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Youre closing on him, galloping on all fours; the moment he stumbles, or has a split second's indecision, you'll go right into the Carrionpede Form and gibbem.
Neither of these happen; he knows where he is on Mart Street, and where he wants to be. He also knows where the alleys join and which buildings are empty and zips in and out a couple of them trying to lose you.
Too bad each improvised stumbling block and cheap shot he makes against you just wastes seconds. They're all kidz tricks in the end.
And you got your nose and night-sight pointing him out, against which his U-turns and double-ducks do nothing. In the empty quiet of Mart Street at night, every little noise he makes is crisp.
Losing his trail is almost hard for you: he's got some iron on him, spots of turpentine, and his clothes got a certain kind of gutty. In about a quarter Time he's getting winded, stops zipping around, makes for where he meant to go at the end, straight lines.
You suppose he has a specific killing ground in mind; it'd be fairly easy to use everything he's got against you, if he had total homeground advantage and a bitty time.
Now, he can only hope to trap and stall you then try to get away, most likely back out to Main then either to the Cherch or the TownBoss' Stockade.
You guess you're there when he takes half a second longer to go through the door; he means for you to glimpse n follow. It's a biggy sunyard with a small tannery shop at the back.
To your reckoning he's left the crossbow behind for being too biggy to use on the run; four or five smally arrows left, and a longy choppa wot he picked up that he doesn't really have the strength to handle; and one Fire Flask.
You don't go in from the back door, like he wants; you climb up a post to the ceiling, giving you full view of front and back and sides of the workshop.
From there you start your own ruse.
"<span class="mu-g">Where da fugg dat widdle waskal go. Come oooout liddle boyyy. Toady aint finna hurcha.</span>"
As you say this, you get a pre-made noose lasso from the Pouch, lower it to catch on both door handles of the double-doors in frunnada shop, and quietly garrote it closed. The front double-doors are still not locked tight, but he won't be getting out from there fast enough to make it.
He might still try the front windows though...
You give him no time to think: slapping the windows closed on all sides of the shop, you drop into the back doorway, holding up Stumpy's half torso as a shield.
A wavering arrow hits it, then the Fire Flask, which bounces off and breaks on the floor; you throw Stumpy down onna flames and sprint through.
With all his ploys and bigg plays flopped, the little shit starts a screamy moan.
He pushes against the main door to get out, but it's not opening far enough. You're two steps from entering his zone when he gives up and draws the choppa wots too bigg ferrim.
He holds it double handed over his head like a longsword. One swing is all he's good for, youre sure.