Gorim discovers that the lynch-pin for the wheel has shattered, and replacing it is no problem. The wheel is a short distance away, hanging in a thorny bush and it doesn't take long to repair the coach.
Gunnar and Hultz take command again, having recovered slightly from their hangovers, and the coach continues on its journey towards Altdorf. It begins to rain, drenching those travelling on the roof of the coach, but the coachmen continue through the shower and eventually the rain stops but the day remains grey.
As the coach approaches a bend, Hultz begins to slow the horses down; there is a figure hunched over in the middle of the road.
"You there, move aside!" shouts Gunnar. The figure turns around. It was once human, but now its skin seems to hang from its face in tatters, dripping blood. In its mouth it holds a severed human hand, which it spits out as it leaps towards the coach with a savage howl, a dagger in one hand. You all feel a slight shiver of fear at this unnatural sight.
The horses rear and whinny, and snap their traces. Hultz, holding the reins, is pulled off the coach and dragged behind the panicked horses into the trees.
[sblock=Hans]
Hans recognises this creature. It is, or was, Rolf Hurtsis, a thief from Delberz. A few months ago Rolf began to develop a strange rash on his face and hands, and eventually dropped out of circulation. No one in Delberz has seen him for weeks. Now you know why.
[/sblock]
[sblock=OOC]
Okay, fight time. In a situation like this, to save time, I usually roll initiative.
The mutant's appearance has a fear-causing effect but failed to overcome anyone's Will.
Initiative order is:
Hans
The Mutant
Garogram (Gg)
Gorim (Go)
Garold (Ga)
Hopefully the three G's are clear on the map, I can always change colours if not. I reckon a distance of about 20 ft. between the coach and the mutant - the map has no printed scale.
[/sblock]