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<blockquote data-quote="MacConnell" data-source="post: 9116491" data-attributes="member: 6855223"><p><strong>Season</strong>: Drenching. <strong>Day</strong>: 52</p><p>[spoiler=Enhancements]</p><p><span style="color: rgb(250, 197, 28)">Astarte</span>: soullessness</p><p><span style="color: rgb(65, 168, 95)">Plumeir</span>: camouflage</p><p><span style="color: rgb(243, 121, 52)">Taylar</span>: soullessness [/spoiler]</p><p>[gm]Preliminary assault intentions are not employed in this post because the characters can readily change their minds after following for so much longer time.[/gm]</p><p>Each person obscures his presence in his own way, Plumeir being the only one to actually employ a camouflage technique. Taylar and Astarte also realize that they can calm an area of air around them as they walk so as to prevent dust from being unsettled. Plumeir walks at a distance a little off to the party’s left, because he cannot bend mechanical waylines in such a manner.</p><p></p><p>The Evipaun ahead in the distance show amazing skill at walking a straight line. This is extremely difficult for most people to do with nothing to aid in bearings. The kidnappers walk for an entire day. The haze and dust become an impediment and the Investigators are forced to follow more closely. The enemy never looks back and the party, as yet, suspects that its presence is unknown. By the end of that first day, the sand becomes a more reddish color and the substrate firmer. More rocks are seen jutting from the sand and taller outcroppings are seen in the distance. Everyone is entering the region of the Ka’ard taerm called the Bakka taerm or badlands. Rumors exist as far away as Boga City of its dangerousness.</p><p></p><p>Camping without light or heat is no difficulty for the Investigators. The Evipaun, however, light a fire which makes their location easily watched. They rise early and orient themselves just as the great burning ball of Daylight peaks the eastern horizon. By midmorning, no one and nothing else has been seen or heard, the kidnappers appear to be walking directly toward a particular spire, jutting from the sand. There are numerous other outcroppings at this point, but that one is larger and taller.</p><p>[spoiler=Character Data]</p><p><span style="color: rgb(243, 121, 52)">Taylar</span>: full wellness</p><p>tunic: 60 - 3 - 3 = 54</p><p><span style="color: rgb(250, 197, 28)">Astarte</span>: full wellness</p><p>vest: 29</p><p><span style="color: rgb(65, 168, 95)">Plumeir</span>: full wellness</p><p>tunic: 48 [/spoiler]</p><p>[spoiler=Discoveries]</p><p>Ferguine, Mining Commissioner</p><p>4 missing children from Mining</p><p>3 missing from Vineyard</p><p>Francis, Priest of Dawn at Vineyard (Centrin)</p><p>cherry orchard, 1 day north of Vineyard</p><p>Rheini village: Grandfather of Maka: Pardal</p><p>Kol and party: Maldrog Explorers [/spoiler]</p><p>[ooc]Each character receives 5 DP. State nominal actions and intentions and provide a random roll.[/ooc]</p></blockquote><p></p>
[QUOTE="MacConnell, post: 9116491, member: 6855223"] [B]Season[/B]: Drenching. [B]Day[/B]: 52 [spoiler=Enhancements] [COLOR=rgb(250, 197, 28)]Astarte[/COLOR]: soullessness [COLOR=rgb(65, 168, 95)]Plumeir[/COLOR]: camouflage [COLOR=rgb(243, 121, 52)]Taylar[/COLOR]: soullessness [/spoiler] [gm]Preliminary assault intentions are not employed in this post because the characters can readily change their minds after following for so much longer time.[/gm] Each person obscures his presence in his own way, Plumeir being the only one to actually employ a camouflage technique. Taylar and Astarte also realize that they can calm an area of air around them as they walk so as to prevent dust from being unsettled. Plumeir walks at a distance a little off to the party’s left, because he cannot bend mechanical waylines in such a manner. The Evipaun ahead in the distance show amazing skill at walking a straight line. This is extremely difficult for most people to do with nothing to aid in bearings. The kidnappers walk for an entire day. The haze and dust become an impediment and the Investigators are forced to follow more closely. The enemy never looks back and the party, as yet, suspects that its presence is unknown. By the end of that first day, the sand becomes a more reddish color and the substrate firmer. More rocks are seen jutting from the sand and taller outcroppings are seen in the distance. Everyone is entering the region of the Ka’ard taerm called the Bakka taerm or badlands. Rumors exist as far away as Boga City of its dangerousness. Camping without light or heat is no difficulty for the Investigators. The Evipaun, however, light a fire which makes their location easily watched. They rise early and orient themselves just as the great burning ball of Daylight peaks the eastern horizon. By midmorning, no one and nothing else has been seen or heard, the kidnappers appear to be walking directly toward a particular spire, jutting from the sand. There are numerous other outcroppings at this point, but that one is larger and taller. [spoiler=Character Data] [COLOR=rgb(243, 121, 52)]Taylar[/COLOR]: full wellness tunic: 60 - 3 - 3 = 54 [COLOR=rgb(250, 197, 28)]Astarte[/COLOR]: full wellness vest: 29 [COLOR=rgb(65, 168, 95)]Plumeir[/COLOR]: full wellness tunic: 48 [/spoiler] [spoiler=Discoveries] Ferguine, Mining Commissioner 4 missing children from Mining 3 missing from Vineyard Francis, Priest of Dawn at Vineyard (Centrin) cherry orchard, 1 day north of Vineyard Rheini village: Grandfather of Maka: Pardal Kol and party: Maldrog Explorers [/spoiler] [ooc]Each character receives 5 DP. State nominal actions and intentions and provide a random roll.[/ooc] [/QUOTE]
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