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"I'm here. Sorry I'm late. Name is Challa." says a female gnome with bright pink skin, purple hair and green eyes, wearing studded leather armor, a heavy wood shield and lute plus a backpack and weapons.
"Yay, more girl power!"
Merida is excited.
"Welcome, Challa, nice to meet you! I'm Merida, Merida Bowie. This is my first mission and I already did helpful stuff - found some stuff hidden in the floor! Wanna take a look?"
Yes, Merida is excited about her first mission. ;-)

GM Zin |

It only takes about 5 more minutes of walking down the trail to see that Kalkamedes ankle is becoming a problem, and will likely disable him completely if something isn't done about it.
Kalkamedes will continue to take 1 point of damage per minute of walking unless the damage is healed completely or a splint is made. Making a splint would require a Heal check; Kalkamedes would need to be grappled and pinned for 3 rounds to fit up the splint.
Status
Challa (-0 hp)
Corgrim (-0 hp)
Grigory (-0 hp)
Leon (-0 hp)
Merida (-0 hp)
Nightkit (-0 hp)
Kalkamedes (-10 hp)

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"Guys, that ankle does not look good, it's swelling up pretty fast. We should inspect it closely - maybe we can bandage it? Leon, can you stop him from walking and hold him still?"

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Leon goes to work, "I'll grab em, one of ya use my wand of healin on em. Den just hold onta it case we need moa healin latah."
Improved Grapple vs. CMD: 1d20 + 8 ⇒ (17) + 8 = 25
Improved Grapple vs. CMD to Pin 2nd Round: 1d20 + 8 + 5 ⇒ (17) + 8 + 5 = 30
Improved Grapple vs. Pinned CMD to Keep Pin 3nd Round: 1d20 + 8 + 5 ⇒ (7) + 8 + 5 = 20
Improved Grapple vs. Pinned CMD to Keep Pin 4th Round: 1d20 + 8 + 5 ⇒ (2) + 8 + 5 = 15

GM Zin |

Combat maneuver, escape grapple vs Leon CMD 18, 1st round: 1d20 ⇒ 10
Combat maneuver, escape grapple vs Leon CMD 18, 2nd round: 1d20 ⇒ 8
Combat maneuver, escape grapple vs Leon CMD 18, 3rd round: 1d20 ⇒ 8
Leon snaps his arms around Kalkamedes from behind, restraining the somnambulist successfully. Kalkamedes struggles against Leon's hold mightily, bending and twisting within the warrior's grip. Eventually, Leon's loses his grip, allowing Kalkamedes to break free; he immediately returns to his juggernaut path.
That's 3 rounds of successful grapple/pin; it's a move action to grab Leon's cure light wounds wand or retrieve your own. Can somebody heal Kalkamedes of 10 hp before Leon loses his grip?

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Merida retrieves Leon's wand of CLW and tries to use it on Kalkamedes.
UMD to activate the wand, DC 20: 1d20 + 5 ⇒ (13) + 5 = 18
"The darn thing is not working! Anyone else wanna give it a try?"
Grigory seems to be too far away, but Challa has CLW on her class spell list, too - so no UMD necessary.

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Five minutes seems about the right amount of time for Grigory to scout ahead a bit and check back. He's a little worried about Kalkamedes taking an unanticipated turn and doesn't want to get separated from the group completely.
"It was worth a try," he says, taking the wand after seeing Merida struggle to activate it. He points it toward Kalkamedes' ankle and speaks as the sleepwalker tries unsuccessfully to squirm free of Leon's bearhug, then hands the wand back to Merida.
Am I correct that rangers don't need to make any sort of check to use the CLW wand since the spell is eventually available to their class?
Noticing the newcomer to the group after attending to Kalkamedes' injury, the ranger nods in the gnome's direction.
"You the bard, eh? I'm Grigory. Or Grig. Whatever suits you."
Grigory will stay with the group long enough to find out if Challa can tell them any more about the other items from the hidden chest in Kalkamedes' cabin, then announce that he's going forward to scout ahead again.

GM Zin |

Grigory is too far away to administer the cure light wounds within the span of Leon's grapple, sorry. But you are correct that Grigory can use a cure light wounds wand even though he can't cast spells yet; it just needs to be on his spell list, which it is.

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Can't help you there, with the magical wands, but maybe I can do soething else..
Corgrim tries to tie Kalkamedes's legs with his rope, around the knees, while Leon holds him.
This way he should be temporarily restrained and the ankle is free to be healed..
Not sure what kind of roll you need, will try CMB CMB: 1d20 + 1 ⇒ (13) + 1 = 14

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Rolling the CLW Wand Heal for Challa: 2d8 + 2 ⇒ (8, 2) + 2 = 12
That should do it!

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Nightkit has to grin when Merida says "Yay. More girl power".
She does wait until Kalkamedes is healed and mobile again before replying.
More girl power. Now that reminds me of my last outing. There were three girls on that too and we got really close. Me, Elneth and Lili. Especially Lili. She sighs with pleasure at the memories. Sorceress, demonic bloodline and had some outward signs of it. I hope she's doing okay and I really hope I see her again .... that's the thing about being a Pathfinder ... all this travelling. You make friends and then you're off somewhere else again.
But yeah ... sorry ... I digress.

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"Superb, Challa! His ankle looks way better now. But how did you get the wand to work? Can you show me?"
Without a pause Merida turns to Kit:
"A demonic sorceress, you say? Fascinating!"

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Nightkit just nods. Yeah ... she's a sweet thing, with a good heart - and proves that looks aren't everything. I nearly went with her on her next mission but the roster filled up and I missed out. *sighs*
Still ... we got Challa as our magical expert now. She smiles over at the Gnome with an appraising look. So what sort of performances do you do?

GM Zin |

Challa successfully heals Kalkamedes wounds, and the sleepwalker is quickly underway again, walking with confidence and vigor.
Challa, there were a few magic items at the beginning of the adventure that the party wanted identified. You have detect magic, so you can make 3 Knowledge (arcana) checks to try to determine the school of magic for each. Unfortunately, you're not trained in Spellcraft, so can't actually attempt to identify them.
After about an hour more of walking, during which you make gentle corrections to Kalkamedes path to avoid fallen logs, puddles, large rocks, and such, Grigory returns to the group, warning of a thick patch of thorny growth ahead.
Grigory, you may make 2 skill checks for information that you can share with the party.
You've found a patch of razor bramble, a naturally growing weed capable of lacerating one’s legs.
The razor bramble counts as difficult terrain and covers an area 40 feet wide and 60 feet deep, though in Subtier 4–5 the patch is instead 60 feet wide and 100 feet deep. Anyone traveling through the razor bramble suffers damage for each round they move, though the damage is reduced by armor, natural armor or deflection bonuses.
You see signs that someone forced their way through this same patch of razor bramble less than a week or two ago.
Status
Challa (-0 hp)
Corgrim (-0 hp)
Grigory (-0 hp)
Leon (-0 hp)
Merida (-0 hp)
Nightkit (-0 hp)
Kalkamedes (-0 hp)

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Thanks, dice.
"It looks like the path is about to head straight into some thorns up ahead. Hard to say how big a patch it is or what kind they are, but they look like they's grown in pretty thick. I wanted to get back and let yous know so I didn't take too long lookin' 'em over." the ranger warns.
"I can hurry back up ahead and try to see if there's a way around, but just 'cause there's a way don't mean sleepy there will take it. Might get scratchy for us if he barges on through."

GM Zin |

You walk a few more minutes with Kalkamedes leading the way and--just as Grigoy predicted--you see the night-walker advancing straight for a thick patch of brambles.
You don't get the benefit of advance warning and planning, but anybody else may now make the same rolls vs. Grigory's first spoiler; the 2nd spoiler is only for PCs with the Track class ability, which I don't think anybody else has.

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Leon doesn't care what the obstacle is, he just knows he needs to stop Kalky so his friends can figure out what to do. He reaches out to grab the sleepwalker.
Improved Grapple vs. CMD: 1d20 + 8 ⇒ (10) + 8 = 18
If he gets hold, he tries to pin his arms back.
Improved Grapple vs. CMD to Pin: 1d20 + 8 + 5 ⇒ (1) + 8 + 5 = 14
/sigh
Chasing him down, he tries again.
Improved Grapple vs. CMD: 1d20 + 8 ⇒ (9) + 8 = 17
Improved Grapple vs. CMD to Pin: 1d20 + 8 + 5 ⇒ (10) + 8 + 5 = 23
Then pulls a silk rope out, trying to get him tied up so he doesn't have to keep fighting against him.
Improved Grapple vs. Pinned CMD to Tie Up: 1d20 + 8 + 5 ⇒ (6) + 8 + 5 = 19

GM Zin |

Combat maneuver, break grapple vs Leon CMD 18: 1d20 ⇒ 9
Combat maneuver, break grapple vs Leon CMD 18: 1d20 ⇒ 1
Combat maneuver, break pin vs Leon CMD 18: 1d20 ⇒ 15
Combat maneuver, break grapple vs Leon CMD 18: 1d20 ⇒ 10
Improved grapple vs Kalkamedes CMD to pin: 1d20 + 8 + 5 ⇒ (17) + 8 + 5 = 30
Combat maneuver, break pin vs Leon CMD 18: 1d20 ⇒ 6
Improved grapple vs Kalkamedes CMD to tie up: 1d20 + 8 + 5 - 10 ⇒ (12) + 8 + 5 - 10 = 15
Combat maneuver, break pin vs Leon CMD 18: 1d20 ⇒ 11
Improved grapple vs Kalkamedes CMD to maintain pin: 1d20 + 8 + 5 ⇒ (4) + 8 + 5 = 17
Combat maneuver, break pin vs Leon CMD 18: 1d20 ⇒ 1
Improved grapple vs Kalkamedes CMD to maintain pin: 1d20 + 8 + 5 ⇒ (8) + 8 + 5 = 21
Combat maneuver, break pin vs Leon CMD 18: 1d20 ⇒ 19
It takes a little while longer than Leon expected, and he emerges with a few bruises from Kalkamedes' thrashing, but eventually, the brute holds the sleepwalker long enough to get him tied up.
Kalkamedes broke free before Leon's tie-up roll above, so I converted it to a grapple roll instead. It takes Kalkamedes 4 rounds after getting pinned to get to a point where he would break free. After seeing Leon struggle in the first round to tie up Kalkamedes himself, 2 rounds is enough time for someone else to step in and do the tying up. Otherwise, this is going to be a lot of grapple rolls with minimal value.
What next?

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Merida grabs the rope and helps Leon, so Kalkamedes should be tied up for good. Then turns to the patch of brambles.
Darn, it's too dark to get a good look at it!
"Leon, could you hold your Wayfinder in this direction, please?"
She points at the patch and tries to check for anything unusual. Survival: 1d20 + 4 ⇒ (12) + 4 = 16
"Hm... I see nothing out of the ordinary. What about you, guys?"

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(Earlier to Challa)
Oooh nice. I'm a bit of a performer as well. Dance, Acrobatics, Escapes, that sorta thing
(Now)
Why don't we just go around the brambles, set Kalkamedes loose and keep following him. If he turns around and heads back into the brambles, then we know we have to investigate them.
She stays close to the bound figure out of a concern he doesn't hurt himself. She'll even try singing softly to him in sylvan to see if that helps calm him down.
perform: 1d20 + 2 ⇒ (9) + 2 = 11
At least they used silk... Hemp can be a real pain

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If Grigory is able to re-check the area now that Kalkamedes is tied up, he'll take 20 to look for tracks. If he can't, or if he's unable to find a trail through the thorny vegetation, he'll look for a way around and try to find a trail on the other side.

GM Zin |

Grigory is confident that he could find a way around the brambles with little trouble, but isn't sure about spending enough time to try to find a path through them.
Try Again: Varies. [...] For finding tracks, you can retry a failed check after 1 hour (outdoors) or 10 minutes (indoors) of searching.
Since the mission is time-sensitive, I'm going to suggest that spending an extra hour on this isn't a good idea, especially since you can just go around.

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Leon tosses the roped up Kalky on his shoulder and starts lugging him around the brambles, "Jus say when we lettim back freah."
He can carry up to 277 more pounds before getting past 'heavy' load. It won't change his current speed either. I'm really hoping Kalkamedes is less than 277 lbs.

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Earlier...
"Ooooh, I want to hear you play and sing, Challa! Now I'm longing for a fight just to see how your music works!"
Now...
"That's a smart idea, Kit! Leon and I can certainly carry him around the patch. Could you hold the Wayfinder to shine some light for us?"
Edit to reflect Leon's post:
Merida grabs the ends of the rope and walks right behind Leon, therefore "helping" him carry Kalkamedes. ;-)

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Well ..... .I try to be smart. And anyway, we don't have tae wait for a fight .... why not have some music on the trail
(To Leon) As soon as we can see Cynosure again ..... erm ...... the bright star we're basically heading towards. According to your Wayfinder ... is he actually heading due North?

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"Right. Around we go then. I'll try to pick up a trail on the other side if there's one to pick up. Otherwise I guess we just set him loose once we're clear of these thorns."

GM Zin |

Leon easily carries Kalkamedes around and to the other side of the bramble thicket, setting him down once they are clear of the brambles. Kalkamedes resumes his incessant ambling forward for another hour or so before he abruptly turns to the right.
It takes some loud calls to get Grigory's attention with the ranger scouting ahead, but Grigory hears the calls and circles back. By the time that Grigory catches back up with everyone, Kalkamedes is taking his first steps into a watery bog, flush from recent rains. His first steps plunge him almost to his knees. As has been the story of the night, Kalkamedes shows no signs of being deterred by this, and you can see open water ahead, stretching out for quite a distance.
Challa, I still need you to add an avatar to your profile; we haven't exposed any maps yet, but we will, and we'll need it for your token. If you need help with this, let us know here and we can point the way for you.

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Leon bursts into action, "Woah there bud, let us figah a way across o' aroun, kay?"
He reaches out to grab him.
Improved Grapple: 1d20 + 8 ⇒ (6) + 8 = 14

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Grigory tries to help Leon restrain the sleepwalker before he plunges deeper into the water.
Aid Another: 1d20 + 5 ⇒ (16) + 5 = 21
"You won your bet, Corgrim. Let's get him outta this water before you go spending your imaginary winnings." he smirks.

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Merida also tries to help Leon...
Aid Another: 1d20 + 3 ⇒ (4) + 3 = 7 Well, that could have gone better.
...unfortunately, only by talking: "Kalkamedes, stop. Stop! STOP!"
Really, we should make a leash out of the rope and tie it to Kalkamedes' belt...

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Like... I don't hate that idea. But I can also see a series of bombed str checks resulting in Leon being dragged across the battlefield incapable of doing anything else.

GM Zin |

Okay, that's not enough yet to grapple Kalkamedes, so we'll drop into Initiative real quick to manage the actions.
Challa: 1d20 + 6 ⇒ (12) + 6 = 18
Corgrim: 1d20 + 4 ⇒ (3) + 4 = 7
Grigory: 1d20 + 3 ⇒ (6) + 3 = 9
Leon: 1d20 + 1 ⇒ (18) + 1 = 19
Merida: 1d20 + 3 ⇒ (6) + 3 = 9
Nightkit: 1d20 + 4 ⇒ (1) + 4 = 5
Kalkamedes: 1d20 ⇒ 20
And how about that, the rolls ended up in perfect story order! Go figure. Corgrim and Nightkit both have actions yet before Kalkamedes walks deeper.
Round 1 (bold may act)
Kalkamedes (in 2' deep water)
Leon (attempted grapple)
Challa (cast light)
Grigory (aided grapple)
Merida (aided grapple)
Corgrim
Nightkit

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I start to wonder how he managed to stay alive after all these wandering by night. Guess we have to learn to swim real quick, faster than we can drown.. or find another way. I'm too clothed to get in the water anyway. Let's try to drag that man out of the river
Corgrim tries to help the muscular Leon
Aid Catch Kalky: 1d20 + 1 ⇒ (12) + 1 = 13

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Nightkit also plunges into the water, and unlike the others, she looks right at home in the water.
She too aids into the grapple.
1d20 + 0 ⇒ (20) + 0 = 20
Drat it all. We should have tied a body harness on him. she exclaims. And am I the only one in this party who knows how to swim?

GM Zin |

Corgrim and Nightkit both add to the grappling effort, and get Kalkamedes restrained.
Combat maneuver, break grapple vs Leon CMD 18: 1d20 ⇒ 13
But Kalkamedes breaks free! He ambles forward just a bit more.
Round 2 (bold may act)
Kalkamedes (in 3' deep water)
Leon
Challa
Grigory
Merida
Corgrim
Nightkit

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I don't suppose anyone has a waterbreathing spell?
aid grapple: 1d20 ⇒ 6
And I hate the smell of wet leather

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Aid Another: 1d20 + 5 ⇒ (6) + 5 = 11
"Get back here, you," Grigory grunts as he tries to help the others wrangle Kalkamedes again. "I dunno if he'd start swimmin' if we let him keep goin' but I don't want to try it."

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Aid Another: 1d20 + 3 ⇒ (5) + 3 = 8 A little improvement, still not enough... :-(
Merida remembers that she can use her hands to grab Kalkamedes, but in the heat of the moment she cannot get a firm grip.
"Bad Kalkamedes! STOP NOW!"

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Leon moves up and tries to grab the dude, "Someone gedda a rope readeh. I'll try ta pin em den ya tie em up."
Improved Grapple + 2 aids: 1d20 + 8 + 4 ⇒ (16) + 8 + 4 = 28
He adds to kitcat, "I can swim, but not with kalky tryna drown meh."

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Nightkit gets her silk rope ready. I'm gonna see if I can get it under his armpits and around his chest. Gonna build a harness. I think I can remember how it goes

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"Be easier to bind him up to stop him squirmin' and worry 'bout the harness part later once we get him outta this water." Grigory suggests through the splashing and thrashing. "I got a rope on my backpack if we need another."

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Hope it's not hemp though ... that stuff shrinks when wet. Trust me ... I know from experience
But yeah ... if I can loop this around him .... you and Leon could grab an end each and haul him out. If I have to, I'll duck under and tie his feet as well