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<blockquote data-quote="MacConnell" data-source="post: 8992350" data-attributes="member: 6855223"><p>[ATTACH=full]281969[/ATTACH]</p><p></p><p>[gm]Certain things are taken for granted with experienced travelers, even if players are unfamiliar in real life. Everyone carries rations that would cover a normal day. The water is often not used but regularly refreshed. In a desert environment, it could be rationed to keep a person alive for three days before becoming critical. Certain gear is also considered to be carried, even if never mentioned or rarely used, like utensils or small tools, fabric, cord, etc.[/gm]</p><p>[spoiler=Active Search]Calculations were performed but not listed.[/spoiler]</p><p>Thinking that a similar doorway must be directly behind the party, everyone is surprised to see nothing but sand. Sand, sand, and more sand, as far as the eye can see, in every direction. There is no doorway here or any indication of a method by which to return. It is of no consequence to use the Daylight to get oriented, and no time seems to have passed during the mystical travel. The tracks appear to be headed Northeast. The horizon in every direction looks the same. Distance is impossible to estimate as the refraction of light near the ground causes a haze or mirage to obscure imagery. Perhaps the skyline is a little darker to the Northeast, but there is no way to know what that might mean. Occasionally there is the slightest breeze but not a single cloud in the sky.</p><p></p><p>The divots in the sands that logically must have been left by the other people resemble those left by the party, as everyone moves around. They must have been made by the kidnappers, as they originate where the party arrived and move in only the one direction. It can be estimated that the enemy party should contain six or eight members. The spacing indicates a strong pace, moving with assurance. These headhunters have obviously done this many times. Perhaps the strange method of travel becomes easier with familiarity.</p><p></p><p>As no one in the party usually wears any type of head covering, a piece of cloth that might normally be used to clean oneself can easily be fashioned to protect the scalp. Any other exposed part of the body should not need such for at least another day. The air is so dry it burns to breathe, prompting everyone to take another cloth, dampen it, and tie it around the face.</p><p></p><p>By nightfall, everyone thinks that some change in the environment must be closest in the direction traveled, but the haze makes the observation less than certain. While it is possible to see fairly well in the desert at night, it is not really possible to keep sight of the tracks and there is a risk of disorientation.</p><p>[spoiler=Character Data]</p><p><span style="color: rgb(85, 57, 130)">Taylar</span>: full wellness</p><p>tunic: 60 - 3 - 3 = 54</p><p><span style="color: rgb(44, 130, 201)">Astarte</span>: full wellness</p><p>vest: 30 - 1 = 59</p><p><span style="color: rgb(97, 189, 109)">Plumeir</span>: full wellness</p><p>tunic: 50 - 1 - 1 = 48</p><p>[/spoiler]</p><p>[spoiler=Collections]</p><p>none[/spoiler]</p><p>[ooc]Each character receives 5 DP. State nominal actions and intentions. Provide a random roll.[/ooc]</p></blockquote><p></p>
[QUOTE="MacConnell, post: 8992350, member: 6855223"] [ATTACH type="full"]281969[/ATTACH] [gm]Certain things are taken for granted with experienced travelers, even if players are unfamiliar in real life. Everyone carries rations that would cover a normal day. The water is often not used but regularly refreshed. In a desert environment, it could be rationed to keep a person alive for three days before becoming critical. Certain gear is also considered to be carried, even if never mentioned or rarely used, like utensils or small tools, fabric, cord, etc.[/gm] [spoiler=Active Search]Calculations were performed but not listed.[/spoiler] Thinking that a similar doorway must be directly behind the party, everyone is surprised to see nothing but sand. Sand, sand, and more sand, as far as the eye can see, in every direction. There is no doorway here or any indication of a method by which to return. It is of no consequence to use the Daylight to get oriented, and no time seems to have passed during the mystical travel. The tracks appear to be headed Northeast. The horizon in every direction looks the same. Distance is impossible to estimate as the refraction of light near the ground causes a haze or mirage to obscure imagery. Perhaps the skyline is a little darker to the Northeast, but there is no way to know what that might mean. Occasionally there is the slightest breeze but not a single cloud in the sky. The divots in the sands that logically must have been left by the other people resemble those left by the party, as everyone moves around. They must have been made by the kidnappers, as they originate where the party arrived and move in only the one direction. It can be estimated that the enemy party should contain six or eight members. The spacing indicates a strong pace, moving with assurance. These headhunters have obviously done this many times. Perhaps the strange method of travel becomes easier with familiarity. As no one in the party usually wears any type of head covering, a piece of cloth that might normally be used to clean oneself can easily be fashioned to protect the scalp. Any other exposed part of the body should not need such for at least another day. The air is so dry it burns to breathe, prompting everyone to take another cloth, dampen it, and tie it around the face. By nightfall, everyone thinks that some change in the environment must be closest in the direction traveled, but the haze makes the observation less than certain. While it is possible to see fairly well in the desert at night, it is not really possible to keep sight of the tracks and there is a risk of disorientation. [spoiler=Character Data] [COLOR=rgb(85, 57, 130)]Taylar[/COLOR]: full wellness tunic: 60 - 3 - 3 = 54 [COLOR=rgb(44, 130, 201)]Astarte[/COLOR]: full wellness vest: 30 - 1 = 59 [COLOR=rgb(97, 189, 109)]Plumeir[/COLOR]: full wellness tunic: 50 - 1 - 1 = 48 [/spoiler] [spoiler=Collections] none[/spoiler] [ooc]Each character receives 5 DP. State nominal actions and intentions. Provide a random roll.[/ooc] [/QUOTE]
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