Post by Vitsheep on May 22, 2022 5:03:58 GMT -5
A guard shift change, that's the classic time to break out. Well, sometimes it's the best time, sometimes it's the worst. Depends on how on the ball the guards are. You just hope it happens before a proper mage shows up. Risk, reward.
The good part about waiting is it gives you a chance to gather some information. You still don't really know anything about this town or the goings-ons. Best to not be suspicious and make it look like you're gathering information for a breakout. But there's plenty of things you can ask about that seem innocent enough.
"So, what kind of man is the local lord?" you ask one of the guards assigned to you.
One of the pair ignores you. The other is a bit more talkative. Just a bit. He tells you Lord Agiphre was known as a kind and wise ruler in his youth. After the loss of his wife during the birth of their second child, many said he grew more distant. Far more protective of his family. His children, his brother, and his sister-in-law and nephew. From what you gather, he still puts on a mask of benevolence - maybe it's a bit more than a mask, he probably does care about his people - but when it comes to matters involving his family, his temper flares at the drop of a hat. Lovely.
"So? Can I expect him to give me a fair trial? Pass merciful judgement?"
The guard is silent for a moment. And then he tells you the nephew, a paladin of some renown, disappeared a few days ago under suspicious circumstances. Signs of witchcraft were found nearby, a few broken signs and trampled grass. More poignantly, a pair of squires under his command were found dead. Oh, and his mother, the lord's sister-in-law, is the mage coming to fix your memory and will be leading the inquisition against you later.
So that would be a 'no' on the impartial trial.
Definitely, definitely time to go.
You try to get a bit more information about the witch coven, but if they know anything they're not talking. You don't want to give them any hints about your escape plan, so you back off.
As it comes closer to time for the shift change - still no signs of the inquisition, yay! - you start doing a few subtle stretches, pretending to be getting tired of lounging on the bed. At least they were nice enough to give you a decent bed. Honestly, considering all the evidence against you, they've treated you pretty well. Decent bed, plenty of food, bit of wine. Comfortable clothes, a nice set of black robes. Very fitting for a witch. No weapons or potions or jewelry or even shoes, though, that's not so great. And you're not a huge fan of the shackles on your ankles, either. But you could live with it. The necklace they've probably got in store for you, not so much. You snap your mind back to the task at hand, noticing one of the guards stealing a few glances while you touch your toes. You smile at him and wait for him to turn red and make a point of ignoring you. Too easy.
As you hear the next set of guards approaching, you notice a rat sneaking through the shadows. It's moving just a little weird. And when it draws close, it briefly shudders horribly unnaturally then quickly jumps back. Fortunately, no one else noticed your druid friend getting too close to the anti-magic field. She leans back and sits on her rat-haunches, staring at you, seemingly at a loss for what to do.
Fortunately, you're completely sure of what to do.
Well, more like there's only one choice.
As the guards share their report with the two replacements, you let yourself go. You give up on the reality of being solid. You twirl in place - and stumble, tripping over your restraints. You catch yourself and recover with barely a rattle of the chains, resuming your dance without anyone looking your way. And you let yourself turn to mud.
You ooze out through the bars, rolling as a ball of muck. As the guards quickly take notice and go for their swords, you return to your human form. You realize there's no reason to reform inside your bonds, so you let them clatter to the floor at your feet as you solidify. As you stand tall, the four guards rally. They stand between you and the exit. The anti-magic field hum continues to hum from just behind you. And your rat is just behind them.
Well, it's twice as many guards. But at least you were able to get out of the cell without them stabbing you, and surprise them enough to take the initiative. Now that you can move freely...
(A) Coat yourself in ice armor, charge through the group, and keep running.
(B) Go for the anti-magic field generator on the wall near you. A good kick or two should shut it off. Even if you can't cast magic with your familiar missing, your rat friend should be able to join in.
(C) You saw them stash your sword, potions, and stuff in a room down the hall behind you. Summon mud under them, then go for that first.
(D) They're just palace guards, probably not even really trained. Armor be damned, they don't look so tough. Fight.
The good part about waiting is it gives you a chance to gather some information. You still don't really know anything about this town or the goings-ons. Best to not be suspicious and make it look like you're gathering information for a breakout. But there's plenty of things you can ask about that seem innocent enough.
"So, what kind of man is the local lord?" you ask one of the guards assigned to you.
One of the pair ignores you. The other is a bit more talkative. Just a bit. He tells you Lord Agiphre was known as a kind and wise ruler in his youth. After the loss of his wife during the birth of their second child, many said he grew more distant. Far more protective of his family. His children, his brother, and his sister-in-law and nephew. From what you gather, he still puts on a mask of benevolence - maybe it's a bit more than a mask, he probably does care about his people - but when it comes to matters involving his family, his temper flares at the drop of a hat. Lovely.
"So? Can I expect him to give me a fair trial? Pass merciful judgement?"
The guard is silent for a moment. And then he tells you the nephew, a paladin of some renown, disappeared a few days ago under suspicious circumstances. Signs of witchcraft were found nearby, a few broken signs and trampled grass. More poignantly, a pair of squires under his command were found dead. Oh, and his mother, the lord's sister-in-law, is the mage coming to fix your memory and will be leading the inquisition against you later.
So that would be a 'no' on the impartial trial.
Definitely, definitely time to go.
You try to get a bit more information about the witch coven, but if they know anything they're not talking. You don't want to give them any hints about your escape plan, so you back off.
As it comes closer to time for the shift change - still no signs of the inquisition, yay! - you start doing a few subtle stretches, pretending to be getting tired of lounging on the bed. At least they were nice enough to give you a decent bed. Honestly, considering all the evidence against you, they've treated you pretty well. Decent bed, plenty of food, bit of wine. Comfortable clothes, a nice set of black robes. Very fitting for a witch. No weapons or potions or jewelry or even shoes, though, that's not so great. And you're not a huge fan of the shackles on your ankles, either. But you could live with it. The necklace they've probably got in store for you, not so much. You snap your mind back to the task at hand, noticing one of the guards stealing a few glances while you touch your toes. You smile at him and wait for him to turn red and make a point of ignoring you. Too easy.
As you hear the next set of guards approaching, you notice a rat sneaking through the shadows. It's moving just a little weird. And when it draws close, it briefly shudders horribly unnaturally then quickly jumps back. Fortunately, no one else noticed your druid friend getting too close to the anti-magic field. She leans back and sits on her rat-haunches, staring at you, seemingly at a loss for what to do.
Fortunately, you're completely sure of what to do.
Well, more like there's only one choice.
As the guards share their report with the two replacements, you let yourself go. You give up on the reality of being solid. You twirl in place - and stumble, tripping over your restraints. You catch yourself and recover with barely a rattle of the chains, resuming your dance without anyone looking your way. And you let yourself turn to mud.
You ooze out through the bars, rolling as a ball of muck. As the guards quickly take notice and go for their swords, you return to your human form. You realize there's no reason to reform inside your bonds, so you let them clatter to the floor at your feet as you solidify. As you stand tall, the four guards rally. They stand between you and the exit. The anti-magic field hum continues to hum from just behind you. And your rat is just behind them.
Well, it's twice as many guards. But at least you were able to get out of the cell without them stabbing you, and surprise them enough to take the initiative. Now that you can move freely...
(A) Coat yourself in ice armor, charge through the group, and keep running.
(B) Go for the anti-magic field generator on the wall near you. A good kick or two should shut it off. Even if you can't cast magic with your familiar missing, your rat friend should be able to join in.
(C) You saw them stash your sword, potions, and stuff in a room down the hall behind you. Summon mud under them, then go for that first.
(D) They're just palace guards, probably not even really trained. Armor be damned, they don't look so tough. Fight.