Sable Company Elite Marine

Pseudo-Branahm's page

133 posts. Alias of Eric Zylstra.


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Okay, I'm handing off the baton.


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.

1d20+5=15, 1d8+2=10

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.


Branahm parries the blow with his shield.

He's at least AC 16 (at L2, he had scale + medium shield), but I think that he upgraded to chain or banded. I'll check when I get home.


When Branahm can act:

Spoiler:

Branahm steps forward and attacks a skeleton, preferably a damaged one.

1d20+5=6, 1d8+2=5

Not much luck, though.

Feel free to take a look; the spoilers for the Pelganes are just to maintain the initiative sequencing.


"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.

1d20+5=14, 1d8+2=7

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
1d20+4=13


"He's raiding menageries as well as graves, perhaps. Keth, can you confirm which creature made these?"

Branahm is a city boy too.


"Sounds prudent to me, as long as the Field Marshal doesn't think that a Shoanti riot is imminent. I'll get some holy water at Torag's Forge and talk to the more experienced priests about common lesser undead."


"Thank you, Field Marshal."

"We may want to pick up some tools for dealing with the undead before we go, such as holy water."

Branahm will pick up at least another three vials if he has the money; I don't have access to his sheet right now.


Branahm asks about Trinia's fate and tells Kroft that he believes her to be innocent of the crime.

"I would be happy to help in averting a war with the Shoanti."

After the conversation with Thousand Bones' mission, Branahm will also ask if the Field Marshal has looked into Ally's case.


"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?"


"Let's get to the house. It will buy us--and Trinia--some time."


"If we can find a clear path."


"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?


"I believe you, Trinia. Do you remember anything unusual during your sittings with the King? Something that someone might try to silence you for seeing?"


"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
1d20+4=16

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
1d20+4=24

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!


When no one responds to the knock, Branahm says, "Let's go in."

He pushes open the door with enough force to snap loose the interior latch, and he steps into the room.


"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.


"We'll bring Trina back, Field Marshal. Thank you for your willingness to hear Ally's case."

Non-Secret, but Boring Equipment Shopping:

Spoiler:
Branahm will use some of the reward money to buy a healer's kit, a couple vials of antitoxin, a potion of Cure Light Wounds, and a silver holy symbol.


Branahm listens carefully to Kroft's response, trying to gauge her loyalty to the Queen.

Sense Motive:

1d20+10=11

Thanks to his penetrating insight, Branahm is convinced that she either is or is not distrustful of the Queen.


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?"


"We need to leave as soon as the imps are under control. Devargo may tip off the Ambassador just to pay us back for releasing the dragon, and I suspect that Kroft's next job for us will involve capturing Amprei. The less time that he has to prepare, the better."


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.

1d20+5=14

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:
1d20=18

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.


"Let's make haste before Devargo changes his mind."

Warned by Ally, Branahm stays alert for any trouble.

Perception 24 from the site above.


"Stunt with the cage? It'd serve Devargo right for the stunt with our drinks.

"Thanks for the warning. I'll try to get you what you need soon."

What next, guys?


For Ally:

Spoiler:

"It's a deal. How should I contact you when I have the proof?"

"Let's go to talk to Kroft, then. I'd like to get her the letters before Devargo or the Ambassador arranges that we 'lose' them somewhere."


The 'Cap wrote:
Pseudo-Branahm wrote:

How did Ally respond?

She thinks about it for a few seconds, and asks if you have some way to prove her safety, Provide that and she'll sneak away with you, otherwise she doesn't want to get on Darvago's bad side..

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.


How did Ally respond? Branahm doesn't seem to have his languages specified, but I think that Common/Taldane and Dwarvish are the most likely ones that he'd know.

"Shall we take the letters back now, or shall we search for some leads to shivers?"


While awaiting Devargo's return, Branahm invokes the power of Torag, channeling energy to heal.

Keth, and probably the thugs as well. C'est la vie.

1d6=6, 1d6=3

I think that should bring Keth back to full because of the two-for-one effects of healing on subdual damage.


Cpt_kirstov wrote:


The half orc in the water just tumbled overboard due to loss of depth perception.

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:


Ally looks around before replying Getting out of here would be nice... but Devero kinda keeps the guard off my back for something I was accused of a little while ago

"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.
1d20+8=10
Golly, she just seems so trustworthy. Maybe it's her dimples.

"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's eyes widen at the sound of the scream. He rushes out the door.

He'll assess the situation and try to fish the thug out (or cast Sanctuary on him) if the man's in real danger.


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.


Branahm watches Keth and the thugs, his hammer at the ready.

Same readied action, but he'll thwack any thug who pulls a weapon and moves to attack a PC.


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 takes a step toward Keth to check his scrapes and bruises, but when the thug seems to be a poor loser, he puts his hand on his warhammer.

"Friend, I'd keep the fighting on the table if I were you."


Branahm grasps his brother's shoulder and mutters something else in Dwarvish.

For Cap:

Spoiler:

Branahm uses Touch of Good assuming that it's his turn to act.

Please let me know if Branahm needs to touch a subject to use Touch of Good.


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.


"I was too young to do this when you were in your teens, but..."

[slaps Arius]

"Snap out of it!"


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
1d20+8=21


Branahm hands the gold to his brother without comment.

Perception
1d20+4=16

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....


"Well struck. For me, the ale." Branahm takes a mug of ale.


As Liz continues to negotiate, Branahm watches Devargo closely for any signs of lying.

Sense Motive +8. Just let me know if his spidey sense were to tingle.

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