GM Doug H |
Unn says "Don't forget to stop and enjoy the scenery, Gri!… if it's too bright out use snow goggles. Maybe then you won't be so snowblind" Unn shows the goblin a pair of goggles made from antler and sinew. "The Varki people have smart ideas."
Team is helpful now!
GM Doug H |
1d4 ⇒ 1
Snow begins to flurry as you gather at the line. Two houses makes a cursory check of the other teams. When everyone is ready the line is dropped — "Pull!" Teams pull their sleds through the streets of Kalsgard and off into the hills. Most move at a light jog, keeping reserves for later. It will be a long four days.
The Balgirdtrek has begun!
As you spend the day traveling out of the Kalsgard region, through its snowy fields and into uninhabited tundra, make an Overland travel check to see how well you progress.
PCs can roll Athletics, Nature, Survival, or another appropriate skill.
Overland travel Checks
Bold PCs can make a DC 15 Athletics, Nature, Survival check. The group needs many collective successes to make progress.
Filensta
Estelia
Colin
Duchess
Gri
Tumarea
Gri Snowblind |
"Gri not actually snowblind, I always knows where I'm going. Only other Goblins call me that. And that's just because they're jealous I'm better at getting lost. But advice taken!"
After the line is dropped, Gri takes a moment to reach for the pouch she keeps her holy symbol hidden in. She mutters a quick prayer in Goblin, "Hooded One of the Crossroads, grant us passage. May our road continue unimpeded and we reach our destination without deviation."
Alright, time to see how to overland travel checks go...
Prayer completed, Gri shouts the team name one more time before starting to help the group make their way through the tundra.
Overland travel roll, athletics: 1d20 + 6 ⇒ (13) + 6 = 19
Colin Rosenthal II |
Colin's hawk companion lift off from his shoulder and maintain altitude above the team, while Colin focus on the road ahead for any obstacle.
"All those cross country practice will pay off now..."
Colin's overland travel Survival (T): 1d20 + 5 ⇒ (6) + 5 = 11
GM Doug H |
Not-snowblind Gri, Estelia, and Duchess get you off to a great start! You can do better though… Without Trace or Fail and Bluetongue's Brawlers easily keep pace. Gruen, in his bear costume, chuckles as they edge ahead ob a tight trail. "Is that all the pathfinder pups have?"
Filensta
Estelia SUCCESS
Colin FAIL
Duchess CRIT SUCCESS
Gri SUCCESS
Tumarea
4 Successes. You can get more. Let's go!!
Tumarea |
Tumarea loops the harness for the sledge over his soldier, drawing it quickly behind him as he plows ahead.
Athletics: 1d20 + 8 ⇒ (11) + 8 = 19
Colin Rosenthal II |
Colin's Nature (T): 1d20 + 5 ⇒ (10) + 5 = 15
Man vs Cold part 2: Colin try to use his knowledge instead of rely on brute force.
"Yes, such shortcut will be crucial in getting the upperhand in this race."
GM Doug H |
Tumarea and Filentsa lea the way; Colin tries brute force with Tumarea as well. 1 check per PC for the day Together you make amazing progress! 6 Successes.
However as you slide alongside a frozen stream the sled suddenly starts to wobble back and forth — it might collapse at any moment! You stop and find that two of the stanchions have fallen somewhere on the trail today. It looks like the bolts holding them in weren't tight enough… or loosened by someone. Sabotage!
For now, you will have to spend time repairing the sled, but it will cost you precious time unless one of you can succeed at a DC 16 engineering Lore or Thievery check to get the sled repaired quickly enough to get it repaired on the move.
Please attempt a DC 16 engineering Lore or Thievery check to not lose 1 Progress point.
Tumarea |
Theivery: 1d20 + 7 ⇒ (9) + 7 = 16
Tumarea takes a length of fishing line from his tackle set, threading it through the bolt-holes and lashing the sled back together.
GM Doug H |
Colin's Nature (T): 1d20 + 5 ⇒ (6) + 5 = 11
Tumarea fixes the sled; he notes that the bolts are;t actually missing they have been sawed partway through, so they would snap at some later point!
Filensta notices strands of bear pelt around the bottom of the sled. you have seen an NPC in a bear costume; let me know if you need a hint.
I will assume everyone is now on the lookout for sabotage.
______
The sun is low in the sky as you pull into the first checkpoint: a stand of pine trees, heavy with snow.
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.
Other sleds pull in behind you — Bluetongue's, Without trace or Fail, and Two Houses seem to be breathing down your neck. Slide 1 updated with race positions.
A race official approaches and inspects your gear. A medic inspects your health. You are determined fit for the first trial. A race official explains:
"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. 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. You must recreate this feat of daring!" She gestures at a bare pine tree. Itstands 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.
Who will climb the tree?
At least one PC must attempt to climb the tree without knocking down the egg. This requires a DC 15 Athletics check to Climb or a DC 15 Acrobatics Check to Balance.
Estelia Ardei |
Estelia takes in a deep breath. "Well, I was the one who wanted to go out of her way to try new things on her journeys, after all."
She steps up to the tree and tries to make extra sure that none of the flowing fabrics of her clothing get stuck in the branches and shake the tree as she moves.
Acrobatics: 1d20 + 5 ⇒ (16) + 5 = 21
Tumarea |
Tumarea waits for Estelia to finish her attempt, then quickly tries to scamper up the tree himself. Tumarea has the Steady Balance feat, which I think would come into play since this is specifically a check to Balance.
Acrobatics to Balance: 1d20 + 7 ⇒ (4) + 7 = 11
HERO POINT: Acrobatics to Balance: 1d20 + 7 ⇒ (6) + 7 = 13 Ugh.
GM Doug H |
Estelia nimbly moves up the tree and acquires the egg. +1 PP making your total now 7.
Tumarea and Filentsa find the branches slippery, and choose to drop to the ground lest they break a bone in a fall.
The judge looks around. "Does anyone else care to try?" Other PCs are allowed to try; bold can make an attempt:
Filensta FAIL
Estelia SUCCESS
Colin
Duchess
Gri
Tumarea STEADY BALANCE FAIL
GM Doug H |
Colin practically runs up the tree, and drops back to the ground with grace (and an intact egg). Balgird himself would be impressed!
+2 PP; 9 total
GM Doug H |
That night at the fire, you have a chance to talk to any of the racers. As Pathfinders part of your mission here is to learn more about Ulfen culture and be diplomatic, so you will want to make impressions. Typically a DC 15 diplomacy
• Bluetongue's Brawlers has a tightrope set up over the latrine pit, and are practicing running across it while carrying heavier and heavier loads.
• The bard from Wyrding Wayfinders is practicing a song about how awesome Fargrim is, nevermind the ankle she sprained on the trail today.
• Two Houses are enjoying pasties and lounging by their fire, dressed comfortable in their favorite camping flannels.
• Without Trace or Fail looks disdainfully at the heavy cooking of Two houses as they chew on hard grasses and berries that they foraged on the way today.
• Fangs of the Remorhaz sets up camp near you but far from the Ulfens. They are carefully cleaning their gear and worried about their slow progress for the day.
Gri Snowblind |
With a little bit of grumbling, “Tree not sized for everyone. Unfair advantage for longshanks!” But Gri picks herself up and moves on without a second thought - clearly having moved on and not having taken her excuses for her poor performance that seriously.
When the party sets up camp that night, she takes a moment to check in with the group and see how everyone is doing. “How is traveling going? Anyone still too cold? Should we make any adjustments for tomorrow?”
She also takes a moment to look towards the Fang of Remorhaz. "Really want to go listen to the singing but… they look upset. And Hooded One would probably want me to help other travelers."
When she has a moment, she tries to ask them about their day and offer any travel advice that she can. Diplomacy, make an impression: 1d20 + 6 ⇒ (7) + 6 = 13
Estelia Ardei |
Estelia notices the pitiful faces of the members of Without Trace or Fail and tries to bring over a small bowl of stew from their own Pathfinder camp as an attempt at friendship.
"You know, you all don't have to be so self-reliant, it's alright to try and get along with others sometimes. After all, in a fair race, part of the joy is being able to respect the others around you, or else it wouldn't be an enjoyable bit of competition. Wouldn't you all agree?"
Diplomacy, make an Impression: 1d20 + 4 ⇒ (7) + 4 = 11
Filentsa |
Filentsa goes to speak to the Wyrding Wayfinder.
"Excuse me, but you seem to be injured. Could I perhaps treat your ankle?"
If yes, she speaks a few strange words in Thassilonian and a rune on her cloak starts to glow.
Life boost hex. Fast healing 2 for 4 round
GM Doug H |
Gri
Oh we're not cold. Too slow though. Well, we just have to put today behind us and focus on tomorrow. The Fangs team appreciates Gri's efforts, and they notice her hidden desire to listen to the bard's singing. They appreciate it.
Ylva and Marbin look over at the bard. "Would you like to hear a katajjaq, Gri? It's not like Ulfen music, but perhaps you will enjoy." The twins stand face to face and perform a duet that doubles as something of a musical battle. Chanting in rhythm, they attempt to outlast one another, each waiting for any crack in the pace of her opponent – whether in the form of loss of breath, fatigue, or laughter. Everyone in the camp stops and listens until Marbin falls down laughing.
Success because you got a circ bonus for good roleplay and context; they are now helpful.
Estelia
Ostog shakes his head. "We're not here to make friends with outsiders. The noble days of the Balgirdtrek may be gone forever with you outsiders here. I fear our sacred race may become nothing more than a curiosity. A tourist attraction. But to my family and me, it is a very important thing we do here." This fails :( They are still unfriendly. However, perhaps you can guess why.
Estelia
Axebinder looks at Filentsa.
Oh, I have some healing but that life boost makes my ankle feel a little warm. Thanks, dearie!" You can have a +1 bonus on the diplomacy roll
Making friends
Bold can act:
Filensta +1 circ bonus to make impresson on Faegrim
Estelia
Colin
Duchess
Gri
Tumarea
GM Doug H |
"Oh, you have a very special way with words, Dearie."
Tumarea |
1 person marked this as a favorite. |
Tumarea wanders over to where the Bluetongue Brawlers are practicing their feats of balance, watching with some amusement. "Now that's high stakes. What's the plan if someone falls in? They spend the next few days downwind?"
Diplomacy: 1d20 + 0 ⇒ (2) + 0 = 2
HERO POINT: Diplomacy: 1d20 + 0 ⇒ (16) + 0 = 16
Duchess Daisy Darlington |
1 person marked this as a favorite. |
Daisy watches her teammates approach the other four groups. Noticing no one approaching Two Houses, she decides now might be a good chance to try some local fare with them without sticking up her snout. She packs up some of her local “charcuterie” and heads over.
“Bonsoir mes amis! I purchased some local meat and bread this morning. Would you be interested in sharing some around the fire?” If offered a pastie, she will gladly partake. “Ah, this reminds me of the vol-au-vent I had as a child, but this version is so portable and convenient. I simply insist that you share this recipe so that I may share it with my family back home. Magnifique!”
Duchess's Diplomacy (T): 1d20 + 4 ⇒ (19) + 4 = 23
GM Doug H |
It's not a game unless the stakes are dire, Tumarea!
They cajole the monk into doing a balance, which he succeeds at. Brawlers Friendly -> Helpful
When Colin almost falls in they catch him. No worries there.
______
Daisy makes good on her promise of charcuterie. Lief eats so much that his teammates are worried he'll have digestive problems on the trail tomorrow. Oh ya this sounds fancy but it's just a bunch of meat and cheese on a plate.I like!
indifferent -> friendly
______
The Next Morning
Weather: 1d4 ⇒ 1
You wake up the next morning, finding it very difficult to get out of your cozy sleeping bags and into the icy air. It's snowing. AGAIN.
By the time you have packed up you're still not warm. The only way to get warm is to MOVE!
Overland travel Checks
Bold PCs can make a DC 15 Athletics, Nature, Survival check. The group needs many collective successes to make progress.
Filensta
Estelia
Colin
Duchess
Gri
Tumarea
Gri Snowblind |
1 person marked this as a favorite. |
Invigorated the next morning by last night’s performance, Gri rushes out to take the lead, doing her best to take the lead and start blazing a trail for the sled to follow. For the first hour of the day, she’s doing her best to emulate the singing used in the katajjaq. And it doesn’t sound great. But it’s very enthusiastic!
Athletics, Overland travel: 1d20 + 6 ⇒ (9) + 6 = 15
Estelia Ardei |
Estelia shivers in the cold of the Ulfen hinterlands. She is definitely starting to realize she did not do near enough weather training for this mission and decides to intermittently "borrow" some of the sacks from the sled to throw over herself just to get by along their travel.
Survival?: 1d20 + 0 ⇒ (19) + 0 = 19
Tumarea |
Tumarea wakes up sore after a long evening performing ever-more-strenuous feats of strength and athleticism (not to mention fortitude of the liver), and finds the sledding much tougher this time around.
Athletics: 1d20 + 8 ⇒ (3) + 8 = 11
GM Doug H |
It must be the cold getting to you; only Estelia and Gri are able to navigate the powdery terrain (so far).
Overland travel Checks
Bold PCs can make a DC 15 Athletics, Nature, Survival check. The group needs many collective successes to make progress.
Filensta
Estelia
Colin
Duchess
Gri
Tumarea
GM Doug H |
Estelia's Perception (E): 1d20 + 7 ⇒ (18) + 7 = 25 Low-Light
Colin's Perception (E): 1d20 + 7 ⇒ (17) + 7 = 24
Duchess's Perception (E): 1d20 + 5 ⇒ (19) + 5 = 24 +1 pursue a lead, Low-Light Vision, 30' imprecise scent, That's Odd
Gri's Perception (T): 1d20 + 4 ⇒ (20) + 4 = 24 Darvision
Tumarea's Perception (T): 1d20 + 5 ⇒ (12) + 5 = 17 Low-Light
Colin shoves his way through ever-higher snowdrifts, helping you make progress!
+3 PP so up to 12 now.
______
Out of the corner of your eye, some of you catch glimpsees of a large shape moving through the snow. It's impossible to tell what it is… there one second, faded away into the blinding white the next.
______
You are the first to pull into the night's challenge; the Bluetongue's Brawlers is less then a minute after you, trailed by Without Trace r Fail. The other racers are nowhere in sight, having fallen further behind.
After you set up camp the other teams have finally moved in. It's time to head to the challenge.
You're led to a small, frigid stream running between the dense pines and opening onto a frozen pond. 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 points at the caribou. "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. He 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 saddlebags over the animal’s back and lead his new companion out of the herd and into the taiga."
"There are twelve caribou. Four of them have bells tied to their antlers. You must retrieve one bell without disturbing the herd."
All of you notice that the bells have been stuffed with bits of wool. This makes it harder to hear them and increases the difficulty.
Funny, the race official didn't mention that. More sabotage? You can assume YES.
Daiy thinks "That's quite odd."
______
Challenge Mechanics
The ice is uneven ground and difficult terrain, but you can slowly make your way across it without a check. To get a bell you need to make TWO checks:
First, you must attempt to find one of the bells by making a DC 14 Perception check. Next, you must make succeed at a DC 16 Stealth to Sneak or a DC 15 Nature check to retrieve a bell. If you fail the Perception check you take a -1 circumstance penalty on this check as you need to reorient yourself.
The check has the following results:
You can also aid another PC instead of going yourself. There are up to 4 bells.
Caribou Bells: Bold is Up!
DC 14 Perception followed by DC 16 Stealth or DC 15 Nature to get a bell.
Filensta
Estelia
Colin
Duchess
Gri
Tumarea
Gri Snowblind |
Gri thinks about the challenge for a moment and then decides to sit this one out. Not wanting to spook the caribou, and also make the bells even harder to hear, she tries her best to cheer everyone else on without making too much noise.
I’m not trained in stealth or nature so I’m going to not risk crit failing. I’ll try if no one else succeeds though.
Tumarea |
Tumarea wraps his wings tightly around himself to make himself as small and unobtrusive as possible, and to muffle noise. He keeps a careful eye on the caribou as he tries to retrieve a bell.
Perception: 1d20 + 5 ⇒ (3) + 5 = 8
Stealth: 1d20 + 7 ⇒ (12) + 7 = 19
Colin Rosenthal II |
Colin invoke his memory of his ranger training, slowly approaching the herd and look for the bell while Crouching. His eye scan for anything out of the ordinary on those antlers (that would be a bell).
Colin's Perception (E): 1d20 + 7 ⇒ (2) + 7 = 9
Colin's Nature (T): 1d20 + 5 ⇒ (16) + 5 = 21
GM Doug H |
You retrieve two bells!
Two to go…
Duchess Daisy Darlington |
Darlington attempts to downplay her canine features and emulate the stealth of a cat.
Duchess's Perception (E): 1d20 + 5 ⇒ (6) + 5 = 11
Duchess's Stealth (T): 1d20 + 6 ⇒ (13) + 6 = 19 -1 for failing the perception check still makes DC 16 Stealth
The Dandy Detective carefully studies the bells the team has collected to see if she can collect any clues.
Estelia Ardei |
Estelia looks over the Caribou and realizes... animals have never really been her area of expertise.
"Perhaps it would be best I leave this to those of you more experienced in herding animals. I'm afraid I would likely spook the poor things." She whispers before taking a few steps back from the frozen lake.
Likewise untrained in those skills so I'll back off and try not to hurt the effort.
Filentsa |
Perception: 1d20 + 4 ⇒ (6) + 4 = 10
Nature: 1d20 + 4 - 1 ⇒ (7) + 4 - 1 = 10
"I cannot find any bells, but what cute creatures! We did not have caribou in New Thassilon."
GM Doug H |
All told the team collects two bells. Total Progress Points is now 11.
You inspect one of the bells that the group retrieved. It has fur stuffed in it.
Filentsa |
1 person marked this as a favorite. |
Nature: 1d20 + 4 ⇒ (20) + 4 = 24
"Oh! This is unmistakably from a bear pelt! You know, I think that Gruen from Without Trace of Fail ears a pelt just like this. What a funny coincidence!"
GM Doug H |
That night, the groups assemble again. You hear whispers of some strange beast stalking the race officials…
Meanwhile camp is abuzz again. Time for more Diplomacy checks — make friends!
• Bluetongue's Brawlers is exercising their minds and bodies with a night of Chess Boxing (alternating rounds of blitz chess and boxing). Already helpful, so you cannot further increase their attitude
• Two Houses cracked out their favorite ales from their favorite breweries, including the famous Spotted Cow.
• Fangs of the Remorhaz are practicing Swing Kicks to keep limbered up and distract themselves from their abysmal performance.
• Faegrim with Wyrding Wayfinders is leading a workshop on the bard's epic poem about herself.
• Without Trace or Fail keeps to themselves, eating berries and grass according to their strict regimen.