Calla takes a sip, and barely manages to hold back a choking cough as the alcohol burns down her throat. Eyes watering, she manages a slightly strangled, "Thanks." What did gramma always say about negotiating? ... Start high, you won't get everything you want, but it sets the level of conversation and pulls the end result higher... She clears her throat, "Better weapons and armor, if you have them. Proper desert clothes and survival kits for those lacking them. Any healing gourds, medical supplies, bandages. My companions may have other, more specific requirements."
Calla speaks up, "Right. A dangerous mission, with the potential for more work later. Payment in advance, in kind, to make sure we are well equipped. Given our current lack of funds and allies, it seems like a deal we would be well advised to accept." She turns to Kamzar, "I'm keen to see what you have available. If my companions have no further objections, we should go and get started."
Calla does not know what an orb of defiling might be. From Irivis' instantly stifled reaction, and Arakan's sudden interest, she guesses that they are powerful and valuable and probably dangerous. Her long-buried merchant instincts jolt to life, and she supports Arakan's play. "It seems that you are lucky. Jareen has happened upon companions who might be amenable to a paid commission. And capable. Now, what do you need?" Diplomacy aid another: 1d20 + 8 ⇒ (4) + 8 = 12
Calla is again abashed as Arakan takes the initiative. She covers it with another swig of beer, and then tries to pay attention to the serving woman's reaction. "I think you've been out in the sun too long, old man," she replies to Jareen, furthering the conversation. "How do you kill a god, and make sure it sticks?" Aid another diplomacy: 1d20 + 8 ⇒ (2) + 8 = 10. Streetwise: 1d20 + 8 ⇒ (12) + 8 = 20
No, I'm mis-remembering. We changed Calla's allegiance from House Wavir to House Ianto during character creation, and I forgot. I'll stop talking about houses who I have no association with. Calla hands over her money gladly, and sets to work on the food with a ravenous appetite. She darts quick glances round the street, over the mug of her ale, keeping a particular eye out for the beggar that talked to Jareen. "I can feel the meat sticking to my ribs already. Not so bad, hey Arakan?"
Call is going to make contact with representatives of either her house, or the wider trading house that they were part of (so either Wavir or her own house - Wavir seems more likely). She wants to know if any of her immediate family have also escaped the raid and the sacrifice. She also wants to put feelers out to try and investigate whether this was bad luck or a targeted attack. But that can wait until after dinner. "We should go to the White Lizard. I want to know more about what that crazy beggar was talking about. You don't all have to come," she concludes with a neutral glance at Arakan. Then she heads back in the direction of the inn.
Calla looks up from lowered eyes, trying to understand the relative positions of these men. We need to get them moving on past us. Who is really in charge here, I wonder? Insight check to determine who has more power between the officer and the Templar, and therefore who to concentrate her persuasive efforts on. 1d20 + 6 ⇒ (3) + 6 = 9.
Calla breathes a silent sigh of relief that Arakan isn't stirring up trouble, for once. She makes a mental note to ask Irivis whether Arakan has any particular history that might get them all in trouble. "We saw the light and heard the thunder. I think the people at Grak's pool might know more, it seemed to come from that direction." Calla isn't sure why she is being evasive, but she feels unwilling to describe their capture and close brush with death.
Sotho voce to Gorad, "We can probably trust Qualli as much as we could trust anyone from outside the family. He'll only sell us if he get's a very good offer and is sure we'll never be back to trouble him." To the group at large she says, "I propose that we travel at dawn and dusk. It's what my family has always done, and seems to be the best balance of risks."
"Yeah, we've got some experience at that. Recently, even. Leave in the morning?" To Gorad, Irivis, and the group, "We should get some rest tonight, we'll want to be watchful as we travel. DOes everyone have what they need?" Reminder that Aubrey told us we could take a filter mask and 10 survival days. Just enough to get to Tyr, if nothing goes wrong.
"Well, strange times makes for strange companions, as Gramma used to say. And Arakan has been useful - and we might be glad of more company before we see the walls of Tyr." Does he have guards? Does he seem like a genuine merchant, and seem well enough supplied to make it to Tyr safely? Streetwise: 1d20 + 8 ⇒ (7) + 8 = 15, Insight: 1d20 + 6 ⇒ (20) + 6 = 26 Calla introduces herself to Qualli, "Pleased to travel with you. How many days to Tyr, and when do we leave?"
As the others return from the cells, Calla rinses her mouth with water, spits, and says, "I'm going to Tyr. This ... Bend ... that hired Tek used to work for one of the elven gangs there. That's the Toothcutters that Tek mentioned. Anyway, it's a next step to finding the bastards who did this. Um ... what are your plans?" It's clear that Calla wants company, and probably help pursuing this Bend character. It's equally clear that she's not comfortable asking for help.
Calla listens from the top of the stairs as her ... companions? friends? ... press the murderous mul for information. Her heart beats quickly and the conversation is almost drowned out by the blood pounding in her ears, but she makes out the name of the scum who ordered her family killed. A step in a chain - and a name for the list. Streetwise check useful for knowing about Bend or the Toothcutters? Calla has history in Tyr. 1d20 + 8 ⇒ (15) + 8 = 23.
Gorad, I think Aubrey said there's a gate in the way - still, I appreciate the sentiment. Sorry Aubrey, don't know where my head was at. I just totally wasn't connecting 'Tek' with the mul slaver until I went back and specifically looked. Even with your 'hint'. Calla pauses at the bottom of the stone stairs, suddenly unwilling to face the mul slaver. She feels wave of revulsion, almost physical nausea, roll over her. the spear plunges into the chest once again, and her father jerks and twitches and breathes out a crimson gout of blood, once again. Reeling, she walks back up the stairs, desperately searching for fresh air before she is sick.
21 (+3)/41 HP. No longer bloodied. AC 22, Fort 20, Ref 17, Will 19 at start of turn.. Calla winces as a massive stone fist whistles past her face, missing my inches as she jerks her head back in a desperate dodge. She feels the bolstering energy of Gorad's magic reduce the pain of her many wounds. A little, at least. Army attack: 1d20 + 8 ⇒ (6) + 8 = 14, damage 1d10 + 4 ⇒ (1) + 4 = 5. Missiles fall all around her, but Calla's weaving, jerking, fighting style avoids serious hurt. She attacks the elemental with steely focused determination, sensing that this fight needs to end quickly. Delay only serves the pyreen, in this place of his gathered strength. Steel unity strike: 1d20 + 10 ⇒ (5) + 10 = 15, damage 3d8 + 5 ⇒ (8, 3, 1) + 5 = 17. Half damage on a miss, so 8 damage.
I'll give it a go. I'm a bit reticent at running the NPCs, because I still feel like a complete noob at 4e style tactical combat. Chem, seeing that Grak, Arno, and Brinka are handling the Brogh, steps round the melee to target the Pyreen. Move to M16, I think taking an AOO from the earth elemental. Attack the pyreen with Brutal Cut 1d20 + 7 ⇒ (4) + 7 = 11 vs AC, damage 3d10 + 5 ⇒ (9, 4, 8) + 5 = 26. Grak attacks the Brogh, inspiring those around him to redouble their efforts. Lead the Attack vs AC, 1d20 + 8 ⇒ (16) + 8 = 24, damage 3d10 + 5 ⇒ (2, 5, 8) + 5 = 20. On a hit, everyone within 5 squares gets +2 to attack until end of Grak's next turn. On a miss, half damage, and everyone gets +1. Arakan singles out the so called pyreen, seeking to distract him - "This is no prophet, these are simple conjuring tricks". Vicious Mockery vs Will 1d20 + 6 + 2 ⇒ (20) + 6 + 2 = 28, damage 1d6 + 5 ⇒ (5) + 5 = 10. On hit the target suffers -2 to attack until end of Arakan's next round. Arno simply attacks the Brogh with all his might. Brutal Cut 1d20 + 7 + 2 ⇒ (12) + 7 + 2 = 21 vs AC, damage 3d10 + 5 ⇒ (4, 9, 2) + 5 = 20. I can't get at my books to reread the 'being grabbed by a brogh' section of the rules. What can Brinka do about it? How can she try to escape its grasp?
HP 11/41 -> 6/41 with ongoing damage. Fortunately the crowd's missiles do not further injure Calla, and she takes a moment to summon her reserves of energy. Second wind, regain 10 HP an gain +2 to all defenses. Feeling a little better, Calla strikes at the elemental to give her time to recover her feet. Spend action point to use Renewed Focus at will power. Attack vs AC: 1d20 + 10 ⇒ (8) + 10 = 18, damage 1d8 + 5 ⇒ (2) + 5 = 7. Calla is no longer marked or slowed and cannot be marked or slowed until EONT. Save 1d20 ⇒ 14
Attack from the crowd: 1d20 + 8 ⇒ (5) + 8 = 13; damage 1d10 + 4 ⇒ (7) + 4 = 11. Still blind, Calla feels crowd-flung missiles spatter across her armor, but takes no harm. She hears Irivis gasp in pain, and hopes someone can help the older woman. Because Calla surely can't. Frustrated, she whirls her bone-edged flail in a defensive pattern. Whirling defense (CA, blind): 1d20 + 10 + 2 - 5 ⇒ (3) + 10 + 2 - 5 = 10; damage 1d8 + 5 ⇒ (3) + 5 = 8.
Calla starts next to Grak at J12. In the instant that combat starts she moves to face the summoned elemental at K16. Immediate action - speed of thought. Calla crosses the intervening space in an instant and is facing the elemental. She raises her shield in defiance and strikes with her flail, demanding its attention, its respect. Standard action - whirling defense. Attack 1d20 + 10 ⇒ (8) + 10 = 18, damage 1d8 + 5 ⇒ (7) + 5 = 12. Target is marked. Minor action - battlemind's demand to make darned sure the elemental is marked.
Calla murmurs, "Good. A fighting chance." Loud enough for the runners to hear, she says to Arakan, "Permit me to test this spirit for you - we will see the truth of the Pyreen's claim written in combat." Spend 1power point to gain +3 init. Init: 1d20 + 6 ⇒ (17) + 6 = 23. Use speed of thought immediate interrupt to move up to 5 sq to directly in front of the spirit, between it and the group. |