Of Heroics, Love, and Time Travel

[X] Knock out the guard
We have a hero to save, a evil villain to take down, and a wrench at hand. This seems like the best way to deal with the situation quickly.
 
How did we get out in the initial timeline? Why bother messing with something that works?

[x] Make a distraction

Hopefully, it will be as needlessly complicated as befits the name of a legendary engineer.
 
Though it saddens me that we can't go the tragic forgotten best friend route, I suppose this might still work. So onwards! With SCIENCE!!!!

[x] Make a distraction

If we wait, we'll have to figure out how we acted around the Tyrant Asshole once upon a time, if we try and knock out the guard with a wrench, he might be better trained or some crap and suddenly we ain't doin well.

Thus, I say we make a distraction and then apply liberal use of the super awesome epic mega skill: BOOK IT!
 
1-2: Breakout
[X] Make a distraction

Right, so application of blunt force trauma might not be the best idea. Even if you can overpower him, someone will notice when he isn't at his station, and then the game will be up while you're in the middle of the flying vessel full of enemy soldiers. That just mean that you'll have to do what you do best and create a distraction. It should be easy enough for someone of your skill.

Fortunately there are some things you have in your favor. Amanox doesn't know that you're already disloyal, so his men should still have at least a little bit of trust in you. Most importantly though, you're in a fully stocked laboratory/workshop with plenty of materials. Exactly the sort of thing you need to create a distraction.

"Alright then, time to have some fun," you remark to no one in particular as you look around. How should you do it? You don't want it to be too bad, if only because you're currently on this ship too and you'd like to get off of it in one piece. On the other hand though it also needs to be serious, otherwise it won't have the effect that you want.

It shouldn't be hard to make something that falls in that sweet spot though. You have plenty of time to make this work. So you put your imagination to work in coming up with a plan.

After a solid fifteen minutes or so you come up with a plan, and you waste no time in getting to work. Tools are collected, and soon enough the workshop is filled with the sound of hammering, fire, and your own exertion. Admittedly you might have gone a bit overboard, but it can't hurt that much. This has to look authentic.

When your work is complete, you heft your newly created device in your grip. The top is a metallic sphere with a lid on top in which the blast of an explosive can be amplified, while extending below the sphere is a central column lined with tubes lining it. Wires run from the sphere to the tubes, terminating in a small control panel that you've worked up. It isn't the most elaborate, but it'll be hard for them to deal with.

"Here we go. And then...." Carefully positioning the device near you, you set to work prying up some of the floor panels to position your distraction. It's the best way to make it look serious to the uninformed observer, of which your guard outside is a dubious member.

Soon enough the panel is out of the way, revealing old conduits running along towards wherever they need to go. It's tough construction, but there's plenty of space for some explosives to rip through the thing. Getting past the armor is good for that sort of thing. With that you can set up your diversion.

The first that the guy outside knows about it is the sound of an explosion, and then another and another in quick succession, followed by angry expletives from you (Which may be a bit more real than intended. You overdid it a bit on the explosive). At least it gives off the impression of being authentic, which is good enough.

Quickly you run over to the door, prying it open as you cough for breath. Your face is streaked with soot and dust, though that's a sensation you are used to by now. "Hey, big guy. Come in here and give me a hand if you don't wanna blow up with half this ship," you warn him before hurrying back to the newly widened hole.

He is quick to join you, and a glance determines that he probably believes the device lying in the smoking crater is active, ready to blow up at a moment's notice. "What were you doing," he asks in disbelief.

"Working on weapons for our boss," you reply in an annoyed tone. "You know, the thing he brought me here to do. Now I need you to take this clamp and hold these two wires together. If they separate it could cause the entire thing to explode and then we'll all die." You hand him a blue clamp tool and gesture to the barely connected wires that he needs to work on.

He quickly does so, and you pat his shoulder before stepping away and heading for the door with your wrench in hand. "Where are you going?" he calls after you from where he's crouched.

You turn back to gesture once again, acting like you're in a hurry as anyone would be. "I need some stuff from one of the materials storerooms. I'll be back in a bit. You stay right there and hold that clamp." With that you head out the door before he can second guess you. And why would he? He's not the genius mechanic after all.

Slamming the door shut behind you, you grin and have to suppress a laugh at your success. There's no time, though that will keep for a while. You've rigged the device so it will occasionally spark, emit more smoke, and let out all sorts of nerve wracking sounds to keep that guy in place. Eventually though he's going to realize it's a ruse, or it'll set off some alarm and people more competent than him will show up. You should be well on your way to gone by then.

A determined step carries you away as you head towards other parts of the fortress. So long as you act like you're on a mission no one bothers you, for which you can be grateful. It would definitely be hard dealing with the various armored soldiers and knights that walk past you along the way.

Fortunately you know the layout of this place fairly well even if the memory has been dulled by time. You've had more important things to remember, all things considered. So you move along fairly rapidly towards your ultimate destination. There are a couple ways you can get out of this place after all.

Yet as you move along a thought occurs to you. Sure you could just escape, but right now you have an opportunity that you'll never have again. Amanox doesn't know that you're a traitor, so this could be the chance you need to disable or take down this Fortress entirely. Sure that isn't supposed to happen until you meet the group when they've boarded this thing to take it out, but it could save a lot of lives and it could give you some more credibility with everyone that you're a real defector. Otherwise people who shall go unnamed Kendra, might think that you're planning to sell them out or something.

If it's something you're going to do then you'll have to do it quick. That alarm will go off any second and soon this place will be swarming with people trying to find you. You'll have to make every moment you have left count.

[ ] Sabotage the Fortress
[ ] Steal a ship
[ ] Find the escape pods
[ ] Rob the Armory
 
[X] Steal a ship

If we start fighting people, it might occur to him that we are actually traitors. However, just trying to escape might come across as a wish to escape, to leave the cage. This would still not be looked upon favorably, but it might make it easier on us should we ever face capture or something.
 
1-3: Time to Fly
[X] Steal a ship

After a moment of consideration you shake your head, returning your focus to your immediate problems. You're going to take down this fortress eventually anyways, so there's no point in putting yourself at risk in a move that might not even succeed in the first place.

No, the best course of action fr you is to get out of here and link up with the others before Amanox moves on to the next stage of his plan. Besides, the more time you have with everyone else, the more time there is to ensure that you actually achieve what you set out to accomplish here in the first place.

Of course as far as escapes go that makes your destination easy. You need to be able to travel, and the best way to do that is with a ship. So you quickly shift towards the route that will take you to the hangars, so you can liberate a plane for yourself. Hey, it's not stealing when you're stealing from the bad guy. Saving the world taught you that.

There are a few patrols to dodge, but you quickly arrive at one of the hangar bays in the fortress. It's an open expanse filled with people going about preparations, supplies being moved about, and most importantly lots of aircraft to hijack. Just what you need.

A good thing too, as it is about that moment that tinny alarms go off throughout the fortress. A cal to arms, telling guards to get out and go handle whatever problem may have arisen. Except in this case the problem is you, and judging from the message they don't care if they have to be a bit rough with you in the process.

"So close," you grumble to yourself. Though really you suppose it's more fortunate that you made it this far in the first place. That guy must have been dumber than you thought.

For the moment you stand crouched behind some stacked up crates, clutching tightly to your wrench. The alarms have kicked the hangar into a beehive of activity as armed guards either exit to the interior of the facility or move to lock the place down. It's still a work on progress though, which means there's still an opportunity for you.

That opportunity is fairly simple though. They're still shifting into their alert procedures and there's confusion on top of it. You're just going to have to run for it and clobber anyone who gets in the way. Sometimes the simplest solutions are the best.

You take a deep breath before moving out of cover at a rapid walk. Your vision is a bit obscured with goggles lowered to cover your face, but that seems like an acceptable sacrifice if it gets you a bit farther. Here's hoping that everyone is as dumb as that guy guarding your lab was.

No such luck, unfortunately. A bit of distance is made, but not before a cry of 'Hey you, stop right there!' rings out and the sound of feet headed your direction accompanies it. The jig is up, so now there's just the hope that it was enough.

You break into a sprint, running for the nearest unoccupied craft that looks to be in one piece. The last thing you need to do is to ruin your escape attempt by picking the wrong bird. Your wrench feels heavy in your grasp as you pound forwards against the metal surface of the floor, but it is nonetheless held with confidence. You've faced worse odds, and you won't be stopped by someone like this.

When it comes to escapes a distraction never really hurt though. It only takes a slight diversion in your rout to pass by a loaded pallet, and your wrench swings out to slam into the stacked contents. The heavy blow sends several boxes tumbling to the ground, and a few shatter and spill their contents all over the floor. That'll delay them a bit, if they don't want to go spilling acid all over the floor.

Leaving that mess behind you are quickly able to get to your destination without anyone right on you, though they are close. The cockpit is open and you hop in, sealing the canopy before someone can haul you out. It won't stop them for long, but it will buy you the time you need.

Quickly you look over the controls of the machine. These ornithopters might not be the top line stuff that they're putting out these days, but they are dependable and fast, which is what you need right now. Taking the best plane in the hangar won't matter if you can't get anywhere. The fact that you've only got two guns on it doesn't matter that much either.

Suddenly a bullet slams into the fuselage, dragging you from your examination. Right, you have to get out of here. Something that will be easier if your ship isn't filled with a bunch of bullet holes. Switches are flipped, buttons pressed, and a hum soon fills the air as the engines begin working. To your sides the wings start moving, first at a slow pace but accelerating rapidly. Soon enough you can feel the lift as the ornithopter rises off the ground.

"Here we go," you say to yourself with a grin. Technically you aren't a trained pilot but you've had plenty of experience piloting your own developed prototypes. Compared to that this should be a piece of cake, right?

Rotating the ship, you swiftly notice a problem. Apparently someone was on the ball here, because the doors are already closing on you. There isn't a moment to spare as you spin your craft around before throwing the controls forward to take you out of the hangar before you get locked in. You can practically feel the tips of your wings tearing as they collide with the hangar doors, but in a burst of motion you slip out into the blue sky beyond.

For now you can breath a sigh of relief. They'll have to get those doors open again, and presumably the rest of the ship doesn't know what happened. So you won't have to worry about pursuit for a while.

Bang

The craft rocks as smoke flares nearby, reminding you that you do have to worry about the big guns on the flying fortress swatting you out of the sky like a mosquito. At least you're a small target, but it takes you a couple minutes before you can get clear and vanish behind the cover of the land below.

Once you are clear you bring the ornithopter to a halt, letting your body release its tension with a sigh. "Heh, how's that for an escape Kendra?" The thief had always claimed that she could escape any situation, but you'd just waltzed out of Amanox's lair, aside from a few complications. Though it might be more impressive if you had snuck in first, but you'll just accept the compliment as it is. It bodes well for your time here in the past.

"So, what now?" you muse to yourself as you look around. You can't just sit around here after all. The world is in danger, and Amanox will probably try to kill you as payment for this treachery. Which means that finding the rest of the group is a natural place to start.

There's a few places they could be. Kiton is one such place, one of the biggest Free Cities where you can find anyone or anything if you know the right person to ask. It's the perfect place to get information, and you know that they'll have to pass through eventually. You can also get plenty of materials and information on what Amanox is doing there.

There's also Karashu, the seat of the so named 'Holy Kingdom of Deiya'. It's the first place that Amanox used your machines on, and even if that destruction has already happened you know that the group will have been through there at some point. It's where Aiko is from after all.

Or you could go to Mauzon, the capital of the Kingdom where Amanox rose to power. It could be risky if he still has sympathizers there, but it would be a good place to mastermind a resistance and find everyone. It is an important kingdom for a reason.

You've just about worked through the possibilities when a last idea occurs. It's insanely risky and promises a lot of danger, but if it works then it would deal quite the blow and give you a lot of credit with everyone else. You could always go to the Dark Temple where this all began, and rob the place blind or try to destroy it. Interfere with the ritual that Amanox wants to do and it will go a long way towards saving a lot of lives. You could even ruin his plan entirely.

Sitting around here isn't an option though. So with all the potential choices worked through you set your ornithopter into motion once again, pistons hammering away. Time to go save the world (or something like that)

[ ] Kiton
[ ] Karashu
[ ] Mauzon
[ ] Dark Temple
 
1-4: Arrival at Kiton
[X] Kiton

Kiton is a large city situated in the valley between two large flowing rivers. Those rivers originate at different points in the distant mountains, and intertwine as they run to the sea. This makes travel along them much easier, facilitating its role as a trade city. It also sits at the junction of several nations, which means that it is a piece of real estate that has been long fought over and heavily invested in by whomever has possessed it at the time.

Eventually after a particularly heavy round of violence the nations involved decided to set up Kiton as a 'Free City', one that was preferential towards none and that might hopefully forestall the return of violence. So far it has worked out, which means that apparently your ancestors had a good idea going.

Of course that doesn't mean nothing happens here. As Kendra will quite willingly tell you the place is crawling with spies, and the Thieves Guild knows all of them. Normally that would be something of a problem, but with Amanox the various Kingdoms are less likely to fight with each other rather than facing the common threat. Presumably, anyways.

It's a relief when it finally comes into view, both verifying your direction-finding ability and bringing an end to your trip. It was a bit longer than you would like, but with Amanox being a bit pissy about you escaping his clutches there's no helping it.

Drawing near the city, you do your best to appear as non-threatening as possible. Hopefully that is easier with the damaged wings and such, so they won't try to blow you out of the sky as a potential attacker or scout for Amanox. Wouldn't that be a mood whiplash?

Perhaps not enough, as a couple rickety propeller planes rise up from the ground to meet your incoming flight. You wave as they pass by before thumbing the radio, which should still work at this point. "...You look like you have a few holes there...." The crackling response issues from the transmitter with a grin on your part as you roll your eyes.

You reach over, activating your microphone to respond. "Oh, you know? I like to think it gives it character. Mind if I land before one of the holes starts leaking something important?"

There is silence for several moments, leaving you to assume that your new escorts are checking with control on the ground beforehand. Sensible, and you are willing to be patient until the radio crackles to life once again. "...Follow us, don't go off on any jaunts, and try to not crash into any buildings." With that they head off, one plane leading the way while the other hovers behind to wait for you to get on the move

"I'll do my best," you reassure them before following after the leader, moving for one of the landing fields situated away from the rivers. Drawing closer reveals that there is some activity going on, which frankly is unneeded but understandable given that they don't know who you are. But you're sure that you will be able to convince them that there's no trouble in no time at all.

None of the damage is serious, and you come in for a relatively smooth landing at the indicated spot on the field. You wait for the wings to stop flapping before hopping out to face your hosts. Of course the first thing you do upon exiting is take some deep breaths, to dismiss the stale air of the cockpit that you were just subjected to.

Your attention is rapidly drawn away by the older fellow who approaches you, wearing glasses and holding a clipboard. He has some guards with him, who are clearly expecting trouble. "Hello Miss, welcome to Kiton. Is this your ship?"

The guy is unfamiliar, but that's reasonable. Kiton is a big place after all, so even you can't know every port official. "Yeah, pretty much. The previous owner owed me a favor or two," you explain quickly. It is basically true after all.

An eyebrow rises in clear skepticism as he marks that down on his clipboard. "I see. And should we be worried about the previous owner coming to collect?"

"Nah." You shake your head, flashing him a confident grin. "I guarantee he's got more of those." Amanox wouldn't come here for the ship, he'd come here for you. Though somehow you don't think that would ease his worry very much.

"Very good, very good." There is a bit of silence as he writes that down before returning his attention to you. "Apologies for the response, but things have been a bit hectic in recent days. Now then, you'll be charged the standard berthing fee, and if you want us to patch up your ship or provide fuel that will be extra. If we do not hear from you in a reasonable time frame your ship will be impounded and sold off to cover your docking fees. Do you have any questions?"

It's all stuff you've heard before, so you don't have any questions at the moment. Not for some bureaucratic dockworker anyway. Instead you choose to focus on that first statement. "Yeah, I get that. I think that's everything."

More writing, before the man looks past you. "Okay. And what's your name?"

You quickly think up an alias to use, not that you expect it will fool anyone who knows what you look like. But maybe announcing that the head engineer for Amanox walked into town might not be the best idea. "Gertrude Simmons."

He nods, taking that down. "We will have to search your vessel for contraband before we can allow access to the city. I hope that isn't a problem?"

"Go ahead," you reply with a shrug. You've got nothing to hide, unless Amanox was doing really sketchy stuff with that one particular plane. But given that his people were willing to shoot you down, it's doubtful that that is the case.

The official trio step forward, one guard keeping an eye on you while he other two examine the ornithopter for anything suspicious. On your part it's just a lot of waiting an hoping that they will be done soon, since your guard doesn't seem in the mood for idle chit chat. Not that you would have much to talk about anyways.

At last the inspection is finished, and the man returns. "Everything checks out. Enjoy your stay in Kiton." He hands you a receipt which has your name and berth number on it, so you'll be able to find your ship later. With that he heads off to go handle some other business, leaving you free to enter the city.

You do that, moving onto the bustling city streets. Even now, with the crisis going on, the place is still full of people going about their day. Carts are pulled along by animals and there is a general hubbub of people talking that makes it difficult to hear anything else. There's clothing of all styles, and the buildings you walk past are all fairly modern and well maintained. It varies depending on where in the city you are, but right now you're close enough to the places where merchants and such go that things still look good.

"Hmm, where to first?" you mutter to yourself as you look around. You could always just go to one of the many marketplaces to talk with the people there. They're sure to have information of some kind or other. Or you could go to one of the churches, probably the Church of Erathis where Sanvia is a priestess. They might have information on her.

As a more radical idea you could always go visit the thieves guild. There might be info on Kendra there, though they might not appreciate you dropping in. Fortunately though you're in Kiton. If it's possible, you can probably do it.

[ ] Visit a marketplaces
[ ] Go to the Church of Erathis
[ ] Find the Thieves Guild
[ ] Wander around
[ ] Write in
 
1-5: Looking for Thieves
[X] Find the Thieves Guild

After some consideration you decide that there's really only one option where you are sure to get the information that you need. The Thieves Guild would be tapped into rumors from all the kingdoms, so even if the group isn't here you'll still be able to find them. This way you don't waste any time either.

Having made up your mind, you set on your way. It's a good thing that Kendra showed you where the Guild is once upon a time, or else this would have been a lot less feasible. Of course, Kendra herself isn't as nice a person at this point in time in all likelihood, so hopefully you won't be running into her right now. That will save you some trouble.

It's a nice day to go for a walk at least. You move through Kiton with a smile, passing by busy travelers, merchants hawking their wares, and a hundred other things that vie for your attention. If you weren't here on a mission then there would be plenty to do. Exactly what you would expect from a place like this.

Things aren't exactly the same as the last time you visited though. There are more people with weapons for one, not to mention the additional guards handling criminals and making sure trouble doesn't rear up unexpectedly. These have been rough times, and Kiton has had to adjust accordingly to ensure that they aren't attacked.

As you move along though your surroundings begin to shift a bit. Things become a bit more worn down, a bit dirtier as you leave the immediate environs of the ports and the markets. The people become a bit more disheveled and less well dressed, and many give you a suspicious or cautious look as you pass by.

"You think they'd pick a better spot for their hideout," you mutter to yourself, hand resting near the handle of your wrench as you walk along. Sure they need to be circumspect, but with the amount of influence the Guild has you'd think they would have some classier digs anyways.

Well, that isn't your problem. The streets you walk down begin to grow smaller in size, and the crowds die down as well. You pass by inns, by raucous taverns and shops with various products and services to be offered. For the moment you don't give those any mind, not with the task at hand. You can come back and shop later, if you'd even want to go to some of these places.

But at last your destination comes into sight. It's not a very fancy building but it could be worse, with a squat shape and a bit on the isolated side as far as space between it and the surrounding buildings goes. There are some people loafing around out front, leaving you to wonder if they're just unemployed or if they're actually lookouts for the Guild.

Either way it does not stop you from entering the store with a smile on your face to at least appear friendly. The inside is about as remarkable as the exterior, with some old guy working behind the counter up front while various other figures mill about. It's an old furniture store, which means plenty of large obstacles to hide behind. Which is useful for thieves, and now it's useful for you.

You wander around for a bit, appreciating some of the craftsmanship that has gone into a few of the items that they sell. Leaving aside how many of these might have been stolen, you can tell that some serious work has gone into some of these pieces, enough that you would not have been surprised to see them at a high end shop. Too bad you're not looking to outfit a house.

Eventually though you make your way over to a grandfather clock that rests against the back wall, away from the eyesight of anyone else in the store at the moment. You glance around to make sure before reaching up to adjust the hands of the clock. Once set to a specific time you can push a secret switch hidden next to the edge of the clock, allowing the entire thing to swing to the side and open an entrance barely wide enough for you to slip through. Not bad, as far as secret entrances go.

Past that is more clandestine and 'secrety', if that's a word you can use. Immediately you are confronted with a set of stairs that lead downwards to the underground, which naturally you follow to what lays past beyond. The white walls of the building fade for cold grey stone, and you can feel the temperature begin to dip towards a chill at the same time.

Arriving at the bottom, a gated door heralds an area that initially looks like a regular old storeroom. You just need to get further back and things start to change. Of course an area like this isn't locked, so you can enter and begin weaving amongst the crates as you walk on. Light is a bit hard to come by, but you do your best.

The relative darkness has another effect though, one that is more unwelcome. 'Unwelcome' would be one way to describe it as you pass by the crates and around a corner into a tunnel, only to find two figures standing at your sides, with daggers poised to strike.

"You're trespassing," one of them says in a low tone, though you can identify it as a guy. Not that that matters at the moment.

You raise your hands, flashing them both a grin. "I guess you could say that, though I'm not sure it's possible to trespass on the ground of the thieves guild. It's kind of a secret after all."

They do a good job not reacting to that, though you know that you're spot on the money. "You're not welcome here," the same guy tells you. They probably prefer to have meetings set up in advance, or maybe not have random strangers drop in on one of their secret bases. Probably.

Well this is a situation. They won't hesitate to kill you when it comes down to it, so you'll need to think quickly to get out of this before anything bad happens. The clock is ticking.

[ ] Tell them Kendra sent you
[ ] Try to bribe them
[ ] Fight
[ ] Run away
[ ] Write in
 
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