>>5312246There’s something grimly impersonal about killing from the sky. At least when you’ve fought on the ground, you’re up close and personal with the enemy. You’re in arm’s length of their blades and can see up close and personal the impact that your weapons and spells cause on their bodies. From the sky though, things are vastly different. With the exception of those with bows or other methods of ranged attacks, all your enemies can do is get out of the way of your spells. Unfortunately for these Imperials who were caught off guard by your ambush, there’s little hope of that. A fresh batch of enemy scouts emerge from the tree line, having frantically rushed over upon hearing the fighting. Three of them arrive just in time to be crushed to death by another Fimbulvetr spell. Of the three sets of reinforcements that emerge onto the battlefield, the middle group is immediately buffeted and crushed to death by the cold winds and ice that your spell summons forth.
>15xp gained! (75/100)The other two sets, cut off from each other, become easy prey for your companions, who fall on them in pairs. Corrine and Theo strike the left most group first, falling upon them with their axes. The terrified enemy sniper manages to shoot Theo, but to the raging Berserker, the arrow carries the same weight behind it as a particularly annoying mosquito bite. Before he can get another shot knocked, he is cut nearly clean in half by his target.
The right-hand group fares little better. Milly charges them head on, with cover fire from Caleb, who manages to kill this group’s sniper before Milly even makes contact. The acrobatic assassin jumps into the midst of the enemy, drawing blood with a whirlwind of her blades. Both men fall to the ground and clutch their wounds. While neither looks particularly too deep, you get the feeling that Milly has coated her blades in some sort of poison.
The Imperial Army, which outnumbered you almost three to one, is now on their last legs. Most of the enemy has either been butchered or fled deep into the forest before they could face the same fate as their companions. Only one remains standing. Sir Gerold is locked in combat with Sir Bertram, while the rest of the Charon soldiers either struggle to intervene or choose not to. Both paladins are skilled, engaging each other on horseback and parrying and taking blows wherever they can.
>A): Intervene and kill Sir Gerold>B): Secure Fort Highwind, ensure those inside are safe>C): Attempt to take down Sir Gerold without killing him (Dex x 3 Roll: Must be 1-60)