds.
Jak wanted to cut into the Black-furred wolf, but it's kind of dead. Jak, you can retcon your actions.
Lynn presses the advantage and the ghastly orc hunter raises his greatsword again... only for Odvar to bark him away. "Begone, foul beast! You taste like air!" He turns to Lynn. "And you... stop haunting me!" Odvar bites and grabs onto Lynn. "Hurry up and help me here!" He grunts.
The White Wolf complies, but its bites strike nothing but air.
Odvar's Will Save
1d20 + 7 ⇒ (20) + 7 = 27
Odvar bites Lynn
1d20 + 12 ⇒ (13) + 12 = 25
1d8 + 5 ⇒ (5) + 5 = 10
White vs Lynn
1d20 + 7 ⇒ (4) + 7 = 11
1d6 + 2 ⇒ (2) + 2 = 4
1d20 + 7 - 5 ⇒ (6) + 7 - 5 = 8
1d6 + 2 ⇒ (5) + 2 = 7

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Faethor takes another 'tactical step' so that Odvar is surrounded by he and Oogi. "This is how you use tactics, wolf." Then he stabs at Odvar twice more.
1 action to Step. 2 for Strikes. Should be flanking now.
Attack: 1d20 + 6 ⇒ (14) + 6 = 20
Damage: 1d6 + 3 ⇒ (2) + 3 = 5
Attack: 1d20 + 1 ⇒ (2) + 1 = 3
Damage: 1d6 + 3 ⇒ (3) + 3 = 6

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Ra'Sta slams on his war drum again. Energy flows out to his allies as he focuses his attention on the yakking wolf with Lynn's arm in its mouth. He thrust his fist forward, attempting to give his ally a bit of help. "Keep up the fight and we shall march forward!"
Inspire Courage and Forbidding Ward on Lynn vs Odvar. Lynn gains a +1 status bonus to Armor Class and saving throws against the target enemy’s attacks, spells, and other effects.

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feint: 1d20 + 7 + 1 ⇒ (5) + 7 + 1 = 13
flat check dc 6: 1d20 ⇒ 1
Attack Fizzles
flat check dc 6: 1d20 ⇒ 17
attack: 1d20 + 8 + 1 ⇒ (6) + 8 + 1 = 15
damage: 1d6 + 4 ⇒ (4) + 4 = 8
predominant activity: 1d4 ⇒ 2
Skills Again
Not the best of situations...
Lynn just continues her attack trying to get the upper hand on him despite him biting down on her arm.

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Retcon Round 1
Jak moves around the combat scene to get behind Lynn without provoking an enemy.
Round 2
Jak focuses on Lynn's wounds and tries to quickly patch her up in the middle of combat.
Battle Medicine DC 15: 1d20 + 8 ⇒ (19) + 8 = 27
Lynn is healed: 2d8 ⇒ (2, 2) = 4

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Nuvi the noobie steps SW, picking up flank with the care bear...!
He threatens the next wolf over with his Trident.
"See your brother's blood dripping off my trident?"
He says to the wolf...
Trident Strike: 1d20 + 9 + 1 ⇒ (11) + 9 + 1 = 21
Trident Strike: 1d20 + 9 + 1 - 5 ⇒ (5) + 9 + 1 - 5 = 10
Trident Strike: 1d20 + 9 + 1 - 10 ⇒ (2) + 9 + 1 - 10 = 2
Damage: 1d8 + 4 + 1 ⇒ (6) + 4 + 1 = 11
Damage: 1d8 + 4 + 1 ⇒ (5) + 4 + 1 = 10
Damage: 1d8 + 4 + 1 ⇒ (7) + 4 + 1 = 12
Reactions: AOO or Reactive Shield, whichever applies first.

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Tonraq continues barking at the evil hound, ignoring its wolf minion. He and Oogi press their attack.
◆◆ Cast a Spell (electric arc at the leader), ◆ Command Oogi to attack (◆ Strike, ◆ Strike).
Damage (electricity; basic Reflex DC 17): 1d4 + 4 ⇒ (4) + 4 = 8
Attack (jaws, magic fang, inspire courage): 1d20 + 6 + 1 + 1 ⇒ (13) + 6 + 1 + 1 = 21
Damage (piercing, magic fang, inspire courage): 2d8 + 3 + 1 ⇒ (8, 5) + 3 + 1 = 17
Attack 2 (claw, agile, magic fang, inspire courage): 1d20 + 6 + 1 + 1 - 4 ⇒ (17) + 6 + 1 + 1 - 4 = 21
Damage (slashing, magic fang, inspire courage): 2d6 + 3 + 1 ⇒ (3, 2) + 3 + 1 = 9

GM chadius |

Nuvian pierces the other wolf's hide.
Lynn struggles against Odvar's jaws as she tries to trick him, curse him, something. The orc hunter and an elven herbalist argue in her head whether killing Odvar or slipping from his grasp is the stronger course of action. Neither win, and Lynn gets nothing useful. At least Jak quickly closes some of her wounds. Ra'Sta uses his music to protect her and help his allies.
Tonraq's blast singes Odvar, but it's Oogi who has had enough. His first swipe cuts right into Odvar. He yelps and blurts ”Inconceivable!” as he falls over and releases Lynn.
The remaining wandering wolf pauses for a moment and is overtaken by pure fear. She tries to flee with no intent of fighting any longer.
Oogi can land the killing blow on the remaining wolf, or Nuvian can get an Opportunity Attack as a Fighter. Or you can spare the wolf, doesn't matter.
Odvar Reflex Save
1d20 + 7 ⇒ (17) + 7 = 24
Combat Over
Lynn (11 damage)
As you get a chance to calm down after the rush of battle, you take a look around the area and notice a small cave that was a wolf den. On one side you see Odvar’s fur, it must have been his resting spot. The other side has assorted wolf fur, that must have been where the other wolves had to bunch up. Odvar’s side also has a pile of partially eaten travelers. Most of their armor and gear have been shredded and are quite worthless at this point.
But you do notice four vials, still intact and containing the same colored liquid.

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Tonraq whistles softly to Oogi on an effort to let the remaining wolf escape. He shoos it away and gathers up the vials, handing one to Lynn. ”I think you might need one of these.”

GM chadius |

This is the day after you met Bark. It's been several days since you departed town.
You press on towards the Orc Camp. Orcs stand at the entrance to the camp, eyeing you warily. You notice the many scars and fresh wounds as well as their fatigue.
When they see you unarmed and nonthreatening, they calm down a bit and step aside to let you through. They point towards the chief’s tent.
Between the walls of a ruined building stand a few hastily erected tents. Muddy footpaths run between the tents while carefully tended campfires emit only faint smoke. More wounded orcs eye you. None make a move as you travel through the camp.
As you approach the chief’s tent, a heavily scarred female orc with a broken tusk approaches you. She stares all of you down, silently as other orcs stand behind her. ”My name is Grakcha, leader of the Bearclaw Tribe. You’re either brave or stupid to come here. I’ll entertain you briefly. What are you doing here? What is your business?”
Looks like it’s time for some negotiation. Your bottle of Urglin gin may be useful here.

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Ra'Sta steps up to meet the orc leader. "Hello Grakcha. I personally think a bit of both are what make great adventurers. We came here to parley with you on multiple accounts. Our group, along with others I'm sure you have seen are trying to find a new trade route through these mountains. If the Bearclaw tribe wouldn't mind letting some merchants travel through your lands, I'm sure they'd be willing to trade with you."
Ra'Sta asks the group for the bottle of gin. "We wouldn't mind being the first to make that kind of offering with this here Urglin gin."

GM chadius |

Grakcha looks Ra'Sta over, like he's a runt of the litter. But her disdain fades as he pulls out a bottle.
She takes the bottle, opens it and sniffs the contents. ”Urglin gin… this takes me back.” She pauses and lets the scent shoot up her nostrils, not paying attention. She comes to, turns, and shouts to one of her aides, who returns with some mugs. ”I haven’t drank this in ages. The spirits know I could use some relaxation here. Fine. Who wants to drink with me?” She grins.
Anyone wants to drink the gin with her should make a Fortitude save
Feel free to make Diplomacy/Intimidate/anything else appropriate here.

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fort: 1d20 + 6 ⇒ (11) + 6 = 17
diplomacy: 1d20 + 7 ⇒ (14) + 7 = 21
Lynn just grins a bit and says,'Sure. I'm always up a drink. Its always a good way to break the ice."
"Anyway, I heard you've hit some hard times. Perhaps we can help you with that. You can definitely trade with the caravans that possibly will come through this area. That should improve your situation though if there is anything else we can help you feel free to ask," she says holding up a cup to make a toast.