"Do not fail me, my servants. If you cannot defeat the frail womenfolk of your enemy, I will find other uses for you, a form more suitable for unrestrained strength..." the high priest spoke before turning his back and taking his leave from the chamber, dragging his prisoner with him and letting the gates close shut behind them, disappearing from the sight of the party. Wherever they were going, they would soon become hard to track down if the heroines didn't chase after them, but the path leading after the white-haired man was barred by the orc shaman and his halfblooded whip-wielding friend. Perhaps it was just moments to minutes away that the defeated companions of the brave girls would be forever lost to them.<br/><br/>Just a few seconds after the supposed god left the battlefield, the sound coming from outside became clearer as it approached ever closer... Something that resembled a large eagle came flying up form below, followed shortly by a pair of glowing, magic missiles that connected with a small, sizzling blast that sent sparks of eldritch force and bird feathers flying everywhere as the wings dissolved into thin air and the body they were carrying fell from the sky, dropping onto the balcony of the tower.<br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Hagan's turn</div><div class="spoiler_body">He speaks as a free action then double moves past the chamber doors, disappearing from sight without taking any further actions. Being chained and helpless, Yustissa is forced to follow after. The rest of the PCs are good to go, then the orcs act again once every girl has taken their turns.</div></div><br/><hr/><br/><strong>Samedi</strong><br/><br/>Samedi had little to complain about if anything after joining with Lady Yustissa's warband. There were all sorts of people here, strict and noble, free spirited or opportunists, and from all over Aussa too. Coming from a barbarian tribe, she wasn't looked at any differently than the armor-clad knights from Yranur, the bronze skinned sailors, or the tattoo-bearing mages.<br/><br/>After her skills and prowess were tested, she was put into the unit of Kardur, a massive warrior of a man also from the Untamed Lands, probably from the steppes near the neighboring country's borders. The team was full of capable warriors, strong fighters, cunning scouts, tough warriors and even a few more militaristic wizards from their mountain school. Kardur himself wasn't much of a commander. He was intimidating for sure, but he wasn't very comfortable with ordering troops or coming up with strategies, nor did he have the presence of the lady paladin who led the army. However, he was a very experienced and incredibly talented swordsman with not little skill to back up his raw strength. He made it clear since Samedi's first day, as he did with each newly assigned member: he wouldn't mind what they were doing as long as it didn't get eachother killed or in danger. If they didn't like the orders he gave them when he did, he'd let them take any course of action they saw fit, given they could beat him. Everyone was fine following his directions when he insisted. Though he was quite reckless himself, he was a lot more focused in battle than the barbarian princess, and she could learn a lot just by watching him and having a few sparring sessions.<br/><br/><div class="floatright">(http://www.conceptart.org/forums/attachment.php?attachmentid=1024586&amp;d=1279775465)</div>Though she wasn't at home, she still was in a manner of speaking, finding new friends and comrades to form bonds with and learn from, fighting side by side and shoulder against shoulder in several skirmishes. None of those previous battles were like this one however, it was clear from the beginning of the clash with the beastmen who somehow made it into the secure valley of the Spire of Truth, that something was going horribly wrong. The battle dragged out overly long, and the lady paladin wasn't there to motivate and inspire the troops, busy with her mission of striking at the heart of this evil.<br/>As the fighting continued, several of the young barbarian's comrades fell, not one of them having regrets of giving their life for the cause, until Kardur decided it was time for their raid group to storm the base of the tower.<br/>"Yustissa must be there already, likely delayed or needing assistance! We're the relief force, move!" he yelled, and as crazy as the plan seemed, he did carve a path towards the white tower standing tall in the middle of the valley. The neared the few dozen soldiers got though, the more enemies they had to face, and soon they were engaged against shamans and an ogre as well. "That one's mine! Sebastian, do something about the tower!" Kardur yelled as he  charged the ogre, and Samedi and friends clashed with the remaining beastmen while an older wizard in the group tried to get in cover to assess what he could possibly do about the massive structure.<br/>"I think I saw someone with red hair up there, I couldn't make out anything." the mage said, finishing the sentence just before an arrow pierced his side and caused him to fall to the ground, just a few feet from Samedi. Realizing he was breathing his last, Sebastian whom she learned to know as a passionate lover of war games played on table with small pawns, cast his final spell, conjuring a pair of bird wings with a claw-like appendage coming from the middle.<br/><br/>"Go...finish the..." his eyes rolled back and blood trickled from the bald wizard's mouth before the bird wings flapped once and the claws grabbed Samedi by the back, lifting her from the ground. To her luck or misfortune, she was adjacent to the dying wizard when he cast his flight spell, and the giant eagle wings were taking her upwards towards the Spire's highest balcony. Arrows came flying after her, but the young warrior found she had enough maneuverability to avoid most of them. It was the spell of an orc shaman that eventually caught up with her and damaged the wings, blowing the conjuration into nonexistence just as she was flying close to the balcony... with some luck she could avoid injury or falling to her doom by trying to land properly and roll with fall.<br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Mind if you drop in?</div><div class="spoiler_body">The modified fly spell carries you up to all the way above the tower's balcony on the top before it is blasted to bits with magic missile. Make a DC 15 Acrobatics check. If you succeed, you take no damage from the fall and are good to act with the others this turn, recognizing the girls as members of the strike team fighting beastmen, though you don't see any trace of Yustissa save for her sword and equipment lying around. If you fail the acrobatics check, take 1d6 points of falling damage and if you fail by more than 10 points, you somehow miss the balcony entirely and fall over 150 feet back down unless you catch yourself with a DC 41 climb check (basically needing a natural 20 to succeed).  Try not miss your landing. Because you've been fighting for a while now, you have 1d4+2 rounds of your rage spent for the day and have suffered 4 points of damage already. Oh, and because you're also part of the warband and not an add-on character, your remaining funds from starting gold are taken from you. If you want coin in the future, you'll have to work for it  &gt;:)<br/><br/>The good news is that you are completely combat ready, with weapon drawn and a full set of actions for this round, so you can act immediately if you like.</div></div>