Kurtulmak:The beak dog is much more energetic after having rested. You lead it out into the woods, your eyes scanning the ground for specific leaves and flowers. You carefully identify the finest specimens of particular plants - some itchy, some soothing, others succulently scented - and load up an arm. You take them back to the camp, mashing together a frilly fern with the seeds from the centre of a red flower.
+healing herbs (6 uses)You go to Ichi, who has been tending to the others wounded in the camp. You remove the bandage from his head and spread about some of the healing herb before sending him on his way. Then you see to Schlakal, whose legs Ichi had been inspecting. Your healing herb goes there, too, and finally on Likesfighting's arm. Within the hour, they're all feeling noticably better.
-healing herbs (3 uses)
Ichi: head wound has healed.
Schlakal: leg wound is now minor.
Likesfighting: arm wound is slightly better.-you are at the kobold cave-
Likesfighting:You rest and relax, watching Umg'lux and the birds he so admires. At first they dart around the sky so quickly that you can't get a good look at them, but after a while you start to see more clearly the shock of orange feathers cutting through the red on their bellies, and the yellow tips on their wings.
Your relaxation is interrupted by Kurtulmak, who carefully spreads something or other on your arm. You grimace and ignore the pain as he touches the wound; then he leaves you to your observations.
A while later, Fuzz comes along with a few sticks. You grit your teeth, ready for the pain as he makes you a new splint, but it doesn't come nearly as sharply. Kurtulmak must have done something good!
Your arm wound is slightly better.
Your arm wound is splinted, holding it in place and protecting it somewhat as you do physical activities.-you are at the kobold cave-
Fuzz:Taking exceptional care, you approach the troll, prodding it to make sure it really is dead. Once you're satisfied with your findings, you begin to cut up the troll. The corpse is gigantic, many times your own size, and it takes you a long time to figure out where to start. Once you've done that, it takes you a while to find a tool that cuts through the thick hide well enough. Then there's the sheer size and weight of the body parts - when you first cut a section away from the rest of the corpse, you have to enlist the help of any nearby kobolds to move them. It's a new, and somewhat confusing, task, but you maintain your concentration and, eventually, separate the troll's body parts. The meat isn't the most appetising you've ever come across, but it'll definitely fill a belly or fifteen.
-1 troll corpse
+13 units raw troll skin
+39 troll meals
+21 huge troll bones
+1 huge troll skull
+2 huge troll tusksWith that daunting task aside, you gather a few decent sticks that might make an acceptable splint for Likesfighting. You bring them back to him and steady his arm.
-you are at the kobold cave-
Kiyl-Kiyl:You search around for the best stones you can find, venturing as far as you dare from the camp as you think will allow you to find your way back. As you find suitable rocks, you laboriously drag them back to the camp. They're bigger than the camp's jagged rock, but they don't have the teeth, or quite as sharp edges. With enough time and a few expendable rocks, they could be cut to resemble the woodcutting rock.
+2 large, edged rocks
+5 sharp stones-you are at the kobold cave-
Umg'lux:You run about underneath a flock of red-bellied birds, darting about to feed on a swarm of insects far above. You twist and turn with them, trying to figure out how they fly. Flapping your arms and waving your special stick, you try to imitate them - and you manage to jump
really quite high one time. Satisfied with your progress, you move onto something else.
You rush and grab the first stick you can find, returning with it and grabbing the dire baboon skull. You combine the two items with the ground, and scratch all manner of lovely swirls and shapes into the baboon's skull. Grum'tuck takes a while to wake up, but when he does he agrees to bless the totem later.
-1 dire baboon skull
+1 intricately carved dire baboon skull totem-you are at the kobold cave-
Mahtkii:You spend several hours gathering wood. With your smaller frame, you're not able to effectively cut down trees for yourself or move large fallen logs, so you have to keep a lookout for snapped branches. Still, you find a good number, and through a combination of hard work and good fortune, you haul back enough wood to make a serious start on a proper cart.
+14 big sticks-you are at the kobold cave-
B'ylk:Not far from the cave, you discover a pleasant meadow, lively with birdsong. The birds hop about the flowery grass, pecking at tiny, tasty things. That is, until you sneakily set foot in the area, when they all immediately jump into the air and vacate the area. Baffled by how easily they noticed you, you spend some time moving into and out of the meadow. Indeed, as soon as you take your foot off the grass and onto the leaf litter of the surrounding forest, the birds return. You never catch them looking at you directly, but they all seem to be playing a game with you. No matter the manner in which you enter the meadow, nor whether you've left your cage behind, affects their dispersal. Eventually you give up, thoroughly confused and feeling like you've been messed around with, and head back to the camp.
-you are at the kobold cave-
Schlakal:A short ways out of the camp, you begin to gather berries. The berries are rich on a select few bushes, and the trail leads you deeper into the forest. After spending a while picking them and following the trail, you begin to feel like you can see the trees moving in the corners of your eyes. Whenever you look at them, though, they're utterly still. The first few times it happens you ignore it, but as it continues you feel increasingly uneasy, finally taking the berries you've got and returning to the camp.
+12 berry mealsWhen you return, Ichi spends a while taking care of your legs. When Kurtulmak returns, he puts a kind of ointment on them, and they begin to feel better after a short while.
Your leg wound is now minor.
Rjien and Kweed''rik'tik:The two of you head out to venture into the hills over the river. You see no unusual wildlife and avoid being attacked by anything. After an hour's travel, the quality of the surroundings changes. The trees here, are not dense, but are usually very healthy (according to what Kweed has been told). At this point, however, the trees are grey and lifeless, their wood brittle and splintering, though their leaves are still a rich green. For about five minutes you walk uncertainly through the dead region before it subsides into the woodless hilly area.
Not sure of what to make of this discovery, and with no obvious source of the badness to smash or slice, you start heading back to the camp. The journey back is much quieter. In fact, as you near the river you're about to cross, Rjien points out to Kweed that they've seen no other creatures during the entire return journey.
As you step onto the banks back on the cave's side of the river, there's a
plonk in the water behind you. You both spin around and briefly catch a glimpse of a very large silhouette move into a deeper section of the water and fade away.
-you are at the kobold cave-
Tiggi:You come across the bottles of fun juice and honey. You sniff, then taste the fun juice, which is at first sharp and unpleasant, but leaves a fruity aftertaste. Curiously, you taste it again. You decide to mix them together, swigging alternately from the bottles, and coming up with your own mix of kobold fruit mead.
After drinking about half of each bottle you start to rush about the camp, getting in the way of as many kobolds as possible and laughing hysterically. Eventually you tire of this and polish off the remainder of the two bottles.
-1/2 bottle of waxy honey
-1 bottle of fun juice
+2 empty glass bottlesYour memory of the past two hours or so is hazy, but you don't worry too much about that, instead holding the giggling human baby to your shoulder and swaying side to side while turning in slow circles.
-you are at the kobold cave-
Ichi:Since Schlakal has gone out to gather food, you begin packing stuff into bags straight away. Eventually he returns, looking a little shaken but saying nothing happened. You put aside your packing and take a look at his legs.
A short time later, Kurtulmak returns from the forest with some mix of healing herbs, applying them both to your head and, with your assistance, to Schlakal's legs. By the time the Sun has risen, the headache that has bothered you for the last day or so is gone completely.
Your head wound has healed.
Schlakal: leg wound is now minor.-you are at the kobold cave-
Grum'tuck:Slowly but with dignity, you march off into the woods to look for herbs that will enable you to perform various mystic rituals for all sorts of purposes. It goes well for a while, with you finding a great variety of plants useful for just the kinds of things a shaman should do.
+mystical herbs (2 uses)With one sniff of a particularly aromatic flower, you realise you've come across a plant you've only encountered once or twice before, the pollen of which has the property of making you exceptionally sleepy. You manage to stay awake long enough to make it back to the camp, and then drop off to sleep.
You're awoken by Umg'lux asking you to do something or other. You tell him you'll do it later and work on shaking off your drowsiness.
-you are at the kobold cave-
Ungbuktu:Before you set to work on another ski for the sled, you fill up a jar. Then you haul the last log in the camp away from your pit trap and begin cutting it and smoothing it into another ski. Working hard, and drinking a lot of water, you fill up several more jars by the time you're finished. The two skis make a great pair.
-1 log from pit trap
-4 clay jars
+1 adequate sled ski
+4 clay jarates-you are at the kobold cave-
TIME OF DAY:
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Dawn
~the Sun takes over from the Moon~
Nreelrroi, having been uncommunicative since the zombie fight and SmallOne's death, at last emerges from the cave, holding her companion bunny.
Nirur Torir, having been out of the game for a while, has decided to let another player control Nreelrroi. She'll either be taken over by a player on the waiting list or become an NPC until another player wants her. If she becomes an NPC, you'll be able to get her to help with certain tasks or accompany you.