Can't Beat Home Cookin' pt2

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Log Info

  • Title: Can't Beat Home Cookin' pt2
  • Emitter: Braelnoir
  • Characters: Nels, Cryosanthia, Zant
  • Place: PRTwo, A Town near Alexandria
  • Time: Tuesday, March 24, 2020, 8:37 PM
  • Summary: The battle at the small town continues. While the party was victorious, several of their members fell, including the cleric and were withdrawn to a safe distance. Nels, arriving late, serves as a cavalry of sorts. The remaining three sneak as close as they can to observe the leader of the raid ordering his men to put the townsfolk into town hall, and burn them. He gets a bullet and a firework to the face. The party rushes in, Cryo engaging the leader while Zant takes on the rest, and Nels shoots targets of opportunity. The sith-makar is deadly with her blade, Zant is more merciful, and Nels gun is only merciful in the sense that it is quick. The party prevails and question the surviving raider, finding he's a new member of the Brazen Stride and their reasons for attacking this town and the supply caravan don't make any sense. Cryo rides to Alexandria to get more reinforcements and perhaps question Braelnoir while the others stay to assist.
-=-=-=-=-=-=-=-=-=-=-  Appearing, in Order  =-=-=-=-=-=-=-=-=-=-=
Nels         3'7"     42 Lb      Goblin            Male      Tall, for a goblin, and athletic. Close-cut black hair.
Cryosanthia  6'7"     245 Lb     Sith-Makar        Female    A dashingly tall, lithe white lizardgirl with tattoos.
Zant         6'0"     190 Lb     Human             Male      Olive-skinned, wild-haired young man in simple clothes
-=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=

-=-=-=-=-=-=-=-=-=-=-  As the GM  =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Braelnoir    5'11"    246 Lb     Silvery Chimera   Female    A rough and tumble brunette wielding a scythe and a feral grin.
-=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=

Recap: The Explorers Guild was tapped to send a security detail to escort a wagon of supplies from the Town of Greenholme to the Town of Tref and were on their way to pick up the cargo to begin their journey, only to discover the town under attack. Buildings burn and people clash within the breached pallisade of Greenholme whilst the team of adventurers are engaging some of the raiders, raiders who seem to be an mismash of differing tiers of training, discipline and equipment. Through team tactics and tactical use of magic, several of the raiders have been neutralized.

While a number of the bandits are out of commision, many of the original band of adventurers are too! And so it is the standing members of the original team managed to draw their comrades out of sight as the attack continues within the city walls. However, the distant smoke drew the attention of a particular guntotin' goblin....

Nels hears the sound of fighting, and approaches warily. Fighting is dangerous. But these are supplies for Tref, and as a goblin, he's ... well, really, it's this girl in Tref he's been trying to get a date with, who mentioned the supply convoy expected, and he figured it'd be worth a couple points if he showed up with it. This was not what he expected! But he will move closer, staying low like only a goblin can, to see if there's anything he can do.

GAME: Nels rolls stealth: (18)+8: 26
GAME: Cryosanthia rolls stealth: (14)+4: 18
GAME: Zant rolls stealth: (10)+11: 21
GAME: Braelnoir rolls 1d20+6: (10)+6: 16
GAME: Braelnoir rolls 1d20+1: (6)+1: 7

Cryosanthia is also keeping pace with Nels, and keeping her head down. Her advantages, generally being white in colour and not the normal silhouette, her disadvantages, being a big lizard. She kind of stands out, even when she's pretending to be a snowbank. She can crawl-slither on her belly with the best of them. She whispers, "See anything Nels? Zant?"

After making sure the knocked-up allies had been pulled back to relative safety (or at least where they are unlikely to be shot by a random crossbow bolt), Zant seperated off a bit from Cryo after the indication she'd be using magical communication. One would think that he'd be the kind of person easy to spot, but he manages to slip between rubble surprisingly quickly. "Dunno," he murmurs quietly, with the expectation she'll hear him anyway. "Think the rest of them are further past the wall. Did you see where the guy you tagged ran?"

GAME: Nels rolls perception: (1)+8: 9 (EPIC FAIL)
GAME: Zant rolls perception: (2)+13: 15
GAME: Cryosanthia rolls perception: (20)+5: 25

Beyond the palisade, there are bodies strewn about, some riddled with quarrels, others slain by varying bladed weapons... save the one fellow with the black capelet that looks like he was mauled by a bear and dragged himself a few feet before bleeding out.. The smoke itsn't thick enough to block sight, though it muddles it a bit. Most of those capable of fighting have been wiped out, along with what looks like what had been a larger force of raiders. Behind a building that deep bellowing voice issues another order. Several guys like the ones outside are corraling the frightened townsfolk into a large central building, likely town hall. This man, visible to Cryo from her different angle , has chain armor and a capelet like the other one, as well as a patch over the scar ravaged right eye.

Nels sees that beautiful, beautiful goblin face he's missed so much reflecting in a fallen man's steel shield.

"Okay, I see one, he looks like a leader, wearing chain armour and a similar capelet like the other one. Has a patch over his eye. They're moving the townsfolk." Cryosanthia whispers. She relays other tactical details of the scene. "Move a little to your right Nels, you should be able to get a bead. There's... a number of them. I think they're going to burn the townsfolk in the building. Suggestions?"

Nels huhs? Suggestions? "Let's not let them do that," is Nels's suggestion. His tactical acumen is not quite up to standards, though, as he has no great tactical insight. "I can try shooting him," he suggests, creeping forward on his belly as Cryo suggests to get eyes on our target.

"... If they have the town on fire this quick, they probably have some magic to do it with. Means... whatever reason they have for burning the people, they're probably going to be doing it quick." Maybe it's just because of how the spell makes the voice come through, but Zant's voice actually sounds much more grim than usual. Certainly more so than Cryo would be used to hearing. "Can you see a window or something like that on the building they're bringing them to?"

The building the townsfolk are being herded into is a pretty sturdy looking one, with a couple of high windows, probably more for airflow, but not low enough to see into the main floor.

The leader-looking guy is about 95 feet away.

"Looking..." Cryosanthia says, peering carefully into the distance. "Only up high, nothing that lets me see in."

She examines the palisade for openings, "How about this, you and I get as close as we can to where they might come out, Nels can move around, shoot at range, keep repositioning. That should pull them out. Let's move quick so Nels can interrupt quickly."

"Guess that means they're probably not lined with the room they're being taken in..." Zant does not seem even the slightest bit happy about this. "NO other entryways? I don't think we have a lot of time so we might just have to rush in and stop whoever's sparking the flame!" Now he sounds more hurried, over the magic. Anxiety rising.

Nels will break stealth, then, and dash to 80 and fire?
GAME: Nels rolls 1d20+12: (19)+12: 31
GAME: Nels rolls 1d10+1: (7)+1: 8

Nels rises up from cover, dashing forward to pull the trigger, shooting this fellow at much longer range than he's normally used to. He's pretty accurate, though, by luck more than craft, and manages to wing the fellow. That ought to at least get his attention.

The white-scaled sith-makar has crept past the palisade earlier. She's about one hundred ten feet from the leader, and ninety from Nels.

Cryosanthia, snapdragon fireworks and move 30' closer
GAME: Cryosanthia casts Snapdragon Fireworks. Caster Level: 1 DC: 14
GAME: Cryosanthia rolls 1d4: (3): 3
GAME: Braelnoir rolls 1d20+5: (12)+5: 17

"Yeah, okay, let's attack. Rush the guy and see what we can do about the others. I hope this doesn't go south." Cryosanthia says. She flips her free hand through an arcane gesture, a little fire dragon appears on her outstretched finger. She points, it flaps its wings, and zig-zags across the field with a tiny, roaring scream. It homes in on the man in the capelet and explodes in a burst of sparks. If Nels' shot didn't get his attention, this might give him something else to think about.

The white-scale sith-makar jumps from cover and rushes towards the one-eyed man, drawing her rapier.

"That's-- ah, damnit! I'll try to get to the townspeople!" Zant informs the others. In time with the gunshot, he all but leaps up high from where he was set into concealment, and with a brilliant flurry of gold and white of his scarves trailing behind him, the man is speeding across the ruined measure of the town.

"YOU!" He roars out, midway through his sprint towards the gathering of raiders, veering towards the people herding the villagers. "JUST WHY?!"


...Seeing a completely unarmored and unarmed man running at you is probably not a terribly intimidating sight, unfortunately.

The raiders are herding the townsfolk into the building while their commander is busy striking his beard. Out of nowhere, a crazy goblin charges out of the smoke from their other labors and fires a bullet into him. She man is barely flattening his foot on the first step in his stagger when the magical dragon comes shrieking in. He has enough wherewithal with tuck in and ward the sides of his face with his arms as her turns away from the incoming explosion out of reflex, but doesn't have enough with him yet to bark an order in response.

Cryosanthia keeps running. Always a trade-off, sneak closer or interrupt things but be exposed. Her feet pound the ground as she sprints towards the bearded man. She gets closer, but there's still a distance between them. She calls out, "We're going to have words! Yes! Why this? Why?"

Five raiders are herding the townspeople into the building.

GAME: Zant rolls weapon0: (19)+13: 32
GAME: Zant rolls weapon0: (18)+13: 31
GAME: Zant rolls weapon0-5: (9)+13+-5: 17
GAME: Zant rolls 1d8+11: (3)+11: 14
GAME: Zant rolls 1d8+8: (1)+8: 9
GAME: Zant rolls 1d8+8: (4)+8: 12
Fire damage
GAME: Zant rolls 1d6: (5): 5
GAME: Zant rolls 1d6: (3): 3
GAME: Zant rolls 1d6: (4): 4

A stomp of a foot brings Zant to a stop right in front of the raiders herding the poor townspeople. He might not look like a threat right away, what with standing there unarmed, just with his fists clenched into tight fists while his head hangs a bit lower, eyes hidden under the shade of his mane of hair having been swept by wind a bit over his forehead. "Why... There were people already needing help to begin with and then all this... Just all this death..." He mutters there.

Of all the things, a bright, deep glow of white suddenly emenates from within Zant's arms and legs. Bright enough that it can be seen even through the fabric of clothes covering them. In time with that, his eyes head snaps back upright to direct an uncharacteristically fierce look at the raider directly in front of him.

"BE YOUR SINS JUDGED UNDER THE SUN!"

In an instant, a glowing-hot fist slams into the side of the other man's face, followed quickly by Zant's other fist following up with a quick punch into his midsection, and finally, a fierce uppercut that sends him up into the air off his feet and slumping down onto the ground unceremoniously.

"I CAN'T PROMISE YOUR BONES WON'T BREAK!"

straight up stabby on zant
GAME: Braelnoir rolls 1d20+1: (14)+1: 15
GAME: Braelnoir rolls 1d20+1: (11)+1: 12
GAME: Braelnoir rolls 1d20+1: (16)+1: 17
GAME: Braelnoir rolls 1d20+1: (19)+1: 20 (THREAT)
GAME: Braelnoir rolls 1d20+1: (9)+1: 10 (Not Confirmed)
GAME: Braelnoir rolls 1d6+1: (6)+1: 7

The good, caring family oriented souls that compose the survivors of this band of raiders is suddenly beset by a crazy man in scarves as the shooting starts. One of them goes woof as the man bursts into flames and beats him like he stole something. The rest blink at each other, then charge the man with shortswords bared, but despite their incensed flailing, only one blade manages to get any purchase in the man's flesh.

Nels will move forward 30' and shoot the boss again
Nels will risk a Deadly Aim on this one.
GAME: Nels rolls 1d20+10: (8)+10: 18
GAME: Nels rolls 1d10+5: (9)+5: 14

Nels reloads as quickly as he can, even as he's rushing closer, and when he gets powder and shot loaded, he shoulders his weapon again and fires. The report echoes, and more smoke fills the air as his shot strikes the fellow, wounding him noticably. "Hah, take that!" he shouts.

Cryosanthia, Opportune Parry and Riposte
GAME: Braelnoir rolls 1d20+5: (13)+5: 18
GAME: Cryosanthia spends ONE point of PANACHE. (3 remaining)
GAME: Cryosanthia rolls weapon2: (2)+7: 9

Facing the righteous challenge from the sith, the man with the patch, reeling from a second bullet wound, manages to marshal his strength, yell, "KORRRRR!" and charge the palescale, though his sword misses her by a little bit.

GAME: Cryosanthia rolls weapon2: (10)+7: 17
GAME: Cryosanthia rolls damage2+3: aliased to 1D6+2+3: (1)+2+3: 6
GAME: Cryosanthia gains ONE point of PANACHE. (4 remaining)

Cryosanthia is ready as the bearded man charges her, whipping her rapier up to parry his attack. Except, she's slow, missing what should have been an easy block. She's agile enough to twist out of the way of the incoming blade.

"No talking then," The palescale grunts, "Okay, I can work with that."

Rounding on the man, she flicks the tip of her rapier, cuts a gash on his throat, enough to open the artery. A small stream of blood sprays out and it's enough to drop him. "Next time Parlay."

She turns and runs towards the other group. "Zant, this one will assist!"

Zant, Full Action attack, flurry and use a ki point to add another attack at full attack bonus into it. 
Two on one bandit, two on another one.
GAME: Zant spends ONE point of KI POOL.
GAME: Zant rolls weapon0: (7)+13: 20
GAME: Zant rolls weapon0: (13)+13: 26
GAME: Zant rolls weapon0: (16)+13: 29
GAME: Zant rolls weapon0-5: (7)+13+-5: 15
GAME: Zant rolls 1d8+11+1d6: (7)+11+(6): 24
GAME: Zant rolls 1d8+8+1d6: (1)+8+(5): 14
GAME: Zant rolls 1d8+8+1d6: (3)+8+(2): 13
GAME: Zant rolls 1d8+8+1d6: (8)+8+(6): 22

Even just one blade does hurt, and Zant does visibly recoil a bit when the sharp metal slices through his shirt and cuts through skin and muscle, with a hand slapping against the freshly-created wound. "Nnh!"

This, however, is quickly followed by another lightning-fast onslaught of heated, glowing blows from the Truthsayer. Spinning around once after taking the brunt of the sword, he uses the motion to carry a fist into the ribs of his assaulter... and continues to spin a few more degrees to direct a foot rising up into a fierce blow that knocks the man off his feet. Another spin sees that risen foot stamping back down, and the second rising to slam into the chest of another approaching raider before Zant flips into the air, spinning in a wide arc that carries his glowing foot up high, first, and then slamming back down onto the mook. And sending the mook ragdolling onto the ground. Maximum Boop!

Braelnoir: if they roll over 17 they keep fighting
GAME: Braelnoir rolls 1d20: (20): 20
GAME: Braelnoir rolls 1d20: (6): 
Braelnoir, one stab at zant, other one vacates himself and drops his weapon
GAME: Braelnoir rolls 1d20+3: (8)+3: 11

As the burning man continues on center stage amongst the raiders, one of them, the smarter as it turns out, catches sight of his leader deftly getting his throat cut while most of his nearest buddies gets pounded unconscious. That one starts to smell really bad and hucks the short blade away as he sinks to his knees, "Mercy!"

The second, not so enlightened, howls, "Fook dat! Raaaaah!" and takes.. a... swing at a butterfly or something only he can see.

Nels, move 30 ft, within 25 of the mooks, and shoot one.
Nels, use Deadly Aim here, since within point blank shot and touch. Feisty one.
GAME: Nels rolls 1d20+11: (16)+11: 27
GAME: Nels rolls 1d10+6: (7)+6: 13

Nels keeps moving as Cryosanthia drops the boss, rolling towards the mooks as he frantically juggles longarm, powder, and shot. Finally, loaded and rammed down, he stops, shoulders his weapon, and fires. Flame and smoke billow out and his ball strikes the man, so defiant, injuring him noticably. There's so much blood.

Cryosanthia, Move, flank stabbity
GAME: Cryosanthia rolls weapon2+2: (12)+7+2: 21
GAME: Cryosanthia rolls damage2+3: aliased to 1D6+2+3: (6)+2+3: 11
GAME: Cryosanthia gains ONE point of PANACHE. (5 remaining)
Intimidating Swordwork
GAME: Cryosanthia rolls intimidate: (1)+3: 4 (EPIC FAIL)

Cryosanthia runs up on the remaining combatants, circling around Zant to flank the one that refused to drop weapons... she sniffs... and other encumbrances. She moves her rapier in a circle, picking a point, then stabbing into his side, angling the thin blade towards his kidney. She likely missed that, but there's still a lot of blood and the man goes down. She turns the bloody tip on the one begging for mercy, "You better stay down."

She stands defiant and angry, pointing her rapier. Something is clearly undoing her intimidation efforts, perhaps the way she is posed is more amusing than threatening. Instead of being frightened, the raider finds NEW VIGOR and CONFIDENCE IN VICTORY. Perhaps he has a view up the sith's kilt and she should rely on more than armour.

Cryo is not scary at all.

With some gurgling, a little crackling and some unpleasant aroma, the melee ends. The survivor (as near as he himself is able to tell) clasps his hands together and actually starts crying as she starts mocking him while he's surrounded by these three psychos. Like. Big. Wracking. Sobs. And blubbering. It's really embarrassing.

Nels will shoulder his thunderbelcher and look around for more bad guys, but it seems they're all gone. "Let's get this chump tied up," he says. "So, we can let the townsfolk know they've been rescued, such as it is."

With all that done, Zant straightens up from his fighting stance, and the glow along his arms and legs fades back away. "...Sorry," he mumbles when he looks to Cryo. "I guess I lost my temper." With a sigh, he crouches down besides the bleeding thug, feeling out his neck for a pulse before pressing his hand down near where Cryo stabbed him, applying pressure to try and slow the flow of blood. "You have bandages or some spare cloth on you?" He asks, before looking up towards the small crowd of villagers the raiders were herding. "What happened here?"

"I don't have those supplies" Cryosanthia says, shaking her head, looking around, "Perhaps there is some they haven't burned. Check them, maybe they have potions or something you can heal them with."

The sith-makar looks at the villagers, "Please, tell us what happened. We were sent from Alexandria. We need medical supplies if there are any you know of."

With the sudden, immediate threat over, many of the townsfolk surge back out of their would be corral and some start shouting and, even the children are pressed in for a fire brigade. Others, some of the most elderly amongst them drift closer to their saviors, "Ohhh... thank you!" rasps a toothless fellow bent and bald from his advancing years, "These brigands-" he doesn't give the survivor a good look, "Breached the wall somehow with animals, who rode off, an' the rest of these murderers rushed in!" He blinks and turns to one of the women with him, "Mabyl, I need you t'send yer boy to the doctor's house, quickly!"

Meanwhile, the raider glances about furtively, trying to work a way out of this particular pickle that doesn't end up in front of Vardama.

"You stay put for now." Cryosanthia orders, stepping on his shoulder to hold him down, a move which does little to improve her intimidating position. She nods to the villagers, "We need to check the defenders, some of them may be saved if we're quick. Tell me where I should look."

She quickly binds the raider, then goes to check the towers and any place that might have been over-run.

Nels says to the raider that was captured, "Kor plays no favorites, but if you are penitent in front of the magistrate, you might only get life in prison. Or maybe not?" He shrugs a little. Life is uncertain. But once the bandit is secured, he'll help the villagers where he can. As much as a goblin can.

GAME: Nels rolls heal: (15)+1: 16
GAME: Zant rolls heal: (18)+6: 24

"I will help attend to wounds here," Zant calls over to Cryo. "Call me if you need me." That being said, he narrows his eyes at the still-conscious raider. "Tell me. Why did you do this?" He sighhs quietly, after that. "Please. The magistrate and the guard in Alexandria will not ask as gently. I would rather you don't get subjected to their interrogations. The magistrate could be more lenient if you speak truthfully to us, too."

Cryosanthia, look for self stabiling defenders and townsfolk and surviving guards
GAME: Cryosanthia rolls perception: (19)+5: 24
GAME: Cryosanthia rolls Heal: (17)+0: 17

Cryo, for her part, searches the village for survivors. The clear air helps, or perhaps it's the scent of bacon and burnt flesh, but she sniffs them all out. She discovers five guards, and fourteen townsfolk that are stable. Each time she calls out, "One over here Nels, or Zant, please assist!"

She doesn't trust herself with the ministry, even transporting them back. Let someone with a bit more experience determine that.

GAME: Nels rolls perception: (2)+8: 10
GAME: Zant rolls heal: (13)+6: 19

Nels will go around and make sure that all of the injured get found and treated, if they can. Or he tries, too, but all the people he finds have like their heads sitting several feet away, or else missing arms or legs, and one fellow almost cut in half. Not much point in wasting bandages, is there?

"W-we heard... we heard the town wuz holdin' a shipment of precious cargo meant fer another town!" the man confesses, "We knew they sent fer help protecting it, so th'boss decided to send us up here an' take it before the army showed up."

"... That's it?" Just like that, all light has faded away from Zant's usually cheerful face. "...All that death. All these homes ruined. One of our numbers even smelled *burning flesh* when we came here. All of that... for... relief supplies meant for others?" Upon hearing Cryo's call, he sighhs, and rises up from his crouch, with one hand pushing one of his two scarves back over his shoulder. "...Think on the pain you've caused for something so small. So simple. Think of if it was worth it. If not... Then ask for penance. It is up to the magistrate, not I, unfortunately, but... the Sun will shine on all that will let them. You will just have to show that you can be better, and you will have that chance." Having said all that, he goes running towards where he heard Cryo's voice.

Cryo does her best to bandage up those she can find, and is competent in an untrained way. She calls for Zant to check her work, and where possible brings the villages to help the people that they would know.

Nels will head over and help Cryo out since he hasn't found any survivors yet, fetching rags for bandages and wood for splints, and other basic supplies. He's not really depressed about this - all life is a challenge and the importand thing is to win. And of course he's bustling with anticipation that his pretty goblin girl's village will get the supplies they need.

"We've got two prisoners, and our own wounded comrades. We need to get the fires out, and help the villagers out as best we can. You, raider, is another band of you coming?" Cryosanthia asks, "We need to see if we can complete our mission, if the supplies for Tref are still here, but we should help the villagers as best we can with repairs, before we proceed with our task."

The fires are eventually gotten under control, all but one, which the best they can do is keep the buildings around it from catching.

The cargo, fully loaded is still awaiting transport, but just needs a team to pull it.

A number of the brigands are still breathing, but unconscious, but, you know... accidents can happen. While the live one takes in what was said and he kind of curls up into himself and starts quietly sobbing to himself. He looks up with a sniff, dripping snot that he can't wipe away on his won, "We's supposed t'take it back once we got everythin'... once we got the... the stuff secured.... an' sure no one's gonna follow us...."

Nels is curious, and will ask the fellow, "Where were you going to take it, that wanted these supplies so much?"

"Rr... more than two. I'm having difficulty counting." Cryo exhales, walking around. She's taking stock of the town defenses, "I hope they're far away, I don't think three of us can do much against a larger force."

"...I agree," Zant murmurs. "Although... I'm not much of a builder. I can help with treating the wounded, though." He glances over to Cryo at her musings, and his nose wrinkles briefly. "...The villager said they had people riding on animals who made the breach on the wall proper, right? ...They're definitely going to come look here when they realize their band didn't return."

"I... I don't know." he gulps, "We were just supposed to'bring it back to the boss, he's the one who knew... I didn't know-we didn't know it was supplies! They just said it was precious!" If it makes matters any different, the guy looks like he's about to hurl.

Cryosanthia turns on the blubbering raider, she leans in close, unblinking, fixing his gaze with her own cold eyes, "Get yourself under control. We are not going to execute you. You will be handed over to authorities and your fate decided then. We will show you more mercy than you've shown these villagers. Tell me what the symbol on your capes mean, and give us the numbers and distance to the group you were going to return to. We need to decide if the army is brought in, and they will check your numbers."

GAME: Cryosanthia rolls diplomacy: (17)+8: 25
GAME: Braelnoir rolls 1d20: (5): 5

"..." Zant considers the blubbering raider for a good moment. Even while Cryo is addressing him. "...This doesn't seem right," he murmurs. "All this violence, and he's..." He blinks his eyes slowly, and then he's turning to motion. "I'm gonna check the supply cart."

GAME: Zant rolls perception: (15)+13: 28

Given the way things are packed, the nature of how wagons are built and how deep against it's springs this thing is sitting, with the fact that Zant doesn't detect any hidden panels, he is confident this thing is exactly what it looks like: woolen blankets, medicine, grains, salted beef and various fruit preserves."

Zant mutters to himself, "Well that's a debunked conspiracy theory"

GAME: Nels rolls perception: (8)+8: 16

Zant spends some time over at the supply cart, rummaging through the provisions within, and inspecting the cart itself. Eventually, he hops out, and goes looking for Cryosanthia while Nels is getting up to a lookout position.

"Cryo?" He calls out with a raised hand. "The cart's all in order. Nothing... unusual. But this still doesn't seem right. I mean, there is a chance that the raiders are just that stupid and disorganized. ... I'm... not sure which option is worse, honestly."

He considers the prisoner, too, with a low, thoughtful rumble of a grunt. "... He's awful fragile for being a part of a band willing to burn people alive for loot, too, you know? ... Again, maybe they just have immensely disorganized ranks that don't know what they're getting into, or..."

"Huh." Cryo says, when Zant reports his findings about the wagon. Nothing suspicious there. Her tail flicks as she thinks it all through. Finally she turns to the villagers and asks them, "Has... there been anything suspicious going on in town? Someone who left suddenly yesterday, a power dispute? Might there have been some misinformation given out? From what this raider is saying, they had a well prepared attack for things that are basically worthless to them."

Nels is kind of left to his own devices at this point, so he'll climb up onto a roof and keep lookout for the bad guys we're expecting to return. He doesn't have the investigative skill or inclination of the others, so this is something he can do. He shouts down to Zant and Cryosanthia, "Maybe they need supplies also?"

The man sniffs again and looks up into the reptillian eyes of his captor, "A-alright..... ! I... alright...!" He spends a few trying to manage that, then, "The capes are fer the lieutenants." He looks to the fallen man in chain, "Guess they used t'serve together, somewhere, I only joined a little while ago. It sounded like easy money. We're called the Brazen Stride."

"That... sounds like something this one should know more about." Cryosanthia rubs at an eye-ridge. Perhaps she was drunk at the time. She looks at the raider, "Okay, so the Lieutenants are experienced, what about the rest of you? All new to this group? Perhaps this is some form of... insensitivity training. Deliberately inuring them to war-crimes? Or perhaps as he says, easy money, easy target."

"...Okay, so that explains some things..." Zant murmurs with a scratch given to his cheek with a single finger. "The mix-match of uniformity and irregulars, anyway. The band's probably made of some former military unit or mercenary band moving off to try to live off as bandits, and started drawing people under them." His lips purse, and his brows furrow together in thought. "...Brazen Stride... Why do I feel like I've heard that name before...? I dunno..."

"What were the animals you used?" Cryo finally asks the raider.

The guy nods, "Some o'the guys are sick, but... there's like fifty of us t'feed. I thought... the boss was just lookin' fer a big score." He looks up at the adventurers, "We were just following orders! He only said lock'm up in that building." Cryo's question makes him blink, "Horses.. um... dexters I think Jorg called'm. Mean bastards, about took Nawl's hand off, yesterday."

The town elders explain that there were only the usual couriers, except a kind of grizzled man on a horse who came through half a fortnight ago, he had the usual travellers clothes, but he... could have had a soldiery bearing to him, in retrospect. Was a little curious about all the gathering and all.

"...Hmm. Well, it's really just sounding like bad intel, the more I thi-" Zant starts murmuring... only for him to pause mid-sentence. And his eyes slowly widen out. "...Oh. OH. OH OH OH OH. CRYO!"

He goes to find the Sith, and when he does, it's taking all he has to not go full on flailing-mode in front of her, rambling in rapid-speed, "CryoCryoit'stheBrazenStridewegottatellBrae!!" Probably mildly incoherent.

"Ah!" Cryo jumps back from Zant, blinking at him. "I don't understand, how will that help?"

"I guess we could tell her. The cart has to go on to Tref, our wounded and these prisoners need to get to Alexandria, and we need the defenses improved here. One of us cannot be a guard with the cart. I can't build anything, but I can hold things up I suppose, if the villages do the repairs. Do you two want to get reinforcements from Alexandria?"

Nels calls down, "Why don't we send a messenger for the reinforcements with the wounded to Alexandria? They're not going to get attacked, they're not what the bandits are after. That way we'll all be here if they come back early?" He's still up on the roof as lookout, but trying to participate in the discussion.

Cryosanthia asks, "Do they have someone that could be a messenger?" The villagers concur that someone might, if they could be reassured the trip was safe.

Cryosanthia, derring Do to boost my ride
GAME: Cryosanthia rolls 1d6: (3): 3
GAME: Cryosanthia rolls ride+3: (16)+8+3: 27

Cryosanthia looks around, adjusting her hat and setting her cape. The sunlight glitters on her scales, "I can take my swiftclaw, be to Alexandria and back the fastest. I think this would be best."

Zant says, "See if you can quickly tag Brae while you're there."

There's a little more discussion.

Cryosanthia mounts up on her beast, and rides. She knows just how to push another lizard it seems, she and her swiftclaw vanish down the trail. She ends up riding her swiftclaw back toward Alexandria at a hard gallop to bring back more support and someone to take charge of their prisoners.

Meanwhile, managing the repairs to the palisade and keeping a sharp eye out for returning trouble occupy Nels and Zant. The townspeople do what they can spare to make the adventurer's feel appreciated and properly supported, even as they must deal with their own losses.

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