[X] Plan Damage Control
-[X] [Toldur] Patrolling the Village
-[X] [Thamara] Appeal for Aid
-[X] [Alexis] Reassuring the Locals
-[X] [Tasha] Reassuring the Locals
Patrolling the Village (Toldur)
DC: 10. Roll: 3+14 = 17
With a small army of the undead nearby, you take your Ironsides out on a series of patrols. While you got out every night, you also make sure to same of the day on patrol. It isn't glamourous or interesting work, but it is necessary to deal with a threat like this.
Nothing happens on your patrols while some might bemoan the boringness of it, you are wise and experienced enough to appreciate nothing exciting happening. Boring and uneventfully as they may be, your patrols do their service their purpose and while it may not stop Lena, it will make it harder for the vampire to operate in Oriva itself.
***
Reassuring the Locals (Alexis & Tasha)
DC: 20. Roll: 6+13+6.5 = 25.5
Everyone in Oriva knows not only is there a vampire hanging out, but said vampire has raised an army of the undead from the village graveyard. The expected panic is understandable, but something that needs to be avoided to if the situation is to be kept under control.
To that end, both Alexis and Tasha devote their efforts to swaying the locals and convincing the villagers of Oriva that the end is not nigh and to say calm. The experienced bard and naturally talented noblewoman approach the issue from different ends, Alexis acting as trustworthy authority figure while Tasha approaches the villagers as a friendly and reliable pal.
Pointing to the presence of two priest, a company of Jorgardians and the local militia on top of a call for help being sent out, Alexis and Tasha have plenty of material to work with. While neither is able to convince everyone, the two elves are able to leave the majority of the village reassured and that is enough to keep any serious panic at bay for now.
***
Appeal for Aid (Thamara)
DC: 10. Roll: 5+10 = 15
Whilst the rest of the Ironsides are dealing with the recent woes of Oriva in the village itself, Thamara takes a horse to the nearby town of Penavarre.
While not the most impressive place that Thamara has been in, the town is significantly larger than Oriva and recently having a rise in coin flowing though it. While Thamara is in no position to directly hire aid, the Kirman is able to put out several missives.
Not everyone is willingly to believe her when she claims that vampire has just risen an army of a few hundred undead nearby, but Thamara gets enough people to believe her or simply not care that she is certain that word will get out.
Now the only question if anyone will answer Oriva's pled for help.
***
Friendly Action!
With a threat of a few hundred undead led by a vampire, Claudia Smith does what any sensible village headwoman would do in her place and raises up the village militia. Normally number about twenty with a total of ninety in a state of half-readiness, Claudia goes a step further and summons up every capable fighter in the village.
While something of a desperate act, the situation is something of an emergency and after scrapping the barrel, the village militia of Oriva can muster up almost two hundred individuals, six scores of light infantrymen and seventy or so archers, primarily hunters who are willing to switch their prey from animals to undead.
The two priests begin their own efforts to deal with the increased undead threat. Carlos and Juan do their best to set up some anti-vampire wards at key points in the village, using the power of their gods.
It goes less than well. Juan lacks the knowledge and experience to make any worthwhile wards and Carlos is able to make a few, but just not enough. Juan puts up a fair few, but Alexis privately expresses to you that she doubts they will actually impend your quarry. Carlos's wards are worth something on the other hand, but you can also count how many he has set up on that same hand.
***
Enemy Action!
In hindsight, your old habit of sleeping in your armour proved useful. Sure Thamara complains about the smell, but a few years as a mercenary have left you able to sleep in plate and that cultivated skill has saved you on a couple of past occasions. Now you can add a third time to that list.
It was shortly after a patrol, whilst you were sleeping that Lena made her move. You would like to say that you realised she was there on your own, but the truth is that you had no idea that the vampire had snuck into the tavern. No, it was Mirra who woke you in time as the Storm Goddess gave you a nudge in your sleep, disturbing your rest enough that your eyes blearily blinked awake.
You barely saw the flash magic and you only just roll in time to make certain that the vampire's black spellblade to struck your plate. You continued the roll, the motion carrying of bed. You scramble to your feet another black blade made of magic glances off of your shoulder.
"Who sleeps in their armour?" demands Lena as the red eyed woman summons a ball of lightning in her hand.
"Jorgard endures!" you yell back, not bothering with an answer as you headbutt her gut.
"Egh!" squawks Lena as the vampire goes stumbling back and you seized the opportunity to grab your sword from where it lies near your bed.
While the fight has ended up being a lot even than she must have hoped by the dint of actually being a fight, Lena Cosmili is still a vampire and that is no trivial threat. You grunt in pain as she throws what remains of her lightning at you, the electricity searing you through your armour.
It doesn't stop you however and seeing that, Lena goes for another spell as she aims her hand at you and magic flocks to her fingertips. You don't let her get another shot off as you slices half of hand off.
The vampire lets out a cry of pain as she jerks what is left of her hand back. You ready for another attack as one of your Ironsides bursts into the room, mace in hand and a shield in the other. Even as you charge forward, Lena apparently decides she has had enough for tonight and jumps out of the window.
Both you and your Ironside rush to pursue her, but you know it is too late. A vampire like Lena will have already disappeared into the darkness of night.
***
Random Event Roll: 99
You send out a call for aid and you couldn't have hoped for a better answer. Prince Rolando Sinclair had recently formed his personal retinue and now the young prince had been seeking a cause upon which to cut his teeth on. Apparently hearing about a vampire threatening a village of his kingdom with a small army was good enough for the prince and so Prince Rolando arrived at the end of the week with a hundred men and women. A score of men-at-arms supported by a forty sergeants-at-arms with halberds and another forty sergeant-at-arms with longbows.
A very impressive force that was certainly better than either your Ironsides or the village militia of Oriva. You were also certain that the royal retinue outmatches whatever Lena has mustered unless she has some forces in addition to what she got from Oriva's graveyard.
All in all, it is a great relief for all those in Oriva. Having a member of the royal family personally come to deal with the vampire threat and to bring such a large army with him does a great deal to relieve many worries around the village.
***
Budget:
Patrols: -3
Appeal for Aid: -3
Payment: +10
Upkeep: -8.265
Net Change: -4.265
The situation is certainly a good sight better than it was last week. Nobody has died yet, your appeal for assistance was answered most magnificently and there has been no break out of mass panic. The only downside is a lack of clues on what the vampire is doing here in Oriva since while Lena Cosmili has to be up to something, but you have no idea what that is.
Oh and you still haven't recovered from that blast of lightning. Nothing that won't heal with time, but it is still enough to leave you more achy than you should be.
You get one action for Toldur, one action for Thamara, one action for Alexis and one action for Tasha. You may put them on the same action for a Cooperation bonus on that action. Use Plan Voting and mark who is doing what action in the plan.
Diplomacy Actions
[] Talking to the Boss
Spend some time with Carlos Axel as it is rarely a bad idea to get to know your boss better and the man seems like a decent fellow.
DC: 10. Costs 0 Budget.
[]
The People of Oriva
It looks like you are going to be spending a fair bit of time in Oriva, it should be a smart idea to get to know the locals a bit better.
DC: 12. Costs 0 Budget.
[]
Local Folklore Inquiries
The vampire came here to Oriva for a reason. Ask around about the local history and legends for any indications why she did.
DC: 12. Costs 0 Budget.
[]
Prince Charming
Prince Rolando Sinclair of Daven is a cheerful and vigorous man. He clearly cares about his people and the soldiers he brought with him certainly care out him in turn. Try to strike up an acquaintance with the prince.
DC: 15. Costs 2 Budget.
Martial Actions
[] Patrolling the Village
With a vampire running around, have your Ironsides spend some time patrolling the village to deal with anything untoward happening and limit your quarry's ability to act.
DC: 10. Costs 3 Budget.
[] Searching the Wilderness
You doubt that the vampire is going to be hiding out in the village. Take your Ironsides on a search of the surrounding wilderness to see if you can find any nearby hidey-holes.
DC: 10. Costs 3 Budget
Stewardship Actions
[] Head Count
Oriva is a decently sized village, but it is still small enough to do a head count of everyone in it. Doing that may be a good idea as it will let you know if people start to go missing.
DC: 18. Costs 3 Budget.
[] Company Logistics
There isn't much to do around here except make sure that your company doesn't use up any more supplies than necessary and try to stretch what it does have.
DC: 15. Gain 2 Budget.
[]
Investigating Local Folklore
The vampire came here to Oriva for a reason. Investigate the local history and legends for any indications why she did.
DC: 15. Costs 0 Budget.
Intrigue Actions
[] Spying on the Boss
Carlos Axel seems like a decent person, but better safe than sorry and you don't want any unexpected surprise from him with the vampire to worry about.
DC: 15. Costs 2 Budget.
[] Investigating the Local Leadership
The village leadership seems alright, but appearances can be deceiving. Investigate them further to uncover any hidden secrets.
DC: 18. Costs 2 Budget.
[] Vampire Hunting
Take an active stance to finding the vampire hiding out in the village and the surrounding area.
DC: ???. Costs 2 Budget.
[] Royal Intrigue
Prince Rolando Sinclair is officially here out of a sense of duty to his subjects and unofficially here to seek some glory. Try to find out what the man is really like.
DC: 20. Costs 2 Budget.
Learning Actions
[] Pray to Mirra.
While you worship all of the Winter Gods, the Lightning Soldier is the one whose path you follow. Make some offerings to gain a Blessing from the Storm Goddess.
DC: 12. Costs 2 Budget.
[] Pray to Dorra.
You are on a hunt and therefore you wish the Blessing of Dorra, the Frost Hunter and Ocean. Make some offerings to gain a Blessing from the Frost Hunter.
DC: 12. Costs 2 Budget.
[] Pray to Moridea
With the exception of Jorgard, Kalirea worships the Young Gods, known as the Moridea. Seek a Blessing from one of them with a pray and offering.
DC: 15. Costs 2 Budget.
[] Local Spirits
While nowhere near the power of a deity, local spirits are nothing to scoff at and earning their favour can grant some useful boosts since it looks like you will be spending plenty of time in Oriva.
DC: 15. Costs 2 Budget.
[] Justice Spirits
You are seeking to bring a monster to justice and stop her from preying upon the innocent. Seek aid from a justice spirit in the pursuit of this vampire.
DC: 14. Costs 2 Budget.
[] Hunting Spirits
You are hunting a dangerous prey and that means it may be a good idea to seek aid from a hunting spirit in this hunt.
DC: 14. Costs 2 Budget.
[] Anti-Undead Enchantments
Alexis is a sorceress of minor skill and you have got an army of undead to worry about. Have her enchant your gear with anti-undead magic in that the lesser style of the southerners.
DC: 18. Costs 10 Budget. Only Alexis may take this action.
[] Magical Healing
While injured the vampire in turn, Lena did leave you wounded. Even if it doesn't impact your performance by much, you ought to get the injury tended to by a magical healer.
DC: 10. Costs 8 Budget.
***
I personally feel you got a good turn overall. You kept panic from breaking out and your appeal for aid got a very good response thanks to that random event roll. The patrols did help by the way as it increased Lena's DC for making an attack on Toldur while he slept. And speaking of that, Lena rolled just high enough to meet the DC of that roll, resulting her and Toldur mutually injuring each other.
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