
GM chadius |

The tall pines ahead are heavy with snow, and the forest is quiet. 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.
Dahila waves you all over. ”Enjoying the race? Good, your first major challenge is up ahead. Balgrid got hungry while searching for a Linnorm. He scaled a giant tree and snatched an egg from the top without bending the tree or angering the momma bird.” She laughs.
”That pole over there is a tree. There are some eggs on top. You can’t damage the tree or the eggs. You can climb up yourself or aid your friends, but not both.”
A gentle breeze blows some leaves across the snow. You see the leafless tree tilt ever so slightly, futilely keeping its prize from you. A dozen eggs lie on top.
You will need to make either an Acrobatics or Athletics checks to climb up the tree. Each PC can choose to make this check or Aid instead. Only one of you needs to succeed to earn the maximum score.
Whoever climbs up the tree should make a Perception check, DC 18.
As you climb the tree, you notice the top of the tree is much weaker than the trunk. It's hard to maintain your balance. PCWHOMADETHEDC spots a problem and calls out to OTHERCLIMBERS. Someone hollowed out part of the tree. Sabotage?
If you continue climbing up, make a Reflex Save DC 14. Failure means you fall off and take 5 damage.
Whether or not you continue to climb, you can make a Nature or Craft, Recall Knowledge check, DC 15. If you succeed open the spoiler below.

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Acrobatics: 1d20 + 9 ⇒ (16) + 9 = 25
Perception: 1d20 + 10 ⇒ (13) + 10 = 23
Reflex: 1d20 + 11 ⇒ (19) + 11 = 30
Nature: 1d20 + 8 ⇒ (3) + 8 = 11
Heather easily makes it up to the top of the tree. Suddenly, she feels the trunk start to give. She hears a loud ominous
CCC-RRRRRR-AAA-CC-KKKK
She quickly lunges and manages to grab the egg at the top, and, as the top of the tree she's clinging to begins to fall, manages to catch the branch of a neighboring tree. With a flip and a somersault, she lands nimbly back on the ground.
Examining the fallen trunk, she says, "This has been hollowed out! Either someone is trying to keep us from winning or this was eaten out by bugs."

GM chadius |

Mahatmas's Reflex: 1d20 + 9 ⇒ (8) + 9 = 17
Heather realizes the tree is going to fall over. Mahatmas doesn't, but they continue without trouble. Either way, they are able to get the egg before it falls.
Everyone except Heather can make a Nature or Craft check to examine the tree, DC 15. If you succeed open the spoiler below.

GM chadius |

Dahila approaches to see the fallen tree. "Hmm, I don't see any egg yolk so I'm assuming you got the egg and tipped it over?" She takes the egg and inspects it. "Huh. Good job. Come on, back to the checkpoint."
You can mention Oakfeller's clothing to Dahila as evidence of possible sabotage.
You can also talk to the officials about the final push to the finish line tomorrow.
You can also choose 1 team to speak to and improve their attitude.

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Emil tells Dahila, "Our slender Heather should not have caused this tree ta break. We found evidence that might be sabotage. It appears someone hollowed out the pole. We found some bits of torn clothes that might belong to Ostog Oakfeller. Least whiles he was wearing somethin' sim'lar."
On the way back to the checkpoint, Emil cracks a few jokes and asks if there is anything they should know about that might make up for several suspicious events that tried to hinder the team's success.
Diplomacy: 1d20 + 4 ⇒ (15) + 4 = 19
Mahatma has a slightly better diplomacy than Emil so Emil encourages him to try to win favor with one of the teams still indifferent to us, since he has not had much luck.

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As he found the evidence he goes with Emil to discuss with Dahila.
They are simply cheaters. Point. They wanted my companion breaks his neck trying to get the egg. Look at these fibers and look at the clothes of the guy. They are the same ones. And he's the only one with such clothes around. Simple case.

GM chadius |

Dahila takes the piece of cloth. "Oakfeller loves this style..." She gives you a short nod. "Excuse me." Like a storm giant marching through a blizzard, Dahila makes her way to the Without Trace or Fail team. They seem jovial at first, but soon freeze in their tracks. They seem to yell for a bit only for her voice to drown out theirs. They recoil in fear before retreating to their tents.
You hear Faegrim Axebinder fail to hide her laughter. "We're half-sisters, same father. People say I'm the cold sibling, but she brings the fire!" She takes a swig from her personal canteen as Sassa frantically writes down her response word for word.
Dahila returns to you a few minutes later and wipes the scowl from her face. "The Without Trace or Fail team has been disqualified due to acts of misconduct. We do not tolerate that kind of misbehavior. Please accept my apologies on behalf of the Balgirdtrek." She does a quick bow. "If you'll excuse me, I need to deliver this information to the other teams." She marches off towards another team on the campsite.
You already see the Without Trace or Fail team breaking down their tent and preparing their exit from the race. The four seem to be yelling at each other, then looking at the teams. Their glare lingers on the Varki team as well as your own for a moment before the officials begin to herd them out.
One of the officials feels especially sorry for his fellow Ulfen. "Shameful that we would resort to this..." He apologizes to Father Emil and gives him a few more tips on the final push. Father Emil gives the team a +1 Circumstance bonus to the next and final trip.
Mahatma goes to talk to the Fangs of the Rhemoraz. Marbin is enjoying the stormy weather. "Finally, the weather's picking up. Good wind, eh?" Marbin talks about the many types of storms, how you can hear the wind with different noises. The types of precipitation they bring and the sound they present. While Mahatma hears an earful about wind, it's not a lot about building friendships. He figures the team is still Indifferent.

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The dwarf nods when Dahila announces them that The Without Trace or Fail were disqualified.
In fact they left a trace and failed...
Then he prepares himself for the next step.

GM chadius |

Dahila approaches the teams to tell them about the disqualification. "Hmpf! Good riddance!" Jori of the Bluetongue's Brawlers team shudders as she wraps herself in a blanket and huddles up to the campfire.
Eventually, it is time to rest for the night.
The storm persists and Dahila wakes you up. "Alright, the finish line is about half a day away. The sooner you get there the sooner you can get out of this storm and into someplace warm."
Realizing they can seek shelter, the teams are very quick to get dressed, break down their tents and get moving.
Time to travel for another day. Pick a skill that will help you traverse the landscape for the rest of the day. Relevant skills might be Athletics, Nature, and Survival, but if you can explain other skills I’ll allow it.

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"Where is the end of this race?" Tandang is somewhat distressed after all the things that has happened so far, but he keeps pressing on. As long as they don't cheat or whatnot, they are fine and the higher the chance that they are winning this.
Survival: 1d20 + 10 ⇒ (11) + 10 = 21

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Acrobatics: 1d20 + 9 ⇒ (16) + 9 = 25
Heather again takes to the trees. She also keeps an eye out for the creature she spotted.
Survival to look for tracks, prey: 1d20 + 8 + 2 ⇒ (10) + 8 + 2 = 20

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Nature: 1d20 + 8 ⇒ (3) + 8 = 11
Emil throws himself into the last leg, doing what he can to translate his knowledge of the natural environment into an advantage in speed. And again, he doesn't do very well. The level-bump bonuses don't help when the dice are as cold as my dicebot results, alas.

GM chadius |

You continue to travel to the finish line. Can't be more than an hour remaining now. Soon you'll reach Frostgarten. A soft bed made of feathers and wool instead of ice and snow. A shattered sled instead of a… wait, what?
A broken sled bearing the Fangs of the Rhemoraz's logo lies in the snow at the edge of the path beside an old bridge. Fresh blood marks are clearly visible against the white snow as large, crimson swaths. Equipment is scattered across the snow and onto the frozen surface of the lake.

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Emil examines the evidence and tries to deduce what happened, although he has a strong suspicion the big bad bear has made a grab for dinner. He is ready to track the beast to see if the group can reach any survivors.
Survival: 1d20 + 8 ⇒ (17) + 8 = 25

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The dwarf draws his weapon looking around for any danger.
Perhaps the beast attacked the concurrents. Perhaps these ones are ambushing the Pathfinders. Let's see. But be ready.

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Tandang also draws weapon and shield. He motions Oso to follow him and makes his way, following the trail of blood. He then examines anything around it and follows any tracks.
Survival: 1d20 + 10 ⇒ (9) + 10 = 19

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Heather pulls her bow off her back and nocks an arrow. Scout looks around warily, feeling his mistress' unease.

GM chadius |

Ylva's eyes flutter awake. "W-what? Father Emil?" She groans. "The... it came out of the storm, threw our sled aside. I could hear Marbin and Otis fighting something but the shouting stopped. Runa said they would check the cave and told me to stay put. I'm half buried under snow, not much I can do..." She laughs. "I did pull out the two minor healing potions, do you see them?"
Tandang and Oso follow the trail of blood. They reach a small island and notice the trail continues on towards a cave. He also hears Runa's scream.
Runa’s sword breaks against a massive creature. It stands at over 12 feet tall, white fur blending into the snow. It stands on its hind legs and roars yet again, bearing its jaws and claws and swats them aside like a plank of wood. You see Runa bleeding out.
Mahatma: 1d20 + 5 ⇒ (15) + 5 = 20
Hadrimos: 1d20 + 5 ⇒ (16) + 5 = 21
Wizel: 1d20 + 11 ⇒ (12) + 11 = 23
Heather: 1d20 + 10 ⇒ (18) + 10 = 28
Emil: 25 = 25
Tadang: 19 = 19
Da Bear: 1d20 + 14 ⇒ (11) + 14 = 25

GM chadius |

Heather is quicker than the bear.
Ylva shouts. "I can help Marbin and get him out of here, please help the others!" She begins climbing out of the snow.
Round 1
Heather
Da Bear
Father Emil
Wizel
Hadrimos
Mahatma
Tadang
Olin (Dying 1)
Runa (Dying 1)
Marbin (Dying 1)
Ylva (13 HP)
The Ice is considered difficult terrain.

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Where are the dying racers? Or can I just act to heal one of them?
EDIT - NVM, she doesn't have a potion
Heather delays until after the bear gets closer

GM chadius |

Heather sees Marbin, Olin and Runa at the entrance to the bear's cave. Ylva said she would rescue Marbin. Maybe the other two can help each other if you revive them.
The bear roars and dashes across the ice, using its full movement to do so.
Round 1
Da Bear
Heather
Father Emil
Wizel
Hadrimos
Mahatma
Tadang
Olin (Dying 1)
Runa (Dying 1)
Marbin (Dying 1)
Ylva (13 HP)
The Ice is considered difficult terrain.

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Tandang shrouds Oso in a powerful predatory aura and commands the same to move close to the huge enemy and perform a thundering shout.
◆◆ Thundering Dominance
◆ Command Animal

Kaibigang Oso |

Oso closes in and growls at Da Bear!
◆ Stride
◆ Thundering Roar - Each enemy in a 10- foot emanation takes 4d8 ⇒ (6, 7, 2, 3) = 18 sonic damage vs DC 20 basic Will save. A creature that fails its Will save is also frightened 1.

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Mahatma activates their bracelet of dashing and then calls upon the power of the winds granting Himself, Heather, Wizel and Scouty whom may each stride at half speed.
Mahatma uses the wind to propel him further. Using a 2 action impulse gives Mahatma an additional free stride.
Braclet, Four Winds(2) + Free Half Stride

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Heather crosses the island. Bow in hand she shoots twice at the charging bear.
+1 Striking Composite Shortbow, 60' range: 1d20 + 10 ⇒ (2) + 10 = 12 for Piercing: 2d6 + 1 ⇒ (1, 3) + 1 = 5
+1 Striking Composite Shortbow, 60' range, MAP: 1d20 + 5 ⇒ (4) + 5 = 9 for Piercing: 2d6 + 1 ⇒ (2, 6) + 1 = 9
"Scouty, try to get around the bear. Just don't get too close!"
◆ Stride
◆ Hunted Shot (or Hunted Whiffs)
◆ Command Scout
I've played this scenario at least 3x and I've never been able to hit the bear! :)

GM chadius |

Heather shoots twice, catching nothing but air. Mahatmas uses the air to quickly move around despite the slippery ice. Hadrimos seems to slip and fall but really he's advancing forward with style.
Heather, Wizel and Scouty whom may each stride at half speed due to Four Winds.
Father Emil knows the Fangs of the Rhemoraz's lives are at stake, so he moves around the field to get close enough to help them.
Oso roars in the beast's face, but Da Bear doesn't care.
Will Save: 1d20 + 12 ⇒ (20) + 12 = 32
Wizel is up next. Then Da Bear.

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Quick-tempered on initiative
The dwarf uses wind to be transported on the battlefield. There he makes the use of a Moment of clarity to casts a spell throwing darts towards the beast.
Needle darts: 1d20 + 9 ⇒ (1) + 9 = 10
Damage:4d4 ⇒ (3, 2, 4, 1) = 10

GM chadius |

As Wizel lets the wind carry him (and his needle darts, unfortunately), the bear ignores it all and focuses on the cat and the smaller bear.
Even is Oso: 1d2 ⇒ 2
Da Claw: 1d20 + 15 ⇒ (1) + 15 = 16
Da Claw: 1d20 + 15 - 4 ⇒ (11) + 15 - 4 = 22
Slashing: 1d12 + 7 ⇒ (7) + 7 = 14
Grab: 1d20 + 15 ⇒ (19) + 15 = 34
With one quick scoop, the bear grabs Oso.
Ylva picks up Marbin and runs away. "I'll go get more help!" She yells as she runs into the tree cover with her brother.
1d20 ⇒ 18
1d20 ⇒ 14
In a turn of good luck, Olin and Runa stop bleeding at the front of the cave.

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Hadrimos makes a five-foot step.
Weaving and bobbing, Hadrimos tries to Feint: 1d20 + 12 + 1 ⇒ (14) + 12 + 1 = 27
Flurry of Swings: 1d20 + 11 ⇒ (13) + 11 = 241d20 + 11 - 4 ⇒ (17) + 11 - 4 = 24for: 1d8 + 2 ⇒ (6) + 2 = 81d8 + 2 ⇒ (5) + 2 = 7
If the Feint succeeded, then the bear is Off-Guard (OG) for the first swing. If it critically succeeded, then it is OG until the end of my next turn. If I succeed on a strike, and it is OG, then add +1 because of Backstabber for each successful strike.
If either strike hits, then it must make a Fort Save DC 19 or be Stunned 1 (Stunned 3 on a crit fail).

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The dwarf moves in reach position to strike the beast.
+1 striking cold iron Long hammer: 1d20 + 11 ⇒ (14) + 11 = 25
Damage, electricity: 2d8 + 4 + 4 ⇒ (2, 3) + 4 + 4 = 13
And again.
+1 striking cold iron Long hammer: 1d20 + 11 - 5 ⇒ (17) + 11 - 5 = 23
Damage, electricity: 2d8 + 4 + 4 ⇒ (6, 2) + 4 + 4 = 16

GM chadius |

Hadrimos misdirects the bear and makes a careful Step into position. With the bear off guard, his first attack hits.
Fort: 1d20 + 16 ⇒ (9) + 16 = 25
The bear focuses and dodges the second swing.
Wizel's first hammer swing hits the bear, but its thick fur repels the follow up.
Father Emil rushes towards Olin and Runa, hoping he's not too late...
Round 2
Da Bear (21 damage, AC 25, Holding Oso)
Heather
Father Emil
Wizel (RAGE)
Hadrimos
Mahatma
Tadang
- Oso (14 damage, Restrained)
Olin (Unconscious)
Runa (Unconscious)
The Ice is considered difficult terrain.

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Mahatma forms a lightning javelin and tosses it at the bear.
Electric Javelin: 1d20 + 11 ⇒ (6) + 11 = 17
electric damage: 1d6 + 3 ⇒ (5) + 3 = 8
Additionally Mahatha once again calls of the four winds to help his allies deal with the difficult terrain.
Will target myself, and take the bonus, to get myself two half strides. Also a half stride for Kaibigang Oso, Scouty and Tandang