Just wait for an opportunity! Subtly try to loosen my bindings if I can.
(1) you find no opportunity, and are carefully transferred into a dry, windowless cell. Actually, you are separated from the other prisoners and kept in some kind of small vault, like some kind of storage safe or something. It's dark in here.
"Is the judge ready?""Not until the rest of them get sorted. Waste of time to have multiple trials for the same thing.""This one is a little different.""Judge'll sort that out. Probably have his trial afterward."Doesn't fire always work? What's going on?
Also, is the hole for the bell big enough for me to fit down, and do I feel like I could take off from this elevated position, despite the wounded leg?
Who said there was a hole for the big bell?
Frederick is confident that he could launch from up here, no problem. The wound is less an issue than tiredness, far as that goes.
Some kind of sticky, green blanket creeps through the windows and tries to settle on Frederick. (6) He roars, claws at it, and squirts fire at it when his claws have no effect. The fire seems to ignite it, but it burns in tiny little purple sparks, which emit a hazy orange smoke, which is rapidly filling the bell tower It stinks, is highly disorienting, and raises Frederick's stress level through the roof.
"To the Omega Cave!!! I'm pretty sure we don't need those sentient balls of filth and dirt we call teammates, (don't say to them that I said that). In fact I think our mission will go more smoothly now that we lost our proverbial balls and chains."
Follow the captain. (I'm not sure I will be able to update a lot this week. I'll try.)
You and the captain (and the shark guy, if he still exists), disappear into a cleverly hidden bolt-hole. Through some carefully timed runs, a few back alleys, and one dark tunnel, you evade capture. You make your way across the bridge over a rather brown looking river and into a pleasant part of town. The bolthole, after a long hike, turns out to be a rather pleasantly appointed apartment above a bakery. The smells instantly make you hungry - and you are in luck, as the Captain purchases a few baked goods for the occasion. You eat, sitting at a window overlooking the street. The Captain points out tow buildings - a plain stone thing with two large flags hanging on the facade, and a more ornate, fancy stone building - marble or granite or one of those kinds of things.
The local constabulary, though why our little gathering was interrupted from this office rather than from one across the river, well, politics being what they are, an all, I guess. The other one, the fancy one, is the courthouse. Looks like we'll be having a discussion with one of those two fine establishments. Actually, I'll be trying to locate the big, winged guy, before he gets butchered and sold as a delicacy. Hopefully, we can keep him out of trouble long enough to cause some trouble up thereabouts, dig? anyway, tomorrow morning, ye'll go to one of those buildings and inquire about our captured friends. Be discrete, right? No sense letting the world know we're together, right? If they couldn't figure out from these tattoos, anyway." The captain laughs a strange, complicated little sound. It's kinda hard to tell if he is amused, worried, or just a little mad.
Thrips stopped and took a long look about himself, in both directions, then back at the scene in front of him.
He found it to be rather nerve-wracking indeed. He stuffed his hands back into the pockets of his coat and just slouched observantly to one side of the street for now, keeping a close eye on Frederick's tower and assailants- save for the occasional nervous glance around.
Just wait and see for now, try and work out what's going on.
Keep an eye on my surroundings as well as the confrontation ahead of me, ideally. If, I don't know... if one of the soldiers seems about to unleash some sort of attack on Frederick, try to come up with a "terrified scream" routine with which to distract them.
One of the guys casts a spell, too quick for you to react to, but as the others suddenly spring into action, you scream with all your might. It sounds more like a war cry than a scream of terror - not helped by the banging of pot with spoon that you do to add to the noise - and two of the three of them turn instantly in your direction. Your scream falters and dies away on your lips as the two rush at you.
Vlad, B team: Collect the weapons the men discard
you gather a handful of short swords, a few maces, and some daggers. A couple bows as well.
Kill the lizards, then. Keeps them from escaping more permanently than taking out the wheels.
(6) v. (3)You attack one of the lizards with beak and claw. Before it reacts, you've landed a half dozen slashes and pecks on hit's scaley hide. They're tough though, and larger than you. You leap back just as the thing snaps it's fanged jaw at your head. You've got it's attention now.
The ones trying to fix the wheels die first, though Dar will keep an eye on any nearby lizards, and switch to them if they start moving towards him. He'll buff up, strengthening his back legs while lengthening their claws, then pounce onto a neck and rake the spine a few times before leaping to the next victim.
...I don't think this has ever been answered, but I've been wondering, so how much larger did Dar get after his accidentally permanent wild shape in Lathal? Maine Coon size, or bobcat size?
Maine Coon size. He was normal housecat sized before IIRC, so that's a pretty significant growth in itself. (2) Anyway, a sudden shift of the cart has the group that Dar attacks leaping away at just the worst moment. Dar rebounds off the shifting wagon and has to correct course, making an awkward landing and giving himself away. Everyone jumps back in sudden alarm, going for weapons. 4 v 1. But they all drop dead in a semicircle around him before making a single attack.
Clunkers walks over to the caravan, so that this time everyone can hear him. You'd think yelling with literal metal lungs would do the trick, but apparantly not.
"Restatement: LAY DOWN YOUR ARMS AND FORM A SINGLE FILE ALONG THE ROAD AWAY FROM THE CARAVAN. NON-COMPLIANCE WILL RESULT IN DEATH.
Statement: THIS ONE WILL SECURE THE SLAVES. THIS ONE REQUESTS ITS TEAMMATES TO INTERROGATE THE CARAVAN CREW ABOUT THE CARAVAN'S DESTINATION AND PURPOSE. TRY TO LIMIT LETHAL FORCE TO THOSE WHO RESIST."
Keep an eye on the caravan crew, if any of them try resisting they get a dose of magical heart attack.
Clunkers will go to the wagons to secure the slaves ASAP. Once the slaves are rounded up, Clunkers will move them all to a spot away from the rest of the caravan people and watch over them. Anyone who threatens the slaves gets a full dose of Assume Direct Control, either to stop their heart or to freeze them in place in case they don't happen to have a heart.
Dar attacks a group of the caravaneers, who all leap back and go for weapons. (6) And they all die together, before they know what's happening.
Waiting and hoping the bird-girl kills soon.
She's trying, but she picked a rather large and sturdy creature to attack, for some reason.