| GM Super Zero | 
Zooska and High both recognize that the goats could be a useful resource as well as a hazard.
Success. One Discovery Point, though could still be improved.
Zooska draws a map of what she can see. Simple but effective.
Success. One Discovery Point, though could still be improved.
Zooska recognizes some valuable terrains resources, like climbing spots and steams.
Success. One Discovery Point, though could still be improved.
Zooska finds some medicinal herbs. High doesn't, but she does point out that Zooska's find is incorrect and prevent false information about poisonous plants from going into the report.
Failure. High's failure prevents a critical failure, though could still be improved.
At least nobody sees anything dangerous that travelers might need to worry about.
Zooska and High both fail. That means the worst you can get now is failure, so this can still be improved.
Zooska and High recognize that part of the base of the cliff makes a natural shelter. It's almost perfect as-is.
Critical success. Two Discovery Points.
Zooska attempts to clear an area to make it even more suitable as a shelter. Kazaleti actually accomplishes it.
Success. One Discovery Point, though could still be improved.
That's six Discovery Points, unless Deosil can improve on any of those.
              
                
                
                   
                
                
                   Zooska 
                
                
                
                
                  
                
                
              
              
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Eager to continue, Zooska tucks away her scribbled map.
Moving on: Athletics: 1d20 + 4 ⇒ (4) + 4 = 8
Moving on: Survival: 1d20 + 4 ⇒ (11) + 4 = 15
Ready to move on
| 0-Bot | 
Deosil Nature: 1d20 + 2 ⇒ (14) + 2 = 16 Success, party best unchanged.
Deosil Cartography Lore: 1d20 ⇒ 18 Success, party best unchanged.
Deosil Scouting Lore: 1d20 ⇒ 20 Critical success! Earns one additional Discovery Point.
Deosil Herbalism Lore: 1d20 ⇒ 12 Success! Earns one additional Discovery Point.
Deosil Perception: 1d20 + 7 ⇒ (11) + 7 = 18 Success! Earns one additional Discovery Point.
Deosil Crafting: 1d20 ⇒ 7 Failure. Party already did better.
Deosil Athletics: 1d20 - 1 ⇒ (9) - 1 = 8
Deosil Survival: 1d20 + 5 ⇒ (15) + 5 = 20
| GM Super Zero | 
Deosil spots something the others missed--a potential meltwater hazard that's much easier to see from this high vantage point. Being able to account for it on their map should help future travelers be aware of it.
He and Zooska both plan well while they're traveling, but have some trouble with physical execution.
Still need Athletics and Survival for High and Kazaleti.
The valley opens up, flattening out at first, then deepening, forming a large bowl. The terrain becomes more marshy, with trees and shrubs stunted by the damp. Animal musk hangs in the air.
Something has left quite a mess, including half-eaten carcasses. At least one of the corpses was humanoid. Most of their gear is shredded beyond recognition, but there's a pouch with four small vials--lesser elixirs of life!
The orcs shouldn't be far from here, but it's still a few hours away.
And one final round of Athletics and Survival checks please--so one more for Zooska and Deosil, two for the others.
Eventually the town comes into view. Or camp?
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. A few tired-looking orc guards watch the Pathfinders approach with caution.
Grakcha, a heavily scarred woman with a broken tusk, is the leader of this orc band and approaches with confidence, asking in Common what the Pathfinders' business is here. The other orcs gather warily behind her.
              
                
                
                   
                
                
                   Zooska 
                
                
                
                
                  
                
                
              
              
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Athletics: 1d20 + 4 ⇒ (6) + 4 = 10 
Survival: 1d20 + 4 ⇒ (20) + 4 = 24
@High: You also need to roll 2 Athletics checks, and respond to the new scene.
“Messy eater!” Zooska exclaims when she sees the scene of half-eaten carcasses. She pockets the four elixirs of life for safe keeping.
-----
Upon spying the dilapidated orc camp, Zooska stows her weapons, just as Bark suggested, and approaches with outsized confidence for one so small in stature. “Grakcha?” she greets the heavily scarred woman. “Me Zooska. Bark send us. He worry. He send signal but you no respond. Maybe we help?” As if to accentuate her point, she digs the bottle of gin out of her pack and offers a drink to the orc leader. “Urglin gin. Make hair grow. If too much hair, Zooska happy cut some off.”
“Marsh messy,” she points back at the way they came.  “Much kill and destroy.  Messy eater.  You know what make mess?”
Diplomacy +4 if needed
| GM Super Zero | 
Total of six successes (crit counts as two) and no critical failures during the first travel segment, which earns a Discovery Point.
And with multiple critical successes you already have five successes and no critical failures for the second part, so that's another DP.
"Bark? Yeah, been... peroccupied. What is Bark want?" Grakcha looks like she's about to take a swig of the gin, but stops. "I'm rude. Sorry. We can share the drink."
Grakcha clearly speaks Taldane, but doesn't seem fully comfortable with the language. She offers cups, and supplies another drink in a dark bottle to go with the tin.
Then she takes a large swig.
Yes, you can make Diplomacy checks if you'd like. Anyone who speaks Orcish gains a +2 circumstance bonus on the Diplomacy check. Anyone who drinks can make a DC Fortitude save to drink impressively. If at least one person succeeds, anyone who drinks also gains the circumstance bonus.
              
                
                
                   
                
                
                   Zooska 
                
                
                
                
                  
                
                
              
              
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“Bark wonder why you no respond to signal. Maybe Bark worry. He say we talk to you. Make trail for trade.” Zooska gamely accepts the offer of a shared drink, taking a cup and downing its contents into her wide goblin mouth.
Fort save: 1d20 + 5 ⇒ (2) + 5 = 7
Diplomacy: 1d20 + 4 ⇒ (11) + 4 = 15
“You help, we help,” the little swashbuckler offers. “Want haircut? Or shave? Give all haircut free. Zooska good shave hair.” Eager to demonstrate her prowess, the inebriated goblin pulls out an oversized razor and proceeds to prune the leshy’s twigs and leaves, undisheveling it into a nicely manicured shrubbery.
| GM Super Zero | 
"Trail for trade? Hm. That might be--no, bad idea now. Unless traders want to get eaten. We handled the warg, but..."
Grakcha trails off as she looks at Zooska and laughs. "Too much drink for little goblin, perhaps. No, I don't think haircuts can help with our problems."
The orcs don't seem impressed with Zooska's drinking, but still seem to be warming up to her words.
Grakcha is now Indifferent. Feel free to keep working at it!
| GM Super Zero | 
Seelah sputters on the booze, but she and Zooska win over the orcs nonetheless.
Making peace with the orcs earns 3 Discovery Points.
Grakcha seems interested in having a trade route pass through--certainly she's not opposed.
But she explains why here people have disrupted their usual lifestyle, and why most of their warriors seem injured: They were displaced by an angry ogre. The ogre invaded the cave the orcs call home, and her band is currently in no shape to take it back.
"I don't suppose you know adventurers who can kill an ogre?" she says, "Because it'll be a problem for merchants, too. But if there's no ogre, we invite traders! We have furs and things to trade."
The orcs give the Pathfinders some items to help them on their travels. And hint strongly that they might help somebody facing an ogre.
The orcs give them two minor healing potions, a lesser tanglefoot bag, and a crying angel pendant talisman.
              
                
                
                   
                
                
                   Zooska 
                
                
                
                
                  
                
                
              
              
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“Ogre?!” Zooska exclaims excitedly. “Zooska kill ogre. Zooska give ogre shave through neck!” She hops up and down with more bravado than brains. “Show cave, we help!”
The other PCs can have first dibs on the items. I’ll take anything that’s unclaimed. Also, Recall Knowledge about ogres (Society +0).
| GM Super Zero | 
The ogre is a formidable foe, so the orcs have retreated a day’s travel from their old cave. Their directions, however, are clear. Close to the cave are several well‑traveled paths that the Pathfinders can follow.
The ogre has made the orcs’ cave a foul place. Just outside the cave entrance are several animal carcasses, which have attracted large swarms of black flies. The stench is only just bearable.
The smell in this low‑ceilinged chamber is nearly suffocating. The stench of rotten meat wafts in from outside, and the smell of excrement comes in through the tunnel to the north. Shelves and racks that once held equipment now lie smashed on the ground. Other tunnels exit to the west and south.
              
                
                
                   
                
                
                   Zooska 
                
                
                
                
                  
                
                
              
              
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Following the most time-honored of goblin practices, Zooska cautiously sneaks forward, warily keeping her eyes peeled for any sign of the ogre … or anything else that might pose a threat. With so much carrion around, who knows what other creatures might be attracted?
Stealth +7, Perception +6 (has Darkvision to look inside the tunnel), Nature +1 (are black flies a threat?)
| GM Super Zero | 
Seelah Perception: 1d20 + 3 ⇒ (1) + 3 = 4
High Perception: 1d20 + 8 ⇒ (15) + 8 = 23
Deosil Perception: 1d20 + 7 ⇒ (18) + 7 = 25
Most of the equipment in the front entryway has been smashed, but the Pathfinders discover an intact onyx panther talisman.
The adjoining room looks like it was once a storeroom, apparently for leftover crates and bales, but has been recently and regularly used as a latrine.
The flies don't seem to be a threat. But the stench certainly is! It's unlikely there's anything of value or interest in there, and the smell really is overpowering (and potentially even dangerous).
Moving further into the complex, the floor slopes up a bit and then branches. To the left it slopes up further, or to the right it slopes down.
The space to the right seems to be a makeshift bedroom for a large creature, mattresses piled up. To the left is a large pile of refuse. Animal parts and partially eaten fruit and vegetables make up most of the pile, and flies lazily buzz around the perimeter.
Currently distracted with his latest meal, a boar carcass, the ogre sits with his back to the refuse pile, casually leaning on it. The ogre doesn’t pay much attention to his surroundings.
              
                
                
                   
                
                
                   Zooska 
                
                
                
                
                  
                
                
              
              
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“Ha-ha! Good chance now.” Zooska whispers eagerly to her companions. With the lesser tanglefoot bag in one hand, and her war razor in the other, she beckons the party onward. “Sneak and kill, old goblin way.” She tiptoes forward, ready to take advantage of the distracted giant.
Stealth +7 to sneak up close enough to attack
| GM Super Zero | 
The Pathfinders start moving in stealthily, led by Zooska. Seelah is surprisingly sneaky in her heavy armor.
The ogre does start to stir, though. Perhaps he's not so distracted after all.
Something else stirs, too. Poking out of the refuse pile is a hand--there seem to be humanoid corpses in there. But High in the Mountain and Deosil see something else. Two enormous rodents, big as a goblin, have definitely caught wind of some of the Pathfinders. Time to move!
High in the Mountain and Deosil's turns.
Initiative:
High in the Mountain (34/34, Stealthy)
Deosil (18/18)
Purple Ogre
Red Giant Shrew
Blue Giant Shrew
Zooska (22/22)
Seelah (20/20)
High Stealth: 1d20 + 8 ⇒ (19) + 8 = 27
Deosil: 1d20 + 7 ⇒ (16) + 7 = 23
Seelah Stealth: 1d20 + 4 ⇒ (6) + 4 = 10
Ogre: 1d20 + 5 ⇒ (17) + 5 = 22
Red Stealth: 1d20 + 5 ⇒ (11) + 5 = 16
Blue Stealth: 1d20 + 5 ⇒ (11) + 5 = 16
              
                
                
                   
                
                
                   High in the Mountains 
                
                
                
                
                  
                
                
              
              
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◆ High will Hunt Prey on the red rodent.
◆ High will get out their bow.
◆ High will shoot at the red rodent twice.
Strike: 1d20 + 9 ⇒ (12) + 9 = 21for: 1d8 ⇒ 7 damage
Strike: 1d20 + 9 - 3 ⇒ (7) + 9 - 3 = 13for: 1d8 ⇒ 2 damage
| GM Super Zero | 
Red Reflex: 1d20 + 7 ⇒ (15) + 7 = 22
Ogre Reflex: 1d20 + 5 ⇒ (4) + 5 = 9
High's first shot catches the unsuspecting rodent. Badly injured, it's still able to dodge the second one now that it sees it coming. But the electricity fries it.
The ogre also certainly noticed that!
The ogre bellows as he turns to face the party. He stands, draws a javelin, and hurls it back at High. Unsuccessfully.
◆ Stand, ◆ Draw Javelin, ◆ Strike Javelin: 1d20 + 5 ⇒ (9) + 5 = 14 failure
The remaining shrew squeaks adorably as it scampers towards Zooska. It then tries to bite her, which is somewhat less adorable (but only somewhat).
◆ Stride, ◆ Strike Jaws: 1d20 + 7 ⇒ (2) + 7 = 9 failure, ◆ Strike Jaws: 1d20 + 7 - 4 ⇒ (9) + 7 - 4 = 12 failure
All PCs' turns. Any of you may feel free to control Seelah. If nobody does, I'll do it before the monsters' next turn.
Initiative:
High in the Mountain (34/34)
Deosil (18/18, courageous anthem 3 rounds)
Purple Ogre (-6)
Blue Giant Shrew
Zooska (22/22)
Seelah (20/20)
              
                
                
                   
                
                
                   Zooska 
                
                
                
                
                  
                
                
              
              
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“So cute!” Zooska exclaims when the shrew tries to give her an awkward kiss. “But whiskers need trim!” The skinny goblin scoops up a handful of dirt and throws it into the rodent’s face, then gracefully pirouettes and follows with a pair of swishing slashes from her oversized razor. “Powder first, then cut!”
Dirty Trick (Thievery) gives Panache: 1d20 + 7 ⇒ (2) + 7 = 9
Attack & Damage w/war razor (S): 1d20 + 7 + 1 ⇒ (19) + 7 + 1 = 271d4 + 1 + 1 + 2 ⇒ (2) + 1 + 1 + 2 = 6
Confident Finisher: attack, damage (S), precision: 1d20 + 3 + 1 ⇒ (6) + 3 + 1 = 101d4 + 1 + 1 ⇒ (1) + 1 + 1 = 32d6 ⇒ (2, 3) = 5
◆Dirty Trick, ◆Strike, ◆Confident Finisher (Courageous Anthem included in attack/damage rolls); ◇Flashy Dodge (+2 AC)
| GM Super Zero | 
Zooska adeptly skewers the shrew.
Your first hit is a crit, and 12 damage kills it. Feel free to choose a different third action.
              
                
                
                   
                
                
                   High in the Mountains 
                
                
                
                
                  
                
                
              
              
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◆ High will Hunt Prey on the Ogre.
◆ High will shoot at the ogre twice.
Strike w/anthem: 1d20 + 9 + 1 ⇒ (14) + 9 + 1 = 24for: 1d8 ⇒ 3 damage.
Strike w/anthem: 1d20 + 9 + 1 - 3 ⇒ (14) + 9 + 1 - 3 = 21for: 1d8 ⇒ 7 damage.
◆ Strike w/anthem: 1d20 + 9 + 1 - 6 ⇒ (10) + 9 + 1 - 6 = 14for: 1d8 ⇒ 5 damage.
              
                
                
                   
                
                
                   Zooska 
                
                
                
                
                  
                
                
              
              
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If it's okay, I think I'll just skip my 3rd action. The only thing I can think of doing is throwing the tanglefoot bag at the ogre, but that would miss with my 2nd strike roll.
| GM Super Zero | 
High's first two arrows embed themselves in the ogre, though the third fails to penetrate the thick hide of its armor. Seelah gives it an additional gash, though, and it bellows in rage.
High's first two attacks hit, third misses. Seelah also hits and bloodies him.
He draws his battle axe while shouting
If any of the Pathfinders understand him, Seelah isn't one of them--but the massive creature bellowing in her face seems to rattle her a little nonetheless. He then swings it at her, though she catches part of it with her shield.
◆ Draw weapon, ◆ Demoralize Intimidate: 1d20 + 7 - 4 ⇒ (12) + 7 - 4 = 15 actually a success, even with the penalty, ◆ Strike Battle axe: 1d20 + 11 ⇒ (8) + 11 = 19 a hit for slashing damage: 1d8 + 5 ⇒ (8) + 5 = 13 -5 for Shield Block
All PCs' turns. Any of you may feel free to control Seelah. If nobody does, I'll do it before the monsters' next turn.
Initiative:
High in the Mountain (34/34)
Deosil (18/18, courageous anthem 2 rounds)
Purple Ogre (-25, bloodied)
Zooska (22/22, runic weapon)
Seelah (12/20, shield 12/20, frightened 1)
              
                
                
                   
                
                
                   High in the Mountains 
                
                
                
                
                  
                
                
              
              
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◆ High will shoot at the ogre.
Strike w/anthem: 1d20 + 9 + 1 ⇒ (7) + 9 + 1 = 17for: 1d8 ⇒ 3 damage.
Strike w/anthem: 1d20 + 9 + 1 - 3 ⇒ (1) + 9 + 1 - 3 = 8for: 1d8 ⇒ 5 damage.
◆ Strike w/anthem: 1d20 + 9 + 1 - 6 ⇒ (5) + 9 + 1 - 6 = 9for: 1d8 ⇒ 2 damage.
◆ Strike w/anthem: 1d20 + 9 + 1 - 6 ⇒ (6) + 9 + 1 - 6 = 10for: 1d8 ⇒ 7 damage.
              
                
                
                   
                
                
                   Zooska 
                
                
                
                
                  
                
                
              
              
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“Ooh, shiny!” Zooska exclaims in delight as Deosil’s spell etches her razor with glimmering runes. Seeing Seelah charge into battle, the little goblin follows suit, dashing forward beside her and then tumbling through the ogre’s tree trunk legs like a bouncing green ball. “Hairy ogre need shave!” she cries, bouncing up onto her tippy toes and lashing out with an upward slash.
Tumble Through (Acrobatics w/Bouncy Goblin): 1d20 + 7 + 2 ⇒ (9) + 7 + 2 = 18
War Razor: attack, damage (S), precision: 1d20 + 7 + 1 + 1 ⇒ (18) + 7 + 1 + 1 = 272d4 + 1 + 1 ⇒ (4, 2) + 1 + 1 = 82d6 ⇒ (6, 5) = 11
◆Stride next to Seelah, ◆Tumble through ogre to flank on opposite side, ◆Confident Finisher (Courageous Anthem, Runic Weapon); ↺Flashy Dodge (+2 AC)
I've positioned Zooska as if her Acrobatics succeeded; if not, she'll be in the square below Seelah.  Oh, and if she succeeds add 1 to damage, due to Backstabber trait on the war razor.
| GM Super Zero | 
High in the Mountain puts another arrow into the ogre, and the Zooska gives him a close shave.
Only a little closer than that.
Okay, a lot closer. The ogre collapses into a heap.
Only High's first attack hits, though only the second one is a critical failure. Zooska successfully Tumbles Through, and her attack is a crit (you needed at least one of flanking, courageous anthem, or runic weapon to make that a crit, but not all three). That finishes him (actually, that would have one-shot him...).
With the ogre defeated, there's nothing left to do but look around the rest of the cavern complex. It doesn't look like it's exactly in the shape the orcs left it... and that'd definitely a boot sticking out of the refuse pile.
Defeating the ogre removes a threat to your potential trade route (and gives the displaced orcs a chance to rebuild or resettle and keep their promise to cooperate), so earns you another 3 Discovery Points.
              
                
                
                   
                
                
                   Zooska 
                
                
                
                
                  
                
                
              
              
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Standing proudly on top of the slain ogre, Zooska carefully wipes her blade clean. A good barber always takes care of their equipment!
“Big bump on neck gone,” she nods with a satisfied look. “Was very unsightly.” Spying the boot, she starts rummaging through the refuse pile—after all, one person’s garbage is another goblin’s treasure!
Perception +6 if needed. Thank you so much for running this adventure for us!
| GM Super Zero | 
Zooska finds the bodies of several orc warriors. After being stuck in the smelly, damp pile their gear is deteriorating, the metal rusting and the leather rotting. There are two other humanoid corpses here, likely humans but it's hard to tell as they're half-eaten. They have jewelry that's intact--one has a pair of silver bracelets, and the other gold earrings set with gems. These items can be collected so that they can be... respectfully returned to their families.
Most other areas in the complex contain broken furniture, smashed household items, and filth. One room has been turned into a makeshift bedroom.
Beds have been pulled from elsewhere in the cave and pushed together to form one large misshapen sleeping place. The beds have collapsed and now lean haphazardly against each other. The blankets and pillows are filthy, and flies buzz about. The previous use of the room is now unclear.
The ogre slept here and used the bedding to hide the valuables he found in other parts of the cave. The bedding is very foul and is crawling with fleas. While it is unsavory, the Pathfinders discover a pile of copper and silver coins of Chelaxian, Isgeri, Druman, and Molthuni denominations.
When the Pathfinders return to the orc camp, the orcs are happy that they can return to their home. The party receives a lot of heavy congratulatory pats on the back, and the orcs invite them to spend the night to have a good feast.
If they accept, the orcs scrounge up several bottles of strong alcohol, and the group sings rowdy songs deep into the night. Grakcha promises she and her band will leave any caravan coming through their territory in peace. She’ll swear this on her ancestors, a promise she cannot break without dooming herself and her band.
With the ogre defeated, the remainder of the Pahtfinders' trip to Molthune, and its capital Canorate, is uneventful. They encounter the Chelaxian nobles again in Canorate a few days after their arrival. The nobles are extremely grateful for the help the Pathfinders gave them, and they realized that without their help, they might have died on the mountain.
They reward the Society with an animal staff.
It takes the Chelaxian officials quite a bit of time to go through the best submissions and sending teams of their own to travel the routes. But eventually the team hears back from them: in the end their route is deemed the best.