We’re being brave this week and attempting to catch those who set you up for the dowry heist.
If you missed the first two parts of this adventure, here’s the quick rundown. You were the only one to survive a heist that stole the princess’ dowry. The wizard, who was supposed to protect it with you, didn’t show up for the transport because he was told the wrong details. Now he wants to clear both your names. When you investigated the woods, you found a contract for two more jobs. One of those jobs is happening now and you’re about to ambush those who ambushed you during the first heist. (Sheesh, that’s a bit confusing. If you’d like to read the first two parts, you can find them here and here.)
Now, let’s see what happens.
Set Up…Ambush the Ambushers
Trees tower in dark columns as night falls and obscures the fine detail of their shapes. Above, a small sliver of a moon peeks through the canopy but it’s the mass of stars that appear with it that give you any real light. Their silvery cast turns the road to a light gray pocked with shadow.
Much earlier in the day you and Wizard Ezekiel picked out two locations in which to hide. Now, you’re hunkered in a deep gray cloak as you sit on the hard ground. You blend perfectly with the boulders to the right and left of your position.
Across the road sits the Wizard. Before night fell you could just pick out the rounded gray top of his head covered by his own cloak but now, even knowing his location, you can’t exactly say what’s him and what is the rock surrounding his position. He stays unnaturally still.
You keep half an eye on the road and half an eye on his general location. He set up several signals in which to communicate and, although they’re all sound signals, you strain to keep track of anything coming from his spot.
This diligence pays off when two cricket chirps pierce the stillness. There’s a pause and two more echo into the trees.
Two men spotted on the Wizard’s side of the road.
Movement catches your eye. It detaches from the trees and settles into the rocks to your right.
You blink and see another shape join the first. The darkness hides much of their outline but you blink again to be sure. Something else is making it hard to see. Then you feel a chill touch your exposed face and moisture beads against your skin.
You give two chirps, pause, and give two more to tell Wizard Ezekiel about the men on your side of the road.
He immediately responds with three chirps.
You’re stomach rolls with new apprehension. There’s a second wizard out there. That explains the fog that’s rolling in now in waves. Even with the dim light, which is dimmer now than before since you can’t see the stars, you can make out gusts of fog rolling around you.
The crunch of coach wheels on the hard packed road fills the eerie pea soup. By now it’s so thick you can’t make out the shapes of the men to your right but you can tell the coach is close.
You brought your sword but with the current weather, you don’t want to simply attack anything that moves.
Instead, you fall back onto the other plan you and the Wizard discussed.
“It’s an ambush! RUN!” Your shout breaks the quiet like shattering glass.
A muffled curse comes from your right, followed by the ringing of steel as it’s drawn from a sheath.
There’s the crack of reins and the whinny of horses and then the coach hurtles past your position.
All of this is drowned out by the sudden, blinding crack of lightening. You see it streak through the fog and crash against the road behind the sudden shadow outline of the coach. Then everything goes dark again. The outline of the lightening bolt is printed on your eyes and this almost makes you miss the approach of one of the ambushers.
At the last moment, you blink and catch movement to your right. Instinctively, you faint back and pull your own sword free. Your attacker’s footing on the rocks proves unstable as he overcommits and loses his balance. He cries out and in the next flash of lightening, you see him wind milling toward the ground.
He grunts as he falls.
You wait, ready for him to rise and attack again, but he doesn’t move.
“Sam?” someone hollers. “Sam, you there?”
“Sam is down,” you inform the person.
Another flash of lightening illuminates the scene. Two men now stand in the rocks with you, each with their own sword drawn.
Sam lays crumpled in the rocks with a welt swelling his temple.
There’s another flash immediately after the first. One of the men drops his sword and runs, fleeing up the road from the way the coach just came.
In the darkness that follows, you hear another sword clatter against the rocks and the pound of more running feet.
You could pursue and maybe capture them.
Across the road there’s a thud and a crack like a boulder hitting a tree. Lightening streaks through the fog and you can see the outline of the two wizards facing off. There’s no upper hand as far as you can tell.
You could help Wizard Ezekiel gain the upper hand.
Aa1: Help Ezekiel?
Aa2: Pursue the fleeing men?
Thanks for joining the adventure this week! In the comments, let me know which option you’d like to explore. Whichever one gets the most votes will be explored next Thursday.