
GM_Starson |

Aye, good on you to figure it out so quickly archer. No suprise ya got keen senses, but I like the grip on Flix here, got a warrior's hands.
The sword seems to give off a soothing warmth, and Flix feels a sense of confidence meld into him... not a wild or mad kind, just a sort of... certainty that when he needed to do something, he could.
This functions as Gamin casting guidance on you.
As Dolora speaks, a deep reverb comes from the flawed blade, as if it had been struck by a tuning fork. Apparently, it's the blade's laugh.
Aye, tis me talking lass. Glad you all seem to be takin it well. once had a lad chuck me in a river when I started talking! Wanted to get your measure before I opened my... well, i'd say mouth, but you get the point.
The reverb stops and the sword sighs.
Sadly, while I have many a story that I can tell ya, not a one explains what has happened to Kalka. He's a good man... a worn man, who's seen to much and been dealt bad hands, but a good man. He's always had restless sleep... ya don't fight as a paladin without earning your fair share of those... but this is new, and well... lacking the proper accutramonts i'm unable to keep him from harm myself.

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We see that. He is a good man but plagued by a long life of harrowing sights, I'm sure. You have us now to restore his faculties. We will aid in keeping him from harm. Flix is emboldened by such an interesting addition to their party.
Tell me, Gamin. What other abilities can we expect from such a remarkable artifact?

GM_Starson |

Fraid I can't offer as much as you might think.
The blade shines with a bit of light, almost highlighting the crack down the center.
My creator called me "Gamin the Misforged." Bloody right bastard he was. Said I was unsavable and tossed me out. But I still have a bit of the power I was created to wield, and importantly, I can give it to other blades as needed. I can also impart just a little bit of confidence in ya to get the task done.
In meta terms, he's a +1 mithral blade with Allying, which means you can give that bonus to any ally's weapon. He also can cast guidance at will. The other big deal, meta wise, is that he's a second pair of eyes that doesn't have to sleep and is unaffected by pretty much any mental magic thrown around.

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I assume Kalkamedes is still marching along, so
Quickly losing interest in the blade as it isn't telling any exciting stories, Dolora runs up to where Kalkamedes is walking and continues to keep pace with him, while her phantom roams ahead about 50' looking for potential threats.

GM_Starson |

After about an hour, Kalkamedes abruptly turns to the west. Only some quick communication prevents Kolora and Myth from heading off in the wrong direction.
Soon enough, the terrain turns into wet bog as Kalkamedes splashes through the water. Dolora and Myth have a tough time scouting in this rough bog, but soon myth soon realizes that up ahead is a deep area of bog, a pool about 80 feet across and 200 feet in either direction from Kalkamedes path. Kalkamedes, once again, shows no signs of turning... and your not sure if "Sleep swimming" is something that he will do...

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Myth looks around, quickly searching the area for something like a log or big branch that’ll float and keep Kalkamedes’ head above water as well...
Perception: 1d20 + 10 ⇒ (5) + 10 = 15

GM_Starson |

Gamin gives a sigh.
I mean... he swims well enough, but like he is? I don't know if he'll even realize he's SUPPOSE to swim. He's a decent climber to, but one night where he carried me with him he walked right off a small ledge! Luckily he wasn't to high, but he coulda broken his neck...
Kalkamedes continues to walk towards the water... you figure you have about 30 seconds before he reaches the deep...

GM_Starson |

Myth quickly finds several pieces of floatsam that could be used... though fashioning a way to attach them to kalkamedes to keep his head above water could be tricky.
I need a Intelligence, Survival, or relevant craft check to craft him some wooden floaties or something similar.

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intelligence: 1d20 + 1 ⇒ (15) + 1 = 16
Flix doesn't have time to shed his armor or otherwise make swimming any easier. He hopes that his raw strength will help keep his and Kalkemedes's head above water.

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Myth gathers the pieces of flotsam and tries to fashion them into a floatable device for Kalkamedes...
Survival: 1d20 + 7 ⇒ (19) + 7 = 26

GM_Starson |

Myth's incredible igenuity fashions a small raft in almost no time, and while it's rickety as can be, it's enough to keep them afloat as Kalkamedes bobs in the water, rope under his arms to keep him from sinking as his feet gyrate as if still trying to walk, slowly propelling him forward. Eventually, he reaches the other side and keeps ambling forward, pajama's soaked and drip drying as he moves forward.
Quick thinking their archer. Says Gamin. Impressive, I haven't seen someone kitbash something together that fast since... oh, the osirian wars maybe...
Kalkamedes's path winds westward into a steep mountain pass that climbs several hundred feet. The surface levels out only to terminate fifty feet ahead with a precipitous drop into a thirty-foot wide canyon.
There is no pushing him to the side... the canyon could be miles long. It looks like it's about 100 feet deep to...

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Flix comes out of the other side of the water relieved. He tried his best to keep Kalkemedes from walking off the raft. He casts a spell to dry his clothes and that of Kalkemedes as they approach the mountains pass.
Cast Prestidigitation.
Anyone have any tricks up their sleeves to mitigate disaster? Feather fall or anything like that?

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"Unfortunately I don't have anything like that. Maybe if we used the rope again we could lower him down slowly once he goes over the edge?"

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Flix readies the rope again and starts to affix it to Kalkemedes if no better option presents itself. I don't think we can make the jump. No time for a bridge. This is problematic.
How far is the drop? Maybe we can have had Myth scout it out.

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Myth looks quickly around for any logs or trees long enough to bridge the gap, if cut...
Perception: 1d20 + 10 ⇒ (7) + 10 = 17
...he also looks for any signs that Kalkamedes has past this way before...
Survival: 1d20 + 7 ⇒ (12) + 7 = 19

GM_Starson |

Myth sees that the canyon is 100 feet deep. Two 50 length ropes would barely make it, less so if you actually secured kalkamedes and tied the rope off... and Kalkamedes shows no signs of stopping as he continues to walk forward, now only 30 feet from the edge!

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Tie both ropes together while I tie him to me. We need to hold him back as best we can and lower him. Once he's as low as we can get him, someone can climb down and cut him free. We'll need to tie the rope off after that and the rest of us can climb down. Flix tries to tie the rope to Kalkemedes and then to himself as quickly as possible.

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”There’s no time! I’ll try to tackle him again...maybe we’ll have time to tie more rope then...”
Knowing he’s probably gonna get punched again, Myth tries another flying tackle...
Grapple: 1d20 + 5 ⇒ (13) + 5 = 18

Pethjun582 |

Pethjun helps to tie the ropes together.
"Maybe we tie rope around sleepy bigfoot and feed him this flying potion? We could carry him like a baloon... for a few minutes anyways."
Pethjun was clearly amused by the thought of a human baloon.
"But maybe he would not know he could fly being sleepy man."

GM_Starson |

HA! Perfect!
Angie goes to trip Kalkamedes...
Kick!: 1d20 + 6 ⇒ (18) + 6 = 24
damage: 1d3 + 2 ⇒ (2) + 2 = 4
and gets his bell rung for his trouble, but kalkamedes is off balance, and he puts him to the ground, making it easy pickings for Myth to tackle and hold him down as the others begin to tie him.
Careful now! Gamin calls. Hold him, don't strangle him now!
To feed him the potion, you'll have to pin him first, which is a grapple +5. Once he's pinned, you can force the potion down relatively easy... and you can tie him as well so he can balloon his way forward... though that does leave the question of the rest of you....

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We'll try not to, Gamin. It's the only way to keep a hold on him as he goes over. Quick let's pin him and feed him that potion. Pethjun, you are light. Do you think you can hold on to the rope as Kalkemedes crosses the cavern? It may be a bit of a ride. Flix thinks of an appropriate oratory to inspire his comrades. The land is holy that lies hard by the gods and the elves together; And that shall ever
in legend dwell, Till the gods to destruction go!
Inspired Rage (Su) At 1st level, affected allies gain a +2 morale bonus to Strength and Constitution and a +1 morale bonus on Will saving throws, but also take a –1 penalty to AC. While under the effects of inspired rage, allies other than the skald cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.
How sheer is the cliff? Climbable? 100ft is a long way.

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Myth tries to pin and hold him down for as long as possible...
Pin/Grapple: 1d19 + 5 + 5 ⇒ (17) + 5 + 5 = 27
"Hurry, don't know how long I can hold him down..."

GM_Starson |

Pretty sheer... gonna be a nasty climb check...
Myth pins Kalk down, and it's easy enough to rope him and get the potion down his throat though he sputters a bit. As soon as Myth let's him go, he stands up and begins walking forward again... though this time a few inches off the ground, only stopping when he reaches the end of his "Leash".
If nothing else, this will be a great laugh when he wakes up! Gamin chortles.

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Myth might have a decent chance of jumping over it...think the GM said it was 30' wide and I have a +20 mod to Acrobatics...with a running jump, that'd be a DC30 perhaps? Is that right?

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Myth nods to the others as he surveys the canyon.. ”I could...perhaps...make the leap across the canyon to the other side. If I were to make it, I could attach a rope to an arrow and fire it back over here...we could tie it off on both sides and the rest of you could cross by rope...sorry, but that’s the only thing I got...unless someone has a better idea...”

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Was looking at another PC...Myth's mod is +17 not +20...will try anyway, as I can use my Folio reroll so that'll give me two shots at it...
Murmuring, "Here goes nothing," Myth gathers himself, gets a running start and, with everything he's got, launches himself, leaping towards the other side of the canyon, ready to grab onto something if he shorts it...
Acrobatics: 1d20 + 17 ⇒ (18) + 17 = 35 (+ guidance bonus, if any)

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When Myth mentions his plan, Dolora walks up next to him and reaches up to place a hand on his shoulder. "Unfortunately I do not have a better idea, but I might be able to help."
Guidance: +1 on next roll, so his Acrobatics is 36
Sorry I was MIA for a bit there, work got ridiculous and was way too busy; decided sleep was more important than posting

GM_Starson |

That's fine, RL comes first.
Myth runs, and leaps, almost flying as he sails through the air, his graceful body moving with a speed that seems impossible, and yet he does, landing on the other side as he slides across some dirt to a stop, a perfect jump!
Myth will have no problem securing a rope, and shooting them over to the others and firing it back over.
Of course, now the team has a rope... over a very deep, very dangerous canyon.
DC will depend on how you choose to cross, probably a acrobatics or a climb check depending. Let me know what you do and your roll.

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Flix tests the tension on the rope as he's tied it off. Well, let's try not to die. Gamin, you up for this? Flix wraps his arms and legs around the rope and makes his way across.
climb, guidance, rage: 1d20 + 4 + 1 ⇒ (20) + 4 + 1 = 25
4 rounds of rage left. That's a strength bonus for anyone else climbing the rope.

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Checking all his equipment to make sure none of it will fall off during the climb. Angie Sen uses a hand over hand method to cross the rope.
Climb: 1d20 + 6 ⇒ (17) + 6 = 23
And that is with a -4 armor check
"You can do it everyone."
Angie Sen helps where he can.

Pethjun582 |

Pethjun stows her shield and then tries to climb across the chasm.
Climb: 1d20 + 3 - 2 + 1 ⇒ (6) + 3 - 2 + 1 = 8
I think the DC for an unknotted rope is 15, so I'll have to use my reroll to not plummet for 10d6.
Climb: 1d20 + 3 - 2 + 1 + 3 ⇒ (7) + 3 - 2 + 1 + 3 = 12
At least I probably don't fall due to my GM stars.
Climb: 1d20 + 3 - 2 ⇒ (20) + 3 - 2 = 21

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Dolora hesitantly walks up to the edge and stares down into the chasm. After several deep breaths she wraps her legs around, grabs hold with her hands, and works her way across.
Climb: 1d20 + 2 ⇒ (6) + 2 = 8
and my folio reroll in order to not die
Climb: 1d20 + 2 ⇒ (4) + 2 = 6
eek. that's not good....

GM_Starson |

Oh dear, this is gonna hurt... take some solstice in this would have been 7d6 at low tier, so it's deadly dangerous at either height. Unfortunately, saving finale would not help, as it's a failed check, not a save. The only chance would be pethjun trying to catch you, but i'm gonna just tell you right so two of you don't die that if you do that, Pethjun will NOT be able to make the climb check necessary to hold on and will fall as well. :(
Pethjun nearly slips, but holds on tight, taking a few deep breaths before SLOWLY moving the rest of the way across.
Dolora follows after him... but loses her grip. She flails for a moment, trying to catch the rope... and fails!
Falling damage: 10d6 ⇒ (1, 1, 5, 4, 4, 5, 3, 2, 3, 5) = 33
There is nothing but a horrible cry of despair as Dolores plummets into the dark, fading away into nothing....
Unless i'm mistaken, that fall will con kill you, unless someone has something clever. :'(