
GM Derek W |

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. 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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Malfeas stares at the bound man with a cross between concern and contempt shining in his dark eyes. The muscles under his bronzed skin ripple as he adjusts the new longbow on his back. He wears his robes open, allowing more freedom of movement, and the pack he carries seems barely half full. Running his hands over his bald head, he asks ”Shouldn’t we let him go someplace where there will not be a cliff to the north? We could use his daytime sensibilities to get him to a safer location for release.”

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Well that's NOT what I expected when I read the title of the scenario!
Johann peers at the man. "What happens if he is awakened while marching? Does he remember anything of what was passing through his mind as he slept, as one does if one is awakened during a dream?"

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Walter listens to the problem as out-lined by Venture-Captain Sheila Heidmarch.
His face shows his usual restraint.
I believe that a baby-sitting mission is...
well, a baby-sitting mission.
He shrugs his broad shoulders, glancing at his companions.
But, by Abadar, if that is our next venture than we shall do it with every recourse at our disposal!
He motions to the thrashing Pathfinder.
This only occurs at night? Does he act normally during the daylight hours? Perhaps, as Malfeas suggests, we may begin this 'experiment' at a position of safety as far as cliffs are concerned?

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"I am fond of searching for clues at each point in a mystery, which sometimes turns up nothing and sometimes everything... I see that you are in a hurry, as it seems you need be for his sake, but has this cabin and its surroundings been properly searched?"
A note of panic is in Naurin's usually steady but severe voice. 'Last minute', indeed! She feels that she is trying to wake up from a dream of her own!
"If now (or once?) a Pathfinder, I would hope and expect that there would be a journal, or the makings of a chronicle."
"What ... kind ... of adventurer is or was he? Was he on a current mission? Did he continue with his explorations around this locale?"
After these questions, Naurin addresses Malfeas' and Walter's concerns: "As far as the cliffs are concerned, we could tie this rope to him and myself. I should be heavy and strong enough to pull him to the ground if a danger approaches. But, if he is near shattering this bed, we may have to release him here."

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"And if we were to tie him at the middle and one of us to each end, we might be able to 'steer' his sleepwalking path! ... Well, assuming he does not protest or try to escape, as he is doing with his current bonds."

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"I would hope we could steer him, or at least redirect his path," Gunther comments. "Otherwise he will come to a bad end. But I get the idea; he walks, and we keep him from harm and together discover what it is that calls so strongly to him in his dreams."

GM Derek W |

Venture-Captain Heidmarch scans the group and responds to their questions,
"As for releasing Kalkamedes at another point, I'm afraid that is out of the question. Even though the risks may be great, we simply have no idea where he is trying to go. We need to be as thorough as possible. Perhaps he has even passed right by the source of his trouble already."
"You may restrain him if necessary, but go easy on him. We are trying to help the poor man, and it wouldn't do for him to suffer lasting harm form his fellow Pathfinders."
"You may certainly take sotck of his possessions and use whatever you find here, within reason."
"Kalkamedes himself is an ex-paladin. He took the oaths early in his career, but has since left the holy orders for reason that are unknown to me."

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Walter listens to the Venture-Captain's explanation of the situation.
An ex-Paladin? And whom did he serve, I wonder?
It may be an important clue as to why this geas is affecting him.
He shoulders his pack and lifts his Longspear.
I believe that I am ready to begin.
Walter waits for his companions.

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A sigh is heard from Malfeas’ direction. ”If our mission is to just protect him while he wanders, then I guess there is nothing else for us to ask.” Turning to the group, he adds. ”It seems the majority of our mission is to take place at night, unless we try and reverse his sleeping patterns. I suggest we make sure spell casters can make light or we have sufficient torches and lanterns for entire nights.”

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"Did Arya come along with us? I have only a limited light-creation ability, although if the moon is up that's all the light I need. I understand hoomans have weaker eyes, though."
Knowledge(local): 1d20 + 4 ⇒ (9) + 4 = 13
"Hmm, can't say I've ever even heard of him before. I suppose, I've been spending most of my time farther east than Varisia these days."

GM Derek W |

I'll assume you search the cabin, and allow you to take 20.
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. Searching inside the stove, you find the remains of a crumpled and burned charcoal sketch. The tattered sketch depicts a squat fortress under a full moon enshrouded by clouds.
After some much more thorough searching you find a hidden lever in the back of the stove that releases the catch to a hidden compartment concealed in the floor under a stack of water barrels. Within is a locked metal chest!
Has anyone got ranks in Disable Device? If not, you can try to smash the lock, but I'll need a rolled Strength check, or a weapon damage roll.

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Malfeas looks at Gunther struggling with the box. "I can try, but I would appreciate Abadar's guidance as I do so. He is pretty fond of keys after all..." jokes Malfeas, looking to Walter. With that said, he pulls out a small kit of tools and begins working on the lock himself.
Disabled Device: 1d20 + 11 + 1 ⇒ (6) + 11 + 1 = 18

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Johann steps up beside Malfeas and helps him.
Disable Device: 1d20 + 8 ⇒ (6) + 8 = 14 Add a +2 aid another bonus to that above roll.
Knowledge(local or nature) to try to recall anything relevant about the Fenwall mountains: 1d20 + 4 ⇒ (4) + 4 = 8 (+2 more if Nature)

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"I can cast a light spell, for one at a time. And I have this -", she says, unvealing a magically lit holy symbol of Iomedae, "- which is everburning."
My charactar sheet still needs to be updated some from the Inventory Tracking Sheet work, sorry.
How is Kalkamedes currently dressed? If he is in his nightclothes, we should at least put his 'strong boots' on him and take his explorer's outfit for when he wakes up - probably no chance of getting him fully dressed now.
Naurin examines the sketch - "Likely this scene is what is haunting his dreams." - and the unfinished charts, shows them to her teammates, and then rolls them up carefully and places them inside an empty map case. Naurin looks for clues as to terrain and direction of where he might have been going recently - and the location of the mysterious scene - but her geography and map skills are poor:
Survival: 1d20 - 2 ⇒ (1) - 2 = -1 Haha!
Naurin keeps turning the charts around and around, unsure which side is supposed to be 'up'...
Is the moon full again now, or progressing towards a full moon?

GM Derek W |

With Johann's help, Mal is able to open the lock on the chest! Inside are a number of items. Naurin casts detect magic and severl items show an aura: a set of bracers, a muddy cloak, a clear vial containing a liquid, a dried gourd with an orange liquid inside, and an irregularaly-shaped mitharl flask with jigsaw-like edges, containing liquid.
Also secreted in the chest is an odd sword. It has a glittering blade, and is definitely magical, but it also has a rippling break from tip to hilt, like a crack in a broken window.
Kalkamedes is indeed in his nightclothes, and Naurin slips his boots on his feet with some struggling.
The night sky is clear with a waning quarter crescent moon that provides dim light.

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Casting Guidannce and then detect magic on the items, using Spellcraft to try to identify them.
Spellcraft - bracers: 1d20 + 6 + 1 ⇒ (9) + 6 + 1 = 16
Spellcraft - cloak: 1d20 + 6 + 1 ⇒ (9) + 6 + 1 = 16
Spellcraft - the irregular flask itself: 1d20 + 6 + 1 ⇒ (5) + 6 + 1 = 12
Spellcraft - sword: 1d20 + 6 + 1 ⇒ (6) + 6 + 1 = 13
I should have taken 10.
"Well, the moon is a waning quarter crescent - a long way from the full moon of the picture, but that may have been when all of this started."
"Perhaps, whatever they are, we could dress Kalkamedes in his bracers and cloak, and let whoever is best with swords take the broken blade."

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Walter glances at the items found among Kalkamedes' things,
praying to Abadar for sight.
Detect Magic
Not surprisingly, these items are magical,
although I am not educated in the identifying of them.
Perhaps, we should just place them in a sack until the time is appropriate for him--or us--to use them?

GM Derek W |

Naurin identifies a pair of bracers of armor +1 and a cloak of resistance +1.
The sword remains a bit of a mystery. The flask is not magical, but looks like it could be used as a makeshift caltrop.
Johann takes a close look at the potions, and identifies the one in the gourd as a cure light wounds.
Others too, but I'll have that info when i can access the pdf again.

GM Derek W |

The other liquids are an elixir of swimming and a potion of hide from undead.
With a little more effort, Naurin and Mal manage to fasten the bracers on Kalkamedes and tie his cloak securely around his shoulders.

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"It seems right that his equipment be on him, especially since he will be so vulnerable. I'll take the potions, for now, unless someone else wants or needs them."
"Would anyone else care to view the charts? Other than that, I believe we are as ready as we may be."

GM Derek W |

Captian Heidmarch looks at the group.
"Well then, if you are ready, I will cut Kalkamedes' bonds."
As soon as this is done, Kalkamedes stands up and begins walking slowly (20 ft/round) out the door of his house. The party follows after him.
About half an hour after the group departs, Kalkamedes stumbles awkwardly on a rock. His heavy boots protect him, however, and he is uninjured.
About an hour later, the group spies a thick copse of vegetation ahead, and Kalkamedes is walking directly towards it.
Sorry if that seems a bit rushed. Go ahead and post a marching order. Also, let me know if anyone is scouting ahead, running, or double-moving.

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I was thinking that he would be tied to the middle of my silk rope, with an end wrapped once around me and held (so that it is secure but still droppable), and ask if someone else wants the other end to steer or stop him.
So I would be about 10' diagonally behind Kalkamedes, say to his right.
We should have someone with good perception skills scouting up ahead.

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Walter leads the way with the other end of the rope attached to Kalkamedes tied--securely--around his forearm.
I assume that the rope is 50'? So with 3 people 'tied' with it, that should leave about 35' of play? Walter would like 20' minimum forward of Kalkamedes...
Walter peers at the 'thick copse of vegetation ahead' warily!
Darkvision perception: 1d20 + 9 ⇒ (1) + 9 = 10

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As they set off, Johann suggests he and Walter scout ahead, since he has low-light vision and Walter has darkvision. Also, the two of them have the best perception scores. A position 40 feet ahead of Kalamedes would make sense.
Perception, taking 10: 10 + 8 = 18

GM Derek W |

The party takes up positions around Kalkamedes. They set off and assist him when he stumbles on the rock. Johann and Walter see the dense patch of vegetation in the near distance, and take a closer look to determine the nature of the obstacle.
You should have enough time to take 10, but rolls would be better. You have only a few rounds until you reach the plants.
The palnt is razor bramble, a naturally growing weed capable of lacerating one’s legs. The razor bramble counts as difficult terrain and covers an area 40 feet wide and 60 feet deep. It can be cut, and is also susceptible to fire.

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Knowledge (Nature): 1d20 + 3 ⇒ (11) + 3 = 14
Survival: 1d20 - 2 ⇒ (20) - 2 = 18
"Razor brambles! Razor sharp! Cut or burn them! I've got fire and torches!" Naurin shouts as she drops to the ground, trying to tug Kalkamedes towards her and down as she retrieves her flint and steel from her pouch and torches from the outside of her (mw) backpack.

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I wouldn't think fire would burn fast enough or go out fast enough to let him through without burning him?

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Probably not, but things go a little weird in PF, lol. Should probably just steer him around it, if allowed.

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The thicket is 40 feet wide and 60 feet deep. I was trying to add only 1 round of details at first.

GM Derek W |

Kalkamedes tries to move straight into the brambles, but Walter, Norine, and Johann all work together to re-direct him. Their is a great deal of struggling, but eventually the group steers Kalkamedes around the dangerous plants, and they all resume walking as before.
After about another hour, Kalkamedes abruptly turns to the west. The suddenness of his turn causs Walter and Johann to lose thier placement at the head of the group. They are now even with Kalk. and Norine, and just a moment later the group notices a bog directly in their path. Kalk. heads straight for it, and steps into the edge of the water while the rope is still slack.

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Walter quickly scans the area for some semblance of solid ground to make their way through the bog.
perception: 1d20 + 9 ⇒ (16) + 9 = 25
He also attempts to slow Kalkamedes' advance.
str: 1d20 + 3 ⇒ (1) + 3 = 4