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GM: What is the ambient temperature on this fine night? Just wondering if we need to worry about hypothermia.
"Good call, Sleeping Sword. Let's all dog pile Kalk again and pour it down his gullet." But what am I going to do about Stinky?
If the party agrees with this course of action:
Grapple: 1d20 + 5 ⇒ (6) + 5 = 11

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CMD aid : 1d20 + 2 ⇒ (9) + 2 = 11
"I would propose that one of us drinks the swimming potion and helps him to swim - caring for a child means that you prepare for the worst and hope for the best. Who knows if he will swim at all?" Almaas says with a worried expression.

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"Ah, Almaas has a good point! Our friend is asleep, after all, and probably would not attempt to swim! A strong swimmer should drink the elixir - I am capable, is another stronger?"
I suggest Sleeping Sword drink the elixir, and then if feasible anyone else with a good swim check Aids carrying Kalkamedes over. Kala can use Animal Focus: Frog if she wishes. Non-swimmers can run around the bog and probably get to the other side faster.
If this course of action is agreed: Sleeping Sword swallows the elixir, then approaches Kalkamedes in a friendly fashion, and gently hooks his arm around the sleepwalker.
swim (if cannot take 10): 1d20 + 7 + 10 ⇒ (10) + 7 + 10 = 27
grapple, if needed: 1d20 + 4 ⇒ (15) + 4 = 19

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"I'm not the strongest swimmer, but i'm also not sure if walking around it will be exactly feasible either. I can't see the edges in this darkness. Regardless swamps and bogs more oft then not are filled with trouble so be extra careful about Kalkamede's swings."
Lynn readies her pistol loading in a standard shot which only takes her a few seconds.
move action to draw her weapon while walking alongside the rope with kalkamedes, standard to load it with blackpowder and a bullet. Next turn i'll be using inspire competence to give a +2 to skill checks including swim if the dm feels that makes sense.

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lynn is movong west, NW, NW, west, NW which should put her just in the bottom left of the light circle around kalk.

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Almaas will walk around the water to the location where sleeping sword would arrive.
He then checks for any dangers.
Perception : 1d20 + 11 ⇒ (14) + 11 = 25

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"Uh, take my wayfinder Lynn. I don't need it to see. Better pack these scrolls too! Cases should be watertight, but it's better to be safe!"
Sleeping Sword hands off his items, and gives his comrades the command word for his wayfinder's light spell.

The World's Most Interesting GM |

[grapple, if needed]
It will if it is just Sword and Kala doing it.
So what's the plan? There's a lot of agreement on going along with the plan, but what exactly does that mean? Is Sleeping grappling and then taking about 5 rounds to do everything else he wants to do (shifting gear and drinking a potion) while holding on to Kalkamedes with both hands? Meanwhile, everyone else tries getting around the boggy area (well except Almaas who has to retrieve, rush over and hand the elixir of swimming to Sleeping Sword first. Or are you all dog-piling on the somnambulist, pinning him to the ground with sheer weight and numbers while Sleeping goes through about 5 rounds of actions and then letting Kalkamedes back up and moving on from there? Inquiring GMs wanna know.
Kalkamedes - break grapple check: 1d20 + 6 ⇒ (17) + 6 = 23
Because here's the thing, Kalkamedes is going to throw off that initial grapple attempt and move toward the boggy area of the map this round as indicated on the map if it is only Sleeping and Kala doing the grappling (Almaas ends up being a step behind in trying to aid this round), while everyone else is doing other stuff. I've taken the liberty of assuming Almaas has retrieved the elixir and is rushing back to hand it off to Sleeping, and that Lynn has moved as indicated. I'm not sure where everyone else wants to move.
GM: What is the ambient temperature on this fine night? Just wondering if we need to worry about hypothermia.
About 45-50F.

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I would say it's a dog-pile situation GM. We need a bit of time to pass around gear.

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We first pin Kalkamedes so that Sleeping Sword can prepare himself and then he starts swimming with Kalkamedes ...

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Dont worry about giving Lynn a wayfinder, i've got one myself as well as the ability to cast dancing lights, which i was gonna do since we are gonna be a bit spread compared to normal, just needed to get my first round in proper first. That'll help lower the sheer amount of rounds needed to set this all in motion. Also we can shorten how long it takes to ready everything if people help retrieve objects from other people if need be.

The World's Most Interesting GM |

Dog-pile it is! Assuming everyone gets involved you can take time to do whatever sort of set-up you want so long as at least four PCs (three if they're all Medium-size) contribute to holding him still.
We first pin Kalkamedes so that Sleeping Sword can prepare himself and then he starts swimming with Kalkamedes ...
Based on previous experience the PCs can probably guess that Kalkamedes is going to resist 'being helped'.

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"Uh, why not just tie our friend up securely? That way I can use the elixir and safely swim to the other side of the bog whilst carrying him."
If we get Kalkamedes pinned, we might as well bind him in rope so that I can just carry him through the bog. I have more rope. We can untie him on the other side, once the non-swimmers get there.

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A flash of inspiration hits Kala. She takes a moment to activate her Aspect of the Beast: Frog ability for herself and Stinky (just in case). "I can swim pretty well. I'll help Sleeping Sword get him across. It's going to be cold. (Gulp) Maybe I could cast Endure Elements on the three of us so we don't get hypothermia."
She gulps again, casts it on herself, then hesitates, waiting to see if she really has to do it again.

The World's Most Interesting GM |

The group ties Kalkamedes up (scroll down a bit), and Kala and the smelly mammal that has been following her around both take on the attributes of a typical frog. Then she casts a spell upon herself to stave off the cold.
Kalkamedes struggles ceaselessly to free himself.

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"Great team work - we are almost a community already!" Almaas says proudly.
He starts walking to the other side to wait for the team to arrive.

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"Uh, you mean like a travelling circus or some-such? Here, young woman, I did not think the cold would bother you." Sleeping Sword turns to Kala, whilst he passes his pack to the walkers looking for a way around the bog.
"I have walked over the Crown of the World. This is merely bracing! The Way of the Sleeping Sword says that adversity is the mother of virtue!" He drinks the Elixir of Swimming.
With that, Sleeping Sword takes the bundle that is Kalkamedes in as safe a swimming position as can be managed, he checks the bindings, and makes his way through the bog with the aid of the magical elixir. I imagine this will be akin to the manner in which lifeguards carry non-swimmers to safety from the water.
"Come, youngster, your bulk may prove useful!"
Skill checks if I cannot take 10
swim: 1d20 + 7 + 10 ⇒ (5) + 7 + 10 = 22
swim: 1d20 + 7 + 10 ⇒ (5) + 7 + 10 = 22
swim: 1d20 + 7 + 10 ⇒ (18) + 7 + 10 = 35

The World's Most Interesting GM |

With that, Sleeping Sword takes the bundle that is Kalkamedes in as safe a swimming position as can be managed, he checks the bindings, and makes his way through the bog with the aid of the magical elixir. I imagine this will be akin to the manner in which lifeguards carry non-swimmers to safety from the water.
A hog-tied, struggling, still-snoring non-swimmer who weighs about 170 lbs. So yeah, no Take 10. ;)
Lugging Kalkamedes through the mud around the flooded field is bad enough but suddenly the ground dips and two steps later Sleeping and Sleeping find themselves in 8 feet of water filled with tall grasping grasses that wave like sea weed.
Almost immediately Sleeping Sword has trouble making progress. After a couple of false starts during which he barely kept the struggling somnombulist's head above water (one full round of failed double movement followed by a successful swim check) he manages to get about seven-and-a-half feet from the drop off.
Almaas meanwhile finds what he believes is the northern edge waterlogged gully.

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Kala mumbles something about dry cold vs. wet cold, then follows Sleeping Sword, helping keep Kalkamedes on his back as much as possible.
Swim: 1d20 + 10 ⇒ (7) + 10 = 17
Swim: 1d20 + 10 ⇒ (4) + 10 = 14
Swim: 1d20 + 10 ⇒ (3) + 10 = 13
She is distracted, however, by Stinky's frantic whining. "Stinky! Stop pitching a fit! Just get in and swim or go around! Geez!"

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Seeing Kala wade into the water, and keep going, Stinky begins pacing, whining, and making a big deal about the whole going swimming thing. He sees that Kala is having trouble swimming, but he knows that he cannot swim well enough to save her. Working up his courage, he plunges into the water and tries to swim
Swim: 1d20 + 4 ⇒ (15) + 4 = 19
Swim: 1d20 + 4 ⇒ (14) + 4 = 18
Swim: 1d20 + 4 ⇒ (15) + 4 = 19

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I make it 5 full round action swim checks needed from the current position to the other side of the water, at 15' per round (half speed with a full round action and a successful swim check).
swim: 1d20 + 7 + 10 ⇒ (19) + 7 + 10 = 36
swim: 1d20 + 7 + 10 ⇒ (20) + 7 + 10 = 37
swim: 1d20 + 7 + 10 ⇒ (9) + 7 + 10 = 26
swim: 1d20 + 7 + 10 ⇒ (17) + 7 + 10 = 34
swim: 1d20 + 7 + 10 ⇒ (13) + 7 + 10 = 30
In case any of those are insufficient to make progress, or anything untoward happens, a couple more checks:
swim: 1d20 + 7 + 10 ⇒ (15) + 7 + 10 = 32
swim: 1d20 + 7 + 10 ⇒ (12) + 7 + 10 = 29
"Uh, uh, not a good place to sleep friend!"

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After klakamedes is taken into the swamp by sleeping sword, and gang. Lynn stands at the edge and casts four globes of light, her eyes glittering golden for a moment as she conjures the spell. She sends each off to help guide the path keeping the string of lights above the swimmer group so they could see ahead of themselves and watch out for any troubles down the line. "with him tied like this it may have been simpler to just find the path across."
perc: 1d20 + 6 ⇒ (4) + 6 = 10
not sure how many rounds will pass on this endevour, but i assume given the first success was 7.5 feet half of half speed probably from dragging someone it'll be a bit. Lynn is gonna watch for danger from their starting position.

The World's Most Interesting GM |

And as Almaas arrives to greet him Sleeping Shadow hauls his load up to drier land. Meanwhile (earlier) Kala goes under, dragged down by the tangle of weeds beneath the surface, where she finds several dead frogs.
Angelabot, using the blunt end of her spear, helps her out.

The World's Most Interesting GM |

After klakamedes is taken into the swamp by sleeping sword, and gang. Lynn stands at the edge and casts four globes of light, her eyes glittering golden for a moment as she conjures the spell. She sends each off to help guide the path keeping the string of lights above the swimmer group so they could see ahead of themselves and watch out for any troubles down the line. "with him tied like this it may have been simpler to just find the path across."
Yes, but would it have been as much fun.

The World's Most Interesting GM |

Another hour passes and the party finds itself in a steep mountain pass that climbs several hundred feet. The surface levels out only to terminate ahead with a precipitous drop into a thirty-foot wide canyon--a hundred-foot deep crack in the earth.

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Kala has a 50' rope in her pack, just in case our scouts would like to borrow it to climb down and scope out our prospects here. I assume we removed the second rope from Kalkamedes after the bog, so we could tie them together.

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"Uh, how much rope do we have between us?"
I have 50', Kala has 50', there's a 20' length already tied to Kalkamedes. We have the short lengths that K was bound to the bed with as well, and I could potentially use Mending if that would help. Any more than that? We might want to dogpile again whilst we tie things together!

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Lynn is fairly knowledgable in engineering, could we devise a pulley system to ferry a fully bound kalkamedes across and then the remaining members of the group? I wanna ask before i post anything in stone. In the meantime here's a roll for that thought.
know:engineering: 1d20 + 7 ⇒ (13) + 7 = 20

The World's Most Interesting GM |

"Uh, how much rope do we have between us?"
I have 50', Kala has 50', there's a 20' length already tied to Kalkamedes. We have the short lengths that K was bound to the bed with as well, and I could potentially use Mending if that would help. Any more than that? We might want to dogpile again whilst we tie things together!
I don't think that anyone grabbed the Venture Captain's rope (the one she cut). However Rhinshin has two or three lengths of rope that add up to 50 feet (this includes the 20' that it is tied around Kalkamedes).
[Ooc]Lynn is fairly knowledgable in engineering, could we devise a pulley system to ferry a fully bound kalkamedes across and then the remaining members of the group? I wanna ask before i post anything in stone. In the meantime here's a roll for that thought.
The cliff-face on this side at least seems to be made of dirt with the consistency of dry feta cheese and is angled such that it descends with a slight overhang making it particularly difficult to climb barehanded (DC 22). The other side looks much the same.
It would take some time to forage for, find, and shape the necessary parts to build a block and tackle device (does anyone just have one?), and of course you would need the tools. Assuming Kalkamedes sleeps for a standard eight hours--the party has expended about half of that time getting here. If the plan is to perhaps come back tomorrow and cross over a new bridge the group plans on constructing during the course of the day--well, that's a possibility too, though looking at Kalkamedes it is difficult to see if he has many more journeys left in him.

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Lynn rubs her chin a bit and looks to the canyon bottom. "Okay i have an idea to get us all across quickly. First tie Kalkamedes up real tight, second who feels confident in climbing up the opposite side? We can ferry him across by tying him to a rope along with someine dragging him across. We can lower one person down and lift them back up one at a time after him. I can lift people down but i'm not much of a climber."
suggesting we lower someone who can climb over and either lift kalk down or do an Ace ventura with the racoon style climb across. With two sets of 50ft rope(lynn's got more) we can easily lower and pull people up and down the clifface.

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Just to clarify Rhinshin's rope situation. He now has a 20ft section, which is tied to Kalk. And a 30 foot section left in his bag. I agree with Lynn, we lower down a few people and Kalk. I doubt he can climb up the other side in his state. Then we get people up the other side and hoist the sleeper up and then carry on our merry way.
Rhinshin looks at the steep hill and whistles."I wish I brought my tabbaggon. This would be one hell of a ride down." He looks at the possibility of lifting and such. "if stakes are needed. I have a few daggers I could part with, but no proper stakes."

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The only other idea I have is that Stinky can use his 20' burrow speed and drag our ropes along behind him. The rope would be stuck in the hole, though. Perhaps Rhinshin could follow him up, since they're both classified as small sized. Thoughts?

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"Uh, your, ah, animal looks like it can both burrow and climb, with such sharp claws. And that cliff face looks soft, don't you agree? Perhaps it would be expedient for your furry friend to tunnel down into the gully below and back up the other side?"
Wolverines are burrowing animals that make dens, I believe. So I'm hoping that Stinky can make a tunnel that we can all go down, even if we have to squeeze, and we can drag a hogtied Kalkamedes with us.
Otherwise, we tie enough ropes together to make a knotted rope that we can all use to brace against the cliff and climb down. I have iron spikes to use as stakes, and a hammer. The climb DC for a knotted rope with a wall (cliff) to brace against is pretty low, and if not carrying a struggling captive we could probably take 10. Then, pull K across a makeshift rope bridge/tightrope (again he'd have to be hogtied).

The World's Most Interesting GM |

In general, burrowing creatures don't leave behind tunnels usable by other creatures. There is very likely a lot of stone just beneath that feta cheese, being that you are in the mountains.
Also, there's no particular advantage to knotting a rope (Climb DC 5) if you have a rope and a wall to brace against (Climb DC 5).
What's the final plan?

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Lynn takes a moment and goes through her bag, pulling free a rope. "Alright folks lets get this going. I need a bow, gonna at least set up a rope on the other side. I'll hold the anchor up here while you all rappel."
Lynn offers to hold the rope up here while the others make their descent, and then send down Kalkamedes like a basket.
My final suggestion is we have our best climber get up the other side after getting everyone down, then we just hoist everyone back up.

The World's Most Interesting GM |

1d20 + 3 ⇒ (16) + 3 = 19
I will add one more possibility to the list, you have monks in the party and it might occur to them that someone trained in the mystic martial arts or someone very athletic might be able to jump the gap (DC 30 with a running start).

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Almaas nods after hearing Lynn’s suggestions.
”Let me go down first Lynn. I will secure our decent from below!“
Almaas starts to climb down with the rope and the wall to brace.
climb : 1d20 + 4 ⇒ (7) + 4 = 11
When he reaches the bottom he looks for any hazards or dangers.
Perception : 1d20 + 11 ⇒ (17) + 11 = 28

The World's Most Interesting GM |

Almaas nods after hearing Lynn’s suggestions.
”Let me go down first Lynn. I will secure our decent from below!“
Almaas starts to climb down with the rope and the wall to brace.
When he reaches the bottom he looks for any hazards or dangers.
Climbing checks are typically made as part of a move action (or if you are jostled while climbing, or need to catch a ledge because you are falling). Generally you move 1/4 your normal speed when you climb. As Almaas can't fail the check even on a 1 he doesn't actually need to make the remaining 13 Climb checks necessary to get to the bottom.
I will assume that people took Lynn's suggestion and tied Kalkamedes down--even though you know what happens when someone assumes. ;) This temporarily costs the party some of their rope reserves.
The bottom of the crevasse is empty of any visible threat that Durgan can see.

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Well, our best climber is Stinky :o
And our monks are too low level for wuxia jumping :(
"Kala, can, uh, Stinky take a rope up the other side and hold onto it whilst one of us climbs it?"
Or is that a bit of a stretch?

The World's Most Interesting GM |

Well, our best climber is Stinky :o
And our monks are too low level for wuxia jumping :(
"Kala, can, uh, Stinky take a rope up the other side and hold onto it whilst one of us climbs it?"
Or is that a bit of a stretch?
*Sigh* What sort of ninjas kung-fu monks are you? :[
Stinky is trained to do "Down" but not "Up". ;) Kala could probably "push" Stinky into doing it--eventually.

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Just checked: Kala is incapable of making the jump too. Also, the DC for pushing an animal with a handle animal check is 25. She only has a +4 bonus. So that's a no go. But she has a +6 for the Climb skill. :D
Kala helps dogpile Kalkamedes so he can be bound again. Once everyone's ready, she calls out: "Stinky! Heel!" and then climbs down to the bottom.
Climb: 1d20 + 6 ⇒ (6) + 6 = 12
When it is time to ascend, Kala volunteers to go first. "I'll have Stinky come with me. He usually digs out paw holds when he climbs, so it'll make it easier for the rest of you. Just don't stand under him or you'll get showered with dirt."
Climb: 1d20 + 6 ⇒ (7) + 6 = 13

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As soon as he hears Kala's command, Stinky scampers to her side. He is surprised when she swings down over the side of the cliff and begins to descend. But she said to "Heel," so he turns himself around, waggling his posterior to and fro as he dangles his legs over the edge of the cliff, scrabbling for purchase. Not finding any, he clambers back up, then begins to dig downward at an angle parallel to the edge of the cliff. It isn't long before he is visible to Kala as she descends. He continues burrowing downward, parallel to the cliff face and just visible to any observers until he reaches the bottom, at which point he scampers across the ground until he catches up to Kala.
Just in case this is needed: Climb: 1d20 ⇒ 14
Stinky gazes adoringly up at his person as she praises him and gives him some rough scratches and belly rubs: his favorite!
When Kala ascends, he half-climbs, half-burrows up the cliff face, digging out sizable gaps for his paws to make it easier. When he reaches the overhang, he simply burrows through it up to the surface.
Climb: 1d20 ⇒ 17
After a good shake to remove the dirt, he glances smugly up at Kala as if to say: [/i]Did you see how awesome I was? Pretty awesome.[/i]

The World's Most Interesting GM |

Just checked: Kala is incapable of making the jump too. Also, the DC for pushing an animal with a handle animal check is 25. She only has a +4 bonus. So that's a no go.
So the website noticed I made fun of Paizo in my posts and overrode my first funny post with my second. Humorless website.
If Kala's class feature says that your animal companion counts as a druid's animal companion then you get a +4 to handle animal checks with that particular animal companion. That's +8 for Kala. It is one of those rules that Paizo only sorta tells you about in order to make you ruin your books via page flipping (Hunter class, Druid Class, Handle Animal) and buy all new ones. Devilishly clever of them. It always gets me every time I have to look up line of sight when casting spells in the dark (combat (range and cover), magic (targeting spells), environment (lighting effects), conditions (blindness), spells (invisibility), toss books across room in fit of rage, later, buy new books).

The World's Most Interesting GM |

So assuming Kala can get Stinky to do what she wants eventually (see above, +8, yadda yadda yadda). (Kala could take 20 on handle animal and spend some time trying to coax him to move to the top of the next wall without her--because the climb DC is 22 and Kala fell prone on her first attempt to get off the ground). There is also a case to be made that badgers rarely climb down 10-stories of anything and you might have to push him to go down as well if Kala is not going to carry him (and even then). If Kala can't convince him to go without her via pushing for whatever reason he hangs out and waits for her to move because of Kala's heel command.
When it is time to ascend, Kala volunteers to go first. "I'll have Stinky come with me. He usually digs out paw holds when he climbs, so it'll make it easier for the rest of you. Just don't stand under him or you'll get showered with dirt."
Since the DC is 5 for climbing the rope next to the cliff-face (assuming you are not climbing fast, or taking damage) Kala can't fail going down and so does not have to roll the remaining 13 Climb checks (once per move action at 1/4 speed). Likewise Stinky can just move using his climb speed down the rope. Since he is climbing the canyon wall though his DC is 22 like everyone else, but because he has a climb speed he only needs to roll once to see if he can manage the wall and gets a +8 to do so. He could have taken 10 (everyone can just now because there is no immediate threat) but would have fallen 100 ft and taken 10d6 damage. I'm going to mention the +8 to climb checks because you don't want your already stinky badger falling 100 ft and becoming even stinkier. As he made both rolls, he makes it to the top of the opposite canyon wall (if you can get him to go). Did anyone tie a rope to him? ;) "Stinky! Come back down!"

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So if we have tied a rope to Stinky - which is the intent - then we now have ropes on both sides of the canyon. The only thing that remains is lowering and raising Kalkamedes. Sleeping Sword's max load is 260lbs, easily enough to take K's weight.
"Uh, good! If one of you remains with me on this side for now, I will lower our friend using the ropes on this side. The rest of you, excepting Kala and Stinky of course, go down the rope first and mind Kalkamedes at the bottom until my assistant and I join you. Then I will ascend the other side, and pull our friend up if you will tie him to that other rope. Then I will lower the rope again so we can all gain the other side."
Hopefully the plan is clear now :)
What kind of kung-fu monks are you?
low level ones! ;)

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Sounds like a good plan. ;-)

The World's Most Interesting GM |

So if we have tied a rope to Stinky - which is the intent - then we now have ropes on both sides of the canyon.
True, but badgers are crap at driving pitons. ;) Stinky's Max load is 100 lbs (minus about 10 lbs of rope). And this all sort of depends on Kala willing to send him up alone (or risking a dangerous climb herself).

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Lynn also has a max of 260, drag being 5 times that, so she can lift everyone back up the wall if needed or lower anyone down with relative ease. However we need someone to anchor the rope on our first ascent in order to make the journey back up easy. Stinky may have a max heavy of 100, but he can drag 500 due to being a small quadruped with 10 strength, so he could help haul someone up albiet with some difficulty. Also despite the check being 5 lynn needs to roll since she's got a -1
Lynn would assist sleeping sword in ferrying down kalkamedes, "I will go to the other side and lift the others up, make sure to secure the rope before you come down. We can retrieve it when we finish this venture."
climb: 1d20 - 1 ⇒ (9) - 1 = 8

The World's Most Interesting GM |

Lynn also has a max of 260, drag being 5 times that, so she can lift everyone back up the wall if needed or lower anyone down with relative ease. However we need someone to anchor the rope on our first ascent in order to make the journey back up easy. Stinky may have a max heavy of 100, but he can drag 500 due to being a small quadruped with 10 strength, so he could help haul someone up albiet with some difficulty.
That sounds like a lot of work. Wait! I don't think he is trained to do that either. More pushing! (From 100 feet away!)
Also despite the check being 5 lynn needs to roll since she's got a -1
So Take 10 and don't climb fast? Otherwise:
...A Climb check that fails by 4 or less means that you make no progress, and one that fails by 5 or more means that you fall from whatever height you have already attained....
To climb a rope next to a wall you can brace against is DC 5.