Homebrew The Road to Discovery - Page 21
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  1. #201
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    Nalvis intends to move to his next opponent and strikes again with his axe. Reaction: 35, action rolls: 87, 95+47, 77

    Mekrick intends to shoot again with her bow. Reaction: 06, action rolls: 88, 37, 09

    Arbrine intends to punch and Heat again. Reaction: 93+25, action roll: 91+47, 46, 55

    GM: GM Note:
    Reaction rolls are only needed, once, when initiating combat.
    Last edited by MacConnell; Wednesday, 24th April, 2019 at 09:24 PM.

  2. #202
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    Fighting Deviards, cont.

    OOC: All characters receive 5 developmental points.

    Spiofthest Village
    "With the Spoiofthest Village, we trade raw animal materials and textiles for leather goods."

    Orngaddrin Village
    "With the Orngaddrin Village, we trade textiles for metal goods. The Orngaddrin mine their own ore, of course, but they gladly accept minerals and ores when we are able to acquire any."

    Marshland Village
    "For our own part, we collect cane and reeds from across the river. Occasionally our gatherers encounter hostile animals or people beyond their ability to rectify."

    Current Encounter
    There are 4 men and 4 women.
    Deviard1: Body: 10 - 10 = 0, incapacitated
    Deviard3: Body: 10 - 18 = -8, incapacitated

    Quote Originally Posted by Kwargrow View Post
    Nalvis intends to move to his next opponent and strikes again with his axe. action rolls: 87, 95+47, 77

    Mekrick intends to shoot again with her bow. action rolls: 88, 37, 09

    Arbrine intends to punch and Heat again. Reaction: action roll: 91+47, 46, 55
    The 6 remaining Deviards, who have not yet closed to melee range, do so. Vik, being injured, hopes to leach some health from his opponent. Veera will attempt to stay out of melee range and use her bow, bending light to make her harder to see. Quill intends to launch another javelin while bending light to make herself harder to see.

    Speed of Action

    Quill: 17 + 10(hurt) + 100(action) - 100(1 second) = 27
    Arbrine: 24 + 30(dazed) + 100(action) - 100(time) = 54
    Nalvis: 95 + 30(dazed) + 100(action - 100(time) = 125
    Deviards: 98 + 100(action) - 100(time) = 98
    Rekyavik: 118 + 80(injured) + 100(way) - 100(time) = 198
    Renyaveer: 131 + 60(hurt) + 200(action) - 100(time) = 291
    Mekric: 192 + 30(hurt) + 200(action) - 100(time) = 322

    Bend Light
    Quill: 23
    Renyaveer: 16

    Projectile Assault
    Quill: 24(clarity) + 17(athletic) + 17(readiness) + 82(d100) + 50(range) = 190
    Deviard4: 20(obscure) + 30(analysis) + 50(d100) = 100
    Damage: 190 - 100 = 90% * 10 = 9 - 6(deflect) = 3
    Body: 10 - 3 = 7, hurt

    Physical Assault
    Arbrine: 24(fury) + 20(aggression) + 15(athletic) + 91(d100) + 47(luck) = 197
    Deviard2: 30(analysis) + 30(defend) + 20(obscure) + 50(d100) = 130
    Damage: 197 - 130 = 67% * 5 = 3 - 3(soak) = 0

    Paranormal Assault
    Arbrine: 24(heat) + 17(bending) + 91(d100) + 47(luck) = 179
    Deviard2: 40(fury) + 30(conditioning) + 50(d100) = 120
    Damage: 179 - 120 = 59% * 10 = 6
    Body: 10 - 6 = 4, injured

    GM: Before the remaining Deviards can react, Quill moves back while the illumination around her darkens, maintaining her distance from her new target and hurting him with her launched javelin. Arbrine punches her opponent, with what she hopes is a formidable blow, only to find the damage soaked by his sheephide. The paranormal attempt to heat him, however, proves much more effective this time and causes some injury.

    Being unable to close, the Deviard on Quill reverses her bending of light and restores the illumination to normal. All other Deviards are able to reach their opponents and physically attack.

    Physical Assault
    Deviards: 40(fury) + 30(aggression) + 20(athletic) + 50(d100) = 140
    Arbrine: 22(analysis) + 22(readiness) + 15(obscure) + 46(d100) = 105
    Damage: 140 - 105 = 35% * 8 = 3 - 2(deflect) = 1
    Body: 10 - 1 = 9, hurt
    Nalvis: 24(readiness) + 16(obscure) + 17(analysis) + 87(d100) = 144
    Rekyavik: 24(readiness) + 18(analysis) + 14(obscure) + 92(d100) + 30(luck) > 140
    Renyaveer: 25(obscure) + 18(readiness) + 16(analysis) + 68(d100) = 127
    Damage: 140 - 127 = 13% * 8 = 1 - 6(deflect), ineffective
    Mekric: 22(obscure) + 16(readiness) + 20(obscure) + 88(d100) = 136

    Paranormal Assault
    Deviards: 40(shock) + 25(bending) + 50(d100) = 105
    Arbrine: 24(fury) + 21(conditioning) + 55(d100) = 100
    Damage: 105 - 100 = 05% * 10 = 1
    Body: 10 - 1 = 9 - 1 = 8, hurt
    Nalvis: 25(conditioning) + 17(fury) + 77(d100) > 105
    Rekyavik: 25(conditioning) + 19(fury) + 92(d100) > 105
    Renyaveer: 19(conditioning) + 15(fury) + 68(d100) = 102, ineffective
    Mekric: 19(conditioning) + 21(fury) + 37(d100) = 77
    Damage: 105 - 77 = 28% * 10 = 3
    Body: 7 - 3 = 4, injured

    GM: Arbrine is not quite able to completely defend nor completely resist the shock, but she takes little damage. Nalvis and Rekyavik are able to completely avoid their opponents. Renyaveer cannot keep her distance but manages to prevent any real damage. Mekric is able to prevent physical harm but takes some additional damage due to the shock, rendering a significant injury.

    Physical Assault
    Nalvis: 26(aggression) + 16(athletic) + 17(fury) + 95(d100) + 47(luck) = 201
    Deviard5: 30(analysis) + 30(readiness) + 20(obscure) + 50(d100) = 130
    Damage: 201 - 130 = 71% * 20 = 14 - 6(deflect) = 8
    Body: 10 - 8 = 2, injured

    Paranormal Assault
    Rekyavik: 17(bending) + 19(leach) + 92(d100) + 30(luck) = 158
    Deviard6: 40(fury) + 30(conditioning) + 50(d100) = 120
    Damage: 158 - 120 = 38% * 10 = 4
    Body: 10 - 4 = 6, hurt
    Body: 2 + 4 = 6, hurt

    Projectile Assault
    Renyaveer: 25(readiness) + 18(athletic) + 16(clarity) + 68(d100) + 100(range) = 227
    Deviard7: 30(analysis) + 20(obscure) + 50(d100) = 100
    Damage: 227 - 100 = 127% * 10 = 13 - 6(deflect) = 7
    Body: 10 - 7 = 3, injured
    Mekric: 22(athletic) + 16(readiness) + 21(clarity) + 09(d100) + 100(range) = 168
    Deviard8: 30 + 20 + 50 = 100
    Damage: 168 - 100 = 68% * 10 = 7 - 6 = 1
    Body: 10 - 1 = 9, hurt

    GM: Nalvis is able to return a might blow to his opponent, while Rekyavik is able to leach some bodily restoration from his. After feding off the physical attacks, Renyaveer and Mekric both fire arrows at point blank range. Renyaveer causes injury to her opponent, while Mekric is only able to hurt hers.


    Character Data
    Nalvis: dazed
    Mind: 10 - 3 = 7
    Boots: 20 - 2 - 2 - 3 = 13
    Mekric: hurt
    Body: 10 - 3 = 7
    harnin arrows: 19
    Abrine: dazed
    Mind: 10 - 3 = 7
    Boots: 20 - 4 = 16
    Rekyavik: injured
    Body: 10 - 8 = 2
    Boots: 20 - 3 = 17
    Renyaveer: hurt
    Body: 10 - 3 = 7 - 3 = 4, hurt
    harnin arrows: 22
    Quill: hurt
    Body: 10 - 1 = 9, hurt
    javelins: 4
    Boots: 20 - 3 = 17

    Group Inventory
    Animals:
    • Lacquered Beetle Carapaces: 4

    Minerals:
    • Slate: 2 pieces: (sound x2)
    • Flint: 1 rock: (heat x2)
    • Heartstone: 2 stones: {+ Confluence}
    • Coal: 1 lump: (Heat x3)
    • Lodestone: 1 stone: (Shock x3)
    • Slickstone: 1 stone: (-Heat x3)
    • Yellow rock (Sulfur): 1 lump: ?
    • bluish rock (Waterstone): 1 stone: ?

    Ores:
    • Zinc: 1 ingot: {+ Health} (+Body x2)
    • Tin: 1 ingot: {+ Persona} (-Mind x2)
    • Lead: 1 ingots: (-Body x2)
    • Iron: 1 ingots: {+ Confluence} (+Body x2)
    • Copper: 1 ingot: {+ Persona} (Shock x2)
    • dark metal (Nickel): 1 ingot: ?
    • heavy metal (Manganese): 1 ingot: ?
    • yellowish metal (Molybdenum): 1 ingot: ?
    • dark metal (Palladium): 1 ingot: ?

    Plants:
    • Muddle Leaves: 4 measures: (-Mind x2)
    • Rend Leaves: 1 measure: (-Body x2)
    • Muddle Flowers: 1 measure: (-Mind x3)

    .

    OOC: After the tide of the battle seems no longer favorable, the Deviard appear to be trying to disengage.
    Last edited by MacConnell; Friday, 26th April, 2019 at 07:54 PM.
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  3. #203
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    "Let them run," Nalvis says. The rest of the River Crew will engage in healing for those that need it, then search the dead, then search the area around the battle.
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  4. #204
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    The Deviards Flee

    OOC: All characters receive 5 DP.

    Spiofthest Village
    "With the Spoiofthest Village, we trade raw animal materials and textiles for leather goods."

    Orngaddrin Village
    "With the Orngaddrin Village, we trade textiles for metal goods. The Orngaddrin mine their own ore, of course, but they gladly accept minerals and ores when we are able to acquire any."

    Marshland Village
    "For our own part, we collect cane and reeds from across the river. Occasionally our gatherers encounter hostile animals or people beyond their ability to rectify."

    Quote Originally Posted by Kwargrow View Post
    "Let them run," Nalvis says.
    The remaining Deviards, who are able to do so, leave quickly and separately, shrouding themselves in shadow as they depart, making it difficult to target them with an arrow should any of the River Crew have chosen to do so. They do not attempt to aid or recover their fallen.

    None of the party shows any qualms against ending the fallen enemy. One male and one female of the enemy have fallen.

    Quote Originally Posted by Kwargrow
    The rest of the River Crew will engage in healing for those that need it...
    Mekric and Rekyavik will require a day of rest to recover, even after being aided by the manipulation of Mystic Way lines. All others recover more quickly.

    Quote Originally Posted by Kwargrow
    ...then search the dead...
    The healthier party members look over the fallen Deviard as the other take their needed rest. One male and one female were killed. Each is adorned in a tunic with arm and shin guards made of simple goathide. The fur is worn on the inside, showing slight advancement of more rudimentary nomads. Each is armed with a small miner's pick manufactured of the ocrin alloy (tin and zinc).

    Each has a rodent skull and a small ram horn trinket hanging by a cord from their waist. One has a small semi-translucent stone that feels wet when touched and an opaque yellow stone. The other has an opaque green stone and a burgundy stone. One has a goat hoof and the other has a pair of snake fangs tied about his neck.

    Quote Originally Posted by Kwargrow
    ...then search the area around the battle.
    Their make-shift campsite appears to have been used for several weeks. There is evidence of consumed game and gathered edibles. More importantly there are some picks, hammers, and spikes that were obviously manufactured by the Orngaddrin, and two metal oil lamps.

    Character Data
    Nalvis: dazed
    Mind: 10 - 3 = 7
    Boots: 20 - 2 - 2 - 3 = 13
    Mekric: injured
    Body: 10 - 3 = 7 - 3 = 4, injured
    harnin arrows: 19
    Abrine: dazed, hurt
    Mind: 10 - 3 = 7
    Body: 10 - 1 = 9 - 1 = 8, hurt
    Boots: 20 - 4 = 16
    Rekyavik: injured
    Body: 10 - 8 = 2
    Boots: 20 - 3 = 17
    Renyaveer: hurt
    Body: 10 - 3 = 7 - 3 = 4, hurt
    harnin arrows: 22
    Quill: hurt
    Body: 10 - 1 = 9, hurt
    javelins: 4
    Boots: 20 - 3 = 17

    Group Inventory
    Animals:
    • Lacquered Beetle Carapaces: 4

    Minerals:
    • Slate: 2 pieces: (sound x2)
    • Flint: 1 rock: (heat x2)
    • Heartstone: 2 stones: {+ Confluence}
    • Coal: 1 lump: (Heat x3)
    • Lodestone: 1 stone: (Shock x3)
    • Slickstone: 1 stone: (-Heat x3)
    • Yellow rock (Sulfur): 1 lump: ?
    • bluish rock (Waterstone): 1 stone: ?

    Ores:
    • Zinc: 1 ingot: {+ Health} (+Body x2)
    • Tin: 1 ingot: {+ Persona} (-Mind x2)
    • Lead: 1 ingots: (-Body x2)
    • Iron: 1 ingots: {+ Confluence} (+Body x2)
    • Copper: 1 ingot: {+ Persona} (Shock x2)
    • dark metal (Nickel): 1 ingot: ?
    • heavy metal (Manganese): 1 ingot: ?
    • yellowish metal (Molybdenum): 1 ingot: ?
    • dark metal (Palladium): 1 ingot: ?

    Plants:
    • Muddle Leaves: 4 measures: (-Mind x2)
    • Rend Leaves: 1 measure: (-Body x2)
    • Muddle Flowers: 1 measure: (-Mind x3)

    .
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  5. #205
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    While the River Crew wounded rest, the healthy collect what is valuable and keep an eye out for returning Deviards. When they are ready to depart Nalvis says to Vik, "I got some lucky shots with that last battle. Good to know luck can still go my way."

    Mekric stays quiet while they travel, deep in thought.

    Arbrine scouts ahead with Quill, adding more movement to her routine to increase her speed and lunge ability.
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  6. #206
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    Returning to the Orngaddrin Village

    OOC: All characters receive 5 DP.

    Spiofthest Village
    "With the Spoiofthest Village, we trade raw animal materials and textiles for leather goods."

    Orngaddrin Village
    "With the Orngaddrin Village, we trade textiles for metal goods. The Orngaddrin mine their own ore, of course, but they gladly accept minerals and ores when we are able to acquire any."

    Marshland Village
    "For our own part, we collect cane and reeds from across the river. Occasionally our gatherers encounter hostile animals or people beyond their ability to rectify."

    Quote Originally Posted by Kwargrow View Post
    While the River Crew wounded rest, the healthy collect what is valuable and keep an eye out for returning Deviards. When they are ready to depart Nalvis says to Vik, "I got some lucky shots with that last battle. Good to know luck can still go my way."
    Vik nods and pumps his spear. "I will drink to that when we return to the Orngaddrin Village."

    Quote Originally Posted by Kwargrow
    Arbrine scouts ahead with Quill, adding more movement to her routine to increase her speed and lunge ability.
    No danger is discovered on the return trip to the mine. The miners are elated at the return of their missing tools and visit with the River Crew, inquiring as to their success and safe return.

    Upon returning to the Orngaddrin Village, the elders express their gratitude for the River Crew's assistance. They ask the crew to stay and enjoy a feast in their honor and offer to maintenance all weapons. Marmeren motions the crew to follow him.

    He goes into central structure near the northern edge of the village. Upon entering, it is noted that the building is not a residence. Its use does is not common to anything the crew has before witnessed; and therefore, none of them can give it a name. There are mining supplies and pieces of ore along with drawings on skins that appear to be maps of the area and of the mines. The maps are very good.

    Marmeren speaks and asks questions about the Deviards while referencing one of the maps. He then makes notes on a parchment upon a central table. Once he is satisfied with the information, he moves to a chest along the wall and takes a sack from it, bringing it back to the table. He dumps its contents on the table and various colored stones pour out. He offers everyone a stone of their choice as payment for the accomplished deed.

    OOC: Basically, choose an ability that each character would like to have enhanced and that will be the corresponding stone chosen, and I will fill in the information.


    Unsorted Spoil from the Deviard

    Each is armed with a small miner's pick manufactured of the ocrin alloy (tin and zinc). Each has a rodent skull and a small ram horn trinket hanging by a cord from their waist. One has a small semi-translucent stone that feels wet when touched and an opaque yellow stone. The other has an opaque green stone and a burgundy stone. One has a goat hoof and the other has a pair of snake fangs tied about his neck.

    Character Data
    Nalvis: dazed
    Mind: 10 - 3 = 7
    Boots: 20 - 2 - 2 - 3 = 13
    Mekric: injured
    Body: 10 - 3 = 7 - 3 = 4, injured
    harnin arrows: 19
    Abrine: dazed, hurt
    Mind: 10 - 3 = 7
    Body: 10 - 1 = 9 - 1 = 8, hurt
    Boots: 20 - 4 = 16
    Rekyavik: injured
    Body: 10 - 8 = 2
    Boots: 20 - 3 = 17
    Renyaveer: hurt
    Body: 10 - 3 = 7 - 3 = 4, hurt
    harnin arrows: 22
    Quill: hurt
    Body: 10 - 1 = 9, hurt
    javelins: 4
    Boots: 20 - 3 = 17

    Group Inventory
    Animals:
    • Lacquered Beetle Carapaces: 4

    Minerals:
    • Slate: 2 pieces: (sound x2)
    • Flint: 1 rock: (heat x2)
    • Heartstone: 2 stones: {+ Confluence}
    • Coal: 1 lump: (Heat x3)
    • Lodestone: 1 stone: (Shock x3)
    • Slickstone: 1 stone: (-Heat x3)
    • Yellow rock (Sulfur): 1 lump: ?
    • bluish rock (Waterstone): 1 stone: ?

    Ores:
    • Zinc: 1 ingot: {+ Health} (+Body x2)
    • Tin: 1 ingot: {+ Persona} (-Mind x2)
    • Lead: 1 ingots: (-Body x2)
    • Iron: 1 ingots: {+ Confluence} (+Body x2)
    • Copper: 1 ingot: {+ Persona} (Shock x2)
    • dark metal (Nickel): 1 ingot: ?
    • heavy metal (Manganese): 1 ingot: ?
    • yellowish metal (Molybdenum): 1 ingot: ?
    • dark metal (Palladium): 1 ingot: ?

    Plants:
    • Muddle Leaves: 4 measures: (-Mind x2)
    • Rend Leaves: 1 measure: (-Body x2)
    • Muddle Flowers: 1 measure: (-Mind x3)

    .
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  7. #207
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    After thanking Marmeren, Nalvis and Mekric both take stones that enhance motility, and Arbrine will choose one to augment adhesion. Once back at the safety of the village they will go through their spoils and attempt to identify any proclivity of Way Lines with the unfamiliar items. After the feast and appropriate rest they will leave the Orngaddrin and head back out to the river, heading to the next village.

    Mekric says to the River Crew, "I will no longer put our lives at risk to give these hostile tribes a chance to better themselves. From now on when we encounter these tribes we should attack with all our speed and strength to drive them off. I was afraid there was some wasted potential there, but I was wrong. Let them waste away to obscurity."

    Arbrine says with a smile, "I'm fine with that."
    Last edited by MacConnell; Saturday, 18th May, 2019 at 04:27 PM.

  8. #208
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    Making New Friends

    OOC: All characters receive 5 DP.

    Spiofthest Village
    "With the Spoiofthest Village, we trade raw animal materials and textiles for leather goods."

    Orngaddrin Village
    "With the Orngaddrin Village, we trade textiles for metal goods. The Orngaddrin mine their own ore, of course, but they gladly accept minerals and ores when we are able to acquire any."

    Marshland Village
    "For our own part, we collect cane and reeds from across the river. Occasionally our gatherers encounter hostile animals or people beyond their ability to rectify."

    Quote Originally Posted by Kwargrow View Post
    ... Nalvis and Mekric both take stones that enhance motility, and Arbrine will choose one to augment adhesion.
    OOC: Character records updated with this information.

    Quote Originally Posted by Kwargrow View Post
    Once back at the safety of the village they will go through their spoils...
    Alchemical Sensitivity
    Mercantile(commercial) + Analysis(collegiate) + d100
    Nalvis: 19 + 18 + 50 = 87
    Mekric: 24 + 21 + 50 = 95
    Arbrine: 18 + 23 + 50 = 91
    Renyaveer: 26 + 16 + 50 = 92
    Quill: 18 + 25 + 50 = 93

    Time: 1 week * rarity / sensitivity

    Unsorted Spoil from the Deviard

    2 miner's picks manufactured of the ocrin alloy (tin and zinc).
    2 rodent skulls: Health +1
    2 ram horn trinkets: Persona +1
    1 semi-translucent stone that feels wet when touched: (Slickstone), cool x 2
    1 opaque yellow stone: (Sunstone), Persona +1
    1 opaque green stone: (Livestone), Strength +1
    1 burgundy stone: (Heartstone), Confluence +1
    1 goat hoof: Will +1
    1 pair of snake fangs: Cohesion +1

    Quote Originally Posted by Kwargrow View Post
    Mekric says to the River Crew, "I will no longer put our lives at risk to give these hostile tribes a chance to better themselves. From now on when we encounter these tribes we should attack with all our speed and strength to drive them off. I was afraid there was some wasted potential there, but I was wrong. Let them waste away to obscurity."
    Veera squeezes Mekric's shoulder and responds. "It seems diplomacy is wasted at times. Some of the nomadic peoples are show no potential for societal development."

    Quote Originally Posted by Kwargrow View Post
    Arbrine says with a smile, "I'm fine with that."
    Vik shrugs. "Works for me. I tend to lose my temper, anyway."

    Quote Originally Posted by Kwargrow View Post
    After the feast and appropriate rest they will leave the Orngaddrin and head back out to the river, heading to the next village.
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    Leaving the Orngaddrin, the River Crew decides to head for the Right Branch Heights, because they have only once before visited. Word of the River Crew has continued to spread and they are, again, welcomed in a friendly manner.

    The Right Branch Heights is populated with the same Hebrian people who occupy the Marsh Edge Village and Eastaboga. At this elevation, it is learned that they trade lye and game with the Spiofthest Village in return for leather goods and lye and fruit with the Orngaddrin Village in exchange for metal goods. A hamlet would be a better term for the village for it is little more than a hunting outpost.

    Yaniff, the village elder, introduces the River Crew to Osaka, who is the lead hunter. He discusses some recent tales with the River Crew and expresses some concern that several villagers have recently been found after falling to their deaths. He explains that while falls sometimes happen, the villagers are adept at mountaineering and that fatal falls are almost unheard of, outside of an avalanche.

    Character Data
    Nalvis: full health
    Boots: 20 - 2 - 2 - 3 = 13
    Mekric: full health
    harnin arrows: 19
    Abrine: full health
    Boots: 20 - 4 = 16
    Rekyavik: full health
    Boots: 20 - 3 = 17
    Renyaveer: full health
    harnin arrows: 22
    Quill: full health
    javelins: 6
    Boots: 20 - 3 = 17

    Group Inventory
    Animals:
    • Lacquered Beetle Carapaces: 4

    Minerals:
    • Slate: 2 pieces: (sound x2)
    • Flint: 1 rock: (heat x2)
    • Heartstone: 2 stones: {+ Confluence}
    • Coal: 1 lump: (Heat x3)
    • Lodestone: 1 stone: (Shock x3)
    • Slickstone: 1 stone: (-Heat x3)
    • Yellow rock (Sulfur): 1 lump: ?
    • bluish rock (Waterstone): 1 stone: ?

    Ores:
    • Zinc: 1 ingot: {+ Health} (+Body x2)
    • Tin: 1 ingot: {+ Persona} (-Mind x2)
    • Lead: 1 ingots: (-Body x2)
    • Iron: 1 ingots: {+ Confluence} (+Body x2)
    • Copper: 1 ingot: {+ Persona} (Shock x2)
    • dark metal (Nickel): 1 ingot: ?
    • heavy metal (Manganese): 1 ingot: ?
    • yellowish metal (Molybdenum): 1 ingot: ?
    • dark metal (Palladium): 1 ingot: ?

    Plants:
    • Muddle Leaves: 4 measures: (-Mind x2)
    • Rend Leaves: 1 measure: (-Body x2)
    • Muddle Flowers: 1 measure: (-Mind x3)

    .
    Last edited by MacConnell; Sunday, 19th May, 2019 at 08:39 PM.
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  9. #209
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    After discussing their options, the River crew decide their best way to find out what happened to the villagers is to investigate where they fell from. They will inquire about where the bodies were found and then find a way up to the top from where they fell.
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  10. #210
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    OOC: All characters receive 5 DP.

    Spiofthest Village
    raw animal materials and textiles for leather goods.

    Orngaddrin Village
    textiles for metal goods.
    minerals and ores when we are able to acquire any.

    Marshland Village
    cane and reeds from across the river.

    Right Branch Heights
    lye and game with the Spiofthest Village in return for leather goods
    lye and fruit with the Orngaddrin Village in exchange for metal goods.

    Quote Originally Posted by Kwargrow View Post
    After discussing their options, the River crew decide their best way to find out what happened to the villagers is to investigate where they fell from. They will inquire about where the bodies were found and then find a way up to the top from where they fell.
    Osaka is able to give clear enough directions for the River Crew to follow without accompaniment. After three days of travel, the bottom of the cliff facing is discovered where the death had occurred. Examining the rubble provides evidence of heavy things having fallen from high above. Additionally, old bones of other animals are discovered in the rocks, along with evidence of scavenger animals and opportunistic predators. The significance of the tracks leaves a definitive trail leading around the mountain. Very old blood stains the rocks.

    Character Data
    Nalvis: full health
    Boots: 20 - 2 - 2 - 3 = 13
    Mekric: full health
    harnin arrows: 19
    Abrine: full health
    Boots: 20 - 4 = 16
    Rekyavik: full health
    Boots: 20 - 3 = 17
    Renyaveer: full health
    harnin arrows: 22
    Quill: full health
    javelins: 6
    Boots: 20 - 3 = 17

    Group Inventory
    Animals:
    • Lacquered Beetle Carapaces: 4

    Minerals:
    • Slate: 2 pieces: (sound x2)
    • Flint: 1 rock: (heat x2)
    • Heartstone: 2 stones: {+ Confluence}
    • Coal: 1 lump: (Heat x3)
    • Lodestone: 1 stone: (Shock x3)
    • Slickstone: 1 stone: (-Heat x3)
    • Yellow rock (Sulfur): 1 lump: ?
    • bluish rock (Waterstone): 1 stone: ?

    Ores:
    • Zinc: 1 ingot: {+ Health} (+Body x2)
    • Tin: 1 ingot: {+ Persona} (-Mind x2)
    • Lead: 1 ingots: (-Body x2)
    • Iron: 1 ingots: {+ Confluence} (+Body x2)
    • Copper: 1 ingot: {+ Persona} (Shock x2)
    • dark metal (Nickel): 1 ingot: ?
    • heavy metal (Manganese): 1 ingot: ?
    • yellowish metal (Molybdenum): 1 ingot: ?
    • dark metal (Palladium): 1 ingot: ?

    Plants:
    • Muddle Leaves: 4 measures: (-Mind x2)
    • Rend Leaves: 1 measure: (-Body x2)
    • Muddle Flowers: 1 measure: (-Mind x3)

    .
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