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<blockquote data-quote="MacConnell" data-source="post: 9763747" data-attributes="member: 6855223"><p><strong>Cycle</strong>: 502, <strong>Day</strong>: 121, <strong>Season</strong>: Harvest</p><p>[spoiler=Prospecting]</p><p><span style="color: rgb(243, 121, 52)">Jalakaag</span>: 11(perception) + 1, 5(d10) = 12, 16</p><p><span style="color: rgb(65, 168, 95)">Whiron</span>: 17 + 2, 8 = 19, 25 [/spoiler]</p><p>Though they think of themselves as lacking any concept of a plan, the two friends do postulate the impetus for some new ideas. They know that they are not afraid to wander farther from the bulk of civilization. They also know that moving farther away from the river as well as attempting to find paths farther inland should put them onto high ground, but the distance is not known. The ocean, which is in the other direction, requires more than a day of walking. The hope of acquiring a boat prompts the two to speak to some of the older residents, but none is willing to part with one, having spent many Cycles making the skiffs themselves. Either moving more toward the known direction of the ocean or in the exact opposite direction should bring about enough environmental change to host differing products and game.</p><p></p><p>Moving without specific purpose or direction for the following season results in no real change. The two are still able to find plenty of fireweed tops, edible parts of plants and the occasional measure of medicinal herbs. Some of the toxic material is saved because the two instinctively know that they can make mystical use of the items. Snares are set during the day while the two gather Welcome Crabs. They also notice an abundance of Swimmer Crabs, which are larger and more valuable, but they do not have a good method of catching them without a net or a trap. The snares are also set at night but only result in the capture of black rats.</p><p></p><p>Late one evening, the boys discover that they can make a snail shell glow with light. They can also control the brightness and color of that light; and if tossed into deeper water, the illuminated snail attracts fish. Smaller fish peck at the snail until the glow stops, which is only after a few seconds; but occasionally, much larger fish swallow the snail as it sinks to the bottom. No one else is around when the two experiment with manipulating waylines (using magic) for it is a very rare talent and the general populace is afraid of it, especially with the common teachings from the priesthood.</p><p>[spoiler=Inventory]</p><p>fireweed: 4 measures</p><p>itchweed: 2 measures</p><p>muddle: 4 measures [/spoiler]</p><p>[gm]Jalakaag has increased in overall mental ability, and Whiron has increased in overall physical ability. Each has retained some plant material.[/gm][ooc]State nominal actions and intentions. Provide 2 random rolls. (d10)[/ooc]</p></blockquote><p></p>
[QUOTE="MacConnell, post: 9763747, member: 6855223"] [B]Cycle[/B]: 502, [B]Day[/B]: 121, [B]Season[/B]: Harvest [spoiler=Prospecting] [COLOR=rgb(243, 121, 52)]Jalakaag[/COLOR]: 11(perception) + 1, 5(d10) = 12, 16 [COLOR=rgb(65, 168, 95)]Whiron[/COLOR]: 17 + 2, 8 = 19, 25 [/spoiler] Though they think of themselves as lacking any concept of a plan, the two friends do postulate the impetus for some new ideas. They know that they are not afraid to wander farther from the bulk of civilization. They also know that moving farther away from the river as well as attempting to find paths farther inland should put them onto high ground, but the distance is not known. The ocean, which is in the other direction, requires more than a day of walking. The hope of acquiring a boat prompts the two to speak to some of the older residents, but none is willing to part with one, having spent many Cycles making the skiffs themselves. Either moving more toward the known direction of the ocean or in the exact opposite direction should bring about enough environmental change to host differing products and game. Moving without specific purpose or direction for the following season results in no real change. The two are still able to find plenty of fireweed tops, edible parts of plants and the occasional measure of medicinal herbs. Some of the toxic material is saved because the two instinctively know that they can make mystical use of the items. Snares are set during the day while the two gather Welcome Crabs. They also notice an abundance of Swimmer Crabs, which are larger and more valuable, but they do not have a good method of catching them without a net or a trap. The snares are also set at night but only result in the capture of black rats. Late one evening, the boys discover that they can make a snail shell glow with light. They can also control the brightness and color of that light; and if tossed into deeper water, the illuminated snail attracts fish. Smaller fish peck at the snail until the glow stops, which is only after a few seconds; but occasionally, much larger fish swallow the snail as it sinks to the bottom. No one else is around when the two experiment with manipulating waylines (using magic) for it is a very rare talent and the general populace is afraid of it, especially with the common teachings from the priesthood. [spoiler=Inventory] fireweed: 4 measures itchweed: 2 measures muddle: 4 measures [/spoiler] [gm]Jalakaag has increased in overall mental ability, and Whiron has increased in overall physical ability. Each has retained some plant material.[/gm][ooc]State nominal actions and intentions. Provide 2 random rolls. (d10)[/ooc] [/QUOTE]
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