 | tsojcanth Jul 28 |
Money is not that useful on the way to the Hidden Valley. And, who knows, you might not even like money. Regardless, you agreed to go, even if the payment you agreed might not be what you wanted. - A little green frog with expressive eyes that soon develops a liking to you. It's clingy and a bit clumsy and falls off things easily, but it will never fail to hang on to you. Once, when you are in a difficult situation in the Journey, you can be more like the frog, and either try again any roll and take the best result or, you know, just hang on.
- The bell of the granny. It's a small brass hand bell, it rings true, and will be clearly heard over any other noise by those feeling even a little bit guilty, as the noise brings up guilt like a granny's disapproval.
- So much high-quality leftovers, as if someone threw a stupidly extravagant banquet and decided you were the way to not waste all the leftover food. They are carefully prepared so to keep for the journey, in small individual packages of waxed paper or small jars, and stashed in a big rainproof satchel for your convenience. You won't have to worry about food, only about overeating, and with much left to share. By the way, you have no idea what's inside, but neither does the Referee: decide on the recipe for each morsel as you go through the delectable stash.
- A copy of the Junior Hidden Valley Traveler Guidebook, a somewhat scuffled copy of the first edition. Rather than a proper survival handbook and guide it is more of a leisurely read, full of disorganized tips and advices and seemingly random pieces of knowledge. As you read it every night to get some sleep you'll learn some useful tidbits, which the Referee will helpfully bring up the night before as a good advice to handle an encounter the next day.
- A soul! in a sealed glass jar. It glows. Sometimes it whispers. Might not have been a good person in its previous life, but now it has limited agency. Not always up for conversation. Really not up for being clotted into mana-tar. Not that it has much choice, given the circumstances. Roll reaction rolls when you interact, as you develop a rapport.
- A wood carving knife with a small curved blade. Good for beginners and experts alike. It makes whittling small items out of wood really easy and chill, nay, a pleasure. Green wood is still suitable but will not make quality nor durable items.
- Wollie, a big goofy Bernese hound (stats as a bear). Does not really understand much, but she's a lovable mountain of a dog. Wollie will bring you to a safe(r) place if you pass out, but if the circumstances are truly dire it might not survive the ordeal herself. Yes, you will cry.
- Somehow they own that cottage with a nice garden, complete with a shed and a porch, in that perfect location, that you've been dreaming about for so long. Turns out they do not want it, so it can be yours. Right now you only have the key on a piece of string, but if already feels like home if you hold it.
- They did some legwork and reached out and talked, and you are presented with a good friend you thought you had lost. Roll a companion character, come up with a backstory of friendship that, somehow, was interrupted for a while. Misunderstanding, circumstances, bad feelings: whatever it was that kept you aside it's now resolved.
- Nothing, you owe them. So not only you repay your debt, but you also make yourself scarce, as you'd rather risk the journey than stick around. The relief makes you good humored, hopeful, and I dare to say even incredibly posi. This makes you find solace in small pleasures, which in addition to be good for your soul also lets rest even in uncomfortable situations.
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