Some Stories Are True

Tellerian Hawke

Defender of Oerth
Wrenn, who is a good enough Bender to affect foes at a distance, uses some of the bat guano in the group's collections to augment a heat attack on one of the medium range foes. He follows this up with an arrow.

72 (Heat)
94(+86) = 180 (Bow)
 

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MacConnell

Creator of The Untamed Wilds
Askari: motility & strength 36, soullessness 25
Astrid: blur 32
Oorvid: motility & strength 43, soullessness 42
Volki: camo 37
Wrenn: athletics 40
Wrenn: 23(launch) + 28(accuracy) + 40(clarity) + 50(d100) + 40(athletics) = 181 + 50(range) = 231
Amiradthae: 25 + 32 + 52 = 109 + 50(range) = 159

Askari: 40(avoidance) + 25(analysis) + 50(d100) = 115 + 10(shield) = 125 + 25(soulless) = 150
159 - 150 = 9% * 10 = 1 - 2(shirt) = ineffective
Astrid: 32 + 31 + 75 = 138 + 32(blur) = 170, avoided
Oorvid: 21 + 31 + 52 = 104 + 42(soullessness) =
Volki: 35 + 24 + 50 = 109 + 37(camo) = 146
159 - 146 = 13% * 10 = 1 - 2(tunic) = ineffective
Wrenn: 27 + 24 + 50 =
Amiradthae: 32(avoidance) + 11(analysis) + 52 = 95
231 - 95 = 136% * 10 = 14
Astrid: 56(bending) + 32(heat) x3(coal) + 75(d100) = 227
Volki: 51 + 37(ionize) + 50 = 138

Amiradthae: 17(conditioning) + 11(fury) + 52(d100) = 80
227 - 80 = 147% * 6 = 9
138 - 80 = 58% * 6 = 3
Askari: 42(aggression) + 31(accuracy) + 36(fury) + 50(d100) = 159 + 36(strength) = 195
Astrid:
Oorvid: 34 + 22 + 54(bolster) + ? = ? + 43(strength) = ?
Volki:

Amiradthae: 17(readiness) + 32(avoidance) + 11(analysis) + 52(d100) = 112
195 - 112 = 83% * 11 = 9 - 2(deflect) = 7
A1: Body: 10 - 15 = -5, incapacitated.
A2: Body: 10 - 4 = 6 - 7 = -1, incapacitated.
A3: Body: 10 - 3 = 7 - 2 = 5 - 4 = 1 - 7 = -6, incapacitated.
A4: Body: 10 - 8 = 2, injured. impeded.
A5: Body: 10 - 18 = -8, incapacitated.
A6: Body: 10 - 2 = 8 - 3 = 5 - 14 = -8, incapacitated.
A7: Body: 10 - 7 = 3, injured. Askari
A8: Body: 10 - 9 = 1, injured. Astrid
Seeing the same new threat as Wrenn, Oorvid ignored his maimed enemy and ran toward the others. Wrenn moved little, as he drew to fire. Oorvid was not in his line of sight. Askari had reached the middle archer of the three, as Wrenn began to fire. All three Amiradthae drew to fire.

It was Volki who acted first, further ionizing the insides of her chosen target. She had no means by which to augment this manipulation; but because Askari, Oorvid, and Wrenn all fought by means of lethal damage, it was the most efficient option. Astrid, being delayed by about 20 tics in order to change tactics, acted upon the farthest target before he could even aim the drawn arrow. She did not drop him, but the heat was intense. He faltered, the arrow going awry.

By having to choose the closest target due to clear visibility, Wrenn shot the same enemy that Volki had been caustically burning. The arrow sailed cleanly through his abdomen, barely slowing. The enemy fell backward, a mere breath from death’s call. Askari reached the middle Amiradtha just as the first one fell and his arrow whizzed by. Pushing his shield into the bow arm of the enemy, he stabbed him in the gut with his short sword. The wiry Amiradtha tried to turn away, but the sword opened a nasty gash across his visceral mass.

The maimed archer, smartly, chose to flee, though his egress was not very fast. By the time Oorvid leapt over the fallen body of the enemy that Wrenn had finished. Askari and Astrid had both finished their respective enemies. Seven Amiradtha Archers laid on the ground in various states of incapacitation or worse.
Askari:: Body: 10 - 4 = 6 - 1 = 5, hurt.
Shirt: 33 - 3 - 3 - 1 - 1 = 25
Astrid: full wellness
Mantle: 24
Stones: 20
Oorvid: full wellness
Tunic: 61 - 6 = 55 - 1 = 54
Volki: Body: 10 - 1 = 9, irritated.
Tunic: 45 - 1 = 44
Wrenn:: Body: 10 - 5 = 5, injured.
Tunic: 57 - 1 = 56
Ularin Arrows: 22
41 marks: currency

(helps Astrid)
whitish ingot: 2, ??

(helps all characters)
Bat Guano: 6 measures, {heat x2}
Bandy Feet: pair, (Confluence +2)
Jay Feet: pair, (Will +2)
Spider Claws: 3 sets, {toxicity x2}
Spider Fangs: 5 sets, (Cohesion +2)

(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: 2, (Confluence +2)
Teal Skull: 2, (Cohesion +2)
Viper Skull: 2, (Motility +2)
waterfowl skull: 2, ??

(helps all characters)
Coal: 7 bricks, {heat x3}
Slate: 1, {sound x2}
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 intentions. Provide a random roll.
 

Eric Zephlaer

Gaming Aficianado
Being a bit surprised and relieved that she is not hurt, Astrid moves to Askari to render aid, asking if anyone else needs help. Once the party's needs are tended, she will partner with Oorvid to search the fallen, because she knows that he will give a quick and more efficient end to those who linger, unlikely to recover.
OOC: 75
 

Tellerian Hawke

Defender of Oerth
Wrenn will also render any aid that is necessary, starting with his own wounds. He will then search the bodies of the fallen, helping those who linger by speeding them mercifully on their way, using Leach. (He can affect opponents at a distance.) He will also retrieve what arrows he can, as long as they are undamaged and not warped.

74
 

MacConnell

Creator of The Untamed Wilds
... Astrid moves... search...
Wrenn... render... then search...
GM: Siphon:
By actively manipulating Mystical waylines, this causes the inexplicable loss of Body in the touched target, while restoring a loss of Body to the Bender. The maximum number of points transferred cannot exceed the original loss of the Bender or the total life of the target, though greater damage may be caused to the target. For example, a huge ant has a Body of 1 and Mind of 2, a maximum of 3 points could be gained from this creature. The range of this task is always limited to touch. The damage factor for this task is 6.

NOTE: Siphon is a necromantic act and considered to be malevolent, even by player characters, unless the practicioner is, at least, incapacitated.

Astrid: 42(medicine) + 38(mend) + 75(d100) = 155
Askari: 31 + 36 + 50 = 117
Time: 50 days / (155 + 131 + 117) = 3 hours
Wrenn: 28 + 29 + 74 = 131
Time: 50 days / (155 + 131) = 4 hours, 12 minutes
Once the wounded are tended, Astrid and Wrenn, together are able to locate 15 functional arrows, which most certainly includes some fired by the Amiradthae. All arrows have Ularin heads. While searching the fallen, other than foodstuff, several items of interest are discovered. It is not considered to be prudent to attempt to thoroughly examine anything at this time, but the entire haul includes 7 curious stones and 14 various bone talismans.

Having originally approached this particular Keep from the tunnels below and having previously faced two other units of the gray skinned Amiradthae as opposed to the cloud-white skinned Shimadow, it can be surmised that this particular location is the focus of whatever it is the Amiradthae are trying to do. It is also deduced that greather resistance should be located within the structure itself. Some planning is warranted, under the circumstances. The party is currently east of the Keep, likely very near and just south of the old quarry that should now be an artificial pond.

765C4BA6-A10B-4501-8F50-00188D77744B.jpeg
Askari:: Body: 10 - 4 = 6 - 1 = 5, hurt.
Shirt: 33 - 3 - 3 - 1 - 1 = 25
Astrid: full wellness
Mantle: 24
Stones: 20
Oorvid: full wellness
Tunic: 61 - 6 = 55 - 1 = 54
Volki: Body: 10 - 1 = 9, irritated.
Tunic: 45 - 1 = 44
Wrenn:: Body: 10 - 5 = 5, injured.
Tunic: 57 - 1 = 56
Ularin Arrows: 22 + 15 = 37
41 marks: currency

(helps Astrid)
whitish ingot: 2, ??

(helps all characters)
Bat Guano: 6 measures, {heat x2}
Bandy Feet: pair, (Confluence +2)
Jay Feet: pair, (Will +2)
Spider Claws: 3 sets, {toxicity x2}
Spider Fangs: 5 sets, (Cohesion +2)

(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: 2, (Confluence +2)
Teal Skull: 2, (Cohesion +2)
Viper Skull: 2, (Motility +2)
waterfowl skull: 2, ??

(helps all characters)
Coal: 7 bricks, {heat x3}
Slate: 1, {sound x2}
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 intentions. Provide a random roll.
 

Eric Zephlaer

Gaming Aficianado
Thinking about their current position, Astrid addresses the party. "If more enemies are, in fact, garrisoned in that Keep, they will likely make regular trips for water. I suspect that they will have at least one sentry watching from the northeast tower, if it is accessible. I suggest that we approach from the south, if we are going in once Askari and Wrenn heal."
OOC: 75
 

Tellerian Hawke

Defender of Oerth
Wrenn, not being in dire straits, has second thoughts about using Siphon. He switches tactics to available weaponry, killing his injured foes as swiftly and as mercifully as he can manage.

Wrenn agrees with Astrid's suggestion, but awaits thoughts from the others, just in case a discussion should be required.

68
 

MacConnell

Creator of The Untamed Wilds
... Astrid addresses...
Wrenn... agrees...
The party did not immediately come to a decision on the matter. Askari and Volki thought it might be better to split the party, with them returning to the nearest pergola and coming back through the familiar tunnel. As they could not be dissuaded from this, Astrid, Oorvid, and Wrenn were left to approach the Keep on their own. As the suggested southern side seemed to make the most sense, the three began trekking through the trees to facilitate a better line of travel, not associated with the previous battle.

When the three stopped, no longer able to see the Keep but thinking they were in the right location to start northward, sounds from farther south halted the immediate movement. The sounds were definitely those of a person, not an animal. A lone female, who appeared to be properly equipped for hunting and of the Centrin tribe came into view, as she followed a game trail directly toward the three. Everyone saw each other at the same time. A Norikadian female, an Orngaddrin male, and a Shimadow male were looking at an approaching Centrin female. Had none of the four known one another, all would think local explorers instead of hostile wanderers, especially since no one painted his skin like the head-hunters do.
Astrid: full wellness
Mantle: 24
Stones: 20
Oorvid: full wellness
Tunic: 61 - 6 = 55 - 1 = 54
Wrenn: full wellness
Tunic: 57 - 1 = 56
Ularin Arrows: 22 + 15 = 37
Star Wolfess: full wellness
41 marks: currency

(helps Astrid)
whitish ingot: 2, ??

(helps all characters)
Bat Guano: 6 measures, {heat x2}
Bandy Feet: pair, (Confluence +2)
Jay Feet: pair, (Will +2)
Spider Claws: 3 sets, {toxicity x2}
Spider Fangs: 5 sets, (Cohesion +2)

(helps 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 Star & Oorvid)
Bandy Skull: 2, (Confluence +2)
Teal Skull: 2, (Cohesion +2)
Viper Skull: 2, (Motility +2)
waterfowl skull: 2, ??

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

(helps 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: This introduces a new player's character.
 


Tellerian Hawke

Defender of Oerth
OOC: Wrenn's Centrin skill: 25%


Wrenn raises his empty hand, palm backward, as a gesture of peace.

Wrenn says, in broken Centrin, "We no harm. Why you alone? Alone is danger."
 

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