"I suggest that Cyrind'ae and Owen take the two horses and ride point and flank. Gives them a higher perch to shoot from. The rest of us will make like soldiers and march."
Fritz will place a hand on Cyrind'ae's back, healing her.
[ +- ] Cure Wounds
1 action
Touch
V, S
Creature regains HP equal to 1d8 + WIS
"I'm on board with your suggested course of action. I do hope that we're able to find lodging soon though. I fear that I am ill equipped to enter another battle."
Jhishma too, is still sorely bloodied and badly wounded.
Overhearing the exchange between Cyrind'ae and Fritz, he says, "After what we went through, journeying here, I think we'll all need a rest. Don't worry, I plan to implore the Archmage herself for a place in her tower to recoup. I don't care for our prospects at the Inn after what we heard from our captive. If old Helge can't accommodate us, then we'll take a place in the barracks from Brightmane."
"Yes, resting might be the best tactic right now. the question is how long of a rest do we take? I think we all want to take those cultists by surprise, and now that people saw us dragging a prisoner in, it is only a matter of time before that information reach the cultists and they put two and two together..."
OOC:
I'm not too familiar with the 5th edition rules, but I think a 1 hour rest would allow us to regain most of our fighting power?
Owen nods at the plan. He would have been find to soldier on without rest, but only because he had done so many times in the past. "It will be odd staying in a barracks again." He mentions as the group establishes their plans.
At Cyrind'ae's warning Owen thinks. "That is true. We may want to have someone move ahead to the house and keep it under watch. That way their movements might be tracked if they flee."
A short rest is a period of downtime, at least 1 hour long, during which a character does nothing more strenuous than eating, drinking, reading, and tending to wounds.
A character can spend one or more Hit Dice at the end of a short rest, up to the character’s maximum number of Hit Dice, which is equal to the character’s level. For each Hit Die spent in this way, the player rolls the die and adds the character’s Constitution modifier to it. The character regains hit points equal to the total. The player can decide to spend an additional Hit Die after each roll. A character regains some spent Hit Dice upon finishing a long rest.
Nar wisely spreads from the others, as hail once more pounds from the sky. This time, he does see the caster as she conjures an Ice Storm upon his companions.
OOC:
i thought that this meant Nar and his horse were out of the AOE of the second storm. If that's not right, Nar needs to register some more damage.
Considering Owen's idea, Nar says, "Well, everyone in Marion Town knows me, Grok, and Jhishma from the demon battle, and you and Cyrind'ae joind up with us quite publicly in town before we rode for the Dukes. Fritz is the only one in our group that the cult is unaware of. Are you up for a little recon, Padre?"
As you approach Marion Town discussing your possible plans, you realize that something is amiss. You can't placed your finger on it at first, but then it hits you - the normal bustle of townsfolk out and about has been replaced by silence. A lone patrol of three guards is spotted, and they soon turn from their route and jog in your direction.
They meet up with you about a half mile from the edge of town. Two cover you with crossbows, but don't point them directly at you. "Ho, there," the leader says. "What brings you to Marion Town on such a grim day?"
"We are on official business from Duke Harcourt. We have an urgent message to deliver to the archmage in town. We also have a prisoner, an ex-member of the cult of Orcus who has been giving you so much trouble and who wish to amend her evil ways..."