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View Full Version : Dark Seeker's Alone Against the Flames IC



zingbobco000
2019-11-21, 01:42 AM
For reference this is taken from Alone Against the Flames written by Mike Mason, Paul Fricker, and Gavin Inglis, thank you!

Do You Hear the Call of Cthulhu?
“The most merciful thing in the world, I think, is the inability of the human mind to correlate all its contents. We live on a placid island of ignorance in the midst of black seas of infinity, and it was not meant that we should voyage far.”
—H. P. Lovecraft, The Call of Cthulhu

Welcome to Call of Cthulhu, I don't think I need to do too much explaining but... Call of Cthulhu is a Horror/Investigative roleplaying game of mystery wherein you, an ordinary person, shall encounter and confront the terrifying alien forces of the Cthulhu mythos. Now, to begin is quite simple, and this first introduction shall operate similar to a Choose-Your-Own-Adventure story (this is done in order to normally help with an easy transition to understanding the rules, but given that overall you have a general knowledge of the rules, feel free to simply treat my little notes on the bottom as recommendations [albeit with the knowledge that sometimes straying from the path is not inherently the best idea]). Nevertheless, it is time to begin... welcome, to Alone Against the Flames.

----
Plymouth, New Hampshire, 2:44 PM, September 1st, 1921.

The sun is high in the sky, a merciless ball of heat. You feel scorched by the time you reach the bus halt in front of Osborn’s Drug Store. It’s a relief to put down your heavy cases and take off your hat for a moment. You fan your face. It has been a long summer here, in your hometown, and yet a curiously empty one.
You look across the street at the grubby butcher’s shop, the grocers with its faded awning, and the shabby tobacconist. Mistrustful faces glare at you as they pass, eyeing your clothes and luggage. It was your parents’ choice to live here, not yours. You were happy down south as a child, among Providence’s white-walled houses and leafy churchyards. Perhaps this new job in Arkham will supply the change you need.
Yet everybody you know in the world lives here. You know nobody in Arkham, not one soul. You ask yourself one last
time if you are doing the right thing.
The answer is here. None of your supposed friends have come to see you off. You are alone. Whatever challenges lie in Arkham, it will be a new life, and a brave one.
A small gray motor coach approaches and rattles to a stop. You put your hat back on and pick up your cases.

Two young men with sullen expressions alight from the coach. One looks you up and down before heading away. The driver also steps down, glancing at you before crossing the road to visit the tobacconist. When he returns, he is rolling a cigarette between his yellowed fingers. He gives it a final twist and examines you as he reaches for his matchbox. He is a thin man in his fifties, dressed in a stained shirt with the bus company emblem. Yet his eyes are sharp in their dark sockets.
“Where to?”
https://s3.amazonaws.com/files.d20.io/images/89720009/-l_RF8TtW8k7pd41U8F_Tg/max.png?1566314863
You show him your ticket for Ossipee. From there you will connect to Rochester and Portsmouth, before the coastal line to Newburyport and, finally, Arkham. You should be able to afford a rail ticket for at least some of the way; otherwise this will be the first of many long bus trips.
“Mmm-hm.” The driver scratches the match and lights his cigarette. The end flares as he takes a draw. Then he exhales and gestures to the back of the coach. “Luggage rack’s up there.”

----
As you know there are the eight characteristics Strength, Dexterity, Constitution, Appearance, Size, Power, Education, and Intelligence

Strength: This is a measure of the physical prowess of your investigator
Dexterity: This is a measure of the agility and speed of your investigator
Constitution: This is a measure of the physical toughness and stamina of your investigator
Appearance: This is a measure of the physical appeal of your investigator
Size: This is a combined measure of your investigator's height and weight, also used in determining their force behind their attacks and health
Power: This is a measure of your investigator's mental stability, force of will, or spirit
Intelligence: This is a measure of the logic and cunning of your investigator
Education: This is a measure of your investigator's tutelage, be it from formal education or the "school of hard knocks"

For the very early image you have of your character, please rank these characteristics in whatever order you choose. No need for anything else than this right now (people always seem to forget this part). Also, yes, I understand that this is not really your standard introduction to an In-Character Thread, but let's roll with it!

Dark Seeker
2019-11-21, 01:58 AM
Let's go with:

1. Power

2. Education

3. Appearance

4. Intelligence

5. Constitution

6. Dexterity

7. Strength

8. Size

zingbobco000
2019-11-21, 02:07 AM
The driver smokes and watches as you drag your cases to the back of the motor coach. The rack is set inconveniently high on the vehicle. You get a grip on the heavier case.

You struggle for a few seconds before the driver comes up beside you and lends a hand, still puffing on his cigarette. “Heavy bags for a small ‘un,” he remarks. You judge it best to respond with a simple mutter of thanks.

The driver flicks his cigarette into the gutter and steps into the motor coach. Its engine coughs into life. You board, grateful that you will be the only passenger for the initial part of your trip at least. With mixed emotions, you watch from the window as the tired avenues of your old home slip behind you, receding into the distance. For a few minutes, you can still see the church spire over the brow of a low hill. Then the road dips and it, too, is gone.
Arkham is your new home. You will travel there, and make a new start.
----

Your starting Sanity is determined by your power (however, as you know, this sanity score will most likely fluctuate wildly). In addition, you have a number of Magic Points also based on said power. This will deplete and over time eventually return back to its original score. However, in all likelihood, magic points shall rarely be used by an investigator early on in their career, but it is important to note that they do exist.
----

The coach putters through the countryside. At first, the interior is stifling and your stomach lurches with every bend in the road. However, the driver opens his window, and by switching seats you find a spot where the breeze hits your face. You soon relax into the journey, observing the quaint little hamlets that the coach serves. A heavy-set woman boards at one settlement and gives you a polite nod. She gets off at the next one.
----

You have a certain amount of hit points based on both your Constitution and Size. Your current may fluctuate, but it is unlikely to ever exceed its maximum.
You also have a Luck score (which again, you know of). Please give me 3d6 to assist in generating your beginning luck.

Dark Seeker
2019-11-21, 02:22 AM
I'm feeling lucky [roll0]

Dark Seeker
2019-11-21, 02:23 AM
Wrong dice, ignore last post [roll0]

zingbobco000
2019-11-21, 02:25 AM
Hmmm...? That last post was 3d6? You didn't display the individual rolls, but it was still the correct amount. I'll be taking the 14.
----

The road rises a little, passing cornfields and orchards. The leaves are turning and the trees are alive with glorious reds and golds. You have just begun to doze when the driver takes a tight bend at speed.
----

Please give me a Dexterity roll (just like in prior editions, we're in the d100 system).

Dark Seeker
2019-11-21, 02:30 AM
(Sorry, been quite awhile since I used the dice roller.)

Dex roll, [roll0]

zingbobco000
2019-11-21, 02:32 AM
It's all good :smallbiggrin:. Anyway, you rolled below your Dexterity which (as you know) means that you have succeeded on your roll.
----

A desperate yell awakens you. You feel yourself slide from the seat as the driver spins the wheel and the motor-coach plunges off the road. You grab hold of the seat in front, just in time to prevent a painful fall. The coach stops with a thump.
Now you see what has happened. A Fordson tractor has stopped in the road and your driver has had to swerve to avoid this steel obstacle. He leaps from his seat into the road, unleashing a string of curses at the farmer.
You take a moment to catch your breath. Perhaps you should offer assistance? But the driver has already returned. He backs the coach up a little and threads it around the tractor, glaring at the farmer.

You resume your journey. The driver takes the curves with more caution than before. He glances over his shoulder at you a couple of times.
“Sorry about before,” he says. “That fella was dumber than a hog. I’m Silas. What’s your name?”

https://s3.amazonaws.com/files.d20.io/images/89720335/8XsBuZsHXsIItvnU1QLyaw/med.png?1566315175

The accident was at least as much Silas’s fault as the farmer’s. But it doesn’t seem shrewd to antagonize the man while he is driving you through the middle of nowhere.
----

So, it's now time to pick a name for your character! An age would also be quite useful as well. For the purposes of this scenario (heading to a new job), you're probably around 23 to 36 or so, but if you'd like to be outside those bounds, that's fine too.

Dark Seeker
2019-11-21, 02:43 AM
I think his name is Mr. Paul Turner. He's a young man of 24, but his diminutive size and short stature still makes him look like a teenager.

zingbobco000
2019-11-21, 02:46 AM
The coach turns onto a narrower road, which weaves uphill through woodland. Silas becomes chatty.
“Going to Arkham, eh, Paul? Can’t say I ever heard of the place. Went to Boston once. Didn’t like it. Too much hustle and bustle. You got family there? A special someone waiting?”
The afternoon is wearing on. You see no harm in confiding in Silas about your new life.
“A job, eh? What's your line?”
----

Well now it's time to choose your Occupation. It's of course not representative of all your character's abilities, though.
Some common occupations for investigators include:

Antiquarian
Author
Doctor of Medicine
Journalist
Police Detective
Private Investigator
Professor
Something Else... (we can most certainly discuss)?

Dark Seeker
2019-11-21, 02:55 AM
Could he be an artist of some sort? My first impression would be a wealthy dilettante who was trying to make his way into the art world. My first choice of the options presented would be an author, I think much of my idea for him would work for that as well.

zingbobco000
2019-11-21, 03:00 AM
We could go Artist. To be honest, Dilettante doesn't make too much sense given the setting (a dilettante whose family lives in Plymouth and is taking a motorcoach? It's a possibility, but he'd definitely be on the lower end of wealthy).

Dark Seeker
2019-11-21, 03:08 AM
Okay, Artist works. And I was thinking maybe he was disinherited due to his career choice, but I could also see him as coming from a more middle-class background and taking the opportunity to leave town and pursue opportunities for his true passion in a new setting.

zingbobco000
2019-11-21, 03:16 AM
Ok! Makes sense! Either one works, but the following IC post assumes the former (which can be edited).
----

As you mention the gig you got, you recall how upset your father was at your bold declaration, but the world could use more beauty as opposed to yet another good-for-nothing layabout, which, ironically, was exactly what he called you. Nevertheless, you push those thoughts aside for now and focus on the road ahead. You happened to be showing off some of your work when a representative for the Fine Arts section at Miskatonic was visiting Plymouth and offered you some help selling your work in a gallery there. Hah, who needs his money? You can make it your own way (as long as you're actually there for the opening, of course).
“An artist? Of like... paintings and stuff?” Silas seems confused, as if he thought the art somehow made itself.
----

Your occupational skills are: Art/Craft (Whatever Specialty You Choose), Psychology, Spot Hidden as well as a choice from the following:
Which conversational skill would he use to convince people to purchase your work?
Charm - physical attraction, seduction, flattery, or simply warmth of personality.
Fast Talk - limited to verbal trickery, deception, and misdirection, such as bamboozling a bouncer to let you inside a club, getting someone to sign a form they haven't read, making a policeman look the other way, and so on. Although sometimes it's just persuade that takes a short amount of time.
Intimidate - browbeating or making verbal threats to get your way.
Persuade - convince a person of a particular idea, concept, or belief through reasoned argument, debate, and discussion (although this does not necessarily have to employ the truth). This normally takes quite a bit of time.
.
Which language other than English do you know (Mother always thought you were her "little polyglot")?
Which of the two do you draw inspiration from for your art?
History - The old masters, combined with an interest in great battles or scenes of yore.
Natural World - Landscapes, depictions of the world in its most purest form.

Dark Seeker
2019-11-21, 03:28 AM
I really like the first option, think I shall go with that!

His Art would be painting. I believe Paul would use his natural Charm to convince people to buy his work; people seem to be drawn to his friendly demeanor and attractive looks.

He is quite well versed in French-- Mother was from Louisiana originally.

I'm rather torn between the other two, but I think he's had such an extensive education that he would lean more on History to guide his work.

Think this is where I must call it tonight, but really enjoying this so far. It's a unique character generation but is a lot of fun, thanks for running it for me.:)

zingbobco000
2019-11-21, 12:03 PM
You may now choose two skills from the following list that you would perceive to be related to Paul's career as an artist. I'll also provide a short sentence description or so for each. I know you have the rulebook, but there are some minor changes in 7th edition, so I figured I'd just show them all to you.

Accounting - understanding of accountancy procedures; reveals the financial functioning of a business or a person.
Anthropology - identify and understand an individual's or culture's way of life through observation
Appraise - estimate the value of a particular item, including the quality, material used, and workmanship.
Archeology - allows dating and identifying artifacts from past cultures as well as detecting fakes
Arts/Crafts (you have this one, but you may pick it up again for a different art/craft) - allows the creation, making, or repair of an item which could be artistic (painting, singing, etc...) or craft-related (woodworking, cookery, etc...). Each one requires its own choice.
Charm (you have this one) - physical attraction, seduction, flattery, or simply warmth of personality.
Climb - climb trees, walls, and other vertical surfaces with or without ropes or climbing gear.
Disguise - used whenever you wish to appear to be someone other than whom you are.
Dodge - allows one to instinctively evade blows, thrown missiles, and so forth.
Drive Auto - drive a car or light truck, make ordinary maneuvers, and cope with ordinary vehicle problems.
Electrical Repair - repair or reconfigure electrical equipment, such as auto ignitions, electric motors, fuse boxes, and burglar alarms.
Fast Talk - specifically limited to verbal trickery, deception, and misdirection, such as bamboozling a bouncer to let you inside a club, getting someone to sign a form they haven't read, making a policeman look the other way, and so on.
Fighting (Brawl) - one's skill in melee combat. There are also different specializations such as Sword, Axe, Spear, or Whip, which each require their own choice (if not picking Brawl).
Firearms - covers all manner of firearms, as well as bows and crossbows. There are different specializations including Handguns, Rifles/Shotguns, Bows, and Crossbows. Each one is it's own skill.
First Aid - emergency medical care, not for diseases (see Medicine).
History (you have this one) - recall a historical detail or event, the significance of a country, city, region, or person, as pertinent.
Intimidate - browbeating or making verbal threats to get your way.
Other Language (you have this one, but you may pick another one) - Knowledge (ability to understand, speak, read, and write) of a language that's not your own. Each language is its own choice.
Own Language - Knowledge of your own language (presumably English)
Law - represents the chance of knowing pertinent law, precedent, legal maneuvers, or court procedure.
Library Use - Find a piece of information, such as a certain book, newspaper, reference in a library, or a collection of documents (assuming there's information to be found).
Listen - interpret and understand sound, including overheard conversations, mutters behind a closed door, and whispered words in a cafe.
Locksmith - open car doors, hotwire autos, jimmy library windows, figure out Chinese puzzle boxes, and penetrate ordinary alarm systems.
Mechanical Repair - repair a broken machine or create a new one.
Medicine - diagnose and treat accidents, injuries, diseases, poisonings, etc...
Natural World - represents the traditional (unscientific) knowledge and personal observation of farmers, fishermen, inspired amateurs, and hobbyists.
Navigate - take the correct path to a destination, whether in a strange city or the wilderness.
Occult - recognize occult paraphernalia, words, and concepts, as well as folk traditions; can also identify grimoires of magic and occult codes.
Operate Heavy Machinery - required to drive and operate a train, steam engine, bulldozer, or other large-scale land machines. Persuade - convince a person of a particular idea, concept, or belief through reasoned argument, debate, and discussion (although this does not necessarily have to employ the truth).
Pilot - allows the safe operation of a boat, aircraft, or dirigible. Each one is its own skill.
Psychoanalysis - refers to the range of emotional therapies.
Psychology (you have this one) - perception, common to all humans, to form an idea of another person's motives and character, and detect if a person is lying.
Ride - applies to saddle horses, donkeys, and mules, granting knowledge of basic care of the riding animal, riding gear, and how to handle the steed at a gallop or on difficult terrain.
Science - practical and theoretical ability with a science specialty gained from some degree of formalized education and training, although a well-read amateur scientist may also be a possibility. These specializations include: Astronomy, Biology, Botany, Chemistry, Cryptography, Geology, Pharmacy, Physics, Zoology, etc... Each one is its own skill.
Sleight of Hand - allows the visual covering-up, secreting, or masking of an object or objects, perhaps with debris, cloth, or other illusion-promoting materials.
Spot Hidden (you have this one) - find a secret door or compartment, notice a hidden intruder, see an inconspicuous clue, recognize a repainted automobile, become aware of ambushers, etc. - an important skill in the armory of an investigator.
Stealth - when attempting to avoid detection, moving quietly, and hiding without alerting those who might hear or see.
Survival - expertise required to survive in extreme conditions, such as in desert or arctic conditions, as well as on the sea or in wilderness terrain. Each environment is its own skill.
Swim - the ability to float and to move through water or other liquid in times of crisis or danger.
Throw - hit a target with an object.
Track - follow a person, vehicle, or animal over earth, and through plants.


Oh boy, that was long. I listed all of them for later reference, as well as to let you know that as long as it makes sense, any of these can be involved in your occupation. So, with all that out of the way, choose two!

Also, I'm happy to run it for you. I'm glad that you're having fun!

Dark Seeker
2019-11-21, 02:48 PM
Paul has recently been drawn to the Natural World as an inspiration for his creativity. He's also developed a bit of a curiosity for the Occult . Though he believes everything he's read to be fiction, he finds it a rich vein to mine for ideas relating to future creativity.

Thanks for all the effort-- as someone who has had to type up large amounts of text for my own games I know how tedious it can be, but also how enjoyable it is for players.:)

zingbobco000
2019-11-21, 02:50 PM
You realize Silas hasn’t made a stop since the incident with the tractor. The motor coach winds its way uphill. However, your thoughts are interrupted as the road crests a ridge and you are treated to a magnificent view of the vista below.
----

Note that just like in previous editions, even if you don't pick a skill as an Occupational Skill or a Personal Interest, you can still attempt any skill roll, having what's called a Base ability in it. There will more than likely be a slight, but nevertheless present, chance of you succeeding on anything you attempt.
----

A creek snakes through the valley, breaking the rich autumn palette of the tree line. In the distance the White Mountains rise into hazy cloud. There is no settlement, not even a cabin, as far as the eye can see. Birds drift through the treetops, and you can just make out what might be two white-tailed deer lingering by the water.
Perhaps you are making a mistake by moving to the city. Could you survive on your own in this lush wilderness?
----

Speaking of Personal Interest Skills from before, please choose four skills that represent Paul's Personal interests (so things unrelated to his occcupation, in fact they cannot be the same as his occupational skills).

Also, I have a tendency to write a lot as it is, so as long as it's interesting and all that I'm fine with it. I just hope you're ok with it.

Dark Seeker
2019-11-21, 03:10 PM
Paul has studied Law and has some knowledge of it. He's also fairly good at Library Use, having to research a lot back in school, and still does so when looking for art inspiration. He also is more than just a pretty face; knowing how to Persuade others when charm alone won't work. And his diminitive form has always ensured he had something of a talent for Stealth.

And I love it, write as much as you are comfortable with.

zingbobco000
2019-11-21, 04:07 PM
The motor coach rattles on through the hills and Silas continues his silence. The sky darkens behind you, pinks tinting the clouds as the sun descends. Finally a welcome sight comes into view: a settlement on the crest of a hill. This doesn’t look like the pictures you’ve seen of Ossipee. But perhaps you can persuade Silas to stop while you stretch your legs.
----

So now we need to discuss the order of your occupational skills. You currently have chosen: Art/Craft (Painting), History, Charm, Other Language (French), Spot Hidden, Psychology, Natural World, and Occult. Please rate these from highest to lowest.

Dark Seeker
2019-11-21, 04:55 PM
Let's try:

Charm
Art:Painting
History
Occult
Other Language:French
Natural World
Psychology
Spot Hidden

zingbobco000
2019-11-21, 05:01 PM
Minutes later, a harsh stuttering from the engine interrupts your reverie. Silas frowns and rattles the gear stick. The motor coach falters in its ascent. Silas utters a curse you don’t recognize and grinds his teeth, struggling at the wheel. You seem to inch up the hill until you reach the first buildings, low dwellings constructed from a rough red stone. Silas wrestles the coach into a small bay off the road. He scrambles from his seat and makes for the engine compartment.
----

Please give me either a Drive Auto (you consider yourself an amateur in this field) roll or a Hard Psychology (you consider yourself an amateur in this field) roll. A Hard roll means that you must roll equal to or under half of your skill level (as opposed to STRx2 vs. STRx5 or something similar, they use this mechanic instead).

Dark Seeker
2019-11-21, 05:14 PM
Would I know which of these I'd have a better chance with? Failing that, I'll try a Drive Auto.

[roll0]

zingbobco000
2019-11-21, 05:22 PM
In this case, you consider them to be on broadly equal footing. This beginning scenario I want to have people focus on their character as opposed to their stats. Nevertheless, sadly that’s a Failure (and would’ve been regardless).
----

Silas opens the engine compartment open and sticks his head inside. The hot metal pops and sizzles. He pokes at various components, then withdraws and wipes his brow, smearing it with dark grease.
“I ain’t sure what’s wrong. Might be the oil pressure. Might be something knocked off kilter when we took that spill. Can’t do much until the engine cools neither. And with the light failing… I reckon we’ll be here through the night.” He wipes his hands on a rag.
The shadows from your surroundings are already long, and the air is chilly. You feel stiff from the journey and a night in the rickety coach sounds unappealing. Silas sees your dismay.
“This here’s Emberhead. Miles from anyplace. I only come through twice a week. But the folks here are good people. May Ledbetter keeps a spare room. She’ll look after you. Up that alley, turn right, first house on the left.”
He scratches his cheek, looks again into the engine compartment, and spits on the ground.
“Meet me back here at eight in the morning and we’ll see how’s we stand.”
----

Now we're entering the more freeform part of the adventure. Nevertheless, given that this is still an introductory scenario. I'll be providing little prompts at the bottom of example things your character could attempt so that you can formulate a post in-line with general Call of Cthulhu ideas (not that I think you don’t know how to play the game, of course). In this instance, I have three possibilities.
1. Head out and look for this May Ledbetter's house
2. Ask Silas where he's going to stay the night
3. Challenge Silas about the breakdown

Dark Seeker
2019-11-21, 05:58 PM
Paul gets out of the coach and stretches for a moment. He sees no reason to distrust Silas' assessment, and seems genuinely grateful for the advice.

"Fantastic, I shall take her up on that. But what about you, Silas? I'd hate for you to have to spend the night here. It sounds as though you know Ms. Ledbetter. Perhaps we should split the room? Given the exceptional circumstances I am sure she would not want you put out on the street either."



[roll0]

zingbobco000
2019-11-21, 06:01 PM
In the future, I request that you don't roll unless I ask. This is because I don't want to have a scenario where you roll poorly or well and I feel the urge to honor that. Both of us post often enough that should a roll be required I do not think there'd be too long of an interim between rolls.
----

He gives the engine a sour glance before answering.
“Nah... don't you worry. I’ve got acquaintances here in the village. Reckon one of ‘em owes me a favor. Enough for bed and breakfast, in any case.” He stares at his grubby hands. “Probably won’t stretch to a hot bath.”
You don’t seem to have a lot of options. You fetch your cases from the back of the motor coach. The last thing you need is for several choice pieces you were going to show off in the exhibition to disappear into some stranger’s hovel overnight.

You drag your cases between the sullen buildings. You feel surprisingly weary, considering you have spent all day sitting down. Silas’ directions lead you to a modest dwelling with a slate roof. A nameplate reads LEDBETTER, and underneath, a sign in neat copperplate reads, LODGING ROOM. The lane around you is gloomy, but a lamp flickers in the window.
A breeze chills your face. You’re not about to begin your new life by sleeping in the street. You rap on the weatherbeaten door.

After a moment, you hear footsteps inside the house. A bolt is drawn back and the wooden door swings open. A figure with loose curls and a rough-looking housedress peers at you. Her gaze takes in your traveling suit and your cases. Her voice has a slight Irish lilt.
“Hello. Should I take it as you’re looking for a room for the night?”
You enquire as to her rates, suppressing a grimace. As far as you’ve seen, the village does not offer you many alternatives.
“Oh, you’ll find them very reasonable,” she says. “You look tired. I’m May. Come inside and we’ll talk over a cup of tea.”

https://s3.amazonaws.com/files.d20.io/images/89720477/3I0eOVivfrRrePhC6_G9kw/max.png?1566315260

The Ledbetter house feels cramped, with a low ceiling and simple fittings. But it is well kept and a cheerful fire crackles in the grate. The aroma of the tea is soothing and the cup warms your fingers.
“Have you come to Emberhead for the festival?” asks May.
----

Would you like to explain what happened with Silas and the coach, or ask about this festival?

Dark Seeker
2019-11-21, 06:18 PM
Understood, sorry about jumping the gun there.:smallbiggrin:

Paul drags his luggage to Ms. Ledbetter's home, having significant difficulty. This trip was already starting off rather unpleasantly, but he contented himself with the knowledge that things could not get much worse from here.

"Good evening May," Paul offers her a tired smile, only slightly forced. "No I haven't actually, what's the festival celebrating?"

zingbobco000
2019-11-21, 06:25 PM
You're all fine! I love the enthusiasm, I just don't want to get into a complicated situation :smallwink:.

“Well now, I suppose the Festival is about the only reason folks come to Emberhead. I thought you had maybe come to study it or take photographs, we get one or two visitors every couple of years for it. Well, it’s not tomorrow night but the night after. I suppose it looks very strange to a passerby.”
May tops up your tea. The spout chinks against your cup.
“We’ve got the Beacon, you see. One night every year there’s a torch-lit procession and we light the Beacon on the cliffs. You’ve never seen the like of it. They say it keeps the spirit of the village alive for another year. It’s a celebration. A celebration...”
She tails off for a moment, and blinks.
“But you didn’t come here to listen to me blather, and you must be hungry. I can rustle you up a bit of stew. How would that be?”
You ask again about her rates, and May names a price so low you accept it without hesitation. The room is small but comfortable, and the stew dark and hearty. The sign outside appears to be true to its name as there's only one LODGING ROOM, and thus, no other visitors. After dinner, you have a couple of hours before your usual bedtime.
----

Would you maybe like to talk to May some more? Walk around and get your bearings (then again, it is getting a bit late)? Or would you rather just turn in for an early night?

Dark Seeker
2019-11-21, 11:20 PM
"Really? That sounds fascinating; I'm not sure I've ever heard of something quite like it." Paul thinks this festival sounds like an excellent idea to paint, but he's not sure he has the time.

The food is quite hearty, and though he's a bit tired, he spends some more time with May, getting to know her and attempting to learn more about the history behind the town and festival.

zingbobco000
2019-11-22, 11:24 AM
May talks about life in Emberhead. “In her letters my sister always asks if I’m not bored, living in such a small place. She lives in New York. Then she writes about how frightened she is to walk home at night! I ask you.”
You mention your hopes for a new life in Arkham. May doesn’t seem to hear you.
“It’s a small place here, yes, but that means we have real community. Everybody’s face is known. Everybody works together. Nobody is excluded. Except those who choose to exclude themselves, of course. I couldn’t live anywhere else now.”
----

Please give me a Charm (you consider yourself to be a professional in this field) roll.

Dark Seeker
2019-11-22, 02:22 PM
"It sounds like a lovely little town," Paul says sincerely, though he's not sure he'd want to live here. He's ready for life in a bigger pond for awhile. He talks with her more and helps to clean up.

[roll0]

I am guessing she is eating out of the palm of his hand now.:smallbiggrin:

zingbobco000
2019-11-22, 04:03 PM
Indeed!
----

As the hour wears on, May’s upbeat manner descends into something more reflective. She also is quite thankful for your assistance.
“It’s not always easy. I’m a widow, you know. My husband... well, he passed some time ago. We have a little money, and of course I appreciate the custom of travelers like yourself. I know we’ll never starve as long as we live here. But I don’t see myself marrying again. I know every man in this village. I know them too well, if you see what I mean.”
Her mouth twists briefly, then she yawns and pushes a hand through her hair.
“Time for me to turn in. When would you like your breakfast?”
----

You've succeeded in a skill roll, so if you had a character sheet you'd be able to check-mark it so you can improve on it (just like. in earlier editions).
----

As May puts the last dish away, you hear a clunk behind you. You look over your shoulder, but all you can see is a wooden door, securely closed.
May tuts. “The young lady of the house. She’ll have been listening to us. Ruth! Come and greet our guest.”
There is a short pause, then the door creaks open. Two wide eyes peer at you from the gap, between tousled hair and a rough nightgown.
“What do you say?”
The eyes blink. “Pleased to meet you.”
“Now get back to bed.”
The door closes again.
“My daughter Ruth. Ten years this summer. She’s a delight and a torment all in one. Don’t worry, she sleeps in with me. She’ll not disturb you. Good night now.”
You retire to your room. It is a little chilly, but you are too tired to worry about lighting the fire. The sheets are clean and the bed soon warms up. The silence outside is strange after living in a town for so long, but you soon drop off.
----

Before I post the next portion, I just wanted to check in. Is this all ok? Have I written anything that you don't think Paul would do?

Dark Seeker
2019-11-22, 06:59 PM
Understood. Are you keeping check of my skill successes then? Or is this character only designed for this scenario and I can expect him to meet a grizzly end.:smallbiggrin:

"I'm sorry to hear that, Ms. Ledbetter," Paul says sincerely. he makes a note to leave her double whatever she was charging him. His money was a bit tight, but he'd make due,and it seemed as though she could really use it. Something of what she says troubles him, but the combination of his tiredness and manners makes him reluctant to press further. Living in a small town, he imagines she knows all the dirty little secrets of the neighbor man. Things like who drank too much and who had a temper. That might be enough to put anyone off marriage.

He offers a polite greeting to Ruth, amused by the child's subterfuge. Then he heads off to his room and sleep soon finds him.

No, I think everything looks good so far!

zingbobco000
2019-11-22, 10:10 PM
I shall indeed be keeping track of such things.
----

You dream of fire in the grate; coruscating colors shimmering through the dancing tongues of flame. At first they are tiny, almost microscopic, but they grow, and grow, until a kaleidoscopic inferno spills from the fireplace, spreading across the floor, up the sheets…
You wake with a start. Daylight glints through the curtains. You get up and examine the grate, blinking the sleep from your eyes. It is quite cold.
----

If you have taken any damage, you may heal 1 hit point back for your night’s sleep (but you haven't, so... cool [this was to review how healing works {again, I don't think you need it, but still}]).
----

May seems to have no running water, but has supplied some in a ceramic jug. You freshen up at the washstand and go in. She cooks a hearty breakfast and leaves you in peace to eat. At about seven-thirty, you are paid up, packed, and ready to go. You bid May goodbye and she wishes you the best for your new career in Arkham.

You are already tired of your heavy bags. Hopefully Silas has repaired the motor coach and you can resume your long journey. A sourpuss he might be, but the old driver seemed to understand his vehicle well enough. You pause to check your watch—still twenty minutes early—and round the final corner.
The motor coach is gone.
You put your bags down and search the area, trekking up and down slopes and around corners. At the edge of the village, you trace the long road back as it winds across the hills. Eight o’clock comes and goes. There is no coach to be seen.
A passing villager notices your bags.
“Looking for the bus? I heard him take off at first light. He’s due back in three or four days. If you need a place to stay, May Ledbetter rents a room.” The man raises his hat to you and strolls on into the village.
You curse Silas under your breath. Perhaps he went for parts. But you wonder if the old goat has stranded you here on purpose.

May is doing laundry, and looks surprised to see you again. “Forgot something?” When you explain the situation, she offers to store your bags while you try to arrange alternative transport. You are grateful to relinquish the load.
“Nobody here has anything like a car.” She strokes her chin and narrows her eyes. “Maybe you could find somebody with a horse and a cart for your bags. I could ask around later. Try Mr. Winters at the village hall, he’ll know if anyone will. Or ask among the artisans. Their workshops are first left on Silbury Street.” She reaches over and squeezes your wrist. “Don’t worry, I won’t see you sleeping in the street, money or no money.”
You thank May, and turn to face the village.

You wander the streets of Emberhead without any particular destination in mind. The village is built on a relatively flat upland with splendid views. To the north, the hazy tips of the White Mountains reach for the heavens; to the south, the sparkling waters of Lake Winnipesaukee touch the horizon.
The village itself takes less than five minutes to cross from edge to edge. You arrived on the winding road to the west. The only other road leaves to the south, following a lower ridge of land as it turns east. In the southwest of the village, an open grassy space borders a ruined church, its graveyard cresting the cliffs. To the northeast, the three main thoroughfares meet at a raised black metal structure. It looms, stark against the blue sky.
----

Ohhhh boy that was a lot. I hope that all makes sense, but to conclude would you like to: Ask about transport in the local general store, seek out the village hall, walk down to the lower level and check out the eastern road out of town, examine the large metal structure, explore the church, or look for local people in the artisan's courtyard with their own transport needs?

Dark Seeker
2019-11-23, 12:04 AM
Paul sits up with a start, the unusual nightmare unsettling him. They were rather unusual for him. But never one to let creativity go to waste, he tries to sketch down whatever images he remembers from the dream.

It's appreciated- I really play more DG nowadays, so I may be a little rusty on the actual rules. I think in DG healing is once a week, so I would have totally missed this,so thanks for the rule clarification.:)

***

If nothing else May was an excellent cook. Paul enjoys the meal, pays her,and promises he'll send her a free painting should his career take off. He's in a good mood despite his load until he sees that Silas has abandoned him in town. He would have appreciated a heads up, at least. But there was nothing to do than return to May's house. After dropping his luggage off, he explores the town. It has some exceptional views, and if worse came to worst he would have time to record them all.

His plan to ask about transportation exits his mind when he sees the large black metal structure.He decides to check it out, as he's never seen anything quite like it.

zingbobco000
2019-11-23, 11:40 AM
You walk up The Approach, the most central of the village’s major streets. It points directly at the odd metal structure. As you emerge from the shade of the nearby buildings, you are greeted by a magnificent panorama spread from the north to the southeast. The last colors of fall tint the hills in a sleepy gold.
The structure, by contrast, is made from uncompromising iron, singed black. It supports an immense curved platform at the level of your head. Further struts snake up to a central point. It looks like they may have been some kind of sculpture at one time, but are now twisted and melted beyond recognition.
An older gentleman passes, looking up at you with rheumy eyes. “Are you here for the Festival?” he asks. “That’s the Beacon. When they light it, night after next, you’ll be able to see it ten miles away.” He gives a little nod of satisfaction, then moves on, leaning on his walking stick.
Now you notice bundles of wood, tied and stacked against the buildings nearby. Perhaps this Festival would be an interesting diversion. But you really must head to Arkham as soon as possible.
----

As you begin to look this structure over, please give me a Spot Hidden roll (you consider yourself an amateur).

Dark Seeker
2019-11-23, 01:18 PM
Paul takes in the odd structure that seems the center of this town's festival. Perhaps I'll try and catch it next year, but I must get to Arkham.

[roll0]

zingbobco000
2019-11-23, 06:13 PM
I'm afraid that's a Failure...
----

You are beginning to get your bearings in Emberhead. Would you like to explore some more?
----

To repeat my list of exploratory options: The lower ridge of land that heads eastward, the artisan's courtyard, the village hall, the church, the general store, or the raised black metal structure?

Dark Seeker
2019-11-23, 11:13 PM
Next, Paul decides to look at the village hall, hoping to find Mr. Winters.

zingbobco000
2019-11-23, 11:26 PM
The village hall backs against a cliff at the east end of Silbury Street. It’s the largest building you’ve seen so far in Emberhead. It is, however, locked and shuttered. You walk around it, peering through gaps in the shutters. There seems to be one large room, presumably for community meetings, and a smaller annex that serves as an office and archive. One of the windows is bricked up. Back at the main door, you can see no posted opening hours.
“Mr. Winters doesn’t open up mornings, this time of year,” says a gray-garbed woman passing by. “Best come back this afternoon.”
You ask whether the office has a telegraph, you really must get in contact with the publishing company.
“Don’t know.” She shrugs. “Who would we call?”
You will have to try again later.

You think that you've begun to get the general layout of Emberhead. Would you like to explore some more?
----

To repeat my list of exploratory options: The lower ridge of land that heads eastward, the artisan's courtyard, the village hall, the church, the general store, or the raised black metal structure?

Dark Seeker
2019-11-23, 11:46 PM
Paul decides to head next to the general store; hopefully they would know somewhere around here he could arrange transport.

But as he's heading there, the ruined church catches his eye; intrigued by the history and character behind such a building, he decides to go and check it out first. He could always visit the store later.

zingbobco000
2019-11-23, 11:51 PM
The general store is on a corner beside the main road, just before it plunges to the south. The shopkeeper is a brisk, immense lady with a starched apron and strong shoulders. She looks hard at your unfamiliar face.
“Transport? There’s a motorcoach comes through twice a week. Missed it? Hmm. Truck brings in my supplies every second Tuesday, but he’s not due until next week.” She shrugs.
It seems Emberhead is content to keep its distance from the outside world.
----

You have enough cash on you to buy a couple of inexpensive everyday items here. Remember the year is 1921! The shop stocks no weapons except a dusty hunting knife, which you may purchase if you want.

Dark Seeker
2019-11-23, 11:58 PM
Sorry for not being clear; Paul was going to visit the church first. But I'm equally fine doing it this way, the store is probably closer anyway.

Paul really sees no need for a knife. He asks if there is any local newspaper or the like, before leaving and heading for the church.

zingbobco000
2019-11-24, 12:02 AM
XD I read that, started writing about the church and my mind just suddenly went: No, wait, the store! That's my bad.
----

You cross the street towards the church. As you glance to your left, your gaze alights on the large metal structure. Something bothers you about its positioning. You back up and look again. Yes! Emberhead’s central thoroughfare points directly at the structure. This seems too precise to be a coincidence.
You press on and draw into the shadow of the church. The building is in a sorry state. The top of the steeple is missing, a ragged gash of splintered boards marking its absence, and the floors beneath it have collapsed. It appears to have torn through the roof of the main building as it fell. Only the back half is still intact. The white paint, which once covered the church, has yellowed and peeled.
It seems safe enough to explore the rear section. Old pews are stacked against the wall, choked with mildew. Most of the windows are broken. You guess this church has been disused for about twenty years. There is little more to interest you.
----

Please give me a Ride (you consider yourself a beginner in this field) roll with a Bonus Die. This means that you roll another d10 and you may use it for the ten's place if the result is lower (I don't think they had this in 6E, but I might be misremembering).

Dark Seeker
2019-11-24, 12:15 AM
Paul is rather surprised at the state of the church; he hadn't seen any other since he entered the town, but surely they had to have one?

[roll0]

[roll1]

I don't recall that rule, so it's good to know.

zingbobco000
2019-11-24, 12:21 AM
Your morning exertions have left you hungry. You roam the streets of Emberhead looking for sustenance. There is nothing resembling the busy cafés of your hometown, or anything that might be called a restaurant.
It is beginning to look like you will have to get supplies from the general store when May Ledbetter comes down the street with a girl trailing in her wake. This must be Ruth. As she notices you, she races past her mother and approaches you with a smile. This is a different Ruth from the shy creature of last night.
As she reaches you, she stops and stretches her arms up in celebration. She looks up into your eyes. Abruptly the smile drops from her face and she looks several years older.
“Get out before the festival,” she hisses. “Get out!” She blinks hard, then scuttles back towards her mother.
May approaches, wrapping an arm around her daughter’s shoulders. She smiles. “How are you getting on? Have you found transport?”
Startled, you explain the frustrations of the situation.
“I’d try Mr. Winters in the village hall. He’s always in of an afternoon. You’ll be hungry by now? Help yourself to any food in the house. The door’s not locked.”
You glance at Ruth where she has squirreled herself behind her mother’s leg. Her eyes implore you to silence.
----

Would you like to ask Ruth about what she said? Ask May about what Ruth said? Or just... stay silent and continue towards the household.

Dark Seeker
2019-11-24, 12:32 AM
First really hard decision in the game. Still, I like to think May and Paul have developed something of a connection. Let's try my luck with her.

"Food would be wonderful, thank you. I've just been exploring the town. It's a very interesting structure, and the old church... this town must have such a storied history.

He tries to lean in closer and gives May his best smile. "Ruth is such a sweet girl, but I don't really think she likes me. She told me to leave town before the festival. Does she not like strangers?'

zingbobco000
2019-11-24, 01:35 AM
She nods with your first statement concerning the town, but when you mention Ruth's declaration, she gives her daughter a hard stare. Ruth looks at the ground.
May says, “Ruth doesn’t like it when we have guests in the house. But she needs to learn that we don’t always get what we want in life. Sometimes we have to do things we might not best like. But they’re necessary, all the same.”
May shakes her head at you and then nods back in the direction of the house. You catch a hint of emotion in those green eyes.

You take your leave of the Ledbetters and head towards their house. The door opens easily. In the low kitchen you make a meal from stodgy bread and leftover stew. A little window offers a view to the mountains.
If you learned one thing this morning, it was that Emberhead’s streets hold little to occupy the visitor from out of town. But there are still about five hours of daylight remaining. You could take some provisions and the bare essentials from your luggage, and set out in the hope of reaching another settlement before dark. Or you could ask advice from this Mr. Winters.
----

Which of the two are you thinking?

Dark Seeker
2019-11-24, 01:47 AM
"Aye. Well I'll do my best to not be a nuisance; though according to my father I always was." Paul laughs mildly. "Try not to be too cross with her, madame; I took no offense."

Can Paul discern at all what type of emotion flashes in her eyes?

Paul has no wish to brave the roads-- after lunch, he'll set out to try and meet with this Mr. Winters.

zingbobco000
2019-11-24, 01:49 AM
Sure, give me a Psychology (you consider yourself an amateur in this field) roll.
----

The village hall overlooks the lower north ridge of the village. You walk along Silbury Street to find it, conscious of the oppressive black metal structure framed at the end of the road. The shutters of the hall are open and some windows left ajar. There is no knocker, but a little bell over the entrance tinkles as you push the front door.
Inside, a sturdy door to your right is marked PRIVATE. To your left, an opening leads through to a bright room. You take a few steps inside. Benches line the walls and there are two noticeboards mounted between the windows.
----

Would you like to observe the noticeboards or knock on the closed door?

Dark Seeker
2019-11-24, 01:54 AM
[roll0] Psychology

Paul takes a moment to examine the noticeboards, curious as to what sort of events the town is advertising.

zingbobco000
2019-11-24, 01:55 AM
That is actually, in fact, your skill value in Psychology, so... congratulations! This also means that you may be able to improve this skill later on.
----

The flash of emotion appeared to be... regret? Interesting...

The floorboards creak beneath you as you cross the room. You feel a slight spring in your step. Perhaps this room is used as a gymnasium for the village children.
One noticeboard appears to be for the adults of the community, and one for the children. The former looks neglected, featuring handwritten advertisements for household items and a yellowed note about telegraph pricing. There is nothing (if you were wondering) about the festival.
The children’s noticeboard has a schedule for weekly crèche services, and a number of paintings obviously done by the children themselves. Most are incoherent, though colorful. As best you can tell, they depict fireworks, or perhaps the tale of Joseph from the Book of Genesis. One has lost a pin and hangs upside down. It shows a giant bird attacking Emberhead. Or it might simply be that the artist has not yet mastered the subtleties of scale.
----

Nevertheless, please give me a Spot Hidden roll.

Dark Seeker
2019-11-24, 02:01 AM
Paul raises an eyebrow at the emotion, but says nothing. Maybe he'll ask May about it later tonight.

***

He examines the paintings, appreciating the children's enthusiasm if noting their lack of skill. Still, he had been in their shoes one day several years back-- and look at him now! He was on the road to becoming a true artist. He'd show the world his talent. And his father.

The giant bird was interesting. It was rather fascinating what sort of images came out of the mind of kids. They were still fully in touch with their imagination; it was something to admire. He looks for a signature or name for the painting, on the off chance the child had labeled it.

[roll0]

zingbobco000
2019-11-24, 02:04 AM
Sadly that's a Failure.
----

Paul notices a sort of scribble, maybe it's... Adam? Or Ava? There's some sort of A... but otherwise, well... it's quite evident that handwriting was not this child's strong suit.

The door scrapes behind you. A middle-aged, bespectacled gentleman appears in the doorway. “May I help you?”
You explain you are visiting on May Ledbetter’s recommendation.
“Ah. Well, I’m Clyde Winters. I’m not sure I can help you, but… would you care for some coffee? I’m partial to a cup in the afternoon.”
He gestures to the open door behind him. This seems like a worthwhile opportunity, and you are a little thirsty.

You step through the door marked PRIVATE. The other side of the village hall is in marked contrast to the public space. The room is compact, lined with shelves of books and file alcoves. One corner is reserved for a tiny pantry and what is presumably a water closet.
You study Mr. Winters as he fills the percolator. Although thin on top, his hair is oiled and neatly swept back. His suit is a sober affair, and well-tailored even if the cut is a little oldfashioned. A lesser man working alone might have loosened his bow tie for comfort.
On the desk against the opposite wall, you notice what looks like a telegraph set.
----

Would you like to make small talk with Mr. Winters first? Or would you rather immediately ask about the telegraph?

Dark Seeker
2019-11-24, 02:12 AM
Rather embarrassed at being caught snooping, Paul turns on the charm. "Forgive me, I was just looking at the children's drawings. I'm an artist, you see. So many of the young ones have such talent. This one here with the bird is especially captivating! The heights of a child's imagination is something we can all learn from."

The man reminds Paul of the stuffy types his father associated with, but he does his best to be polite, and makes small talks as he sips his drink.

Paul is going to make friends with all the cultists and make them feel real bad about sacrificing him. :smallbiggrin:

zingbobco000
2019-11-24, 02:22 AM
Mr. Winters smiles and nods, "Indeed they do, yes. Quite the vivid imagination those young ones have."

The pot begins to gurgle as you exchange pleasantries with Winters.
“Living here? It’s a trade-off, like so much in life.” He looks past you at a high shelf. “I could wish for access to a proper library, of course. But I know myself well enough. I’m strictly a dabbler. And the cities...” His face wrinkles in distaste. “Too many people. Everybody rushing and shouting. We have a special place here in Emberhead. And someone must accept responsibility for keeping it so. That was my father before me. And now the duty falls to me.” He lifts his chin and straightens up. You cannot help but wonder if this is who you would become should you have listened to your father.
“This evening, as the sun sets, look out at the landscape around the village. We have peace up here, halfway to the stars. Are we not privileged? Is this not worth the hardships we must accept?”
He looks at you speculatively. This seems a good time to ask about the telegraph.

“The telegraph? Mmm. Much as we value our isolation, we do need the link sometimes… you were hoping to send a message? I must apologize. The line has been down for two weeks. I reported the fault, but of course, they’re not so speedy when the problem lies in a rural area. I’m expecting a repair the day after next. I do appreciate how frustrating this must be. The coach is due, in what, three days? But I think he’s going west. Perhaps you might engage a wagon? One of the farmers might...”
You explain that you have asked a few of the residents already, but to no avail.
“I tell you what.” Winters pours you a steaming cup of coffee. The dark liquid smells rich and strong (this is when you sip said coffee). “When the repair crew arrive I’ll ask them to take you back with them. How would that be? They might want a dollar or two to grease the wheels...”
The day after tomorrow? It’s less than ideal. But it’s the first real opportunity you’ve had.
----

Would you like to thank Mr. Winters and depart? Or would you like to inquire about his aforementioned library?

What cultists...? :|

Dark Seeker
2019-11-24, 02:35 AM
"It seems like a nice place. Perhaps in my older years I should like to retire somewhere like here. I imagine I could spent may days painting the scenery and contemplating the beauty of nature."

He frowns at hearing of yet another delay. "Oh dear. That is unfortunate, but nothing to be done about it. I suppose I had best get ready to spend another few nights here, then. But better than braving the roads myself."

"You mentioned a library? I'm also something of a reader myself, I find it inspires me. Could I trouble you to get a look at your collection? I'm afraid I cannot offer much in payment, but whenever I next find myself traveling, I'll be sure to stop in Emberhead and bring you a few books to add to your library."

zingbobco000
2019-11-24, 01:50 PM
Mr. Winters stares off through a window at the sky hanging over the edge of the cliff. "Indeed... it is... quite serene."

Winters blushes with pleasure when you make the offer of donating more books.
“Well, of course they’re not my personal collection. They belong to the village,” he says. “But I did select most of the recent items. This is the community’s library, you see. I put up the PRIVATE sign to stop people just wandering in from meetings in the other room. But this is really a public space.”
You scan the shelves. There is a sparse but respectable collection on mathematics and the sciences, passable sections on history and arts, and a shelf of literature. He has a few lowbrow novels tucked away in a corner, with tatty copies of Bizarre Tales magazine.
“Quality does not always equate to popularity, I’m afraid.” Winters gives you an apologetic smile.

Dark Seeker
2019-11-24, 03:57 PM
"Quite a varied selection here," says Paul. In truth he's a bit dissapointed, but polite enough not to show it. "But that's a positive trait so far as I'm concerned. One must be eclectic in their education."

After leafing through some of the more interesting art books(most of which he has likely read before) He thanks the man again, repeats his promise to donate more to his collection when opportunity should allow him to, and heads out.

zingbobco000
2019-11-24, 04:09 PM
Winters is happy for you to spend the rest of the afternoon in study and offers you an upright but comfortable chair. You have enough time to read for a while.
----

This was my bad, but I wanted to actually offer you a couple of choices: read about the history of the area, try to gather something about the festival, read something from the sciences, or read some of the weird fiction. If you'd rather read about the arts, that's fine too, I just wanted to offer the option.

Dark Seeker
2019-11-24, 06:54 PM
This town's history has proven fascinating to Paul, so he tries to find more about it.

No worries, I know you're juggling several games!

zingbobco000
2019-11-24, 08:03 PM
I still feel bad about it regardless...
----

There is no single book on the history of the area, and you have to put together a picture from a variety of slim, specialized volumes.
There seems some suggestion that the hill upon which Emberhead is built was a place of reverence for the Abnaki, or Abenaki, a native tribe whose name means “people of the dawnlands.” The tribe made an annual journey to the hill “as the leaves turned the deepest hue of sunset.” There are some references to sun rituals performed in the area but these are not convincingly attributed.
The region was caught up in King George’s War, and in 1746 British colonial forces counterattacked in response to a raid by the Wabanaki Confederacy, which included the Abenaki. The King’s men gave no quarter and the few survivors among the natives were driven from the area permanently.
There seems no confirmed date when Emberhead itself was founded, although there are accounts of settlers on the hill from shortly after the end of the Revolutionary War.

The afternoon wears on. You have not quite finished your reading when Winters glances out of the window and stands up. He clears his throat.
----

Please give me a Credit Rating roll. Given that you're trying to make it on your own without your family's support, you are of middle class status.

Dark Seeker
2019-11-24, 09:17 PM
No worries!

Paul continues to read about Emberhead. He finds the local legends fascinating, if somewhat scattered. But that was true of many old stories he supposed.

[roll0]

zingbobco000
2019-11-24, 09:26 PM
“I’m afraid I have some errands to run before dark. So I must close the library for today. I do hope you will return tomorrow afternoon if you are so inclined?”
You leave the building with Winters, waiting as he locks up. You thank him for the coffee and the access to the library. He disappears off down an alley. You hope to be away from the village before tomorrow afternoon, but it’s good to know that there is a place you can occupy yourself.

As the light fades, you return to the Ledbetter house and eat a light supper. May is unusually taciturn. Ruth’s eyes flick to yours several times during the meal. There is an urgency there you cannot quite interpret. Afterwards, May ushers the girl into their joint room.
You have been in Emberhead for barely one whole day and you already feel confined by it, both geographically and socially. The evening seems to offer little.
----

Would you like to go stargazing? Or would you maybe try and get Ruth alone so that you can talk to her?

Dark Seeker
2019-11-25, 01:06 AM
"Ah yes, understood. Tomorrow, perhaps, if I'm still in town." Paul leaves the library and thanks Mr. Winter once again.

If possible, before going back to May's Paul would stop by the general store and purchase a small treat or something to give to Ruth. He still things the girl does not like him, and wants to at least offer her a treat if he had gotten her into trouble earlier. After dinner, he tries to speak with her.

zingbobco000
2019-11-25, 01:43 AM
Mr. Winters nods.

You purchase the gift, but when offered to Ruth she looks at her mother and then shakes her head. May notes, "She's been misbehaving a bit today, but thank you. I might give this to her later tonight if her behavior improves." At that statement, she looks directly at her daughter with eyes that spell out a warning.

In time, May returns to the kitchen and busies herself clearing up. To speak to Ruth, you will need to get May to leave for a short while. You help with the dishes and try to think of some ruse. In time, an idea comes and you ask about Silas and his friends in the village.
May narrows her eyes. “He knows Troy on the other side of town,” she says. “Not sure I’d call them friends. More like an old feuding couple. But he probably spent last night at Troy’s place.”
You ask May if she could visit Troy and ask if Silas mentioned any plans to return. May looks dubious. “Right now?” she asks.
----

Consider how you're going to influence May. Is your goal going to be to appeal to her emotions? Rush her into compliance? Or utilize logic by pointing out how this delay further threatens your career prospects? Choose whichever one you believe that Paul would utilize and then give me a roll.

Dark Seeker
2019-11-25, 02:12 AM
Paul feels bad about lying to May, (who he actually likes for taking care of him) But soothes his conscience by telling himself it's really not a lie; he is rather curious when Silas will return. And if it lets him talk to Ruth for a few minutes, well, that was a bonus.

"I realize this is a terrible inconvenience for you May, but I have no idea where Silas is or when he plans on returning. It would sure help me sleep better if I knew when he was coming back. And it would allow me to make plans for tomorrow if I knew he was not going to come back then. Tell you what. I'll put away the rest of the dishes and do any other things you need done around the house-- not that it's that much, mind you-- if you'd be willing to go over and ask Troy when Silas said when he's planning on coming back." With that, he flashes his most winning smile, trying very hard to Charm her.

[roll0]

zingbobco000
2019-11-25, 02:20 AM
That statement is actually a bit more of a Persuade roll than Charm (ever so slightly, it could kinda be a toss-up tbh), but luckily no matter which one that's a Success (also what's up with your social rolls?)!
----

“Well… I suppose it will only take a few minutes.” May fetches a coat and heads out into the night. You give her time to get clear, then rap on the bedroom door. Nothing comes but silence. Then feet pad across the floor and the door opens a few inches. Ruth’s eyes stare through the gap, glancing from left to right. You explain her mother has left the house and ask what has been bothering her. Those eyes flick up to stare at you.
“It’s tomorrow,” she whispers. “Same as every year. They took my da. They’ll take you, if you let them.”
The conviction in her eyes is chilling. You press her. Who is she talking about?
“All of them. Every one. They’ve been watching since you got here. You’re marked.” Her voice is hollow. “One year, when I’m older… they’ll take me.”
You hear footsteps approaching from outside. Ruth’s eyes flash and the bedroom door slams. You turn back to drying the dishes. May enters and removes her coat.
“That man is a waste of time,” she hisses, and heads through to the bedroom.
----

Zing now notes that you've succeeded on a Persuade roll too!
----

The familiar surroundings of your guest room are becoming constrictive. The neat bed, small wardrobe, and dressing mirror have the feel of a prison cell about them. What are you still doing here in Emberhead? Your new life is elsewhere. You lie on the bed and stare at a small crack in the ceiling. You turn over the day’s events, thinking through the little details you spotted. You are certainly weary from the elevation and the fresh air. But do you still feel safe here?
----

Would you like to stay awake or let yourself simply fall asleep?

Dark Seeker
2019-11-25, 02:35 AM
Yeah, Persuade probably made more sense. And heh, I'm not sure. But at least it fits the character. If he was succeeding on brawl rolls left and right I'd have to rethink the concept. I did once succeed on an archeology roll with only 01 in the skill. That was incredibly fun to write out XD

Paul thanks May and heads to Ruth's room, smile still on his face. His smile fades as the young girl speaks though, the apparent sincerity of her words greatly disturbing him. He wants to ask her some questions, but her mother's arrival puts a stop to that.

"What did he say?" He asks as casually as he can as he continues to do the dishes. Regardless of her answer, he's not entirely sure he believes her.

***

Paul lays in bed that night with growing apprehension. The town that had seemed like such a pleasant place was now taking on a much more sinister hue. It would be easy to dismiss Ruth's warnings as that of a mischievous child trying to have a laugh at his expense, but the truth was that something had seemed off since he had first got here. Part of him wanted to take the opportunity to sneak out now and leave town before the morning. It would be incredibly rude, but Ruth's words hung in his head.

But even if they were true, he couldn't just leave, could he? Ruth seemed to think she was in some sort of peril as well. He hardly could leave if the girl was in danger; and he had nothing to go to the police with, either. On what, a child's overactive imagination?

Nothing to do about it now.For now, I'll try to sleep. In the unlikely event I am in some sort of danger, I'll want to be refreshed.

He tries to settle into an uneasy sleep.

zingbobco000
2019-11-25, 02:37 AM
May shakes her head, "Muttered something about him going for parts. I swear, he barely makes any sense when it's the day."
----

Only because you mentioned laying in your bed mulling over what happened, give me a Luck roll.

Dark Seeker
2019-11-25, 02:38 AM
I think I'm good at that!

[roll0]

zingbobco000
2019-11-25, 02:40 AM
That's a Success!
----

Right as you're about to fall asleep (which you most likely wouldn't have noticed had you simply gone to sleep right away), a tiny creak draws your attention to the other side of the room.
Slowly, almost silently, the doorknob is turning.
----

Do you wish to grab it and wrench the door open? Or simply pretend to be asleep?

Dark Seeker
2019-11-25, 02:43 AM
Closing his eyes very tightly, Paul pretends to be asleep. He's beyond thinking at this point. He feels very afraid, and has a feeling that his life depends on this.

zingbobco000
2019-11-25, 02:45 AM
You slide onto the bed and lie on your side, eyes closed. The hinges creak as the door opens. There is a long pause.
A footfall sounds inside the room, then another. The steps are careful and feminine. You give it a moment, but your curiosity gets the better of you and you open one eye a crack.
May crouches with her back to you. She is fiddling with something in the fireplace.
----

Do you wish to confront May or wait and see what happens?

Dark Seeker
2019-11-25, 02:49 AM
Paul strains to remember. Is there anything within range he could grab, hide under his covers, and use as a weapon if May demonstrates some sort of hostile intent?

zingbobco000
2019-11-25, 02:50 AM
Nothing better than a paintbrush.

If only you had that knife...

Dark Seeker
2019-11-25, 02:53 AM
Paul's mind races. If May meant him harm, not doing anything now would allow her to get a weapon. But if he called out to her, he lost the one thing working in his favor; surprise.

He decides to continue to pretend to be asleep. If May starts to approach his bed however, he wants to try and kick her. The very thought of doing violence against the sweet if gruff woman who had taken him into her home these last few days was hard to stomach, but he is terrified now and almost certain that she means him harm.

zingbobco000
2019-11-25, 02:56 AM
After another few moments, May glances round at you. Then you hear the soft scratch of a match being lit. She applies it to something in the grate and tiptoes from the room.
Once you hear her bedroom door, you creep to the grate. A small mound of black powder, no bigger than a thimble, is burning there. It gives off heady fumes.
----

Please give me a Hard Science (Botany) (you have absolutely no idea about this field) roll. After which, would you like to extinguish the powder and go to sleep (barring the door with a chair as you do), stay awake throughout the entire night, or relax and breathe the fumes out of curiosity (because why not?)?

Dark Seeker
2019-11-25, 02:57 AM
[roll0] Making the roll first on the off chance I'm somehow able to identify this. If it's higher than a 5 I'll edit with what I do.

Paul has no idea what the fumes are, but he doesn't trust May's intentions at all at this point. As quietly as he can, he extinguishes the fumes. Then he looks around. Is there a window in his room?

zingbobco000
2019-11-25, 02:58 AM
You'd actually have to get better than a 5... (so yeah, a 10 is not a Success)

Dark Seeker
2019-11-25, 03:00 AM
Edited my post.

zingbobco000
2019-11-25, 03:01 AM
There is, in fact, a small window.

Dark Seeker
2019-11-25, 03:03 AM
Paul goes towards the window and then hesitates. He still has no proof that anything sinister is going on here, and he couldn't leave Ruth behind if anything was. Do Ruth and May share a room?

Regardless, he goes to his bedroom door and tries to open it very slowly. Then he's going to try and head into the kitchen and find a knife.

zingbobco000
2019-11-25, 03:05 AM
Ruth and May do share a room.
----

You head into the kitchen and find an extraordinarily dull knife, you doubt it'd be useful for anything other than cutting extremely tender meat.
----

Please give me a Stealth (you consider yourself an amateur in this field) roll.

Dark Seeker
2019-11-25, 03:07 AM
[roll0] This is going to be the roll I fail at.

zingbobco000
2019-11-25, 03:08 AM
That's actually a Success. Apparently, you are quite quiet in your search.

Dark Seeker
2019-11-25, 03:12 AM
Paul thinks about what he can possibly do. His weapon was not all that intimidating, and the chances of him being able to sneak into May's room and surprise her were not good. Even if he managed to subdue her without her waking the entire town, what did he expect Ruth to do? Presumably she loved her mother enough to not tell Paul anything if she came to harm.

He decides on a different plan. Is there anyplace in the house he thinks would make a very good hiding place? If so, he sneaks back to his room, opens the window to make it look like he fled that way, gathers his stuff and tries to go into hiding until morning.

Forgive me if this is too much. And if there's no place he'd feel confident hiding he'll think of something else.

zingbobco000
2019-11-25, 03:14 AM
No you're all good, the only issue is that there really isn't any good place to hide... (it is a small house after all)

Dark Seeker
2019-11-25, 03:16 AM
Have to admit, I'm really stumped. I have plans, but none of them seem good.:smallwink: Would it be okay to ask for an idea roll here to give Paul some options? He's probably panicking right now and I would take this as him trying to calm himself and think through a plan.

zingbobco000
2019-11-25, 03:17 AM
In this case, I've actually already listed the options that would first come to him, so no Idea roll is needed.

It's also important to note that from a design-based perspective this is literally designed along the lines of a choose-your-own-adventure (I think I mentioned this earlier).

Dark Seeker
2019-11-25, 03:26 AM
Paul tries to think, but there really seem to be no good options so far as he could tell. If May really was dangerous, (and fervent enough a believer in whatever criminal enterprise this was to let them 'take' her own husband) he doubted she'd be willing to tell him anything. Worse, she might actually try and hurt him, and even if he was able to overpower her he might have to severely injure her, which he did not really wish to do.

Fleeing sounded like the best idea, but it was an idea he hated. But if he stayed and dawn fell, the entire town would be looking for him. At least now he had a chance. But it would mean leaving Ruth...

He decides to head towards May's door. If he was right,that fire she had lit had been intended to knock him out. Maybe she would be unwilling or unable to bring herself to harm him if she actually had to do it with her own two hands.

He leans into the door and listens for the sound of snoring.

zingbobco000
2019-11-25, 03:31 AM
Please give me a Listen roll as you creep towards the door.

Dark Seeker
2019-11-25, 03:32 AM
[roll0] Paul leans his ear in.

zingbobco000
2019-11-25, 03:35 AM
The door is too thick for him to hear anything.

Dark Seeker
2019-11-25, 03:41 AM
Paul makes a decision.

He recalled that when May had been chastising Ruth earlier when she first was trying to warn him of the danger he had been in, he had seen regret in her eyes. She seemed to like him, at least enough to feel bad about whatever they were planning to do to him.

And maybe that wouldn't be enough, but damn it, he had to try. Try to appeal to the better angels of her nature, play on that remorse, play on the love for her daughter, and hope there was enough left to help him get through to her.

He knocks on the door. "May? We need to talk."

zingbobco000
2019-11-25, 03:42 AM
You hear shuffling as the door opens and you see May standing partially in the doorway. "Yes, what's wrong? Please try to be quiet, of course, Ruth is sleeping."

Dark Seeker
2019-11-25, 03:47 AM
For a second Paul is back to being rational, and he thinks that he is acting extremely silly. But something tells him to keep going, so he does.

"I know. About the festival. About what you did in my room a short time ago. Ruth told me, earlier, when you were out. She also told me they took her dad and she knows they're going to take her when she's a little older."

He looks up at her, pleading. "You're a good woman, May. I saw the remorse in your eyes earlier. There's still time to stop this and save your daughter. And yourself."

zingbobco000
2019-11-25, 03:48 AM
Please give me a Persuade (you consider yourself an amateur in this field) roll with a Bonus Die.

Dark Seeker
2019-11-25, 03:50 AM
[roll0]

[roll1]

Paul would smile here, but it really strikes him as inappropriate.

zingbobco000
2019-11-25, 03:52 AM
That's a Success.
----

You see real fear in her eyes.
“It was nothing,” she says. “Just something to help you sleep. For your own sake. Tomorrow will be such a big day for you, you see...”
You press your advantage, demanding a full explanation.
“Please,” she says. “As you said, I’ve my daughter to think of. I already lost my husband. There is no time. I... I can't...”
She slams the door before you're able to react, you're not going to receive anything else out of her tonight.
----

Would you like to secure your door with a chair to get some sleep for tonight, or stay awake all throughout the night?

Dark Seeker
2019-11-25, 03:55 AM
Paul sighs. For just a moment, he really felt he'd get through to her.

He goes back to his room and takes one last look at the window. It taunted him, promising him an easy escape. But his limbs felt like lead, and for once his intelligence was a liability. He found he needed to know.

He stays awake. There was no way he'd be able to sleep now anyway.

zingbobco000
2019-11-25, 03:57 AM
Shrug... :|
----

You stare out the window and watch as the sun reaches the horizon, bathing the village in sickly orange. It has been a long night and you feel stiff and irritable. You rub your eyes.
A few minutes later, you hear May bustling in the kitchen, but before you're able to react there's the sound of the front door opening and closing.
----

You feel absolutely abysmal, please give me a Constitution roll to not be fatigued (hopefully you make this).

Dark Seeker
2019-11-25, 04:00 AM
Apparently I lied. But this is the last one, I swear.


[roll0] Paul rises and gets dressed. If he was going to meet his end today, he at least intended to look good.

zingbobco000
2019-11-25, 04:13 AM
You feel so tired that you find yourself utterly unable to focus on anything.
----

You have a Penalty Die on every single skill or characteristic roll that you make due to your exhaustion.
----

The Ledbetter kitchen is empty, although bread and eggs have been laid out for your breakfast. There is a note from May explaining that she has taken Ruth out for a few hours.

You make a quiet circuit of the village, pausing in unobtrusive places to watch the villagers. It is rather busy for this time in the morning. Yawning locals stream back and forward along the roads, carrying bundles of split logs to the site of what you’ve heard referred to as the Beacon. You see two figures already up in its superstructure, arranging the wood. The Festival bonfire will be most impressive. But do you intend to stay to see it? You suspect by now that something is amiss here.
While the villagers are distracted, you may do some illicit investigation. Or you may simply leave town without looking back.
----

You may now: search May's bedroom, go alone to the village hall, take a closer look at the artisan's courtyard, spy on activity at the Beacon, or just slip down the eastern road and flee for good.

Dark Seeker
2019-11-25, 01:19 PM
Drat. Was hoping that roll would succeed.

Paul feels too tired to do much investigating. But he decides to search May's bedroom while she's out.

zingbobco000
2019-11-25, 01:25 PM
Indeed... sadly it was apparently not to be.
----

Despite her hospitality, you do not trust May Ledbetter. You return to her house quite openly. Where else would you go?
Inside, the dwelling is still empty. You rap on the bedroom door and wait. Silence. You ease it open.
The Ledbetter bedroom is in marked contrast to your own, neat space. Dirty clothes are piled about the floor. On a rough quilt lie schoolbooks and cheap novels. You notice a raggedy old doll discarded down the side of the bed.
----

Please give me a Spot Hidden (you consider yourself an amateur in this field) roll (with the Penalty Die).

Dark Seeker
2019-11-25, 01:33 PM
Paul scans the room, not sure what he's looking for but needing to feel busy before whatever comes next.

[roll0]

[roll1]

Hope I did the penalty die right.

zingbobco000
2019-11-25, 01:35 PM
Yes, that is the correct way to do it. Sadly that's also a Failure...
----

You go through the Ledbetters’ drawers. The only item of interest you find is a wedding photograph. May’s husband was a wiry man with a square chin. Despite the formality of the pose, you can see the affection between them. You feel a pang of guilt at your intrusion. Also, May might return at any time.
----

So now you may do what is called Pushing the roll. This means you may roll again, but if you fail, something really bad happens. More often than not, the player can choose to Push a roll by providing some rationale (upending a room, spending hours there, etc...), but there will also be times when I can offer a Pushed roll as well (such as right now).
You may also choose not to Push the roll if you're not confident in your success.

Dark Seeker
2019-11-25, 01:40 PM
Paul does not want to Push his luck, especially given how tired he is. He puts everything back and waits for May's return.

He wants to talk to her again. Not to try and stop whatever this is-- he's given up hope on that, and if he has been marked for the ceremony he had no doubt they were watching the exits of the village if he tried to take off-- but to at least know what to expect.

zingbobco000
2019-11-25, 01:43 PM
You wait... and wait... and continue to wait inside the Ledbetter household, but May does not return home.

Instead, however, you see one villager, a bald man with a damaged ear, watching you intently.
Some instinct makes you head into your room, perhaps there's safety there? Then out of your window you see the others, ahead, and to your sides: a wary teenager, an evil-eyed matron, and a man hefting a club. They are not staring as obviously as the first, but they keep you under watch. And they are closing in. You cannot hope to overcome four of them at once.
----

You have just enough time that you might be able to just make a run for it or try and lose them among the buildings. What are you thinking?

Dark Seeker
2019-11-25, 01:47 PM
Paul is utterly broken. He goes out and meets them and makes his submission clear, hoping to impress that there is no need for violence.

zingbobco000
2019-11-25, 03:00 PM
You go willingly, and thus, they lower their weapons, as without a struggle, you are taken.

The fading light from a narrow window tells you afternoon is giving way to evening. Your hands are shackled behind your back so you cannot even lie down on the rough bed. A woman you have not seen before comes in. Her face is wrinkled and her eyes dull. They do not meet yours, but she puts a cup to your lips.
——

Do you wish to accept this drink or reject it?

Dark Seeker
2019-11-25, 04:54 PM
Is there any way Paul can pretend to drink the liquid and spit it out later?

If not, I guess he'll have to drink it; they'll just force it down his throat if he doesn't.

zingbobco000
2019-11-25, 05:42 PM
You pretend to drink the liquid, the woman smiles, seemingly relieved, and soon departs. Afterwards, you spit out the cool liquid as it forms a puddle on the floor. You soon become thirsty.

As the light fades outside, your little prison becomes dark. You can hear much activity around the building. Occasionally an orange glow passes the window. The only comfortable position in the shackles seems to be to sit against the end of the bed with your arms hanging behind you.
You need to concentrate and come up with a plan. There is clearly no escape from your bonds. You do not know exactly what your captors want from you, but you cannot ignore the fact that they have spent the entire day constructing a massive bonfire.

The door scrapes, wrenching you back into the moment. Orange light spills into the house from blazing torches held at the threshold. Two large villagers step in and grab you. At least, you assume they are villagers. They wear heavy black cloaks, and their faces and hands are painted entirely black, save only for a red triangle centered on their left eye.
You try to drag your legs, but they reach under your arms and lift you bodily from the bed. Outside, it seems that the whole village has congregated to see you. Every single one has a blackened face with the red triangle motif. Torches sputter and spill fire.
You struggle, but you can see physical resistance is hopeless. You are marched to the central street and turned to face the Beacon.

https://s3.amazonaws.com/files.d20.io/images/89720049/L3DvTjcxLrld25ihsdRf4Q/max.png?1566314911

The procession down The Approach is slow and formal, save when you sense weakness and yank at your captors. A chill touches you when you see three human shapes carried ahead of you, draped in red cloth. The Beacon looms larger and larger, its dreadful silhouette a black triangle pointing to the stars. A low drone begins among the cloaked figures—unbidden, the word mourners comes to mind. Smoke from their torches makes you cough. You feel heat on your face.
As you reach the cleared area around the Beacon, three dancers break from the pack: young girls swinging balls of fire in spectacular arcs, drawing circles in the night air. One by one, they draw close to you and touch your forehead with sooty fingers. Each kisses you three times: on the left cheek, right cheek, then forehead. Then they whisper in your ear. The smell of kerosene fills your nostrils.
----

Please give me an Appearance roll (still with the Penalty Die).

Dark Seeker
2019-11-25, 06:22 PM
Paul has a feeling he knows what's coming. He desperately tries to think of a way out.

[roll0]

[roll1]

Welp

zingbobco000
2019-11-25, 06:40 PM
“Through your sacrifice the village will be reborn,” says the first dancer.
“You pass from earth to air for all our sakes,” says the second.
““Through incandescence may you find rapture,” says the third.
Their dance weaves off and disappears behind the buildings.

As you arrive beneath the beacon, ten villagers close in on you. Working with surprising coordination, they immobilize you and lift you up the blackened iron stairs to the raised platform. You cannot help but shiver at the sight of the central framework, twisted from past blazes, and what you can now clearly see to be fastening points for chain. None of the eyes meet yours as they lash you to the metal.
The village sings now, something rhythmic and ancient, carved from odd syllables. A second group ascends to the Beacon, carrying the three red-draped bodies. With reverence, they arrange their burdens in a triangle around your feet. Then they withdraw, leaving you alone with the dead, shin-deep in a sea of kindling.

It seems the entire village is gathered around the Beacon to watch you burn. Behind the face paint, you recognize May Ledbetter, and—yes, that is Silas the coach driver standing at her side. The audacity and scale of the deception staggers you. A man steps up on a dais and raises his hands with quiet authority. The frame of his spectacles obscures the red triangle on his face.
“So we draw here together again on this night, as we do each year, and we give thanks to the one who will preserve the village against the fire of the void. You will be taken by the Ones From Above in our stead. Your death will bring life to our streets and bounty to our fields. It will safeguard our children and our elders alike for another year. We salute you.” He bows his head.
All around the Beacon, bearers step forward and lift their torches to the edge of the raised platform. A ring of tiny flames flicker up around the perimeter. As they wink, the singing of the villagers drops into an unearthly rhythm. They stare at you, and you stare back, watching as you are held clearly in their vision.
----

Would you like to throw all of your remaining strength against the bonds right now or wait for a moment and see what happens?

Dark Seeker
2019-11-25, 11:52 PM
Paul is not surprised to see Silas, having suspected the man was involved in this for some time. The betrayal still stings all the same.

He sees little point in trying to fight now; He was exhausted and there were far too many of them. He suspects that save for some miraculous last minute intervention, this is it for him, but calls out to the crowd all the same.

"At least tell me why you are doing this? How will this save anyone?"

zingbobco000
2019-11-26, 01:18 AM
There is no response but an increase in the chanting's tempo from the crowd.

The flames snake across the kindling, catching and rising. Smoke rises and it becomes difficult to see the villagers. The three bodies surrounding you catch fire, blazing with sooty red flames. You begin to cough as the smoke enters your lungs, and fight down the urge to panic.

Flames lick at your legs. Your eyes water. You are shrouded in smoke. It might be your imagination, but you think you can feel a slight give in the chains. Your survival instinct kicks in as you throw yourself against them, giving no thought to how they bite into your wrists.
----

Unless you believe Paul would want to die, please give me a Strength roll with a Bonus Die because you waited, a Penalty Die because you stayed awake the whole night, and one more Bonus Die from the woman who assisted her daughter after realizing that while she might not be able to directly oppose those who sacrificed her husband, maybe she might be able to surreptitiously help someone (callback to... this (http://www.giantitp.com/forums/showsinglepost.php?p=24277811&postcount=102) [specifically the shrug]). Penalty and Bonus dice cancel out, so in the end you're basically making one roll with a Bonus Die.

Dark Seeker
2019-11-26, 01:25 AM
Paul has never felt more alive than at this moment, and he realizes he'd very much like to keep living. He's not a strong man, not at all, but he fights like a demon possessed to snap his bonds and escape the horrible fate that awaits him.

[roll0]

[roll1]

I'm scared to look...

Clearly Paul should have spent more time at the gymnasium.

zingbobco000
2019-11-26, 01:40 AM
I almost forgot, you took 2 damage from the flames for: BEING ON FIRE!

Otherwise that is just barely a Success (you were five off from a Failure). It's a good thing you got such good rolls previously...
----

Desperation lends you strength and you yank at what you guess to be the weak point in the chain. It breaks! You throw the chain off, stumbling across one of the red-shrouded corpses, heading away from the watching villagers. You cough. Your hair and eyebrows smolder.
----

I'm afraid you take another 4 damage from the flames for walking on fire.
----

You leap from the conflagration on the far side of the Beacon. Your heart lurches momentarily at the sight of the sheer drop beneath you, but you land a few inches short of the edge. You roll to extinguish your burning clothes. Your lungs feel singed. Everything hurts. The chant of the villagers gathers in intensity. You peer around the Beacon. They don’t seem to have noticed your absence amidst the billowing smoke. Most of them are staring into the sky.
You crawl as rapidly as you can for the cover of the nearest building.

With the villagers assembled at the Beacon, the streets are empty and you are able to pad away from the blaze. You must get out of town before they finish.
The chanting seems to accelerate as you round the corner of the southern road. Here, parked against the side of the general store, you have your first piece of luck since reaching Emberhead. A bicycle! You learned to ride one of these in Providence.
You settle into the saddle. Your burned flesh protests at the contact.
----

Do you wish to get the heck out of dodge? Or would you like to wait and observe the goings-on at the Beacon (for scientific purposes)?

Dark Seeker
2019-11-26, 01:47 AM
Paul coughs, utterly spent by his brush with death. Though never particularly religious, he thanks God that he had somehow survived the ordeal. Now he could leave, and report all of this to the police. He wasn't sure they'd be able to arrest the entire town, but he had to do something. Who knew how many people these madmen had killed over the years!

But something prevents him from fleeing. He tells himself it's his weariness, that he needs to rest for another minute, but the truth was that's only half true. The town had a fervent belief in this ritual,and he finds himself needing to see it through to the end.

He looks back towards the beacon and waits for the chanting to stop.

zingbobco000
2019-11-26, 01:53 AM
After a quick glance around to be sure you are unobserved, you look back along the avenue. The entire village is intent upon the Beacon. Their chanting reaches a new, fevered pitch. You cannot say exactly why, but you get the impression something is wrong. The chant begins to break and the villagers sway. Then—
FTOOM! Something incandescent thunders into the crowd in front of the Beacon, leaving a fiery trail in your vision. You feel the ground shudder beneath the bicycle. FTOOM! Another strikes nearby, scattering sparks. Now the chant falters and gives way to screams.
Fire skims the buildings facing the Beacon. Smoke rolls through the streets. A woman staggers towards you, wailing. Her arm is on fire. She beats it against a wall.
FTOOM! Another strike, out of your sight, towards the village hall. It’s time to go.
----

You have the feeling that should you stay you would be burned alive (even more than you already are), do you wish to leave at this point?

Dark Seeker
2019-11-26, 01:57 AM
Scientific curiosity only goes so far. Paul takes off as fast as he can.

zingbobco000
2019-11-26, 02:02 AM
It takes a moment to recapture the skill of riding the bicycle, but after the first turn to the east, there is a long downhill out of Emberhead. You hear screams and crackles above you, but concentrate on balancing and working the pedals in your weakened state. You’ve had too many hopes dashed in this abomination of a village. You keep your head down and ride away. Twenty minutes later, with no signs of pursuit, you stop for a breather at the top of a hill. You can see Emberhead rise in the distance. The entire village appears to be ablaze. The dark column of smoke above it will be visible for many miles—but if the village is as isolated as it seems, help is unlikely to arrive in time.
You watch the place burn for five minutes. Then you mount the bicycle again and ride towards civilization, and dawn.
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Congratulations! You have survived this adventure. You may keep your investigator sheet and use it in another Call of Cthulhu scenario. You will have a chance to improve some skills through experience as I'll describe in the OOC.
The End.