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<blockquote data-quote="MacConnell" data-source="post: 9231006" data-attributes="member: 6855223"><p><strong>Cycle</strong>: 497. <strong>Season</strong>: Rebirth. <strong>Day</strong>: 13</p><p>[spoiler=Wariness]</p><p>Astrid: 41(observation) + 41(tuning) + 65(d100) = 147</p><p>Maka: 31 + 46(smell) + 62 = 139</p><p>Oorvid: 31 + 43(hearing) + 63 = 137</p><p>Star Wolfess: 31 + 51(hearing) + 149 = 231</p><p>Wrenn: 45 + 47(smell) + 62 = 154 [/spoiler]</p><p>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.</p><p></p><p>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.</p><p>[spoiler=Character Data]</p><p>Astrid: full wellness</p><p>Mantle: 19</p><p>Stones: 20</p><p>Maka: full wellness</p><p>Tunic: 58</p><p>Ularin Arrows: 40, damage 8</p><p>Oorvid: full wellness</p><p>Tunic: 50</p><p>Star Wolfess: full wellness</p><p>Jerkin: 36 - 2 = 34</p><p>Wrenn: full wellness</p><p>Tunic: 51</p><p>Ularin Arrows: 40, damage 8 [/spoiler]</p><p>[spoiler=Collectibles]</p><p>41 marks: currency</p><p></p><p>(helps Astrid)</p><p>Aluminum: 2, {shock x3}</p><p></p><p>(helps all characters)</p><p>Bat Guano: 5 measures, {heat x2}</p><p>Spider Claws: 3 sets, {toxicity x2}</p><p></p><p>(helps Maka & Wrenn)</p><p>Viper Blood: 1 measure, {athleticism x3}</p><p></p><p>(helps Star & Oorvid)</p><p>waterfowl skull: 2, ??</p><p></p><p>(helps all characters)</p><p>Coal: 6 stones, {heat x3}</p><p>Magnesium: 3: {Mend x 2}</p><p>Slate: 1, {sound x2}</p><p></p><p>(helps Maka & Wrenn)</p><p>Rend Leaves: 2 measures, {Siphon x2}</p><p>Flowers: 4 measures, {Restore x3}</p><p>Tranquility Flowers: 1 measure, {Identity x3} [/spoiler]</p><p>[spoiler=Discoveries]</p><p>Bat Colony: 2</p><p>Chain of Keeps tunnel system</p><p>Amiradtha: Temnyy Veter</p><p>Rheini Village [/spoiler]</p><p>[ooc]Each character receives 5 DP. State nominal actions and intentions. Provide 2 random rolls.[/ooc]</p></blockquote><p></p>
[QUOTE="MacConnell, post: 9231006, member: 6855223"] [B]Cycle[/B]: 497. [B]Season[/B]: Rebirth. [B]Day[/B]: 13 [spoiler=Wariness] 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 [/spoiler] 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. [spoiler=Character Data] 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 [/spoiler] [spoiler=Collectibles] 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} [/spoiler] [spoiler=Discoveries] Bat Colony: 2 Chain of Keeps tunnel system Amiradtha: Temnyy Veter Rheini Village [/spoiler] [ooc]Each character receives 5 DP. State nominal actions and intentions. Provide 2 random rolls.[/ooc] [/QUOTE]
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