The Western Jungle (PbP)

MacConnell

Creator of The Untamed Wilds
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After some of the Southroad Seekers had comfortably retired in Southroad Fair. Merindell and Sheldon accompanied Torvald to the Maldrog city of Bergbaulager. Once there, the big, Norikadian, Dahmre apprenticed himself to his friend, Hanse Anfilshtop, to advance his growing talent for smithing. After repeated refusals to don more armor, the two returned to Southroad Fair, as this is the only feasible walking destination from the mountainous city. On the road, the two began to discuss some of there past discoveries, in particular, dwelling upon the two hidden valleys that had been discovered in the Western Jungle. After a brief recollection of the two warring tribes who occupied the northern most valley, and the unfinished business with the Deviard, in particular, the destination was set in their minds.

OOC: This scenario is designed using TUW gaming system. Characters should be advanced to be starting the adept level of proficiency. Character records are found in the following thread: TUW: Southroad Seekers (OOC, Character Records)

GM: Anyone interested in playing or has questions or wants information on the gaming system, feel free to PM me.
 
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MacConnell

Creator of The Untamed Wilds
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Sheldon ran his left hand through his hair, pulling it back from his face. "Indigo is dead set on staying in town and working with Maeli and her mother as an herbalist. I do not fault her decision. She and Tor were the only ones to retain any elder family members, after all that trouble with the Ansylin Magistry. It seems Aust and Revan, Galen and Siofra, and Sannit and Bolo are all ready to settle and grow old."

"Indigo and I are, of course, still very close, and she is perfectly willing to see me travel as long as it is her to whom I come home. Since we are heading to the jungle, I really think we should leave our horse and travel by foot. I don't need the horse, anyway. I wonder if anyone else would want to join us. I know Saemund lost his mind, incurably, but maybe Vadin is not ready to settle, yet."
 

Tellerian Hawke

Defender of Oerth
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Merin says, "Good idea. Now that we're back in Southroad, finding Vadin shouldn't be a problem. I've noticed that he seems to spend a lot of time with the hunting parties, so why don't we start with their guildhouse first?"

And with that, Merin begins walking to the Hunter's Guild, with the intent of enticing Vadin to join them on the Road to Discovery.
 

redraider629

Explorer
Vadin is sitting in the guildhouse preparing for the days hunt. He gathers his weapons, as well as some provisions, and heads out the door. As he leaves the guildhouse he notices a friend approaching. Vadin calls out to Merin, "Merin, good to see you my friend. How are you?"
 

Tellerian Hawke

Defender of Oerth
Merin smiles and says, "Ah, Vadin, just the person I was coming to see! I'm fine, my friend, and I hope you are as well. Sheldon and I just got back from dropping Tor off in Bergbaulager. Next, we were thinking of returning to the Western Jungle, to investigate the hidden valley we all found awhile back. Remember it? Two opposing tribes separated by a lake? Da'Roneh on one side, Deviard on the other? Sheldon and I want another go at it. Strictly fame and fortune type stuff. We could use a third man, though. What say you? Would you like to join us? There's nothing for you here in Southroad except plenty of chances to take a nap. Don't grow old yet! Stay young by coming with us!" Merin chuckles, jokingly.
 

MacConnell

Creator of The Untamed Wilds
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Instead of taking the sluggish and heavily impeded way around the western ridgeline through the Western Jungle like was done before so that horses could be brought, the three decide to take the South Road out of the Piney Wood and into the southern scrub lands. The path is easily followed due to the regular passage of caravans and three had all traveled it many time as youngsters, though Vadin had been with a different caravan than Merindell and Sheldon.

As memory serves it was about ten days south of Southroad Fair where the seekers had originally encounter a raiding party of the Birdfoot Clan of Da'Roneh, which means that there has to be a pass or some easier means of travel from the road, across the ridge, and into the jungle where the clan was discovered to reside.

Water is about the only consumable necessity that must be carried through the desert scrub, as game is still plentiful and easy enough to acquire, even without the benefit of a bow. Though Merindell has one, it has really become just an ornament, for he is much more dangerous with the talent to manipulate way lines, even at a distance. Sheldon does not even carry a visible weapon, though he keeps a carving knife for preparing game.

The Drenching Season is in full force in the northern part of the land, and rains occur almost daily in Southroad Fair. Since the party is traveling south, passed the orb meridian, the weather hardly changes there, hence the persistence of the scrub and the arid desert that surrounds Asylim. What rains come from the Western Sea, are bound to the jungle by the ridgeline, seldom does water fall upon upon its eastern side.
OOC: All character should be aged 1 year after completing the Caravan Campaign.
 
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Tellerian Hawke

Defender of Oerth
Merin comments, "You know, the next time we meet any friendly villagers or tribesmen, I think I am going to trade my bow away. It's been so long since I even used it, I don't even know why I keep lugging it around from place to place."
 

redraider629

Explorer
Vadin listens to Merin and says "Yes, I remember that place. This voyage sounds like it could be interesting. I have to admit, I am getting pretty bored hanging out with the hunters. I do love a good hunt, but a good adventure sounds much better. Let me think about it."
After thinking for a second Vadin says, "Yep, I will join you and Sheldon. When shall we leave?"
 

MacConnell

Creator of The Untamed Wilds
Technical Data:
OOC: Passive Sensitivity: Perception + Analysis / Empathy
Sheldon: 40 + 43 = 83
Merin: 30 + 32 = 62
Vadin: 22 + 31 = 53
Matumbo: 40 + 21 = 61

Active Search: Sociology + Clarity / Tranquility + d100
Sheldon: 30 + 52 = 82 + d100
Merin: 30 + 62 = 92 + d100
Vadin: 22 + 52 = 74 + d100
Matumbo: 40 + 23 = 63 + d100

GM: GM NOTE: Vadin's languages are missing. He should be fluent in spoken Centrin and Ansylin. 20% in written Ansylin. 40% in spoken Rheini. 30% in spoken Spiofthest. 10% in spoken Amiradthan. 1% in spoken Maldrog.

GM: NOTE: Without the declaration of an active search, by the numbers, the party is limited to noticing tiny game. Tiny Game represents creatures whose acquisition is more desirable than those of granted encounters, for the purpose of suitable consumption. Tiny game consists of Harvester birds, Thrushes, and small Varmints. Each creature can provide enough meat for one meal for one character. The acquisition of such game is considered to be granted.

Common varmints are about the size or mass of a person's hand. Rodents are the most common and, depending on environment, may be field rats, which are found in plains areas, arboreal rats (squirrels), which are found in forests and jungles, or burrowing rats, which are found in mountains, scrub, and desert.
 
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MacConnell

Creator of The Untamed Wilds
For Sheldon, Merindell, and Vadin, travel by the Southern Road is easy, even if by foot. The time is surprisingly void of encounter. It stands to reason that with the return of the normal caravan traffic, wild animals tend to keep a greater distance from the roadway.

After seven days of easy walking, three days shy of the turning point, A single figure is seen making its way from the west where forest and jungle merge and the ridgline starts its southerly climb. The figure enters the road, looks south then north, stamps his feet to loose some debris, and proceeds northward toward the three Seekers. The approach is deliberate.

Upon arrival, it is observed that the single figure is non other than a Deviard. This man show no outward hostility. In fact, he has some knowledge of the Ansylin tongue and proceeds to parlay, introducing himself as Matumbo. It seems the oddest of circumstances that an expatriated Deviard would meet with the Southroad Seekers on a return trip to the very valley of his departure. Not knowing that the Da'Roneh had another point of egress from the valley, he arrived from the long way around.

In the three days necessary to make the turn point, the group becomes more familiar with its newest member. At the surmised destination, evidence of previous caravan attacks can still be discovered. The Seekers remember finding a path out of the valley that would cross the ridge, but did not travel it, before. The desire is to locate the path from this direction and take it in.
OOC: Look at the character backstory in the Southroad Seekers character record thread for more information.
 
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Tellerian Hawke

Defender of Oerth
Merin smiles at the new recruit, and says, "Well, at the very least, we can offer you a chance to get payback against those who killed your parents."
 
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Kwargrow

Adventurer
Matumbo nods and his accent seems odd as it haltingly forms the Ansylin words, "Yes, justice must be served. This is more than revenge for my journey. The Deviard in the jungle have harmed themselves with refusing to grow in the mind. They still act as children, fighting and taking. My parents saw this, and taught me to think of more. I will go with you and show you the secrets of the jungle valley because I no longer consider that tribe as my people. If they perish I will not weep for them. My people are out there in the world. I will find them."
Matumbo will draw diagrams of the valley in the dirt to give a better layout, and at night he will attempt to learn more of the Ansylin language, and will teach the Deviard language.
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Tellerian Hawke

Defender of Oerth
Along the way, Merin searches for metal ores, because if memory serves, the last time through here, metal ores were found in abundance. He will also continue his habit of making detailed maps, adding to ones he has previously made, and/or re-drawing them as necessary.
 

MacConnell

Creator of The Untamed Wilds
GM: For Player Knowledge:
The Deviard are loosely based upon the ancient Hittites, more in culture and physique than in coloration or appearance. Despite their inherent hostility, the Deviard are credited with the discovery of iron and the impetus of the Iron Age. Unlike the Orngaddrin and Maldrog, the Deviard have used this discovery in the pursuit of war.

The Da'Roneh are loosely based upon the society of the Khmer Rouge and the Hmong people. Again, this is more in culture and physique than coloration and appearance. They are not specifically head hunters but honor is offered through conquest achievement.

Matumbo will draw diagrams of the valley in the dirt to give a better layout, and at night he will attempt to learn more of the Ansylin language, and will teach the Deviard language.
OOC: Even in such short time, Matumbo improves in Ansylin proficiency by 3%, while the others gain 1% knowledge of Deviard.

As it turns out, Matumbo knows most of the valley fairly well, especially his former village. The Deviard have a rather organized and structured layout, with specific mining forays into the western edge of the valley. The eastern side of the valley where the Da'Roneh reside is, as would make sense, rather unknown. The Seekers are already aware that the Da'Roneh dwell aloft in structures attached to the large trees. The Deviard have cleared more of the vegetation on their side and build dwellings of stone, partially carved into the mountain.
Along the way, Merin searches for metal ores, because if memory serves, the last time through here, metal ores were found in abundance. He will also continue his habit of making detailed maps, adding to ones he has previously made, and/or re-drawing them as necessary.
Having a particular affinity for metal due to his chosen path of collegiate skill, Sheldon scans the area for possible locations of ore as well as looking for danger.
Effectiveness: Ecology + Tranquility + d100
Ecology: Mind + Commercial + Mercantile + Trades
Tranquility: Essence + Collegiate + post-Collegiate + Cohesion + Adhesion
Merin: 30 + 52 + 50 = 132
Sheldon: 30 + 52 + 70 = 152
The ridgeline to the west can readily be seen from the road, as this is the closest point it makes as it winds its way between Asylim and Southroad Fair. It is only about an hour as the crow flies to the ridge from the road. The party takes about three hours of meander. Disappointingly, neither Merindell nor Sheldon senses or discovers any likely location for the acquisition of any metals, but the sub-desert scrub is not the normal place to be mining it, anyway.

What is discovered is the path that apparently leads to the hidden pass. Eying the path and looking back to the road and the ridge, it is deduced that a lookout point seems to be established upon the ridge, which leads to infer that this is how the Da'Roneh are knowing when to hit the caravans. It also stands to reason that the lookout station will be manned. With the crew only consisting of four people, it is not certain whether the presence of the men is known or not. From the current location, it should take about 20 minutes to reach the possible lookout.
 
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Tellerian Hawke

Defender of Oerth
The GM said:
"... Disappointingly, neither Merindell nor Sheldon senses or discovers any likely location for the acquisition of any metals, but the sub-desert scrub is not the normal place to be mining it, anyway."
Merin suggests, "If we're not finding metals here, perhaps we should switch to rocks, stones, and minerals? We shouldn't pass through an area like this without attempting to gather resources. Of course, now we have more pressing matters to attend to. Why don't we try to circle around, and sneak up on their blind side, if there is one."
 

Kwargrow

Adventurer
Matumbo says, "The valley tribes have been attacking each other for a long time. It is very hard to sneak up on the villages because there have been so many attacks. If we go at night, harder to see, but I still know the way."
 

Tellerian Hawke

Defender of Oerth
Merin nods in agreement, "Yes, that is a wise course of action. Vadin. I like the idea of going at night, also. I can heighten my eyesight with Way, so being able to see shouldn't be a problem. But what worries me is that the Da'Roneh also know the path of Way. In fact, they can manipulate sound, the way that I do. We should be cautious."
 

MacConnell

Creator of The Untamed Wilds
The four men settle down to wait for nightfall. The stunted mesquite trees provide enough shade from the burning sun, though no more than two can make use of a single tree.

Well, three men settle down. Sheldon cannot seem to get comfortable. He keeps fidgeting, until he finally says, "I am going to take a look around."

As he speaks, the sunlight and shadows bend and alter around him, obscuring his image. As he walks away, he is all but invisible. The casual observer would never even notice him.

As dusk is passing and night comes on, Sheldon has not returned.
 
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Kwargrow

Adventurer
Matumbo marvels at the ability Sheldon shows. He surmisses, "He should be waiting along the path for us since it is night now." Since the Seekers have allowed him to travel with them, he hypothesizes that they would not object to him replicating their techiniques. He attempts to bend light around himself as Sheldon did. He will then follow along the path, keeping an eye out for the hidden Seeker.
72, 42
 

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