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Postby Kail'odian on Sat Sep 15, 2007 12:22 am

Your the duty first type of drow aint ya? You won't hurt them if you dont have to. :> Besides, one is hurt already.
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Postby Nerev on Sat Sep 15, 2007 12:34 am

Quoting myself from the chatbox...

My guess is these two were left behind by the rest when the injured one couldn't keep up and a friend refused to leave him behind. Pump them for information on the rest of the deserters and then offer to have one assistant escort them back to camp to visit Elif. I recommend Thorn's character Rosij - Ys`sa would probably be the more useful of the two in a brawl, seeing as how she just won the tournament.


If they're willing to come back to camp and ask for forgiveness, that's good and fine. An'jhali will probably be forgiving, the wounded will be thankful for the aid, and the other guy has shown he's willing to put his own desires aside to help a friend. That's a good mindset, and should be accounted for when being judged for his actions. Plus, like I said, they'll probably have information on the plans of the rest of the deserters.

Getting the deserters to come back without violence would be the preferable outcome. However, it's unlikely as all hell. Give them a chance, and if they refuse, then their deaths are their own fault.
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Postby Hetros on Sat Sep 15, 2007 12:39 am

Kail'odian wrote:Your the duty first type of drow aint ya? You won't hurt them if you dont have to. :> Besides, one is hurt already.


one is?
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Postby Kail'odian on Sat Sep 15, 2007 12:52 am

Hetros wrote:
Kail'odian wrote:Your the duty first type of drow aint ya? You won't hurt them if you dont have to. :> Besides, one is hurt already.


one is?


Look at the Scouting party summary box, the last line.
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Postby kirio on Sat Sep 15, 2007 1:48 am

Well, we don't need to question the look outs since we now know they're headed for Chel. :-P
Unless the thieves stop for a rest before they get to one of the small farming villages in the area between the entrance to our cavern and the city proper, I doubt Quel's group is going to be able to catch them without defeating the purpose of catching them before they reveal our existance. They have between a 2 and 6 hour head start after all.
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Postby Nerev on Sat Sep 15, 2007 1:53 am

Again, they're loaded down with our belongings and moving through rough, unfamiliar terrain. Quel should have little trouble overtaking them, the worry is whether or not he and Ys'sa will be able to take on fourteen enemies at once all on their own, or if our war party can catch up to them in time to render assistance.
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Postby AuroraDragonKaya on Sat Sep 15, 2007 1:55 am

Interrogation time! >:3

Nerev- they may have a head start, but Quel knows the territory, AND they're carrying lots of supplies (such as tents.)

Drag them back and make them face the Ilharess! Let her decide whether they should live or die.
If they're willing to pledge their loyalty.... we'll have to watch them, of course, but the injured, at least....
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Postby kirio on Sat Sep 15, 2007 1:58 am

With only a 2 hour lead that might be possible, but the update only specified that they left while everyone was sleeping, so they could have as much as a 6 hour lead on Quel and his scouts. If that's the case, they are already down among the fields and could have already met one or more farmers.
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Postby Nerev on Sat Sep 15, 2007 6:08 am

AuroraDragonKaya wrote:Nerev- they may have a head start, but Quel knows the territory, AND they're carrying lots of supplies (such as tents.)


Exactly what I've been saying ever since the bastards ran off.
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Postby Q on Sat Sep 15, 2007 7:16 am

I can always try to cut them, go faster than them, and make an ambush at the passage, some rocks falling on their heads would help even the odds...

but Ill wait for the leader archive to update before taking any decisions.
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Postby Finish on Sat Sep 15, 2007 8:06 am

@Q
You should keep in mind that they are 16 and simply outnumber you if something goes wrong and they decide to fight. Therefore I would suggest you, two take at least 9 or 10 people with you. :)
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Postby Sirin'Vara on Sat Sep 15, 2007 4:16 pm

Militia time! Yes!
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Postby Thorn on Sat Sep 15, 2007 7:12 pm

So Q, what do you say the 3 of us should do? (Maybe we should have a thread for this?)

We really should help out these 2 first, find out why they left. Maybe they have a legit reason, and i'd rather not treat them like criminals until after we find out just exactly what is going on....but thats just me, yaknow?
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Postby Nerev on Sat Sep 15, 2007 10:34 pm

It's complete speculation, but I'm guessing the injured one was either sick when they left or got hurt along the way. The other cowards decided to leave him behind rather than move slow enough for him to keep up, except for one friend who remained behind. It's also possible that he broached the idea of going back to camp and was beaten down by the other deserters.

Either way, we should get those two back to camp to the healer, but ask them which way the others went and how long ago it was first. Then send one assistant to escort them back, as well as relay the information to our war party. Quel and his other assistant (I recommend keeping Ys'sa and sending Thorn's character back with the info, as Ys'sa will probably be more intimidating to the deserters, having just won the Tir'ay tournament) will overtake them and herd them away from Chel, keeping them pinned there until the rest of the war party arrives.
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Postby AuroraDragonKaya on Sun Sep 16, 2007 1:25 am

I have to say, talking to the two injured unaggressively sounds like a good idea.
Since there's no a healer, going back with Thorn to get healed will probably look like a better prospect then leaving with the others.
Meanwhile, it seems like a good idea to change the approach to ABOVE the gorge to cut off the others.....
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