• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

New Heroes Arise IC

Hoegor awakes early, slightly hungover, but keen to get started. He packs the last of his gear and slips downstairs to prepare his horse and dogs.
 

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With Deirdre and the stable-hands help, everyone manages to get fairly good horses, and the stable-hand provids riding saddle, saddlebags, and a few days feed for each horse (Which fills the saddle bags). There's enough grass in the area that they'll be able to graze, even if most of it is water-logged "Guess that means they won't need to be watered as often" the stable-hand jokes as he's showing Jillian the two ponies. One is indeed a rather wild, bucking as soon as anyone but the stable-hand gets near him, and the other seems to be just an ordinary, brown coloured horse, but it has a strange glint in its eyes, Jillian thinks.

After selecting your horses (Jillian just add which one you chose in with your next post), you fulfill all the tasks you needed to, and then return to your inns/homes/whatever for the night, and awaken in the morning. Rocheleen comes by each of your places one by one, finding Hoegar allready awake, and collects you to head to the stables.

Jeremy didn't have a very good nights sleep, having stayed up a bit later than he planned looking for references to religion or such.. though after perusing the whole index repeatedly and thoroughly he didn't find anything other than "Chapter Two: Part 3: Religious Relics" which, after glancing through it, appears to be a listing of various religious artifacts, and what it is thought they are capable of. It'll take about an hour or 2 of reading to read that whole section of the chapter, though.

In the (Very) early morning you're all gathered at the stable hands, getting your selves together and getting your rides. Rocheleen waits till you are all ready and heads off.

After a few hours ride along the muddy trails, you pass into grassland which, although still howling with Strong wind, and pouring rain, is less muddy and seems easier for your mounts to move through. Another half-hour of riding through this and you all hear a high-pitched Screech coming from the left of you, perhaps a few hundred feet off.

OOC: Sight range is only about a hundred feet in this weather.
 

When you meet up in the stables at the morning, you'll notice Deirdre changed her outfit thoroughly. She's now wearing a heavy armor, with a large sword and shield strapped to either side. Her cloak, bracelet and rings are gone, though she still wears the lightning symbol on a chain around her neck and the silver earrings. She's carrying a quite loaded backpack.
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Deirdre pulls Dana's reigns when hearing the screech. She looks around both to check the other's reactions and to check the surroundings within sight (how limited that might be) for natural obstacles that could be used for cover, thinking both on places to cover behind later as well as places other people could be taking cover behind. It's just a screech, but glancing around doesn't hurt.
 

As the group rides, Jillian still wonders about her choice of ponies. Although she chose the ordinary, brown one.... But there was that strange glint in its eyes. For the last hour she has been pondering her choice of this pony over the wild one. As she starts to wonder what that glint might be, she hears the high-pitched screech off to the left. She slows her pony and looks in the direction of the screech. Not seeing anything, she turns her ear in that direction and strains to hear anything of interest.
 
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We should have put some riders on the flanks. Not a good start.

Hoegor pulls up along with the others and tries to place the sound.

OOC: Listen +8; Wilderness +4. Does it sound like a human or beast, is at a cry of pain or aggression?

"Anyone have any idea what that was?"
 


If the screech sounds aggressive, like a monster, or he can't tell what it sounds like, Haldamir looks for cover and a spot to tie up his horse if he needs to dismount.

If the screech sounds like a person or animal in pain, Haldamir will advance cautiously in the direction of the screech, moving slowly and carefully surveying whatever lies before him.

William seemed to be worried about a possible ambush. Best be careful, it could be a trap, he thinks to himself.
 


It sounded vaguely painful, but none of you can place whether it was humanoid, animal, or what.

You approach carefully and after a moment of moving forwards, can start to see a figure moving towards town, coming from the general direction of the frontier border. It seems to be limping slowly.
 

Into the Woods

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