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Kranzer whistles as the chest is produced. "Good job stone-man!" He takes his thieves tools out, inspects the locks for any traps, and begins to work on the chest.
Perception: 1d20 + 8 ⇒ (2) + 8 = 10
Disable Device, take 10: 10 + 10 = 20

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Hudor continues to work on their sleepwalker as he dresses him and prepares a rope to tie around him like a small child.
He occasionally glances at the others fooling around with the hidden chest and wonders if that is a good idea to loot it. It might get us in trouble later.

lucklesshero |

As Kranzer is rewarded with a satisfying *clink* of the tumblers loosing on the locked chest. Sheila Heidmarch walks in the room. All eyes turn to her. Her lips are a bit pursed at first then relax. Hmmm, I see you're resourceful...that's good. I believe Kalkamedes would forgive your making use of anything in his cabin. Remember, to return what belongs to him when you return him back to us. The Venture Captain looks at the half dressed Kalkamedes and says, you'll need to hurry, it's already getting dark outside. We don't know how far his journey is. We do know he consistently wakes at dawn and forgets everything about the previous night.[/b]
Inside the chest is the following:
an irregularly-shaped mithral flask with jigsaw-like edges. It's liquid contents radiate magic. (any profession associated with soldiering craft armor or arms or a simple DC:12 intelligence check + character's BAB will reveal something about the flask)
2 potions one Dark blue the other light blue (both magic)
A magic mud spattered cloak
Some magic wrist bands
And another cloth wrapped object that radiates magic.
Note: Hudor will need help finishing dressing Kalkamedes. He is still tied at the wrist so Hudor has only managed to put on his pants and shoes for the moment. Kalkamedes is thrashing violently in bed currently. He'll need to be pinned by one or more characters while another dresses him to finish. A couple things: Please note: exactly how you tie the rope around Kalkamedes. Also will you dress him with anything from his equipment?

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When is able to, Hudor will wrap the rope around his waist once, then from his waist, wrap it over both of his arms individual to his waist, then wrap the rope around his waist again.
Occasionally looking back to see what they found, "I recommend we put that equipment on to him. The wristbands and cloak. They might have some magical protections available to keep him alive."
After Kalkamedes is secure and dressed. Hudor will look at the magical items.
Spellcraft Checks
Liquid in Flask: 1d20 + 8 ⇒ (9) + 8 = 17; Success (Hide from Undead)
Dark Blue Potion: 1d20 + 8 ⇒ (20) + 8 = 28; Success (Elixir of Swimming)
Light Blue Potion: 1d20 + 8 ⇒ (5) + 8 = 13; Failed
Wristbands: 1d20 + 8 ⇒ (2) + 8 = 10; Failed
Cloak: 1d20 + 8 ⇒ (14) + 8 = 22; Success (+1 Cloak of Resistance)
Sword wrapped in Cloth: 1d20 + 8 ⇒ (20) + 8 = 28; Success??
What's Up with Flask: 1d20 + 2 ⇒ (13) + 2 = 15; Success (Flask can be used as Caltrop or Improvised Dagger)

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Farlen examines the remaining unknown items casring detect magic as necessary.
sc on wristbands: 1d20 + 10 ⇒ (7) + 10 = 17
sc on light blue potion: 1d20 + 10 ⇒ (15) + 10 = 25
"We should probably use this stuff to protect Kalk as it is his stuff."

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Kranzer leaves the magicians to their work and goes over to Kalkamedes' bed. If no one else offers, he will attempt to pin the man so Hudor can finish dressing him.
"Aye, let's dress him first and then put tha magic stuff on 'im. Come on Kalk, gotta get you dressed for your big night!"
Grapple check?: 1d20 + 4 ⇒ (4) + 4 = 8
Then to pin?: 1d20 + 4 ⇒ (18) + 4 = 22

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“Let me give you a hand there, Kranzer…Hudor!” bellows Vulf, obviously trying to draw attention to himself as he crosses the room towards the sorcerer.
”Should a Pathfinder need to dress or, should the circumstances dictate… undress, Vulf Sorgrim is at the ready to assist!” says the northman, adding the latter in the hope of getting a rise out of the women in the room, as he pulls Kalkamedes' breeches over the older man’s restless right foot.
Trying to ascertain, surreptitiously, whether his words had garnered the women’s notice, Vulf continues. ”We would do well to heed the wisdom of our mages, Farlen and Hudor.” Unsure, of his success with words, the Pathfinder pushes on while trying, without success, to slide a bracer over one of the wrists of the struggling sleepwalker.
“For a Pathfinder should also make sure that his companion stays well-armed or, should the circumstances dictate… stays well and disarmed.” Vulf says with a smile as he recalls his initial meeting with Carini. Suddenly, Kalkamedes' arm breaks free of Vulf's grip and strikes the northman square in the face. Vulf mutters something in Skald under his breath and returns to the task at hand.
If any of you understand Skald or, for some reason, want to know more about what is going on in Vulf's head, let me know and I will post translations.

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"I'd help with this, but I'm not sure that I'm comfortable disarming myself next to you, Vulf." (Besides, enough people are helping anyway.)
Carini oversees the binding of dressing and binding of Kalkamedes while keeping her guisarme at the ready.

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Grapple Aid: 1d20 + 7 ⇒ (13) + 7 = 20
Mentys tries to help with the dressing of the sleeping man, surprised at his strength but still keeping him in check.

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As Vulf continues with his attempts to slip the bracers over Kalkamedes' left hand, the sleeper lashes out with a swift knee jab to the northman's stomach.
"Oooolf!" the cleric huffs in response as he tries to recapture his escaped breath. "These magic items may afford some protection for you, but, at the moment, it would seem that what is needed more is protection from you?"
Vulf repositions his weight in an effort to keep Kalkamedes held down.
Grapple Aid: 1d20 + 2 ⇒ (18) + 2 = 20

lucklesshero |

with the permanent broken condition.
Hudor fashions a harness to fit around Kalkamedes with Kranzer's silk rope, leaving about 44ft' feet of rope dangling behind the poor afflicted man. Mentys is currently struggling to hold Kalkamedes still. Sheila Heidmarch clears her throat and speaks up. I think your preparations are over. It's time you were on your way. She holds the bedroom door open un-ceremoniously. The kitchen door beyond, is propped open with a chair. The Venture Captain's body guards can be seen outside enjoying the cool evening air. One of them is smoking a pipe.
As soon as he see's the open door Kalkamedes tries to break free of Menty's pin. cmb: 1d20 + 6 ⇒ (16) + 6 = 22
*edit* if anyone is was holding the end of the rope they may use a reflex save to grasp it tightly DC:10..if no one was holding the rope up to 2 people may attempt a DC:15 reflex to grab the rope. Anyone grabbing the rope must pass a DC: 12 strength check each round or be dragged forward by Kalkamedes (speed 20ft he always takes a double move action)
Kalkamedes burst through Menty's pin (surprise round) and heads strait for the outside.

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Carini leaps into action, not even sure of whether anyone has a hand on the rope yet or not, she attempts to grab it as Kalkamedes rushes by.
Reflex DC 15: 1d20 + 4 ⇒ (12) + 4 = 16
She's able to snatch the rope before he gets away, and does her best to keep him held back before they can proceed in more orderly fashion.
Strength DC 12: 1d20 + 4 ⇒ (17) + 4 = 21

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Realizing that Kalkamedes is attempting a break for the door, Vulf attempts to seize the rope tied around the sleeper.
Reflex DC 15: 1d20 + 1 ⇒ (20) + 1 = 21
When his hand pulls around the chord, even Vulf is surprised by his own speed. He starts to smile when he feels the sleeper start to pull him outside.
Strength DC 12: 1d20 + 2 ⇒ (11) + 2 = 13
"I've got you!" the northman cries out, quite pleased with himself as he manages to hold his ground against the struggling sleeper. "More slippery than an eel, this one is." Vulf says, before adding, ""That reminds me. I am a bit hungry. Why its sundown and I have yet to eat a decent supper!"

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Farlen lunges for the rope as the others do.
reflex to catch rope: 1d20 + 3 ⇒ (12) + 3 = 15
And attempts to help slow Kalkamedes as he bolts for the door.
strength check: 1d20 + 1 ⇒ (2) + 1 = 3
"Let us get another rope around him. One may not be enough especially if we are distracted." "Perhaps, too, Mentys should tie the rope around his waste to ensure he never runs free."

lucklesshero |

Oh give over! Sheila Heidmarch says. The object of the exercise is to have him lead you to where he's trying to go! Sheila remarks exasperated. Enough delay! All of you get going and stop holding him back! Or you can report back to the grand lodge and wait for the review of the Decemvirate! If I wanted him restrained I would have left him tied to the bed! You're wasting time! The Venture Captain is obviously irritated at the mention of stopping for dinner and tying more ropes. Indeed, Kalkamedes is already trying to paw at the make-shift harness, making desperate high pitched sounds like a trapped animal.
Who has the sword? I assume you put his bracers and cloak on? All 6 of you can hold the rope if you like (letting Kalkamedes lead.) Or one or more of you with a speed of more than 20' could range out in front of him. List your default marching order on slide 2 please (put your name in the position you prefer) There's really nothing else to say to Sheila Heidmarch, the adventure has begun. If you want to stop out of her sight and tie another rope you're welcome too although every time you hold on to Kalkamedes he kicks screams and tries to get loose.

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Hudor will hold onto the broken sword, realizing the blade is not that useful for combat. He wraps it back up and puts it in his backpack. He will also hold onto the Elixir of Hide from Undead just in case he needs to quickly pour it down Kalkamedes' throat.
"I suggest one or two of us get in front of Kalkamedes while two hold on to the rope but give enough slack to let him lead us. I and another will walk beside Kalkamedes to provide some cover and grab onto the rope if need be."

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Farlen pulls a wand and taps himself. "Protect." He then quickly stow it away (casts mage armor from wand).
"I am not the greatest at wood craft and can't see great in the dark, but I will take a flank. How about the left?"
He positions himself about 10' to the left of Kalkamedes and shadows his movement.
"Someone good at woodcraft and who sees through darkness should probably lead ranging ahead to warn us of hazards." "Or just use a light source." Farlen cast light on a stone and puts it under his cloak to hide it. "I'll start with my night vision but I have a light ready."

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"I will walk next to our sleeper along with Hudor. I have a lamp and some torches." offers Vulf.

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Kranzer's a bit too slow catching the rope as the others dive for it and hold Kalkamedes back. He shrugs when Heidmarch grows flustered. He goes up to her and shakes her hand. "Good meetin' ya Miss Heidmarch! Request me by name if ya need help out this way again." Then he saunters past her, out the door following the others.
He says after a minute of walking, as if someone were talking directly to him, "Yeah, I got good eyes for the dark. Don't know much about woodcraft, but I bet my wayfinder'll help out with that. Besides there might be more levers to pull somewhere ahead!" He says the last bit with unrestrained hope.
Kranzer's stubby dwarf legs take him further ahead of the group Will range 60 ft. ahead if possible, scouting for possible dangers with his darkvision. He has his bow drawn in case of enemies, and stills his breathing, jogging at a steady clip.
Perception, take 10: 10 + 7 = 17 +1 against traps.

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Mentys ties his end of the rope around his waist, but also keeps one hand on it. In the other, he holds an axe. "This is going to be a long night," he grouses vaguely. While Kranzer looks ahead, the oread scans to the sides with his night vision as he walks.
Perception: 1d20 + 7 ⇒ (1) + 7 = 8

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Carini takes up the rear with Mentys, keeping one hand on the rope so that she can quickly respond if Mentys loses control, but the other hand remains on her guisarme so she can respond to a threat if need be.
She nods at the easily frustrated Venture Captain as the procession moves out the front door.
I added Carini to the marching order. Mentys, I moved you to last in the marching order since you're the rope's anchor; you'll necessarily be bringing up the rear.

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Using his spear as a walking stick, Hudor keeps an eye on our sleepwalker and will ready himself to trip him if the need arises.

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[dice=perception]1 d20+0[dice]
Farlen attempts to not use light but if thinks get to the point he can't see he will shine the stones light in front of him.
"This is not how I imagined my first night back under retainer from the Society." "It always amazes me how rude the venture captains are to those who risk their lives doing their bidding."

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perception: 1d20 ⇒ 12
Oops! Typo. I had to run an errand and didn't have time to proof it. Sorry.
"What was that?" "Did you hear something?" "Sorry, I am a little jumpy."

lucklesshero |

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. It is obvious that, in his present state, Kalkamedes has no sense of self-preservation, and that his somnambulance
might make even the most mundane acts of navigation surprisingly difficult.
About a half hour in to your journey, Kalkamedes stumbles along as if possessed. Quite suddenly he trips, and wedges his foot in a rabbit hole Kranzer missed in the low scrub. You hear him grunt as he falls but, Kalkamedes just as quickly picks himself off the ground, and begins to stagger forward again. At first with a limp he moves a little slowly, he then gains momentum, building back to his steady gait.
remember those of you with low light vision treat dim light as normal light conditions.

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Feeling a bit peckish, Vulf tries to grab a snack without his fellow Pathfinders noticing.
Stealth: 1d20 + 1 ⇒ (18) + 1 = 19
Popping a piece of dried meat into his mouth, he peers around to see if anyone, or anything, may have noticed.
Perception: 1d20 + 4 ⇒ (6) + 4 = 10

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About a half hour in to your journey, Kalkamedes stumbles along as if possessed. Quite suddenly he trips, and wedges his foot in a rabbit hole Kranzer missed in the low scrub. You hear him grunt as he falls but, Kalkamedes just as quickly picks himself off the ground, and begins to stagger forward again. At first with a limp he moves a little slowly, he then gains momentum, building back to his steady gait.
Strange, Vulf thinks, a misstep such as that could possibly cause a break or sprain, which could be consistent with the grunt he gave. However, despite an initial limp, our sleepwalker appears to be doing fine--gaining speed in fact. The cleric tries to get a closer closer at the foot of Kalkamedes that went down the hole as the sleepwalker moves onward.
Perception: 1d20 + 4 ⇒ (11) + 4 = 15
Vulf replays in his mind what he has just seen. Could it be, the cleric wonders, that what I just witnessed was, indeed, a spell?
Spellcraft: 1d20 + 4 ⇒ (2) + 4 = 6
Or was it something natural?
Heal (untrained): 1d20 + 4 ⇒ (20) + 4 = 24
What might be other indicators that divine healing magic is at work?
Knowledge (religion): 1d20 + 4 ⇒ (14) + 4 = 18

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"Perhaps", Vulf says aloud, "The Father of Creation can help guide our sleeper's footing."
With his left hand the northman clutches the hammered-symbol on his necklace and with his right, he forms a fist. Vulf lowers his fist onto the shoulder of Kalkamedes mirroring the manner that a smith strikes flaming metal in his forge.
Vulf casts guidance giving Kalkamedes a +1 competence bonus on a single attack roll, saving throw (to save him from falling?), or skill check (Acrobatics?).
If Kalkamedes or anything that may be possessing him wishes, he may resist. Will negates (harmless) DC 14. It lasts for one-minute, but Vulf will recast periodically, if it seems to be helping keep Kalkamedes safe.
The cleric watches Kalkamedes carefully to see if his divine magic has any affect.

lucklesshero |

Vulf's heal check recognizes that, Kalkamedes did sprain his ankle pretty badly. However, Kalkamedes somnambulism, has made him almost immune to pain. If he continues to walk on the ankle without healing, it could cause lasting or even permanent damage.
Mechanically, Kalkamedes has taken 7hp damage. If he's not healed in the next 5 rounds he'll damage the ankle further.

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Farlen venture over as Vulf checks Kalkameses ancle. And hearing Vulf's exclaimation at seeing the sprain says, "We need to heal that. A wand would be easiest of the ways. Or you could ask your god to do it." "I have a potion but getting him to drink it might be tricky." "Does anyone have a wand that heals that Vulf could borrow briefly?"

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Hudor frowns, "If we give him the potion, I'm sure we can stop him if all of us do it and then one force him to drink the potion. But we will need to heal that ankle."

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The cleric watches Kalkamedes carefully to see if his divine magic has any affect.
"Hold onto your liquids, water-wizard." says Vulf. “It appears as though our sleeper requires more than merely Torag’s guidance to get him through the night. Keep him still.” directs the cleric.
I assume that Vulf is satisfied that Kalkamedes will accept his spells.
Vulf kneels down and grabs hold of Kalkamede’s injured foot, then once again takes his holy symbol in hand.
“I lift up to the God of the Forge the injured foot of my dozing colleague, Kalkamedes. “ Vulf prays. “As men temper steel with fire, may the Divine Smith mend this wound with the flames of energies divine.”
Vulf spontaneously casts cure light wounds converting the magic weapon spell he had earlier prepared.
“ En tur ned et kaninhull og ikke engang et måltid å vise for det.” the cleric grumbles under his breath before saying aloud, “Let us move along.”

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Oops. Forgot to roll healing.
Cure light wounds: 1d8 + 1 ⇒ (3) + 1 = 4
"Not quite as good as new", Vulf concedes, "But he should be well enough to walk and lead us to... wherever it is we are going."
As Vulf rises to his feet, he shouts up ahead towards Kranzer, "Keep those beady eyes out for hazards, Dwarf!". When he is once again standing at his full height, the northman shakes his head. “Dverger ...", the cleric mutters softly, "de eneste hullene i bakken som de kan finne er de som fører til gull eller sølvårer.”

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Kranzer continues to stalk forward. He takes his time, scanning the brush and the hills. Once he is out far enough ahead of the others, he will begin to use the terrain to hide, jumping from boulder to boulder, or tree to tree.
Wha's that fool yammering on about back there?
Stealth: 1d20 + 7 ⇒ (9) + 7 = 16
Perception: 10 + 7 = 17

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CLW: 1d8 + 1 ⇒ (5) + 1 = 6
Otherwise, Mentys stays the course, tugging a bit more on the rope to slow Kalkamedes a little. "I complain a lot about this shell, but to see in the dark is a great boon."
After seeming to think about it for a moment, the oread draws his wand again and hands it to the Ulfen. "Actually, could you hold onto it for now? I don't use it during a fight.

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After seeming to think about it for a moment, the oread draws his wand again and hands it to the Ulfen. "Actually, could you hold onto it for now? I don't use it during a fight.
"I can keep it safe for you and put it to good use when necessary." replies Vulf. "But first, just let me make sure that there is enough room for it in my pack." The cleric pulls out sizable hunk of dried meat, brushes it off to remove a few clinging pieces of string and other debris, and then plops it in his mouth.
"Thwere wih gome", the cleric manages to get out between chews, "nohnm thwers pwlemmty ov rmmmmm." He continues to chew noisily for a few moments then swallows.
After wiping his mouth with his sleeve, the northman looks over to Mentys. "So, tell me my stoney friend", Vulf inquires, "What do you mean about 'this shell'? Were you not born a creature of the earth?"

lucklesshero |

OK so for ease and speed of play, I'm just going to assume several of you grapple and hold Kalkamedes when trying to heal him. Eventually you'll succeed no mater, especially if using 'aid another' ect..However, in other circumstances in this module you'll need to grapple Kalkamedes. I think it's easier if I just tell you his CMD (17) now, so you can roll your CMB checks more like a save. Remember, it takes two (standard) actions to pin the man (either two characters or two separate rounds by the same character) I suggest everyone look over the grapple rules..as most likely we'll use them several times. I'll try to get a grapple-flow chart put up in the link, so everyone can refer to it.
Vulf has a group of you hold Kalkamedes while he calls on his God's aid to heal the man's ankle. The divine healing stops the swelling but the area is clearly still tender so Mentys uses his wand to heal the rest of the injury. Mentys then gives his wand to Vulf to hang on to.
After healing Kalkamedes your journey resumes. An hour later, Kranzer notices that, Kalkamedes’s path takes him straight into a thick copse of thorns. Kranzer can't tell how deep the thorns are but he can tell that it's about 40' in either direction to angle around the patch.
Your current positions are thus:
>Kranzer is 50ft in front of Kalkamedes (scouting)
>Vulf walks 10ft in fron of Kalkamedes (out in front trying to steer him away from rocks but close enough to heal him if necessary)
>Hudor and Farlen even with Kalkamedes (Hudor on the left Farlen on the right)
>Mentys 5ft behind directly in back of Kalkamedes (holding the rope)
>Carini taking up the rear 10ft behind Kalkamedes (holding the remainder of the rope in case it slips from Mentys hands)
You're 3 rounds away from the Kalkamedes bashing through the thorny bushes..What do you do?

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"What do you mean about 'this shell'? Were you not born a creature of the earth?"
"Nope. I was born human; Qadiran, to be exact. I was a bounty hunter by trade, a particularly long and profitable venture brought me to Absalom. The mark was a Pathfinder, so joining up seemed a good way to get to him. When I took him out, the higher-ups weren't even too angry; he had a bounty for a reason. So I ended up staying. It wasn't half bad, always a hot meal to be had.
"Later on, I was 'lucky' enough to get a senior agent as a mentor. Turns out I wasn't and he was mad; some raving halfling who thought he was a goblin. Talented with magic, when he knew what he was doing. But one day he comes back from some mission to an underground library or vault. Gives me a high-five and the next thing I remember is waking up to look like this!" Mentys seems very distressed by this, but looks to calm himself. "So, that's what happened. Like I said, it has its upsides and downsides. But there is little use griping about it."
Survival: 1d20 + 5 ⇒ (3) + 5 = 8
After some period of silence, the oread notices the thorny bushes. "No!" he growls as he grabs Kalkamedes from behind. He looks to further restrain him as the group figures out a plan.
Grapple vs. CMD 17: 1d20 + 7 ⇒ (13) + 7 = 20
Assuming he fails to break the grapple on his turn:
Grapple to Pin, Bonus vs. CMD 17: 1d20 + 7 + 5 ⇒ (12) + 7 + 5 = 24

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Survival: 1d20 ⇒ 13
Looking up and down the thorn bushes, "It would take to long to remove those thorns, lets see if we can get Kalkamedes around the bushes. He'll fight along the way, but we'll have to try it."
Grapple (Aid Another): 1d20 + 2 ⇒ (9) + 2 = 11

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Survival: 1d20 + 4 ⇒ (9) + 4 = 13
"Agreed, best to keep the sleepwalker out of the thorns." notes the cleric.
Grapple (Aid Another): 1d20 + 2 ⇒ (17) + 2 = 19

lucklesshero |

Round 1
Kalkamedes CMB: 1d20 + 6 ⇒ (20) + 6 = 26 Kalkamedes breaks free of Hudor and Nero's grapple. (Carini can make a DC:12 Str. check to inhibit Kalkamedes progress)
Round 2
init Kranzer: 1d20 + 2 ⇒ (8) + 2 = 10
init Vulf: 1d20 + 3 ⇒ (13) + 3 = 16
init Farlen: 1d20 + 2 ⇒ (14) + 2 = 16
init Hudor: 1d20 + 2 ⇒ (18) + 2 = 20
init Carini: 1d20 + 2 ⇒ (12) + 2 = 14
init Mentys: 1d20 + 2 ⇒ (11) + 2 = 13
init Kalkamedes: 1d20 + 1 ⇒ (4) + 1 = 5
OK everyone can go before Kalkamedes

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I'm assuming Kranzer ran back to tell them about the thorns.
Survival: 1d20 + 1 ⇒ (1) + 1 = 2
"Ha HA!"
Kranzer barrels into Kalkamedes, helping the others wrestle the Pathfinder away from the thorns.
Grapple, aid another: 1d20 + 5 ⇒ (6) + 5 = 11

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Mentys, too, lightly rams the sleeping Pathfinder, catching him in his stony embrace. "Get back here!"
Grapple: 1d20 + 7 ⇒ (12) + 7 = 19

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survival check: 1d20 + 3 ⇒ (15) + 3 = 18
grapple aid: 1d20 + 2 ⇒ (8) + 2 = 10
Farlen seeing Mentys grab Kalkamedes and looks for a way to get around or through the thorns. "I think two of us should clear a path while we hold him, or we should tie him up and carry him around ... and release him again."
At the last minute Farlen throws his weight in to help Mentys bare Kalk down.
"Those thorns are like razors and can cut legs to shreds."

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Grapple Aid: 1d20 + 2 ⇒ (18) + 2 = 20
Hudor manages to grab a leg and hold on for dear life as others get a better grip on Kalkamedes.

lucklesshero |

Kalakmedes CMB: 1d20 + 6 ⇒ (3) + 6 = 9
After breaking free of Mentys first attempt to restrain Kalkamedes, the rest of you rush to aid Mentys as he grasp for the sleep walker again. Carini holds the rope just in case Kalkamedes breaks free again. THis time you're all able to stop his progress. But the question remains, what do you do now? You're about 80' from the bushes and Kalkamedes is tugging on the rope violently.
OK if you look at the grapple flow chart there are basically two or three things you could do at this point. Tie him up and take him around to where you 'think' he was going on the other side of the bushes, or win a grapple check each round (+5 to the check for Mentys plus I',m only allowing 2 'aid anothers unless it's to initiate a grapple with Kalkamedes or pin him, all other actions seem like people would be getting in the way of each-other). By wining a grapple check each round you can move Kalkamedes up to 30' each round as a full round action, in the direction of your choice (ie. you could 'steer' him around the bushes) lastly someone could range out in front while you held Kalkamedes and attempt to burn the bushes away...but that may take time with mundane means. (magic fire would be faster): Let me know your choices and make one grapple check each (i'll roll the rest) remember only two people can 'aid another' if you're attempting to steer him around.

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Agree with Farlen's strategy. Do we think we could lift him and perhaps use Perception or Sense Motive to get an idea of the direction that he 'wants' to go in?
”Aye. Tie him up, but not so tight that he can’t take us to wherever it is that he seems to so badly wish to go.” responds Vulf. “I certainly have no desire to go traipsing through that nest of thorns.” the Ulfen man adds pointing to the foreboding bushes ahead.
Vulf continues to look at the bushes. Absentmindedly, he raises his big, beefy hand and places it on the back of his neck. “Say… the Lady Heidmarch noted Kalkamedes’ prior nocturnal expeditions led to encounters with cliffs and bogs, but she made no mention of any run-ins with rabbit holes or thorns.”
”Sure, rabbit holes may be dug quickly, but a copse of bushes that thick doesn’t just appear overnight. Perhaps, our sleepwalker takes a different path every night.” The cleric turns toward his companions, somewhat ominously. “What if our friend here isn’t trying to run to something, but is instead trying to runaway from something?”

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"That is possible. He could be running away, but always the same direction and what of the drawing of the Thassilian fortress .. that looked like a cat?" "No, I think he is called towards something."
Farlen being caught up in the dog pile can't get to his backpack and his rope. "Vulf, in the pack is some rope, could you get it and tie his legs."