Thursday, April 5, 2018

Soromir's Journal - Entry 8

The odds of taking Evershade do not appear to be in our favor. Based on what the Agent of the Witches of Jethu told us, the town and townspeople appear to be intact though. This may be an advantage to us if we can plan it out. I would imagine some of the captured would be willing to assist us in the fight. This is their village, afterall.

The interaction with the Agent was interesting. I've never encountered a secret agent before but he was obviously formiddable. He made it through the village alive, though he required some healing. He was loaded with magic stuff. And he was rescued by a giant eagle. That was bitchin'. I gotta think that now that the witches know the redcaps are in Jethu (which apparently they shouldn't be) and given that we saved that agent's life, that has to buy us some credibility and possibly assistance from the Witches. I'm sure Osbert will have some problem with that, but whatever. The saying "there are no atheists in a foxhole" has a parallel - when you're about to die, alignment of the person rendering aid doesn't matter.

My affinity for taking tokens from felled combatants may have a place here, if we are planning on taking the village. I have to get the head back from Orrenthal though. If he's butchered it in his studies, that may be even better. I know that fear works on the goblins, and it will probably work on the humans too. I'm not sure about the trolls and the ogres though.

To me it seems the best course of action is to draw the group holding Evershade out in manageable groups. We should also try to get some intelligence on where the townspeople are being held. The more distractions, the better.

In closing - if you can't give them hell, give them (a) head.

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