
GM Harker |

Correct. Ant Haul may be of use here.
The information for the Climb check is assuming you cross the rope one at a time with hand holds like monkey bars or shimmying across it with both hands and feet. Walking across the rope would require an Acrobatics check DC 15.
Taking his time pulling himself across the rope with his hands, T'kk'tck has no trouble moving back and forth along the taunt rope.

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Helping T'kk'tck get Kalkamedes ready for his crossing, Cutter then turns his attention to his wolf companion. Hopping up on the rope, Cutter moves around demonstrating to Nightrunner what he expects his companion to do. Cutter then follows behind his wolf climbing across the rope with deliberate purpose (Take 10 Climb = 15).
Cutter Aid Another Acrobatics: 1d20 + 3 ⇒ (13) + 3 = 16
Nightrunner Acrobatics: 1d20 + 3 + 3 ⇒ (19) + 3 + 3 = 25

GM Harker |

Cutter, unless Cavaliers or Beast Riders operate different from other classes with animal companions, I believe you'll need to 'push' Nightrunner to cross the tightrope, but you can just take 20 to do it.
Although the rope makes an unsettling creak as Nightrunner makes his way over it, the nimble wolf manages to cross to the other side with no issues. Cutter follows behind more slowly as he climbs over with care.
Ok, you just need to work out getting Kalkamedes across and anyone that has a negative Climb skill modifier.

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Oh yeah, I'm used to just doing tricks he can reasonably do :) Thanks, I'll take 20 for 27!

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I feel pretty confident that T'kk'tck can carry Kalkamedes across if he has help securing the madman to himself. And for that matter anyone who needs carrying. Ant Haul has a long enough duration that once ready T'kk'tck could make a few trips. I'm just not sure if I need a str boost as well as Ant Haul.

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Mixing an extract(Ant Haul), drinking extract, then taking Kalk
"Thank you Halkale."
Sitting down carefully so as not to affect Kalkamedes T'kk'tck takes a minute to pull out chemicals and regents from various pouches and starts infusing them with magic. Once the bubbling purple mixture is complete he quickly throws his head back and drains it in one go. A shiver runs through his body.
"That. That tastes terrible. Alrighty. Lets do this."
Putting his ingredients away again he makes his way to his feet and taking special care with his cargo continues back across the gorge. On the far side he carefully undoes the straps Halkale fastened and calls back:
"Anyone else need a ride while everything is light?"

GM Harker |

With Kalkamedes strapped to his back, T'kk'tck crosses over the crevice and deposits the unwilling sleepwalker on the other side. The rope strains and groans loudly while supporting the heavy weight, but it holds.
Once safely past the obstruction, Kalkamedes bursts out of the rope and stands up.
I believe Mel, Ophelia, and Halkale are still on the opposite side of the crevice from Kalkamedes.
My apologies for continuing to roll 20 every time he tries to break free.
CMB: 1d20 + 6 ⇒ (20) + 6 = 26

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Mel takes ten and crosses
-Posted with Wayfinder

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"This is getting old, dear man." Quiella tackles Kalkamedes again.
Grapple: 1d20 + 2 ⇒ (19) + 2 = 21
any aid from those on this side to help pin him and tie him up again is appreciated.
-Posted with Wayfinder

GM Harker |

I'm not sure I understand your question, Halkale. Are you asking to go last? Just making sure I'm not missing any requests.
The svelte Melufiuos climbs his way over the deep crevice with very little creaking from the rope.
Reacting quickly, Quiella grapples the uncooperative sleepwalker, but takes another punch for her trouble. 4 damage to Quiella
I believe only Ophelia has a negative climb modifier with her scale mail. If she's not able to post soon, we can assume T'kk'tck is able to tie her to his back and pull her over.
Sleepwalking Kalkamedes is a jerk: 1d20 + 6 ⇒ (12) + 6 = 18
Damage: 1d3 + 2 ⇒ (2) + 2 = 4

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Cutter helps Quiella restrain him...again.
Aid Another (grapple): 1d20 + 2 ⇒ (17) + 2 = 19 His aid is +3.

GM Harker |

Ok, so I want to get to the next encounter before Thanksgiving here in the States, so here's what we need to do:
Quiella, go ahead and make a Grapple check to pin Kalkamedes if that's what you want to do. Please do not overlook at that you get a +5 to the pin on top your normal CMB. Others can assist if they are on the same side as you. If you wish to tie him up again, someone may do so once he's pinned, although he'll need to be released again when you wish to continue moving.
While that's going on, we'll just assume T'kk'tck ties Ophelia on his back and pulls her over. Halkale can take 10 and go last over the rope.
If the rope spanning the crevice is left in its current place, then I believe that leaves you with two coils of rope. One of which I'm assuming you're going to reattach as a leash to Kalkamedes.
I'll assume this is ok with you all if I don't hear any objections in the next 12 hours or so and we'll move on to the next part.

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Looks fine to me.
Grapple (pin): 1d20 + 7 ⇒ (10) + 7 = 17
Will you roll aid checks, DM?
-Posted with Wayfinder

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Cutter ties to again aid Quiella, but get a boot in the face instead.
Aid Another (grapple): 1d20 + 2 ⇒ (4) + 2 = 6

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Works for me.
Halkale follows T'kk'tck across on the rope to the other side.
Once we are all there, do we really need to tie him up again? Let's just leash him and move on.

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poor dude is gonna have rope burns across ninety percent of his body.
-Posted with Wayfinder

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Yeah after we are across the chasm, he can probably just walk with the leash already on him. Good point Halkale!

GM Harker |

T'kk'tck manages to strap Ophelia on his back and carry her over, while everyone else crosses with little trouble.
Once Kalkamedes is quickly re-leashed and allowed to move forward, he swiftly makes his way away from the deadly mountain crevice.
A short while later, vegetation begins to become thicker in the area. The great bands of stars sweep across the cloudless night sky, and illuminate a series of game trails that chase through the mountain shrubs and berry bushes.
Kalkamedes leads you through one of these game trails and soon comes within 20 feet of a black bear standing in the path minding its own business. It roars with displeasure as the sleepwalker continues to walk towards it.
Here is a link to the map
Player Initiative
Cutter's Initiative: 1d20 + 2 ⇒ (5) + 2 = 7
Halkale's Initiative: 1d20 + 5 ⇒ (5) + 5 = 10
Melufiuos' Initiative: 1d20 + 5 ⇒ (14) + 5 = 19
Ophelia's Initiative: 1d20 + 4 ⇒ (18) + 4 = 22
Quiella's Initiative: 1d20 ⇒ 2
T'kk'tck's Initiative: 1d20 + 2 ⇒ (15) + 2 = 17
Kalkamedes' Init: 1d20 + 1 ⇒ (12) + 1 = 13
Bear's Init: 1d20 + 3 ⇒ (3) + 3 = 6
Initiative (Round 1)
Ophelia <= Up
Melufiuos <= Up
T'kk'tck <= UP
Kalkamedes
Halkale
Cutter/Nightrunner
Bear
Quiella
Ophelia, Melufiuos, and T'kk'tck may act.

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Anybody have charm animal or somesuch?

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Seems to me like you should try Wild Empathy. If you can make the bear friendly to us you probably won't even need Handle Animal to get it to leave us alone.

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Wild Empathy takes a minute to perform, just like changing a target's attitide through Diplomacy. I say we reel K in and get ready to knock out a bear.

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Checking back shortly but question for tactical decision making. From the map it looks like there is thick brush between us and the bear and the paths are the only clear avenues of approach. Is that accurate?

GM Harker |

Wild Empathy is a possibility, especially if you hold Kalkamedes back.
All the forested areas are difficult terrain, but the vegetation is low enough that it doesn't create a cover penalty.
If you're up, please declare your actions or if you're delaying. Who is currently holding the rope on Kalkamedes?

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Quiella is putting herself in between Kalkamedes and the bear, if necessary, and then delaying to see if Halkale calms the creature. If Kalkamedes gets "loose" from the others she will tackle him to keep him away from the bear.

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Mel will grab the leash and help hold back our sleepwalker so the ranger can do his stuff on the bear.
-Posted with Wayfinder

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"Aaaah a monster!" T'kk'tck grabs a bomb and lobs it at the bear.
Move to the square just to the right of Kalk if possible.
Ranged attack bomb : 1d20 + 4 ⇒ (14) + 4 = 181d6 + 5 ⇒ (2) + 5 = 7
"Die devil beast die!"

GM Harker |

Grabbing hold of the rope and pulling back hard, Melufiuos tries to prevent Kalkamedes from moving forward.
Meanwhile, T'kk'tck tosses a bomb at the bear and easily hits it, scorching the animal and infusing the air with the smell of burnt fur.
The bear roars again at the group, this time with terrible rage.
Ophelia

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Assuming bomb on bear is bad and therefor won't try wild empathy.
Halkale takes a step or two to the side to get himself out of the group and get a better shot at the bear. He then fires an arrow, but as his front foot comes down a stick rolls under it causing him to miss horribly.
Attack, PBS: 1d20 + 6 + 1 ⇒ (1) + 6 + 1 = 8
Damage, if hits, PBS: 1d8 + 2 + 1 ⇒ (4) + 2 + 1 = 7
into the ground in front of him...or into the sky...somewhere other than...yeah

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Cutter whistles at Nightrunner and orders him into position in halfling. The wolf stands it's ground and Cutter pulls out his terbutje ready to attack.
Cutter move: 15' and draw weapon, standard: ready attack on bear if he moves into a threatened square.
Nightrunner move: 30', standard: ready attack same as Cutter

GM Harker |

The bear charges down the path, but stops when it reaches Cutter and Nightrunner. With the halfling in the way towards the tengu target of its ire, it stops and swipes at Cutter with its claw and grabs him! Cutter takes 4 damage from the bear's claw and he's now grappled.
Cutter, you can take your readied actions. These will occur before the bear's actions. If you happen to kill it before it can act, then we'll retcon the bear's attack.
Claw: 1d20 + 5 ⇒ (17) + 5 = 22
Damage: 1d4 + 3 ⇒ (1) + 3 = 4
Grapple: 1d20 + 13 ⇒ (7) + 13 = 20
Initiative (Round 1-2)
Ophelia <= Up
Melufiuos <= Up
T'kk'tck <= UP
Halkale <= Up
Cutter/Nightrunner <= Up
Kalkamedes
Bear
Quiella <= Up
Cutter/Nightrunner's readied actions, then everyone is up. Kalkamedes will delay until just before the bear to streamline initiative.

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I will wait on the readied actions before posting my own action. That's what you intend, right?

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Assuming that his buddies have things well in hand, Mel concentrates on holding the leash.
-Posted with Wayfinder

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Quiella shoulders her way forward, drawing her Scimitar as she comes. Once she is between the bear and Kalkamedes she strikes at the bear.
Keep him back! I won't let this bear through to him.
MWK Cold Iron Scimitar, damage, two-hands: 1d4 + 3 ⇒ (1) + 3 = 4
Oh for a Greatsword...

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Halkale fires another arrow.
Attack, PBS: 1d20 + 6 + 1 ⇒ (4) + 6 + 1 = 11
Damage, if hits, PBS: 1d8 + 2 + 1 ⇒ (2) + 2 + 1 = 5

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T'kk'tck holds a second bomb and seems to twitch as he decides whether or not to throw it.
After a bit he decides not to and just yells at it a bunch while keeping an eye on Kalkamedes.
Readied action to grapple Kalkamedes if he breaks free of the leash.

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Ophelia makes her way forward, edging past Nightrunner, and reaching out to the bear with one gauntleted hand.
Gentle Rest - melee touch: 1d20 + 3 ⇒ (16) + 3 = 19
If that hits, the bear is staggered for one round. To avoid an AoO, I moved NW -> N -> NE, which used my full 4 squares of movement.

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Sorry, next time I'll remember to pre-roll them for ease.
Cutter Attack: 1d20 + 4 ⇒ (14) + 4 = 18
Nightrunner Attack: 1d20 + 3 ⇒ (17) + 3 = 20
Nightrunner Trip: 1d20 + 3 ⇒ (4) + 3 = 7
Cutter Damage: 1d6 + 3 ⇒ (1) + 3 = 4
Nightrunner Damage: 1d6 + 1 ⇒ (3) + 1 = 4

GM Harker |

Cutter and Nightrunner both hit the bear with terbutje and teeth respectively, and the animal grapples Cutter.
Quiella moves forward and slashes the bear with her scimitar, while Halkale's arrow misses its target. Ophelia touches the bear and it appears to become somewhat lethargic.
Kalkamedes attempts to break free of Melufiuos' leash, but the elf easily prevents the sleepwalker from moving.
Kalkamedes Str: 1d20 + 2 ⇒ (2) + 2 = 4
Melufiuos Str: 1d20 + 1 ⇒ (16) + 1 = 17
Since it has Cutter grappled, the bear takes another chunk out of the halfling from it's huge maw. Cutter takes 7 additional damage
Bear Grapple: 1d20 + 11 + 5 ⇒ (13) + 11 + 5 = 29
Bite Damage: 1d4 + 3 ⇒ (4) + 3 = 7
Initiative (Round 2-3)
Ophelia <= Up
Melufiuos <= Up
T'kk'tck <= UP
Halkale <= Up
Cutter/Nightrunner <= Up
Kalkamedes
Bear
Quiella <= Up
Conditions
Cutter: Grappled by Bear.
Everyone is up

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Cutter calls to Nightrunner to continue his attack on the bear while the halfling tries to escape!
Nightrunner Bite: 1d20 + 3 ⇒ (16) + 3 = 19
Nightrunner Trip: 1d20 + 3 ⇒ (14) + 3 = 17
Nightrunner Damage: 1d6 + 1 ⇒ (1) + 1 = 2
Cutter break free: 1d20 + 2 ⇒ (6) + 2 = 8 Even tripped, probably not

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Cutter! Quiella slashes ineffectually at the bear with her Scimitar. Don't let it eat you, cutter!
MWK Cold Iron Scimitar, attack: 1d20 + 5 ⇒ (1) + 5 = 6
MWK Cold Iron Scimitar, damage, 2 hands: 1d4 + 3 ⇒ (1) + 3 = 4
Counting d4s and d20s, that's three 1s in a row now...