They've already emptied out the church but the pastor, a burly man who looks more grenadier than man of God, points you in the right direction. The prisoners are under guard in the station house until they can be moved somewhere more permanent. You hear laughter as you pass the guards (locals, you note. The Regiment needs every trooper.) It dies as they spot you, almost two dozen sets of suspicious eyes. You hear a
chatty, high-pitched voice in the room on the left, the one with the window, and then she enters. You can feel the eyes slide off of you as the others look to her, and then she smiles, invites you in.
Conversation is harder than you thought. Her Hesperian is even worse than yours. Still, she's warm, welcoming, and it flows naturally from there. She talks of the moon jaguar on your new necklace, the symbol of the Empress and the Taxcocan people. Of the beautiful forests and mountains that drew her to Califia, away from what is now Manassas. She confirms your suspicion that the Lieutenant was a "pure-bred" Hesperian, angry that he was commanding irregular troopers instead of storybook cavalry. You commiserate over your shared experiences, losing track of the time.
The illusion is shattered quite suddenly when a courier stumbles in, telling you to report to your company. You blush quite badly at that; you've gotten far too distracted, especially in a time of war.
You jump to your feet begging your leave, only to realize you haven't caught her name. She smiles sweetly, saying
"Atzi Tonantzin" as she waves you away. You doubt that's her legal name, but you file it away regardless. Unsure why; you doubt you'll see her again.
---
Even Keane has to give them credit, they're doing a hell of a job delaying. You can see him grumbling every time the column stops, double-triple checking his maps and sending couriers forward. He knows it won't speed things up, but there's nothing else for it. The rifles crack again, and he sighs as the thousand-odd horses slam to a stop.
This Costas is clever. It feels like every bend in the road, every stand of trees has a handful of dragoons picketed. They fire off a couple shots, leap back on their horses and disappear before any return fire can come through the brush. The troopers at the front dismount to push their way through the trees, find nothing, and continue on their way.
It's delaying the whole column, and it's certainly driving Haggerty insane up front. You overheard his conversation with the Major when he rode down, six miles back. He'd asked permission to charge through the trees on horseback the next time they're shot at, and raised hell when Keane denied it. It's the right choice (charging through brush is a proven way to break horse legs) but it's infuriating to sit there and take it.
This time, the shooting doesn't stop. You hear rifle fire, then the pop of a revolver and screams. The column's frozen for near ten minutes, and then crawls forwards again. Four minutes in, traffic stops ahead of you. You ride up and see troopers carefully picking their way around an orange figure, face down on the road. You roll him into the ditch holding the two red-coated dragoons and return to your company.
There are no more delays.
---
It's nearly dusk when the regiment arrives at Oak Ridge. Keane stands at the edge of the treeline, examining the long line of red coats on the hill. There's the occasional pop of gunfire in the woods as patrols meet, but it's quiet otherwise. He turns to you, speaking through gritted teeth.
"Plan hasn't changed. Get moving, Clem."
The other companies are dismounting, preparing to move out into that dry killing field. You ride down the line and spot Haggerty, walking among his men with all that swagger and spirit. He gives you a cold stare as you ride by, then glances away.
Then you find your men, chatting nervously and treating their horses. You don't have a speech to give. They spend a final minute mounting, and then it's time. The company moves in smooth single-file through the trees and down a winding path, into the water.
There's no land to walk on. You can only hope the horses can handle walking a mile in ankle-deep water. A minute passes without event. And then just as you're starting to relax a man screams.
Your eyes are fixed to the top of the hillside, waiting for a band of dragoons to appear and gun you down. The commotion seems deafening; a trooper had lost focus, his horse had put a foot down deeper than it'd intended, and it'd panicked, throwing him. Without a word, the lads behind you bring the horse under control and cover the man's mouth, carrying him away. Then the march continues.
After an eternity, you reach your goal. A deep breath to steady your nerves, and then the climb starts. You can already hear the howitzers firing.
Normally this'd be a stress check before going into battle. Since you only have 3 stress, and the lowest result on 3d6 is 3, you automatically pass. Failing a battle stress check is Bad News; you get some unfun options to pick from, ranging from "you haven't slept in days and can barely understand orders and reports" to "you freeze at a moment chosen by QM fiat to cause drama" to more.
Major General Izel Costas, Cunning: (1, 6, 6) + 11 (Cunning) - 2 (Unknown Terrain) = 22, Full Success
You move as silently as you can, but it's a forest. Every twig under foot, every rustling leaf is like a gunshot. You lead your horse with care, knowing that a hundred foot slide here could be anywhere from inconvenient to fatal, and finally step onto flat land. You let out a breath you didn't know your were holding...
...and come face to face with a young, red-coated dragoon.
Captain Annaleigh Clemson, Daring: (2, 6, 4) + 10 (Daring) = 22, Full Success
There's no time for the saber. You draw your revolver, taking aim...and realize the poor girl's still frozen in shock. You seize the opportunity, striking her with the five pound
sledge of a pistol, and she drops like a sack. Then you hear hooves - another picket, bringing a warning - and there's no more room for nice.
Hit Range: 3 (Close) + 1 (Moving)
Results: (4)
A man on horseback isn't an easy target, especially with so little light. A horse, on the other hand...the heavy .44 ball rips through the animal and it slides a few feet, cutting a furrow. Troopers scramble up the slope behind you. The dragoon kicks his way off his mount and makes it three steps. Then a rifle cracks at your shoulder, and he stumbles, falls.
Unfortunately, the enemy isn't deaf. You can hear bugle calls, shouting. As fast as possible, you bring the whole company (and their horses) onto flat ground. You're hearing hoofbeats now; they're already moving. Seeing silhouettes, too, men and horses bouncing in the dark. It's unclear how many there are in all, but they certainly have you outnumbered, they're charging, and they stand between you and your mission.
[] Form a line and give them a few volleys as they approach. You're Mounted Riflemen, not cavalry. Show them the wonder of the modern percussion rifle.
[] Mount up and charge with revolver and saber. For all you know, these are more irregulars like at Sutter Station, and your revolvers give you a six-times firepower advantage up close.
[] Mount, close ranks, and charge straight through. Don't bother trying to scatter them, just keep your formation and head for the camp. By the time they've put their formation back together and turned back on your tail, you'll have burned it.
Sorry I didn't get this out yesterday, pretty busy week. Also I like bold, so I'm using bold italics for rolls and checks now.