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Chapter 27: Cornered Rat

  [Excerpt from Transmigration 101: A Guide for Your Second Life, Module 53: Skipping Town - Techniques and Considerations (When Discretion is the Only Valor Left)]

  There comes a time in many a transmigrator's journey when the current locale transitions from 'challenging starting zone' to 'actively homicidal deathtrap'. Whether due to offended local powers, persistent enforcers, inconveniently fulfilled prophecies, or simply accumulating too much negative attention, strategic relocation becomes necessary. Simply walking out the main gate whistling is rarely an option under such circumstances.

  Common Egress Methods (Difficulty & Risk Vary Wildly):

  


      


  •   Legitimate Passage (Low Probability under Duress): Purchasing passage on a caravan or ship. Requires valid identification (often forged), sufficient funds, and avoiding scrutiny from those enforcing local laws or company agents. Difficult if you are actively being sought or fit a known description. Success often hinges on blending in or exploiting bureaucratic oversights.

      


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  •   Stowaway: Concealing oneself aboard departing transport (ship holds, wagon undersides, cargo crates). High risk of discovery, suffocation, being accidentally jettisoned, or encountering unpleasant cargo (e.g., caged monsters, volatile alchemicals). Requires stealth, timing, knowledge of schedules, and considerable luck. (See Section 111: Confined Space Survival).

      


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  •   Infiltration/Exfiltration (High Skill/Risk): Utilizing non-standard routes – scaling walls ([Athletics] or specialized gear required), navigating sewer systems (requires [Disease Resistance], [Navigation (Underground)], strong stomach – See Appendix T: Common Sewer Flora, Fauna, and Fetid Horrors), bribing/blackmailing gatekeepers or officials (requires charisma, leverage, or significant funds). Often necessitates specific skills like [Stealth], [Lockpicking], or [Disguise].

      


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  •   Wilderness Bypass: Circumventing formal checkpoints by traversing adjacent wilderness areas. Requires significant [Survival] skills, knowledge of terrain, ability to avoid natural predators and potentially magical hazards. Slower, more resource-intensive, but avoids direct confrontation with local powers or enemies.

      


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  •   Distraction/Diversion: Creating a significant disturbance elsewhere in the settlement to draw attention away from your chosen exit point. Risky, resource-intensive, and can backfire spectacularly if the diversion implicates you further or fails to adequately distract relevant parties. (Requires careful planning, possibly [Demolitions (Improvised)] or [Performance (Chaos Generation)] skills).

      


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  Essential Considerations Before Attempting Escape:

  


      


  •   Destination Awareness: Have at least a vague idea of where you are going after you escape. Fleeing into uncharted, monster-infested wilderness without supplies is merely exchanging one death sentence for another.

      


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  •   Resource Check: Ensure you have adequate supplies (food, water, basic tools, currency) for the chosen method and potential complications during the journey immediately following escape.

      


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  •   Timing: Choose your moment carefully. Night offers cover but increases navigation difficulty and risk of encountering nocturnal threats. Shift changes for watch patrols, busy market days, or periods of civic unrest can provide windows of opportunity or increased chaos.

      


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  •   Leave No Trace (Ideally): Minimize evidence of your planned departure or intended route. Misdirection can be valuable if you suspect pursuit.

      


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  Escaping a hostile settlement when marked for elimination is a high-stakes gamble. Thorough planning, creative use of skills, adaptability, and often, a healthy dose of sheer, dumb luck (LUK dependent, results may vary) are required for success. Failure typically results in capture, summary execution, or becoming a cautionary tale recounted by cynical local enforcers. Choose your method wisely.

  (Inkstained Prophet's Footnote: For those considering sewer escapes, be advised that certain varieties of slime find the nutrient-rich environment particularly conducive to growth and ambush tactics. Pack redundant light sources and perhaps a very long stick.)

  [Kevin's Story: Part 27 - Cornered Rat]

  Huddled in the damp, reeking darkness beneath the pier, Kevin finally acknowledged the inescapable truth: Port Azure wanted him dead, or worse. The Sea Serpents weren't just looking for a lost cufflink; they were hunting the ghost of Finn O'Malley, the informant who knew too much, and Kevin wore that ghost's face. Staying meant waiting for the next ambush, likely one he wouldn't survive. Neutrality wasn't an option; ignorance wasn't a shield. His only viable path was out.

  Stolen story; please report.

  The decision brought a cold clarity, pushing back the fog of fear. He wasn't just hiding anymore; he was planning an escape. He pulled up his Status screen, assessing his meager assets in the dim blue glow. Level 3. STR 11, DEX 12, INT 11, LUK ???. Skills: [Basic Street Brawling] Lv.3, [Petty Theft] Lv.2, [Urban Navigation (Slums)] Lv.1, [Weapon Maintenance] Lv.1, [Basic Repair] Lv.2. Gear: [Sturdy Dagger], [Basic Toolkit], [Reinforced Coin Pouch], worn clothing, slightly better boots, rope, oil flask, flint/steel. Resources: A few days' worth of the Veteran’s rations, one foul-smelling [Basic Healing Potion (Crude)], maybe twenty-five coppers left.

  It wasn't much to work with for breaking out of a hostile city. He mentally reviewed the Guide's egress methods (Module 53). Legitimate passage was impossible – he had no papers, barely any coin, and likely fit the description Fennel or the City Guard might be circulating. Stowaway felt like a LUK ??? gamble he couldn't afford – too many variables, high chance of discovery or ending up somewhere worse. Wilderness bypass required survival skills he didn't possess. Distraction seemed too complex and likely to backfire. That left infiltration/exfiltration – using non-standard routes. Sewers? The Guide's warnings, especially about slimes, made his skin crawl. Scaling walls? He had rope, but lacked the skill or strength. That left finding a weak point in the city's perimeter – a neglected gate, a breach in the wall, maybe something near the docks unguarded during specific times.

  He needed better situational awareness and the ability to move unseen. His [Urban Navigation (Slums)] was useful, but limited. He needed… stealth. Could he learn it? The Guide mentioned practice, instruction, or epiphanies. Instruction was out. Epiphanies felt unlikely. That left practice.

  He spent the next two days using the warren of alleys and the spaces beneath the piers near the Mud Flats as his training ground. He forced himself to move silently, testing different footfalls on varied surfaces (mud, gravel, rotting planks), learning to use shadows and noise cover (the crash of waves, shouting dockworkers) to mask his movement. He practiced climbing onto low roofs, balancing on narrow beams, squeezing through tight gaps. It was exhausting, frustrating work, his ankle occasionally twinging in protest, his LUK: ??? throwing in minor curveballs – a sudden patrol forcing a hasty retreat, a seemingly stable handhold crumbling (but revealing a hidden niche containing nothing useful), a dropped tool landing silently instead of clattering.

  Ding!

  [Repetitive Action Detected: Attempting Silent Movement & Concealment.]

  [Analyzing User Intent & Environmental Interaction…]

  [New Skill Acquired: [Stealth] (Lv. 1)]

  [Effect: Reduces chance of detection when actively attempting to remain unseen. Effectiveness influenced by lighting, environment, observer awareness, and DEX.]

  [EXP Gained: +15 EXP] (15/300 EXP)

  Success! A tangible result from his efforts. [Stealth] Lv. 1 wasn't much, but it was something. It felt like sharpening a tool, however crude.

  Now, resources. Twenty-five coppers wouldn't get him far. He needed more for bribes, unexpected fees, or simply food after escaping. He couldn't risk 'Odd Jobber' work anymore. That left… [Petty Theft] Lv. 2. He hated the idea, the risk felt enormous, especially now. But desperation was a powerful motivator. He decided to attempt one carefully planned theft, targeting not a person, but unattended goods in a low-traffic area.

  He spent hours observing a small warehouse near the Mud Flats known for storing cheap textiles, likely belonging to a minor merchant unaffiliated with the major guilds. He noted delivery times, the single sleepy guard's routine. Using his new [Stealth] skill, he slipped past the guard during a shift change under the cover of deep night fog rolling in from the sea. Inside, guided by faint moonlight, he found bales of rough cloth. Too bulky. Then, a small crate tucked in a corner: sewing supplies. Needles, thread, beeswax, small shears. Portable, potentially sellable (or useful himself).

  His heart hammered as he palmed a handful of sturdy needles and three small spools of dark, strong thread – items useful for gear repair or even improvised traps. He resisted the urge to take more, adhering to the principle of minimizing risk. He slipped back out, melting into the fog, undetected.

  Ding!

  [Skill Check: [Petty Theft] (Lv. 2) - Success!]

  [Items Acquired: [Quality Needles] x5, [Durable Thread (Dark)] x3 Spools]

  [+5 EXP] (20/300 EXP)

  Back in his damp hovel, he examined his meager loot. It wouldn't fetch much coin, but the needles and thread felt more valuable than coppers right now. He could reinforce his clothes, maybe even modify his sack into something more like a proper backpack. He immediately set to work using the supplies and his [Basic Repair] Lv. 2 skill, stitching patches onto worn sections of his tunic, reinforcing the straps of his burlap sack.

  Ding!

  [Skill Usage: [Basic Repair] (Lv. 2) - Success!]

  [Item Improved: [Ragged Tunic] -> [Patched Tunic] (Durability slightly increased)]

  [Item Improved: [Burlap Sack] -> [Reinforced Sack] (Capacity unchanged, carrying comfort slightly improved, durability increased)]

  [+5 EXP] (25/300 EXP)

  It felt good to be proactive, to be preparing, however inadequately. He still needed an escape route. He began cautious reconnaissance missions, focusing on the city's northern perimeter, near the cliffs but away from the main gates. He observed watch patrols near a less-used postern gate primarily used for refuse removal. He noted the timing, the watchers' apparent boredom, the state of the gate itself (old wood, rusty hinges – potentially vulnerable to his [Basic Repair] tools used destructively?).

  He also spent time studying the Guide, specifically sections on evasion, lock mechanisms (relevant even for simple barred gates), and basic trap creation using mundane materials like rope and sharp objects. Knowledge was weightless, and potentially life-saving.

  He knew the escape attempt would be incredibly dangerous. The Sea Serpents were likely still searching. The City Guard might be watching the gates more closely after the spice box incident. His LUK: ??? could bless him with a miracle or damn him with a catastrophe at any moment. But he had a plan taking shape, skills slightly improved, gear marginally better. He wasn't a helpless victim anymore. He was a cornered rat, yes, but rats learned to be resourceful. And this rat was about to try gnawing his way out of the trap.

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