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a Lucy is born in Geb
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For rather obvious reasons, neither Wenduag nor Lann have gotten their hands on any, and Seelah seems to have decided that with her own healing they'd be better held elsewhere. Camellia, on the other hand, has three and a partially-spent wand of cure light wounds, and Nenio turns out to have had two more in her pack the entire time.

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Luzai will obtain some and pass them out to Wenduag and Lann and also Ulbrig who doesn't really carry money around either at this time; Seelah is valid but if she's amenable Luzai will slip her a potion of Inflict just in case. 

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Oh yes, that sounds like a good idea. She wishes there was some way around the negative energy bit, especially if they run into any more undead in the garrison, but nobody she talked to had heard of anything.

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“I’ll let you know if I find anything out, but it won’t happen today,” Luzai sighs.

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"Yeah. With any luck, we'll win hard enough today that we won't need it. You'll have a whole bunch of armored crusaders between you and their claws this time."

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"Yep. You know, people talk about how great it is that paladins can smite evil, and it's true, but personally I think the best thing about having so many paladins is that the people on the front lines can heal themselves."

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Seelah is really quite fond of it! She still thinks the smiting wins out, though, especially before she got a cold iron sword.

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It's a little after nine by the time that everyone gets set out and marching, which means that they're on schedule to hit the garrison around eleven and in actual fact should still manage to have everything prepared for an assault by noon. They're not going to manage a full encirclement - even if the demons haven't found a way out through the underground, there are too few of them to both solidly lock down the surroundings and take the place - but flying enemies aside, they'd like to make sure as few of those currently in the garrison have a chance to blend back into the civilian population once they win, and while they aren't going to say it aloud having a defensive position solidly under their control outside will save lives if the attack becomes a rout. 

It's something of a motley crew that Irabeth has spent the last week putting together, a mixture of dozens of different units and whatever new recruits she could drum up that wouldn't just get themselves or their fellows killed, but from the looks of things it's enough that they'll have the advantage of numbers.

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Luzai's nerves are jangling, but she is going to. Stay. Calm. This is incredibly high-stakes and they did have to run away from Minagho last time, but--this is going to work. It has to work. 

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Were the wardstone still held within the Kite, they would need to force the doors - with all the bloody toll that requires, taken both from attacks on those battering down the doors and on then having to press straight into the teeth of the strongest demonic defenses. Fortunately, this is one area where the grey garrison is unlike the fortress where the wardstone originally stood; where the exterior walls of the Kite were laboriously constructed out of bricks and interlaced with metal bars, the Grey Garrison was built from solid granite, and there's nothing preventing a simple stone shape from creating a second opening in the outer wall. A handful of the cultists in the upper floors were quick enough on the uptake to reposition themselves above the new ingress with their buckets of pitch and alchemist's fire, but the repurposed stone makes a fine overhang to cover the last approach of the paladins charging in through the gap. The suppressive fire directed out at the crusader lines dies down as most of those responsible take off running towards the balconies overlooking their chosen approach so as to better support their fellows, and in the sudden drop in danger gives room for more crusaders to steadily stream in behind the vanguard.

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Luzai keeps the crusaders covered with diligent applications of the Light of Heaven--a new temporary hit point every time you've lost the last one isn't a lot, but it's very distinctly not nothing, either, and nobody else can do it. 

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The morale effect of her throwing around the light of heaven is probably a bigger deal than the direct effect on survival, but it's definitely not nothing. 

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Once they've established a beachhead large enough that it's unlikely for them to get pushed back, she gives the go-ahead for archers to start coming through to pin down the enemy's fire support as much as possible. Luzai won't be the first member of that group - Lann is the only member of her party to make the cut for the first such team - but first Wenduag and then she will be let in to join them. 

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It's much more packed than the last such battle she was a witness to, but that's true for both sides at play here, and from the looks of things the majority of those dead so far are cultists. There are more tieflings amongst their number than in the city at large, but the majority are still humans, and at least some of the corpses in question are probably actually cambions. Over to her left, there's what appears to be a hastily abandoned barricade and killzone meant to give the defenders a commanding advantage against any attackers, and from further inside the building she can hear the sound of horns blowing an alarm.

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She would really rather horns were not doing that but she's not high enough circle to do anything about it. Yet. 

She alternates between taking shots at the defenders and lighting up her own side as appropriate. 

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Fortunately for her ability to survive the second course of action, all of the channels going off are meant to heal the living, and while they don't help her they don't hurt her either. About the only one not making use of the channels is the Prelate, who simply cycles between different glowing auras as he cuts his way through the demons.

The archers aren't really the main targets here for the cultists on the balcony, but she's glowing like a torch which obviously means something important. Some crossbow bolts will start flying her way as well.

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THAT’S NOT EXCELLENT.

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Grease for the enemy archers.

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They're not clustered up enough for that to get more than two of them, particularly given how few of them are in his range, but it does have the advantage of temporarily getting some of their fellows to rescue them and thereby offer a larger reprieve for a few moments - between that and the fact that most of the archers weren't shooting at her in the first place, it's enough time for Luzai to get under cover for a bit.

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GOOD. He’d like to do worse. Hurt his sister, will they.

(He is going to deliberately ignore the fact that they are in a combat situation that his sister put herself in on purpose.)

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Fortunately, there's nobody reading his mind to call him out on this!

The battle continues in a similar manner for about a minute, though their advance slows as Schirs and Abrikandilus start stiffening the cultist ranks and the archers have to slow their fire to make every cold iron arrow count. 

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Then, just as he's about to finish off another demon, a dozen odd spears, arrows, and daggers lift off the ground to slam into the Prelate. Minagho suddenly fades into visibility with a mocking laugh, and tosses a fireball at the crusader lines.

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Just to check, Luzai still can’t angel-smite this bitch, right? Because she would really love to be wrong about that!

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She remains unfortunately un-smote. 

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Not for long. They had some of the better paladin archers waiting for this moment, saving their smites - they'll keep it on her even if she leaves, until she or they are dead, and while they don't have or need cold iron arrows their bows are enhanced with greater magic weapon and they're all under the affect of heroism. It won't be enough to reliably hit her, but they can give her a reason not to stick around in the open.

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