Quoted By:
You are currently on the shore of the Island, and are totally disoriented and lost. Nobody knows the layout of this island- it's been abandoned for so long. You have a moment to collect yourselves, and tend to your wounded. You'll need to get the lay of the land- if someone was to climb a nearby tree, that could help you get your bearings...
<span class="mu-s">Downtime Rules</span>
Whenever you have a moment of relative safety, the party may have some <span class="mu-i">downtime</span>. Most downtime happens when the party makes camp after a long day of exploring, and you will need to keep watch to make sure nothing sneaks up and attacks you while you sleep. Being surprised in an ambush would mean you enter combat <span class="mu-s">Exhausted</span>. However, this situation is during the day, and you have no fear of anything sneaking up on you on the beach.
During downtime, characters may attempt to <span class="mu-s">Heal</span> a character who is injured or wounded. Everyone may attempt to heal, but Sages are the best at it. Some injuries, such as from poison or magic, or wounds taken from Heavy attacks, may be too difficult for anyone but a Sage to heal. In order to perform a heal, specify the injury/character you are treated and <span class="mu-i">roll your class die twice</span> and add the result. You succeed on an exact result of <span class="mu-s">7</span>.
<span class="mu-s">Injuried Party Members-</span>
Talon
You also have to get your basic supplies washed up on the shore- the more you collect, the better off you'll be for the rest of your expedition. <span class="mu-s">Strength</span> rolls are simply rolling your class die, and adding the number to the party's total. Multiple characters should participate. <span class="mu-s">Myron</span> once drank a magic elixir and as such gets to add a +1 to this roll, but bonus damage from weapons or fighting experience <span class="mu-i">do not</span> count towards this roll.
Finally, <span class="mu-i">Snouts</span> can lick a fellow party member and give them a bit of a glimpse of the future. This is called a <span class="mu-s">Hunch</span> roll. The Snout must specify which party member they lick and <span class="mu-i">roll their class die</span> (d8). The roll's result is now that characters new Hunch. The person who was licked must make note of this number, and can <span class="mu-i">use it in place of one die roll in the future.</span> This can be down retroactively, meaning if you fail a roll where your Hunch would succeed, you can replace it with the Hunch. If you roll multiple dice for an action (Heal, Skill, etc.) then you can replace one of the die rolled with the Hunch. You can only have one Hunch at a time, and once it is used it is expended.
<span class="mu-s">Downtime Actions</span>
>Collect Supplies (Strength) (0/20)
>Climb a Tree to get the lay of the land (Hazard)
>Heal
>Inscribe a Rune (Runesmith Only)
>Lick (Snout Only)