Wednesday, April 14, 2021

6. Outnumbered

Currently

This follows on from the session entitled The Town Guard.

With the town guard standing their ground, weapons drawn on both sides and about a dozen townsfolk[1d100=13] pressing in upon them, the girls look to each other for ideas. And with the Flame Princess barely holding her anger in check they need to find a way out of this impasse; And quick!

What are the options?
  • They could attempt to talk their way out of it. I mean there's no sign of any more guards arriving anytime soon so maybe they'd be open to further discussion. Then again, they've shown no sign of budging from their fairly steadfast position so far so it may be a hiding to nothing. And keeping them talking could end up working to their advantage if they have in fact managed to get word out for more men.
  • Making a run for it could be worth considering. The townsfolk are mainly gathered around and behind the guards and there are plenty of alleys and small streets behind the girls they could scatter into. Or they could just run back into the tavern and try to make for the rear exit. Either way, running must surely look tempting, assuming the Flame Princess can be dragged away of course, and that's definitely not certain.
  • Magic is a very real option. Melissa already has her quicksilver ready to quaff. It would take but a moment to start summoning. But it would mean no more magic for another 4 days[1d6=4] or else quaffing even more quicksilver with all the risks that involves(addiction, risk of magic failing etc.)
  • Of course they could just put their weapons away and go with the guards. This doesn't seem likely to end well though, and they'd still have to talk anyway when they get back to the guardhouse, except it'd be on the guards terms now instead of their own. Seems like this'd be a last resort.

The decision and what happens next

The girls decide enough is enough and turn one by one to Melissa who with a knowing smile quaffs a dose of quicksilver and summons a spirit to sow fear and panic amongst the guards and townsfolk.

Something terrible happens at this point when Melissa is overcome by the very presence she attempted to protect Traci from in a previous session just at the crucial moment[1d100=1], and her summoning fails spectacularly. She subsequently collapses and is unconscious. The situation is about as dire as it could get.

[OOC: Melissa is now on a 4 turn cooldown due to her use of quicksilver]

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