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Player Name

Character Name

Character Level

PFS #

Faction

Day Job Roll

Notes (slow/standard, replays used, etc...)

B Viggers

Khellek

9

100387-16

DA

19 (10g)

SLOW progression; permanent endure heat and cold; resist cold/4;

Roll4initiative

Bella

7

17148-11

Liberty's Edge

25 (50g)

Standard

Ythiel

Ezren

7

342639-18

Dark Archive

/

Standard

Melda

Miriel Magol

6

97350-12

Liberty’s Edge

9 (1g)

Standard

cmlobue

The Red Reverend

5

312045-6

Scarab Sages

20 (20g)

Standard

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dogs

Dogs 2

dogs

dogs

Dogs 4

Drivers

Direction of Travel

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Dog Sledding

The rules presented for operating a dog sled are deliberately simple. They do not represent real world physics and are in no way an attempt to simulate the complexities of an actual dog sled race or combat. Instead, they provide a simple and easy way to determine the results of a few basic maneuvers. It is suggested that the GM keep this section visible throughout the adventure to make running dogsled encounters easier. A dogsled contains a 6-foot-long, 18-inch-wide wooden basket suspended on a frame above two runners. They travel between 3 to 15 mph, with an average speed of about 5 mph. For combat purposes, distance traveled isn’t as much a factor as the relationship between the two moving vehicles. Determine their relative positions using a scale of 1 to 10 to represent their basic move increments, with 5 representing the average increment. If a sled’s speed increment drops to 0, it stops moving. Anyone thrown or bounced from a moving sled rolls for 1d4 x 10 feet taking 1d6 points of nonlethal damage for every 10 feet rolled. In order to engage in any action with another moving sled (such as combat or exchanging gear or riders), the two sleds must be side by side. In combat, this usually means the attacking sled must overtake its target in order to pull along side. Of course, if the attacker’s sled is already in front of the target, he can make an attack as the target passes.

Driving a Sled

How a musher (the person steering the sled and driving the dogs) handles his pack of dogs determines the results of all actions. A musher has three basic actions: Mush, Break, or Maneuver.

Mush: Mush speeds up the sled as a move action. Handle Animal DC 12 increases the speed by +1 increment.

Brake: Brake slows the sled down as a move action. Handle Animal DC 12 decreases the speed by –1 increment. As a full round action, the musher can also attempt a full stop with a successful DC 20 Handle Animal check. The sled still moves its maximum distance for that round, however at the end of the round the sled’s movement is 0. Maneuver: Maneuver allows a musher to change the position of his sled. The basic maneuvers are listed below.

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Turn: Turn allows a musher to alter the direction of the sled within about 60 degrees to either side of the direction it is traveling. The Handle Animal skill check DC is 10 + 1 per every 5 degrees turned. Sleds moving faster than 5 increments risk tipping over. If a driver attempting a high-speed-turn fails the Handle Animal check by more than 10, the dogs maneuver erratically, causing the sled to tip over. The results are detailed in the crash section.

Slam: An attacker whose sled is parallel to his target can drive his sled into his opponent’s as a slam attack. A DC 18 Strength check in order to muscle the sled into a quick, violent turn that deals 2d6 damage to the sled and knocks it off course, changing its direction by 30 degrees. The musher of the targeted sled must then make a Handle Animal check (DC 10 + damage to regain control of his sled) or he loses his next action. If a slam attack deals more than 10 points of damage, the targeted sled flips (see crash section.)

Grapple: Following a successful slam attack, riders within either sled can attempt to grapple the opponent’s sled, or individuals on the sled. This requires a melee touch attack, either against the sled (AC 8) or an individual within reach. All individuals in a moving sled are considered flat-footed. At the start of the next round, grappled sleds make opposed Handle Animal checks to see who controls the movement of both sleds. Individuals on either sled then attack as determined by initiative. They can attempt any partial combat maneuver they so desire (including a move action to climb into the other sled), provided they first make a successful DC 14 Balance check. Anyone failing the check is thrown from the sled. Regardless, the musher must remain at the reigns of the sled or the sled goes out of control, traveling in the direction it was before the loss of the musher for 1d4 rounds before tipping over and crashing. Executing the Break maneuver during a grapple always causes one of the grappled sleds to flip, 50% chance for either (see crash below).

Out-of-Control

When a sled goes out–of-control, its musher is unable to perform any maneuvers until he regains control of his sled dogs with a successful DC 20 Handle Animal check. Anyone riding in an uncontrolled sled must make a DC 12 Strength check to hold fast and prevent from being bounced out of the sled. An out-of-control sled maintains its speed and direction, until control is regained or the sled crashes. Crash: When a sled flips, all riders not strapped in are thrown from the sled. The dogs continue to drag the sled for 1d6 rounds dealing the sled 1d6 points of damage per round dragged. Anyone unfortunate enough to be strapped in the sled also takes damage

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Please fill in your names on the Marching Order section and copy/paste in your character pieces. In the “Notes” section indicate any special perception or initiative related abilities and your vision capabilities, thanks!

Standard Marching Order

  1. Miriel Magol
    • Low-light vision, perception +0
  2. The Red Reverend
    • Perception +2
  3. Ezren
    • Perception +1
  4. Khellek
    • Short sighted (perception = -2!)
  5. Bella
    • Perc. +12

  • Example
    • Darkvision, Forewarned

Character Pieces

1

2

3

4

5

6

7

[ooc][b]Initiative[/b]

[dice=Khellek]1d20+1[/dice]

[dice=Ezren]1d20+2[/dice]

[dice=Bella]1d20+5[/dice]

[dice=Miriel]1d20+7[/dice]

[dice=The Red Reverend]1d20+1[/dice]

[dice=Enemy Red]1d20+?[/dice]

[dice=Enemy Blue]1d20+?[/dice]

[/ooc]

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Sandra Trinelli

Majara Pricknettle

Mayor Sandra Trinelli

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[ooc][smaller]If Trained, you may roll Knowledge “X”. With a success on your roll I will ID the creature. This ID will include basic type/subtype and one tidbit of knowledge. I will dole out the tidbits starting with signature special abilities and then working to more mechanical things like DR and other resistances. Multiple rolls from multiple players, assuming they both beat the DC, will grant additional information and not duplicate tidbits.[/ooc][/smaller]

More details may be found on CRB 508 (gamemaster section).

[ooc]X, please make a Fort/Refl/Will Save vs. Poison/Enchantment/Other. [smaller]I will provide the results as quickly as possible. You are welcome to use a re-roll at any point before those results are given, unless said re-roll specifically grants you the ability to do so after the result is given.[/ooc][/smaller]