Difference between revisions of "Eviction Notice, part 2"
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*Place: H01: Kultari Road |
*Place: H01: Kultari Road |
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*Time: Thursday, November 12, 2020, 2:00 PM |
*Time: Thursday, November 12, 2020, 2:00 PM |
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+ | *Summary: Tenoc goes over the battlements and charges the archers as the others struggle to catch up, and Glasha, inside the Way Station, wonders what is going on. Several loud thumps above her suggest the battle has moved inside once more. Mercy struggles to see through the windows as the archers attempt to get to the ground floor. They are blocked by Tenoc, who is very intimidating. Aimarra makes a good argument for their surrender, so they do. Explanations are given. They encountered something infernal in the woods, which left the melee fighters of their group infected and crippled. Bahsim, their leader, was on death's door and determined to find a good way out. His younger brother Dhandlus, a Korrite, and Velk, the half-orc, were hoping to die with him. Jaacea, Jerrit, and the Elf-Archer were unable to convince them otherwise. With the PC's help, and Bahsim's death, the remaining two are convinced to seek assistance at the temples, and perhaps join the group to go hunting what killed their leader later. |
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− | *Summary: </div> |
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+ | *APL: 3.5 |
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+ | *Encounters: CR5, XP1600 |
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+ | **(1) CR1 XP400 Generic Thug as Crossbow-man |
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+ | **(1) CR3 XP800 Sniper as the Elf Archer |
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+ | **(1) CR1 XP400 Prostitue as the Nurse</div> |
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-=--=--=--=--=--=--=--=--=-<* H01: Kultari Road *>--=--=--=--=--=--=--=--=--=- |
-=--=--=--=--=--=--=--=--=-<* H01: Kultari Road *>--=--=--=--=--=--=--=--=--=- |
Latest revision as of 02:55, 13 November 2020
Log Info
- Title: Eviction Notice, part 2
- Emitter: Cryosanthia
- Characters: Tenoc, Glasha, Aimarra, Mercy
- Place: H01: Kultari Road
- Time: Thursday, November 12, 2020, 2:00 PM
- Summary: Tenoc goes over the battlements and charges the archers as the others struggle to catch up, and Glasha, inside the Way Station, wonders what is going on. Several loud thumps above her suggest the battle has moved inside once more. Mercy struggles to see through the windows as the archers attempt to get to the ground floor. They are blocked by Tenoc, who is very intimidating. Aimarra makes a good argument for their surrender, so they do. Explanations are given. They encountered something infernal in the woods, which left the melee fighters of their group infected and crippled. Bahsim, their leader, was on death's door and determined to find a good way out. His younger brother Dhandlus, a Korrite, and Velk, the half-orc, were hoping to die with him. Jaacea, Jerrit, and the Elf-Archer were unable to convince them otherwise. With the PC's help, and Bahsim's death, the remaining two are convinced to seek assistance at the temples, and perhaps join the group to go hunting what killed their leader later.
- APL: 3.5
- Encounters: CR5, XP1600
- (1) CR1 XP400 Generic Thug as Crossbow-man
- (1) CR3 XP800 Sniper as the Elf Archer
- (1) CR1 XP400 Prostitue as the Nurse
-=--=--=--=--=--=--=--=--=-<* H01: Kultari Road *>--=--=--=--=--=--=--=--=--=-
From east to west, north to south, the Alexandrosian countryside weaves over hill, valley, and farmland. Kultari Road meanders through it at a comfortable pace. The roadside is lined with curbstones, their surfaces comfortably flat and warm, with sand pressed inbetween. At times construction meanders into dirt, and numerous pathways branch off here and there to different farmsteads.
Along this stretch is a waystation. Over its door is a carved marker with dual symbols of Gilead and Tarien, the patrons of travel and the meeting of wilderness-and-civilization, respectively. Not large, the waystation rests a comfortable ways from the main avenue, with a place for a firepit out front.
Towards the south, the sky and landscape darkens. The Felwood lies there, and an occasional screech from inhuman lungs may be heard.
Towards the east, the shining City of Alexandria.
-=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=-
EVENTS: Eviction Notice Part 2 is scheduled to start RIGHT NOW! -=-=-=-=-=-=-=-=-=- Appearing, in Order =-=-=-=-=-=-=-=-=-= Tenoc 7'0" 280 Lb Sith-Makar Male Tall, green-scaled Sith'Makar hunter Glasha 5'8" 100 Lb Half-Orc Female Green-skinned, young lady with bleached hair. Aimarra 5'1" 128 Lb Half-Elf Female Brown hair and eyes, breastplate, leathers, pointed ears. Mercy 5'5" 150 Lb Human Female A platinum haired Aesir woman, in flamboyant black. -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--= -=-=-=-=-=-=-=-=-=- As the GM =-=-=-=-=-=-=-=-=-=-=-=-=-= Cryosanthia 6'9" 291 Lb Sith-Makar Female A dashingly tall, elegant white-scaled lizard woman. -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=
It should have been no surprise that eviction notices are met with hostility, even from those who have no right being on the premisis. The response was still quite swift, with several of the squatting Ruffians charging out and engaging the group that had been sent to deliver it. Glasha was pushed around, then pummeled. Tenoc and Mercy were shot at, then the inquistrix was struck down by a quarterstaff. Glasha's sleep spell took down several.The greenscaled sith'makar rushed inside, bursting the closed door, only to be called back out by Aimarra. Re-emerging, he finished off the squatter's diseased leader. While several were down, the second story archers were untouched and continued to put arrows into sensitive places, striking Glasha in the stomach and Aimarra along the cheek. Glasha vanished and the group went inside, taking Mercy who was slowly dying from her injuries.
Once inside, the battle continued with the archers shooting from the stairs, then blocking off the second level as Tenoc charged them. The sith'makar went outside and started climbing the scaffolding while Aimarra administered a healing potion to Mercy, then gave her another to use. Climbing the scaffolding was slower for the human and half-elf. They have barely reached the second story's scaffolding when Tenoc leaps over the battlements. From the sounds of Sildanyari surprise, the ambushers got ambushed.
The young Inquisitrix peers into the empty room revealed by the window. Determining there Is no enemy there she continues to climb making a digusted Mue.
"I am going to have to visit a clothes cleaning establishment? AND get my hat repaired."
"Yeah, come to my setup after we're done here," Glasha's disembodied voice tells the Inquisitrix. "I can do both things."
Mercy looks down. "Indeed? I will do so then.
Aimarra climbs in silence, not bothering to answer the other discussion. Her attention is entirely taken by not slipping and falling when her hands, and indeed much of her, are drenched in blood, and the eerie and unpleasant - not to mention painful - experience of having her cheek entirely slashed open is more than a little distracting.
Mercy glances at Aimarra and mutters to herself. "How dare they slash a maiden's face! such INJUSTICE"
GAME: Mercy rolls Athletics: (4)+5: 9 GAME: Aimarra rolls athletics: (10)+3: 13 GAME: Cryosanthia rolls 1d20+2: (7)+2: 9 <OOC> Cryosanthia says, "Okay. They do the dumb one."
A commotion is heard from the top of the waystation. The roar of a sith'makar, and heavy charging footsteps.
ROAAAWWRRRR!
"Ahhhh! What do I do?" <sildanyari>
"Manablight! Down the ladder!" <sildanyari>
A quick, anxious exchange in Sildanyari is made, followed by two thumps.
Through the battlements, the half-elf can see the greenscale charge the two archers, who immediately jump down the hole they've been crouched over. One attempts to pull the trap-door closed as he does.
GAME: Cryosanthia rolls 1d20: (13): 13
And fails.
GAME: You damaged Mercy for -1 points. 5 HP remaining.
The girl in soiled black and platinum discovers that dripping vomit and blood make excellent lubricants and slips off the rungs of the ladder she was trying to climb. Mercy lands with a THUMP back down at the quiet second story. Thwarted she instead gathers up her will and prounounces JUDGEMENT on the situation. Granting herself a tiny bit of persistent healing as she glows briefly with the power of Deus.
<OOC> Cryosanthia says, "Although, roll perception, DC15" GAME: Mercy rolls perception: (7)+3: 10 GAME: Mercy rolls athletics: (18)+5: 23
Mercy, fortified in her fresh resolve to seek JUSTICE on behalf of Deus, Assails the scafolding again. This time she goes up by leaps and bounds with acrobatic grace. Not noticing. Whatever she didn't notice, in her rush. At the battlements she surveys the scene.
GAME: Cryosanthia rolls 1d20: (2): 2 GAME: Cryosanthia rolls 1d20: (20): 20 GAME: Cryosanthia rolls 1d20: (8): 8 GAME: Cryosanthia rolls 1d6: (5): 5 GAME: Cryosanthia rolls 1d6: (4): 4 Non-Lethal GAME: Cryosanthia rolls 1d6: (2): 2 GAME: Faling damaged Tenoc for 2 points. 44 HP remaining.
The two archers, then Tenoc jump down the hole to the inside 2nd story. Rooftop otherwise seems empty.
GAME: Aimarra rolls athletics: (18)+3: 21 GAME: Aimarra rolls acrobatics: (11)+0: 11 GAME: Cryosanthia rolls 1d6: (3): 3 GAME: Fallig damaged Aimarra for 3 points. 11 HP remaining.
All three of them dropped down. The two went for the trap door to the first floor. Tenoc charged that and slammed it shut. He's on top of it, and they're currently backed away from his reach-spear.
Aimarra is still focused on her climbing, and seems to be making better headway now that she has turned her full attention to the task, but as she makes the top of the battlement, she looks back down at Mercy. "The wild doesn't care about justice, and neither do these people. They leave, or they die. It's that simple." The slashed cheek is a really nasty sight, the sound of her words odd in the face of it, but she rolls neatly over the edge of the battlements and, bow still in hand, drops down a trapdoor in the floor. There's a *thump* and a grunt of pain from Aimarra as she lands _hard_ on the floor below and surveys the situation.
Above the half-orc mage, there is a thump, a light thump, a REALLY HEAVY thump, and another light thump.
The trap door on top of the stairs started to open, then slammed shut.
Outside, the half-elf has gone over the battlements and vanished down the hole in the middle of the roof. There are sounds of movement on the floor below.
Glasha, still invisible for a few more minutes, does something invisibly. There's a slight thump of a metal-capped wooden pole against the trap door, some straining, but nothing else for a moment. After a few seconds of straining sounds, there's some unspeakable swears that hurt the brains of anyone listening. <kulthian>
Dropping down inside the Way Station, the second story is as empty as the first floor. All interior walls and partitions have been removed, leaving a wide open, empty space that's roughly fifty feet by fifty feet. At least it has thick walls.
Each facing has three of the wide arrow-slit windows. The ladder to the roof is in the middle of the room, the stairs from the first floor come up against the east wall, with the trap door for that in the south-east corner. It's obviously the way out, as the crossbowman and the archer were attempting to open it, until Tenoc charged them and stood on it. The two are backing away from the greenscale's frightening spear.
GAME: Mercy rolls athletics: (19)+5: 24
Mercy manages to drop down to the scaffolding outside. Inside, she can see Aimarra fall down, and Tenoc and the two archers squared off in the corner.
Having landed hard, prone, on the stone floor, Aimarra groans to herself but rolls to her feet, nocking an arrow and pulling the bow, deadly calm focused on the two archers. "This place is not yours, and Alexandria demands that you leave. If you will not leave in peace, you will leave in pieces." She merely waits, holding the bow, ignoring the ankle that is most unhappy at her weight being on it. <sildanyari>
The greenscaled sith'makar has chased the archer and the crossbowman down the hatch to the second floor. They were making their way to the first, but that plan was defeated by his tremendous weight landing on the trap door for the stairs.
Much to Glasha's chagrin, as she's invisibly trying to lift it from below.
The pair back away, raising their weapons, preparing to shoot, as Aimarra leaps down from the roof and joins in.
The inside of the Way Station is completely bare, a fifty foot square box with windows too small for any present to climb out of, or in.
Tenoc is angry. Raw, red, steaming and seething angry. Eyes glittering with promised pain, he wrenches himself up from the solid floor, teeth bared as he roams after his chosen prey. "Ssssk. Once only," he growls, hands shifting his grip on the great spear. "Then, tell softskin creature: 'Sssk. We tried. But they insisted on being torn apart limb from bloody, chewy, BLOODY LIMB."
He stalks after the archers, tail lashing with cruel intent. "Sssssurrender! Now!"
<OOC> Tenoc staolks after him. INTIMIDATION. GAME: Tenoc rolls Intimidate: (17)+10: 27 GAME: Cryosanthia rolls 1d20-4: (18)+-4: 14 GAME: Cryosanthia rolls 1d20-2: (9)+-2: 7 <OOC> Tenoc yarr!
The pair are backing away from the fast-moving sith. Their escape is cut off. There's always a chance! The roof!
Except...
That elf is at the ladder, and now the odds are even, and not very good ones at that.
"Sure. Ok. We surrender." The elf throws his bow away, and gestures at the crossbowman, "Drop it Jerrit."
He complies, dropping the crossbow. <sildanyari>
Drawing her crossbow, the self-proclaimed warrior of JUSTICE surveys the battle on the other side and makes cunning tactical decisions. About?about? There's no one there.
"Tennoc? Sir? Are you there? Anyone?"
Seeing Aimarra drop down the trap door and Glasha not? anywhere? Mercy decides she's better off at the second story. And adroitly slithers down the side rails of the ladder to land in the superhero pose back at the second landing. Again. Now she peers with her cross bow still readied into the second-floor window again?. To find it all over already.
GAME: Aimarra rolls diplomacy: (18)+2: 20
The very heavy lizard is still standing on the trap door.
Glasha listens, but the thumping and whatever stops. "Oh, thank the gods," she says. "Maybe I can fix the door." She looks around. "I wonder who was sick." She leans out the door and calls out, 'Hey, are you guys done? Are they alive? Find out which ones are sick! I don't know if it was just the one that clocked me!' Glasha then moves to the door and tries to figure out how to get it back on its hinges before she casts any mending magic on it or Make Whole. <sildanyari>
Tenoc may not understand a single word of the elven tongue, but at least tossing away one's bow is a universal gesture. The Makar glances from the bowman to the quarreller, grin widening with toothy promise.
"This one would love for you to continue," he growls, stepping off the trapdoor, moving slowly towards him. "Pleasssse...."
'Tenoc, get off the trapdoor, they're surrendering.' Aimarra relaxes her stance and gestures with the now-only-nocked arrow in the direction of it. "We would have preferred to do this peacefully. Go now. Take those of your companions that yet live, and find another place to go." <sildanyari>
Mercy ,watching through small window, says "Hey now Sir. They are prisoners now. and... You Two! you and your companions will be charged with assualting lawful agents of Deus in the performance of their duties. Do you have anything to say for yourselves?
Glasha has Make-Whole and Mending prepared. "I'm in it now to repair the damages here as best I can. The Inquisitrix also wanted cleaned clothes and a fixed hat."
The door and its hinges are repaired easily enough. It takes a little physical handling, nothing that would task the half-orc wizard. Soon, the door is repaired.
Sooner, the trap door covering the stairs is clear and can be opened. The pair edge carefully towards it, staying at a distance from the sith'makar. There's a bit too many teeth in his grin. The elf looks at his discarded bow. A masterwork bow, "I'm not going to pick that up while you're aiming at me, but we need our weapons. Can you put them in a bag or something for us to get at the road." He's still armed otherwise, a sword and a dagger. The crossbow man nods, moving to follow the instructions.
Until conflicting instructions arrive. The two look at the window that brings the voice from beyond, then back at Aimarra. <sildanyari> Tenoc just stays entirely where he is, quiet for now. They are being Good Little Squatters. Moving slowly, carefully, with concern for Great Sharp Teeth
Already composing the story for Lily, yus. Preen.
"Hey," Glasha says as soon as the squatters are in view. "If you guys are sick, you should go to the temple district in Alexandria. They will at least make sure your diseases are cured and you've got /something/ to eat." She then swings the door back and forth on its hinges before stepping back, holding the door open for them and smiling. <sildanyari>
'I don't care if we charge them or not,' Aimarra says, looking back at Mercy. 'Our instructions were to force them out, not to be guards.' She loosens and replaces the arrows and moves to pick up bow and crossbow, along with any ammunition, her footsteps hitching when she puts weight on her left foot. "The wizard is not wrong," she says simply. "Come, I will see you and yours to the road, and from there you may travel where you will. I make no demands, save that you leave this place and not return." <sildanyari>
"Bahsim was sick, and Dhadlus and Velk." The crossbow-man answers the voice downstairs, and Aimarra. "Something Infernal came at us in the woods. They were in melee with it. Bahsim got the worst of it, Dhadlus and Velk managed to stay back, but even the scratches proved too much."
"We were at range." The elf adds, "Jaacea was doing what she could, but wasn't able to treat it. They figured they were done for."
Then there's the suggestion to go get some healing at the Temples, "Well... Bahsim... can't, and Dhadlus is a Korrite and has strange ideas about healing, and Velk... is an orc."
Both of them nod, "We'll leave." They head for the stairs, as directed by Aimarra. <sildanyari>
"Don't forget your sleeping friends," Glasha says. "I really don't want them to end up dead because they didn't get the hint that you guys left peacefully." <sildanyari>
Tenoc rumbles quietly, watching with narrow reptilian eyes as the two move. He relaxes slightly as they move away from their weapons, exhaling with a slow, steamkettle hiss. Pausing, stretching, casting a last glance around the room before he follows with a languid step. Inordinantly pleased with himself, he steps across to the stairwell, boards creaking.
"Had they asked for aid, they would have gotten it." Now carrying their weapons, Aimarra starts for the stairs, limping and a rather nasty sight with her face covered in blood, and some of the vomit on her as well. She has not asked for cleaning, healing, or mending yet, though. 'Infernal in the woods? Where?' She looks back at the elves, assuming they follow her. 'That cannot be left to stand, lest it rot the wild places.' <sildanyari>
The pair gather their belongings, then wake their companions. The woman, Jaacea, is woken first and the situation explained. She seems both sad and relieved, silently collecting her things.
She's given the task of talking sense into the orc and the other man, who remain asleep on the lawn. To avoid having to go back inside, the archers collect their gear as well. They stand holding packs as Jaacea prepares to wake the other two.
They have vacated the building, although the dirty beds and bedrolls remain, to say nothing of the bandages.
The archer looks at Aimarra, "I can give you directions if you want." <sildanyari>
"There was a warrant for Bahsim." Jaacea says, kneeling down beside the other human. She looks more like a dancer than a nurse, and an age that's a little old for one and young for the other. She wears colourful clothes, with a lot of copper jewelry that involves many discs. They rattle each time she moves.
"Dhandlus wasn't going to get healing if his older brother couldn't, and Velk was going to tough it out if two humans were going to. They just wouldn't listen to reason."
"Maybe they will now that Bahsim is dead." The woman looks at Glasha, Mercy and Aimarra, "I'm not sure what to do."
Tenoc makes sure Mercy is tucked comfortably to one side, resting as her injuries set her to needing the breather for a moment longer. "Sssk," he rumbles, glancing from the doorway. Maintaining proper distance from the former-squatters now, returning his gaze to watchful surveil of the woods in the near distance.
Head cocked towards the conversation. Plague? Demons? Evil spirits? Tenoc is unsure; he sketches the air anyway, a murmured ward against evil things.
Aimarra snorts quietly, and shifts to Tradespeak as everyone else appears to be doing so. "Yeah, I want to know where that was. I don't like the idea of something that does _that_ loose in the forest, and Tawyse better be told, too." She doesn't seem to be aware of Mercy's situation, limping back towards the entrance as she is and gritting her teeth.
Glasha looks sympathetically at Jaacea. "Look, we're the good guys. Unfortunately, the law required us to ask you to leave, but there are people who will absolutely help you get the healing you need back in Alexandria. As for the demons and the plague, we will inform who we need to, and I promise you, there are many in Alexandria who will make sure that any demons in that forest are ended."
Jaacea nods, looking up from where she's kneeling beside the younger brother. She doesn't sound anxious or upset, tired and defeated are more apt descriptors. There are dark circles under her eyes. "Thanks... and you don't understand."
"I tried to tell them that, we tried." She waves at the archers and the other two nod, "Bahsim was afraid he'd be arrested, and then it got so bad. Dhandlus, he wants to die with his brother, impress Kor. And Velk, he thought that was a good idea two. Whatever fight they could find. We weren't going to leave them, but..."
"Maybe you can say something when they wake up?"
The elf archer avoids looking at Aimarra. Especially her face. Staring off at the trees he says, "Sorry." After a moment he launches into a series of directions, using terms and hand gestures specific to rangers, detailing where their encounter was. <sildanyari>
Tenoc stands watch at the doorway, glancing back inside as Mercy stirs. Quick glance, then back to keeping his gaze towards the forest. And the gathered softskins. Discussing strange things of no consequence-- the Makar's thoughts roam as he gazes quietly, glancing about.
Aimarra is not up for an infernal hunt right now, and neither is Mercy.
Mercy struggles to her feet. "Again?" she mutters and then walks over to where everyone else is. "So what's all this then?" and more calmly "Someone inform me as to what I missed?"
Tenoc chinstrokes. "Gather hunting party and pursue into woods? Better preperation time then. Convince sick ones that being healed is if they join hunting teams into the woods. They get their noble dying chance. Get better too?"
The squatters all seem geared up to leave. The archers are without their ranged weapons and holding the equipment of their companions. The two diseased survivors, who were taken out by Glasha's sleep spell, have been moved to comfortable positions and are about to be woken by their nurse-dancer.
"There is naught to regret in defending oneself," Aimarra answers steadily. "Such is the way of things. I will seek aid from the Hunter's faithful on my return." She uses the elven term for Gilead. 'As for them -' she turns back to Jaacea, 'I don't know much about Kor, but I sure know there isn't any glory in dying to no purpose. Maybe if they accept healing, they can get their chance at revenge." <sildanyari>
Aimarra says, "Good idea, Tenoc."
A tailthump comes from Tenoc's direction. Then, a chuff-- the Makar grins ruefully (sans teeth), nodding in agreement after a second's consideration. "Would be good, yus?" he asks, glancing back and away from the gathering-- out, towards the darkling wood. "Best to do so, this one thinks. And better to gather hunters if one wishes to stalk the wood. Yus."
Jaacea seems to think it over, "If... Dhandlus changes his mind, Velk probably will too."
She leans, rousing the man, "Dhan, Dhanny, wake up. Your brother is dead, we've surrenedered. There's no point in fighting now, Kor wouldn't be pleased."
He rouses, sits up and looks around. He coughs once.
"You can get healing at the Temples, and then get revenge. That's a much better plan." She continues, the archer companions nod.
Mercy isn't sure what transpired before. Nor has she heard the story. But she thinks she's heard --Enough-- to decide to go along with Aimarra idea. "Yes do not seek a fruitless death, strive ever even to your last breath for JUSTICE!!"
GAME: Mercy rolls diplomacy: (19)+8: 27
The plea for justice earns Mercy a _look_ from Aimarra, and a small shake of the head, but she looks around at the others. "There's no way I'm not going after something that does that," she nods at the diseased men, "running around in the forest. If it gets through the animals..."
GAME: Tenoc rolls Intimidate: (5)+10: 15
Tenoc steals a sidewards glance, watching the group talk among themselves. Settling into more familiar, more comfortable role-- watchful guardian. Even if those guarded are not properly scaled. Or tail'd. Or Makar.
No one is perfect, sadly.
"...bitey for fight?" Tenoc suggests, glancing back to the others. Showing teeth helpfully! GREAT BIG SHARP TEETH.
Mercy simply poses look stalwart... well as much as she can with her uniform all messed up.
Aimarra is bleeding pretty badly. She shuts up and leans against the wall wehile the others talk.
Dhandlus isn't sure how to react to all of Tenoc's teeth. He does have a lot. Jaacea, Jerrit and the archer work on him with the arguments provided. It would be much better to heal up, then take the fight to what killed his brother.
Indirectly. Because Tenoc was what actually put Bahsim down.
Velk is much more agreeable to this plan, once Dhandlus explains it to him. The group indicates they will go to Alexandria now that it's safe for them to enter, and inquire about healing as well as share the information regarding the infernals. It's already been shared with Aimarra, but extra reports can't hurt.
The Way Station is roughly cleaned out, with spells mostly, then locked up tight. The eviction notice is nailed to the door, so others are aware. And a plague marking doesn't hurt. What plague exactly, doesn't have to be detailed, that there's something is usually sufficient.
All that remains is a long trek back to Alexandria, and reporting that the notice was succesfully delivered.
Combatty Stuff
===================== Current Initiative Order - Round 1 ===================== ---Init--Name------------AOO-Notes-------------------------------------------- >> 24 Mercy 1 << ------------------------------------------------------------------------------ 22 Tenoc 3 Flat-footed (0 rnds remaining) ------------------------------------------------------------------------------ 16 Archers 1 ------------------------------------------------------------------------------ 13 Aimarra 1 Flat-footed (0 rnds remaining) ------------------------------------------------------------------------------ 9 Glasha 1 Flat-footed (0 rnds remaining) ------------------------------------------------------------------------------ ==============================================================================
<OOC> Cryosanthia says, "So, mechanically, this is a bit of skills combat, and useful ones would be Diplomacy, k/religion, k/mil theory or k/history, with possibly Bluff or Intimidate. So you'd try to come up with something inspiring referencing something. -alternatively-, if you think letting them fight to the death they want is an option, you could probably talk Tenoc into doing that."
<OOC> Cryosanthia says, "I haven't prepped for going after infernals in the woods. That would be a follow-up scene."
<OOC> Cryosanthia says, "Oh, for the record. The NPCs rooftop plans were: The bad one, jump down the hole; the not-so-bad one, melee Tenoc and shoot into melee; the better one, train Tenoc around the roof keeping distance and shooting him; the best one, jump over the battlements and go down the sides and run off."
<OOC> Glasha says, "Not exactly, though that is something. None of my characters are built for it, and even though Glasha has done okay in the past, I'm kind of tired of trying to RP through the trauma of nearly dying. My strengths are elsewhere. I was pretty okay being a translator, and if the kobolds hadn't been retarded, she probably would have tanked the combat to keep doing that. That's the kind of thing a wizard like Glasha is for. Study, intelligence, translation, etc. Greataxe or not, Glasha doesn't like fite."
<OOC> Glasha says, "Yeah, well, I'm also tired of finishing scenes with my HP in the red. I'm not a threatening character. Even when I'm cowering in a corner, bad guys come gunning for me over actual threats."
<OOC> Cryosanthia is an evil white dragoness that likes killing with kindness?
<OOC> Glasha says, "Don't get me wrong, Cryo, you put together some really interesting pocket adventure one-offs!"
<OOC> Cryosanthia says, "I generally try to play the stupid mobs stupid, and the smart ones smart, which means the high intelligence ones are going to pull all the tricks PCs do: Targeting healers, concentrating fire, creative uses of magic and traps."