Difference between revisions of "Stone Talon Panacea, Part 4"
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She turns, braided tresses of her whip splitting the air above a knot of dissent in a deft flash of motion, "You lot have a job to do. You rotters have orders!" her words a fangfilled snarl, "We'll get these prisoners out, we'll free your brothers, and we'll send these curs scurrying, -or- -I'll- -CHANGE- -your- -LIVES-!" |
She turns, braided tresses of her whip splitting the air above a knot of dissent in a deft flash of motion, "You lot have a job to do. You rotters have orders!" her words a fangfilled snarl, "We'll get these prisoners out, we'll free your brothers, and we'll send these curs scurrying, -or- -I'll- -CHANGE- -your- -LIVES-!" |
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− | To illustrate that her offer is not one of bliss, Maidenhead snaps through the air again, the silver hair of her popper gouging a shallow patch of wood the width of a goblin's head from one of the decorative vaultings in a spray of splinters, "Now -MOVE- like we had a purpose!" |
+ | To illustrate that her offer is not one of bliss, Maidenhead snaps through the air again, the silver hair of her popper gouging a shallow patch of wood the width of a goblin's head from one of the decorative vaultings in a spray of splinters, "Now -MOVE- like we had a purpose!" <goblin-talk> |
Ahem. |
Ahem. |
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But, the necessary motivation, and the sheer volume of their train is making it impossible to avoid the following onslaught of ambushes and flanks of the integrated slavers and soldiers, and the battles are growing more violent, more desperate, and while they are meeting success, the quest is wounding them sore. |
But, the necessary motivation, and the sheer volume of their train is making it impossible to avoid the following onslaught of ambushes and flanks of the integrated slavers and soldiers, and the battles are growing more violent, more desperate, and while they are meeting success, the quest is wounding them sore. |
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− | Wounded, they are, and while her liberated additions are making a showing for themselves with their scavenged equipment, few if any are unblooded. There are searches, troubled by the sound of the whips, by her own reputation, fearful whispers of "That's Silverlash!" too faint even for her ears. |
+ | Wounded, they are, and while her liberated additions are making a showing for themselves with their scavenged equipment, few if any are unblooded. There are searches, troubled by the sound of the whips, by her own reputation, fearful whispers of "That's Silverlash!" too faint even for her ears. <Tradespeak> |
− | Weary, her armor sticking to her skin for blood both hers and not, though she dare not surrender what authority she'd seized by showing weakness, "Sergeant see if there's anyone else we can get out of this shithole." She takes a deeper breath, looking down at a young Keeper of pale yellow skin, passed out clutching her face. The noble Hobkin straightens to her full, "You'll never know how lucky you are to've faced me, now." She murmurs. |
+ | Weary, her armor sticking to her skin for blood both hers and not, though she dare not surrender what authority she'd seized by showing weakness, "Sergeant see if there's anyone else we can get out of this shithole." She takes a deeper breath, looking down at a young Keeper of pale yellow skin, passed out clutching her face. The noble Hobkin straightens to her full, "You'll never know how lucky you are to've faced me, now." She murmurs. <goblin-talk> |
While the red woman is too well known to draw the hiding slaves out on her own, there are freed gladiators, even children, in the train that manage to convince those laying low to come out. Soon, numbers swollen to bursting with rescues, the Collosseum is bereft of prisoners, leaving only the Bludgunni wounded and dead, behind. |
While the red woman is too well known to draw the hiding slaves out on her own, there are freed gladiators, even children, in the train that manage to convince those laying low to come out. Soon, numbers swollen to bursting with rescues, the Collosseum is bereft of prisoners, leaving only the Bludgunni wounded and dead, behind. |
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The return to base comes without further challenge, and there is some time spent directing the recovered to their proper places amongst triage and concerns soon bloom that there may not be enough to accommodate them all. |
The return to base comes without further challenge, and there is some time spent directing the recovered to their proper places amongst triage and concerns soon bloom that there may not be enough to accommodate them all. |
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− | Insofar as her men, wounded and bleeding in the aftermath, she assures them, "You've done well, a credit to your training and skill! Now, get bandaged up, we have more ahead of us." |
+ | Insofar as her men, wounded and bleeding in the aftermath, she assures them, "You've done well, a credit to your training and skill! Now, get bandaged up, we have more ahead of us." <goblin-talk> |
She, herself, manages to tuck into a quiet corner once her own wounds have been seen to, whistling an intricate melody of prestidigitation to cleanse herself of blood, catch her breath, then lead the slog back into the besieged city. |
She, herself, manages to tuck into a quiet corner once her own wounds have been seen to, whistling an intricate melody of prestidigitation to cleanse herself of blood, catch her breath, then lead the slog back into the besieged city. |
Latest revision as of 09:28, 26 January 2021
Log Info
- Title: Stone Talon Panacea, Part 4
- Emitter: Cryosanthia
- Characters: Thurid, Tenoc, Elyanna
- Place: Stone Talon
- Time: Sunday, January 24, 2021, 12:39 PM
- Summary: Thurid, Elyanna continue their efforts in Stone Talon. They are joined by Tenoc, who is relieving Hades and continuing the search for the Leadership, after the patients at the Hospital are secured. Thurid has difficulty in the upscale hobgoblin residences, the inhabitants have let Bludguni soldiers in and are unwilling to surrender. Blar units, pinned by snipers, are unwilling to evacuate and continue to try to clear buidings. Elyanna meanwhile, scours the Colosseum freeing slaves and finding the keepers that cower in the dark spaces, leaping out at the last minute. Finally it seems they are achieving results, Thurid losing patience and leading the charge herself, smashing through doors while Elyanna barely keeps control of her mixed force, and then survives an assasination attempt by a slave who recognizes her from her former life. Tenoc successfully applys 'Am'Shere Diplomacy', which is bashing heads with the Battle Clerics of Kor and Caracoroth, convincing them to relocate their sick and injured to the Blar facilities. He returns, attempting to capture the leadership, and while the force he leads gets close enough to see the Orgres in charge, he is gravely wounded and they take heavy casualties and are forced to retreat. Regrouping at the Officer's mess, the three discuss their experiences and plan for the next day, with Colonel Gadrany joining them
-=-=-=-=-=-=-=-=-=- Appearing, in Order -=-=-=-=-=-=-=-=-=-=-=-=-= Thurid 7'1" 249 Lb Giantborn Female Bright-eyed, muscular, blond Giantborn woman. Elyanna 5'11" 153 Lb Half-Orc Female A grim, Arvek-blooded woman in raven feathers. Tenoc 7'0" 280 Lb Sith-Makar Male Tall, green-scaled Sith'Makar hunter -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--= -=-=-=-=-=-=-=-=-=- NPCs of Note =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Gadrany Hobgoblin Female Gadrany the Blade, Blar Army Colonel Kresson Human Male A burly, Myrrish farmhand from the border reaches, slave -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--= -=-=-=-=-=-=-=-=-=- As the GM -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Cryosanthia 6'9" 291 Lb Sith-Makar Female A dashingly tall, elegant white-scaled lizard woman. -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=
Remembering Soili Trismora
The Empire of Bludgun was formed when monster hordes swept out of the Sky Curtain Mountains to assail Myrddion at the beginning of the Crown Wars. Led by ogre warlords and orc war-masters, they seized hold of several Myrrish strongholds. Soili Trismora was one. A small city, it was an epicenter of art and entertainment with several amphitheaters and athletic arenas. The host of competitive games every four years, it was welcoming to all and full of elaborate and airy architecture.
It was renamed. The districts and streets transliterated from Myrrish into brutish homophones selected for juvenile humour. It's funny if you're twelve. Shiisa Way became Shit's Creek, Pika Gardens transforms to Peckerwood, L'Horloge Plaza is now Whore Street. It was rebuilt. Solid walls and floors have value and were preserved. Statues, spires, fanciful decorations were smashed, squared and used for new construction. Wide arches were filled in with thick oak beams or bricked in with the heterogenous blocks. It's not unusual to see breasts, buttocks, legs and faces assembled like a jigsaw admixed with abstract carvings from former pillars. At times it seems as if a pile of bodies were dismembered, stacked, then subjected to a flesh to stone spell. A deliberate illusion by the conquerers, placid Myrrish faces of the former inhabitants stare out of the walls ever reminded of their new status and thus Soili Trismora became Stone Talon.
Stone Talon, known for slavery, gladiatorial pits and swarming breeding grounds for goblinoids and oruchs. Ruled by giants and ogres, dedicated to Caracoroth and Kor, it is a place of violence in times of peace and in war it is a slaughterhouse.
Throughout the city, the battle continues...
Recalling the Blar Army
Any street or section of Stone Talon that didn't serve a greater purpose, such as war industry or food, gave over to habitation. In areas largely occupied by Jobgoblins there is a certain degree of order. Buildings aren't overcrowded, trash is thrown in a single pile and occasionally removed. The urine jars remain at each street corner and the sewers function. Months of siege have not treated these areas well, but they survived better. Dirty, disgusting, reeking, they are strangely free of rats and insect vermin. Those were convenient meals. Windows, wide doors, were long closed in, making the residents into mini-bunkers and excellent defensive positions and hideouts.
<OOC> Cryosanthia says, "Thurid, Perception DC25 to spot an ambush. Intimidate DC25 will reduce the attacks on you. You have a +5 on your Intimidate from previous turns successes" GAME: Thurid rolls perception: (7)+9: 16 GAME: Thurid rolls intimidate: (14)+2=5: 21 GAME: Thurid rolls weapon12-4: (7)+9+-4: 12 (Non-Lethal) GAME: Thurid rolls weapon12-4: (1)+9+-4: 6 (EPIC FAIL) (Non-Lethal) GAME: Thurid rolls weapon12-4: (18)+9+-4: 23 (Non-Lethal) GAME: Thurid rolls weapon12-4: (2)+9+-4: 7 (Non-Lethal) GAME: Thurid rolls damage12: aliased to 2d6+7: (12)+7: 19 GAME: Cryosanthia rolls 1d20+11: (5)+11: 16 GAME: Cryosanthia rolls 1d20+11: (11)+11: 22 GAME: Cryosanthia rolls 1d20+11: (6)+11: 17 GAME: Cryosanthia rolls 1d20+11: (2)+11: 13 GAME: Cryosanthia rolls 1d6+1: (3)+1: 4 GAME: Blar Soldiers damaged Thurid for 4 points. 35 HP remaining. <OOC> Cryosanthia says, "okay, a diplomacy at +5 too" GAME: Thurid rolls diplomacy+5: (12)+7+5: 24
Thurid hadn't expected her job to take her into the more residential areas of the city, though she should have guessed as much- wherever the fighting was, she's like as not to find the wayward troops. She wanders from door to door, hammer over her shoulder, banging on them and yelling demands for the soldiers to heed the recall. She is so focused on her task, that she fails to notice the soldiers hiding in the alleyways between houses and her group is surrounded by the ambush.
They hold their ground, though they are fighting at a disadvantage, and press back their attackers. Thurid sends a few sailing with her enormous hammer, but loses a couple more of her men in the process.
Each house in this residential section is like a bunker, each townhouse a small fortress. The windows and doors are boarded up and they have to be breached, one by one, forcing in through choke-points.
It's rough and perhaps no wonder the other Blar troops haven't withdrawn. It's not safe to. The area hasn't been pacified and retreat is hard when rooftop snipers are seemingly everywhere.
"Accepting your command." A Blar leftennant shouts from an upper window, "Orange Ravagers, regroup with the reinforcements when you've cleared your building."
Even this order goes mostly unheard.
The hobgoblin residences are filled with a mix of civilians and Bludguni soldiers. It's clear the civilians have let them in, fearing they will be slaughtered or willing to defend their spaces. The Blar troops engage both, unable to distinguish, unable to leave because of the snipers on the rooftops.
<OOC> Cryosanthia says, "You have +2 from Elyanna, +2 from Tenoc, and +3 from your previous round success on these rolls." <OOC> Cryosanthia says, "DC25 Perception, gives +2 att and +2 damage" <OOC> Cryosanthia says, "DC25 intimidate or Diplomacy, one less attack on you" <OOC> Cryosanthia says, "DC25 stealth, fail is extra sniping attack" <OOC> Cryosanthia says, "DC25 Strength check, gives them -2 AC as you bash open walls/boarded windows/doors" GAME: Thurid rolls perception+2+2+3: (17)+9+2+2+3: 33 GAME: Thurid rolls diplomacy+2+2+3: (16)+7+2+2+3: 30 GAME: Thurid rolls Stealth+2+2+3: (3)+-3+2+2+3: 7 <OOC> Thurid says, "And I'll use my racial daily ability to take 20 on the strength check, gives me a total of 24+2+2+3=31" <OOC> Cryosanthia says, "okay. +4 attack, +4 damage, you diplomatically stop 2 attacks, but walk into one, so net 3 against you, and they have -4 to their ac. Roll your 4 full attacks" <OOC> Thurid says, "Nonlethal once more" GAME: Thurid rolls weapon12-4+4: (19)+9+-4+4: 28 GAME: Thurid rolls weapon12-4+4: (17)+9+-4+4: 26 GAME: Thurid rolls weapon12-4+4: (14)+9+-4+4: 23 GAME: Thurid rolls weapon12-4+4: (4)+9+-4+4: 13 GAME: Thurid rolls damage12: aliased to 2d6+7: (9)+7: 16 GAME: Thurid rolls damage12: aliased to 2d6+7: (9)+7: 16 GAME: Thurid rolls damage12: aliased to 2d6+7: (7)+7: 14 GAME: Thurid rolls damage12: aliased to 2d6+7: (7)+7: 14 GAME: Cryosanthia rolls 1d20+11: (15)+11: 26 GAME: Cryosanthia rolls 1d20+11: (7)+11: 18 GAME: Cryosanthia rolls 1d20+11: (12)+11: 23 GAME: Cryosanthia rolls 1d6+1: (3)+1: 4 GAME: Cryosanthia rolls 1d6: (2): 2 to GAME: Bludguni defenders damaged Thurid for 7 points. 28 HP remaining. <OOC> Cryosanthia says, "Okay, +10 on your Diplomacy to get them to recall/surrender" GAME: Thurid rolls diplomacy+10: (11)+7+10: 28 <OOC> Cryosanthia says, "the massive and impressive non-lethal damage convinces them it's safe to surrender. The Blar soldiers all regroup and will recall, you've got Bludguni soldiers and civilians walking out."
Thurid begins to grow frustrated with the slow progress of banging on doors, only to have to be forced to kick it in when people refuse- all the while while under fire. With a mighty bellow, she begins tearing doors right off their frames and shouting orders inside like a proper Ogre ought to. She charges into the house, and moments later a Bludguni soldier comes crashing through the upstairs wall landing in an unconscious- but still breathing- heap in the middle of the street. With this house cleared, she crashes through the wall into the adjoining one- a move they had somehow anticipated and she takes a heavy blow for her recklessness.
She charges towards the nearest enemy sniper she can see, hammer at the ready, and looks about ready to reduce him to pink mist when he drops his weapon and surrenders. Her hammer buries itself into the roof, between his legs. She hefts the hammer back up onto her shoulder, and then flashes a bright grin at the remaining soldiers, who one by one drop their weapons and surrender- none wanting to be the next impromptu battering ram.
Her troops followed her example, reinforcing the soldiers that have been fighting all this time. It takes two or three of them to blast a door off the hinges as well as she does, or sap a wall, or ambush the ambushers on the rooftops.
Civilians, helping the enemy, drop weapons when Thurid or the soldiers arrive. Amongst the Bludguni, neighbour calls to neighbour, saying it is safe to surrender. Soldiers are implored, to stop the fight, and they to drop arms.
It's over. The Blar troops are willing to recall now, and take the wounded, their dead, and the surrendering Bludguni with them. A few volunteer to fill the holes in Thurid's ranks.
All seem convinced she's an ogress.
Freeing the Colosseum
The open spaces of the Colosseum were given over to hastily constructed siege engines aimed over the walls at the Blar Army. These compliment the defensive emplacements at the edge of the city, both fixed martial artillery and the more mobile arcane version in the form of mages, druids and shamans. The weapon crews have long since vanished, but the machines are still a threat and a source of small arms for the freed gladiators following Elyanna around. The colosseum, with its many entrances to the field, and endless warrens of prisons, is dangerously exposed. Her troops are on the outside, an inner ring is comprised of fighty prisoners, and center-most are the walking wounded assisting those who cannot. While her numbers are formidable, her force is on the verge disorder and breaking.
There's still more to free, and still more Bludguni forces to fight off.
<OOC> Cryosanthia says, "okay, Elyanna, DC25 perception to get an advantageous position on the enemy forces (+2 attack, +2 damage) DC25 Stealth, avoid an extra enemy attack. DC20 intimidate to successfully hold your group together and get an extra attack. Also, you have +4 on your rolls from Thurid's previous round successes" GAME: Elyanna rolls perception: (3)+2+4: 9 GAME: Elyanna rolls stealth+4: (4)+6+4: 14 GAME: Elyanna rolls intimidate+4: (19)+11+4: 34 <OOC> Cryosanthia says, "that is 3 extra attacks." GAME: Elyanna rolls weapon5: (2)+9: 11 GAME: Elyanna rolls weapon5: (20)+9: 29 (THREAT) GAME: Elyanna rolls weapon5: (15)+9: 24 (Confirmed) GAME: Elyanna rolls weapon5: (5)+9: 14 GAME: Elyanna rolls weapon5: (17)+9: 26 GAME: Elyanna rolls weapon5: (15)+9: 24 GAME: Elyanna rolls weapon5: (5)+9: 14 GAME: Elyanna rolls weapon5: (11)+9: 20 GAME: Elyanna rolls 2d3+8: (5)+8: 13 GAME: Elyanna rolls 1d3+4: (2)+4: 6 GAME: Elyanna rolls 1d3+4: (3)+4: 7 GAME: Elyanna rolls 1d3+4: (2)+4: 6 GAME: Cryosanthia rolls 1d20+11: (8)+11: 19 GAME: Cryosanthia rolls 1d20+11: (6)+11: 17 GAME: Cryosanthia rolls 1d20+11: (10)+11: 21 GAME: Cryosanthia rolls 1d20+11: (10)+11: 21 GAME: Cryosanthia rolls 1c20+11: (11)+1c20+11: 22 GAME: Cryosanthia rolls 1d6+1: (6)+1: 7 GAME: Cryosanthia rolls 1d6+1: (2)+1: 3 GAME: Cryosanthia rolls 1d6+1: (2)+1: 3 GAME: Cryosanthia rolls 1d6+1: (3)+1: 4 GAME: Colosseum Keepers damaged Elyanna for 17 points. 5 HP remaining. <OOC> Cryosanthia says, "DC25 Diplomacy to win over the prisoners, +2" GAME: Elyanna rolls diplomacy+2: (7)+10+2: 19 <OOC> Elyanna says, "i'll chance the reroll" GAME: Elyanna rolls diplomacy+2: (15)+10+2: 27
The battles have been turmultuous, and harrowing, though the Gods, even moreso than Elyanna herself, knows if the one without trumps the war within. Her borrowed men, lacking such loyalties as those who have fought under her over a campaign, are starting to flag, even bristle under the Two-blood's command, and it took only the right overheard words to reach her ears.
She turns, braided tresses of her whip splitting the air above a knot of dissent in a deft flash of motion, "You lot have a job to do. You rotters have orders!" her words a fangfilled snarl, "We'll get these prisoners out, we'll free your brothers, and we'll send these curs scurrying, -or- -I'll- -CHANGE- -your- -LIVES-!"
To illustrate that her offer is not one of bliss, Maidenhead snaps through the air again, the silver hair of her popper gouging a shallow patch of wood the width of a goblin's head from one of the decorative vaultings in a spray of splinters, "Now -MOVE- like we had a purpose!" <goblin-talk>
Ahem.
Message received.
But, the necessary motivation, and the sheer volume of their train is making it impossible to avoid the following onslaught of ambushes and flanks of the integrated slavers and soldiers, and the battles are growing more violent, more desperate, and while they are meeting success, the quest is wounding them sore.
Wounded, they are, and while her liberated additions are making a showing for themselves with their scavenged equipment, few if any are unblooded. There are searches, troubled by the sound of the whips, by her own reputation, fearful whispers of "That's Silverlash!" too faint even for her ears. <Tradespeak>
Weary, her armor sticking to her skin for blood both hers and not, though she dare not surrender what authority she'd seized by showing weakness, "Sergeant see if there's anyone else we can get out of this shithole." She takes a deeper breath, looking down at a young Keeper of pale yellow skin, passed out clutching her face. The noble Hobkin straightens to her full, "You'll never know how lucky you are to've faced me, now." She murmurs. <goblin-talk>
While the red woman is too well known to draw the hiding slaves out on her own, there are freed gladiators, even children, in the train that manage to convince those laying low to come out. Soon, numbers swollen to bursting with rescues, the Collosseum is bereft of prisoners, leaving only the Bludgunni wounded and dead, behind.
The gladiatorial arena holds many, many prisoners often from the 'delicate' races such as elves, humans and halflings. The goblinoids take cruel pleasure in seeing them brought low and humiliated. They are slaves that offended their masters, visitors and diplomats that transgressed the many laws set to trap them, and sometimes simply unlucky enough to have a funny 'crowd-pleasing' face. A face that resembles notable heroes or kings of old, or a big nose. Harder races, oruchs, lizard-people, hobgoblins, have representatives that voluntarily participate, but some are counted among the slave fighters as well.
All are starving, whipped, used by the cowardly Keepers that cited keeping the slaves under control as reason-enough to avoid defending Stone Talon. Any defenders, angered at a reprimand, the loss of a friend, or simply in the mood would make their way here too. Many who frequented while the walls held, retreated to use their familiarity and allied with the keepers.
So the arena is a place of great bravery and great cowardice. The slaves who lived fight fiercely, determined to avenge their treatment or earn a place in the Hall's of Waiting. The Lurking Keepers, the craven Bludguni Soldiers, cower in hiding places everywhere, working together to kill a few more. Viewing boxes, holding cells, torture rooms, blind corners, the ambushes are everywhere.
So are the prisoners, once freed. No place is safe. With unparalleled rage, they dive into the dark spaces, stabbing, slashing, clawing and biting. Many go down, but their former tormentors are torn to pieces. The colosseum bleeds.
The ex-Keeper, Otilla Silverlash, now Elyanna manages to hold back the troops assigned to her. The sergeant snaps a quick, "Yes Sir!" and takes a squad into the dark warrens. They take surrenders, when it's offered, which it rarely is. A few Keepers known to the hob noble join the yellow-skinned one, clinging close to her, forcing her to protect them from the rampaging slaves.
The struggle seems to go on forever, and then, the fighting ceases. The Colosseum has been taken.
<OOC> Cryosanthia says, "Elyanna, first, Sense Motive DC20" GAME: Elyanna rolls sense motive: (13)+7: 20 <OOC> Elyanna says, "we got tore up pretty good i think, may need to get my guys healed" <OOC> Cryosanthia nods, "you can get 2 channels of healing. I'll roll that." GAME: Cryosanthia rolls 2d6: (9): 9 GAME: You damaged Elyanna for -9 points. 14 HP remaining. <OOC> Elyanna says, "ok, we'll try to gather survivors and surrenders" <OOC> Cryosanthia says, "Okay, DC25 Survival, Perception, Stealth, Diplomacy or Bluff. Each success reduces an attack against you." you have bonuses, +6 from Thurid's successes, +2 from Tenoc's and +3 from yours" GAME: Elyanna rolls perception: (11)+2+11: 24 GAME: Elyanna rolls survival+6+2+3: (20)+4+6+2+3: 35 GAME: Elyanna rolls stealth+6+2+3: (17)+6+6+2+3: 34 GAME: Elyanna rolls diplomacy+6+2+3: (20)+10+6+2+3: 41 <OOC> Cryosanthia says, "they have CMD20" GAME: Elyanna rolls cmb: (10)+6: 16 GAME: Elyanna rolls cmb: (14)+6: 20 GAME: Elyanna rolls cmb: (19)+6: 25 GAME: Elyanna rolls cmb: (5)+6: 11 <OOC> Cryosanthia says, "ok! you need 2 to be successful, so that is" GAME: Cryosanthia rolls 1d20+11: (8)+11: 19 GAME: Cryosanthia rolls 1d6+1: (3)+1: 4 GAME: Survivors damaged Elyanna for 4 points. 10 HP remaining.
It's almost over... they're almost out.
The train of liberated gladiators, drunk on blood and vengeance take a little bit of coaxing to get back on the move again, but, with some nudges here and there, Elyanna manages to get the show back on the road.
Wait, wasn't that...?
He's a big one, a Myrrish farmhand from the border reaches, and quite burly for a human especially, who's eyes brighten on recognition of his benefactress, assured by the wet warmth of the hilt in his hand. He edges closer, short sword awash in crimson, yet newly unsatiated.
The Hobkin is relaying orders to the Sergeant, "Let's get back to-!"
There is a blur of motion, the ring of steel followed by Maidenhead's bassy crack.
Stillness, then, the Lady von Diesel stands with the fanglike blade of her punch dagger clinched against the gladius in the wake of her upward parry, the tresses of the whip curled between the feet of Keeper and Kept before the latter slumps to his knees, clutching bits the reluctant gladiator's kilt was ill designed to protect.
"Not here, Kresson." Yes, she remembers his name, "Now, we escape with these people, yes?"
She can't show a soft edge, not in front of a unit she's had to put to task so. Later. Surreptitiously kicking the blade aside and tucking her blade away at the small of her back, she stoops over and hauls the man to his feet.
The return to base comes without further challenge, and there is some time spent directing the recovered to their proper places amongst triage and concerns soon bloom that there may not be enough to accommodate them all.
Insofar as her men, wounded and bleeding in the aftermath, she assures them, "You've done well, a credit to your training and skill! Now, get bandaged up, we have more ahead of us." <goblin-talk>
She, herself, manages to tuck into a quiet corner once her own wounds have been seen to, whistling an intricate melody of prestidigitation to cleanse herself of blood, catch her breath, then lead the slog back into the besieged city.
Their efforts to this end seem to be going smoother, though by happy accident, or Taara not paying attention to her so much at the moment, Elyanna leads her smaller unit into positions they'd overlooked on the first pass, yet somehow evaded notice themselves. Seeing desperation and despair, she tries to approach her assailants with kid gloves, and her assurances bear enough weight that, after only a minor fracas, she's gained a number of PoWs, as well as civilians who want out of the madness....
Saving Stone Talon Hospital
Directing. Commanding. Leading. These are things that a Chieftan does, and Tenoc is, he feels, a simple Hunter. But this is a different Hunt, and not for food, but for those Softskins too weak to flee on their own. Matrons. Hatchlings.
Softskin ones, but... this, he understands. Hiding villagers/civilians. Some things different, but all else the same. And old Longtooth would swat him for doubting himself too much!
First order of duties: organize the band of rescuers along the only lines he knows- a hunting party!
And head to the temples...
There is a hospital in Stone Talon. Hastily constructed between the temples of Caracoroth and Kor and expanding into clergy residence, it serves as the central treatment location during the seige. Healers are more common in Kor's temple, but there are a few skilled Maws from Caracoroth. While their talents are focused more on torture and ensuring the victims linger and suffer, they can be directed to heal, under duress. It is a desperate Man that turns to a Maw for aid, but the occupants of Stone Talon are such. The few few soldiers and civilians that managed to make their way here are holed up, defended by the brutal battle clerics.
Main streets lead to the temple district. They are largely deserted. The Blar soldiers had an easy advance, the Bludguni defenders fled before them. Any civilians are hiding deep in their dwellings. The sith'makar and his troops are able to travel unopposed to the Temples. There, they must face the faithful and convince them to give up their charges.
<OOC> Cryosanthia says, "Tenoc, Survival DC25 and you get an extra attack. You have +6 to your roll. DC25 Perception, you get +2 att & dam, also +6. DC25 Intimidate, reduce NPC attacks by 1." GAME: Tenoc rolls Survival+6: (14)+12+6: 32 GAME: Tenoc rolls Perception+6: (2)+12+6: 20 GAME: Tenoc rolls Intimidate: (13)+11: 24 GAME: Tenoc rolls 1d20+12: (20)+12: 32 (THREAT) GAME: Tenoc rolls 1d20+12: (1)+12: 13 (EPIC FAIL) (not Confirmed) GAME: Tenoc rolls 1d20+12: (16)+12: 28 GAME: Tenoc rolls 1d20+12: (7)+12: 19 GAME: Tenoc rolls 1d20+12: (10)+12: 22 GAME: Tenoc rolls 1d20+12: (6)+12: 18 GAME: Tenoc rolls 1d20+12: (11)+12: 23 GAME: Tenoc rolls 1d10+7: (2)+7: 9 GAME: Tenoc rolls 1d10+7: (1)+7: 8 GAME: Tenoc rolls 1d10+7: (6)+7: 13 GAME: Tenoc rolls 1d10+7: (1)+7: 8 GAME: Tenoc rolls 1d10+7: (1)+7: 8 GAME: Tenoc rolls 1d10+7: (9)+7: 16 GAME: Cryosanthia rolls 1d20+11: (10)+11: 21 GAME: Cryosanthia rolls 1d20+11: (14)+11: 25 GAME: Cryosanthia rolls 1d20+11: (16)+11: 27 GAME: Cryosanthia rolls 1d20+11: (7)+11: 18 GAME: Cryosanthia rolls 1d8+3: (6)+3: 9 GAME: Cryosanthia rolls 1d8+3: (8)+3: 11 GAME: Battle Clerics damaged Tenoc for 20 points. 44 HP remaining. <OOC> Cryosanthia says, "Okay, Intimidate +8 to get them to stand down and surrender" GAME: Tenoc rolls Intimidate +8: (10)+11+8: 29 <OOC> Tenoc griiiiiiiiins! "Bonus offer for Caracoroths then-- they can help set up vicious and cruel traps, when they aren't tending to civilians.?" <OOC> Cryosanthia says, "Diplo for that, +8 also" GAME: Tenoc rolls Diplomacy +8: (3)+2+8: 13
Finding the hospital and the Temples was the simple part; Tenoc chose several of the sergeants/lieutenants among his group ase 'seconds'-- while his own skills in the hunt were surely superior, they knew the city-- he did not. Unspoken agreement.
"WITNESS!" The cry went up from the Hospital, "KOR! WITNESS"
And, "RAAWR"
The eager Battle Priests of the temples were not so easily convinced to leave. Trapped in a warzone, fighting for every moment of survival, taking brutal pleasure in the conflict, and testing their strength? The time of their lives!
The Korrites and Caracorothians wereen't going to consider any enemy offer without a fight. The mad priests of Draugh the Wolf are more than happy to leap into the fray with Tenoc and his troops. One is even a werewolf, who cuts a huge swath before being restrained. For healers, they are bloodthirsty, angry, interested in inflicting injuries more than healing them.
The Makar's 'gentle diplomacy' was true to the most basic rule of Am'shere-- might makes right. And the Raging Dragon made *sure* the battle priests got all the battle they could enjoy, at least for now! It only cost and arm. Or two. And maybe a head.
A few stricken soldiers, hearing the calls to Kor join in also. Their god demands they stand and fight, and so they do if they can. Some Oruchs, stricken by the Coward's disease, manage to rouse themselves into a rage and break their restraints. They fight with a desperate fury in their eyes, fearful for their souls and honour, indifferent to wounds. They are almost as hard to put down as the werewolf.
Finally, the force breaks the resistance. A goblin Herald kneels, offering surrender for the defenders. "Enough! Cease and we will Cease. Continue and Kor has seen we will fight to the last." The battle pauses. The pause grows. The surrender is taken, and direction also.
Tail rattling as the Makar steams, he manages a short, clipped, chopped off demand (in broken Tradespeak) to gather the civilians and wounded, to guide back to the Blarite tents for safer keeping. For the lost of the proving battle-- each Temple is responsible for the care of their own, clearing the street of the dead and dying. Dead soldiers are dispensed with as their own particular beliefs dictate... where possible. For the rest, Tenoc rumbles quietly-- only the Spirits may show grace.
Long enough to gather, to form a coloumn (parade? troupe?) of refugees, and the soldiers, priests, and civilians all make their slow, careful way back towards the central site.
So organized, the healers and patients are escourted out of the city.
Hunting the Leadership
The Bludguni Army, what remains of it, has pulled back to the very centre of Stone Talon and occupied what used to be a Myrrish University. The goblinoids had no interest in that, it hasn't been a place of learning since they took the city. It remains in something resembling its former state however.
The buildings are all stone, with thick walls, and close together. It didn't take much to turn it into a keep in the centre of the city. Walls were build between the perimeter buildings, and walksways that stretch from the rooftops.
The former library, Hobbarts, has become a citadel. Originally shaped like a stylized peacock, two more towers were added and now it resembles a dead spider on its back with not enough legs. 'Fort Book', sits in the middle, a folly of Myrrish design that was accidentally suited for defensive purposes.
The remanents of the Bludguni army, and their leadership, are here.
The emerad sith'makar hunter decides to take over for Hades, using what information in regards to their leadership he returned with.
<OOC> Tenoc rumbles! "Hunter-time. LEADERSHIP!" >:3 <OOC> Cryosanthia says, "Ok. DC25 Survival, Stealth, Perception. +6 from Thurid's successes, +4 from Elyanna's, and +8 from your previous round, so +18. Survival is 'find where they likely are', Stealth, failure is you're ambushed. Perception is +4 AC for good positionning" GAME: Tenoc rolls Survival+18: (15)+12+18: 45 GAME: Tenoc rolls Stealth+18: (17)+9+18: 44 GAME: Tenoc rolls Perception+18: (16)+12+18: 46 <OOC> Cryosanthia says, "okay, +4 AC, 4 attacks vs their 4 attacks" GAME: Tenoc rolls 1d20+12: (14)+12: 26 GAME: Tenoc rolls 1d20+12: (6)+12: 18 GAME: Tenoc rolls 1d20+12: (20)+12: 32 (THREAT) GAME: Tenoc rolls 1d20+12: (13)+12: 25 (Confirmed) GAME: Tenoc rolls 1d20+12: (14)+12: 26 GAME: Tenoc rolls 1d10+7: (7)+7: 14 GAME: Tenoc rolls 1d10+7: (6)+7: 13 GAME: Tenoc rolls 1d10+7: (8)+7: 15 GAME: Tenoc rolls 1d10+7: (2)+7: 9 GAME: Cryosanthia rolls 1d20+17: (19)+17: 36 (THREAT) GAME: Cryosanthia rolls 1d20+17: (19)+17: 36 (Confirmed) GAME: Cryosanthia rolls 1d20+17: (2)+17: 19 GAME: Cryosanthia rolls 1d20+17: (4)+17: 21 GAME: Cryosanthia rolls 1d20+17: (10)+17: 27 GAME: Cryosanthia rolls 6d4+21: (13)+21: 34 GAME: Cryosanthia rolls 2d4+7: (7)+7: 14 GAME: Hobbarts Defenders damaged Tenoc for 48 points. -4 HP remaining. (DYING)
The Bludguni Army, the chosen prey. The Citadel, as the beast in its lair. And while that mistaken advantage provides an easy-to-convert fortress for the leaders, it provides several key and crucial failures as well.
Great bay windows. Easy approaches from surrounding buildings. A civilian's display for endless numbers of doors. A natural fortress, but not built as one-- as the easily climbed walls suggest!
Such is how the assault takes place-- Tenoc and his team steal forward, quiter as they wait for proper , shadowed momnents to climb the ridged walls. Ropes lowered to let the others in, they enter with diligence, care, and bloodthirsty promise. Cut off the head and the rest will die in writhing agony.
Close. So close. For while having a bevy of doors to defend, the amount of room allows the Bludguni commanders to house a massive number of guards in the block. And even with surprise, the battle is not an easy one. Attackers burst through a first window, a second. From the tower it self, as Tenoc leads the diversion from above. Close enough that the Ogre generals themselves are forced to combat, axe and sword and greatspear reaping a bloody harvest.
So close, but not close enough-- in the end, the surprise attack is not enough to stem the weight of numbers against them; hissing a snarl of frustration, Tenoc protects the rear as the troops fall back in bloody good grace.
Heavily wounded, the unit returns to the encampment, leaving the Peacock Citadel behind in buzzing, angry array. Bitter at not taking them both down, the Makar nevertheless shares what is learned with his fllow., rumbling with a quiet reluctance. "Surely, more difficult now," he growls. "Not be caught so close to attack again, yusss."
Back at Camp
Thurid eventually makes her way back to the encampment as well, with more troops than she started with- although not for lack of losses. She is covered in the blood and grime of battle, but seems in high spirits- despite the dire circumstances, she'd executed her duties well and with a minimum of bloodshed to boot. As they march along, she starts banging out a beat with the haft of her hammer on the cobbles, to rouse up a marching song from the tired but victorious hobgoblins under her command.
When they go their seperate ways back at the camp, Thurid finds somewhere to clean off as well- filling a barrel with fresh, icy water, she lifts the barrel and upends it on herself before moving to regroup with the others and see how they fared.
Colonel Gadrany listens to the sith'makar's report, nodding grimly. The frequent way her hands slip to her hilts hint at her wish to have been there, to help tip the balance further. She's had a more strategic battle on her hand, reviewing and re-organizing her own troops. Unwilling to break unit cohesion, she still wished to replace the leadership of some with officers more willing to obey orders and the 'civilized' standards of war, in as much as the goblinoids have any. The units which recalled on the first horns need little adjustment, it's the ones sent back by Thurid that require restructuring, and as the day goes on it's necessary to find reinforcements to assign to Tenoc and Elyanna.
There's also the need to manage the Prisoners of War, and soldiers who could have been sent to fight are forced to erect a barracks and fence to contain them. This is a good duty for those who didn't heed the recall, a punishment of chopping trees and the knowledge others are finding glory and impressing Kor.
Around Stone Talon, the incursions and successes are building. Each engagement weakens the remaining defenders and coaxes survivors out. Even the marauding groups of Blarite Troops are coming to heel. Slowly. It's a long day of fighting, and while the goblinoids all have dark-seeing eyes, the recall horns are sounded from the Blar camps a few hours after nightfall. The colonel wants rested troops, a time to regroup, and while it will give the remaining defenders time to dig in the dawn will demark a stronger approach. Prisoners will have been interrogated through the night for intelligence, surrendered civilians questioned with a light touch but to the same end. Any remaining Blar troops will have deliberately ignored the horns twice, the second set at a typical breaking time. This blatant lack of discipline will not be tolerated. Fresh soldiers, with clear directions and updated objectives will invade and take Stone Talon.
That's the plan the colonel explains to his seconds and Special Advisors, and then it's time for dinner in the mess hall. Those 'Special Advisors' are able to meet up and share their burdens of command.
Day's ending. Night's fall. Flames still rip apart portions of the city where they burn, uncontested. Bandaged, Tenoc sits at the edge of the gathering, gazing out silently towards the expanse. With occasional pauses to tear into gristly dining portions. Rations, for an army on the seige.
"...so," he rumbles again, adding with a sly sideward glance. "The four-legged ones. Horssesssss. Not for eating, yus?"
It's *starting* to sink in. Slowly.
"Depends." Is Thurids answer to Tenoc as she settles her hulking frame to sit down next to him, a steaming bowl of grey-brown 'stew' and a pile of stale bread is Thurid's dinner, whcih she digs into hungrily, dunking the bread in the warming if not particularly flavorsome broth before eating it. "Landed a number of victories today, mind I feel we're going to have to finish winning this city for them before we can get to the real task of healing the sick." she tells the Sith. "Though sooner the fighting stops, the better. And at least it's a more honorable battle, with the likes of the Doctor gone to answer for her crimes. Still, I favor more personal combat. A clash of champions." she says, and then goes back to her food.
Elyanna's second return on the recall comes with yet more mouths to feed and shelter, and new wounds to have seen to. The sign of the barracks in progress is reassuring, though she imagines the engineers will have a fit over the new demands. Her men, again affirmed on their service, and their prisoners and rescues put to place, the Hobkin finally arrives in the officer's mess, gathering her consumables with a weight on her shoulders. She considers the sith on his question, "If they are already dead. The live ones are needed as mounts and beasts of burden."
The report from Thurid gets a nod as she works absently at her own rations, "I managed to clean out the Collosseum, there were a lot of engines, there. I probably should have disabled the... but we were hard pressed to find and release prisoners without being ambushed every couple of minutes."
Tenoc adjusts the bandages across his shoulder, a breath steaming into the air as he muses. "At least one found-- gave Large Ones cause for concern," he returns to Thurid, grimacing as his ribs creak. "...so close. Could not hold trap for them. Had to come back without." He sighs heavily, forcing his hand away from the linen as he listens with a glower. "Still prefer Swifts," he grumbles, glancing towards the small stable housing what remains of the horseflesh. "And swamplands. Less rancid than selmolik."
Thurid nods her head at Elyanna, "That's good. My parents were slaves. It is good they are free." she tells the former slaver, forthright and apparently without judgement given the earlier revelation about Elyanna's past. "I'd thought to accompany you, but there's much to do and concentrating our efforts too narrowly would like as not come back to bite us." she adds, and then returns to her food for the time being.
Elyanna,still battered looking herself, continues to pick at her meal as they talk. At least the bandages will help her keep warm.
She regards Thurid on her revelation, her noble stoicism eroding under wave after wave of her past sins, while never far from her mind, being front and center in such circumstances. She says nothing, can say nothing, to that. she simply nods and idly stirs chinks of grey meat in the broth, "More than few of our rescues were souls I had put there years ago." Only one tried to kill me."
The Sith's compains are finally seized as a distraction, something more constructive to direct her mind upon and so it is that she asks, "What sort of defenses did you encounter? We may be able to coordinate a strike after we have cut off their resources."
Around the mess, officers eat in silence, exhausted from the day. The troops that went with Thurid, Elyanna and Tenoc were not the only ones returning to the city, though they were the most successful. The time for boasting of successes will be later, most of the other leaders are exhausted. A few familiar faces take up seats near the trio, but keep to themselves, naturally compartmentalizing themselves. The sounds of eating is only occasionally interrupted by other conversations.
Thurid nods her head slowly at that suggestion, "Mayhap. I worry, though, about those soldiers who fled to the wilds with the sickness." she says to the other two. "It's bitter cold, and most aren't as hardy as I. I fear if we don't focus on rounding them up sooner than later, all that'll find us out there is corpses."
Tenoc rumbles thoughtfully, slow as he gazes out at the unseen horizon quietly, considering. "Walls, heavy stone," he remarks, tail curving with a slow scrape. "Massive, great place. Like the great huts of softskins-- many within, able to come at moment's horn. At first, their chieftans-- leaders -- were in large room, near window; we could sweep in and take them, one and all and both at once. But..." He exhales, sighing breathily. "Guards. Warders. We could not take them down in time, and thus-- had to flee."
He pauses as he considers Thurid's remarks, rumbling a quiet breath as he thumps his tail absently. "Perhaps should seek them next, yusss? Ogres-- hide deeper now, for being attacked. Wounded, perhaps deeper in lair, licking wounds. For now?"
Elyanna nods thoughtfully at that, "No, you are right. Do we know how many are still missing?" she wonders, turning her eyes back to Thurid. A sigh, "Well that you returned when you did. knowing when to withdraw for the good of your men can be the hardest test in battle." She pokes at a block of gristle with meat in it, somewhere, "You are correct, though. They will reinforce their defenses. we may have to starve them out, but that leads to other problems."
Thurid nods her head, "With most of the pillaging troops recalled, and with many of the bludgunni surrendered to boot, I plan to refocus my efforts on why we're here- healing the sick, on the morrow. I would appreciate your help-" she dips her head to Tenoc, "To track them in the wilds. I am afraid I know little and less about tracking." she lowers her voice, "As for the ogres in their tower, aside from apealling to their pride and challenging them to single combat- which, I admit, I am tempted to do- I have few ideas. But this is not our war, we could leave that task to the army."
Tenoc chuffs, nodding-- indifferent to ogres, trapped and ensconced, more thoughtful as to tracking down the ill. "This one thinks-- sssk. Best, to do this, yus. Find sick ones, bring back. Prevent evil spirits spreading, riding ill ones out to other places, peoples, things." He nods gravely-- glancing at Elyanna's gristly goodness. Meat is meat!
"...hunters should carry blankets, wear heavy cloaks," he rumbles absently, tail swirling. Sniffa-sniff. "Carry softskin coverings, for wounded feet. Spirit-ridden-- sssk. May be too injured to travel on foot."
Elyanna nods thoughtfully, 'Stretchers. To carry those too weak to walk." There's more thought, and the hobkin spears the gristly bit and puts her Arvek choppers to the task. She swallows, then, "It may be prudent to leave this to them. there is the chance a Witch would be among them. A witch Ogress is quite the thing." She takes a healthy swig from her cup, then, "What would you have of me, then, Warrior?" she asks respectfully.
The other officers are slowly finishing their meals and clearing out. They are mostly hobgoblins, though there are a few goblins mixed through, as well as one bugbear who seems strangely out of place in Blar armour. They usually don't take to the discipline, and prefer the lower ranks where there's little responsibility and more killing. Plates clink as they're emptied and brought to be piled for the wash.
The kitchen crew, now there is a lot more gobbos amongst them. They're also chatty, providing a hum of banter that covers the silence of the officers.
Tenoc 's eyes linger on that deliciously gristly bit as it vanishes-- sigh! Glancing back to the floor with a swift thought. "Hunter," he says absently, chuckling. "This one is Hunter caste." He broods over his question, dipping his head with sudden certainty. "Ask spirits for aid? This one knows little of-- spirit things." He sketches an idle movement on the air, a twist of claw as he wards away evil things. "Prepare other teams, others to scatter searching net far and wide. Watch on enemies still in city, ensure they do not... sssk. Try evil things, while attentions are other places?"
He glances towards the kitchen crew, thoughts stirred. And tamped down. No stealing food! Sulk.
Thurid chuckles at Tenoc, "'This One' is the Warrior, though." she reminds him, and turns her attention back towards Elyanna. "There are like as not some sick still in the city, holed up in houses and cellars and the like, driven there by the fear the sickness causes." she says, "Mayhap while the hunter hunts, you might seek in the city. You're more familiar wiht the place than we two, it could serve you well." she suggests.
Elyanna seems somewhat puzzled by the Hunter's correction at first, though she catches up quickly enough, and she nods. Then, Thurid is making her own corrections and there is almost enough mirth at the exchange to pierce the gloom. Almost. She finishes her meal as the Warrior makes her recommendations known and she nods again, "Then I will do so. I wonder if the interrogators have any interesting news to report."
"They've only just started," Colonel Gadrany finds her Special Advisors in the Officer's mess, taking a seat with the trio, "They'll work throught the night. What do you advise regarding the tasks tomorrow?"
A quick confer catches her up on the discussion so far. Reassuringly, she is of a like mind on all the topics.
"The Ogres might accept a personal challenge," She muses, forking a piece of food into her mouth, "they would only accept one from the opposing leader though, so that would fall to me. I'll have a herald issue one to their fortress. I want to get in the city regardless."
She nods grimly, noting the concern for the 'deserters'. The nights are cold, and it's been days for the recent escapees and longer for some others. Blankets, hunting teams, stretchers, some of the cleric with more immediate healing magic or positive channeling, will be gathered and made available.
"Blankets and stretchers would make sense for Stone Talon also. Hopefully the sick haven't suffered as much exposure in their own homes."
Thurid nods her head a bit, "Aye, I'll commune with Angoron tonight, 'fore I retire, and request appropriate favors for the morrow." she agrees on the topic of having healers ready for those out in the woods. "Speaking of, It is about time I retired. Before I do, I can tend to wounded soldiers from todays works." she suggests. "You two included, if you need it." she eyes the others' hurts.
<OOC> Thurid will expend several uses of channel positive energy, heal herself, Tenoc and Alyanna. As well as soldiers that need it. <OOC> Thurid can channel up to 7 times a day <OOC> Cryosanthia says, ""you might have used 3 during the day, so 4 please."" GAME: Thurid rolls 3d6: (10): 10 GAME: Thurid rolls 3d6: (14): 14 GAME: Thurid rolls 3d6: (8): 8 GAME: Thurid rolls 3d6: (7): 7 GAME: Thurid damaged Thurid for -39 points. 52 HP remaining. GAME: Thurid damaged Elyanna for -39 points. 33 HP remaining. GAME: Thurid damaged Tenoc for -39 points. 35 HP remaining. <OOC> Cryosanthia says, "not sure if Tenoc used his healing belt, doesn't look like it. roll that Tenoc?" GAME: Tenoc rolls 4d8: (14): 14 GAME: Tenoc damaged Tenoc for -14 points. 49 HP remaining.
Tenoc thrums gratefully, eyes closing as he takes a moment's pause-- drinking in the warmth of channeled light, the heat and healing that sings through his veins. "This one is grateful," he murmurs, basking quietly. Drowsy, drifting-- chuffing awake again as he swirls his tail. "Ah," he adds, tilting his head in curiosity. Thinking! Deep thoughts.
....mostly about food. Darn it.
"One will with sun," he rumbles, rising creakily. "Seek out the Lost Ones. Spirits willing-- successsss." Sssking gently, he thumps his tail to the others, reaching aside to clasp his spear from where it rests. "Peace upon your slumbers," he offers. "To morning."
The noble considers the imput from the Colonel with a conceding nod and she replies with a, "Yes, of course. I was not thinking."
She doesn't whine about it being a long day, it was no less so for any of them, and nothing new for the army at large, here. She hasn't, personally, done as much prolonged military action before, and so she feels the exertions in ways her old life had not fully braced her for, even setting aside the rust, but again, these are the burdens she has chosen. She will succeed or she will fall, but giving up? No. if she manages not to get assassinated tonight, it will be back to the front, as before.
The offer of healing is a welcome one and she nods, "I thank you. Many of my men were wounded as well, as were most of the prisoners I had managed to free." she smiles graciously, though there is an awkward gratitude in her eyes. "Be well, gods watch us." Except Taara...
She can mind her own damned business.
"I'll make arrangements." Gadrany says, returning to her thoughts and eating her food. Her spoon clinks mechanically for several mouthfulls. She pauses, looks each person present directly in the eyes. "Thank you for your service today. You pulled the the meat out of the fire. This would have gone a lot worse without you."
There are big ears nearby, so she leaves out the thanks for removing Ezrechu, though it's clearly implied. She continues eating as the trio leave, ordering, "Sleep when you can."
The medical tent is visited, the new medical staff are performing well. Some healing and treatment provided before bed. Sleep comes easy, like a wet leather blanket dragging one to the depths of unconsciousness.
There are fewer sounds of battle through the night. Stone Talon is even, at times, silent. This does not last long, distant engagements starting up again. Most of the troops are encamped, sleeping. Sentries and patrols guard diligently, as they have the entire siege.
In the early hours, Hobbarts explodes with magical flame. An act that must have been done by the Ogre mage, to cover their escape or bury themselves deeper. It will make capturing them harder, if they remain. While the nearby buildings are showered in molten rock, the resulting fires don't last long. Stone does not burn, that is the construction, it's the contents that go up in flames. It's a frustrating development, but it is what it is and will be dealt with in the morning.
The dawn comes and with it reveile and fresh troops, a wilderness and a city to be searched, and the latter also to be brought to heel.
Gently...
Images of Hobbarts
<OOC> Cryosanthia says, "These are 3 views of the same building. It is supposed to be a peacock, it also is a gigantic block. It could repell a zombie apocalypse with a paperclip to hold the doors shut"
https://c8.alamy.com/comp/EECG85/robarts-library-at-the-university-of-toronto-toronto-canada-EECG85.jpg
https://i.redd.it/eoi3oxn10uu21.jpg
https://i1.trekearth.com/photos/147657/a3413t01.jpg
OOC and Combatty Stuff
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ | Name | CHP (T) | HP | ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ | Elyanna.......| 33 | 33 | | Tenoc.........| 49 | 64 | | Thurid........| 52 | 52 | ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ------------------------------------------------------------------------------ | Name | Race | Class | CHP | HP | AC/FF/T |CMD |For |Ref |Wil | ------------------------------------------------------------------------------ |Elyanna |HALF-ORC |Bard/Swb | 22 | 33 |19/16/14 | 20 | 2 | 9 | 6 | |Tenoc |SITH-MAKAR|Mnk/Rgr | 64 | 64 |22/20/19 | 27 | 11 | 10 | 5 | |Thurid |GIANTBORN |Clr | 39 | 52 |19/18/12 | 20 | 8 | 3 | 8 | ------------------------------------------------------------------------------
<OOC> Cryosanthia says, "Well, at least it will go faster with fewer people."
<OOC> Cryosanthia says, "as before, free re-rolls for everyone here before the set-pose. Combat will be an accelerted version, where some skill checks will give you advantages or prevent/earn extra attacks. Your successes will help each other and also roll on to your next turn."
<OOC> Cryosanthia says, "I'll alternate turns, but likely re-order in the log upload. STP P3 is a good example, has lots of sub-sections. Also all the OOC notes at the end."
<OOC> Cryosanthia hugs, "Hi Tenoc, no worries. Log is up and Setpose is in. +init please. Also, last session everyone selected a 'thing to do' as a priority in a meeting. Thurid is going after Blar soldiers that didn't answer the recall, Elyanna is going to the colosseum to rescue gladiators and PoWs. Hades was searching for Bludguni leadership. You will be given troops, and can take them on one of those 3 tasks, or pick a priority from the ones left undone, which are: Search for civilians and accept Bludguni surrenders; get to the Hospital and rescue patients there.
<OOC> Cryosanthia nods! "Okay. I'm trying something, combat wise. Each 'round' is more of a 'War-Turn', you'll make some skill checks, followed by four (or more) full attacks by you and the NPCs, then you'll write a big pose to describe how a battle went back and forth and resolved. You'll see how it works with Thurid and Elyanna first
<OOC> Cryosanthia says, "You have the option of staying back also. Each of these rounds is about 2 hours, lets say, so it will have been 8 hours. End of round 4 will be end of the 1st day. Assume wandering and stuff from area to are in the city also."
<OOC> Cryosanthia says, "I'll make my pose after yours Elyanna. Tenoc, same. Taking the wounded back takes a while but you have the options to do more tasks. Same ones as Elyanna. Chase blar soldiers, get surrenders, go for the leadership"
<OOC> Cryosanthia says, "So. You find where the leadership is, you and your troops break in. They have defenses, which are really tough. You manage to obliterate the defenses, but they also repulse you. You and your troops take heavy casualties, and when you go down they retreat with you back to the Blar camp."
<OOC> Cryosanthia says, "So you get some intelligence from that."
<OOC> Cryosanthia says, "The leadership is ogres, a fighty type and a mage type"
<OOC> Cryosanthia says, "you almost made it into where they're holed up, you peeled off their protectors, but you didn't get to them before you were repulsed. Mmhmm?"
<OOC> Tenoc has a 'Healing Balm Belt, that would (at minimum) annul the dying situiation as a standard action. 4d8 healing, once a day. Use that?"
<OOC> Cryosanthia nods, "Yes. You're still injured and forced back though."
<OOC> Cryosanthia says, "also, how I've been counting. you've had 6 Moral Victories, 2 Victories, and 4 Losses."
<OOC> Cryosanthia says, "moral victory is winning with Non-lethal or CMB"
<OOC> Cryosanthia says, "I'm worried it will go to a part 6. Since searching Stone Talon & Searching the Wilderness, Personal combat with the Ogres, and the Airship returning, everyone saying bye and last minute advice seems like a lot for one log, esp if regular rounds for the Ogre combat is used."
<OOC> Cryosanthia says, "Neat. So, as you accumulated successes in the city it made things easier for the other PCs. The final count, Thurid created +6, Elyanna +4, and Tenoc +4, so total a +14. I was working with, when your total reaches +16, that's enough for the troops with a Take10, to beat all the DCs and 'handle the rest'. So it's right on the cusp of that."
<OOC> Tenoc nodnods! Grins. "ANd irony-- the two religions that responded best to 'Am'sheri Diplomacy' were there." XD
<OOC> Cryosanthia says, "heehee. Yes."
<OOC> Elyanna says, "heh"
<OOC> Tenoc says, "Makar Diplomacy! Administering beatings until morale improves. 0:3"
<OOC> Cryosanthia says, "I honestly don't know if Caracoroth has healers, or temples, but... I think they must, somewhere"
<OOC> Tenoc likled the werewolf touch. It was nifty!
<OOC> Elyanna says, "in bludgun? probably, and charn"