05-06-2020, 11:27 AM
[24.2.343]
[Andrea Sense+Sight: 9,2 Result: What is eyesight]
[Judy Knowledge+Healing: 10,9,8,7,6,5 Result: Fester]
[Judy Knowledge+Sorcery: 10,10,8,6,6,5,3,1+MD:10 Result: Backpacks!]
Finch makes certain that all logistics and information for the travels ahead are prepared. He brings Agrina and Aredfln along to haul the rations, water and ale he purchases. The trio are not ignorant to the whispers of the injured soldiers around them. They pass word one amongst the other of the failed mercenary captain that lost his riches in the crash. Finch has not the time nor the authority to bother with the gossipers and presses on with his preparations. He applies his silver tongue to worm his way to the officer's tent where spreading a bit of wealth gets him a detailed lay of the land and further concerning information that none of the contacts within Waelass have passed along a message since Marcutio took command seven cycles ago. The officers surmise the Imperials are cracking down on travel near the front, or that most of the city's inhabitants have been slain. Finch contents himself with the fact that he's done his best effort to prepare for the trip ahead. After having spent four coins altogether he commands Aredfln and Agrina to return to Edmond with the provisions while he tends to one last task. Finch waits a short distance from the command tent hoping for an opportunity to speak with Marcienne without her brother. His efforts are disrupted when a great unease in the eerie washes over him. Whatever it is, clearly the others around him were aware of it as well. Marcienne comes storming out of her tent beckoning some nearby soldiers to her side. Finch follows after her from just outside her sphere of notice.
Judy has practical matters to tend to. She spends two coin on an ample quantity of bandages and healing herbs for the road ahead. She takes a moment to further tend to her wounds to make certain they do not fester. Perhaps it is her haste, but she does not make any headway on further tending to herself. She sighs and continues out to eastern side of camp with Henry to stand watch while she prepares a fire from which she sculpts several large well supported travel packs for her and her comrades. Just as she finishes she feels a great fluctuation in the eerie emanating from the camp. She hides the smokematter packs under some foliage and heads back to camp to investigate.
Zwiche laments his lack of armor and searches the camp for a solution. He finds a knight with broken horse barding and strikes upon an idea. He negotiates a great deal with the knight who is one part depressed and one part intimidated. He gets the entire barding for one coin. It doesn't take too much tearing and tying but he is able to put together a chain kilt that will give him at least some protection for his legs (AR 1 to legs, L). For another coin he purchases a pair of large furs that work together to form a top for the giant. He is in the middle of fiddling with his rough kilt when he is overcome by a great shift in the eerie emanating from elsewhere in the camp. He decides such an ominous thing cannot be left uninvestigated and heads to the source.
Just before the party set out to the command tent Andrea found a quiet spot just a few paces outside the camp perimeter to work her magic. She exerted herself physically for several minutes to mend her wounds and bruises. She remarks to herself that her armor is now far more damaged than she. After their encounter with the general and his sister Andrea picks up some of the coin the party acquired from the quartermaster and goes in search of any appropriate replacements for her current defenses, and perhaps Finch's as well. The best she can come up with for herself is a chain shirt and iron cap, some leather vambraces (1 AR to 4 and 6, L) and a wooden shield for 6 coins. She further inquries about any mending to her current armor. She gets a stifled chortle from the lowborn quartersatffer and a retort about no blacksmiths anywhere this side of the border for five days travel. She makes her decision about the offer on the equipment (Coriasis decides) and moves on to her next errand: Searching for her lance. She returns to the now quiet battlefield. Small bands of soldiers on the Imperial and Confederate sides are holed up behind tiny wooden ramparts. About a hundred paces or more behind each side there are soldiers hauling the dead and collecting the equipment that is still in serviceable condition. In the dim, sunless, dusky light of day Andrea can see that the wrecks of the ships are in varying condition. One of the Imperial ships higher up on the other side of the valley even looks like it could one day be repaired and returned to the skies. The Espiegel however, lays in three separate chunks across a fifteen score pace span. Not to be dissuaded, Andrea tries to scour the grounds for her lance, or even just any of her other possessions. She fails to find any of her lost tools and even comes to the conclusion that the stores of coin and treasure Finch may have had stored on the ship were picked clean by the soldiers. She resigns from her quest to reclaim her ordinary lance and returns to camp.
While she waits for the others to finish their arrangements (golly Andrea gets a lot done quickly) she examines the sword she scavenged the night before. With the adequate lighting of a fire she can see the sword in all its detail. The hilt is wrapped in oiled white leather that has been smudged with several faint stains from use. The cross guard comes out to rounded points on each side and extends an unusually long eight inches on each side. The the etched runes are inside the curve of a fuller that reaches across two thirds of the blade. The weak of the blade is peerlessly curved to a point and the entire body is tapered aggressively from a inch and a quarter down to a third of an inch just before the point. The pommel is a large garnet bead run through with a brass pommel button that attaches to the tang. Most notable, on the opposite side of the body there is a different word inscribed on the blade through polishing: "Nightfall". She sends Matyas off to discretely ask about any artifacts wielded by the Imperial foes while she experiments with the mysterious sword. In the privacy of an empty tent she holds out the sword and tries the first thing that comes to mind. She utters the word "Daybreak" and the body of the sword lights up with a brilliant yellow light. A heat so fierce emanates from the sword that it lightly burns the enchantress just to hold the sword without a gauntlet. The etched letters on the blade stand out as pitch black markings against an almost blinding light. Further, she can feel an immense shift in the eerie focused on the blade. She immediately tries to will the sword to slumber to no avail. She quickly snaps to the conclusion of the use of the inscription on the second side of the sword and calls out "Nightfall". The light fades and heat dissappates and the sword returns to sleep. She tucks away the sword and tries to remove herself from the situation with haste. A couple dozen soldiers have rushed to the location to uncover the source of the disturbance. Marcienne rushes in behind them. She sees Andrea at the center of the commotion. Zwiche, Finch, Judy and Henry all arrive from the same side behind a wall of curious soldiers. Edmond and company (Vala, Matyas, Agrina, Aredfln) come in from a different way a few moments later.
Marcienne-[Imperial]: "What manipulation haft thou performed enchantress!"