((Air cools metal somewhat. If it didn't, we wouldn't put fans in computers. Besides, one of the defining characteristics of life is homeostasis, so if Dar is alive, he should have some method of heat control...))
Is the heat getting unbearable to the point where Dar might need to make con rolls soon? If not, he'll continue being a grumpy lump of metal and sit there. If so, he'll draw the essence of the scathing desert wind into himself (for both speed and heat resist), and then wonder where the city is; if he can see it, or it's otherwise very obivous, he'll just leave and head there. Otherwise, he will walk over to the prisoners, and demand that at least one of them lead him to the city, lest he kill them. Which, if they hesitate too long, he will then prove by killing the one farthest to the left, and then on down the line until someone agrees.
Yes, before anyone asks, I am aware of the obvious flaw with this plan.
Edit: This really should be obvious, but if the caravan gets moving, Dar won't go through with the plan to coerce people into leading him. He may not have a terribly catlike personality, but he'll still go with the laziest solution available if it gets the job done.
(4) Dar assumes that the city is
back along the road the caravan was following, and walks that way. (2) He gets just out of sight of the caravan before he plops down, panting and disoriented. Dar realizes that he is no desert creature, but a thing of forest and field, alley and riverbank. ((Homeostasis works best in one's natural environment, eh?))
I step out from the unconscious Vlad
*sigh*
"Welp, was afraid he'd do that. You! get some damp cloth to cool him with. You three! pick him up and carry him into the shade of one of the carts, and elevate his feet. You two! get the wagons hooked up and ready to be moved. Stop just standing around and get moving!"
Get Vlad treated for heat exhaustion and get the convoy ready to go back to the city. once it's ready to move, we'll be doing so.
note: the next step after he's in the shade, feet elevated, will be to loosen his clothing and wipe him down with the damp cloth to supplement his sweat's work (Valyrie will do this herself). if she has water available then Val will be keeping it with her, and she's going to be staying next to him the entire time he's unconsious, never letting him out of arm's reach, let alone out of her sight. When he wakes up she's going to be giving him small sips of water, not letting him chug it, but making sure he does drink. and he's not getting to leave the shade.
At Clunkers' endorsement, the caravaneers drag Vlad off to some shade and give him some water, but not before taking some themselves.
Why would Valyrie have water available to herself? Do you mean water given by the caravaneers?
(2) Valyrie and Vlad's clothing recognize each other as real at once. It burns to touch them.
hmm. No "wake up" action from spazyak, but he's being attended to, so ... (2) nope. Still hot and feverish and pale.
"Statement: You all heard the lady. The last thing this one requires from you all is to get this caravan up and running again. Once we are safely in the city, you are all free to either turn around and leave the city to go home, or to join the legion. This one takes it you're all out of a job now, so this one will put in a good word for you all due to your cooperation during this these trying times, should you decide to work for our employers."
Send a message to the legion telling them that we know the origin, destination and owner of the caravan,, and that we have the slaves secured but that they could really use a pickup, since we're not sure they can survive the trip back to the city.
In any case, help getting the wagons fixed by lifting heavy stuff or other such things. Keep an eye on the caravaneers though, if any of them resist or attack us, stop their hearts.
(5) you get the wagons functional again, though they are somewhat the worse for wear. But they'll get you to the city, anyway. None of the children die this round.
Hey, that reminds me - any plans for what to do with the dead bodies? They are still in the wagons, with the kids.
As for your message to Omega: The reply reads: pickup cannot be achieved at this time. Will arrange pick up at safehouse. Look for roadside shelters. They usually are built around wells or are stocked with water and supplies.
---action for Frederick, Dev's character---
Try to take a look onto that mezzanine.
If that's not possible, try to rub our wings against the wall to try and loosen the straps.
You spot some movement up there. A low growl rises in your throat.
"Weh weh weh, seems like I'm still in top form!"
Continue my sneaking out of the building as I was before I got interrupted by whoever those were. Continue hiding as necessary.
(3) you find an egress. Looks like it is some kind of service entrance, and is used fairly regularly. People of various descriptions are bustling about through this area enough that you are likely to be spotted making a break for it.
Adress the judge.
"Judge, the door behind you, we can leave this building through there? Don't lie. You can't lie in court. Crime of perjury and all and as a judge that would just be shamefull also if you lie I freeze your head off."
I let a small stream of Jotun's breath leave my mouth in an intimidating fashion (I don't hit anyone with it). If the judge says yes I'll do this:
Try to block the big double doors (the one I went through) by sticking something through the handles (use a coatrack or something) so it can't be opened. After that I say this:
"No one open this door. If you will I will find you and I will freeze your head while I burn your body, simultaneously."
If the door behind the judge isn't an escape route, I leave trough the doubledoors.
((Sorry for doing a lot of actions in one turn, I just thought it would be a bit of a waste of time waiting for the response and then doing whatever I wanted to do. I hope you don't mind.))
((I don't mind at all. Conditional actions cna be quite helpful. I have been known to make a few myself.))
Well, the judge nods meekly, but you are unable to bar hte double doors, as all the furniture seems fastened in place, and the doors themselves are the big swinging kind, without handles or anything. they swing in and out, so barring them from this side would be fairly useless anyway. The Captain looks on with a half smile on his face, then follows you through the judge's door into a surprisingly cool hallway. At the end of the hallway is a half flight of stairs going down. Along the sides are several decorated wooden doors, and some portraits. You and the Captain head out to the stairs and down to the door, without any obstacles. You do hear a murmur rise up back the way you came though.