Hudor Nero
|
"I agree. Lets tie him up and carry him to the other side. That is bound to be easier and less risking than trying to guide him. If he breaks loose, we might not be so lucky in stopping him next time."
Vulf Sorgrim
|
"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."
Vulf runs over to Farlen's pack, hastily grabs the rope, and attempts to tie the sleepwalker's legs.
CMB(CMD 17)(without added assistance): 1d20 + 2 ⇒ (9) + 2 = 11
Kranzer Kraken-Mouth
|
Kranzer watches on as the others try and wrestle Kalkamedes down. He says, "If that don't work, maybe any of ya magicians got that spell--what'd they call it?--burning hands! Yeah, anybody know that one? Could just burn the thorns away."
"Anyways, looks like you boys got enough strong back 'ere. I'll see if I can't find where he's goin' on the other side of those thorns." Kranzer will range forward, trying to discern where Kalkamedes is heading by the angle he's heading at now, using his wayfinder as a compass. He will be taking ten on perception as always.
Survival, wayfinder: 1d20 + 3 ⇒ (7) + 3 = 10
| lucklesshero |
Ok for ease sake..I'm just going to roll one resist roll for Kalkamedes to escape the pin while trying to tie him up. It will be against Mentys CMD +4 (two aid another's) If he breaks out you'll have two more chances to catch him and tie him down before he enters the brambles. Kalkamedes CMB: 1d20 + 6 ⇒ (12) + 6 = 18 Kalakamedes puts up a terrible fuss trying to tie him up..However, with everyone's co-operation, you eventually get him tied up and taken to the other side of the brambles.
Once on the other side, you un-tie him again...keeping Hudor's harness around his chest while Mentys walks behind Kalkamedes holding the harness rope and Carini, backs up Menty's efforts.
After another hour, you find yourselves being led by Kalkamedes on the east bank of a sizable pond. Suddenly, Kalkamedes abruptly turns to the west,foiling any attempts by the Kranzer and Vulf to range ahead and plan for potential obstacles. If you don't stop him, Kalkamedes marches straight into a watery bog, a standing pool recently made much deeper by the rainfall from the prior night.
Opposed Str. check by Mentys...Carini may make a DC: 10 str. check to add+2 to Mentys roll: Everybody roll for initiative!
Hudor Nero
|
Initiative: 1d20 + 2 ⇒ (12) + 2 = 14
When Kalkamedes tries to make a break for the bog, again Hudor dives for his legs to assist in stopping him.
Grapple Aid: 1d20 + 2 ⇒ (8) + 2 = 10
Vulf Sorgrim
|
Initiative: 1d20 + 3 ⇒ (15) + 3 = 18
Vulf sighs. "That must be the bog Lady Heidmarch mentioned." he says. He strains in the night air to determine the quickest path to cut off Kalamedes from racing into the bog.
Farlen Mizzul
|
initiative: 1d20 + 2 ⇒ (3) + 2 = 5
"Ahhh, hell!" "We are supposed to be out helping a sleepwalker not a swimmer. No one said anything about nasty lake swims at night."
Mentys 'the Sirocco' al-Menchur
|
Strength: 1d20 + 4 ⇒ (12) + 4 = 16
Initiative: 1d20 + 2 ⇒ (9) + 2 = 11
Mentys groans audibly, sounding like a tiny avalanche. "How is this making itself more aggravating than a fight to the death?!"
| lucklesshero |
Will bot Carini to keep things moving
Carini str. aid: 1d20 + 4 ⇒ (4) + 4 = 8
Carini int: 1d20 + 2 ⇒ (9) + 2 = 11
Carini reflex to grab rope: 1d20 + 2 ⇒ (13) + 2 = 15
Kalkamedes surges forward pulling the rope from both Mentys but not Carini's hands. Although Kalkamedes is now only a few feet away from the water.
Hudor immediately tries to tangle up Kalkamedes legs giving others a better chance to grab hold of him. Carini pulls back hard against Kalkamedes again.
Carini Str.: 1d20 + 4 ⇒ (4) + 4 = 8 Kalkamedes Str.: 1d20 + 2 ⇒ (17) + 2 = 19 Yet the determined sleep walker, just drags Carini along on the sloped slippery bank as he heads strait for the water!
R 1
condition: whoever ends up grappling Kalkamedes gets a +2 from Hudor
Vulf
Kranzer
Hudor
Mentys
Carini
Kalakamedes
Farlen
bold may act. this round Kalkamedes will reach the water, The round after that he'll be submerged unless his instincts get him to swim.Unless you grapple him now Kalkamedes is going to get wet.
Vulf Sorgrim
|
Vulf runs back toward Mentys, clutching his holy symbol and reciting a prayer.
casting guidance giving +1 to Mentys' next attack roll or skill check
Vulf slams his hand against Mentys' shoulder, "We tied him to a rock for a reason! Weigh him down and hold him still!" cries the cleric, who then instinctively pulls his hand back and shakes it back and forth before checking his fingers for breakage as he mutters something in Skald.
Mentys 'the Sirocco' al-Menchur
|
Mentys lunges forward again. "Get back here!" He manages to wrap his arms solidly around Kalkamedes, for the time being at least.
Grapple, Aid Bonus, Guidance vs. CMD 17: 1d20 + 7 + 2 ⇒ (20) + 7 + 2 = 29
| lucklesshero |
You managed to subdue Kalkamedes just before he enters the water. He tries to break free immediately CMD: 1d20 + 6 ⇒ (11) + 6 = 17 but fails flailing around instead.
R 1/2
Vulf
Kranzer
Hudor
Mentys
Carini
Kalakamedes
Farlen
Kalkamedes is grappled, Mentys will have to maintain the grapple then decide what to do with him (pin him or move him back from the water..inflict NL ect..). the rest of you can aid pining him or wiat till he's pinned to tie him up ect..Decide how you'll proceed.
Vulf Sorgrim
|
"If he wants to get to the other side of this bog, then I suggest we tie him up and release him on the other side... assuming we can get there." says Vulf trying to see how deep the bog is and how far firm land may be.
Perception: 1d20 + 4 ⇒ (19) + 4 = 23
Hudor Nero
|
"If the bog is not too deep, we might have to let him wade through it along with the rest of us. Too bad that does seem to be some type of raft we could use."
Carini
|
Combat Maneuver, grapple, aid: 1d20 + 5 ⇒ (3) + 5 = 8
Carini tries to help keep Kalkamedes restrained, but isn't much help at this time, as she too is concerned with the other side of the bog; her eyes straining to see the far side of the bog if possible.
Perception, low-light vision: 1d20 + 10 ⇒ (6) + 10 = 16
Mentys 'the Sirocco' al-Menchur
|
With the sleepwalker's legs secured, Mentys focuses on tying them together. The arms quickly follow.
Grapple to Tie, Aid, Bonus vs. CMD 17: 1d20 + 7 + 2 + 5 ⇒ (7) + 7 + 2 + 5 = 21
Farlen Mizzul
|
Farlen pulls out his light stone. He then uses it to search the bank of the pond for something to use to get across. Or short of that a quick way around the pond.
"I'm not swimming in that." "There has to be a better way around."
perception: 1d20 ⇒ 17
Farlen moves along the pond edge further up 30' looking around.
| lucklesshero |
The bog is only 40' across and about 100' to go around on either side. From what you can tell it's about 20' deep in the center of the bog.
Kalakamedes break grapple: 1d20 + 6 ⇒ (14) + 6 = 20
Mentys, you need to roll again to pin him.(I'm rolling it for you)
Mentys pin: 1d20 + 5 + 7 + 2 ⇒ (6) + 5 + 7 + 2 = 20
OK since this is going to be a running theme, You'll need to specify if your aid another to the primary grappler (probably Mentys) is for the CMB or CMD..Since Kranzer didn't specify, I'll add it to the CMD this time so Kalakamedes doesn't break the grapple. Also I'm throwing out what I said before, you can all aid another(in any grappling situation) if you like...or do some other action as you wish.
Kalkamedes struggles with all his might but Mentys holds tight with Kranzer's help. With help from Carini, Kalkamedes is once again pinned to the ground; his faced pinned against the mud of the bank.
Ok so Kalkamedes is pinned but not tied. I'm going to just hand wave the tying him up part; cause 5 of you act before he does (and one of you will succeed so we're moving on). So how are you getting him to the other side?
Mentys 'the Sirocco' al-Menchur
|
"Well, if he could swim before, he won't be now," Mentys notes as he rises for a moment, panting. His moment of respite over, he crouches back down again to get Kalkamedes upright. "Now that he's tied, seems the best option just to drag him around this bog."
That's what I'm thinking. He'd probably throw a bit of a fuss, try to break out or kick us, but I don't fancy carrying him over the water in a similar state.
Farlen Mizzul
|
"It looks to be only 100' or so to go around. Let us carry him around." I'm not swimming in that."
Farlen moves back and readies to aid in grappling should it be needed. cmb, he will sit on kalk.
Carini
|
Carini grabs Kalkamedes under the shoulders and hefts his body up; his bundled feet remain on the ground. "If someone wants to grab his feet, it shouldn't take much to carry him around the lake. It won't suit our cause or his dignity to drag him."
Vulf Sorgrim
|
"I'd be happy to oblige you, fair Carini." Vulf says, waiving his arm in a grand gesture while placing the other on his belt and giving a quick bow.
The cleric heads towards Kalkamedes legs where Farlen is sitting.”Your pardon, mage friend.” says Vulf as he waits for the wizard to stand. ”Our charge seems secure and we will get no further tonight by sitting.”
Assuming Farlen rises, Vulf grabs hold of Kalkamedes’ bound legs. “Although…” the Ulfen says as he begins lifts and exhales in response to the heft of the sleepwalker’s legs, “we may yet wish to take a short break once we reach the other side of the bog.”
Strength check: 1d20 + 2 ⇒ (4) + 2 = 6
Vulf may not be the best person to do the lifting, but he likes to try and show off.
Kranzer Kraken-Mouth
|
Kranzer rolls his eyes at the large cleric. "You humans, always thinking with yer nethers." He digs around in his pack and produces a wand. (wand of cure light wounds (48 charges))"Here, holy man," he says, "Since ya got an obsession with this type'a thing, use it to heal me or Kalk or anyone that needs it."
He then pulls his shortbow back out and jabs at the horizon with a stubby finger. "I'm gonna go on ahead. We should curl around the bog that'a way, eh? Follow me!"
Kranzer ranges ahead of the group like normal, careful to use the environment and the dark to his advantage, the path cutting around the bog to end up on the other side.
Stealth, take 10: 10 + 7 = 17
Perception, take 10: 10 + 7 = 17
Mentys 'the Sirocco' al-Menchur
|
"I'll just keep him steady in the middle, then," Mentys says as he adds his impressive strength to the force holding Kalkamedes up. "Wouldn't want him uneven, he might throw his back upon waking up."
| lucklesshero |
You eventually subdue Kalkamedes again and drag him around the bog. After a short break where you all grab a swig from your waterskins, it's time to resume the journey. Kalkamedes’s path winds westward into a steep mountain pass that climbs several hundred feet. Kranzer scouts ahead on the narrow winding path as usual. Kranzer is only 20ft ahead of the rest of the group in these close confines otherwise he'd loose sight of Kalkamedes and the rest of the group entirely. Kranzer turns the bend on the narrow path to discover, the surface of the path levels out. However,only fifty feet ahead there's a precipitous drop into a thirty-foot wide canyon. Kranzer immediately whistles signalling danger ahead.
Kranzer : 1d20 + 2 ⇒ (10) + 2 = 12
Vulf: 1d20 + 3 ⇒ (9) + 3 = 12
Farlen: 1d20 + 2 ⇒ (20) + 2 = 22
Hudor: 1d20 + 2 ⇒ (18) + 2 = 20
Carini: 1d20 + 2 ⇒ (16) + 2 = 18
Mentys: 1d20 + 2 ⇒ (10) + 2 = 12
Kalkamedes: 1d20 + 1 ⇒ (19) + 1 = 20
R 1
Farlen
Hudor
Kalkamedes
Carini
Vulf
Kranzer
Mentys
bold may act..You are all aware there is danger ahead. Kranzer knows exactly what the danger is: Currently, Kalkamedes is 70ft away from the cliff.
Hudor Nero
|
Hudor quickly moves up to determine what the danger is. Move 20'
He then yells back, "Quickly pick Kalkamedes up. We are going to have to figure out how to get him across this dangerous narrow path."
Farlen Mizzul
|
Farlen throws his weight into Kalkamedes as a full body tackle. "It is a good thing I played a lot of rugby in Elder." Aid to Mentys's grapple.
grapple aid: 1d20 + 2 ⇒ (20) + 2 = 22
| lucklesshero |
Hudor runs ahead to see what the danger is. Farlen thinks of grabbing Kalkamedes but instead opts to help Mentys tackle the man. Kalkamedes keeps marching forward unaware of the doom that awaits him in a few more seconds. Up ahead is a 30' wide chasm with an almost 80' drop. And Kalkamedes is about to go right over the edge!
R 1
Farlen
Hudor
Kalkamedes
Carini
Vulf
Kranzer
Mentys
bold may act Kalkamedes will surely walk over the edge next turn if you don't stop him now!
Mentys 'the Sirocco' al-Menchur
|
Mentys barrels forward, but checks his speed just before ramming into Kalkamedes, holding him fast! "Can one of you mages get us down there with magic? Or, even better, straight across," he queries breathlessly to Farlen and Hudor, struggling to maintain his grip.
Grapple, Aid: 1d20 + 7 + 2 ⇒ (16) + 7 + 2 = 25
Farlen Mizzul
|
"I have a scroll, but its power is limited. If we hold Kalk while the others climb down, we could let him go and fall. He must fall some before it will cover his full decent." "I suggest a knotted rope to get down and then one climb down at the end with the rope released."
Carini
|
Carini tugs hard on the end of the rope tied around Kalkamedes, trying to bring him to the ground before he can fall into the cavern.
Strength: 1d20 + 4 ⇒ (13) + 4 = 17
Vulf Sorgrim
|
Mentys barrels forward, but checks his speed just before ramming into Kalkamedes, holding him fast! "Can one of you mages get us down there with magic? Or, even better, straight across," he queries breathlessly to Farlen and Hudor, struggling to maintain his grip.
I apologize for my confusion. Has anyone done a primary grapple check on Kalkamedes or are there just to aids to grapple? If so, have we exceeded the number of "aid anothers"?
Having stowed Kranzer's wand away while the dwarf looked ahead, Vulf thinks everything is well in hand until Kranzer whistles to signal danger and Kalkamedes bolts ahead towards the chasm. Seeing his companions react, Vulf scrambles to restrain the sleepwalker.
Grapple check: 1d20 + 2 ⇒ (19) + 2 = 21
If this is the primary grapple, then add +4 for aid from Mentys and Farlen. Otherwise, this is a +2 to the primary grapple (Mentys)
If the number of grapplers has been exceeded, then Vulf casts guidance on Hudor (+1 to next Skill check or attack roll) assuming that Hudor will try to climb down the rope to the canyon floor.
Kranzer Kraken-Mouth
|
Kranzer rushes over to the group entangled with Kalkamedes.
"Wonderful! More problems! All right, Farlen's got the right of it. Mentys I'll get the rope from your pack and stick my grapple hook in and climb down first and anchor the rope. The others go except Carini and you Mentys. Carini stops part way down and you lower Kalk down careful-like and Carini makes sure he don't bash 'is head on the rocks. If anything goes wrong, ya got the magic to back it up, eh?"
Kranzer will dig through Mentys's pack if he consents to produce the rope. He ties his grappling hook to it and sticks it hard into the edge of the cliff, then proceeds to climb down, bracing against the rock wall.
If Kranzer is able to take 10 on the climb check he will, for a result of 16. If not, I will roll the climb checks below in case.
Climb: 1d20 + 6 ⇒ (11) + 6 = 17
Climb: 1d20 + 6 ⇒ (15) + 6 = 21
Climb: 1d20 + 6 ⇒ (8) + 6 = 14
Climb: 1d20 + 6 ⇒ (13) + 6 = 19
Climb: 1d20 + 6 ⇒ (2) + 6 = 8
Climb: 1d20 + 6 ⇒ (20) + 6 = 26
Climb: 1d20 + 6 ⇒ (10) + 6 = 16
Climb: 1d20 + 6 ⇒ (10) + 6 = 16
Hudor Nero
|
Mentys did a primary grapple check. He calculated in aid for his attempt, why he put ', aid' in his dice roll.
| lucklesshero |
Kalkamedes str. check: 1d20 + 2 ⇒ (8) + 2 = 10
Kalkamedes is pulled taunt by Carini as Vulf grapples him with the help of Mentys and Farlen. He still struggles madly but is checked for the moment.
Suggest both Hudor and Farlen 'aid another' Vulf's CMD the beginning of the second round. You guys should choose a primary grappler each time you check. If Vulf doesn't take it on this time, well...Also remember, Kalkamedes gets to try to break the grapple each round. So people should decide whether to aid CMB or CMD each time they "aid another grapple" : Ie: 'aid another Mentys CMB' (helps to initiate grapple, 'aid another Mentys CMD' (Helps to maintain grapple) I've lifted all aid another restrictions...anyone can help the primary grappler. I put a grapple flow chart in the link to help everyone. Please refer to it if you're confused.PS. Kalkamedes is currently 30' from the ledge
R 2
Farlen
Hudor
Kalkamedes
Carini
Vulf
Kranzer
Mentys
bold may act
Vulf Sorgrim
|
Mentys did a primary grapple check. He calculated in aid for his attempt, why he put ', aid' in his dice roll.
Ah, yes. I see now (should have looked at the numbers). Thanks.
Farlen Mizzul
|
Farlen will aid Mentys with maintaining the grapple of Kalkamedes (CMD)
Mentys CMD aid: 1d20 + 2 ⇒ (3) + 2 = 5
Farlen again lends his weight to holding Kalkamedes in place. "This is going to be a long night if this keeps up."
But he is bucked off.
Hudor Nero
|
Hudor rushes back to assist in keeping Kalkamedes under control.
Aid Mentys' CMD: 1d20 + 2 ⇒ (16) + 2 = 18
| lucklesshero |
on a phone so I won’t post order extra... Carini through Mentys can go to finish round 2. Mentys is the primary grappler as hudor pointed out. I’ll make Vulfs roll and Hudors aid another both on Mentys CMD ( so kalkamedes must meet Mentys CMD +9) go ahead and post for round 2 kalkamedes CMB break grapple: 1d20 + 6 ⇒ (9) + 6 = 15
Kalkamedes tries to escape the grapple but, cannot.
Carini
|
Recognizing that the others have Kalkamedes sufficiently restrainged, Carini brings the end of the rope forward and begins tying Kalkamedes again so that he can't break free.
Kranzer's at the bottom, right? So once Kalkamedes is tied, the plan is for Carini to climb halfway down to help manage the lowering of Kalkamedes to the bottom?
Vulf Sorgrim
|
"Better make sure that those restraints hold, my lady." says Vulf as he shifts his girth to help Mentys and the others pin Kalkamedes.
CMB Check to Aid Mentys' CMB: 1d20 + 2 ⇒ (10) + 2 = 12
Mentys 'the Sirocco' al-Menchur
|
"How has he not died yet?" Mentys ponders as he pushes down further on the flailing sleepwalker.
Grapple to Pin, Bonus, 2 Aid Anothers: 1d20 + 7 + 5 + 2 + 2 ⇒ (3) + 7 + 5 + 2 + 2 = 19
| lucklesshero |
Mentys pins Kalkamedes to the ground and Carini waits until he's relatively motionless (after Vulf sits on his legs) and ties Kalakamedes up. Now you have to deal with the problem of the canyon; it seems to be blocking the path Kalkamedes wants to travel. the canyon is 70' feet deep and 30ft wide. It has unusually sheer sides and stretches miles in either direction.
Time to talk and see how your going to get him to the other side. If there's a lot of 'out of character talk', please bring it to the discussion page.(fyi DC: 18 climb check to climb Canyon walls)
Carini
|
"Okay, we need to make a plan quickly." Carini looks around for Kranzer. "Kranzer said he was climbing down; did he make it?"
| lucklesshero |
Just as Carini is through tying up Kalkamedes, She see's Kranzer check his tied off rope one more time and disappear over the side of the cliff. Kranzer makes it down the 1st 50ft easily (DC:5) the last 20' are a little more difficult as he runs out of rope to hang on to. (DC:18) Alas the last 10' he slips and falls (DC:38 climb check to catch yourself: sorry) fall dmg Kranzer: 1d6 ⇒ 3
Kranzer lands on his rump after slipping the last 10' bruised but not broken.
Hudor Nero
|
Looking across the 30', he frowns. "I don't suppose one of you could jump that? If not, we might need to have someone climb over there with a rope and then we can go over one at a time."
| lucklesshero |
OK retcon the 10' fall of Kranzer never happened. As of now he is at the bottom of the canyon with Mentys 100' of rope dangling over the side. You could lower Kalkamedes to the bottom of the canyon by tying him to the rope and having 3-4 of you lower him. He might take a couple of NL banging against the cliff walls on the way down but he should be fine otherwise. Mage hand is an idea but it's range limits you. As does throwing a grappling hook up a 70' cliff. (throw objects only can be thrown x5 their range increment or 50' in this case) you could try and throw the grappling hook up part way (instead of AC: 5 I'd give it an AC:10 plus range increments) so the person who scaled the wall would have an easy climb the first 40' or 50' feet...it's the last 20' of the climb that would be dangerous. If they make it...they could always drop the 100' of rope down. Have a couple others climb up. the remainders on the bottom re-tie Kalkamedes to the rope while the three at the top haul him back to the top of the opposite cliff. Then the remainders climb up..Now all you need to do is not fall!
Farlen Mizzul
|
"It would be nice if we had a tree on the other side. We could grapple hook it with magic or the more physical means. Then tie it off to a higher tree on this side. We could loop a rope strap over and zip across." Farlen comes out of his day dream at night.
"Or we could go with Carini's plan. My magic hand can just get to the other side." 30' across right? I think it is 25 +5 per 2 levels so Farlen would have 30'. "I can always get another scroll with the falling spell on it." "It would just be a matter of falling some, then casting from the scroll. I would hate to run out of featheriness and land like a rock." 60' per round and only one round for the first level scroll, so Farlen would jump and fall for a second or so and cast the spell.
Is operation rope, magic hand, fall, climb, haul up the tied up a go?