The voices suggested to play it off, befriend the guy, maybe give him the sword or attack
"I'd rather not part with my sword, it's a heirloom of my family. So, I could fight or make something up, I guess..."
>(roll 1d3: 2)
"The hell with it, I'm tired of climbing glass walls, let the steel talk in my stead!"
"Less talk, more fight!" //"Aha! intruder!"
>You won initiative
>Atk, 1d20+5: 18, hit. 10 dmg dealt
//"Argh! Son of a- I surrender! Damn..."
"So, what should I do with him, now?"
The voices suggested to humiliate, harass or try to befriend him
"Right, I could either humiliate him, or sexually harass him or try to get him on my side. I'm not used to humiliating people, so I don't really know how, but I'm sure the voices know best."
[a note about the procedures behind these "decisional rolls": whenever faced with multiple suggestions which seem to him contrasting I'll roll a die to decide which one he will follow. If, however, he deems a suggestion complementary to an other he will do it. For example, in this case grabbing the equipment from the defeated guard goes with everything but befriending him.]
>(roll 1d3: 1)
>Taken Shoulderpad from guard. Equipped, +1 AC (armor bonus).
>Taken Shortsword from guard. Put in inventory.
>Taken Keyring from guard. Put in inventory.
The hyena fliches as I slice through the string of his loincloth, but keeps a stern façade.
>Taken Sliced loincloth from guard. Put in inventory.
"Yield thyself and answer my questions, Nevius!"
//But... why are you talking li-
"Silence, thou unmannered dog! The voices are never mistaken! Tell me, how many other dogs patrol this place? What's in the end of this passage? Talk or I'll slice you like the swine that you are!"
//Ok, no need to throw the weakest insults ever heard at me. I'll tell you what you want: there are other two guards other then me. At the end of this hallway there's a bend with two doors. both of them lead to the manor proper, while the hallway continues towards our barracks.
"The nerve of him! Even in defeat he jeers! My insults may have been not so humiliating, I fear. Voices, what should I do? I might be wasting my time with this one"
"The boy is of strong will, trying to break him now can only cause commotion and unneeded battle. Try to leave him be without killing him, but remove him from being further help. incapacitate the boy. Slink on carefully fox. May be a good idea to try the manor path, but do not be hasty in fear of being caught by further guards. "
"Peek around both corners before moving forward. watch the ground as you walk up. If it is not too dark, check for holes in ceiling. Then take a closer look at the centerpiece. It can either provide information,be a trap or just be a useless aesthetic decoration....DO NOT INSERT HAND!"
Agreed with last post, peek around there might be guards since that corridor leads to the barracks.
take twenty on a search for traps. Seriously though, leave the niche alone for now, we don't know enough. Instead, go for the door without the light, unlikely anyone would be inside, but be careful of squeaky hinges!
Lean a ear against the doors an try to listen what's happening on the other side.Be careful!The doors can be open.
Being extra careful I strain to hear anything coming from any of the two doors.
They both appear to be silent. A little light filters from both of them, so I guess I'll try the one which seems less illuminated. The door doesn't seem to be locked as it easily swings open slowly, noiselessly. Behind the door a rectangular room appears, stretching about fifteen metres in length and four across. A candle in a stone holder on the far side of the room casts a flickering penumbra in which sparse furniture can be seen: a low table in the centre of the room, a couple of chairs against the left wall and a small drawer on the far eastern corner.
Right in front of me, on the other side of the room, a badger woman is looking at me
//Hello there! I don't think I've seen you before around here, mh, are you new?
Even though she is armed she doesn't seem hostile, quite the contrary, actually. How should I behave now, voices, what should I do?
Also, I forgot to add that a passage opens behind the badger woman.
Strike up conversation and keep up the guise as a guest. Running will only alert the guards. She will likely be suspicious of your sword as was the last guard. A good cover story to fool her would be to claim that you are a sword for hire here to offer you services as a guard.
Those axes look nasty so yeah, posing as a guest is probably the best bet for now we don't have the need to alert anyone else let's keep it cool and see what happens.
Use your flirting skills.
Right, I'll try to pass as a guest and maybe work some charm while I'm at it
"Yes, I'm new around here; you see I'm a guest of Girard. I've come here to seek employment as a sellsword actually, and I must admit that I would have sought employment here sooner had I know that I'd met a beatiful maiden such as yourself in doing so!"
The badger woman is scrying me with a frown. Truth to be told, more then *me* is staring intently at a vague point between my shoulders and my chin. Were I a woman I'd be upset.
//Oh, forgive my staring, you were saying...?
It'd appear that she wasn't listening to me; "I was just-"
//Excuse my rudeness but this is so fascinating! Your aura has traces of a recent dweomer, something that might have affected your memory? Do you suffer from amnesia, mayhaps?
//I'm offering you a deal: you let me study your aura and these traces and, in exchange, I'll give your forgotten memories back, or what I can scrap up of them, as well as a little gift. I promise you it won't take long, ten minutes, fifteen tops. So, what do you say?"
She seems... enthusiast, but can I trust her? Voices, what should I do?
Oh hell yeah, do it!
Go along with it. Seems innocent enough.
"Ok, I guess"
//Excellent! you won't regret your choice! One more thing though; you see, I can't work with you being conscious: thoughts and emotions make the aura weaver and change. Putting you to sleep would have little effect, because even asleep those things would still remain -I mean the thoughts and the like-. Fortunately I have a solution: in this mansion here I've created three magical servants for Girard. They have no soul nor any conscience, and, therefore are perfect vessels. You could choose one of them to have your conscience sent to, while I work on your aura, thus providing you something to do while I work -I mean, getting back here: they are a little further inside the mansion- and allowing me to work properly.
The badger woman turns to the drawer nest to her and takes a small wooden box from it, offering it to me. Even though I'm not really close to her I can see three small stone figures inside it.
//When you've chosen which one you prefer, just touch the piece.
I pause for a second pondering what to do.
//Do you doubt me? I swear on my soul and my art that no harm will be done to you and that as soon as you reach back here I'll give you back your body in the same state as it was when you left it, with just the addition of those memories of yours I'll be able to recover.
She seems serious about it. Voices, should I trust her and pick one of the statuettes? Or else...?
Well she seems pretty sincere, and while there's always the possibility that she's the one that's caused your amnesia, figuring out who you are and why you're here is something of a priority. Still, if she was lying there'd be little reason for her to warn you about all these things, she might've just done her magic to you right away, just had you touch/pick a statuette without telling you what it did. So I'd trust her. And I'd pick the rabbit one, it has a cute nose.
Choose the bird head.
Well....perfect timing for a cliffhanger...
Do you have anywhere we can watch you, like FA or SF?
I have a FA but I can't say I use it much. I use that account for pr0n and I don't usually draw much pr0n. Anyway it's this http://www.furaffinity.net/user/hym
Welcome back. You're looking in one direction... look in the other three. And at yourself. Admire 'your' new 'body.'
Well that's interesting. You have a few options open to you, I'll leave you (or the other guys/voices) to decide which of them to pursue, according to your own desires or thoughts. You can check exactly where this 'person' who you now are came from (the door behind you), examine the apparatus in front of you (Perhaps you can concentrate and 'read' the runes on it and the item you carry), or you can explore the limits of your new body.