GM Tektite |
You have received missives that inform you to travel deep into the Fenwall mountains in southeastern Varisia to meet Venture-Captain Sheila Heidmarch at a remote cabin in the wilderness. You are also informed that the cabin is extremely remote, any settlements being at least a couple days travel. It advises that any equipment you require should be obtained before heading to the location.
Once everyone is equipped and ready....
You stand in a small one room, rustic cabin in the middle of nowhere. V.C. Heidmarch paces the room, briefing your party. She 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.
Heidmarch shakes her head. “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. 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?”
Han Van Thao |
Before making his way to the cabin in the woods, Han will get his trusty cutlass upgraded and pick up a new mithral shirt.
==============
"I must admit, I have never anything like this. So you just want us watch him walk to what could be our, I mean his doom?"
Hrolf 'Beastheart' Hakonson |
Hrolf nods at the woman’s explanation and then glances at the thrashing subject.
Spellcraft?: 1d20 + 7 ⇒ (20) + 7 = 27
”How long do these fits last? Is he aware at all of what’s happening to him?”
Zantir Mendoza |
Zantir shows up with yet another Scimitar.
Well, at least tonight will not be dull.
Kuraishimo |
Kuraishimo wonders why Ollysta Zadrian has chosen him for this particular mission.
Kuraishimo addressed the venture captain:
"Thank you for trusting us with this honor. May we have a moment to confer?"
before turning to the group:
"Well, I have a rope in case we encounter that cliff but am worried about the bog."
GM Tektite |
Heidmarch replies to Han. I want you to look after him and follow him to wherever his supposed destination lies. Watching him walk to his doom is not what I would call looking after his well-being. She says sharply. She turns to Hrolf. It only last while he sleeps in the evening and he does not remember where he goes or what he does, though he did mention fleeting images in his mind that he can't focus on. She nods to Kuraishimo. Of course.
Hrolf, the Spellcraft comes up empty, Like Heidmarch said "Several of our best spellcasters have attempted an extensive list of magical cures"
Hrolf 'Beastheart' Hakonson |
Hrolf frowns and shakes his head, does a double-take when Kuraishimo speaks, and then shakes his head again.
"What was he working on before all of this happened?"
Kuraishimo |
Turning to Hrolf:
"Do not worry fellow Pathfinder, Ollysta Zadrian has ensured my good service; explore, report, cooperate and all that."
Says Kuraishimo as his tentacles wiggle.
Before turning to the venture captain:
"Does he try and walk the same direction every time he is allowed free? And how long a walk is it to some of these dangers such as the cliff?"
Han Van Thao |
"Fair enough. What I meant was, how do we stop him from walking off a cliff without waking him? Is it not dangerous to wake a sleep walker?"
Hrolf 'Beastheart' Hakonson |
Hrolf shakes his head.
Where do they keep getting these monsters from? This is the third one in less than two months. He reminds me a lot of that fiend I crushed with my bare hands at the Chelish embassy.
GM Tektite |
Heidmarch shakes her head. I have been told that he usually comes back from the northwest. He either limps back badly injured or is found in that direction badly injured. It seems he usually is an hour or two from the cabin. She glances down at the struggling somnambulist. He awakes in the morning and no amount of trying will wake him beforehand. As to how to stop him from injuring himself and keep him safe? That's what I summoned you here for.
Hrolf 'Beastheart' Hakonson |
"What does he do during the day? Was he working on something for the Society?"
Hrolf 'Beastheart' Hakonson |
Hrolf hums with thought.
Where are the Fenwall Mountains in relation to where we are now?
Hrolf 'Beastheart' Hakonson |
”He must have found something out in the mountains – something that had a lasting effect on him”, Hrolf muses.
”Is his work or notes around here?”
Hrolf 'Beastheart' Hakonson |
No more puzzles or ciphers…
Hrolf grunts and glances at the surrounding cabin.
”You heard the woman. Let’s take a look around.”
Perception: 1d20 + 6 ⇒ (20) + 6 = 26
GM Tektite |
A sudden look of concern flashes across Heidmarch's face. Oh dear, I nearly forgot to give these.[b] she says as she reaches into a vest pocket and withdraws four letters, handing one to each of you. [b]Here are missives from your faction heads.
PM Sent
As Hrolf searches the cabin, he finds, a 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.
He also notices the charred remains of a sketch apparently drawn ny Kalkamedes and thrown in the stove. While at the stove he discovers a hidden lever that when pulled, releases a catch in the floor, revealing a hidden compartment that contains a sturdy, locked chest.
Han Van Thao |
"Well he is a better artist asleep than I am awake. That is esteem shattering. I'm guessing this is his destination, looks to be some sort of temple."
Hrolf 'Beastheart' Hakonson |
Hrolf grunts with the effort of hauling the chest into the middle of the room and then gestures to the assembled party.
”I don’t suppose any of you have talent for these sorts of things?”
Kuraishimo |
Kuraishimo will cast detect magic on the items concentrating if necessary.
Spellcraft: 1d20 + 7 ⇒ (14) + 7 = 21
Zantir Mendoza |
Hey, big guy, do any of those papers have some old mines marked on them? Zantir asks as he begins to shuffles through the papers.
Hrolf 'Beastheart' Hakonson |
”Many maps but I don’t see any mines”, Hrolf says as he offers the maps over to Zantir. ”Take a look.”
Hrolf does a quick exterior search of the chest.
Perception: 1d20 + 8 ⇒ (20) + 8 = 28
Confident that it’s safe, he opens the container.
Hrolf 'Beastheart' Hakonson |
Hrolf tugs at the lock until it gives way.
Strength: 1d20 + 5 ⇒ (7) + 5 = 12
Strength: 1d20 + 5 ⇒ (2) + 5 = 7
Strength: 1d20 + 5 ⇒ (16) + 5 = 21
Strength: 1d20 + 5 ⇒ (16) + 5 = 21
Strength: 1d20 + 5 ⇒ (13) + 5 = 18
Kuraishimo |
Kuraishimo adjusts the straps on his backpack and takes off the 2 bear traps hanging from the side.
"I'm going to leave these here unless somebody else wants to lug them around."
GM Tektite |
Hrolf works and works on the lock and eventually cracks it apart. Opening the chest reveal a few items, that upon Kuraishimo examining, are found to be Kalkamedes’s adventuring gear: 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 a magical longsword. This glittering blade is clearly defective, and a rippling break runs from its tip to its hilt like a crack in a broken window.
Han Van Thao |
Han rifles through the old equipment. "I suppose these potions are still useful compared to the rest of this junk. If no one minds if I help myself.."
Hrolf 'Beastheart' Hakonson |
Hrolf offers up the contents of the chest and then looks over the sketch.
Any knowledge that might help make sense of the sketch?
Hrolf 'Beastheart' Hakonson |
People, we're going to be here all day if everyone is polite. Han takes the potions. Kura takes the cloak.
Zantir Mendoza |
Kura gets the Bracers too, yes?
Zantir takes a closer look at the papers.
Perception take 10: 10 + 6 = 16
Han Van Thao |
"I know a little about maps." Han will take a look at the papers. "I do not know much about this Kalkamedes, but I do know he spent his entire career here in Varisia."
Geography: 1d20 + 6 ⇒ (8) + 6 = 14
"We are ready to proceed. You may cut his bonds."
Hrolf 'Beastheart' Hakonson |
Hrolf nods.
"Do it Venture Captain."
GM Tektite |
Han is able to just decipher the maps made by Kalkamedes. Relating the information to Zantir, who decides that is the information he was looking for.
Heidmarch nods to the party and cuts the lashing holding Kalkamedes to the bed. He rolls himself to the floor and standing, stumbles out the door.
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.
Kuraishimo |
Right after letting him free Kuraishimo will read his scroll of False Life, before following beside Kalkamedes
Caster Check: 1d20 + 2 ⇒ (3) + 2 = 5
Temp HP: 1d10 + 3 ⇒ (8) + 3 = 11
Hrolf 'Beastheart' Hakonson |
Hrolf follows closely behind the sleepwalker and motions for the party to do the same.
Kuraishimo |
"Should tap him with a wand, just to be safe. I'll armor us up, somebody else heal him."
Kuraishimo will target himself and Kalkamedes with his wand of mage armor.