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Survival: 1d20 + 5 ⇒ (6) + 5 = 11
Pointing to the thorn patch in front of them, Cyrus turns around to the group."What are we going to do now? We can not let him walk into that."

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survival: 1d20 + 2 ⇒ (6) + 2 = 8
Those brambles look nasty, anyone have any ideas? Gikthanis wonders out loud. Gilthanis wonders if anything in his backpack would help, but a quick recall comes up empty.
Gilthanis looks to the others, and if no other ideas arise, he puts his bow away, and attempts to steer Kalkemedes away from the nasty looking thorns.
What check/roll would it be?

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Survival: 1d20 + 4 ⇒ (18) + 4 = 22
"Razor Brambles! Has he tried to walk through these before? I swear, I wouldn't wish this curse on anyone, it's horrendous!"
He looks around. "The patch doesn't look to be too large... All right, Kalkamedes, up you go! Someone hold Gamin, I'm going to need both hands."
After handing off the sword, Glorin wraps Kalkamedes in a big bear hug, picks him up, and carries him, walking around the brambles.
grapple: 1d20 + 5 ⇒ (6) + 5 = 11

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Cyrus takes the sword from Glorin.

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can Kal AOO?
Edit: Gilthanis will attempt to bull rush Kalkemedes out if the way, with a running start, hoping to knock him out of the way of the upcoming razor brambles. bull: 1d20 + 4 ⇒ (1) + 4 = 5 (+2 charge +2 CMB)

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Cyrus keep an eye out for any other dangers while the others try to guide Kalkamedes.
Perception: 1d20 + 8 ⇒ (4) + 8 = 12

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Kalkamedes plows into the brambles. It will take him six rounds to get through it if you want to take any more actions to save him the pain of traversing the bramble patch.
round 1 damage to Kalkamedes 2d4 + 2 ⇒ (4, 4) + 2 = 10
characters entering the brambles will also take the same damage - an armor or deflection bonus you have.

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Gilthanis, seeing Kalkemedes' legs start to bleed, watches as Buri dives after him. He grabs his holy symbol and asks for his allies' wounds to heal.
channel 1/5: 1d6 ⇒ 6 waiting to heal Buri as well so it isn't just Kal

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Charging after Kalkamedes, Glorin curses, "Clearing a path! Burn the brambles! Giving the stone-drunk fool some smashing armor! Are we all just a pack of elf-swilling orchids?"
Charging into the brambles to grab Kalkamedes again
Grapple: 1d20 + 5 ⇒ (2) + 5 = 7
One out of six d20 rolls getting a 10 or above? We're doomed.

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Cyrus searches for a path around the brambles. "I'll try to cut a path from the other side."
Perception: 1d20 + 8 ⇒ (2) + 8 = 10

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Couldnt grapple him with a 16. Dont think I will be able to get much higher than that with my +2. Worst case if he passes out we can stabilize him and then move him.
Buri joins Cyrus in his efforts going back and around the brambles to open a path from the other side.

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I say we go with Buri's plan, as soon as he goes below zero I can cast my stabilizing spell as well as CLW after we get him free of these stupid brambles.
Zarunmar shakes her head at the sleepwalking Kalkemedes then follows close behind waiting for the man to fall unconscious so they can get him out of there.

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"One more time!" Glorin bellows, making one last herculean effort to raise the sleepwalker above the brambles.
Grapple: 1d20 + 5 ⇒ (9) + 5 = 14

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Sorry got busy with stuff for entrance into police academy
Glorin tries to wrap his big arms around the sleeping Kalkamedes. The sleepwalker slumps out of the hold and continues forward.
I believe there are two more rounds to get through the briars.
2d4 + 2 ⇒ (1, 3) + 2 = 62d4 + 2 ⇒ (1, 1) + 2 = 4

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that's 30 damage over the six rounds, healed for 10.
Kalkamedes 28/48 hp
if there are no other actions continuing on...
After another hour, Kalkamedes abruptly turns to the west, potentially foiling any attempts by the PCs to range ahead and plan for potential obstacles. Shortly after he does so, Kalkamedes marches straight into a watery bog, a standing pool recently made much deeper by the rainfall from the prior night. Slowly the bog gets deeper and deeper.
Actions?

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"Blast it all! The bleedin' fool couldn't have turned west at the briar patch, now could he? Ach, he's going to be the death of us... Come on, let's get a rope around him, keep him afloat."
He pulls out a rope and tries to loop Kalkamedes in its length.

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Gilthanis, looks on as the man treads into the swamp. He goes deeper and deeper into the bog, not caring one bit for his safety, or others trying to keep him alive.
Gilthanis, looks around, trying to think of something, anything to keep the man afloat until he gets through the wet bog of sludge.
intel; untrained craft; survival: 1d20 ⇒ 51d20 ⇒ 111d20 + 2 ⇒ (6) + 2 = 8
or not...

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Take 10 Survival, get a 15.
Glorin pulls his waterskin off, empties the contents, and blows hard into the empty bladder to blow it up and stopper it. "Here, this will help keep him afloat!"

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After successfully floating your sleep walker across. The dreamer continues snoring on.
Kalkamedes’s path winds westward into a steep mountain pass that climbs several hundred feet. The surface levels out only to terminate fifty feet ahead with a precipitous drop into a thirty-foot wide canyon.
You have a couple of rounds until he walks his way straight of the cliff.

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We can try to grab him again but since last time it did not work I was thinking we should have back-up plans. DM, would it be possible to tie a rope very tight around Kalkameade's chest as a safety line? So if he falls we can hold him and pull him up or down slowly... How could we do that? Skill checks?

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Gamin says the most he can do is offer wise words to further encourage you such as, swim faster, push harder, and actually try and grab him, will you.
Buri since he is walking I will require a touch attack to essentially lasso him. Then I see it as a strength check, though I am open to arguments for other relevant skills such as acrobatics, climb, even survival with a valid enough argument.

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I will make the case for the climb skill. Using it to better tie the rope on Kalkamedes and to use trees or rocks as sheaves so we can increase the strenght applyed to the rope. Survival could be also used in similar ways.
Good one Glorin.

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If we're doing a strength check I think the best Zarunkumar can do is try to assist with Dr. Agon.
Zarunkumar touches Glorin's shoulder and softly whispers a short spell (guidance) before grabing the rope behind him and then orders Dr. Agon to do the same. They both pull as hard as they can.
Zarunkumar assist: 1d20 ⇒ 11
Dr. Agon assist: 1d20 - 1 ⇒ (15) - 1 = 14
Their grips hold tight to effectively redirect the sleeping-suicide-man.
Add a +5 to your strength check Glorin and lets hope it's enough to detour the poor fellow.

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Glorin bellows as he pulls with all his might to keep the somnambulist from plummeting.
Strength+Guidance+Assist: 1d20 + 4 + 1 + 2 ⇒ (14) + 4 + 1 + 2 = 21

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That'll do it. You safely redirect the sleepwalker from taking a 100' plunge. Are you going to leave the rope on him?
Great bands of stars sweep across the cloudless night sky, illuminating a series of game trails that chase through the mountain shrubs and berry bushes.
perception checks please.

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"Why don't we rap the rope around one of these trees, it could help us pull the dult back. Zarunkumar, along with Dr. Agon will grab the rope and prepare to pull.
Zarunkumar strength: 1d20 ⇒ 7
Dr. Agon strength: 1d20 - 1 ⇒ (7) - 1 = 6
We must have slipped in the mud this time.