Otrino, conscious of his assignment, sticks near the elder, checking his crossbow and trying to be unobtrusive. In a spare moment, he casts a spell to protect his body, but otherwise his eyes flick back and forth between his charge and the tree line. In his zeal, he manages to completely avoid the adventurers he’d met on the road, and spots them only as Melchia forms his link with the other two. Otrino’s a little hurt, but stays where he is. They split up, making their way to their various destinations with the confidence soldiers place in a long-serving captain.
Melchia, it turns out, takes his position in front of Otrino, who whispers to get his attention. He briefly considers casting the quiet communication spell he’d prepared, and then decides he didn’t need it. He’d left the military thirty years ago, and had never looked back. If Melchia didn’t trust him, he wouldn’t get to issue Otrino his orders. Prometeo squeezes Otrino’s wrist with his body.
When the arrows come, Otrino resists the urge to begin casting. They still could not see their foe, and he could not guarantee that his creatures would last long enough to root them out. He hefts his crossbow and waits for a better target.
SpoilerOtrino begins at R16. He has Mage Armor pre-cast. Other prepared spells can be found on his character sheet. Among them is Message in case Melchia ever feels the urge to open up :smalltongue: