((Alright, sorry for delay. I'm going to do a "half turn" to deal with the people who are not asleep.))
Turn 10.5, 12:00 AM -3:00 AM, Weizen 27, Year 327Onward! but first i build marsh shoes (They're like snow shoes but they let you walk on the thick sludge that is marsh water.)
You successfully lash together some sticks and leaves to keep you from sinking into the mud, and continue onwards. It's dark and you're increasingly tired, but you start making progress. As you travel towards what you think must be the center of the marshlands, you think you hear strange noises. You hear the occasional deep hum, coming from somewhere in the bog, but you can't tell where it's coming from. Every now and then, you discern a slight whisper hissing through the trees, but it could be just the wind. You begin to feel an ominous feeling, almost as if some presence was lurking out of sight. Now, with each step you take, your feet and eyelids feel heavier. You are forced to reach a relatively dry area and sit down, but after a few seconds a suffocating darkness seems to crowd around your very consciousness.
Turn 11, 6:00 AM -9:00 AM, Weizen 27, Year 327Onward! but first i build marsh shoes (They're like snow shoes but they let you walk on the thick sludge that is marsh water.)
You wake up at about 6:30 or 7:00 on soft grass. Looking around, you are back in the forest, fifty yards from the beginning of the marsh. You aren't sure how you got there, but you see no obvious evidence of anyone in the area.
Derpus sets up the following projects:
1: Place root cuttings in disposable containers (like egg cartons or whatever) with a small amount of blood in each to start new plants.
2: Take a couple dry leaves and boil them in a small amount of water to make the pink liquid stronger.
3: Keep scraping the black substance off the root in water to collect it in a vial, and replacing the root so it exudes more black stuff.
"Is somebody able to make a greenhouse? I don't know anything about that."
You fill a few small objects lying around with dirt and a root clipping, then pour some blood on it. They begin to grow and sprout, and you soon have five smaller plants.
You then boil a few leaves, and get a dark red liquid, which has a strong bitter smell. You pour it into a small jar.
Next, you gather the black gunk away from a sizable root several times, until it runs out. You put it in a vial, and fill it about halfway. When separated from water, it has a thick, tarlike consistency.
You also realize that the bud has blossomed into a blue flower, with the same glow to it.
Ahh yes I claim the barn for my own and set the two fellows I hired on the bar to sprucing it up cleaning and organizing mostly. I then tell the scholar that I plan to build a vocational school to teach people how to perform various vocations from combat to philosophy and ask if he would be interested in joining my enterprise as a teacher of writing or various other subjects as well as function as the schools primary scribe. I then go and hire two more men buy them fishing nets and send them out to fish and tell them to bring back the fish to me I will pay them three ducats plus one per each fish they bring back. Next I take one of the makeshift staves and try to teach myself to fight with it.
In your glorious vision of educating the masses, you wake up early, gather your workers, and begin ordering people around. Soon, the barn is tidy and usable, although the roof could use come work. The scribe decides that since he has nothing better to do, he will help you inn your project. You also manage to find a few men willing to work for cheap, and send them to go fishing with the nets you already have. You then begin shadowboxing with a stick of wood, and manage to figure out a few simple techniques that could be useful.
Green Beard is a novice Staff Fighter!Set up camp and spend the night. Continue tracking.
You wake up to find the tracker sitting around eating some jerky he brought for breakfast. He offers you a piece, and then you resume your tracking. Thankfully, the trail was not ruined overnight and is still followable by the tracker. After an hour or so of walking, you begin to near the rocky bluff. The tracks lead straight up to the base of it, and then around.
What you see there scares you. Cut into a stone, you find a rough hewn stone brick archway about seven feet tall and four across, under which glows a sheet of red, opaque energy. A hissing, murmuring sound and an occasional odd crackling emanates from the hellish gate, and spots and streaks of yellow dance and swirl around it. On the keystone of the arch, a bizarre, otherworldly character is carved. You have no clue what it is, and you can't even tell if it's dangerous. The tracker is not so inquisitive, and after catching one glance at it, goes to wait for you on the other side of the bluff.
Two young potted parsley plants
Two young potted spearmint plants
Strange crimson plant
Five small crimson plants
Strange Glowing Flower
Boiled Leaf
Root extract
6 Wooden staves
Glowing ruler
Two pieces of strange glowing chalk (89 uses remaining, 50 uses each)
Generic tools (A collection of tools, with little specialization)
Lab paraphernalia
Three caged rats
Four caged toads
Skelekitten
710 Steinmarks
2 Fishing nets
Medical Supplies
12 Glasses
Wheelbarrow
Work Stations:
Extractor Press
Half Finished Stone Furnace
Basic Chemistry Set
Small Cauldron
Worktable