"With the Spoiofthest Village, we trade raw animal materials and textiles for leather goods."
"With the Orngaddrin Village, we trade textiles for metal goods. The Orngaddrin mine their own ore, of course, but they gladly accept minerals and ores when we are able to acquire any."
"For our own part, we collect cane and reeds from across the river. Occasionally our gatherers encounter hostile animals or people beyond their ability to rectify."
There are 4 men and 4 women. Deviard1: Body: 10 - 10 = 0, incapacitated Deviard3: Body: 10 - 18 = -8, incapacitated
The 6 remaining Deviards, who have not yet closed to melee range, do so. Vik, being injured, hopes to leach some health from his opponent. Veera will attempt to stay out of melee range and use her bow, bending light to make her harder to see. Quill intends to launch another javelin while bending light to make herself harder to see.
Before the remaining Deviards can react, Quill moves back while the illumination around her darkens, maintaining her distance from her new target and hurting him with her launched javelin. Arbrine punches her opponent, with what she hopes is a formidable blow, only to find the damage soaked by his sheephide. The paranormal attempt to heat him, however, proves much more effective this time and causes some injury.
Being unable to close, the Deviard on Quill reverses her bending of light and restores the illumination to normal. All other Deviards are able to reach their opponents and physically attack.
Arbrine is not quite able to completely defend nor completely resist the shock, but she takes little damage. Nalvis and Rekyavik are able to completely avoid their opponents. Renyaveer cannot keep her distance but manages to prevent any real damage. Mekric is able to prevent physical harm but takes some additional damage due to the shock, rendering a significant injury.
Nalvis is able to return a might blow to his opponent, while Rekyavik is able to leach some bodily restoration from his. After feding off the physical attacks, Renyaveer and Mekric both fire arrows at point blank range. Renyaveer causes injury to her opponent, while Mekric is only able to hurt hers.
"Let them run," Nalvis says. The rest of the River Crew will engage in healing for those that need it, then search the dead, then search the area around the battle.
"With the Spoiofthest Village, we trade raw animal materials and textiles for leather goods."
"With the Orngaddrin Village, we trade textiles for metal goods. The Orngaddrin mine their own ore, of course, but they gladly accept minerals and ores when we are able to acquire any."
"For our own part, we collect cane and reeds from across the river. Occasionally our gatherers encounter hostile animals or people beyond their ability to rectify."
The remaining Deviards, who are able to do so, leave quickly and separately, shrouding themselves in shadow as they depart, making it difficult to target them with an arrow should any of the River Crew have chosen to do so. They do not attempt to aid or recover their fallen.
None of the party shows any qualms against ending the fallen enemy. One male and one female of the enemy have fallen.
Kwargrow said:
The rest of the River Crew will engage in healing for those that need it...
Mekric and Rekyavik will require a day of rest to recover, even after being aided by the manipulation of Mystic Way lines. All others recover more quickly.
The healthier party members look over the fallen Deviard as the other take their needed rest. One male and one female were killed. Each is adorned in a tunic with arm and shin guards made of simple goathide. The fur is worn on the inside, showing slight advancement of more rudimentary nomads. Each is armed with a small miner's pick manufactured of the ocrin alloy (tin and zinc).
Each has a rodent skull and a small ram horn trinket hanging by a cord from their waist. One has a small semi-translucent stone that feels wet when touched and an opaque yellow stone. The other has an opaque green stone and a burgundy stone. One has a goat hoof and the other has a pair of snake fangs tied about his neck.
Their make-shift campsite appears to have been used for several weeks. There is evidence of consumed game and gathered edibles. More importantly there are some picks, hammers, and spikes that were obviously manufactured by the Orngaddrin, and two metal oil lamps.
While the River Crew wounded rest, the healthy collect what is valuable and keep an eye out for returning Deviards. When they are ready to depart Nalvis says to Vik, "I got some lucky shots with that last battle. Good to know luck can still go my way."
Mekric stays quiet while they travel, deep in thought.
Arbrine scouts ahead with Quill, adding more movement to her routine to increase her speed and lunge ability.
"With the Spoiofthest Village, we trade raw animal materials and textiles for leather goods."
"With the Orngaddrin Village, we trade textiles for metal goods. The Orngaddrin mine their own ore, of course, but they gladly accept minerals and ores when we are able to acquire any."
"For our own part, we collect cane and reeds from across the river. Occasionally our gatherers encounter hostile animals or people beyond their ability to rectify."
While the River Crew wounded rest, the healthy collect what is valuable and keep an eye out for returning Deviards. When they are ready to depart Nalvis says to Vik, "I got some lucky shots with that last battle. Good to know luck can still go my way."
No danger is discovered on the return trip to the mine. The miners are elated at the return of their missing tools and visit with the River Crew, inquiring as to their success and safe return.
Upon returning to the Orngaddrin Village, the elders express their gratitude for the River Crew's assistance. They ask the crew to stay and enjoy a feast in their honor and offer to maintenance all weapons. Marmeren motions the crew to follow him.
He goes into central structure near the northern edge of the village. Upon entering, it is noted that the building is not a residence. Its, seeming, use is not in common to anything the crew has before witnessed; and therefore, none of them can give it a name. There are mining supplies and pieces of ore along with drawings on skins that appear to be maps of the area and of the mines. The maps are very good.
Marmeren speaks and asks questions about the Deviards while referencing one of the maps. He then makes notes on a parchment upon a central table. Once he is satisfied with the information, he moves to a chest along the wall and takes a sack from it, bringing it back to the table. He dumps its contents on the table and various colored stones pour out. He offers everyone a stone of their choice as payment for the accomplished deed.
OOC:
Basically, choose an ability that each character would like to have enhanced and that will be the corresponding stone chosen, and I will fill in the information.
Each is armed with a small miner's pick manufactured of the ocrin alloy (tin and zinc). Each has a rodent skull and a small ram horn trinket hanging by a cord from their waist. One has a small semi-translucent stone that feels wet when touched and an opaque yellow stone. The other has an opaque green stone and a burgundy stone. One has a goat hoof and the other has a pair of snake fangs tied about his neck.
After thanking Marmeren, Nalvis and Mekric both take stones that enhance motility, and Arbrine will choose one to augment adhesion. Once back at the safety of the village they will go through their spoils and attempt to identify any proclivity of Way Lines with the unfamiliar items. After the feast and appropriate rest they will leave the Orngaddrin and head back out to the river, heading to the next village.
Mekric says to the River Crew, "I will no longer put our lives at risk to give these hostile tribes a chance to better themselves. From now on when we encounter these tribes we should attack with all our speed and strength to drive them off. I was afraid there was some wasted potential there, but I was wrong. Let them waste away to obscurity."
"With the Spoiofthest Village, we trade raw animal materials and textiles for leather goods."
"With the Orngaddrin Village, we trade textiles for metal goods. The Orngaddrin mine their own ore, of course, but they gladly accept minerals and ores when we are able to acquire any."
"For our own part, we collect cane and reeds from across the river. Occasionally our gatherers encounter hostile animals or people beyond their ability to rectify."
Mekric says to the River Crew, "I will no longer put our lives at risk to give these hostile tribes a chance to better themselves. From now on when we encounter these tribes we should attack with all our speed and strength to drive them off. I was afraid there was some wasted potential there, but I was wrong. Let them waste away to obscurity."
Veera squeezes Mekric's shoulder and responds. "It seems diplomacy is wasted at times. Some of the nomadic peoples show no potential for societal development."
Leaving the Orngaddrin, the River Crew decides to head for the Right Branch Heights, because they have only once before visited. Word of the River Crew has continued to spread and they are, again, welcomed in a friendly manner.
The Right Branch Heights is populated with the same Hebrian people who occupy the Marshland Village and East Port. At this elevation, it is learned that they trade lye and game with the Spiofthest Village in return for leather goods and lye and fruit with the Orngaddrin Village in exchange for metal goods. A hamlet would be a better term for the village for it is little more than a hunting outpost.
Yaniff, the village elder, introduces the River Crew to Osaka, who is the lead hunter. He discusses some recent tales with the River Crew and expresses some concern that several villagers have recently been found after falling to their deaths. He explains that while falls sometimes happen, the villagers are adept at mountaineering and that fatal falls are almost unheard of, outside of an avalanche.
Nalvis: full health
Boots: 20 - 2 - 2 - 3 = 13 Mekric: full health
harnin arrows: 19 Abrine: full health
Boots: 20 - 4 = 16 Rekyavik: full health
Boots: 20 - 3 = 17 Renyaveer: full health
harnin arrows: 22 Quill: full health
javelins: 6
Boots: 20 - 3 = 17
After discussing their options, the River crew decide their best way to find out what happened to the villagers is to investigate where they fell from. They will inquire about where the bodies were found and then find a way up to the top from where they fell.
After discussing their options, the River crew decide their best way to find out what happened to the villagers is to investigate where they fell from. They will inquire about where the bodies were found and then find a way up to the top from where they fell.
Osaka is able to give clear enough directions for the River Crew to follow without accompaniment. After three days of travel, the bottom of the cliff facing is discovered where the death had occurred. Examining the rubble provides evidence of heavy things having fallen from high above. Additionally, old bones of other animals are discovered in the rocks, along with evidence of scavenger animals and opportunistic predators. The significance of the tracks leaves a definitive trail leading around the mountain. Very old blood stains the rocks.
Nalvis: full health
Boots: 20 - 2 - 2 - 3 = 13 Mekric: full health
harnin arrows: 19 Abrine: full health
Boots: 20 - 4 = 16 Rekyavik: full health
Boots: 20 - 3 = 17 Renyaveer: full health
harnin arrows: 22 Quill: full health
javelins: 6
Boots: 20 - 3 = 17
The River Crew will search among the rocks for useful items or clues, both with their eyes and with Way. When they have finished they will follow the trail around the mountain and look for a way to ascend to the dangerous heights.
The River Crew will search among the rocks for useful items or clues, both with their eyes and with Way. When they have finished they will follow the trail around the mountain and look for a way to ascend to the dangerous heights.
As the crew pokes around the debris for further clues, the vibrations carry through the ground alerting the area's nearest denizens. From holes, yet unseen, farther down the slope emerge four ants. The insects are about the size of a person's upper arm, covered with red and black enameled chitin. It seems obvious that they consider the River Crew to be food.
The mound of rocky rubble is somewhat semi-circular in shape with a radius of about two strides. The four separate holes are in the soil about a stride beyond that, hidden from obvious view by natural vegetation. The ants are already oriented and crawling toward the crew when noticed.
Nalvis: full health
Boots: 20 - 2 - 2 - 3 = 13 Mekric: full health
harnin arrows: 19 Abrine: full health
Boots: 20 - 4 = 16 Rekyavik: full health
Boots: 20 - 3 = 17 Renyaveer: full health
harnin arrows: 22 Quill: full health
javelins: 6
Boots: 20 - 3 = 17[/sblock]
Arbrine will manipulate Way to heat the antennae and other sensory organs of the creatures to make it harder for them to find the River Crew. This is an attempt to blind them. (Roll: 04)
Knowing creatures such as this can have clouds of poison they can spit out, Nalvis charges into the closest ant, and swings with his weapon. If it has any defense measure it will only affect him. (Roll: 32)
Arbrine will nock an arrow to her bow and fire at her most promising ant target. (Roll: 49)
Arbrine will manipulate Way to heat the antennae and other sensory organs of the creatures to make it harder for them to find the River Crew. This is an attempt to blind them. (Roll: 04)
Having newly acquired the skill to manipulate Waylines at a distance, Arbrine as yet cannot control her skill to such a degree to target parts of a creature, but distance alone is an improvement.
Vik takes a step forward and happens to swing his harpoon at the same ant.
The ant lands on Rekyavik but is unable to effectively sting him. Forsaking his harpoon almost instantly, he hits the ant, knocking the insect away, but causing it no harm. As the ant lands and rights itself for another assault, Arbrine's attempt to heat it proves ineffective.
Kwargrow said:
Knowing creatures such as this can have clouds of poison they can spit out, Nalvis charges into the closest ant, and swings with his weapon. If it has any defense measure it will only affect him. (Roll: 32)
The ant lands on Nalvis but is unable to sting him. Reacting necessarily, Nalvis forsakes his axe, not wanting to swing it at himself and knocks the ant away with his shield. The insect readies itself for another attack.
Kwargrow said:
Mekric will nock an arrow to her bow and fire at her most promising ant target. (Roll: 49)
Veera takes aim at the fourth ant. Neither of the girls is able to act before each is assaulted by an ant. Each uses her bow to knock the ant away.
Quill, like Arbrine, has recently learned how to manipulate Way Lines at a distance. Unlike Arbrine, Quill has chosen a different style, she manipulates chemical Way to ionize the liquid within the ant. She happens to select the ant that had landed on Mekric, but fails to affect it.
Nalvis: full health
Boots: 20 - 2 - 2 - 3 = 13 Mekric: full health
harnin arrows: 19 Abrine: full health
Boots: 20 - 4 = 16 Rekyavik: full health
Boots: 20 - 3 = 17 Renyaveer: full health
harnin arrows: 22 Quill: full health
javelins: 6
Boots: 20 - 3 = 17
Only one second of time passes between knocking the ant away and it relaunching itself for a second attack. Before Nalvis can move to flank Vik, the ant lands on him again.
Nalvis notices the flight of the ant and better defends himself; but even though he prevents being stung, he still cannot harm the ant, only knock it away. Veera who was trying to aid Nalvis forsakes trying to fire arrows and uses her bow like a club. Like Nalvis, she is only able to protect herself.
Mekrik will channel Way and burn the ant that is on her. Roll: 22 Physically she will only fend off the ant, not strike it. Roll: 83
Mekric outmaneuvers her ant, blocking it from landing on her. She can sense that she was able to cause the insect to heat, somewhat, but not enough to damage it. Quill, who is still focused on Mekric's ant, again, tries to ionize it, unsuccessfully.
Arbrine catches the ant on Vik, even before he does, though never physical blow proves damaging. As the ant is knock away, its insides are cooked with enough heat to incapacitate it.
Nalvis: full health
Boots: 20 - 2 - 2 - 3 = 13 Mekric: full health
harnin arrows: 19 Abrine: full health
Boots: 20 - 4 = 16 Rekyavik: full health
Boots: 20 - 3 = 17 Renyaveer: full health
harnin arrows: 22 Quill: full health
javelins: 6
Boots: 20 - 3 = 17
Animals:
Lacquered Beetle Carapaces: 4
Minerals:
Slate: 2 pieces: (sound x2)
Flint: 1 rock: (heat x2)
Heartstone: 2 stones: {+ Confluence}
Coal: 1 lump: (Heat x3)
Lodestone: 1 stone: (Shock x3)
Slickstone: 1 stone: (-Heat x3)
Yellow rock (Sulfur): 1 lump: ?
bluish rock (Waterstone): 1 stone: ?
Ores:
Zinc: 1 ingot: {+ Health} (+Body x2)
Tin: 1 ingot: {+ Persona} (-Mind x2)
Lead: 1 ingots: (-Body x2)
Iron: 1 ingots: {+ Confluence} (+Body x2)
Copper: 1 ingot: {+ Persona} (Shock x2)
dark metal (Nickel): 1 ingot: ?
heavy metal (Manganese): 1 ingot: ?
yellowish metal (Molybdenum): 1 ingot: ?
dark metal (Palladium): 1 ingot: ?
Plants:
Muddle Leaves: 4 measures: (-Mind x2)
Rend Leaves: 1 measure: (-Body x2)
Muddle Flowers: 1 measure: (-Mind x3)
.
OOC:
It appears that the three remaining functional ants still intend to attack.
Nalvis will swing his axe at the same ant, trying to pull all his might into it. If he can't penetrate the hard shell, perhaps he can crush it. Roll: 100, 76
Mekric swats at her ant with her staff. Roll: 38
Arbrine will punch again and try to Heat this annoying critter. Roll: 91, 43
Nalvis will swing his axe at the same ant, trying to pull all his might into it. If he can't penetrate the hard shell, perhaps he can crush it. Roll: 100, 76
With his presence of mind becoming more in tuned with the movement of the ant, Nalvis dodges its leap, being able to bring the weight of his axe to full bear. He splits the ant open, bisecting it thorax. Quill, seeing that Nalvis is safe, looks to help Mekric.
Mekric reacts faster than the ant, this time but is unable to capitalize on her advantage. As she slaps the ant with her bow, Quill causes its insides to become caustic, causing enough internal damage to incapacitate the ant.
Arbrine will punch again and try to Heat this annoying critter. Roll: 91, 43
Arbrine sees that moving to help Veera is too slow, but realizes that she has no need to move to heat the ant. As the ant begins to boil on the inside, Veera shrugs it off. It falls to the ground, dead.
Nalvis: full health
Boots: 20 - 2 - 2 - 3 = 13 Mekric: full health
harnin arrows: 19 Abrine: full health
Boots: 20 - 4 = 16 Rekyavik: full health
Boots: 20 - 3 = 17 Renyaveer: full health
harnin arrows: 22 Quill: full health
javelins: 6
Boots: 20 - 3 = 17
Animals:
Lacquered Beetle Carapaces: 4
Minerals:
Slate: 2 pieces: (sound x2)
Flint: 1 rock: (heat x2)
Heartstone: 2 stones: {+ Confluence}
Coal: 1 lump: (Heat x3)
Lodestone: 1 stone: (Shock x3)
Slickstone: 1 stone: (-Heat x3)
Yellow rock (Sulfur): 1 lump: ?
bluish rock (Waterstone): 1 stone: ?
Ores:
Zinc: 1 ingot: {+ Health} (+Body x2)
Tin: 1 ingot: {+ Persona} (-Mind x2)
Lead: 1 ingots: (-Body x2)
Iron: 1 ingots: {+ Confluence} (+Body x2)
Copper: 1 ingot: {+ Persona} (Shock x2)
dark metal (Nickel): 1 ingot: ?
heavy metal (Manganese): 1 ingot: ?
yellowish metal (Molybdenum): 1 ingot: ?
dark metal (Palladium): 1 ingot: ?
Plants:
Muddle Leaves: 4 measures: (-Mind x2)
Rend Leaves: 1 measure: (-Body x2)
Muddle Flowers: 1 measure: (-Mind x3)
.
OOC:
All 4 ants have been eliminated as threats. 2 are incapacitated. 2 are dead.
Examining the rubble provides evidence of heavy things having fallen from high above. Additionally, old bones of other animals are discovered in the rocks, along with evidence of scavenger animals and opportunistic predators. The significance of the tracks leaves a definitive trail leading around the mountain. Very old blood stains the rocks.
Nalvis cannot help but show off his precise kill of the ant. "I don't think I could have done much better than that," he brags.
The River Crew will take time to go over the ants, determine if any of their parts are Way sensitive and if any of the carapace, mandibles, or other parts are useful. Once done with butchering the carcasses they will follow the trail around the mountain.
The River Crew enjoys the banter about the ants. Vik exclaims, "Those things were fast. I can't believe that none of us was hurt. I'm sure glad for this armor."
The River Crew will take time to go over the ants, determine if any of their parts are Way sensitive and if any of the carapace, mandibles, or other parts are useful. Once done with butchering the carcasses they will follow the trail around the mountain.
After looking over the remains of the ants, it is determined that their is not enough material to their lacquered carapaces to make them worth retaining. Their stingers seem like something that could be useful, but no one currently has the skill to effectively remove one.
The trail around the mountain splits. The animal tracks differ slightly leading in from each division. One path leads farther downhill, and one continues farther up which may provide access to the area above where the cause of pile of bones has to be located.
The chosen path leads around and the animal tracks appear to be coming from under a debris pile to the right, formed where some trees were felled across a shallow crevice by some long ago avalanche. Looking to the left, it appears that the crew could climb high to approach the former cliff. Before this decision is made, some distinct growling is heard emanating from the debris pile. Apparently the steps of the crew have been noticed by the denizens of the pile.
Nalvis: full health
Boots: 20 - 2 - 2 - 3 = 13 Mekric: full health
harnin arrows: 19 Abrine: full health
Boots: 20 - 4 = 16 Rekyavik: full health
Boots: 20 - 3 = 17 Renyaveer: full health
harnin arrows: 22 Quill: full health
javelins: 6
Boots: 20 - 3 = 17