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<blockquote data-quote="MacConnell" data-source="post: 8196731" data-attributes="member: 6855223"><p>The continual manipulation of waylines to generate light has caused considerable fatigue on the party members. After a cursory examination, it is decided that each will take turns illuminated the head of a javelin, so that it can be held overhead.</p><p></p><p>The ladder ends in the center of the lower room. The room is just an enlarged intersection of four tunnels. The room and, as is learned, tunnels are reinforced with stone, but, as the Storyteller said this was once a great plain, the growth of a forests has taken its toll on the underground system.</p><p></p><p>There are four halls, leading in each direction from the small room. In each corner of the room, there is a stone sconce with a smooth, round, clear rock resting in it. When Hiroshi illuminates one, he finds that it amplifies the light. As the youths have never heard of, much less seen glass, they have no way of knowing that the fist-sized stones were manufactured.</p><p></p><p>Closing the trap door, the four quickly discern that the hall that leads westward ends abruptly in a pile of debris from where tree roots have collapsed it. The northern hall is chosen next as logic deems it should be the shortest to explore, since it heads back toward where the youths live and no keeps have been discovered that way.</p><p></p><p>The hall has some damage but is passable. It looks as if some labor has been recently done to remove some of the debris a shore the breach. No one knows why but the signs of repair seem a bad omen.</p><p></p><p>After an hour of travel, the hall terminates. There is a metal ladder leading upward, but no enlarged room at the foot. Oorvid elects to go first and finds that the trapdoor opens easily, allowing egress into an almost overgrown stone pergola. Once everyone exits, it is decided that some rest is well needed to recover from the taxation of bending.</p><p></p><p>The night is peaceful. The morning lights breaks gray and the day is unpleasantly cold. A fire is started before any search for game or forage is made. Within a few hours everyone is relaxing while food is cooking, when the sounds of people approaching draws attention.</p><p></p><p>A tiny traveling party composed of a very dark brown Aedaman youth, every bit as muscular as Oorvid. He is accompanied by a young Shimadow girls. The two pause cautiously, while each group assesses the other. Other than the Kaalatalan Goblins who attacked some days back, the group of four has never seen a dark skinned person. Oorvid is a Mhytre, and the other two have never seen anyone of that race. Since everyone else is pale like the girl, the dark adolescent greets everyone, speaking in Shimadow. Because of Wrenn, some Shimadow is understood by everyone in the party and conversation is possible.</p><p>[ATTACH=full]132637[/ATTACH][ATTACH]132638[/ATTACH]</p><p>[spoiler=Character Data]</p><p><span style="color: green">Astrid</span>: full wellness</p><p>Stones: 20</p><p><span style="color: rgb(243, 121, 52)">Hiroshi</span>: full wellness</p><p>Javelins: 4</p><p><span style="color: rgb(26, 188, 156)">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>Aluminum: 1 brick, ??</p><p></p><p>Ant Stingers: 4, {toxicity x2}</p><p>Bat Guano: 4 measures, ??</p><p>Bird Skulls: 5, ??</p><p>Hare: 1, ??</p><p>Rodent Tooth Necklace: 3, (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>Dark Green Stone: 1 brick, ??</p><p>Dull, Gray Stone: 1, ??</p><p></p><p>Flowers: 2 measures, ??</p><p>[/spoiler]</p><p>[ooc]No DP at this juncture. State intentions and idle actions. Provide 1 random roll.[/ooc]</p></blockquote><p></p>
[QUOTE="MacConnell, post: 8196731, member: 6855223"] The continual manipulation of waylines to generate light has caused considerable fatigue on the party members. After a cursory examination, it is decided that each will take turns illuminated the head of a javelin, so that it can be held overhead. The ladder ends in the center of the lower room. The room is just an enlarged intersection of four tunnels. The room and, as is learned, tunnels are reinforced with stone, but, as the Storyteller said this was once a great plain, the growth of a forests has taken its toll on the underground system. There are four halls, leading in each direction from the small room. In each corner of the room, there is a stone sconce with a smooth, round, clear rock resting in it. When Hiroshi illuminates one, he finds that it amplifies the light. As the youths have never heard of, much less seen glass, they have no way of knowing that the fist-sized stones were manufactured. Closing the trap door, the four quickly discern that the hall that leads westward ends abruptly in a pile of debris from where tree roots have collapsed it. The northern hall is chosen next as logic deems it should be the shortest to explore, since it heads back toward where the youths live and no keeps have been discovered that way. The hall has some damage but is passable. It looks as if some labor has been recently done to remove some of the debris a shore the breach. No one knows why but the signs of repair seem a bad omen. After an hour of travel, the hall terminates. There is a metal ladder leading upward, but no enlarged room at the foot. Oorvid elects to go first and finds that the trapdoor opens easily, allowing egress into an almost overgrown stone pergola. Once everyone exits, it is decided that some rest is well needed to recover from the taxation of bending. The night is peaceful. The morning lights breaks gray and the day is unpleasantly cold. A fire is started before any search for game or forage is made. Within a few hours everyone is relaxing while food is cooking, when the sounds of people approaching draws attention. A tiny traveling party composed of a very dark brown Aedaman youth, every bit as muscular as Oorvid. He is accompanied by a young Shimadow girls. The two pause cautiously, while each group assesses the other. Other than the Kaalatalan Goblins who attacked some days back, the group of four has never seen a dark skinned person. Oorvid is a Mhytre, and the other two have never seen anyone of that race. Since everyone else is pale like the girl, the dark adolescent greets everyone, speaking in Shimadow. Because of Wrenn, some Shimadow is understood by everyone in the party and conversation is possible. [ATTACH type="full" alt="9E42428B-5373-48ED-8415-A331211EB533.jpeg"]132637[/ATTACH][ATTACH alt="4D4D893B-7002-489D-B7C8-D04744922D03.jpeg"]132638[/ATTACH] [spoiler=Character Data] [COLOR=green]Astrid[/COLOR]: full wellness Stones: 20 [COLOR=rgb(243, 121, 52)]Hiroshi[/COLOR]: full wellness Javelins: 4 [COLOR=rgb(26, 188, 156)]Oorvid[/COLOR]: full wellness [COLOR=blue]Wrenn[/COLOR]: full wellness Arrows: 15 [/spoiler] [spoiler=Collections] 41 marks: currency Aluminum: 1 brick, ?? Ant Stingers: 4, {toxicity x2} Bat Guano: 4 measures, ?? Bird Skulls: 5, ?? Hare: 1, ?? Rodent Tooth Necklace: 3, (Health +1) Songbird Talisman: 1, ?? Spider Claws: 3 sets, ?? Spider Fangs: 3 sets, ?? Coal: 4 bricks, ?? Bloodstone: 1, (Health +1) curious stones: 2, ?? Dark Green Stone: 1 brick, ?? Dull, Gray Stone: 1, ?? Flowers: 2 measures, ?? [/spoiler] [ooc]No DP at this juncture. State intentions and idle actions. Provide 1 random roll.[/ooc] [/QUOTE]
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