To be fair, the person who originally wanted to go for basic movement voted to fulfill our Unusual Lumber requirement. It's just that 2 other people later decided that they also wanted to vote for Unusual Lumber.
What does this mean, anyway?
Also, regarding the 10 votes = Tree evolution, as well as how you said something about [Minor Questions] still being counted as legit votes (not sure, mind elaborating plz?), is there a way for us to know how many votes we're at, and what sort of votes we've made, other than the usual standard thread search stuff?
What does this mean, anyway?
Also, regarding the 10 votes = Tree evolution, as well as how you said something about [Minor Questions] still being counted as legit votes (not sure, mind elaborating plz?), is there a way for us to know how many votes we're at, and what sort of votes we've made, other than the usual standard thread search stuff?
Looking at the timing (between the vote ending and the resulting post) it is probably about something happening in the upcoming post.
Edit: Maybe the extra votes for Unusual lumber found something that means shield trees don't need at least one player for their auto successes anymore.
Looking at the timing (between the vote ending and the resulting post) it is probably about something happening in the upcoming post.
Edit: Maybe the extra votes for Unusual lumber found something that means shield trees don't need at least one player for their auto successes anymore.
TheodorePiesley wanted to be a Defense/Research Tree, and the GM offered to let him become one early if he voted for Defense for his remaining turns and took a penalty to his rolls for those turns.
My understanding of the Unusual Lumber situation is that the villagers will take the lumber somewhere to sell it at the end of the 4 turns, and there's a small chance that the buyers will find something special about the lumber that will make it more valuable so that we can keep trading lumber for favors. If we put extra dice into the action, then that chance will increase.
TheodorePiesley wanted to be a Defense/Research Tree, and the GM offered to let him become one early if he voted for Defense for his remaining turns and took a penalty to his rolls for those turns.
My understanding of the Unusual Lumber situation is that the villagers will take the lumber somewhere to sell it at the end of the 4 turns, and there's a small chance that the buyers will find something special about the lumber that will make it more valuable so that we can keep trading lumber for favors. If we put extra dice into the action, then that chance will increase.
And since we're specifically looking for unusual lumber, learning its properties could very well unlock new Special Tree types for research. Example: Highly magically reactive wood such as is used in magic wands and the like could unlock a Caster Tree, used for our own spellcasting endeavors.
Or maybe a Catalyst Tree, which acts to amplify our own magical bs.
I do hope this quest gets to the fun part where we research some pretty good shit, like the Solar Laser Piss.
yeah, I am really hoping that Basics of Magic is really good, since it seems to have eaten most thread activity since quest start leading to a slower pace than some would like.
yeah, I am really hoping that Basics of Magic is really good, since it seems to have eaten most thread activity since quest start leading to a slower pace than some would like.
In my experience, offering magic to the players tends to have them tunnel-vision getting it, to the point that they will ignore a potentially-stronger start because magic.
In this case, indications are that it is a legitimately important project with a lot of more advanced stuff gated behind it. We're just trying to do an early tech rush instead of building economy first and then going for the expensive thing.
In this case, indications are that it is a legitimately important project with a lot of more advanced stuff gated behind it. We're just trying to do an early tech rush instead of building economy first and then going for the expensive thing.
It's just frustrating to me because researching the Lens Tree fell by the wayside. Frequently, research alone doesn't accomplish anything until the Forest grows a new Tree to take advantage of it, but the thread went for researching a Clever Tree and then Basics of Magic with only a couple of voters steadfastly voting for researching a Lens Tree. A large part of the reason I was voting for growing 2 Clever Trees was to boost the Lens Tree research as much as possible since I was afraid that the thread would keep researching Magic instead of Lens Tree after finishing the Basics.
We now know that getting a solar laser was gated behind getting both a Clever Tree and a Lens Tree so I wouldn't call Magic the early tech rush. Also, the GM has mentioned that finishing Basics of Magic lets us grow a Magic-Sensing Tree, but (1) Winter is starting & (2) we're still trying to grow 2 Lens Trees. Personally, I'm prioritizing growing the Forest over the Magic-Sensing Tree unless the later costs only 5 successes. Reaching the next Magnitude gives us an extra Focus action and boosts our current Focus actions by 1 success each for 5 extra automatic successes every turn, more if Wise Trees or Collector Trees apply. The problem was that doing so wasn't very viable with no Lens Trees and winter approaching.
Hey don't count me out i was right there with you bro, i was probably the second most resource collecting tree, we even had similar potential upgrade paths, i just switched when combat happened and chose not to specialize in it.
Hmm... What do you mean by that? An Alchemy Tree would be rather odd to stat but could work. A Living Metal Tree might work, though it would leave even the Forest confused about how it worked (for a while at least). Hmm...
I thought about it a bit more and an alchemist tree is a bit too high of a bar to casually play. I do like trying the research survival split for what I find fun, So a "Crafty Tree" may be a better name/theme? Idk maybe some flavor of made of springy wood good for tools, perhaps more Minecraft than straight tinker or engineer? I like to solve practical problems and that means more gun. If not my second choice is to just be a Elder Heart Tree. Third choice would be the survival specialist. I like having a specialty but I don't want to become inflexible.
I thought about it a bit more and an alchemist tree is a bit too high of a bar to casually play. I do like trying the research survival split for what I find fun, So a "Crafty Tree" may be a better name/theme? Idk maybe some flavor of made of springy wood good for tools, perhaps more Minecraft than straight tinker or engineer? I like to solve practical problems and that means more gun. If not my second choice is to just be a Elder Heart Tree. Third choice would be the survival specialist. I like having a specialty but I don't want to become inflexible.
Sorry for how late the update has been this time. I am planning to get it done sometime tomorrow, but I'm not exactly sure when.
I have a sneaking suspicion that updates with a lot of social interaction/dialogue will typically take a little bit longer than average. I'm hoping that gets better with practice, though…
Sorry for how late the update has been this time. I am planning to get it done sometime tomorrow, but I'm not exactly sure when.
I have a sneaking suspicion that updates with a lot of social interaction/dialogue will typically take a little bit longer than average. I'm hoping that gets better with practice, though…
Focus:
2+1=3 automatic-successes into Grow Speaker Tree
2+1=3 automatic-successes into Grow Mining Tree
Walliseatscheese has a free auto-success at Resource Acquisition.
Actions:
25 dice - 16 successes - into: [X] Basics of Magic
11 dice - 6 successes - into: [X] Grow Lens Tree
9 dice - 6 successes - into: [X] Connect to Local Wildlife (Psychic)
9 dice - 4 successes - into: [X] Dam the Creek
9 dice - 5+1 successes - into: [X] Store Resources Against Future Need
8 dice - 5 successes - into: [X] Unusual Lumber
8 dice - 3 successes - into: [X] Stockpile Thorns
7 dice - 6+3 successes - into: [X] Grow Mining Tree
5 dice - 3 successes - into: [X] Research Elder Collector Trees
5 dice - 3 successes - into: [X] Connect to Local Wildlife: Bees (Psychic)
5 dice - 2+3 successes - into: [X] Raise the Shield
4 dice - 1+3 successes - into: [X] Grow Speaker Tree
3 dice - 3 successes - into: [X] Research Basic Movement
2 dice - 1 success - into: [X] Grow the Forest
2 dice - 0 successes - into: [X] Improve Dangerous Terrain
(Dice were well above average: wow! I believe that's 8 successes above average, across 112 dice! May I also add that the Mole treasure rolls were… impressive.)
Specials (Svn0One, "Try to figure out how to make exploding seeds." Razzocnor, "Try to better understand how 'Growing' really works. Apparently stuff works better if you understand it better, and trees need to Grow a lot. Maybe try Growing really slowly and paying close attention to what happens?" Phigment, "Compile the Unified Theory of Nuttiness, to explain the different food preferences of squirrels, deer, and humans." Teyao, "Restore and repair the traps that were used," but I've folded that into "[X] Improve Dangerous Terrain.")
Squirrel: Focus Tree efforts on moles.
Deer: threshold not reached; 4 auto-successes without modifiers. All into Collector Tree - getting close.
Materson's first request to you, when studying Magic, is that you start with whatever you best understand.
What does a Forest understand, you wonder. Growth - but you're already doing that. Surviving - same. What does a Forest understand? … What does a Forest understand, better than the Weather.
You look up to the clouds overhead - carrying the first snow of the year, maybe - and you Intend them to part and let through the evening sun. Your first try fails. Your twentieth try fails. Your four hundred somethingth try, however - the clouds slowly, ever so slowly and reluctantly, part.
Old Man Materson looks up at the now-clear sunset, and rubs his eyes for a moment, before gruffly telling you, "Well done."
A few days later, he comes over to start teaching you about Fire. It isn't something you feel comfortable wielding, but then a good weapon is dangerous, or so all your understanding states. And you now have a fairly good idea how to set things ablaze - if you're attacked now, you'll have the option of setting fire to the vicinity yourself, and hoping your Shield will protect you.
Old Man Materson says he'll give you one last magic lesson, shortly into the winter. "When I have more time and fewer things to harvest and preserve!" he grumps.
With a new appreciation of Magic, and some new ways of feeling its Depth, you turn your attention to the memories of the Portal through which the Monster so recently attacked. Unfortunately, there's a limit to how much you can discern, and no attempt at warping Space with Magic succeeds in any way, alas! Still, you are fairly certain that the Portal was from a very long way away. Not on this continent? Not in this world? Hidden by some antimagic? You don't know, but you're pretty sure it's not short-range, even if antimagic applies. You are also fairly certain that you'll notice any new Portals in your general vicinity more-or-less instantly. (Description if you hadn't auto-completed: Takes 5 successes from Basics of Magic overflow; produces a roll to see what you can manage. Very likely to gain at least some information about that portal and/or portals in general. Slight odds of gaining space-warping magic or similar. Slight chance of provoking an immediate attack - which could possibly even be beneficial?)
You've also come up with two new types of Special Trees: Sensing Trees, for sensing your general vicinity, and Weather Altering Trees for increasing your Growth via weather-alteration.
After finishing Basics of Magic, you have a bit of time left over, and so putter along a bit on researching your two available examples of Ancient Technology, as well as the Basics of Movement.
The Forest had a considerable debate on what Wildlife to Connect to next. The preexisting progress on Beavers still stands, but made no further progress this turn. A few Trees made some progress into locking onto the very odd - even by your standards - quasi-hive-minds of several Bee hives in the vicinity - especially a few kept by Newton Village; said Village's lessons to you on the art of beekeeping roughly halved the difficulty involved. Meanwhile, a faction that convinced Arthur Scrat that Moles were his underground cousins, and that Roots could be as interesting to explore as Branches, wound up causing the rest of the effort to be channeled into Connecting to the local Mole population.
With the efforts of the Squirrels (+50% to successes), you have entered… negotiations isn't quite the right term… with the Moles. The majority of them seem to be refusing to do anything but their usual habits without a lot of time and prompting. You figure you can convince them eventually; give it a few turns and maybe some extra bribes. Still, they're quite willing to share any odd things they noticed underground. They indicate three such items. When you dig up the first, you get a fairly normal sandstone rock with a weird hole and no obvious further oddities or magic; disappointing, though you leave it around on the surface just in case.
The second and third items, however… Now, those… After already finding the Ancient-Tech Sword, you're beginning to think there's a lot more buried at your roots than you'd ever thought. There's a weird long-thin cylinder with some prism-things and an odd lever; it has no Magic-or-equivalent that you can feel. A talk with Newton Village reveals it as an Ancient Technology Laser Rifle; unfortunately, none of you can seem to get it working. Indeed, you think it's missing its power supply. That said, studying the components seems like an excellent idea…
The final thing isn't something you can dig up, precisely, but rather: a bit to the north of the heart of your Forest, a series of caverns wind into the rock and hills. Exploring those is not going to be a trivial task, especially since your bond with the Squirrels fades a short distance into the caverns - and even Arthur Scrat starts to fade after the fifth bend down or so. That's about the point you pull everyone out, but not without Arthur Scrat repeatedly emphasizing the many weird smells down there. The cavern sizes vary; some are too small for any of your creatures and many are large enough for small and nimble humans. The entrance cavern is too small for anything but moles and squirrels; however, you believe that you'll be able to fix this with a bit of effort over the winter. Finally, a quick question toward Newton Village reveals that none of them knew about the cavern, and that they don't know why your Connection is blocked down there - but they do say that "It could be anti-telepathy magic, anti-telepathy ancient-technology, or either of the former against being found or some such. Also, certain really powerful concentrations of magic, and a couple of rare weird rocks and things, have been known to mess with other magics." They express interest in looking into the caverns once said caverns are accessible. One final note: Portals are not involved with these caverns as far as you are capable of perceiving; you have checked, and you're pretty sure you know what to look for.
With more than half the research done, the nature of Elder Collector Trees becomes plain. Upgrading a Collector Tree to Elder Collector Tree will grant an additional automatic success per Focus of the Forest spent in a Growth action, but upgrading the Collector Tree will cost twice as much as building the basic Collector Tree did. As the Elder costs a total of 3x as much as the base, but is only 2x as powerful, it is initially a poor choice. There are two redeeming features. First, if the Forest is running into the limit on how many Special Trees it can support, this upgrade can be potent and worthwhile. Second, Elder Collector Trees benefit twice as much as normal from any Strong Sunlight bonus - such as the +50% bonus every summer. Thus, most summers, Elder Collector Trees are at roughly +100% effectiveness (for 4 effective automatic successes each). Note that any Lens Tree bonus is also doubled for these Trees… The honorable Spreadsheet Tree could perhaps provide further details on the cost/benefit analysis, here?
The Forest put more than enough effort in, to grow the new Mining Tree in a single turn. It's still short - small enough that the villagers of Newton Village could move it to the distant slopes that they mine - but designed to grow with time. The Mining Tree is definitely an evergreen, inspired by both pine and cedar Trees. While it has unearthed only a few token bits of this Linestone, its roots are already encountering more. (Note: 9 out of 5 required successes. No bonuses apply due to location. 4 successes overflow allocated to Lens Tree; bonuses will apply there.)
The Forest put exactly enough effort in, to grow the new Speaker Tree in a single turn. Its chalk-white bark can darken at will and in whatever patterns it chooses, though it takes several seconds to make a simple change and up to a minute for a complicated one. It has taken in every bit of knowledge you could give it, especially of this "writing" that the various Two-Legs use. It also incorporates an attempt to manipulate the wind to mimic their voices and speech, which is currently a work-in-progress. You've been able to start it out a bit larger than the Mining Tree, because it's closer to your Forest and you can transfer strength to it more easily, even after its planting. The people of Newton Village planted it, essentially, in one of the more obvious options for "the next spot to build a new house in the village."
Three Trees worked together to gather - and even create - any interesting-seeming dead or discardable branches from various Trees of the Forest. A lot of the wood was relatively small limbs, things that were overshadowed by higher branches of the same Tree, as usual for many of your kind; however, a few bits came from dedicated effort, or a limb that was considered "more work than it's worth to salvage." The reasons for choosing planks varied immensely: some had nothing more than particularly interesting grain, some were from Trees that were diverging more than normal from baseline, and some were imbued with traces of Intent in their growth in the hopes of getting some interesting effects. (5 successes in finding interesting lumber.)
There wasn't much need for the Shield this turn, both thankfully and regretfully. While it's always nice to be at peace, you are, nonetheless, on the cusp of a revelation as to means of improving the Shield… In other news, the Thorns are growing nicely, and we've built roughly half of our current Thorn-bush maximum.
Between a good bit of effort from the Forest, the overflow from growing the Mining Tree, the last turn of autumn's bonuses, and the bits you were able to repurpose from your prototyping, you successfully manage to complete your first working Lens Tree! It gleams translucently in the slowly dimming sunlight, and sparkles beautifully - your creatures have told you - in the shine of the dawn. Rainbows and odd points of light play around its base. The whole Forest feels the sunlight strengthen once more, ever-so-slightly pushing back the winter.
With no projects close enough to finish, the Deer elected to put their efforts toward growing the next Collector Tree.
Of the four small planned dams on the creek, to alleviate any drought, the first is almost half finished; it's rather lucky that the start of winter promises to be . With the assistance of a few farming tips from Newton Village, the Resource stockpile is close to catching up with its lofty pre-Trade heights.
Due to only one dedicated Tree, only minor progress was made into Researching Basic Movement; nonetheless, that Tree did all it could, and made quite impressive strides. Growing the Forest made some slight progress as well. One Tree started looking into improving your Forest's defensive Dangerous Terrain, but hasn't yet made significant progress (aside from being fairly certain it's possible).
Finally, a few Trees had some unusual ideas. One tried to figure out Exploding Seeds, but mostly only learned what didn't work (getting compressed gas or liquid to leak rapidly from the container was easy but not the intended result). One tried to figure out the details of how Growing works; it managed a few new minor insights but nothing earth-shattering; it thinks it does understand the flow of sap through its own trunk quite well now. (Bonus to learning Water magic later.) And one particularly Unpredictable Tree tried to figure out how to explain the food preferences of every Mind or Creature connected with the Forest; it has discovered that creatures definitely like food that contains energy, and seem to have individual and species-level preferences for particular blends of quick easy energy ("sweet") and slower lasting energy ("savory").
And as Fall ends, Winter begins. Three-quarters of a year gone by, now… But what a three-fourths-year!
Actions:
Communication:
[ ][Action] Reach Out to Minds (Psychic)
-Successes sort-of stack. You're not sure how difficult this will be. Better results if more successful. Possibility of finding "there's nothing within X miles" - but even something like that will be good to know.
-This ignores Newton Village and the people thereof.
-0 successes banked.
[ ][Action] Connect to Local Wildlife (Psychic)
-Wolves - scouts? Bears - heavy combat? Beavers - creek work and construction? You know you've seen all these; you have only vague ideas on what to do with them.
-Feel free to write in a specific request. The Forest is reaching that point where it can target specific classes of animals.
-Anything that Newton Village is familiar with is discounted 50% in difficulty due to them helping you understand the creatures.
-Monsters are harder to reach than normal animals. If you want to grab a specific monster, have your animals locate it first.
-3 of 15-20? successes banked towards Beavers.
-3 of 8 successes banked towards Bees.
-0.5 successes banked.
Research:
Note: Your Clever Trees grant you +20% on Research actions.
[ ][Action] Research Elder Collector Trees
-3.6 of 5 successes
[ ][Action] Research Elder Wise Trees
[ ][Action] Research Elder Lens Trees
[ ][Action] Research Elder Clever Trees
[ ][Action] Research Elder Shield Trees
-0 of 5 successes per category; enables upgrading one type of Special Tree to Elder Special Tree
[ ][Action] Research Basic Movement
-This gains an automatic success on every turn in which at least 1 Tree votes for this action (or the Focus of the Forest is upon it), due to an ordinary Magical Tree's ordinary life granting so many opportunities to work on this ability.
-This will allow most of your Trees to shift their limbs around significantly in a mere few seconds, stick roots out of the ground to trip people, and so on, making Tree-Combat an actual viable option (if only just). Physically moving a sapling is also feasible at this point - though large Trees can't do so yet.
-9.8 of 25 successes
[ ][Action] Research Ancient-Technology Ice-Sword
-You're not sure how much you can learn from this, but you're fairly certain you could at least try to figure out what materials it's made out of.
-You might be able to start analyzing Ancient Technology more?
-Double bonus from Clever Trees. Sensing Trees also grant +10% each.
-5 of ??? successes.
[ ][Action] Research Laser Rifle
-This will improve any light-based attack you use, considerably increasing range, increasing accuracy, and adding a +50% bonus to damage successes. (Note that you've almost unlocked one… It just requires a fully-functional Lens Tree, and might get an aiming mallus the first few times you test it out.)
-You think the Laser Rifle is missing its power supply, so you're not going to be getting much progress on that.
-You doubt this will be an easy reverse-engineering project, but you also believe that it - plus a few smaller projects - will generate an incredibly-powerful attack.
-Double bonus from Clever Trees. Sensing Trees also grant +10% each.
-5 of ??? successes
Survival:
[ ][Action] Store Resources Against Future Need
-This has a +20% bonus from Technology: Farming.
-32 stored; this will function as a spare HP pool against anything that gets through your Defense, and may be useful for other things
[ ][Action] Dam the Creek
-4 of 10/20/30/40 successes
-10 successes per level; 4 levels; each gives +5% Growth to offset drought penalties for the first turn of any drought; we expect this to become less effective as the Magnitude of the Forest grows (Magnitude 3 has no change; Magnitude 4 will reduce the effectiveness somewhat; further Magnitudes unknown).
[ ][Action] Unusual Lumber
-Required: At least 2 dice (or 1 auto-success) per turn on turns 12 through 15. This is a commitment to Newton Village.
-If you've got any unusual lumber to sell - dying branches, that sort of thing - they'd be more than willing to try taking that to market…
-On turn 16 I roll to see if someone finds some interesting properties to your planks. Likely nothing important, but who knows; modest chance of having this as a recurring source of favors.
[ ][Action] Improve Dangerous Terrain
-It's always possible to make the Forest more dangerous to invaders, especially after we had an actual invader!
-Might also be worth making it difficult for hostile species? Plants and such?
-Unknown difficulty.
Defense:
[ ][Action] Raise the Shield
-Use magic to defend the Forest. Effectiveness is generally fairly high, but depends on the exact nature of the threat. (Not effective against a plague of locusts or similar - that's a Survival roll.) Like most defenses, this does little to nothing if you are not attacked.
-Gains 3 automatic successes from Shield Trees, if at least 1 Player-Tree votes for this action.
[ ][Action] Stockpile Thorns
-Successes stockpile up to 10 times the Magnitude of the Forest. These will automatically damage hostile intruders that enter the Forest.
-10 of 20 stockpiled.
Growth:
Note: Winter is here, and the cold and lack of sunlight impede Growth at -50%.
[ ][Action] Grow the Forest
-This has a +25% bonus from Analyze Creek and Tree Placement until we reach Magnitude 3.
-21.75 of 50 successes to Magnitude 3
[ ][Action] Grow <Treename>
-Replace <Treename> with the name of a Special Tree from the Front Page. Variable cost. You can have up to 10 Special Trees per Magnitude of the Forest.
-This has a +25% bonus (and any Drought penalties halved) from Shore up Creek Banks until we have 12 Special Trees total (ignoring Mining and Speaker Trees).
-7.5 of 10 successes banked on Collector Tree.
[ ][Action] Widen the Cave Entrance
-Grow Roots to widen and shore up the Cave Entrance, so you can get more than just Squirrels and Moles down there.
-Maybe you'll even figure out what's up with the fading connection as your creatures delve downwards.
-Taking place underground, this ignores the winter growth mallus!
-0 of 15 successes
Offense:
[ ][Action] Release Annoying Pollen
-Any particular target? It's fairly indiscriminate, but between moving the wind yourself and targeting the Intent at one target, you could probably make it semi-selective.
-Not a very powerful attack against most foes. Unlikely to do more than annoy Humans/Elves, for example.
-Like most attacks, this does little to nothing if you have no nearby enemies.
[ ][Action] Shoot Spikes
-At what?
-This is limited to roughly 25 yards of range, at the absolute max. But it can reach outside the bounds of the Forest.
-A decent attack; 50/50 shot of damaging a target typically. Designed for taking down animals, two-legs, monsters, and the like. Less effective against plants, but still works to a point.
-Like most attacks, this does little to nothing if you have no nearby enemies.
[ ][Action] Focused Light Attack
-At what?
-This is limited to roughly 100 yards of range, but can manage a bit further with steadily worsening effectiveness.
-Any sun or light bonus or mallus will apply to this Attack. Does not currently function at night.
-You've never actually used it before, and will have an initial -2 to accuracy. Maybe test-fire it a few times to get the hang of it? This could be a Research action if desired, as well - if so, write in "[Action] Focused Light Attack Research".
-Like most attacks, this does little to nothing if you have no nearby enemies.
Focus
Choose any two actions from the above for the Forest to focus on. These are voted upon by the entire group, and are in addition to the individual actions taken by each member.
[ ][Focus] Action Name
[ ][Focus] Action Name x2
These Actions will receive a number of automatic successes equal to the Magnitude of the Forest (currently 2) and any bonuses from other sources.
Squirrel Actions
Choose what to ask Arthur Scrat to do.
[][Squirrel] Explore your Forest
[][Squirrel] Lead the squirrel watch over your Forest
[][Squirrel] Lead a search-party in (write-in Direction)
[][Squirrel] Lead a search-party along the (east OR north OR south) path
[][Squirrel] Focus Tree efforts on (write-in Wildlife Type)
[][Squirrel] Write-in
Deer Actions
This vote will be IGNORED, and the GM will add 4 successes to categories of his choice (typically Growth, but others may apply; things that are about to finish will be prioritized), UNLESS at least ¼ of the voters place a vote in this category. That said, if you have a special mission for the Deer, by all means:
[][Deer] Explore the Plains
[][Deer] Explore the Path further South
[][Deer] Assist with <Action Name>
[][Deer] Lead a search-party in (write-in Direction)
[][Deer] Train for War
[][Deer] Write-in