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Venture-Captain Sheila Heidmarch glances out a window as the last wisps of twilight fade over the Fenwall Mountains. Turning from the sight, she runs her hand along the rustic cabin’s wall and stands beside an occupied wooden bed before addressing you.
“This,” the venture captain says, gesturing to the man thrashing around violently, straining against the bonds that lash him securely to the bed, “is our colleague, Kalkamedes. Every night for several weeks now, he has fallen into a deep slumber and tried to sleepwalk right out of his cottage. If not restrained, he marches straight north, eventually falling off a cliff or into a bog as if trying to get himself killed in an attempt to reach an unknown goal.” As though he were expressing disagreement, the man tied to the bed suddenly begins pumping his limbs even harder, the violent spasms threatening to smash the bed into splinters.
“There are those who have recently criticized the Pathfinders for our indifference to the plight of our fellow field agents. It’s time to show that’s not true. I want you to help Kalkamedes, whether he wants it or not. Several of our best spellcasters have attempted an extensive list of magical cures, but whatever sleepwalking curse or effect he’s under tenaciously resists our efforts. All we can do is keep him safe.” Heidmarch pats him with a degree of professional affection, and Kalkamedes rewards her by trying to swat her with his head.
“Kalkamedes’s friends are at their wits’ end, so we are going to attempt the only thing that we have not tried: we’re going to let him go
tonight. That’s where you come in. I want you to follow him and keep him safe and in one piece. Let him get to wherever his addled brain thinks he needs to go so badly.
[b]Maybe, just maybe, if he gets there, you can find a way to help him. Maybe you can determine who or what did this to him and find a way to undo it.” Heidmarch pulls out a serrated knife. “Now before I cut him free, does anyone have any questions or last minute preparations?”

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Towering over six feet with a long, well-attended brown beard that a dwarf would approve of, Glorin looks at the man sleeping furiously. He bellows, "So he always goes north, starts from his own bed, but ends up in all sorts of different places? A cliff? A bog? So I have two questions. One, do we have maps of this cliff and bog and wherever he's ended up, and two, is he just a bad navigator?"

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A very sun tanned dwarf using a summer outfit and hide armor nods to the tall human impressed with his well kept beard.
And what do we do if he tries to walk into a lake, or off a 400ft cliff? Is there any scenario where we should awaken him? And how easy it is to do so?

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A elf, wearing scale mail and a longbow strung over his back enters. A holy symbol of Sheylyn hangs around his neck. He looks around, and lets out a small sigh, when he lays his eyes on the obsessed if it were Kalkemedes. When posed with the opportunity for questions, he politely chimes in,
What is up north, what will we be walking into? What type of terrain is it? I agree, under what circumstances are we to wake him, and the ease to do so?

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A very well kept, but devilish looking young lady steps forward to give the man a once over. "Well it seems to me that if the thrashing he's giving this bed doesn't arouse him not much will." I'm going to make an assumption, and you can correct me if I'm wrong and I'll change my post, but with how much he's thrashing his bonds are probably digging into his wrists and ankles. "And by the look of these lacerations from the straps not even physical harm could wake this poor fellow."

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Cyrus is leaning against the wall taking in scene in front of him, tapping his foot to the beat of a song he just hear in the tavern last night.
Perception: 1d20 + 8 ⇒ (9) + 8 = 17

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Searching Kalkamedes’s cabin uncovers several items of note. The wardrobe in Kalkamedes’s bedchamber contains his outdoor clothing (an explorer’s outfit) and a pair of strong boots. A drawer in the end table next to Kalkamedes’s bed contains a series of unfinished charts mapping the Fenwall Mountains. If the PCs search the stove, they find the remains of a crumpled and burned charcoal sketch. The tattered sketch depicts a squat fortress under a full moon enshrouded by clouds. There is also a hidden lever behind the stove. Who dare pulls it?

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"Well, let's get this show on the road!"Cyrus nonchalantly walks over to the stove and pulls the lever.

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I will aid Buri no sure what skill I am rolling for.
Aid on Skill: 1d20 ⇒ 13

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Cyrus will move the water barrels to gain access to the trap door.

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Buri and Cyrus open the chest and find:
bracers of armor +1, a mud-splattered cloak of resistance +1, an elixir of swimming, a dried gourd containing a potion of cure light wounds; and an irregularly-shaped mithral flask with jigsaw-like edges containing a potion of hide from undead. The razor-sharp flask doubles as a caltrop or an improvised dagger. Also secreted away inside the chest is mithral longsword

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Lets bring this things in save keeping for Kalkamedes. He may need them during his night march. Or ourselfs.
Looking around the objects the dwarf mumbles to himself. A lot of tools to dispose of the undead. That cant be a good sign. What have you been up to Kalkameades?

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Gilthanis watches as the others dig up the secret compartment and the treasures within. He wonders what lies ahead, and what in Sheylyn's name is Kalkemedes trying to reach every night.
I agree Buri, better safe than sorry. I would rather have it and not use it then regret not having it

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Zarunmar stands back with her little pet Compsognathus, Dr. Agon, taking inventory of everything the others take from the hidden compartment. "If it matters not to anyone else, Dr. Agon and I would be happy to hold that muddy cloak, the dried gourd, and the mithral flask. The cloak could allow me to blend better in the forests and I prefer to stay in the back so the potion would be safer with me then down in the thick of the battle."

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Cyrus grabs the Mithral Longsword and gestures to Kalkamedes."I hope you don't mind my friend but I will be using your sword to protect you tonight. Swinging the sword to test the balance. "A keen eye and a quick blade is better protection them some magical cloak or fancy potions. And this is a fine blade."

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"I'll stick to my axe and spear, aye," Glorin adds.
"It looks like we have everything we need. Shall I do the honors of unleashing the accursed?"

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Cyrus This glittering blade is clearly defective, and a rippling break runs from its tip to its hilt like a crack in a broken window.
+1 allying mithral longsword
you currently have guidance cast on you.
then a voice emenates from the sword What do you plan to do with me? I am with Kalkamedes.
....
Immediately after Sheila Heidmarch finishes cutting his bonds, Kalkamedes totters out the door of his cabin and begins stumbling northward. The night sky is clear with a waning quarter crescent moon that provides dim light, but the minimal illumination is of no help to the sleepwalking
Pathfinder, whose staggering gait propels him blindly forward with closed eyes.

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Urgrosh out, Glorin does the best he can to keep pace and stand next to Kalkamedes, Ready to defend him from attack--or himself, if need be.

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Dropping the blade out of total shock."What the... a talking sword!! Someone else can have the blade I am not touching it again."
Cyrus will be in front a few steps in front of Kalkamedes, spear at the ready.

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"Cyrus!" Glorin bellows. "That is NOT the way to treat a blade! I..."
Glorin snorts. "I sound like my mother just now..."
Sighing, he goes back to the sword and picks it up. Addressing the sword, he states, "My apologies for my clumsy companion. Kalkamedes is sleepwalking, where, we know not. But we aim to protect him on his path there. Since you know him and have traveled with him, I'm sure your tales will prove valuable as we protect him."

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"Sorry Glorin, I have never met a talking sword before. Maybe my reaction was to rash. So what is its...her...his name?" Falling back to walk next to Glorin and looking at the sword in wonder.

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Zarunmar notices Kalkamedes's haggard walk and how it is getting worse. She looks to the others and says "It looks as though he's hurt his ankle and it is getting worse. If you burly man would be so kind as to hold him down for me I can fix him up real quick?"
As soon as he is restrained Zarunmar will use her healing hex on Kalkamedes's ankle.
Healing hex: 1d8 + 1 ⇒ (7) + 1 = 8

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"Nice to meet you Gamin the Misforged. Do you like to sing? I do and I find it passes the time on the road much faster. Not that this is the time for singing but I believe I would like you more if you did." Seeing Kalkamedes stumbling with a bad ankle Cyrus stows his spear and comes over to aid the healers.

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DaWay wrote:I can cast one of my spells if you prefer....or you could try a touch attack on a sleepwalking, unarmored man to get the heal spell off.
If everyone would prefer I could try the touch attach.
Touch attack on Kalkameades: 1d20 ⇒ 2
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Sorry everyone was waiting on me, I had an unexpected ER visit for my wife on friday. Then I got to play nursemaid to her and take care of our daughter alone and then the superbowl was on, and considering I live right across the Sound from Seattle it was kind of necessary to watch.
Eventually you manage to heal kalkamedes, he sleepwalks on with no hint of the injury still there. An hour later, Kalkamedes’s path takes him straight into a thick copse of thorns.
feet deep