No Heroes in Devil's Fork (Inactive)

Game Master D-Kal

When common men face an uncommon foe.


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Male Human Cleric 3

"It pains me to just let him get away, but you're right Mr. Richardson scampering off blindly into the dark is probably not wise."

Doc stared at the bones again pensively. "I'd feel better if we laid these souls to rest first. I will volunteer for first watch. Mr. Smith do you happen to have something that can serve as a shovel on that mule? I doubt anyone would recognize them in their current state to give them a proper burial."

Doc whispers a prayer holding his canteen high then pouring a little in his hand, begins sprinkling water on the bones.


The doctor works with Smith to offer what peace they can to the remains of the monsters that attacked them. The party spends some time winding down from the encounter before bedding down again, but in truth none of them sleep much after that (except perhaps Thistle). The dawn slowly draws and warms the cool morning air, illuminating the camp site and the surrounding area. As birds begin singing and the rush of the Toxaway can be heard in the distance, likely overflown from the previous day's rain, the entire scene barely resembles the eerie stage of the night's events. The five men pack up largely in silence but also in haste.

We'll need one day's trail rations per person (or some survival checks to forage/hunt). Otherwise, go ahead and roll survival to track.


M Human Ranger 3

Survival to forage/hunt: 1d20 + 8 ⇒ (10) + 8 = 18

Even with all the commotion during the night and the watches, Henry rises early, rolls his kit, collects his rifle and dagger and goes in search of edible plants, berries and small game.


M Human Ranger 3

Later,

Survival to track: 1d20 + 11 ⇒ (15) + 11 = 26


Male Human Fighter (Brawler) 3

Smith had spent a good part of the night hacking out shallow graves in the soil and helping Wilkins bury the... What were they? Piles of bone now. Whatever they were, he was happy to be burying them. At each grave, Doc said a prayer and Smith stood respectfully holding his hat over his heart. When Doc would finish, Smith would keep his head bowed and mutter words of his own, "Yea, though I walk through the valley of the shadow of death, I will fear no evil: for thou art with me; thy rod and thy staff they comfort me.

Thou preparest a table before me in the presence of mine enemies: thou anointest my head with oil; my cup runneth over.

Surely goodness and mercy shall follow me all the days of my life: and I will dwell in the house of the Lord for ever."

It was a toss-up whether he uttered these words for the benefit of these poor souls, or for his own reassurance. At each grave he left a pile of stones and fashioned a rude cross. He would, he vowed to himself, return sometime when the days were longer, brighter, and warmer, and move the bones to the cemetery proper where they could rest on consecrated ground.

He spent the rest of the night leaning against a tree, cradling his rifle in his arms and smoking the last of his tobacco. He dare not fall asleep.

When the sheriff set out to forage grub, Smith set out in another direction to do his own food-gathering.

Survival, find food: 1d20 + 3 ⇒ (7) + 3 = 10


Male Human Rogue (Criminal)/1; AC: 16; HP: 9/9; Initiative +4; Passive Perception 12; HD Used 0/1

Cole, never much for ceremony, just nodded at the words said by Frank.

Doc, what exactly happened to me, and where these fellas once alive like us?


Male Human Cleric 3

After the business of burial was done Doc nodded his thanks to Smith. "Not the most ideal conditions, but I feel like we put things a little more right with the world."

Turning to Cole, "Disturbing, Mr. Younger. That is all I can really say on the matter. What happened to you and the stranger was beyond my skills. You appeared to be lost in your own mind. Do you remember anything from the time you were out?"

In the morning Doc will eat some of his rations after his morning prayers so the group can get an early start on tracking. I'll mark it off my sheet.

Survival (aid another Richardson, tracking): 1d20 + 4 ⇒ (9) + 4 = 13


Richardson is easily able to lead the party through the woods to the North and somewhat East. The tracks lead to a small sod hut built into the side of a small and rather conspicuous hill. A garden grows outside and a canopy covers what appears to be a crafting table. Off to one side, there appear to be a handful of graves, some open, some filled in. A thin wisp of smoke steadily wafts out of the chimney of the hut, indicating someone is either home or has been recently.

Up to you how you want to approach, if you want to look around, go right up to the hut, or just start bombarding with rifle fire... whatever you want to do.


Male Human Fighter (Brawler) 3

Smith caught the others' eyes and gestured to the graves. He reached to the pack on the mule and loosened the strap on the rifle's sheath, but he didn't draw his weapon.

"I'll go up, if you want me to fellers. Just an old man with a mule, nothing to fear. You can cover me from here."


Male Human Rogue (Criminal)/1; AC: 16; HP: 9/9; Initiative +4; Passive Perception 12; HD Used 0/1

Cole draws a bolt to the Crossbow and advances to a position of cover and nods at Frank.

Stealth:: 1d20 ⇒ 10


M Human Ranger 3

In low voice, Henry says to Smith, "Well, if the stranger is in there, and I walked up to the door, he will most certainly recognise me and either attempt to flee again or shoot. He did not see you Smith, during the strange fight last night, so you and your Molly mule may be our best chance to smoke him out."

Henry cautiously and carefully moves a little closer and finds a good vantage point (possibly with some cover) and readies his rifle toward the small sod hut. His eyes stray to the graves -- both open and partially filled in and Henry's mind recollects the strange, corpse-like creatures from the night before and the hairs behind his neck raise.

Stealth: 1d20 + 2 ⇒ (12) + 2 = 14


Male Human Cleric 3

Doc nods. "He definitely got a good look at me. I agree, Mr. Smith, I think that's our best option. If those graves were disturbed then we'll definitely want to be talking to whoever's inside."

Then with a twinge of fear he adds quietly. "At least it's light out." Then he does his best to take some cover behind the others.

Stealth: 1d20 + 1 ⇒ (14) + 1 = 15


Male Human Fighter (Brawler) 3

Smith took the mule's bridle in his hand and set out toward the hut. He hummed a tune as he walked and then, in his loudest voice, sang:

"Glory hallelujah, I shall not be moved
Anchored in Jehovah, I shall not be moved
Just like a tree that's planted by the waters
I shall not be moved"

"In His love abiding, I shall not be moved
And in Him confiding, I shall not be moved
Just like the tree that's planted by the water
I shall not be moved"

Don't want anyone to think I'm sneaking up on 'em.


stuff:
Perception: 1d20 ⇒ 6

Seeing no post from Thistle, I'll assume he's standing rifle-ready.

As Smith approaches the hut, before he reaches the door, he is surprised to hear someone whisper, as though in his ear, "Go away."


Male Human Fighter (Brawler) 3

Smith fought back the urge to grab his rifle. Instead he looked around for the speaker. Was it a woman's voice?

"Hello? Good morning! Sorry to bother you, but if you could point me toward Devil's Fork, I'd be much obliged."


It was a man's voice. The voice of the stranger from the camp last night. But you can't see him.

"There is a road a half mile to the east. It will take you to a bridge over the Toxaway. From there, the town is due South. Do yourself a favor and make for Greenville."


Male Human Cleric 3

Doc rubbed his sore knees keeping his eyes trained on the house. He tensed as Smith began speaking then looked around confused.

"Anyone see who he's talking to?" he whispered to the others.


Male Human Fighter (Brawler) 3

"Thank you kindly, but it's Greenville I'm coming from. Got turned around last night in the fog, I guess. Anyways, I heard they was looking for carpenters and the like up in Devil's Fork and thought I'd try my luck at gettin' a job."

Smith took off his hat and wiped his brow.

"Whew. Gettin' a might warmish. I don't suppose you've got a well where a feller might take a drink an' water his mule, do ya?"


*sigh*

The stranger from the previous evening, still dressed in light cotton clothing, but now wearing a straw hat and holding a crossbow, strides from the treeline to the East. He greets Smith in an annoyed and somewhat defeated tone. "Morning stranger. Something I can help you with?"
Although it is the same voice, the man makes no sign that he was the source of the whispering before.


Male Human Fighter (Brawler) 3

"Just hopin' I could get a cool drink fer my mule and myself. Name's Smith. Frank Smith." Frank held out his hand to the man.


M Human Ranger 3

Henry could see the crossbow in the stranger's hand and holds position lest the man fire at Smith in retaliation.

Perception (to determine other threats or occupants of sod hut): 1d20 + 10 ⇒ (1) + 10 = 11 My day for natty 1's.


Richardson:
You see no other threats, and the stranger has his crossbow at his side, not leveled at anyone or anything. It is, however, loaded.


Male Human Rogue (Criminal)/1; AC: 16; HP: 9/9; Initiative +4; Passive Perception 12; HD Used 0/1

Cole sits quietly with his heavy crossbow trained on the Cleric.

C'mon, Frank, make your move.


Male Human Fighter (Brawler) 3

Disconcerted that the man won't shake his hand, Smith decided to make his move. Looking over the man's shoulder at he asked, "Is that your daughter? Mornin' ma'am." He tipped his hat politely in greeting the non-existent girl.

He's trying to get the man to look away of a moment. If he does so, he'll make a grapple attempt.

Bluff: 1d20 + 3 ⇒ (10) + 3 = 13
Grapple: 1d20 + 4 ⇒ (4) + 4 = 8


Sense Motive: 1d20 ⇒ 6
The Stranger turns to look and is quickly assaulted by Smith. However, Smith's grab came up short and the man pulled away easily.

"Liar!" he cries out as he reaches forth a glowing finger towards Smith.
Touch Attack: 1d20 + 3 ⇒ (2) + 3 = 5
However, he stumbles forward and is unable to get near Smith.


Male Human Rogue (Criminal)/1; AC: 16; HP: 9/9; Initiative +4; Passive Perception 12; HD Used 0/1

Round 1, AC: 19, HP: 24/25, Offensive Defensive, Sneak Attack

Initiative: 1d20 + 5 ⇒ (15) + 5 = 20

Cole fires his Heavy Crossbow from the brush.

HCB Att: 1d20 + 3 ⇒ (18) + 3 = 21
HCB Dam: 1d10 + 2d6 ⇒ (9) + (5, 4) = 18


A surprise crossbow bolt from the brush drops the stranger in his tracks. The glow fades from his finger, he drops his crossbow, and a stream of blood begins flowing from the bolt wound. He is, however, still breathing, at least for the moment.


Male Human Rogue (Criminal)/1; AC: 16; HP: 9/9; Initiative +4; Passive Perception 12; HD Used 0/1

Cole crashes out of the brush and approaches Frank as he toes the stranger.

You alright?

He loads another bolt and heads towards the house.

Hey Doc, I think he's still alive. Wanna try and patch 'im up? Henry, we gonna check inside, or what?


Male Human Cleric 3

Doc rushes out after Cole. "Yes, Mr. Younger. I think some answers are in order." He kneels down next to the stranger, wincing a bit, and goes to work to keep him from bleeding out.

Heal: 1d20 + 10 ⇒ (14) + 10 = 24


Wilkens is able to stabilize the man but he is still just beyond consciousness.


M Human Ranger 3

Different hemispheres makes posting not so simpatico.

Henry moves forward when the stranger goes down under Cole's bolt.

When he approaches Doc, Henry draws out the masterwork manacles and hands them to the healer, "Doc, try to keep him alive, but make sure his hands are cuffed, behind his back preferably." Henry picks up the stranger's crossbow and hands it to Smith. "Keep it on you."

To Cole, he gives the nod, and in quiet voice, "Let's get inside. But careful-like, Cole. I didn't see anyone else earlier but we don't know who or what is inside."

Henry has his rifle ready in case he needs to shoot an attacker and proceeds forward.

Perception: 1d20 + 10 ⇒ (7) + 10 = 17


Richardson can find nothing threatening about the place. Simply a hut in the humid woods of Carolina.

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Male Human Oracle (Dark Tapestry) 3

Thistle stands outside, stunned at how quickly the other man was dealt with. He stands impressed with the fluidity with which the others move. Then, with a smile, he pulls back the hammer of the rifle in his hands, ready for whatever happens next.

Perception: 1d20 + 4 ⇒ (16) + 4 = 20


Male Human Fighter (Brawler) 3
Cole wrote:
You alright?

"I'm okay" he lied. His heart was racing and he was cursing himself. Damn fool! Nearly got yourself killed trying to prove how tough you are. He leaned against the mule to catch his breath and looked down at Doc attending to the stranger. Like as got him killed, too.

The sheriff handed him the stranger's crossbow.

Henry wrote:
Keep it on you.

When he turned to talk to Cole, Smith spat on the ground. He tied the weapon the mule's pack and drew his rifle. As the Cole and Richardson went into the hut, Smith stared at the latter's back for moment, then shook his head, and walked over to inspect the graves.

Perception: 1d20 + 4 ⇒ (15) + 4 = 19

How many graves? How recent are they? Are they all for adults?


Smith:
Six graves, all less than a month old. Two are open. One looks like it was just filled in within the past week. There are no headstones or other markings. They seem too short for an adult, but too wide for a child. Almost as if they were for something like a small bear.


M Human Ranger 3

DM:
Does the sod hut have any windows?


Richardson:
Just the one in the door is currently visible.


Male Human Cleric 3

Doc takes the handcuffs and clicks them into place on the stranger's hands, (If he thinks it's possible to handcuff him behind his back without injuring him, he'll do that. Otherwise they'll be in front.) then searches his body for any other weapons or items.

Perception: 1d20 + 4 ⇒ (11) + 4 = 15


Wilkens cuffs the man and finds him carrying a very well-made dagger, some kind of mace (spellcraft?), a torch, and flint & steel.


M Human Ranger 3

Henry moves cautiously and quietly to the door and peeks in through the glass window to see what is inside (once again to determine any new threat). He lowers his rifle to look through the window, but he is ready to (re)act if he sees anything.

Stealth: 1d20 + 4 ⇒ (3) + 4 = 7
Perception: 1d20 + 10 ⇒ (6) + 10 = 16


Henry finds a small interior with hand-made furniture, some fruits and vegetables in various states of preparation or storage, and a potbelly stove with flickering embers.


M Human Ranger 3

Henry nods to Cole to move closer, gesturing that he cannot see another person inside. In lowered voice, he adds, "Only furniture, stove and food from what I can see."


Male Human Rogue (Criminal)/1; AC: 16; HP: 9/9; Initiative +4; Passive Perception 12; HD Used 0/1

Cole moves in and begins to search with Henry.

I'm thinkin' that fella' was in with those things that attacked us. the whisperin' and the empty graves. The dots are connectin', no?


M Human Ranger 3

In low voice, "They are indeed connected, my friend. Your timely bolt against the stranger gave us some time to look around. I hope he lives so we can get some answers. He's wily though, as he proved last night. So we should not underestimate him."

Henry carefully lifted the door latch and pushed it in, gesturing to Cole to keep to the sides of the frame in case of trap.

If the area is clear, after a second sweep of Henry's gaze, he will enter the hut with Cole and look around, hoping to discover what this stranger is doing out here and who he is.

Perception: 1d20 + 10 ⇒ (10) + 10 = 20


Male Human Cleric 3

Doc removes the weapons from the stranger setting them aside well out of reach. Curious, he turns the mace over in his hands. (Doc doesn't have any ranks in Spellcraft.)

"I'm not sure what to make of this. Quite odd. Any thoughts, Mr. Smith?"


Henry enters the house to find much the same as he saw through the window. However, there appears to be a sturdy cellar door off to one side that he did not notice before.


M Human Ranger 3

Gaining Cole's attention, Henry gestures to the cellar door and makes his way to it.

Having seen some strange things regarding the stranger and the corpse creatures of the previous night, Henry contemplates whether the door has been warded somehow and looks to see if it is locked.

Henry looks for the strange symbol he'd seen stitched on the stranger's clothing the night before.

Know. Arcana: 1d20 + 7 ⇒ (18) + 7 = 25

Know. Perception: 1d20 + 10 ⇒ (9) + 10 = 19


The cellar door looks innocuous enough, though there are some deep grooves in the surface which, upon inspection, look similar to the claw marks found at the remains of McCornin's cabin. A glance back reveals a few of the same markings on the front door.


M Human Ranger 3

"Cole", Henry points to the claw marks on the cellar door and the front door. "It seems bears are connected to this as well", remembering the sickly bear they put down in the Hunter's caves.

DM, is there a lock on the cellar door?


Not visibly, no.

-Posted with Wayfinder

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