Home > Choose Your Own Adventure, Your Turn > Choose Your Own Adventure 24: Getting Out of Dodge

Choose Your Own Adventure 24: Getting Out of Dodge

The previous post in this series is here.

Your current choice — hide Dunscher and get out of town.  And pick up a few supplies while you’re at it.

Part 24

This is a nasty problem.  No one in town is going to like you after this — given how Javor seemed to like Dunscher.

With some difficulty, you lug Dunscher’s unconscious form into the best hiding place you can think of — inside the wagon, behind the barrels of alcohol he just purchased.  It takes significant effort, and you bump his head a couple of extra times, but you don’t much care.  You don’t like the guy, after all.

You still check that he’s breathing, which he is.  He’ll have a lovely headache later on.  Looking at him, you realize that he’s about average height for a man, and actually not much bigger than you are.

Not much bigger than you are.  Convenient.  Hidden by the barrels, you proceed to strip him, and appropriate his boots, pants, tunic, leather armor, canteen, knife, and sword.  Berschiss will dress him down, so to speak, but Dunscher will be fine in the end.  Probably.

Your new outfit is a bit large, but serviceable.  As icing on the cake, you also steal the horse that was pulling the cart.  You’ll be riding bareback, but you’re confident you can manage that.

Between the armor and the horse, you know you’re going to stand out.  But you still need a bit more food to take with you, especially since you haven’t decided where you’re going yet.  Riding out of town, you get lucky — someone left out a basket of bread in front of the town’s bakery, which is all too easy to snatch.

Unluckily, as you  ride down the short main road, Berschiss walks nearly directly in front of you from a narrow side-street.  You push your newly-acquired horse a bit, which is enough to get away from his shouting.  Shortly thereafter, you are outside of Vendrik, riding past the farms.  Since this is a good horse, and you know to take appropriate times for rest, you are fairly sure that any pursuit from town is well behind you.  The farmers you pass on this side of town glance at you, but leave you alone.

By late afternoon, you’ve reached the woods again.  You left on the opposite side of town from which you came, but the terrain is similar.

Now that you have some space and time in which to breathe, you need to decide what you’re going to do, based on very limited information.  You could try contacting Fort Kleriv, although given what you just did to one of their men, they probably won’t be happy to see you.  You could also try continuing along this road; your flashback of the Emperor suggests that some of your answers may be there.  Otherwise, you could also strike out cross-country, giving yourself some time to think and find less suspicious gear.  In that case, you’d go west — there’s no point in going east, since you’ll probably just end up stuck against that canyon again.

The Options

Option 25:  Head north-east along the road, towards the fort at Kleriv.  You’ll also want to go around Vendrik, rather than through.

Option 26:  Go south-west along the road.  Based on Dunscher’s ramblings, this probably leads you into the interior of the Ishkaev Empire.

Option 27:  Pff, roads.  Strike off through the woods to the west.

  1. Daniel Hanlen
    2013/04/29 at 5:28 am

    27. Roads? who needs em.

  2. 2013/05/05 at 6:18 pm

    26, but also look for less suspicious gear.

  3. 2013/05/06 at 3:08 am

    My apologies, folks, but the next post is going to have to wait a bit — my life is trying to eat me this week, and I’m busy trying to fend it off.

  4. 2013/05/12 at 6:33 pm

    26 it is — to the interior of the Empire. Post will be up later today, hopefully.

  1. 2013/05/12 at 8:57 pm

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