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After listening to both Bitty's and Galvaka's descriptions of the creature, Ashun takes a quick glance at his notes and tries to remember which creature was it
Nature: 1d20 + 8 - 2 ⇒ (20) + 8 - 2 = 26
During the next trial, the changeling observes the poles and the fast flowing water, and starts muttering to himself.
"Well, this one looks a tad harder. I may not be able to traverse them without some aid... Perhaps tying a rope would be--"
And he sees Ami running ahead and jumping through them with ease. Ashun sighs a chuckle and looks to the other two gnomes.
"Your kind is very spry, are you not? Impressive indeed."
With a smile, he gets up and goes for a running start.
Acrobatics: 1d20 + 1 ⇒ (12) + 1 = 13

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"Your kind is very spry, are you not? Impressive indeed."
Bee chuckles at that. "Helps quite a bit when having to run away from someone who didn't like a prank."
He grabs one of the poles and lines up his approach. "This may be the first time I have tossed myself using a stick. Should be interesting."
Acrobatics: 1d20 + 9 ⇒ (7) + 9 = 16

GM Bret |

Ashun realizes that the creature sounds like a giant short-faced bear, a large artic bear well known for it’s ability to claw a victim, grab them, and then toss them up to twenty feet away.
Ashun stops when they realize they did not get enough speed up for the vault. Fortunately they realized this before leaping so they did not fall in the raging river.

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Acrobatics: 1d20 + 8 ⇒ (5) + 8 = 13
Sam manages to let of of the pole in time before ending up in the river...

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"Yes Ashun! That sounds right!" Galvaka declares as she mimics the beast. "Big teeth! Big claws!"
"We must have scared it off because our knives are even sharper than what it has!"
Presented with the challenge, Galvaka throws herself at the obstacle once she has the pole in hand. She pictures the story in her mind and likely is more reckless than her skill can account.
Acrobatics: 1d20 + 7 ⇒ (12) + 7 = 19
Still she manages to get good speed from the rush forward.

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Acrobatics: 1d20 + 9 ⇒ (18) + 9 = 27
Lighter than a puff of air, Bitty takes a running leap and starts balancing on the poles.

GM Bret |

Corabee gets across the stream on their first try.
Sam let’s go of the pole before she would have gone into the river.
Galvaka makes it across on her first try.
Bitty makes it look easy as she vaults the stream and makes a perfect landing.
Overall the team has done very well, but Ashun and Sam are both still on the wrong side of the river.
The two of you still need a way to get across.
While they are trying to get across, the rest of you could try talking to the race officials about the course ahead. You know it is going to be more difficult with the snow falling as it is.

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Resting for a bit after almost falling into the river, Ashun takes notice of how Bee, Bitty and Galvaka jumped and moved across the poles and tries to calc the best way to cross the river using them.
Acrobatics: 1d20 + 1 ⇒ (17) + 1 = 18
can I use a tanglefoot bag to make it stickier and easier for Sam to cross? Or throw her a rope midway through to help her?

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"Come on Sam," Bee calls out encouragement. "Give it another go."
See Ami has things in hand here with Sam, Bee goes and talks to the officials. "So, we have been noticing oddities in the events along the way. Anyone report anything strange with this one? Or along the trail to the next checkpoint?"
Diplomacy: 1d20 + 8 ⇒ (3) + 8 = 11

GM Bret |

I see no reason that someone couldn’t Aid Sam, but remember that the Aid gives a circumstance bonus so two do not stack.
Although I have trouble imagining how a tanglefoot bag would help, expending resources generally and certainly in this case can help.
Perhaps explain your plan with the Tanglefoot bag, how it would help. What are you making stickier?
On his second attempt, Ashun is able to get across the river.
When Corabee asks about odd occurrences, the race official says that it seems several caribou were killed back at that checkpoint. It was only noticed the next day after all the racers had left the camp site. The trail wardens are looking for signs of what might have attacked the caribou.

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Does throwing a couple of tanglefoot bags on the poles' top, to avoid sliping and/or giving better grip, make enough sense? If not, I'll just Guidance (if within 30')

GM Bret |
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It has been many years since I pole vaulted, but my vague recollection is you needed to be able to release the pole as part of the vault. I think not being able to release it could be a problem.
That said, I suppose a sticky area in the water to plant the pole so it doesn’t slip might work.
The river is 20’ wide at the point you are supposed to cross. Guidance could work there if the person readied the spell for when the jump was made.
Ashun tosses a sticky bomb into the river to give Sam a spot where the base will not slip.
+1 circumstance bonus to Sam’s check.

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When Ashun lands, he lets out a tired sigh. He doesn't train his physique as much he should.
And he looks to Ami, a bit confused
"Was that a gnomish saying? 'Ahlon-Zi'."
When Sam starts to get ready, Ashun throws an adhesive grenade onto the base in the river and motions his hands preparing to draw an aiding glyph as soon as Sam starts running to jump.
-1 Tanglefoot Bag (1/2)
Ready: Guidance

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Sam tries again.
Acrobatics: 1d20 + 8 + 1 ⇒ (16) + 8 + 1 = 25
She plants the pole more firmly this time and gracefully sails across the river, before noticing Ashun's little aid package.
"Thanks, Ashun!" she says, walking up.
She giggles. "That actually was kinda fun!"

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Athletics: 1d20 + 6 ⇒ (1) + 6 = 7 Hero point'ing that.
Bee trudges through the snow in the cold, grumbling about it quite a bit the whole time.
Athletics: 1d20 + 6 ⇒ (20) + 6 = 26 smh O.o
He makes pretty good progress at it though.

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Athletics: 1d20 + 5 ⇒ (9) + 5 = 14
Sam starts off all right, until she misjudges the depth of a snowbank and gets stuck... again... she reaches for Egg's tail but just misses...

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Scouting Lore: 1d20 + 7 ⇒ (18) + 7 = 25
Galvaka is filled with energy as she bounds through the snow. "I didn't think there could be even more snow! I could make so make things out of it if not for the whole race thing."

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All that can be seen of Ami, in some instances, as she trudges through the snow, is the tip of her blue hat. She is being followed by the tips of two red hats.
athletics: 1d20 + 8 ⇒ (19) + 8 = 27

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Survival: 1d20 + 8 ⇒ (3) + 8 = 11
Ashun keeps trying to take Bea out of the snow banks he keeps jumping into, and ends up loosing track of the tracks.

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Bee tries to keep up with Bitty as she navigates the way to their next checkpoint.
Botting Bitty.
Nature E: 1d20 + 8 ⇒ (9) + 8 = 17

GM Bret |

In spite of the snow, your group manages to make good time. Corabee and Ami are like two snow plows, making a path for the rest of you to follow.
You are the first to make it through the snow storm to the camp site. You find yourselves in a small valley between stands of trees.
Among the tall drifts and dunes of snow and ice, a small hollow reveals signs of life. A large fire pit is encircled by tents and snow shelters as officials stand near the warmth of the blazing fire. Beyond the camp, a large sheet of exposed ice is marked by race banners. In the middle of the ice, a delicate ribbon lies partially frozen in the sheet.
Once the group is ready, an official explains the trial. They recount the tale of Balgird's brave survival on the open ice. While camping in the tundra, Balgird lost some precious equipment to the wind in the night. The following morning, he followed a trail of gear to discover one of his scrolls frozen in the ice. With great care, he moved across the thin sheet to where his scroll lay trapped. Balgird created a lens from a piece of the ice itself, focusing the sunlight on the ice to slowly melt it away from his scroll until he was able to free it.
The goal of this trial is to make it across the ice to the center and free the ribbon from the ice without damaging it. The water beneath the ice is 3 feet deep and does not pose a drowning risk but is treacherous nonetheless.
Slide 7 shows the ice walk. If there are no failures, we can do this theater of the mind.
The normal solution would be a DC 16 Acrobatics to balance in order to move across the ice. There is a risk of breaking the ice and going into the water.
Any weapon strike is going to cut the thin ribbon. Spells are also likely to damage it.
Normal method would be to carefully use a candle to slowly melt the ice using either a DC 18Thievery or Nature check.
Feel free to suggest other ways of accomplishing this.
More than one of you may attempt this and earn progress. Failures do make it tougher for the people who follow.

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Bee listens to the description of the event. "Well, I could probably get out there on the ice without too much trouble. But once I got there, I'm not sure what I would do other than chop the ribbon out with my sword - and I don't think that would work very well if we want it in one piece."
"Maybe I can just help guide someone else who does know how to get the ribbon out."
Acrobatics (Aid - trained): 1d20 + 9 ⇒ (15) + 9 = 24

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"If I may... I have an idea and would like to try something similar to the tales."
Ashun carefully walks through the frozen lake
Acrobatics: 1d20 + 1 + 1 ⇒ (6) + 1 + 1 = 8
Acrobatics Hero Point: 1d20 + 1 + 1 ⇒ (15) + 1 + 1 = 17
Near the objective, he slowly gets on his knees to be able to get closer to the ribbon.
I do not know which skill applies the best to this. Will use Nature as a provisory check.
He pulls out a mud-green and white vial from his bag, shaking it a bit, making a glistening green-yellow-white gradient liquid, and drinking it.
-1 Serene Mutagen (Lesser) (1/2)
Nature: 1d20 + 8 + 1 ⇒ (14) + 8 + 1 = 23
Very slowly and steady he casts Prestidigitation to Warm the ice in a circle around the ribbon to thaw it, giving it light taps with the nails from the repair kit to mark its edges and make it easier to come off.
And using the tongs from the kit, he carefully picks the ice plate and puts it on top of the frozen sheet of water, warming its center to release the ribbon and avoiding it from falling into the water below. at least I hope so
Also, +9+1 instead of +8+1

GM Bret |

Ashun nearly slips and falls, saved only by Corabee warning him to take smaller steps.
Then he gets out his crafting kit and slowly chips and melts away the ice around the ribbon. He is successful in retrieving the ribbon and getting back off the ice.
Your description sounded much more like crafting to me than Nature. Would have been the same degree of success with either. Nice description.
After he gets back, one of the judges inspects the ribbon and then hands it off to a kid. The kid goes out on the ice and replaces the ribbon, clearing the spot and adding slush that quickly freezes it back in place.

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Ashun carefully walks through the frozen lake
Acrobatics: 1d20 + 1 + 1 ⇒ (6) + 1 + 1 = 8
Acrobatics Hero Point: 1d20 + 1 + 1 ⇒ (15) + 1 + 1 = 17
Role-playing Aid
"Whoa, Ashun. Don't stomp across like you are walking on a trail. Slide your feet rather than stepping, and lean slowly from one foot to the other."

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Isn't one suppose to spread out their body weight and crawl along the ice Ami asks.
Somehow that volunteers her to be next so she carefully slides across the ice like a human ... err gnome toboggan.
It's really hard to mold my element when it's frozen she thinks as she examines the area around the ribbon. Still ... if I lie on it. I should be able to melt it out
acrobatics: 1d20 + 6 ⇒ (16) + 6 = 22
She tries using her kinetic abilities to loosen the ice and make it easier to melt with Extract Element

GM Bret |

Ami uses her knowledge of survival techniques in combination with her ability to manipulate small amounts of water to get the ribbon out.
+1 circumstance for descriptions of use of class features
The official inspects the ribbon and once again allows has someone replace it.
If no one else wants to try it, we will move along tomorrow.

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"Oh no I can try! Not breaking ribbon makes this harder. It works be much easier if I could just patch it."
Acrobatics: 1d20 + 7 ⇒ (4) + 7 = 11
Galvaka first slides into the ice, but starts to go out of counter as she slides across the frozen lake. Her first instinct it to stab the ice but she thinks better of it.
Acrobatics Hero Point: 1d20 + 7 ⇒ (10) + 7 = 17
With a desperate grip she managed to stop herself amid the aching ice. After a moment she lets out a breath and pushes toward the ribbon.
"This ice needs to be made stronger if it breaks like this. Only been used three or so times!" Studying the ribbon for a moment Galvaka conjures fire into her hand with produce flame. "I might not be able to just throw for, but flame is versatile. It will keep my hands warm as I sneak ribbon out!"
Thievery: 1d20 + 7 ⇒ (20) + 7 = 27

GM Bret |

After a little uncertainty, Galvaka makes her way across the ice. Then she uses some flame to warm her fingers. Once her hands were warm, she carefully picks at the ice and delicately extracts the ribbon.
Once again, the official inspects it and confirms all is well.
Having completed the challenge, the officials recommend not proceeding as the snow is still falling.
If anyone wants to try and gather information from the race officials, you can.

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Bee goes and chats with the officials. "Are we really the first ones to this checkpoint? I haven't run this race before. What do people normally need for this section?"
Diplomacy: 1d20 + 8 ⇒ (3) + 8 = 11
Apparently Bee's attempt to get an edge on the competition is a bit too transparent.

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Ashun approaches one of the officials before leaving
"Are we allowed to help The other parties?"
If it is allowed, the changeling will choose to leave behind his other tanglefoot bag near the frozen lake with a note saying "sticky, could be helpful, use with caution"
Then turning to the others
"Where are we off to now? More snow?"

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Bitty applauds Gavalka. "They should write books about you! Shall we press on to the next checkpoint?"
Nature E: 1d20 + 8 ⇒ (8) + 8 = 16
Hero Point: 1d20 + 8 ⇒ (19) + 8 = 27

GM Bret |

The weather the next day takes a turn for the worse, the snowstorm turning into a blizzard. It is even colder today than it was the first few nights. Fortunately if you can finish the race today you will be able to stay at a nice warm inn.
DC 18 because of the storm.
In spite of the weather, Bitty is able to make good progress.

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Athletics: 1d20 + 6 ⇒ (7) + 6 = 13
Athletics: 1d20 + 6 ⇒ (17) + 6 = 23 I think I still have a hero point... Or rather, did previously.
Bee doesn't spend much time complaining today. He is too busy trying to fight through the storm and the cold and making sure that everyone can stay together and stay safe.

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Survival: 1d20 + 8 ⇒ (17) + 8 = 25
Although against the spirit of the competition, the changeling forgets (oops!) one his tents in the trail. Given the harshness of the weather, someone else might need it more than him right now.

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Galvaka poses with the praise declaring, "I didn't even burn the ribbon one bit!"
She goes forward with this confidence into the wilds as she tries to continue finding a clear path through the blinding weather.
Scouting Lore: 1d20 + 7 ⇒ (1) + 7 = 8
That doesn't turn out well as loses track of the party at a point. She pushes herself, doubling her pace to backtrack and not slow the groups progress.
Scouting Lore Hero Point: 1d20 + 7 ⇒ (13) + 7 = 20
While pushing herself the limit, she is able to meet up with the party without major disaster.

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Sam attempts to move across the rough terrain.
Scouting Lore: 1d20 + 5 ⇒ (16) + 5 = 21
Miraculously, she makes it this time.