Taric and Skryv spent the early afternoon scouting the area. The vegetation was thick (6!) but they managed to beat some terrain. (3)Taric found a good large branch and (4)a large rope bush that he could harvest to make cords, (2,5)he also found a herb that he remembered shamans using: a cleansing herb. Skyryv (2,4)also found a small mushroom he knew he should not eat, but that the shamans could use and (1,6!) some bushes of sweet root. No birds were sighted.
Frel the hunter set off west with Dwarlamin following the sounds of water. (2)They had a very hard time moving through the vegetation and took some hours to reach the creek (2)on their way Frel found no tracks or wildlife, and no objects of interest, (4,6!) but Dwarlamin found a large cache of quartz stones by the creek.
Khan set off a little behind Frel an Dwarlamin, (3) though he moved a litle faster than the others and got to the creek sooner. (1)When he reached the creek, Khan followed it south for a bit looking for trails, but he found nothing and tripped on a rock injuring a knee
(i've had the post written for a few hours, and i'm tired of waiting... dont be mad at me guys X), its the second time i make a decision for you)
Jet'Qir and Zruk set off looking for herbs, heading in separate ways. Jet'Qir (5)has little trouble moving through the vegetation (4)and found a cleansing herb, (3,1)but despite having some more time to look around found nothing else. Zruk (3)had a little more trouble with the thick vegetation, (6!)but still managed to find and collect a large quantity of stinking sap.
The sun is low on the horizon, Frel, Dwarlamin and Khan are at the creek, it runs from north and turns east. The banks are ripe with undergrowth, and the creek's bed is full of round stones. A few minuscule fish swim against the calm current.
The rest of the group meets back at the grove, the stone face still staring at them angrily. They are somewhat thirsty, and the whole party is a little bit tired.
Birds chirp menacingly, but they stay out of sight. Taricus - Taric the dabbling craftsman, in good health, somewhat thirsty
Possesses: Bow, Flint Arrow(5), Flint Arrow Head(10)
Jetsquirrel - Jet'Qir the shaman apprentice, in good health, somewhat thirsty
Possesses: Spear, Small Pot
kilakan - Khan the young hunter, scraped knee, at the creek
Possesses: Bow, Flint Arrow(5)
Dwarmin - Dwarlamin Oyalar the unproven warrior, in good health, at the creek
Possesses: Spear, Javelin(1)
Zrk2 - Zruk the (1)shaman apprentice, in good health, somewhat thirsty
Possesses: Spear, Small Pot
scriver - Skryv the unproven warrior, in good health, somewhat thirsty
Possesses: Spear, Javelin(1)
Frelock - Frel the young hunter, in good health, at the creek
Possesses: Bow, Flint Arrow(5)
large branch,
five rope bush stalks,
cleansing herb(2),
small diviners mushroom,
ten sweet roots,
five quartz stones. - at the creek
a large blob of stinking sap
Diviners mushroom - The diviner's mushroom is a poisonous fungus that is lethal when eaten raw, but when properly blanched, the effects of it's poison are reduced. The blanched mushroom has hallucinogenic properties that kick in immediately and wear off in minutes, but the taker will become nauseated and dizzy for a day. when improperly prepared by a non trained hand, the mushroom can lose it's properties, or have its ill effects increased to last several days.
Cleansing mixture - The cleansing herb has a taste so bitter that it immediately causes the taker to vomit al the contents of it's stomach, speeding recovery from recently ingested poisons or spoiled food. To maximize it's cleansing effect, a shaman boils its leaves and mixes them with ground charcoal and ashes in the correct proportions.
Stinking salve - mixed with water in the correct proportions, the stinking sap makes a salve that hunters apply on their skin to mask their scent, and increasing the chance of approaching their prey undetected.
each turn takes some hours, each turn you can do all the actions those hours allow. i will respond to quick actions as soon as i can, but i will only respond to longer actions at the end of the turn. After the next turn the night falls and the characters will go to sleep where they are, unless you state otherwise. keep in mind your character will receive a penalty the next day if they sleep badly.