Episode 1
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Similarly Rhone begins to work at the south end of the room near the Seal Door. The young girl seems as proficient in her movement and work as her mother. She lays down lines of small flat stones with runic markings on them. With great care she picks each and positions it in line with the next. She seems to be forming a line of stones that extend out from the threshold of the great double door that is under assault.
She nods at the door, with the banging and chopping sounds beyond, and says, "The witch says she has a magic that can move a stone door. We shall see. But I have come to trust little in magic. It most often leads to ruin, not salvation. I will not bet my life on it, that is certain."
She continues, "What I do believe is that door will be broken soon, and the inhuman slaves on the other side will pour through. Rutcranna is right. They will seek to kill you men, but us women would suffer worse. They would drag us away...." She tapers off and does not finish.
"I fight for an ending today. One of the monster slaves on the other side of the door is the shell of a man who was once my husband. I will either strike him down or he will kill me. I will be captive no longer. I will hold a line with you and the other warriors. My spear and sword will not falter. And if my weapons are broken, I will tear at the enemy with my teeth and hands and not stop until my heart is pierced and emptied of the last drop of blood."
"Can you help me build the setting?," the young girl asks, her green eyes looking up at Thorn. "Mother says you are starting to learn diagrams."
If Thorn is willing to help, Rhone gets him involved in the ritual set-up on the south end of the room, near the door.
Rhone is working here at the south ritual site, but if Thorn helps she is mobile and going back and forth briskly between this site and the north site that Rutcranna is building.
All the while, the chopping and banging sounds ring out ceaselessly at the door, mixed in with the periodic booming.
Bryn wakes up to see one of the young Bat Hannoc women and an even younger girl attending to him. The girl is the one that he has seen with Rutcranna's daughter. Both of them back away when he looks at them, as if unsure of what to do.
Bryn is on the ground, near the southwest point of the circular room. He is lying on his back at first, so he sits up. The coarse smell endures and coughs a bit more. It is like vapors are pouring into his airway, like a sharp medicine. He puts his hand to his face and wipes away a paste that was put under his nose.
Soon the strong odor is gone and he is breathing extremely clear now. The woman and the girl have moved away, seeing that he is ok.
Bryn looks over at the wall, looking for the crack that leads to the tunnel that he saw before. There is no crack in the wall. The stone of the wall is smooth and completely intact. There is no opening.
As Rutcranna builds the ritual site north of the central circle, out in front of the dark hallway, she talks to Kray, her attention split though she seems to handle both tasks most capably.
"The door may hold for some moments more, but not long. Perhaps as long as our quick stay at the flooded altar chamber. As you told me then, your men needed rest to rejuvenate before battle. Can they rejuvenate again? This fight will be worse than the last."
She looks up, perhaps a small look of jest, though her delivery is sincere. Maybe an admission that Kray was right at the time?
"And I do mean for us to escape." She resets, "I know that we can, but we must fight for our way, as we have done throughout this venture."
She is drawing symbols on the floor now. Wide swooping symbols all along the stones. "This diagram will be the precipice from whence I will step through a great gauntlet of hexes and approach the Dark Throne. The diagram that Rhone builds there at the door will be a funnel that will keep the Glaakieou and the Ulathi from swarming the entire room. Both positions are key to our survival and our escape. I will be here. Rhone will be there. It can be no other way."
She stops drawing, finished with one symbol, and switches to placing candles, burning the ends first so that they melt and stick into place on the floor. "There will be a lane 20' across there in the south end of the room. All of the fiends who enter the room will have to come through there as long as Rhone can maintain her cast. If she is steady, then my hexes will also hold the center of the room. This will keep us from getting hopelessly surrounded."
She lights another white candle, and keeps talking, "Two things will be able to foil us. One, if Rhone is overrun and she has to withdraw. The other is if the Skybreakers can be brought to bear against us. They are terrible beasts from another realm. They can bend space and step upon us out of thin air, or send their minions through darkness and shadows. I cannot speak of them, for even to describe them is dangerous. These horrors, we have no defense against. Our only hope is to act quickly and I must press myself beyond all limits to reach the throne before they are fully empowered."
She stops working, puts all of her supplies down, and walks up to Kray. Dropping all other things to keep his full attention. "You are a man of planning and preparation and battle readiness. What do you think of this plan, Kray Mercon the Yuoric Lord? Can you and your men hold that line there across the room so that Rhone is protected and so that I can make our escape route? Can you fight on, no matter what you see and hear, and no matter what madness swirls around you like a storm that would end the world?"
Rhone is working here at the south ritual site, but if Thorn helps she is mobile and going back and forth briskly between this site and the north site that Rutcranna is building.
"Is your mother aware of the large stone disc inset in the wall by the door?", tilting his head to the south door.
Rolls
Intelligence - (1d20+3)
(15) + 3 = 18
Rolls
Second Wind - (1d10+4)
(10) + 4 = 14
HD recovery - (1d10+4)
(1) + 4 = 5
She points out and explains that there are a few things to consider as they lay out this "setting." One, she says is "diagram art." She tells a few rules or things that are apparently always true when laying ritual diagrams. Certain symbols must always be close to others. Other symbols can never be adjacent to their "opponents." Yet other symbols have to be equidistant from other sets of symbols in a series. These are unknown axioms, but Thorn begins to memorize a few rules and internalize them.
Another consideration she says is that it must correspond to the more permanent diagram in the room, which is the floor itself. The entire room she says really is a setting. She shows quickly how the Throne Room floor circles are symbols in an elusive but discoverable pattern, that they are laying out a diagram. The new diagram cannot confront that or conflict with it. Instead it must build from it, or at least give way to it.
She says that the floor builds with Benthic symbols. Her and her mother's bags build from Uisde symbols, mixed with a few Paroan stones, so there has to be a translation. This part sort of loses Thorn on the specifics, but he gets the general idea and learns a few corresponding notes on the matching of one symbol language to another.
All the while, Rhone is very charming and her intelligence seems uncanny. She is very kind to Thorn, not condescending at all and gives him much encouragement in her enthusiasm of his interest and performance.
"You know kundi techniques?", she asks after a rather awkward time of silence between the two staring at one another.
With Ivor's questioning look, she realizes that she was on the wrong assumption. She shakes her head, as if resetting in what to say.
"Here in this room, you can rest your mind quickly and it will help your body. I can help you I think. I can try at least, but you have to open up your mind to mine. Do you want to?"
OOC: CB, I'll correct if this is not what Maeriks would do. Just trying to move these small, more or less irrelevant story/set details to logical closes and review the scene.
Maeriks is at the east wall. Aisling and Sine are there beside him. They will watch over Muirne and Boann who lies nearby.
Boann is unconscious, but breathing steadily. The blood is cleaned off of her now. The large wound at her neck and collar looks rugged, but it was sealed by Rhone's fishman medicine oil. Boann's skin looks pale and gray.
Rutcranna is setting up in the north, talking to Kray.
Rhone is setting up at the south, working alongside Thorn. Rhone sees Maeriks from across the room. She waves at him and smiles, then starts walking towards him.
Laoise and Casidhe are sitting off talking to one another on the side wall near the north tunnel.
Ivor, Doirind, and Bryn are grouped together up close to the south Seal Door.
Hinka is nowhere to be seen.
The Throne catches Maerik's eye again.
Maeriks looks down to see Rhone looking up at him, smiling, her green eyes bright.
The Throne is empty at the center of the room.
OOC: CB, I'll correct if this is not what Maeriks would do. Just trying to move these small, more or less irrelevant story/set details to logical closes and review the scene.
Maeriks draws himself up, standing taller, Lotus Locust spear in hand. "Why do they take all the girls?" Maybe it doesn't matter. He's going to kill them all and save Jilleen and any others they might still have. He is Norach now.
Norach Maeriks Mac Hannoc ✎

Vitals
Combat Proficiency Setting (+2 available): Attack Bonus +2 / AC +0
AC: 12 (+2 DEX +0 proficiency)
HP: 37/37
Temp HP: 0
Initiative: +2
Status Effects: None
Death Saves: +0/-0
Hit Dice: 0/1 Druid, 0/3 Fighter
Weapons and Armor
Equipped
Armor: None
Both Hands: Spear-Glaive "Locust Spear" / Attack Bonus: +7 (STR 4 + 2 proficiency + 1 weapon) / Damage: (1d8+4 STR + 1 weapon) / Heavy, versatile (d10 + reach), thrown (range 20/60), slashing
Locust Spear

"Reave" War Club

Carried
Spear-Glaive "Locust Spear" / Attack Bonus: +7 (STR 4 + 2 proficiency + 1 weapon) / Damage: (1d8+4 STR + 1 weapon) / Heavy, versatile (d10 + reach), thrown (range 20/60), slashing
Maul "Reave" / Attack Bonus: +6 (STR 4 + 2 proficiency) / Damage: (2d6+4) / Heavy, Two-handed, bludgeoning
Handaxe / Attack Bonus: +6 (STR 4 + 2 proficiency) / Damage: (1d6+4) / Light, thrown (range 20/60), slashing
Dagger / Attack Bonus: +6 (STR 4 + 2 proficiency) / Damage: (1d4+4) / Finesse, light, thrown (range 20/60), piercing, lanyard
Javelin x 3 / Attack Bonus: +6 (STR 4 + 2 proficiency) / Damage: (1d6+4) / Thrown (range 30/120), piercing
Tactics
Refresh rest times noted in parentheses
Action Surge: 1/1 (short rest)
Second Wind: 1/1 (short rest) (bonus)
Savage Attacker: 1/1 (turn)
Spell Casting
---Level 1 0/2 (long rest)
---AB: +6, Save DC 14
Barbaric Justice:
---Must be acting on specific tenets of the Barbaric Code of Honor
---Roll with advantage (STR, CON, Some WIS, Attack, Damage) 0/1 (day)
---Add additional damage die on critical hit
Saving Throws
Brown text indicates proficiency
Strength: +4
Dexterity: +2
Constitution: +3
Intelligence: 0
Wisdom: +6
Charisma:-1
Feats
Savage Attacker: Once per turn, reroll damage dice and choose result to take
Great Weapon Fighting: Reroll 1s and 2s on damage dice
Improved Critical: Crit on 19 or 20
Gourmand: Detect poisoned food, prepare special meal on long rests
Skills
Brown text indicates proficiency
Acrobatics +2
Animal Handling +6
Arcana -2
Athletics +4
Deception -1
History -1
Insight +6
Intimidation -1
Investigation -2 (Passive 8)
Medicine +6
Nature +0
Perception +4 (Passive 14)
Performance -1
Persuasion -1
Religion -2
Sleight Of Hand +2
Stealth +2 (Passive 12)
Survival +6
Tool Proficiency
Cook’s utensils, Herbalism kit, Vehicles: Water
Languages
Dannein - Native
Rolls
Hit Dice (short rest) - (1d6+3, 1d10+3)
1d6+3 : (6) + 3 = 9
1d10+3 : (9) + 3 = 12
EDIT 7 bonus Temp HP for Thorn, 9 for Ivor.
Kray considers Rutcranna's words. At the same time, he remembers what Nemes had said: don't trust her. At this point, he had to wonder if Rutcranna was effecting some kind of power play for this alien looking throne, or whether she was a mother simply looking to escape this shithole, daughter in tow. One thing he was sure of was the fact that outside the door there were foes waiting to gain entry, accompanied by the massive beast that Slevin had referred to as Titan, a supposedly 200 year-old legend of the Borgh. And the name fit. Kray had seen the monstrosity, and it was enormous, hammering at the doors now.
Kray had seen Thorn do a sweep of the room, and he knew that if there was another way out of this tiger pit they were in, Thorn would have brought it to his attention. As such, the only true certainty was the tactical nuance of the situation. A simple nuance, as old as the art of warfare: the enemy was at the gate, a natural choke point that needed to be held.
As such, Kray did as he had always done in times like these. He checked on the men, gauging their battle-readiness. Although, to be fair, metal-nerved men like these rarely needed checking on. A the same time, there was something strange about the place, something... unnatural. It had a strong taste to it in the air, reminding him of... Rutcranna's advice echoed in his mind: Don't speak, or even think, his name Kray... that sinister entity that had devoured his brother Lysander in Mozamyah. A night he had tried to drown, smoke, and drug away for years. In any case, it never hurt to check in. As such, he popped his spliff back in mouth and made the rounds, walking the room, talking to each man in turn.
I don't want to see it pissed away in this fuck all temple, to a fuck all alien slug-god(?), in a fuck all swamp of fish-mongrel shit muck.
After he had finished walking the room, Kray addressed the group, a levity dripping with sarcasm in his tone. "Gentlemen..." he scanned over the women in the room, "and Ladies. I strongly encourage you to form up at the door so we can greet our party guests. Those of you with spears and ranged weapons I want toward the rear, supporting the front and vigilant of keeping our flanks secure." He wondered where Hinka was. Assuming he could be trusted, Kray preferred to believe the short man had a plan to support them... somehow.
"Well, everyone, let's not waste time, eh? Let's give them a warm reception, in their own blood."
So, I'm thinking this for our front:
T-K-M-I
LLLBLLL
L= available Ladies in the second rank. Spears as first choice, then ranged weapons.
A 4 man front line that I would like to think can take up the 20 feet across and keep it solid. Sentinel types at the edges to keep shit from getting past on the flanks. Bryn to the rear, our floater, looking to put damage and perhaps the occasional finishing touch on killing someone. Maybe Hinka will join him or backstab our asses. Who knows. Ladies to the rear who have reach via spear or ranged weapons.
Let's distribute any weapons with reach to facilitate a phalanx of sorts. TKMI in front, using weapons of choice, with the ladies behind poking away with reach. So, any javelins or spears we should hand off to them (of course, Maeriks keeping the Lotus Locust Spear). We keep the second rank of spear users alive so it can continue to generate damage. Just like the phalanx of old, we maximize unit potential in space and grind the enemy down... or keep them bleeding heavy and piling up until the Witches can open us an exit.
Kray has two javelins left from his spear gun he can hand out. Also, J, Kray would look for a shield he can take from one of the ladies who will be working the rear.
Again, Ox, I'm sure you already get it, but look for kills with Bryn. Finishers. I know you can disengage and float from flank to flank. So, if it seems like an enemy on the opposite edge of the front is almost dead, please feel free to use your bonus action to disengage and head over there to finish the bastard off. If the flanks hold true on that 20 foot line, you should be able to get Sneak attacks in via being engaged with only one enemy.
Of course Kray will help the ladies form up in the second rank. Not sure how many we have battle-ready J.
Lastly, going to do the short rest. But first I'll have Kray use 2 maneuvers to give some bonus temp HP to our guys on the edge (Thorn and Ivor), in anticipation that they could get flanked. How we envision that front line to work might not go as planned, depending on Team Witchery's effective use of ritual magic to funnel the foe through that 20 foot wide front line. We'll see. Either way, we're going to want rock fucking solid flanks.
Kray Mercon
link to main character sheet & group stats
Vitals
Combat Proficiency Setting (+3 available): Attack Bonus +0 / AC +3
AC: 18 (base 18) + (0-3 from set Combat Proficiency)
HP: 50/50
Status Effects: None
Death Saves: +0/-0
Initiative: +5
Hit Dice: 2/4 Fighter, 1/1 Barbarian
Weapons and Armor
Equipped
Armor: None
Right Hand: Yatagan / Attack Bonus: (DEX 5) + (0-3 Combat Proficiency) / Damage: (1d8+5)
Left Hand: Falcata / Attack Bonus: (DEX 5) + (0-3 Combat Proficiency) / Damage (1d6+0 Left Handed)
Carried
Gaerimundi Knife / Attack Bonus: (DEX 5) + (0-3 Combat Proficiency) / Damage: (1d4+5)
Dagger / Attack Bonus: (DEX 5) + (0-3 Combat Proficiency) / Damage: (1d4+5)
Bow / Attack Bonus: (DEX 5+Archery 2) + (0-3 Combat Proficiency)
Quiver: Long Bow (15/15 arrows--recover? hit /miss / Damage: (1d8+5)
Tcho-Tcho Spear Guns: Javelins x2 -----They suffer -5 on Range ratings (both for normal and long range) when used above water. They gain a +5 on Range ratings (both for normal and long range) when used underwater.
When used underwater, they do not suffer Disadvantage if fired within 5'.
When used underwater, Critical Hits deliver an additional die of damage (though modifiers not added for a third time) and the victim's Movement Rate is reduced by 1/2 during its next turn.

Tactics
Refresh rest times noted in parentheses
Maneuvers: 4/4 (short rest)
---d8: Parry, Precision Attack, Rally
Action Surge: 1/1 (short rest)
Second Wind: 1/1 (short rest)
Lucky: 1/3 (long rest)
Rage: 1/2 (long rest)
Fighting Style Archery: Ranged Attacks +2
Commitment to Contract: 0/2
---Allows a mercenary PC to choose to gain Advantage on an Attack Roll, Damage Roll, Ability Check, or Saving Throw of his choice, before or after a normal roll result is visible. 1/day at 1st level, 2/day at 5th level, 3/day at 10th level.
Saving Throws
Brown text indicates proficiency
Strength: +4
Dexterity: +8
Constitution: +6
Intelligence: 0
Wisdom: 0
Charisma:+3
Feats
Observant: Read lips
Lucky: 3 re-rolls per day (see Tactics above)
Resilient: DEX save proficiency
Ability Score Increase: DEX +2
Skills
Brown text indicates proficiency
Acrobatics +5
Animal Handling +0
Arcana +0
Athletics +4
Deception +6
History +0
Insight +0
Intimidation +6
Investigation +5 (Passive 15)
Medicine +0
Nature +0
Perception +8 (Passive 18)
Performance +3
Persuasion +6
Religion +0
Sleight Of Hand +5
Stealth +8 (Passive 17)
Survival +0
Tool Proficiency
Cartography
Dice
Languages
Yuoric - Native/Literate
Dannein - Fluent
Gaeirmundi - Fluent
Kortellan - Intermediate
Rolls
Rally Maneuver for Thorn - (1d8+3)
(4) + 3 = 7
Rally Maneuver for Ivor - (1d8+3)
(6) + 3 = 9
Short Rest 1d12 for Kray - (1d10+3)
(3) + 3 = 6
Short rest another d10 for Kray - (1d10+3)
(5) + 3 = 8
"I'm about finished here. Let's see if this aids us in our pending butchery. Rutcranna tell you how long til she gets the door down the hall open? Or what the fuck happened to Bryn?"
Kray moves off, and Thorn looks over his final assembly, nodding at the girl to come over and inspect his handiwork.
As is often the case, Urdav's voice floats softly around his ears, an earnest, gentle pleading from the old man whose approval meant more to him than anything.
Leave the world a better place than you found it. The world had enough death - why contribute to it?
He smiles, sure Urdav would recognize the impending violence as a genuine contribution to life.
Vitals
Combat Proficiency Setting (+3 available): Attack Bonus +3 / AC +0
AC: 15
HP: 51/51 + 7 Temp HP: 58/58
Status Effects: None
Death Saves: +0/-0
Hit Dice: 3/5d10 (Fighter)
Loadout
Equipped
Armor: Chain Shirt
Weapons:
* Great Sword / Attack Bonus: 7 (Str 4 + 3 Prof. Bonus) / Damage: 2d6+4
* Two Handaxes / Attack Bonus: 7 (Str 4 + 3 Prof. Bonus) / Damage: 1d6+4
* Urdav’s Seax / Attack Bonus: 7 (Str 4 + 3 Prof. Bonus) / Damage: 1d4+4
Tactics
Refresh rest times noted in parentheses
Maneuvers: 3/5 (short rest)
Action Surge: 0/1 (short rest)
Second Wind: 1/1 (short rest)
Commitment to Contract: 1/1 (once per day)
Fighting Style: Great Weapon Fighting (reroll 1’s & 2’s on damage rolls, keep new roll, on melee attacks using a weapon with two hands)
Saving Throws
Red text indicates proficiency
Strength: +7
Dexterity: +1
Constitution: +7
Intelligence: +3
Wisdom: +0
Charisma: +0
Feats
Observant
Martial Adept
Sentinel
Skills
Red text indicates proficiency
Acrobatics: +1
Animal Handling: +0
Arcana: +3
Athletics: +7
Deception: +0
History: +3
Insight: +3
Intimidation: +3
Investigation: +6 (Passive 21)
Medicine: +0
Nature: +3
Perception: +3 (Passive 18)
Performance: +0
Persuasion: +3
Religion: +3
Sleight Of Hand: +1
Stealth: +1
Survival: +0
Languages
Yuoric - Native
Dannein - Fluent
Carried Gear
* 1 Spear&Sling / Attack Bonus: 4/1 (Str/Dex 4/1 + 0 Prof. Bonus) / Damage: (1d6+4/1)
* Backpack containing: tinderbox, 1 torch, 1 day rations, waterskin, rope
* Coinpouch
* Large pile of sky-blue gemstones
* Large necklace & pendant stone with swirls and colors that make an almost perfect copy of the Alornic Sea
* From Rhone: 2 flasks, 2 small bags, 2 leaf wraps tied with twine
Estimated 25 lbs armor & weapons, 26 lbs other equipment

Kray scanned the room, taking his time given the situation, then continued. "I've lost two on this trip already. I'd like to keep that number the same." He locked eyes with her. "You have my word that we'll get everyone out of here that we can, you and your daughter being priorities. Just do your end of it." Kray cracked wise. "Let some sun in to this place. A bit gloomy for my taste."
J, I'm assuming Sorcha will be between the battle line we're forming at and Rutcranna?
Kray Mercon
link to main character sheet & group stats
Vitals
Combat Proficiency Setting (+3 available): Attack Bonus +0 / AC +3
AC: 18 (base 18) + (0-3 from set Combat Proficiency)
HP: 50/50
Status Effects: None
Death Saves: +0/-0
Initiative: +5
Hit Dice: 2/4 Fighter, 1/1 Barbarian
Weapons and Armor
Equipped
Armor: None
Right Hand: Yatagan / Attack Bonus: (DEX 5) + (0-3 Combat Proficiency) / Damage: (1d8+5)
Left Hand: Falcata / Attack Bonus: (DEX 5) + (0-3 Combat Proficiency) / Damage (1d6+0 Left Handed)
Carried
Gaerimundi Knife / Attack Bonus: (DEX 5) + (0-3 Combat Proficiency) / Damage: (1d4+5)
Dagger / Attack Bonus: (DEX 5) + (0-3 Combat Proficiency) / Damage: (1d4+5)
Bow / Attack Bonus: (DEX 5+Archery 2) + (0-3 Combat Proficiency)
Quiver: Long Bow (15/15 arrows--recover? hit /miss / Damage: (1d8+5)
Tcho-Tcho Spear Guns: Javelins x2 -----They suffer -5 on Range ratings (both for normal and long range) when used above water. They gain a +5 on Range ratings (both for normal and long range) when used underwater.
When used underwater, they do not suffer Disadvantage if fired within 5'.
When used underwater, Critical Hits deliver an additional die of damage (though modifiers not added for a third time) and the victim's Movement Rate is reduced by 1/2 during its next turn.

Tactics
Refresh rest times noted in parentheses
Maneuvers: 4/4 (short rest)
---d8: Parry, Precision Attack, Rally
Action Surge: 1/1 (short rest)
Second Wind: 1/1 (short rest)
Lucky: 1/3 (long rest)
Rage: 1/2 (long rest)
Fighting Style Archery: Ranged Attacks +2
Commitment to Contract: 0/2
---Allows a mercenary PC to choose to gain Advantage on an Attack Roll, Damage Roll, Ability Check, or Saving Throw of his choice, before or after a normal roll result is visible. 1/day at 1st level, 2/day at 5th level, 3/day at 10th level.
Saving Throws
Brown text indicates proficiency
Strength: +4
Dexterity: +8
Constitution: +6
Intelligence: 0
Wisdom: 0
Charisma:+3
Feats
Observant: Read lips
Lucky: 3 re-rolls per day (see Tactics above)
Resilient: DEX save proficiency
Ability Score Increase: DEX +2
Skills
Brown text indicates proficiency
Acrobatics +5
Animal Handling +0
Arcana +0
Athletics +4
Deception +6
History +0
Insight +0
Intimidation +6
Investigation +5 (Passive 15)
Medicine +0
Nature +0
Perception +8 (Passive 18)
Performance +3
Persuasion +6
Religion +0
Sleight Of Hand +5
Stealth +8 (Passive 17)
Survival +0
Tool Proficiency
Cartography
Dice
Languages
Yuoric - Native/Literate
Dannein - Fluent
Gaeirmundi - Fluent
Kortellan - Intermediate
Current AC: 17
Action Surge: 1/1
Second Wind: 1/1
Superiority Dice: 4/4
Rage: 0/2
Conditions:
Rhone is presently sitting to the east side of the room, which had been set up for casualty care. She sits on the ground next to Boann, who lies still on the stone floor, her head propped on a rolled blanket.
Maeriks sits next to Rhone, looking down at Boann as well. Rhone had asked him to be with her now, so he wonders what will happen. Boann looks better because of the fish oil that sealed her wounds minutes before. Aisling had also washed the blood off of her, but Boann is still unconscious. But then...
A small movement. Boann's head tilts over.
Soon the woman's chest rises and falls with a few deep breathes. He hands move slowly and then her body seems to fill with life again, as someone coming out of a deep sleep. Boann opens her eyes.
"Maeriks...", Boann says. She smiles softly and then sits up, still groggy. She looks at Rhone, and then reaches out to put her hand on the little girl's shoulder. "I heard you," Boann says, "I heard your voice, Rhone. Thank you."
Then Boann turns to Maeriks and hugs him. Her thick hair is all over Maeriks' face and shoulders, and her big titties are pressed up against his chest.
After a few moments of regrouping, Rhone talks to Maeriks.
Rolls
Secret Roll
With the seemingly miraculous rebound of Boann, recovering from near death unconsciousness to not only ambulatory but now battle-ready over the course of 10 minutes, there is a small core of women who are willing to stand and fight. If nothing else is available, Doirind can give Boann a short sword. Muirne can also give up a club. Boann is known to have Protection Fighting Style, so with a shield she could put that into action but shields are in extreme short supply atm.
Boann and Doirind are really the only trained warriors. They can stand in the second line and will strive to augment and support the front liners. These girls both have spirit and their courage and devotion can be applauded, but as I think you understand already, their capabilities are of very low-level.
Laoise is a decently skilled archer, not a fighter but pretty obviously a hunter who has converted skill and has been performing as a skirmisher now. She has her shortbow, a consolidation of some remaining arrows, and can stand back a few steps and hopefully provide some shots against approaching targets and maybe closer ones at the line on opportunity. At least unless the threat gets too serious; likely not one to hold a line when it is stressed.
Aisling, Muirne, Sine, and Casidhe are just a set of really young, pregnant, or otherwise ineffective combatants. They will stay to the side, out of the way, and theoretically could be "stretcher bearers" for the injured. But in truth, I wouldn't even count on that and they are better to just stay out of the way.
Hinka, as mentioned, unknown location and disposition. The Tcho-Tcho way. No way to count on him, but cautious hopefulness that he will support is up to you guys.
Ez, since you asked about a shield:
most of the shields were lost recently, falling to the floor during the host of injuries and fatalities just outside the door. One medium shield was scooped up by one of the girls though, and is available for your use or assignment.