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The Mystery in Bridgetown
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<blockquote data-quote="MacConnell" data-source="post: 9664075" data-attributes="member: 6855223"><p><strong>Cycle</strong>: 498: <strong>Day</strong>: 83. <strong>Season</strong>: Stasis.</p><p>[spoiler=Wariness]</p><p><span style="color: rgb(65, 168, 95)">Jaguar</span>: 27(perception) + 31(olfaction) + 5, 5(d10) = 63, 63</p><p><span style="color: rgb(44, 130, 201)">Whisper</span>: 31 + 33(clairvoyance) + 4, 8 = 68, 72 [/spoiler]</p><p>Departing on peaceable terms, the two young men continue to follow the suspected path that the witch had taken. The direction of travel is toward the coast, which they think should be two days distant, at most. During the day, normal flora and fauna are noticed but nothing that would cause alarm. Subtle signs of the passage of another person are also seen at random points along the definitive game trail.</p><p></p><p>As the day begins to draw to a close and the two must begin thinking of making camp for the night, more signs of passage are seen, almost as if the woman is goading them to keep following. She has to know that she is being chased. The environment becomes wetter, the dominant trees change species, and the two youths find themselves having to move more carefully, as they are now within a swamp. As the light of day fades and the two find a drier rise of earth within the wet habitat, they again can see the light of a campfire in the distance. They have definitely gained some ground, but to try to close the distance in the dark with such an unstable substrate could prove fatal. First light would be the first real opportunity to encroach.</p><p>[spoiler=Character Data]</p><p><span style="color: rgb(65, 168, 95)">Jaguar</span>: full wellness</p><p>darts: 8</p><p>slate dart: 2 {thump x2}</p><p>flint dart: 1 {shock x2}</p><p><span style="color: rgb(44, 130, 201)">Whisper</span>: full wellness</p><p>stones: 11</p><p>lodestone: 2 {shock x3}</p><p>tunic: 60 - 2 = 58 [/spoiler]</p><p>[spoiler=Collections]</p><p>coins: 64 ocrin</p><p></p><p>Muddle Leaf: 1: {muddle x2}</p><p>Soothe Leaf: 2: {soothe x2}: 2 ocrins each</p><p>Stimulate: 1: {adrenaline or stimulate x2}: 2 ocrins each</p><p></p><p>bloodstone: 1: (Fitness +1): 5 ocrins</p><p></p><p>iron: 1: {shock x2}: 5 ocrins</p><p>magnesium: 1: {mend x2}: 5 ocrins</p><p>tin: 2: {muddle x2}: 1 ocrin [/spoiler]</p><p>[spoiler=People of Interest]</p><p>Gastrobon: Centrin man: Plaza Tavern owner, Bridgetown.</p><p>Merita: Centrin woman: Plaza Tavern cook, heartmate of Gastrobon.</p><p>Grandon: Centrin man: Grist Mill operator, Bridgetown.</p><p>Farlen & Hortica: Centrin couple: farmers, Bridgetown.</p><p>Killian: Spiofthest man: fisherman, Bridgetown.</p><p>Sheldon & Indigo: alchemists, South Road Fair. [/spoiler]</p><p>[gm]Each character receives 9 DP.[/gm][ooc]State nominal actions and intentions. Provide 2 random rolls.[/ooc]</p></blockquote><p></p>
[QUOTE="MacConnell, post: 9664075, member: 6855223"] [B]Cycle[/B]: 498: [B]Day[/B]: 83. [B]Season[/B]: Stasis. [spoiler=Wariness] [COLOR=rgb(65, 168, 95)]Jaguar[/COLOR]: 27(perception) + 31(olfaction) + 5, 5(d10) = 63, 63 [COLOR=rgb(44, 130, 201)]Whisper[/COLOR]: 31 + 33(clairvoyance) + 4, 8 = 68, 72 [/spoiler] Departing on peaceable terms, the two young men continue to follow the suspected path that the witch had taken. The direction of travel is toward the coast, which they think should be two days distant, at most. During the day, normal flora and fauna are noticed but nothing that would cause alarm. Subtle signs of the passage of another person are also seen at random points along the definitive game trail. As the day begins to draw to a close and the two must begin thinking of making camp for the night, more signs of passage are seen, almost as if the woman is goading them to keep following. She has to know that she is being chased. The environment becomes wetter, the dominant trees change species, and the two youths find themselves having to move more carefully, as they are now within a swamp. As the light of day fades and the two find a drier rise of earth within the wet habitat, they again can see the light of a campfire in the distance. They have definitely gained some ground, but to try to close the distance in the dark with such an unstable substrate could prove fatal. First light would be the first real opportunity to encroach. [spoiler=Character Data] [COLOR=rgb(65, 168, 95)]Jaguar[/COLOR]: full wellness darts: 8 slate dart: 2 {thump x2} flint dart: 1 {shock x2} [COLOR=rgb(44, 130, 201)]Whisper[/COLOR]: full wellness stones: 11 lodestone: 2 {shock x3} tunic: 60 - 2 = 58 [/spoiler] [spoiler=Collections] coins: 64 ocrin Muddle Leaf: 1: {muddle x2} Soothe Leaf: 2: {soothe x2}: 2 ocrins each Stimulate: 1: {adrenaline or stimulate x2}: 2 ocrins each bloodstone: 1: (Fitness +1): 5 ocrins iron: 1: {shock x2}: 5 ocrins magnesium: 1: {mend x2}: 5 ocrins tin: 2: {muddle x2}: 1 ocrin [/spoiler] [spoiler=People of Interest] Gastrobon: Centrin man: Plaza Tavern owner, Bridgetown. Merita: Centrin woman: Plaza Tavern cook, heartmate of Gastrobon. Grandon: Centrin man: Grist Mill operator, Bridgetown. Farlen & Hortica: Centrin couple: farmers, Bridgetown. Killian: Spiofthest man: fisherman, Bridgetown. Sheldon & Indigo: alchemists, South Road Fair. [/spoiler] [gm]Each character receives 9 DP.[/gm][ooc]State nominal actions and intentions. Provide 2 random rolls.[/ooc] [/QUOTE]
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