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Let's do it.
Come on guys, this bog doesn't look too big. We can get him to go around it, I bet.
She claps on to the rope and starts pulling him so that he veers around the bog.

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T'kk'tck grimaces at the bog and grabs a hold of the rope again, muttering darkly in multiple languages:
In a brighter slightly false tone he adds:
"Yes! Lets save our friend."

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Mel takes a quick look around for other dangers before joining in the unfair rug of war.
perception: 1d20 + 7 ⇒ (18) + 7 = 25
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GM Harker |

Melufiuos sees no additional dangers, but who knows what lurks under the water?
Halkale's Primary Strength roll: 1d20 + 2 ⇒ (7) + 2 = 9
Cutter's Aid: 1d20 + 1 ⇒ (9) + 1 = 10
Nightrunner's Aid: 1d20 + 1 ⇒ (9) + 1 = 10
Melufiuos' Aid: 1d20 + 1 ⇒ (18) + 1 = 19
Ophelia's Aid: 1d20 + 2 ⇒ (8) + 2 = 10
Quiella's Aid: 1d20 + 2 ⇒ (15) + 2 = 17
T'kk'tck's Aid: 1d20 + 1 ⇒ (4) + 1 = 5
Kalkamedes' Strength roll: 1d20 + 2 ⇒ (17) + 2 = 19
Although the group barely manages to pull Kalkamedes 20 feet around the bog, the sleepwalker slips in the bog and gets mud all over himself. Instead of standing up, he resists from his prone position on the ground.
If you want to continue to pull him with the rope, you'll just be dragging him on the ground which might result in some damage to Kalkamedes.

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T'kk'tck's str rolls are the worst :P
"Perhaps, we could tie him up, then make a cot? Then tie him to the cot and carry him around the bog and then release him again? The cot wouldn't have to be anything complex we could just take two poles and one of our bedrolls. Surely that would be easier and better than us getting all muddy. You guys should do that. I'll direct from there."
T'kk'tck points at the dryest nearby spot he can see.

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"That sounds fine with me." Quiella moves down the rope until she gets to Kalkamedes, then she sits on him. "I'll hold him down while some of you throw that together. Help me out Hal?"
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Mel is not sure how to make a cot, but at least he can help with the "two poles". He searches the ground for two sturdy branches that are about 6 feet long and straight enough to be usable. He uses his hand axe to help clean them up.
Perception?: 1d20 + 7 ⇒ (10) + 7 = 17
"You know... he's gonna get violent again when we do this. Quiella, see if you can talk to him. Let him know we are trying to help him reach his destination."

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"We should wait. He will be compelled to stand on his own again and continue to his haunted destination." Cutter observes sagely.

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"I guess he could always crawl. He's already muddy so there is no point in not staying muddy. But sadly Mr. Cutter is probably right. Although perhaps we should be ready to apply pressure as soon as he rights himself?"
T'kk'tck distastefully glares at the mud on his robes.

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Was Quiella sitting on him not enough to restrain him?
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Grapple: 1d20 + 2 ⇒ (2) + 2 = 4
"Grab the rope, he's getting away!"
Quiella grabs the rope
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Mel dives for the rope.
don't know what to roll so feel free to roll for me
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GM Harker |

With some of the party still holding their part of the rope, Kalkamedes' attempt to move forward into the water remains stymied.
Halkale recalls that many bogs in this area of the world can get quite deep, sometimes up to 20 feet or more depending on the terrain. In the case of this bog, you're unsure unless you check it yourself. If a bog is infested with any sort of monster, it's usually a giant form of the regular wildlife: giant leeches, giant toads, giant slugs are all possibilities, as well as vermin swarms. Halkale also vaguely remembers that that some Varisian goblin bands like to call marshy areas their homes.
If you still want to build something, I'll need a Craft check, unless you can convince me Survival works.

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Whatever we do I think it's a bad idea for him to go into the swamp. We could tie him up and carry him without a stretcher if we don't make the craft check.
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"A thought just occurred to me. We really need him on his feet for this to work. It isn't like he's going in a straight line, he occasionally changes direction pretty abruptly. If we are carrying him we might miss that abrupt change and then end up spending more time in this place than we really need to because we walk off in the wrong direction."
T'kk'tck bites at a claw while he's talking, causing him to mumble a bit.
"Could we hold him back just a bit and have someone wade through the nasty water and just make sure nothing bites? Then we could walk our pet human through and get this over faster? Perhaps after that he'd be more immersible to wandering towards nice dry mines full of interesting things to look at."
Immersible is an intentionally wrong verb as common is not his native tongue.
Regarding survival vs crafting:
The stretcher I'm thinking of is a simple makeshift one. You take two long poles lay them on top of a blanket in the middle spaced body width apart. You then lay one(the right side) end of the blanket over the poles and then the remaining one(left side). When you put the casualty on the blankets his/her body weight pins them and the friction holds the blankets together and the stretcher works. You can carry just about anybody and their gear this way.
It's not really crafted or sewn in anyway, just a makeshift litter. If it helps make the argument I got it out of an army survival manual? :P

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The Boy Scout manual would have the same thing.
"That bog could be pretty deep, there's a chance goblins could be found in there, plus giant insects. Best to keep him out of it. Even if we pull him along the ground, I'd say it's best to keep him out." Halkale says after a moment or two staring at the bog.

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Quiella tries to tackle him again, but fails completely. She grabs on to the rope again.
I think it's somebody else's turn...
Grapple: 1d20 + 2 ⇒ (1) + 2 = 3
Halkale? I bet your CMB is better than mine, since you are level 2. And also not-small.

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I haven't stated otherwise, so I assume I'm still holding on, as well?

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Mel will hold rope until dude is pinned
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GM Harker |

Kalkamedes deflects both attempts to grapple him, then tries to move further into the water. With a massive push, the rope slips from the grasps of those holding it and the sleepwalker moves straight into the bog, with the water up to his waist now.
Kalkamedes Strength roll: 1d20 + 2 ⇒ (20) + 2 = 22
Ophelia's strength (primary): 1d20 + 2 ⇒ (1) + 2 = 3
Cutter's Aid: 1d20 + 1 ⇒ (19) + 1 = 20
Nightrunner's Aid: 1d20 + 1 ⇒ (16) + 1 = 17
Melufiuos' Aid: 1d20 + 1 ⇒ (6) + 1 = 7
T'kk'tck's Aid: 1d20 + 1 ⇒ (3) + 1 = 4
I made Ophelia the primary because she has the highest strength modifier.

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Not that it would make a difference, but Quiella was holding the rope also.
Pull him back out!

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"Give him the elixir," Cutter suggests.
Since nobody expressly claimed it (I think), but since we are Pathfinders someone would have picked it up...Or we can try that whole pulling thing again.

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I do not favor the idea of an ambush or combat while this guy blunders through the bog.
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Quiella is hauling on the rope, trying to pull Kalkamedes out of the bog and encouraging the others to do the same.

GM Harker |

Ok, although there is some discussion about alternate strategies, Quiella is definitely pulling on the rope so we'll go with that this round. I'll assume the others are aiding as you have been.
Quiella's Primary Strength roll: 1d20 + 2 ⇒ (6) + 2 = 8
Cutter's Aid: 1d20 + 1 ⇒ (4) + 1 = 5
Halkale's Aid: 1d20 + 2 ⇒ (14) + 2 = 16
Nightrunner's Aid: 1d20 + 1 ⇒ (2) + 1 = 3
Melufiuos' Aid: 1d20 + 1 ⇒ (3) + 1 = 4
Ophelia's Aid: 1d20 + 2 ⇒ (11) + 2 = 13
T'kk'tck's Aid: 1d20 + 1 ⇒ (11) + 1 = 12
Kalkamedes' Strength roll: 1d20 + 2 ⇒ (4) + 2 = 6
With a yank, the group pulls Kalkamedes back to the ankle deep portion of the water.
Continue pulling/dragging or something else? You'll need 6 more successes to pull Kalkamedes around and, as previously mentioned, he may take damage if you're pulling him over the ground.

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bah. Keep pulling. Have someone use my clw wand to cover the heals.
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Lol, I type too slow on my phone
-Posted with Wayfinder

GM Harker |

Apparently tired of being pulled around, Kalkamedes successfully resists the rope tug few times, but the group does make some progress moving him around the bog. He does, however, show some brusing from being dragged around thanks to the occasional rock, and his clothing is a mess.
The good news is, he's halfway around the water.
The group needs three more successes, would you like to continue?
Attempt 1
Quiella's Primary Strength roll: 1d20 + 2 ⇒ (12) + 2 = 14
Cutter's Aid: 1d20 + 1 ⇒ (7) + 1 = 8
Halkale's Aid: 1d20 + 2 ⇒ (10) + 2 = 12
Nightrunner's Aid: 1d20 + 1 ⇒ (13) + 1 = 14
Melufiuos' Aid: 1d20 + 1 ⇒ (11) + 1 = 12
Ophelia's Aid: 1d20 + 2 ⇒ (16) + 2 = 18
T'kk'tck's Aid: 1d20 + 1 ⇒ (14) + 1 = 15
Kalkamedes' Strength roll: 1d20 + 2 ⇒ (9) + 2 = 11
Attempt 2
Quiella's Primary Strength roll: 1d20 + 2 ⇒ (3) + 2 = 5
Cutter's Aid: 1d20 + 1 ⇒ (5) + 1 = 6
Halkale's Aid: 1d20 + 2 ⇒ (1) + 2 = 3
Nightrunner's Aid: 1d20 + 1 ⇒ (4) + 1 = 5
Melufiuos' Aid: 1d20 + 1 ⇒ (16) + 1 = 17
Ophelia's Aid: 1d20 + 2 ⇒ (10) + 2 = 12
T'kk'tck's Aid: 1d20 + 1 ⇒ (13) + 1 = 14
Kalkamedes' Strength roll: 1d20 + 2 ⇒ (11) + 2 = 13
Attempt 3
Quiella's Primary Strength roll: 1d20 + 2 ⇒ (3) + 2 = 5
Cutter's Aid: 1d20 + 1 ⇒ (2) + 1 = 3
Halkale's Aid: 1d20 + 2 ⇒ (14) + 2 = 16
Nightrunner's Aid: 1d20 + 1 ⇒ (19) + 1 = 20
Melufiuos' Aid: 1d20 + 1 ⇒ (6) + 1 = 7
Ophelia's Aid: 1d20 + 2 ⇒ (3) + 2 = 5
T'kk'tck's Aid: 1d20 + 1 ⇒ (16) + 1 = 17
Kalkamedes' Strength roll: 1d20 + 2 ⇒ (20) + 2 = 22
Attempt 4
Quiella's Primary Strength roll: 1d20 + 2 ⇒ (2) + 2 = 4
Cutter's Aid: 1d20 + 1 ⇒ (19) + 1 = 20
Halkale's Aid: 1d20 + 2 ⇒ (12) + 2 = 14
Nightrunner's Aid: 1d20 + 1 ⇒ (8) + 1 = 9
Melufiuos' Aid: 1d20 + 1 ⇒ (3) + 1 = 4
Ophelia's Aid: 1d20 + 2 ⇒ (3) + 2 = 5
T'kk'tck's Aid: 1d20 + 1 ⇒ (8) + 1 = 9
Kalkamedes' Strength roll: 1d20 + 2 ⇒ (2) + 2 = 4
Attempt 5
Quiella's Primary Strength roll: 1d20 + 2 ⇒ (10) + 2 = 12
Cutter's Aid: 1d20 + 1 ⇒ (17) + 1 = 18
Halkale's Aid: 1d20 + 2 ⇒ (12) + 2 = 14
Nightrunner's Aid: 1d20 + 1 ⇒ (2) + 1 = 3
Melufiuos' Aid: 1d20 + 1 ⇒ (5) + 1 = 6
Ophelia's Aid: 1d20 + 2 ⇒ (7) + 2 = 9
T'kk'tck's Aid: 1d20 + 1 ⇒ (10) + 1 = 11
Kalkamedes' Strength roll: 1d20 + 2 ⇒ (3) + 2 = 5
Attempt 6
Quiella's Primary Strength roll: 1d20 + 2 ⇒ (1) + 2 = 3
Cutter's Aid: 1d20 + 1 ⇒ (11) + 1 = 12
Halkale's Aid: 1d20 + 2 ⇒ (7) + 2 = 9
Nightrunner's Aid: 1d20 + 1 ⇒ (8) + 1 = 9
Melufiuos' Aid: 1d20 + 1 ⇒ (9) + 1 = 10
Ophelia's Aid: 1d20 + 2 ⇒ (9) + 2 = 11
T'kk'tck's Aid: 1d20 + 1 ⇒ (11) + 1 = 12
Kalkamedes' Strength roll: 1d20 + 2 ⇒ (20) + 2 = 22
Damage: 3d2 ⇒ (2, 1, 2) = 5