Jareb looks around satisfied the 13th has made quick work of any brodkill, and he grasps his Lyn-Sirail friend tightly. Jareb's face is pained with grief. "My Friend Firehawk, I thought you knew... But how could you?" The baby in his sack starts to whimper, and Jareb takes out holding it tightly while feeding it some kind of milky substance from a bottle. Softly, but with a voice barely containing his rage he continues.
The Black Company, they used to be a unit of mercenaries possibly employed by the Tomorrow Legion. They had been camped outside the castle for many weeks. Now though it seems their true intentions of being in close proximity have been revealed." Jareb nods to the now buried CS soldiers, " This was their doing. They sold the mission of the 13th to the coalition!" Jareb fights back tears as he continues with a deep breath, " But their treachery runs even deeper. One of the oldest and most decorated, special exploratory teams, the 2nd..." He stops as his emotions threaten to break him, but he looks down at the baby he holds finding his composure.
" The 2nd, had valiant members killed by the Black Company. They killed children... I have seen the video footage. It is undeniable. They crossed a line that no one crosses. Chief's mandate was clear, hunt them down and bring them back for trial. If that is not possible wipe them off the face of the earth." With the baby significantly soothed he puts her back into his armored carrier and once again grasps Firhawk's shoulder.
" In truth, I do not know if I would have the strength to bring them back alive for what they did."
The Angel wipes his eyes, and moves to Cantrell and Jude. " You have moved me during this tumultuous time. I will plead with Cheif to let me take a couple of boomers out to where our scouts found the battle involving of your friends. If there is anything to ascertain beyond wanton destruction I will uncover it." He smiles curtly at the rest of the team, and bids Firehawk a fond fare-the-well. " Safe Travels my winged brother." Jareb gathers the cheerleaders and heads off. But just before they depart one of the cheerleaders, Blossom, takes out a black pen, and writes a series of numbers on Libertas' hand. She puts her hand to her ear and mouths, call me.
A quiet moment
The rest of the trip to Gloom is fairly quiet. No trouble, No CS, no problems. This is a great time to share a story about yourself, and maybe reflect on any of the events that have recently taken place. Interlude Time!. The team travels over plains, woods, and rocky crags with ease for about 3 more days and then you reach a rise that over looks Gloom. The rise leads down into a canyon that takes you to the city proper.
Interludes: In most heroic tales, characters engage in small talk that reveals something about their past or further develops their personality. Such “Interludes” are rare in role playing games where we focus primarily on action and the next encounter. The system below formalizes these scenes and rewards players for role playing their character and revealing their backstory to the rest of the group.
- Player Roll a d4
1.) Clubs—Tragedy: Describe a tale of tragedy or misfortune from your hero’s past, featuring one of his Hindrances if possible. If the teller has a dark secret of some kind, hint strongly at it, drop clues, or otherwise give the rest of the group a glimpse into your hero’s dark side during your narrative.
2.) Spades—Victory: Tell the group about a great victory or personal triumph in your adventurer’s past. How did it affect him afterward? Was there a reward?
3.) Hearts—Love: Speak fondly of the character’s greatest love—lost, found, or waiting on him back home. What is her name? Where does she live? Why is the traveler not with her now?
4.) Diamonds—Desire: Tell a tale about something your hero wants (or already has). It might be a material possession, recognition, a political goal, or even a trip he wishes to take to some amazing destination.