by Cpt._Funkotron » Fri Jul 06, 2018 6:56 am
They follow the common dirt tracks and hunting trails, skirting by villages as they have to but steering clear of castles and towns. It's a slow-going affair, zig-zagging across the countryside, and they are seen by more than enough people to get the sense that word of their presence is probably working it's way to the nearest garrisons. They seem to be riding faster than word of mouth however, and for four days ride pass unmolested. On the fifth, their luck runs out. They can hear the baying of hounds behind them some distance off. A patrol is on their tail. Their horses won't be fast enough to outrun them very far.
As they approach, they appear to be three knights. Miles, Eliver and Leogan have their backs to a wood. They could try to loose them in the trees, try to talk to the patrol and ask to be taken to their lord, or they can attack immediately. Leogan, for his part, looks ready for a fight. He lowers his hood and puts his hand to his sword hilt. "If we double back and rush up close to attack now, we can rob them the advantage of their lances." he advises.
Suggested Trait Rolls:
Just to clarify off the bat, this is optional:
Trusting (talk to them) / Suspicious (either fight or flee into the woods)
Energetic (fight them or flee) / Lazy (talk to them)
Valorous (fight them, for glory!) / Cowardly (Run AWAAAAY!)
Secondary Trait roll: Reckless (take immediate action without thinking or planning) / Prudent (briefly confer with the other PK about it).
You can only roll 1 of the first 3. You each have a directed trait of "Distrust (Silchester Knights)" of 10, giving Suspicious, and Energetic a +10 modifier.
On the other hand, you are wearing inferior armor (chain byrnies under your traveling clothes) and riding inferior horses (sumpters), facing fully kitted out knights, so you have a +5 to Prudent and Cowardly.
Eliver's traits by it are: Energetic 26, Suspicious 19, Valorous 10, Prudent 15
Miles' are: Energetic 23, Suspicious 20, Valorous 10, Prudent 15
You're more or less just deciding which you want the checkmark in.
Remember that succeeding a trait does not mean that you have to immediately act in accordance with it, unless you roll a critical or a fumble, it simply indicates your split second gut inclination.
If you act in accordance with the trait that succeeded, you will gain glory equal to that trait, and the trait will be checkmarked.
Eliver may also roll Love (Family), since this patrol is a hindrance to the rescue of his sister.
Final note, critting a trait gives you minor inspiration, same as if you'd succeeded a passion. So you're incentivized to roll your highest trait if it exceeds 20.