Still a bit undecided, you head for the stables. To give your own horse more time to recover from the night ride, you ask to borrow one of the estate horses-the spares that are kept on hand for messages and such.
As you lift your saddle onto a young mare, you hear footsteps approach. Your hand edges toward your sword as you turn.
One of the mercenaries from the barracks walks into the stable. He glances at you, then around.
“Do you need something?” you ask.
The man frowns and tosses a bunch of brown cloth at you. It’s the tunic he’d been mending. “Watch your back.” You glance up at him, but he walks back out the doorway.
You unwad the tunic and hold it up. There’s a mended tear in the back of it and beside that, hastily stitched in the same brown thread, is one word – Trap.
The man is long gone. Should you go after him and demand more? Tempting, but apparently the guy didn’t trust the promise of safety. Perhaps you’d better find out more to know what you’re up against.
You head out by the directions the first mercenary gave. The road was easy to find and wound through a couple old buildings then over a rolling hill. You skirt the buildings and make your way up the hill.
The other side slopes down into a river bed thick with trees. From the hilltop you can see where the road clears the woods and meanders up to a small stone cottage in the middle of a wide field.
In daylight, anyone inside would see you long before you reached the building. It also meant that if an ambush on the road was planned, it would be the clutch of trees in the riverbed. Rain has been scarce lately so the river might be nearly dry. The field looked just overgrown enough that you might be able to crawl through it without detection, but it would be a long trip.
So, now what?
Try to sneak through on your own to the cottage
Get help from Prince Sander
Wait until dark to sneak in by yourself
Voting is Closed!
For those who missed the rules for this game or an index check them out here!
And to see how this adventure began, see Renegade Project #1