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<blockquote data-quote="MacConnell" data-source="post: 9219786" data-attributes="member: 6855223"><p><strong>Cycle</strong>: 498: <strong>Season</strong>: Stasis. <strong>Day</strong>: 5</p><p>[spoiler=Wariness]</p><p>Astarte: 61(observe) + 49(hearing) + 50(d100) = 160</p><p>Leutheo: 55 + 84(tuning) + 74 = 213</p><p>Plumeir: 61 + 64(smell) + 67 = 192</p><p>Taylar: 48 + 44(hearing) + 75 = 167 [/spoiler]</p><p>[spoiler=Alchemy]</p><p>Plumeir: 70(alchemy) + 41(analysis) + 67(d100) = 178</p><p>Leutheo: 48 + 100(empathy) + 74 = 222[/spoiler]</p><p>Stasis is the second season of the Cycle. Foliage has returned to all deciduous plants, flowering ceases, and the coming harvest begins to ripen. The ambient temperature is fairly steady and hot, the winds are light and variable, and there is little chance for rain. The lessening rain is often considered a blessing from the previous Drenching Season, depending on the region of the landmass.</p><p></p><p>Early in the morning, as the Investigators always rise just before the Daylight, when the first birds begin to chirp and the rodents chatter, the party selects its chosen items based upon the descriptions from Leutheo. As this is settled and discussions begin concerning where to attempt to travel, the discussion is stopped short because the usual and prolific animal sounds suddenly cease. The only thing that causes such a reaction from the small denizens is the presence of a definitive threat.</p><p></p><p>With the greater peaceableness returned to the region, the travel of civilized folks increased. It stands to reason that such would eventually trigger an increase in those who were anything but civilized, especially during the warmer seasons. Coming from the party’s right, around the eastern side of the cairn is a group of four, lithely built figures with skin the color of a lump of coal. At first glance they look like walking jackals but a second glance allows the Investigators to see that they look like Faethrins with a jackal or coyote skull mounted on their head, complete with fur.</p><p></p><p>There are two males and two females, all being clothed in little more than a loincloth and armed with crude javelins. Never having seen such monsters before, it takes another second for everyone to realize that these are, what most people call, Goblins. They are not recognized as being people, and they are known psychotic cannibals. As soon as they see the party they begin making noises like jackals and prepare to throw one of their javelins. With the curvature of the cairn, they are about 20 strides distant.</p><p>[spoiler=Character Data]</p><p>Taylar: full wellness</p><p>tunic: 60</p><p>Astarte: full wellness</p><p>vest: 30</p><p>Plumeir: full wellness</p><p>tunic: 60</p><p>Leutheo: full wellness</p><p>tunic: 60 [/spoiler]</p><p>[spoiler=Collections]</p><p>various coins: 3127 marks value</p><p></p><p>boar tusks: 1 pair: {Health & Confluence +4}</p><p>cockatrice skull: 1: {Motility & Cohesion +4}</p><p>gobblerouse skull: 2: {Health & Confluence +4}</p><p>ravisher canines: 1 pair: {Will & Adhesion +4}</p><p>spider fangs: 1 pair: {Motility & Cohesion +4}</p><p>white magpie skull: 1: {Will & Adhesion +4}</p><p></p><p>firestone: 1: 50 marks</p><p>pearl: 1: {Will & Adhesion +4}: (Frostbite or Insulate x5): 100 marks</p><p></p><p>copper: 2: (Compulsion or Electrocute x5): 20 marks each</p><p>molybdenum: 2: (Compulsion or Electrocute x4): 15 marks each</p><p>silver: 2: (Compulsion or Electrocute x5): 20 marks each [/spoiler]</p><p>[spoiler=Discoveries]</p><p>Cairn Doorframe near mining operation</p><p>Cairn Doorframe near Rheini village</p><p>Ferguine, Mining Commissioner</p><p>Francis, Priest of Dawn at Vineyard (Centrin)</p><p>cherry orchard, 1 day north of Vineyard</p><p>Rheini village: Grandfather of Maka: Pardal</p><p>Kol and party: Maldrog Explorers</p><p>Eastern Oasis in Ka’ard’taerm (Pelimonra village)</p><p>Portal Spire with two doorframes and odd symbol [/spoiler]</p><p>[ooc]Each character receives 5 DP. State nominal actions and intentions and provide a random roll.[/ooc]</p></blockquote><p></p>
[QUOTE="MacConnell, post: 9219786, member: 6855223"] [B]Cycle[/B]: 498: [B]Season[/B]: Stasis. [B]Day[/B]: 5 [spoiler=Wariness] Astarte: 61(observe) + 49(hearing) + 50(d100) = 160 Leutheo: 55 + 84(tuning) + 74 = 213 Plumeir: 61 + 64(smell) + 67 = 192 Taylar: 48 + 44(hearing) + 75 = 167 [/spoiler] [spoiler=Alchemy] Plumeir: 70(alchemy) + 41(analysis) + 67(d100) = 178 Leutheo: 48 + 100(empathy) + 74 = 222[/spoiler] Stasis is the second season of the Cycle. Foliage has returned to all deciduous plants, flowering ceases, and the coming harvest begins to ripen. The ambient temperature is fairly steady and hot, the winds are light and variable, and there is little chance for rain. The lessening rain is often considered a blessing from the previous Drenching Season, depending on the region of the landmass. Early in the morning, as the Investigators always rise just before the Daylight, when the first birds begin to chirp and the rodents chatter, the party selects its chosen items based upon the descriptions from Leutheo. As this is settled and discussions begin concerning where to attempt to travel, the discussion is stopped short because the usual and prolific animal sounds suddenly cease. The only thing that causes such a reaction from the small denizens is the presence of a definitive threat. With the greater peaceableness returned to the region, the travel of civilized folks increased. It stands to reason that such would eventually trigger an increase in those who were anything but civilized, especially during the warmer seasons. Coming from the party’s right, around the eastern side of the cairn is a group of four, lithely built figures with skin the color of a lump of coal. At first glance they look like walking jackals but a second glance allows the Investigators to see that they look like Faethrins with a jackal or coyote skull mounted on their head, complete with fur. There are two males and two females, all being clothed in little more than a loincloth and armed with crude javelins. Never having seen such monsters before, it takes another second for everyone to realize that these are, what most people call, Goblins. They are not recognized as being people, and they are known psychotic cannibals. As soon as they see the party they begin making noises like jackals and prepare to throw one of their javelins. With the curvature of the cairn, they are about 20 strides distant. [spoiler=Character Data] Taylar: full wellness tunic: 60 Astarte: full wellness vest: 30 Plumeir: full wellness tunic: 60 Leutheo: full wellness tunic: 60 [/spoiler] [spoiler=Collections] various coins: 3127 marks value boar tusks: 1 pair: {Health & Confluence +4} cockatrice skull: 1: {Motility & Cohesion +4} gobblerouse skull: 2: {Health & Confluence +4} ravisher canines: 1 pair: {Will & Adhesion +4} spider fangs: 1 pair: {Motility & Cohesion +4} white magpie skull: 1: {Will & Adhesion +4} firestone: 1: 50 marks pearl: 1: {Will & Adhesion +4}: (Frostbite or Insulate x5): 100 marks copper: 2: (Compulsion or Electrocute x5): 20 marks each molybdenum: 2: (Compulsion or Electrocute x4): 15 marks each silver: 2: (Compulsion or Electrocute x5): 20 marks each [/spoiler] [spoiler=Discoveries] Cairn Doorframe near mining operation Cairn Doorframe near Rheini village Ferguine, Mining Commissioner Francis, Priest of Dawn at Vineyard (Centrin) cherry orchard, 1 day north of Vineyard Rheini village: Grandfather of Maka: Pardal Kol and party: Maldrog Explorers Eastern Oasis in Ka’ard’taerm (Pelimonra village) Portal Spire with two doorframes and odd symbol [/spoiler] [ooc]Each character receives 5 DP. State nominal actions and intentions and provide a random roll.[/ooc] [/QUOTE]
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