Saturday, May 15, 2021

11. Alice takes charge

This session follows on from The party splits

Currently

Alice returns to the tavern with a young mage who sets to work, quaffing quicksilver and summoning much as Melissa would have done herself. The magic to rouse Melissa to consciousness isn't difficult for the mage and so she regains consciousness in(1d6=6) turns.

[OOC: see 'this post here' for an explanation as to why this succeeds now when it didn't before]

Alice realises she needs to find a way to transport the unconscious Melissa out of town, and soon.

The options

  • She could hire a lift out of town to the ruins on a cart. This shouldn't be too difficult. Money talks of course and Alice looks innocent and harmless and would be unlikely to worry the driver even if he was aware of the presence. After all it's shown no signs of affecting anyone but the girls so far.
  • She could just buy a horse outright and attach some sort of makeshift drag-sled to the back to transport Melissa. Or, maybe just drape her over the horse in front of her, undignified though this may be.
  • Waiting it out doesn't seem to be much of an option given that they've already been here longer than they'd initially planned, and the guards are bound to be back sooner or later. The warning to 'get out of town' is still very much on Alice's mind. Still, maybe she could explain and buy some more time given that Melissa will wake soon(-ish).

The decision and reasons for it's success

Alice decides not to waste any more time and asks the landlord to procure a horse for her. She intends to simply have Melissa effectively 'slung' across the horse and ride her out of town towards the ruins herself. 

  • The landlord probably just wants rid of the two of them at this point, and he's not averse to the money Alice offers either. He's no fool and can no doubt see he can kill two birds with one stone here.
  • Melissa's not going to be complaining about her undignified exit from the town and the landlord will no doubt be very willing to help Alice get her onto the horse. He'll be glad to help them leave.
  • The landlord doesn't want to attract the town guard any more than is necessary. His tavern is used by all kinds, some of them less than savoury, so the quicker Alice and her unconscious friend are out of his hair the better as far as he's concerned.
  • Alice and Melissa will have to meet up with the other two at the ruin sooner or later, and the other two won't likely enter the ruins without them so Alice really needs to move sooner rather than later. It just doesn't make sense any longer to keep hanging around here when all that can be done for Melissa has already been done.

What happens next

The landlord is more than happy helping Alice. He provides a horse(for a fee of course), and is happy to help Alice get on her way. Alice heads off in the direction of the ruins on the outskirts of town with Melissa slung across the horse in front of her. None of the townsfolk attempt to stop her(1d6=5), and there are no guards in sight(1d6=5).

[OOC: Melissa will regain consciousness in 5 more turns]

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