Flik Gnilleps |
Flik will detect magic and examine the combination lock.
Knowledge (arcana): 1d20 + 7 ⇒ (11) + 7 = 18
"Ah, more Thassilonian magic. We must manipulate the runes to open the lock."
Perception: 1d20 + 3 ⇒ (18) + 3 = 21
Maddie Elthis |
Flik seems to have a grasp on the door, so Maddie turns her attention to the gauntlets, carefully reciting the incantation for detect magic as she studies them.
Spellcraft: 1d20 + 10 ⇒ (13) + 10 = 23
Borgol Ashblade |
Borgol says, "Why don't the lot of you go stand over in the corner, there... where we can see that you're not making any trouble, but out of the way.... Meanwhile, we'll make sure your friend here doesn't bleed out...."
He wipes his blade clean, adding, "...and we'll talk the terms of your freedom later."
GM Tealk |
The Roadkeepers do as they are told, and even Mother is being a little more quiet. As Borgol lead them over to the corner, one of them whispers in his ear, "Hey man, that old hag is crazy, I tell ya. Most of us don't wanna be here."
Together with Maddie's help, Flik is able to easily put together the Thassalonian puzzle. The ancient door slides open, revealing smooth white marble lines the walls of this chamber, its faces carved with spiraling lines of softly glowing runes. The chamber’s floor and ceiling are likewise adorned with these ominous glowing runes. An elegant but empty sword display made of redwood stands in the center of the room, while an iron chest sits against the wall to the west. Everything in the chamber is covered in a fine layer of ash. A white pedestal bears a single word written in Thessalonian - Baraket.
For a second, the empty room is less empty. You watch as a much younger Sir Roderic, enters the vault hands reaching out for what looks like a sword lying on a pedestal. He looks around, carefully to make sure there are no traps in the room. Confident in his prize, the young adventurer reaches out and picks up the weapon - a rapier. In that same moment, the runes around the chamber light up, and the entire thing is engulfed in flame. The raging inferno sends Roderic flying out of the room, as the vision disappears.
A small case lined with velvet, sits at the base of the pedestal. It looks completely unharmed from the blaze that engulfed this room, and you can clearly see that it would have once possessed a gauntlet like object.
Mother eventually losses her invisibility, an angry and annoyed look across her face. She cannot do much against the ropes which bind her - making it very easy for you to pull off the golden gauntlet she is wielding. If, and when, you do so, she fights back with words. "No don't! It's mine! He gave it to me...The Peacock. He told me you would come, you would try to steal it from me. Please! Please, don't. I'm nothing without it's power."
An uneasy feeling washes over the party, but especially over Maddie and Remy who realise that Mother isn't supposed to be in possession of the Runewarded Gaunlet. Something doesn't seem right here.
You understand from the nature of this cursed object that the real runewarded gaunlets (minor artefact) are a set of gaunlets (pair) which help to protect the wearer from the influence of intelligent magic items, an effect that immediately becomes apparent to a wearer when gauntlets are first put on. While worn, the gauntlets should suppress all magical qualities of a single intelligent weapon carried.
As part of her gear, as well as with the Roadkeepers, you find the following loot - wand of cure light wounds (29 charges); 4x chain shirts, mwk cold iron dagger, 3x shortswords, amulet of natural armor +1, spell component pouch, 60 pp, 109 gp.
What now team, you think you can still explore the rest of the underground fortress, but you reckon you have what you can here for - proof of the existence of an old Azlanti artefact being discovered here by Roderic some many years ago. But where is the weapon now...? Also, not to poke the bear in the room, but is anyone going to pick Remy up on her saying what she said at the start of the combat? :)
Flik Gnilleps |
Knowledge (arcana): 1d20 + 7 ⇒ (1) + 7 = 8
Knowledge (arcana): 1d20 + 7 ⇒ (14) + 7 = 21
Flik can't make out the purpose of the runes under all of that soot, but the gauntlets are easy enough for him to figure out.
"Oh, be careful with those gauntlets, Remy. I think that they have had an undue influence on Mother, here." Flik explains the powers of the gauntlet to the group.
"It seems our Roderick bit off more than he could chew in this ruin. Perhaps it is for the best that we haven't been able to open that case we found." Flik points at the matching word on the pedestal.
Flik raises an eyebrow at Remy. "Any of this seem familiar to you? It's quite out of my experience, and I'm embarrassed to say I've never read anything about it."
Remy Tomovici |
Remy chews on her bottom lip, not making eye contact with Flik as she looks around the room. "It's unfamiliar, but at the same time, it feels wrong somehow. I can't quite put my finger on it. But then, nothing about my life has seemed right for a long time now..."
The monk trails off, lost in thought,
Maddie Elthis |
"Like it was different? Yeah, me too." Maddie adds to Remy's observation,
Knowledge (Arcana) DC 20: 1d20 + 11 ⇒ (16) + 11 = 27
Knowledge (Arcana) DC 20 Gauntlets: 1d20 + 11 ⇒ (9) + 11 = 20
"Huh. There used to be a trap. Interesting."
With that, she starts wandering around the ruins, scanning anything that seems even remotely interesting for magical auras.
I really want to say, "If you're nothing without this gauntlet, then you shouldn't have it," but it's nowhere close to in-character for Maddie.
Borgol Ashblade |
Borgol says, "If you two have memories of this place, then maybe the witch's crazy statement about you giving her the gauntlet is suddenly a lot less crazy...?" He trails off, not really sure what the implications to that might be.
Remy Tomovici |
Remy shakes her head. "It's not exactly memories, just an uneasy feeling. It's clear that this reality, if that's what it is, has some significant changes from the one Maddie and I came from. At any rate, Mother didn't say we gave her the gauntlet. She said a man gave it to her. The Peacock? Does that name ring a bell?"
The monk is deliberately avoiding mentioning the incident before the fight started. Maddie might be somewhat familiar with her recent history. She knows she'll have to tell the others soon, but now doesn't seem like the best time.
Maddie Elthis |
I'm not sure Maddie knows, actually. It never came up explicitly in the previous game when she was around, and while she may have figured out that you look oddly similar to a couple statues she's seen, 8 WIS doesn't exactly lend itself to connecting all the dots.
Knowledge (history) (Peacock): 1d20 + 11 ⇒ (13) + 11 = 24
Maddie seems to be looking at something invisible, shifting her fingers through the air like parting a curtain or looking at strings, "Yeah. It's really weird here. Like stuff will happen that changed what's going on. Not memories, at least none formed yet." she notes, then shakes her hand slightly, and it's possible to catch faint blue and green stands of magic discorporate from around her fingers. She returns to Remy's side, fidgeting with her gems in her off hand.
Maddie scrunches her face up in concentration, "Hmmm... Peacocks in Thessilon? Ummmm..."
Borgol Ashblade |
Borgol shakes his head, "Sorry, mixing up the insane things the witch said. Not that you have her the gauntlet, that you've been here before and are called.. Sorcha? Sor... Something. "
Remy Tomovici |
Remy sighs and nods. "Sorshen. The Thassilonian Runelord of Lust. She thought I was her because this is her body. Or, one of her bodies. It's a long story. I promise I will tell it you in full when we get back to town. Right now, we should finish what we came here to do and make it back to the Cove in one piece."
GM Tealk |
His domain is Evil, Law, and Trickery. His holy symbol is a large peacock feather with an open eye.
Maddie get's a rush and then a headache as she remembers what she knows about the Runelord of Pride.
Mother is still very crook with the lot of you. "Can't you see what I've built here? This is all mine, and you can't take it away from me. How about you give that gauntlet back, and we can have a nice little chat, dearies? What about some nice tea, hmmmm? I'm sure there's something here that you want."
Okay, let me know what you'd like to do next. Things of concern still:
- Looking around the rest of this place;
- The rescued dwarves;
- The Goblin chief and Nighteye;
- The alchemist's research you promised to bring back with you;
- What will become of the Roadkeepers?
Borgol Ashblade |
Borgol says, "We should gag as well as bind her. To give us all some peace, and just in case she's got some other magical trick."
He turns to the surrendered Roadkeepers, "So, here's the situation. You're wanted in Roderick's Cove for brigandry... but, given the circumstance and how you've been cooperative, we can probably work something out... though, even before you agree to that, I'll add that Ol' Deadeye won't let me give you the benefit of the doubt a second time."
His voice drops at the last, and he pauses to make the threat cleat, before continuing, "Of course, that assumes that you keep being cooperative... and, right now, that means drawing us a map of the compound, marking off the guards and traps. And giving us a count of how many of your buddies are out there. Better still, maybe one of you can come with us and encourage them to surrender like you did."
I'm assuming that, per Borgol's statement, we stabilized the Roadkeeper that he dropped?
Flik Gnilleps |
Flik would have stabilized anyone who is unconscious. And, takes 10 to remember some perinent details.
"Oh, the Peacock spirit. That sounds so familiar...I think I read something..Yes! It was Dramfin's Speculations on Thassalon. The Peacock Spirit was a deity worshiped by Xanderghul, the Runelord of Pride. Which reminds me: Some say the Runelord fused his soul with his weapon when Earthfall happened...so he might still be around today! That's a thought that could give you the shivers."
Intelligence Check: 1d20 + 2 ⇒ (6) + 2 = 8
Unfortunately Flik is too distracted by ancient history to pick up on clues. :-)
GM Tealk |
Sorry, had another busy day yesterday.
@Flik, lol, i'm sorry, you can try again the next day. Just remember to do so after you rest. I will remind you too *writes notes*
The team gag's the old lady, who huffs and puffs trying to do everything she can to resist her bindings. Her eyes, solely fixated on the gauntlet the team is examining.
The Roadkeepers look flustered, but also a little shook that Borgol is being so understanding and methodical with their punishment. A man names Crast steps up and speaks for the group. "We...we understand the position we are in. We all know the bad rep we got around Roderic's Cove. The truth us, we're wanderers, outcasts and losers. We are all here not by choice, but by circumstance. Runaways from all sorts of places along the shores of Varisia. I'm from Riddleport myself, accused of murder for a crime I didn't commit." He pauses for a moment before continuing. "Mother, took us in and gave us a home - a place to belong. How else were we to make money than to charge a fee for protecting the ways through the dangerous Churlwood from the animals. We did what had to, to survive...until recently. You think she'll be okay?"
Being more receptive to the requests of the man holding them all up, he nods. "There aren't many of us down here - the majority are in the camp above. A douzen more, maybe less? They won't cause you any issues if you let me go with you, we can talk to them." He is more cooperative and tried to explain the area to you. "The section to the south east are an empty room and Dolland's Lab. But we haven't seen the dwarf alchemist since yesterday morning. He's dangerous and crazy - and will probably be the only one still giving you trouble. The stonehouse entrance is where the stairs to the camp go, it will be guarded but we can talk them down. The section to the east and north east," he points down the hall, "...well, we don't go there anymore. Not after the place collapsed on a few of our men. A dark spirit rests there, and even Mother does not seek it out."
Map updated, with names of locations.
Dolland's Lab
A marble table stands in the middle of this room, its surface strewn with alchemical equipment, sheets of paper, a few potions, and an ancient-looking suit of splint mail armor. A bedroll lies in the eastern alcove. Dolland has taken to sleeping in this room lately, and has been using the table to not only work on his alchemical creations but also to track his attempts at both cracking the code to the vault.
There is a small chest, next to a bed in a corner of the room. It looks like the place hasn't been touched for a little bit, and mostly abandoned. Among his notes, and possessions you find: potion of barkskin, potion of bull’s strength, potion of cat’s grace, potion of darkvision, potion of fire breath, potion of invisibility, potion of protection from arrows, and potion of reduce person. The suit of armor on the table is +1 splint mail armor, as well as a masterwork cestus by it's side.
Empty Room
A marble table rises from the floor, and a small crate sits in the southeastern corner of this rectangular chamber. Cobwebs stretch across parts of the room, and debris and dust litters the floor.
Please give me perception checks as, and if, you enter the empty room!
Alrighty, what next team?
Remy Tomovici |
Perception: 1d20 + 5 ⇒ (12) + 5 = 17
Remy looks around the empty room cautiously. "Curious. It doesn't look like anybody's been here in some time. I wonder why?"
Flik Gnilleps |
"We know a cleric in town who will work to heal her mind, I'm sure. The gauntlet has had an extensive effect on her, though."
"We appreciate your help. You know the Churlwood well. Perhaps you couold become legitimate guides! The Churlwood isn't the safest place in Varisia, but you can make a living here."
Maddie Elthis |
Perception ('empty' room): 1d20 + 5 ⇒ (8) + 5 = 13
Maddie wanders around the compound, poking whatever looks interesting and pocketing anything magical (or pointing out where heavy stuff it).
Borgol Ashblade |
Borgol nods, "Just what we needed to know. And Flik is right -- there's work here for those who would be guides, hunters, trappers, loggers... and, for that matter, guards to stop the sort of attacks you've been carrying out. I think we'll all agree to extend the same offer we made you to any of your companions you can convince to surrender..." His voice takes on a slight edge as he adds, "..including the part about it being a one-time deal...," before ending in a normal tone, " And hopefully no blood needs to be spilled, either down here or up there."
As the Roadkeepers in the caverns surrender, Borgol gathers up their weapons, "This is just to discourage a change of heart. We'll work out a fair ransom after we're done exploring here." He keeps talking to them as his companions search the alchemist's laboratory, though he nods in acknowledgement when the notebooks are found. He then drifts over to the threshold of the empty room, and stops, peering into the room as best he can.
Perception: 1d20 + 6 ⇒ (9) + 6 = 15
Fergus Ironbeard |
Fergus will gather up the research from Dolland's Lab. He will look it over to see what the dwarf's 'research' was about.
@DM:Let me know what knowledge check you want from me.
I want to make sure that before we give Dolland back his research, it won't lead to anythig evil. If not then I will honor my agreement with him.
Perception (Empty Room): 1d20 + 4 ⇒ (20) + 4 = 24
GM Tealk |
As soon as you take a step and take a look around the empty room, you see the plethora of tracps. Among them, a poison dart trap positioned towards the entry way, an alchemical trap of some sort along the southern end of the table, and a wall scythe trap all protect the chest. You can avoid them easily, and find the chest empty. Although you think the contents of which were inside Dollands Lab already. You get the sense that the alchemist avoided the traps, not sure what would happen if they were to set off.
Crast from the Roadkeepers helps the lots of you convince the other members of the criminals that there could be some chance at remorse here. "Where do you think we should start? I mean, once the Goblin Chief finds out what Mother has done, we will be hunted. And we can't go home, or to Roderic's Cove - we will be arrested. What, you dare us become a merry band of safekeepers, hunters and protectors? What has this world ever done for us!"
With events like this, where you are convincing a faction of changing their minds, please roll diplomacy checks, and we will see how you go.
Along the notes and research in the alchemist's lab, you find various notes and sketches of the Stonehouse you are inside, specifically regarding the vault, and the Thassalonian runes surrounding it. If you spend 30 minutes gathering information here, you are able to determine that Dolland suspects that it wasn't the Runelord of Pride who had left his weapon here, rather it was someone else.
You get the feeling that the dwarf has not returned here since your last notice with him the night previously. You also find a note:
Dolland, I look forward to your return, and to the wonders you’ve gathered for me from the vault. Again, you need not fear reprisals from your fellow Roadkeepers once you return, for the defenses here at Peacock Manor will protect you well. The magic bag is yours to keep, my gift to you. Best of luck on cracking the code on that door—in the meantime; I’ll continue to seek alternate methods among my contacts in Magnimar for magical solutions. And I’ve a line on an adamantine pick that will help, if my contact in Riddleport can follow through on her promises. In any event, we shall talk again soon, I pray! -C
Alright, I think that's it for clues. Are you guys interested in checking out the Collapsed Room at all?
Remy Tomovici |
Remy ignores the Roadkeepers, not really caring what happens to them now that they are no longer a threat.
She frowns after reading the note. "Peacock Manor. It looks like that will be our next stop."
Once everybody is ready, she'll lead the way into the collapsed room.
Sure, let's do it! ;)
Borgol Ashblade |
Borgol shakes his head, his tone sharp, "...as opposed to what you've done for the world? Did someone tell you that the world owed you something? That belief is the lie that parents tell children when they're young.. if you hear it as an adult, it's because someone wants something from you. Do you think it was fair that my own father had me fighting in Kaer Maga as a child? This world owes us nothing, save for the return of what we put into it.... and if you think about your recent actions, the normal return on that is a trip to the headman's block."
He sighs, then says, "There are strange things happening in the Cove right now, which means they could use help - help like a band of, as you say, guardsmen and hunters could provide. At least if you've changed your ways - if your tale of not wanting to end up like this is true. I think any of you who weren't criminals in the Cove before this happened will be able to keep your freedom - or, at worse, be tasked to help out as a form of probation. You claimed you're here because you had few other choices... well, here's a choice. Just like someone in my past gave me a choice, getting me out of the pits."
Borgol looks up at them, "We're offering you a chance to clean your slate. That doesn't mean the slate gets wiped clean right away, but it's got to be preferable."
Diplomacy: 1d20 + 1 ⇒ (15) + 1 = 16 It's not bluff or intimidate, so FE bonus doesn't stack. Kind of hoping for the paladin and bard to help out.
Borgol also votes for exploring the collapse before we go.
Flik Gnilleps |
To the Roadkeepers, Flik will say: "You've the whole world in front of you now, and Varisia is wide. Let me tell you, it's a beutiful country to wander over and there are many small towns where you would be out of the reach of any local goblin chief."
Diplomacy: 1d20 + 8 ⇒ (19) + 8 = 27
GM Tealk |
Excellent, I guess we will roll for initiative one last time before levelling up! @Borgol I will deal with the diplomacy roll tomorrow when I have more time.
The man who has been helping show you around, Crast doesn't follow you towards the collapsed roon. "Dolland's apprentice, Sharlise, was the first victim. Her and a few other of our men triggered a collapse - a trap went off, left by the old denisens of this underground fortress. We sometimes still hear her scream."
You follow the trail into the room. The north wall of this room seems to have suffered a recent collapse, leaving open bedrock where a northern wall once was. Four thick columns stretch up to support the ceiling fifteen feet above, likely preventing the collapse from being even larger.
You find a corpse, at the far end of the room, half consumed by the debris. You move into the room to investigate. Grasping arms emerge from a tangled cluster of debris and mechanical parts. A metal skull hovers above the clanging mess.
Fergus: 1d20 + 0 ⇒ (15) + 0 = 15
Flik: 1d20 + 1 ⇒ (1) + 1 = 2
Borgol: 1d20 + 1 ⇒ (14) + 1 = 15
Maddie; Forewarned: 1d20 + 4 ⇒ (20) + 4 = 241d4 ⇒ 4
Remy: 1d20 + 2 ⇒ (20) + 2 = 22
Alustria: 1d20 + 4 ⇒ (19) + 4 = 23
Ghost: 1d20 + 4 ⇒ (10) + 4 = 14
Round 1 ♭ -tba-
Naturalist not active!Maddie
Remy
Alustira
Fergus
Borgol! Sharlise
! ZombiesFlik
Everyone may act, sorry not FLik just yet!
Remy Tomovici |
"Fantastic. More undead," Remy says sarcastically. She drops into her dragon stance and dashes forward to punch the nearest zombie.
Unarmed Strike: 1d20 + 7 ⇒ (19) + 7 = 26
Damage: 1d6 + 6 ⇒ (4) + 6 = 10
Borgol Ashblade |
My cleric level and the ability to channel would be so terribly useful..
Borgol asks, "Anyone know, what, exactly, the apprentice has turned into... and how we fight it?" He takes a small step forward, striking the nearest zombie with his blade and shield.
Longsword (TWF): 1d20 + 7 - 2 ⇒ (4) + 7 - 2 = 9 for 1d8 + 4 ⇒ (5) + 4 = 9
Shieldbase (TWF): 1d20 + 6 - 2 ⇒ (12) + 6 - 2 = 16 for 1d4 + 2 ⇒ (3) + 2 = 5
Alustria Wintersbreath |
Ranged Touch: 1d20 + 4 ⇒ (16) + 4 = 20
Nonlethal Damage: 1d6 + 1 ⇒ (3) + 1 = 4
"Not again!" Alustria strides forward, summoning a ball of storm winds and sending it toward the apprentice...thing!
If that hits, she will take -2 on attack rolls for one round due to whipping winds and thunder.
GM Tealk |
Bot Buddy 9000 |
Fergus takes his weapon and tried to hit the first zombie.
Attack: 1d20 + 5 ⇒ (13) + 5 = 181d12 + 3 ⇒ (3) + 3 = 6
Maddie realises she doesn't have much she can do here (once knowledges come through because of DR), so she delays. Not sure what Maddie would do, sorry. So please take 2 turns- worth of actions on your next turn.
GM Tealk |
The zombies attack those closest to them.
Slam: 1d20 + 4 ⇒ (7) + 4 = 111d6 + 4 ⇒ (2) + 4 = 6 - borgol
Slam: 1d20 + 4 ⇒ (20) + 4 = 241d6 + 4 ⇒ (4) + 4 = 8 - fergus
Slam: 1d20 + 4 ⇒ (2) + 4 = 61d6 + 4 ⇒ (1) + 4 = 5 - remy
Slam, confirm?: 1d20 + 4 ⇒ (5) + 4 = 91d6 + 4 ⇒ (2) + 4 = 6 - fergus
Sharlise looks angry that you have disrupted her rest, and decides to flyby attack against the monk (she is tiny, so will provoke from Remy as she does so), to see if that will do anything. Sharlise ends her turn 10 ft in the air, only hittable with range, or reach weapons.
Slam: 1d20 + 5 - 2 ⇒ (3) + 5 - 2 = 61d4 - 2 ⇒ (4) - 2 = 2
Round 2 ♭ -tba-
Naturalist not active!Flik
Maddie
Remy
Alustira
Fergus -8 lethal
Borgol! Sharlise
! Zombies (top, mid -6, bot -5)Everyone may act!
Flik Gnilleps |
Flik will attempt to identify the spirit.
Knowledge (religion): 1d20 + 7 ⇒ (16) + 7 = 23
"That spirit revels in traps and tricks!"
Flik will activate naturalist.
Could I also know it's special attacks?
Naturalist: +1 insight bonus to AC and on attack rolls and saving throws against exceptional, supernatural, and spell-like abilities
Maddie Elthis |
Oops. I think the forum ate my last post.
K (religion) DC 15: 1d20 + 11 ⇒ (3) + 11 = 14
K (religion) DC 12: 1d20 + 11 ⇒ (2) + 11 = 13
Maddie, basically out of magic and not sure what the swirly undead is, throws a pair of magical punches at the closest zombie.
Telekinetic Fist: 1d20 + 4 ⇒ (10) + 4 = 141d4 + 1 ⇒ (3) + 1 = 4
Telekinetic Fist: 1d20 + 4 ⇒ (11) + 4 = 151d4 + 1 ⇒ (1) + 1 = 2
Remy Tomovici |
AoO: 1d20 + 7 ⇒ (2) + 7 = 9
Remy misses the spirit as it flies by. She continues pummeling the zombie.
Unarmed Strikes, Flurry: 1d20 + 7 ⇒ (5) + 7 = 121d20 + 7 ⇒ (17) + 7 = 24
Damage: 1d6 + 6 ⇒ (4) + 6 = 101d6 + 4 ⇒ (6) + 4 = 10
Borgol Ashblade |
Borgol swings his blade at the zombie, trying to cut it down quickly before rushing...whatever that floating skull is.
Longsword (power attack): 1d20 + 6 ⇒ (11) + 6 = 17 for 1d8 + 6 ⇒ (4) + 6 = 10
GM Tealk |
The team manages to deal with the zombies swiftly this round. They all look up at the gearghost, and watch what it does. It's cogs move in strange ways, as you see it thinking. It swoots to attack Alustria.
- provokes from Alustria and Borgol
Slam: 1d20 + 5 - 2 ⇒ (5) + 5 - 2 = 81d4 - 2 ⇒ (1) - 2 = -1
Round 3 ♭ -tba-
Naturalist vs Gearghost!
Flik
Maddie
Remy
Alustira
Fergus -8 lethal
Borgol! Sharlise
Everyone may act!
Remy Tomovici |
"Group up! I'll grab it when it flies by again!" Remy says. She moves closer to the others and watches the gearghost carefully.
Ready action to grapple it if it comes within reach.
Grapple: 1d20 + 6 ⇒ (13) + 6 = 19
Borgol Ashblade |
AoO (Longsword, PA): 1d20 + 6 + 1 ⇒ (18) + 6 + 1 = 25 for 1d8 + 6 ⇒ (3) + 6 = 9
Maddie Elthis |
Maddie tries punching the ghost, with questionable effectiveness.
TK Fist, into melee: 1d20 + 4 - 4 ⇒ (12) + 4 - 4 = 121d4 + 1 ⇒ (4) + 1 = 5
Flik Gnilleps |
Flik continues Naturalist, moves up behind Remy and readies an action to aid Remy's attack is if it comes within reach.