Stone Talon Panacea, Part 5

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Log Info

  • Title: Stone Talon Panacea, Part 5
  • Emitter: Cryosanthia
  • Characters: Thurid, Tenoc, Elyanna
  • Place: Stone Talon
  • Time: Tuesday, January 26, 2021, 12:08 PM
  • Summary: Gadrany gathers her Special Advisors to discuss the priorities of the day. She will be dealing directely with Blar forces that did not recall, and Bludguni defenders that remain active. Thurid decides she will search for the diseased in Stone Talon, Tenoc, who is more wilderness oriented, will search for Deserters in the mountains, and Elyanna will seek out diseased in districts she's familiar with. All will accept surrender. They gather equipment at the medical tent, and are advised on what conditions the escaped patients and untreated sick will be like. The three split up, leading their troops, Thurid working first through the slums then the noble district. Tenoc takes his mixed force into the wilds. Elyanna tries the markets and low income residences. All are quite successfull. Late in the day, they are interrupted by challenge horns, then a bird messenger. Gadrany wants them at the colosseum. The ogres wishes to fight Thurid, believing the rumour that she's an Ogress in charge of the army. She explains a slight ruse that will get everyone on the field, and they take it.

Priorities

Dawn rises on Stone Talon.

There was continued fighting in the night. Blar Troops that refused to withdraw, Bludguni deserters, civilians turned looters, loyal defenders and people with a score to settle battled it out. This was punctuated by a huge magical explosion at the centre of the city. Hobbarts library, the holdout of the Ogre leadership, seemingly voluntarily destroyed. The implications aren't clear.

Colonel Gadrany gathers her 'Special Advisors'. She's geared up, ready to lead her troops into the City and bring order. "We will be accepting surrender and rescuing the civilians and the sick, but our priority is the last of the active defenders and our own forces. I'm relying on you to find our deserters, get their sick civilians."

She exhales slowly, her hands finding the hilts of her blades, "I'll challenge the Ogres, once we close on their last location. If they're still present and accept, it will be a 'big deal'. Champions, ceremony, the usual shit. You'll hear the horns, you will have time to show up."

"Meanwhile, you have your choice of troops for your missions, the units you had yesterday, or cavalry, light or heavy." She glances at Thurid, the sith'makar, "Warrior, allies, horses that can carry you can be conjured if necessary. Anyhow, hobs and horses won't be that effective in the mountains, but we have a division of gobbo spider-riders that might be useful."

As if horses were not edible enough, now spiders! GIANT spiders! Still, the spider-riders are part of the force, and presumably the Seconds know them, how to work with them-- or not. Horse-hobs, as he vaguely remembers. The lieutenants are told to gather their men, suitable to rescue their fellows and the ill. Perhaps not a Kor-witness-worthy battle, but all strength is shared. Battle evil spirits?

But is for them; Tenoc intends to hunt, as he does best. But first...

The Makar remembers the Maws, the vicious battle priests of the Devourer. Particularly, the most vicious nad wrathful one-- the werewolf.

No need for more head-butting this time; he simply offers a question: an end to 'just' healiung for the Warpriests, and a more... vicious plan. To hunt down the ogres. Hard to challenge if they are no longer among the living, after all.

A grim offer, and one that the Colonel knows nothing of. For the best. Just suggestion for fellow toothy warrior.

Good hunting.

Thurid had awoken bright and early, performed her morning devotions to Angoron- which mostly involved a series of physical exercises in the biting cold of the pre-dawn gloom. And so she arrives at the briefing rosy cheeked but fresh faced, and full of energy. "The spider riders might be more useful, but I worry any sort of mounted response might send the stricken further to ground, given the state of their minds." she says. Tenoc's suggestion gains a look of disapproval from the Angorite- she'd quite liked the idea of a personal challenge, seems like the way to end things rightly, but- as she often has to remind herself- it's not her war. And so she says nothing.

GAME: Tenoc rolls Diplomacy: (13)+2: 15
GAME: Tenoc rolls Strength: (10)+4: 14
GAME: Cryosanthia rolls 1d20+3: (13)+3: 16 (werewolf strength check)

Tenoc's return is marked by a dark and sour mood. And rubbing of the shoulder as he seethes. Chuff-- dispel black thoughts! A fine idea, the Makar thought, but did not realize...

Werewolf was a GLUTTON.

BUt still strong. Just barely.

Cursing a few choice dark words (in Draconic!) about fleas and mongrels and insufferable softskin-furballs--!

"If Giant ones are similiar to smaller ones..." he says slowly, rumbling with a grimace. Tighten bandage. "Are quiet. Though are gobbers? Sssk. One does not know."

Gadrany considers the sith'makar's suggestion. She nods, clamping her lips together. "That might work. The Maw Priest isn't under my command so you will have to convince him or her to do the job. You have my permission to do so."

While the sith'makar is off attempting that, Gadrany advises Thurid further, "The spider-riders are... less disciplined than hob cavalry. They won't present as a large organized force, and ... can respond passively, to a degree. In either case, I approve whichever command you select."

"Ah, Advisor Tenoc returns. Gobbos tend to be noisy, and need a lot of supervision. Good Luck, and may whomever God you follow light your path." The Colonel salutes and departs to her duties.

The next step is the Medical Tent, after picking up the desired units.

Thurid nods her head once more, "Well, You're the outdoorsman here. I'll leave it up to you." she tells Tenoc, then, in regards to whether to bring spiders or horses to look for survivors in the woods. "It seems to me the spiders might not strugle with uneven footing and narrow spaces so much as horses." she suggests to him. She turns to Gadrany, "I'd accompany you to the city. I'll aim to root out the sick there, and ferry them to the healer camps."

"And this one will search the woodlands," Tenoc adds, nodding with a rumble. "Search for sick, wounded, gather. Bring back when found." Horses are not Swifts, but the basic idea of use is similiar-- though they are less bitey, it is true. A mix of forces-- horse warriors to help carry those too ill to return, and infantry, to better search the wilderness to find them. A particularly canny Hobcavalryman even manages to find a wagon and gruff old driver willing to come along, to add more carrying capacity to the searchers.

Infantry and horsemen (and wagon!) assembled-- the group heads to the tent, to learn where to begin the search.

For her part, in the city, Thurid simply asks for whatever able bodied infantry can be spared, along with hand carts and stretchers. "Perhaps if some of those who have already suffered the sickness are well enough, they could come as well- to help assure those still stricken as to the efficacy of treatment." she suggests.

The Medical Packs

A few recovered sick are found and join Thurid. Tenoc's mixed force takes longer to assemble, and is a tad unwieldy, but they accompany him to the tent as well.

Mourner Vibibi waits to meet the commanders. The lavendear Hob has a table laid out with supplies behind her. A small backpack has been stufed with a set of blanket, bandages, a flask of water and an emergency candy ration. There is an array of them, one for each of the troops going out, and an unpacked one she uses as for demonstration.

"The pack also has blindfolds, large ear plugs, and rope in the pockets for easy access. Stretchers are separate, take one per two." Vibibi explains, standing straight and looking over the assembled group. It's as if she makes eye contact with each person. There's something odd in how she moves and speaks, it's a passing, nagging thought. In response to Tenoc's query, she has a few suggestions, "The escaped patients will have run from the camp and each other. They are likely to find a good hiding spot where they can't see or hear anything, and stay put. Caves, tight groves, they might even bury themselves."

Pale Choao appears seemingly out of nowhere beside Thurid's knee. He gazes upwards with pure admiration, "Teeth of the Maw, I heard great things about you, laying into those buggers and bashing walls down. I've got all the patients you sent back in my section. I tell them how lucky they are you got 'em, that they'd be lyin' stabbed in a ditch. Now they'll live, and they better thank you when they see you next." He grins manically upwards at the Jotun, showing off lots of pointed teeth, a few of which are a dark metal.

Vanguard Frila is present to help hand out the packs. She doesn't speak, but nods at the assembled.

<OOC> Cryosanthia says, "Sense motive rolls, DC20 for Tenoc, Elyanna, DC25 for Thurid"
GAME: Tenoc rolls Sense Motive: (18)+3: 21
GAME: Thurid rolls sense motive: (11)+10: 21
GAME: Elyanna rolls sense motive: (9)+7: 16

Vibibi reminds the sith'makar of that spooky, skull faced Arvek that was along for boot hunt in the swamp. Possibly. Meh. Softskin with pointy ears, softskin with hair face, softskin with frilly dainty fingers-- all look the same. Choao is clearly smitten with Thurid.

Tenoc listens quietly as he takes in his briefing for the morning's search. And the.. search packs? Safety packs? He takes one at the time, but barely gives it much more thought. "This one will search further," he rumbles with a tail-thu-- nod. Nod! He spares the Mourner a second glance, a third-- an idle sketch on the air behind, to ward away any idle evil spirits that might be about. One never knows!

Thurid listens to the instructions as they are given, arms folded over her chest as she does so. She tilts her head, brows furrowed for a moment, but whatever thought gripped her is passing. She peers down at the goblin at her knee, and offers him a broad grin of her own- showing her own less pointy teeth, and the gap between them where one has been knocked out in times passed. "Good to hear!" she says, "Hope you're taking good care of them. I'd hate to have gone to all that effort for naught." she tells the goblin, employing a little emotional arm twisting to get him motivated.

Once preperations are made, she regroups with her own squad, and then prepares for the short march into the city. Being as she's about as strong as your average oxen, she's opted to carry as many supplies as she can on her broad shoulders- a couple of sretchers, as well as a whole slew of first aid equipment incase the sick have done themselves injury in their delerium.

"The sick will have been out and exposed for days. They will need food and water and that might help coax them out. They are wearing hospice gowns, thin cloth, the blankets will be useful for providing warmth. Get them here as fast as you can, but if there's staging area, try warming the blankets there before transport. The masks and earplugs should keep them calmer, but you will have to hold some of them down." Mourner Vibibi explains, mostly to Tenoc and Thurid, but loud enough the troops gathering packs will overhear.

"Oh yeah," Choao assures Thurid, "I won't let you down."

Vanguard Frila passes out the packs, repeating a condensed version of Vibibi's instructions.

The Mourner adds a parting blessing as everyone departs, "Feiu of the Tears, help them find the quick and the dead." Appeals to Vardama are often simple and lacking ceremony.

Seeking the sick, in Stone Talon

Advancing into Stone Talon is different from the day before. The whole Blar army is involved, and the overwhelming force prompts a different response. Remaining defenders are surrounded and suppressed. Some surrender. Thurid's unit follows the advancing line into areas that have been pacified but not searched. Defenders are unlikely, but civilians and sick will be holed up in their houses. The hobgoblin district was cleared the day before. It gives way to one favoured by goblins and oruchs.

While the hobgoblin residences are orderly, these are not. Overcrowded, walls were built or smashed open in haphazard ways, to say nothing of the breeding blocks that overtook the tenements. Chaotic before, they were affected the most by the siege. Trash is everywhere. The dead thrown into streets and alleys and left to rot. Some backstreets are so choked with bodies as to be impassible. It's clear by the blue fuzz that surrounding their heads that some of the dead succumbed to the disease that also ravaged outside the walls. Elsewhere, fresher bodies lie cut down in the wide streets. Blood frezing as it pools around drains that clogged decades ago. There is little of value in these slums, and the 'victory' celebrations last night were not kind.

<OOC> Cryosanthia says, "Okay Thurid, +10 from last round's successes"
<OOC> Cryosanthia says, "DC25 Survival & Perception to find the sick, each is a +2 CMB"
<OOC> Cryosanthia says, "DC25 Stealth, will reduce attacks on you"
<OOC> Cryosanthia says, "DC15 Heal, will add to the diplomacy check after the attacks are resolved."
<OOC> Cryosanthia says, "oh, and a Strength check DC20, also adds to diplomacy"
GAME: Thurid rolls survival+10: (10)+3+10: 23
GAME: Thurid rolls perception+10: (8)+9+10: 27
GAME: Thurid rolls stealth+10: (20)+-3+10: 27
GAME: Thurid rolls heal+10: (2)+11+10: 23
GAME: Thurid rolls strength+10: (6)+4+10: 20
<OOC> Cryosanthia says, "+2 CMB, One less attack on you, +4 Dip from Heal, +2 Dip from Strength. Roll 4 CMBs vs DC12"
GAME: Thurid rolls cmb+2: (16)+9+2: 27
GAME: Thurid rolls cmb+2: (16)+9+2: 27
GAME: Thurid rolls cmb+2: (14)+9+2: 25
GAME: Thurid rolls cmb+2: (14)+9+2: 25
<OOC> Cryosanthia says, "Those are great, 2 successul CMBs stop an attack, all 4 were successes, so only 1 attack on you"
GAME: Cryosanthia rolls 1d20+3: (18)+3: 21
GAME: Cryosanthia rolls 1d4+1: (3)+1: 4
GAME: The Sick damaged Thurid for 4 points. 48 HP remaining.
<OOC> Cryosanthia says, "Diplomacy +16, DC15 to encourage others to come out"
GAME: Thurid rolls diplomacy+16: (5)+7+16: 28
<OOC> Cryosanthia says, "That gets you another 9 that you find because they call for help."

Thurid trudges her way down the street, weighed down but now slowed down by her heavy load of supplies- one would think she would be impossible to miss, given she's carrying half a hospital on her back, but nevertheless she manages to make her way through the streets quietly- relying on the soldiers knowledge of the area to track down likely locations for holed up civilians, defenders and 'deserters' all, spying teltale signs of habitation with her bright eyes. She slips into barricated homes, and manages to coax the willing and wrestle the reticent onto stretchers to be ferried back to the healing stations.

Thurid and her troops are really effective, not so much at finding people that moved around but guessing where they decide to hide, and sneaking up on them. They get the jump almost every time. The troops are well coordinated with the grabbing and holding. With the soldiers' effective grappling skills, and the copious amount of supplies the Jotun carries, they find thirty sick to send back. They are surprised rarely, receiving minimal injuries.

When the neighborhood is mostly searched, she calls for her men to stop, "Those who are sick, come forth! I have with me some who have already recovered! This sickness need not be the end of you! There are healers enough for all!" she bellows into the deserted street. A few more nervous, hunced figures creep out, jumping at shadows, but willing enough to come along.

The search for the sick in the city proceeds well. A lot of locations can easily be dismissed, the buildings are collapsed, destroyed by siege weapon fire. A few cases require crawling into the remanents of basements but often it's clear they could contain no one because of the collapsed rubble.

There are a few Bludguni soldiers in borrowed civilian clothes, hiding with the civilians. Invariably they're young, well fed in comparison; civilians in Stone Talon are those who couldn't fight, from being too old, young, or otherwise impaired or crippled.

Overall, small family units are surrendering to the Jotun and her troops. Typically a mother with children and babies; sometimes an older sibling, old enough to babysit but not fight, when the mother joined the defense.

All stages of the disease are present, the progression becoming easier and easier to recognize as more examples are observed. Certain marks appear on the skin, the behavioural changes are hinted at, then become more pronounced. Finally, there seems a difference in the fuzz, the patients who frenzy have a different shade than the ones that remain curled in a foetal ball.

The search continues.

With the first of many neighborhoods cleared of the sick, Thurid groups back up with her men to take stock of them- their supplies and their morale. Finding both more than adequate, she presses on behind the advancing Blarite line- once more taking detours off the main concourses and onto the cramped and winding residantial streets to track down yet more of those in need of assistance.

After the slums the search progresses into the Noble district. Located at a higher elevation, these are older buildings originally of Myrrish design, with wider estates. Each was like it's own walled estate, a large square house with a central courtyard, and enclosed yard. The outer walls abut each other, and show some bas-relief carvings that made a continuous scene.

Like everything conquered, they have been modified, but the destruction was more creative vandalism, recarving human faces into goblinoid ones, enhancing that with paint. It makes for a garish tapestry, it's still occupied by nobles of the goblinoid variety. While generally cruder and crueler, there is a certain consistent snobbery across the upper crust, regardless of species.

Some villas are still defended, others have their doors blown open and have been looted. These are the cheeries to pick when the pillaging starts.

<OOC> Cryosanthia says, "It's the same rolls as before, you have a +7 from your previous round's successes. 
                         The rolls are DC25 Survival & Perception to find the sick, each is a +2 CMB, 
                         DC25 Stealth, will reduce attacks on you, 
                         DC15 Heal, will add to the diplomacy check after the attacks are resolved. 
                         DC20 Strength, adds to diplomacy"
<OOC> Cryosanthia says, "+2 moral since same troops from yesterday, they're getting into a groove"
GAME: Thurid rolls survival+7+2: (14)+3+7+2: 26
GAME: Thurid rolls perception+7+2: (4)+9+7+2: 22
GAME: Thurid rolls stealth+7+2: (17)+-3+7+2: 23
GAME: Thurid rolls heal+7+2: (4)+11+7+2: 24
GAME: Thurid rolls strength+7+2: (13)+4+7+2: 26
<OOC> Cryosanthia says, "+2 on the CMB, +4 Dip from the Heal, +4 Dip from Strength, 4 attacks on you"
<OOC> Cryosanthia says, "DC10 on the k/rel and DC15 on k/nob if you have"
GAME: Thurid rolls knowledge/religion: (5)+5: 10
GAME: Thurid rolls cmb+2: (16)+9+2: 27
GAME: Thurid rolls cmb+2: (8)+9+2: 19
GAME: Thurid rolls cmb+2: (13)+9+2: 24
GAME: Thurid rolls cmb+2: (19)+9+2: 30
GAME: Thurid rolls diplomacy+8: (13)+7+8: 28
GAME: Cryosanthia rolls 1d20+3: (7)+3: 10
GAME: Cryosanthia rolls 1d20+3: (12)+3: 15

Noble districts are always a mixed bag, in Thurid's experience. So when tey arrive at a sacked and occupuied one, it's with a degree of hesitation that she presses onwards. She and her group are spotted soon enough, and so the large woman decides to roll with the punches. "Strength of the Mountain with you! Send out your sick!" she bellows as she marches along the streets, directing her troops to go collect those which come forth.

An altercation breaks out as she reaches one particular noble's property- who has barricaed themselves inside and hired private guards to maintain his paranoid seclusion. It comes to blows, but thankfully not bloodshed, and Thurid is able to drag the stricken noble out, kicking and screaming over her shoulder.

As the Jotun and her troops spread through the noble villas, more and more becoming willing to open their doors. They share walls, after all, and can see what is happening with their neighbours. They were fighting everyone in the dark, the Stone Talon underclasses, retreating defenders, advancing attackers, all looking for precious loot gravitated towards this district.

In the light of day, a force that is largely peaceful and seen to be treating the sick then sending them out of the city to safety, is their best best. Soon doors are opened, with the troops being invited in to back rooms with invalids, or greeted by a family caravan carrying their most portable valuables, ready to relocate, flee the city if possible. Anything over gambling another night of uncertainty.

It becomes less of a search and more management, but Thurid's diplomacy is up to the task.

And then the horns sound...

Seeking the sick, around Stone Talon

Heading into the wilds around Stone Talon to search for escaped patients, the morning starts out crisp and cold, with a strong wind. After a few hours it warms enough to snow, flurries falling continuously, covering the ground in a layer that grows thicker and thicker. It's idlyic, the flurries swirl, dancing on the wind currents, layering the evergreens and bare branches, piling everywhere. The snow will hinder more than help.

The area surrounding Stone Talon is a rocky expanse of rough mountains and sharp hills. Short cliffs abound, and little streams trickle in the many valleys and depressions. The littlest are frozen solid, the more substantial streams an small rivers are coated with fresh black ice. The rocks are slippery with snow, the trees hard, and there are many dark nooks and crannies an anthrophobic might wind up. Each has to be explored carefully, as the sick sometimes respond with violence when cornered.

<OOC> Cryosanthia says, "Tenoc, you have -2 on your rolls for a mixed force. 
                         They obey orders but they aren't used to working together. 
                         DC20 Intimidate to give effective orders, otherwise there's another -2."
GAME: Tenoc rolls Intimidate -2: (20)+11+-2: 29
<OOC> Cryosanthia says, "okay, you scare them to death. No penalties."
<OOC> Cryosanthia says, "The mix you selected gives you extra rolls, 
                         So roll twice on Survival DC20, Perception DC25, Heal DC15, and two extra CMBs. 
                         Single Athletics roll DC15 (natural rock) +5 (slippery snow) so total DC20"
<OOC> Cryosanthia says, "the rolls help you find more, but don't reduce attacks against you"
GAME: Tenoc rolls Survival: (15)+12: 27
GAME: Tenoc rolls Survival: (19)+12: 31
GAME: Tenoc rolls Perception: (1)+12: 13 (EPIC FAIL)
GAME: Tenoc rolls Perception: (18)+12: 30
GAME: Tenoc rolls Heal: (16)+3: 19
GAME: Tenoc rolls Heal: (18)+3: 21
GAME: Tenoc rolls Athletics: (13)+13: 26
GAME: Tenoc rolls 1d20+10: (20)+10: 30
GAME: Tenoc rolls 1d20+10: (19)+10: 29
<OOC> Cryosanthia nods, You get 4 CMBs normally, total 6, so roll another 4 more
GAME: Tenoc rolls 1d20+10: (15)+10: 25
GAME: Tenoc rolls 1d20+10: (18)+10: 28
GAME: Tenoc rolls 1d20+10: (19)+10: 29
GAME: Tenoc rolls 1d20+10: (9)+10: 19
<OOC> Cryosanthia says, "Woo. Okay. The epic fail is an auto-hit, rolling the other 3"
GAME: Cryosanthia rolls 1d20+3: (9)+3: 12
GAME: Cryosanthia rolls 1d20+3: (17)+3: 20
GAME: Cryosanthia rolls 1d20+3: (6)+3: 9
GAME: Cryosanthia rolls 1d4+1: (1)+1: 2
GAME: The Sick damaged Tenoc for 2 points. 47 HP remaining.

Tenoc groups with his own force, gathered as they moves out for the forested lands outward, off and beyond. Panicked madness could only carry the runners so far... one hopes. A few miles, and the party splits up-- within easy calling distance of the other, signals, banners, horns all prepared. To flush out the ill or to convey and communicate, as required.

The Makar shivers briefly, grim as he gazes at the cold. Snow, frost, more snow-- all together, it adds to make the Makar's sour expression positively vicious. A few complaints of cold from-- of course -- the more 'greenhorn' infantry. The answer-- a gutteral blast of FLAME as the Makar breathes! A dry tree, old oak, worn and leafless-- erupts with a wild, hot pulse, a torch searing to the sky ion brief, blessed, yet all-too-short bonfire.

"And those we search for do not have even your borrowed furs to keep warm," he snarls, tail lashing. "Find them!"

Suitably chastised (Terrified!), the hob soldiers fan out in an eager rush. Whether to be away from Angry Makar or out of due desire to aid their fellows, the effect is the same-- a few over-eager recruits stumble into a brief ambush from a manic berzerker, the long bout against exposure dulls his attack; he barely scratches the Hunter, and is quickly subdued in reply. After the first ambush, the rest falls into a more careful pattern-- draw them out of hiding, some flushed as one would hunt hares. Others, lured out with the promise of food, warmth. OThers, in the grip of frenzy, quickly brought down and restrained.

The regulars work to ferry those discovered back to the main staging point, where survivors are warmed, fed bits from the rescue packs, secured-- and carfully watched. No fresh escapees!

Escaped survivors are found, and the struggle to safely restrain them is enough of a combat to keep the troops interested, even if they have to go gently. Their directed efforts produce results, and reveal some sad tragedies.

The sick hid where they could, in any place that seemed attractive. The spots closest to the Blar Army were occupied first, so anyone found in those places were often the worse off. Except in a few sad cases. In those, a frozen and deceased body, starved with a head surrounded in blue fuzz is right outside a hole in the rock, or a hollow tree, inside which a more recent escapee lurks, shivering. There may have been a struggle, the living are injured, but both show wounds from fleeing through the woods.

There is another band further out, who clearly have been hiding for a while. They offer no resistance, to weak to move and often badly frostbitten with blackened hands and feet, noses and ears.

Another distance onwards and a new grouping is found, hardier sick, the last to leave with fresh cuts on hands and feet from climbing over rocks. These are more likely to spring out also, but attack predictably and can be safely managed.

It's intense, painstaking, cold and emotionally draining work but the sith'makar's team is bringing soliders home.

Yet there are still more to be found.

In the surrounding mountains, it's cold. Snow carpets, and there is enough accumulation it becomes a challenge to tell a buried body from a fallen log. The searching takes longer, fewer patients are found, the wagon can only venture so far off the tracks, the hills are impassible it, the cliffs, valleys, even worse.

The troops remain terrified of the sith'makar and obey orders, the mis-matched unit finding ways to act in concert. It's not a symphony, but they make a fine ditty. Still, they feel the cold and while the grumblings are bitten back, it's affecting their performance.

A count was provided by Mourner Vibibi, an estimate of likely survivors to be found. It's accuracy is doubtful, it's impossible to guarantee everyone that ran will be located, but efforts must be made.

<OOC> Cryosanthia says, "you will have a +10 from previous round successes, 
                         but also DCs go up +5 because you have to go further and they're better hidden."
<OOC> Cryosanthia says, "so same set of rolls as before with the altered bonus and higher DCs"
<OOC> Cryosanthia says, "adjusted, they are roll twice on Survival DC25, Perception DC30, Heal DC20, and two extra CMBs. 
                         Single Athletics roll DC15 (natural rock) +5 (slippery snow) so total DC25"
GAME: Tenoc rolls Survival+10: (7)+12+10: 29
GAME: Tenoc rolls Survival+10: (15)+12+10: 37
GAME: Tenoc rolls Perception+10: (16)+12+10: 38
GAME: Tenoc rolls Perception+10: (10)+12+10: 32
GAME: Tenoc rolls Heal+10: (6)+3+10: 19
GAME: Tenoc rolls Heal+10: (2)+3+10: 15
GAME: Tenoc rolls Athletics+10: (20)+13+10: 43 (CRIT)
GAME: Tenoc rolls 1d20+10+10: (16)+10+10: 36
GAME: Tenoc rolls 1d20+10+10: (15)+10+10: 35
GAME: Tenoc rolls 1d20+10+10: (12)+10+10: 32
GAME: Tenoc rolls 1d20+10+10: (9)+10+10: 29
GAME: Tenoc rolls 1d20+10+10: (3)+10+10: 23
GAME: Tenoc rolls 1d20+10+10: (10)+10+10: 30
GAME: Cryosanthia rolls 1d20+3: (14)+3: 17
GAME: Cryosanthia rolls 1d20+3: (8)+3: 11
GAME: Cryosanthia rolls 1d20+3: (19)+3: 22
GAME: Cryosanthia rolls 1d20+3: (20)+3: 23 (THREAT)
GAME: Cryosanthia rolls 1d20+3: (16)+3: 19 (not confirmed)
GAME: Cryosanthia rolls 2d4+2: (3)+2: 5
GAME: The Sick damaged Tenoc for 5 points. 42 HP remaining.

Grim work indeed. Tenoc works from one to another of the recovered, skills learned in the distant swamps of Am'shere of little use among a land of ice and snow. Though gratefully easier in some ways-- a swift examination tells who suffers the worst from the cold and frostbite, who the least, a warming fire and blankets and--

The Makar's stony face tightens more. Fears confirmed as the first corpse is found, haloed in that strange blue fuzz. Nothing to be done for the lost-- the dead are left where they lay, to the sorrow of their fellows. Tenoc sketches the air before reach-- to ward from evil spirits. And a quiet rumble, to ask mercy from the Death Singer, to guide them safely home, and not leave lost souls so far from rest.

In the wilds, from forest to rockier terrain-- here, the Spider Rider cavalry proove their use-- clambering over the rough terrain with tested skill, they prove adept when it comes to searching larger area, hoping against hope to find others, more.

A few more manage to spring in some last, misguided attempt at glory-- or at least, death, in battle. Blood glistens on the rock, but Tenoc holds the flailing aggressors, swift to put them into submission with the aid of the infantrymen.

THe cold aches through to the bones; it hurts, and it is only by the most desperate will that he does not tremble with relief on hearing the distant horns.

"Ssssound your--" He pauses, gesturing at the air for a moment. Sluggish thoughts! "....sssk. Horns. Are oursssss?"

Seeking sick, surrenders, in Stone Talon

Equipped with medical supplies, the troops under Elyanna's command are ready to follow her back into Stone Talon, search for sick civilians, accept surrender from Bludguni troopes. Her unit is trailing the main force, led by Gadrany, who represent the 'front line' which encounters active resistance.

Behind that line, buildings need to be searched, people coaxed out. The former reside of Stone Talon finds herself in a familiar place: the upscale Stone Talon market.

It's a shadow of its former self. The slave blocks and stand is still there. The fine jewelry shops and armour-smiths are abandonned, stripped for the war effort, or the escape effort. Groceries have long run dry of produce. It's a ghost town inside a sieged city, but there are still apartments above the shops to explore, and the many side businesses that hid down side-streets.

<OOC> Cryosanthia says, "+2 Moral, for having same troops as yesterday. +2 for previous day's successes also. 
                         DC25 Survival, Perception to find Sick. DC25 Stealth, will reduce attcks on you."
<OOC> Cryosanthia says, "k/local, k/nobility would help"
GAME: Elyanna rolls survival +2: (1)+4+2: 7 (EPIC FAIL)
GAME: Elyanna rolls perception+2: (9)+2+2: 13
GAME: Elyanna rolls stealth+2: (20)+6+2: 28
GAME: Elyanna rolls knowledge/nobility: (19)+6: 25
<OOC> Cryosanthia says, "Soo... hmmm."
<OOC> Cryosanthia says, "Okay, your survival is so terrible, you find a small underground lake, by falling into it, 
                         in the basement of one of the stores. 
                         Apparently, Stone Talon has/had a cistern system at one point."
GAME: Cryosanthia rolls 2d6: (6): 6
GAME: Elyanna rolls initiative: 10 + 3 = 13
GAME: Falling into Water damaged Elyanna for 6 points. 27 HP remaining.
<OOC> Cryosanthia says, "roll 4 CMBs vs 3 attacks, CMD 12"
GAME: Elyanna rolls cmb: (3)+6: 9
GAME: Elyanna rolls cmb: (10)+6: 16
GAME: Elyanna rolls cmb: (14)+6: 20
GAME: Cryosanthia rolls 1d20+3: (9)+3: 12
GAME: Cryosanthia rolls 1d20+3: (5)+3: 8 
GAME: Cryosanthia rolls 1d20+3: (6)+3: 9
<OOC> Cryosanthia says, "also Diplomacy roll, +4, DC25"
GAME: Elyanna rolls diplomacy +4: (18)+10+4: 32

Yes...

Taara is definately paying attention to her, today.

RMBLrbmble "Wha-
A
A
A
A
A
A
A
A
AAAAAAAAAAHH!" KERSPLOOSH! Splash.. splish-splish-splash SPLASH....

Or... perhaps Tarien.

No one ever reaally expects a cellar floor to give out on them, less so ending up in the drink as the afterparty. Such a one who has suddenly endured the ocurance manages to drag herself to shore and avoid being brained by the larger bits of falling debris.

Her men are eventually able to find the somewhat mortified and fairly battered Hobkin, deep in the ancient cisterns. Time lost in the search, already less fruitful than it had been the night before, they try to make up for lost time.

Topside once more, she is somewhat surprised by one of the merchants who's flattering entreaties and appeals to fonder days stays the Lady's hand. Still, the search is difficult, and a number of amushes end with more of a train jangling behind her. The merchant, continuing to blather in effort to buy himself a better, less excruciating fate than whatever end follows falling under the grip of the traitor Otilla Silverlash, adds more difficulty in convincing survivors and infected souls to come forth, but, ultimately she meets with some success, though they only have so many stretchers to work with. Hopefully the rest can walk on their own.

Surrenders are taken by having the opposing forces discard their weapons, if they have any, and remove their helmets. The helmet allows for a quick rough count, sometimes there is a name inside. They and the weapons are collected in a cart. It's too much trouble to have the goblins, hobgoblins, oruchs and other humanoids of Stone Talon strip their armour. Most have been wearing it for days, if not weeks. The armour is a useful resource, too useful to dump in the street. Might as well have them hump it back to camp where it can be confiscated, useful metals melted down, the rest discarded.

To ensure they make it, every individual that surrenders is escorted back by two of Elyanna's soldiers. They eventually return, but it depletes her forces. The cistern, the slave-merchant, all of those add additional delays and difficulty to find sick civilians affected by the Coward's disease. Their hiding places have gotten better, still, some are found, encouraged out and given a stretcher ride back to the Medical Tent.

A dispersed line follows Elyanna's unit, taking people out, returning, like a chain of ants. Rumour comes with the return, Thurid and Tenoc's units are having great successes, encouraging and discouraging news at the same time.

The market place thoroughly searched, another section of slums presents itself. A section closer to the wall, and consequently, more damaged by the siege. Many buildings are collapsed.

None seem to have fallen into an ancient cistern, at least.

<OOC> Cryosanthia says, "Okay, so +4 from previous round successes, +2 from morale"
GAME: Elyanna rolls profession teamster: (12)+7: 12+7: 19
<OOC> Cryosanthia says, "same other skills as before. Survival, Perception, Stealth DC25. Oh, roll Heals DC15. Sense Motive DC20"
<OOC> Cryosanthia says, "For this, if you make the DC, roll the skill again"
<OOC> Elyanna says, "so +6 to this?"
GAME: Elyanna rolls survival+6: (14)+4+6: 24
GAME: Elyanna rolls perception+6: (16)+2+6: 24
GAME: Elyanna rolls stealth+6: (12)+6+6: 24
GAME: Elyanna rolls heal+6: (6)+2+6: 14
GAME: Elyanna rolls sense motive+6: (16)+7+6: 29
GAME: Elyanna rolls sense motive+6: (4)+7+6: 17
<OOC> Cryosanthia says, "okay, roll 3 extra CMBs, you figure out the 'mindset' for hiding places. Total 7 CMBs vs CMD12"
GAME: Elyanna rolls cmb: (20)+6: 26
GAME: Elyanna rolls cmb: (13)+6: 19
GAME: Elyanna rolls cmb: (12)+6: 18
GAME: Elyanna rolls cmb: (20)+6: 26
GAME: Elyanna rolls cmb: (19)+6: 25
GAME: Elyanna rolls cmb: (10)+6: 16
GAME: Elyanna rolls cmb: (12)+6: 18
GAME: Cryosanthia rolls 1d20+3: (2)+3: 5
GAME: Cryosanthia rolls 1d20+3: (7)+3: 10
GAME: Cryosanthia rolls 1d20+3: (18)+3: 21
GAME: Cryosanthia rolls 1d20+3: (4)+3: 7
GAME: Cryosanthia rolls 1d4+1: (4)+1: 5
GAME: The Sick damaged Elyanna for 5 points. 22 HP remaining.
GAME: Elyanna rolls diplomacy+4: (14)+10+4: 28

With her past experience with driving teams, Elyanna does find certain deficiencies to correct with the arrangement of the wagons and the handofffs of prisoners and rescues. Their searches continue and the group seems to find their tactical gains elusive, as they step, blunder, or overlook ambush after ambush.

The battles themselves, however, seem to go rather swimmingly for the former Keeper, and her team, and in the wake of each, their claims of prisoners, and their equipment, surge in turns. That there are so many sick are stll about is both balm and bane, and it's after over a half dozen engagements that the Lady sets a hand against a column of defaced stonework, scanning the distant streets while she organizes her thoughts.

Soon enough, she pushes off and turns to her Sergeant, "Let's move to the west along Boilburst Way, there are more shops along that route, last I remember."

"Yes Ma'am," The order is accepted.

A few more shops are found. The streets are closer together, a lot of the store fronts have been boarded up or smashed. Several are marked with 'nothing inside' symbols, occupants attempting to discourage looters. A few marks here and there suggest the local thieves have taken to confirming those claims.

A couple more surrenders are taken, more sick are found, and sadly some that have expired. Starvation seems the first, likely cause, errant siege weapon fire the second, and the Coward's disease the third. Sad, to survive the first two, then die holed up with fear. A city under siege has other things to worry about, and these citizens clearly weren't a concern.

As time goes on, fresh marks are seen. Gadrany's forces have indicated where they've been, marking buildings as empty or containing bodies to be collected later. Marks that will become more unreliable over time.

Then, the search is interrupted by horns. Challenge horns, their peals repeated and moving towards the Colosseum.

The Horns

GAME: Thurid rolls diplomacy+8: (11)+7+8: 26

As the Horns sound, Thurid pauses her work to take a glance in the direction of the sun- as best as she can in the urban environs, at any rate, to get an idea of the time. "That'll be the challenge." she says then, frowning briefly. She rather hopes Gadrany will pull it off, but she'd rather be fighting the Ogre herself. "We'll press towards the horns, keep searching as we move." she calls out to the troops, and then leads the way to do just that.

It's a huge area to search. Starting ath the perimeter of Stone Talon, heading outwards, then head outwards again. The Blar army had six camps to surround the city, one at each even hour, and siege weapon emplacements at the odd hours. It's fortunate there was only one medical tent, it limits the likely area survivors will be found to a cone instead of impossible circles.

It is still a wide cone, and rough terrain. It's hard to imagine anyone making it through, delirious, unprotected. Yet they are found, further and further, having scrambled, fallen, kept going until the imagined terrors they fled could be countered with some dark hiding place.

The rescued are approaching the Mourner's rough count. It's impossible to say everyone has been found, but it is is approaching a point where they are only trickling in.

A leftennant, managing the totals with Tenoc, answers. "Yes sir, they're ours. It's signalling a Battle of Champions. Someone must have offered to fight Stone Talon's leaders."

Gadrany vs the Ogres, intel the junior officer wouldn't be in on, but which Tenoc would realize.

It takes a few seconds for his thoughts to catch up with him, but Tenoc adds the two together-- rumbling evenly as he chuffs. "Sssk. Fortune to her," he rumbles noncommittally, turning to the leftnant with a slow, shivery ache. A touch to his belt-- tempted to be warm from the healing light, even if briefly... He relents, hand falling away. A last, forlorn glance out at the horizon; he heaves a steamkettle sigh, deflating as his tail sluggishly lashes.

"..we have done all we can," he rumbles, growling softly. "Saved all we could oursssselves. It is within the touch of the Divine Ones now." The cold hints through-- more sibilant speach, though practice has improved the Tradespeak by margins. "Ssssound horn. Recall. Return to home."

The horns continue to sound. Battle of Champions. It's not exactly a recall, Blar units will be ready to stand down, Bludguni troops likely will in the hopes their champion will prevail. Anyone not willing to bet on it will continue to fight, surrender, hide, loot, whatever they were up to before they sounded.

The horns keep pealing, and moving towards the colosseum.

They aren't the only way the army communicates. A large and familiar looking black crow, wearing a shiny military medallion lands near Thurid and Tenoc. The same crow that was at DEVA station, a different crow that finds first the Jotun then the Sith'makar, two crows? Whatever the case, the experience is the same.

The crow alights on a nearby perch, fixes a stare with beady eyes, and caws loudly. "Call...awesomeME! Call...awesomeME!" It has a message tube. The message is clearer.

'Come to the Colosseum, you're needed.'

- Gadrany

The walk seems longer than it is. The city waits, all around. Colonel Gadrany is waiting in a tent, arms crossed with a grim expression. "So... I need you to fight."

Thurid arrives, feet weary from the walk but in high spirits thanks to sucesses in her task. Before she has a moment to speak, Gadrany does instead. She cracks a grin, "And I was worried you wouldn't ask." she says cheerily. She unslings her- now much less heavy- pack to set down on the floor of the tent. "What are the rules of the engagement? I suspect it's not to first blood." she muses.

Tenoc arrives much later, though with no more fanfare. His own report is brief-- one of the others managed to put to gether a missive he delievers, stating numbers found, count of illness, exposure, wounds.... And the Makar found something suitably HOT to drink!

"Ssssk. One was told that..." He tilts his head, gazing quizzically. "Ssssk. Are ogres angry still that--" He grins, a toothy glitter. "--not close enough to death once. so-- again, from us?"

"They are certain in their strength, willing to gamble it on a single triumph to preserve their rule when their army has failed them." Gadrany explains, her hands resting at her hips, on her hilts. She looks up at Thurid.

"They heard there is an Ogress with they army. They don't believe I am the highest commander, they think you're part of the Council of Blar, sent to oversee. So they challenge you."

"My subordinates will expect me to fight, since they know I'm in charge." Gadrany clearly looks like she was hoping to handle it all herself. "The rules are relatively simple, you'll start apart in the Colosseum, then melee until one of you yields or dies. Ranged combat is seen as cowardly, spells are acceptable but don't expect to get many off."

"A Champion Battle is one on one. However, if others want to take the field, they may. Another champion from the other side will join in, to try and prevent the joiner from getting to the two. If this blocker falls, another will rush in. It's... customary to wait a round to be sure the first blocker is staying down, or if the joiner has changed their mind. It doesn't always happen."

"So, this is how I plan to join the fight. It will satisfy my honour and my troops. I believe the Ogres are counting on this, and it will be the invitation for the Ogre Mage to join." Gadrany says, looking between Thurid and Tenoc, her attention lingering on the emerald-scale, "they have enough champions someone will take the field if you do. I should go after Warrior Thurid, engage the Ogre Mage, but I'm open to suggestions."

Thurid listens along to the rules of the engagement, and nods her head, "I think I understand. And I am ready to begin." she says. She collects her hammer, which she had set down along with her pack, and she slings it over her shoulder. "In truth, this is how all conflicts should be resolved." she says, beaming- clearly pleased about this turn of events. "A clash of champions, much cleaner and faster than Kor's work." she adds then.

She twists her grip on the hammer, knuckles whitening a bit as she prepares to swing it once again- and against harder skulls, where she won't need to hold it back.

Elyanna appears down the street , moving at a fair sustainable clip. The searches yielding what results they could, as well as what wounds the Hobkin was on her way to the base when stopped by a Crow that's since directed her here. While ready to go, she seems to have had a time of it this night, but she doesn't shrink from seeing the potential end of this madness.

SHe looks between her fellows, nodding, then to the Colonel, taking in the rundown before she opens with, "I'm ready, Colonel." <goblin-talk>

Then, of Thurid she wonders <What would you have of me, Warrior?> <jotun>

Tenoc listens briefly, chuff a soft puff of drifting steam. If the werewolf had-- he rumbles. Opportunity lost-- of no consequence now. He rumbles thoughtfully, tail moving in a slow curve. "Warrior Thurid will fight?" he asks slowly, making certain he understands. "And you, will go fight. And Ogre Magething will come as well." He pauses, brooding thoughtfully, distracted with a rumble to Elyanna, tail thumping thoughtlessly. "...if this is how it must be. One shall watch, wait. If needed, will come."

Gadrany looks between Elyanna and Tenoc, "This should be my fight. I'm glad Warrior Thurid accepts their challenge, so I can join. You don't have to. If you do, I'm sure their side will have enough lesser champions to meet you."

A longer gaze on Elyanna, "Especially you, 'Lady Otilla' might be called out directly, one of their champions joining with the purpose of drawing you in."

Gadrany turns to Thurid, holds out a pair of pauldrons, two giant clenched fists of beaten bronze. "Take these. A spell will not last long enough. This will help sell that you're an Ogress, and my units will recognize they're mine. They'll understand I'm fighting at a disadvantage; It will get them over you taking the field first."

"Plus they were insulting enough I want to humiliate them even more. I will have to fight through the Ogre Mage before I can help you, and someone will be trying to peel me off."

She looks the trio over, "Any other questions?"

Tenoc hisses softly, eyes narrowing as he listens. "This one does not," he says slowly, "But-- concerned." He glance to 'Lady Otilla', tail curving slowly. "If they enter, to fight her. And win, yus. What is to stop another come in? And more? Until army marches to sand, one after another? To fight in anger, for past-- sssk. Grievings?"

Thurid peers over at Alyanna, "I'm not sure- it sounds like you ought be ready to jump in incase one of theirs does." she says, "It sounds like it's by and large melee rules." she adds then, on the topic of seconds and blockers and the like.

When Gadrany produces the paldrons, the Jotun takes the paldrons, almost reverently- recognizing them almost at once for what they are. They are an oft-coveted item among the clergy of Angoron, after all. "I will use them well." she assures Gadrany then. She puts the paldrons on, and rolls her shoulders to make sure they are well settled, and then looks back to Gadrany at her last question- "When do we begin?" she wonders, with a grin as she sttles her hammer back onto her shoulder.

Otilla nods with a grim, gallows humor sort of smile before Elyanna speaks, "I am sure they will."

She turns then, catching the look from Tenoc, "If they best me, do nothing. Warrior Thurid is the one we must protect."

With Thurid's decree, she nods her head, "I will be ready." and thumbs the hilt of her falchion, loosening the throat of the scabbard, "May the Mother watch over you all."

"Nothing Tenoc, nothing stops them." Gadrany says with a smile, "except rules. Arvek Nar like rules, and a Champion Battle is one on one. Most would rather watch, make bets, a few will settle scores. If Elyanna prevails and defeats her first, she'll have a moment to retreat before another takes the field to challenge her."

"Some, prefer to wait, let another champion soften an opponent up, then if the opponent still stands and stays, it's seen as a fair fight." The hobgoblin emphasizes, "It is one on one, but get close to another group they will swing on you."

She smiles as Thurid accepts the pauldrons, wears them. She shares their commands. "We begin now. Activate them before we head out onto the sands. Their champions will have had time to assemble, and Ogres aren't known for their patience before a fight."

Gadrany tightens her armour straps, slaps the faceguard of her helmet down. "Let's go."

Ghoulish cp line.png

OOC and Combatty

------------------------------------------------------------------------------
|   Name   |   Race   |   Class   | CHP | HP  | AC/FF/T |CMD |For |Ref |Wil |
------------------------------------------------------------------------------
|Tenoc     |SITH-MAKAR|Mnk/Rgr    | 49  | 64  |22/20/19 | 27 | 11 | 10 | 5  |
|Thurid    |GIANTBORN |Clr        | 48  | 52  |19/18/12 | 20 | 8  | 3  | 8  |
------------------------------------------------------------------------------

<OOC> Cryosanthia says, "As before, we'll have big turns for part of it. Will use +timestop to manage things. Will try to move a little faster than last time my side, but take your time putting your poses together, I'll figure it out."

<OOC> Tenoc will take a mix-- half infantry/outdoorsmen, and a contingent of cavalry-- they will be and guard the gathering point, and provide extra muscle to carry the severely wounded litters back. Wagons, if possible?"
<OOC> Cryosanthia nods, "Ok."
<OOC> Thurid will be carrying a heavy load of extra gear which is... a lot.
<OOC> Thurid says, "Heavy load for Thurid is 300-450lb"
<OOC> Cryosanthia is using the PF2 idea that every 5 over the DC gives you an extra level of success/effectiveness

<OOC> Cryosanthia says, "Since you brought a wagon and regular troops to help out, it's x2 for the ones you rescue"
<OOC> Cryosanthia says, "so you pull out 54"
<OOC> Cryosanthia says, "this takes all morning though"

<OOC> Cryosanthia says, "your CMB successes stop 2, you didn't make the stealh, but the nobles aren't effective fighters. you get 42, 3 of those are Angorons, and 9 respond diplomatically (as before) It's a lot of going into villas, finding the nobles. a lot of them aren't sick, they'll have one family member who is, but in early stages. They also seem well fed. also, same age distribution, very young, very old, a 12 year old 'in charge' or a single parent m/f. and ... occasionally it's clear someone bought off military service"

<OOC> Cryosanthia nods. "You do not get the x2 this time because they have to spread out so much, searching a huge area. You do find 34. The spider riders get into perfect terrain and are all over the place finding people
<OOC> Tenoc yarr!
<OOC> Cryosanthia says, "there's a section of forest that's like a frozen am'shere and you climb all over it like crazy too"
<OOC> Cryosanthia says, "these are good numbers, close to 100. Vibibi didn't think there would be more than 100 after this amount of time. Make the pose. Also, you'll hear horns too."

<OOC> Cryosanthia says, "Thurid, you get a few more nobles surrendering as you progress"
<OOC> Cryosanthia says, "another 2 households"

<OOC> Cryosanthia says, "so you get 9 surrenders, 9 sick"
<OOC> Cryosanthia says, "plus slaver guy"

<OOC> Cryosanthia says, "Okay, much better this time, 23 surrendering and sick found, also roll diplomacy DC25 with +4 to see what extras you talk out."
<OOC> Cryosanthia says, "that's another 2"


<OOC> Cryosanthia says, "well my general 'mechanic' is, some rolls skill rolls first, that have various effects. With other tasks, the stealth gave an AC bonus, the perception an attack and damage. A diplomacy or intimidate reduced attacks."
<OOC> Cryosanthia says, "failing, sometimes added attacks, to represent an ambush"
<OOC> Cryosanthia says, "then the attacks, both sides. damage represents what the leader and the troop takes, so nothing/light/heavy, and then how well they are after. Finally another diplomacy roll usually, to dial in the fighting success"
<OOC> Cryosanthia says, "PC writes up how things went, I add stuff, make the setup for the next set of rolls"
<OOC> Elleandra says, "It adds a fluidity to things that I like. I'm pondering now how it might unfold across more phases of adventure."
<OOC> Cryosanthia nods, "I've been thinking of them as 'war-turns' like a couple hours long or something.
<OOC> Cryosanthia says, "I do want to do a nitty gritty Ogre battle the regular way, but where the PCs are managing a group, I think it's fine without having to handle the group. Oh, also, I had a way to roll their successes on to the next turn, and there were 'victories' if they accomplished enough of something, and the idea was to hit a point where the NPCs could take over unsupervised"