# Some Stories Are True

#### astarte

##### Adventurer
"Let's take the left passage."
91,58

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#### Eric Zephlaer

##### Gaming Aficianado
Astrid shrugs. "I agree. I do not think the archer took the stairs. He also cannot see unless he took some light source of his. We know this group is not Benders."
 OOC: 65, 56

#### MacConnell

##### Creator of The Untamed Wilds
 OOC: The party entered the tunnel system from room 7 and is currently in room 2.

#### MacConnell

##### Creator of The Untamed Wilds
Cycle: 497. Season: Rebirth. Day: 13
Astrid: 41(observation) + 41(tuning) + 65(d100) = 147
Maka: 31 + 46(smell) + 62 = 139
Oorvid: 31 + 43(hearing) + 63 = 137
Star Wolfess: 31 + 51(hearing) + 149 = 231
Wrenn: 45 + 47(smell) + 62 = 154
The faint illumination grows brighter as the party moves. It seems to be a fixed light source, probably another one of those globes. Oorvid asks Astrid to extinguish the lampstick he is carrying because it is no longer needed and it gives away the party’s position, much more assuredly than any noise. Sound is a funny thing underground. Even the party can hear things, but it is impossible to determine distance or cause.

This hall is much shorter than the one previously walked, only about one third of the length of the other. It opens into a single room, identical in structure and supply as the previous one. It is deduced that the party is now underneath the very first structure where they had encountered the first group of archers. It also stands to reason why this room is empty. There is a set of stairs ascending to the structure above, one globe is illuminated in one corner, and another hall exits the room opposite of where the party entered. As an archer from each encounter had escaped, there is no sign of where either might have gone, but they are not here. The other hall should lead to a place the party has not yet explored from above.
Astrid: full wellness
Mantle: 19
Stones: 20
Maka: full wellness
Tunic: 58
Ularin Arrows: 40, damage 8
Oorvid: full wellness
Tunic: 50
Star Wolfess: full wellness
Jerkin: 36 - 2 = 34
Wrenn: full wellness
Tunic: 51
Ularin Arrows: 40, damage 8
41 marks: currency

(helps Astrid)
Aluminum: 2, {shock x3}

(helps all characters)
Bat Guano: 5 measures, {heat x2}
Spider Claws: 3 sets, {toxicity x2}

(helps Maka & Wrenn)
Viper Blood: 1 measure, {athleticism x3}

(helps Star & Oorvid)
waterfowl skull: 2, ??

(helps all characters)
Coal: 6 stones, {heat x3}
Magnesium: 3: {Mend x 2}
Slate: 1, {sound x2}

(helps Maka & Wrenn)
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
Amiradtha: Temnyy Veter
Rheini Village
 OOC: Each character receives 5 DP. State nominal actions and intentions. Provide 2 random rolls.

#### astarte

##### Adventurer
The other hall should lead to a place the party has not yet explored from above.
"Let's find out what's there."
76,85

#### Eric Zephlaer

##### Gaming Aficianado
Astrid says, "I want to take the lead this time. Keep the light behind me, as I can alter my vision to see in the dark far better than most people. Since it is highly likely that there are enemies behind us, I think it may be more to our advantage to keep the archers in the back."
 OOC: 68, 59

#### MacConnell

##### Creator of The Untamed Wilds
Cycle: 497. Season: Rebirth. Day: 13
Astrid: 41(observation) + 41(tuning) + 68(d100) = 150
Maka: 31 + 46(smell) + 68 = 145
Oorvid: 31 + 43(hearing) + 75 = 149
Star Wolfess: 31 + 51(hearing) + 149 = 231
Wrenn: 45 + 47(smell) + 76 = 168
Before the party can exit the room into the hall, one of the archers descends the stairs into the room. Since it had been a day between conflicts, it is likely that he is the one who had escaped from the first battle. He was obviously not expecting to find others in the underground room; and when he awkwardly tried to ready his bow and draw an arrow, he was quickly killed by the party members. It might have been considered unfortunate because the members were not vindictive, but it was necessary. This meant that there was now only one hostile at large, who had encountered the party.

The new hall is rather long and very dark. The party is forced to resort to its own source of light, again, which Oorvid is most agreeable to carry. Maka, who had agreed with Astrid, spends most of his time walking backward so that he can keep an eye on the party’s tail. Being a Psionicist, Astrid can manipulate electromagnetic waylines better than anyone else in the party. With only the small amount of light carried by Oorvid, she can see far down the hall as if it was more greatly illuminated.

The hall begins to descend then descends in a flight of stairs. The party can sense that they are fairly deep beneath the surface. The flat expanse after the stairs is damp, water occasionally drips down from the ceiling. It seems that this tunnel is passing beneath a stream on the surface. After a short flat period, there is an ascending flight of stairs. At the top of the stairs the tunnel continues to angle upward. As it once again levels, everyone is certain that light and voices are coming from up ahead. The voices are different from that of the former archers.
Astrid: full wellness
Mantle: 19
Stones: 20
Maka: full wellness
Tunic: 58
Ularin Arrows: 40, damage 8
Oorvid: full wellness
Tunic: 50
Star Wolfess: full wellness
Jerkin: 36 - 2 = 34
Wrenn: full wellness
Tunic: 51
Ularin Arrows: 40, damage 8
41 marks: currency

(helps Astrid)
Aluminum: 2, {shock x3}

(helps all characters)
Bat Guano: 5 measures, {heat x2}
Spider Claws: 3 sets, {toxicity x2}

(helps Maka & Wrenn)
Viper Blood: 1 measure, {athleticism x3}

(helps Star & Oorvid)
waterfowl skull: 2, ??

(helps all characters)
Coal: 6 stones, {heat x3}
Magnesium: 3: {Mend x 2}
Slate: 1, {sound x2}

(helps Maka & Wrenn)
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
Amiradtha: Temnyy Veter
Rheini Village
 OOC: Each character receives 5 DP. State nominal actions and intentions. Provide 2 random rolls.

#### astarte

##### Adventurer
"We should quietly walk toward them and overhear their conversation, if we can. If it's impassible.. let's show them we do not mean to harm them, but as Astrid said, we must be ready for their attack."
21,70

#### Eric Zephlaer

##### Gaming Aficianado
Astrid agrees. "Oorvid, I am going to reduce the illumination of our globe. I am not expecting friendlies. This whole place seems to be under some kind negative influence, but I will offer the friendly option, as I no longer carry a visible weapon."
 OOC: 71, 62

#### MacConnell

##### Creator of The Untamed Wilds
Cycle: 497. Season: Rebirth. Day: 13
Astrid: 36(hide) + 41(shade) + 71(d100) = 148
Maka: 31 + 46(camo) + 71 = 148
Oorvid:
Star: 31 + 41(soullessness) + 70 = 142
Wrenn: 35 + 47(camo) + 71 = 153
Oorvid is not really able to hide because he is carrying the light source, but he does mystically obscure his existence. The party creeps forward, making their steps as quietly as possible. The party ascends a flight of stairs identical to the other one that had been descended. The voices are guttural and harsh. As everyone draws closer, Astrid hugs the left wall so that Star can see around her. Oorvid motions for Wrenn to move up. From a distance, there appears to be several people in the underground room. They are all men. The men are relatively short and muscular. They have skin the color of mahogany wood with long, straight hair but no facial hair. They are clothed in crude garments and adorned with small axes. There are patterns in gray clay painted upon their arms, torsos, and faces.

It is not possible to determine what is being discussed because the language is unfamiliar. The party members realize that they can get closer, especially if Astrid extinguished their light source, but it will not be possible to enter the room without being seen. Based on the initial observation, these people are suspected of being Medderins, a hostile tribe of Mhytres known to be headhunters. How they came to be here without being in constant conflict with the archers that the party fought makes no sense. It must have something to do with whoever made the brands on the residents' forearms.
Astrid: full wellness
Mantle: 19
Stones: 20
Maka: full wellness
Tunic: 58
Ularin Arrows: 40, damage 8
Oorvid: full wellness
Tunic: 50
Star Wolfess: full wellness
Jerkin: 36 - 2 = 34
Wrenn: full wellness
Tunic: 51
Ularin Arrows: 40, damage 8
41 marks: currency

(helps Astrid)
Aluminum: 2, {shock x3}

(helps all characters)
Bat Guano: 5 measures, {heat x2}
Spider Claws: 3 sets, {toxicity x2}

(helps Maka & Wrenn)
Viper Blood: 1 measure, {athleticism x3}

(helps Star & Oorvid)
waterfowl skull: 2, ??

(helps all characters)
Coal: 6 stones, {heat x3}
Magnesium: 3: {Mend x 2}
Slate: 1, {sound x2}

(helps Maka & Wrenn)
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
Amiradtha: Temnyy Veter
Rheini Village
 OOC: Each character receives 5 DP. State nominal actions and intentions. Provide 2 random rolls.

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