Before a round of drinks is delivered to your table, one of you glimpses a servant drop something into each of your mugs. You quickly inform the group as the act can only mean one thing - an ambush. You signal your companions to get ready to leave. The common room is a bloody place to be ambushed in, you can only hope they want to take you while you sleep. Not wanting to tip your hand, you pretend to drink from the tainted mugs and feign you are none the wiser. Eventually, you rise from the table and retire for the evening. Luckily, no one moves to hinder your ascent up the stairs.

With the Golem stationed outside your room, the decision is made to sleep in your armor and a rotating watch is established. Every Free Companyman learns to sleep knowing they may die in the night and this evening will be no different.

Your suspicions are confirmed in the early morning hours when a tap on your shoulder wakes you. A silent hand gesture from your companion directs your attention toward the floor where a hatch concealed under a rug slowly opens and a dark shape begins to emerge. The would-be assassin never stood a chance, as one of your blades finds their throat. Suddenly, a voice shouts from below and more concealments burst open in the walls and ceiling as a gang of cloaked figures rushes into the room with daggers drawn. All pretense of stealth gone, the room erupts into a close quarters melee.

PERFORM A ROUND OF COMBAT AGAINST DEFENSE 6

The fight turns in your favor, recognizing their inevitable defeat several of the figures break and retreat. One not being able to reach the exit, turns and dives for the window. Crashing through it, you notice the control rod for the Golem clutched in their hand. Without pause, you dive after them.

CHOOSE AN OATHSWORN TO GIVE CHASE

THE CHOSEN OATHSWORN PERFORMS A CHASE CHECK (DIFFICULTY 5)

ADD 1 TO THE RESULT IF THE RANGER IS CHOSEN

AFTER THE DRAW YOU MAY SPEND ONE +2 ANIMUS TOKEN TO ADD 1 TO THE RESULT

Choose one