Some Stories Are True

MacConnell

Creator of The Untamed Wilds
Askari will help Oorvid...
Wrenn... siphon...
Volki... help... healing.
Askari: 28 strength, 28 motility
Astrid: 32 shade
Oorvid: 43 strength, 43 motility
Volki: 36 camouflage
Wrenn: 40 athleticism
A1: Body: 10 - 9 = 1 - 17 = -16, dying.
A2: Body: 10 - 4 = 6 - 4 = 2 - 2 = 0, incapacitated.
A3: Mind: 10 - 5 = 5 - 5 = 0, unconscious.
A4: Body: 10 - 2 = 8, irritated. Mind: 10 - 2 = 8, irritated.
A5: Body: 10 - 1 = 9 - 8 = 1, injured. Mind: 10 - 2 = 8, irritated.
A6: Mind: 10 - 16 = -6, unconscious. injured.
A7: Mind: 10 - 2 = 8, irritated.
Even with his strength augmented by the bending of Mystic Waylines, Askari cannot move Oorvid alone. The young man is physically the largest in the party, outweighing even Askari. All four other members, however, make the prospect of moving him much more acheivable.

When Wrenn and Askari begin to lift his shoulders he whispers, "I hate to have the need, but move me next to one of the fallen enemy."

His talent for necromancy is greater than that of Wrenn; and so like Wrenn, taking about three seconds, when touching one of the enemy he siphons lifeforce from him, twice what Wrenn could garner. Both men are still hurt and Oorvid is still significantly injured, but he can walk on his own.

The party moves back the direction from which it arrived, talking the stairs back down to the storeroom. This takes about 10 more seconds with the hindered movability, at which time sounds of rapidly approaching footsteps can be heard. Seeing that the stairs are too wide to set up a truly defendable position, the party has no choice but to climb back down the ladder into the tunnel. It would be gravely unadvisable for anyone to try to descend the very narrow ladder with the party at its base, especially since the party extinguishes the mystical illumination.

Once in the tunnel Volki aids the others in accelerating their recovery. The rate of healing may be considered miraculous by the general populace because it takes hours instead of days, but the party does not have hours.

The enemy has obviously entered the subterranean storeroom above. Several voices can be heard discussing matters in an unfamiliar language. Wrenn, standing in the stride wide entrance to the tunnel nocks and arrow while the others made ready to defend themselves should the need occur.

Volki and Astrid each back into a dark corner facing the ladder. Since there is light above and not below, shadow movement indicates when someone approaches the trapdoor. Despite his injury, Oorvid waits in the dark along the opposite wall across from Askari, closer to the ladder than the two ladies. The two men have weapons at ready.

The tension is palpable. Seconds pass into a minute with no one above yet breeching the portal, but neither have they moved away. It seems they have not yet come to a decision as to a course of action.
Askari: Body: 10 - 2 = 8, irritated.
Shirt: 34 - 1 = 33
Astrid: Body: 10 - 2 = 8, irritated.
Mantle: 25 - 1 = 24
Stones: 20
Oorvid:: Body: 10 - 5 = 5 - 11 = -6 + 1 = -5, incapacitated.
Tunic: 62 - 1 = 61
Volki: full wellness
Tunic: 45
Wrenn:: Body: 10 - 7 = 3, injured.
Tunic: 59 - 1 = 58 - 1 = 57
Arrows: 8 - 1 = 7 - 1 = 6
41 marks: currency

(helps Astrid or Hiroshi)
Aluminum: 1 ingots, {shock x3}
white ingot: 2, ??

(helps all characters)
Ant Stingers: 2, {toxicity x2}
Bat Guano: 6 measures, {heat x2}
black claw necklace: 1, ??
Spider Claws: 6 sets, {toxicity x4}
Spider Fangs: 4 sets, (Cohesion +3)

(helps Volki or Wrenn)
Bandy Feathers: 1, (Strength +2)
Goat Beard: 1, (Will +2)
Heckling Jay Feathers: 1, (Will +2)
Viper Blood: 1 measure, {athleticism x3}
Viper Venom: 1, {toxicity x3}

(helps Askari or Oorvid)
Bandy Skull Talisman: 1, (Strength +2)
jawbone: 1, ??
Teal Skull: 1, (Cohesion +2)
Viper Skull: 2, (Motility +2)
waterfowl skull: 2, ??

(helps all characters)
Coal: 7 bricks, {heat x3}
Slate: 1, {sound x2}
Lodestone: 2, {shock x3}
Livestone: 5, (Strength +2)

(helps Volki or Wrenn)
Mend Leaves: 3 measures, {Mend x2}
Rend Leaves: 2 measures, {Siphon x2}
Flowers: 4 measures, {Restore x3}
Tranquility Flowers: 1 measure, {Identity x3}
Bat Colony: 2
Chain of Keeps Tunnel System
name: Temnyy Veter
Rheini Village
OOC: Everyone receives 5 DP. State nominal actions and intentions. Provide a random roll.
 

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Thinking through the tactics, Askari feels they will likely throw down a light source and attempt to shoot through the trap door opening.

If he feels like he can relay this information without alerting the enemy, he will do so.

In either case he will take a defensive stance, and use waylines to boost his defense. Having no ranged options he will have to draw fire and trust in his more range heavy comrades.

If the enemy does prove to be short sighted enough to drop down the ladder, he will attack initially before they can gain their footing and then adopt a block and counter strategy.

98!! (+77) = 175 🤘🏻 & 79
 

Tellerian Hawke

Defender of Oerth
Wrenn will train his bow on the opening. If anyone tries to open it to throw down a light source, much less to attempt ingress, Wrenn will shoot them.

Bow shot: 92(+65) = 157
Other Misc Rolls: 85, 51, 70
 

MacConnell

Creator of The Untamed Wilds
Wrenn will...
... Askari feels... relay... take...
Even though he is still significantly injured, Oorvid follows suit after Askari. Everyone fidgets in place with the anticipation of coming events, but whomever is above does something unexpected. The ladder descends into the center of the subterranean room containing the young heroes, but the trapdoor is in a far corner from the stairs in the storeroom above. Someone slams the trapdoor closed, and the sound of something heavy being dragged over it can be heard, along with the sound of departing footsteps.

Oorvid cocks his head, something he does when thinking, and addresses the group. "Askari or I could probably still force open that door, but here is what I am thinking. That party is going to cross overland, enter through the nearest Pergola site and come at us from the other direction. I am betting there is a force remaining here should we try to come out through the trapdoor. I also bet that the party remaining here is stronger than the one departing."

"Even with me being hurt, I think we can get through the tunnels before they can go through the forest. It is three hours away at an easy walk for us. They will be slower running through the woods and cannot travel in a straight line. We should move as fast as I can go. We can wait for them at the next trapdoor or maybe even exit and get out into the trees before they even get there or even go further in the tunnels. What say you?"
Askari: Body: 10 - 2 = 8, irritated.
Shirt: 34 - 1 = 33
Astrid: Body: 10 - 2 = 8, irritated.
Mantle: 25 - 1 = 24
Stones: 20
Oorvid:: Body: 10 - 5 - 11 + 1 + 6 = 1, injured.
Tunic: 62 - 1 = 61
Volki: full wellness
Tunic: 45
Wrenn:: Body: 10 - 7 = 3 + 3 = 6, hurt.
Tunic: 59 - 1 = 58 - 1 = 57
Arrows: 8 - 1 = 7 - 1 = 6
41 marks: currency

(helps Astrid or Hiroshi)
Aluminum: 1 ingots, {shock x3}
white ingot: 2, ??

(helps all characters)
Ant Stingers: 2, {toxicity x2}
Bat Guano: 6 measures, {heat x2}
black claw necklace: 1, ??
Spider Claws: 6 sets, {toxicity x4}
Spider Fangs: 4 sets, (Cohesion +3)

(helps Volki or Wrenn)
Bandy Feathers: 1, (Strength +2)
Goat Beard: 1, (Will +2)
Heckling Jay Feathers: 1, (Will +2)
Viper Blood: 1 measure, {athleticism x3}
Viper Venom: 1, {toxicity x3}

(helps Askari or Oorvid)
Bandy Skull Talisman: 1, (Strength +2)
jawbone: 1, ??
Teal Skull: 1, (Cohesion +2)
Viper Skull: 2, (Motility +2)
waterfowl skull: 2, ??

(helps all characters)
Coal: 7 bricks, {heat x3}
Slate: 1, {sound x2}
Lodestone: 2, {shock x3}
Livestone: 5, (Strength +2)

(helps Volki or Wrenn)
Mend Leaves: 3 measures, {Mend x2}
Rend Leaves: 2 measures, {Siphon x2}
Flowers: 4 measures, {Restore x3}
Tranquility Flowers: 1 measure, {Identity x3}
Bat Colony: 2
Chain of Keeps Tunnel System
name: Temnyy Veter
Rheini Village
OOC: Everyone receives 5 DP. State nominal actions and intentions. Provide a random roll.
 


Eric Zephlaer

Gaming Aficianado
Astrid, who is only hurt enough to be irritated, bounces on the balls of her feet. "I like it. I will keep an eye on Oorvid, since he will be injured for some time yet. There is really nothing more we can do for each other at this point, but time has turned to be in our favor. Once at the next ladder, I think we should go ahead and exit. I think the enemy will be less prepared for us to be out of the tunnels."

She urges Oorvid as she begins to move along.
OOC: 98 + 42 = 140
 


MacConnell

Creator of The Untamed Wilds
... Volki will...
Astrid... urges...
... Askari will...
The decision having been made, everyone immediately begins moving back down the tunnel in as quick a manner as Oorvid's body will allow. His natural healing process has been mystically accelerated as much as the party can muster, as well as everyone elses.

Having become accustomed to the tunnels, the trek is made in under 3 hours, with everyone climbing up the ladder, closing the trap door, and taking positions in the forest. By reason, it is estimated that the enemy party should arrive in less than an hour, so that mystical enhancement is abated. It could be dangerous to maintain such augmentation for such a length of time, as it could cause unnatural unconsciousness that would leave the Bender sleeping for the next 10 hours.
GM: There are no obstructions to taking a position anywhere on or around the pergola, as forest cover is equally sufficient. Though direction is basically irrelevant, use compass points for placing. Desired character positioning will determine logistics of combat. State in your following post desired distance from the pergola and if in a tree, on the ground, etc.

Askari: full wellness
Shirt: 34 - 1 = 33
Astrid: full wellness
Mantle: 25 - 1 = 24
Stones: 20
Oorvid:: Body: 10 - 5 - 11 + 1 + 6 + 4 = 5, hurt.
Tunic: 62 - 1 = 61
Volki: full wellness
Tunic: 45
Wrenn: full wellness
Tunic: 59 - 1 = 58 - 1 = 57
Arrows: 8 - 1 = 7 - 1 = 6
41 marks: currency

(helps Astrid or Hiroshi)
Aluminum: 1 ingots, {shock x3}
white ingot: 2, ??

(helps all characters)
Ant Stingers: 2, {toxicity x2}
Bat Guano: 6 measures, {heat x2}
black claw necklace: 1, ??
Spider Claws: 6 sets, {toxicity x4}
Spider Fangs: 4 sets, (Cohesion +3)

(helps Volki or Wrenn)
Bandy Feathers: 1, (Strength +2)
Goat Beard: 1, (Will +2)
Heckling Jay Feathers: 1, (Will +2)
Viper Blood: 1 measure, {athleticism x3}
Viper Venom: 1, {toxicity x3}

(helps Askari or Oorvid)
Bandy Skull Talisman: 1, (Strength +2)
jawbone: 1, ??
Teal Skull: 1, (Cohesion +2)
Viper Skull: 2, (Motility +2)
waterfowl skull: 2, ??

(helps all characters)
Coal: 7 bricks, {heat x3}
Slate: 1, {sound x2}
Lodestone: 2, {shock x3}
Livestone: 5, (Strength +2)

(helps Volki or Wrenn)
Mend Leaves: 3 measures, {Mend x2}
Rend Leaves: 2 measures, {Siphon x2}
Flowers: 4 measures, {Restore x3}
Tranquility Flowers: 1 measure, {Identity x3}
Bat Colony: 2
Chain of Keeps Tunnel System
name: Temnyy Veter
Rheini Village
OOC: Everyone receives 5 DP. State nominal actions and intentions. Provide a random roll.
 


Eric Zephlaer

Gaming Aficianado
Astrid stands for a moment, upon exiting the tunnels. She closes her and attempts to orient her facing to the North. Knowing that the enemy has to be approaching from the West, she opens her eyes and walks into the forest to the northwest. She hides at a distance where she can still sense Askari. She knows this will allow her to mystically assault an enemy above him.

She knows that trying to guess the time of the enemies' arrival would be futile; so as soon as she hears what can be definitively identified as people approaching, she will darken her skin to hide better.
OOC: 73
 

Tellerian Hawke

Defender of Oerth
Wrenn will augment his Athletic skill for just long enough to climb high into a tree, where he can snipe with his bow. He will then allow the augmentation to fade, until he hears the enemies approaching. When he hears something that could definitely be humanoids approaching, he will re-augment himself. (1 + [24] = Athletic skill of 25.)

92(+07) = 99 Bah.
76
62
 


MacConnell

Creator of The Untamed Wilds
Askari will... position himself on the ladder just under the trap door...
Astrid... walks into the forest to the northwest...
Wrenn will... climb...
Volki will go southwest...
Oorvid lays on the ground attempting to hide in the brush, as close to the south end of the pergola as possible. Even though he is still injured, as soon as Askari springs his surprise, he wants to get to melee as quickly as possible.

The sound of the enemies' arrival is sooner than was anticipated and everyone is thankful they had already chosen their place of ambush. At the sound of hurried steps, everyone prepares for battle. Logistically there is time to initiate two enhancements.
Askari: Strength & Motility: 32
Astrid: Blur: 32
Oorvid: Strength & Motility: 43
Volki: Athletics & Camouflage: 37
Wrenn: Athletics & Camouflage: 40
Instinctively, everyone holds his breath. It is amazing to Askari how well sound travels through earth, which is so much better than through air, but translating it can be difficult. He is close enough to the surface that the steps of the enemy upon the the stone base of the pergola are definitive.

Wrenn ended up having to change his position to one that was lower in the tree, as he could not clearly see the trapdoor from his height.

The entire party of 10 Amiradthae trots under the pergola and one reaches down to fling open the door. When he does, Askari races from the opening with all the speed he can muster. The surprise on the faces of the enemy archers is palpable. As soon as he hears the trapdoor slap open, Oorvid leaps up and runs at the nearest Amiradtha. The enemy has been caught completely unaware.
Askari: 41(aggression) + 31(accuracy) + 32(fury) + 56(d100) = 160 + 32(strength) = 192
Oorvid: 34 + 22 + 54(bolster) + 56 = 166 + 43(strength) = 209

Amiradthae: 24(readiness) + 35(avoidance) + 13(analysis) + 66(d100) = 138
192 - 138 = 54% * 11 = 6 - 2(tunic) = 4
209 - 138 = 71% * 11 = 8 - 2 = 6
Askari jumps out the hole of the trapdoor, landing on his knees and rolling to his feet to stick his short sword into the gut of the sniper who had the misfortune of opening the door, causing injury. Oorvid runs up on one nearest to him and slices his carving axe into his left flank, from behind, causing significant harm.
Wrenn: 23(launch) + 28(accuracy) + 40(clarity) + 99(d100) = 190 + 40(athletics) = 230

Amiradthae: 35(avoidance) + 13(analysis) + 109(d100) = 157
230 - 157 = 73% * 10 = 8 - 2(tunic) = 6
Wrenn fires an arrow, from his perch, into a third enemy. The arrow punches into his abdomen causing serious harm.
Astrid: 56(bending) + 32(shock) + 73(d100) = 161
Volki: 51 + 37(Ionize) + 84 = 172

Amiradthae: 24(conditioning) + 13(fury) + 88(d100) = 125
161 - 125 = 36% * 4 = 1
172 - 125 = 47% * 4 = 2
Unbeknownst as to the cause, two other of the Amiradthae suffer internal mystical harm.
GM: Askari and Oorvid will go to regular combat. Wrenn can make a second shot by surprise. If Astrid and Volki do not move, their locations will remain unknown.

Askari: full wellness
Shirt: 34 - 1 = 33
Astrid: full wellness
Mantle: 25 - 1 = 24
Stones: 20
Oorvid:: Body: 10 - 5 - 11 + 1 + 6 + 4 = 5, hurt.
Tunic: 62 - 1 = 61
Volki: full wellness
Tunic: 45
Wrenn: full wellness
Tunic: 59 - 1 = 58 - 1 = 57
Arrows: 8 - 1 = 7 - 1 = 6
41 marks: currency

(helps Astrid or Hiroshi)
Aluminum: 1 ingots, {shock x3}
white ingot: 2, ??

(helps all characters)
Ant Stingers: 2, {toxicity x2}
Bat Guano: 6 measures, {heat x2}
black claw necklace: 1, ??
Spider Claws: 6 sets, {toxicity x4}
Spider Fangs: 4 sets, (Cohesion +3)

(helps Volki or Wrenn)
Bandy Feathers: 1, (Strength +2)
Goat Beard: 1, (Will +2)
Heckling Jay Feathers: 1, (Will +2)
Viper Blood: 1 measure, {athleticism x3}
Viper Venom: 1, {toxicity x3}

(helps Askari or Oorvid)
Bandy Skull Talisman: 1, (Strength +2)
jawbone: 1, ??
Teal Skull: 1, (Cohesion +2)
Viper Skull: 2, (Motility +2)
waterfowl skull: 2, ??

(helps all characters)
Coal: 7 bricks, {heat x3}
Slate: 1, {sound x2}
Lodestone: 2, {shock x3}
Livestone: 5, (Strength +2)

(helps Volki or Wrenn)
Mend Leaves: 3 measures, {Mend x2}
Rend Leaves: 2 measures, {Siphon x2}
Flowers: 4 measures, {Restore x3}
Tranquility Flowers: 1 measure, {Identity x3}
Bat Colony: 2
Chain of Keeps Tunnel System
name: Temnyy Veter
Rheini Village
OOC: Everyone receives 5 DP. State combat intentions. Provide two random rolls.
 

Tellerian Hawke

Defender of Oerth
Wrenn takes a second, surprise shot at the foe that he previously injured.
He will also try to toxify one of the other foes.

OOC: With a Hermetics of 6, and Evocation of 4, I believe he can Toxify at a distance.


Arrow: 100!!! (+52) = 152
Toxify: 72
 

Eric Zephlaer

Gaming Aficianado
Astrid has no desire to physically engage the enemy. She hopes to remain hidden as long as she can and aid her friends from the shadows. She will attempt to shock the same target as she had the first time, with no visible indication of the act.
OOC: 77
 

Gigeaux

Explorer
Volki will also choose to stay hidden. She will attempt to toxicify the blood of her foe with the augmentation of the viper venom.
86, 87
 

Askari with drop into a defensive stance immediately and start deflecting attacks and countering where possible. He will manipulate his defense as best he can.
Tactics:
Stay on the outside of the group, in close to his opponent, as to limit line of fire of the enemy. He will concentrate on the first enemy he attacked. Once he goes down he will transition to one of the enemies attacked by his hidden allies, to divide their attention.

97! + 75 = 172 & 89 the digital dice have smiled upon me 😂
 

MacConnell

Creator of The Untamed Wilds
Wrenn takes a second, surprise shot...
GM: NOTE: Bending at a distance requires 1 rank in the Mercantile skill, which your character has.

Astrid... remain hidden... shock...
Volki will... stay hidden... toxicify...
Askari... defensive stance...
Askari: Strength & Motility: 32
Astrid: Blur: 32
Oorvid: Strength, Motility & Soullessness: 43
Volki: Athletics & Camouflage: 37
Wrenn: Athletics & Camouflage: 40
Askari: 33(readiness) + 31(speed) + 22(clarity) + 172 = 258
Astrid: 22 + 32 + 34 + 77 = 165
Oorvid: 26 + 22 + 34 + 122 = 204
Volki: 33 + 36 + 37 + 86 = 192
Wrenn: 23 + 28 + 40 + 152 = 243
Amiradthae: 24 + 40 + 13 + 132 = 209
Askari: 200(bending) - 258 = ~0
Astrid: 200(bending) - 165 = 35
Oorvid: 200(bending) - 204 = ~0
Volki: 200(bending) - 192 = 8
Wrenn: 300(bow) - 243 = 57
Amiradthae: 270 - 209 = 61
Askari and Oorvid both act at about the same instant, each continues to press his physical assault against his enemy. Volki and Astrid, each, target one of the Amiradthae, but cause no visual queue to their bending so as to remain hidden. Last of the party, Wrenn fires another arrow giving trajectory to his location. The Amiradthae who can, all fire arrows.
Askari: 41(aggression) + 31(accuracy) + 32(fury) + 172(d100) = 276 + 32(strength) = 308
Oorvid: 34 + 22 + 54(bolster) + 122 = 232 + 43(strength) = 275

Amiradthae: 24(readiness) + 35(avoidance) + 13(analysis) + 132(d100) = 204
A1: 308 - 204 = 104% * 11 = 11 - 2(tunic) = 9
A2: 275 - 204 = 71% * 11 = 8 - 2 = 6
Wrenn: 23(launch) + 28(accuracy) + 40(clarity) + 152(d100) = 243 + 40(athletics) = 284 + 40(surprise) = 324
Amiradthae: 24 + 40 + 13 + 132 = 209 + 50(range) = 259

Askari: 40(avoidance) + 25(analysis) + 10(buckler) + 172(d100) = 247 + 31(kilter) = 278
359 - 278 = 81% * 10 = 8 - 2(shirt) = 6 x 2 = 12
Oorvid: 21 + 31 + 122 = 174 + 43(soullessness) = 217 + 22(kilter) = 239
359 - 239 = 120% * 10 = 12 - 2(tunic) = 10
Amiradthae: 35(avoidance) + 13(analysis) + 132(d100) = 178
324 - 178 = 146% * 10 = 15 - 2(tunic) = 13
Askari: 33(bending) + 32(heat) + 75(d100) = 140
Astrid: 56 + 32(shock) + 77(d100) = 165
Volki: 51 + 37(toxicity) + 87= 175
Wrenn: 34 + 40(toxicity) + 72 = 146

Amiradthae: 24(conditioning) + 13(fury) + 88(d100) = 125
140 - 125 = 15% * 4 = ~1
165 - 125 = 40% * 4 = 2
175 - 125 = 50% * 4 = 2
146 - 125 = 21% * 4 = 1
A1: Body: 6 - 9 = -3 - 1 = -4, incapacitated.
A2: Body: 4 - 6 = -2, incapacitated.
A3: Body: 9 - 2 = 7, hurt.
A4: Body: 8, hurt. Mind: 10 - 2 = 8, dazed.
A5: Body: 4 - 13 = -9, incapacitated. Mind: 1 - 1 = 0, unconscious.
Askari and Oorvid both lay into their first opponents for a second time, each causing heavy damage and incapacitating two of the archers. Wrenn puts a second arrow into his. All total, causing him to lose consciousness, but another of the Amiradthae finds Wrenn in his lofty perch and begins to take aim.

Astrid and Volki both cause further damage to two more of the enemy, who have no idea as to how they are being harmed.

Having served their purpose of drawing the focus of the enemy archers, Askari and Oorvid are now in dire trouble. The first arrow fired at each man misses, but two others punch into Askari, rendering him immobile. A single additional arrow finds Oorvid, but it is enough to incapacitate him. Both men are still conscious and can physically touch their fallen foes.

Their are seven viable enemies, four of whom look to be targeting Wrenn. Three are looking around for the other threat they know exists, somewhere.
Askari:: Body: 10 - 12 = -2, incapacitated.
Shirt: 34 - 1 = 33 - 3 = 30 - 3 = 27
Astrid: full wellness
Mantle: 25 - 1 = 24
Stones: 20
Oorvid:: Body: 10 - 5 - 11 + 1 + 6 + 4 = 5 - 10 = -5, incapacitated.
Tunic: 62 - 1 = 61 - 6 = 55
Volki: full wellness
Tunic: 45
Wrenn: full wellness
Tunic: 59 - 1 = 58 - 1 = 57
Arrows: 8 - 1 = 7 - 1 = 6
41 marks: currency

(helps Astrid or Hiroshi)
Aluminum: 1 ingots, {shock x3}
white ingot: 2, ??

(helps all characters)
Ant Stingers: 2, {toxicity x2}
Bat Guano: 6 measures, {heat x2}
black claw necklace: 1, ??
Spider Claws: 6 sets, {toxicity x4}
Spider Fangs: 4 sets, (Cohesion +3)

(helps Volki or Wrenn)
Bandy Feathers: 1, (Strength +2)
Goat Beard: 1, (Will +2)
Heckling Jay Feathers: 1, (Will +2)
Viper Blood: 1 measure, {athleticism x3}
Viper Venom: 1, {toxicity x3}

(helps Askari or Oorvid)
Bandy Skull Talisman: 1, (Strength +2)
jawbone: 1, ??
Teal Skull: 1, (Cohesion +2)
Viper Skull: 2, (Motility +2)
waterfowl skull: 2, ??

(helps all characters)
Coal: 7 bricks, {heat x3}
Slate: 1, {sound x2}
Lodestone: 2, {shock x3}
Livestone: 5, (Strength +2)

(helps Volki or Wrenn)
Mend Leaves: 3 measures, {Mend x2}
Rend Leaves: 2 measures, {Siphon x2}
Flowers: 4 measures, {Restore x3}
Tranquility Flowers: 1 measure, {Identity x3}
Bat Colony: 2
Chain of Keeps Tunnel System
name: Temnyy Veter
Rheini Village
OOC: Everyone receives 5 DP. State combat intentions. Provide two random rolls.
 

Having seen his allies perform such a task before, Askari will attempt to drain the life out of the enemy he put down. After which he will likely continue to lay there and contemplate digging up the man who invented bows and beating him with unnecessary vigor.

98!+42 = 140 & 75
 

Eric Zephlaer

Gaming Aficianado
Frowning because she feels the use to be necessary and that she is down to her last ingot, Astrid grips one of the pieces of aluminum as she, again, target the same enemy with an electric shock.
OOC: 86
 

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