1) Your keen ears and sense of spatial perception tells you that the girl doesn't have long before she is caught. Obviously she will be torn to pieces and made a meal of. They aren't far from you, but they're on the opposite slope from you. Cresting the ridge should bring them in eyeshot.
2a) These mad dogs hunt in voracious packs. There are always stragglers waiting for the last vestiges of the meal after the alphas and betas have had their fill. They're usually the hungriest...
2b) You needn't be on the lookout for humans. Your bear lets you know (through your primal magic of bestial communication) that it can smell no other humans around. His nose is a sure thing.
3) The ridge. You're just above a dark ravine. You'll have to make a quick climb up the slope to get to the high ground of the ridge (Defy Danger Str). From there, you'll be able to pinpoint the creatures and, hopefully, let loose a volley and save the girl.
Rawr has traversed the thorny thickets of these mountains many a times in search of fish from the mountain streams and the berries at the top of the ridge-lines. He will guide my way.
[sblock]Defy Danger (Str + 0, + 1 for Rawr's Cunning). 6 + 1 + 1 = 8.
As we discussed, my complication will either be losing my Called Shot due to loss of surprise, or taking 1d6 environmental damage (no armor) due to rushing through the thorny thickets. I chose the latter. Rolled 1.
1 damage in. 20 HP left.[/sblock]
Rawr and I traverse the thorny thicket without trepidation. I have no regard for the superficial wounds I endure. The small pecks of pain invigorate me as I'm in the midst of an important hunt.
As we crest the ridge, the trees and scrubs are sparse. The girl must have been picking wild berries and found herself lost in the chase. This territory is far too dangerous and remote for a young girl, unaccompanied by any protectors, to be playing. The three hounds are fast on her heels. I have a shot with them unawares. I lean into it.
[sblock]Called Shot against a surprised enemy at range. d8 damage. Rolled 3. That kills the hound as we discussed.[/sblock]
The first shot is clean through the heart. The beast is dead in a heap. Two left. My hand races to my quiver and strings two arrows simultaneously.
[sblock]Blot Out the Sun. Spending 1 ammo on the Volley to deal damage to another enemy. Volley (+ 2). Rolled 2, 3 + 2 = 7. d8 on first is 5 and second is 3. Both of the other hounds are dead. 3 ammo left.
I'll take the Volley complication that forces me to put myself in danger to get the shot. As we discussed, I'll have to Defy Danger (Dex) to avoid losing my balance and falling down the mountain slope due to the steepness and the loose, gravelly soil.
Defy Danger (Dex + 2). Rolled 6, 4 + 2 = 12. I'm good.[/sblock]
The two dogs turn momentarily to regard me. They then sprint the last few paces toward the girl. My line of sight is obscured by a small stand of trees. I sprint parallel to them on the ridge-line to maintain the shot, keeping my feet despite the treacherous ground. They clear the copse of trees. I loose. Both arrows are true and the other two hounds fall where they stood.
I immediately sprint after the girl. Where there are three wild, mad dogs, there will be 6...or even 12...