Turn 2.2 ; Hostage Dilemma
Powerofmind
In Madness Fallen
- Location
- United States
[Tie->Pluck+Audacity exceeds Leadership+Cunning->Go Myself]
Hidden check result [Last Turn] (DC 5 Cunning): 2
Cunning Check Pt. 2 (DC 5): 7
When I've got a team of engineers and a couple bodyguards lined up, I grab up my rifle and join them on the landing lift. "You'll be careful, Tori?" asks Marao as I double-check my ammo pouch.
I give him a smile, saying "of course, Marao, I know what I'm doing."
And a hearty thanks to the Ancestors that I did know what I was doing. We picked our way to the crash site with their radioman guiding us in, but as I listened to their radioman more and more, I began to have my suspicions raised. Flicking off the receiver, I motioned the team close. "You and you, scout forward. I've got a bad feeling about this," I warned. "I'll be claiming we're about a minute or two behind where we're at from here on. Engineers in the back, mages keep your spells at the ready."
~~~~~~~~~~~~~~~~~~~~~~~~
The two men I sent ahead to scout the crash site returned post-haste, and the news was poor. Depths' Bounty had been captured, though it's poor state was honest truth, and they found a trail leading a ways off to what was probably a camouflaged strip, and a likely pirate haven on the otherwise uninhabited island.
I can't very well turn around now, as the Bounty's crew and captain are likely hostages at the crash site and a ground presence could give us the chance to free them, but without the team I've taken along, either the Spring Storm or it's squadron won't be at full strength when the haven airstrip scrambles fighters. Alternatively, I could covertly pass along coordinates for the airstrip so Marao and me can take out all of the pirates' air power before it even takes off, leaving the Spring Storm to run rampant across the sky, hopefully giving us enough of an edge to rescue the Bounty's crew and captain in the chaos...
[] My team initiates an ambush by land to rescue the captured crew... (Bonus, Marines Special Rule)
-[] While Marao covers us by air (weakened Airship)
-[] While Marao covers us by air (weakened Squadron)
-[] While Marao covers us by air (no Ace)
[] My team initiates a ground assault on the pirate haven airstrip... (Bonus, Marines Special Rule)
-[] While Marao adds heavy artillery (Skip air combat entirely, Bounty's crew in jeopardy)
[] We turn around and reinforce the Spring Storm for an aerial assault (No Air Penalties, Bounty's crew greatly in jeopardy)
When you tie up votes in Clear Skies, I'll compare Pluck/Audacity vs Leadership/Cunning, with the more proactive action tied to the former, and the conservative choice to the latter.
Hidden check result [Last Turn] (DC 5 Cunning): 2
Cunning Check Pt. 2 (DC 5): 7
When I've got a team of engineers and a couple bodyguards lined up, I grab up my rifle and join them on the landing lift. "You'll be careful, Tori?" asks Marao as I double-check my ammo pouch.
I give him a smile, saying "of course, Marao, I know what I'm doing."
And a hearty thanks to the Ancestors that I did know what I was doing. We picked our way to the crash site with their radioman guiding us in, but as I listened to their radioman more and more, I began to have my suspicions raised. Flicking off the receiver, I motioned the team close. "You and you, scout forward. I've got a bad feeling about this," I warned. "I'll be claiming we're about a minute or two behind where we're at from here on. Engineers in the back, mages keep your spells at the ready."
~~~~~~~~~~~~~~~~~~~~~~~~
The two men I sent ahead to scout the crash site returned post-haste, and the news was poor. Depths' Bounty had been captured, though it's poor state was honest truth, and they found a trail leading a ways off to what was probably a camouflaged strip, and a likely pirate haven on the otherwise uninhabited island.
I can't very well turn around now, as the Bounty's crew and captain are likely hostages at the crash site and a ground presence could give us the chance to free them, but without the team I've taken along, either the Spring Storm or it's squadron won't be at full strength when the haven airstrip scrambles fighters. Alternatively, I could covertly pass along coordinates for the airstrip so Marao and me can take out all of the pirates' air power before it even takes off, leaving the Spring Storm to run rampant across the sky, hopefully giving us enough of an edge to rescue the Bounty's crew and captain in the chaos...
[] My team initiates an ambush by land to rescue the captured crew... (Bonus, Marines Special Rule)
-[] While Marao covers us by air (weakened Airship)
-[] While Marao covers us by air (weakened Squadron)
-[] While Marao covers us by air (no Ace)
[] My team initiates a ground assault on the pirate haven airstrip... (Bonus, Marines Special Rule)
-[] While Marao adds heavy artillery (Skip air combat entirely, Bounty's crew in jeopardy)
[] We turn around and reinforce the Spring Storm for an aerial assault (No Air Penalties, Bounty's crew greatly in jeopardy)