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Morkskittar

Morkskittar

Tharr's incredible discomfort with the infestation that has taken (literal) root in Tolliver manifests as a rather violent plucking - or rather, yanking - of the red flower blooming from Tolliver's back. Tharr pulls hard enough to leave a visible ripNo actual damage, but a failure to clear a mark from Tolliver. in the gau's fungal flesh, and Tolliver grimaces in pain. Park, seeing Tharr toss the shredded remnants of the flower to the deck, hurriedly rushes up and gather them together and put them in a jarPark has now gained a Manticore Bloom (Shredded)., muttering something about not wasting the petals.

As Park vanishes belowdecks again, Tolliver and Tharr stare out at the field of red blooms to port. Atus' counterchant grows louder, until he sounds like a storm himself and Tolliver and Tharr are wincing as his voice and thunderous punctuations begin to approach levels of permanent hearing loss. Atus' strategy seems to have worked; the chanting from the grove grows quiet, and then silent, until Tharr signals the ironbound to follow suit. Then there is only an eerie silence. Atus considers the grove of red flowers; it is large, and eliminating it would be a task for more than one ship, he fears; Tharr himself had even spotted a ship deeper inside it that had fallen prey to it, or perhaps their own hubris.

The voice of the tempest inside him had a niggling thought: Flowers burn. Fire burns. Lightning can make fire. He glanced thoughtfully at the storm-rail, the rational voice inside him countering: Fire spreads. Fire is eternal. Fire kills.

Title

If you do decide to carry on and not hang about the Manticore Grove any longer, someone other than Atus needs to take the helm and chart a course away... and as Park and Tolliver have both stated they do not want it, that leaves Tharr if he is willing to take it. :P Tolliver will stay on watch, and Park will be analyzing the manticore sample it sounds like, leaving Atus to do what he wills. If Atus decides to listen to the voice of the tempest and try to set the grove ablaze (by shooting a particularly dry path with the storm-rail), risking birthing a colossal firestorm, that will not count as their journey action. :P

Journey Options

  • At the Helm (Required, Can't be Atus): Cut a path (1 box), Forge ahead (2 boxes, allowing you to reach Angler's Spire after a brief encounter that will give you little warning to prepare), or Weigh anchor (pause for a bit and linger longer around the Manticore Grove, having a montage or venturing further in at great flowery risk).

  • On Watch (Required, Tolliver): Keep a lookout for opportunities and dangers. Roll a d6.

  • Tend the Engine (Optional): Be ready in case something goes wrong to give the ship extra help or boosts.

  • Cartographize (Optional): Work on a chart of Karaxes Range.

  • Weatherwatch (Optional): Keep an eye on that pesky weather and roll a d6.

  • Create (Optional): Make a gadget or meal using the standard creation rules by combining two resources and taking the appropriate test.

  • Night Farm (Optional): Acquire a fungal specimen.

  • Milk Venom Sac (Optional): Gain a Cuda Venom sample.

  • Analyze Manticore Bloom Sample (Optional, Park): Take a Harvest + Tides test and consume one of your two samples to try and understand what this flower is. You can also take a Cook + Tides instead, to gain a different type of knowledge about the flower. This will also start a longer-term project in the form of a track that can be filled to find a cure. :)

Morkskittar

Morkskittar

Tharr's incredible discomfort with the infestation that has taken (literal) root in Tolliver manifests as a rather violent plucking - or rather, yanking - of the red flower blooming from Tolliver's back. Tharr pulls hard enough to leave a visible ripNo actual damage, but a failure to clear a mark from Tolliver. in the gau's fungal flesh, and Tolliver grimaces in pain. Park, seeing Tharr toss the shredded remnants of the flower to the deck, hurriedly rushes up and gather them together and put them in a jarPark has now gained a Manticore Bloom (Shredded)., muttering something about not wasting the petals.

As Park vanishes belowdecks again, Tolliver and Tharr stare out at the field of red blooms to port. Atus' counterchant grows louder, until he sounds like a storm himself and Tolliver and Tharr are wincing as his voice and thunderous punctuations begin to approach levels of permanent hearing loss. Atus' strategy seems to have worked; the chanting from the grove grows quiet, and then silent, until Tharr signals the ironbound to follow suit. Then there is only an eerie silence. Atus considers the grove of red flowers; it is large, and eliminating it would be a task for more than one ship, he fears; Tharr himself had even spotted a ship deeper inside it that had fallen prey to it, or perhaps their own hubris.

The voice of the tempest inside him had a niggling thought: Flowers burn. Fire burns. Lightning can make fire. He glanced thoughtfully at the storm-rail, the rational voice inside him countering: Fire spreads. Fire is eternal. Fire kills.

Title

If you do decide to carry on and not hang about the Manticore Grove any longer, someone other than Atus needs to take the helm and chart a course away... and as Park and Tolliver have both stated they do not want it, that leaves Tharr if he is willing to take it. :P Tolliver will stay on watch, and Park will be analyzing the manticore sample it sounds like, leaving Atus to do what he wills. If Atus decides to listen to the voice of the tempest and try to set the grove ablaze (by shooting a particularly dry path with the storm-rail), risking birthing a colossal firestorm, that will not count as their journey action. :P

Journey Options

  • At the Helm (Required, Can't be Atus): Cut a path (1 box), Forge ahead (2 boxes, allowing you to reach Angler's Spire after a brief encounter that will give you little warning to prepare), or Weigh anchor (pause for a bit and linger longer around the Manticore Grove, having a montage or venturing further in at great flowery risk).

  • On Watch (Required, Tolliver): Keep a lookout for opportunities and dangers. Roll a d6.

  • Tend the Engine (Optional): Be ready in case something goes wrong to give the ship extra help or boosts.

  • Cartographize (Optional): Work on a chart of Karaxes Range.

  • Weatherwatch (Optional): Keep an eye on that pesky weather and roll a d6.

  • Create (Optional): Make a gadget or meal using the standard creation rules by combining two resources and taking the appropriate test.

  • Night Farm (Optional): Acquire a fungal specimen.

  • Milk Venom Sac (Optional): Gain a Cuda Venom sample.

  • Analyze Manticore Bloom Sample (Optional, Park): Take a Harvest + Tides test and consume one of your two samples to try and understand what this flower is. You can also take a Cook + Tides instead, to gain a different type of knowledge about the flower. This will also start a longer-term project in the form of a track that can be filled to find a cure. :)

 

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