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![]() When it's Branahm's turn: "My turn." Branahm swings his hammer at the head of the skeleton who attacked him. He maneuvers to aid his companions' next strikes. If Branahm can take a 5' step to allow one of his companions or the owlbear skeleton to flank a skeleton, he'll do it so that they can have the +2 to hit next round. By the way, I checked his sheet, and third-level Branahm has AC 17 from masterwork chain and a medium shield. ![]()
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![]() "Fall back to the passage! We can hold them there!" Branahm steps back with his brother and draws his hammer, ready to attack any human skeleton that approaches. He'll step back 5' to the entrance as Arius does and will ready an attack against any human skeleton that approaches. He will not target the owlbear even if it attacks him. I forgot to post his initiative, but it also was 6. :-P ![]()
![]() Branahm pulls out a glass vial filled with what looks like dark ale. He whispers, "Liz, if you or Keth is interested in scouting, this potion can allow you to detect the presence of undead." 60' cone, duration concentration or up to 1 min. He'll hand it to whomever shows interest. Perception
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![]() "Trinia, we can rest here for a minute. Let's finish disguising you so that we don't have to worry about the mob. As much." While Alika helps Trinia change her clothing, Branahm says to his companions, "We don't have much time, as I suspect that the Queen has magicians out hunting for her chosen scapegoat. What should be our next step?" ![]()
![]() "Trinia, stay with us, and we'll try to protect you. "With all the mobs, we should stay out of the streets. The rooftops? We can meet at Kroft's if we get separated." I propose moving across the rooftops as quickly as we can till we get away from the worst of the mobs, but we should take care not to fall (i.e.no triple move attempts if a chase ensues). What do you think? ![]()
![]() "Just tell us what happened, and we'll try to help you if we can." Branahm tries to get a feel for whether Trinia's telling the truth. Sense Motive 1d20+10=22 I'm assuming that all of the PCs caught up to Trinia during her paralysis. ![]()
![]() After climbing out of the window, Branahm sees Trinia already two rooftops away. He lumbers after her, outpaced by the fleet Liz until she slips. Only one square of movement. Grasping his holy symbol as he runs, he chants a prayer to Torag and gestures toward his quarry. Hold Person, Will DC 16. Its range is just long enough (130 ft). Liz, if I'm interpreting Cap's chase rules post right, you have to make the check to climb back up only if you miss both rolls by 5 or more. ![]()
![]() Perception
With a glance to confirm that the woman on the bed isn't Trinia, Branahm rushes to the window. His suspicions are confirmed. "Stop! We're not here to hurt you!" Branahm starts to clamber out after the fleeing woman. ...with a little bit of ret-conning of the action. ![]()
![]() Initiative
Branahm's new feat pays an immediate dividend. I don't have his spell selection at hand, but if Branahm has Hold Person, he will move one card and cast it on her. Otherwise, he will try to reach her and restrain her. Cool! We hit 1000 posts! ![]()
![]() "Let's hurry. I think that the kid was a lookout." If Trinia doesn't respond quickly to the knock, let's open the door. If it's locked, I suggest that Liz takes a crack with Open Lock, and if that doesn't work after one attempt, Arius will use his Knock scroll, which he will ready while Liz tries the lock the first time. ![]()
![]() "We should check the building exits in case Trinia tries to duck out. Liz, perhaps you could ask which apartment that she lives in." Arius and Branahm can Aid Another if you'd like the assistance, Ms. Diplomacy. I predict that we'll end this encounter chasing Trinia over the rooftops, pursued by Hellknights and an angry mob in the streets below. ![]()
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![]() Before he leaves to shop, Branahm asks the Field Marshal about any clemency that is available for Ally. If Kroft seems amenable to a deal, Branahm, Arius, and anyone who wants to join them will make their way down to Eel's End to pull Ally out of there. He'll also give some of his reward money to the church, preferably to any ministry work directed toward helping the victims of the riots. As for the new mission, Branahm responds: "We'll need a description of this woman. Do you know which path to her flat is most likely to be clear?" ![]()
![]() Branahm helps the woman get away from the now-preoccupied imps. He brings her over to his companions before checking to confirm that she's uninjured. If he has any time after that, he'll take swings at any imps who get too close. Let me know if that tips him off about imp DR; I suspect that they have some, but don't remember. ![]()
![]() Branahm says, "Come on!" He rushes toward the woman being attacked by the two imps, drawing his warhammer as he runs. He barrels into one of the imps with his shield. Branahm charges one of the imps and bull rushes it, attempting to shove it away from the woman. His CMB is +5 (+1 L2, +2 Str, +2 charge bonus for bull rush), and I think that the imp takes a size penalty. Branahm won't move with the imp, but will stand next to the woman. By the way, I'm assuming that Branahm has his holy symbol on a chain around his neck or something equivalent so he can release it without dropping it. If that's not an option, he'll keep it out rather than dropping it or drawing his weapon. ![]()
![]() Initiative:
Unless we have become L3, in which case, 22 because of Improved Initiative. ![]()
![]() Branahm calls loudly, "Arius, Anju, imps above!" He chants a brief incantation and touches one of his companions. If he is within touch range or 5' step/touch range of either Arius or Anju, he'll invoke a Protection from Evil. If both Arius and Anju are within touch range, he'll cast the spell on Arius. If neither Arius nor Anju is within range, he'll cast it on Keth, Liz, or himself in descending order of preference. Sorry, Tikaani. Branahm doesn't know if these imps count as summoned monsters, but is hoping so. If they're ex-familiars, I doubt it, but defer to Cap. ![]()
![]() The 'Cap wrote:
Branahm considers for a moment. "We have a place where you can stay, and I'd be willing to find or hire some people to stay there with you in case Devargo sends someone after you. "As for the trouble with the Guard, we helped Kroft herself with a personnel problem recently. I think that if I tell her about how you tipped us off to the poisoned drinks, I can make a good case for leniency. "If you could anonymously provide any information linking Devargo to shivers, it'd be stronger, and maybe both your 'problems' could go away." Branahm thinks that he can get his companions to agree to this, especially if Elizabeth knows that he's not expecting the other PCs to pay. ![]()
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![]() Cpt_kirstov wrote:
Branahm throws him a rope. I'm assuming that having a rope handy isn't a big stretch since he's on or near a ship. "I can help treat that eye in a minute if you're in a friendlier mood." If so, Branahm will burn a channeling to help Keth and the half-orc. If he can, Branahm will use part of the time while we wait for Devargo to return to heal Keth. Just let me know how much damage he has, and I'll tell you what spells/charges from the wand that he uses. Cpt_kirstov wrote:
"We probably can help you with that, especially if you didn't do it." Insight to get a feel for whether she lies in her response.
"By the way, do you know where you get the 'special ingredient' for your drinks?" ![]()
![]() After Branahm helps pull the half-orc out of the sea--assuming that the thug wasn't eaten by a shark when he fell in dripping blood--he returns and tries to see if Alli is still around, either on the dock or in the throne room. If she is, he motions her over as if to order a drink. He says in a low voice, "Thank you. What do you need?" What happens to the recruits? ![]()
![]() Branahm looks back at Alli for a moment while Devargo speaks, missing the King's words over the sounds of the fight. He holds his position. Spoiler: He'll nod at Alli, but without hearing Devargo's comment, he doesn't feel that he can step away without looking weak and provoking a larger brawl. If it looks as if Alli has to leave, he'll ask her to bring a drink for the winner of the fight. ![]()
![]() Initiative = 1d20=20 "Bad plan." Branham pulls out his warhammer and steps closer to Keth, ready to intervene. Branahm will ready an attack on the thug if he takes a swing at Keth with a real weapon. "Devargo, call off your punk before I have to crack his skull." ![]()
![]() Branahm reads the note with a frown and shoves it into his pouch. Letting Alli escape for the moment, he turns toward his brother, muttering a prayer to Torag in liturgical Dwarvish. Branahm will transfer his Protection domain ability of a +2 resistance bonus on all saves to Arius for the next minute. Next round, he'll also use Touch of Good to give Arius another +2 untyped or holy bonus to his next Fortitude save. See Beta, pp. 180 and 183. ![]()
![]() Satisfied that the thug is not faking it, Branahm rises from his examination and walks back toward his brother. He lets Alli shove a new mug of ale into his hands, then says to her in a low voice, "Everything all right, miss?" Branahm will try to gain some insight into her agitation. Insight
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![]() Branahm hands the gold to his brother without comment. Perception
He then walks over to Keth's first opponent where the thug lies on the ground. Frowning at the smell of stale Bog Grog saturating the man's clothing, Branahm checks to make sure that the man is alive, but unconscious. As far as Branahm is concerned, he can stay unconscious until after we leave. All the better to defeat them in detail....
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