Some Stories Are True

Cycle: 497. Season: Rebirth. Day: 13
The extinguishment of the meager light source allows that party to instantly realize that they are in an environment of absolute darkness. Even Astrid, who is the only party member able to manipulate her vision, can do nothing to improve her ability to see. Perhaps with a little more practice she will be able to alter her vision in such a manner as to see into the infrared spectrum in order to discern heat, but that is not now. Wrenn realizes that the measure of collected moss can indeed be used to alter electromagnetic waylines, but his talent is rather limited. Maka and Wrenn can both improve their sense of smell, but neither find it to be beneficial at the current location. Oorvid and Star can both improve their hearing; but other than the natural groanings of the mountain and the breathing of the party, absolutely nothing else can be heard.

Not liking the fact that there are no other options does not change the matter. A source of light must be generated, but its brightness can be controlled, since bare a candle flicker is need to see underground. A few more minutes of slow movement allows the party to pass a dark room on their right. The room contains nothing. A few minutes beyond that brings the party to a cross section. The masonry work no longer adorns the tunnel, which at this point, is not much more than a cave. The cave shows tools marks as to indicate that it was once or is a mine. With all paths appearing the same, the party must decide if they are to go left, right, or continue straight. Turning around seems too cowardly to consider.
Astrid: full wellness.
Tunic: 60
Stones: 20
Maka: full wellness
Tunic: 58
Ularin Arrows: 40, damage 8
Oorvid: full wellness
Tunic: 50 - 1 - 1 - 1 - 1 - 1 = 45
Star Wolfess: full health
Jerkin: 36 - 2 - 2 - 2 = 30
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 9 DP. State nominal actions and intentions. Provide 2 random rolls (d10) or reprint unused rolls.
 

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Maka is unconcerned, but Wrenn is frustrated by his inabiity to affect his own eyesight. There must be a way! he muses, inwardly to himself. But he decides to put that concern aside for now.

Maka says, quietly, "Let's make the smallest light that we can, and continue straight ahead. I can sense the correctness of this intent; I feel the reassuring hand of my grandfather on my shoulder when my thoughts turn to that possibility."

Maka: 7,7
Wrenn: 6, 9 (+7 luck)
 


As all paths seem the same, Astrid suggests taking the one on the left and marking the intersection, in case more paths interescted, to prevent them from wandering in circles or becoming lost.
OOC: d10 = 11, 6, reprint
Both Maka and Wrenn agree with the logic behind this course of action, even though Maka has the inclination to move straight forward. He knows that they will explore all avenues of egress, so he isn't put off by the delay.
 


Cycle: 497. Season: Rebirth. Day: 13
Astrid:
Maka: 46(olfaction)
Oorvid: 51(clairaudience)
Star: 64(clairaudience)
Wrenn: 51(olfaction)
Astrid: 50(observation) + 11(d10) = 61
Maka: 31 + 46(olfaction) + 6 = 83
Oorvid: 31 + 51(clairaudience) + 5 = 87
Star: 34 + 64(clairaudience) + 6 = 104
Wrenn: 45 + 51(olfaction) + 7 = 103
Though the party members have no doubts as to the connection of Maka to his ancestors, it also stands to reason that greater danger lies at the end of the most significant path. The logic from Astris also offers the better option of caution. Touching the arm of Oorvid while he manipulates mechanical waylines to augment his own hearing instantly allows Star to understand how he is able to bend them to his will, and she duplicates the procedure for herself. Maka and Wrenn both enhance their sense of smell.

Rather than descend, the cave begins to rise slightly as the party takes the left path. This seems strange for a moment until everyone realizes that it is boring into the mountain, which rises considerably from the level of the valley where the party first entered. The cave bears the marks of tools and winds back and forth as it rises. There are several short, dead-end offshoots along the way. At a signal, first from Star in the back with Wrenn, then from Oorvid, the party halts. The two can hear the sounds of active mining, but they seem, as yet, quite distant.
Astrid: full wellness.
Tunic: 60
Stones: 20
Maka: full wellness
Tunic: 58
Ularin Arrows: 40, damage 8
Oorvid: full wellness
Tunic: 50 - 1 - 1 - 1 - 1 - 1 = 45
Star Wolfess: full health
Jerkin: 36 - 2 - 2 - 2 = 30
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
GM: Astrid improved her mental fortitude (Discipline). Maka improved in his use of his bow (Fired). Oorvid improved the impetus for resilience and vitality (Hemostasis). Star Wolfess acquired the talent to better effect herself with the use of waylines (Manifest Will). Wrenn improved in overall wellness (Fitness).

OOC: Each character receives 9 DP. State nominal actions and intentions. Provide 2 random rolls (d10) or reprint unused rolls.
 

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