
You are hoping that your current location has an escape East or West, but it is all the same... you are in Death's Mouth and its' name stands up to the reputation... on the East and West and rocky mountains too steep to climb without a grappling hook. You see that your only escapes are to either go South against the approaching calvary of Bandits or to go back North.
You turn every which wy as though there was another choice when just then a shrill sound can be heard as Daphne makes a funny sound that seems to do nothing to slow down the Bandits who are now only 100 feet away.
GM: Say what you will do now. Your last party order did not indicate which direction Daphne was riding in.
You immediately decide to go back towards the North, something you wish you had done in the first place... as you pass the area of your first ambush the Bandits try to take shots at you, but your speed is quick...
GM: I will roll to see if any Bandits manage to hit you. They will have a -5 to their roll because you are moving fast. The results are below.
No one is hit as arrows fall all over the area of your escape and although you are somewhat relieved by this you are still scared for your lives as you hear the thundering horses in hot pursuit of you from behind.
After about one or two minutes a couple of things become apparent as you see the entrance to Death's Mouth ahead (one mile)...
Ice's horse is slowing down behind the group because her horse was injured and Mud is slowing down because he is also carrying Joe.
The Bandits notice this and you can see their eyes trained on those who are lagging behind and the separation between everyone is more apparent.
GM: Say what you will do now.
You all make your horses move at maximum speed which is almost more than they can take especially considering at no time did you allow them to rest since you left the Village...
As fate would have it you all make it to Death' Mouth with a plan to split up so as to take away the force from following you...
Althea has five Bandits in pursuit of her and they soon catch up so a small skirmish ensues... where one hits her... it is the final blow... Althea is dead.
Mud has three on him and the same happens as with Althea as a small battle starts... he spins around to receive a blow that leaves him a bit injured, but the fight rages on as he slices two in half and the other, who seems unemotional about Mud's attacks... tries to swing at Mud, misses... and receives the sword of Mud through his heart!
Ice has two following her and she thinks to fight as there is no choice with their rapid gains. In the first round the Bandits would have hit her if it were not for her armor. At the same time Ice misses terribly not because of the Bandit's armor, but probably form lack of skill. In the second round Ice's armor is of great help to her and buys enough time for her to strike at least one of the bandits terribly, but not fatally. The bandit seeing his unfortunate outcome manages to strike back above and beyond her armor to deal a blow to Ice, but a last, it was not meant to be as Ice send him home to the dust from which he came along with his comrade.
Kron has only one trailing him and realizing this he takes courage as he turns around to battle. Two horses ridden by enemies collide and as they pass one another something distinct happens... Kron looks back... the Bandit is headless.
Daphne makes off into the plains until you can see her no longer.
GM: Everyone meets back at the Village. Here you have time to once again regroup, ponder your last actions, the need for more Party Members and finally... healing yourself via the correct means. Party Stats have been updated. FarSeer will need to create a new character. When you feel that you are ready to journey again then the Party Leader can post Party Order as this game is still open.
Time Moves On...
At some point in the Village you come across Knight in all his usual brilliance and he recognizes you right away as you can tell by the way he moves towards where you are standing. He looks confused as his brow shows its' years of age and he wonders why you are there. You begin explaining your folly in entering Death's Mouth to which Knight comes closer to you and whispers in a voice of concern:
"Ye be of bad skill or ill favored? Use thy courage - yes, but more importantly use thy mind to asess the situation at hand. The Bandits are quite cunning and ye should always keep in mind... 'they are expecting thee, they are watching thee...' this will keep thee aware."
He then steps back and looks around as though he is concerned about anyone seeing your conversation and then says in a semi loud voice:
"Press on, be onward and remember what I have said as time is at hand..."
He then disappears into the crowds of the Village Market as the folk nod at him with great respect and admiration.
GM: This game needs to start due to my current schedules.
Everyone now sees to their physical and emotional hurts knowing that they seem to be running more than conquering. You take on some new partners in your group and you hope that their hands and eyes will bring something different than before.
You look for sticks and sacks to make some sort of unknown body double and although you can find sticks in abundance around the Village and most anywhere in fact you find that sacks is something you must buy before you can build your project.
During this time Joe decides to visit the Village Healer and he stays for a week recovering (he is now on 3HP). During your time in the Village you come across Knight again:
"I see that thou hast not ventured out yet, are there matters at hand that keep thee here or should we be looking for another?"
Before you can answer he continues using a louder voice that seems stern and hand motions that gesture impatience...
"Do not fear, if thou hast other convictions we can find other tasks for thee - what say ye?"
He awaits your response.
GM: Say what you will do now including your response to Knight.
Joe sacrifices his spirit of adventure to allow the party to fulfill theirs as he remains in the village to continue to recover from his wounds.
Ice turns to the group and says: "Sabina and I will be in the lead, keep your eyes open and be ready for battle at a moments notice. Let's go"
You leave the Village with Sabina and Ice scouting one mile ahead of the general party. You look for signs of wild life - there are many, horse tracks - there lots and anything else of note or interest - just the typical of the Village save for some people gathered nearby in the bushes - they look like hunters, but you are not sure as they are about 100 feet from where you are and in the woods.
GM: Say what you will do considering I cannot decide which / what is the best path you must take.
Being that they have the vantage point and horse's hoves are noisy it is obvious to you that they know you are there and being that you are only one mile from the Village center and still in friendly territory Ice says,
"Hello in the woods. Be ye hunters?"
The hunters hail you back. You announce your interest in finding out of any unusual occurences and their abilities as hunters to both of which they give a signal of 'so-so'. They do look at you with a cocky smile and whisper to each other. By their repeated glances at you - you feel that they are viewing the fact that you are female and covered so well with the clad of iron and metal - something very unusual to witness.
GM: Say what you will do now.