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<blockquote data-quote="MacConnell" data-source="post: 9810847" data-attributes="member: 6855223"><p><strong>Cycle</strong>: 497. <strong>Season</strong>: Rebirth. <strong>Day</strong>: 13</p><p>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.</p><p></p><p>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.</p><p>[spoiler=Character Data]</p><p>Astrid: full wellness.</p><p>Tunic: 60</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 - 1 - 1 - 1 - 1 - 1 = 45</p><p>Star Wolfess: full health</p><p>Jerkin: 36 - 2 - 2 - 2 = 30</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 9 DP. State nominal actions and intentions. Provide 2 random rolls (d10) or reprint unused rolls.[/ooc]</p></blockquote><p></p>
[QUOTE="MacConnell, post: 9810847, member: 6855223"] [B]Cycle[/B]: 497. [B]Season[/B]: Rebirth. [B]Day[/B]: 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. [spoiler=Character Data] 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 [/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 9 DP. State nominal actions and intentions. Provide 2 random rolls (d10) or reprint unused rolls.[/ooc] [/QUOTE]
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