Determined to play the roll of doctor, you set out for the swamp in search of natural remedies. You search long and hard, carefully looking for plants with clear medical properties. You move with deft footsteps, brilliantly navigating the swamp as if there were a path cleared just for you, even as minimum attention is paid to your surroundings beyond what you're looking for.
Your journey proves quite fruitful, as you discover a variant of the Aloe Vera plant that is well-suited for growing in the very moist conditions of the swamp. You collect two plants that give you a total of 24 leaves to take back with you. You should be able to make fine use of them, especially if you can properly prepare them - while the Aloe Vera leaves have value on their own, they're all the more potent when processed in a proper medical ointment.
Unfortunately, your companion has a miserable time trying to assist you. The more your fellow quester tries to avoid tripping on roots and not crash into trees, the more roots are tripped over and the more trees are crashed into. It's as if the avoidance-to-blunder ratio is completely inverted, where the more effort made to avoid such mishaps, the more they happen.
But I'm sure that with your medical knowledge you can help fix that right up.
@N39TUN3 Smarts upgrades to 1d6!
@Random Reader gets +1 STR xp!
N39TUNE3 gains the "Medicine Man" Skill! Whenever you roll a '1' on base-level roll for a SMT or SPK Medical action, roll again at 1d(x-1) (can not crit off rerolled die)
Random Reader is now SHAKEN!
Random Reader get -1 HP! (HP now at 3/5)
24 Aloe Vera Leaves gained!
You have a tree.
Now comes the part where you turn it into useable wood.
It becomes quite the learning process as you figure out exactly what you're doing. It's one thing to cut down a tree, it's another thing to turn that tree into resources.
What you ultimately accomplish is stripping the tree of bark. While not quite what you might have hoped for, the bark isn't without its value. It's very usable as a basic source of fuel - something you will need a lot of now that you have fire - or if you're desperate you could potentially turn the pieces into very cruid shields or pieces of armor.
@Sir Plusse gains +1 STR XP!
@Dragonofelder gains +1 STR XP!
Medium Tree (Raw) is now Medium Tree (Stripped)
50 Pieces of Bark gained!
Nobody wants the Dirtworm Meat to go bad. It's a bountiful resource that will provide plenty of food for the immediate future. To say nothing of the work it took to actually acquire said meat. So it's no surprise that more attention is paid to cooking the Dirtworm Meat than any other individual activity this round.
The fire burns, the meat is held over the fire, an attempt is even made to develop some means of easily cooking both this meat and any future meat that needs cooking.
However, between the size of the first and the resources available to you, it turns out that right now, the best option for cooking the meat is actually the simplest - just stick the meat on the end of a stick and hold it over the fire. It is possible that with some more direct application of thought or more resources you could develop something better, but with the emphasis on ensuring none of the dirtworm meat goes bad, everyone focuses on that directly.
While it's a little touch-and-go, your efforts prove to be well worth it. After an extensive cooking process, you no longer have 160 slabs of raw Dirtworm meat.
Because you now instead have 160 slabs of
cooked Dirtworm meat.
@Dinfinity gets +1 SMT XP! Smarts upgrades to 1d5!
@Mindris Smarts upgrades to 1d8!
@GrayGriffin gets +2 SMT XP!
@Phervygbahrcaid gets +1 SMT XP!
@rush99999 gets +2 SMT XP!
25 Pieces of Bark burned to fuel fire! (Extra fuel burned ensuring all that meat was cooked...)
160 Slabs of Dirtworm Meat have become 160 Dirtworm Steaks!
Resource MEAT discovered! You know what they say, meat is murder. Tasty, tasty murder...
You see the clay as an opportunity. While not the strongest material on its own, it can be quite versitile if you know what you're doing with it.
Taking the clay container with you, you travel out to the Clay deposit to the Southeast. Between the limited amount of space in your Small Clay Container and not wanting to bring a bunch of clay back with you only to waste it since no one has really attempted making bricks yet, you only bring back a limited amount of the substance.
When you return, you don't really get an opportunity to make the clay into anything. The fire is
very occupied cooking meat, and there's not much room to squeeze in making bricks.
Perhaps it's for the best, you don't really have a good means to actually 'cook' the clay over the fire yet.
On the bright side, this provides you an opportunity to think about brickmaking. Not just developing a means of properly hardening clay over the fire, but also proper composition. Sure, you could just shape the clay into bricks and call it a day, but perhaps the bricks you're trying to make might be stronger if you had a good substance to mix in. I hear straw makes a good agent for durability. Perhaps you could put some of that massive sod pile to work? Or find some similar substance lying around.
In the meantime, however, the clay remains in the container where it awaits its fate.
@Space Murica gets +1 STR XP!
The Small Clay Container is now Filled with Clay!
So ends Part III, AKA the rest of what I originally wanted to include in Part II.