Kyle Aarons Posted December 21, 2014 Report Share Posted December 21, 2014 Note: Ken is very busy and asked me to take over for his character for a few days, so I will be posting for Barrett. Vorador shrugs at Quelten's question as he walks toward the line of horses, "All the real rich kids go to the guilds for training, so they have skills, but not necessarily combat skills. I know Talarc carries a street sword and a dagger, but so do most nobles, so seeing him with them doesn't mean he can really use either. One time he tossed a few Ravens for me to chase, he was in a leather jerkin and his hair looked like he had been sweating, so he might have some combat time with a teacher or two. "One of his best friends, a mean kid by the name of Gothan..." Vorador spits in disgust, "He's a real piece of work if you ask me, goes to the wizard college, and if he is one of them maybe we could let the Orcs keep him." Barrett hears this and shakes his head. This is the first time you have seen or heard Vorador say anything so negative about anyone with this degree of anger. "Now now, Vor, no need to be letting your anger grip you." Seeing Vorador lower his head as if chastised much worse than was really the case, Barrett secures his gear and pats the young Halfelf on the shoulder, "But, should he be one of the other captives, maybe you can let him know whom he owes for his rescue. After all, there are many ways to get a measure of justice and saving him after he has been less than nice to you will cut him as deeply as a dagger would." He then secures his gear and heads out to the horses even as Eghas, Reld, and Innil gets saddles on them. The mount Reld will be riding stands off to the side, a impressive animal with strong muscles and impressive build. It also has studded leather barding for extra protection. It is clear the Legion really WANTS this animal back. It does take a couple of minutes to get everyone comfortable on their mounts, but the Legion has handed over some of the most docile horses they had. While this will allow those who are not riders to ride without problems, it also means the animals will not be good in combat. The scout who has been assigned to take you to where the young noble was last tracked to, says little. You also notice he has bandages on his right arm and his studded leather armor is heavily blood splattered. With a jerk of his head he motions for you all to follow. You ride out of the tent encampment and around the edge of the city, much of it burning or at least smoke is rising from behind the ancient walls. You pass refugees who look up with a mixture of emotions on their faces. Some are more than happy to see armed and armored riders who are not Orakin or Gnoll, others glare since they have been forced out of their homes by "liberating" forces. Most clearly don't understand that what the Legion is doing is very intelligent. By getting the civilian population out, it will be easier for them to purge the city and will prevent hostage taking by Gnolls and Orakin forces. It will also allow them to move into the sewers without worrying about spies getting information to any enemy forces trying to wait out the assault. The problem is, as many of you know, the underground could take weeks if not months to clear out and no matter how careful the Legion is, so enemy forces will stay undetected. On the down side, many of those you pass by have weathered out the occupation and are hungry, and many have little to nothing. The Cloaks help, and at least everyone got some food, but most are without anything in the way of extra food and many have no coin. Those that do, don't have anywhere to spend it although a few try to barter with Legion members with limited success an there is quite a bit of bartering between the refugees who have some supplies and those who have some coin. It also strikes all of you that the chances for heavy snow is a very real threat and more than a few of those you ride by are walking down the road leading to the west with no shoes. The only good thing is the Legion is keeping guard patrols out to protect the refugees from any lingering raiders and protecting them from each other as well. The scout looks back noticing some of you starting to balk, "Ignore them. The King has sent supplies to North Wind and Raven Stone. Once they get there they will have enough to survive. It will not be comfortable for them, but it cannot be worse than living under Gnoll laws!" Still, this causes some of you to cringe, for North Wind is just over twenty mile to the west northwest by road and Raven stone is almost thirty miles to the west southwest. You continue to ride down the road passing two villages that have been all but razed in the fighting. Both look like they were hit hard during the assault three moons ago, and were all but finished off when the legion came in to clear the raiders. Still, there are more than a few picking though the rubble of both, scrounging for anything of value. In some case those digging through what is left are literally stepping on dead and often time totally stripped nude Orakin and Gnolls. In one case you see a boy of about 12 who his striping off the bloody remnants of clothing off a Goblin others had missed. His eyes go wide in victory as he finds a Goblin short sword, sling and dagger along with a pouch. All the items disappear from view quickly, but an older boys moves up to accost the younger one. A Legionnaire Guard, however stops things before it starts. He moves up to the older boy and cuffs him hard on the back of the head, knocking him down while threatening him with hard labor in chins if he is ever seen trying to rob another. The guard then nods to the younger boy while saying, "Nice find! Good for you!" Shortly after this you turn off the road and head almost straight north, leaving the throngs of people behind. An hour later you enter the edge of the hills leading up to the Swamp of Bones. The scout crosses a nearly frozen over stream and leads up a pretty well established path on the east side of the stream two hills up and you can see the swampy mess of twisted trees and areas of marsh spreading out before you. Even as cold as it is, with larger and more frequent snowflakes coming out of an ever darkening sky, you can smell the rot of swamplands. The path turns away from the stream suddenly and comes to a small clearing. Inside the clearing you see signs of a vicious battle there are over a score of Gnolls and three Hobgoblins are lying from one end of the clearing to the other. on the far side is a much bigger body, a moster you have never seen before, but it must have stood over nine feet and had to have weighed over 500 pounds. The scout jumps down and does a quick sweep to check for ambush before coming back to your group, "The path continues to the north northeast on the far side, right next to the body of the ogre." he points to the monsterous body on the far side. My patrol took heavy damage from thies riaders and were forced to pull back, but we killed all of them The only ones to get away were five to seven Gnolls, three Orcs and the bugbear caster. He turns to Eghas, "I hear you are a Ranger, so the you should be able to follow the trail. As you will be able to see, by the deeper impressions of the Orcs' feet, they were carrying a great deal of weight. So chances are good, they tied some of the kids and started carrying them. The impressions I was able to find says two others were being dragged and force walked, their prints are also easy to follow. I wold say you are now about six to eight hours behind them." He moves back to his mount, "Good luck, but I need to go. I should be with my scout unit when we hit the forces coming out of the woods." Eghas, it takes you only a couple of minutes to verify what the scout told you. The trail is beyond easy to follw, but the snow is getting heavier. You have about three hours of daylight left. Quote Link to comment Share on other sites More sharing options...
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