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<blockquote data-quote="MacConnell" data-source="post: 8167214" data-attributes="member: 6855223"><p>[gm]For player characters, who can all sense waylines, the mechanics for wariness are the same at night while sleeping or awake, since people cannot see very well at night. Player characters do not have to set watches. Everyone can sleep. A surprise chance will be the same either way.[/gm]</p><p></p><p></p><p>Oorvid takes the two remaining pairs of teeth to examine, then hands the remaining curious stones to Astrid. "<span style="color: rgb(124, 112, 107)">Examine these to see if you find anything interesting about them. By chance, there may be something more to them than their coloration</span>."</p><p>[spoiler=Alchemical Sensitivity]</p><p><span style="color: green">Astrid</span>: 24(alchemy) + 23(analysis) + 50(d100) = 97, fail</p><p><span style="color: rgb(243, 121, 52)">Hiroshi</span>: 21 + 23 + 75 = 119</p><p>Time: 10 days / 119 = 2 hours, success</p><p><span style="color: brown">Oorvid</span>: 20 + 23 + 70 = 113</p><p>Time: 10 days / 113 = 3 hours, fail</p><p><span style="color: blue">Wrenn</span>: 24 + 19 + 64 = 107</p><p>Time: 10 days / 107 = 3 hours, success</p><p>[/spoiler]</p><p>Astrid and Oorvid, though they find their respective items interesting, cannot determine why that is so. Hiroshi discovers that his gray stone with red flecks in it has the potential to enhance his overall health, if carried. That particular type of rock is called, bloodstone, because it looks as if it is bleeding. Wrenn discovers that the pair of teeth, all of which are identical having belonged to some common rodent, even the previously collected pair, has the same potential as the bloodstone, but neither Astrid nor Oorvid can make use of this enhancement until they are able to sense it.</p><p></p><p>Moving on, the next couple of days bear no significance, though time is spent toward the end of the second walking back and forth through the forest until the Keep is rediscovered. Camp is made by the artificial pond, as was done previously.</p><p></p><p>[ATTACH=full]131067[/ATTACH]</p><p>[spoiler=Character Data]</p><p><span style="color: green">Astrid</span>: full wellness</p><p>Stones: 16</p><p><span style="color: rgb(243, 121, 52)">Hiroshi</span>: full wellness</p><p>Javelins: 4</p><p><span style="color: brown">Oorvid</span>: full wellness</p><p><span style="color: blue">Wrenn</span>: full wellness</p><p>Arrows: 15</p><p>[/spoiler]</p><p>[spoiler=Collections]</p><p>41 marks: currency</p><p></p><p>Ant Stingers: 4, {toxicity x2}</p><p>Bat Guano: 4 measures, ??</p><p>Bird Skulls: 5, ??</p><p>Rodent Tooth Necklace: 4, (Health +1)</p><p>Songbird Talisman: 1, ??</p><p>Spider Claws: 3 sets, ??</p><p>Spider Fangs: 3 sets, ??</p><p></p><p>Coal: 4 bricks, ??</p><p>Bloodstone: 1, (Health +1)</p><p>curious stones: 2, ??</p><p>Dull, Gray Stone: 1, ??</p><p>[/spoiler]</p><p>[ooc]Each character receives 5 DP. Provide 1 random roll with stated intentions.[/ooc]</p></blockquote><p></p>
[QUOTE="MacConnell, post: 8167214, member: 6855223"] [gm]For player characters, who can all sense waylines, the mechanics for wariness are the same at night while sleeping or awake, since people cannot see very well at night. Player characters do not have to set watches. Everyone can sleep. A surprise chance will be the same either way.[/gm] Oorvid takes the two remaining pairs of teeth to examine, then hands the remaining curious stones to Astrid. "[COLOR=rgb(124, 112, 107)]Examine these to see if you find anything interesting about them. By chance, there may be something more to them than their coloration[/COLOR]." [spoiler=Alchemical Sensitivity] [COLOR=green]Astrid[/COLOR]: 24(alchemy) + 23(analysis) + 50(d100) = 97, fail [COLOR=rgb(243, 121, 52)]Hiroshi[/COLOR]: 21 + 23 + 75 = 119 Time: 10 days / 119 = 2 hours, success [COLOR=brown]Oorvid[/COLOR]: 20 + 23 + 70 = 113 Time: 10 days / 113 = 3 hours, fail [COLOR=blue]Wrenn[/COLOR]: 24 + 19 + 64 = 107 Time: 10 days / 107 = 3 hours, success [/spoiler] Astrid and Oorvid, though they find their respective items interesting, cannot determine why that is so. Hiroshi discovers that his gray stone with red flecks in it has the potential to enhance his overall health, if carried. That particular type of rock is called, bloodstone, because it looks as if it is bleeding. Wrenn discovers that the pair of teeth, all of which are identical having belonged to some common rodent, even the previously collected pair, has the same potential as the bloodstone, but neither Astrid nor Oorvid can make use of this enhancement until they are able to sense it. Moving on, the next couple of days bear no significance, though time is spent toward the end of the second walking back and forth through the forest until the Keep is rediscovered. Camp is made by the artificial pond, as was done previously. [ATTACH type="full"]131067[/ATTACH] [spoiler=Character Data] [COLOR=green]Astrid[/COLOR]: full wellness Stones: 16 [COLOR=rgb(243, 121, 52)]Hiroshi[/COLOR]: full wellness Javelins: 4 [COLOR=brown]Oorvid[/COLOR]: full wellness [COLOR=blue]Wrenn[/COLOR]: full wellness Arrows: 15 [/spoiler] [spoiler=Collections] 41 marks: currency Ant Stingers: 4, {toxicity x2} Bat Guano: 4 measures, ?? Bird Skulls: 5, ?? Rodent Tooth Necklace: 4, (Health +1) Songbird Talisman: 1, ?? Spider Claws: 3 sets, ?? Spider Fangs: 3 sets, ?? Coal: 4 bricks, ?? Bloodstone: 1, (Health +1) curious stones: 2, ?? Dull, Gray Stone: 1, ?? [/spoiler] [ooc]Each character receives 5 DP. Provide 1 random roll with stated intentions.[/ooc] [/QUOTE]
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