<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>http://wiki.trackersearth.com/w/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Gallison</id>
	<title>Trackers Earth - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="http://wiki.trackersearth.com/w/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Gallison"/>
	<link rel="alternate" type="text/html" href="http://wiki.trackersearth.com/w/index.php/Special:Contributions/Gallison"/>
	<updated>2026-04-28T16:10:27Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.31.6</generator>
	<entry>
		<id>http://wiki.trackersearth.com/w/index.php?title=Week_4:_Hunt_for_the_Troll_Market&amp;diff=1365</id>
		<title>Week 4: Hunt for the Troll Market</title>
		<link rel="alternate" type="text/html" href="http://wiki.trackersearth.com/w/index.php?title=Week_4:_Hunt_for_the_Troll_Market&amp;diff=1365"/>
		<updated>2021-07-20T04:50:33Z</updated>

		<summary type="html">&lt;p&gt;Gallison: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Trackers must find a mysterious, ancient scroll that contains secrets for reforging the Hearthstone. They get a tip from the dwarf telling them the scroll is at the Troll Market!. The always exciting traveling market is  currently set up  near a pirate flotilla, where Trackers enter a competition with a pirate crew to vie for  a treasure that includes the scroll.[[File:Map Layout .jpg|left|thumb|259x259px]]&lt;br /&gt;
[[File:Umoggra's Map.jpg|thumb|259x259px]]&lt;br /&gt;
&lt;br /&gt;
======Advance Preparation======&lt;br /&gt;
You will need two treasure maps. &lt;br /&gt;
&lt;br /&gt;
Print and draw your path through symbols with the provided layouts, or hand draw your own based on the natural features of your sites.&lt;br /&gt;
&lt;br /&gt;
======Non Playable Characters (NPCs)======&lt;br /&gt;
These are the characters that may be encountered in this story. They are ordered from most to least screentime in the narrative.  &lt;br /&gt;
&lt;br /&gt;
*Nash, a roguish pirate&lt;br /&gt;
*Elwood, a steampunk mechanic&lt;br /&gt;
*Cinna, a nomadic mage previously of the Village&lt;br /&gt;
*Umoggra, a troll merchant&lt;br /&gt;
*Sable, a grumpy ranger&lt;br /&gt;
*Belna, a dwarven Elder&lt;br /&gt;
&lt;br /&gt;
======Day One Morning======&lt;br /&gt;
Begin with a pairing game to determine teams.&lt;br /&gt;
&lt;br /&gt;
Following opening activities, usher everyone to the Village, which is in disarray. Greet them as a Village native, and explain the situation based on previous week.&amp;lt;blockquote&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
“Greetings, newcomers! Thank you for coming to our Village's aid. We’ve had a little trouble here of late... the Village’s Hearthstone was broken apart.&amp;quot;&amp;lt;/blockquote&amp;gt;Describe the [[Hearthstone]] lore and establish that consequences of it's broken state range from natural disasters to tension between members of the community.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Next, introduce them to Belna and Sable. Belna cannot speak directly to the Trackers, as she knows only dwarven. However, she presents you with a pictograph map. Sable explains it leads to the location of the mysterious, always-moving Troll Market.  &lt;br /&gt;
 &lt;br /&gt;
Belna has dealt with a merchant of ancient healing texts, and believes there to be some kind of ritual scroll about how to  heal a Village’s Hearthstone.   &lt;br /&gt;
 &lt;br /&gt;
Sable is less confident in the group than Belna, and expresses her wish to see you in action before sending you on such an important task. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;'''Survival Skill Game of Choice'''&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sable is reluctantly impressed! She suggests a list of gear to prepare for the journey.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy ve-pasteProtect&amp;quot;&amp;gt;Caretaking/Organization Game&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======Day One Afternoon======&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
On returning from lunch , get everyone warmed up for an adventure.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Pure Play Game of Choice&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
At last, it’s time to begin the hunt for the Troll Market! The map’s landmarks are very open to interpretation, so allow the Trackers to take the lead. When they feel certain they’ve found the landmark, confirm it and keep moving!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;'''Treasure Hunt, Part 1'''&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Do your best to time the treasure hunting so they can find around half the map’s markers before triggering the final scene of the Afternoon Adventures:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;blockquote&amp;gt;“There's rustling from the brush, but before you can react, you’re surrounded by a dozen armed bandits, holding you all at swordpoint. They all wear a purple and black striped bandana on their ankles, arms, or heads. A tall, very tan man steps forward and snatches the map out of a Tracker’s hands.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;As Nash: “Well blow me down! What an interestin’  map ya got there, strangers! Ya can tell me all about it as ye empty yer pockets. Consider yerselves  prisoners of the Sanguine Sails Pirates!”&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======Day Two Morning======&lt;br /&gt;
Begin the day with a &amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;'''Wayfinding or Traversing Game of Choice.'''&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Trackers begin Morning Adventures as the prisoners in the pirate’s camp. Nash and his gang have confiscated all your belongings and have them stacked in their camp.  &lt;br /&gt;
&lt;br /&gt;
  &amp;lt;blockquote&amp;gt;“A kestrel with a message on its leg flies down to land on Nash’s outstretched arm. He reads the message and grins. “Yer some lucky ones, ye are! Our captain wants to jaw with ya about this here map . Seems it leads to a treasure cache we been after fer months. We pirates take a lie-down in the heat o’ the day, but don’t even think about trying anything. You’ll regret it before you can take a single step out of camp.”&amp;lt;/blockquote&amp;gt;The pirates proceed to have some downtime. There are 2-5 guards on alert, based on the age and capabilities of the Trackers. Mark these with two bands each, forming a V from their location to represent their line of sight. Nash is taking a nap, and can be marked with the treasure map he's keeping on his person.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Pirate Camp Escape Game&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
Trackers must retrieve the map and escape the camp without alerting the guards. As the guide, move the guards lines of sight silently and frequently, responding to Trackers' distractions or stealth missteps.&lt;br /&gt;
&lt;br /&gt;
*Pathfinders stealth to the edges of gameplay and arrange distractions&lt;br /&gt;
*Cloaks stealth over to Nash to steal the map&lt;br /&gt;
*Whiskers stealth to their gear and retrieve it&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If a Tracker is spotted by a guard, they must return to the &amp;quot;prison&amp;quot; location and have a penalty imposed for future rounds: hands tied together, blindfolded, or similar!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After the map and equipment have been retrieved, Trackers can stealth fully out of the pirates' camp. As the Guide, determine when it is safe to drop the stealth and continue following the map.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;col-blue-navy ve-pasteProtect&amp;quot;&amp;gt;'''Treasure Hunt, Part 2'''&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As the penultimate last landmark is marked off, announce seeing something on the horizon. It’s the Troll Market!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
======Day Two Afternoon======&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;blockquote&amp;gt;“The clearing ahead is easily visible with bright-colored cloths covering merchant stalls. Small crowds mill about, speaking languages and wearing clothing of many cultures. You spot a large booth manned by a towering troll woman. The banner on the troll is marked with an X,  a direct match for the last pictograph on the map.”&amp;lt;/blockquote&amp;gt;Trackers now have time to explore the Troll Market. There are all kinds of market stalls, from fabric sellers to fortune-tellers. However, you'll need to talk to the troll woman to continue the story. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;blockquote&amp;gt;“Welcome to the Troll Market, travelers! I’m Umoggra and this is my stall. Since you’re new ‘round here, let me explain our payment system. Everything ‘round the market is up for trade: goods, services, or information. Some merchants will take goods or services as payment, but I trade for stories. Funny stories. Scary stories. Good stories. Bad stories. Tell me what you are seeking, and I’ll tell you what kind of stories I want in return.”&amp;lt;/blockquote&amp;gt;If Trackers ask about the ancient text on healing Hearthstones, Umoggra will immediately understand your quest. She knows it’s a one-of-a-kind item and part of a treasure cache held in the private collection of someone very dangerous.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you want more information, she needs payment! She’ll accept one story from each team, on the theme of Nature Misadventures.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Storytelling Game&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As the Trackers finish their stories, the pirates stroll up. Nash loudly claims that the pirates should be given the info instead. He will gladly match the number of stories paid, and more importantly… he claims their stories will be better. (This argument does hold some weight with Umoggra, which Nash knows from trading with her for years.) &lt;br /&gt;
&lt;br /&gt;
 &amp;lt;blockquote&amp;gt;As Umoggra: “Hmph! I can’t exactly refund their stories, Nash. Here’s what I’ll do: I’ll give the Trackers the coordinates and a head start. Then the Sanguine Sails can give me their stories and go after the treasure later in the day.”&amp;lt;/blockquote&amp;gt;Nash accepts this confidently, bragging that they’ll have no problem catching up to you by sea. Umoggra gives you a hand-drawn map... along with advice on a shortcut she will ''not'' be giving Nash.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If there's time, start hunting the map objectives. If not, hurry back to the check-in area to get a jump on the pirates tomorrow!&lt;br /&gt;
&lt;br /&gt;
======Day Three Morning======&lt;br /&gt;
Start the day with a '''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Pure Play Game of Choice.&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The imaginary timer on hunting down the treasure cache doesn’t get started until you leave the Troll Market.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Treasure Hunt, part 3&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Somehow the pirates beat you to the first landmark. However, you can inform your group that the pirates will have to sail around a much longer area to reach the next one, so if you hurry, you can still win!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Treasure Hunt, part 4&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Reach the next landmark ahead of the pirates. You have the time and opportunity to set a trap for the pirates.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Trap Setting Game&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
This can be actual snare-setting, knot-tying, roleplaying, or some combination.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======Day Three Afternoon======&lt;br /&gt;
&amp;lt;blockquote&amp;gt;“The trap worked, judging by howls of rage coming from behind us!”&amp;lt;/blockquote&amp;gt;'''Treasure Hunt, part 5'''&lt;br /&gt;
&lt;br /&gt;
After the final leg of the hunt, the Trackers come to an area that will be standing in for the edge of a large bay. If possible, find the edge of an incline which can play a descent into water.&lt;br /&gt;
&lt;br /&gt;
As the guide, provide a recipe for a water breathing potion (which you traded for at the Troll Market). Send the teams out to find the ingredients, which can be improvised depending on your site.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Foraging Game of Choice&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Crafting a Tea/Tisane&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
End the day by double-checking the safety of the foraged ingredients and mixing them together. Tomorrow will be the taste test!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
======Day Four Morning======&lt;br /&gt;
While Trackers start the morning with a Pure Play Game of Choice, prepare the Water Breath Tea the Trackers created yesterday! &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Group everyone up in a circle to do a tea tasting. The effects need a few moments to set in, so walk them through a quick guided improv/meditation session. &lt;br /&gt;
&lt;br /&gt;
 &amp;lt;blockquote&amp;gt;“Expand the circle, making sure everyone has enough space to make large gestures. Now close your eyes. Feel the breeze on your face, smell the salt in the air. Take your first step into the water. It’s cool to the touch. Take several strides into the cold water, letting it rush over your knees, up to your waist, then your chin. Keep walking and breathing normally, and soon you realize, you’re breathing just fine under the lake!”&amp;lt;/blockquote&amp;gt;The last leg of the search is in an underwater area, so consider imposing a roleplay mechanic like moving in slow motion or talking with your cheeks sucked in like a fish.  &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Treasure Hunt, part 6&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
When you finally arrive at the destination, it is not simply the treasure. Alas! Instead, it’s an underwater lair, sealed with glass panels and steampunk tech.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As you reach the entrance hatch and start to rotate the heavy hydraulic wheel, there’s a disturbance in the current behind you. It would seem the lair has a guard: the Great Kraken! The Trackers will have to fight it off before they can open the hatch.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Combat Game of Choice&amp;lt;/span&amp;gt;''' &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Once victory over the kraken has been attained, designate a team to finish turning the wheel, sending steam jetting into the water and opening onto a pressurized chamber. Hurry the Trackers inside, giving the team who opened the door the chance to dramatically run and jump through at the last moment.&lt;br /&gt;
&lt;br /&gt;
The pressure in the chamber releases as you slam the door shut behind them. The door across the room opens into the rest of the lair, silhouetting a lanky man with goggles and bits of old tech strapped to a neat waistcoat. &lt;br /&gt;
&lt;br /&gt;
 &amp;lt;blockquote&amp;gt;As Elwood: “I say, who might you all be? Are you here to rescue me, perchance?”&amp;lt;/blockquote&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======Day Four Afternoon======&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After returning from the break, the Trackers will have a chance to question the mysterious Steampunk man. In addition to answering questions honestly, he will give them the lowdown on his plight. He was hired by Cinna for multiple smaller engineering jobs before agreeing to work on site. Now that he's here, however, Cinna won't let him escape!  &lt;br /&gt;
&lt;br /&gt;
He begs for your help, and invites the Trackers to ask for more information.      &lt;br /&gt;
&lt;br /&gt;
'''How did you get here?''' ''“Cinna approached me, telling me he had fulfilling work for an engineer, and could pay me with rations to feed myself and my family. He’s kept his word, far as I know, but the drawback is that I can’t leave. Not until I finish his mechanical abomination, at least.”''&lt;br /&gt;
&lt;br /&gt;
'''Mechanical abomination??''' ''“He told me living puppets had failed him too many times. He wants me to build for him  a mechanical chassis. Long ago they called them “ro-bits,” would you believe? I don’t understand how Cinna means to power it. Something about a magic fire stone?”''&lt;br /&gt;
&lt;br /&gt;
'''Why don’t you engineer a way out?''' “I don’t know how. PlusCinna has the kraken guarding this lair. Even if I could build an escape vehicle, I don’t like my chances of getting past it. Maybe with your help, though?”&lt;br /&gt;
&lt;br /&gt;
'''So… any treasure around here?''' “Oh my! Of course, you’re not here for me, you’re looking for the treasure buried here. Cinna got to it and is putting it to use… he melted it down and now I’m using it to build the ro-bit.” &lt;br /&gt;
&lt;br /&gt;
'''What about the non-metal parts  of the treasure?''' “Anything else is probably in Cinna’s office, I would imagine. I would dearly like to see that ancient scroll.  It’s supposed to include some rare potions and texts.”&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Trackers may agree or deny Elwood’s request to help him, but either way, they’ll want to locate Cinna’s office and find the Hearthstone text. Have the teams split up to investigate the area for the treasure. Hide bright, clearly labeled “treasures” around the area, giving each team an opportunity to find more than one piece.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Find the Treasure Game'''&lt;br /&gt;
&lt;br /&gt;
After the treasures are found, the teams may group up at Elwood’s location to plan an escape. However, you announce a clanking sound from the pressurized entrance. Elwood suggests you all hide, quick: it must be Cinna returning!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Stealth Game of Choice&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;blockquote&amp;gt;“You’re all sufficiently hidden when the metal door groans open once again. In walks a group of familiar warriors. It’s the Sanguine Sails pirates, soaked to the bone and led by Nash and a six-foot woman. She empties a flamboyant captain’s hat of water and places it on her head before fixing her eyes on Elwood.”&amp;lt;/blockquote&amp;gt;As Peregrine: “Good day, friend! Lead me to the treasure and no harm will come to ye.”&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Combat or Keep Away Game&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Trackers fight the pirates until the door opens again… this time, it’s Cinna!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
======Day Five Morning======&lt;br /&gt;
Begin the day in a standoff with the pirates and Cinna. He isn’t surprised to find you all gathered in his headquarters.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;blockquote&amp;gt;“I see you all found your way here with the treasure map! I found it months ago, of course, and built this wondrous place! I welcome visitors... How else will I test my creation? Elwood, start the robot’s engine!”&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Elwood is reluctant. If the Trackers agreed to help him previously, Elwood will find a backbone and refuse to operate the robot, leaving Cinna to do it himself. If they refused to help Elwood previously, he will obey Cinna.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Robot Fight - Improv and Combat Game&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
The first part of the robot fight features pirates fighting ''with'' the robot and ''against'' the Trackers.&lt;br /&gt;
&lt;br /&gt;
As the fight goes on, the pirates realize the robot is against them as well, so they begin to help the Trackers. Working together, the pirates and Trackers  are able to defeat the robot.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;“Cogs and gears explode outward as the damaged engine combusts. The glass windows of the headquarters rattle with the explosion, and then you all see it… a single crack creeping through the glass windows of the lair!&amp;quot;&amp;lt;/blockquote&amp;gt;The pirates begin to grab exploded treasure and stuff it in bags and pockets. Nash reveals that the pirates need the parts from this machine-- not just to trade off, but to melt and forge into parts for their ships and ensure their people survive. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
He asks for help in gathering the parts before the lair collapses. In return, the pirates will let the Trackers keep the text, and bring them aboard their pirate ship to ferry them home.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;'''Pure Play Game - Treasure Gathering'''&amp;lt;br /&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======Day Five Afternoon======&lt;br /&gt;
Traverse to the village aboard the Sanguine Seraph, Peregrine's pirate ship. There, you can bring the village the Hearthstone text. The pirates aren't sure if they're welcome at first, but are made to feel at home.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Spend the rest of the afternoon celebrating! Play any pure play games the Trackers would like, sign journals, and take down Team and Secret Camps before the day's end.&lt;/div&gt;</summary>
		<author><name>Gallison</name></author>
		
	</entry>
	<entry>
		<id>http://wiki.trackersearth.com/w/index.php?title=Week_4:_Hunt_for_the_Troll_Market&amp;diff=1296</id>
		<title>Week 4: Hunt for the Troll Market</title>
		<link rel="alternate" type="text/html" href="http://wiki.trackersearth.com/w/index.php?title=Week_4:_Hunt_for_the_Troll_Market&amp;diff=1296"/>
		<updated>2021-07-09T06:11:19Z</updated>

		<summary type="html">&lt;p&gt;Gallison: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Trackers must find a mysterious, ancient scroll that contains secrets for reforging the Hearthstone. They get a tip from the dwarf telling them the scroll is at the Troll Market!. The always exciting traveling market is  currently set up  near a pirate flotilla, where Trackers enter a competition with a pirate crew to vie for  a treasure that includes the scroll.[[File:Map Layout .jpg|left|thumb|259x259px]]&lt;br /&gt;
[[File:Umoggra's Map.jpg|thumb|259x259px]]&lt;br /&gt;
&lt;br /&gt;
======Advance Preparation======&lt;br /&gt;
You will need two treasure maps. &lt;br /&gt;
&lt;br /&gt;
Print and draw your path through symbols with the provided layouts, or hand draw your own based on the natural features of your sites.&lt;br /&gt;
&lt;br /&gt;
======Non Playable Characters (NPCs)======&lt;br /&gt;
These are the characters that may be encountered in this story. They are ordered from most to least screentime in the narrative.  &lt;br /&gt;
&lt;br /&gt;
*Nash, a roguish pirate&lt;br /&gt;
*Elwood, a steampunk mechanic&lt;br /&gt;
*Cinna, a nomadic mage previously of the Village&lt;br /&gt;
*Umoggra, a troll merchant&lt;br /&gt;
*Sable, a grumpy ranger&lt;br /&gt;
*Belna, a dwarven Elder&lt;br /&gt;
&lt;br /&gt;
======Day One Morning======&lt;br /&gt;
Begin with a pairing game to determine teams.&lt;br /&gt;
&lt;br /&gt;
Following opening activities, usher everyone to the Village, which is in disarray. Greet them as a Village native, and explain the situation based on previous week.&amp;lt;blockquote&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
“Greetings, newcomers! Thank you for coming to our Village's aid. We’ve had a little trouble here of late... the Village’s Hearthstone was broken apart.&amp;quot;&amp;lt;/blockquote&amp;gt;Describe the [[Hearthstone]] lore and establish that consequences of it's broken state range from natural disasters to tension between members of the community.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Next, introduce them to Belna and Sable. Belna cannot speak directly to the Trackers, as she knows only dwarven. However, she presents you with a pictograph map. Sable explains it leads to the location of the mysterious, always-moving Troll Market.  &lt;br /&gt;
 &lt;br /&gt;
Belna has dealt with a merchant of ancient healing texts, and believes there to be some kind of ritual scroll about how to  heal a Village’s Hearthstone.   &lt;br /&gt;
 &lt;br /&gt;
Sable is less confident in the group than Belna, and expresses her wish to see you in action before sending you on such an important task. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;'''Survival Skill Game of Choice'''&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sable is reluctantly impressed! She suggests a list of gear to prepare for the journey.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy ve-pasteProtect&amp;quot;&amp;gt;Caretaking/Organization Game&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======Day One Afternoon======&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
On returning from lunch , get everyone warmed up for an adventure.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Pure Play Game of Choice&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
At last, it’s time to begin the hunt for the Troll Market! The map’s landmarks are very open to interpretation, so allow the Trackers to take the lead. When they feel certain they’ve found the landmark, confirm it and keep moving!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;'''Treasure Hunt, Part 1'''&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Do your best to time the treasure hunting so they can find around half the map’s markers before triggering the final scene of the Afternoon Adventures:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;blockquote&amp;gt;“There's rustling from the brush, but before you can react, you’re surrounded by a dozen armed bandits, holding you all at swordpoint. They all wear a purple and black striped bandana on their ankles, arms, or heads. A tall, very tan man steps forward and snatches the map out of a Tracker’s hands.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;As Nash: “Well blow me down! What an interestin’  map ya got there, strangers! Ya can tell me all about it as ye empty yer pockets. Consider yerselves  prisoners of the Sanguine Sails Pirates!”&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======Day Two Morning======&lt;br /&gt;
Begin the day with a &amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;'''Wayfinding or Traversing Game of Choice.'''&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Trackers begin Morning Adventures as the prisoners in the pirate’s camp. Nash and his gang have confiscated all your belongings and have them stacked in their camp.  &lt;br /&gt;
&lt;br /&gt;
  &amp;lt;blockquote&amp;gt;“A kestrel with a message on its leg flies down to land on Nash’s outstretched arm. He reads the message and grins. “Yer some lucky ones, ye are! Our captain wants to jaw with ya about this here map . Seems it leads to a treasure cache we been after fer months. We pirates take a lie-down in the heat o’ the day, but don’t even think about trying anything. You’ll regret it before you can take a single step out of camp.”&amp;lt;/blockquote&amp;gt;The pirates proceed to have some downtime. There are 2-5 guards on alert, based on the age and capabilities of the Trackers. Mark these with two bands each, forming a V from their location to represent their line of sight. Nash is taking a nap, and can be marked with the treasure map he's keeping on his person.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Pirate Camp Escape Game&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
Trackers must retrieve the map and escape the camp without alerting the guards. As the guide, move the guards lines of sight silently and frequently, responding to Trackers' distractions or stealth missteps.&lt;br /&gt;
&lt;br /&gt;
*Pathfinders stealth to the edges of gameplay and arrange distractions&lt;br /&gt;
*Cloaks stealth over to Nash to steal the map&lt;br /&gt;
*Whiskers stealth to their gear and retrieve it&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If a Tracker is spotted by a guard, they must return to the &amp;quot;prison&amp;quot; location and have a penalty imposed for future rounds: hands tied together, blindfolded, or similar!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After the map and equipment have been retrieved, Trackers can stealth fully out of the pirates' camp. As the Guide, determine when it is safe to drop the stealth and continue following the map.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;col-blue-navy ve-pasteProtect&amp;quot;&amp;gt;'''Treasure Hunt, Part 2'''&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As the penultimate last landmark is marked off, announce seeing something on the horizon. It’s the Troll Market!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
======Day Two Afternoon======&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;blockquote&amp;gt;“The clearing ahead is easily visible with bright-colored cloths covering merchant stalls. Small crowds mill about, speaking languages and wearing clothing of many cultures. You spot a large booth manned by a towering troll woman. The banner on the troll is marked with an X,  a direct match for the last pictograph on the map.”&amp;lt;/blockquote&amp;gt;Trackers now have time to explore the Troll Market. There are all kinds of market stalls, from fabric sellers to fortune-tellers. However, you'll need to talk to the troll woman to continue the story. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;blockquote&amp;gt;“Welcome to the Troll Market, travelers! I’m Umoggra and this is my stall. Since you’re new ‘round here, let me explain our payment system. Everything ‘round the market is up for trade: goods, services, or information. Some merchants will take goods or services as payment, but I trade for stories. Funny stories. Scary stories. Good stories. Bad stories. Tell me what you are seeking, and I’ll tell you what kind of stories I want in return.”&amp;lt;/blockquote&amp;gt;If Trackers ask about the ancient text on healing Hearthstones, Umoggra will immediately understand your quest. She knows it’s a one-of-a-kind item and part of a treasure cache held in the private collection of someone very dangerous.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you want more information, she needs payment! She’ll accept one story from each team, on the theme of Nature Misadventures.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Storytelling Game&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As the Trackers finish their stories, the pirates stroll up. Nash loudly claims that the pirates should be given the info instead. He will gladly match the number of stories paid, and more importantly… he claims their stories will be better. (This argument does hold some weight with Umoggra, which Nash knows from trading with her for years.) &lt;br /&gt;
&lt;br /&gt;
 &amp;lt;blockquote&amp;gt;As Umoggra: “Hmph! I can’t exactly refund their stories, Nash. Here’s what I’ll do: I’ll give the Trackers the coordinates and a head start. Then the Sanguine Sails can give me their stories and go after the treasure later in the day.”&amp;lt;/blockquote&amp;gt;Nash accepts this confidently, bragging that they’ll have no problem catching up to you by sea. Umoggra gives you a hand-drawn map... along with advice on a shortcut she will ''not'' be giving Nash.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If there's time, start hunting the map objectives. If not, hurry back to the check-in area to get a jump on the pirates tomorrow!&lt;br /&gt;
&lt;br /&gt;
======Day Three Morning======&lt;br /&gt;
Start the day with a '''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Pure Play Game of Choice.&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The imaginary timer on hunting down the treasure cache doesn’t get started until you leave the Troll Market.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Treasure Hunt, part 3&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Somehow the pirates beat you to the first landmark. However, you can inform your group that the pirates will have to sail around a much longer area to reach the next one, so if you hurry, you can still win!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Treasure Hunt, part 4&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Reach the next landmark ahead of the pirates. You have the time and opportunity to set a trap for the pirates.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Trap Setting Game&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
This can be actual snare-setting, knot-tying, roleplaying, or some combination.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======Day Three Afternoon======&lt;br /&gt;
&amp;lt;blockquote&amp;gt;“The trap worked, judging by howls of rage coming from behind us!”&amp;lt;/blockquote&amp;gt;'''Treasure Hunt, part 5'''&lt;br /&gt;
&lt;br /&gt;
After the final leg of the hunt, the Trackers come to an area that will be standing in for the edge of a large bay. If possible, find the edge of an incline which can play a descent into water.&lt;br /&gt;
&lt;br /&gt;
As the guide, provide a recipe for a water breathing potion (which you traded for at the Troll Market). Send the teams out to find the ingredients, which can be improvised depending on your site.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Foraging Game of Choice&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Crafting a Tea/Tisane&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
End the day by double-checking the safety of the foraged ingredients and mixing them together. Tomorrow will be the taste test!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
======Day Four Morning======&lt;br /&gt;
While Trackers start the morning with a Pure Play Game of Choice, prepare the Water Breath Tea the Trackers created yesterday! &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Group everyone up in a circle to do a tea tasting. The effects need a few moments to set in, so walk them through a quick guided improv/meditation session. &lt;br /&gt;
&lt;br /&gt;
 &amp;lt;blockquote&amp;gt;“Expand the circle, making sure everyone has enough space to make large gestures. Now close your eyes. Feel the breeze on your face, smell the salt in the air. Take your first step into the water. It’s cool to the touch. Take several strides into the cold water, letting it rush over your knees, up to your waist, then your chin. Keep walking and breathing normally, and soon you realize, you’re breathing just fine under the lake!”&amp;lt;/blockquote&amp;gt;The last leg of the search is in an underwater area, so consider imposing a roleplay mechanic like moving in slow motion or talking with your cheeks sucked in like a fish.  &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Treasure Hunt, part 6&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
When you finally arrive at the destination, it is not simply the treasure. Alas! Instead, it’s an underwater lair, sealed with glass panels and steampunk tech.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As you reach the entrance hatch and start to rotate the heavy hydraulic wheel, there’s a disturbance in the current behind you. It would seem the lair has a guard: the Great Kraken! The Trackers will have to fight it off before they can open the hatch.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Combat Game of Choice&amp;lt;/span&amp;gt;''' &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Once victory over the kraken has been attained, designate a team to finish turning the wheel, sending steam jetting into the water and opening onto a pressurized chamber. Hurry the Trackers inside, giving the team who opened the door the chance to dramatically run and jump through at the last moment.&lt;br /&gt;
&lt;br /&gt;
The pressure in the chamber releases as you slam the door shut behind them. The door across the room opens into the rest of the lair, silhouetting a lanky man with goggles and bits of old tech strapped to a neat waistcoat. &lt;br /&gt;
&lt;br /&gt;
 &amp;lt;blockquote&amp;gt;As Elwood: “I say, who might you all be? Are you here to rescue me, perchance?”&amp;lt;/blockquote&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======Day Four Afternoon======&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After returning from the break, the Trackers will have a chance to question the mysterious Steampunk man. In addition to answering questions honestly, he will give them the lowdown on his plight. He was hired by Cinna for multiple smaller engineering jobs before agreeing to work on site. Now that he's here, however, Cinna won't let him escape!  &lt;br /&gt;
&lt;br /&gt;
He begs for your help, and invites the Trackers to ask for more information.      &lt;br /&gt;
&lt;br /&gt;
'''How did you get here?''' ''“Cinna approached me, telling me he had fulfilling work for an engineer, and could pay me with rations to feed myself and my family. He’s kept his word, far as I know, but the drawback is that I can’t leave. Not until I finish his mechanical abomination, at least.”''&lt;br /&gt;
&lt;br /&gt;
'''Mechanical abomination??''' ''“He told me living puppets had failed him too many times. He wants me to build for him  a mechanical chassis. Long ago they called them “ro-bits,” would you believe? I don’t understand how Cinna means to power it. Something about a magic fire stone?”''&lt;br /&gt;
&lt;br /&gt;
'''Why don’t you engineer a way out?''' “I don’t know how. PlusCinna has the kraken guarding this lair. Even if I could build an escape vehicle, I don’t like my chances of getting past it. Maybe with your help, though?”&lt;br /&gt;
&lt;br /&gt;
'''So… any treasure around here?''' “Oh my! Of course, you’re not here for me, you’re looking for the treasure buried here. Cinna got to it and is putting it to use… he melted it down and now I’m using it to build the ro-bit.” &lt;br /&gt;
&lt;br /&gt;
'''What about the non-metal parts  of the treasure?''' “Anything else is probably in Cinna’s office, I would imagine. I would dearly like to see that ancient scroll.  It’s supposed to include some rare potions and texts.”&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Trackers may agree or deny Elwood’s request to help him, but either way, they’ll want to locate Cinna’s office and find the Hearthstone text. Have the teams split up to investigate the area for the treasure. Hide bright, clearly labeled “treasures” around the area, giving each team an opportunity to find more than one piece.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Find the Treasure Game'''&lt;br /&gt;
&lt;br /&gt;
After the treasures are found, the teams may group up at Elwood’s location to plan an escape. However, you announce a clanking sound from the pressurized entrance. Elwood suggests you all hide, quick: it must be Cinna returning!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Stealth Game of Choice&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;blockquote&amp;gt;“You’re all sufficiently hidden when the metal door groans open once again. In walks a group of familiar warriors. It’s the Sanguine Sails pirates, soaked to the bone and led by Nash and a six-foot woman. She empties a flamboyant captain’s hat of water and places it on her head before fixing her eyes on Elwood.”&amp;lt;/blockquote&amp;gt;As Peregrine: “Good day, friend! Lead me to the treasure and no harm will come to ye.”&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Combat or Keep Away Game&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Trackers fight the pirates until the door opens again… this time, it’s Cinna!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
======Day Five Morning======&lt;br /&gt;
Begin the day in a standoff with the pirates and Cinna. He isn’t surprised to find you all gathered in his headquarters.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;blockquote&amp;gt;“I see you all found your way here with the treasure map! I found it months ago, of course, and built this wondrous place! I welcome visitors... How else will I test my creation? Elwood, start the robot’s engine!”&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Elwood is reluctant. If the Trackers agreed to help him previously, Elwood will find a backbone and refuse to operate the robot, leaving Cinna to do it himself. If they refused to help Elwood previously, he will obey Cinna.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Robot Fight - Improv and Combat Game&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
The first part of the robot fight features pirates fighting ''with'' the robot and ''against'' the Trackers.&lt;br /&gt;
&lt;br /&gt;
As the fight goes on, the pirates realize the robot is against them as well, so they begin to help the Trackers. Working together, the pirates and Trackers  are able to defeat the robot.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;“Cogs and gears explode outward as the damaged engine combusts. The glass windows of the headquarters rattle with the explosion, and then you all see it… a single crack creeping through the glass windows of the lair!&amp;quot;&amp;lt;/blockquote&amp;gt;Retrieve the treasure and escape lair&lt;br /&gt;
&lt;br /&gt;
Treasure is divvied&lt;br /&gt;
&lt;br /&gt;
You learn about the pirates’ pure-ish intentions&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====== Day Five Afternoon ======&lt;br /&gt;
Either way, the ending goes...&lt;br /&gt;
&lt;br /&gt;
Traverse to the village&lt;br /&gt;
&lt;br /&gt;
Present village NPCS with the ancient text of Hearthstone knowledge&lt;br /&gt;
&lt;br /&gt;
Celebration in the Village&lt;/div&gt;</summary>
		<author><name>Gallison</name></author>
		
	</entry>
	<entry>
		<id>http://wiki.trackersearth.com/w/index.php?title=Week_4:_Hunt_for_the_Troll_Market&amp;diff=1295</id>
		<title>Week 4: Hunt for the Troll Market</title>
		<link rel="alternate" type="text/html" href="http://wiki.trackersearth.com/w/index.php?title=Week_4:_Hunt_for_the_Troll_Market&amp;diff=1295"/>
		<updated>2021-07-08T19:23:26Z</updated>

		<summary type="html">&lt;p&gt;Gallison: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Trackers must find a mysterious, ancient scroll that contains secrets for reforging the Hearthstone. They get a tip from the dwarf telling them the scroll is at the Troll Market!. The always exciting traveling market is  currently set up  near a pirate flotilla, where Trackers enter a competition with a pirate crew to vie for  a treasure that includes the scroll.[[File:Map Layout .jpg|left|thumb|259x259px]]&lt;br /&gt;
[[File:Umoggra's Map.jpg|thumb|259x259px]]&lt;br /&gt;
&lt;br /&gt;
======Advance Preparation======&lt;br /&gt;
You will need two treasure maps. &lt;br /&gt;
&lt;br /&gt;
Print and draw your path through symbols with the provided layouts, or hand draw your own based on the natural features of your sites.&lt;br /&gt;
&lt;br /&gt;
======Non Playable Characters (NPCs)======&lt;br /&gt;
These are the characters that may be encountered in this story. They are ordered from most to least screentime in the narrative.  &lt;br /&gt;
&lt;br /&gt;
*Nash, a roguish pirate&lt;br /&gt;
*Elwood, a steampunk mechanic&lt;br /&gt;
*Cinna, a nomadic mage previously of the Village&lt;br /&gt;
*Umoggra, a troll merchant&lt;br /&gt;
*Sable, a grumpy ranger&lt;br /&gt;
*Belna, a dwarven Elder&lt;br /&gt;
&lt;br /&gt;
======Day One Morning======&lt;br /&gt;
Begin with a pairing game to determine teams.&lt;br /&gt;
&lt;br /&gt;
Following opening activities, usher everyone to the Village, which is in disarray. Greet them as a Village native, and explain the situation based on previous week.&amp;lt;blockquote&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
“Greetings, newcomers! Thank you for coming to our Village's aid. We’ve had a little trouble here of late... the Village’s Hearthstone was broken apart.&amp;quot;&amp;lt;/blockquote&amp;gt;Describe the [[Hearthstone]] lore and establish that consequences of it's broken state range from natural disasters to tension between members of the community.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Next, introduce them to Belna and Sable. Belna cannot speak directly to the Trackers, as she knows only dwarven. However, she presents you with a pictograph map. Sable explains it leads to the location of the mysterious, always-moving Troll Market.  &lt;br /&gt;
 &lt;br /&gt;
Belna has dealt with a merchant of ancient healing texts, and believes there to be some kind of ritual scroll about how to  heal a Village’s Hearthstone.   &lt;br /&gt;
 &lt;br /&gt;
Sable is less confident in the group than Belna, and expresses her wish to see you in action before sending you on such an important task. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;'''Survival Skill Game of Choice'''&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sable is reluctantly impressed! She suggests a list of gear to prepare for the journey.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy ve-pasteProtect&amp;quot;&amp;gt;Caretaking/Organization Game&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======Day One Afternoon======&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
On returning from lunch , get everyone warmed up for an adventure.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Pure Play Game of Choice&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
At last, it’s time to begin the hunt for the Troll Market! The map’s landmarks are very open to interpretation, so allow the Trackers to take the lead. When they feel certain they’ve found the landmark, confirm it and keep moving!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;'''Treasure Hunt, Part 1'''&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Do your best to time the treasure hunting so they can find around half the map’s markers before triggering the final scene of the Afternoon Adventures:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;blockquote&amp;gt;“There's rustling from the brush, but before you can react, you’re surrounded by a dozen armed bandits, holding you all at swordpoint. They all wear a purple and black striped bandana on their ankles, arms, or heads. A tall, very tan man steps forward and snatches the map out of a Tracker’s hands.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;As Nash: “Well blow me down! What an interestin’  map ya got there, strangers! Ya can tell me all about it as ye empty yer pockets. Consider yerselves  prisoners of the Sanguine Sails Pirates!”&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======Day Two Morning======&lt;br /&gt;
Begin the day with a &amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;'''Wayfinding or Traversing Game of Choice.'''&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Trackers begin Morning Adventures as the prisoners in the pirate’s camp. Nash and his gang have confiscated all your belongings and have them stacked in their camp.  &lt;br /&gt;
&lt;br /&gt;
  &amp;lt;blockquote&amp;gt;“A kestrel with a message on its leg flies down to land on Nash’s outstretched arm. He reads the message and grins. “Yer some lucky ones, ye are! Our captain wants to jaw with ya about this here map . Seems it leads to a treasure cache we been after fer months. We pirates take a lie-down in the heat o’ the day, but don’t even think about trying anything. You’ll regret it before you can take a single step out of camp.”&amp;lt;/blockquote&amp;gt;The pirates proceed to have some downtime. There are 2-5 guards on alert, based on the age and capabilities of the Trackers. Mark these with two bands each, forming a V from their location to represent their line of sight. Nash is taking a nap, and can be marked with the treasure map he's keeping on his person.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Pirate Camp Escape Game&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
Trackers must retrieve the map and escape the camp without alerting the guards. As the guide, move the guards lines of sight silently and frequently, responding to Trackers' distractions or stealth missteps.&lt;br /&gt;
&lt;br /&gt;
*Pathfinders stealth to the edges of gameplay and arrange distractions&lt;br /&gt;
*Cloaks stealth over to Nash to steal the map&lt;br /&gt;
*Whiskers stealth to their gear and retrieve it&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If a Tracker is spotted by a guard, they must return to the &amp;quot;prison&amp;quot; location and have a penalty imposed for future rounds: hands tied together, blindfolded, or similar!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After the map and equipment have been retrieved, Trackers can stealth fully out of the pirates' camp. As the Guide, determine when it is safe to drop the stealth and continue following the map.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;col-blue-navy ve-pasteProtect&amp;quot;&amp;gt;'''Treasure Hunt, Part 2'''&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As the penultimate last landmark is marked off, announce seeing something on the horizon. It’s the Troll Market!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
======Day Two Afternoon======&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;blockquote&amp;gt;“The clearing ahead is easily visible with bright-colored cloths covering merchant stalls. Small crowds mill about, speaking languages and wearing clothing of many cultures. You spot a large booth manned by a towering troll woman. The banner on the troll is marked with an X,  a direct match for the last pictograph on the map.”&amp;lt;/blockquote&amp;gt;Trackers now have time to explore the Troll Market. There are all kinds of market stalls, from fabric sellers to fortune-tellers. However, you'll need to talk to the troll woman to continue the story. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;blockquote&amp;gt;“Welcome to the Troll Market, travelers! I’m Umoggra and this is my stall. Since you’re new ‘round here, let me explain our payment system. Everything ‘round the market is up for trade: goods, services, or information. Some merchants will take goods or services as payment, but I trade for stories. Funny stories. Scary stories. Good stories. Bad stories. Tell me what you are seeking, and I’ll tell you what kind of stories I want in return.”&amp;lt;/blockquote&amp;gt;If Trackers ask about the ancient text on healing Hearthstones, Umoggra will immediately understand your quest. She knows it’s a one-of-a-kind item and part of a treasure cache held in the private collection of someone very dangerous.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you want more information, she needs payment! She’ll accept one story from each team, on the theme of Nature Misadventures.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Storytelling Game&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As the Trackers finish their stories, the pirates stroll up. Nash loudly claims that the pirates should be given the info instead. He will gladly match the number of stories paid, and more importantly… he claims their stories will be better. (This argument does hold some weight with Umoggra, which Nash knows from trading with her for years.) &lt;br /&gt;
&lt;br /&gt;
 &amp;lt;blockquote&amp;gt;As Umoggra: “Hmph! I can’t exactly refund their stories, Nash. Here’s what I’ll do: I’ll give the Trackers the coordinates and a head start. Then the Sanguine Sails can give me their stories and go after the treasure later in the day.”&amp;lt;/blockquote&amp;gt;Nash accepts this confidently, bragging that they’ll have no problem catching up to you by sea. Umoggra gives you a hand-drawn map... along with advice on a shortcut she will ''not'' be giving Nash.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If there's time, start hunting the map objectives. If not, hurry back to the check-in area to get a jump on the pirates tomorrow!&lt;br /&gt;
&lt;br /&gt;
======Day Three Morning======&lt;br /&gt;
Start the day with a '''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Pure Play Game of Choice.&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The imaginary timer on hunting down the treasure cache doesn’t get started until you leave the Troll Market.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Treasure Hunt, part 3&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Somehow the pirates beat you to the first landmark. However, you can inform your group that the pirates will have to sail around a much longer area to reach the next one, so if you hurry, you can still win!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Treasure Hunt, part 4&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Reach the next landmark ahead of the pirates. You have the time and opportunity to set a trap for the pirates.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Trap Setting Game&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
This can be actual snare-setting, knot-tying, roleplaying, or some combination.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======Day Three Afternoon======&lt;br /&gt;
&amp;lt;blockquote&amp;gt;“The trap worked, judging by howls of rage coming from behind us!”&amp;lt;/blockquote&amp;gt;'''Treasure Hunt, part 5'''&lt;br /&gt;
&lt;br /&gt;
After the final leg of the hunt, the Trackers come to an area that will be standing in for the edge of a large bay. If possible, find the edge of an incline which can play a descent into water.&lt;br /&gt;
&lt;br /&gt;
As the guide, provide a recipe for a water breathing potion (which you traded for at the Troll Market). Send the teams out to find the ingredients, which can be improvised depending on your site.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Foraging Game of Choice&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Crafting a Tea/Tisane&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
End the day by double-checking the safety of the foraged ingredients and mixing them together. Tomorrow will be the taste test!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
======Day Four Morning======&lt;br /&gt;
While Trackers start the morning with a Pure Play Game of Choice, prepare the Water Breath Tea the Trackers created yesterday! &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Group everyone up in a circle to do a tea tasting. The effects need a few moments to set in, so walk them through a quick guided improv/meditation session. &lt;br /&gt;
&lt;br /&gt;
 &amp;lt;blockquote&amp;gt;“Expand the circle, making sure everyone has enough space to make large gestures. Now close your eyes. Feel the breeze on your face, smell the salt in the air. Take your first step into the water. It’s cool to the touch. Take several strides into the cold water, letting it rush over your knees, up to your waist, then your chin. Keep walking and breathing normally, and soon you realize, you’re breathing just fine under the lake!”&amp;lt;/blockquote&amp;gt;The last leg of the search is in an underwater area, so consider imposing a roleplay mechanic like moving in slow motion or talking with your cheeks sucked in like a fish.  &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Treasure Hunt, part 6&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
When you finally arrive at the destination, it is not simply the treasure. Alas! Instead, it’s an underwater lair, sealed with glass panels and steampunk tech.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As you reach the entrance hatch and start to rotate the heavy hydraulic wheel, there’s a disturbance in the current behind you. It would seem the lair has a guard: the Great Kraken! The Trackers will have to fight it off before they can open the hatch.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Combat Game of Choice&amp;lt;/span&amp;gt;''' &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Once victory over the kraken has been attained, designate a team to finish turning the wheel, sending steam jetting into the water and opening onto a pressurized chamber. Hurry the Trackers inside, giving the team who opened the door the chance to dramatically run and jump through at the last moment.&lt;br /&gt;
&lt;br /&gt;
The pressure in the chamber releases as you slam the door shut behind them. The door across the room opens into the rest of the lair, silhouetting a lanky man with goggles and bits of old tech strapped to a neat waistcoat. &lt;br /&gt;
&lt;br /&gt;
 &amp;lt;blockquote&amp;gt;As Elwood: “I say, who might you all be? Are you here to rescue me, perchance?”&amp;lt;/blockquote&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======Day Four Afternoon======&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After returning from the break, the Trackers will have a chance to question the mysterious Steampunk man. In addition to answering questions honestly, he will give them the lowdown on his plight. He was hired by Cinna for multiple smaller engineering jobs before agreeing to work on site. Now that he's here, however, Cinna won't let him escape!  &lt;br /&gt;
&lt;br /&gt;
He begs for your help, and invites the Trackers to ask for more information.      &lt;br /&gt;
&lt;br /&gt;
'''How did you get here?''' ''“Cinna approached me, telling me he had fulfilling work for an engineer, and could pay me with rations to feed myself and my family. He’s kept his word, far as I know, but the drawback is that I can’t leave. Not until I finish his mechanical abomination, at least.”''&lt;br /&gt;
&lt;br /&gt;
'''Mechanical abomination??''' ''“He told me living puppets had failed him too many times. He wants me to build for him  a mechanical chassis. Long ago they called them “ro-bits,” would you believe? I don’t understand how Cinna means to power it. Something about a magic fire stone?”''&lt;br /&gt;
&lt;br /&gt;
'''Why don’t you engineer a way out?''' “I don’t know how. PlusCinna has the kraken guarding this lair. Even if I could build an escape vehicle, I don’t like my chances of getting past it. Maybe with your help, though?”&lt;br /&gt;
&lt;br /&gt;
'''So… any treasure around here?''' “Oh my! Of course, you’re not here for me, you’re looking for the treasure buried here. Cinna got to it and is putting it to use… he melted it down and now I’m using it to build the ro-bit.” &lt;br /&gt;
&lt;br /&gt;
'''What about the non-metal parts  of the treasure?''' “Anything else is probably in Cinna’s office, I would imagine. I would dearly like to see that ancient scroll.  It’s supposed to include some rare potions and texts.”&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Trackers may agree or deny Elwood’s request to help him, but either way, they’ll want to locate Cinna’s office and find the Hearthstone text. Have the teams split up to investigate the area for the treasure. Hide bright, clearly labeled “treasures” around the area, giving each team an opportunity to find more than one piece.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Find the Treasure Game'''&lt;br /&gt;
&lt;br /&gt;
After the treasures are found, the teams may group up at Elwood’s location to plan an escape. However, you announce a clanking sound from the pressurized entrance. Elwood suggests you all hide, quick: it must be Cinna returning!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Stealth Game of Choice&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;blockquote&amp;gt;“You’re all sufficiently hidden when the metal door groans open once again. In walks a group of familiar warriors. It’s the Sanguine Sails pirates, soaked to the bone and led by Nash and a six-foot woman. She empties a flamboyant captain’s hat of water and places it on her head before fixing her eyes on Elwood.”&amp;lt;/blockquote&amp;gt;As Peregrine: “Good day, friend! Lead me to the treasure and no harm will come to ye.”&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Combat or Keep Away Game&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Trackers fight the pirates until the door opens again… this time, it’s Cinna!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
======  Day Five Morning ======&lt;br /&gt;
Begin the day in a standoff with the pirates and Cinna. He isn’t surprised to find you all gathered in his headquarters.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;blockquote&amp;gt;“I see you all found your way here with the treasure map! I found it months ago, of course, and built this wondrous place! I welcome visitors... How else will I test my creation? Elwood, start the robot’s engine!”&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Elwood is reluctant. If the Trackers agreed to help him previously, Elwood will find a backbone and refuse to operate the robot, leaving Cinna to do it himself. If they refused to help Elwood previously, he will obey Cinna.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Robot Fight - Improv and Combat Game&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The first part of the robot fight features pirates fighting with the robot and against the Trackers. As the fight goes on, the pirates realize the robot is against them as well, so they begin to help the Trackers. Working together, the pirates and Trackers  are able to defeat the robot.&lt;br /&gt;
&lt;br /&gt;
“Cogs and gears explode outward as the damaged engine combusts! The glass windows of the headquarters rattle with the explosion, and then you all see it… a single crack&lt;br /&gt;
&lt;br /&gt;
Retrieve the treasure and escape lair&lt;br /&gt;
&lt;br /&gt;
Treasure is divvied&lt;br /&gt;
&lt;br /&gt;
You learn about the pirates’ pure-ish intentions&lt;br /&gt;
&lt;br /&gt;
Day Five Afternoon&lt;br /&gt;
&lt;br /&gt;
Either way, the ending goes...&lt;br /&gt;
&lt;br /&gt;
Traverse to the village&lt;br /&gt;
&lt;br /&gt;
Present village NPCS with the ancient text of Hearthstone knowledge&lt;br /&gt;
&lt;br /&gt;
Celebration in the Village&lt;/div&gt;</summary>
		<author><name>Gallison</name></author>
		
	</entry>
	<entry>
		<id>http://wiki.trackersearth.com/w/index.php?title=Week_4:_Hunt_for_the_Troll_Market&amp;diff=1294</id>
		<title>Week 4: Hunt for the Troll Market</title>
		<link rel="alternate" type="text/html" href="http://wiki.trackersearth.com/w/index.php?title=Week_4:_Hunt_for_the_Troll_Market&amp;diff=1294"/>
		<updated>2021-07-08T17:34:26Z</updated>

		<summary type="html">&lt;p&gt;Gallison: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Trackers must find a mysterious, ancient scroll that contains secrets for reforging the Hearthstone. They get a tip from the dwarf telling them the scroll is at the Troll Market!. The always exciting traveling market is  currently set up  near a pirate flotilla, where Trackers enter a competition with a pirate crew to vie for  a treasure that includes the scroll.[[File:Map Layout .jpg|left|thumb|259x259px]]&lt;br /&gt;
[[File:Umoggra's Map.jpg|thumb|259x259px]]&lt;br /&gt;
&lt;br /&gt;
======Advance Preparation======&lt;br /&gt;
You will need two treasure maps. &lt;br /&gt;
&lt;br /&gt;
Print and draw your path through symbols with the provided layouts, or hand draw your own based on the natural features of your sites.&lt;br /&gt;
&lt;br /&gt;
======Non Playable Characters (NPCs)======&lt;br /&gt;
These are the characters that may be encountered in this story. They are ordered from most to least screentime in the narrative.  &lt;br /&gt;
&lt;br /&gt;
*Nash, a roguish pirate&lt;br /&gt;
*Elwood, a steampunk mechanic&lt;br /&gt;
*Cinna, a nomadic mage previously of the Village&lt;br /&gt;
*Umoggra, a troll merchant&lt;br /&gt;
*Sable, a grumpy ranger&lt;br /&gt;
*Belna, a dwarven Elder&lt;br /&gt;
&lt;br /&gt;
======Day One Morning======&lt;br /&gt;
Begin with a pairing game to determine teams.&lt;br /&gt;
&lt;br /&gt;
Following opening activities, usher everyone to the Village, which is in disarray. Greet them as a Village native, and explain the situation based on previous week.&amp;lt;blockquote&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
“Greetings, newcomers! Thank you for coming to our Village's aid. We’ve had a little trouble here of late... the Village’s Hearthstone was broken apart.&amp;quot;&amp;lt;/blockquote&amp;gt;Describe the [[Hearthstone]] lore and establish that consequences of it's broken state range from natural disasters to tension between members of the community.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Next, introduce them to Belna and Sable. Belna cannot speak directly to the Trackers, as she knows only dwarven. However, she presents you with a pictograph map. Sable explains it leads to the location of the mysterious, always-moving Troll Market.  &lt;br /&gt;
 &lt;br /&gt;
Belna has dealt with a merchant of ancient healing texts, and believes there to be some kind of ritual scroll about how to  heal a Village’s Hearthstone.   &lt;br /&gt;
 &lt;br /&gt;
Sable is less confident in the group than Belna, and expresses her wish to see you in action before sending you on such an important task. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;'''Survival Skill Game of Choice'''&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sable is reluctantly impressed! She suggests a list of gear to prepare for the journey.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy ve-pasteProtect&amp;quot;&amp;gt;Caretaking/Organization Game&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======Day One Afternoon======&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
On returning from lunch , get everyone warmed up for an adventure.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Pure Play Game of Choice&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
At last, it’s time to begin the hunt for the Troll Market! The map’s landmarks are very open to interpretation, so allow the Trackers to take the lead. When they feel certain they’ve found the landmark, confirm it and keep moving!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;'''Treasure Hunt, Part 1'''&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Do your best to time the treasure hunting so they can find around half the map’s markers before triggering the final scene of the Afternoon Adventures:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;blockquote&amp;gt;“There's rustling from the brush, but before you can react, you’re surrounded by a dozen armed bandits, holding you all at swordpoint. They all wear a purple and black striped bandana on their ankles, arms, or heads. A tall, very tan man steps forward and snatches the map out of a Tracker’s hands.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;As Nash: “Well blow me down! What an interestin’  map ya got there, strangers! Ya can tell me all about it as ye empty yer pockets. Consider yerselves  prisoners of the Sanguine Sails Pirates!”&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======Day Two Morning======&lt;br /&gt;
Begin the day with a &amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;'''Wayfinding or Traversing Game of Choice.'''&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Trackers begin Morning Adventures as the prisoners in the pirate’s camp. Nash and his gang have confiscated all your belongings and have them stacked in their camp.  &lt;br /&gt;
&lt;br /&gt;
  &amp;lt;blockquote&amp;gt;“A kestrel with a message on its leg flies down to land on Nash’s outstretched arm. He reads the message and grins. “Yer some lucky ones, ye are! Our captain wants to jaw with ya about this here map . Seems it leads to a treasure cache we been after fer months. We pirates take a lie-down in the heat o’ the day, but don’t even think about trying anything. You’ll regret it before you can take a single step out of camp.”&amp;lt;/blockquote&amp;gt;The pirates proceed to have some downtime. There are 2-5 guards on alert, based on the age and capabilities of the Trackers. Mark these with two bands each, forming a V from their location to represent their line of sight. Nash is taking a nap, and can be marked with the treasure map he's keeping on his person.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Pirate Camp Escape Game&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
Trackers must retrieve the map and escape the camp without alerting the guards. As the guide, move the guards lines of sight silently and frequently, responding to Trackers' distractions or stealth missteps.&lt;br /&gt;
&lt;br /&gt;
*Pathfinders stealth to the edges of gameplay and arrange distractions&lt;br /&gt;
*Cloaks stealth over to Nash to steal the map&lt;br /&gt;
*Whiskers stealth to their gear and retrieve it&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If a Tracker is spotted by a guard, they must return to the &amp;quot;prison&amp;quot; location and have a penalty imposed for future rounds: hands tied together, blindfolded, or similar!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After the map and equipment have been retrieved, Trackers can stealth fully out of the pirates' camp. As the Guide, determine when it is safe to drop the stealth and continue following the map.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;col-blue-navy ve-pasteProtect&amp;quot;&amp;gt;'''Treasure Hunt, Part 2'''&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As the penultimate last landmark is marked off, announce seeing something on the horizon. It’s the Troll Market!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
======Day Two Afternoon======&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;blockquote&amp;gt;“The clearing ahead is easily visible with bright-colored cloths covering merchant stalls. Small crowds mill about, speaking languages and wearing clothing of many cultures. You spot a large booth manned by a towering troll woman. The banner on the troll is marked with an X,  a direct match for the last pictograph on the map.”&amp;lt;/blockquote&amp;gt;Trackers now have time to explore the Troll Market. There are all kinds of market stalls, from fabric sellers to fortune-tellers. However, you'll need to talk to the troll woman to continue the story. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;blockquote&amp;gt;“Welcome to the Troll Market, travelers! I’m Umoggra and this is my stall. Since you’re new ‘round here, let me explain our payment system. Everything ‘round the market is up for trade: goods, services, or information. Some merchants will take goods or services as payment, but I trade for stories. Funny stories. Scary stories. Good stories. Bad stories. Tell me what you are seeking, and I’ll tell you what kind of stories I want in return.”&amp;lt;/blockquote&amp;gt;If Trackers ask about the ancient text on healing Hearthstones, Umoggra will immediately understand your quest. She knows it’s a one-of-a-kind item and part of a treasure cache held in the private collection of someone very dangerous.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you want more information, she needs payment! She’ll accept one story from each team, on the theme of Nature Misadventures.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Storytelling Game&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As the Trackers finish their stories, the pirates stroll up. Nash loudly claims that the pirates should be given the info instead. He will gladly match the number of stories paid, and more importantly… he claims their stories will be better. (This argument does hold some weight with Umoggra, which Nash knows from trading with her for years.) &lt;br /&gt;
&lt;br /&gt;
 &amp;lt;blockquote&amp;gt;As Umoggra: “Hmph! I can’t exactly refund their stories, Nash. Here’s what I’ll do: I’ll give the Trackers the coordinates and a head start. Then the Sanguine Sails can give me their stories and go after the treasure later in the day.”&amp;lt;/blockquote&amp;gt;Nash accepts this confidently, bragging that they’ll have no problem catching up to you by sea. Umoggra gives you a hand-drawn map... along with advice on a shortcut she will ''not'' be giving Nash.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If there's time, start hunting the map objectives. If not, hurry back to the check-in area to get a jump on the pirates tomorrow!&lt;br /&gt;
&lt;br /&gt;
======Day Three Morning======&lt;br /&gt;
Start the day with a '''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Pure Play Game of Choice.&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The imaginary timer on hunting down the treasure cache doesn’t get started until you leave the Troll Market.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Treasure Hunt, part 3&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Somehow the pirates beat you to the first landmark. However, you can inform your group that the pirates will have to sail around a much longer area to reach the next one, so if you hurry, you can still win!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Treasure Hunt, part 4&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Reach the next landmark ahead of the pirates. You have the time and opportunity to set a trap for the pirates.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Trap Setting Game&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
This can be actual snare-setting, knot-tying, roleplaying, or some combination.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======Day Three Afternoon======&lt;br /&gt;
&amp;lt;blockquote&amp;gt;“The trap worked, judging by howls of rage coming from behind us!”&amp;lt;/blockquote&amp;gt;'''Treasure Hunt, part 5'''&lt;br /&gt;
&lt;br /&gt;
After the final leg of the hunt, the Trackers come to an area that will be standing in for the edge of a large bay. If possible, find the edge of an incline which can play a descent into water.&lt;br /&gt;
&lt;br /&gt;
As the guide, provide a recipe for a water breathing potion (which you traded for at the Troll Market). Send the teams out to find the ingredients, which can be improvised depending on your site.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Foraging Game of Choice&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Crafting a Tea/Tisane&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
End the day by double-checking the safety of the foraged ingredients and mixing them together. Tomorrow will be the taste test!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
======Day Four Morning======&lt;br /&gt;
While Trackers start the morning with a Pure Play Game of Choice, prepare the Water Breath Tea the Trackers created yesterday! &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Group everyone up in a circle to do a tea tasting. The effects need a few moments to set in, so walk them through a quick guided improv/meditation session. &lt;br /&gt;
&lt;br /&gt;
 &amp;lt;blockquote&amp;gt;“Expand the circle, making sure everyone has enough space to make large gestures. Now close your eyes. Feel the breeze on your face, smell the salt in the air. Take your first step into the water. It’s cool to the touch. Take several strides into the cold water, letting it rush over your knees, up to your waist, then your chin. Keep walking and breathing normally, and soon you realize, you’re breathing just fine under the lake!”&amp;lt;/blockquote&amp;gt;The last leg of the search is in an underwater area, so consider imposing a roleplay mechanic like moving in slow motion or talking with your cheeks sucked in like a fish.  &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Treasure Hunt, part 6&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
When you finally arrive at the destination, it is not simply the treasure. Alas! Instead, it’s an underwater lair, sealed with glass panels and steampunk tech.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As you reach the entrance hatch and start to rotate the heavy hydraulic wheel, there’s a disturbance in the current behind you. It would seem the lair has a guard: the Great Kraken! The Trackers will have to fight it off before they can open the hatch.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Combat Game of Choice&amp;lt;/span&amp;gt;''' &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Once victory over the kraken has been attained, designate a team to finish turning the wheel, sending steam jetting into the water and opening onto a pressurized chamber. Hurry the Trackers inside, giving the team who opened the door the chance to dramatically run and jump through at the last moment.&lt;br /&gt;
&lt;br /&gt;
The pressure in the chamber releases as you slam the door shut behind them. The door across the room opens into the rest of the lair, silhouetting a lanky man with goggles and bits of old tech strapped to a neat waistcoat. &lt;br /&gt;
&lt;br /&gt;
 &amp;lt;blockquote&amp;gt;As Elwood: “I say, who might you all be? Are you here to rescue me, perchance?”&amp;lt;/blockquote&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======Day Four Afternoon======&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After returning from the break, the Trackers will have a chance to question the mysterious Steampunk man. In addition to answering questions honestly, he will give them the lowdown on his plight. He was hired by Cinna for multiple smaller engineering jobs before agreeing to work on site. Now that he's here, however, Cinna won't let him escape!  &lt;br /&gt;
&lt;br /&gt;
He begs for your help, and invites the Trackers to ask for more information.      &lt;br /&gt;
&lt;br /&gt;
'''How did you get here?''' ''“Cinna approached me, telling me he had fulfilling work for an engineer, and could pay me with rations to feed myself and my family. He’s kept his word, far as I know, but the drawback is that I can’t leave. Not until I finish his mechanical abomination, at least.”''&lt;br /&gt;
&lt;br /&gt;
'''Mechanical abomination??''' ''“He told me living puppets had failed him too many times. He wants me to build for him  a mechanical chassis. Long ago they called them “ro-bits,” would you believe? I don’t understand how Cinna means to power it. Something about a magic fire stone?”''&lt;br /&gt;
&lt;br /&gt;
'''Why don’t you engineer a way out?''' “I don’t know how. PlusCinna has the kraken guarding this lair. Even if I could build an escape vehicle, I don’t like my chances of getting past it. Maybe with your help, though?”&lt;br /&gt;
&lt;br /&gt;
'''So… any treasure around here?''' “Oh my! Of course, you’re not here for me, you’re looking for the treasure buried here. Cinna got to it and is putting it to use… he melted it down and now I’m using it to build the ro-bit.” &lt;br /&gt;
&lt;br /&gt;
'''What about the non-metal parts  of the treasure?''' “Anything else is probably in Cinna’s office, I would imagine. I would dearly like to see that ancient scroll.  It’s supposed to include some rare potions and texts.”&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Trackers may agree or deny Elwood’s request to help him, but either way, they’ll want to locate Cinna’s office and find the Hearthstone text. Have the teams split up to investigate the area for the treasure. Hide bright, clearly labeled “treasures” around the area, giving each team an opportunity to find more than one piece.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Find the Treasure Game'''&lt;br /&gt;
&lt;br /&gt;
After the treasures are found, the teams may group up at Elwood’s location to plan an escape. However, you announce a clanking sound from the pressurized entrance. Elwood suggests you all hide, quick: it must be Cinna returning!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Stealth Game of Choice&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;blockquote&amp;gt;“You’re all sufficiently hidden when the metal door groans open once again. In walks a group of familiar warriors. It’s the Sanguine Sails pirates, soaked to the bone and led by Nash and a six-foot woman. She empties a flamboyant captain’s hat of water and places it on her head before fixing her eyes on Elwood.”&amp;lt;/blockquote&amp;gt;As Peregrine: “Good day, friend! Lead me to the treasure and no harm will come to ye.”&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Combat or Keep Away Game&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Trackers fight the pirates until the door opens again… this time, it’s Cinna!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Day Five Morning&lt;br /&gt;
&lt;br /&gt;
Begin the day in a standoff with the pirates and Cinna. He isn’t surprised to find you all gathered in his headquarters.&lt;br /&gt;
&lt;br /&gt;
“I see you all found your way here with the treasure map! I found it months ago, of course, and built this wondrous place! I welcome visitors... How else will I test my creation? Elwood, start the robot’s engine!”&lt;br /&gt;
&lt;br /&gt;
Elwood is reluctant. If the Trackers agreed to help him previously, Elwood will find a backbone and refuse to operate the robot, leaving Cinna to do it himself. If they refused to help Elwood previously, he will obey Cinna.&lt;br /&gt;
&lt;br /&gt;
Robot Fight - Improv and Combat Game&lt;br /&gt;
&lt;br /&gt;
The first part of the robot fight features pirates fighting with the robot and against the Trackers. As the fight goes on, the pirates realize the robot is against them as well, so they begin to help the Trackers. Working together, the pirates and Trackers  are able to defeat the robot.&lt;br /&gt;
&lt;br /&gt;
“Cogs and gears explode outward as the damaged engine combusts! The glass windows of the headquarters rattle with the explosion, and then you all see it… a single crack&lt;br /&gt;
&lt;br /&gt;
Retrieve the treasure and escape lair&lt;br /&gt;
&lt;br /&gt;
Treasure is divvied&lt;br /&gt;
&lt;br /&gt;
You learn about the pirates’ pure-ish intentions&lt;br /&gt;
&lt;br /&gt;
Day Five Afternoon&lt;br /&gt;
&lt;br /&gt;
Either way, the ending goes...&lt;br /&gt;
&lt;br /&gt;
Traverse to the village&lt;br /&gt;
&lt;br /&gt;
Present village NPCS with the ancient text of Hearthstone knowledge&lt;br /&gt;
&lt;br /&gt;
Celebration in the Village&lt;/div&gt;</summary>
		<author><name>Gallison</name></author>
		
	</entry>
	<entry>
		<id>http://wiki.trackersearth.com/w/index.php?title=Week_4:_Hunt_for_the_Troll_Market&amp;diff=1292</id>
		<title>Week 4: Hunt for the Troll Market</title>
		<link rel="alternate" type="text/html" href="http://wiki.trackersearth.com/w/index.php?title=Week_4:_Hunt_for_the_Troll_Market&amp;diff=1292"/>
		<updated>2021-07-08T03:46:17Z</updated>

		<summary type="html">&lt;p&gt;Gallison: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Trackers must find a mysterious, ancient scroll that contains secrets for reforging the Hearthstone. They get a tip from the dwarf telling them the scroll is at the Troll Market!. The always exciting traveling market is  currently set up  near a pirate flotilla, where Trackers enter a competition with a pirate crew to vie for  a treasure that includes the scroll.[[File:Map Layout .jpg|left|thumb|259x259px]]&lt;br /&gt;
[[File:Umoggra's Map.jpg|thumb|259x259px]]&lt;br /&gt;
&lt;br /&gt;
======Advance Preparation======&lt;br /&gt;
You will need two treasure maps. &lt;br /&gt;
&lt;br /&gt;
Print and draw your path through symbols with the provided layouts, or hand draw your own based on the natural features of your sites.&lt;br /&gt;
&lt;br /&gt;
======Non Playable Characters (NPCs)======&lt;br /&gt;
These are the characters that may be encountered in this story. They are ordered from most to least screentime in the narrative.  &lt;br /&gt;
&lt;br /&gt;
*Nash, a roguish pirate&lt;br /&gt;
*Elwood, a steampunk mechanic&lt;br /&gt;
*Cinna, a nomadic mage previously of the Village&lt;br /&gt;
*Umoggra, a troll merchant&lt;br /&gt;
*Sable, a grumpy ranger&lt;br /&gt;
*Belna, a dwarven Elder&lt;br /&gt;
&lt;br /&gt;
======Day One Morning======&lt;br /&gt;
Begin with a pairing game to determine teams.&lt;br /&gt;
&lt;br /&gt;
Following opening activities, usher everyone to the Village, which is in disarray. Greet them as a Village native, and explain the situation based on previous week.&amp;lt;blockquote&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
“Greetings, newcomers! Thank you for coming to our Village's aid. We’ve had a little trouble here of late... the Village’s Hearthstone was broken apart.&amp;quot;&amp;lt;/blockquote&amp;gt;Describe the [[Hearthstone]] lore and establish that consequences of it's broken state range from natural disasters to tension between members of the community.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Next, introduce them to Belna and Sable. Belna cannot speak directly to the Trackers, as she knows only dwarven. However, she presents you with a pictograph map. Sable explains it leads to the location of the mysterious, always-moving Troll Market.  &lt;br /&gt;
 &lt;br /&gt;
Belna has dealt with a merchant of ancient healing texts, and believes there to be some kind of ritual scroll about how to  heal a Village’s Hearthstone.   &lt;br /&gt;
 &lt;br /&gt;
Sable is less confident in the group than Belna, and expresses her wish to see you in action before sending you on such an important task. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;'''Survival Skill Game of Choice'''&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sable is reluctantly impressed! She suggests a list of gear to prepare for the journey.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy ve-pasteProtect&amp;quot;&amp;gt;Caretaking/Organization Game&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======Day One Afternoon======&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
On returning from lunch , get everyone warmed up for an adventure.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Pure Play Game of Choice&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
At last, it’s time to begin the hunt for the Troll Market! The map’s landmarks are very open to interpretation, so allow the Trackers to take the lead. When they feel certain they’ve found the landmark, confirm it and keep moving!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;'''Treasure Hunt, Part 1'''&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Do your best to time the treasure hunting so they can find around half the map’s markers before triggering the final scene of the Afternoon Adventures:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;blockquote&amp;gt;“There's rustling from the brush, but before you can react, you’re surrounded by a dozen armed bandits, holding you all at swordpoint. They all wear a purple and black striped bandana on their ankles, arms, or heads. A tall, very tan man steps forward and snatches the map out of a Tracker’s hands.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;As Nash: “Well blow me down! What an interestin’  map ya got there, strangers! Ya can tell me all about it as ye empty yer pockets. Consider yerselves  prisoners of the Sanguine Sails Pirates!”&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======Day Two Morning======&lt;br /&gt;
Begin the day with a &amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;'''Wayfinding or Traversing Game of Choice.'''&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Trackers begin Morning Adventures as the prisoners in the pirate’s camp. Nash and his gang have confiscated all your belongings and have them stacked in their camp.  &lt;br /&gt;
&lt;br /&gt;
  &amp;lt;blockquote&amp;gt;“A kestrel with a message on its leg flies down to land on Nash’s outstretched arm. He reads the message and grins. “Yer some lucky ones, ye are! Our captain wants to jaw with ya about this here map . Seems it leads to a treasure cache we been after fer months. We pirates take a lie-down in the heat o’ the day, but don’t even think about trying anything. You’ll regret it before you can take a single step out of camp.”&amp;lt;/blockquote&amp;gt;The pirates proceed to have some downtime. There are 2-5 guards on alert, based on the age and capabilities of the Trackers. Mark these with two bands each, forming a V from their location to represent their line of sight. Nash is taking a nap, and can be marked with the treasure map he's keeping on his person.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Pirate Camp Escape Game&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
Trackers must retrieve the map and escape the camp without alerting the guards. As the guide, move the guards lines of sight silently and frequently, responding to Trackers' distractions or stealth missteps.&lt;br /&gt;
&lt;br /&gt;
*Pathfinders stealth to the edges of gameplay and arrange distractions&lt;br /&gt;
*Cloaks stealth over to Nash to steal the map&lt;br /&gt;
*Whiskers stealth to their gear and retrieve it&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If a Tracker is spotted by a guard, they must return to the &amp;quot;prison&amp;quot; location and have a penalty imposed for future rounds: hands tied together, blindfolded, or similar!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After the map and equipment have been retrieved, Trackers can stealth fully out of the pirates' camp. As the Guide, determine when it is safe to drop the stealth and continue following the map.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;col-blue-navy ve-pasteProtect&amp;quot;&amp;gt;'''Treasure Hunt, Part 2'''&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As the penultimate last landmark is marked off, announce seeing something on the horizon. It’s the Troll Market!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
======Day Two Afternoon======&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;blockquote&amp;gt;“The clearing ahead is easily visible with bright-colored cloths covering merchant stalls. Small crowds mill about, speaking languages and wearing clothing of many cultures. You spot a large booth manned by a towering troll woman. The banner on the troll is marked with an X,  a direct match for the last pictograph on the map.”&amp;lt;/blockquote&amp;gt;Trackers now have time to explore the Troll Market. There are all kinds of market stalls, from fabric sellers to fortune-tellers. However, you'll need to talk to the troll woman to continue the story. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;blockquote&amp;gt;“Welcome to the Troll Market, travelers! I’m Umoggra and this is my stall. Since you’re new ‘round here, let me explain our payment system. Everything ‘round the market is up for trade: goods, services, or information. Some merchants will take goods or services as payment, but I trade for stories. Funny stories. Scary stories. Good stories. Bad stories. Tell me what you are seeking, and I’ll tell you what kind of stories I want in return.”&amp;lt;/blockquote&amp;gt;If Trackers ask about the ancient text on healing Hearthstones, Umoggra will immediately understand your quest. She knows it’s a one-of-a-kind item and part of a treasure cache held in the private collection of someone very dangerous.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you want more information, she needs payment! She’ll accept one story from each team, on the theme of Nature Misadventures.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Storytelling Game&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As the Trackers finish their stories, the pirates stroll up. Nash loudly claims that the pirates should be given the info instead. He will gladly match the number of stories paid, and more importantly… he claims their stories will be better. (This argument does hold some weight with Umoggra, which Nash knows from trading with her for years.) &lt;br /&gt;
&lt;br /&gt;
 &amp;lt;blockquote&amp;gt;As Umoggra: “Hmph! I can’t exactly refund their stories, Nash. Here’s what I’ll do: I’ll give the Trackers the coordinates and a head start. Then the Sanguine Sails can give me their stories and go after the treasure later in the day.”&amp;lt;/blockquote&amp;gt;Nash accepts this confidently, bragging that they’ll have no problem catching up to you by sea. Umoggra gives you a hand-drawn map... along with advice on a shortcut she will ''not'' be giving Nash.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If there's time, start hunting the map objectives. If not, hurry back to the check-in area to get a jump on the pirates tomorrow!&lt;br /&gt;
&lt;br /&gt;
======Day Three Morning======&lt;br /&gt;
Start the day with a '''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Pure Play Game of Choice.&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The imaginary timer on hunting down the treasure cache doesn’t get started until you leave the Troll Market.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Treasure Hunt, part 3&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Somehow the pirates beat you to the first landmark. However, you can inform your group that the pirates will have to sail around a much longer area to reach the next one, so if you hurry, you can still win!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Treasure Hunt, part 4&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Reach the next landmark ahead of the pirates. You have the time and opportunity to set a trap for the pirates.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Trap Setting Game&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
This can be actual snare-setting, knot-tying, roleplaying, or some combination.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======Day Three Afternoon======&lt;br /&gt;
&amp;lt;blockquote&amp;gt;“The trap worked, judging by howls of rage coming from behind us!”&amp;lt;/blockquote&amp;gt;'''Treasure Hunt, part 5'''&lt;br /&gt;
&lt;br /&gt;
After the final leg of the hunt, the Trackers come to an area that will be standing in for the edge of a large bay. If possible, find the edge of an incline which can play a descent into water.&lt;br /&gt;
&lt;br /&gt;
As the guide, provide a recipe for a water breathing potion (which you traded for at the Troll Market). Send the teams out to find the ingredients, which can be improvised depending on your site.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Foraging Game of Choice&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Crafting a Tea/Tisane&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
End the day by double-checking the safety of the foraged ingredients and mixing them together. Tomorrow will be the taste test!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
======  Day Four Morning ======&lt;br /&gt;
While Trackers start the morning with a Pure Play Game of Choice, prepare the Water Breath Tea the Trackers created yesterday! &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Group everyone up in a circle to do a tea tasting. The effects need a few moments to set in, so walk them through a quick guided improv/meditation session. &lt;br /&gt;
&lt;br /&gt;
 &amp;lt;blockquote&amp;gt;“Expand the circle, making sure everyone has enough space to make large gestures. Now close your eyes. Feel the breeze on your face, smell the salt in the air. Take your first step into the water. It’s cool to the touch. Take several strides into the cold water, letting it rush over your knees, up to your waist, then your chin. Keep walking and breathing normally, and soon you realize, you’re breathing just fine under the lake!”&amp;lt;/blockquote&amp;gt;The last leg of the search is in an underwater area, so consider imposing a roleplay mechanic like moving in slow motion or talking with your cheeks sucked in like a fish.  &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Treasure Hunt, part 6&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
When you finally arrive at the destination, it is not simply the treasure. Alas! Instead, it’s an underwater lair, sealed with glass panels and steampunk tech.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As you reach the entrance hatch and start to rotate the heavy hydraulic wheel, there’s a disturbance in the current behind you. It would seem the lair has a guard: the Great Kraken! The Trackers will have to fight it off before they can open the hatch.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Combat Game of Choice&amp;lt;/span&amp;gt;''' &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Once victory over the kraken has been attained, designate a team to finish turning the wheel, sending steam jetting into the water and opening onto a pressurized chamber. Hurry the Trackers inside, giving the team who opened the door the chance to dramatically run and jump through at the last moment.&lt;br /&gt;
&lt;br /&gt;
The pressure in the chamber releases as you slam the door shut behind them. The door across the room opens into the rest of the lair, silhouetting a lanky man with goggles and bits of old tech strapped to a neat waistcoat. &lt;br /&gt;
&lt;br /&gt;
 &amp;lt;blockquote&amp;gt;As Elwood: “I say, who might you all be? Are you here to rescue me, perchance?”&amp;lt;/blockquote&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====== Day Four Afternoon ======&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After returning from the break, the Trackers will have a chance to question the mysterious Steampunk man. In addition to answering questions honestly, he will give them the lowdown on his plight. He was hired by Cinna for multiple smaller engineering jobs before agreeing to work on site. Now that he's here, however, Cinna won't let him escape!  &lt;br /&gt;
&lt;br /&gt;
He begs for your help, and invites the Trackers to ask for more information.   &lt;br /&gt;
&lt;br /&gt;
'''How did you get here?''' ''“Cinna approached me, telling me he had fulfilling work for an engineer, and could pay me with rations to feed myself and my family. He’s kept his word, far as I know, but the drawback is that I can’t leave. Not until I finish his mechanical abomination, at least.”''&lt;br /&gt;
&lt;br /&gt;
'''Mechanical abomination??''' ''“He told me living puppets had failed him too many times. He wants me to build for him  a mechanical chassis. Long ago they called them “ro-bits,” would you believe? I don’t understand how Cinna means to power it. Something about a magic fire stone?”''&lt;br /&gt;
&lt;br /&gt;
'''Why don’t you engineer a way out?''' “I don’t know how. PlusCinna has the kraken guarding this lair. Even if I could build an escape vehicle, I don’t like my chances of getting past it. Maybe with your help, though?”&lt;br /&gt;
&lt;br /&gt;
'''So… any treasure around here?''' “Oh my! Of course, you’re not here for me, you’re looking for the treasure buried here. Cinna got to it and is putting it to use… he melted it down and now I’m using it to build the ro-bit.” &lt;br /&gt;
&lt;br /&gt;
'''What about the non-metal parts  of the treasure?''' “Anything else is probably in Cinna’s office, I would imagine. I would dearly like to see that ancient scroll.  It’s supposed to include some rare potions and texts.”&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Trackers may agree or deny Elwood’s request to help him, but either way, they’ll want to locate Cinna’s office and find the Hearthstone text. Have the teams split up to investigate the area for the treasure. Hide bright, clearly labeled “treasures” around the area, giving each team an opportunity to find more than one piece.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Find the Treasure Game'''&lt;br /&gt;
&lt;br /&gt;
After the treasures are found, the teams may group up at Elwood’s location to plan an escape. However, you announce a clanking sound from the pressurized entrance. Elwood suggests you all hide, quick: it must be Cinna returning!&lt;br /&gt;
&lt;br /&gt;
Stealth Game of Choice&lt;br /&gt;
&lt;br /&gt;
“You’re all sufficiently hidden when the metal door groans open once again. In walks a group of familiar warriors. It’s the Red Line pirates, soaked to the bone and led by Nash and a six-foot woman. She empties a flamboyant captain’s hat of water and places it on her head before fixing her eyes on Elwood.”&lt;br /&gt;
&lt;br /&gt;
As Peregrine: “Good day, friend! Lead me to the treasure and no harm will come to ye.”&lt;br /&gt;
&lt;br /&gt;
Combat Game of Choice: Surprise Attack&lt;br /&gt;
&lt;br /&gt;
The Trackers fight the pirates until the door opens again… this time, it’s Cinna!&lt;br /&gt;
&lt;br /&gt;
Day Five Morning&lt;br /&gt;
&lt;br /&gt;
Begin the day in a standoff with the pirates and Cinna. He isn’t surprised to find you all gathered in his headquarters.&lt;br /&gt;
&lt;br /&gt;
“I see you all found your way here with the treasure map! I found it months ago, of course, and built this wondrous place! I welcome visitors... How else will I test my creation? Elwood, start the robot’s engine!”&lt;br /&gt;
&lt;br /&gt;
Elwood is reluctant. If the Trackers agreed to help him previously, Elwood will find a backbone and refuse to operate the robot, leaving Cinna to do it himself. If they refused to help Elwood previously, he will obey Cinna.&lt;br /&gt;
&lt;br /&gt;
Robot Fight - Improv and Combat Game&lt;br /&gt;
&lt;br /&gt;
The first part of the robot fight features pirates fighting with the robot and against the Trackers. As the fight goes on, the pirates realize the robot is against them as well, so they begin to help the Trackers. Working together, the pirates and Trackers  are able to defeat the robot.&lt;br /&gt;
&lt;br /&gt;
“Servos and gears explode outward as the damaged engine combusts! The glass windows of the headquarters rattle with the explosion, and then you all see it… a single crack&lt;br /&gt;
&lt;br /&gt;
Retrieve the treasure and escape lair&lt;br /&gt;
&lt;br /&gt;
Treasure is divvied&lt;br /&gt;
&lt;br /&gt;
You learn about the pirates’ pure-ish intentions&lt;br /&gt;
&lt;br /&gt;
Day Five Afternoon&lt;br /&gt;
&lt;br /&gt;
Either way, the ending goes...&lt;br /&gt;
&lt;br /&gt;
Traverse to the village&lt;br /&gt;
&lt;br /&gt;
Present village NPCS with the ancient text of Hearthstone knowledge&lt;br /&gt;
&lt;br /&gt;
Celebration in the Village&lt;/div&gt;</summary>
		<author><name>Gallison</name></author>
		
	</entry>
	<entry>
		<id>http://wiki.trackersearth.com/w/index.php?title=Week_4:_Hunt_for_the_Troll_Market&amp;diff=1291</id>
		<title>Week 4: Hunt for the Troll Market</title>
		<link rel="alternate" type="text/html" href="http://wiki.trackersearth.com/w/index.php?title=Week_4:_Hunt_for_the_Troll_Market&amp;diff=1291"/>
		<updated>2021-07-07T07:14:43Z</updated>

		<summary type="html">&lt;p&gt;Gallison: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Trackers must find a mysterious, ancient scroll that contains secrets for reforging the Hearthstone. They get a tip from the dwarf telling them the scroll is at the Troll Market!. The always exciting traveling market is  currently set up  near a pirate flotilla, where Trackers enter a competition with a pirate crew to vie for  a treasure that includes the scroll.[[File:Map Layout .jpg|left|thumb|259x259px]]&lt;br /&gt;
[[File:Umoggra's Map.jpg|thumb|259x259px]]&lt;br /&gt;
&lt;br /&gt;
======Advance Preparation======&lt;br /&gt;
You will need two treasure maps. &lt;br /&gt;
&lt;br /&gt;
Print and draw your path through symbols with the provided layouts, or hand draw your own based on the natural features of your sites.&lt;br /&gt;
&lt;br /&gt;
======Non Playable Characters (NPCs)======&lt;br /&gt;
These are the characters that may be encountered in this story. They are ordered from most to least screentime in the narrative.  &lt;br /&gt;
&lt;br /&gt;
*Nash, a roguish pirate&lt;br /&gt;
*Elwood, a steampunk mechanic&lt;br /&gt;
*Cinna, a nomadic mage previously of the Village&lt;br /&gt;
*Umoggra, a troll merchant&lt;br /&gt;
*Sable, a grumpy ranger&lt;br /&gt;
*Belna, a dwarven Elder&lt;br /&gt;
&lt;br /&gt;
======Day One Morning======&lt;br /&gt;
Begin with a pairing game to determine teams.&lt;br /&gt;
&lt;br /&gt;
Following opening activities, usher everyone to the Village, which is in disarray. Greet them as a Village native, and explain the situation based on previous week.&amp;lt;blockquote&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
“Greetings, newcomers! Thank you for coming to our Village's aid. We’ve had a little trouble here of late... the Village’s Hearthstone was broken apart.&amp;quot;&amp;lt;/blockquote&amp;gt;Describe the [[Hearthstone]] lore and establish that consequences of it's broken state range from natural disasters to tension between members of the community.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Next, introduce them to Belna and Sable. Belna cannot speak directly to the Trackers, as she knows only dwarven. However, she presents you with a pictograph map. Sable explains it leads to the location of the mysterious, always-moving Troll Market.  &lt;br /&gt;
 &lt;br /&gt;
Belna has dealt with a merchant of ancient healing texts, and believes there to be some kind of ritual scroll about how to  heal a Village’s Hearthstone.   &lt;br /&gt;
 &lt;br /&gt;
Sable is less confident in the group than Belna, and expresses her wish to see you in action before sending you on such an important task. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;'''Survival Skill Game of Choice'''&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sable is reluctantly impressed! She suggests a list of gear to prepare for the journey.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy ve-pasteProtect&amp;quot;&amp;gt;Caretaking/Organization Game&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======Day One Afternoon======&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
On returning from lunch , get everyone warmed up for an adventure.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Pure Play Game of Choice&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
At last, it’s time to begin the hunt for the Troll Market! The map’s landmarks are very open to interpretation, so allow the Trackers to take the lead. When they feel certain they’ve found the landmark, confirm it and keep moving!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;'''Treasure Hunt, Part 1'''&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Do your best to time the treasure hunting so they can find around half the map’s markers before triggering the final scene of the Afternoon Adventures:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;blockquote&amp;gt;“There's rustling from the brush, but before you can react, you’re surrounded by a dozen armed bandits, holding you all at swordpoint. They all wear a purple and black striped bandana on their ankles, arms, or heads. A tall, very tan man steps forward and snatches the map out of a Tracker’s hands.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;As Nash: “Well blow me down! What an interestin’  map ya got there, strangers! Ya can tell me all about it as ye empty yer pockets. Consider yerselves  prisoners of the Sanguine Sails Pirates!”&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======Day Two Morning======&lt;br /&gt;
Begin the day with a &amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;'''Wayfinding or Traversing Game of Choice.'''&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Trackers begin Morning Adventures as the prisoners in the pirate’s camp. Nash and his gang have confiscated all your belongings and have them stacked in their camp.  &lt;br /&gt;
&lt;br /&gt;
  &amp;lt;blockquote&amp;gt;“A kestrel with a message on its leg flies down to land on Nash’s outstretched arm. He reads the message and grins. “Yer some lucky ones, ye are! Our captain wants to jaw with ya about this here map . Seems it leads to a treasure cache we been after fer months. We pirates take a lie-down in the heat o’ the day, but don’t even think about trying anything. You’ll regret it before you can take a single step out of camp.”&amp;lt;/blockquote&amp;gt;The pirates proceed to have some downtime. There are 2-5 guards on alert, based on the age and capabilities of the Trackers. Mark these with two bands each, forming a V from their location to represent their line of sight. Nash is taking a nap, and can be marked with the treasure map he's keeping on his person.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Pirate Camp Escape Game&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
Trackers must retrieve the map and escape the camp without alerting the guards. As the guide, move the guards lines of sight silently and frequently, responding to Trackers' distractions or stealth missteps.&lt;br /&gt;
&lt;br /&gt;
*Pathfinders stealth to the edges of gameplay and arrange distractions&lt;br /&gt;
*Cloaks stealth over to Nash to steal the map&lt;br /&gt;
*Whiskers stealth to their gear and retrieve it&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If a Tracker is spotted by a guard, they must return to the &amp;quot;prison&amp;quot; location and have a penalty imposed for future rounds: hands tied together, blindfolded, or similar!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After the map and equipment have been retrieved, Trackers can stealth fully out of the pirates' camp. As the Guide, determine when it is safe to drop the stealth and continue following the map.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;col-blue-navy ve-pasteProtect&amp;quot;&amp;gt;'''Treasure Hunt, Part 2'''&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As the penultimate last landmark is marked off, announce seeing something on the horizon. It’s the Troll Market!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
======Day Two Afternoon======&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;blockquote&amp;gt;“The clearing ahead is easily visible with bright-colored cloths covering merchant stalls. Small crowds mill about, speaking languages and wearing clothing of many cultures. You spot a large booth manned by a towering troll woman. The banner on the troll is marked with an X,  a direct match for the last pictograph on the map.”&amp;lt;/blockquote&amp;gt;Trackers now have time to explore the Troll Market. There are all kinds of market stalls, from fabric sellers to fortune-tellers. However, you'll need to talk to the troll woman to continue the story. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;blockquote&amp;gt;“Welcome to the Troll Market, travelers! I’m Umoggra and this is my stall. Since you’re new ‘round here, let me explain our payment system. Everything ‘round the market is up for trade: goods, services, or information. Some merchants will take goods or services as payment, but I trade for stories. Funny stories. Scary stories. Good stories. Bad stories. Tell me what you are seeking, and I’ll tell you what kind of stories I want in return.”&amp;lt;/blockquote&amp;gt;If Trackers ask about the ancient text on healing Hearthstones, Umoggra will immediately understand your quest. She knows it’s a one-of-a-kind item and part of a treasure cache held in the private collection of someone very dangerous.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you want more information, she needs payment! She’ll accept one story from each team, on the theme of Nature Misadventures.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Storytelling Game&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As the Trackers finish their stories, the pirates stroll up. Nash loudly claims that the pirates should be given the info instead. He will gladly match the number of stories paid, and more importantly… he claims their stories will be better. (This argument does hold some weight with Umoggra, which Nash knows from trading with her for years.) &lt;br /&gt;
&lt;br /&gt;
 &amp;lt;blockquote&amp;gt;As Umoggra: “Hmph! I can’t exactly refund their stories, Nash. Here’s what I’ll do: I’ll give the Trackers the coordinates and a head start. Then the Sanguine Sails can give me their stories and go after the treasure later in the day.”&amp;lt;/blockquote&amp;gt;Nash accepts this confidently, bragging that they’ll have no problem catching up to you by sea. Umoggra gives you a hand-drawn map... along with advice on a shortcut she will ''not'' be giving Nash.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If there's time, start hunting the map objectives. If not, hurry back to the check-in area to get a jump on the pirates tomorrow!&lt;br /&gt;
&lt;br /&gt;
======   Day Three Morning ======&lt;br /&gt;
Start the day with a '''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Pure Play Game of Choice.&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The imaginary timer on hunting down the treasure cache doesn’t get started until you leave the Troll Market.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Treasure Hunt, part 3&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Somehow the pirates beat you to the first landmark. However, you can inform your group that the pirates will have to sail around a much longer area to reach the next one, so if you hurry, you can still win!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Treasure Hunt, part 4&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Reach the next landmark ahead of the pirates. You have the time and opportunity to set a trap for the pirates.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Trap Setting Game&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
This can be actual snare-setting, knot-tying, roleplaying, or some combination.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====== Day Three Afternoon ======&lt;br /&gt;
&amp;lt;blockquote&amp;gt;“The trap worked, judging by howls of rage coming from behind us!”&amp;lt;/blockquote&amp;gt;'''Treasure Hunt, part 5'''&lt;br /&gt;
&lt;br /&gt;
After the final leg of the hunt, the Trackers come to an area that will be standing in for the edge of a large bay. If possible, find the edge of an incline which can play a descent into water.&lt;br /&gt;
&lt;br /&gt;
As the guide, provide a recipe for a water breathing potion (which you traded for at the Troll Market). Send the teams out to find the ingredients, which can be improvised depending on your site.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Foraging Game of Choice&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Crafting a Tea/Tisane&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
End the day by double-checking the safety of the foraged ingredients and mixing it together. Tomorrow will be the taste test!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-red ve-pasteProtect&amp;quot;&amp;gt;~Formatting WIP~&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Day Four Morning&lt;br /&gt;
&lt;br /&gt;
Trackers may proceed directly to their Team camps to journal and mentally prepare. In the meantime, prepare the Water Breath Tea the Trackers created yesterday! Make sure to double-check the ingredients are all safe. You may add sugar or honey to make it more palatable.&lt;br /&gt;
&lt;br /&gt;
Group everyone up in a circle to do a tea tasting. The effects need a few moments to set in, so walk them through a quick guided improv/meditation session. &lt;br /&gt;
&lt;br /&gt;
“Expand the circle, making sure everyone has enough space to make large gestures. Now close your eyes. Feel the breeze on your face, smell the salt in the air. Take your first step into the water. It’s cool to the touch. Take several strides into the cold water, letting it rush over your knees, up to your waist, then your chin. Keep walking and breathing normally, and soon you realize, you’re breathing just fine under the lake!”&lt;br /&gt;
&lt;br /&gt;
The last leg of the search is in an underwater area, so consider imposing a roleplay mechanic like moving in slow motion or talking with your cheeks sucked in like a fish. &lt;br /&gt;
&lt;br /&gt;
Treasure Hunt, part 6/6&lt;br /&gt;
&lt;br /&gt;
When you finally arrive at the destination, it is not simply the treasure. Alas! Instead, it’s an underwater lair, sealed with glass panels and steampunk tech.&lt;br /&gt;
&lt;br /&gt;
As you reach the entrance hatch and start to rotate the heavy hydraulic wheel, there’s a disturbance in the current behind you. It would seem the lair has a guard: the Great Kraken! The Trackers will have to fight it off before they can open the hatch.&lt;br /&gt;
&lt;br /&gt;
Combat or Pure Play Game of Choice &lt;br /&gt;
&lt;br /&gt;
Once victory over the kraken has been attained, designate a team to finish turning the wheel, sending steam jetting into the water and opening onto a pressurized chamber. Hurry the Trackers inside, giving the team who opened the door the chance to dramatically run and jump through at the last moment.&lt;br /&gt;
&lt;br /&gt;
The pressure in the chamber releases as you slam the door shut behind them. The door across the room opens into the rest of the lair, silhouetting a lanky man with goggles and bits of old tech strapped to a neat waistcoat. &lt;br /&gt;
&lt;br /&gt;
As Elwood: “I say, who might you all be? Are you here to rescue me, perchance?”&lt;br /&gt;
&lt;br /&gt;
Day Four Afternoon&lt;br /&gt;
&lt;br /&gt;
After returning from the break, the Trackers will have a chance to question the mysterious Steampunk man. In addition to answering questions honestly, he will give them the lowdown on his plight (review on page __) and beg for help escaping the lair. &lt;br /&gt;
&lt;br /&gt;
How did you get here? “Cinna approached me, telling me he had fulfilling work for an engineer, and could pay me with rations to feed myself and my family. He’s kept his word, far as I know, but the drawback is that I can’t leave. Not until I finish his mechanical abomination, at least.”&lt;br /&gt;
&lt;br /&gt;
Mechanical abomination?? “He told me living puppets had failed him too many times. He wants me to build for him  a mechanical chassis. Long ago they called them “ro-bits,” would you believe? I don’t understand how Cinna means to power it. Something about a magic fire stone?”&lt;br /&gt;
&lt;br /&gt;
Why don’t you engineer a way out? “I don’t know how. PlusCinna has the kraken guarding this lair. Even if I could build an escape vehicle, I don’t like my chances of getting past it. Maybe with your help, though?”&lt;br /&gt;
&lt;br /&gt;
So… any treasure around here? “Oh my! Of course, you’re not here for me, you’re looking for the treasure buried here. Cinna got to it and is putting it to use… he melted it down and now I’m using it to build the ro-bit.” &lt;br /&gt;
&lt;br /&gt;
What about the non-metal parts  of the treasure? “Anything else is probably in Cinna’s office, I would imagine. I would dearly like to see that ancient scroll.  It’s supposed to include some rare potions and texts.”&lt;br /&gt;
&lt;br /&gt;
Trackers may agree or deny Elwood’s request to help him, but either way, they’ll want to locate Cinna’s office and find the scrollHearthstone text. Have the teams split up to investigate the area for the treasure. Hide bright, clearly labeled “treasures” around the area, giving each team an opportunity to find more than one piece.&lt;br /&gt;
&lt;br /&gt;
Find the Treasure Game&lt;br /&gt;
&lt;br /&gt;
After the treasures are found, the teams may group up at Elwood’s location to plan an escape. However, you announce a clanking sound from the pressurized entrance. Elwood suggests you all hide, quick: it must be Cinna returning!&lt;br /&gt;
&lt;br /&gt;
Stealth Game of Choice&lt;br /&gt;
&lt;br /&gt;
“You’re all sufficiently hidden when the metal door groans open once again. In walks a group of familiar warriors. It’s the Red Line pirates, soaked to the bone and led by Nash and a six-foot woman. She empties a flamboyant captain’s hat of water and places it on her head before fixing her eyes on Elwood.”&lt;br /&gt;
&lt;br /&gt;
As Peregrine: “Good day, friend! Lead me to the treasure and no harm will come to ye.”&lt;br /&gt;
&lt;br /&gt;
Combat Game of Choice: Surprise Attack&lt;br /&gt;
&lt;br /&gt;
The Trackers fight the pirates until the door opens again… this time, it’s Cinna!&lt;br /&gt;
&lt;br /&gt;
Day Five Morning&lt;br /&gt;
&lt;br /&gt;
Begin the day in a standoff with the pirates and Cinna. He isn’t surprised to find you all gathered in his headquarters.&lt;br /&gt;
&lt;br /&gt;
“I see you all found your way here with the treasure map! I found it months ago, of course, and built this wondrous place! I welcome visitors... How else will I test my creation? Elwood, start the robot’s engine!”&lt;br /&gt;
&lt;br /&gt;
Elwood is reluctant. If the Trackers agreed to help him previously, Elwood will find a backbone and refuse to operate the robot, leaving Cinna to do it himself. If they refused to help Elwood previously, he will obey Cinna.&lt;br /&gt;
&lt;br /&gt;
Robot Fight - Improv and Combat Game&lt;br /&gt;
&lt;br /&gt;
The first part of the robot fight features pirates fighting with the robot and against the Trackers. As the fight goes on, the pirates realize the robot is against them as well, so they begin to help the Trackers. Working together, the pirates and Trackers  are able to defeat the robot.&lt;br /&gt;
&lt;br /&gt;
“Servos and gears explode outward as the damaged engine combusts! The glass windows of the headquarters rattle with the explosion, and then you all see it… a single crack&lt;br /&gt;
&lt;br /&gt;
Retrieve the treasure and escape lair&lt;br /&gt;
&lt;br /&gt;
Treasure is divvied&lt;br /&gt;
&lt;br /&gt;
You learn about the pirates’ pure-ish intentions&lt;br /&gt;
&lt;br /&gt;
Day Five Afternoon&lt;br /&gt;
&lt;br /&gt;
Either way, the ending goes...&lt;br /&gt;
&lt;br /&gt;
Traverse to the village&lt;br /&gt;
&lt;br /&gt;
Present village NPCS with the ancient text of Hearthstone knowledge&lt;br /&gt;
&lt;br /&gt;
Celebration in the Village&lt;/div&gt;</summary>
		<author><name>Gallison</name></author>
		
	</entry>
	<entry>
		<id>http://wiki.trackersearth.com/w/index.php?title=Week_4:_Hunt_for_the_Troll_Market&amp;diff=1190</id>
		<title>Week 4: Hunt for the Troll Market</title>
		<link rel="alternate" type="text/html" href="http://wiki.trackersearth.com/w/index.php?title=Week_4:_Hunt_for_the_Troll_Market&amp;diff=1190"/>
		<updated>2021-07-05T20:38:57Z</updated>

		<summary type="html">&lt;p&gt;Gallison: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Trackers must find a mysterious, ancient scroll that contains secrets for reforging the Hearthstone. They get a tip from the dwarf telling them the scroll is at the Troll Market!. The always exciting traveling market is  currently set up  near a pirate flotilla, where Trackers enter a competition with a pirate crew to vie for  a treasure that includes the scroll.[[File:Map Layout .jpg|left|thumb|259x259px]]&lt;br /&gt;
[[File:Umoggra's Map.jpg|thumb|259x259px]]&lt;br /&gt;
&lt;br /&gt;
====== Advance Preparation ======&lt;br /&gt;
You will need two treasure maps. &lt;br /&gt;
&lt;br /&gt;
Print and draw your path through symbols with the provided layouts, or hand draw your own based on the natural features of your sites.&lt;br /&gt;
&lt;br /&gt;
====== Non Playable Characters (NPCs) ======&lt;br /&gt;
These are the characters that may be encountered in this story. They are ordered from most to least screentime in the narrative.  &lt;br /&gt;
&lt;br /&gt;
*Nash, a roguish pirate&lt;br /&gt;
*Elwood, a steampunk mechanic&lt;br /&gt;
*Cinna, a nomadic mage previously of the Village&lt;br /&gt;
*Umoggra, a troll merchant&lt;br /&gt;
*Sable, a grumpy ranger&lt;br /&gt;
*Belna, a dwarven Elder&lt;br /&gt;
&lt;br /&gt;
====== Day One Morning ======&lt;br /&gt;
Begin with a pairing game to determine teams.&lt;br /&gt;
&lt;br /&gt;
Following opening activities, usher everyone to the Village, which is in disarray. Greet them as a Village native, and explain the situation based on previous week.&amp;lt;blockquote&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
“Greetings, newcomers! Thank you for coming to our Village's aid. We’ve had a little trouble here of late... the Village’s Hearthstone was broken apart.&amp;quot;&amp;lt;/blockquote&amp;gt;Describe the [[Hearthstone]] lore and establish that consequences of it's broken state range from natural disasters to tension between members of the community.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Next, introduce them to Belna and Sable. Belna cannot speak directly to the Trackers, as she knows only dwarven. However, she presents you with a pictograph map. Sable explains it leads to the location of the mysterious, always-moving Troll Market.  &lt;br /&gt;
 &lt;br /&gt;
Belna has dealt with a merchant of ancient healing texts, and believes there to be some kind of ritual scroll about how to  heal a Village’s Hearthstone.   &lt;br /&gt;
 &lt;br /&gt;
Sable is less confident in the group than Belna, and expresses her wish to see you in action before sending you on such an important task. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;'''Survival Skill Game of Choice'''&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sable is reluctantly impressed! She suggests a list of gear to prepare for the journey.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy ve-pasteProtect&amp;quot;&amp;gt;Caretaking/Organization Game&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======Day One Afternoon======&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
On returning from lunch , get everyone warmed up for an adventure.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Pure Play Game of Choice&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
At last, it’s time to begin the hunt for the Troll Market! The map’s landmarks are very open to interpretation, so allow the Trackers to take the lead. When they feel certain they’ve found the landmark, confirm it and keep moving!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;'''Treasure Hunt, Part 1'''&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Do your best to time the treasure hunting so they can find around half the map’s markers before triggering the final scene of the Afternoon Adventures:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;blockquote&amp;gt;“There's rustling from the brush, but before you can react, you’re surrounded by a dozen armed bandits, holding you all at swordpoint. They all wear a purple and black striped bandana on their ankles, arms, or heads. A tall, very tan man steps forward and snatches the map out of a Tracker’s hands.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;As Nash: “Well blow me down! What an interestin’  map ya got there, strangers! Ya can tell me all about it as ye empty yer pockets. Consider yerselves  prisoners of the Sanguine Sails Pirates!”&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======Day Two Morning======&lt;br /&gt;
Begin the day with a &amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;'''Wayfinding or Traversing Game of Choice.'''&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Trackers begin Morning Adventures as the prisoners in the pirate’s camp. Nash and his gang have confiscated all your belongings and have them stacked in their camp.  &lt;br /&gt;
&lt;br /&gt;
  &amp;lt;blockquote&amp;gt;“A kestrel with a message on its leg flies down to land on Nash’s outstretched arm. He reads the message and grins. “Yer some lucky ones, ye are! Our captain wants to jaw with ya about this here map . Seems it leads to a treasure cache we been after fer months. We pirates take a lie-down in the heat o’ the day, but don’t even think about trying anything. You’ll regret it before you can take a single step out of camp.”&amp;lt;/blockquote&amp;gt;The pirates proceed to have some downtime. There are 2-5 guards on alert, based on the age and capabilities of the Trackers. Mark these with two bands each, forming a V from their location to represent their line of sight. Nash is taking a nap, and can be marked with the treasure map he's keeping on his person.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Pirate Camp Escape Game&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
Trackers must retrieve the map and escape the camp without alerting the guards. As the guide, move the guards lines of sight silently and frequently, responding to Trackers' distractions or stealth missteps.&lt;br /&gt;
&lt;br /&gt;
*Pathfinders stealth to the edges of gameplay and arrange distractions&lt;br /&gt;
*Cloaks stealth over to Nash to steal the map&lt;br /&gt;
*Whiskers stealth to their gear and retrieve it&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If a Tracker is spotted by a guard, they must return to the &amp;quot;prison&amp;quot; location and have a penalty imposed for future rounds: hands tied together, blindfolded, or similar!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After the map and equipment have been retrieved, Trackers can stealth fully out of the pirates' camp. As the Guide, determine when it is safe to drop the stealth and continue following the map.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;col-blue-navy ve-pasteProtect&amp;quot;&amp;gt;'''Treasure Hunt, Part 2'''&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As the penultimate last landmark is marked off, announce seeing something on the horizon. It’s the Troll Market!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
======Day Two Afternoon======&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;blockquote&amp;gt;“The clearing ahead is easily visible with bright-colored cloths covering merchant stalls. Small crowds mill about, speaking languages and wearing clothing of many cultures. You spot a large booth manned by a towering troll woman. The banner on the troll is marked with an X,  a direct match for the last pictograph on the map.”&amp;lt;/blockquote&amp;gt;Trackers now have time to explore the Troll Market. There are all kinds of market stalls, from fabric sellers to fortune-tellers. However, you'll need to talk to the troll woman to continue the story. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;blockquote&amp;gt;“Welcome to the Troll Market, travelers! I’m Umoggra and this is my stall. Since you’re new ‘round here, let me explain our payment system. Everything ‘round the market is up for trade: goods, services, or information. Some merchants will take goods or services as payment, but I trade for stories. Funny stories. Scary stories. Good stories. Bad stories. Tell me what you are seeking, and I’ll tell you what kind of stories I want in return.”&amp;lt;/blockquote&amp;gt;If Trackers ask about the ancient text on healing Hearthstones, Umoggra will immediately understand your quest. She knows it’s a one-of-a-kind item and part of a treasure cache held in the private collection of someone very dangerous.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you want more information, she needs payment! She’ll accept one story from each team, on the theme of Nature Misadventures.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Storytelling Game&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As the Trackers finish their stories, the pirates stroll up. Nash loudly claims that the pirates should be given the info instead. He will gladly match the number of stories paid, and more importantly… he claims their stories will be better. (This argument does hold some weight with Umoggra, which Nash knows from trading with her for years.) &lt;br /&gt;
&lt;br /&gt;
 &amp;lt;blockquote&amp;gt;As Umoggra: “Hmph! I can’t exactly refund their stories, Nash. Here’s what I’ll do: I’ll give the Trackers the coordinates and a head start. Then the Sanguine Sails can give me their stories and go after the treasure later in the day.”&amp;lt;/blockquote&amp;gt;Nash accepts this confidently, bragging that they’ll have no problem catching up to you by sea. Umoggra gives you a hand-drawn map... along with advice on a shortcut she will ''not'' be giving Nash.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If there's time, start hunting the map objectives. If not, hurry back to the check-in area to get a jump on the pirates tomorrow!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-red ve-pasteProtect&amp;quot;&amp;gt;~Formatting WIP~&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Day Three Morning&lt;br /&gt;
&lt;br /&gt;
Start the day in Team and Secret Camps, journaling and preparing. The imaginary timer on hunting down the treasure cache doesn’t get started until you leave the Troll Market.&lt;br /&gt;
&lt;br /&gt;
Treasure Hunt, part 3/6&lt;br /&gt;
&lt;br /&gt;
Somehow the pirates beat you to the first landmark. However, you can inform your group that the pirates will have to sail around a much longer area to reach the next one, so if you hurry, you can still win!&lt;br /&gt;
&lt;br /&gt;
Treasure Hunt, part 4/6&lt;br /&gt;
&lt;br /&gt;
Reach the second landmark ahead of the pirates. You have the time and opportunity to set a trap for the pirates.&lt;br /&gt;
&lt;br /&gt;
Trap Setting Game&lt;br /&gt;
&lt;br /&gt;
Day Three Afternoon&lt;br /&gt;
&lt;br /&gt;
“The trap worked, judging by howls of rage coming from behind us!”&lt;br /&gt;
&lt;br /&gt;
Treasure Hunt, part 5/6&lt;br /&gt;
&lt;br /&gt;
After the final leg of the hunt, the Trackers come to an area that will be standing in for  an underwater area. If possible, find the edge of an incline which can play a descent into water.&lt;br /&gt;
&lt;br /&gt;
As the guide, provide a recipe for a water breathing potion (designed by Isha in the Village). Send the teams out to find the ingredients, which can be improvised.&lt;br /&gt;
&lt;br /&gt;
Foraging Game of Choice&lt;br /&gt;
&lt;br /&gt;
Crafting a Tea Tutorial&lt;br /&gt;
&lt;br /&gt;
Day Four Morning&lt;br /&gt;
&lt;br /&gt;
Trackers may proceed directly to their Team camps to journal and mentally prepare. In the meantime, prepare the Water Breath Tea the Trackers created yesterday! Make sure to double-check the ingredients are all safe. You may add sugar or honey to make it more palatable.&lt;br /&gt;
&lt;br /&gt;
Group everyone up in a circle to do a tea tasting. The effects need a few moments to set in, so walk them through a quick guided improv/meditation session. &lt;br /&gt;
&lt;br /&gt;
“Expand the circle, making sure everyone has enough space to make large gestures. Now close your eyes. Feel the breeze on your face, smell the salt in the air. Take your first step into the water. It’s cool to the touch. Take several strides into the cold water, letting it rush over your knees, up to your waist, then your chin. Keep walking and breathing normally, and soon you realize, you’re breathing just fine under the lake!”&lt;br /&gt;
&lt;br /&gt;
The last leg of the search is in an underwater area, so consider imposing a roleplay mechanic like moving in slow motion or talking with your cheeks sucked in like a fish. &lt;br /&gt;
&lt;br /&gt;
Treasure Hunt, part 6/6&lt;br /&gt;
&lt;br /&gt;
When you finally arrive at the destination, it is not simply the treasure. Alas! Instead, it’s an underwater lair, sealed with glass panels and steampunk tech.&lt;br /&gt;
&lt;br /&gt;
As you reach the entrance hatch and start to rotate the heavy hydraulic wheel, there’s a disturbance in the current behind you. It would seem the lair has a guard: the Great Kraken! The Trackers will have to fight it off before they can open the hatch.&lt;br /&gt;
&lt;br /&gt;
Combat or Pure Play Game of Choice &lt;br /&gt;
&lt;br /&gt;
Once victory over the kraken has been attained, designate a team to finish turning the wheel, sending steam jetting into the water and opening onto a pressurized chamber. Hurry the Trackers inside, giving the team who opened the door the chance to dramatically run and jump through at the last moment.&lt;br /&gt;
&lt;br /&gt;
The pressure in the chamber releases as you slam the door shut behind them. The door across the room opens into the rest of the lair, silhouetting a lanky man with goggles and bits of old tech strapped to a neat waistcoat. &lt;br /&gt;
&lt;br /&gt;
As Elwood: “I say, who might you all be? Are you here to rescue me, perchance?”&lt;br /&gt;
&lt;br /&gt;
Day Four Afternoon&lt;br /&gt;
&lt;br /&gt;
After returning from the break, the Trackers will have a chance to question the mysterious Steampunk man. In addition to answering questions honestly, he will give them the lowdown on his plight (review on page __) and beg for help escaping the lair. &lt;br /&gt;
&lt;br /&gt;
How did you get here? “Cinna approached me, telling me he had fulfilling work for an engineer, and could pay me with rations to feed myself and my family. He’s kept his word, far as I know, but the drawback is that I can’t leave. Not until I finish his mechanical abomination, at least.”&lt;br /&gt;
&lt;br /&gt;
Mechanical abomination?? “He told me living puppets had failed him too many times. He wants me to build for him  a mechanical chassis. Long ago they called them “ro-bits,” would you believe? I don’t understand how Cinna means to power it. Something about a magic fire stone?”&lt;br /&gt;
&lt;br /&gt;
Why don’t you engineer a way out? “I don’t know how. PlusCinna has the kraken guarding this lair. Even if I could build an escape vehicle, I don’t like my chances of getting past it. Maybe with your help, though?”&lt;br /&gt;
&lt;br /&gt;
So… any treasure around here? “Oh my! Of course, you’re not here for me, you’re looking for the treasure buried here. Cinna got to it and is putting it to use… he melted it down and now I’m using it to build the ro-bit.” &lt;br /&gt;
&lt;br /&gt;
What about the non-metal parts  of the treasure? “Anything else is probably in Cinna’s office, I would imagine. I would dearly like to see that ancient scroll.  It’s supposed to include some rare potions and texts.”&lt;br /&gt;
&lt;br /&gt;
Trackers may agree or deny Elwood’s request to help him, but either way, they’ll want to locate Cinna’s office and find the scrollHearthstone text. Have the teams split up to investigate the area for the treasure. Hide bright, clearly labeled “treasures” around the area, giving each team an opportunity to find more than one piece.&lt;br /&gt;
&lt;br /&gt;
Find the Treasure Game&lt;br /&gt;
&lt;br /&gt;
After the treasures are found, the teams may group up at Elwood’s location to plan an escape. However, you announce a clanking sound from the pressurized entrance. Elwood suggests you all hide, quick: it must be Cinna returning!&lt;br /&gt;
&lt;br /&gt;
Stealth Game of Choice&lt;br /&gt;
&lt;br /&gt;
“You’re all sufficiently hidden when the metal door groans open once again. In walks a group of familiar warriors. It’s the Red Line pirates, soaked to the bone and led by Nash and a six-foot woman. She empties a flamboyant captain’s hat of water and places it on her head before fixing her eyes on Elwood.”&lt;br /&gt;
&lt;br /&gt;
As Peregrine: “Good day, friend! Lead me to the treasure and no harm will come to ye.”&lt;br /&gt;
&lt;br /&gt;
Combat Game of Choice: Surprise Attack&lt;br /&gt;
&lt;br /&gt;
The Trackers fight the pirates until the door opens again… this time, it’s Cinna!&lt;br /&gt;
&lt;br /&gt;
Day Five Morning&lt;br /&gt;
&lt;br /&gt;
Begin the day in a standoff with the pirates and Cinna. He isn’t surprised to find you all gathered in his headquarters.&lt;br /&gt;
&lt;br /&gt;
“I see you all found your way here with the treasure map! I found it months ago, of course, and built this wondrous place! I welcome visitors... How else will I test my creation? Elwood, start the robot’s engine!”&lt;br /&gt;
&lt;br /&gt;
Elwood is reluctant. If the Trackers agreed to help him previously, Elwood will find a backbone and refuse to operate the robot, leaving Cinna to do it himself. If they refused to help Elwood previously, he will obey Cinna.&lt;br /&gt;
&lt;br /&gt;
Robot Fight - Improv and Combat Game&lt;br /&gt;
&lt;br /&gt;
The first part of the robot fight features pirates fighting with the robot and against the Trackers. As the fight goes on, the pirates realize the robot is against them as well, so they begin to help the Trackers. Working together, the pirates and Trackers  are able to defeat the robot.&lt;br /&gt;
&lt;br /&gt;
“Servos and gears explode outward as the damaged engine combusts! The glass windows of the headquarters rattle with the explosion, and then you all see it… a single crack&lt;br /&gt;
&lt;br /&gt;
Retrieve the treasure and escape lair&lt;br /&gt;
&lt;br /&gt;
Treasure is divvied&lt;br /&gt;
&lt;br /&gt;
You learn about the pirates’ pure-ish intentions&lt;br /&gt;
&lt;br /&gt;
Day Five Afternoon&lt;br /&gt;
&lt;br /&gt;
Either way, the ending goes...&lt;br /&gt;
&lt;br /&gt;
Traverse to the village&lt;br /&gt;
&lt;br /&gt;
Present village NPCS with the ancient text of Hearthstone knowledge&lt;br /&gt;
&lt;br /&gt;
Celebration in the Village&lt;/div&gt;</summary>
		<author><name>Gallison</name></author>
		
	</entry>
	<entry>
		<id>http://wiki.trackersearth.com/w/index.php?title=File:Umoggra%27s_Map.jpg&amp;diff=1189</id>
		<title>File:Umoggra's Map.jpg</title>
		<link rel="alternate" type="text/html" href="http://wiki.trackersearth.com/w/index.php?title=File:Umoggra%27s_Map.jpg&amp;diff=1189"/>
		<updated>2021-07-05T20:35:55Z</updated>

		<summary type="html">&lt;p&gt;Gallison: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Gallison</name></author>
		
	</entry>
	<entry>
		<id>http://wiki.trackersearth.com/w/index.php?title=Week_4:_Hunt_for_the_Troll_Market&amp;diff=1188</id>
		<title>Week 4: Hunt for the Troll Market</title>
		<link rel="alternate" type="text/html" href="http://wiki.trackersearth.com/w/index.php?title=Week_4:_Hunt_for_the_Troll_Market&amp;diff=1188"/>
		<updated>2021-07-05T20:20:32Z</updated>

		<summary type="html">&lt;p&gt;Gallison: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Trackers must find a mysterious, ancient scroll that contains secrets for reforging the Hearthstone. They get a tip from the dwarf telling them the scroll is at the Troll Market!. The always exciting traveling market is  currently set up  near a pirate flotilla, where Trackers enter a competition with a pirate crew to vie for  a treasure that includes the scroll.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:Map Layout .jpg|left|thumb]]&lt;br /&gt;
&lt;br /&gt;
=====Advance Preparation=====&lt;br /&gt;
You will need to make a treasure map with 8-10 waypoints. Print and draw your path through symbols with the provided layout, or hand draw your own based on the natural features of your sites.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======Non Playable Characters (NPCs)======&lt;br /&gt;
These are the characters that may be encountered in this story. They are ordered from most to least screentime in the narrative. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Nash, a roguish pirate&lt;br /&gt;
*Elwood, a steampunk mechanic&lt;br /&gt;
*Cinna, a nomadic mage previously of the Village&lt;br /&gt;
*Umoggra, a troll merchant&lt;br /&gt;
*Sable, a grumpy ranger&lt;br /&gt;
*Belna, a dwarven Elder&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======Day One Morning======&lt;br /&gt;
Begin with a pairing game to determine teams.&lt;br /&gt;
&lt;br /&gt;
Following opening activities, usher everyone to the Village, which is in disarray. Greet them as a Village native, and explain the situation based on previous week.&amp;lt;blockquote&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
“Greetings, newcomers! Thank you for coming to our Village's aid. We’ve had a little trouble here of late... the Village’s Hearthstone was broken apart.&amp;quot;&amp;lt;/blockquote&amp;gt;Describe the [[Hearthstone]] lore and establish that consequences of it's broken state range from natural disasters to tension between members of the community.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Next, introduce them to Belna and Sable. Belna cannot speak directly to the Trackers, as she knows only dwarven. However, she presents you with a pictograph map. Sable explains it leads to the location of the mysterious, always-moving Troll Market.  &lt;br /&gt;
 &lt;br /&gt;
Belna has dealt with a merchant of ancient healing texts, and believes there to be some kind of ritual scroll about how to  heal a Village’s Hearthstone.   &lt;br /&gt;
 &lt;br /&gt;
Sable is less confident in the group than Belna, and expresses her wish to see you in action before sending you on such an important task. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;'''Survival Skill Game of Choice'''&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sable is reluctantly impressed! She suggests a list of gear to prepare for the journey.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy ve-pasteProtect&amp;quot;&amp;gt;Caretaking/Organization Game&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======Day One Afternoon======&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
On returning from lunch , get everyone warmed up for an adventure.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Pure Play Game of Choice&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
At last, it’s time to begin the hunt for the Troll Market! The map’s landmarks are very open to interpretation, so allow the Trackers to take the lead. When they feel certain they’ve found the landmark, confirm it and keep moving!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;'''Treasure Hunt, Part 1'''&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Do your best to time the treasure hunting so they can find around half the map’s markers before triggering the final scene of the Afternoon Adventures:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;blockquote&amp;gt;“There's rustling from the brush, but before you can react, you’re surrounded by a dozen armed bandits, holding you all at swordpoint. They all wear a purple and black striped bandana on their ankles, arms, or heads. A tall, very tan man steps forward and snatches the map out of a Tracker’s hands.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;As Nash: “Well blow me down! What an interestin’  map ya got there, strangers! Ya can tell me all about it as ye empty yer pockets. Consider yerselves  prisoners of the Sanguine Sails Pirates!”&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======  Day Two Morning ======&lt;br /&gt;
Begin the day with a &amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;'''Wayfinding or Traversing Game of Choice.'''&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Trackers begin Morning Adventures as the prisoners in the pirate’s camp. Nash and his gang have confiscated all your belongings and have them stacked in their camp.  &lt;br /&gt;
&lt;br /&gt;
  &amp;lt;blockquote&amp;gt;“A kestrel with a message on its leg flies down to land on Nash’s outstretched arm. He reads the message and grins. “Yer some lucky ones, ye are! Our captain wants to jaw with ya about this here map . Seems it leads to a treasure cache we been after fer months. We pirates take a lie-down in the heat o’ the day, but don’t even think about trying anything. You’ll regret it before you can take a single step out of camp.”&amp;lt;/blockquote&amp;gt;The pirates proceed to have some downtime. There are 2-5 guards on alert, based on the age and capabilities of the Trackers. Mark these with two bands each, forming a V from their location to represent their line of sight. Nash is taking a nap, and can be marked with the treasure map he's keeping on his person.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Pirate Camp Escape Game&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
Trackers must retrieve the map and escape the camp without alerting the guards. As the guide, move the guards lines of sight silently and frequently, responding to Trackers' distractions or stealth missteps.&lt;br /&gt;
&lt;br /&gt;
* Pathfinders stealth to the edges of gameplay and arrange distractions&lt;br /&gt;
* Cloaks stealth over to Nash to steal the map&lt;br /&gt;
* Whiskers stealth to their gear and retrieve it&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If a Tracker is spotted by a guard, they must return to the &amp;quot;prison&amp;quot; location and have a penalty imposed for future rounds: hands tied together, blindfolded, or similar!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After the map and equipment have been retrieved, Trackers can stealth fully out of the pirates' camp. As the Guide, determine when it is safe to drop the stealth and continue following the map.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;col-blue-navy ve-pasteProtect&amp;quot;&amp;gt;'''Treasure Hunt, Part 2'''&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As the penultimate last landmark is marked off, announce seeing something on the horizon. It’s the Troll Market!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====== Day Two Afternoon ======&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;blockquote&amp;gt;“The clearing ahead is easily visible with bright-colored cloths covering merchant stalls. Small crowds mill about, speaking languages and wearing clothing of many cultures. You spot a large booth manned by a towering troll woman. The banner on the troll is marked with an X,  a direct match for the last pictograph on the map.”&amp;lt;/blockquote&amp;gt;Trackers now have time to explore the Troll Market. There are all kinds of market stalls, from fabric sellers to fortune-tellers. However, you'll need to talk to the troll woman to continue the story. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;blockquote&amp;gt;“Welcome to the Troll Market, travelers! I’m Umoggra and this is my stall. Since you’re new ‘round here, let me explain our payment system. Everything ‘round the market is up for trade: goods, services, or information. Some merchants will take goods or services as payment, but I trade for stories. Funny stories. Scary stories. Good stories. Bad stories. Tell me what you are seeking, and I’ll tell you what kind of stories I want in return.”&amp;lt;/blockquote&amp;gt;If Trackers ask about the ancient text on healing Hearthstones, Umoggra will immediately understand your quest. She knows it’s a one-of-a-kind item and part of a treasure cache held in the private collection of someone very dangerous.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you want more information, she needs payment! She’ll accept one story from each team, on the theme of Nature Misadventures.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Storytelling Game&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As the Trackers finish their stories, the pirates stroll up. Nash loudly claims that the pirates should be given the info instead. He will gladly match the number of stories paid, and more importantly… he claims their stories will be better. (This argument does hold some weight with Umoggra, which Nash knows from trading with her for years.) &lt;br /&gt;
&lt;br /&gt;
 &amp;lt;blockquote&amp;gt;As Umoggra: “Hmph! I can’t exactly refund their stories, Nash. Here’s what I’ll do: I’ll give the Trackers the coordinates and a head start. Then the Sanguine Sails can give me their stories and go after the treasure later in the day.”&amp;lt;/blockquote&amp;gt;Nash accepts this confidently, bragging that they’ll have no problem catching up to you by sea. Umoggra gives you a hand-drawn map... along with advice on a shortcut she will ''not'' be giving Nash.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If there's time, start hunting the map objectives. If not, hurry back to the check-in area to get a jump on the pirates tomorrow!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-red ve-pasteProtect&amp;quot;&amp;gt;~Formatting WIP~&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Day Three Morning&lt;br /&gt;
&lt;br /&gt;
Start the day in Team and Secret Camps, journaling and preparing. The imaginary timer on hunting down the treasure cache doesn’t get started until you leave the Troll Market.&lt;br /&gt;
&lt;br /&gt;
Treasure Hunt, part 3/6&lt;br /&gt;
&lt;br /&gt;
Somehow the pirates beat you to the first landmark. However, you can inform your group that the pirates will have to sail around a much longer area to reach the next one, so if you hurry, you can still win!&lt;br /&gt;
&lt;br /&gt;
Treasure Hunt, part 4/6&lt;br /&gt;
&lt;br /&gt;
Reach the second landmark ahead of the pirates. You have the time and opportunity to set a trap for the pirates.&lt;br /&gt;
&lt;br /&gt;
Trap Setting Game&lt;br /&gt;
&lt;br /&gt;
Day Three Afternoon&lt;br /&gt;
&lt;br /&gt;
“The trap worked, judging by howls of rage coming from behind us!”&lt;br /&gt;
&lt;br /&gt;
Treasure Hunt, part 5/6&lt;br /&gt;
&lt;br /&gt;
After the final leg of the hunt, the Trackers come to an area that will be standing in for  an underwater area. If possible, find the edge of an incline which can play a descent into water.&lt;br /&gt;
&lt;br /&gt;
As the guide, provide a recipe for a water breathing potion (designed by Isha in the Village). Send the teams out to find the ingredients, which can be improvised.&lt;br /&gt;
&lt;br /&gt;
Foraging Game of Choice&lt;br /&gt;
&lt;br /&gt;
Crafting a Tea Tutorial&lt;br /&gt;
&lt;br /&gt;
Day Four Morning&lt;br /&gt;
&lt;br /&gt;
Trackers may proceed directly to their Team camps to journal and mentally prepare. In the meantime, prepare the Water Breath Tea the Trackers created yesterday! Make sure to double-check the ingredients are all safe. You may add sugar or honey to make it more palatable.&lt;br /&gt;
&lt;br /&gt;
Group everyone up in a circle to do a tea tasting. The effects need a few moments to set in, so walk them through a quick guided improv/meditation session. &lt;br /&gt;
&lt;br /&gt;
“Expand the circle, making sure everyone has enough space to make large gestures. Now close your eyes. Feel the breeze on your face, smell the salt in the air. Take your first step into the water. It’s cool to the touch. Take several strides into the cold water, letting it rush over your knees, up to your waist, then your chin. Keep walking and breathing normally, and soon you realize, you’re breathing just fine under the lake!”&lt;br /&gt;
&lt;br /&gt;
The last leg of the search is in an underwater area, so consider imposing a roleplay mechanic like moving in slow motion or talking with your cheeks sucked in like a fish. &lt;br /&gt;
&lt;br /&gt;
Treasure Hunt, part 6/6&lt;br /&gt;
&lt;br /&gt;
When you finally arrive at the destination, it is not simply the treasure. Alas! Instead, it’s an underwater lair, sealed with glass panels and steampunk tech.&lt;br /&gt;
&lt;br /&gt;
As you reach the entrance hatch and start to rotate the heavy hydraulic wheel, there’s a disturbance in the current behind you. It would seem the lair has a guard: the Great Kraken! The Trackers will have to fight it off before they can open the hatch.&lt;br /&gt;
&lt;br /&gt;
Combat or Pure Play Game of Choice &lt;br /&gt;
&lt;br /&gt;
Once victory over the kraken has been attained, designate a team to finish turning the wheel, sending steam jetting into the water and opening onto a pressurized chamber. Hurry the Trackers inside, giving the team who opened the door the chance to dramatically run and jump through at the last moment.&lt;br /&gt;
&lt;br /&gt;
The pressure in the chamber releases as you slam the door shut behind them. The door across the room opens into the rest of the lair, silhouetting a lanky man with goggles and bits of old tech strapped to a neat waistcoat. &lt;br /&gt;
&lt;br /&gt;
As Elwood: “I say, who might you all be? Are you here to rescue me, perchance?”&lt;br /&gt;
&lt;br /&gt;
Day Four Afternoon&lt;br /&gt;
&lt;br /&gt;
After returning from the break, the Trackers will have a chance to question the mysterious Steampunk man. In addition to answering questions honestly, he will give them the lowdown on his plight (review on page __) and beg for help escaping the lair. &lt;br /&gt;
&lt;br /&gt;
How did you get here? “Cinna approached me, telling me he had fulfilling work for an engineer, and could pay me with rations to feed myself and my family. He’s kept his word, far as I know, but the drawback is that I can’t leave. Not until I finish his mechanical abomination, at least.”&lt;br /&gt;
&lt;br /&gt;
Mechanical abomination?? “He told me living puppets had failed him too many times. He wants me to build for him  a mechanical chassis. Long ago they called them “ro-bits,” would you believe? I don’t understand how Cinna means to power it. Something about a magic fire stone?”&lt;br /&gt;
&lt;br /&gt;
Why don’t you engineer a way out? “I don’t know how. PlusCinna has the kraken guarding this lair. Even if I could build an escape vehicle, I don’t like my chances of getting past it. Maybe with your help, though?”&lt;br /&gt;
&lt;br /&gt;
So… any treasure around here? “Oh my! Of course, you’re not here for me, you’re looking for the treasure buried here. Cinna got to it and is putting it to use… he melted it down and now I’m using it to build the ro-bit.” &lt;br /&gt;
&lt;br /&gt;
What about the non-metal parts  of the treasure? “Anything else is probably in Cinna’s office, I would imagine. I would dearly like to see that ancient scroll.  It’s supposed to include some rare potions and texts.”&lt;br /&gt;
&lt;br /&gt;
Trackers may agree or deny Elwood’s request to help him, but either way, they’ll want to locate Cinna’s office and find the scrollHearthstone text. Have the teams split up to investigate the area for the treasure. Hide bright, clearly labeled “treasures” around the area, giving each team an opportunity to find more than one piece.&lt;br /&gt;
&lt;br /&gt;
Find the Treasure Game&lt;br /&gt;
&lt;br /&gt;
After the treasures are found, the teams may group up at Elwood’s location to plan an escape. However, you announce a clanking sound from the pressurized entrance. Elwood suggests you all hide, quick: it must be Cinna returning!&lt;br /&gt;
&lt;br /&gt;
Stealth Game of Choice&lt;br /&gt;
&lt;br /&gt;
“You’re all sufficiently hidden when the metal door groans open once again. In walks a group of familiar warriors. It’s the Red Line pirates, soaked to the bone and led by Nash and a six-foot woman. She empties a flamboyant captain’s hat of water and places it on her head before fixing her eyes on Elwood.”&lt;br /&gt;
&lt;br /&gt;
As Peregrine: “Good day, friend! Lead me to the treasure and no harm will come to ye.”&lt;br /&gt;
&lt;br /&gt;
Combat Game of Choice: Surprise Attack&lt;br /&gt;
&lt;br /&gt;
The Trackers fight the pirates until the door opens again… this time, it’s Cinna!&lt;br /&gt;
&lt;br /&gt;
Day Five Morning&lt;br /&gt;
&lt;br /&gt;
Begin the day in a standoff with the pirates and Cinna. He isn’t surprised to find you all gathered in his headquarters.&lt;br /&gt;
&lt;br /&gt;
“I see you all found your way here with the treasure map! I found it months ago, of course, and built this wondrous place! I welcome visitors... How else will I test my creation? Elwood, start the robot’s engine!”&lt;br /&gt;
&lt;br /&gt;
Elwood is reluctant. If the Trackers agreed to help him previously, Elwood will find a backbone and refuse to operate the robot, leaving Cinna to do it himself. If they refused to help Elwood previously, he will obey Cinna.&lt;br /&gt;
&lt;br /&gt;
Robot Fight - Improv and Combat Game&lt;br /&gt;
&lt;br /&gt;
The first part of the robot fight features pirates fighting with the robot and against the Trackers. As the fight goes on, the pirates realize the robot is against them as well, so they begin to help the Trackers. Working together, the pirates and Trackers  are able to defeat the robot.&lt;br /&gt;
&lt;br /&gt;
“Servos and gears explode outward as the damaged engine combusts! The glass windows of the headquarters rattle with the explosion, and then you all see it… a single crack&lt;br /&gt;
&lt;br /&gt;
Retrieve the treasure and escape lair&lt;br /&gt;
&lt;br /&gt;
Treasure is divvied&lt;br /&gt;
&lt;br /&gt;
You learn about the pirates’ pure-ish intentions&lt;br /&gt;
&lt;br /&gt;
Day Five Afternoon&lt;br /&gt;
&lt;br /&gt;
Either way, the ending goes...&lt;br /&gt;
&lt;br /&gt;
Traverse to the village&lt;br /&gt;
&lt;br /&gt;
Present village NPCS with the ancient text of Hearthstone knowledge&lt;br /&gt;
&lt;br /&gt;
Celebration in the Village&lt;/div&gt;</summary>
		<author><name>Gallison</name></author>
		
	</entry>
	<entry>
		<id>http://wiki.trackersearth.com/w/index.php?title=Week_4:_Hunt_for_the_Troll_Market&amp;diff=1187</id>
		<title>Week 4: Hunt for the Troll Market</title>
		<link rel="alternate" type="text/html" href="http://wiki.trackersearth.com/w/index.php?title=Week_4:_Hunt_for_the_Troll_Market&amp;diff=1187"/>
		<updated>2021-07-05T09:42:45Z</updated>

		<summary type="html">&lt;p&gt;Gallison: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Trackers must find a mysterious, ancient scroll that contains secrets for reforging the Hearthstone. They get a tip from the dwarf telling them the scroll is at the Troll Market!. The always exciting traveling market is  currently set up  near a pirate flotilla, where Trackers enter a competition with a pirate crew to vie for  a treasure that includes the scroll.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:Map Layout .jpg|left|thumb]]&lt;br /&gt;
&lt;br /&gt;
=====Advance Preparation=====&lt;br /&gt;
You will need to make a treasure map with 8-10 waypoints. Print and draw your path through symbols with the provided layout, or you can hand draw your own based on the natural features of your sites.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======Non Playable Characters (NPCs)======&lt;br /&gt;
These are the characters that may be encountered in this story. They are ordered from most to least screentime in the narrative. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Nash, a roguish pirate&lt;br /&gt;
*Elwood, a steampunk mechanic&lt;br /&gt;
*Cinna, a nomadic mage previously of the Village&lt;br /&gt;
*Umoggra, a troll merchant&lt;br /&gt;
*Sable, a grumpy ranger&lt;br /&gt;
*Belna, a dwarven Elder&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======Day One Morning======&lt;br /&gt;
Begin with a pairing game to determine teams.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Following opening activities, usher everyone to the Village, which is in disarray. Greet them as a Village native, and explain the situation based on previous week.&amp;lt;blockquote&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
“Greetings, newcomers! Thank you for coming to our Village's aid. We’ve had a little trouble here of late... the Village’s Hearthstone was broken apart.&amp;quot;&amp;lt;/blockquote&amp;gt;Describe the [[Hearthstone]] lore and establish that consequences of it's broken state range from natural disasters to tension between members of the community.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Next, introduce them to Belna and Sable. Belna cannot speak directly to the Trackers, as she knows only dwarven. However, she presents you with a pictograph map. Sable explains it leads to the location of the mysterious, always-moving Troll Market. &lt;br /&gt;
 &lt;br /&gt;
Belna has dealt with a merchant of ancient healing texts, and believes there to be some kind of ritual scroll about how to  heal a Village’s Hearthstone. &lt;br /&gt;
 &lt;br /&gt;
Sable is less confident in the group than Belna, and expresses her wish to see you in action before sending you on such an important task. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;'''Survival Skill Game of Choice'''&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sable is reluctantly impressed! She suggests a list of gear to prepare for the journey.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy ve-pasteProtect&amp;quot;&amp;gt;Caretaking/Organization Game&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======Day One Afternoon======&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
On returning from lunch , get everyone warmed up for an adventure.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Pure Play Game of Choice&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
At last, it’s time to begin the hunt for the Troll Market! The map’s landmarks are very open to interpretation, so allow the Trackers to take the lead. When they feel certain they’ve found the landmark, confirm it and keep moving!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;'''Treasure Hunt, part 1/6'''&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Do your best to time the treasure hunting so they can find 3-4 of the map’s markers before triggering the final scene of the Afternoon Adventures:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;blockquote&amp;gt;“There's rustling from the brush, but before you can react, you’re surrounded by a dozen armed bandits, holding you all at swordpoint. They all wear a purple and black striped bandana on their ankles, arms, or heads. A tall, very tan man steps forward and snatches the map out of a Tracker’s hands.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;As Nash: “Well blow me down! What an interestin’  map ya got there, strangers! Ya can tell me all about it as ye empty yer pockets. Consider yerselves  prisoners of the Sanguine Sails Pirates!”&amp;lt;/blockquote&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======  '''&amp;lt;span class=&amp;quot;col-red&amp;quot;&amp;gt;~Formatting WIP~&amp;lt;/span&amp;gt;''' ======&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Day Two Morning&lt;br /&gt;
&lt;br /&gt;
After morning activities, Trackers begin the roleplay day as the prisoners in the pirate’s camp, Nash and his gang have confiscated all your belongings and have them stacked in their camp.  &lt;br /&gt;
&lt;br /&gt;
“A kestrel with a message on its leg flies down to land on Nash’s outstretched arm. He reads the message and grins. “Yer some lucky ones, ye are! Our captain wants to jaw with ya about this here map . Seems it leads to a treasure cache we been after fer months. We pirates take a lie-down in the heat o’ the day, but don’t even think about trying anything. You’ll regret it before you can take a single step out of camp.”&lt;br /&gt;
&lt;br /&gt;
The pirates proceed to have some downtime. There are 2-3 guards on alert. Nash is taking a nap, keeping the treasure map on his person.&lt;br /&gt;
&lt;br /&gt;
Stealth Game of Choice&lt;br /&gt;
&lt;br /&gt;
Retrieving the map is optional, requiring a separate thievery minigame of its own. If the Trackers skip this step, you can replace the subsequent treasure hunting with orienteering games.&lt;br /&gt;
&lt;br /&gt;
Treasure Hunt, part 2/6&lt;br /&gt;
&lt;br /&gt;
As the penultimate last landmark is marked off, announce seeing something on the horizon. It’s the Troll Market!&lt;br /&gt;
&lt;br /&gt;
Day Two Afternoon&lt;br /&gt;
&lt;br /&gt;
“The clearing ahead is easily visible with bright-colored cloths covering merchant stalls. Small crowds mill about, speaking languages and wearing clothing of many cultures. You spot a large booth manned by a towering troll, which seems to match the last pictograph on the map.” &lt;br /&gt;
&lt;br /&gt;
Trackers now have time to explore the Troll Market, with the suggestion that they start with the troll merchant herself.&lt;br /&gt;
&lt;br /&gt;
“Welcome to the Troll Market, travelers! I’m Umoggra and this is my stall. Since you’re new ‘round here, let me explain our payment system. Everything ‘round the market is up for trade: goods, services, or information. Some merchants will take goods or services as payment, but I accept only stories. Funny stories. Scary stories. Good stories. Bad stories. Tell me what you are seeking, and I’ll tell you what kind of stories I want in return.”&lt;br /&gt;
&lt;br /&gt;
Trackers can either show Umoggra the map or ask about the ancient scroll  on healing Hearthstones. Either way, Umoggra will recognize what you’re looking for. However, it’s a one-of-a-kind item, and part of a treasure cache held in the private collection of someone very dangerous.&lt;br /&gt;
&lt;br /&gt;
If you want more information, she needs payment. She’ll accept one story from each team, on the theme of Nature Misadventures.&lt;br /&gt;
&lt;br /&gt;
Storytelling Game&lt;br /&gt;
&lt;br /&gt;
As the Trackers finish their stories, the pirates stroll up. Nash loudly claims that the pirates should be given the info instead. He will gladly match the number of stories paid, and more importantly… he claims their stories will be better. &lt;br /&gt;
&lt;br /&gt;
(This argument does hold some weight with Umoggra, which Nash knows from trading with her for years.)&lt;br /&gt;
&lt;br /&gt;
As Umoggra: “Hmph! I can’t exactly refund their stories, Nash. Here’s what I’ll do: I’ll give the Trackers the coordinates and a head start. Then the Red Line can give me their stories and go after the treasure later in the day.”&lt;br /&gt;
&lt;br /&gt;
Nash accepts this confidently, bragging that they’ll have no problem catching up to you by sea. Umoggra gives you a hand-drawn map, along with advice on a shortcut you have a feeling she will not be pointing out to Nash.&lt;br /&gt;
&lt;br /&gt;
Day Three Morning&lt;br /&gt;
&lt;br /&gt;
Start the day in Team and Secret Camps, journaling and preparing. The imaginary timer on hunting down the treasure cache doesn’t get started until you leave the Troll Market.&lt;br /&gt;
&lt;br /&gt;
Treasure Hunt, part 3/6&lt;br /&gt;
&lt;br /&gt;
Somehow the pirates beat you to the first landmark. However, you can inform your group that the pirates will have to sail around a much longer area to reach the next one, so if you hurry, you can still win!&lt;br /&gt;
&lt;br /&gt;
Treasure Hunt, part 4/6&lt;br /&gt;
&lt;br /&gt;
Reach the second landmark ahead of the pirates. You have the time and opportunity to set a trap for the pirates.&lt;br /&gt;
&lt;br /&gt;
Trap Setting Game&lt;br /&gt;
&lt;br /&gt;
Day Three Afternoon&lt;br /&gt;
&lt;br /&gt;
“The trap worked, judging by howls of rage coming from behind us!”&lt;br /&gt;
&lt;br /&gt;
Treasure Hunt, part 5/6&lt;br /&gt;
&lt;br /&gt;
After the final leg of the hunt, the Trackers come to an area that will be standing in for  an underwater area. If possible, find the edge of an incline which can play a descent into water.&lt;br /&gt;
&lt;br /&gt;
As the guide, provide a recipe for a water breathing potion (designed by Isha in the Village). Send the teams out to find the ingredients, which can be improvised.&lt;br /&gt;
&lt;br /&gt;
Foraging Game of Choice&lt;br /&gt;
&lt;br /&gt;
Crafting a Tea Tutorial&lt;br /&gt;
&lt;br /&gt;
Day Four Morning&lt;br /&gt;
&lt;br /&gt;
Trackers may proceed directly to their Team camps to journal and mentally prepare. In the meantime, prepare the Water Breath Tea the Trackers created yesterday! Make sure to double-check the ingredients are all safe. You may add sugar or honey to make it more palatable.&lt;br /&gt;
&lt;br /&gt;
Group everyone up in a circle to do a tea tasting. The effects need a few moments to set in, so walk them through a quick guided improv/meditation session. &lt;br /&gt;
&lt;br /&gt;
“Expand the circle, making sure everyone has enough space to make large gestures. Now close your eyes. Feel the breeze on your face, smell the salt in the air. Take your first step into the water. It’s cool to the touch. Take several strides into the cold water, letting it rush over your knees, up to your waist, then your chin. Keep walking and breathing normally, and soon you realize, you’re breathing just fine under the lake!”&lt;br /&gt;
&lt;br /&gt;
The last leg of the search is in an underwater area, so consider imposing a roleplay mechanic like moving in slow motion or talking with your cheeks sucked in like a fish. &lt;br /&gt;
&lt;br /&gt;
Treasure Hunt, part 6/6&lt;br /&gt;
&lt;br /&gt;
When you finally arrive at the destination, it is not simply the treasure. Alas! Instead, it’s an underwater lair, sealed with glass panels and steampunk tech.&lt;br /&gt;
&lt;br /&gt;
As you reach the entrance hatch and start to rotate the heavy hydraulic wheel, there’s a disturbance in the current behind you. It would seem the lair has a guard: the Great Kraken! The Trackers will have to fight it off before they can open the hatch.&lt;br /&gt;
&lt;br /&gt;
Combat or Pure Play Game of Choice &lt;br /&gt;
&lt;br /&gt;
Once victory over the kraken has been attained, designate a team to finish turning the wheel, sending steam jetting into the water and opening onto a pressurized chamber. Hurry the Trackers inside, giving the team who opened the door the chance to dramatically run and jump through at the last moment.&lt;br /&gt;
&lt;br /&gt;
The pressure in the chamber releases as you slam the door shut behind them. The door across the room opens into the rest of the lair, silhouetting a lanky man with goggles and bits of old tech strapped to a neat waistcoat. &lt;br /&gt;
&lt;br /&gt;
As Elwood: “I say, who might you all be? Are you here to rescue me, perchance?”&lt;br /&gt;
&lt;br /&gt;
Day Four Afternoon&lt;br /&gt;
&lt;br /&gt;
After returning from the break, the Trackers will have a chance to question the mysterious Steampunk man. In addition to answering questions honestly, he will give them the lowdown on his plight (review on page __) and beg for help escaping the lair. &lt;br /&gt;
&lt;br /&gt;
How did you get here? “Cinna approached me, telling me he had fulfilling work for an engineer, and could pay me with rations to feed myself and my family. He’s kept his word, far as I know, but the drawback is that I can’t leave. Not until I finish his mechanical abomination, at least.”&lt;br /&gt;
&lt;br /&gt;
Mechanical abomination?? “He told me living puppets had failed him too many times. He wants me to build for him  a mechanical chassis. Long ago they called them “ro-bits,” would you believe? I don’t understand how Cinna means to power it. Something about a magic fire stone?”&lt;br /&gt;
&lt;br /&gt;
Why don’t you engineer a way out? “I don’t know how. PlusCinna has the kraken guarding this lair. Even if I could build an escape vehicle, I don’t like my chances of getting past it. Maybe with your help, though?”&lt;br /&gt;
&lt;br /&gt;
So… any treasure around here? “Oh my! Of course, you’re not here for me, you’re looking for the treasure buried here. Cinna got to it and is putting it to use… he melted it down and now I’m using it to build the ro-bit.” &lt;br /&gt;
&lt;br /&gt;
What about the non-metal parts  of the treasure? “Anything else is probably in Cinna’s office, I would imagine. I would dearly like to see that ancient scroll.  It’s supposed to include some rare potions and texts.”&lt;br /&gt;
&lt;br /&gt;
Trackers may agree or deny Elwood’s request to help him, but either way, they’ll want to locate Cinna’s office and find the scrollHearthstone text. Have the teams split up to investigate the area for the treasure. Hide bright, clearly labeled “treasures” around the area, giving each team an opportunity to find more than one piece.&lt;br /&gt;
&lt;br /&gt;
Find the Treasure Game&lt;br /&gt;
&lt;br /&gt;
After the treasures are found, the teams may group up at Elwood’s location to plan an escape. However, you announce a clanking sound from the pressurized entrance. Elwood suggests you all hide, quick: it must be Cinna returning!&lt;br /&gt;
&lt;br /&gt;
Stealth Game of Choice&lt;br /&gt;
&lt;br /&gt;
“You’re all sufficiently hidden when the metal door groans open once again. In walks a group of familiar warriors. It’s the Red Line pirates, soaked to the bone and led by Nash and a six-foot woman. She empties a flamboyant captain’s hat of water and places it on her head before fixing her eyes on Elwood.”&lt;br /&gt;
&lt;br /&gt;
As Peregrine: “Good day, friend! Lead me to the treasure and no harm will come to ye.”&lt;br /&gt;
&lt;br /&gt;
Combat Game of Choice: Surprise Attack&lt;br /&gt;
&lt;br /&gt;
The Trackers fight the pirates until the door opens again… this time, it’s Cinna!&lt;br /&gt;
&lt;br /&gt;
Day Five Morning&lt;br /&gt;
&lt;br /&gt;
Begin the day in a standoff with the pirates and Cinna. He isn’t surprised to find you all gathered in his headquarters.&lt;br /&gt;
&lt;br /&gt;
“I see you all found your way here with the treasure map! I found it months ago, of course, and built this wondrous place! I welcome visitors... How else will I test my creation? Elwood, start the robot’s engine!”&lt;br /&gt;
&lt;br /&gt;
Elwood is reluctant. If the Trackers agreed to help him previously, Elwood will find a backbone and refuse to operate the robot, leaving Cinna to do it himself. If they refused to help Elwood previously, he will obey Cinna.&lt;br /&gt;
&lt;br /&gt;
Robot Fight - Improv and Combat Game&lt;br /&gt;
&lt;br /&gt;
The first part of the robot fight features pirates fighting with the robot and against the Trackers. As the fight goes on, the pirates realize the robot is against them as well, so they begin to help the Trackers. Working together, the pirates and Trackers  are able to defeat the robot.&lt;br /&gt;
&lt;br /&gt;
“Servos and gears explode outward as the damaged engine combusts! The glass windows of the headquarters rattle with the explosion, and then you all see it… a single crack&lt;br /&gt;
&lt;br /&gt;
Retrieve the treasure and escape lair&lt;br /&gt;
&lt;br /&gt;
Treasure is divvied&lt;br /&gt;
&lt;br /&gt;
You learn about the pirates’ pure-ish intentions&lt;br /&gt;
&lt;br /&gt;
Day Five Afternoon&lt;br /&gt;
&lt;br /&gt;
Either way, the ending goes...&lt;br /&gt;
&lt;br /&gt;
Traverse to the village&lt;br /&gt;
&lt;br /&gt;
Present village NPCS with the ancient text of Hearthstone knowledge&lt;br /&gt;
&lt;br /&gt;
Celebration in the Village&lt;/div&gt;</summary>
		<author><name>Gallison</name></author>
		
	</entry>
	<entry>
		<id>http://wiki.trackersearth.com/w/index.php?title=File:Map_Layout_.jpg&amp;diff=1186</id>
		<title>File:Map Layout .jpg</title>
		<link rel="alternate" type="text/html" href="http://wiki.trackersearth.com/w/index.php?title=File:Map_Layout_.jpg&amp;diff=1186"/>
		<updated>2021-07-05T09:40:35Z</updated>

		<summary type="html">&lt;p&gt;Gallison: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Gallison</name></author>
		
	</entry>
	<entry>
		<id>http://wiki.trackersearth.com/w/index.php?title=File:Map_Layout.jpg&amp;diff=1185</id>
		<title>File:Map Layout.jpg</title>
		<link rel="alternate" type="text/html" href="http://wiki.trackersearth.com/w/index.php?title=File:Map_Layout.jpg&amp;diff=1185"/>
		<updated>2021-07-05T09:35:45Z</updated>

		<summary type="html">&lt;p&gt;Gallison: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Gallison</name></author>
		
	</entry>
	<entry>
		<id>http://wiki.trackersearth.com/w/index.php?title=Week_4:_Hunt_for_the_Troll_Market&amp;diff=1184</id>
		<title>Week 4: Hunt for the Troll Market</title>
		<link rel="alternate" type="text/html" href="http://wiki.trackersearth.com/w/index.php?title=Week_4:_Hunt_for_the_Troll_Market&amp;diff=1184"/>
		<updated>2021-07-05T07:53:04Z</updated>

		<summary type="html">&lt;p&gt;Gallison: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Trackers must find a mysterious, ancient scroll that contains secrets for reforging the Hearthstone. They get a tip from the dwarf telling them the scroll is at the Troll Market!. The always exciting traveling market is  currently set up  near a pirate flotilla, where Trackers enter a competition with a pirate crew to vie for  a treasure that includes the scroll.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Advance Preparation=====&lt;br /&gt;
You will need to make a treasure map with 9-12 waypoints. A layout will be provided, or you can hand draw your own based on the natural features of your sites.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====== Non Playable Characters (NPCs) ======&lt;br /&gt;
These are the characters that may be encountered in this story. They are ordered from most to least screentime in the narrative. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Nash, a roguish pirate&lt;br /&gt;
* Elwood, a steampunk mechanic&lt;br /&gt;
* Cinna, a nomadic mage previously of the Village&lt;br /&gt;
* Umoggra, a troll merchant&lt;br /&gt;
* Sable, a grumpy ranger&lt;br /&gt;
* Belna, a dwarven Elder&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====== Day One Morning ======&lt;br /&gt;
Begin with a pairing game to determine teams.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Following opening activities, usher everyone to the Village, which is in disarray. Greet them as a Village native, and explain the situation based on previous week.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
“Greetings, newcomers! Thank you for coming to our Village's aid. We’ve had a little trouble here of late... the Village’s Hearthstone was broken apart,&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Introduce them to Belna and Sable. Belna cannot speak directly to the Trackers, as she knows only dwarven. However, she presents you with a pictograph map. Sable explains it leads to the location of the mysterious, always-moving Troll Market. Belna has dealt with a merchant of ancient healing texts, and believes there to be some kind of ritual scroll about how to  heal a Village’s Hearthstone. &lt;br /&gt;
&lt;br /&gt;
Sable is less confident in the group than Belna, and expresses her wish to see you in action before sending you on such an important task. &lt;br /&gt;
&lt;br /&gt;
Treasure Hunt Game - Send Tracker pairs into the woods to track down a bright-colored item with a number. When each pair has found their number and regrouped, the pairs with the same number become a team of four.&lt;br /&gt;
&lt;br /&gt;
Sable is reluctantly impressed! She suggests you set up a space for yourself in the Village to prepare for the journey to the Troll Market.&lt;br /&gt;
&lt;br /&gt;
Now in their teams, introduce Trackers to their Team and Secret Camps. Give them time to explore, map, and journal before lunch. You may also use this time to explain more of the lore surrounding the Troll Market or Hearthstone.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====== Day One Afternoon ======&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
On returning from lunch , it’s time to get serious about the mission! Sable will suggest a list of gear to prepare.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Caretaking/Organization Game&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
At last, it’s time to begin the hunt for the Troll Market! The map’s landmarks are very open to interpretation, so allow the Trackers to take the lead. When they feel certain they’ve found the landmark, confirm it and keep moving!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Treasure Hunt, part 1/6&lt;br /&gt;
&lt;br /&gt;
Do your best to time the treasure hunting so they can find approximately half of the map’s markers before triggering the final scene of the afternoon.&lt;br /&gt;
&lt;br /&gt;
“There's rustling from the brush, but before you can react, you’re surrounded by a dozen armed bandits, holding you all at swordpoint. They all wear a purple and black striped bandana on their ankles, arms, or heads. A tall, very tan man steps forward and snatches the map out of a Tracker’s hands.&lt;br /&gt;
&lt;br /&gt;
As Nash: “Well blow me down! What an interestin’  map ya got there, strangers! Ya can  tell me all about it as ye empty yer pockets. Consider yerselves  prisoners of the Red Line.”&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-red&amp;quot;&amp;gt;~Formatting WIP~&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Day Two Morning&lt;br /&gt;
&lt;br /&gt;
After morning activities, Trackers begin the roleplay day as the prisoners in the pirate’s camp, Nash and his gang have confiscated all your belongings and have them stacked in their camp.  &lt;br /&gt;
&lt;br /&gt;
“A kestrel with a message on its leg flies down to land on Nash’s outstretched arm. He reads the message and grins. “Yer some lucky ones, ye are! Our captain wants to jaw with ya about this here map . Seems it leads to a treasure cache we been after fer months. We pirates take a lie-down in the heat o’ the day, but don’t even think about trying anything. You’ll regret it before you can take a single step out of camp.”&lt;br /&gt;
&lt;br /&gt;
The pirates proceed to have some downtime. There are 2-3 guards on alert. Nash is taking a nap, keeping the treasure map on his person.&lt;br /&gt;
&lt;br /&gt;
Stealth Game of Choice&lt;br /&gt;
&lt;br /&gt;
Retrieving the map is optional, requiring a separate thievery minigame of its own. If the Trackers skip this step, you can replace the subsequent treasure hunting with orienteering games.&lt;br /&gt;
&lt;br /&gt;
Treasure Hunt, part 2/6&lt;br /&gt;
&lt;br /&gt;
As the penultimate last landmark is marked off, announce seeing something on the horizon. It’s the Troll Market!&lt;br /&gt;
&lt;br /&gt;
Day Two Afternoon&lt;br /&gt;
&lt;br /&gt;
“The clearing ahead is easily visible with bright-colored cloths covering merchant stalls. Small crowds mill about, speaking languages and wearing clothing of many cultures. You spot a large booth manned by a towering troll, which seems to match the last pictograph on the map.” &lt;br /&gt;
&lt;br /&gt;
Trackers now have time to explore the Troll Market, with the suggestion that they start with the troll merchant herself.&lt;br /&gt;
&lt;br /&gt;
“Welcome to the Troll Market, travelers! I’m Umoggra and this is my stall. Since you’re new ‘round here, let me explain our payment system. Everything ‘round the market is up for trade: goods, services, or information. Some merchants will take goods or services as payment, but I accept only stories. Funny stories. Scary stories. Good stories. Bad stories. Tell me what you are seeking, and I’ll tell you what kind of stories I want in return.”&lt;br /&gt;
&lt;br /&gt;
Trackers can either show Umoggra the map or ask about the ancient scroll  on healing Hearthstones. Either way, Umoggra will recognize what you’re looking for. However, it’s a one-of-a-kind item, and part of a treasure cache held in the private collection of someone very dangerous.&lt;br /&gt;
&lt;br /&gt;
If you want more information, she needs payment. She’ll accept one story from each team, on the theme of Nature Misadventures.&lt;br /&gt;
&lt;br /&gt;
Storytelling Game&lt;br /&gt;
&lt;br /&gt;
As the Trackers finish their stories, the pirates stroll up. Nash loudly claims that the pirates should be given the info instead. He will gladly match the number of stories paid, and more importantly… he claims their stories will be better. &lt;br /&gt;
&lt;br /&gt;
(This argument does hold some weight with Umoggra, which Nash knows from trading with her for years.)&lt;br /&gt;
&lt;br /&gt;
As Umoggra: “Hmph! I can’t exactly refund their stories, Nash. Here’s what I’ll do: I’ll give the Trackers the coordinates and a head start. Then the Red Line can give me their stories and go after the treasure later in the day.”&lt;br /&gt;
&lt;br /&gt;
Nash accepts this confidently, bragging that they’ll have no problem catching up to you by sea. Umoggra gives you a hand-drawn map, along with advice on a shortcut you have a feeling she will not be pointing out to Nash.&lt;br /&gt;
&lt;br /&gt;
Day Three Morning&lt;br /&gt;
&lt;br /&gt;
Start the day in Team and Secret Camps, journaling and preparing. The imaginary timer on hunting down the treasure cache doesn’t get started until you leave the Troll Market.&lt;br /&gt;
&lt;br /&gt;
Treasure Hunt, part 3/6&lt;br /&gt;
&lt;br /&gt;
Somehow the pirates beat you to the first landmark. However, you can inform your group that the pirates will have to sail around a much longer area to reach the next one, so if you hurry, you can still win!&lt;br /&gt;
&lt;br /&gt;
Treasure Hunt, part 4/6&lt;br /&gt;
&lt;br /&gt;
Reach the second landmark ahead of the pirates. You have the time and opportunity to set a trap for the pirates.&lt;br /&gt;
&lt;br /&gt;
Trap Setting Game&lt;br /&gt;
&lt;br /&gt;
Day Three Afternoon&lt;br /&gt;
&lt;br /&gt;
“The trap worked, judging by howls of rage coming from behind us!”&lt;br /&gt;
&lt;br /&gt;
Treasure Hunt, part 5/6&lt;br /&gt;
&lt;br /&gt;
After the final leg of the hunt, the Trackers come to an area that will be standing in for  an underwater area. If possible, find the edge of an incline which can play a descent into water.&lt;br /&gt;
&lt;br /&gt;
As the guide, provide a recipe for a water breathing potion (designed by Isha in the Village). Send the teams out to find the ingredients, which can be improvised.&lt;br /&gt;
&lt;br /&gt;
Foraging Game of Choice&lt;br /&gt;
&lt;br /&gt;
Crafting a Tea Tutorial&lt;br /&gt;
&lt;br /&gt;
Day Four Morning&lt;br /&gt;
&lt;br /&gt;
Trackers may proceed directly to their Team camps to journal and mentally prepare. In the meantime, prepare the Water Breath Tea the Trackers created yesterday! Make sure to double-check the ingredients are all safe. You may add sugar or honey to make it more palatable.&lt;br /&gt;
&lt;br /&gt;
Group everyone up in a circle to do a tea tasting. The effects need a few moments to set in, so walk them through a quick guided improv/meditation session. &lt;br /&gt;
&lt;br /&gt;
“Expand the circle, making sure everyone has enough space to make large gestures. Now close your eyes. Feel the breeze on your face, smell the salt in the air. Take your first step into the water. It’s cool to the touch. Take several strides into the cold water, letting it rush over your knees, up to your waist, then your chin. Keep walking and breathing normally, and soon you realize, you’re breathing just fine under the lake!”&lt;br /&gt;
&lt;br /&gt;
The last leg of the search is in an underwater area, so consider imposing a roleplay mechanic like moving in slow motion or talking with your cheeks sucked in like a fish. &lt;br /&gt;
&lt;br /&gt;
Treasure Hunt, part 6/6&lt;br /&gt;
&lt;br /&gt;
When you finally arrive at the destination, it is not simply the treasure. Alas! Instead, it’s an underwater lair, sealed with glass panels and steampunk tech.&lt;br /&gt;
&lt;br /&gt;
As you reach the entrance hatch and start to rotate the heavy hydraulic wheel, there’s a disturbance in the current behind you. It would seem the lair has a guard: the Great Kraken! The Trackers will have to fight it off before they can open the hatch.&lt;br /&gt;
&lt;br /&gt;
Combat or Pure Play Game of Choice &lt;br /&gt;
&lt;br /&gt;
Once victory over the kraken has been attained, designate a team to finish turning the wheel, sending steam jetting into the water and opening onto a pressurized chamber. Hurry the Trackers inside, giving the team who opened the door the chance to dramatically run and jump through at the last moment.&lt;br /&gt;
&lt;br /&gt;
The pressure in the chamber releases as you slam the door shut behind them. The door across the room opens into the rest of the lair, silhouetting a lanky man with goggles and bits of old tech strapped to a neat waistcoat. &lt;br /&gt;
&lt;br /&gt;
As Elwood: “I say, who might you all be? Are you here to rescue me, perchance?”&lt;br /&gt;
&lt;br /&gt;
Day Four Afternoon&lt;br /&gt;
&lt;br /&gt;
After returning from the break, the Trackers will have a chance to question the mysterious Steampunk man. In addition to answering questions honestly, he will give them the lowdown on his plight (review on page __) and beg for help escaping the lair. &lt;br /&gt;
&lt;br /&gt;
How did you get here? “Cinna approached me, telling me he had fulfilling work for an engineer, and could pay me with rations to feed myself and my family. He’s kept his word, far as I know, but the drawback is that I can’t leave. Not until I finish his mechanical abomination, at least.”&lt;br /&gt;
&lt;br /&gt;
Mechanical abomination?? “He told me living puppets had failed him too many times. He wants me to build for him  a mechanical chassis. Long ago they called them “ro-bits,” would you believe? I don’t understand how Cinna means to power it. Something about a magic fire stone?”&lt;br /&gt;
&lt;br /&gt;
Why don’t you engineer a way out? “I don’t know how. PlusCinna has the kraken guarding this lair. Even if I could build an escape vehicle, I don’t like my chances of getting past it. Maybe with your help, though?”&lt;br /&gt;
&lt;br /&gt;
So… any treasure around here? “Oh my! Of course, you’re not here for me, you’re looking for the treasure buried here. Cinna got to it and is putting it to use… he melted it down and now I’m using it to build the ro-bit.” &lt;br /&gt;
&lt;br /&gt;
What about the non-metal parts  of the treasure? “Anything else is probably in Cinna’s office, I would imagine. I would dearly like to see that ancient scroll.  It’s supposed to include some rare potions and texts.”&lt;br /&gt;
&lt;br /&gt;
Trackers may agree or deny Elwood’s request to help him, but either way, they’ll want to locate Cinna’s office and find the scrollHearthstone text. Have the teams split up to investigate the area for the treasure. Hide bright, clearly labeled “treasures” around the area, giving each team an opportunity to find more than one piece.&lt;br /&gt;
&lt;br /&gt;
Find the Treasure Game&lt;br /&gt;
&lt;br /&gt;
After the treasures are found, the teams may group up at Elwood’s location to plan an escape. However, you announce a clanking sound from the pressurized entrance. Elwood suggests you all hide, quick: it must be Cinna returning!&lt;br /&gt;
&lt;br /&gt;
Stealth Game of Choice&lt;br /&gt;
&lt;br /&gt;
“You’re all sufficiently hidden when the metal door groans open once again. In walks a group of familiar warriors. It’s the Red Line pirates, soaked to the bone and led by Nash and a six-foot woman. She empties a flamboyant captain’s hat of water and places it on her head before fixing her eyes on Elwood.”&lt;br /&gt;
&lt;br /&gt;
As Peregrine: “Good day, friend! Lead me to the treasure and no harm will come to ye.”&lt;br /&gt;
&lt;br /&gt;
Combat Game of Choice: Surprise Attack&lt;br /&gt;
&lt;br /&gt;
The Trackers fight the pirates until the door opens again… this time, it’s Cinna!&lt;br /&gt;
&lt;br /&gt;
Day Five Morning&lt;br /&gt;
&lt;br /&gt;
Begin the day in a standoff with the pirates and Cinna. He isn’t surprised to find you all gathered in his headquarters.&lt;br /&gt;
&lt;br /&gt;
“I see you all found your way here with the treasure map! I found it months ago, of course, and built this wondrous place! I welcome visitors... How else will I test my creation? Elwood, start the robot’s engine!”&lt;br /&gt;
&lt;br /&gt;
Elwood is reluctant. If the Trackers agreed to help him previously, Elwood will find a backbone and refuse to operate the robot, leaving Cinna to do it himself. If they refused to help Elwood previously, he will obey Cinna.&lt;br /&gt;
&lt;br /&gt;
Robot Fight - Improv and Combat Game&lt;br /&gt;
&lt;br /&gt;
The first part of the robot fight features pirates fighting with the robot and against the Trackers. As the fight goes on, the pirates realize the robot is against them as well, so they begin to help the Trackers. Working together, the pirates and Trackers  are able to defeat the robot.&lt;br /&gt;
&lt;br /&gt;
“Servos and gears explode outward as the damaged engine combusts! The glass windows of the headquarters rattle with the explosion, and then you all see it… a single crack&lt;br /&gt;
&lt;br /&gt;
Retrieve the treasure and escape lair&lt;br /&gt;
&lt;br /&gt;
Treasure is divvied&lt;br /&gt;
&lt;br /&gt;
You learn about the pirates’ pure-ish intentions&lt;br /&gt;
&lt;br /&gt;
Day Five Afternoon&lt;br /&gt;
&lt;br /&gt;
Either way, the ending goes...&lt;br /&gt;
&lt;br /&gt;
Traverse to the village&lt;br /&gt;
&lt;br /&gt;
Present village NPCS with the ancient text of Hearthstone knowledge&lt;br /&gt;
&lt;br /&gt;
Celebration in the Village&lt;/div&gt;</summary>
		<author><name>Gallison</name></author>
		
	</entry>
	<entry>
		<id>http://wiki.trackersearth.com/w/index.php?title=Week_4:_Hunt_for_the_Troll_Market&amp;diff=1183</id>
		<title>Week 4: Hunt for the Troll Market</title>
		<link rel="alternate" type="text/html" href="http://wiki.trackersearth.com/w/index.php?title=Week_4:_Hunt_for_the_Troll_Market&amp;diff=1183"/>
		<updated>2021-07-04T21:27:11Z</updated>

		<summary type="html">&lt;p&gt;Gallison: Created page with &amp;quot;Trackers must find a mysterious, ancient scroll that contains secrets for reforging the Heartstone. They get a tip from the dwarf telling them the scroll is at the Troll Marke...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Trackers must find a mysterious, ancient scroll that contains secrets for reforging the Heartstone. They get a tip from the dwarf telling them the scroll is at the Troll Market!. The always exciting traveling market is  currently set up  near a pirate flotilla, where Trackers enter a competition with a pirate crew to vie for  a treasure that includes the scroll.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Advance Preparation =====&lt;br /&gt;
You will need to make a treasure map with 9-12 waypoints. Some possible layouts will be provided, or you can hand draw your own based on the natural features of your sites.&lt;br /&gt;
&lt;br /&gt;
Non Playable Characters (NPCs)&lt;br /&gt;
&lt;br /&gt;
These are the characters that may be encountered in this story. They are ordered from most to least screentime in the narrative. See an in-depth guide to playing each NPC on page __.&lt;br /&gt;
&lt;br /&gt;
Nash, a roguish pirate&lt;br /&gt;
&lt;br /&gt;
Elwood, a steampunk mechanic&lt;br /&gt;
&lt;br /&gt;
Cinna, a nomadic philosopher previously of the Village&lt;br /&gt;
&lt;br /&gt;
Umoggra, the troll merchant&lt;br /&gt;
&lt;br /&gt;
Peregrine, captain of the Red Line&lt;br /&gt;
&lt;br /&gt;
Day One Morning&lt;br /&gt;
&lt;br /&gt;
Following the first Guild Ceremony, usher everyone to the Village, which is in disarray. You can greet them as a Village native, and explain the situation based on the previous week.&lt;br /&gt;
&lt;br /&gt;
“Greetings, newcomers! We’ve had a little trouble here of late. The Village’s Hearthstone was broken apart, and we called for you to help us fix it.”&lt;br /&gt;
&lt;br /&gt;
Introduction Game of Choice - use the objective to pair Trackers&lt;br /&gt;
&lt;br /&gt;
Introduce them to Belna and Sable while handing out unprocessed Trackers Sticks. These can be sanded or decorated as they speak to the dwarven elder. &lt;br /&gt;
&lt;br /&gt;
Belna cannot speak directly to the Trackers, as she knows only dwarven. However, she presents you with a pictograph map. Sable explains it leads to the location of the mysterious, always-moving Troll Market. Belna has dealt with a merchant of ancient healing texts, and believes there to be some kind of ritual scroll about how to  heal a Village’s Hearthstone.&lt;br /&gt;
&lt;br /&gt;
Sable is less confident in the group than Belna, and expresses her wish to see you in action before sending you on such an important task. &lt;br /&gt;
&lt;br /&gt;
Treasure Hunt Game - Send Tracker pairs into the woods to track down a bright-colored item with a number. When each pair has found their number and regrouped, the pairs with the same number become a team of four.&lt;br /&gt;
&lt;br /&gt;
Sable is reluctantly impressed! She suggests you set up a space for yourself in the Village to prepare for the journey to the Troll Market.&lt;br /&gt;
&lt;br /&gt;
Now in their teams, introduce Trackers to their Team and Secret Camps. Give them time to explore, map, and journal before lunch. You may also use this time to explain more of the lore surrounding the Troll Market or Hearthstone.&lt;br /&gt;
&lt;br /&gt;
Day One Afternoon&lt;br /&gt;
&lt;br /&gt;
On returning, it’s time to get serious about the mission! Sable will suggest a list of gear to prepare.&lt;br /&gt;
&lt;br /&gt;
Caretaking Game of Choice&lt;br /&gt;
&lt;br /&gt;
At last, it’s time to begin the hunt for the Troll Market! The map’s landmarks are very open to interpretation, so allow the Trackers to take the lead. When they feel certain they’ve found the landmark, confirm it and keep moving!&lt;br /&gt;
&lt;br /&gt;
Treasure Hunt, part 1/6&lt;br /&gt;
&lt;br /&gt;
Do your best to time the treasure hunting so they can find approximately half of the map’s markers before triggering the final scene of the afternoon.&lt;br /&gt;
&lt;br /&gt;
“There's rustling from the brush, but before you can react, you’re surrounded by a dozen armed bandits, holding you all at swordpoint. They all wear a purple and black striped bandana on their ankles, arms, or heads. A tall, very tan man steps forward and snatches the map out of a Tracker’s hands.&lt;br /&gt;
&lt;br /&gt;
As Nash: “Well blow me down! What an interestin’  map ya got there, strangers! Ya can  tell me all about it as ye empty yer pockets. Consider yerselves  prisoners of the Red Line.”&lt;br /&gt;
&lt;br /&gt;
Day Two Morning&lt;br /&gt;
&lt;br /&gt;
After morning activities, Trackers begin the roleplay day as the prisoners in the pirate’s camp, Nash and his gang have confiscated all your belongings and have them stacked in their camp.  &lt;br /&gt;
&lt;br /&gt;
“A kestrel with a message on its leg flies down to land on Nash’s outstretched arm. He reads the message and grins. “Yer some lucky ones, ye are! Our captain wants to jaw with ya about this here map . Seems it leads to a treasure cache we been after fer months. We pirates take a lie-down in the heat o’ the day, but don’t even think about trying anything. You’ll regret it before you can take a single step out of camp.”&lt;br /&gt;
&lt;br /&gt;
The pirates proceed to have some downtime. There are 2-3 guards on alert. Nash is taking a nap, keeping the treasure map on his person.&lt;br /&gt;
&lt;br /&gt;
Stealth Game of Choice&lt;br /&gt;
&lt;br /&gt;
Retrieving the map is optional, requiring a separate thievery minigame of its own. If the Trackers skip this step, you can replace the subsequent treasure hunting with orienteering games.&lt;br /&gt;
&lt;br /&gt;
Treasure Hunt, part 2/6&lt;br /&gt;
&lt;br /&gt;
As the penultimate last landmark is marked off, announce seeing something on the horizon. It’s the Troll Market!&lt;br /&gt;
&lt;br /&gt;
Day Two Afternoon&lt;br /&gt;
&lt;br /&gt;
“The clearing ahead is easily visible with bright-colored cloths covering merchant stalls. Small crowds mill about, speaking languages and wearing clothing of many cultures. You spot a large booth manned by a towering troll, which seems to match the last pictograph on the map.” &lt;br /&gt;
&lt;br /&gt;
Trackers now have time to explore the Troll Market, with the suggestion that they start with the troll merchant herself.&lt;br /&gt;
&lt;br /&gt;
“Welcome to the Troll Market, travelers! I’m Umoggra and this is my stall. Since you’re new ‘round here, let me explain our payment system. Everything ‘round the market is up for trade: goods, services, or information. Some merchants will take goods or services as payment, but I accept only stories. Funny stories. Scary stories. Good stories. Bad stories. Tell me what you are seeking, and I’ll tell you what kind of stories I want in return.”&lt;br /&gt;
&lt;br /&gt;
Trackers can either show Umoggra the map or ask about the ancient scroll  on healing Hearthstones. Either way, Umoggra will recognize what you’re looking for. However, it’s a one-of-a-kind item, and part of a treasure cache held in the private collection of someone very dangerous.&lt;br /&gt;
&lt;br /&gt;
If you want more information, she needs payment. She’ll accept one story from each team, on the theme of Nature Misadventures.&lt;br /&gt;
&lt;br /&gt;
Storytelling Game&lt;br /&gt;
&lt;br /&gt;
As the Trackers finish their stories, the pirates stroll up. Nash loudly claims that the pirates should be given the info instead. He will gladly match the number of stories paid, and more importantly… he claims their stories will be better. &lt;br /&gt;
&lt;br /&gt;
(This argument does hold some weight with Umoggra, which Nash knows from trading with her for years.)&lt;br /&gt;
&lt;br /&gt;
As Umoggra: “Hmph! I can’t exactly refund their stories, Nash. Here’s what I’ll do: I’ll give the Trackers the coordinates and a head start. Then the Red Line can give me their stories and go after the treasure later in the day.”&lt;br /&gt;
&lt;br /&gt;
Nash accepts this confidently, bragging that they’ll have no problem catching up to you by sea. Umoggra gives you a hand-drawn map, along with advice on a shortcut you have a feeling she will not be pointing out to Nash.&lt;br /&gt;
&lt;br /&gt;
Day Three Morning&lt;br /&gt;
&lt;br /&gt;
Start the day in Team and Secret Camps, journaling and preparing. The imaginary timer on hunting down the treasure cache doesn’t get started until you leave the Troll Market.&lt;br /&gt;
&lt;br /&gt;
Treasure Hunt, part 3/6&lt;br /&gt;
&lt;br /&gt;
Somehow the pirates beat you to the first landmark. However, you can inform your group that the pirates will have to sail around a much longer area to reach the next one, so if you hurry, you can still win!&lt;br /&gt;
&lt;br /&gt;
Treasure Hunt, part 4/6&lt;br /&gt;
&lt;br /&gt;
Reach the second landmark ahead of the pirates. You have the time and opportunity to set a trap for the pirates.&lt;br /&gt;
&lt;br /&gt;
Trap Setting Game&lt;br /&gt;
&lt;br /&gt;
Day Three Afternoon&lt;br /&gt;
&lt;br /&gt;
“The trap worked, judging by howls of rage coming from behind us!”&lt;br /&gt;
&lt;br /&gt;
Treasure Hunt, part 5/6&lt;br /&gt;
&lt;br /&gt;
After the final leg of the hunt, the Trackers come to an area that will be standing in for  an underwater area. If possible, find the edge of an incline which can play a descent into water.&lt;br /&gt;
&lt;br /&gt;
As the guide, provide a recipe for a water breathing potion (designed by Isha in the Village). Send the teams out to find the ingredients, which can be improvised.&lt;br /&gt;
&lt;br /&gt;
Foraging Game of Choice&lt;br /&gt;
&lt;br /&gt;
Crafting a Tea Tutorial&lt;br /&gt;
&lt;br /&gt;
Day Four Morning&lt;br /&gt;
&lt;br /&gt;
Trackers may proceed directly to their Team camps to journal and mentally prepare. In the meantime, prepare the Water Breath Tea the Trackers created yesterday! Make sure to double-check the ingredients are all safe. You may add sugar or honey to make it more palatable.&lt;br /&gt;
&lt;br /&gt;
Group everyone up in a circle to do a tea tasting. The effects need a few moments to set in, so walk them through a quick guided improv/meditation session. &lt;br /&gt;
&lt;br /&gt;
“Expand the circle, making sure everyone has enough space to make large gestures. Now close your eyes. Feel the breeze on your face, smell the salt in the air. Take your first step into the water. It’s cool to the touch. Take several strides into the cold water, letting it rush over your knees, up to your waist, then your chin. Keep walking and breathing normally, and soon you realize, you’re breathing just fine under the lake!”&lt;br /&gt;
&lt;br /&gt;
The last leg of the search is in an underwater area, so consider imposing a roleplay mechanic like moving in slow motion or talking with your cheeks sucked in like a fish. &lt;br /&gt;
&lt;br /&gt;
Treasure Hunt, part 6/6&lt;br /&gt;
&lt;br /&gt;
When you finally arrive at the destination, it is not simply the treasure. Alas! Instead, it’s an underwater lair, sealed with glass panels and steampunk tech.&lt;br /&gt;
&lt;br /&gt;
As you reach the entrance hatch and start to rotate the heavy hydraulic wheel, there’s a disturbance in the current behind you. It would seem the lair has a guard: the Great Kraken! The Trackers will have to fight it off before they can open the hatch.&lt;br /&gt;
&lt;br /&gt;
Combat or Pure Play Game of Choice &lt;br /&gt;
&lt;br /&gt;
Once victory over the kraken has been attained, designate a team to finish turning the wheel, sending steam jetting into the water and opening onto a pressurized chamber. Hurry the Trackers inside, giving the team who opened the door the chance to dramatically run and jump through at the last moment.&lt;br /&gt;
&lt;br /&gt;
The pressure in the chamber releases as you slam the door shut behind them. The door across the room opens into the rest of the lair, silhouetting a lanky man with goggles and bits of old tech strapped to a neat waistcoat. &lt;br /&gt;
&lt;br /&gt;
As Elwood: “I say, who might you all be? Are you here to rescue me, perchance?”&lt;br /&gt;
&lt;br /&gt;
Day Four Afternoon&lt;br /&gt;
&lt;br /&gt;
After returning from the break, the Trackers will have a chance to question the mysterious Steampunk man. In addition to answering questions honestly, he will give them the lowdown on his plight (review on page __) and beg for help escaping the lair. &lt;br /&gt;
&lt;br /&gt;
How did you get here? “Cinna approached me, telling me he had fulfilling work for an engineer, and could pay me with rations to feed myself and my family. He’s kept his word, far as I know, but the drawback is that I can’t leave. Not until I finish his mechanical abomination, at least.”&lt;br /&gt;
&lt;br /&gt;
Mechanical abomination?? “He told me living puppets had failed him too many times. He wants me to build for him  a mechanical chassis. Long ago they called them “ro-bits,” would you believe? I don’t understand how Cinna means to power it. Something about a magic fire stone?”&lt;br /&gt;
&lt;br /&gt;
Why don’t you engineer a way out? “I don’t know how. PlusCinna has the kraken guarding this lair. Even if I could build an escape vehicle, I don’t like my chances of getting past it. Maybe with your help, though?”&lt;br /&gt;
&lt;br /&gt;
So… any treasure around here? “Oh my! Of course, you’re not here for me, you’re looking for the treasure buried here. Cinna got to it and is putting it to use… he melted it down and now I’m using it to build the ro-bit.” &lt;br /&gt;
&lt;br /&gt;
What about the non-metal parts  of the treasure? “Anything else is probably in Cinna’s office, I would imagine. I would dearly like to see that ancient scroll.  It’s supposed to include some rare potions and texts.”&lt;br /&gt;
&lt;br /&gt;
Trackers may agree or deny Elwood’s request to help him, but either way, they’ll want to locate Cinna’s office and find the scrollHearthstone text. Have the teams split up to investigate the area for the treasure. Hide bright, clearly labeled “treasures” around the area, giving each team an opportunity to find more than one piece.&lt;br /&gt;
&lt;br /&gt;
Find the Treasure Game&lt;br /&gt;
&lt;br /&gt;
After the treasures are found, the teams may group up at Elwood’s location to plan an escape. However, you announce a clanking sound from the pressurized entrance. Elwood suggests you all hide, quick: it must be Cinna returning!&lt;br /&gt;
&lt;br /&gt;
Stealth Game of Choice&lt;br /&gt;
&lt;br /&gt;
“You’re all sufficiently hidden when the metal door groans open once again. In walks a group of familiar warriors. It’s the Red Line pirates, soaked to the bone and led by Nash and a six-foot woman. She empties a flamboyant captain’s hat of water and places it on her head before fixing her eyes on Elwood.”&lt;br /&gt;
&lt;br /&gt;
As Peregrine: “Good day, friend! Lead me to the treasure and no harm will come to ye.”&lt;br /&gt;
&lt;br /&gt;
Combat Game of Choice: Surprise Attack&lt;br /&gt;
&lt;br /&gt;
The Trackers fight the pirates until the door opens again… this time, it’s Cinna!&lt;br /&gt;
&lt;br /&gt;
Day Five Morning&lt;br /&gt;
&lt;br /&gt;
Begin the day in a standoff with the pirates and Cinna. He isn’t surprised to find you all gathered in his headquarters.&lt;br /&gt;
&lt;br /&gt;
“I see you all found your way here with the treasure map! I found it months ago, of course, and built this wondrous place! I welcome visitors... How else will I test my creation? Elwood, start the robot’s engine!”&lt;br /&gt;
&lt;br /&gt;
Elwood is reluctant. If the Trackers agreed to help him previously, Elwood will find a backbone and refuse to operate the robot, leaving Cinna to do it himself. If they refused to help Elwood previously, he will obey Cinna.&lt;br /&gt;
&lt;br /&gt;
Robot Fight - Improv and Combat Game&lt;br /&gt;
&lt;br /&gt;
The first part of the robot fight features pirates fighting with the robot and against the Trackers. As the fight goes on, the pirates realize the robot is against them as well, so they begin to help the Trackers. Working together, the pirates and Trackers  are able to defeat the robot.&lt;br /&gt;
&lt;br /&gt;
“Servos and gears explode outward as the damaged engine combusts! The glass windows of the headquarters rattle with the explosion, and then you all see it… a single crack&lt;br /&gt;
&lt;br /&gt;
Retrieve the treasure and escape lair&lt;br /&gt;
&lt;br /&gt;
Treasure is divvied&lt;br /&gt;
&lt;br /&gt;
You learn about the pirates’ pure-ish intentions&lt;br /&gt;
&lt;br /&gt;
Day Five Afternoon&lt;br /&gt;
&lt;br /&gt;
Either way, the ending goes...&lt;br /&gt;
&lt;br /&gt;
Traverse to the village&lt;br /&gt;
&lt;br /&gt;
Present village NPCS with the ancient text of Hearthstone knowledge&lt;br /&gt;
&lt;br /&gt;
Celebration in the Village&lt;/div&gt;</summary>
		<author><name>Gallison</name></author>
		
	</entry>
	<entry>
		<id>http://wiki.trackersearth.com/w/index.php?title=Week_3:_The_Deep_Warrens&amp;diff=1132</id>
		<title>Week 3: The Deep Warrens</title>
		<link rel="alternate" type="text/html" href="http://wiki.trackersearth.com/w/index.php?title=Week_3:_The_Deep_Warrens&amp;diff=1132"/>
		<updated>2021-07-02T06:56:37Z</updated>

		<summary type="html">&lt;p&gt;Gallison: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Earthquakes have been happening a lot in Cascadia ever since the Hearthstone shattered. A stranger to the village arrives with a warning! There’s a villain harming the earth from deep inside a nearby cave system in the mountains, called the Deep Warrens. If they’re not stopped, the damage could destroy all of Cascadia!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Advance Preparation=====&lt;br /&gt;
You will need props or a plan to handle a few of this weeks adventures:&lt;br /&gt;
&lt;br /&gt;
*A number of colored [[bands]] to mark objectives in games.&lt;br /&gt;
*Ideally, you’ll be able to dig or have access to a pit in the ground for a character to be trapped. If this isn't possible, the scenario can be easily be acted out as improv.&lt;br /&gt;
*A printout or hand-copied version of the Dwarven message from Belna (see Day 2 for download).&lt;br /&gt;
*You will also need to have a rock to play the part of the Dwarven Hearthstone. This can definitely be picked up on the fly, but keep an eye out for a cool one.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======Non Playable Characters (NPCs)======&lt;br /&gt;
These are the [[NPCs]] that may be encountered in this story. They are ordered from most to least screentime in the narrative.&lt;br /&gt;
&lt;br /&gt;
*Belna&lt;br /&gt;
*Cinna&lt;br /&gt;
*Ral&lt;br /&gt;
*Sable&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======Day One Morning======&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The first game of the day establishes teams of four. Choose one of the options below:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot; style=&amp;quot;color: rgb(62, 83, 137)&amp;quot;&amp;gt;Forehead Dots&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
Trackers all get a colored mark on their forehead while their eyes are closed. Mark four Trackers in each color, and choose randomly, as these will be future teams. The &amp;quot;dots&amp;quot; can be masking tape, a post-it, or even washable marker.&lt;br /&gt;
&lt;br /&gt;
When you're done, Trackers open their eyes. They must now sort themselves into teams in complete silence, using only non-verbal communication to find their color matches.&lt;br /&gt;
&lt;br /&gt;
OR&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot; style=&amp;quot;color: rgb(62, 83, 137)&amp;quot;&amp;gt;Hide and Seek Out Your Team&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
Half the Trackers hide within specified boundaries. After 30 seconds head start, send the other half out in search. When the seekers find someone, they both head back to group up, and are now teammates!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In the second round, play this in pairs to end with teams of four. Team Camp time this morning should include time for journaling and  character creation.&lt;br /&gt;
&lt;br /&gt;
At the beginning of Morning Adventures, lead the group to the Village area and introduce yourself as their Guide.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;blockquote&amp;gt;“Welcome to the Village! This is the nearest community of humans in Cascadia and your home for the next week. The Village was mostly destroyed last week by natural disasters when the Hearthstone was stolen, but things are mostly better now we have it back… in pieces. You’ve all been summoned from local areas to help investigate if, and how, a Hearthstone can heal.&amp;quot;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Explain the basics of [[Hearthstone]] lore. You can also make up your own identity and Guild affiliation, so long as you're a native to the Village. Your current assignment is leading the effort to mend the Hearthstone. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Next, introduce Trackers to an [[NPCs|NPC]], Indigo. They're a friendly and charming Ranger with a pet osprey, Scree, which nips at their ears as they try to talk. Play Scree for laughs when you can!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Indigo explains that, because of the natural disasters in the area, they need to check everything's location for the Village's reference. Could you help them by mapping things out?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Map Area Around Village&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You may play the guide as well as Indigo while helping the Trackers set up their camps. Remember to include Indigo’s falcon, Scree, for some comedy! After the area has been arranged, Indigo will express his appreciation for your help with this project. As thanks, he offers to teach you how to stick fight.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Stick Fighting&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Once the Trackers seem to have the basics, announce a rumbling in the earth! Oh no, maybe the natural disasters aren't over?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
======Day One Afternoon======&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Afternoon Adventures begin with the Guide sharing intriguing news with the Trackers: the Village is abuzz, because during your training, a dwarven elder came through town! This is a rare occurrence, the first time in decades such an ancient dwarf has visited a human camp.&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
&lt;br /&gt;
*Here’s what you can tell them, cobbled together from the villagers’ gossip:&lt;br /&gt;
*They think the dwarf was a woman, but she has a pretty magnificent beard&lt;br /&gt;
*Nobody speaks Dwarvish except Sable (a ranger who’s on the hunt)&lt;br /&gt;
*The dwarf seemed to need help&lt;br /&gt;
*The dwarf left about 20 minutes ago, and seemed to be following (choose an animal type to track)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Teach the Trackers’ teams to move through the wilderness and the basics of tracking. Following this animal will lead you towards the dwarf, after which you can hopefully find out what she needs!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Tracking Game of Choice&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You finally come across the dwarf… who’s at the bottom of a pit that opened up during the earthquake! She’s clearly in distress. If you have any Trackers with a Dwarven origin, you may note that she's using some ''strong language''.&lt;br /&gt;
&amp;lt;br /&amp;gt;'''&amp;lt;span class=&amp;quot;col-blue-navy ve-pasteProtect&amp;quot;&amp;gt;Rescue Game&amp;lt;/span&amp;gt;'''  - This can be a realistic rescue from a pit trap if an appropriate site is found. If not, this game may include foraging and crafting cordage to make a rope, then an improv challenge to pull the dwarf to safety.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The dwarven woman is very grateful! She’s able to gesture to herself and communicate her name: Belna. If there are any Trackers with a dwarven origin culture, they can try and speak to her, but with limited success (i.e. they can get the nouns underlined below).&lt;br /&gt;
&lt;br /&gt;
Belna is saying &amp;lt;u&amp;gt;help&amp;lt;/u&amp;gt;, pointing in the direction of &amp;lt;u&amp;gt;mountains&amp;lt;/u&amp;gt;. She’s &amp;lt;u&amp;gt;frightened&amp;lt;/u&amp;gt; of something! &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As the Guide, you can note that those mountains contain a cave system where most local dwarves live. Maybe something is wrong at the dwarven settlement?&lt;br /&gt;
&lt;br /&gt;
======Day Two Morning======&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Before the day begins, print Belna's message and Dwarven cipher and plant a bandana in the area the Trackers will be searching for Sable later in the morning.'''&lt;br /&gt;
[[File:Belna Message.jpg|left|thumb|285x285px|Message from Belna, written in Old Dwarvish.]]&lt;br /&gt;
[[File:Dwarven Cipher.jpg|thumb|285x285px|Dwarven cipher.]]&lt;br /&gt;
Start the day with a '''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Pure Play Game of Choice&amp;lt;/span&amp;gt;'''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Start the Morning Adventures in the Village with Belna. She seems to feel better from her fall, but is still insistent on communicating her message. She writes something down in Dwarven, which is essentially a cipher. Trackers with Dwarven origins can be given the translation for all vowels.&lt;br /&gt;
&lt;br /&gt;
Indigo offers to watch Belna so you can go find Sable, the ranger who speaks Dwarven fluently. Teams break up to comb the nearby woods for the bandana you hid to represent her position.&lt;br /&gt;
[[File:Belna Message with Vowels.jpg|left|thumb|285x285px|Belna's message with vowels translated.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;'''Searching or Tracking Game of Choice'''&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After everyone is grouped up at Sable’s location, she can introduce herself properly:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;“You all’d better have a good reason for disturbing my hunt! Catching food is a matter of life and death for our Village, you know. Speaking of which, I haven’t seen any of you around before. If you say you’re one of us and want a favor from me? You’d better prove you’re worth it.”&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;'''Survival Game of Choice'''&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Sable admits, you have the skills valued by the Village, and she did hear there would be newcomers. She’ll take a look at the message from Belna and do her best to translate. However, Belna’s language is the oldest and least accessible form of Dwarven, and there are a few symbols she doesn’t recognize. Trackers must finish piecing together the message to fully learn Belna’s predicament:&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;“Dwarves of the Deep Warrens need help! Stranger draining the mountain’s spirit, our spirit.”&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sable is surprised and alarmed to read this. She wants to return to the Village with you to meet and talk to Belna in person. Though grudgingly, she can tell you the following information about the Deep Warrens:&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*It’s a chain of small mountains with a deep, interconnected cave system underneath&lt;br /&gt;
*It has long been the home of the dwarves, though they long ago they had to cease mining and pursue lifestyles that cause less pain to the earth&lt;br /&gt;
*There are rumors that the underground caves are haunted by the ghosts of ancient dwarven miners&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sable thinks those rumors are probably right. Return to the Village to digest this info, and also lunch.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
======Day Two Afternoon======&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Lead the Trackers in &amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;'''Stick Combat'''&amp;lt;/span&amp;gt; as a warm-up for Afternoon Adventures.&lt;br /&gt;
&lt;br /&gt;
Sable meets you after your combat practice. She has been doing her best to communicate with Belna and suggests you all get geared up to head to the Deep Warrens. It sounds like the ancient dwarves' plight is more dire than the Village's right now.!&lt;br /&gt;
&lt;br /&gt;
Sable has the following facts for the Trackers (from Belna):&lt;br /&gt;
&lt;br /&gt;
*The life spirit of all dwarves is tied to their mountain homes. The ailing mountain is harming the dwarves who live there.&lt;br /&gt;
*A mysterious young mage is using some kind of magic to draw energy from the mountain.&lt;br /&gt;
*The mountain mems are angry&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Trackers may take some time to pack and prepare their gear for travel. Sable cautions to approach the mountains quietly and respectfully to avoid tangling with the mountain mems.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;'''Traversing and Improv Game: Enter the Mountain'''&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Hike to the top of the highest hill or available incline. From this vantage point, designate a low point in the distance as the entrance to the caves. As the Trackers travel downwards, describe what they are seeing:&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;blockquote&amp;gt;&amp;quot;The terrain underfoot becomes rocky and uneven. You see, up ahead, the mouth of the cave is only a few feet high. We'll have to crawl to get inside. The rocks around you are cool and moist to the touch as you make into into the first cave. The afternoon sun shines a bar of light into the chamber, but when it stops, complete darkness takes over.&amp;quot; &amp;lt;/blockquote&amp;gt;When everyone has crawled inside the area cast as the Cave, the ground begins to shake underfoot. It's another earthquake! Guide the Trackers' improv of the scenario with prompts such as the following:&lt;br /&gt;
&lt;br /&gt;
*Rocks begin to fall around the entrance. Get back from it!&lt;br /&gt;
*The floor rumbles violently, shaking your whole body.&lt;br /&gt;
*Drop down and protect your head!&lt;br /&gt;
*Pebbles and dirt rain down on your back and heads.&lt;br /&gt;
*The sunlight is fully blocked out, leaving us in complete darkness.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The entrance to the cave is impassibly caved in. Trackers are trapped in the cave system with mems, mages and who knows what else. Worse, everyone without dwarven origin will have to start tomorrow wearing blindfolds! &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
======Day Three Morning======&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;blockquote&amp;gt;“If any of you have second thoughts about exploring haunted mountain caves… it may be too late. The darkness around you is complete, hiding the stalactites dripping cold water onto your head. We should get away from this cave-in, in case there's another earthquake!&amp;quot;&amp;lt;/blockquote&amp;gt;Begin the day with a '''&amp;lt;span class=&amp;quot;col-blue-navy ve-pasteProtect&amp;quot;&amp;gt;Blindfolded Game of Choice&amp;lt;/span&amp;gt;'''. The object of this game, from a roleplaying view, will be to find your way out of the entrance cavern and into the tunnels.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Morning Adventures begins inside the tunnel complex of the Deep Warrens. You've lit torches (in roleplay, unless fire starting is kosher) and everyone can remove blindfolds. Start with some place-setting meditation to get everyone in the proper frame of mind.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;blockquote&amp;gt;“Sit in a circle and close your eyes. Take a deep breath in, hold it… and release. The darkness and rocky walls crowd in around you. It’s wet and very cool, and all you can hear is the drips of water falling from the ceiling and echoes of any noise you and your teammates’ make. As your breathing finds a rhythm, you feel the rhythm of the mountain around you. It pulses like an irregular heartbeat. You can feel the wrongness of the energy in here. Maybe it’s the restless spirits of dwarven miners, or maybe it’s the pain of the mountain itself, tunneled into and mined of its life-blood.&amp;quot;&amp;lt;/blockquote&amp;gt;Determine the boundaries of play and have the teams break apart to investigate their surroundings. Suggest they move slowly, map the location, and make note of anything strange they see. Ensure everyone knows the sound of a game-over signal which you can call out.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Exploration Game of Choice&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Group everyone up after the exploration and mapping. You can sense a low rumbling in the earth again. Is it another earthquake? The rumbling turns into a rhythmic pounding, and you realize it's something worse than an earthquake: it's a powerful, towering rock creature called a Saxum Brute! It roars and lumbers forward to attack. We’ll need to stop it or evade it, and quick!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;'''Pure Play Game of Choice'''&amp;lt;/span&amp;gt; to Evade&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;col-blue-navy ve-pasteProtect&amp;quot;&amp;gt;'''Stick Combat Game of Choice'''&amp;lt;/span&amp;gt; to Fight (the Brute retreats, Trackers don't ultimately harm it)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Once free of the Saxum Brute, lead the Trackers to an area that will represent the villain’s main lab. Describe the cavernous chamber as covered in ancient, rusted tech and scribbled notes and diagrams. There is a locked journal, which is labeled, &amp;quot;property of Cinna&amp;quot;. Most eye-catching, however, is a human-sized glass tank almost completely filled glowing green energy. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Just before the break, footsteps can be heard from another tunnel. They're headed straight for the Trackers!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======Day Three Afternoon======&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Pick up right before the source of the footsteps is revealed. All Trackers should be in hiding places while you narrate or act out the following scene:&amp;lt;br /&amp;gt;&amp;lt;blockquote&amp;gt;“A cloaked figure with a large wooden staff walks into the chamber. Tendrils of ancient, gnarled roots snatch at him, but he slams his stick to the stone floor, sending them scurrying away as if in fear. The top of the staff glints, and you realize the top is set with the Village’s Hearthstone! The figure pushes back the hood to reveal the face of a young man. This must be Cinna!&amp;quot;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Cinna storms into the lair and complains about how dark it is in the Deep Warrens. He points the Hearthstone staff out to the glowing green energy, and the amount decreases in the tank decreases slightly. The torches flare brighter... revealing your positions!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;blockquote&amp;gt;&amp;quot;What's this? How did you all get here?! You'd better not have touched my research!&amp;quot;&amp;lt;/blockquote&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;'''Fight with Cinna'''&amp;lt;/span&amp;gt;&lt;br /&gt;
During this fight, designate four targets: Cinna and three incomplete robots, which rise jerkily from the ground to face the Trackers. They're animated by Hearthstone magic, not tech! Cinna has two abilities:&lt;br /&gt;
&lt;br /&gt;
#An attack with bright green magic which stops one Whisker from each team attacking this round&lt;br /&gt;
#Using some energy from the tank, he casts a shield over himself and one of his robot minions&lt;br /&gt;
#&lt;br /&gt;
&lt;br /&gt;
'''Cinna roleplays with the Trackers during combat.''' Here is his position:&lt;br /&gt;
&lt;br /&gt;
*He's found a way to harvest the mountain's energy using the Hearthstone&lt;br /&gt;
*The energy he's harvested from the mountain can help the Village&lt;br /&gt;
*The energy can power shields against raiders or natural disasters, and he's still experimenting&lt;br /&gt;
*He feels entitled to use the Hearthstone, as he is from the Village&lt;br /&gt;
*He demands to know why you're here&lt;br /&gt;
*He doesn't believe you about the plight of the dwarves (he's never met one)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Trackers have the following goals for each round:&lt;br /&gt;
&lt;br /&gt;
#Pathfinders choose which (unshielded) target to focus.&lt;br /&gt;
#Cloaks block Cinna's attack on the team by hitting the Cinna target with a projectile (if successful, no one loses a round)&lt;br /&gt;
#Whiskers attack the target designated by the Pathfinder with sticks or foam swords&lt;br /&gt;
&lt;br /&gt;
Each robot takes 12-20 hits to take down. When two are defeated, Cinna will only be able to shield himself. When all three robots are down, Trackers have won the battle!&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;blockquote&amp;gt;When beaten, Cinna sputters with disbelief. &amp;quot;This is ridiculous! You're not even from the Village, yet you dare enter ''my'' domain and interfere--&amp;quot;&amp;lt;br /&amp;gt;&amp;lt;/blockquote&amp;gt;As Cinna calls you out, the mountain begins to groan and rumble. It’s angry that Cinna called the mountain ''his'' domain! &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Cinna lunges for you as the debris begins to fall from the rattling ceiling. Lead the Trackers back towards the pick-up area, roleplaying Cinna's pursuit and the cave collapsing you!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;'''Cave Escape Improv'''&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As you close in on your destination, Cinna calls out that there's not time to make it to the exit. Describe the torrential rumbling as the surrounding area is filled with rubble. We’re now even more trapped than before! And what’s more… Cinna is trapped with us!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======Day Four Morning======&lt;br /&gt;
&amp;lt;br /&amp;gt;'''Before the gameplay begins, plan a time to hide Cinna's Energy Notes in the area around his lab.'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Begin the day with a '''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Pure Play Game of Choice&amp;lt;/span&amp;gt;'''. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Morning Adventures begin trapped in a small bubble of air within the otherwise collapsed tunnel.  A very sour Cinna is trapped with you, and the situation looks pretty grim. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Trackers talk to Cinna and learn about his backstory and motivations. See the [[NPCs|NPC]] page to review his characteristics. Here are some of the topics he can expand upon:&lt;br /&gt;
&lt;br /&gt;
*The ghosts in the mountain aren’t dwarf spirits, they’re the mountain itself&lt;br /&gt;
*The mountain has a latent anger from the days when dwarves were miners&lt;br /&gt;
*Since then, the dwarves have done their best to heal and care for the mountain&lt;br /&gt;
*Cinna finds it very pesky this anger came back to fight against his work&lt;br /&gt;
*He’s only taking a small amount of the mountain's energy (the glowing green tank in his lab) and storing it in the Hearthstone to amplify its abilities&lt;br /&gt;
*He says the energy can be put to better use in the Village&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;blockquote&amp;gt;&amp;quot;Anyway, since we're stuck in here together… if you don’t all want to die in this tunnel, you’d better work with me to get out. I can use the Hearthstone to levitate the rubble around us, but you'll have to crawl out to my lab and find a way to rescue me!&amp;quot; &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Army Crawl Course&amp;lt;/span&amp;gt;''' &amp;lt;span class=&amp;quot;col-black&amp;quot;&amp;gt;(can include extra obstacles)&amp;lt;/span&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Trackers successfully return to the lab, which is structurally damaged, but not quite crumbling. They other exits have caved in, so options of escape are limited to using the reservoir of mountain energy! There are three buttons on the tank, labeled with directional arrows: &amp;gt;, ^, and &amp;lt;, respectively. What does that mean?&lt;br /&gt;
[[File:Cinna's Energy Notes.jpg|thumb|250x250px|Cinna's Energy Notes (cut into three strips)]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Hunt for Cinna's Energy Notes&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
Hide the three clues around the area and have Tracker teams search for them. Once the clues are all found, allow Trackers to discuss which to press!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Over lunch, consider using the events of the game as a teachable moment about the environmental consequences and dangers of fracking. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======Day Four Afternoon======&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Start in the villain’s lab, where a choice must be made! Trackers must select and press a button. Navigate to their choice for determine how the afternoon plays out.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-red&amp;quot;&amp;gt;Send Energy to Hearthstone&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
The tank glows brightly before beginning to drain. You hear a crash behind you as Cinna uses the Hearthstone to punch through the collapsed tunnel and into the lab. However, this action has a consequence: Saxum Brutes awaken, animated by excess energy, and arise from the walls of the cavern in anger!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
From this point to end of day:&lt;br /&gt;
&lt;br /&gt;
*Cinna and the Brutes begin to fight, demolishing the lab&lt;br /&gt;
*Trackers can press another button to direct the flow of energy away from the Hearthstone&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;col-blue-navy ve-pasteProtect&amp;quot;&amp;gt;'''Stealth Game of Choice'''&amp;lt;/span&amp;gt; to stay out of the combatants' way while choosing another button to press&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-red&amp;quot;&amp;gt;Return Energy to Source&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
The button is stuck and won't press down all the way! However, tank begins to glow red. Saxum Brutes step down from the walls of the cavern, advancing on the group and breaking open part of the cavern wall! &lt;br /&gt;
&lt;br /&gt;
They reach down, as if to grab the Trackers, but are stopped at the last moment by an attack from Cinna! He's crawled his way free of the tunnel and glares at the Trackers. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
From this point:&lt;br /&gt;
&lt;br /&gt;
*Cinna is furious the Trackers would reverse all his good work and ruin his lab&lt;br /&gt;
*He uses the Hearthstone to shield himself from the Brutes and leaves through the cavern wall&lt;br /&gt;
*We'd better get the button to work!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;col-blue-navy ve-pasteProtect&amp;quot;&amp;gt;'''Stealth Game of Choice'''&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;col-black&amp;quot;&amp;gt;to evade Brutes&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Set up an objective to represent the energy tank. Once reached, Trackers may slam the button in effort to continue the energy return process. Skip to the last game of the day.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-red&amp;quot;&amp;gt;Release Energy ??&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
The tank opens, and most of the energy blasts out (DUCK!) It bursts through the ceiling and down the tunnels, vaporizing everything in its way! Debris rains on everyone in the wake of the destruction. Saxum Brutes awaken, animated by excess energy, and arise from the walls of the cavern in anger! Cinna crawls out from the tunnel.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
From this point to end of day:&lt;br /&gt;
&lt;br /&gt;
*Cinna is annoyed the Trackers chose such an unpredictable method of release and ruined his lab&lt;br /&gt;
*He uses the Hearthstone to shield himself from the Brutes and leaves through the cavern wall&lt;br /&gt;
*We'd better figure out how to stop the Brutes from smashing us!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;col-blue-navy ve-pasteProtect&amp;quot;&amp;gt;'''Combat Game of Choice'''&amp;lt;/span&amp;gt; to defend against Brutes&lt;br /&gt;
&lt;br /&gt;
If Trackers don't arrive there on their own, suggest reversing the energy to stop the Brutes. You can add an additional stealth function to getting to the tank again. Hitting the button allows you to skip to the last game of the day.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All threads lead to the final '''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Improv Game - Reverse the Stream&amp;lt;/span&amp;gt;'''&amp;lt;blockquote&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
“The device sparks and whines as the mechanics begin to reverse. Suddenly it erupts with a beam of molten red energy. It hits the top of the cave and drips down the walls and onto the floor like lava. To everyone’s surprise,  the red energy goo causes’s no destruction caused. In fact, as the energy washes over the area, the cave begins to settle and stabilize in place. The rock monsters curl up to sleep once more, melding back into the mountain’s walls. The hole to the outside has been sealed over with rock like a healed wound. In the center of the room you find a large stone, glowing faintly and warm to the touch.”&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
What is it? We’ll find out more tomorrow!&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======Day Five Morning======&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Start the day with [[Eagle Eye|a game of Eagle Eye]]. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Morning Adventures begin in the Deep Warrens once more. You can identify the glowing stone as the probable Hearthstone of the mountain dwarves! The mountain was trying to protect it, but Cinna's use of the Village's Hearthstone was draining its power.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
They may choose to leave the Hearthstone in the care of the renewed mountain, or to take it back to the Village to present to Belna. &lt;br /&gt;
&lt;br /&gt;
The journey out is markedly more relaxed and fun! Saxum Brutes reawaken... to help clear your path!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Orienteering or Pure Play Game of Choice&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
When Trackers are ready, Belna rushes out to greet them. With Sable’s help, you’re able to communicate what happened and present Belna with the Dwarven Hearthstone (if it’s in their possession). Sable is grudgingly impressed, and Belna is appreciative of your undertaking. She will return to the mountains at dawn, but for now, it’s time to celebrate!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======Day Five Afternoon======&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After the break, Trackers may pack up their Team and Secret Camp and prepare to return to their own communities. This is a moment for journaling and reflection before Trackers say farewell to the Villagers. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;'''Celebration in the Village'''&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Wrap things up with pure play games. Give Trackers an opportunity to sign each other’s journals, visit the Troll Market, play Trackers Trivia, and generally have fun as they say farewell to this week of camp. &lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Gallison</name></author>
		
	</entry>
	<entry>
		<id>http://wiki.trackersearth.com/w/index.php?title=Week_3:_The_Deep_Warrens&amp;diff=1131</id>
		<title>Week 3: The Deep Warrens</title>
		<link rel="alternate" type="text/html" href="http://wiki.trackersearth.com/w/index.php?title=Week_3:_The_Deep_Warrens&amp;diff=1131"/>
		<updated>2021-07-02T00:36:38Z</updated>

		<summary type="html">&lt;p&gt;Gallison: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Earthquakes have been happening a lot in Cascadia ever since the Hearthstone shattered. A stranger to the village arrives with a warning! There’s a villain harming the earth from deep inside a nearby cave system in the mountains, called the Deep Warrens. If they’re not stopped, the damage could destroy all of Cascadia!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Advance Preparation=====&lt;br /&gt;
You will need props or a plan to handle a few of this weeks adventures:&lt;br /&gt;
&lt;br /&gt;
*A number of colored [[bands]] to mark objectives in games.&lt;br /&gt;
*Ideally, you’ll be able to dig or have access to a pit in the ground for a character to be trapped. If this isn't possible, the scenario can be easily be acted out as improv.&lt;br /&gt;
*A printout or hand-copied version of the Dwarven message from Belna (see Day 2 for download).&lt;br /&gt;
*You will also need to have a rock to play the part of the Dwarven Hearthstone. This can definitely be picked up on the fly, but keep an eye out for a cool one.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======Non Playable Characters (NPCs)======&lt;br /&gt;
These are the [[NPCs]] that may be encountered in this story. They are ordered from most to least screentime in the narrative.&lt;br /&gt;
&lt;br /&gt;
*Belna&lt;br /&gt;
*Cinna&lt;br /&gt;
*Ral&lt;br /&gt;
*Sable&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======Day One Morning======&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The first game of the day establishes teams of four. Choose one of the options below:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot; style=&amp;quot;color: rgb(62, 83, 137)&amp;quot;&amp;gt;Forehead Dots&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
Trackers all get a colored mark on their forehead while their eyes are closed. Mark four Trackers in each color, and choose randomly, as these will be future teams. The &amp;quot;dots&amp;quot; can be masking tape, a post-it, or even washable marker.&lt;br /&gt;
&lt;br /&gt;
When you're done, Trackers open their eyes. They must now sort themselves into teams in complete silence, using only non-verbal communication to find their color matches.&lt;br /&gt;
&lt;br /&gt;
OR&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot; style=&amp;quot;color: rgb(62, 83, 137)&amp;quot;&amp;gt;Hide and Seek Out Your Team&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
Half the Trackers hide within specified boundaries. After 30 seconds head start, send the other half out in search. When the seekers find someone, they both head back to group up, and are now teammates!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In the second round, play this in pairs to end with teams of four. Team Camp time this morning should include time for journaling and  character creation.&lt;br /&gt;
&lt;br /&gt;
At the beginning of Morning Adventures, lead the group to the Village area and introduce yourself as their Guide.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;blockquote&amp;gt;“Welcome to the Village! This is the nearest community of humans in Cascadia and your home for the next week. The Village was mostly destroyed last week by natural disasters when the Hearthstone was stolen, but things are mostly better now we have it back… in pieces. You’ve all been summoned from local areas to help investigate if, and how, a Hearthstone can heal.&amp;quot;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Explain the basics of [[Hearthstone]] lore. You can also make up your own identity and Guild affiliation, so long as you're a native to the Village. Your current assignment is leading the effort to mend the Hearthstone. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Next, introduce Trackers to an [[NPCs|NPC]], Indigo. They're a friendly and charming Ranger with a pet osprey, Scree, which nips at their ears as they try to talk. Play Scree for laughs when you can!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Indigo explains that, because of the natural disasters in the area, they need to check everything's location for the Village's reference. Could you help them by mapping things out?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Map Area Around Village&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You may play the guide as well as Indigo while helping the Trackers set up their camps. Remember to include Indigo’s falcon, Scree, for some comedy! After the area has been arranged, Indigo will express his appreciation for your help with this project. As thanks, he offers to teach you how to stick fight.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Stick Fighting&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Once the Trackers seem to have the basics, announce a rumbling in the earth! Oh no, maybe the natural disasters aren't over?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
======Day One Afternoon======&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Afternoon Adventures begin with the Guide sharing intriguing news with the Trackers: the Village is abuzz, because during your training, a dwarven elder came through town! This is a rare occurrence, the first time in decades such an ancient dwarf has visited a human camp.&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
&lt;br /&gt;
*Here’s what you can tell them, cobbled together from the villagers’ gossip:&lt;br /&gt;
*They think the dwarf was a woman, but she has a pretty magnificent beard&lt;br /&gt;
*Nobody speaks Dwarvish except Sable (a ranger who’s on the hunt)&lt;br /&gt;
*The dwarf seemed to need help&lt;br /&gt;
*The dwarf left about 20 minutes ago, and seemed to be following (choose an animal type to track)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Teach the Trackers’ teams to move through the wilderness and the basics of tracking. Following this animal will lead you towards the dwarf, after which you can hopefully find out what she needs!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Tracking Game of Choice&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You finally come across the dwarf… who’s at the bottom of a pit that opened up during the earthquake! She’s clearly in distress. If you have any Trackers with a Dwarven origin, you may note that she's using some ''strong language''.&lt;br /&gt;
&amp;lt;br /&amp;gt;'''&amp;lt;span class=&amp;quot;col-blue-navy ve-pasteProtect&amp;quot;&amp;gt;Rescue Game&amp;lt;/span&amp;gt;'''  - This can be a realistic rescue from a pit trap if an appropriate site is found. If not, this game may include foraging and crafting cordage to make a rope, then an improv challenge to pull the dwarf to safety.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The dwarven woman is very grateful! She’s able to gesture to herself and communicate her name: Belna. If there are any Trackers with a dwarven origin culture, they can try and speak to her, but with limited success (i.e. they can get the nouns underlined below).&lt;br /&gt;
&lt;br /&gt;
Belna is saying &amp;lt;u&amp;gt;help&amp;lt;/u&amp;gt;, pointing in the direction of &amp;lt;u&amp;gt;mountains&amp;lt;/u&amp;gt;. She’s &amp;lt;u&amp;gt;frightened&amp;lt;/u&amp;gt; of something! &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As the Guide, you can note that those mountains contain a cave system where most local dwarves live. Maybe something is wrong at the dwarven settlement?&lt;br /&gt;
&lt;br /&gt;
======Day Two Morning======&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Before the day begins, print Belna's message and Dwarven cipher and plant a bandana in the area the Trackers will be searching for Sable later in the morning.'''&lt;br /&gt;
[[File:Belna Message.jpg|left|thumb|285x285px|Message from Belna, written in Old Dwarvish.]]&lt;br /&gt;
[[File:Dwarven Cipher.jpg|thumb|285x285px|Dwarven cipher.]]&lt;br /&gt;
Start the day with a '''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Pure Play Game of Choice&amp;lt;/span&amp;gt;'''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Start the Morning Adventures in the Village with Belna. She seems to feel better from her fall, but is still insistent on communicating her message. She writes something down in Dwarven, which is essentially a cipher. Trackers with Dwarven origins can be given the translation for all vowels.&lt;br /&gt;
&lt;br /&gt;
Indigo offers to watch Belna so you can go find Sable, the ranger who speaks Dwarven fluently. Teams break up to comb the nearby woods for the bandana you hid to represent her position.&lt;br /&gt;
[[File:Belna Message with Vowels.jpg|left|thumb|285x285px|Belna's message with vowels translated.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;'''Searching or Tracking Game of Choice'''&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After everyone is grouped up at Sable’s location, she can introduce herself properly:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;“You all’d better have a good reason for disturbing my hunt! Catching food is a matter of life and death for our Village, you know. Speaking of which, I haven’t seen any of you around before. If you say you’re one of us and want a favor from me? You’d better prove you’re worth it.”&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;'''Survival Game of Choice'''&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Sable admits, you have the skills valued by the Village, and she did hear there would be newcomers. She’ll take a look at the message from Belna and do her best to translate. However, Belna’s language is the oldest and least accessible form of Dwarven, and there are a few symbols she doesn’t recognize. Trackers must finish piecing together the message to fully learn Belna’s predicament:&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;“Dwarves of the Deep Warrens need help! Stranger draining the mountain’s spirit, our spirit.”&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sable is surprised and alarmed to read this. She wants to return to the Village with you to meet and talk to Belna in person. Though grudgingly, she can tell you the following information about the Deep Warrens:&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*It’s a chain of small mountains with a deep, interconnected cave system underneath&lt;br /&gt;
*It has long been the home of the dwarves, though they long ago they had to cease mining and pursue lifestyles that cause less pain to the earth&lt;br /&gt;
*There are rumors that the underground caves are haunted by the ghosts of ancient dwarven miners&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sable thinks those rumors are probably right. Return to the Village to digest this info, and also lunch.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
======Day Two Afternoon======&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Lead the Trackers in &amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;'''Stick Combat'''&amp;lt;/span&amp;gt; as a warm-up for Afternoon Adventures.&lt;br /&gt;
&lt;br /&gt;
Sable meets you after your combat practice. She has been doing her best to communicate with Belna and suggests you all get geared up to head to the Deep Warrens. It sounds like the ancient dwarves' plight is more dire than the Village's right now.!&lt;br /&gt;
&lt;br /&gt;
Sable has the following facts for the Trackers (from Belna):&lt;br /&gt;
&lt;br /&gt;
*The life spirit of all dwarves is tied to their mountain homes. The ailing mountain is harming the dwarves who live there.&lt;br /&gt;
*A mysterious young mage is using some kind of magic to draw energy from the mountain.&lt;br /&gt;
*The mountain mems are angry&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Trackers may take some time to pack and prepare their gear for travel. Sable cautions to approach the mountains quietly and respectfully to avoid tangling with the mountain mems.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;'''Traversing and Improv Game: Enter the Mountain'''&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Hike to the top of the highest hill or available incline. From this vantage point, designate a low point in the distance as the entrance to the caves. As the Trackers travel downwards, describe what they are seeing:&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;blockquote&amp;gt;&amp;quot;The terrain underfoot becomes rocky and uneven. You see, up ahead, the mouth of the cave is only a few feet high. We'll have to crawl to get inside. The rocks around you are cool and moist to the touch as you make into into the first cave. The afternoon sun shines a bar of light into the chamber, but when it stops, complete darkness takes over.&amp;quot; &amp;lt;/blockquote&amp;gt;When everyone has crawled inside the area cast as the Cave, the ground begins to shake underfoot. It's another earthquake! Guide the Trackers' improv of the scenario with prompts such as the following:&lt;br /&gt;
&lt;br /&gt;
*Rocks begin to fall around the entrance. Get back from it!&lt;br /&gt;
*The floor rumbles violently, shaking your whole body.&lt;br /&gt;
*Drop down and protect your head!&lt;br /&gt;
*Pebbles and dirt rain down on your back and heads.&lt;br /&gt;
*The sunlight is fully blocked out, leaving us in complete darkness.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The entrance to the cave is impassibly caved in. Trackers are trapped in the cave system with mems, mages and who knows what else. Worse, everyone without dwarven origin will have to start tomorrow wearing blindfolds! &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
======Day Three Morning======&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;blockquote&amp;gt;“If any of you have second thoughts about exploring haunted mountain caves… it may be too late. The darkness around you is complete, hiding the stalactites dripping cold water onto your head. We should get away from this cave-in, in case there's another earthquake!&amp;quot;&amp;lt;/blockquote&amp;gt;Begin the day with a '''&amp;lt;span class=&amp;quot;col-blue-navy ve-pasteProtect&amp;quot;&amp;gt;Blindfolded Game of Choice&amp;lt;/span&amp;gt;'''. The object of this game, from a roleplaying view, will be to find your way out of the entrance cavern and into the tunnels.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Morning Adventures begins inside the tunnel complex of the Deep Warrens. You've lit torches (in roleplay, unless fire starting is kosher) and everyone can remove blindfolds. Start with some place-setting meditation to get everyone in the proper frame of mind.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;blockquote&amp;gt;“Sit in a circle and close your eyes. Take a deep breath in, hold it… and release. The darkness and rocky walls crowd in around you. It’s wet and very cool, and all you can hear is the drips of water falling from the ceiling and echoes of any noise you and your teammates’ make. As your breathing finds a rhythm, you feel the rhythm of the mountain around you. It pulses like an irregular heartbeat. You can feel the wrongness of the energy in here. Maybe it’s the restless spirits of dwarven miners, or maybe it’s the pain of the mountain itself, tunneled into and mined of its life-blood.&amp;quot;&amp;lt;/blockquote&amp;gt;Determine the boundaries of play and have the teams break apart to investigate their surroundings. Suggest they move slowly, map the location, and make note of anything strange they see. Ensure everyone knows the sound of a game-over signal which you can call out.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Exploration Game of Choice&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Group everyone up after the exploration and mapping. You can sense a low rumbling in the earth again. Is it another earthquake? The rumbling turns into a rhythmic pounding, and you realize it's something worse than an earthquake: it's a powerful, towering rock creature called a Saxum Brute! It roars and lumbers forward to attack. We’ll need to stop it or evade it, and quick!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;'''Pure Play Game of Choice'''&amp;lt;/span&amp;gt; to Evade&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;col-blue-navy ve-pasteProtect&amp;quot;&amp;gt;'''Stick Combat Game of Choice'''&amp;lt;/span&amp;gt; to Fight (the Brute retreats, Trackers don't ultimately harm it)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Once free of the Saxum Brute, lead the Trackers to an area that will represent the villain’s main lab. Describe the cavernous chamber as covered in ancient, rusted tech and scribbled notes and diagrams. There is a locked journal, which is labeled, &amp;quot;property of Cinna&amp;quot;. Most eye-catching, however, is a human-sized glass tank almost completely filled glowing green energy. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Just before the break, footsteps can be heard from another tunnel. They're headed straight for the Trackers!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======Day Three Afternoon======&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Pick up right before the source of the footsteps is revealed. All Trackers should be in hiding places while you narrate or act out the following scene:&amp;lt;br /&amp;gt;&amp;lt;blockquote&amp;gt;“A cloaked figure with a large wooden staff walks into the chamber. Tendrils of ancient, gnarled roots snatch at him, but he slams his stick to the stone floor, sending them scurrying away as if in fear. The top of the staff glints, and you realize the top is set with the Village’s Hearthstone! The figure pushes back the hood to reveal the face of a young man. This must be Cinna!&amp;quot;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Cinna storms into the lair and complains about how dark it is in the Deep Warrens. He points the Hearthstone staff out to the glowing green energy, and the amount decreases in the tank decreases slightly. The torches flare brighter... revealing your positions!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;blockquote&amp;gt;&amp;quot;What's this? How did you all get here?! You'd better not have touched my research!&amp;quot;&amp;lt;/blockquote&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;'''Fight with Cinna'''&amp;lt;/span&amp;gt;&lt;br /&gt;
During this fight, designate four targets: Cinna and three incomplete robots, which rise jerkily from the ground to face the Trackers. They're animated by Hearthstone magic, not tech! Cinna has two abilities:&lt;br /&gt;
&lt;br /&gt;
#An attack with bright green magic which stops one Whisker from each team attacking this round&lt;br /&gt;
#Using some energy from the tank, he casts a shield over himself and one of his robot minions&lt;br /&gt;
#&lt;br /&gt;
&lt;br /&gt;
'''Cinna roleplays with the Trackers during combat.''' Here is his position:&lt;br /&gt;
&lt;br /&gt;
*He's found a way to harvest the mountain's energy using the Hearthstone&lt;br /&gt;
*The energy he's harvested from the mountain can help the Village&lt;br /&gt;
*The energy can power shields against raiders or natural disasters, and he's still experimenting&lt;br /&gt;
*He feels entitled to use the Hearthstone, as he is from the Village&lt;br /&gt;
*He demands to know why you're here&lt;br /&gt;
*He doesn't believe you about the plight of the dwarves (he's never met one)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Trackers have the following goals for each round:&lt;br /&gt;
&lt;br /&gt;
#Pathfinders choose which (unshielded) target to focus.&lt;br /&gt;
#Cloaks block Cinna's attack on the team by hitting the Cinna target with a projectile (if successful, no one loses a round)&lt;br /&gt;
#Whiskers attack the target designated by the Pathfinder with sticks or foam swords&lt;br /&gt;
&lt;br /&gt;
Each robot takes 12-20 hits to take down. When two are defeated, Cinna will only be able to shield himself. When all three robots are down, Trackers have won the battle!&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;blockquote&amp;gt;When beaten, Cinna sputters with disbelief. &amp;quot;This is ridiculous! You're not even from the Village, yet you dare enter ''my'' domain and interfere--&amp;quot;&amp;lt;br /&amp;gt;&amp;lt;/blockquote&amp;gt;As Cinna calls you out, the mountain begins to groan and rumble. It’s angry that Cinna called the mountain ''his'' domain! &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Cinna lunges for you as the debris begins to fall from the rattling ceiling. Lead the Trackers back towards the pick-up area, roleplaying Cinna's pursuit and the cave collapsing you!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;'''Cave Escape Improv'''&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As you close in on your destination, Cinna calls out that there's not time to make it to the exit. Describe the torrential rumbling as the surrounding area is filled with rubble. We’re now even more trapped than before! And what’s more… Cinna is trapped with us!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======Day Four Morning======&lt;br /&gt;
&amp;lt;br /&amp;gt;'''Before the gameplay begins, plan a time to hide Cinna's Energy Notes in the area around his lab.'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Begin the day with a '''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Pure Play Game of Choice&amp;lt;/span&amp;gt;'''. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Morning Adventures begin trapped in a small bubble of air within the otherwise collapsed tunnel.  A very sour Cinna is trapped with you, and the situation looks pretty grim. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Trackers talk to Cinna and learn about his backstory and motivations. See the [[NPCs|NPC]] page to review his characteristics. Here are some of the topics he can expand upon:&lt;br /&gt;
&lt;br /&gt;
*The ghosts in the mountain aren’t dwarf spirits, they’re the mountain itself&lt;br /&gt;
*The mountain has a latent anger from the days when dwarves were miners&lt;br /&gt;
*Since then, the dwarves have done their best to heal and care for the mountain&lt;br /&gt;
*Cinna finds it very pesky this anger came back to fight against his work&lt;br /&gt;
*He’s only taking a small amount of the mountain's energy (the glowing green tank in his lab) and storing it in the Hearthstone to amplify its abilities&lt;br /&gt;
*He says the energy can be put to better use in the Village&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;blockquote&amp;gt;&amp;quot;Anyway, since we're stuck in here together… if you don’t all want to die in this tunnel, you’d better work with me to get out. I can use the Hearthstone to levitate the rubble around us, but you'll have to crawl out to my lab and find a way to rescue me!&amp;quot; &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Army Crawl Course&amp;lt;/span&amp;gt;''' &amp;lt;span class=&amp;quot;col-black&amp;quot;&amp;gt;(can include extra obstacles)&amp;lt;/span&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Trackers successfully return to the lab, which is structurally damaged, but not quite crumbling. They other exits have caved in, so options of escape are limited to using the reservoir of mountain energy! There are three buttons on the tank, labeled with directional arrows: &amp;gt;, ^, and &amp;lt;, respectively. What does that mean?&lt;br /&gt;
[[File:Cinna's Energy Notes.jpg|thumb|250x250px|Cinna's Energy Notes (cut into three strips)]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Hunt for Cinna's Energy Notes&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
Hide the three clues around the area and have Tracker teams search for them. Once the clues are all found, allow Trackers to discuss which to press!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Over lunch, consider using the events of the game as a teachable moment about the environmental consequences and dangers of fracking. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======Day Four Afternoon======&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Start in the villain’s lab, where a choice must be made! Trackers must select and press a button. Navigate to their choice for determine how the afternoon plays out.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-red&amp;quot;&amp;gt;Send Energy to Hearthstone&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
The tank glows brightly before beginning to drain. You hear a crash behind you as Cinna uses the Hearthstone to punch through the collapsed tunnel and into the lab. However, this action has a consequence: Saxum Brutes awaken, animated by excess energy, and arise from the walls of the cavern in anger!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
From this point to end of day:&lt;br /&gt;
&lt;br /&gt;
*Cinna and the Brutes begin to fight, demolishing the lab&lt;br /&gt;
*Trackers can press another button to direct the flow of energy away from the Hearthstone&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;col-blue-navy ve-pasteProtect&amp;quot;&amp;gt;'''Stealth Game of Choice'''&amp;lt;/span&amp;gt; to stay out of the combatants' way while choosing another button to press&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-red&amp;quot;&amp;gt;Return Energy to Source&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
The button is stuck and won't press down all the way! However, tank begins to glow red. Saxum Brutes step down from the walls of the cavern, advancing on the group and breaking open part of the cavern wall! &lt;br /&gt;
&lt;br /&gt;
They reach down, as if to grab the Trackers, but are stopped at the last moment by an attack from Cinna! He's crawled his way free of the tunnel and glares at the Trackers. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
From this point:&lt;br /&gt;
&lt;br /&gt;
*Cinna is furious the Trackers would reverse all his good work and ruin his lab&lt;br /&gt;
*He uses the Hearthstone to shield himself from the Brutes and leaves through the cavern wall&lt;br /&gt;
*We'd better get the button to work!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;col-blue-navy ve-pasteProtect&amp;quot;&amp;gt;'''Stealth Game of Choice'''&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;col-black&amp;quot;&amp;gt;to evade Brutes&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Set up an objective to represent the energy tank. Once reached, Trackers may slam the button in effort to continue the energy return process. Skip to the last game of the day.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-red&amp;quot;&amp;gt;Release Energy ??&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
The tank opens, and most of the energy blasts out (DUCK!) It bursts through the ceiling and down the tunnels, vaporizing everything in its way! Debris rains on everyone in the wake of the destruction. Saxum Brutes awaken, animated by excess energy, and arise from the walls of the cavern in anger! Cinna crawls out from the tunnel.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
From this point to end of day:&lt;br /&gt;
&lt;br /&gt;
*Cinna is annoyed the Trackers chose such an unpredictable method of release and ruined his lab&lt;br /&gt;
*He uses the Hearthstone to shield himself from the Brutes and leaves through the cavern wall&lt;br /&gt;
*We'd better figure out how to stop the Brutes from smashing us!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;col-blue-navy ve-pasteProtect&amp;quot;&amp;gt;'''Combat Game of Choice'''&amp;lt;/span&amp;gt; to defend against Brutes&lt;br /&gt;
&lt;br /&gt;
If Trackers don't arrive there on their own, suggest reversing the energy to stop the Brutes. You can add an additional stealth function to getting to the tank again. Hitting the button allows you to skip to the last game of the day.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All threads lead to the final '''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Improv Game - Reverse the Stream&amp;lt;/span&amp;gt;'''&amp;lt;blockquote&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
“The device sparks and whines as the mechanics begin to reverse. Suddenly it erupts with a beam of molten red energy. It hits the top of the cave and drips down the walls and onto the floor like lava. To everyone’s surprise,  the red energy goo causes’s no destruction caused. In fact, as the energy washes over the area, the cave begins to settle and stabilize in place. The rock monsters curl up to sleep once more, melding back into the mountain’s walls. The hole to the outside has been sealed over with rock like a healed wound. In the center of the room you find a large stone, glowing faintly and warm to the touch.”&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
What is it? We’ll find out more tomorrow!&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======Day Five Morning======&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Start the day with a '''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Wayfinding or Traversing Game of Choice.&amp;lt;/span&amp;gt;''' &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Morning Adventures begin in the Deep Warrens once more. The Trackers can examine and ask questions about the glowing stone, which you can identify as the probable Hearthstone of the mountain dwarves! The mountain was trying to protect it, but Cinna's use of the Village's Hearthstone was draining its power.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
They may choose to leave the Hearthstone in the care of the renewed mountain, or to take it back to the Village to present to Belna. The journey out is markedly more relaxed and fun, with mountain paths open.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Orienteering Game of Choice&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Pure Play Game of Choice&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======Day Five Afternoon======&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After the break, Trackers may pack up their Team and Secret Camp and prepare to return to their own communities. This is a moment for journaling and reflection before Trackers say farewell to the Villagers. &lt;br /&gt;
&lt;br /&gt;
When Trackers are ready, Belna rushes out to greet them. With Sable’s help, you’re able to communicate what happened and present Belna with the Dwarven Hearthstone (if it’s in their possession). Sable is grudgingly impressed, and Belna is appreciative of your undertaking. She will return to the mountains at dawn, but for now, it’s time to celebrate!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;'''Celebration in the Village'''&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Wrap things up with pure play games. Give Trackers an opportunity to sign each other’s journals, visit the Troll Market, play Trackers Trivia, and generally have fun as they say farewell to this week of camp. &lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Gallison</name></author>
		
	</entry>
	<entry>
		<id>http://wiki.trackersearth.com/w/index.php?title=Week_3:_The_Deep_Warrens&amp;diff=1124</id>
		<title>Week 3: The Deep Warrens</title>
		<link rel="alternate" type="text/html" href="http://wiki.trackersearth.com/w/index.php?title=Week_3:_The_Deep_Warrens&amp;diff=1124"/>
		<updated>2021-07-01T07:40:12Z</updated>

		<summary type="html">&lt;p&gt;Gallison: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Earthquakes have been happening a lot in Cascadia ever since the Hearthstone shattered. A stranger to the village arrives with a warning! There’s a villain harming the earth from deep inside a nearby cave system in the mountains, called the Deep Warrens. If they’re not stopped, the damage could destroy all of Cascadia!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Advance Preparation=====&lt;br /&gt;
You will need props or a plan to handle a few of this weeks adventures:&lt;br /&gt;
&lt;br /&gt;
*A number of colored [[bands]] to mark objectives in games.&lt;br /&gt;
*Ideally, you’ll be able to dig or have access to a pit in the ground for a character to be trapped. If this isn't possible, the scenario can be easily be acted out as improv.&lt;br /&gt;
*A printout or hand-copied version of the Dwarven message from Belna (see Day 2 for download).&lt;br /&gt;
*You will also need to have a rock to play the part of the Dwarven Hearthstone. This can definitely be picked up on the fly, but keep an eye out for a cool one.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======Non Playable Characters (NPCs)======&lt;br /&gt;
These are the [[NPCs]] that may be encountered in this story. They are ordered from most to least screentime in the narrative.&lt;br /&gt;
&lt;br /&gt;
*Belna&lt;br /&gt;
*Cinna&lt;br /&gt;
*Ral&lt;br /&gt;
*Sable&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======Day One Morning======&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The first game of the day establishes teams of four. Choose one of the options below:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot; style=&amp;quot;color: rgb(62, 83, 137)&amp;quot;&amp;gt;Forehead Dots&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
Trackers all get a colored mark on their forehead while their eyes are closed. Mark four Trackers in each color, and choose randomly, as these will be future teams. The &amp;quot;dots&amp;quot; can be masking tape, a post-it, or even washable marker.&lt;br /&gt;
&lt;br /&gt;
When you're done, Trackers open their eyes. They must now sort themselves into teams in complete silence, using only non-verbal communication to find their color matches.&lt;br /&gt;
&lt;br /&gt;
OR&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot; style=&amp;quot;color: rgb(62, 83, 137)&amp;quot;&amp;gt;Hide and Seek Out Your Team&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
Half the Trackers hide within specified boundaries. After 30 seconds head start, send the other half out in search. When the seekers find someone, they both head back to group up, and are now teammates!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In the second round, play this in pairs to end with teams of four. Team Camp time this morning should include time for journaling and  character creation.&lt;br /&gt;
&lt;br /&gt;
At the beginning of Morning Adventures, lead the group to the Village area and introduce yourself as their Guide.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;blockquote&amp;gt;“Welcome to the Village! This is the nearest community of humans in Cascadia and your home for the next week. The Village was mostly destroyed last week by natural disasters when the Hearthstone was stolen, but things are mostly better now we have it back… in pieces. You’ve all been summoned from local areas to help investigate if, and how, a Hearthstone can heal.&amp;quot;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Explain the basics of [[Hearthstone]] lore. You can also make up your own identity and Guild affiliation, so long as you're a native to the Village. Your current assignment is leading the effort to mend the Hearthstone. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Next, introduce Trackers to an [[NPCs|NPC]], Indigo. They're a friendly and charming Ranger with a pet osprey, Scree, which nips at their ears as they try to talk. Play Scree for laughs when you can!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Indigo explains that, because of the natural disasters in the area, they need to check everything's location for the Village's reference. Could you help them by mapping things out?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Map Area Around Village&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You may play the guide as well as Indigo while helping the Trackers set up their camps. Remember to include Indigo’s falcon, Scree, for some comedy! After the area has been arranged, Indigo will express his appreciation for your help with this project. As thanks, he offers to teach you how to stick fight.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Stick Fighting&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Once the Trackers seem to have the basics, announce a rumbling in the earth! Oh no, maybe the natural disasters aren't over?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
======Day One Afternoon======&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Afternoon Adventures begin with the Guide sharing intriguing news with the Trackers: the Village is abuzz, because during your training, a dwarven elder came through town! This is a rare occurrence, the first time in decades such an ancient dwarf has visited a human camp.&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
&lt;br /&gt;
*Here’s what you can tell them, cobbled together from the villagers’ gossip:&lt;br /&gt;
*They think the dwarf was a woman, but she has a pretty magnificent beard&lt;br /&gt;
*Nobody speaks Dwarvish except Sable (a ranger who’s on the hunt)&lt;br /&gt;
*The dwarf seemed to need help&lt;br /&gt;
*The dwarf left about 20 minutes ago, and seemed to be following (choose an animal type to track)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Teach the Trackers’ teams to move through the wilderness and the basics of tracking. Following this animal will lead you towards the dwarf, after which you can hopefully find out what she needs!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Tracking Game of Choice&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You finally come across the dwarf… who’s at the bottom of a pit that opened up during the earthquake! She’s clearly in distress. If you have any Trackers with a Dwarven origin, you may note that she's using some ''strong language''.&lt;br /&gt;
&amp;lt;br /&amp;gt;'''&amp;lt;span class=&amp;quot;col-blue-navy ve-pasteProtect&amp;quot;&amp;gt;Rescue Game&amp;lt;/span&amp;gt;'''  - This can be a realistic rescue from a pit trap if an appropriate site is found. If not, this game may include foraging and crafting cordage to make a rope, then an improv challenge to pull the dwarf to safety.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The dwarven woman is very grateful! She’s able to gesture to herself and communicate her name: Belna. If there are any Trackers with a dwarven origin culture, they can try and speak to her, but with limited success (i.e. they can get the nouns underlined below).&lt;br /&gt;
&lt;br /&gt;
Belna is saying &amp;lt;u&amp;gt;help&amp;lt;/u&amp;gt;, pointing in the direction of &amp;lt;u&amp;gt;mountains&amp;lt;/u&amp;gt;. She’s &amp;lt;u&amp;gt;frightened&amp;lt;/u&amp;gt; of something! &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As the Guide, you can note that those mountains contain a cave system where most local dwarves live. Maybe something is wrong at the dwarven settlement?&lt;br /&gt;
&lt;br /&gt;
======Day Two Morning======&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Before the day begins, print Belna's message and Dwarven cipher and plant a bandana in the area the Trackers will be searching for Sable later in the morning.'''&lt;br /&gt;
[[File:Belna Message.jpg|left|thumb|285x285px|Message from Belna, written in Old Dwarvish.]]&lt;br /&gt;
[[File:Dwarven Cipher.jpg|thumb|285x285px|Dwarven cipher.]]&lt;br /&gt;
Start the day with a '''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Pure Play Game of Choice&amp;lt;/span&amp;gt;'''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Start the Morning Adventures in the Village with Belna. She seems to feel better from her fall, but is still insistent on communicating her message. She writes something down in Dwarven, which is essentially a cipher. Trackers with Dwarven origins can be given the translation for all vowels.&lt;br /&gt;
&lt;br /&gt;
Indigo offers to watch Belna so you can go find Sable, the ranger who speaks Dwarven fluently. Teams break up to comb the nearby woods for the bandana you hid to represent her position.&lt;br /&gt;
[[File:Belna Message with Vowels.jpg|left|thumb|285x285px|Belna's message with vowels translated.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;'''Searching or Tracking Game of Choice'''&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After everyone is grouped up at Sable’s location, she can introduce herself properly:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;“You all’d better have a good reason for disturbing my hunt! Catching food is a matter of life and death for our Village, you know. Speaking of which, I haven’t seen any of you around before. If you say you’re one of us and want a favor from me? You’d better prove you’re worth it.”&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;'''Survival Game of Choice'''&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Sable admits, you have the skills valued by the Village, and she did hear there would be newcomers. She’ll take a look at the message from Belna and do her best to translate. However, Belna’s language is the oldest and least accessible form of Dwarven, and there are a few symbols she doesn’t recognize. Trackers must finish piecing together the message to fully learn Belna’s predicament:&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;“Dwarves of the Deep Warrens need help! Stranger draining the mountain’s spirit, our spirit.”&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sable is surprised and alarmed to read this. She wants to return to the Village with you to meet and talk to Belna in person. Though grudgingly, she can tell you the following information about the Deep Warrens:&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*It’s a chain of small mountains with a deep, interconnected cave system underneath&lt;br /&gt;
*It has long been the home of the dwarves, though they long ago they had to cease mining and pursue lifestyles that cause less pain to the earth&lt;br /&gt;
*There are rumors that the underground caves are haunted by the ghosts of ancient dwarven miners&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sable thinks those rumors are probably right. Return to the Village to digest this info, and also lunch.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
======Day Two Afternoon======&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Lead the Trackers in &amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;'''Stick Combat'''&amp;lt;/span&amp;gt; as a warm-up for Afternoon Adventures.&lt;br /&gt;
&lt;br /&gt;
Sable meets you after your combat practice. She has been doing her best to communicate with Belna and suggests you all get geared up to head to the Deep Warrens. It sounds like the ancient dwarves' plight is more dire than the Village's right now.!&lt;br /&gt;
&lt;br /&gt;
Sable has the following facts for the Trackers (from Belna):&lt;br /&gt;
&lt;br /&gt;
*The life spirit of all dwarves is tied to their mountain homes. The ailing mountain is harming the dwarves who live there.&lt;br /&gt;
*A mysterious young mage is using some kind of magic to draw energy from the mountain.&lt;br /&gt;
*The mountain mems are angry&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Trackers may take some time to pack and prepare their gear for travel. Sable cautions to approach the mountains quietly and respectfully to avoid tangling with the mountain mems.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;'''Traversing and Improv Game: Enter the Mountain'''&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Hike to the top of the highest hill or available incline. From this vantage point, designate a low point in the distance as the entrance to the caves. As the Trackers travel downwards, describe what they are seeing:&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;blockquote&amp;gt;&amp;quot;The terrain underfoot becomes rocky and uneven. You see, up ahead, the mouth of the cave is only a few feet high. We'll have to crawl to get inside. The rocks around you are cool and moist to the touch as you make into into the first cave. The afternoon sun shines a bar of light into the chamber, but when it stops, complete darkness takes over.&amp;quot; &amp;lt;/blockquote&amp;gt;When everyone has crawled inside the area cast as the Cave, the ground begins to shake underfoot. It's another earthquake! Guide the Trackers' improv of the scenario with prompts such as the following:&lt;br /&gt;
&lt;br /&gt;
*Rocks begin to fall around the entrance. Get back from it!&lt;br /&gt;
*The floor rumbles violently, shaking your whole body.&lt;br /&gt;
*Drop down and protect your head!&lt;br /&gt;
*Pebbles and dirt rain down on your back and heads.&lt;br /&gt;
*The sunlight is fully blocked out, leaving us in complete darkness.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The entrance to the cave is impassibly caved in. Trackers are trapped in the cave system with mems, mages and who knows what else. Worse, everyone without dwarven origin will have to start tomorrow wearing blindfolds! &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
======Day Three Morning======&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;blockquote&amp;gt;“If any of you have second thoughts about exploring haunted mountain caves… it may be too late. The darkness around you is complete, hiding the stalactites dripping cold water onto your head. We should get away from this cave-in, in case there's another earthquake!&amp;quot;&amp;lt;/blockquote&amp;gt;Begin the day with a '''&amp;lt;span class=&amp;quot;col-blue-navy ve-pasteProtect&amp;quot;&amp;gt;Blindfolded Game of Choice&amp;lt;/span&amp;gt;'''. The object of this game, from a roleplaying view, will be to find your way out of the entrance cavern and into the tunnels.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Morning Adventures begins inside the tunnel complex of the Deep Warrens. You've lit torches (in roleplay, unless fire starting is kosher) and everyone can remove blindfolds. Start with some place-setting meditation to get everyone in the proper frame of mind.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;blockquote&amp;gt;“Sit in a circle and close your eyes. Take a deep breath in, hold it… and release. The darkness and rocky walls crowd in around you. It’s wet and very cool, and all you can hear is the drips of water falling from the ceiling and echoes of any noise you and your teammates’ make. As your breathing finds a rhythm, you feel the rhythm of the mountain around you. It pulses like an irregular heartbeat. You can feel the wrongness of the energy in here. Maybe it’s the restless spirits of dwarven miners, or maybe it’s the pain of the mountain itself, tunneled into and mined of its life-blood.&amp;quot;&amp;lt;/blockquote&amp;gt;Determine the boundaries of play and have the teams break apart to investigate their surroundings. Suggest they move slowly, map the location, and make note of anything strange they see. Ensure everyone knows the sound of a game-over signal which you can call out.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Exploration Game of Choice&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Group everyone up after the exploration and mapping. You can sense a low rumbling in the earth again. Is it another earthquake? The rumbling turns into a rhythmic pounding, and you realize it's something worse than an earthquake: it's a powerful, towering rock creature called a Saxum Brute! It roars and lumbers forward to attack. We’ll need to stop it or evade it, and quick!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;'''Pure Play Game of Choice'''&amp;lt;/span&amp;gt; to Evade&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;col-blue-navy ve-pasteProtect&amp;quot;&amp;gt;'''Stick Combat Game of Choice'''&amp;lt;/span&amp;gt; to Fight (the Brute retreats, Trackers don't ultimately harm it)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Once free of the Saxum Brute, lead the Trackers to an area that will represent the villain’s main lab. Describe the cavernous chamber as covered in ancient, rusted tech and scribbled notes and diagrams. There is a locked journal, which is labeled, &amp;quot;property of Cinna&amp;quot;. Most eye-catching, however, is a human-sized glass tank almost completely filled glowing green energy. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Just before the break, footsteps can be heard from another tunnel. They're headed straight for the Trackers!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======Day Three Afternoon======&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Pick up right before the source of the footsteps is revealed. All Trackers should be in hiding places while you narrate or act out the following scene:&amp;lt;br /&amp;gt;&amp;lt;blockquote&amp;gt;“A cloaked figure with a large wooden staff walks into the chamber. Tendrils of ancient, gnarled roots snatch at him, but he slams his stick to the stone floor, sending them scurrying away as if in fear. The top of the staff glints, and you realize the top is set with the Village’s Hearthstone! The figure pushes back the hood to reveal the face of a young man. This must be Cinna!&amp;quot;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Cinna storms into the lair and complains about how dark it is in the Deep Warrens. He points the Hearthstone staff out to the glowing green energy, and the amount decreases in the tank decreases slightly. The torches flare brighter... revealing your positions!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;blockquote&amp;gt;&amp;quot;What's this? How did you all get here?! You'd better not have touched my research!&amp;quot;&amp;lt;/blockquote&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;'''Fight with Cinna'''&amp;lt;/span&amp;gt;&lt;br /&gt;
During this fight, designate four targets: Cinna and three incomplete robots, which rise jerkily from the ground to face the Trackers. They're animated by Hearthstone magic, not tech! Cinna has two abilities:&lt;br /&gt;
&lt;br /&gt;
#An attack with bright green magic which stops one Whisker from each team attacking this round&lt;br /&gt;
#Using some energy from the tank, he casts a shield over himself and one of his robot minions&lt;br /&gt;
#&lt;br /&gt;
&lt;br /&gt;
'''Cinna roleplays with the Trackers during combat.''' Here is his position:&lt;br /&gt;
&lt;br /&gt;
*He's found a way to harvest the mountain's energy using the Hearthstone&lt;br /&gt;
*The energy he's harvested from the mountain can help the Village&lt;br /&gt;
*The energy can power shields against raiders or natural disasters, and he's still experimenting&lt;br /&gt;
*He feels entitled to use the Hearthstone, as he is from the Village&lt;br /&gt;
*He demands to know why you're here&lt;br /&gt;
*He doesn't believe you about the plight of the dwarves (he's never met one)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Trackers have the following goals for each round:&lt;br /&gt;
&lt;br /&gt;
#Pathfinders choose which (unshielded) target to focus.&lt;br /&gt;
#Cloaks block Cinna's attack on the team by hitting the Cinna target with a projectile (if successful, no one loses a round)&lt;br /&gt;
#Whiskers attack the target designated by the Pathfinder with sticks or foam swords&lt;br /&gt;
&lt;br /&gt;
Each robot takes 12-20 hits to take down. When two are defeated, Cinna will only be able to shield himself. When all three robots are down, Trackers have won the battle!&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;blockquote&amp;gt;When beaten, Cinna sputters with disbelief. &amp;quot;This is ridiculous! You're not even from the Village, yet you dare enter ''my'' domain and interfere--&amp;quot;&amp;lt;br /&amp;gt;&amp;lt;/blockquote&amp;gt;As Cinna calls you out, the mountain begins to groan and rumble. It’s angry that Cinna called the mountain ''his'' domain! &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Cinna lunges for you as the debris begins to fall from the rattling ceiling. Lead the Trackers back towards the pick-up area, roleplaying Cinna's pursuit and the cave collapsing you!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;'''Cave Escape Improv'''&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As you close in on your destination, Cinna calls out that there's not time to make it to the exit. Describe the torrential rumbling as the surrounding area is filled with rubble. We’re now even more trapped than before! And what’s more… Cinna is trapped with us!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======Day Four Morning======&lt;br /&gt;
&amp;lt;br /&amp;gt;'''Before the gameplay begins, plan a time to hide Cinna's Energy Notes in the area around his lab.'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Begin the day with a '''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Pure Play Game of Choice&amp;lt;/span&amp;gt;'''. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Morning Adventures begin trapped in a small bubble of air within the otherwise collapsed tunnel.  A very sour Cinna is trapped with you, and the situation looks pretty grim. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Trackers talk to Cinna and learn about his backstory and motivations. See the [[NPCs|NPC]] page to review his characteristics. Here are some of the topics he can expand upon:&lt;br /&gt;
&lt;br /&gt;
*The ghosts in the mountain aren’t dwarf spirits, they’re the mountain itself&lt;br /&gt;
*The mountain has a latent anger from the days when dwarves were miners&lt;br /&gt;
*Since then, the dwarves have done their best to heal and care for the mountain&lt;br /&gt;
*Cinna finds it very pesky this anger came back to fight against his work&lt;br /&gt;
*He’s only taking a small amount of the mountain's energy (the glowing green tank in his lab) and storing it in the Hearthstone to amplify its abilities&lt;br /&gt;
*He says the energy can be put to better use in the Village&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;blockquote&amp;gt;&amp;quot;Anyway, since we're stuck in here together… if you don’t all want to die in this tunnel, you’d better work with me to get out. I can use the Hearthstone to levitate the rubble around us, but you'll have to crawl out to my lab and find a way to rescue me!&amp;quot; &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Army Crawl Course&amp;lt;/span&amp;gt;''' &amp;lt;span class=&amp;quot;col-black&amp;quot;&amp;gt;(can include extra obstacles)&amp;lt;/span&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Trackers successfully return to the lab, which is structurally damaged, but not quite crumbling. They other exits have caved in, so options of escape are limited to using the reservoir of mountain energy! There are three buttons on the tank, labeled with directional arrows: &amp;gt;, ^, and &amp;lt;, respectively. What does that mean?&lt;br /&gt;
[[File:Cinna's Energy Notes.jpg|thumb|250x250px|Cinna's Energy Notes (cut into three strips)]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Hunt for Cinna's Energy Notes&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
Hide the three clues around the area and have Tracker teams search for them. Once the clues are all found, allow Trackers to discuss which to press!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Over lunch, consider using the events of the game as a teachable moment about the environmental consequences and dangers of fracking. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======Day Four Afternoon======&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Start in the villain’s lab, where a choice must be made! Trackers must select and press a button. Navigate to their choice for determine how the afternoon plays out.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-red&amp;quot;&amp;gt;Send Energy to Hearthstone&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
The tank glows brightly before beginning to drain. You hear a crash behind you as Cinna uses the Hearthstone to punch through the collapsed tunnel and into the lab. However, this action has a consequence: Saxum Brutes awaken, animated by excess energy, and arise from the walls of the cavern in anger!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
From this point to end of day:&lt;br /&gt;
&lt;br /&gt;
*Cinna and the Brutes begin to fight, demolishing the lab&lt;br /&gt;
*Trackers can press another button to direct the flow of energy away from the Hearthstone&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;col-blue-navy ve-pasteProtect&amp;quot;&amp;gt;'''Stealth Game of Choice'''&amp;lt;/span&amp;gt; to stay out of the combatants' way while choosing another button to press&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-red&amp;quot;&amp;gt;Return Energy to Source&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
The button is stuck and won't press down all the way! However, tank begins to glow red. Saxum Brutes step down from the walls of the cavern, advancing on the group and breaking open part of the cavern wall! &lt;br /&gt;
&lt;br /&gt;
They reach down, as if to grab the Trackers, but are stopped at the last moment by an attack from Cinna! He's crawled his way free of the tunnel and glares at the Trackers. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
From this point:&lt;br /&gt;
&lt;br /&gt;
*Cinna is furious the Trackers would reverse all his good work and ruin his lab&lt;br /&gt;
*He uses the Hearthstone to shield himself from the Brutes and leaves through the cavern wall&lt;br /&gt;
*We'd better get the button to work!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;col-blue-navy ve-pasteProtect&amp;quot;&amp;gt;'''Stealth Game of Choice'''&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;col-black&amp;quot;&amp;gt;to evade Brutes&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Set up an objective to represent the energy tank. Once reached, Trackers may slam the button in effort to continue the energy return process. Skip to the last game of the day.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-red&amp;quot;&amp;gt;Release Energy ??&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
The tank opens, and most of the energy blasts out (DUCK!) It bursts through the ceiling and down the tunnels, vaporizing everything in its way! Debris rains on everyone in the wake of the destruction. Saxum Brutes awaken, animated by excess energy, and arise from the walls of the cavern in anger! Cinna crawls out from the tunnel.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
From this point to end of day:&lt;br /&gt;
&lt;br /&gt;
*Cinna is annoyed the Trackers chose such an unpredictable method of release and ruined his lab&lt;br /&gt;
*He uses the Hearthstone to shield himself from the Brutes and leaves through the cavern wall&lt;br /&gt;
*We'd better figure out how to stop the Brutes from smashing us!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;col-blue-navy ve-pasteProtect&amp;quot;&amp;gt;'''Combat Game of Choice'''&amp;lt;/span&amp;gt; to defend against Brutes&lt;br /&gt;
&lt;br /&gt;
If Trackers don't arrive there on their own, suggest reversing the energy to stop the Brutes. You can add an additional stealth function to getting to the tank again. Hitting the button allows you to skip to the last game of the day.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All threads lead to the final '''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Improv Game - Reverse the Stream&amp;lt;/span&amp;gt;'''&amp;lt;blockquote&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
“The device sparks and whines as the mechanics begin to reverse. Suddenly it erupts with a beam of molten red energy. It hits the top of the cave and drips down the walls and onto the floor like lava. To everyone’s surprise,  the red energy goo causes’s no destruction caused. In fact, as the energy washes over the area, the cave begins to settle and stabilize in place. The rock monsters curl up to sleep once more, melding back into the mountain’s walls. The hole to the outside has been sealed over with rock like a healed wound. In the center of the room you find a large stone, glowing faintly and warm to the touch.”&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
What is it? We’ll find out more tomorrow!&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======Day Five Morning======&lt;br /&gt;
&amp;lt;span class=&amp;quot;col-red&amp;quot;&amp;gt;*Under Construction*&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Begin in the Deep Warrens once more. The Trackers can examine and ask questions about the stone, which is, in fact, the Hearthstone of the mountain dwarves! The mountain was protecting it, but the energy device was starting to leech away it’s power. &lt;br /&gt;
&lt;br /&gt;
They may choose to leave the Hearthstone in the care of the renewed mountain, or to take it back to the Village to present to Belna. The journey out is markedly more relaxed and fun, with the mems helping guide the group along the way.&lt;br /&gt;
&lt;br /&gt;
Orienteering Game of Choice&lt;br /&gt;
&lt;br /&gt;
Pure Play Game of Choice&lt;br /&gt;
&lt;br /&gt;
The teams will all meet in the Village for lunch.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======Day Five Afternoon======&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After the break, Trackers may pack up their Secret Camps and prepare to return to their own communities. This is a moment for journaling and reflection before the final celebration.&lt;br /&gt;
&lt;br /&gt;
Secret Camp Time&lt;br /&gt;
&lt;br /&gt;
Next, Trackers will have the opportunity to speak to NPCs. Scree was able to return to Indigo, who thanks you for saving him. He’s grateful you didn’t hurt his estranged little brother, Cinna, even though he’s being a real jerk.&lt;br /&gt;
&lt;br /&gt;
Hearing you speak to Indigo, Belna rushes out to greet you all. With Sable’s help, you’re able to communicate what happened and present Belna with the Hearthstone, if it’s in their possession. Sable is grudgingly impressed, and Belna is appreciative of your undertaking. She will return to the mountains at dawn, but for now, it’s time to celebrate!&lt;br /&gt;
&lt;br /&gt;
Celebration in the Village!&lt;br /&gt;
&lt;br /&gt;
Wrap things up with pure play games. Give Trackers an opportunity to sign each other’s journals, visit the Troll Market, play Trackers Trivia, and generally have fun as they say farewell to this week of camp. &lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Gallison</name></author>
		
	</entry>
	<entry>
		<id>http://wiki.trackersearth.com/w/index.php?title=Week_3:_The_Deep_Warrens&amp;diff=1123</id>
		<title>Week 3: The Deep Warrens</title>
		<link rel="alternate" type="text/html" href="http://wiki.trackersearth.com/w/index.php?title=Week_3:_The_Deep_Warrens&amp;diff=1123"/>
		<updated>2021-07-01T07:37:42Z</updated>

		<summary type="html">&lt;p&gt;Gallison: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Earthquakes have been happening a lot in Cascadia ever since the Hearthstone shattered. A stranger to the village arrives with a warning! There’s a villain harming the earth from deep inside a nearby cave system in the mountains, called the Deep Warrens. If they’re not stopped, the damage could destroy all of Cascadia!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Advance Preparation=====&lt;br /&gt;
You will need props or a plan to handle a few of this weeks adventures:&lt;br /&gt;
&lt;br /&gt;
*A number of colored [[bands]] to mark objectives in games.&lt;br /&gt;
*Ideally, you’ll be able to dig or have access to a pit in the ground for a character to be trapped. If this isn't possible, the scenario can be easily be acted out as improv.&lt;br /&gt;
*A printout or hand-copied version of the Dwarven message from Belna (see Day 2 for download).&lt;br /&gt;
*You will also need to have a rock to play the part of the Dwarven Hearthstone. This can definitely be picked up on the fly, but keep an eye out for a cool one.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======Non Playable Characters (NPCs)======&lt;br /&gt;
These are the [[NPCs]] that may be encountered in this story. They are ordered from most to least screentime in the narrative.&lt;br /&gt;
&lt;br /&gt;
*Belna&lt;br /&gt;
*Cinna&lt;br /&gt;
*Ral&lt;br /&gt;
*Sable&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======Day One Morning======&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The first game of the day establishes teams of four. Choose one of the options below:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot; style=&amp;quot;color: rgb(62, 83, 137)&amp;quot;&amp;gt;Forehead Dots&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
Trackers all get a colored mark on their forehead while their eyes are closed. Mark four Trackers in each color, and choose randomly, as these will be future teams. The &amp;quot;dots&amp;quot; can be masking tape, a post-it, or even washable marker.&lt;br /&gt;
&lt;br /&gt;
When you're done, Trackers open their eyes. They must now sort themselves into teams in complete silence, using only non-verbal communication to find their color matches.&lt;br /&gt;
&lt;br /&gt;
OR&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot; style=&amp;quot;color: rgb(62, 83, 137)&amp;quot;&amp;gt;Hide and Seek Out Your Team&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
Half the Trackers hide within specified boundaries. After 30 seconds head start, send the other half out in search. When the seekers find someone, they both head back to group up, and are now teammates!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In the second round, play this in pairs to end with teams of four. Team Camp time this morning should include time for journaling and  character creation.&lt;br /&gt;
&lt;br /&gt;
At the beginning of Morning Adventures, lead the group to the Village area and introduce yourself as their Guide.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;blockquote&amp;gt;“Welcome to the Village! This is the nearest community of humans in Cascadia and your home for the next week. The Village was mostly destroyed last week by natural disasters when the Hearthstone was stolen, but things are mostly better now we have it back… in pieces. You’ve all been summoned from local areas to help investigate if, and how, a Hearthstone can heal.&amp;quot;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Explain the basics of [[Hearthstone]] lore. You can also make up your own identity and Guild affiliation, so long as you're a native to the Village. Your current assignment is leading the effort to mend the Hearthstone. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Next, introduce Trackers to an [[NPCs|NPC]], Indigo. They're a friendly and charming Ranger with a pet osprey, Scree, which nips at their ears as they try to talk. Play Scree for laughs when you can!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Indigo explains that, because of the natural disasters in the area, they need to check everything's location for the Village's reference. Could you help them by mapping things out?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Map Area Around Village&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You may play the guide as well as Indigo while helping the Trackers set up their camps. Remember to include Indigo’s falcon, Scree, for some comedy! After the area has been arranged, Indigo will express his appreciation for your help with this project. As thanks, he offers to teach you how to stick fight.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Stick Fighting&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Once the Trackers seem to have the basics, announce a rumbling in the earth! Oh no, maybe the natural disasters aren't over?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
======Day One Afternoon======&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Afternoon Adventures begin with the Guide sharing intriguing news with the Trackers: the Village is abuzz, because during your training, a dwarven elder came through town! This is a rare occurrence, the first time in decades such an ancient dwarf has visited a human camp.&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
&lt;br /&gt;
*Here’s what you can tell them, cobbled together from the villagers’ gossip:&lt;br /&gt;
*They think the dwarf was a woman, but she has a pretty magnificent beard&lt;br /&gt;
*Nobody speaks Dwarvish except Sable (a ranger who’s on the hunt)&lt;br /&gt;
*The dwarf seemed to need help&lt;br /&gt;
*The dwarf left about 20 minutes ago, and seemed to be following (choose an animal type to track)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Teach the Trackers’ teams to move through the wilderness and the basics of tracking. Following this animal will lead you towards the dwarf, after which you can hopefully find out what she needs!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Tracking Game of Choice&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You finally come across the dwarf… who’s at the bottom of a pit that opened up during the earthquake! She’s clearly in distress. If you have any Trackers with a Dwarven origin, you may note that she's using some ''strong language''.&lt;br /&gt;
&amp;lt;br /&amp;gt;'''&amp;lt;span class=&amp;quot;col-blue-navy ve-pasteProtect&amp;quot;&amp;gt;Rescue Game&amp;lt;/span&amp;gt;'''  - This can be a realistic rescue from a pit trap if an appropriate site is found. If not, this game may include foraging and crafting cordage to make a rope, then an improv challenge to pull the dwarf to safety.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The dwarven woman is very grateful! She’s able to gesture to herself and communicate her name: Belna. If there are any Trackers with a dwarven origin culture, they can try and speak to her, but with limited success (i.e. they can get the nouns underlined below).&lt;br /&gt;
&lt;br /&gt;
Belna is saying &amp;lt;u&amp;gt;help&amp;lt;/u&amp;gt;, pointing in the direction of &amp;lt;u&amp;gt;mountains&amp;lt;/u&amp;gt;. She’s &amp;lt;u&amp;gt;frightened&amp;lt;/u&amp;gt; of something! &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As the Guide, you can note that those mountains contain a cave system where most local dwarves live. Maybe something is wrong at the dwarven settlement?&lt;br /&gt;
&lt;br /&gt;
======Day Two Morning======&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Before the day begins, print Belna's message and Dwarven cipher and plant a bandana in the area the Trackers will be searching for Sable later in the morning.'''&lt;br /&gt;
[[File:Belna Message.jpg|left|thumb|285x285px|Message from Belna, written in Old Dwarvish.]]&lt;br /&gt;
[[File:Dwarven Cipher.jpg|thumb|285x285px|Dwarven cipher.]]&lt;br /&gt;
Start the day with a '''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Pure Play Game of Choice&amp;lt;/span&amp;gt;'''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Start the Morning Adventures in the Village with Belna. She seems to feel better from her fall, but is still insistent on communicating her message. She writes something down in Dwarven, which is essentially a cipher. Trackers with Dwarven origins can be given the translation for all vowels.&lt;br /&gt;
&lt;br /&gt;
Indigo offers to watch Belna so you can go find Sable, the ranger who speaks Dwarven fluently. Teams break up to comb the nearby woods for the bandana you hid to represent her position.&lt;br /&gt;
[[File:Belna Message with Vowels.jpg|left|thumb|285x285px|Belna's message with vowels translated.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;'''Searching or Tracking Game of Choice'''&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After everyone is grouped up at Sable’s location, she can introduce herself properly:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;“You all’d better have a good reason for disturbing my hunt! Catching food is a matter of life and death for our Village, you know. Speaking of which, I haven’t seen any of you around before. If you say you’re one of us and want a favor from me? You’d better prove you’re worth it.”&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;'''Survival Game of Choice'''&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Sable admits, you have the skills valued by the Village, and she did hear there would be newcomers. She’ll take a look at the message from Belna and do her best to translate. However, Belna’s language is the oldest and least accessible form of Dwarven, and there are a few symbols she doesn’t recognize. Trackers must finish piecing together the message to fully learn Belna’s predicament:&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;“Dwarves of the Deep Warrens need help! Stranger draining the mountain’s spirit, our spirit.”&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sable is surprised and alarmed to read this. She wants to return to the Village with you to meet and talk to Belna in person. Though grudgingly, she can tell you the following information about the Deep Warrens:&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*It’s a chain of small mountains with a deep, interconnected cave system underneath&lt;br /&gt;
*It has long been the home of the dwarves, though they long ago they had to cease mining and pursue lifestyles that cause less pain to the earth&lt;br /&gt;
*There are rumors that the underground caves are haunted by the ghosts of ancient dwarven miners&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sable thinks those rumors are probably right. Return to the Village to digest this info, and also lunch.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
======Day Two Afternoon======&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Lead the Trackers in &amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;'''Stick Combat'''&amp;lt;/span&amp;gt; as a warm-up for Afternoon Adventures.&lt;br /&gt;
&lt;br /&gt;
Sable meets you after your combat practice. She has been doing her best to communicate with Belna and suggests you all get geared up to head to the Deep Warrens. It sounds like the ancient dwarves' plight is more dire than the Village's right now.!&lt;br /&gt;
&lt;br /&gt;
Sable has the following facts for the Trackers (from Belna):&lt;br /&gt;
&lt;br /&gt;
*The life spirit of all dwarves is tied to their mountain homes. The ailing mountain is harming the dwarves who live there.&lt;br /&gt;
*A mysterious young mage is using some kind of magic to draw energy from the mountain.&lt;br /&gt;
*The mountain mems are angry&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Trackers may take some time to pack and prepare their gear for travel. Sable cautions to approach the mountains quietly and respectfully to avoid tangling with the mountain mems.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;'''Traversing and Improv Game: Enter the Mountain'''&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Hike to the top of the highest hill or available incline. From this vantage point, designate a low point in the distance as the entrance to the caves. As the Trackers travel downwards, describe what they are seeing:&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;blockquote&amp;gt;&amp;quot;The terrain underfoot becomes rocky and uneven. You see, up ahead, the mouth of the cave is only a few feet high. We'll have to crawl to get inside. The rocks around you are cool and moist to the touch as you make into into the first cave. The afternoon sun shines a bar of light into the chamber, but when it stops, complete darkness takes over.&amp;quot; &amp;lt;/blockquote&amp;gt;When everyone has crawled inside the area cast as the Cave, the ground begins to shake underfoot. It's another earthquake! Guide the Trackers' improv of the scenario with prompts such as the following:&lt;br /&gt;
&lt;br /&gt;
*Rocks begin to fall around the entrance. Get back from it!&lt;br /&gt;
*The floor rumbles violently, shaking your whole body.&lt;br /&gt;
*Drop down and protect your head!&lt;br /&gt;
*Pebbles and dirt rain down on your back and heads.&lt;br /&gt;
*The sunlight is fully blocked out, leaving us in complete darkness.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The entrance to the cave is impassibly caved in. Trackers are trapped in the cave system with mems, mages and who knows what else. Worse, everyone without dwarven origin will have to start tomorrow wearing blindfolds! &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
======Day Three Morning======&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;blockquote&amp;gt;“If any of you have second thoughts about exploring haunted mountain caves… it may be too late. The darkness around you is complete, hiding the stalactites dripping cold water onto your head. We should get away from this cave-in, in case there's another earthquake!&amp;quot;&amp;lt;/blockquote&amp;gt;Begin the day with a '''&amp;lt;span class=&amp;quot;col-blue-navy ve-pasteProtect&amp;quot;&amp;gt;Blindfolded Game of Choice&amp;lt;/span&amp;gt;'''. The object of this game, from a roleplaying view, will be to find your way out of the entrance cavern and into the tunnels.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Morning Adventures begins inside the tunnel complex of the Deep Warrens. You've lit torches (in roleplay, unless fire starting is kosher) and everyone can remove blindfolds. Start with some place-setting meditation to get everyone in the proper frame of mind.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;blockquote&amp;gt;“Sit in a circle and close your eyes. Take a deep breath in, hold it… and release. The darkness and rocky walls crowd in around you. It’s wet and very cool, and all you can hear is the drips of water falling from the ceiling and echoes of any noise you and your teammates’ make. As your breathing finds a rhythm, you feel the rhythm of the mountain around you. It pulses like an irregular heartbeat. You can feel the wrongness of the energy in here. Maybe it’s the restless spirits of dwarven miners, or maybe it’s the pain of the mountain itself, tunneled into and mined of its life-blood.&amp;quot;&amp;lt;/blockquote&amp;gt;Determine the boundaries of play and have the teams break apart to investigate their surroundings. Suggest they move slowly, map the location, and make note of anything strange they see. Ensure everyone knows the sound of a game-over signal which you can call out.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Exploration Game of Choice&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Group everyone up after the exploration and mapping. You can sense a low rumbling in the earth again. Is it another earthquake? The rumbling turns into a rhythmic pounding, and you realize it's something worse than an earthquake: it's a powerful, towering rock creature called a Saxum Brute! It roars and lumbers forward to attack. We’ll need to stop it or evade it, and quick!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;'''Pure Play Game of Choice'''&amp;lt;/span&amp;gt; to Evade&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;col-blue-navy ve-pasteProtect&amp;quot;&amp;gt;'''Stick Combat Game of Choice'''&amp;lt;/span&amp;gt; to Fight (the Brute retreats, Trackers don't ultimately harm it)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Once free of the Saxum Brute, lead the Trackers to an area that will represent the villain’s main lab. Describe the cavernous chamber as covered in ancient, rusted tech and scribbled notes and diagrams. There is a locked journal, which is labeled, &amp;quot;property of Cinna&amp;quot;. Most eye-catching, however, is a human-sized glass tank almost completely filled glowing green energy. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Just before the break, footsteps can be heard from another tunnel. They're headed straight for the Trackers!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======Day Three Afternoon======&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Pick up right before the source of the footsteps is revealed. All Trackers should be in hiding places while you narrate or act out the following scene:&amp;lt;br /&amp;gt;&amp;lt;blockquote&amp;gt;“A cloaked figure with a large wooden staff walks into the chamber. Tendrils of ancient, gnarled roots snatch at him, but he slams his stick to the stone floor, sending them scurrying away as if in fear. The top of the staff glints, and you realize the top is set with the Village’s Hearthstone! The figure pushes back the hood to reveal the face of a young man. This must be Cinna!&amp;quot;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Cinna storms into the lair and complains about how dark it is in the Deep Warrens. He points the Hearthstone staff out to the glowing green energy, and the amount decreases in the tank decreases slightly. The torches flare brighter... revealing your positions!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;blockquote&amp;gt;&amp;quot;What's this? How did you all get here?! You'd better not have touched my research!&amp;quot;&amp;lt;/blockquote&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;'''Fight with Cinna'''&amp;lt;/span&amp;gt;&lt;br /&gt;
During this fight, designate four targets: Cinna and three incomplete robots, which rise jerkily from the ground to face the Trackers. They're animated by Hearthstone magic, not tech! Cinna has two abilities:&lt;br /&gt;
&lt;br /&gt;
#An attack with bright green magic which stops one Whisker from each team attacking this round&lt;br /&gt;
#Using some energy from the tank, he casts a shield over himself and one of his robot minions&lt;br /&gt;
#&lt;br /&gt;
&lt;br /&gt;
'''Cinna roleplays with the Trackers during combat.''' Here is his position:&lt;br /&gt;
&lt;br /&gt;
*He's found a way to harvest the mountain's energy using the Hearthstone&lt;br /&gt;
*The energy he's harvested from the mountain can help the Village&lt;br /&gt;
*The energy can power shields against raiders or natural disasters, and he's still experimenting&lt;br /&gt;
*He feels entitled to use the Hearthstone, as he is from the Village&lt;br /&gt;
*He demands to know why you're here&lt;br /&gt;
*He doesn't believe you about the plight of the dwarves (he's never met one)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Trackers have the following goals for each round:&lt;br /&gt;
&lt;br /&gt;
#Pathfinders choose which (unshielded) target to focus.&lt;br /&gt;
#Cloaks block Cinna's attack on the team by hitting the Cinna target with a projectile (if successful, no one loses a round)&lt;br /&gt;
#Whiskers attack the target designated by the Pathfinder with sticks or foam swords&lt;br /&gt;
&lt;br /&gt;
Each robot takes 12-20 hits to take down. When two are defeated, Cinna will only be able to shield himself. When all three robots are down, Trackers have won the battle!&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;blockquote&amp;gt;When beaten, Cinna sputters with disbelief. &amp;quot;This is ridiculous! You're not even from the Village, yet you dare enter ''my'' domain and interfere--&amp;quot;&amp;lt;br /&amp;gt;&amp;lt;/blockquote&amp;gt;As Cinna calls you out, the mountain begins to groan and rumble. It’s angry that Cinna called the mountain ''his'' domain! &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Cinna lunges for you as the debris begins to fall from the rattling ceiling. Lead the Trackers back towards the pick-up area, roleplaying Cinna's pursuit and the cave collapsing you!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;'''Cave Escape Improv'''&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As you close in on your destination, Cinna calls out that there's not time to make it to the exit. Describe the torrential rumbling as the surrounding area is filled with rubble. We’re now even more trapped than before! And what’s more… Cinna is trapped with us!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======Day Four Morning======&lt;br /&gt;
&amp;lt;br /&amp;gt;'''Before the gameplay begins, plan a time to hide Cinna's Energy Notes in the area around his lab.'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Begin the day with a '''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Pure Play Game of Choice&amp;lt;/span&amp;gt;'''. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Morning Adventures begin trapped in a small bubble of air within the otherwise collapsed tunnel.  A very sour Cinna is trapped with you, and the situation looks pretty grim. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Trackers talk to Cinna and learn about his backstory and motivations. See the [[NPCs|NPC]] page to review his characteristics. Here are some of the topics he can expand upon:&lt;br /&gt;
&lt;br /&gt;
*The ghosts in the mountain aren’t dwarf spirits, they’re the mountain itself&lt;br /&gt;
*The mountain has a latent anger from the days when dwarves were miners&lt;br /&gt;
*Since then, the dwarves have done their best to heal and care for the mountain&lt;br /&gt;
*Cinna finds it very pesky this anger came back to fight against his work&lt;br /&gt;
*He’s only taking a small amount of the mountain's energy (the glowing green tank in his lab) and storing it in the Hearthstone to amplify its abilities&lt;br /&gt;
*He says the energy can be put to better use in the Village&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;blockquote&amp;gt;&amp;quot;Anyway, since we're stuck in here together… if you don’t all want to die in this tunnel, you’d better work with me to get out. I can use the Hearthstone to levitate the rubble around us, but you'll have to crawl out to my lab and find a way to rescue me!&amp;quot; &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Army Crawl Course&amp;lt;/span&amp;gt;''' &amp;lt;span class=&amp;quot;col-black&amp;quot;&amp;gt;(can include extra obstacles)&amp;lt;/span&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Trackers successfully return to the lab, which is structurally damaged, but not quite crumbling. They other exits have caved in, so options of escape are limited to using the reservoir of mountain energy! There are three buttons on the tank, labeled with directional arrows: &amp;gt;, ^, and &amp;lt;, respectively. What does that mean?&lt;br /&gt;
[[File:Cinna's Energy Notes.jpg|thumb|250x250px|Cinna's Energy Notes (cut into three strips)]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Hunt for Cinna's Energy Notes&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
Hide the three clues around the area and have Tracker teams search for them. Once the clues are all found, allow Trackers to discuss which to press!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Over lunch, consider using the events of the game as a teachable moment about the environmental consequences and dangers of fracking. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======Day Four Afternoon======&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Start in the villain’s lab, where a choice must be made! Trackers must select and press a button. Navigate to their choice for determine how the afternoon plays out.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-red&amp;quot;&amp;gt;Send Energy to Hearthstone&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
The tank glows brightly before beginning to drain. You hear a crash behind you as Cinna uses the Hearthstone to punch through the collapsed tunnel and into the lab. However, this action has a consequence: Saxum Brutes awaken, animated by excess energy, and arise from the walls of the cavern in anger!&lt;br /&gt;
&lt;br /&gt;
From this point to end of day:&lt;br /&gt;
&lt;br /&gt;
*Cinna and the Brutes begin to fight, demolishing the lab&lt;br /&gt;
*Trackers can press another button to direct the flow of energy away from the Hearthstone&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;col-blue-navy ve-pasteProtect&amp;quot;&amp;gt;'''Stealth Game of Choice'''&amp;lt;/span&amp;gt; to stay out of the combatants' way while choosing another button to press&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-red&amp;quot;&amp;gt;Return Energy to Source&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
The button is stuck and won't press down all the way! However, tank begins to glow red. Saxum Brutes step down from the walls of the cavern, advancing on the group and breaking open part of the cavern wall! &lt;br /&gt;
&lt;br /&gt;
They reach down, as if to grab the Trackers, but are stopped at the last moment by an attack from Cinna! He's crawled his way free of the tunnel and glares at the Trackers. &lt;br /&gt;
&lt;br /&gt;
From this point:&lt;br /&gt;
&lt;br /&gt;
*Cinna is furious the Trackers would reverse all his good work and ruin his lab&lt;br /&gt;
*He uses the Hearthstone to shield himself from the Brutes and leaves through the cavern wall&lt;br /&gt;
*He collapses it behind him, leaving the Trackers to fend for themselves&lt;br /&gt;
*We'd better get the button to work!&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;col-blue-navy ve-pasteProtect&amp;quot;&amp;gt;'''Stealth Game of Choice'''&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;col-black&amp;quot;&amp;gt;to evade Brutes&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Set up an objective to represent the energy tank. Once reached, Trackers may slam the button in effort to continue the energy return process. Skip to the last game of the day.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-red&amp;quot;&amp;gt;Release Energy ??&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
The tank opens, and most of the energy blasts out (DUCK!) It bursts through the ceiling and down the tunnels, vaporizing everything in its way! Debris rains on everyone in the wake of the destruction. Saxum Brutes awaken, animated by excess energy, and arise from the walls of the cavern in anger! Cinna crawls out from the tunnel.&lt;br /&gt;
&lt;br /&gt;
From this point to end of day:&lt;br /&gt;
&lt;br /&gt;
*Cinna is annoyed the Trackers chose such an unpredictable method of release and ruined his lab&lt;br /&gt;
*He uses the Hearthstone to shield himself from the Brutes and leaves through the cavern wall&lt;br /&gt;
*He collapses it behind him, leaving the Trackers to fend for themselves&lt;br /&gt;
*We'd better figure out how to stop the Brutes from smashing us!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;col-blue-navy ve-pasteProtect&amp;quot;&amp;gt;'''Combat Game of Choice'''&amp;lt;/span&amp;gt; to defend against Brutes&lt;br /&gt;
&lt;br /&gt;
If Trackers don't arrive there on their own, suggest reversing the energy to stop the Brutes. You can add an additional stealth function to getting to the tank again. Hitting the button allows you to skip to the last game of the day.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All threads lead to the final '''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Improv Game - Reverse the Stream&amp;lt;/span&amp;gt;'''&amp;lt;blockquote&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
“The device sparks and whines as the mechanics begin to reverse. Suddenly it erupts with a beam of molten red energy. It hits the top of the cave and drips down the walls and onto the floor like lava. To everyone’s surprise,  the red energy goo causes’s no destruction caused. In fact, as the energy washes over the area, the cave begins to settle and stabilize in place. The rock monsters curl up to sleep once more, melding back into the mountain’s walls. The hole to the outside has been sealed over with rock like a healed wound. In the center of the room you find a large stone, glowing faintly and warm to the touch.”&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
What is it? We’ll find out more tomorrow!&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
======Day Five Morning======&lt;br /&gt;
&amp;lt;span class=&amp;quot;col-red&amp;quot;&amp;gt;*Under Construction*&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Begin in the Deep Warrens once more. The Trackers can examine and ask questions about the stone, which is, in fact, the Hearthstone of the mountain dwarves! The mountain was protecting it, but the energy device was starting to leech away it’s power. &lt;br /&gt;
&lt;br /&gt;
They may choose to leave the Hearthstone in the care of the renewed mountain, or to take it back to the Village to present to Belna. The journey out is markedly more relaxed and fun, with the mems helping guide the group along the way.&lt;br /&gt;
&lt;br /&gt;
Orienteering Game of Choice&lt;br /&gt;
&lt;br /&gt;
Pure Play Game of Choice&lt;br /&gt;
&lt;br /&gt;
The teams will all meet in the Village for lunch.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======Day Five Afternoon======&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After the break, Trackers may pack up their Secret Camps and prepare to return to their own communities. This is a moment for journaling and reflection before the final celebration.&lt;br /&gt;
&lt;br /&gt;
Secret Camp Time&lt;br /&gt;
&lt;br /&gt;
Next, Trackers will have the opportunity to speak to NPCs. Scree was able to return to Indigo, who thanks you for saving him. He’s grateful you didn’t hurt his estranged little brother, Cinna, even though he’s being a real jerk.&lt;br /&gt;
&lt;br /&gt;
Hearing you speak to Indigo, Belna rushes out to greet you all. With Sable’s help, you’re able to communicate what happened and present Belna with the Hearthstone, if it’s in their possession. Sable is grudgingly impressed, and Belna is appreciative of your undertaking. She will return to the mountains at dawn, but for now, it’s time to celebrate!&lt;br /&gt;
&lt;br /&gt;
Celebration in the Village!&lt;br /&gt;
&lt;br /&gt;
Wrap things up with pure play games. Give Trackers an opportunity to sign each other’s journals, visit the Troll Market, play Trackers Trivia, and generally have fun as they say farewell to this week of camp. &lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Gallison</name></author>
		
	</entry>
	<entry>
		<id>http://wiki.trackersearth.com/w/index.php?title=Week_3:_The_Deep_Warrens&amp;diff=1122</id>
		<title>Week 3: The Deep Warrens</title>
		<link rel="alternate" type="text/html" href="http://wiki.trackersearth.com/w/index.php?title=Week_3:_The_Deep_Warrens&amp;diff=1122"/>
		<updated>2021-07-01T07:36:28Z</updated>

		<summary type="html">&lt;p&gt;Gallison: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Earthquakes have been happening a lot in Cascadia ever since the Hearthstone shattered. A stranger to the village arrives with a warning! There’s a villain harming the earth from deep inside a nearby cave system in the mountains, called the Deep Warrens. If they’re not stopped, the damage could destroy all of Cascadia!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Advance Preparation=====&lt;br /&gt;
You will need props or a plan to handle a few of this weeks adventures:&lt;br /&gt;
&lt;br /&gt;
*A number of colored [[bands]] to mark objectives in games.&lt;br /&gt;
*Ideally, you’ll be able to dig or have access to a pit in the ground for a character to be trapped. If this isn't possible, the scenario can be easily be acted out as improv.&lt;br /&gt;
*A printout or hand-copied version of the Dwarven message from Belna (see Day 2 for download).&lt;br /&gt;
*You will also need to have a rock to play the part of the Dwarven Hearthstone. This can definitely be picked up on the fly, but keep an eye out for a cool one.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======Non Playable Characters (NPCs)======&lt;br /&gt;
These are the [[NPCs]] that may be encountered in this story. They are ordered from most to least screentime in the narrative.&lt;br /&gt;
&lt;br /&gt;
*Belna&lt;br /&gt;
*Cinna&lt;br /&gt;
*Ral&lt;br /&gt;
*Sable&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======Day One Morning======&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The first game of the day establishes teams of four. Choose one of the options below:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot; style=&amp;quot;color: rgb(62, 83, 137)&amp;quot;&amp;gt;Forehead Dots&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
Trackers all get a colored mark on their forehead while their eyes are closed. Mark four Trackers in each color, and choose randomly, as these will be future teams. The &amp;quot;dots&amp;quot; can be masking tape, a post-it, or even washable marker.&lt;br /&gt;
&lt;br /&gt;
When you're done, Trackers open their eyes. They must now sort themselves into teams in complete silence, using only non-verbal communication to find their color matches.&lt;br /&gt;
&lt;br /&gt;
OR&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot; style=&amp;quot;color: rgb(62, 83, 137)&amp;quot;&amp;gt;Hide and Seek Out Your Team&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
Half the Trackers hide within specified boundaries. After 30 seconds head start, send the other half out in search. When the seekers find someone, they both head back to group up, and are now teammates!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In the second round, play this in pairs to end with teams of four. Team Camp time this morning should include time for journaling and  character creation.&lt;br /&gt;
&lt;br /&gt;
At the beginning of Morning Adventures, lead the group to the Village area and introduce yourself as their Guide.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;blockquote&amp;gt;“Welcome to the Village! This is the nearest community of humans in Cascadia and your home for the next week. The Village was mostly destroyed last week by natural disasters when the Hearthstone was stolen, but things are mostly better now we have it back… in pieces. You’ve all been summoned from local areas to help investigate if, and how, a Hearthstone can heal.&amp;quot;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Explain the basics of [[Hearthstone]] lore. You can also make up your own identity and Guild affiliation, so long as you're a native to the Village. Your current assignment is leading the effort to mend the Hearthstone. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Next, introduce Trackers to an [[NPCs|NPC]], Indigo. They're a friendly and charming Ranger with a pet osprey, Scree, which nips at their ears as they try to talk. Play Scree for laughs when you can!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Indigo explains that, because of the natural disasters in the area, they need to check everything's location for the Village's reference. Could you help them by mapping things out?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Map Area Around Village&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You may play the guide as well as Indigo while helping the Trackers set up their camps. Remember to include Indigo’s falcon, Scree, for some comedy! After the area has been arranged, Indigo will express his appreciation for your help with this project. As thanks, he offers to teach you how to stick fight.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Stick Fighting&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Once the Trackers seem to have the basics, announce a rumbling in the earth! Oh no, maybe the natural disasters aren't over?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
======Day One Afternoon======&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Afternoon Adventures begin with the Guide sharing intriguing news with the Trackers: the Village is abuzz, because during your training, a dwarven elder came through town! This is a rare occurrence, the first time in decades such an ancient dwarf has visited a human camp.&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
&lt;br /&gt;
*Here’s what you can tell them, cobbled together from the villagers’ gossip:&lt;br /&gt;
*They think the dwarf was a woman, but she has a pretty magnificent beard&lt;br /&gt;
*Nobody speaks Dwarvish except Sable (a ranger who’s on the hunt)&lt;br /&gt;
*The dwarf seemed to need help&lt;br /&gt;
*The dwarf left about 20 minutes ago, and seemed to be following (choose an animal type to track)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Teach the Trackers’ teams to move through the wilderness and the basics of tracking. Following this animal will lead you towards the dwarf, after which you can hopefully find out what she needs!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Tracking Game of Choice&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You finally come across the dwarf… who’s at the bottom of a pit that opened up during the earthquake! She’s clearly in distress. If you have any Trackers with a Dwarven origin, you may note that she's using some ''strong language''.&lt;br /&gt;
&amp;lt;br /&amp;gt;'''&amp;lt;span class=&amp;quot;col-blue-navy ve-pasteProtect&amp;quot;&amp;gt;Rescue Game&amp;lt;/span&amp;gt;'''  - This can be a realistic rescue from a pit trap if an appropriate site is found. If not, this game may include foraging and crafting cordage to make a rope, then an improv challenge to pull the dwarf to safety.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The dwarven woman is very grateful! She’s able to gesture to herself and communicate her name: Belna. If there are any Trackers with a dwarven origin culture, they can try and speak to her, but with limited success (i.e. they can get the nouns underlined below).&lt;br /&gt;
&lt;br /&gt;
Belna is saying &amp;lt;u&amp;gt;help&amp;lt;/u&amp;gt;, pointing in the direction of &amp;lt;u&amp;gt;mountains&amp;lt;/u&amp;gt;. She’s &amp;lt;u&amp;gt;frightened&amp;lt;/u&amp;gt; of something! &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As the Guide, you can note that those mountains contain a cave system where most local dwarves live. Maybe something is wrong at the dwarven settlement?&lt;br /&gt;
&lt;br /&gt;
======Day Two Morning======&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Before the day begins, print Belna's message and Dwarven cipher and plant a bandana in the area the Trackers will be searching for Sable later in the morning.'''&lt;br /&gt;
[[File:Belna Message.jpg|left|thumb|285x285px|Message from Belna, written in Old Dwarvish.]]&lt;br /&gt;
[[File:Dwarven Cipher.jpg|thumb|285x285px|Dwarven cipher.]]&lt;br /&gt;
Start the day with a '''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Pure Play Game of Choice&amp;lt;/span&amp;gt;'''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Start the Morning Adventures in the Village with Belna. She seems to feel better from her fall, but is still insistent on communicating her message. She writes something down in Dwarven, which is essentially a cipher. Trackers with Dwarven origins can be given the translation for all vowels.&lt;br /&gt;
&lt;br /&gt;
Indigo offers to watch Belna so you can go find Sable, the ranger who speaks Dwarven fluently. Teams break up to comb the nearby woods for the bandana you hid to represent her position.&lt;br /&gt;
[[File:Belna Message with Vowels.jpg|left|thumb|285x285px|Belna's message with vowels translated.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;'''Searching or Tracking Game of Choice'''&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After everyone is grouped up at Sable’s location, she can introduce herself properly:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;“You all’d better have a good reason for disturbing my hunt! Catching food is a matter of life and death for our Village, you know. Speaking of which, I haven’t seen any of you around before. If you say you’re one of us and want a favor from me? You’d better prove you’re worth it.”&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;'''Survival Game of Choice'''&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Sable admits, you have the skills valued by the Village, and she did hear there would be newcomers. She’ll take a look at the message from Belna and do her best to translate. However, Belna’s language is the oldest and least accessible form of Dwarven, and there are a few symbols she doesn’t recognize. Trackers must finish piecing together the message to fully learn Belna’s predicament:&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;“Dwarves of the Deep Warrens need help! Stranger draining the mountain’s spirit, our spirit.”&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sable is surprised and alarmed to read this. She wants to return to the Village with you to meet and talk to Belna in person. Though grudgingly, she can tell you the following information about the Deep Warrens:&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*It’s a chain of small mountains with a deep, interconnected cave system underneath&lt;br /&gt;
*It has long been the home of the dwarves, though they long ago they had to cease mining and pursue lifestyles that cause less pain to the earth&lt;br /&gt;
*There are rumors that the underground caves are haunted by the ghosts of ancient dwarven miners&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sable thinks those rumors are probably right. Return to the Village to digest this info, and also lunch.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
======Day Two Afternoon======&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Lead the Trackers in &amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;'''Stick Combat'''&amp;lt;/span&amp;gt; as a warm-up for Afternoon Adventures.&lt;br /&gt;
&lt;br /&gt;
Sable meets you after your combat practice. She has been doing her best to communicate with Belna and suggests you all get geared up to head to the Deep Warrens. It sounds like the ancient dwarves' plight is more dire than the Village's right now.!&lt;br /&gt;
&lt;br /&gt;
Sable has the following facts for the Trackers (from Belna):&lt;br /&gt;
&lt;br /&gt;
*The life spirit of all dwarves is tied to their mountain homes. The ailing mountain is harming the dwarves who live there.&lt;br /&gt;
*A mysterious young mage is using some kind of magic to draw energy from the mountain.&lt;br /&gt;
*The mountain mems are angry&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Trackers may take some time to pack and prepare their gear for travel. Sable cautions to approach the mountains quietly and respectfully to avoid tangling with the mountain mems.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;'''Traversing and Improv Game: Enter the Mountain'''&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Hike to the top of the highest hill or available incline. From this vantage point, designate a low point in the distance as the entrance to the caves. As the Trackers travel downwards, describe what they are seeing:&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;blockquote&amp;gt;&amp;quot;The terrain underfoot becomes rocky and uneven. You see, up ahead, the mouth of the cave is only a few feet high. We'll have to crawl to get inside. The rocks around you are cool and moist to the touch as you make into into the first cave. The afternoon sun shines a bar of light into the chamber, but when it stops, complete darkness takes over.&amp;quot; &amp;lt;/blockquote&amp;gt;When everyone has crawled inside the area cast as the Cave, the ground begins to shake underfoot. It's another earthquake! Guide the Trackers' improv of the scenario with prompts such as the following:&lt;br /&gt;
&lt;br /&gt;
*Rocks begin to fall around the entrance. Get back from it!&lt;br /&gt;
*The floor rumbles violently, shaking your whole body.&lt;br /&gt;
*Drop down and protect your head!&lt;br /&gt;
*Pebbles and dirt rain down on your back and heads.&lt;br /&gt;
*The sunlight is fully blocked out, leaving us in complete darkness.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The entrance to the cave is impassibly caved in. Trackers are trapped in the cave system with mems, mages and who knows what else. Worse, everyone without dwarven origin will have to start tomorrow wearing blindfolds! &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
======Day Three Morning======&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;blockquote&amp;gt;“If any of you have second thoughts about exploring haunted mountain caves… it may be too late. The darkness around you is complete, hiding the stalactites dripping cold water onto your head. We should get away from this cave-in, in case there's another earthquake!&amp;quot;&amp;lt;/blockquote&amp;gt;Begin the day with a '''&amp;lt;span class=&amp;quot;col-blue-navy ve-pasteProtect&amp;quot;&amp;gt;Blindfolded Game of Choice&amp;lt;/span&amp;gt;'''. The object of this game, from a roleplaying view, will be to find your way out of the entrance cavern and into the tunnels.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Morning Adventures begins inside the tunnel complex of the Deep Warrens. You've lit torches (in roleplay, unless fire starting is kosher) and everyone can remove blindfolds. Start with some place-setting meditation to get everyone in the proper frame of mind.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;blockquote&amp;gt;“Sit in a circle and close your eyes. Take a deep breath in, hold it… and release. The darkness and rocky walls crowd in around you. It’s wet and very cool, and all you can hear is the drips of water falling from the ceiling and echoes of any noise you and your teammates’ make. As your breathing finds a rhythm, you feel the rhythm of the mountain around you. It pulses like an irregular heartbeat. You can feel the wrongness of the energy in here. Maybe it’s the restless spirits of dwarven miners, or maybe it’s the pain of the mountain itself, tunneled into and mined of its life-blood.&amp;quot;&amp;lt;/blockquote&amp;gt;Determine the boundaries of play and have the teams break apart to investigate their surroundings. Suggest they move slowly, map the location, and make note of anything strange they see. Ensure everyone knows the sound of a game-over signal which you can call out.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Exploration Game of Choice&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Group everyone up after the exploration and mapping. You can sense a low rumbling in the earth again. Is it another earthquake? The rumbling turns into a rhythmic pounding, and you realize it's something worse than an earthquake: it's a powerful, towering rock creature called a Saxum Brute! It roars and lumbers forward to attack. We’ll need to stop it or evade it, and quick!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;'''Pure Play Game of Choice'''&amp;lt;/span&amp;gt; to Evade&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;col-blue-navy ve-pasteProtect&amp;quot;&amp;gt;'''Stick Combat Game of Choice'''&amp;lt;/span&amp;gt; to Fight (the Brute retreats, Trackers don't ultimately harm it)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Once free of the Saxum Brute, lead the Trackers to an area that will represent the villain’s main lab. Describe the cavernous chamber as covered in ancient, rusted tech and scribbled notes and diagrams. There is a locked journal, which is labeled, &amp;quot;property of Cinna&amp;quot;. Most eye-catching, however, is a human-sized glass tank almost completely filled glowing green energy. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Just before the break, footsteps can be heard from another tunnel. They're headed straight for the Trackers!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======Day Three Afternoon======&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Pick up right before the source of the footsteps is revealed. All Trackers should be in hiding places while you narrate or act out the following scene:&amp;lt;br /&amp;gt;&amp;lt;blockquote&amp;gt;“A cloaked figure with a large wooden staff walks into the chamber. Tendrils of ancient, gnarled roots snatch at him, but he slams his stick to the stone floor, sending them scurrying away as if in fear. The top of the staff glints, and you realize the top is set with the Village’s Hearthstone! The figure pushes back the hood to reveal the face of a young man. This must be Cinna!&amp;quot;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Cinna storms into the lair and complains about how dark it is in the Deep Warrens. He points the Hearthstone staff out to the glowing green energy, and the amount decreases in the tank decreases slightly. The torches flare brighter... revealing your positions!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;blockquote&amp;gt;&amp;quot;What's this? How did you all get here?! You'd better not have touched my research!&amp;quot;&amp;lt;/blockquote&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;'''Fight with Cinna'''&amp;lt;/span&amp;gt;&lt;br /&gt;
During this fight, designate four targets: Cinna and three incomplete robots, which rise jerkily from the ground to face the Trackers. They're animated by Hearthstone magic, not tech! Cinna has two abilities:&lt;br /&gt;
&lt;br /&gt;
#An attack with bright green magic which stops one Whisker from each team attacking this round&lt;br /&gt;
#Using some energy from the tank, he casts a shield over himself and one of his robot minions&lt;br /&gt;
#&lt;br /&gt;
&lt;br /&gt;
'''Cinna roleplays with the Trackers during combat.''' Here is his position:&lt;br /&gt;
&lt;br /&gt;
*He's found a way to harvest the mountain's energy using the Hearthstone&lt;br /&gt;
*The energy he's harvested from the mountain can help the Village&lt;br /&gt;
*The energy can power shields against raiders or natural disasters, and he's still experimenting&lt;br /&gt;
*He feels entitled to use the Hearthstone, as he is from the Village&lt;br /&gt;
*He demands to know why you're here&lt;br /&gt;
*He doesn't believe you about the plight of the dwarves (he's never met one)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Trackers have the following goals for each round:&lt;br /&gt;
&lt;br /&gt;
#Pathfinders choose which (unshielded) target to focus.&lt;br /&gt;
#Cloaks block Cinna's attack on the team by hitting the Cinna target with a projectile (if successful, no one loses a round)&lt;br /&gt;
#Whiskers attack the target designated by the Pathfinder with sticks or foam swords&lt;br /&gt;
&lt;br /&gt;
Each robot takes 12-20 hits to take down. When two are defeated, Cinna will only be able to shield himself. When all three robots are down, Trackers have won the battle!&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;blockquote&amp;gt;When beaten, Cinna sputters with disbelief. &amp;quot;This is ridiculous! You're not even from the Village, yet you dare enter ''my'' domain and interfere--&amp;quot;&amp;lt;br /&amp;gt;&amp;lt;/blockquote&amp;gt;As Cinna calls you out, the mountain begins to groan and rumble. It’s angry that Cinna called the mountain ''his'' domain! &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Cinna lunges for you as the debris begins to fall from the rattling ceiling. Lead the Trackers back towards the pick-up area, roleplaying Cinna's pursuit and the cave collapsing you!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;'''Cave Escape Improv'''&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As you close in on your destination, Cinna calls out that there's not time to make it to the exit. Describe the torrential rumbling as the surrounding area is filled with rubble. We’re now even more trapped than before! And what’s more… Cinna is trapped with us!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======Day Four Morning======&lt;br /&gt;
&amp;lt;br /&amp;gt;'''Before the gameplay begins, plan a time to hide Cinna's Energy Notes in the area around his lab.'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Begin the day with a '''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Pure Play Game of Choice&amp;lt;/span&amp;gt;'''. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Morning Adventures begin trapped in a small bubble of air within the otherwise collapsed tunnel.  A very sour Cinna is trapped with you, and the situation looks pretty grim. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Trackers talk to Cinna and learn about his backstory and motivations. See the [[NPCs|NPC]] page to review his characteristics. Here are some of the topics he can expand upon:&lt;br /&gt;
&lt;br /&gt;
*The ghosts in the mountain aren’t dwarf spirits, they’re the mountain itself&lt;br /&gt;
*The mountain has a latent anger from the days when dwarves were miners&lt;br /&gt;
*Since then, the dwarves have done their best to heal and care for the mountain&lt;br /&gt;
*Cinna finds it very pesky this anger came back to fight against his work&lt;br /&gt;
*He’s only taking a small amount of the mountain's energy (the glowing green tank in his lab) and storing it in the Hearthstone to amplify its abilities&lt;br /&gt;
*He says the energy can be put to better use in the Village&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;blockquote&amp;gt;&amp;quot;Anyway, since we're stuck in here together… if you don’t all want to die in this tunnel, you’d better work with me to get out. I can use the Hearthstone to levitate the rubble around us, but you'll have to crawl out to my lab and find a way to rescue me!&amp;quot; &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Army Crawl Course&amp;lt;/span&amp;gt;''' &amp;lt;span class=&amp;quot;col-black&amp;quot;&amp;gt;(can include extra obstacles)&amp;lt;/span&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Trackers successfully return to the lab, which is structurally damaged, but not quite crumbling. They other exits have caved in, so options of escape are limited to using the reservoir of mountain energy! There are three buttons on the tank, labeled with directional arrows: &amp;gt;, ^, and &amp;lt;, respectively. What does that mean?&lt;br /&gt;
[[File:Cinna's Energy Notes.jpg|thumb|250x250px|Cinna's Energy Notes (cut into three strips)]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Hunt for Cinna's Energy Notes&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
Hide the three clues around the area and have Tracker teams search for them. Once the clues are all found, allow Trackers to discuss which to press!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Over lunch, consider using the events of the game as a teachable moment about the environmental consequences and dangers of fracking. &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======Day Four Afternoon======&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Start in the villain’s lab, where a choice must be made! Trackers must select and press a button. Navigate to their choice for determine how the afternoon plays out.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-red&amp;quot;&amp;gt;Send Energy to Hearthstone&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
The tank glows brightly before beginning to drain. You hear a crash behind you as Cinna uses the Hearthstone to punch through the collapsed tunnel and into the lab. However, this action has a consequence: Saxum Brutes awaken, animated by excess energy, and arise from the walls of the cavern in anger!&lt;br /&gt;
&lt;br /&gt;
From this point to end of day:&lt;br /&gt;
&lt;br /&gt;
* Cinna and the Brutes begin to fight, demolishing the lab&lt;br /&gt;
* Trackers can press another button to direct the flow of energy away from the Hearthstone &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;col-blue-navy ve-pasteProtect&amp;quot;&amp;gt;'''Stealth Game of Choice'''&amp;lt;/span&amp;gt; to stay out of the combatants' way while choosing another button to press&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-red&amp;quot;&amp;gt;Return Energy to Source&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
The button is stuck and won't press down all the way! However, tank begins to glow red. Saxum Brutes step down from the walls of the cavern, advancing on the group and breaking open part of the cavern wall! &lt;br /&gt;
&lt;br /&gt;
They reach down, as if to grab the Trackers, but are stopped at the last moment by an attack from Cinna! He's crawled his way free of the tunnel and glares at the Trackers. &lt;br /&gt;
&lt;br /&gt;
From this point:&lt;br /&gt;
&lt;br /&gt;
* Cinna is furious the Trackers would reverse all his good work and ruin his lab&lt;br /&gt;
* He uses the Hearthstone to shield himself from the Brutes and leaves through the cavern wall&lt;br /&gt;
* He collapses it behind him, leaving the Trackers to fend for themselves&lt;br /&gt;
* We'd better get the button to work!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;col-blue-navy ve-pasteProtect&amp;quot;&amp;gt;'''Stealth Game of Choice'''&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;col-black&amp;quot;&amp;gt;to evade Brutes&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Set up an objective to represent the energy tank. Once reached, Trackers may slam the button in effort to continue the energy return process. Skip to the last game of the day.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-red&amp;quot;&amp;gt;Release Energy ??&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
The tank opens, and most of the energy blasts out (DUCK!) It bursts through the ceiling and down the tunnels, vaporizing everything in its way! Debris rains on everyone in the wake of the destruction. Saxum Brutes awaken, animated by excess energy, and arise from the walls of the cavern in anger! Cinna crawls out from the tunnel.&lt;br /&gt;
&lt;br /&gt;
From this point to end of day:&lt;br /&gt;
&lt;br /&gt;
* Cinna is annoyed the Trackers chose such an unpredictable method of release and ruined his lab&lt;br /&gt;
* He uses the Hearthstone to shield himself from the Brutes and leaves through the cavern wall&lt;br /&gt;
* He collapses it behind him, leaving the Trackers to fend for themselves&lt;br /&gt;
* We'd better figure out how to stop the Brutes from smashing us!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;col-blue-navy ve-pasteProtect&amp;quot;&amp;gt;'''Combat Game of Choice'''&amp;lt;/span&amp;gt; to defend against Brutes&lt;br /&gt;
&lt;br /&gt;
If Trackers don't arrive there on their own, suggest reversing the energy to stop the Brutes. You can add an additional stealth function to getting to the tank again. Hitting the button allows you to skip to the last game of the day.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All threads lead to the final '''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Improv Game - Reverse the Stream&amp;lt;/span&amp;gt;'''&amp;lt;blockquote&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
“The device sparks and whines as the mechanics begin to reverse. Suddenly it erupts with a beam of molten red energy. It hits the top of the cave and drips down the walls and onto the floor like lava. To everyone’s surprise,  the red energy goo causes’s no destruction caused. In fact, as the energy washes over the area, the cave begins to settle and stabilize in place. The rock monsters curl up to sleep once more, melding back into the mountain’s walls. The hole to the outside has been sealed over with rock like a healed wound. In the center of the room you find a large stone, glowing faintly and warm to the touch.”&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
What is it? We’ll find out more tomorrow!&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======Day Five Morning======&lt;br /&gt;
&amp;lt;span class=&amp;quot;col-red&amp;quot;&amp;gt;*Under Construction*&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Begin in the Deep Warrens once more. The Trackers can examine and ask questions about the stone, which is, in fact, the Hearthstone of the mountain dwarves! The mountain was protecting it, but the energy device was starting to leech away it’s power. &lt;br /&gt;
&lt;br /&gt;
They may choose to leave the Hearthstone in the care of the renewed mountain, or to take it back to the Village to present to Belna. The journey out is markedly more relaxed and fun, with the mems helping guide the group along the way.&lt;br /&gt;
&lt;br /&gt;
Orienteering Game of Choice&lt;br /&gt;
&lt;br /&gt;
Pure Play Game of Choice&lt;br /&gt;
&lt;br /&gt;
The teams will all meet in the Village for lunch.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======Day Five Afternoon======&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After the break, Trackers may pack up their Secret Camps and prepare to return to their own communities. This is a moment for journaling and reflection before the final celebration.&lt;br /&gt;
&lt;br /&gt;
Secret Camp Time&lt;br /&gt;
&lt;br /&gt;
Next, Trackers will have the opportunity to speak to NPCs. Scree was able to return to Indigo, who thanks you for saving him. He’s grateful you didn’t hurt his estranged little brother, Cinna, even though he’s being a real jerk.&lt;br /&gt;
&lt;br /&gt;
Hearing you speak to Indigo, Belna rushes out to greet you all. With Sable’s help, you’re able to communicate what happened and present Belna with the Hearthstone, if it’s in their possession. Sable is grudgingly impressed, and Belna is appreciative of your undertaking. She will return to the mountains at dawn, but for now, it’s time to celebrate!&lt;br /&gt;
&lt;br /&gt;
Celebration in the Village!&lt;br /&gt;
&lt;br /&gt;
Wrap things up with pure play games. Give Trackers an opportunity to sign each other’s journals, visit the Troll Market, play Trackers Trivia, and generally have fun as they say farewell to this week of camp. &lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Gallison</name></author>
		
	</entry>
	<entry>
		<id>http://wiki.trackersearth.com/w/index.php?title=Week_3:_The_Deep_Warrens&amp;diff=1121</id>
		<title>Week 3: The Deep Warrens</title>
		<link rel="alternate" type="text/html" href="http://wiki.trackersearth.com/w/index.php?title=Week_3:_The_Deep_Warrens&amp;diff=1121"/>
		<updated>2021-07-01T05:28:54Z</updated>

		<summary type="html">&lt;p&gt;Gallison: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Earthquakes have been happening a lot in Cascadia ever since the Hearthstone shattered. A stranger to the village arrives with a warning! There’s a villain harming the earth from deep inside a nearby cave system in the mountains, called the Deep Warrens. If they’re not stopped, the damage could destroy all of Cascadia!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Advance Preparation=====&lt;br /&gt;
You will need props or a plan to handle a few of this weeks adventures:&lt;br /&gt;
&lt;br /&gt;
*A number of colored [[bands]] to mark objectives in games.&lt;br /&gt;
*Ideally, you’ll be able to dig or have access to a pit in the ground for a character to be trapped. If this isn't possible, the scenario can be easily be acted out as improv.&lt;br /&gt;
*A printout or hand-copied version of the Dwarven message from Belna (see Day 2 for download).&lt;br /&gt;
*You will also need to have a rock to play the part of the Dwarven Hearthstone. This can definitely be picked up on the fly, but keep an eye out for a cool one.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======Non Playable Characters (NPCs)======&lt;br /&gt;
These are the [[NPCs]] that may be encountered in this story. They are ordered from most to least screentime in the narrative.&lt;br /&gt;
&lt;br /&gt;
*Belna&lt;br /&gt;
*Cinna&lt;br /&gt;
*Ral&lt;br /&gt;
*Sable&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======Day One Morning======&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The first game of the day establishes teams of four. Choose one of the options below:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot; style=&amp;quot;color: rgb(62, 83, 137)&amp;quot;&amp;gt;Forehead Dots&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
Trackers all get a colored mark on their forehead while their eyes are closed. Mark four Trackers in each color, and choose randomly, as these will be future teams. The &amp;quot;dots&amp;quot; can be masking tape, a post-it, or even washable marker.&lt;br /&gt;
&lt;br /&gt;
When you're done, Trackers open their eyes. They must now sort themselves into teams in complete silence, using only non-verbal communication to find their color matches.&lt;br /&gt;
&lt;br /&gt;
OR&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot; style=&amp;quot;color: rgb(62, 83, 137)&amp;quot;&amp;gt;Hide and Seek Out Your Team&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
Half the Trackers hide within specified boundaries. After 30 seconds head start, send the other half out in search. When the seekers find someone, they both head back to group up, and are now teammates!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In the second round, play this in pairs to end with teams of four. Team Camp time this morning should include time for journaling and  character creation.&lt;br /&gt;
&lt;br /&gt;
At the beginning of Morning Adventures, lead the group to the Village area and introduce yourself as their Guide.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;blockquote&amp;gt;“Welcome to the Village! This is the nearest community of humans in Cascadia and your home for the next week. The Village was mostly destroyed last week by natural disasters when the Hearthstone was stolen, but things are mostly better now we have it back… in pieces. You’ve all been summoned from local areas to help investigate if, and how, a Hearthstone can heal.&amp;quot;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Explain the basics of [[Hearthstone]] lore. You can also make up your own identity and Guild affiliation, so long as you're a native to the Village. Your current assignment is leading the effort to mend the Hearthstone. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Next, introduce Trackers to an [[NPCs|NPC]], Indigo. They're a friendly and charming Ranger with a pet osprey, Scree, which nips at their ears as they try to talk. Play Scree for laughs when you can!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Indigo explains that, because of the natural disasters in the area, they need to check everything's location for the Village's reference. Could you help them by mapping things out?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Map Area Around Village&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You may play the guide as well as Indigo while helping the Trackers set up their camps. Remember to include Indigo’s falcon, Scree, for some comedy! After the area has been arranged, Indigo will express his appreciation for your help with this project. As thanks, he offers to teach you how to stick fight.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Stick Fighting&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Once the Trackers seem to have the basics, announce a rumbling in the earth! Oh no, maybe the natural disasters aren't over?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
======Day One Afternoon======&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Afternoon Adventures begin with the Guide sharing intriguing news with the Trackers: the Village is abuzz, because during your training, a dwarven elder came through town! This is a rare occurrence, the first time in decades such an ancient dwarf has visited a human camp.&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
&lt;br /&gt;
*Here’s what you can tell them, cobbled together from the villagers’ gossip:&lt;br /&gt;
*They think the dwarf was a woman, but she has a pretty magnificent beard&lt;br /&gt;
*Nobody speaks Dwarvish except Sable (a ranger who’s on the hunt)&lt;br /&gt;
*The dwarf seemed to need help&lt;br /&gt;
*The dwarf left about 20 minutes ago, and seemed to be following (choose an animal type to track)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Teach the Trackers’ teams to move through the wilderness and the basics of tracking. Following this animal will lead you towards the dwarf, after which you can hopefully find out what she needs!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Tracking Game of Choice&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You finally come across the dwarf… who’s at the bottom of a pit that opened up during the earthquake! She’s clearly in distress. If you have any Trackers with a Dwarven origin, you may note that she's using some ''strong language''.&lt;br /&gt;
&amp;lt;br /&amp;gt;'''&amp;lt;span class=&amp;quot;col-blue-navy ve-pasteProtect&amp;quot;&amp;gt;Rescue Game&amp;lt;/span&amp;gt;'''  - This can be a realistic rescue from a pit trap if an appropriate site is found. If not, this game may include foraging and crafting cordage to make a rope, then an improv challenge to pull the dwarf to safety.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The dwarven woman is very grateful! She’s able to gesture to herself and communicate her name: Belna. If there are any Trackers with a dwarven origin culture, they can try and speak to her, but with limited success (i.e. they can get the nouns underlined below).&lt;br /&gt;
&lt;br /&gt;
Belna is saying &amp;lt;u&amp;gt;help&amp;lt;/u&amp;gt;, pointing in the direction of &amp;lt;u&amp;gt;mountains&amp;lt;/u&amp;gt;. She’s &amp;lt;u&amp;gt;frightened&amp;lt;/u&amp;gt; of something! &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As the Guide, you can note that those mountains contain a cave system where most local dwarves live. Maybe something is wrong at the dwarven settlement?&lt;br /&gt;
&lt;br /&gt;
======Day Two Morning======&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Before the day begins, print Belna's message and Dwarven cipher and plant a bandana in the area the Trackers will be searching for Sable later in the morning.'''&lt;br /&gt;
[[File:Belna Message.jpg|left|thumb|285x285px|Message from Belna, written in Old Dwarvish.]]&lt;br /&gt;
[[File:Dwarven Cipher.jpg|thumb|285x285px|Dwarven cipher.]]&lt;br /&gt;
Start the day with a '''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Pure Play Game of Choice&amp;lt;/span&amp;gt;'''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Start the Morning Adventures in the Village with Belna. She seems to feel better from her fall, but is still insistent on communicating her message. She writes something down in Dwarven, which is essentially a cipher. Trackers with Dwarven origins can be given the translation for all vowels.&lt;br /&gt;
&lt;br /&gt;
Indigo offers to watch Belna so you can go find Sable, the ranger who speaks Dwarven fluently. Teams break up to comb the nearby woods for the bandana you hid to represent her position.&lt;br /&gt;
[[File:Belna Message with Vowels.jpg|left|thumb|285x285px|Belna's message with vowels translated.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;'''Searching or Tracking Game of Choice'''&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After everyone is grouped up at Sable’s location, she can introduce herself properly:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;“You all’d better have a good reason for disturbing my hunt! Catching food is a matter of life and death for our Village, you know. Speaking of which, I haven’t seen any of you around before. If you say you’re one of us and want a favor from me? You’d better prove you’re worth it.”&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;'''Survival Game of Choice'''&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Sable admits, you have the skills valued by the Village, and she did hear there would be newcomers. She’ll take a look at the message from Belna and do her best to translate. However, Belna’s language is the oldest and least accessible form of Dwarven, and there are a few symbols she doesn’t recognize. Trackers must finish piecing together the message to fully learn Belna’s predicament:&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;“Dwarves of the Deep Warrens need help! Stranger draining the mountain’s spirit, our spirit.”&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sable is surprised and alarmed to read this. She wants to return to the Village with you to meet and talk to Belna in person. Though grudgingly, she can tell you the following information about the Deep Warrens:&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*It’s a chain of small mountains with a deep, interconnected cave system underneath&lt;br /&gt;
*It has long been the home of the dwarves, though they long ago they had to cease mining and pursue lifestyles that cause less pain to the earth&lt;br /&gt;
*There are rumors that the underground caves are haunted by the ghosts of ancient dwarven miners&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sable thinks those rumors are probably right. Return to the Village to digest this info, and also lunch.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
======Day Two Afternoon======&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Lead the Trackers in &amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;'''Stick Combat'''&amp;lt;/span&amp;gt; as a warm-up for Afternoon Adventures.&lt;br /&gt;
&lt;br /&gt;
Sable meets you after your combat practice. She has been doing her best to communicate with Belna and suggests you all get geared up to head to the Deep Warrens. It sounds like the ancient dwarves' plight is more dire than the Village's right now.!&lt;br /&gt;
&lt;br /&gt;
Sable has the following facts for the Trackers (from Belna):&lt;br /&gt;
&lt;br /&gt;
*The life spirit of all dwarves is tied to their mountain homes. The ailing mountain is harming the dwarves who live there.&lt;br /&gt;
*A mysterious young mage is using some kind of magic to draw energy from the mountain.&lt;br /&gt;
*The mountain mems are angry&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Trackers may take some time to pack and prepare their gear for travel. Sable cautions to approach the mountains quietly and respectfully to avoid tangling with the mountain mems.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;'''Traversing and Improv Game: Enter the Mountain'''&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Hike to the top of the highest hill or available incline. From this vantage point, designate a low point in the distance as the entrance to the caves. As the Trackers travel downwards, describe what they are seeing:&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;blockquote&amp;gt;&amp;quot;The terrain underfoot becomes rocky and uneven. You see, up ahead, the mouth of the cave is only a few feet high. We'll have to crawl to get inside. The rocks around you are cool and moist to the touch as you make into into the first cave. The afternoon sun shines a bar of light into the chamber, but when it stops, complete darkness takes over.&amp;quot; &amp;lt;/blockquote&amp;gt;When everyone has crawled inside the area cast as the Cave, the ground begins to shake underfoot. It's another earthquake! Guide the Trackers' improv of the scenario with prompts such as the following:&lt;br /&gt;
&lt;br /&gt;
*Rocks begin to fall around the entrance. Get back from it!&lt;br /&gt;
*The floor rumbles violently, shaking your whole body.&lt;br /&gt;
*Drop down and protect your head!&lt;br /&gt;
*Pebbles and dirt rain down on your back and heads.&lt;br /&gt;
*The sunlight is fully blocked out, leaving us in complete darkness.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The entrance to the cave is impassibly caved in. Trackers are trapped in the cave system with mems, mages and who knows what else. Worse, everyone without dwarven origin will have to start tomorrow wearing blindfolds! &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
======Day Three Morning======&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;blockquote&amp;gt;“If any of you have second thoughts about exploring haunted mountain caves… it may be too late. The darkness around you is complete, hiding the stalactites dripping cold water onto your head. We should get away from this cave-in, in case there's another earthquake!&amp;quot;&amp;lt;/blockquote&amp;gt;Begin the day with a '''&amp;lt;span class=&amp;quot;col-blue-navy ve-pasteProtect&amp;quot;&amp;gt;Blindfolded Game of Choice&amp;lt;/span&amp;gt;'''. The object of this game, from a roleplaying view, will be to find your way out of the entrance cavern and into the tunnels.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Morning Adventures begins inside the tunnel complex of the Deep Warrens. You've lit torches (in roleplay, unless fire starting is kosher) and everyone can remove blindfolds. Start with some place-setting meditation to get everyone in the proper frame of mind.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;blockquote&amp;gt;“Sit in a circle and close your eyes. Take a deep breath in, hold it… and release. The darkness and rocky walls crowd in around you. It’s wet and very cool, and all you can hear is the drips of water falling from the ceiling and echoes of any noise you and your teammates’ make. As your breathing finds a rhythm, you feel the rhythm of the mountain around you. It pulses like an irregular heartbeat. You can feel the wrongness of the energy in here. Maybe it’s the restless spirits of dwarven miners, or maybe it’s the pain of the mountain itself, tunneled into and mined of its life-blood.&amp;quot;&amp;lt;/blockquote&amp;gt;Determine the boundaries of play and have the teams break apart to investigate their surroundings. Suggest they move slowly, map the location, and make note of anything strange they see. Ensure everyone knows the sound of a game-over signal which you can call out.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Exploration Game of Choice&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Group everyone up after the exploration and mapping. You can sense a low rumbling in the earth again. Is it another earthquake? The rumbling turns into a rhythmic pounding, and you realize it's something worse than an earthquake: it's a powerful, towering rock creature called a Saxum Brute! It roars and lumbers forward to attack. We’ll need to stop it or evade it, and quick!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;'''Pure Play Game of Choice'''&amp;lt;/span&amp;gt; to Evade&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;col-blue-navy ve-pasteProtect&amp;quot;&amp;gt;'''Stick Combat Game of Choice'''&amp;lt;/span&amp;gt; to Fight (the Brute retreats, Trackers don't ultimately harm it)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Once free of the Saxum Brute, lead the Trackers to an area that will represent the villain’s main lab. Describe the cavernous chamber as covered in ancient, rusted tech and scribbled notes and diagrams. There is a locked journal, which is labeled, &amp;quot;property of Cinna&amp;quot;. Most eye-catching, however, is a human-sized glass tank almost completely filled glowing green energy. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Just before the break, footsteps can be heard from another tunnel. They're headed straight for the Trackers!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======Day Three Afternoon======&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Pick up right before the source of the footsteps is revealed. All Trackers should be in hiding places while you narrate or act out the following scene:&amp;lt;br /&amp;gt;&amp;lt;blockquote&amp;gt;“A cloaked figure with a large wooden staff walks into the chamber. Tendrils of ancient, gnarled roots snatch at him, but he slams his stick to the stone floor, sending them scurrying away as if in fear. The top of the staff glints, and you realize the top is set with the Village’s Hearthstone! The figure pushes back the hood to reveal the face of a young man. This must be Cinna!&amp;quot;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Cinna storms into the lair and complains about how dark it is in the Deep Warrens. He points the Hearthstone staff out to the glowing green energy, and the amount decreases in the tank decreases slightly. The torches flare brighter... revealing your positions!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;blockquote&amp;gt;&amp;quot;What's this? How did you all get here?! You'd better not have touched my research!&amp;quot;&amp;lt;/blockquote&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;'''Fight with Cinna'''&amp;lt;/span&amp;gt;&lt;br /&gt;
During this fight, designate four targets: Cinna and three incomplete robots, which rise jerkily from the ground to face the Trackers. They're animated by Hearthstone magic, not tech! Cinna has two abilities:&lt;br /&gt;
&lt;br /&gt;
#An attack with bright green magic which stops one Whisker from each team attacking this round&lt;br /&gt;
#Using some energy from the tank, he casts a shield over himself and one of his robot minions&lt;br /&gt;
#&lt;br /&gt;
&lt;br /&gt;
'''Cinna roleplays with the Trackers during combat.''' Here is his position:&lt;br /&gt;
&lt;br /&gt;
*He's found a way to harvest the mountain's energy using the Hearthstone&lt;br /&gt;
*The energy he's harvested from the mountain can help the Village&lt;br /&gt;
*The energy can power shields against raiders or natural disasters, and he's still experimenting&lt;br /&gt;
*He feels entitled to use the Hearthstone, as he is from the Village&lt;br /&gt;
*He demands to know why you're here&lt;br /&gt;
*He doesn't believe you about the plight of the dwarves (he's never met one)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Trackers have the following goals for each round:&lt;br /&gt;
&lt;br /&gt;
#Pathfinders choose which (unshielded) target to focus.&lt;br /&gt;
#Cloaks block Cinna's attack on the team by hitting the Cinna target with a projectile (if successful, no one loses a round)&lt;br /&gt;
#Whiskers attack the target designated by the Pathfinder with sticks or foam swords&lt;br /&gt;
&lt;br /&gt;
Each robot takes 12-20 hits to take down. When two are defeated, Cinna will only be able to shield himself. When all three robots are down, Trackers have won the battle!&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;blockquote&amp;gt;When beaten, Cinna sputters with disbelief. &amp;quot;This is ridiculous! You're not even from the Village, yet you dare enter ''my'' domain and interfere--&amp;quot;&amp;lt;br /&amp;gt;&amp;lt;/blockquote&amp;gt;As Cinna calls you out, the mountain begins to groan and rumble. It’s angry that Cinna called the mountain ''his'' domain! &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Cinna lunges for you as the debris begins to fall from the rattling ceiling. Lead the Trackers back towards the pick-up area, roleplaying Cinna's pursuit and the cave collapsing you!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;'''Cave Escape Improv'''&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As you close in on your destination, Cinna calls out that there's not time to make it to the exit. Describe the torrential rumbling as the surrounding area is filled with rubble. We’re now even more trapped than before! And what’s more… Cinna is trapped with us!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======Day Four Morning======&lt;br /&gt;
&amp;lt;br /&amp;gt;'''Before the gameplay begins, plan a time to hide Cinna's Energy Notes in the area around his lab.'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Begin the day with a '''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Pure Play Game of Choice&amp;lt;/span&amp;gt;'''. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Morning Adventures begin trapped in a small bubble of air within the otherwise collapsed tunnel.  A very sour Cinna is trapped with you, and the situation looks pretty grim. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Trackers talk to Cinna and learn about his backstory and motivations. See the [[NPCs|NPC]] page to review his characteristics. Here are some of the topics he can expand upon:&lt;br /&gt;
&lt;br /&gt;
*The ghosts in the mountain aren’t dwarf spirits, they’re the mountain itself&lt;br /&gt;
*The mountain has a latent anger from the days when dwarves were miners&lt;br /&gt;
*Since then, the dwarves have done their best to heal and care for the mountain&lt;br /&gt;
*Cinna finds it very pesky this anger came back to fight against his work&lt;br /&gt;
*He’s only taking a small amount of the mountain's energy (the glowing green tank in his lab) and storing it in the Hearthstone to amplify its abilities&lt;br /&gt;
*He says the energy can be put to better use in the Village&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;blockquote&amp;gt;&amp;quot;Anyway, since we're stuck in here together… if you don’t all want to die in this tunnel, you’d better work with me to get out. I can use the Hearthstone to levitate the rubble around us, but you'll have to crawl out to my lab and find a way to rescue me!&amp;quot; &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Army Crawl Course&amp;lt;/span&amp;gt;''' &amp;lt;span class=&amp;quot;col-black&amp;quot;&amp;gt;(can include extra obstacles)&amp;lt;/span&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Trackers successfully return to the lab, which is structurally damaged, but not quite crumbling. They other exits have caved in, so options of escape are limited to using the reservoir of mountain energy! There are three buttons on the tank, labeled with directional arrows: &amp;gt;, ^, and &amp;lt;, respectively. What does that mean?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Hunt for Cinna's Energy Notes&amp;lt;/span&amp;gt;'''&lt;br /&gt;
[[File:Cinna's Energy Notes.jpg|thumb|250x250px|Cinna's Energy Notes (cut into three strips)]]&lt;br /&gt;
Hide the three clues around the area and have Tracker teams search for them. Once the clues are all found, allow Trackers to discuss which to press!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Over lunch, consider using the events of the game as a teachable moment about the environmental consequences and dangers of fracking. &amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
======Day Four Afternoon======&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Start in the villain’s lab, which is in complete chaos! The ceiling is raining debris from the energy device’s beam. Rock monsters powered by the mountain’s Mem rise out of rubble and are attacking. Cinna calls for you all to climb out while he keeps them at bay, raising the question: what do the Trackers want to do?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All paths will eventually lead to realizing the necessity of Cinna’s device. It drains and deactivates the rock monsters, but the monsters are only attacking in self-preservation!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Stealth Game of Choice&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Unarmed and angry, Cinna vows vengeance and makes his scape, leaving the Trackers trapped inside a mountain full of angry spirits! Trackers must figure out how to reverse the energy drain and fast, before the whole mountain caves in on them!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Improv Game - Reverse the Stream&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
“The device sparks and whines as the mechanics begin to reverse. Suddenly it erupts with a beam of molten red energy. It hits the top of the cave and drips down the walls and onto the floor like lava. To everyone’s surprise,  the red energy goo causes’s no destruction caused. In fact, as the energy washes over the area, the cave begins to settle and stabilize in place. The rock monsters curl up to sleep once more, melding back into the mountain’s walls. The hole to the outside has been sealed over with rock like a healed wound. In the center of the room you find a large stone, glowing faintly and warm to the touch.”&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
What is it? We’ll find out more tomorrow!&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======Day Five Morning======&lt;br /&gt;
&amp;lt;span class=&amp;quot;col-red&amp;quot;&amp;gt;*Under Construction*&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Begin in the Deep Warrens once more. The Trackers can examine and ask questions about the stone, which is, in fact, the Hearthstone of the mountain dwarves! The mountain was protecting it, but the energy device was starting to leech away it’s power. &lt;br /&gt;
&lt;br /&gt;
They may choose to leave the Hearthstone in the care of the renewed mountain, or to take it back to the Village to present to Belna. The journey out is markedly more relaxed and fun, with the mems helping guide the group along the way.&lt;br /&gt;
&lt;br /&gt;
Orienteering Game of Choice&lt;br /&gt;
&lt;br /&gt;
Pure Play Game of Choice&lt;br /&gt;
&lt;br /&gt;
The teams will all meet in the Village for lunch.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======Day Five Afternoon======&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After the break, Trackers may pack up their Secret Camps and prepare to return to their own communities. This is a moment for journaling and reflection before the final celebration.&lt;br /&gt;
&lt;br /&gt;
Secret Camp Time&lt;br /&gt;
&lt;br /&gt;
Next, Trackers will have the opportunity to speak to NPCs. Scree was able to return to Indigo, who thanks you for saving him. He’s grateful you didn’t hurt his estranged little brother, Cinna, even though he’s being a real jerk.&lt;br /&gt;
&lt;br /&gt;
Hearing you speak to Indigo, Belna rushes out to greet you all. With Sable’s help, you’re able to communicate what happened and present Belna with the Hearthstone, if it’s in their possession. Sable is grudgingly impressed, and Belna is appreciative of your undertaking. She will return to the mountains at dawn, but for now, it’s time to celebrate!&lt;br /&gt;
&lt;br /&gt;
Celebration in the Village!&lt;br /&gt;
&lt;br /&gt;
Wrap things up with pure play games. Give Trackers an opportunity to sign each other’s journals, visit the Troll Market, play Trackers Trivia, and generally have fun as they say farewell to this week of camp. &lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Gallison</name></author>
		
	</entry>
	<entry>
		<id>http://wiki.trackersearth.com/w/index.php?title=File:Cinna%27s_Energy_Notes.jpg&amp;diff=1120</id>
		<title>File:Cinna's Energy Notes.jpg</title>
		<link rel="alternate" type="text/html" href="http://wiki.trackersearth.com/w/index.php?title=File:Cinna%27s_Energy_Notes.jpg&amp;diff=1120"/>
		<updated>2021-07-01T05:24:30Z</updated>

		<summary type="html">&lt;p&gt;Gallison: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Gallison</name></author>
		
	</entry>
	<entry>
		<id>http://wiki.trackersearth.com/w/index.php?title=Week_3:_The_Deep_Warrens&amp;diff=1119</id>
		<title>Week 3: The Deep Warrens</title>
		<link rel="alternate" type="text/html" href="http://wiki.trackersearth.com/w/index.php?title=Week_3:_The_Deep_Warrens&amp;diff=1119"/>
		<updated>2021-07-01T04:28:29Z</updated>

		<summary type="html">&lt;p&gt;Gallison: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Earthquakes have been happening a lot in Cascadia ever since the Hearthstone shattered. A stranger to the village arrives with a warning! There’s a villain harming the earth from deep inside a nearby cave system in the mountains, called the Deep Warrens. If they’re not stopped, the damage could destroy all of Cascadia!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Advance Preparation=====&lt;br /&gt;
You will need props or a plan to handle a few of this weeks adventures:&lt;br /&gt;
&lt;br /&gt;
*A number of colored [[bands]] to mark objectives in games.&lt;br /&gt;
*Ideally, you’ll be able to dig or have access to a pit in the ground for a character to be trapped. If this isn't possible, the scenario can be easily be acted out as improv.&lt;br /&gt;
*A printout or hand-copied version of the Dwarven message from Belna (see Day 2 for download).&lt;br /&gt;
*You will also need to have a rock to play the part of the Dwarven Hearthstone. This can definitely be picked up on the fly, but keep an eye out for a cool one.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======Non Playable Characters (NPCs)======&lt;br /&gt;
These are the [[NPCs]] that may be encountered in this story. They are ordered from most to least screentime in the narrative.&lt;br /&gt;
&lt;br /&gt;
*Belna&lt;br /&gt;
*Cinna&lt;br /&gt;
*Ral&lt;br /&gt;
*Sable&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======Day One Morning======&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The first game of the day establishes teams of four. Choose one of the options below:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot; style=&amp;quot;color: rgb(62, 83, 137)&amp;quot;&amp;gt;Forehead Dots&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
Trackers all get a colored mark on their forehead while their eyes are closed. Mark four Trackers in each color, and choose randomly, as these will be future teams. The &amp;quot;dots&amp;quot; can be masking tape, a post-it, or even washable marker.&lt;br /&gt;
&lt;br /&gt;
When you're done, Trackers open their eyes. They must now sort themselves into teams in complete silence, using only non-verbal communication to find their color matches.&lt;br /&gt;
&lt;br /&gt;
OR&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot; style=&amp;quot;color: rgb(62, 83, 137)&amp;quot;&amp;gt;Hide and Seek Out Your Team&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
Half the Trackers hide within specified boundaries. After 30 seconds head start, send the other half out in search. When the seekers find someone, they both head back to group up, and are now teammates!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In the second round, play this in pairs to end with teams of four. Team Camp time this morning should include time for journaling and  character creation.&lt;br /&gt;
&lt;br /&gt;
At the beginning of Morning Adventures, lead the group to the Village area and introduce yourself as their Guide.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;blockquote&amp;gt;“Welcome to the Village! This is the nearest community of humans in Cascadia and your home for the next week. The Village was mostly destroyed last week by natural disasters when the Hearthstone was stolen, but things are mostly better now we have it back… in pieces. You’ve all been summoned from local areas to help investigate if, and how, a Hearthstone can heal.&amp;quot;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Explain the basics of [[Hearthstone]] lore. You can also make up your own identity and Guild affiliation, so long as you're a native to the Village. Your current assignment is leading the effort to mend the Hearthstone. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Next, introduce Trackers to an [[NPCs|NPC]], Indigo. They're a friendly and charming Ranger with a pet osprey, Scree, which nips at their ears as they try to talk. Play Scree for laughs when you can!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Indigo explains that, because of the natural disasters in the area, they need to check everything's location for the Village's reference. Could you help them by mapping things out?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Map Area Around Village&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You may play the guide as well as Indigo while helping the Trackers set up their camps. Remember to include Indigo’s falcon, Scree, for some comedy! After the area has been arranged, Indigo will express his appreciation for your help with this project. As thanks, he offers to teach you how to stick fight.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Stick Fighting&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Once the Trackers seem to have the basics, announce a rumbling in the earth! Oh no, maybe the natural disasters aren't over?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
======Day One Afternoon======&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Afternoon Adventures begin with the Guide sharing intriguing news with the Trackers: the Village is abuzz, because during your training, a dwarven elder came through town! This is a rare occurrence, the first time in decades such an ancient dwarf has visited a human camp.&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
&lt;br /&gt;
*Here’s what you can tell them, cobbled together from the villagers’ gossip:&lt;br /&gt;
*They think the dwarf was a woman, but she has a pretty magnificent beard&lt;br /&gt;
*Nobody speaks Dwarvish except Sable (a ranger who’s on the hunt)&lt;br /&gt;
*The dwarf seemed to need help&lt;br /&gt;
*The dwarf left about 20 minutes ago, and seemed to be following (choose an animal type to track)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Teach the Trackers’ teams to move through the wilderness and the basics of tracking. Following this animal will lead you towards the dwarf, after which you can hopefully find out what she needs!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Tracking Game of Choice&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You finally come across the dwarf… who’s at the bottom of a pit that opened up during the earthquake! She’s clearly in distress. If you have any Trackers with a Dwarven origin, you may note that she's using some ''strong language''.&lt;br /&gt;
&amp;lt;br /&amp;gt;'''&amp;lt;span class=&amp;quot;col-blue-navy ve-pasteProtect&amp;quot;&amp;gt;Rescue Game&amp;lt;/span&amp;gt;'''  - This can be a realistic rescue from a pit trap if an appropriate site is found. If not, this game may include foraging and crafting cordage to make a rope, then an improv challenge to pull the dwarf to safety.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The dwarven woman is very grateful! She’s able to gesture to herself and communicate her name: Belna. If there are any Trackers with a dwarven origin culture, they can try and speak to her, but with limited success (i.e. they can get the nouns underlined below).&lt;br /&gt;
&lt;br /&gt;
Belna is saying &amp;lt;u&amp;gt;help&amp;lt;/u&amp;gt;, pointing in the direction of &amp;lt;u&amp;gt;mountains&amp;lt;/u&amp;gt;. She’s &amp;lt;u&amp;gt;frightened&amp;lt;/u&amp;gt; of something! &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As the Guide, you can note that those mountains contain a cave system where most local dwarves live. Maybe something is wrong at the dwarven settlement?&lt;br /&gt;
&lt;br /&gt;
======Day Two Morning======&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Before the day begins, print Belna's message and Dwarven cipher and plant a bandana in the area the Trackers will be searching for Sable later in the morning.'''&lt;br /&gt;
[[File:Belna Message.jpg|left|thumb|285x285px|Message from Belna, written in Old Dwarvish.]]&lt;br /&gt;
[[File:Dwarven Cipher.jpg|thumb|285x285px|Dwarven cipher.]]&lt;br /&gt;
Start the day with a '''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Pure Play Game of Choice&amp;lt;/span&amp;gt;'''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Start the Morning Adventures in the Village with Belna. She seems to feel better from her fall, but is still insistent on communicating her message. She writes something down in Dwarven, which is essentially a cipher. Trackers with Dwarven origins can be given the translation for all vowels.&lt;br /&gt;
&lt;br /&gt;
Indigo offers to watch Belna so you can go find Sable, the ranger who speaks Dwarven fluently. Teams break up to comb the nearby woods for the bandana you hid to represent her position.&lt;br /&gt;
[[File:Belna Message with Vowels.jpg|left|thumb|285x285px|Belna's message with vowels translated.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;'''Searching or Tracking Game of Choice'''&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After everyone is grouped up at Sable’s location, she can introduce herself properly:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;“You all’d better have a good reason for disturbing my hunt! Catching food is a matter of life and death for our Village, you know. Speaking of which, I haven’t seen any of you around before. If you say you’re one of us and want a favor from me? You’d better prove you’re worth it.”&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;'''Survival Game of Choice'''&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Sable admits, you have the skills valued by the Village, and she did hear there would be newcomers. She’ll take a look at the message from Belna and do her best to translate. However, Belna’s language is the oldest and least accessible form of Dwarven, and there are a few symbols she doesn’t recognize. Trackers must finish piecing together the message to fully learn Belna’s predicament:&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;“Dwarves of the Deep Warrens need help! Stranger draining the mountain’s spirit, our spirit.”&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sable is surprised and alarmed to read this. She wants to return to the Village with you to meet and talk to Belna in person. Though grudgingly, she can tell you the following information about the Deep Warrens:&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*It’s a chain of small mountains with a deep, interconnected cave system underneath&lt;br /&gt;
*It has long been the home of the dwarves, though they long ago they had to cease mining and pursue lifestyles that cause less pain to the earth&lt;br /&gt;
*There are rumors that the underground caves are haunted by the ghosts of ancient dwarven miners&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sable thinks those rumors are probably right. Return to the Village to digest this info, and also lunch.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
======Day Two Afternoon======&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Lead the Trackers in &amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;'''Stick Combat'''&amp;lt;/span&amp;gt; as a warm-up for Afternoon Adventures.&lt;br /&gt;
&lt;br /&gt;
Sable meets you after your combat practice. She has been doing her best to communicate with Belna and suggests you all get geared up to head to the Deep Warrens. It sounds like the ancient dwarves' plight is more dire than the Village's right now.!&lt;br /&gt;
&lt;br /&gt;
Sable has the following facts for the Trackers (from Belna):&lt;br /&gt;
&lt;br /&gt;
*The life spirit of all dwarves is tied to their mountain homes. The ailing mountain is harming the dwarves who live there.&lt;br /&gt;
*A mysterious young mage is using some kind of magic to draw energy from the mountain.&lt;br /&gt;
*The mountain mems are angry&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Trackers may take some time to pack and prepare their gear for travel. Sable cautions to approach the mountains quietly and respectfully to avoid tangling with the mountain mems.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;'''Traversing and Improv Game: Enter the Mountain'''&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Hike to the top of the highest hill or available incline. From this vantage point, designate a low point in the distance as the entrance to the caves. As the Trackers travel downwards, describe what they are seeing:&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;blockquote&amp;gt;&amp;quot;The terrain underfoot becomes rocky and uneven. You see, up ahead, the mouth of the cave is only a few feet high. We'll have to crawl to get inside. The rocks around you are cool and moist to the touch as you make into into the first cave. The afternoon sun shines a bar of light into the chamber, but when it stops, complete darkness takes over.&amp;quot; &amp;lt;/blockquote&amp;gt;When everyone has crawled inside the area cast as the Cave, the ground begins to shake underfoot. It's another earthquake! Guide the Trackers' improv of the scenario with prompts such as the following:&lt;br /&gt;
&lt;br /&gt;
*Rocks begin to fall around the entrance. Get back from it!&lt;br /&gt;
*The floor rumbles violently, shaking your whole body.&lt;br /&gt;
*Drop down and protect your head!&lt;br /&gt;
*Pebbles and dirt rain down on your back and heads.&lt;br /&gt;
*The sunlight is fully blocked out, leaving us in complete darkness.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The entrance to the cave is impassibly caved in. Trackers are trapped in the cave system with mems, mages and who knows what else. Worse, everyone without dwarven origin will have to start tomorrow wearing blindfolds! &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
======Day Three Morning======&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;blockquote&amp;gt;“If any of you have second thoughts about exploring haunted mountain caves… it may be too late. The darkness around you is complete, hiding the stalactites dripping cold water onto your head. We should get away from this cave-in, in case there's another earthquake!&amp;quot;&amp;lt;/blockquote&amp;gt;Begin the day with a '''&amp;lt;span class=&amp;quot;col-blue-navy ve-pasteProtect&amp;quot;&amp;gt;Blindfolded Game of Choice&amp;lt;/span&amp;gt;'''. The object of this game, from a roleplaying view, will be to find your way out of the entrance cavern and into the tunnels.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Morning Adventures begins inside the tunnel complex of the Deep Warrens. You've lit torches (in roleplay, unless fire starting is kosher) and everyone can remove blindfolds. Start with some place-setting meditation to get everyone in the proper frame of mind.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;blockquote&amp;gt;“Sit in a circle and close your eyes. Take a deep breath in, hold it… and release. The darkness and rocky walls crowd in around you. It’s wet and very cool, and all you can hear is the drips of water falling from the ceiling and echoes of any noise you and your teammates’ make. As your breathing finds a rhythm, you feel the rhythm of the mountain around you. It pulses like an irregular heartbeat. You can feel the wrongness of the energy in here. Maybe it’s the restless spirits of dwarven miners, or maybe it’s the pain of the mountain itself, tunneled into and mined of its life-blood.&amp;quot;&amp;lt;/blockquote&amp;gt;Determine the boundaries of play and have the teams break apart to investigate their surroundings. Suggest they move slowly, map the location, and make note of anything strange they see. Ensure everyone knows the sound of a game-over signal which you can call out.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Exploration Game of Choice&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Group everyone up after the exploration and mapping. You can sense a low rumbling in the earth again. Is it another earthquake? The rumbling turns into a rhythmic pounding, and you realize it's something worse than an earthquake: it's a powerful, towering rock creature called a Saxum Brute! It roars and lumbers forward to attack. We’ll need to stop it or evade it, and quick!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;'''Pure Play Game of Choice'''&amp;lt;/span&amp;gt; to Evade&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;col-blue-navy ve-pasteProtect&amp;quot;&amp;gt;'''Stick Combat Game of Choice'''&amp;lt;/span&amp;gt; to Fight (the Brute retreats, Trackers don't ultimately harm it)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Once free of the Saxum Brute, lead the Trackers to an area that will represent the villain’s main lab. Describe the cavernous chamber as covered in ancient, rusted tech and scribbled notes and diagrams. There is a locked journal, which is labeled, &amp;quot;property of Cinna&amp;quot;. Most eye-catching, however, is a human-sized glass tank almost completely filled glowing green energy. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Just before the break, footsteps can be heard from another tunnel. They're headed straight for the Trackers!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======Day Three Afternoon======&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Pick up right before the source of the footsteps is revealed. All Trackers should be in hiding places while you narrate or act out the following scene:&amp;lt;br /&amp;gt;&amp;lt;blockquote&amp;gt;“A cloaked figure with a large wooden staff walks into the chamber. Tendrils of ancient, gnarled roots snatch at him, but he slams his stick to the stone floor, sending them scurrying away as if in fear. The top of the staff glints, and you realize the top is set with the Village’s Hearthstone! The figure pushes back the hood to reveal the face of a young man. This must be Cinna!&amp;quot;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Cinna storms into the lair and complains about how dark it is in the Deep Warrens. He points the Hearthstone staff out to the glowing green energy, and the amount decreases in the tank decreases slightly. The torches flare brighter... revealing your positions!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;blockquote&amp;gt;&amp;quot;What's this? How did you all get here?! You'd better not have touched my research!&amp;quot;&amp;lt;/blockquote&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;'''Fight with Cinna'''&amp;lt;/span&amp;gt;&lt;br /&gt;
During this fight, designate four targets: Cinna and three incomplete robots, which rise jerkily from the ground to face the Trackers. They're animated by Hearthstone magic, not tech! Cinna has two abilities:&lt;br /&gt;
&lt;br /&gt;
#An attack with bright green magic which stops one Whisker from each team attacking this round&lt;br /&gt;
#Using some energy from the tank, he casts a shield over himself and one of his robot minions&lt;br /&gt;
#&lt;br /&gt;
&lt;br /&gt;
'''Cinna roleplays with the Trackers during combat.''' Here is his position:&lt;br /&gt;
&lt;br /&gt;
*He's found a way to harvest the mountain's energy using the Hearthstone&lt;br /&gt;
*The energy he's harvested from the mountain can help the Village&lt;br /&gt;
*The energy can power shields against raiders or natural disasters, and he's still experimenting&lt;br /&gt;
*He feels entitled to use the Hearthstone, as he is from the Village&lt;br /&gt;
*He demands to know why you're here&lt;br /&gt;
*He doesn't believe you about the plight of the dwarves (he's never met one)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Trackers have the following goals for each round:&lt;br /&gt;
&lt;br /&gt;
#Pathfinders choose which (unshielded) target to focus.&lt;br /&gt;
#Cloaks block Cinna's attack on the team by hitting the Cinna target with a projectile (if successful, no one loses a round)&lt;br /&gt;
#Whiskers attack the target designated by the Pathfinder with sticks or foam swords&lt;br /&gt;
&lt;br /&gt;
Each robot takes 12-20 hits to take down. When two are defeated, Cinna will only be able to shield himself. When all three robots are down, Trackers have won the battle!&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;blockquote&amp;gt;When beaten, Cinna sputters with disbelief. &amp;quot;This is ridiculous! You're not even from the Village, yet you dare enter ''my'' domain and interfere--&amp;quot;&amp;lt;br /&amp;gt;&amp;lt;/blockquote&amp;gt;As Cinna calls you out, the mountain begins to groan and rumble. It’s angry that Cinna called the mountain ''his'' domain! &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Cinna lunges for you as the debris begins to fall from the rattling ceiling. Lead the Trackers back towards the pick-up area, roleplaying Cinna's pursuit and the cave collapsing you!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;'''Cave Escape Improv'''&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As you close in on your destination, Cinna calls out that there's not time to make it to the exit. Describe the torrential rumbling as the surrounding area is filled with rubble. We’re now even more trapped than before! And what’s more… Cinna is trapped with us!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======Day Four Morning======&lt;br /&gt;
&amp;lt;br /&amp;gt;Begin the day with a '''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Pure Play Game of Choice&amp;lt;/span&amp;gt;'''.&lt;br /&gt;
&lt;br /&gt;
Morning Adventures begin trapped in a small bubble of air within the otherwise collapsed tunnel.  A very sour Cinna is trapped with you. He was injured in the cave collapse, and in spite of trying to be haughty, he’s in a lot of pain. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;'''First Aid Game of Choice'''&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Trackers talk to Cinna and learn about his backstory and motivations. See the [[NPCs|NPC]] page to review his characteristics. Here are some of the topics he can expand upon:&lt;br /&gt;
&lt;br /&gt;
* The ghosts in the mountain aren’t dwarf spirits, they’re the mountain itself&lt;br /&gt;
* The mountain has a deep &lt;br /&gt;
* Cinna finds it very pesky that it’s come back to fight against his work&lt;br /&gt;
* He’s trying to harness energy from the mountain, which he says could be repurposed to help the Village&lt;br /&gt;
* And anyway, you’re stuck in here together… if you don’t all want to die here, you’d better work together to get out&lt;br /&gt;
* &lt;br /&gt;
&lt;br /&gt;
After talking, Cinna has an idea. He can use the Heartstone to levitate the rubble briefly, if Trackers can take care of pummeling it clear of the path back to his lab. There’s a quick way out of the mountains through there.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Combat Game of Choice&amp;lt;/span&amp;gt;''' &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The path is clear but narrow. Have the teams venture out to return to the lab, but with a major disadvantage: blindfolded, having to crawl, etc.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;'''Improv/ Pure Play Game of Choice'''&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You successfully make it to the lab. Cinna rushes towards a strange gadget on his desk and punches it. It creates a beam of pure green energy that shoots up through the top of the cave! &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Over lunch, consider using the events of the game as a teachable moment about the environmental consequences and dangers of fracking. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
======Day Four Afternoon======&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Start in the villain’s lab, which is in complete chaos! The ceiling is raining debris from the energy device’s beam. Rock monsters powered by the mountain’s Mem rise out of rubble and are attacking. Cinna calls for you all to climb out while he keeps them at bay, raising the question: what do the Trackers want to do?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All paths will eventually lead to realizing the necessity of Cinna’s device. It drains and deactivates the rock monsters, but the monsters are only attacking in self-preservation!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Stealth Game of Choice&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Unarmed and angry, Cinna vows vengeance and makes his scape, leaving the Trackers trapped inside a mountain full of angry spirits! Trackers must figure out how to reverse the energy drain and fast, before the whole mountain caves in on them!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Improv Game - Reverse the Stream&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
“The device sparks and whines as the mechanics begin to reverse. Suddenly it erupts with a beam of molten red energy. It hits the top of the cave and drips down the walls and onto the floor like lava. To everyone’s surprise,  the red energy goo causes’s no destruction caused. In fact, as itthe energy washes overacross the area, the cave begins to settle and stabilize in place. The rock monsters curl up to sleep once more, melding back into the mountain’s walls. The hole to the outside has been sealed over with rock like a healed wound. In the center of the room you find a large stone, glowing faintly and warm to the touch.”&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
What is it? We’ll find out more tomorrow!&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======Day Five Morning======&lt;br /&gt;
&amp;lt;span class=&amp;quot;col-red&amp;quot;&amp;gt;*Under Construction*&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Begin in the Deep Warrens once more. The Trackers can examine and ask questions about the stone, which is, in fact, the Hearthstone of the mountain dwarves! The mountain was protecting it, but the energy device was starting to leech away it’s power. &lt;br /&gt;
&lt;br /&gt;
They may choose to leave the Hearthstone in the care of the renewed mountain, or to take it back to the Village to present to Belna. The journey out is markedly more relaxed and fun, with the mems helping guide the group along the way.&lt;br /&gt;
&lt;br /&gt;
Orienteering Game of Choice&lt;br /&gt;
&lt;br /&gt;
Pure Play Game of Choice&lt;br /&gt;
&lt;br /&gt;
The teams will all meet in the Village for lunch.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======Day Five Afternoon======&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After the break, Trackers may pack up their Secret Camps and prepare to return to their own communities. This is a moment for journaling and reflection before the final celebration.&lt;br /&gt;
&lt;br /&gt;
Secret Camp Time&lt;br /&gt;
&lt;br /&gt;
Next, Trackers will have the opportunity to speak to NPCs. Scree was able to return to Indigo, who thanks you for saving him. He’s grateful you didn’t hurt his estranged little brother, Cinna, even though he’s being a real jerk.&lt;br /&gt;
&lt;br /&gt;
Hearing you speak to Indigo, Belna rushes out to greet you all. With Sable’s help, you’re able to communicate what happened and present Belna with the Hearthstone, if it’s in their possession. Sable is grudgingly impressed, and Belna is appreciative of your undertaking. She will return to the mountains at dawn, but for now, it’s time to celebrate!&lt;br /&gt;
&lt;br /&gt;
Celebration in the Village!&lt;br /&gt;
&lt;br /&gt;
Wrap things up with pure play games. Give Trackers an opportunity to sign each other’s journals, visit the Troll Market, play Trackers Trivia, and generally have fun as they say farewell to this week of camp. &lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Gallison</name></author>
		
	</entry>
	<entry>
		<id>http://wiki.trackersearth.com/w/index.php?title=Week_3:_The_Deep_Warrens&amp;diff=1111</id>
		<title>Week 3: The Deep Warrens</title>
		<link rel="alternate" type="text/html" href="http://wiki.trackersearth.com/w/index.php?title=Week_3:_The_Deep_Warrens&amp;diff=1111"/>
		<updated>2021-06-30T08:13:34Z</updated>

		<summary type="html">&lt;p&gt;Gallison: /* Day Three Afternoon */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Earthquakes have been happening a lot in Cascadia ever since the Hearthstone shattered. A stranger to the village arrives with a warning! There’s a villain harming the earth from deep inside a nearby cave system in the mountains, called the Deep Warrens. If they’re not stopped, the damage could destroy all of Cascadia!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Advance Preparation=====&lt;br /&gt;
You will need props or a plan to handle a few of this weeks adventures:&lt;br /&gt;
&lt;br /&gt;
*A number of colored [[bands]] to mark objectives in games.&lt;br /&gt;
*Ideally, you’ll be able to dig or have access to a pit in the ground for a character to be trapped. If this isn't possible, the scenario can be easily be acted out as improv.&lt;br /&gt;
*A printout or hand-copied version of the Dwarven message from Belna (see Day 2 for download).&lt;br /&gt;
*You will also need to have a rock to play the part of the Dwarven Hearthstone. This can definitely be picked up on the fly, but keep an eye out for a cool one.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======Non Playable Characters (NPCs)======&lt;br /&gt;
These are the [[NPCs]] that may be encountered in this story. They are ordered from most to least screentime in the narrative.&lt;br /&gt;
&lt;br /&gt;
*Belna&lt;br /&gt;
*Cinna&lt;br /&gt;
*Ral&lt;br /&gt;
*Sable&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======Day One Morning======&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The first game of the day establishes teams of four. Choose one of the options below:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot; style=&amp;quot;color: rgb(62, 83, 137)&amp;quot;&amp;gt;Forehead Dots&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
Trackers all get a colored mark on their forehead while their eyes are closed. Mark four Trackers in each color, and choose randomly, as these will be future teams. The &amp;quot;dots&amp;quot; can be masking tape, a post-it, or even washable marker.&lt;br /&gt;
&lt;br /&gt;
When you're done, Trackers open their eyes. They must now sort themselves into teams in complete silence, using only non-verbal communication to find their color matches.&lt;br /&gt;
&lt;br /&gt;
OR&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot; style=&amp;quot;color: rgb(62, 83, 137)&amp;quot;&amp;gt;Hide and Seek Out Your Team&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
Half the Trackers hide within specified boundaries. After 30 seconds head start, send the other half out in search. When the seekers find someone, they both head back to group up, and are now teammates!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In the second round, play this in pairs to end with teams of four. Team Camp time this morning should include time for journaling and  character creation.&lt;br /&gt;
&lt;br /&gt;
At the beginning of Morning Adventures, lead the group to the Village area and introduce yourself as their Guide.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;blockquote&amp;gt;“Welcome to the Village! This is the nearest community of humans in Cascadia and your home for the next week. The Village was mostly destroyed last week by natural disasters when the Hearthstone was stolen, but things are mostly better now we have it back… in pieces. You’ve all been summoned from local areas to help investigate if, and how, a Hearthstone can heal.&amp;quot;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Explain the basics of [[Hearthstone]] lore. You can also make up your own identity and Guild affiliation, so long as you're a native to the Village. Your current assignment is leading the effort to mend the Hearthstone. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Next, introduce Trackers to an [[NPCs|NPC]], Indigo. They're a friendly and charming Ranger with a pet osprey, Scree, which nips at their ears as they try to talk. Play Scree for laughs when you can!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Indigo explains that, because of the natural disasters in the area, they need to check everything's location for the Village's reference. Could you help them by mapping things out?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Map Area Around Village&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You may play the guide as well as Indigo while helping the Trackers set up their camps. Remember to include Indigo’s falcon, Scree, for some comedy! After the area has been arranged, Indigo will express his appreciation for your help with this project. As thanks, he offers to teach you how to stick fight.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Stick Fighting&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Once the Trackers seem to have the basics, announce a rumbling in the earth! Oh no, maybe the natural disasters aren't over?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
======Day One Afternoon======&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Afternoon Adventures begin with the Guide sharing intriguing news with the Trackers: the Village is abuzz, because during your training, a dwarven elder came through town! This is a rare occurrence, the first time in decades such an ancient dwarf has visited a human camp.&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
&lt;br /&gt;
*Here’s what you can tell them, cobbled together from the villagers’ gossip:&lt;br /&gt;
*They think the dwarf was a woman, but she has a pretty magnificent beard&lt;br /&gt;
*Nobody speaks Dwarvish except Sable (a ranger who’s on the hunt)&lt;br /&gt;
*The dwarf seemed to need help&lt;br /&gt;
*The dwarf left about 20 minutes ago, and seemed to be following (choose an animal type to track)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Teach the Trackers’ teams to move through the wilderness and the basics of tracking. Following this animal will lead you towards the dwarf, after which you can hopefully find out what she needs!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Tracking Game of Choice&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You finally come across the dwarf… who’s at the bottom of a pit that opened up during the earthquake! She’s clearly in distress. If you have any Trackers with a Dwarven origin, you may note that she's using some ''strong language''.&lt;br /&gt;
&amp;lt;br /&amp;gt;'''&amp;lt;span class=&amp;quot;col-blue-navy ve-pasteProtect&amp;quot;&amp;gt;Rescue Game&amp;lt;/span&amp;gt;'''  - This can be a realistic rescue from a pit trap if an appropriate site is found. If not, this game may include foraging and crafting cordage to make a rope, then an improv challenge to pull the dwarf to safety.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The dwarven woman is very grateful! She’s able to gesture to herself and communicate her name: Belna. If there are any Trackers with a dwarven origin culture, they can try and speak to her, but with limited success (i.e. they can get the nouns underlined below).&lt;br /&gt;
&lt;br /&gt;
Belna is saying &amp;lt;u&amp;gt;help&amp;lt;/u&amp;gt;, pointing in the direction of &amp;lt;u&amp;gt;mountains&amp;lt;/u&amp;gt;. She’s &amp;lt;u&amp;gt;frightened&amp;lt;/u&amp;gt; of something! &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As the Guide, you can note that those mountains contain a cave system where most local dwarves live. Maybe something is wrong at the dwarven settlement?&lt;br /&gt;
&lt;br /&gt;
======Day Two Morning======&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Before the day begins, print Belna's message and Dwarven cipher and plant a bandana in the area the Trackers will be searching for Sable later in the morning.'''&lt;br /&gt;
[[File:Belna Message.jpg|left|thumb|285x285px|Message from Belna, written in Old Dwarvish.]]&lt;br /&gt;
[[File:Dwarven Cipher.jpg|thumb|285x285px|Dwarven cipher.]]&lt;br /&gt;
Start the day with a '''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Pure Play Game of Choice&amp;lt;/span&amp;gt;'''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Start the Morning Adventures in the Village with Belna. She seems to feel better from her fall, but is still insistent on communicating her message. She writes something down in Dwarven, which is essentially a cipher. Trackers with Dwarven origins can be given the translation for all vowels.&lt;br /&gt;
&lt;br /&gt;
Indigo offers to watch Belna so you can go find Sable, the ranger who speaks Dwarven fluently. Teams break up to comb the nearby woods for the bandana you hid to represent her position.&lt;br /&gt;
[[File:Belna Message with Vowels.jpg|left|thumb|285x285px|Belna's message with vowels translated.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;'''Searching or Tracking Game of Choice'''&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After everyone is grouped up at Sable’s location, she can introduce herself properly:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;“You all’d better have a good reason for disturbing my hunt! Catching food is a matter of life and death for our Village, you know. Speaking of which, I haven’t seen any of you around before. If you say you’re one of us and want a favor from me? You’d better prove you’re worth it.”&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;'''Survival Game of Choice'''&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Sable admits, you have the skills valued by the Village, and she did hear there would be newcomers. She’ll take a look at the message from Belna and do her best to translate. However, Belna’s language is the oldest and least accessible form of Dwarven, and there are a few symbols she doesn’t recognize. Trackers must finish piecing together the message to fully learn Belna’s predicament:&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;“Dwarves of the Deep Warrens need help! Stranger draining the mountain’s spirit, our spirit.”&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sable is surprised and alarmed to read this. She wants to return to the Village with you to meet and talk to Belna in person. Though grudgingly, she can tell you the following information about the Deep Warrens:&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*It’s a chain of small mountains with a deep, interconnected cave system underneath&lt;br /&gt;
*It has long been the home of the dwarves, though they long ago they had to cease mining and pursue lifestyles that cause less pain to the earth&lt;br /&gt;
*There are rumors that the underground caves are haunted by the ghosts of ancient dwarven miners&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sable thinks those rumors are probably right. Return to the Village to digest this info, and also lunch.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
======Day Two Afternoon======&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Lead the Trackers in &amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;'''Stick Combat'''&amp;lt;/span&amp;gt; as a warm-up for Afternoon Adventures.&lt;br /&gt;
&lt;br /&gt;
Sable meets you after your combat practice. She has been doing her best to communicate with Belna and suggests you all get geared up to head to the Deep Warrens. It sounds like the ancient dwarves' plight is more dire than the Village's right now.!&lt;br /&gt;
&lt;br /&gt;
Sable has the following facts for the Trackers (from Belna):&lt;br /&gt;
&lt;br /&gt;
*The life spirit of all dwarves is tied to their mountain homes. The ailing mountain is harming the dwarves who live there.&lt;br /&gt;
*A mysterious young mage is using some kind of magic to draw energy from the mountain.&lt;br /&gt;
*The mountain mems are angry&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Trackers may take some time to pack and prepare their gear for travel. Sable cautions to approach the mountains quietly and respectfully to avoid tangling with the mountain mems.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;'''Traversing and Improv Game: Enter the Mountain'''&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Hike to the top of the highest hill or available incline. From this vantage point, designate a low point in the distance as the entrance to the caves. As the Trackers travel downwards, describe what they are seeing:&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;blockquote&amp;gt;&amp;quot;The terrain underfoot becomes rocky and uneven. You see, up ahead, the mouth of the cave is only a few feet high. We'll have to crawl to get inside. The rocks around you are cool and moist to the touch as you make into into the first cave. The afternoon sun shines a bar of light into the chamber, but when it stops, complete darkness takes over.&amp;quot; &amp;lt;/blockquote&amp;gt;When everyone has crawled inside the area cast as the Cave, the ground begins to shake underfoot. It's another earthquake! Guide the Trackers' improv of the scenario with prompts such as the following:&lt;br /&gt;
&lt;br /&gt;
*Rocks begin to fall around the entrance. Get back from it!&lt;br /&gt;
*The floor rumbles violently, shaking your whole body.&lt;br /&gt;
*Drop down and protect your head!&lt;br /&gt;
*Pebbles and dirt rain down on your back and heads.&lt;br /&gt;
*The sunlight is fully blocked out, leaving us in complete darkness.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The entrance to the cave is impassibly caved in. Trackers are trapped in the cave system with mems, mages and who knows what else. Worse, everyone without dwarven origin will have to start tomorrow wearing blindfolds! &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
======Day Three Morning======&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;blockquote&amp;gt;“If any of you have second thoughts about exploring haunted mountain caves… it may be too late. The darkness around you is complete, hiding the stalactites dripping cold water onto your head. We should get away from this cave-in, in case there's another earthquake!&amp;quot;&amp;lt;/blockquote&amp;gt;Begin the day with a '''&amp;lt;span class=&amp;quot;col-blue-navy ve-pasteProtect&amp;quot;&amp;gt;Blindfolded Game of Choice&amp;lt;/span&amp;gt;'''. The object of this game, from a roleplaying view, will be to find your way out of the entrance cavern and into the tunnels.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Morning Adventures begins inside the tunnel complex of the Deep Warrens. You've lit torches (in roleplay, unless fire starting is kosher) and everyone can remove blindfolds. Start with some place-setting meditation to get everyone in the proper frame of mind.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;blockquote&amp;gt;“Sit in a circle and close your eyes. Take a deep breath in, hold it… and release. The darkness and rocky walls crowd in around you. It’s wet and very cool, and all you can hear is the drips of water falling from the ceiling and echoes of any noise you and your teammates’ make. As your breathing finds a rhythm, you feel the rhythm of the mountain around you. It pulses like an irregular heartbeat. You can feel the wrongness of the energy in here. Maybe it’s the restless spirits of dwarven miners, or maybe it’s the pain of the mountain itself, tunneled into and mined of its life-blood.&amp;quot;&amp;lt;/blockquote&amp;gt;Determine the boundaries of play and have the teams break apart to investigate their surroundings. Suggest they move slowly, map the location, and make note of anything strange they see. Ensure everyone knows the sound of a game-over signal which you can call out.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Exploration Game of Choice&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Group everyone up after the exploration and mapping. You can sense a low rumbling in the earth again. Is it another earthquake? The rumbling turns into a rhythmic pounding, and you realize it's something worse than an earthquake: it's a powerful, towering rock creature called a Saxum Brute! It roars and lumbers forward to attack. We’ll need to stop it or evade it, and quick!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;'''Pure Play Game of Choice'''&amp;lt;/span&amp;gt; to Evade&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;col-blue-navy ve-pasteProtect&amp;quot;&amp;gt;'''Stick Combat Game of Choice'''&amp;lt;/span&amp;gt; to Fight (the Brute retreats, Trackers don't ultimately harm it)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Once free of the Saxum Brute, lead the Trackers to an area that will represent the villain’s main lab. Describe the cavernous chamber as covered in ancient, rusted tech and scribbled notes and diagrams. There is a locked journal, which is labeled, &amp;quot;property of Cinna&amp;quot;. Most eye-catching, however, is a human-sized glass tank almost completely filled glowing green energy. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Just before the break, footsteps can be heard from another tunnel. They're headed straight for the Trackers!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======Day Three Afternoon======&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Pick up right before the source of the footsteps is revealed. All Trackers should be in hiding places while you narrate or act out the following scene:&amp;lt;br /&amp;gt;&amp;lt;blockquote&amp;gt;“A cloaked figure with a large wooden staff walks into the chamber. Tendrils of ancient, gnarled roots snatch at him, but he slams his stick to the stone floor, sending them scurrying away as if in fear. The top of the staff glints, and you realize the top is set with the Village’s Hearthstone! The figure pushes back the hood to reveal the face of a young man. This must be Cinna!&amp;quot;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Cinna storms into the lair and complains about how dark it is in the Deep Warrens. He points the Hearthstone staff out to the glowing green energy, and the amount decreases in the tank decreases slightly. The torches flare brighter... revealing your positions!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;blockquote&amp;gt;&amp;quot;What's this? How did you all get here?! You'd better not have touched my research!&amp;quot;&amp;lt;/blockquote&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;'''Fight with Cinna'''&amp;lt;/span&amp;gt;&lt;br /&gt;
During this fight, designate four targets: Cinna and three incomplete robots, which rise jerkily from the ground to face the Trackers. They're animated by Hearthstone magic, not tech! Cinna has two abilities:&lt;br /&gt;
&lt;br /&gt;
#An attack with bright green magic which stops one Whisker from each team attacking this round&lt;br /&gt;
#Using some energy from the tank, he casts a shield over himself and one of his robot minions&lt;br /&gt;
#&lt;br /&gt;
&lt;br /&gt;
'''Cinna roleplays with the Trackers during combat.''' Here is his position:&lt;br /&gt;
&lt;br /&gt;
* He's found a way to harvest the mountain's energy using the Hearthstone&lt;br /&gt;
* The energy he's harvested from the mountain can help the Village&lt;br /&gt;
* The energy can power shields against raiders or natural disasters, and he's still experimenting&lt;br /&gt;
* He feels entitled to use the Hearthstone, as he is from the Village&lt;br /&gt;
* He demands to know why you're here&lt;br /&gt;
* He doesn't believe you about the plight of the dwarves (he's never met one)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Trackers have the following goals for each round:&lt;br /&gt;
&lt;br /&gt;
#Pathfinders choose which (unshielded) target to focus.&lt;br /&gt;
#Cloaks block Cinna's attack on the team by hitting the Cinna target with a projectile (if successful, no one loses a round)&lt;br /&gt;
#Whiskers attack the target designated by the Pathfinder with sticks or foam swords&lt;br /&gt;
&lt;br /&gt;
Each robot takes 12-20 hits to take down. When two are defeated, Cinna will only be able to shield himself. When all three robots are down, Trackers have won the battle!&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;blockquote&amp;gt;When beaten, Cinna sputters with disbelief. &amp;quot;This is ridiculous! You're not even from the Village, yet you dare enter ''my'' domain and interfere--&amp;quot;&amp;lt;br /&amp;gt;&amp;lt;/blockquote&amp;gt;As Cinna calls you out, the mountain begins to groan and rumble. It’s angry that Cinna called the mountain ''his'' domain! &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Cinna lunges for you as the debris begins to fall from the rattling ceiling. Lead the Trackers back towards the pick-up area, roleplaying Cinna's pursuit and the cave collapsing you!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;'''Cave Escape Improv'''&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As you close in on your destination, Cinna calls out that there's not time to make it to the exit. Describe the torrential rumbling as the surrounding area is filled with rubble. We’re now even more trapped than before! And what’s more… Cinna is trapped with us!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======Day Four Morning======&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======Day Four Afternoon======&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======Day Five Morning======&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======Day Five Afternoon======&lt;/div&gt;</summary>
		<author><name>Gallison</name></author>
		
	</entry>
	<entry>
		<id>http://wiki.trackersearth.com/w/index.php?title=Week_3:_The_Deep_Warrens&amp;diff=1110</id>
		<title>Week 3: The Deep Warrens</title>
		<link rel="alternate" type="text/html" href="http://wiki.trackersearth.com/w/index.php?title=Week_3:_The_Deep_Warrens&amp;diff=1110"/>
		<updated>2021-06-30T06:59:46Z</updated>

		<summary type="html">&lt;p&gt;Gallison: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Earthquakes have been happening a lot in Cascadia ever since the Hearthstone shattered. A stranger to the village arrives with a warning! There’s a villain harming the earth from deep inside a nearby cave system in the mountains, called the Deep Warrens. If they’re not stopped, the damage could destroy all of Cascadia!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Advance Preparation=====&lt;br /&gt;
You will need props or a plan to handle a few of this weeks adventures:&lt;br /&gt;
&lt;br /&gt;
*A number of colored [[bands]] to mark objectives in games.&lt;br /&gt;
*Ideally, you’ll be able to dig or have access to a pit in the ground for a character to be trapped. If this isn't possible, the scenario can be easily be acted out as improv.&lt;br /&gt;
*A printout or hand-copied version of the Dwarven message from Belna (see Day 2 for download).&lt;br /&gt;
*You will also need to have a rock to play the part of the Dwarven Hearthstone. This can definitely be picked up on the fly, but keep an eye out for a cool one.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======Non Playable Characters (NPCs)======&lt;br /&gt;
These are the [[NPCs]] that may be encountered in this story. They are ordered from most to least screentime in the narrative.&lt;br /&gt;
&lt;br /&gt;
*Belna&lt;br /&gt;
*Cinna&lt;br /&gt;
*Ral&lt;br /&gt;
*Sable&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======Day One Morning======&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The first game of the day establishes teams of four. Choose one of the options below:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot; style=&amp;quot;color: rgb(62, 83, 137)&amp;quot;&amp;gt;Forehead Dots&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
Trackers all get a colored mark on their forehead while their eyes are closed. Mark four Trackers in each color, and choose randomly, as these will be future teams. The &amp;quot;dots&amp;quot; can be masking tape, a post-it, or even washable marker.&lt;br /&gt;
&lt;br /&gt;
When you're done, Trackers open their eyes. They must now sort themselves into teams in complete silence, using only non-verbal communication to find their color matches.&lt;br /&gt;
&lt;br /&gt;
OR&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot; style=&amp;quot;color: rgb(62, 83, 137)&amp;quot;&amp;gt;Hide and Seek Out Your Team&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
Half the Trackers hide within specified boundaries. After 30 seconds head start, send the other half out in search. When the seekers find someone, they both head back to group up, and are now teammates!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In the second round, play this in pairs to end with teams of four. Team Camp time this morning should include time for journaling and  character creation.&lt;br /&gt;
&lt;br /&gt;
At the beginning of Morning Adventures, lead the group to the Village area and introduce yourself as their Guide.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;blockquote&amp;gt;“Welcome to the Village! This is the nearest community of humans in Cascadia and your home for the next week. The Village was mostly destroyed last week by natural disasters when the Hearthstone was stolen, but things are mostly better now we have it back… in pieces. You’ve all been summoned from local areas to help investigate if, and how, a Hearthstone can heal.&amp;quot;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Explain the basics of [[Hearthstone]] lore. You can also make up your own identity and Guild affiliation, so long as you're a native to the Village. Your current assignment is leading the effort to mend the Hearthstone. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Next, introduce Trackers to an [[NPCs|NPC]], Indigo. They're a friendly and charming Ranger with a pet osprey, Scree, which nips at their ears as they try to talk. Play Scree for laughs when you can!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Indigo explains that, because of the natural disasters in the area, they need to check everything's location for the Village's reference. Could you help them by mapping things out?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Map Area Around Village&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You may play the guide as well as Indigo while helping the Trackers set up their camps. Remember to include Indigo’s falcon, Scree, for some comedy! After the area has been arranged, Indigo will express his appreciation for your help with this project. As thanks, he offers to teach you how to stick fight.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Stick Fighting&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Once the Trackers seem to have the basics, announce a rumbling in the earth! Oh no, maybe the natural disasters aren't over?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
======Day One Afternoon======&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Afternoon Adventures begin with the Guide sharing intriguing news with the Trackers: the Village is abuzz, because during your training, a dwarven elder came through town! This is a rare occurrence, the first time in decades such an ancient dwarf has visited a human camp.&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
&lt;br /&gt;
*Here’s what you can tell them, cobbled together from the villagers’ gossip:&lt;br /&gt;
*They think the dwarf was a woman, but she has a pretty magnificent beard&lt;br /&gt;
*Nobody speaks Dwarvish except Sable (a ranger who’s on the hunt)&lt;br /&gt;
*The dwarf seemed to need help&lt;br /&gt;
*The dwarf left about 20 minutes ago, and seemed to be following (choose an animal type to track)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Teach the Trackers’ teams to move through the wilderness and the basics of tracking. Following this animal will lead you towards the dwarf, after which you can hopefully find out what she needs!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Tracking Game of Choice&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You finally come across the dwarf… who’s at the bottom of a pit that opened up during the earthquake! She’s clearly in distress. If you have any Trackers with a Dwarven origin, you may note that she's using some ''strong language''.&lt;br /&gt;
&amp;lt;br /&amp;gt;'''&amp;lt;span class=&amp;quot;col-blue-navy ve-pasteProtect&amp;quot;&amp;gt;Rescue Game&amp;lt;/span&amp;gt;'''  - This can be a realistic rescue from a pit trap if an appropriate site is found. If not, this game may include foraging and crafting cordage to make a rope, then an improv challenge to pull the dwarf to safety.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The dwarven woman is very grateful! She’s able to gesture to herself and communicate her name: Belna. If there are any Trackers with a dwarven origin culture, they can try and speak to her, but with limited success (i.e. they can get the nouns underlined below).&lt;br /&gt;
&lt;br /&gt;
Belna is saying &amp;lt;u&amp;gt;help&amp;lt;/u&amp;gt;, pointing in the direction of &amp;lt;u&amp;gt;mountains&amp;lt;/u&amp;gt;. She’s &amp;lt;u&amp;gt;frightened&amp;lt;/u&amp;gt; of something! &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As the Guide, you can note that those mountains contain a cave system where most local dwarves live. Maybe something is wrong at the dwarven settlement?&lt;br /&gt;
&lt;br /&gt;
======Day Two Morning======&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Before the day begins, print Belna's message and Dwarven cipher and plant a bandana in the area the Trackers will be searching for Sable later in the morning.'''&lt;br /&gt;
[[File:Belna Message.jpg|left|thumb|285x285px|Message from Belna, written in Old Dwarvish.]]&lt;br /&gt;
[[File:Dwarven Cipher.jpg|thumb|285x285px|Dwarven cipher.]]&lt;br /&gt;
Start the day with a '''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Pure Play Game of Choice&amp;lt;/span&amp;gt;'''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Start the Morning Adventures in the Village with Belna. She seems to feel better from her fall, but is still insistent on communicating her message. She writes something down in Dwarven, which is essentially a cipher. Trackers with Dwarven origins can be given the translation for all vowels.&lt;br /&gt;
&lt;br /&gt;
Indigo offers to watch Belna so you can go find Sable, the ranger who speaks Dwarven fluently. Teams break up to comb the nearby woods for the bandana you hid to represent her position.&lt;br /&gt;
[[File:Belna Message with Vowels.jpg|left|thumb|285x285px|Belna's message with vowels translated.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;'''Searching or Tracking Game of Choice'''&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After everyone is grouped up at Sable’s location, she can introduce herself properly:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;“You all’d better have a good reason for disturbing my hunt! Catching food is a matter of life and death for our Village, you know. Speaking of which, I haven’t seen any of you around before. If you say you’re one of us and want a favor from me? You’d better prove you’re worth it.”&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;'''Survival Game of Choice'''&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Sable admits, you have the skills valued by the Village, and she did hear there would be newcomers. She’ll take a look at the message from Belna and do her best to translate. However, Belna’s language is the oldest and least accessible form of Dwarven, and there are a few symbols she doesn’t recognize. Trackers must finish piecing together the message to fully learn Belna’s predicament:&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;“Dwarves of the Deep Warrens need help! Stranger draining the mountain’s spirit, our spirit.”&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sable is surprised and alarmed to read this. She wants to return to the Village with you to meet and talk to Belna in person. Though grudgingly, she can tell you the following information about the Deep Warrens:&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*It’s a chain of small mountains with a deep, interconnected cave system underneath&lt;br /&gt;
*It has long been the home of the dwarves, though they long ago they had to cease mining and pursue lifestyles that cause less pain to the earth&lt;br /&gt;
*There are rumors that the underground caves are haunted by the ghosts of ancient dwarven miners&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sable thinks those rumors are probably right. Return to the Village to digest this info, and also lunch.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
======Day Two Afternoon======&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Lead the Trackers in &amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;'''Stick Combat'''&amp;lt;/span&amp;gt; as a warm-up for Afternoon Adventures.&lt;br /&gt;
&lt;br /&gt;
Sable meets you after your combat practice. She has been doing her best to communicate with Belna and suggests you all get geared up to head to the Deep Warrens. It sounds like the ancient dwarves' plight is more dire than the Village's right now.!&lt;br /&gt;
&lt;br /&gt;
Sable has the following facts for the Trackers (from Belna):&lt;br /&gt;
&lt;br /&gt;
*The life spirit of all dwarves is tied to their mountain homes. The ailing mountain is harming the dwarves who live there.&lt;br /&gt;
*A mysterious young mage is using some kind of magic to draw energy from the mountain.&lt;br /&gt;
*The mountain mems are angry&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Trackers may take some time to pack and prepare their gear for travel. Sable cautions to approach the mountains quietly and respectfully to avoid tangling with the mountain mems.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;'''Traversing and Improv Game: Enter the Mountain'''&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Hike to the top of the highest hill or available incline. From this vantage point, designate a low point in the distance as the entrance to the caves. As the Trackers travel downwards, describe what they are seeing:&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;blockquote&amp;gt;&amp;quot;The terrain underfoot becomes rocky and uneven. You see, up ahead, the mouth of the cave is only a few feet high. We'll have to crawl to get inside. The rocks around you are cool and moist to the touch as you make into into the first cave. The afternoon sun shines a bar of light into the chamber, but when it stops, complete darkness takes over.&amp;quot; &amp;lt;/blockquote&amp;gt;When everyone has crawled inside the area cast as the Cave, the ground begins to shake underfoot. It's another earthquake! Guide the Trackers' improv of the scenario with prompts such as the following:&lt;br /&gt;
&lt;br /&gt;
*Rocks begin to fall around the entrance. Get back from it!&lt;br /&gt;
*The floor rumbles violently, shaking your whole body.&lt;br /&gt;
*Drop down and protect your head!&lt;br /&gt;
*Pebbles and dirt rain down on your back and heads.&lt;br /&gt;
*The sunlight is fully blocked out, leaving us in complete darkness.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The entrance to the cave is impassibly caved in. Trackers are trapped in the cave system with mems, mages and who knows what else. Worse, everyone without dwarven origin will have to start tomorrow wearing blindfolds! &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
======Day Three Morning======&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;blockquote&amp;gt;“If any of you have second thoughts about exploring haunted mountain caves… it may be too late. The darkness around you is complete, hiding the stalactites dripping cold water onto your head. We should get away from this cave-in, in case there's another earthquake!&amp;quot;&amp;lt;/blockquote&amp;gt;Begin the day with a '''&amp;lt;span class=&amp;quot;col-blue-navy ve-pasteProtect&amp;quot;&amp;gt;Blindfolded Game of Choice&amp;lt;/span&amp;gt;'''. The object of this game, from a roleplaying view, will be to find your way out of the entrance cavern and into the tunnels.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Morning Adventures begins inside the tunnel complex of the Deep Warrens. You've lit torches (in roleplay, unless fire starting is kosher) and everyone can remove blindfolds. Start with some place-setting meditation to get everyone in the proper frame of mind.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;blockquote&amp;gt;“Sit in a circle and close your eyes. Take a deep breath in, hold it… and release. The darkness and rocky walls crowd in around you. It’s wet and very cool, and all you can hear is the drips of water falling from the ceiling and echoes of any noise you and your teammates’ make. As your breathing finds a rhythm, you feel the rhythm of the mountain around you. It pulses like an irregular heartbeat. You can feel the wrongness of the energy in here. Maybe it’s the restless spirits of dwarven miners, or maybe it’s the pain of the mountain itself, tunneled into and mined of its life-blood.&amp;quot;&amp;lt;/blockquote&amp;gt;Determine the boundaries of play and have the teams break apart to investigate their surroundings. Suggest they move slowly, map the location, and make note of anything strange they see. Ensure everyone knows the sound of a game-over signal which you can call out.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Exploration Game of Choice&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Group everyone up after the exploration and mapping. You can sense a low rumbling in the earth again. Is it another earthquake? The rumbling turns into a rhythmic pounding, and you realize it's something worse than an earthquake: it's a powerful, towering rock creature called a Saxum Brute! It roars and lumbers forward to attack. We’ll need to stop it or evade it, and quick!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;'''Pure Play Game of Choice'''&amp;lt;/span&amp;gt; to Evade&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;col-blue-navy ve-pasteProtect&amp;quot;&amp;gt;'''Stick Combat Game of Choice'''&amp;lt;/span&amp;gt; to Fight (the Brute retreats, Trackers don't ultimately harm it)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Once free of the Saxum Brute, lead the Trackers to an area that will represent the villain’s main lab. Describe the cavernous chamber as covered in ancient, rusted tech and scribbled notes and diagrams. There is a locked journal, which is labeled, &amp;quot;property of Cinna&amp;quot;. Most eye-catching, however, is a human-sized glass tank almost completely filled glowing green energy. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Just before the break, footsteps can be heard from another tunnel. They're headed straight for the Trackers!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======Day Three Afternoon ======&lt;br /&gt;
Pick up right before the source of the footsteps is revealed. All Trackers should be in hiding places while you narrate or act out the following scene:&amp;lt;br /&amp;gt;&amp;lt;blockquote&amp;gt;“A cloaked figure with a large wooden staff walks into the chamber. Tendrils of ancient, gnarled roots snatch at him, but he slams his stick to the stone floor, sending them scurrying away as if in fear. The top of the staff glints, and you realize the top is set with the Village’s Hearthstone! The figure pushes back the hood to reveal the face of a young man. This must be Cinna!&amp;quot;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Cinna storms into the lair and complains about how dark it is in the Deep Warrens. He points the Hearthstone staff out to the glowing green energy, and the amount decreases in the tank decreases slightly. The torches flare brighter... revealing your positions!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;blockquote&amp;gt;&amp;quot;What's this? How did you all get here?! You'd better not have touched my research!&amp;quot;&amp;lt;/blockquote&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;'''Fight with Cinna'''&amp;lt;/span&amp;gt;&lt;br /&gt;
During this fight, designate four targets: Cinna and three incomplete robots, which spark and rise jerkily from the ground to face the Trackers. Cinna has two abilities:&lt;br /&gt;
&lt;br /&gt;
# An attack with bright green magic which stops one Whisker from each team attacking this round&lt;br /&gt;
# Using some energy from the tank, he casts a shield over himself and one of his robot minions&lt;br /&gt;
&lt;br /&gt;
Trackers have the following goals for each round:&lt;br /&gt;
&lt;br /&gt;
# Pathfinders choose which (unshielded) target to focus.&lt;br /&gt;
# Cloaks block Cinna's attack on the team by hitting the Cinna target with a projectile (if successful, no one loses a round)&lt;br /&gt;
# Whiskers attack the target designated by the Pathfinder with sticks or foam swords&lt;br /&gt;
&lt;br /&gt;
Each robot takes 12-20 hits to take down. When two are defeated, Cinna will only be able to shield himself. When all three robots are down, Trackers have won the battle!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As Cinna calls you out, the mountain begins to groan and rumble. It’s angry that Cinna called it his domain! Cinna lunges for you as the debris begins to fall from the rattling ceiling. Lead the Trackers back towards the pick-up area, roleplaying Cinna's pursuit and the cave collapsing you!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;'''Cave Escape Improv'''&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As you close in on your destination, Cinna calls out that there's not time to make it to the exit. Describe the torrential rumbling as the surrounding area is filled with rubble. We’re now even more trapped than before! And what’s more… Cinna is trapped with us!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======Day Four Morning======&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======Day Four Afternoon======&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======Day Five Morning======&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======Day Five Afternoon======&lt;/div&gt;</summary>
		<author><name>Gallison</name></author>
		
	</entry>
	<entry>
		<id>http://wiki.trackersearth.com/w/index.php?title=Week_3:_The_Deep_Warrens&amp;diff=1109</id>
		<title>Week 3: The Deep Warrens</title>
		<link rel="alternate" type="text/html" href="http://wiki.trackersearth.com/w/index.php?title=Week_3:_The_Deep_Warrens&amp;diff=1109"/>
		<updated>2021-06-30T04:41:21Z</updated>

		<summary type="html">&lt;p&gt;Gallison: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Earthquakes have been happening a lot in Cascadia ever since the Hearthstone shattered. A stranger to the village arrives with a warning! There’s a villain harming the earth from deep inside a nearby cave system in the mountains, called the Deep Warrens. If they’re not stopped, the damage could destroy all of Cascadia!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Advance Preparation=====&lt;br /&gt;
You will need props or a plan to handle a few of this weeks adventures:&lt;br /&gt;
&lt;br /&gt;
*A number of colored [[bands]] to mark objectives in games.&lt;br /&gt;
*Ideally, you’ll be able to dig or have access to a pit in the ground for a character to be trapped. If this isn't possible, the scenario can be easily be acted out as improv.&lt;br /&gt;
*A printout or hand-copied version of the Dwarven message from Belna (see Day 2 for download).&lt;br /&gt;
*You will also need to have a rock to play the part of the Dwarven Hearthstone. This can definitely be picked up on the fly, but keep an eye out for a cool one.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======Non Playable Characters (NPCs)======&lt;br /&gt;
These are the [[NPCs]] that may be encountered in this story. They are ordered from most to least screentime in the narrative.&lt;br /&gt;
&lt;br /&gt;
*Belna&lt;br /&gt;
*Cinna&lt;br /&gt;
*Ral&lt;br /&gt;
*Sable&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======Day One Morning======&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The first game of the day establishes teams of four. Choose one of the options below:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot; style=&amp;quot;color: rgb(62, 83, 137)&amp;quot;&amp;gt;Forehead Dots&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
Trackers all get a colored mark on their forehead while their eyes are closed. Mark four Trackers in each color, and choose randomly, as these will be future teams. The &amp;quot;dots&amp;quot; can be masking tape, a post-it, or even washable marker.&lt;br /&gt;
&lt;br /&gt;
When you're done, Trackers open their eyes. They must now sort themselves into teams in complete silence, using only non-verbal communication to find their color matches.&lt;br /&gt;
&lt;br /&gt;
OR&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot; style=&amp;quot;color: rgb(62, 83, 137)&amp;quot;&amp;gt;Hide and Seek Out Your Team&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
Half the Trackers hide within specified boundaries. After 30 seconds head start, send the other half out in search. When the seekers find someone, they both head back to group up, and are now teammates!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In the second round, play this in pairs to end with teams of four. Team Camp time this morning should include time for journaling and  character creation.&lt;br /&gt;
&lt;br /&gt;
At the beginning of Morning Adventures, lead the group to the Village area and introduce yourself as their Guide.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;blockquote&amp;gt;“Welcome to the Village! This is the nearest community of humans in Cascadia and your home for the next week. The Village was mostly destroyed last week by natural disasters when the Hearthstone was stolen, but things are mostly better now we have it back… in pieces. You’ve all been summoned from local areas to help investigate if, and how, a Hearthstone can heal.&amp;quot;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Explain the basics of [[Hearthstone]] lore. You can also make up your own identity and Guild affiliation, so long as you're a native to the Village. Your current assignment is leading the effort to mend the Hearthstone. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Next, introduce Trackers to an [[NPCs|NPC]], Indigo. They're a friendly and charming Ranger with a pet osprey, Scree, which nips at their ears as they try to talk. Play Scree for laughs when you can!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Indigo explains that, because of the natural disasters in the area, they need to check everything's location for the Village's reference. Could you help them by mapping things out?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Map Area Around Village&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You may play the guide as well as Indigo while helping the Trackers set up their camps. Remember to include Indigo’s falcon, Scree, for some comedy! After the area has been arranged, Indigo will express his appreciation for your help with this project. As thanks, he offers to teach you how to stick fight.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Stick Fighting&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Once the Trackers seem to have the basics, announce a rumbling in the earth! Oh no, maybe the natural disasters aren't over?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
======Day One Afternoon======&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Afternoon Adventures begin with the Guide sharing intriguing news with the Trackers: the Village is abuzz, because during your training, a dwarven elder came through town! This is a rare occurrence, the first time in decades such an ancient dwarf has visited a human camp.&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
&lt;br /&gt;
*Here’s what you can tell them, cobbled together from the villagers’ gossip:&lt;br /&gt;
*They think the dwarf was a woman, but she has a pretty magnificent beard&lt;br /&gt;
*Nobody speaks Dwarvish except Sable (a ranger who’s on the hunt)&lt;br /&gt;
*The dwarf seemed to need help&lt;br /&gt;
*The dwarf left about 20 minutes ago, and seemed to be following (choose an animal type to track)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Teach the Trackers’ teams to move through the wilderness and the basics of tracking. Following this animal will lead you towards the dwarf, after which you can hopefully find out what she needs!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Tracking Game of Choice&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You finally come across the dwarf… who’s at the bottom of a pit that opened up during the earthquake! She’s clearly in distress. If you have any Trackers with a Dwarven origin, you may note that she's using some ''strong language''.&lt;br /&gt;
&amp;lt;br /&amp;gt;'''&amp;lt;span class=&amp;quot;col-blue-navy ve-pasteProtect&amp;quot;&amp;gt;Rescue Game&amp;lt;/span&amp;gt;'''  - This can be a realistic rescue from a pit trap if an appropriate site is found. If not, this game may include foraging and crafting cordage to make a rope, then an improv challenge to pull the dwarf to safety.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The dwarven woman is very grateful! She’s able to gesture to herself and communicate her name: Belna. If there are any Trackers with a dwarven origin culture, they can try and speak to her, but with limited success (i.e. they can get the nouns underlined below).&lt;br /&gt;
&lt;br /&gt;
Belna is saying &amp;lt;u&amp;gt;help&amp;lt;/u&amp;gt;, pointing in the direction of &amp;lt;u&amp;gt;mountains&amp;lt;/u&amp;gt;. She’s &amp;lt;u&amp;gt;frightened&amp;lt;/u&amp;gt; of something! &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As the Guide, you can note that those mountains contain a cave system where most local dwarves live. Maybe something is wrong at the dwarven settlement?&lt;br /&gt;
&lt;br /&gt;
======Day Two Morning======&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Before the day begins, print Belna's message and Dwarven cipher and plant a bandana in the area the Trackers will be searching for Sable later in the morning.'''&lt;br /&gt;
[[File:Belna Message.jpg|left|thumb|285x285px|Message from Belna, written in Old Dwarvish.]]&lt;br /&gt;
[[File:Dwarven Cipher.jpg|thumb|285x285px|Dwarven cipher.]]&lt;br /&gt;
Start the day with a '''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Pure Play Game of Choice&amp;lt;/span&amp;gt;'''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Start the Morning Adventures in the Village with Belna. She seems to feel better from her fall, but is still insistent on communicating her message. She writes something down in Dwarven, which is essentially a cipher. Trackers with Dwarven origins can be given the translation for all vowels.&lt;br /&gt;
&lt;br /&gt;
Indigo offers to watch Belna so you can go find Sable, the ranger who speaks Dwarven fluently. Teams break up to comb the nearby woods for the bandana you hid to represent her position.&lt;br /&gt;
[[File:Belna Message with Vowels.jpg|left|thumb|285x285px|Belna's message with vowels translated.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;'''Searching or Tracking Game of Choice'''&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After everyone is grouped up at Sable’s location, she can introduce herself properly:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;“You all’d better have a good reason for disturbing my hunt! Catching food is a matter of life and death for our Village, you know. Speaking of which, I haven’t seen any of you around before. If you say you’re one of us and want a favor from me? You’d better prove you’re worth it.”&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;'''Survival Game of Choice'''&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Sable admits, you have the skills valued by the Village, and she did hear there would be newcomers. She’ll take a look at the message from Belna and do her best to translate. However, Belna’s language is the oldest and least accessible form of Dwarven, and there are a few symbols she doesn’t recognize. Trackers must finish piecing together the message to fully learn Belna’s predicament:&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;“Dwarves of the Deep Warrens need help! Stranger draining the mountain’s spirit, our spirit.”&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sable is surprised and alarmed to read this. She wants to return to the Village with you to meet and talk to Belna in person. Though grudgingly, she can tell you the following information about the Deep Warrens:&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*It’s a chain of small mountains with a deep, interconnected cave system underneath&lt;br /&gt;
*It has long been the home of the dwarves, though they long ago they had to cease mining and pursue lifestyles that cause less pain to the earth&lt;br /&gt;
*There are rumors that the underground caves are haunted by the ghosts of ancient dwarven miners&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sable thinks those rumors are probably right. Return to the Village to digest this info, and also lunch.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
======Day Two Afternoon======&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Lead the Trackers in &amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;'''Stick Combat'''&amp;lt;/span&amp;gt; as a warm-up for Afternoon Adventures.&lt;br /&gt;
&lt;br /&gt;
Sable meets you after your combat practice. She has been doing her best to communicate with Belna and suggests you all get geared up to head to the Deep Warrens. It sounds like the ancient dwarves' plight is more dire than the Village's right now.!&lt;br /&gt;
&lt;br /&gt;
Sable has the following facts for the Trackers (from Belna):&lt;br /&gt;
&lt;br /&gt;
*The life spirit of all dwarves is tied to their mountain homes. The ailing mountain is harming the dwarves who live there.&lt;br /&gt;
*A mysterious young mage is using some kind of magic to draw energy from the mountain.&lt;br /&gt;
*The mountain mems are angry&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Trackers may take some time to pack and prepare their gear for travel. Sable cautions to approach the mountains quietly and respectfully to avoid tangling with the mountain mems.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;'''Traversing and Improv Game: Enter the Mountain'''&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Hike to the top of the highest hill or available incline. From this vantage point, designate a low point in the distance as the entrance to the caves. As the Trackers travel downwards, describe what they are seeing:&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;blockquote&amp;gt;&amp;quot;The terrain underfoot becomes rocky and uneven. You see, up ahead, the mouth of the cave is only a few feet high. We'll have to crawl to get inside. The rocks around you are cool and moist to the touch as you make into into the first cave. The afternoon sun shines a bar of light into the chamber, but when it stops, complete darkness takes over.&amp;quot; &amp;lt;/blockquote&amp;gt;When everyone has crawled inside the area cast as the Cave, the ground begins to shake underfoot. It's another earthquake! Guide the Trackers' improv of the scenario with prompts such as the following:&lt;br /&gt;
&lt;br /&gt;
*Rocks begin to fall around the entrance. Get back from it!&lt;br /&gt;
*The floor rumbles violently, shaking your whole body.&lt;br /&gt;
*Drop down and protect your head!&lt;br /&gt;
*Pebbles and dirt rain down on your back and heads.&lt;br /&gt;
*The sunlight is fully blocked out, leaving us in complete darkness.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The entrance to the cave is impassibly caved in. Trackers are trapped in the cave system with mems, mages and who knows what else. Worse, everyone without dwarven origin will have to start tomorrow wearing blindfolds! &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
======Day Three Morning======&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;blockquote&amp;gt;“If any of you have second thoughts about exploring haunted mountain caves… it may be too late. The darkness around you is complete, hiding the stalactites dripping cold water onto your head. We should get away from this cave-in, in case there's another earthquake!&amp;quot;&amp;lt;/blockquote&amp;gt;Begin the day with a '''&amp;lt;span class=&amp;quot;col-blue-navy ve-pasteProtect&amp;quot;&amp;gt;Blindfolded Game of Choice&amp;lt;/span&amp;gt;'''. The object of this game, from a roleplaying view, will be to find your way out of the entrance cavern and into the tunnels.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Morning Adventures begins inside the tunnel complex of the Deep Warrens. You've lit torches (in roleplay, unless fire starting is kosher) and everyone can remove blindfolds. Start with some place-setting meditation to get everyone in the proper frame of mind.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;blockquote&amp;gt;“Sit in a circle and close your eyes. Take a deep breath in, hold it… and release. The darkness and rocky walls crowd in around you. It’s wet and very cool, and all you can hear is the drips of water falling from the ceiling and echoes of any noise you and your teammates’ make. As your breathing finds a rhythm, you feel the rhythm of the mountain around you. It pulses like an irregular heartbeat. You can feel the wrongness of the energy in here. Maybe it’s the restless spirits of dwarven miners, or maybe it’s the pain of the mountain itself, tunneled into and mined of its life-blood.&amp;quot;&amp;lt;/blockquote&amp;gt;Determine the boundaries of play and have the teams break apart to investigate their surroundings. Suggest they move slowly, map the location, and make note of anything strange they see. Ensure everyone knows the sound of a game-over signal which you can call out.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Exploration Game of Choice&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Group everyone up after the exploration and mapping. You can sense a low rumbling in the earth again. Is it another earthquake? The rumbling turns into a rhythmic pounding, and you realize it's something worse than an earthquake: it's a powerful, towering rock creature called a Saxum Brute! It roars and lumbers forward to attack. We’ll need to stop it or evade it, and quick!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;'''Pure Play Game of Choice'''&amp;lt;/span&amp;gt; to Evade&lt;br /&gt;
&amp;lt;span class=&amp;quot;col-blue-navy ve-pasteProtect&amp;quot;&amp;gt;'''Stick Combat Game of Choice'''&amp;lt;/span&amp;gt; to Fight (the Brute retreats, Trackers don't ultimately harm it)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Once free of the Saxum Brute, lead the Trackers to an area that will represent the villain’s main lab. Describe the cavernous chamber as covered in ancient, rusted tech and scribbled notes and diagrams. There is a locked journal, which is labeled, &amp;quot;property of Cinna&amp;quot;. Most eye-catching, however, is a human-sized glass tank almost completely filled glowing green energy. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Just before the break, footsteps can be heard from another tunnel. They're headed straight for the Trackers!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======Day Three Afternoon======&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Pick up right before the source of the footsteps is revealed. All Trackers should be in hiding places while you narrate or act out the following scene:&amp;lt;br /&amp;gt;&amp;lt;blockquote&amp;gt;“A cloaked figure with a large wooden staff walks into the chamber. Tendrils of ancient, gnarled roots snatch at him, but he slams his stick to the stone floor, sending them scurrying away as if in fear. The top of the staff glints, and you realize the top is set with the Village’s Hearthstone! The figure pushes back the hood to reveal the face of a young man. This must be Cinna!&amp;quot;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Cinna seems upset,&lt;br /&gt;
&lt;br /&gt;
and yells at Scree for turning on him and being loyal to Cinna’s brother, Indigo. He threatens to keep Scree imprisoned underground forever… and those pesky Trackers as well! Although you all thought you were well hidden, Cinna looks right over at you!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;“Don’t think you can hide from me in my own domain!”&amp;lt;/blockquote&amp;gt;As Cinna calls you out, the mountain begins to groan and rumble. It’s angry that Cinna called it his domain! The floor begins to shake violently, and you, as the Guide, can call for the group to run.&lt;br /&gt;
&lt;br /&gt;
Lead the Trackers back towards the pick-up area as you roleplay running through the tunnels as sections cave in behind you. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As you close in on your destination, announce that there doesn’t seem to be a way out! We’ll have to try and protect ourselves while the tunnel crumbles around us!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;'''Shelter Building Game of Choice'''&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Describe the torrential rumbling as the surrounding area is filled with rubble. We’re now even more trapped than before! And what’s more… Cinna is trapped with us! &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======Day Four Morning======&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======Day Four Afternoon======&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======Day Five Morning======&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======Day Five Afternoon======&lt;/div&gt;</summary>
		<author><name>Gallison</name></author>
		
	</entry>
	<entry>
		<id>http://wiki.trackersearth.com/w/index.php?title=Week_3:_The_Deep_Warrens&amp;diff=1108</id>
		<title>Week 3: The Deep Warrens</title>
		<link rel="alternate" type="text/html" href="http://wiki.trackersearth.com/w/index.php?title=Week_3:_The_Deep_Warrens&amp;diff=1108"/>
		<updated>2021-06-30T04:14:42Z</updated>

		<summary type="html">&lt;p&gt;Gallison: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Earthquakes have been happening a lot in Cascadia ever since the Hearthstone shattered. A stranger to the village arrives with a warning! There’s a villain harming the earth from deep inside a nearby cave system in the mountains, called the Deep Warrens. If they’re not stopped, the damage could destroy all of Cascadia!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Advance Preparation=====&lt;br /&gt;
You will need props or a plan to handle a few of this weeks adventures:&lt;br /&gt;
&lt;br /&gt;
*A number of colored [[bands]] to mark objectives in games.&lt;br /&gt;
*Ideally, you’ll be able to dig or have access to a pit in the ground for a character to be trapped. If this isn't possible, the scenario can be easily be acted out as improv.&lt;br /&gt;
*A printout or hand-copied version of the Dwarven message from Belna (see Day 2 for download).&lt;br /&gt;
*You will also need to have a rock to play the part of the Dwarven Hearthstone. This can definitely be picked up on the fly, but keep an eye out for a cool one.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======Non Playable Characters (NPCs)======&lt;br /&gt;
These are the [[NPCs]] that may be encountered in this story. They are ordered from most to least screentime in the narrative.&lt;br /&gt;
&lt;br /&gt;
*Belna&lt;br /&gt;
*Cinna&lt;br /&gt;
*Ral&lt;br /&gt;
*Sable&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======Day One Morning======&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The first game of the day establishes teams of four. Choose one of the options below:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot; style=&amp;quot;color: rgb(62, 83, 137)&amp;quot;&amp;gt;Forehead Dots&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
Trackers all get a colored mark on their forehead while their eyes are closed. Mark four Trackers in each color, and choose randomly, as these will be future teams. The &amp;quot;dots&amp;quot; can be masking tape, a post-it, or even washable marker.&lt;br /&gt;
&lt;br /&gt;
When you're done, Trackers open their eyes. They must now sort themselves into teams in complete silence, using only non-verbal communication to find their color matches.&lt;br /&gt;
&lt;br /&gt;
OR&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot; style=&amp;quot;color: rgb(62, 83, 137)&amp;quot;&amp;gt;Hide and Seek Out Your Team&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
Half the Trackers hide within specified boundaries. After 30 seconds head start, send the other half out in search. When the seekers find someone, they both head back to group up, and are now teammates!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In the second round, play this in pairs to end with teams of four. Team Camp time this morning should include time for journaling and  character creation.&lt;br /&gt;
&lt;br /&gt;
At the beginning of Morning Adventures, lead the group to the Village area and introduce yourself as their Guide.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;blockquote&amp;gt;“Welcome to the Village! This is the nearest community of humans in Cascadia and your home for the next week. The Village was mostly destroyed last week by natural disasters when the Hearthstone was stolen, but things are mostly better now we have it back… in pieces. You’ve all been summoned from local areas to help investigate if, and how, a Hearthstone can heal.&amp;quot;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Explain the basics of [[Hearthstone]] lore. You can also make up your own identity and Guild affiliation, so long as you're a native to the Village. Your current assignment is leading the effort to mend the Hearthstone. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Next, introduce Trackers to an [[NPCs|NPC]], Indigo. They're a friendly and charming Ranger with a pet osprey, Scree, which nips at their ears as they try to talk. Play Scree for laughs when you can!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Indigo explains that, because of the natural disasters in the area, they need to check everything's location for the Village's reference. Could you help them by mapping things out?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Map Area Around Village&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You may play the guide as well as Indigo while helping the Trackers set up their camps. Remember to include Indigo’s falcon, Scree, for some comedy! After the area has been arranged, Indigo will express his appreciation for your help with this project. As thanks, he offers to teach you how to stick fight.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Stick Fighting&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Once the Trackers seem to have the basics, announce a rumbling in the earth! Oh no, maybe the natural disasters aren't over?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
======Day One Afternoon======&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Afternoon Adventures begin with the Guide sharing intriguing news with the Trackers: the Village is abuzz, because during your training, a dwarven elder came through town! This is a rare occurrence, the first time in decades such an ancient dwarf has visited a human camp.&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
&lt;br /&gt;
*Here’s what you can tell them, cobbled together from the villagers’ gossip:&lt;br /&gt;
*They think the dwarf was a woman, but she has a pretty magnificent beard&lt;br /&gt;
*Nobody speaks Dwarvish except Sable (a ranger who’s on the hunt)&lt;br /&gt;
*The dwarf seemed to need help&lt;br /&gt;
*The dwarf left about 20 minutes ago, and seemed to be following (choose an animal type to track)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Teach the Trackers’ teams to move through the wilderness and the basics of tracking. Following this animal will lead you towards the dwarf, after which you can hopefully find out what she needs!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Tracking Game of Choice&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You finally come across the dwarf… who’s at the bottom of a pit that opened up during the earthquake! She’s clearly in distress. If you have any Trackers with a Dwarven origin, you may note that she's using some ''strong language''.&lt;br /&gt;
&amp;lt;br /&amp;gt;'''&amp;lt;span class=&amp;quot;col-blue-navy ve-pasteProtect&amp;quot;&amp;gt;Rescue Game&amp;lt;/span&amp;gt;'''  - This can be a realistic rescue from a pit trap if an appropriate site is found. If not, this game may include foraging and crafting cordage to make a rope, then an improv challenge to pull the dwarf to safety.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The dwarven woman is very grateful! She’s able to gesture to herself and communicate her name: Belna. If there are any Trackers with a dwarven origin culture, they can try and speak to her, but with limited success (i.e. they can get the nouns underlined below).&lt;br /&gt;
&lt;br /&gt;
Belna is saying &amp;lt;u&amp;gt;help&amp;lt;/u&amp;gt;, pointing in the direction of &amp;lt;u&amp;gt;mountains&amp;lt;/u&amp;gt;. She’s &amp;lt;u&amp;gt;frightened&amp;lt;/u&amp;gt; of something! &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As the Guide, you can note that those mountains contain a cave system where most local dwarves live. Maybe something is wrong at the dwarven settlement?&lt;br /&gt;
&lt;br /&gt;
======Day Two Morning======&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Before the day begins, print Belna's message and Dwarven cipher and plant a bandana in the area the Trackers will be searching for Sable later in the morning.'''&lt;br /&gt;
[[File:Belna Message.jpg|left|thumb|285x285px|Message from Belna, written in Old Dwarvish.]]&lt;br /&gt;
[[File:Dwarven Cipher.jpg|thumb|285x285px|Dwarven cipher.]]&lt;br /&gt;
Start the day with a '''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Pure Play Game of Choice&amp;lt;/span&amp;gt;'''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Start the Morning Adventures in the Village with Belna. She seems to feel better from her fall, but is still insistent on communicating her message. She writes something down in Dwarven, which is essentially a cipher. Trackers with Dwarven origins can be given the translation for all vowels.&lt;br /&gt;
&lt;br /&gt;
Indigo offers to watch Belna so you can go find Sable, the ranger who speaks Dwarven fluently. Teams break up to comb the nearby woods for the bandana you hid to represent her position.&lt;br /&gt;
[[File:Belna Message with Vowels.jpg|left|thumb|285x285px|Belna's message with vowels translated.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;'''Searching or Tracking Game of Choice'''&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After everyone is grouped up at Sable’s location, she can introduce herself properly:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;“You all’d better have a good reason for disturbing my hunt! Catching food is a matter of life and death for our Village, you know. Speaking of which, I haven’t seen any of you around before. If you say you’re one of us and want a favor from me? You’d better prove you’re worth it.”&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;'''Survival Game of Choice'''&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Sable admits, you have the skills valued by the Village, and she did hear there would be newcomers. She’ll take a look at the message from Belna and do her best to translate. However, Belna’s language is the oldest and least accessible form of Dwarven, and there are a few symbols she doesn’t recognize. Trackers must finish piecing together the message to fully learn Belna’s predicament:&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;“Dwarves of the Deep Warrens need help! Stranger draining the mountain’s spirit, our spirit.”&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sable is surprised and alarmed to read this. She wants to return to the Village with you to meet and talk to Belna in person. Though grudgingly, she can tell you the following information about the Deep Warrens:&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*It’s a chain of small mountains with a deep, interconnected cave system underneath&lt;br /&gt;
*It has long been the home of the dwarves, though they long ago they had to cease mining and pursue lifestyles that cause less pain to the earth&lt;br /&gt;
*There are rumors that the underground caves are haunted by the ghosts of ancient dwarven miners&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sable thinks those rumors are probably right. Return to the Village to digest this info, and also lunch.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
======Day Two Afternoon======&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Lead the Trackers in &amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;'''Stick Combat'''&amp;lt;/span&amp;gt; as a warm-up for Afternoon Adventures.&lt;br /&gt;
&lt;br /&gt;
Sable meets you after your combat practice. She has been doing her best to communicate with Belna and suggests you all get geared up to head to the Deep Warrens. It sounds like the ancient dwarves' plight is more dire than the Village's right now.!&lt;br /&gt;
&lt;br /&gt;
Sable has the following facts for the Trackers (from Belna):&lt;br /&gt;
&lt;br /&gt;
*The life spirit of all dwarves is tied to their mountain homes. The ailing mountain is harming the dwarves who live there.&lt;br /&gt;
*A mysterious young mage is using some kind of magic to draw energy from the mountain.&lt;br /&gt;
*The mountain mems are angry&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Trackers may take some time to pack and prepare their gear for travel. Sable cautions to approach the mountains quietly and respectfully to avoid tangling with the mountain mems.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;'''Traversing and Improv Game: Enter the Mountain'''&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Hike to the top of the highest hill or available incline. From this vantage point, designate a low point in the distance as the entrance to the caves. As the Trackers travel downwards, describe what they are seeing:&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;blockquote&amp;gt;&amp;quot;The terrain underfoot becomes rocky and uneven. You see, up ahead, the mouth of the cave is only a few feet high. We'll have to crawl to get inside. The rocks around you are cool and moist to the touch as you make into into the first cave. The afternoon sun shines a bar of light into the chamber, but when it stops, complete darkness takes over.&amp;quot; &amp;lt;/blockquote&amp;gt;When everyone has crawled inside the area cast as the Cave, the ground begins to shake underfoot. It's another earthquake! Guide the Trackers' improv of the scenario with prompts such as the following:&lt;br /&gt;
&lt;br /&gt;
*Rocks begin to fall around the entrance. Get back from it!&lt;br /&gt;
*The floor rumbles violently, shaking your whole body.&lt;br /&gt;
*Drop down and protect your head!&lt;br /&gt;
*Pebbles and dirt rain down on your back and heads.&lt;br /&gt;
*The sunlight is fully blocked out, leaving us in complete darkness.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The entrance to the cave is impassibly caved in. Trackers are trapped in the cave system with mems, mages and who knows what else. Worse, everyone without dwarven origin will have to start tomorrow wearing blindfolds! &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
======Day Three Morning======&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;blockquote&amp;gt;“If any of you have second thoughts about exploring haunted mountain caves… it may be too late. The darkness around you is complete, hiding the stalactites dripping cold water onto your head. We should get away from this cave-in, in case there's another earthquake!&amp;quot;&amp;lt;/blockquote&amp;gt;Begin the day with a '''&amp;lt;span class=&amp;quot;col-blue-navy ve-pasteProtect&amp;quot;&amp;gt;Blindfolded Game of Choice&amp;lt;/span&amp;gt;'''. The object of this game, from a roleplaying view, will be to find your way out of the entrance cavern and into the tunnels.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Morning Adventures begins inside the tunnel complex of the Deep Warrens. You've lit torches (in roleplay, unless fire starting is kosher) and everyone can remove blindfolds. Start with some place-setting meditation to get everyone in the proper frame of mind.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;blockquote&amp;gt;“Sit in a circle and close your eyes. Take a deep breath in, hold it… and release. The darkness and rocky walls crowd in around you. It’s wet and very cool, and all you can hear is the drips of water falling from the ceiling and echoes of any noise you and your teammates’ make. As your breathing finds a rhythm, you feel the rhythm of the mountain around you. It pulses like an irregular heartbeat. You can feel the wrongness of the energy in here. Maybe it’s the restless spirits of dwarven miners, or maybe it’s the pain of the mountain itself, tunneled into and mined of its life-blood.&amp;quot;&amp;lt;/blockquote&amp;gt;Determine the boundaries of play and have the teams break apart to investigate their surroundings. Suggest they move slowly, map the location, and make note of anything strange they see. Ensure everyone knows the sound of a game-over signal which you can call out.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Exploration Game of Choice&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Group everyone up after the exploration and mapping. You can sense a low rumbling in the earth again. Is it another earthquake? The rumbling turns into a rhythmic pounding, and you realize it's something worse than an earthquake: it's a powerful, towering rock creature called a Saxum Brute! It roars and lumbers forward to attack. We’ll need to stop it or evade it, and quick!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;'''Pure Play Game of Choice'''&amp;lt;/span&amp;gt; to Evade&lt;br /&gt;
&amp;lt;span class=&amp;quot;col-blue-navy ve-pasteProtect&amp;quot;&amp;gt;'''Stick Combat Game of Choice'''&amp;lt;/span&amp;gt; to Fight (the Brute retreats, Trackers don't ultimately harm it)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Once free of the Saxum Brute, lead the Trackers to an area that will represent the villain’s main lab. Describe the cavernous chamber as covered in ancient, rusted tech and scribbled notes and diagrams. Most eye-catching, however, is a human-sized glass tank almost completely filled glowing green energy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Just before the break, footsteps can be heard from another tunnel. They're headed straight for the Trackers!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======Day Three Afternoon======&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Pick up after the break by enacting your plan. All Trackers should be in hiding places while you narrate or act out the following scene:&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;blockquote&amp;gt;“A cloaked figure with a large wooden staff walks into the chamber. Tendrils of ancient, gnarled roots snatch at him, but he slams his stick to the stone floor, sending them scurrying away as if in fear. The top of the staff glints, and you realize the top is set with the Village’s Hearthstone! The figure pushes back the hood to reveal the face of a young man. This must be Cinna!&amp;quot;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Cinna seems upset, and yells at Scree for turning on him and being loyal to Cinna’s brother, Indigo. He threatens to keep Scree imprisoned underground forever… and those pesky Trackers as well! Although you all thought you were well hidden, Cinna looks right over at you!&lt;br /&gt;
&lt;br /&gt;
“Don’t think you can hide from me in my own domain?”&lt;br /&gt;
&lt;br /&gt;
As Cinna calls you out, the mountain begins to groan and rumble. It’s angry that Cinna called it his domain! The floor begins to shake violently, and you, as the Guide, can call for the group to run.&lt;br /&gt;
&lt;br /&gt;
Lead the Trackers back towards the pick-up area as you roleplay running through the tunnels as sections begin to cave in. As you close in on your destination, announce that there doesn’t seem to be a way out! We’ll have to try and protect ourselves while the tunnel crumbles around us!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Shelter Building Game of Choice&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Describe the torrential rumbling as the surrounding area is filled with rubble. We’re now even more trapped than before! And what’s more… Cinna is trapped with us! &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======Day Four Morning======&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======Day Four Afternoon======&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======Day Five Morning======&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======Day Five Afternoon======&lt;/div&gt;</summary>
		<author><name>Gallison</name></author>
		
	</entry>
	<entry>
		<id>http://wiki.trackersearth.com/w/index.php?title=Week_3:_The_Deep_Warrens&amp;diff=1107</id>
		<title>Week 3: The Deep Warrens</title>
		<link rel="alternate" type="text/html" href="http://wiki.trackersearth.com/w/index.php?title=Week_3:_The_Deep_Warrens&amp;diff=1107"/>
		<updated>2021-06-29T09:02:47Z</updated>

		<summary type="html">&lt;p&gt;Gallison: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Earthquakes have been happening a lot in Cascadia ever since the Hearthstone shattered. A stranger to the village arrives with a warning! There’s a villain harming the earth from deep inside a nearby cave system in the mountains, called the Deep Warrens. If they’re not stopped, the damage could destroy all of Cascadia!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Advance Preparation=====&lt;br /&gt;
You will need props or a plan to handle a few of this weeks adventures:&lt;br /&gt;
&lt;br /&gt;
*A number of colored [[bands]] to mark objectives in games.&lt;br /&gt;
*Ideally, you’ll be able to dig or have access to a pit in the ground for a character to be trapped. If this isn't possible, the scenario can be easily be acted out as improv.&lt;br /&gt;
*A printout or hand-copied version of the Dwarven message from Belna (see Day 2 for download).&lt;br /&gt;
*You will also need to have a rock to play the part of the Dwarven Hearthstone. This can definitely be picked up on the fly, but keep an eye out for a cool one.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======Non Playable Characters (NPCs)======&lt;br /&gt;
These are the [[NPCs]] that may be encountered in this story. They are ordered from most to least screentime in the narrative.&lt;br /&gt;
&lt;br /&gt;
*Belna&lt;br /&gt;
*Cinna&lt;br /&gt;
*Ral&lt;br /&gt;
*Sable&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======Day One Morning======&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The first game of the day establishes teams of four. Choose one of the options below:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot; style=&amp;quot;color: rgb(62, 83, 137)&amp;quot;&amp;gt;Forehead Dots&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
Trackers all get a colored mark on their forehead while their eyes are closed. Mark four Trackers in each color, and choose randomly, as these will be future teams. The &amp;quot;dots&amp;quot; can be masking tape, a post-it, or even washable marker.&lt;br /&gt;
&lt;br /&gt;
When you're done, Trackers open their eyes. They must now sort themselves into teams in complete silence, using only non-verbal communication to find their color matches.&lt;br /&gt;
&lt;br /&gt;
OR&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot; style=&amp;quot;color: rgb(62, 83, 137)&amp;quot;&amp;gt;Hide and Seek Out Your Team&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
Half the Trackers hide within specified boundaries. After 30 seconds head start, send the other half out in search. When the seekers find someone, they both head back to group up, and are now teammates!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In the second round, play this in pairs to end with teams of four. Team Camp time this morning should include time for journaling and  character creation.&lt;br /&gt;
&lt;br /&gt;
At the beginning of Morning Adventures, lead the group to the Village area and introduce yourself as their Guide.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;blockquote&amp;gt;“Welcome to the Village! This is the nearest community of humans in Cascadia and your home for the next week. The Village was mostly destroyed last week by natural disasters when the Hearthstone was stolen, but things are mostly better now we have it back… in pieces. You’ve all been summoned from local areas to help investigate if, and how, a Hearthstone can heal.&amp;quot;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Explain the basics of [[Hearthstone]] lore. You can also make up your own identity and Guild affiliation, so long as you're a native to the Village. Your current assignment is leading the effort to mend the Hearthstone. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Next, introduce Trackers to an [[NPCs|NPC]], Indigo. They're a friendly and charming Ranger with a pet osprey, Scree, which nips at their ears as they try to talk. Play Scree for laughs when you can!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Indigo explains that, because of the natural disasters in the area, they need to check everything's location for the Village's reference. Could you help them by mapping things out?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Map Area Around Village&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You may play the guide as well as Indigo while helping the Trackers set up their camps. Remember to include Indigo’s falcon, Scree, for some comedy! After the area has been arranged, Indigo will express his appreciation for your help with this project. As thanks, he offers to teach you how to stick fight.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Stick Fighting&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Once the Trackers seem to have the basics, announce a rumbling in the earth! Oh no, maybe the natural disasters aren't over?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
======Day One Afternoon======&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Afternoon Adventures begin with the Guide sharing intriguing news with the Trackers: the Village is abuzz, because during your training, a dwarven elder came through town! This is a rare occurrence, the first time in decades such an ancient dwarf has visited a human camp.&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
&lt;br /&gt;
*Here’s what you can tell them, cobbled together from the villagers’ gossip:&lt;br /&gt;
*They think the dwarf was a woman, but she has a pretty magnificent beard&lt;br /&gt;
*Nobody speaks Dwarvish except Sable (a ranger who’s on the hunt)&lt;br /&gt;
*The dwarf seemed to need help&lt;br /&gt;
*The dwarf left about 20 minutes ago, and seemed to be following (choose an animal type to track)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Teach the Trackers’ teams to move through the wilderness and the basics of tracking. Following this animal will lead you towards the dwarf, after which you can hopefully find out what she needs!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Tracking Game of Choice&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You finally come across the dwarf… who’s at the bottom of a pit that opened up during the earthquake! She’s clearly in distress. If you have any Trackers with a Dwarven origin, you may note that she's using some ''strong language''.&lt;br /&gt;
&amp;lt;br /&amp;gt;'''&amp;lt;span class=&amp;quot;col-blue-navy ve-pasteProtect&amp;quot;&amp;gt;Rescue Game&amp;lt;/span&amp;gt;'''  - This can be a realistic rescue from a pit trap if an appropriate site is found. If not, this game may include foraging and crafting cordage to make a rope, then an improv challenge to pull the dwarf to safety.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The dwarven woman is very grateful! She’s able to gesture to herself and communicate her name: Belna. If there are any Trackers with a dwarven origin culture, they can try and speak to her, but with limited success (i.e. they can get the nouns underlined below).&lt;br /&gt;
&lt;br /&gt;
Belna is saying &amp;lt;u&amp;gt;help&amp;lt;/u&amp;gt;, pointing in the direction of &amp;lt;u&amp;gt;mountains&amp;lt;/u&amp;gt;. She’s &amp;lt;u&amp;gt;frightened&amp;lt;/u&amp;gt; of something! &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As the Guide, you can note that those mountains contain a cave system where most local dwarves live. Maybe something is wrong at the dwarven settlement?&lt;br /&gt;
&lt;br /&gt;
======Day Two Morning======&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Before the day begins, print Belna's message and Dwarven cipher and plant a bandana in the area the Trackers will be searching for Sable later in the morning.'''&lt;br /&gt;
[[File:Belna Message.jpg|left|thumb|285x285px|Message from Belna, written in Old Dwarvish.]]&lt;br /&gt;
[[File:Dwarven Cipher.jpg|thumb|285x285px|Dwarven cipher.]]&lt;br /&gt;
Start the day with a '''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Pure Play Game of Choice&amp;lt;/span&amp;gt;'''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Start the Morning Adventures in the Village with Belna. She seems to feel better from her fall, but is still insistent on communicating her message. She writes something down in Dwarven, which is essentially a cipher. Trackers with Dwarven origins can be given the translation for all vowels.&lt;br /&gt;
&lt;br /&gt;
Indigo offers to watch Belna so you can go find Sable, the ranger who speaks Dwarven fluently. Teams break up to comb the nearby woods for the bandana you hid to represent her position.&lt;br /&gt;
[[File:Belna Message with Vowels.jpg|left|thumb|285x285px|Belna's message with vowels translated.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;'''Searching or Tracking Game of Choice'''&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After everyone is grouped up at Sable’s location, she can introduce herself properly:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;“You all’d better have a good reason for disturbing my hunt! Catching food is a matter of life and death for our Village, you know. Speaking of which, I haven’t seen any of you around before. If you say you’re one of us and want a favor from me? You’d better prove you’re worth it.”&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;'''Survival Game of Choice'''&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Sable admits, you have the skills valued by the Village, and she did hear there would be newcomers. She’ll take a look at the message from Belna and do her best to translate. However, Belna’s language is the oldest and least accessible form of Dwarven, and there are a few symbols she doesn’t recognize. Trackers must finish piecing together the message to fully learn Belna’s predicament:&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;“Dwarves of the Deep Warrens need help! Stranger draining the mountain’s spirit, our spirit.”&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sable is surprised and alarmed to read this. She wants to return to the Village with you to meet and talk to Belna in person. Though grudgingly, she can tell you the following information about the Deep Warrens:&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*It’s a chain of small mountains with a deep, interconnected cave system underneath&lt;br /&gt;
*It has long been the home of the dwarves, though they long ago they had to cease mining and pursue lifestyles that cause less pain to the earth&lt;br /&gt;
*There are rumors that the underground caves are haunted by the ghosts of ancient dwarven miners&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sable thinks those rumors are probably right. Return to the Village to digest this info, and also lunch.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
======Day Two Afternoon======&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Lead the Trackers in &amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;'''Stick Combat'''&amp;lt;/span&amp;gt; as a warm-up for Afternoon Adventures.&lt;br /&gt;
&lt;br /&gt;
Sable meets you after your combat practice. She has been doing her best to communicate with Belna and suggests you all get geared up to head to the Deep Warrens. It sounds like the ancient dwarves' plight is more dire than the Village's right now.!&lt;br /&gt;
&lt;br /&gt;
Sable has the following facts for the Trackers (from Belna):&lt;br /&gt;
&lt;br /&gt;
* The life spirit of all dwarves is tied to their mountain homes. The ailing mountain is harming the dwarves who live there.&lt;br /&gt;
* A mysterious young mage is using some kind of magic to draw energy from the mountain.&lt;br /&gt;
* The mountain mems are angry&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Trackers may take some time to pack and prepare their gear for travel. Sable cautions to approach the mountains quietly and respectfully to avoid tangling with the mountain mems.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;'''Traversing and Improv Game: Enter the Mountain'''&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Hike to the top of the highest hill or available incline. From this vantage point, designate a low point in the distance as the entrance to the caves. As the Trackers travel downwards, describe what they are seeing:&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;blockquote&amp;gt;&amp;quot;The terrain underfoot becomes rocky and uneven. You see, up ahead, the mouth of the cave is only a few feet high. We'll have to crawl to get inside. The rocks around you are cool and moist to the touch as you make into into the first cave. The afternoon sun shines a bar of light into the chamber, but when it stops, complete darkness takes over.&amp;quot; &amp;lt;/blockquote&amp;gt;When everyone has crawled inside the area cast as the Cave, the ground begins to shake underfoot. It's another earthquake! Guide the Trackers' improv of the scenario with prompts such as the following:&lt;br /&gt;
&lt;br /&gt;
* Rocks begin to fall around the entrance. Get back from it!&lt;br /&gt;
* The floor rumbles violently, shaking your whole body.&lt;br /&gt;
* Drop down and protect your head!&lt;br /&gt;
* Pebbles and dirt rain down on your back and heads.&lt;br /&gt;
* The sunlight is fully blocked out, leaving us in complete darkness. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The entrance to the cave is impassibly caved in. Trackers are trapped in the cave system with mems, mages and who knows what else. Worse, everyone without dwarven origin will have to start tomorrow wearing blindfolds! &lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
======Day Three Morning======&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======Day Three Afternoon======&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======Day Four Morning======&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======Day Four Afternoon======&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======Day Five Morning======&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======Day Five Afternoon======&lt;/div&gt;</summary>
		<author><name>Gallison</name></author>
		
	</entry>
	<entry>
		<id>http://wiki.trackersearth.com/w/index.php?title=Week_3:_The_Deep_Warrens&amp;diff=1106</id>
		<title>Week 3: The Deep Warrens</title>
		<link rel="alternate" type="text/html" href="http://wiki.trackersearth.com/w/index.php?title=Week_3:_The_Deep_Warrens&amp;diff=1106"/>
		<updated>2021-06-29T08:36:24Z</updated>

		<summary type="html">&lt;p&gt;Gallison: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Earthquakes have been happening a lot in Cascadia ever since the Hearthstone shattered. A stranger to the village arrives with a warning! There’s a villain harming the earth from deep inside a nearby cave system in the mountains, called the Deep Warrens. If they’re not stopped, the damage could destroy all of Cascadia!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Advance Preparation=====&lt;br /&gt;
You will need props or a plan to handle a few of this weeks adventures:&lt;br /&gt;
&lt;br /&gt;
*A number of colored [[bands]] to mark objectives in games.&lt;br /&gt;
*Ideally, you’ll be able to dig or have access to a pit in the ground for a character to be trapped. If this isn't possible, the scenario can be easily be acted out as improv.&lt;br /&gt;
*A printout or hand-copied version of the Dwarven message from Belna (see Day 2 for download).&lt;br /&gt;
*You will also need to have a rock to play the part of the Dwarven Hearthstone. This can definitely be picked up on the fly, but keep an eye out for a cool one.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======Non Playable Characters (NPCs)======&lt;br /&gt;
These are the [[NPCs]] that may be encountered in this story. They are ordered from most to least screentime in the narrative.&lt;br /&gt;
&lt;br /&gt;
*Belna&lt;br /&gt;
*Cinna&lt;br /&gt;
*Ral&lt;br /&gt;
*Sable&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======Day One Morning======&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The first game of the day establishes teams of four. Choose one of the options below:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot; style=&amp;quot;color: rgb(62, 83, 137)&amp;quot;&amp;gt;Forehead Dots&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
Trackers all get a colored mark on their forehead while their eyes are closed. Mark four Trackers in each color, and choose randomly, as these will be future teams. The &amp;quot;dots&amp;quot; can be masking tape, a post-it, or even washable marker.&lt;br /&gt;
&lt;br /&gt;
When you're done, Trackers open their eyes. They must now sort themselves into teams in complete silence, using only non-verbal communication to find their color matches.&lt;br /&gt;
&lt;br /&gt;
OR&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot; style=&amp;quot;color: rgb(62, 83, 137)&amp;quot;&amp;gt;Hide and Seek Out Your Team&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
Half the Trackers hide within specified boundaries. After 30 seconds head start, send the other half out in search. When the seekers find someone, they both head back to group up, and are now teammates!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In the second round, play this in pairs to end with teams of four. Team Camp time this morning should include time for journaling and  character creation.&lt;br /&gt;
&lt;br /&gt;
At the beginning of Morning Adventures, lead the group to the Village area and introduce yourself as their Guide.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;blockquote&amp;gt;“Welcome to the Village! This is the nearest community of humans in Cascadia and your home for the next week. The Village was mostly destroyed last week by natural disasters when the Hearthstone was stolen, but things are mostly better now we have it back… in pieces. You’ve all been summoned from local areas to help investigate if, and how, a Hearthstone can heal.&amp;quot;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Explain the basics of [[Hearthstone]] lore. You can also make up your own identity and Guild affiliation, so long as you're a native to the Village. Your current assignment is leading the effort to mend the Hearthstone. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Next, introduce Trackers to an [[NPCs|NPC]], Indigo. They're a friendly and charming Ranger with a pet osprey, Scree, which nips at their ears as they try to talk. Play Scree for laughs when you can!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Indigo explains that, because of the natural disasters in the area, they need to check everything's location for the Village's reference. Could you help them by mapping things out?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Map Area Around Village&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You may play the guide as well as Indigo while helping the Trackers set up their camps. Remember to include Indigo’s falcon, Scree, for some comedy! After the area has been arranged, Indigo will express his appreciation for your help with this project. As thanks, he offers to teach you how to stick fight.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Stick Fighting&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Once the Trackers seem to have the basics, announce a rumbling in the earth! Oh no, maybe the natural disasters aren't over?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
======Day One Afternoon======&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Afternoon Adventures begin with the Guide sharing intriguing news with the Trackers: the Village is abuzz, because during your training, a dwarven elder came through town! This is a rare occurrence, the first time in decades such an ancient dwarf has visited a human camp.&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
&lt;br /&gt;
*Here’s what you can tell them, cobbled together from the villagers’ gossip:&lt;br /&gt;
*They think the dwarf was a woman, but she has a pretty magnificent beard&lt;br /&gt;
*Nobody speaks Dwarvish except Sable (a ranger who’s on the hunt)&lt;br /&gt;
*The dwarf seemed to need help&lt;br /&gt;
*The dwarf left about 20 minutes ago, and seemed to be following (choose an animal type to track)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Teach the Trackers’ teams to move through the wilderness and the basics of tracking. Following this animal will lead you towards the dwarf, after which you can hopefully find out what she needs!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Tracking Game of Choice&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You finally come across the dwarf… who’s at the bottom of a pit that opened up during the earthquake! She’s clearly in distress. If you have any Trackers with a Dwarven origin, you may note that she's using some ''strong language''.&lt;br /&gt;
&amp;lt;br /&amp;gt;'''&amp;lt;span class=&amp;quot;col-blue-navy ve-pasteProtect&amp;quot;&amp;gt;Rescue Game&amp;lt;/span&amp;gt;'''  - This can be a realistic rescue from a pit trap if an appropriate site is found. If not, this game may include foraging and crafting cordage to make a rope, then an improv challenge to pull the dwarf to safety.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The dwarven woman is very grateful! She’s able to gesture to herself and communicate her name: Belna. If there are any Trackers with a dwarven origin culture, they can try and speak to her, but with limited success (i.e. they can get the nouns underlined below).&lt;br /&gt;
&lt;br /&gt;
Belna is saying &amp;lt;u&amp;gt;help&amp;lt;/u&amp;gt;, pointing in the direction of &amp;lt;u&amp;gt;mountains&amp;lt;/u&amp;gt;. She’s &amp;lt;u&amp;gt;frightened&amp;lt;/u&amp;gt; of something! &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As the Guide, you can note that those mountains contain a cave system where most local dwarves live. Maybe something is wrong at the dwarven settlement?&lt;br /&gt;
&lt;br /&gt;
======Day Two Morning======&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Before the day begins, print Belna's message and Dwarven cipher and plant a bandana in the area the Trackers will be searching for Sable later in the morning.'''&lt;br /&gt;
[[File:Belna Message.jpg|left|thumb|285x285px|Message from Belna, written in Old Dwarvish.]]&lt;br /&gt;
[[File:Dwarven Cipher.jpg|thumb|285x285px|Dwarven cipher.]]&lt;br /&gt;
Start the day with a '''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Pure Play Game of Choice&amp;lt;/span&amp;gt;'''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Start the Morning Adventures in the Village with Belna. She seems to feel better from her fall, but is still insistent on communicating her message. She writes something down in Dwarven, which is essentially a cipher. Trackers with Dwarven origins can be given the translation for all vowels.&lt;br /&gt;
&lt;br /&gt;
Indigo offers to watch Belna so you can go find Sable, the ranger who speaks Dwarven fluently. Teams break up to comb the nearby woods for the bandana you hid to represent her position.&lt;br /&gt;
[[File:Belna Message with Vowels.jpg|left|thumb|285x285px|Belna's message with vowels translated.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;'''Searching or Tracking Game of Choice'''&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After everyone is grouped up at Sable’s location, she can introduce herself properly:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;“You all’d better have a good reason for disturbing my hunt! Catching food is a matter of life and death for our Village, you know. Speaking of which, I haven’t seen any of you around before. If you say you’re one of us and want a favor from me? You’d better prove you’re worth it.”&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;'''Survival Game of Choice'''&amp;lt;/span&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sable admits, you have the skills valued by the Village, and she did hear there would be newcomers. She’ll take a look at the message from Belna and do her best to translate. However, Belna’s language is the oldest and least accessible form of Dwarven, and there are a few symbols she doesn’t recognize. Trackers must finish piecing together the message to fully learn Belna’s predicament:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;“Dwarves of the Deep Warrens need help! Stranger draining the mountain’s spirit, our spirit.”&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sable is surprised and alarmed to read this. She wants to return to the Village with you to meet and talk to Belna in person. Though grudgingly, she can tell you the following information about the Deep Warrens:&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*It’s a chain of small mountains with a deep, interconnected cave system underneath&lt;br /&gt;
*It has long been the home of the dwarves, though they long ago they had to cease mining and pursue lifestyles that cause less pain to the earth&lt;br /&gt;
*There are rumors that the underground caves are haunted by the ghosts of ancient dwarven miners&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sable thinks those rumors are probably right. Return to the Village to digest this info, and also lunch.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======Day Two Afternoon======&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======Day Three Morning======&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======Day Three Afternoon======&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======Day Four Morning======&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======Day Four Afternoon======&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======Day Five Morning======&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======Day Five Afternoon======&lt;/div&gt;</summary>
		<author><name>Gallison</name></author>
		
	</entry>
	<entry>
		<id>http://wiki.trackersearth.com/w/index.php?title=Week_3:_The_Deep_Warrens&amp;diff=1105</id>
		<title>Week 3: The Deep Warrens</title>
		<link rel="alternate" type="text/html" href="http://wiki.trackersearth.com/w/index.php?title=Week_3:_The_Deep_Warrens&amp;diff=1105"/>
		<updated>2021-06-29T08:33:10Z</updated>

		<summary type="html">&lt;p&gt;Gallison: /* Day One Afternoon */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Earthquakes have been happening a lot in Cascadia ever since the Hearthstone shattered. A stranger to the village arrives with a warning! There’s a villain harming the earth from deep inside a nearby cave system in the mountains, called the Deep Warrens. If they’re not stopped, the damage could destroy all of Cascadia!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Advance Preparation=====&lt;br /&gt;
You will need props or a plan to handle a few of this weeks adventures:&lt;br /&gt;
&lt;br /&gt;
*A number of colored [[bands]] to mark objectives in games.&lt;br /&gt;
*Ideally, you’ll be able to dig or have access to a pit in the ground for a character to be trapped. If this isn't possible, the scenario can be easily be acted out as improv.&lt;br /&gt;
*A printout or hand-copied version of the Dwarven message from Belna (see Day 2 for download).&lt;br /&gt;
*You will also need to have a rock to play the part of the Dwarven Hearthstone. This can definitely be picked up on the fly, but keep an eye out for a cool one.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======Non Playable Characters (NPCs)======&lt;br /&gt;
These are the [[NPCs]] that may be encountered in this story. They are ordered from most to least screentime in the narrative.&lt;br /&gt;
&lt;br /&gt;
*Belna&lt;br /&gt;
*Cinna&lt;br /&gt;
*Ral&lt;br /&gt;
*Sable&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======Day One Morning======&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The first game of the day establishes teams of four. Choose one of the options below:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot; style=&amp;quot;color: rgb(62, 83, 137)&amp;quot;&amp;gt;Forehead Dots&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
Trackers all get a colored mark on their forehead while their eyes are closed. Mark four Trackers in each color, and choose randomly, as these will be future teams. The &amp;quot;dots&amp;quot; can be masking tape, a post-it, or even washable marker.&lt;br /&gt;
&lt;br /&gt;
When you're done, Trackers open their eyes. They must now sort themselves into teams in complete silence, using only non-verbal communication to find their color matches.&lt;br /&gt;
&lt;br /&gt;
OR&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot; style=&amp;quot;color: rgb(62, 83, 137)&amp;quot;&amp;gt;Hide and Seek Out Your Team&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
Half the Trackers hide within specified boundaries. After 30 seconds head start, send the other half out in search. When the seekers find someone, they both head back to group up, and are now teammates!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In the second round, play this in pairs to end with teams of four. Team Camp time this morning should include time for journaling and  character creation.&lt;br /&gt;
&lt;br /&gt;
At the beginning of Morning Adventures, lead the group to the Village area and introduce yourself as their Guide.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;blockquote&amp;gt;“Welcome to the Village! This is the nearest community of humans in Cascadia and your home for the next week. The Village was mostly destroyed last week by natural disasters when the Hearthstone was stolen, but things are mostly better now we have it back… in pieces. You’ve all been summoned from local areas to help investigate if, and how, a Hearthstone can heal.&amp;quot;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Explain the basics of [[Hearthstone]] lore. You can also make up your own identity and Guild affiliation, so long as you're a native to the Village. Your current assignment is leading the effort to mend the Hearthstone. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Next, introduce Trackers to an [[NPCs|NPC]], Indigo. They're a friendly and charming Ranger with a pet osprey, Scree, which nips at their ears as they try to talk. Play Scree for laughs when you can!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Indigo explains that, because of the natural disasters in the area, they need to check everything's location for the Village's reference. Could you help them by mapping things out?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Map Area Around Village&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You may play the guide as well as Indigo while helping the Trackers set up their camps. Remember to include Indigo’s falcon, Scree, for some comedy! After the area has been arranged, Indigo will express his appreciation for your help with this project. As thanks, he offers to teach you how to stick fight.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Stick Fighting&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Once the Trackers seem to have the basics, announce a rumbling in the earth! Oh no, maybe the natural disasters aren't over?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
======Day One Afternoon======&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Afternoon Adventures begin with the Guide sharing intriguing news with the Trackers: the Village is abuzz, because during your training, a dwarven elder came through town! This is a rare occurrence, the first time in decades such an ancient dwarf has visited a human camp.&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
&lt;br /&gt;
*Here’s what you can tell them, cobbled together from the villagers’ gossip:&lt;br /&gt;
*They think the dwarf was a woman, but she has a pretty magnificent beard&lt;br /&gt;
*Nobody speaks Dwarvish except Sable (a ranger who’s on the hunt)&lt;br /&gt;
*The dwarf seemed to need help&lt;br /&gt;
*The dwarf left about 20 minutes ago, and seemed to be following (choose an animal type to track)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Teach the Trackers’ teams to move through the wilderness and the basics of tracking. Following this animal will lead you towards the dwarf, after which you can hopefully find out what she needs!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Tracking Game of Choice&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You finally come across the dwarf… who’s at the bottom of a pit that opened up during the earthquake! She’s clearly in distress. If you have any Trackers with a Dwarven origin, you may note that she's using some ''strong language''.&lt;br /&gt;
&amp;lt;br /&amp;gt;'''&amp;lt;span class=&amp;quot;col-blue-navy ve-pasteProtect&amp;quot;&amp;gt;Rescue Game&amp;lt;/span&amp;gt;'''  - This can be a realistic rescue from a pit trap if an appropriate site is found. If not, this game may include foraging and crafting cordage to make a rope, then an improv challenge to pull the dwarf to safety.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The dwarven woman is very grateful! She’s able to gesture to herself and communicate her name: Belna. If there are any Trackers with a dwarven origin culture, they can try and speak to her, but with limited success (i.e. they can get the nouns underlined below).&lt;br /&gt;
&lt;br /&gt;
Belna is saying &amp;lt;u&amp;gt;help&amp;lt;/u&amp;gt;, pointing in the direction of &amp;lt;u&amp;gt;mountains&amp;lt;/u&amp;gt;. She’s &amp;lt;u&amp;gt;frightened&amp;lt;/u&amp;gt; of something! &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As the Guide, you can note that those mountains contain a cave system where most local dwarves live. Maybe something is wrong at the dwarven settlement?&lt;br /&gt;
&lt;br /&gt;
======Day Two Morning======&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Before the day begins, print Belna's message and Dwarven cipher and plant a bandana in the area the Trackers will be searching for Sable later in the morning.'''&lt;br /&gt;
[[File:Belna Message.jpg|left|thumb|285x285px|Message from Belna, written in Old Dwarvish.]]&lt;br /&gt;
[[File:Dwarven Cipher.jpg|thumb|285x285px|Dwarven cipher.]]&lt;br /&gt;
Start the day with a '''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Pure Play Game of Choice&amp;lt;/span&amp;gt;'''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Start the Morning Adventures in the Village with Belna. She seems to feel better from her fall, but is still insistent on communicating her message. She writes something down in Dwarven, which is essentially a cipher. Trackers with Dwarven origins can be given the translation for all vowels.&lt;br /&gt;
&lt;br /&gt;
Indigo offers to watch Belna so you can go find Sable, the ranger who speaks Dwarven fluently. Teams break up to comb the nearby woods for the bandana you hid to represent her position.&lt;br /&gt;
[[File:Belna Message with Vowels.jpg|left|thumb|285x285px|Belna's message with vowels translated.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;'''Searching or Tracking Game of Choice'''&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After everyone is grouped up at Sable’s location, she can introduce herself properly:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;“You all’d better have a good reason for disturbing my hunt! It’s a matter of life and death for our Village. Speaking of which, I haven’t seen any of you around before. If you say you’re one of us and want a favor from me? You’d better prove you’re worth it.”&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;'''Survival Game of Choice'''&amp;lt;/span&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sable admits, you have the skills valued by the Village, and she did hear there would be newcomers. She’ll take a look at the message from Belna and do her best to translate. However, Belna’s language is the oldest and least accessible form of Dwarven, and there are a few symbols she doesn’t recognize. Trackers must finish piecing together the message to fully learn Belna’s predicament:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;“Dwarves of the Deep Warrens need help! Stranger draining the mountain’s spirit, our spirit.”&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sable is surprised and alarmed to read this. She wants to return to the Village with you to meet and talk to Belna in person. Though grudgingly, she can tells you the following information about the Deep Warrens:&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*It’s a chain of small mountains with a deep, interconnected cave system underneath&lt;br /&gt;
*It has long been the home of the dwarves, though they long ago they had to cease mining and pursue lifestyles that cause less pain to the earth&lt;br /&gt;
*There are rumors that the underground caves are haunted by the ghosts of ancient dwarven miners&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sable thinks those rumors are probably right. Return to the Village to digest this info, and also lunch.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======Day Two Afternoon======&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======Day Three Morning======&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======Day Three Afternoon======&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======Day Four Morning======&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======Day Four Afternoon======&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======Day Five Morning======&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======Day Five Afternoon======&lt;/div&gt;</summary>
		<author><name>Gallison</name></author>
		
	</entry>
	<entry>
		<id>http://wiki.trackersearth.com/w/index.php?title=File:Belna_Message_with_Vowels.jpg&amp;diff=1104</id>
		<title>File:Belna Message with Vowels.jpg</title>
		<link rel="alternate" type="text/html" href="http://wiki.trackersearth.com/w/index.php?title=File:Belna_Message_with_Vowels.jpg&amp;diff=1104"/>
		<updated>2021-06-29T08:04:27Z</updated>

		<summary type="html">&lt;p&gt;Gallison: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Gallison</name></author>
		
	</entry>
	<entry>
		<id>http://wiki.trackersearth.com/w/index.php?title=File:Belna_Message.jpg&amp;diff=1103</id>
		<title>File:Belna Message.jpg</title>
		<link rel="alternate" type="text/html" href="http://wiki.trackersearth.com/w/index.php?title=File:Belna_Message.jpg&amp;diff=1103"/>
		<updated>2021-06-29T07:59:23Z</updated>

		<summary type="html">&lt;p&gt;Gallison: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Gallison</name></author>
		
	</entry>
	<entry>
		<id>http://wiki.trackersearth.com/w/index.php?title=File:Dwarven_Cipher.jpg&amp;diff=1102</id>
		<title>File:Dwarven Cipher.jpg</title>
		<link rel="alternate" type="text/html" href="http://wiki.trackersearth.com/w/index.php?title=File:Dwarven_Cipher.jpg&amp;diff=1102"/>
		<updated>2021-06-29T07:57:33Z</updated>

		<summary type="html">&lt;p&gt;Gallison: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The cipher for translating Dwarven writing.&lt;/div&gt;</summary>
		<author><name>Gallison</name></author>
		
	</entry>
	<entry>
		<id>http://wiki.trackersearth.com/w/index.php?title=Week_3:_The_Deep_Warrens&amp;diff=1101</id>
		<title>Week 3: The Deep Warrens</title>
		<link rel="alternate" type="text/html" href="http://wiki.trackersearth.com/w/index.php?title=Week_3:_The_Deep_Warrens&amp;diff=1101"/>
		<updated>2021-06-29T06:53:17Z</updated>

		<summary type="html">&lt;p&gt;Gallison: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Earthquakes have been happening a lot in Cascadia ever since the Hearthstone shattered. A stranger to the village arrives with a warning! There’s a villain harming the earth from deep inside a nearby cave system in the mountains, called the Deep Warrens. If they’re not stopped, the damage could destroy all of Cascadia!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Advance Preparation=====&lt;br /&gt;
You will need props or a plan to handle a few of this weeks adventures:&lt;br /&gt;
&lt;br /&gt;
*A number of colored [[bands]] to mark objectives in games.&lt;br /&gt;
*Ideally, you’ll be able to dig or have access to a pit in the ground for a character to be trapped. If this isn't possible, the scenario can be easily be acted out as improv.&lt;br /&gt;
*A printout or hand-copied version of the Dwarven message from Belna (see Day 2 for download).&lt;br /&gt;
*You will also need to have a rock to play the part of the Dwarven Hearthstone. This can definitely be picked up on the fly, but keep an eye out for a cool one.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======Non Playable Characters (NPCs)======&lt;br /&gt;
These are the [[NPCs]] that may be encountered in this story. They are ordered from most to least screentime in the narrative.&lt;br /&gt;
&lt;br /&gt;
*Belna&lt;br /&gt;
*Cinna&lt;br /&gt;
*Ral&lt;br /&gt;
*Sable&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======Day One Morning======&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The first game of the day establishes teams of four. Choose one of the options below:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot; style=&amp;quot;color: rgb(62, 83, 137)&amp;quot;&amp;gt;Forehead Dots&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
Trackers all get a colored mark on their forehead while their eyes are closed. Mark four Trackers in each color, and choose randomly, as these will be future teams. The &amp;quot;dots&amp;quot; can be masking tape, a post-it, or even washable marker.&lt;br /&gt;
&lt;br /&gt;
When you're done, Trackers open their eyes. They must now sort themselves into teams in complete silence, using only non-verbal communication to find their color matches.&lt;br /&gt;
&lt;br /&gt;
OR&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot; style=&amp;quot;color: rgb(62, 83, 137)&amp;quot;&amp;gt;Hide and Seek Out Your Team&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
Half the Trackers hide within specified boundaries. After 30 seconds head start, send the other half out in search. When the seekers find someone, they both head back to group up, and are now teammates!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In the second round, play this in pairs to end with teams of four. Team Camp time this morning should include time for journaling and  character creation.&lt;br /&gt;
&lt;br /&gt;
At the beginning of Morning Adventures, lead the group to the Village area and introduce yourself as their Guide.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;blockquote&amp;gt;“Welcome to the Village! This is the nearest community of humans in Cascadia and your home for the next week. The Village was mostly destroyed last week by natural disasters when the Hearthstone was stolen, but things are mostly better now we have it back… in pieces. You’ve all been summoned from local areas to help investigate if, and how, a Hearthstone can heal.&amp;quot;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Explain the basics of [[Hearthstone]] lore. You can also make up your own identity and Guild affiliation, so long as you're a native to the Village. Your current assignment is leading the effort to mend the Hearthstone. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Next, introduce Trackers to an [[NPCs|NPC]], Indigo. They're a friendly and charming Ranger with a pet osprey, Scree, which nips at their ears as they try to talk. Play Scree for laughs when you can!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Indigo explains that, because of the natural disasters in the area, they need to check everything's location for the Village's reference. Could you help them by mapping things out?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Map Area Around Village&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You may play the guide as well as Indigo while helping the Trackers set up their camps. Remember to include Indigo’s falcon, Scree, for some comedy! After the area has been arranged, Indigo will express his appreciation for your help with this project. As thanks, he offers to teach you how to stick fight.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Stick Fighting&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Once the Trackers seem to have the basics, announce a rumbling in the earth! Oh no, maybe the natural disasters aren't over?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
======Day One Afternoon======&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Afternoon Adventures begin with the Guide sharing intriguing news with the Trackers: the Village is abuzz, because during your training, a dwarven elder came through town! This is a rare occurrence, the first time in decades such an ancient dwarf has visited a human camp.&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
&lt;br /&gt;
*Here’s what you can tell them, cobbled together from the villagers’ gossip:&lt;br /&gt;
*They think the dwarf was a woman, but she has a pretty magnificent beard&lt;br /&gt;
*Nobody speaks Dwarvish except Sable (a ranger who’s on the hunt)&lt;br /&gt;
*The dwarf seemed to need help&lt;br /&gt;
*The dwarf left about 20 minutes ago, and seemed to be following (choose an animal type to track)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Teach the Trackers’ teams to move through the wilderness and the basics of tracking. Following this animal will lead you towards the dwarf, after which you can hopefully find out what she needs!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Tracking Game of Choice&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You finally come across the dwarf… who’s at the bottom of a pit that opened up during the earthquake! She’s clearly in distress. If you have any Trackers with a Dwarven origin, you may note that she's using some ''strong language''.&lt;br /&gt;
&amp;lt;br /&amp;gt;'''&amp;lt;span class=&amp;quot;col-blue-navy ve-pasteProtect&amp;quot;&amp;gt;Rescue Game&amp;lt;/span&amp;gt;'''  - This can be a realistic rescue from a pit trap if an appropriate site is found. If not, this game may include foraging and crafting cordage to make a rope, then an improv challenge to pull the dwarf to safety.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The dwarven woman is very grateful! She’s able to gesture to herself and communicate her name: Belna. If there are any Trackers with a dwarven origin culture, they can try and speak to her, but with limited success (i.e. they can get the nouns underlined below).&lt;br /&gt;
&lt;br /&gt;
Belna is saying &amp;lt;u&amp;gt;help&amp;lt;/u&amp;gt;, pointing in the direction of &amp;lt;u&amp;gt;mountains&amp;lt;/u&amp;gt;. She’s &amp;lt;u&amp;gt;frightened&amp;lt;/u&amp;gt; of something! &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As the Guide, you can note that those mountains contain a cave system where most local dwarves live. Maybe something is wrong at the dwarven settlement?&lt;br /&gt;
&lt;br /&gt;
======Day Two Morning======&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Before the day begins, plant a bandana in the area the Trackers will be searching for Sable later in the morning.'''&lt;br /&gt;
&lt;br /&gt;
The first game of the day can be any '''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Pure Play Game of Choice&amp;lt;/span&amp;gt;'''.&lt;br /&gt;
&lt;br /&gt;
Start the Morning Adventures in the Village with Belna. She seems to feel better from her fall, but is still insistent on communicating her message. She writes something down in Dwarven, which is essentially a cipher. Trackers with Dwarven origins can be given the translation for all vowels.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Indigo offers to watch Belna so you can go find Sable, the ranger who speaks Dwarven fluently. Teams break up to comb the nearby woods for the bandana you hid to represent her position.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;'''Searching Game of Choice'''&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After everyone is grouped up at Sable’s location, she can introduce herself properly:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;“You all’d better have a good reason for disturbing my hunt! It’s a matter of life and death for our Village. Speaking of which, I haven’t seen any of you around before. If you say you’re one of us and want a favor from me? You’d better prove you’re worth it.”&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;'''Survival Game of Choice'''&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sable admits, you have the skills valued by the Village, and she did hear there would be newcomers. She’ll take a look at the message from Belna and do her best to translate. However, Belna’s language is the oldest and least accessible form of Dwarven, and there are a few symbols she doesn’t recognize. Trackers must finish piecing together the message to fully learn Belna’s predicament:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;“Dwarves of the Deep Warrens need help! Stranger draining the mountain’s spirit, our spirit.”&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Sable is surprised and alarmed to read this. She wants to return to the Village with you to meet and talk to Belna in person. GThough grudgingly, she can tells you the following information about the Deep Warrens:&lt;br /&gt;
*It’s a chain of small mountains with a deep, interconnected cave system underneath&lt;br /&gt;
*It has long been the home of the dwarves, though they long ago they had to cease mining and pursue lifestyles that cause less pain to the earth&lt;br /&gt;
*There are rumors that the underground caves are haunted by the ghosts of ancient dwarven miners&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sable thinks those rumors are probably right. Return to the Village to digest this info, and also lunch.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======Day Two Afternoon======&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======Day Three Morning======&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======Day Three Afternoon======&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======Day Four Morning======&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======Day Four Afternoon======&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======Day Five Morning======&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======Day Five Afternoon======&lt;/div&gt;</summary>
		<author><name>Gallison</name></author>
		
	</entry>
	<entry>
		<id>http://wiki.trackersearth.com/w/index.php?title=Week_3:_The_Deep_Warrens&amp;diff=1100</id>
		<title>Week 3: The Deep Warrens</title>
		<link rel="alternate" type="text/html" href="http://wiki.trackersearth.com/w/index.php?title=Week_3:_The_Deep_Warrens&amp;diff=1100"/>
		<updated>2021-06-29T01:58:34Z</updated>

		<summary type="html">&lt;p&gt;Gallison: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Earthquakes have been happening a lot in Cascadia ever since the Hearthstone shattered. A stranger to the village arrives with a warning! There’s a villain harming the earth from deep inside a nearby cave system in the mountains, called the Deep Warrens. If they’re not stopped, the damage could destroy all of Cascadia!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Advance Preparation=====&lt;br /&gt;
You will need props or a plan to handle a few of this weeks adventures:&lt;br /&gt;
&lt;br /&gt;
*A number of colored [[bands]] to mark objectives in games.&lt;br /&gt;
*Ideally, you’ll be able to dig or have access to a pit in the ground for a character to be trapped. If this isn't possible, the scenario can be easily be acted out as improv.&lt;br /&gt;
*A printout or hand-copied version of the Dwarven message from Belna (see Day 2 for download).&lt;br /&gt;
*You will also need to have a rock to play the part of the Dwarven Hearthstone. This can definitely be picked up on the fly, but keep an eye out for a cool one.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======Non Playable Characters (NPCs)======&lt;br /&gt;
These are the [[NPCs]] that may be encountered in this story. They are ordered from most to least screentime in the narrative.&lt;br /&gt;
&lt;br /&gt;
*Belna&lt;br /&gt;
*Cinna&lt;br /&gt;
*Ral&lt;br /&gt;
*Sable&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======Day One Morning======&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The first game of the day establishes teams of four. Choose one of the options below:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot; style=&amp;quot;color: rgb(62, 83, 137)&amp;quot;&amp;gt;Forehead Dots&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
Trackers all get a colored mark on their forehead while their eyes are closed. Mark four Trackers in each color, and choose randomly, as these will be future teams. The &amp;quot;dots&amp;quot; can be masking tape, a post-it, or even washable marker.&lt;br /&gt;
&lt;br /&gt;
When you're done, Trackers open their eyes. They must now sort themselves into teams in complete silence, using only non-verbal communication to find their color matches.&lt;br /&gt;
&lt;br /&gt;
OR&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot; style=&amp;quot;color: rgb(62, 83, 137)&amp;quot;&amp;gt;Hide and Seek Out Your Team&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
Half the Trackers hide within specified boundaries. After 30 seconds head start, send the other half out in search. When the seekers find someone, they both head back to group up, and are now teammates!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In the second round, play this in pairs to end with teams of four. Team Camp time this morning should include time for journaling and  character creation.&lt;br /&gt;
&lt;br /&gt;
At the beginning of Morning Adventures, lead the group to the Village area and introduce yourself as their Guide.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;blockquote&amp;gt;“Welcome to the Village! This is the nearest community of humans in Cascadia and your home for the next week. The Village was mostly destroyed last week by natural disasters when the Hearthstone was stolen, but things are mostly better now we have it back… in pieces. You’ve all been summoned from local areas to help investigate if, and how, a Hearthstone can heal.&amp;quot;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Explain the basics of [[Hearthstone]] lore. You can also make up your own identity and Guild affiliation, so long as you're a native to the Village. Your current assignment is leading the effort to mend the Hearthstone. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Next, introduce Trackers to an [[NPCs|NPC]], Indigo. They're a friendly and charming Ranger with a pet osprey, Scree, which nips at their ears as they try to talk. Play Scree for laughs when you can!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Indigo explains that, because of the natural disasters in the area, they need to check everything's location for the Village's reference. Could you help them by mapping things out?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Map Area Around Village&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You may play the guide as well as Indigo while helping the Trackers set up their camps. Remember to include Indigo’s falcon, Scree, for some comedy! After the area has been arranged, Indigo will express his appreciation for your help with this project. As thanks, he offers to teach you how to stick fight.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Stick Fighting&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Once the Trackers seem to have the basics, announce a rumbling in the earth! Oh no, maybe the natural disasters aren't over?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
======Day One Afternoon======&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Afternoon Adventures begin with the Guide sharing intriguing news with the Trackers: the Village is abuzz, because during your training, a dwarven elder came through town! This is a rare occurrence, the first time in decades such an ancient dwarf has visited a human camp.&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
&lt;br /&gt;
*Here’s what you can tell them, cobbled together from the villagers’ gossip:&lt;br /&gt;
*They think the dwarf was a woman, but she has a pretty magnificent beard&lt;br /&gt;
*Nobody speaks Dwarvish except Sable (a ranger who’s on the hunt)&lt;br /&gt;
*The dwarf seemed to need help&lt;br /&gt;
*The dwarf left about 20 minutes ago, and seemed to be following (choose an animal type to track)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Teach the Trackers’ teams to move through the wilderness and the basics of tracking. Following this animal will lead you towards the dwarf, after which you can hopefully find out what she needs!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Tracking Game of Choice&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You finally come across the dwarf… who’s at the bottom of a pit that opened up during the earthquake! She’s clearly in distress. If you have any Trackers with a Dwarven origin, you may note that she's using some ''strong language''.&lt;br /&gt;
&amp;lt;br /&amp;gt;'''&amp;lt;span class=&amp;quot;col-blue-navy ve-pasteProtect&amp;quot;&amp;gt;Rescue Game&amp;lt;/span&amp;gt;'''  - This can be a realistic rescue from a pit trap if an appropriate site is found. If not, this game may include foraging and crafting cordage to make a rope, then an improv challenge to pull the dwarf to safety.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The dwarven woman is very grateful! She’s able to gesture to herself and communicate her name: Belna. If there are any Trackers with a dwarven origin culture, they can try and speak to her, but with limited success (i.e. they can get the nouns underlined below).&lt;br /&gt;
&lt;br /&gt;
Belna is saying &amp;lt;u&amp;gt;help&amp;lt;/u&amp;gt;, pointing in the direction of &amp;lt;u&amp;gt;mountains&amp;lt;/u&amp;gt;. She’s &amp;lt;u&amp;gt;frightened&amp;lt;/u&amp;gt; of something! &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As the Guide, you can note that those mountains contain a cave system where most local dwarves live. Maybe something is wrong at the dwarven settlement?&lt;br /&gt;
&lt;br /&gt;
====== Day Two Morning ======&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Before the day begins, plant a bandana in the area the Trackers will be searching for Sable later in the morning.'''&lt;br /&gt;
&lt;br /&gt;
Following the Opening Ceremony, assemble Trackers in the Team Camp area to meet with Belna. She seems to feel a bit better, but is still insistent on communicating her message. She writes something down in Dwarven, which is essentially a cipher. Trackers with Dwarven origins can be given the translation for all vowels.&lt;br /&gt;
&lt;br /&gt;
Indigo offers to watch Belna so you can go find Sable, the ranger who speaks Dwarven fluently. Teams break up to comb the nearby woods for the bandana you hid to represent her position.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;'''Searching Game of Choice'''&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After everyone is grouped up at Sable’s location, she can introduce herself properly:&lt;br /&gt;
&lt;br /&gt;
“You all’d better have a good reason for disturbing my hunt! It’s a matter of life and death for our Vvillage. Speaking of which, I haven’t seen any of you around before. If you say you’re one of us and want a favor from me, y? You’d better prove you’re worth it.”&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;'''Survival Game of Choice'''&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sable admits, you have the skills valued by the Village, and she did hear there would be newcomers. She’ll take a look at the message from Belna and do her best to translate. However, Belna’s language is the oldest and least accessible form of Dwarven, and there are a few symbols she doesn’t recognize. Trackers must finish piecing together the message to fully learn Belna’s predicament:&amp;lt;blockquote&amp;gt;“Dwarves of the Deep Warrens need help! Stranger draining the mountain’s spirit, our spirit.”&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Sable is surprised and alarmed to read this. She wants to return to the Village with you to meet and talk to Belna in person. GThough grudgingly, she can tells you the following information about the Deep Warrens:&lt;br /&gt;
* It’s a chain of small mountains with a deep, interconnected cave system underneath&lt;br /&gt;
* It has long been the home of the dwarves, though they long ago they had to cease mining and pursue lifestyles that cause less pain to the earth&lt;br /&gt;
* There are rumors that the underground caves are haunted by the ghosts of ancient dwarven miners&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sable thinks those rumors are probably right. Return to the Village to digest this info, and also lunch.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====== Day Two Afternoon ======&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====== Day Three Morning ======&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====== Day Three Afternoon ======&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====== Day Four Morning ======&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====== Day Four Afternoon ======&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====== Day Five Morning ======&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====== Day Five Afternoon ======&lt;/div&gt;</summary>
		<author><name>Gallison</name></author>
		
	</entry>
	<entry>
		<id>http://wiki.trackersearth.com/w/index.php?title=Week_3:_The_Deep_Warrens&amp;diff=1099</id>
		<title>Week 3: The Deep Warrens</title>
		<link rel="alternate" type="text/html" href="http://wiki.trackersearth.com/w/index.php?title=Week_3:_The_Deep_Warrens&amp;diff=1099"/>
		<updated>2021-06-28T00:33:08Z</updated>

		<summary type="html">&lt;p&gt;Gallison: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Earthquakes have been happening a lot in Cascadia ever since the Hearthstone shattered. A stranger to the village arrives with a warning! There’s a villain harming the earth from deep inside a nearby cave system in the mountains, called the Deep Warrens. If they’re not stopped, the damage could destroy all of Cascadia!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Advance Preparation=====&lt;br /&gt;
You will need props or a plan to handle a few of this weeks adventures:&lt;br /&gt;
&lt;br /&gt;
*A number of colored [[bands]] to mark objectives in games.&lt;br /&gt;
*Ideally, you’ll be able to dig or have access to a pit in the ground for a character to be trapped. If this isn't possible, the scenario can be easily be acted out as improv.&lt;br /&gt;
*A printout or hand-copied version of the Dwarven message from Belna (see Day 2 for download).&lt;br /&gt;
*You will also need to have a rock to play the part of the Dwarven Hearthstone. This can definitely be picked up on the fly, but keep an eye out for a cool one.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======Non Playable Characters (NPCs)======&lt;br /&gt;
These are the [[NPCs]] that may be encountered in this story. They are ordered from most to least screentime in the narrative.&lt;br /&gt;
&lt;br /&gt;
*Belna&lt;br /&gt;
*Cinna&lt;br /&gt;
*Ral&lt;br /&gt;
*Sable&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======Day One Morning======&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The first game of the day establishes teams of four. Choose one of the options below:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot; style=&amp;quot;color: rgb(62, 83, 137)&amp;quot;&amp;gt;Forehead Dots&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
Trackers all get a colored mark on their forehead while their eyes are closed. Mark four Trackers in each color, and choose randomly, as these will be future teams. The &amp;quot;dots&amp;quot; can be masking tape, a post-it, or even washable marker.&lt;br /&gt;
&lt;br /&gt;
When you're done, Trackers open their eyes. They must now sort themselves into teams in complete silence, using only non-verbal communication to find their color matches.&lt;br /&gt;
&lt;br /&gt;
OR&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot; style=&amp;quot;color: rgb(62, 83, 137)&amp;quot;&amp;gt;Hide and Seek Out Your Team&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
Half the Trackers hide within specified boundaries. After 30 seconds head start, send the other half out in search. When the seekers find someone, they both head back to group up, and are now teammates!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In the second round, play this in pairs to end with teams of four. Team Camp time this morning should include time for journaling and  character creation.&lt;br /&gt;
&lt;br /&gt;
At the beginning of Morning Adventures, lead the group to the Village area and introduce yourself as their Guide.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;blockquote&amp;gt;“Welcome to the Village! This is the nearest community of humans in Cascadia and your home for the next week. The Village was mostly destroyed last week by natural disasters when the Hearthstone was stolen, but things are mostly better now we have it back… in pieces. You’ve all been summoned from local areas to help investigate if, and how, a Hearthstone can heal.&amp;quot;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Explain the basics of [[Hearthstone]] lore. You can also make up your own identity and Guild affiliation, so long as you're a native to the Village. Your current assignment is leading the effort to mend the Hearthstone. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Next, introduce Trackers to an [[NPCs|NPC]], Indigo. They're a friendly and charming Ranger with a pet osprey, Scree, which nips at their ears as they try to talk. Play Scree for laughs when you can!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Indigo explains that, because of the natural disasters in the area, they need to check everything's location for the Village's reference. Could you help them by mapping things out?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Map Area Around Village&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You may play the guide as well as Indigo while helping the Trackers set up their camps. Remember to include Indigo’s falcon, Scree, for some comedy! After the area has been arranged, Indigo will express his appreciation for your help with this project. As thanks, he offers to teach you how to stick fight.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Stick Fighting&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Once the Trackers seem to have the basics, announce a rumbling in the earth! Oh no, maybe the natural disasters aren't over?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
======Day One Afternoon======&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Afternoon Adventures begin with the Guide sharing intriguing news with the Trackers: the Village is abuzz, because during your training, a dwarven elder came through town! This is a rare occurrence, the first time in decades such an ancient dwarf has visited a human camp.&lt;br /&gt;
&amp;lt;br /&amp;gt; &lt;br /&gt;
&lt;br /&gt;
*Here’s what you can tell them, cobbled together from the villagers’ gossip:&lt;br /&gt;
*They think the dwarf was a woman, but she has a pretty magnificent beard&lt;br /&gt;
*Nobody speaks Dwarvish except Sable (a ranger who’s on the hunt)&lt;br /&gt;
*The dwarf seemed to need help&lt;br /&gt;
*The dwarf left about 20 minutes ago, and seemed to be following (choose an animal type to track)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Teach the Trackers’ teams to move through the wilderness and the basics of tracking. Following this animal will lead you towards the dwarf, after which you can hopefully find out what she needs!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Tracking Game of Choice&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You finally come across the dwarf… who’s at the bottom of a pit that opened up during the earthquake! She’s clearly in distress. If you have any Trackers with a Dwarven origin, you may note that she's using some ''strong language''.&lt;br /&gt;
&amp;lt;br /&amp;gt;'''&amp;lt;span class=&amp;quot;col-blue-navy ve-pasteProtect&amp;quot;&amp;gt;Rescue Game&amp;lt;/span&amp;gt;'''  - This can be a realistic rescue from a pit trap if an appropriate site is found. If not, this game may include foraging and crafting cordage to make a rope, then an improv challenge to pull the dwarf to safety.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The dwarven woman is very grateful! She’s able to gesture to herself and communicate her name: Belna. If there are any Trackers with a dwarven origin culture, they can try and speak to her, but with limited success (i.e. they can get the nouns underlined below).&lt;br /&gt;
&lt;br /&gt;
Belna is saying &amp;lt;u&amp;gt;help&amp;lt;/u&amp;gt;, pointing in the direction of &amp;lt;u&amp;gt;mountains&amp;lt;/u&amp;gt;. She’s &amp;lt;u&amp;gt;frightened&amp;lt;/u&amp;gt; of something! &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As the Guide, you can note that those mountains contain a cave system where most local dwarves live. Maybe something is wrong at the dwarven settlement?&lt;/div&gt;</summary>
		<author><name>Gallison</name></author>
		
	</entry>
	<entry>
		<id>http://wiki.trackersearth.com/w/index.php?title=Week_3:_The_Deep_Warrens&amp;diff=1098</id>
		<title>Week 3: The Deep Warrens</title>
		<link rel="alternate" type="text/html" href="http://wiki.trackersearth.com/w/index.php?title=Week_3:_The_Deep_Warrens&amp;diff=1098"/>
		<updated>2021-06-28T00:32:08Z</updated>

		<summary type="html">&lt;p&gt;Gallison: Created page with &amp;quot;Earthquakes have been happening a lot in Cascadia ever since the Hearthstone shattered. A stranger to the village arrives with a warning! There’s a villain harming the earth...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Earthquakes have been happening a lot in Cascadia ever since the Hearthstone shattered. A stranger to the village arrives with a warning! There’s a villain harming the earth from deep inside a nearby cave system in the mountains, called the Deep Warrens. If they’re not stopped, the damage could destroy all of Cascadia!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Advance Preparation =====&lt;br /&gt;
You will need props or a plan to handle a few of this weeks adventures:&lt;br /&gt;
&lt;br /&gt;
* A number of colored [[bands]] to mark objectives in games.&lt;br /&gt;
* Ideally, you’ll be able to dig or have access to a pit in the ground for a character to be trapped. If this isn't possible, the scenario can be easily be acted out as improv.&lt;br /&gt;
* A printout or hand-copied version of the Dwarven message from Belna (see Day 2 for download).&lt;br /&gt;
* You will also need to have a rock to play the part of the Dwarven Hearthstone. This can definitely be picked up on the fly, but keep an eye out for a cool one.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====== Non Playable Characters (NPCs) ======&lt;br /&gt;
These are the [[NPCs]] that may be encountered in this story. They are ordered from most to least screentime in the narrative.&lt;br /&gt;
&lt;br /&gt;
* Belna&lt;br /&gt;
* Cinna&lt;br /&gt;
* Ral&lt;br /&gt;
* Sable&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====== Day One Morning ======&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The first game of the day establishes teams of four. Choose one of the options below:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot; style=&amp;quot;color: rgb(62, 83, 137)&amp;quot;&amp;gt;Forehead Dots&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
Trackers all get a colored mark on their forehead while their eyes are closed. Mark four Trackers in each color, and choose randomly, as these will be future teams. The &amp;quot;dots&amp;quot; can be masking tape, a post-it, or even washable marker.&lt;br /&gt;
&lt;br /&gt;
When you're done, Trackers open their eyes. They must now sort themselves into teams in complete silence, using only non-verbal communication to find their color matches.&lt;br /&gt;
&lt;br /&gt;
OR&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot; style=&amp;quot;color: rgb(62, 83, 137)&amp;quot;&amp;gt;Hide and Seek Out Your Team&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
Half the Trackers hide within specified boundaries. After 30 seconds head start, send the other half out in search. When the seekers find someone, they both head back to group up, and are now teammates!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In the second round, play this in pairs to end with teams of four. Team Camp time this morning should include time for journaling and  character creation.&lt;br /&gt;
&lt;br /&gt;
At the beginning of Morning Adventures, lead the group to the Village area and introduce yourself as their Guide.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;blockquote&amp;gt;“Welcome to the Village! This is the nearest community of humans in Cascadia and your home for the next week. The Village was mostly destroyed last week by natural disasters when the Hearthstone was stolen, but things are mostly better now we have it back… in pieces. You’ve all been summoned from local areas to help investigate if, and how, a Hearthstone can heal.&amp;quot;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Explain the basics of [[Hearthstone]] lore. You can also make up your own identity and Guild affiliation, so long as you're a native to the Village. Your current assignment is leading the effort to mend the Hearthstone. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Next, introduce Trackers to an [[NPCs|NPC]], Indigo. They're a friendly and charming Ranger with a pet osprey, Scree, which nips at their ears as they try to talk. Play Scree for laughs when you can!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Indigo explains that, because of the natural disasters in the area, they need to check everything's location for the Village's reference. Could you help them by mapping things out?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Map Area Around Village&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You may play the guide as well as Indigo while helping the Trackers set up their camps. Remember to include Indigo’s falcon, Scree, for some comedy! After the area has been arranged, Indigo will express his appreciation for your help with this project. As thanks, he offers to teach you how to stick fight.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Stick Fighting&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Once the Trackers seem to have the basics, announce a rumbling in the earth! Oh no, maybe the natural disasters aren't over?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====== Day One Afternoon ======&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Afternoon Adventures begin after the earth settles. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When earth settles again, Indigo comes to check on everyone. He has some intriguing news for you: the Village is abuzz, because during your training, a dwarven elder came through town! This is a rare occurrence, the first time in decades such an ancient dwarf has visited a human camp.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Here’s what Indigo can tell you, cobbled together from the villagers’ gossip:&lt;br /&gt;
* They think the dwarf was a woman, but she has a pretty magnificent beard&lt;br /&gt;
* Nobody speaks Dwarvish except Sable (a ranger who’s on the hunt)&lt;br /&gt;
* The dwarf seemed to need help&lt;br /&gt;
* The dwarf left about 20 minutes ago, and seemed to be following (choose an animal type to track)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Teach the Trackers’ teams to move through the wilderness and the basics of tracking. Following this animal will lead you towards the dwarf, after which you can hopefully find out what she needs!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Tracking Game of Choice&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You finally come across the dwarf… who’s at the bottom of a pit that opened up during the earthquake! She’s clearly in distress. If you have any Trackers with a Dwarven origin, you may note that she's using some ''strong language''.&lt;br /&gt;
&amp;lt;br /&amp;gt;'''&amp;lt;span class=&amp;quot;col-blue-navy ve-pasteProtect&amp;quot;&amp;gt;Rescue Game&amp;lt;/span&amp;gt;'''  - This can be a realistic rescue from a pit trap if an appropriate site is found. If not, this game may include foraging and crafting cordage to make a rope, then an improv challenge to pull the dwarf to safety.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The dwarven woman is very grateful! She’s able to gesture to herself and communicate her name: Belna. If there are any Trackers with a dwarven origin culture, they can try and speak to her, but with limited success (i.e. they can get the nouns underlined below).&lt;br /&gt;
&lt;br /&gt;
Belna is saying &amp;lt;u&amp;gt;help&amp;lt;/u&amp;gt;, pointing in the direction of &amp;lt;u&amp;gt;mountains&amp;lt;/u&amp;gt;. She’s &amp;lt;u&amp;gt;frightened&amp;lt;/u&amp;gt; of something! &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As the Guide, you can note that those mountains contain a cave system where most local dwarves live. Maybe something is wrong at the dwarven settlement?&lt;/div&gt;</summary>
		<author><name>Gallison</name></author>
		
	</entry>
	<entry>
		<id>http://wiki.trackersearth.com/w/index.php?title=Week_2:_Whistlehog%27s_Way&amp;diff=1097</id>
		<title>Week 2: Whistlehog's Way</title>
		<link rel="alternate" type="text/html" href="http://wiki.trackersearth.com/w/index.php?title=Week_2:_Whistlehog%27s_Way&amp;diff=1097"/>
		<updated>2021-06-28T00:11:46Z</updated>

		<summary type="html">&lt;p&gt;Gallison: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In the second week, something has disrupted the very flow of time! The same day keeps repeating and repeating, bringing the same devastating raid every morning. It’s all the Village can do to defend itself, and they desperately need the Trackers help.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Advance Preparation=====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Throughout this adventure, you will need to write several notes and hide various items to be found during games. Double check notes daily to ensure your props are in place for the day. You will need the following:&lt;br /&gt;
&lt;br /&gt;
*A cast of an ungulate track, preferably a goat, which can be used to fabricate tracks. In order to make fake tracks quickly, try attaching the cast to the end of a walking stick.&lt;br /&gt;
*A small amount of fake blood. Ketchup works, or add some red food coloring to corn syrup if you want to get realistic.&lt;br /&gt;
*Five short documents to be found in various games through the week.&lt;br /&gt;
*A big rock to symbolize the Hearthstone, plus 5-6 smaller rocks to represent the Hearthstone’s shattered form on the last day. These can probably be picked up on the fly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You will also need to design a Villain’s Lair. This should be a safe but topographically interesting area within the boundaries of your location on Days 2 and 3. Once you’ve chosen the area, visit it and conceptualize a lair which would be fun to infiltrate in a spy movie. Some things to determine:&lt;br /&gt;
&lt;br /&gt;
*Visual description of a hideout that is designed to blend in with the environment around it&lt;br /&gt;
*Location of the main entrance&lt;br /&gt;
*Additional points of ingress (a window that can be climbed through, a dry water duct which can be crawled into, etc.)&lt;br /&gt;
*Placement of guards, number determined by difficulty group can handle&lt;br /&gt;
*One or two physical barriers obstructing the guards’ lines of sight, i.e. places to run between for cover&lt;br /&gt;
*Possible addition of goat tracks or blood (see Day 2 for context)&lt;br /&gt;
*Methods for creating distractions&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Non Playable Characters (NPCs)=====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
These are the characters that may be encountered in this story. They are ordered from most to least screentime in the narrative. &lt;br /&gt;
&lt;br /&gt;
#Lysander&lt;br /&gt;
#Cinna&lt;br /&gt;
#Isha&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
=====Day One Morning=====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Before the official beginning of the day, read ahead to the games. Make sure you plan a time to gather some shelter making supplies, plant the tracks and note from Lysander.'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The first game of the day sorts Trackers into teams. Choose one of the options below:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot; style=&amp;quot;color: rgb(62, 83, 137)&amp;quot;&amp;gt;Forehead Dots&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
Trackers all get a colored mark on their forehead while their eyes are closed. Mark four Trackers in each color, and choose randomly, as these will be future teams. The &amp;quot;dots&amp;quot; can be masking tape, a post-it, or even washable marker.&lt;br /&gt;
&lt;br /&gt;
When you're done, Trackers open their eyes. They must now sort themselves into teams in complete silence, using only non-verbal communication to find their color matches.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
OR&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot; style=&amp;quot;color: rgb(62, 83, 137)&amp;quot;&amp;gt;Hide and Seek Out Your Team&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
Half the Trackers hide within specified boundaries. After 30 seconds head start, send the other half out in search. When the seekers find someone, they both head back to group up, and are now teammates!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In the second round, play this in pairs to end with teams of four. Backstage time throughout the morning can be used for character creation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''When you reach the Team Camp site''', greet the Trackers as the Guide, a native of the nearby Village.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;blockquote&amp;gt;“Thank the dragons, you’re all here! This is, or was, the Village commons. I don’t have time to explain, but we’re about to be attacked. Help me get some defenses up, then I can tell you more!”&amp;lt;/blockquote&amp;gt;Bring them to the Village site, which is currently completely wrecked! Supplies for shelter building are strewn all around, and Trackers need to build the best lean-to possible in just a few minutes! *&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;Actually 15-20 minutes, some of which will require coaching in [https://www.youtube.com/watch?v=5ogRkQxQbJw basic lean-to construction skills]. You can also start a lean-to for them to finish or rebuild.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Lean-to Construction Game/ Raid Day 1&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
While they're working, fill in the situation:&lt;br /&gt;
&lt;br /&gt;
*Other villagers are around the area, trying to shore up shelters and defenses&lt;br /&gt;
*The Village has been raided by monsters every day for five days&lt;br /&gt;
*It’s not just daily raids, it’s the same exact raid repeating over and over&lt;br /&gt;
*Something’s terribly off in nature, too: freak ice storms, earthquakes, etc.&lt;br /&gt;
*The Village requested members of the four Guilds be brought in from all over the area to help determine the cause of these anomalies&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Before the shelters are fully complete, tell Trackers get inside and take cover. The raid is about to begin! &lt;br /&gt;
&lt;br /&gt;
As you describe the attack, you or another guide may rattle and pull apart their shelters. Use great caution in doing this; avoid damaging any structural pieces, and have the kids abandon the shelter and take cover if there are any signs of collapse.&amp;lt;blockquote&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;quot;The ground begins to rattle underfoot… A dozen squeaking rodents called whistlehogs dart out of the bushes, fleeing a hoarde of creatures! There are forest animals, along with monstrous humanoids with fur, horns, and tails. They rush into the Village and begin to turn everything inside out! They rattle every structure, breaking through barricades and grabbing up everything edible or valuable. After several minutes of the frenzy, a deep horn sounds in the distance. The attackers filter back into the wilderness even quicker than they appeared, and the Village goes still.&amp;quot;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Once the attack has passed, introduce them to the NPC Isha. She can clarify and reiterate details of the attacks, if Trackers have questions. &lt;br /&gt;
&lt;br /&gt;
Isha believes the source of the time anomaly is the Village's [[Hearthstone]]... or rather, the lack of it. It went missing the previous week, and since it represents the connection between the Village community and the nature, it's absence may have disrupted something in the natural world.&lt;br /&gt;
&lt;br /&gt;
As if on cue, the sky suddenly darkens ominously and rain droplets begin to pepper your shoulders.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy ve-pasteProtect&amp;quot;&amp;gt;Structured Improv Game: Lightning Storm&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
Give Trackers a series of prompts to act out, leading them towards the lunch site if it's practical.&lt;br /&gt;
&lt;br /&gt;
*The winds begin to whip up and push you forward.&lt;br /&gt;
*The rain begins to fall heavily. Find cover under that tree!&lt;br /&gt;
*Lightning arcs out, hitting the nearby tree! Get low to the ground.&lt;br /&gt;
*Separate out to prevent multiple injuries from one lightning strike.&lt;br /&gt;
*Run towards the shelter!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======Day One Afternoon======&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Teams return to their Secret Camps, only to discover strange, goat-like tracks cutting through the area! Once discovered, allow the Trackers to discuss what to do about them. Before anyone tries to start tracking down the culprit, recommend the tracks be preserved from the unnatural weather patterns.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Make a Weather Station&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
While the Trackers make weather stations, traverse around the perimeter of the Team Camps, as far away as seems natural. You’re going to plant another clue! Hide a blood-stained note from an unknown individual:&amp;lt;blockquote&amp;gt;“We mean no harm!! Need help. Find me at (insert a symbol or item to be hunted down).”&amp;lt;/blockquote&amp;gt;When Trackers are done with the weather station, suggest they investigate the whole Team Camp area to see if there's any other clues about the tracks' origins.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Investigate the Area Game:&amp;lt;/span&amp;gt;''' Ends when someone finds the clue, giving the group a heading for the next day!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
======Day Two Morning======&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Before the official beginning of the day, plan a time to plant the meeting symbol and blood trails.'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Pure Play Game of Choice&amp;lt;/span&amp;gt;''' in the morning, before traveling to Team Camps. Trackers should check and journal the weather station along with their own [[Wisdom of the Marks]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Start the Morning Adventures with the second round of the raid. They have 10-15 minutes to repair and build the shelters back before the attack repeat. This time, the goal of the raid isn't just to endure, but to do reconnaissance.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;'''&amp;lt;span class=&amp;quot;col-blue-navy ve-pasteProtect&amp;quot;&amp;gt;Stealth Game/ Raid Day 2&amp;lt;/span&amp;gt;'''  &lt;br /&gt;
&lt;br /&gt;
Give Trackers the opportunity to learn more about the raiders. Before beginning the attack, place intel (on popsicle sticks or small slips of paper) in areas of natural cover. &lt;br /&gt;
&lt;br /&gt;
One member of each team can leave the shelter at one time, but must move in stealth to an area of cover. There, they can retrieve one piece of intel before returning, which can then be shared with their teammates. Intel may include these hints, or improvised choices:&lt;br /&gt;
&lt;br /&gt;
#The day starts with a herd of whistlehogs&lt;br /&gt;
#There are four wolves&lt;br /&gt;
#There is one lynx&lt;br /&gt;
#There are three stags&lt;br /&gt;
#There are five monstrous humanoids&lt;br /&gt;
#The humanoids seem to be creatures of the forest&lt;br /&gt;
#The humanoids all carry weapons&lt;br /&gt;
#The attackers seem to be looking for something&lt;br /&gt;
#The creatures' eyes are all red&lt;br /&gt;
#The creatures seem especially attracted to your new shelter&lt;br /&gt;
#The tallest humanoid has a horn&lt;br /&gt;
#When the horn sounds, the animals start behaving like regular wild animals&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After the raid has passed, remind the Trackers of yesterday’s goal: track down the hoofprints and note-writer. Split Trackers into teams and have them search for the area or symbol designated in the note. Instruct teams on a way to call out if they find it.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Exploration Game&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
When a team signals and everyone is grouped up, you may introduce them the NPC Lysander. The faunus (half-human, half-goat) has been wounded.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;blockquote&amp;gt;“Whoa, hey! Humans! You come in peace, right? You got my note? You must think we’re some kind of monsters, attacking your village every morning. But it’s not our fault! We’ve been compelled by magic, and I’ve figured out who’s doing it. You’ll help, right?”&amp;lt;/blockquote&amp;gt;Lysander is very gregarious and happy to tell the Trackers everything he knows. Here are some facts he can share:&lt;br /&gt;
&lt;br /&gt;
*The villain is always cloaked, but his voice is of a young adult&lt;br /&gt;
*The villain has a mysterious power source that , looks like an egg&lt;br /&gt;
*The egg can compel creatures to attack, but the charm doesn’t last&lt;br /&gt;
*Lysander attacked the villain after the charm wore off, and they injured each other, hence the blood.&lt;br /&gt;
*He doesn’t dare follow the villain in this condition, but he can show you the blood trail to track&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The faunus will give the Tracker’s time to deliberate and make a plan of action.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======Day Two Afternoon======&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If the Trackers are leaning towards helping Lysander, you can offer them the option of a quick &amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;'''First Aid Game'''&amp;lt;/span&amp;gt;. Whether they patch up Lysander or not, however, encourage them to follow the villain’s blood trail. They have to try to stop the daily raids!        &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Blood Trailing Game&amp;lt;/span&amp;gt;'''  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Stop the group when the end of the blood trail is in sight. It leads to the Villain's Lair, which can be any area with interesting terrain elements and multiple trees or rocks that can provide cover. &lt;br /&gt;
 &lt;br /&gt;
&amp;lt;blockquote&amp;gt;“The blood trail continues for several feet before disappearing into the entrance of a lair built into the rocks. Humanoid creatures of the forest like Lysander stand guard with sharp pikes. We need to gather as much information as possible before approaching!&amp;quot;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Villain’s Lair Reconnaissance - Improv Game&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Flesh out the lair by having each team, in turn, ask a question about it. Supply them with short answers, describing anything &amp;quot;visible&amp;quot; on the lair’s exterior. Recommend they draw out a map or keep notes in their journal. &lt;br /&gt;
&lt;br /&gt;
At the end of this mini-game, a weather event begins and you must all find cover, quickly!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Improv Game: Snow Storm&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
Give Trackers a series of prompts to act out.&lt;br /&gt;
&lt;br /&gt;
*The wind gets blustery and chilly.&lt;br /&gt;
*The temperature starts dropping very fast... to freezing!&lt;br /&gt;
*Snow starts swirling around your faces, making it hard to see.&lt;br /&gt;
*Vision is completely obscured!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Propose infiltrating the lair with the use of their intel tomorrow, immediately after the raid.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
======Day Three Morning======&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Before the official beginning of the day, make and plan a time to plant the &amp;lt;span class=&amp;quot;col-turquoise&amp;quot;&amp;gt;note from Lysander&amp;lt;/span&amp;gt; in the morning and &amp;lt;span class=&amp;quot;col-red&amp;quot;&amp;gt;Cinna's files&amp;lt;/span&amp;gt; in the afternoon'''.    &lt;br /&gt;
&lt;br /&gt;
Begin the day with a '''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Pure Play Game of Choice.&amp;lt;/span&amp;gt;'''    &lt;br /&gt;
&lt;br /&gt;
Trackers once again have a short amount of time to shore up their lean-to before the raid occurs.  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;'''&amp;lt;span class=&amp;quot;col-blue-navy ve-pasteProtect&amp;quot;&amp;gt;Projectile Game/ Raid Day 3&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
Trackers may build up and repair the shelter during the raid. This time, defenses are holding better, so there is an opportunity to defend! One team member at a time can leave shelter and play a round of a projectile game. Call out targets based on the natural environment (&amp;quot;hit that tree to force the wolf to back off&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
Trackers are able to spot and try to call to Lysander. He seems to recognize them for a moment before returning to the enchanted rampage. As a visual indicator, his eyes (and all the attacking creatures’) are bright red under possession.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As soon as the raid is complete, travel to the villain’s lair area as quickly and quietly as possible.        &lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;'''Infiltrate the Villain’s Lair Game'''&amp;lt;/span&amp;gt; &lt;br /&gt;
&lt;br /&gt;
This is an improvised stealth game. Based on the intel the group learned yesterday, charge Trackers to design a route inside the lair. Mark the location of guards with bands. If a guard can easily &amp;quot;see&amp;quot; a Tracker, the individual will be chased back and have to stealth back in to join the group.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As the Guide, you can call out changes to the situation whenever you sense a challenge boost is needed. Trackers will have to propose their own solutions.&lt;br /&gt;
&lt;br /&gt;
*One of the guards walks right over to where you need to go!&lt;br /&gt;
*The entrance is locked from inside.&lt;br /&gt;
*It looks like you can climb up to the second story.&lt;br /&gt;
*The guard hears something and starts looking around!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Trackers are now inside the Villain’s Lair, which can be portrayed by a new area of wilderness. Start by walking the group through the first stretch, verbally taking them through the visuals of the area. '''&amp;lt;span class=&amp;quot;col-turquoise&amp;quot;&amp;gt;Ensure the note from Lysander&amp;lt;/span&amp;gt;''' is hidden none-too-well along this stretch. It's written in a hasty scribble:&amp;lt;br /&amp;gt;&amp;lt;blockquote&amp;gt;“turn back!!”&amp;lt;/blockquote&amp;gt;''Dun dun duuuun!'' Break for lunch.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======Day Three Afternoon======&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
On returning from lunch, Trackers must decide whether or not they heed the note. Depending on their choice, they may either '''advance into''' or '''retreat towards the exit''' of the lair.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If they '''advance''', they soon encounter a cloaked figure with a large, gnarled wooden staff. The top of the staff holds the Hearthstone! The stone begins to glow, which forces Trackers to freeze in place. The figure lowers its hood to reveal the same villain from week one, Cinna!&amp;lt;blockquote&amp;gt;&amp;lt;br /&amp;gt;“How dare you infiltrate my hideout! You look rather familiar... aren't you the brats who ran the Apex Predators out of here? I can't have you poking into my affairs again. My little pet will ensure you never leave!&amp;quot;&amp;lt;/blockquote&amp;gt;Cinna releases the freeze on Trackers. The &amp;quot;little pet&amp;quot; steps out of the passage beyond and snarls menacingly... it's actually a giant direbear! To make matters worse, you're flanked by Lysander, his eyes glowing red with Cinna's possession.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Skip to the next game to continue.&lt;br /&gt;
&lt;br /&gt;
If they '''retreat''', they encounter a possessed Lysander. He is deaf to Trackers' appeals, and pushes them back into another guardian of the hideout: a giant, snarling dire bear with glowing red eyes! While the group is flanked, Cinna steps out of the passage beyond and drops his hood.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;blockquote&amp;gt;“How dare you infiltrate my hideout! You look rather familiar... aren't you the brats who ran the Apex Predators out of here? I can't have you poking into my affairs again. My little pet will ensure you never leave!&amp;quot;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;'''Dire Bear Projectile Game'''&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Choose one target each to represent Lysander and Cinna, and three targets to represent the dire bear's head and sides.&lt;br /&gt;
*For four rounds, Trackers each have one throw. Pathfinders get to decide what targets teammates focus on.&lt;br /&gt;
*&amp;lt;u&amp;gt;Both Lysander and the dire bear must be hit&amp;lt;/u&amp;gt; once in a round in order to &amp;quot;block&amp;quot; their attacks. If one or both is missed, the team loses one of their throws for the next round.&lt;br /&gt;
*If a team successfully hits Lysander more than once, or hits Cinna, they weaken the possession on Lysander.&lt;br /&gt;
*The group must score 3-5 hits (Guide's discretion) to free Lysander. After that, he sides with you and only the direbear's attack must be &amp;quot;blocked.&amp;quot;&lt;br /&gt;
*When Lysander defects, Cinna escapes behind the dire bear. leaving you to deal with the dire bear. It's no longer possessed either, but it is angry at all of you!&lt;br /&gt;
*12-20 more causes the bear to retreat!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Lysander thanks you for the help and tells you he’ll deal with the guards. He suggests you search Cinna’s lair for any details about the Hearthstone or where he Cinna might be headed next.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Exploration Game&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
The Trackers may come across three storytelling artifacts: &amp;lt;span class=&amp;quot;col-red&amp;quot;&amp;gt;'''Cinna's files'''&amp;lt;/span&amp;gt;. They can be downloaded and printed for Trackers with good reading comprehension. For younger groups, try using bands to symbolize the notes, which you then explain the contents thereof. Try to space the files out broadly, so different teams have opportunities to find them:&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:Cinna's Files.pdf|center|thumb|Download Cinna's Files.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''A Letter from Isha''' - Cinna’s grandmother implores him to return to the Village, or at least to reach out to her or his parents. She misses him and is worried about his lack of contact.&lt;br /&gt;
&lt;br /&gt;
'''A Message from the Artisan’s Guild''' - In which Cinna was kicked out for plagiarism of his guildmate’s work.&lt;br /&gt;
&lt;br /&gt;
'''Cinna’s Journal''' - A newer journal, with the last few entries revealing key elements to his plot:&lt;br /&gt;
&lt;br /&gt;
*He’s using the Hearthstone, but doesn’t really understand it&lt;br /&gt;
*The stone is missing a small fragment, which he assumes is why the weather is screwy and it won’t obey his every command&lt;br /&gt;
*The purpose of the repeating morning raids is for the enchanted creatures to look for the missing shard within the village&lt;br /&gt;
*He learned of the Trackers poking around his hideout and was ready for them today&lt;br /&gt;
*He plans to go to the Village personally tomorrow&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
End the day with these revelations!                           &lt;br /&gt;
&lt;br /&gt;
======Day Four Morning======&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Begin the day with a '''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Pure Play Game of Choice&amp;lt;/span&amp;gt;'''.  &lt;br /&gt;
&lt;br /&gt;
At the beginning of Morning Adventures, Trackers have time to prepare for a final raid. Instead of  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;'''&amp;lt;span class=&amp;quot;col-blue-navy ve-pasteProtect&amp;quot;&amp;gt;Stick/Sword Fighting Game/ Raid Day 4&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
Cycle through two rounds of the following:&lt;br /&gt;
&lt;br /&gt;
*As the Guide, mark out three targets to represent three attacking creatures.&lt;br /&gt;
*Change targets between rounds.&lt;br /&gt;
*After the first two rounds, add a four target: Cinna!&lt;br /&gt;
&lt;br /&gt;
Team Positions&lt;br /&gt;
&lt;br /&gt;
*Cloaks stay in the shelter and repair or reinforce what the Guide tears down.&lt;br /&gt;
*Pathfinders stealth out of shelter and choose a target for their teammate's to focus on.&lt;br /&gt;
*Whiskers, armed with sticks or swords, rush out of shelter and strike the designated targets.&lt;br /&gt;
&lt;br /&gt;
After two rounds, Cinna makes an appearance! He will gloat and use the Hearthstone magic to attack. taking him out will be a challenge: once per round, Cinna can force three Whiskers (no more than one per team) to attack one of the other three targets rather than him. End the game when everyone has a chance to hit something. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Trackers overpower Cinna and the enchanted creatures. The enchantment broken, the creatures wander away in a daze. Cinna is furious!&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;blockquote&amp;gt;“If you hadn’t meddled in my plans, these useless puppets would’ve found my Hearthstone shard by now! Don’t think I’m beaten, though! Even broken, the Hearthstone has power!&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Slamming the Hearthstone staff on the ground, Cinna triggers a violent weather shift. Clouds of fog roll in on all sides of the Trackers, reducing their visibility to an arm’s length.  &lt;br /&gt;
 &lt;br /&gt;
&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;'''Improv Game: Fog  OR  Blindfolded Game of Choice'''&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Once free of the fog, Cinna is nowhere to be seen. However, his tracks are headed in the direction of (according to Lysander) a nearby harbor where Cinna keeps a steam-powered getaway boat. Scandalous!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Lysander knows a shortcut to the harbor, but it’s a bit of a tough path, best traversed by ungulates. The Trackers have to choose: long and easy route, or difficult short-cut. Either way, Lysander leaves to check on his friends, the enchanted creatures.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Trackers take the longer, easier path:'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;'''Traversing Game of Choice'''&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After a nice nature walk, arrive just as Cinna is reaching his ship… and they’ve triggered a trap!   &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Trackers take the shortcut:''' &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;'''Shortcut Game'''&amp;lt;/span&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Lead the way on an improvised path with as many natural obstacles as your teams can handle.&lt;br /&gt;
&lt;br /&gt;
*Lead off the path and into areas difficult to traverse (but safe)&lt;br /&gt;
*Splash through a creek&lt;br /&gt;
*Walk through underbrush&lt;br /&gt;
*Climb over rocks&lt;br /&gt;
*Go up or down a steep incline&lt;br /&gt;
*Walk under low branches that force ducking or crouching&lt;br /&gt;
*Call out an end point for Tracker to approach stealthily&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After completely the course, the Trackers arrive before Cinna. There’s time to set a trap!   &lt;br /&gt;
&lt;br /&gt;
======Day Four Afternoon======&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For the Trackers who took the '''longer path''', they’ll start the afternoon hacking their way out of a rope trap!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;'''Free Yourselves from Rope Game'''&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This game is a variant of the Human Knot game.&lt;br /&gt;
&lt;br /&gt;
Trackers form a close knit circle. Next, they must reach out and grab the hands of two different people. Now, they must unknot the group with teamwork and communication, ending in a circle with everyone holding the hands of the people next to them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For Trackers took '''the shortcut''', they’re able to set an ambush. Each team gets to set up their own trap.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;'''Tripwire Setting Game'''&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Trackers can either use or fabricate cordage to set up tripwires across Cinna's probable pathways.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Whether breaking free of a trap or catching Cinna in their own, Trackers will now have a chance to confront him directly. Knowing he’s caught, but unwilling to give up the Hearthstone, Cinna uses it to upset nature forces once more!&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;blockquote&amp;gt;“The harbor begins to bubble and roil. Suddenly, a giant tentacle shoots out from the water, slamming into the ground next to you! Two more follow, blocking escape routes and helping the mighty kraken pull its head above the rolling waves.”&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;'''Kraken Fight Game'''&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This game is a variant of Red Light, Green Light. Mark the spot where Cinna stands, protected by the possessed and angry kraken! Luckily, krakens aren't known for their eyesight. Stay perfectly still on when the Kraken Thrashes (Red Light) and advance on Cinna on when the Kraken Watches (Green Light)!                &lt;br /&gt;
&lt;br /&gt;
At the conclusion of this encounter, Cinna is drops the staff in an effort to stay out of reach, and the Hearthstone shatters! Uh-oh.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======Day Five Morning======&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;quot;As the Hearthstone shatters, Cinna loses his influence on the kraken! Its tentacles thrash around, knocking Cinna into the water. We need to get the Hearthstone shards out of range or they may fall in as well!&amp;lt;/blockquote&amp;gt;Start the day with a &amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;'''Relay Obstacle Course'''.&amp;lt;/span&amp;gt; Set up a pile of small rocks in the same amount as there are Trackers, possibly even the Trackers own Hearthstones.&lt;br /&gt;
&lt;br /&gt;
Use a band to mark a starting distance roughly 10-20 feet away. Trackers must follow a specific path through the space to avoid the kraken's tentacles! This path should be improvised based on natural terrain (''touch that tree before crawling to this tree, jump over this rock, etc.'').&lt;br /&gt;
&lt;br /&gt;
One member from each team at a time, Trackers run the distance, pick up a rock, and run head back. The next teammate can begin when their teammate is halfway back to the start! If added challenge is necessary, change one element of the path each round.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As you get the Hearthstone pieces away from the kraken, it submerges, sending up a mighty splash of water. You can see Cinna, unhurt but without his staff, disappearing into the wilderness on the far side.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;blockquote&amp;gt;&amp;quot;Cinna's control over Lysander and forest animals is broken for good! Unfortunately, the Hearthstone might also be. We should get back to the Village quickly... the weather looks like it's shifting again!&amp;quot;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;'''Weather Improv Game: Windstorm'''&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Announce which compass direction the wind is blowing. Trackers can only move in slow motion against it, but can speedwalk when moving with it! Lead teams back to the Village in an indirect path with these weather conditions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
However, once everyone is safely at the Village, the weather calms back down. &lt;br /&gt;
&lt;br /&gt;
======Day Five Afternoon======&lt;br /&gt;
&lt;br /&gt;
Isha both waiting in the Village for the Trackers. Shebelieves the Hearthstone can still be mended. She recommends crafting a basket or container to collect the Hearthstone pieces.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;'''Foraging and Crafting Game'''&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Work is interrupted by the “raiding monsters,” who are now just gentle forest mems and creatures like unicorns and faunus. Lysander apologizes on all their behalf for the damage they caused, and offers their help in repairing the Village's damaged buildings. &lt;br /&gt;
&lt;br /&gt;
Lysander adds an extra apology... while returning the missing Hearthstone piece! He stole it from Cinna as revenge for Cinna stealing forest creatures' free will. He had no idea how much trouble fragmenting the store would cause. &lt;br /&gt;
&lt;br /&gt;
Return the last piece of the Hearthstone to the basket, and a peace and calm falls over Cascadia. The time and weather anomalies are dispelled for good!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Finish the day with celebration and pure play games with Lysander, the villagers, and the forest creatures!&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Gallison</name></author>
		
	</entry>
	<entry>
		<id>http://wiki.trackersearth.com/w/index.php?title=Bands&amp;diff=1096</id>
		<title>Bands</title>
		<link rel="alternate" type="text/html" href="http://wiki.trackersearth.com/w/index.php?title=Bands&amp;diff=1096"/>
		<updated>2021-06-27T23:59:18Z</updated>

		<summary type="html">&lt;p&gt;Gallison: Created page with &amp;quot;Short for '''bandana'''. Bandanas are part of a Trackers' recommended kit. They can be useful for collecting and filtering water, protecting your neck or face from the sun, ga...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Short for '''bandana'''. Bandanas are part of a Trackers' recommended kit. They can be useful for collecting and filtering water, protecting your neck or face from the sun, gathering and drying edible forage, signaling or location marking, and much more.&lt;/div&gt;</summary>
		<author><name>Gallison</name></author>
		
	</entry>
	<entry>
		<id>http://wiki.trackersearth.com/w/index.php?title=Week_2:_Whistlehog%27s_Way&amp;diff=1095</id>
		<title>Week 2: Whistlehog's Way</title>
		<link rel="alternate" type="text/html" href="http://wiki.trackersearth.com/w/index.php?title=Week_2:_Whistlehog%27s_Way&amp;diff=1095"/>
		<updated>2021-06-25T08:54:39Z</updated>

		<summary type="html">&lt;p&gt;Gallison: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In the second week, something has disrupted the very flow of time! The same day keeps repeating and repeating, bringing the same devastating raid every morning. It’s all the Village can do to defend itself, and they desperately need the Trackers help.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Advance Preparation=====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Throughout this adventure, you will need to write several notes and hide various items to be found during games. Double check notes daily to ensure your props are in place for the day. You will need the following:&lt;br /&gt;
&lt;br /&gt;
*A cast of an ungulate track, preferably a goat, which can be used to fabricate tracks. In order to make fake tracks quickly, try attaching the cast to the end of a walking stick.&lt;br /&gt;
*A small amount of fake blood. Ketchup works, or add some red food coloring to corn syrup if you want to get realistic.&lt;br /&gt;
*Five short documents to be found in various games through the week.&lt;br /&gt;
*A big rock to symbolize the Hearthstone, plus 5-6 smaller rocks to represent the Hearthstone’s shattered form on the last day. These can probably be picked up on the fly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You will also need to design a Villain’s Lair. This should be a safe but topographically interesting area within the boundaries of your location on Days 2 and 3. Once you’ve chosen the area, visit it and conceptualize a lair which would be fun to infiltrate in a spy movie. Some things to determine:&lt;br /&gt;
&lt;br /&gt;
*Visual description of a hideout that is designed to blend in with the environment around it&lt;br /&gt;
*Location of the main entrance&lt;br /&gt;
*Additional points of ingress (a window that can be climbed through, a dry water duct which can be crawled into, etc.)&lt;br /&gt;
*Placement of guards, number determined by difficulty group can handle&lt;br /&gt;
*One or two physical barriers obstructing the guards’ lines of sight, i.e. places to run between for cover&lt;br /&gt;
*Possible addition of goat tracks or blood (see Day 2 for context)&lt;br /&gt;
*Methods for creating distractions&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Non Playable Characters (NPCs)=====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
These are the characters that may be encountered in this story. They are ordered from most to least screentime in the narrative. &lt;br /&gt;
&lt;br /&gt;
#Lysander&lt;br /&gt;
#Cinna&lt;br /&gt;
#Isha&lt;br /&gt;
&lt;br /&gt;
=====Day One Morning=====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Before the official beginning of the day, read ahead to the games. Make sure you plan a time to gather some shelter making supplies, plant the tracks and note from Lysander.'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The first game of the day sorts Trackers into teams. Choose one of the options below:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot; style=&amp;quot;color: rgb(62, 83, 137)&amp;quot;&amp;gt;Forehead Dots&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
Trackers all get a colored mark on their forehead while their eyes are closed. Mark four Trackers in each color, and choose randomly, as these will be future teams. The &amp;quot;dots&amp;quot; can be masking tape, a post-it, or even washable marker.&lt;br /&gt;
&lt;br /&gt;
When you're done, Trackers open their eyes. They must now sort themselves into teams in complete silence, using only non-verbal communication to find their color matches.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
OR&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot; style=&amp;quot;color: rgb(62, 83, 137)&amp;quot;&amp;gt;Hide and Seek Out Your Team&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
Half the Trackers hide within specified boundaries. After 30 seconds head start, send the other half out in search. When the seekers find someone, they both head back to group up, and are now teammates!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In the second round, play this in pairs to end with teams of four. Backstage time throughout the morning can be used for character creation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''When you reach the Team Camp site''', greet the Trackers as the Guide, a native of the nearby Village.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;blockquote&amp;gt;“Thank the dragons, you’re all here! This is, or was, the Village commons. I don’t have time to explain, but we’re about to be attacked. Help me get some defenses up, then I can tell you more!”&amp;lt;/blockquote&amp;gt;Bring them to the Village site, which is currently completely wrecked! Supplies for shelter building are strewn all around, and Trackers need to build the best lean-to possible in just a few minutes! *&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;Actually 15-20 minutes, some of which will require coaching in [https://www.youtube.com/watch?v=5ogRkQxQbJw basic lean-to construction skills]. You can also start a lean-to for them to finish or rebuild.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Lean-to Construction Game/ Raid Day 1&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
While they're working, fill in the situation:&lt;br /&gt;
&lt;br /&gt;
*Other villagers are around the area, trying to shore up shelters and defenses&lt;br /&gt;
*The Village has been raided by monsters every day for five days&lt;br /&gt;
*It’s not just daily raids, it’s the same exact raid repeating over and over&lt;br /&gt;
*Something’s terribly off in nature, too: freak ice storms, earthquakes, etc.&lt;br /&gt;
*The Village requested members of the four Guilds be brought in from all over the area to help determine the cause of these anomalies&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Before the shelters are fully complete, tell Trackers get inside and take cover. The raid is about to begin! &lt;br /&gt;
&lt;br /&gt;
As you describe the attack, you or another guide may rattle and pull apart their shelters. Use great caution in doing this; avoid damaging any structural pieces, and have the kids abandon the shelter and take cover if there are any signs of collapse.&amp;lt;blockquote&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;quot;The ground begins to rattle underfoot… A dozen squeaking rodents called whistlehogs dart out of the bushes, fleeing a hoarde of creatures! There are forest animals, along with monstrous humanoids with fur, horns, and tails. They rush into the Village and begin to turn everything inside out! They rattle every structure, breaking through barricades and grabbing up everything edible or valuable. After several minutes of the frenzy, a deep horn sounds in the distance. The attackers filter back into the wilderness even quicker than they appeared, and the Village goes still.&amp;quot;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Once the attack has passed, introduce them to the NPC Isha. She can clarify and reiterate details of the attacks, if Trackers have questions. &lt;br /&gt;
&lt;br /&gt;
Isha believes the source of the time anomaly is the Village's [[Hearthstone]]... or rather, the lack of it. It went missing the previous week, and since it represents the connection between the Village community and the nature, it's absence may have disrupted something in the natural world.&lt;br /&gt;
&lt;br /&gt;
As if on cue, the sky suddenly darkens ominously and rain droplets begin to pepper your shoulders.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy ve-pasteProtect&amp;quot;&amp;gt;Structured Improv Game: Lightning Storm&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
Give Trackers a series of prompts to act out, leading them towards the lunch site if it's practical.&lt;br /&gt;
&lt;br /&gt;
*The winds begin to whip up and push you forward.&lt;br /&gt;
*The rain begins to fall heavily. Find cover under that tree!&lt;br /&gt;
*Lightning arcs out, hitting the nearby tree! Get low to the ground.&lt;br /&gt;
*Separate out to prevent multiple injuries from one lightning strike.&lt;br /&gt;
*Run towards the shelter!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======Day One Afternoon======&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Teams return to their Secret Camps, only to discover strange, goat-like tracks cutting through the area! Once discovered, allow the Trackers to discuss what to do about them. Before anyone tries to start tracking down the culprit, recommend the tracks be preserved from the unnatural weather patterns.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Make a Weather Station&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
While the Trackers make weather stations, traverse around the perimeter of the Team Camps, as far away as seems natural. You’re going to plant another clue! Hide a blood-stained note from an unknown individual:&amp;lt;blockquote&amp;gt;“We mean no harm!! Need help. Find me at (insert a symbol or item to be hunted down).”&amp;lt;/blockquote&amp;gt;When Trackers are done with the weather station, suggest they investigate the whole Team Camp area to see if there's any other clues about the tracks' origins.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Investigate the Area Game:&amp;lt;/span&amp;gt;''' Ends when someone finds the clue, giving the group a heading for the next day!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
======Day Two Morning======&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Before the official beginning of the day, plan a time to plant the meeting symbol and blood trails.'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Pure Play Game of Choice&amp;lt;/span&amp;gt;''' in the morning, before traveling to Team Camps. Trackers should check and journal the weather station along with their own [[Wisdom of the Marks]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Start the Morning Adventures with the second round of the raid. They have 10-15 minutes to repair and build the shelters back before the attack repeat. This time, the goal of the raid isn't just to endure, but to do reconnaissance.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;'''&amp;lt;span class=&amp;quot;col-blue-navy ve-pasteProtect&amp;quot;&amp;gt;Stealth Game/ Raid Day 2&amp;lt;/span&amp;gt;'''  &lt;br /&gt;
&lt;br /&gt;
Give Trackers the opportunity to learn more about the raiders. Before beginning the attack, place intel (on popsicle sticks or small slips of paper) in areas of natural cover. &lt;br /&gt;
&lt;br /&gt;
One member of each team can leave the shelter at one time, but must move in stealth to an area of cover. There, they can retrieve one piece of intel before returning, which can then be shared with their teammates. Intel may include these hints, or improvised choices:&lt;br /&gt;
&lt;br /&gt;
#The day starts with a herd of whistlehogs&lt;br /&gt;
#There are four wolves&lt;br /&gt;
#There is one lynx&lt;br /&gt;
#There are three stags&lt;br /&gt;
#There are five monstrous humanoids&lt;br /&gt;
#The humanoids seem to be creatures of the forest&lt;br /&gt;
#The humanoids all carry weapons&lt;br /&gt;
#The attackers seem to be looking for something&lt;br /&gt;
#The creatures' eyes are all red&lt;br /&gt;
#The creatures seem especially attracted to your new shelter&lt;br /&gt;
#The tallest humanoid has a horn&lt;br /&gt;
#When the horn sounds, the animals start behaving like regular wild animals&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After the raid has passed, remind the Trackers of yesterday’s goal: track down the hoofprints and note-writer. Split Trackers into teams and have them search for the area or symbol designated in the note. Instruct teams on a way to call out if they find it.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Exploration Game&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
When a team signals and everyone is grouped up, you may introduce them the NPC Lysander. The faunus (half-human, half-goat) has been wounded.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;blockquote&amp;gt;“Whoa, hey! Humans! You come in peace, right? You got my note? You must think we’re some kind of monsters, attacking your village every morning. But it’s not our fault! We’ve been compelled by magic, and I’ve figured out who’s doing it. You’ll help, right?”&amp;lt;/blockquote&amp;gt;Lysander is very gregarious and happy to tell the Trackers everything he knows. Here are some facts he can share:&lt;br /&gt;
&lt;br /&gt;
*The villain is always cloaked, but his voice is of a young adult&lt;br /&gt;
*The villain has a mysterious power source that , looks like an egg&lt;br /&gt;
*The egg can compel creatures to attack, but the charm doesn’t last&lt;br /&gt;
*Lysander attacked the villain after the charm wore off, and they injured each other, hence the blood.&lt;br /&gt;
*He doesn’t dare follow the villain in this condition, but he can show you the blood trail to track&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The faunus will give the Tracker’s time to deliberate and make a plan of action.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======Day Two Afternoon======&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If the Trackers are leaning towards helping Lysander, you can offer them the option of a quick &amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;'''First Aid Game'''&amp;lt;/span&amp;gt;. Whether they patch up Lysander or not, however, encourage them to follow the villain’s blood trail. They have to try to stop the daily raids!        &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Blood Trailing Game&amp;lt;/span&amp;gt;'''  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Stop the group when the end of the blood trail is in sight. It leads to the Villain's Lair, which can be any area with interesting terrain elements and multiple trees or rocks that can provide cover. &lt;br /&gt;
 &lt;br /&gt;
&amp;lt;blockquote&amp;gt;“The blood trail continues for several feet before disappearing into the entrance of a lair built into the rocks. Humanoid creatures of the forest like Lysander stand guard with sharp pikes. We need to gather as much information as possible before approaching!&amp;quot;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Villain’s Lair Reconnaissance - Improv Game&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Flesh out the lair by having each team, in turn, ask a question about it. Supply them with short answers, describing anything &amp;quot;visible&amp;quot; on the lair’s exterior. Recommend they draw out a map or keep notes in their journal. &lt;br /&gt;
&lt;br /&gt;
At the end of this mini-game, a weather event begins and you must all find cover, quickly!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Improv Game: Snow Storm&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
Give Trackers a series of prompts to act out.&lt;br /&gt;
&lt;br /&gt;
*The wind gets blustery and chilly.&lt;br /&gt;
*The temperature starts dropping very fast... to freezing!&lt;br /&gt;
*Snow starts swirling around your faces, making it hard to see.&lt;br /&gt;
*Vision is completely obscured!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Propose infiltrating the lair with the use of their intel tomorrow, immediately after the raid.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
======Day Three Morning======&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Before the official beginning of the day, make and plan a time to plant the &amp;lt;span class=&amp;quot;col-turquoise&amp;quot;&amp;gt;note from Lysander&amp;lt;/span&amp;gt; in the morning and &amp;lt;span class=&amp;quot;col-red&amp;quot;&amp;gt;Cinna's files&amp;lt;/span&amp;gt; in the afternoon'''.    &lt;br /&gt;
&lt;br /&gt;
Begin the day with a '''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Pure Play Game of Choice.&amp;lt;/span&amp;gt;'''    &lt;br /&gt;
&lt;br /&gt;
Trackers once again have a short amount of time to shore up their lean-to before the raid occurs.  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;'''&amp;lt;span class=&amp;quot;col-blue-navy ve-pasteProtect&amp;quot;&amp;gt;Projectile Game/ Raid Day 3&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
Trackers may build up and repair the shelter during the raid. This time, defenses are holding better, so there is an opportunity to defend! One team member at a time can leave shelter and play a round of a projectile game. Call out targets based on the natural environment (&amp;quot;hit that tree to force the wolf to back off&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
Trackers are able to spot and try to call to Lysander. He seems to recognize them for a moment before returning to the enchanted rampage. As a visual indicator, his eyes (and all the attacking creatures’) are bright red under possession.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As soon as the raid is complete, travel to the villain’s lair area as quickly and quietly as possible.        &lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;'''Infiltrate the Villain’s Lair Game'''&amp;lt;/span&amp;gt; &lt;br /&gt;
&lt;br /&gt;
This is an improvised stealth game. Based on the intel the group learned yesterday, charge Trackers to design a route inside the lair. Mark the location of guards with bands. If a guard can easily &amp;quot;see&amp;quot; a Tracker, the individual will be chased back and have to stealth back in to join the group.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As the Guide, you can call out changes to the situation whenever you sense a challenge boost is needed. Trackers will have to propose their own solutions.&lt;br /&gt;
&lt;br /&gt;
*One of the guards walks right over to where you need to go!&lt;br /&gt;
*The entrance is locked from inside.&lt;br /&gt;
*It looks like you can climb up to the second story.&lt;br /&gt;
*The guard hears something and starts looking around!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Trackers are now inside the Villain’s Lair, which can be portrayed by a new area of wilderness. Start by walking the group through the first stretch, verbally taking them through the visuals of the area. '''&amp;lt;span class=&amp;quot;col-turquoise&amp;quot;&amp;gt;Ensure the note from Lysander&amp;lt;/span&amp;gt;''' is hidden none-too-well along this stretch. It's written in a hasty scribble:&amp;lt;br /&amp;gt;&amp;lt;blockquote&amp;gt;“turn back!!”&amp;lt;/blockquote&amp;gt;''Dun dun duuuun!'' Break for lunch.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======Day Three Afternoon======&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
On returning from lunch, Trackers must decide whether or not they heed the note. Depending on their choice, they may either '''advance into''' or '''retreat towards the exit''' of the lair.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If they '''advance''', they soon encounter a cloaked figure with a large, gnarled wooden staff. The top of the staff holds the Hearthstone! The stone begins to glow, which forces Trackers to freeze in place. The figure lowers its hood to reveal the same villain from week one, Cinna!&amp;lt;blockquote&amp;gt;&amp;lt;br /&amp;gt;“How dare you infiltrate my hideout! You look rather familiar... aren't you the brats who ran the Apex Predators out of here? I can't have you poking into my affairs again. My little pet will ensure you never leave!&amp;quot;&amp;lt;/blockquote&amp;gt;Cinna releases the freeze on Trackers. The &amp;quot;little pet&amp;quot; steps out of the passage beyond and snarls menacingly... it's actually a giant direbear! To make matters worse, you're flanked by Lysander, his eyes glowing red with Cinna's possession.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Skip to the next game to continue.&lt;br /&gt;
&lt;br /&gt;
If they '''retreat''', they encounter a possessed Lysander. He is deaf to Trackers' appeals, and pushes them back into another guardian of the hideout: a giant, snarling dire bear with glowing red eyes! While the group is flanked, Cinna steps out of the passage beyond and drops his hood.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;blockquote&amp;gt;“How dare you infiltrate my hideout! You look rather familiar... aren't you the brats who ran the Apex Predators out of here? I can't have you poking into my affairs again. My little pet will ensure you never leave!&amp;quot;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;'''Dire Bear Projectile Game'''&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Choose one target each to represent Lysander and Cinna, and three targets to represent the dire bear's head and sides.&lt;br /&gt;
*For four rounds, Trackers each have one throw. Pathfinders get to decide what targets teammates focus on.&lt;br /&gt;
*&amp;lt;u&amp;gt;Both Lysander and the dire bear must be hit&amp;lt;/u&amp;gt; once in a round in order to &amp;quot;block&amp;quot; their attacks. If one or both is missed, the team loses one of their throws for the next round.&lt;br /&gt;
*If a team successfully hits Lysander more than once, or hits Cinna, they weaken the possession on Lysander.&lt;br /&gt;
*The group must score 3-5 hits (Guide's discretion) to free Lysander. After that, he sides with you and only the direbear's attack must be &amp;quot;blocked.&amp;quot;&lt;br /&gt;
*When Lysander defects, Cinna escapes behind the dire bear. leaving you to deal with the dire bear. It's no longer possessed either, but it is angry at all of you!&lt;br /&gt;
*12-20 more causes the bear to retreat!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Lysander thanks you for the help and tells you he’ll deal with the guards. He suggests you search Cinna’s lair for any details about the Hearthstone or where he Cinna might be headed next.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Exploration Game&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
The Trackers may come across three storytelling artifacts: &amp;lt;span class=&amp;quot;col-red&amp;quot;&amp;gt;'''Cinna's files'''&amp;lt;/span&amp;gt;. They can be downloaded and printed for Trackers with good reading comprehension. For younger groups, try using bands to symbolize the notes, which you then explain the contents thereof. Try to space the files out broadly, so different teams have opportunities to find them:&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:Cinna's Files.pdf|center|thumb|Download Cinna's Files.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''A Letter from Isha''' - Cinna’s grandmother implores him to return to the Village, or at least to reach out to her or his parents. She misses him and is worried about his lack of contact.&lt;br /&gt;
&lt;br /&gt;
'''A Message from the Artisan’s Guild''' - In which Cinna was kicked out for plagiarism of his guildmate’s work.&lt;br /&gt;
&lt;br /&gt;
'''Cinna’s Journal''' - A newer journal, with the last few entries revealing key elements to his plot:&lt;br /&gt;
&lt;br /&gt;
*He’s using the Hearthstone, but doesn’t really understand it&lt;br /&gt;
*The stone is missing a small fragment, which he assumes is why the weather is screwy and it won’t obey his every command&lt;br /&gt;
*The purpose of the repeating morning raids is for the enchanted creatures to look for the missing shard within the village&lt;br /&gt;
*He learned of the Trackers poking around his hideout and was ready for them today&lt;br /&gt;
*He plans to go to the Village personally tomorrow&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
End the day with these revelations!                           &lt;br /&gt;
&lt;br /&gt;
======Day Four Morning======&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Begin the day with a '''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Pure Play Game of Choice&amp;lt;/span&amp;gt;'''.  &lt;br /&gt;
&lt;br /&gt;
At the beginning of Morning Adventures, Trackers have time to prepare for a final raid. Instead of  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;'''&amp;lt;span class=&amp;quot;col-blue-navy ve-pasteProtect&amp;quot;&amp;gt;Stick/Sword Fighting Game/ Raid Day 4&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
Cycle through two rounds of the following:&lt;br /&gt;
&lt;br /&gt;
*As the Guide, mark out three targets to represent three attacking creatures.&lt;br /&gt;
*Change targets between rounds.&lt;br /&gt;
*After the first two rounds, add a four target: Cinna!&lt;br /&gt;
&lt;br /&gt;
Team Positions&lt;br /&gt;
&lt;br /&gt;
*Cloaks stay in the shelter and repair or reinforce what the Guide tears down.&lt;br /&gt;
*Pathfinders stealth out of shelter and choose a target for their teammate's to focus on.&lt;br /&gt;
*Whiskers, armed with sticks or swords, rush out of shelter and strike the designated targets.&lt;br /&gt;
&lt;br /&gt;
After two rounds, Cinna makes an appearance! He will gloat and use the Hearthstone magic to attack. taking him out will be a challenge: once per round, Cinna can force three Whiskers (no more than one per team) to attack one of the other three targets rather than him. End the game when everyone has a chance to hit something. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Trackers overpower Cinna and the enchanted creatures. The enchantment broken, the creatures wander away in a daze. Cinna is furious!&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;blockquote&amp;gt;“If you hadn’t meddled in my plans, these useless puppets would’ve found my Hearthstone shard by now! Don’t think I’m beaten, though! Even broken, the Hearthstone has power!&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Slamming the Hearthstone staff on the ground, Cinna triggers a violent weather shift. Clouds of fog roll in on all sides of the Trackers, reducing their visibility to an arm’s length.  &lt;br /&gt;
 &lt;br /&gt;
&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;'''Improv Game: Fog  OR  Blindfolded Game of Choice'''&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Once free of the fog, Cinna is nowhere to be seen. However, his tracks are headed in the direction of (according to Lysander) a nearby harbor where Cinna keeps a steam-powered getaway boat. Scandalous!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Lysander knows a shortcut to the harbor, but it’s a bit of a tough path, best traversed by ungulates. The Trackers have to choose: long and easy route, or difficult short-cut. Either way, Lysander leaves to check on his friends, the enchanted creatures.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Trackers take the longer, easier path:'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;'''Traversing Game of Choice'''&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After a nice nature walk, arrive just as Cinna is reaching his ship… and they’ve triggered a trap!   &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Trackers take the shortcut:''' &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;'''Shortcut Game'''&amp;lt;/span&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Lead the way on an improvised path with as many natural obstacles as your teams can handle.&lt;br /&gt;
&lt;br /&gt;
*Lead off the path and into areas difficult to traverse (but safe)&lt;br /&gt;
*Splash through a creek&lt;br /&gt;
*Walk through underbrush&lt;br /&gt;
*Climb over rocks&lt;br /&gt;
*Go up or down a steep incline&lt;br /&gt;
*Walk under low branches that force ducking or crouching&lt;br /&gt;
*Call out an end point for Tracker to approach stealthily&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After completely the course, the Trackers arrive before Cinna. There’s time to set a trap!   &lt;br /&gt;
&lt;br /&gt;
======Day Four Afternoon======&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For the Trackers who took the '''longer path''', they’ll start the afternoon hacking their way out of a rope trap!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;'''Free Yourselves from Rope Game'''&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This game is a variant of the Human Knot game.&lt;br /&gt;
&lt;br /&gt;
Trackers form a close knit circle. Next, they must reach out and grab the hands of two different people. Now, they must unknot the group with teamwork and communication, ending in a circle with everyone holding the hands of the people next to them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For Trackers took '''the shortcut''', they’re able to set an ambush. Each team gets to set up their own trap.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;'''Tripwire Setting Game'''&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Trackers can either use or fabricate cordage to set up tripwires across Cinna's probable pathways.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Whether breaking free of a trap or catching Cinna in their own, Trackers will now have a chance to confront him directly. Knowing he’s caught, but unwilling to give up the Hearthstone, Cinna uses it to upset nature forces once more!&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;blockquote&amp;gt;“The harbor begins to bubble and roil. Suddenly, a giant tentacle shoots out from the water, slamming into the ground next to you! Two more follow, blocking escape routes and helping the mighty kraken pull its head above the rolling waves.”&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;'''Kraken Fight Game'''&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This game is a variant of Red Light, Green Light. Mark the spot where Cinna stands, protected by the possessed and angry kraken! Luckily, krakens aren't known for their eyesight. Stay perfectly still on when the Kraken Thrashes (Red Light) and advance on Cinna on when the Kraken Watches (Green Light)!                &lt;br /&gt;
&lt;br /&gt;
At the conclusion of this encounter, Cinna is drops the staff in an effort to stay out of reach, and the Hearthstone shatters! Uh-oh.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======Day Five Morning======&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;quot;As the Hearthstone shatters, Cinna loses his influence on the kraken! Its tentacles thrash around, knocking Cinna into the water. We need to get the Hearthstone shards out of range or they may fall in as well!&amp;lt;/blockquote&amp;gt;Start the day with a &amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;'''Relay Obstacle Course'''.&amp;lt;/span&amp;gt; Set up a pile of small rocks in the same amount as there are Trackers, possibly even the Trackers own Hearthstones.&lt;br /&gt;
&lt;br /&gt;
Use a band to mark a starting distance roughly 10-20 feet away. Trackers must follow a specific path through the space to avoid the kraken's tentacles! This path should be improvised based on natural terrain (''touch that tree before crawling to this tree, jump over this rock, etc.'').&lt;br /&gt;
&lt;br /&gt;
One member from each team at a time, Trackers run the distance, pick up a rock, and run head back. The next teammate can begin when their teammate is halfway back to the start! If added challenge is necessary, change one element of the path each round.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As you get the Hearthstone pieces away from the kraken, it submerges, sending up a mighty splash of water. You can see Cinna, unhurt but without his staff, disappearing into the wilderness on the far side.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;blockquote&amp;gt;&amp;quot;Cinna's control over Lysander and forest animals is broken for good! Unfortunately, the Hearthstone might also be. We should get back to the Village quickly... the weather looks like it's shifting again!&amp;quot;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;'''Weather Improv Game: Windstorm'''&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Announce which compass direction the wind is blowing. Trackers can only move in slow motion against it, but can speedwalk when moving with it! Lead teams back to the Village in an indirect path with these weather conditions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
However, once everyone is safely at the Village, the weather calms back down. &lt;br /&gt;
&lt;br /&gt;
====== Day Five Afternoon ======&lt;br /&gt;
&lt;br /&gt;
Isha both waiting in the Village for the Trackers. Shebelieves the Hearthstone can still be mended. She recommends crafting a basket or container to collect the Hearthstone pieces.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;'''Foraging and Crafting Game'''&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Work is interrupted by the “raiding monsters,” who are now just gentle forest mems and creatures like unicorns and faunus. Lysander apologizes on all their behalf for the damage they caused, and offers their help in repairing the Village's damaged buildings. &lt;br /&gt;
&lt;br /&gt;
Lysander adds an extra apology... while returning the missing Hearthstone piece! He stole it from Cinna as revenge for Cinna stealing forest creatures' free will. He had no idea how much trouble fragmenting the store would cause. &lt;br /&gt;
&lt;br /&gt;
Return the last piece of the Hearthstone to the basket, and a peace and calm falls over Cascadia. The time and weather anomalies are dispelled for good!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Finish the day with celebration and pure play games with Lysander, the villagers, and the forest creatures!&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Gallison</name></author>
		
	</entry>
	<entry>
		<id>http://wiki.trackersearth.com/w/index.php?title=Week_2:_Whistlehog%27s_Way&amp;diff=1094</id>
		<title>Week 2: Whistlehog's Way</title>
		<link rel="alternate" type="text/html" href="http://wiki.trackersearth.com/w/index.php?title=Week_2:_Whistlehog%27s_Way&amp;diff=1094"/>
		<updated>2021-06-25T06:18:20Z</updated>

		<summary type="html">&lt;p&gt;Gallison: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In the second week, something has disrupted the very flow of time! The same day keeps repeating and repeating, bringing the same devastating raid every morning. It’s all the Village can do to defend itself, and they desperately need the Trackers help.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Advance Preparation=====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Throughout this adventure, you will need to write several notes and hide various items to be found during games. Double check notes daily to ensure your props are in place for the day. You will need the following:&lt;br /&gt;
&lt;br /&gt;
*A cast of an ungulate track, preferably a goat, which can be used to fabricate tracks. In order to make fake tracks quickly, try attaching the cast to the end of a walking stick.&lt;br /&gt;
*A small amount of fake blood. Ketchup works, or add some red food coloring to corn syrup if you want to get realistic.&lt;br /&gt;
*Five short documents to be found in various games through the week.&lt;br /&gt;
*A big rock to symbolize the Hearthstone, plus 5-6 smaller rocks to represent the Hearthstone’s shattered form on the last day. These can probably be picked up on the fly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You will also need to design a Villain’s Lair. This should be a safe but topographically interesting area within the boundaries of your location on Days 2 and 3. Once you’ve chosen the area, visit it and conceptualize a lair which would be fun to infiltrate in a spy movie. Some things to determine:&lt;br /&gt;
&lt;br /&gt;
*Visual description of a hideout that is designed to blend in with the environment around it&lt;br /&gt;
*Location of the main entrance&lt;br /&gt;
*Additional points of ingress (a window that can be climbed through, a dry water duct which can be crawled into, etc.)&lt;br /&gt;
*Placement of guards, number determined by difficulty group can handle&lt;br /&gt;
*One or two physical barriers obstructing the guards’ lines of sight, i.e. places to run between for cover&lt;br /&gt;
*Possible addition of goat tracks or blood (see Day 2 for context)&lt;br /&gt;
*Methods for creating distractions&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Non Playable Characters (NPCs)=====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
These are the characters that may be encountered in this story. They are ordered from most to least screentime in the narrative. &lt;br /&gt;
&lt;br /&gt;
#Lysander&lt;br /&gt;
#Cinna&lt;br /&gt;
#Isha&lt;br /&gt;
&lt;br /&gt;
=====Day One Morning=====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Before the official beginning of the day, read ahead to the games. Make sure you plan a time to gather some shelter making supplies, plant the tracks and note from Lysander.'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The first game of the day sorts Trackers into teams. Choose one of the options below:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot; style=&amp;quot;color: rgb(62, 83, 137)&amp;quot;&amp;gt;Forehead Dots&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
Trackers all get a colored mark on their forehead while their eyes are closed. Mark four Trackers in each color, and choose randomly, as these will be future teams. The &amp;quot;dots&amp;quot; can be masking tape, a post-it, or even washable marker.&lt;br /&gt;
&lt;br /&gt;
When you're done, Trackers open their eyes. They must now sort themselves into teams in complete silence, using only non-verbal communication to find their color matches.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
OR&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot; style=&amp;quot;color: rgb(62, 83, 137)&amp;quot;&amp;gt;Hide and Seek Out Your Team&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
Half the Trackers hide within specified boundaries. After 30 seconds head start, send the other half out in search. When the seekers find someone, they both head back to group up, and are now teammates!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In the second round, play this in pairs to end with teams of four. Backstage time throughout the morning can be used for character creation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''When you reach the Team Camp site''', greet the Trackers as the Guide, a native of the nearby Village.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;blockquote&amp;gt;“Thank the dragons, you’re all here! This is, or was, the Village commons. I don’t have time to explain, but we’re about to be attacked. Help me get some defenses up, then I can tell you more!”&amp;lt;/blockquote&amp;gt;Bring them to the Village site, which is currently completely wrecked! Supplies for shelter building are strewn all around, and Trackers need to build the best lean-to possible in just a few minutes! *&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;Actually 15-20 minutes, some of which will require coaching in [https://www.youtube.com/watch?v=5ogRkQxQbJw basic lean-to construction skills]. You can also start a lean-to for them to finish or rebuild.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Lean-to Construction Game/ Raid Day 1&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
While they're working, fill in the situation:&lt;br /&gt;
&lt;br /&gt;
*Other villagers are around the area, trying to shore up shelters and defenses&lt;br /&gt;
*The Village has been raided by monsters every day for five days&lt;br /&gt;
*It’s not just daily raids, it’s the same exact raid repeating over and over&lt;br /&gt;
*Something’s terribly off in nature, too: freak ice storms, earthquakes, etc.&lt;br /&gt;
*The Village requested members of the four Guilds be brought in from all over the area to help determine the cause of these anomalies&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Before the shelters are fully complete, tell Trackers get inside and take cover. The raid is about to begin! &lt;br /&gt;
&lt;br /&gt;
As you describe the attack, you or another guide may rattle and pull apart their shelters. Use great caution in doing this; avoid damaging any structural pieces, and have the kids abandon the shelter and take cover if there are any signs of collapse.&amp;lt;blockquote&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;quot;The ground begins to rattle underfoot… A dozen squeaking rodents called whistlehogs dart out of the bushes, fleeing a hoarde of creatures! There are forest animals, along with monstrous humanoids with fur, horns, and tails. They rush into the Village and begin to turn everything inside out! They rattle every structure, breaking through barricades and grabbing up everything edible or valuable. After several minutes of the frenzy, a deep horn sounds in the distance. The attackers filter back into the wilderness even quicker than they appeared, and the Village goes still.&amp;quot;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Once the attack has passed, introduce them to the NPC Isha. She can clarify and reiterate details of the attacks, if Trackers have questions. &lt;br /&gt;
&lt;br /&gt;
Isha believes the source of the time anomaly is the Village's [[Hearthstone]]... or rather, the lack of it. It went missing the previous week, and since it represents the connection between the Village community and the nature, it's absence may have disrupted something in the natural world.&lt;br /&gt;
&lt;br /&gt;
As if on cue, the sky suddenly darkens ominously and rain droplets begin to pepper your shoulders.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy ve-pasteProtect&amp;quot;&amp;gt;Structured Improv Game: Lightning Storm&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
Give Trackers a series of prompts to act out, leading them towards the lunch site if it's practical.&lt;br /&gt;
&lt;br /&gt;
*The winds begin to whip up and push you forward.&lt;br /&gt;
*The rain begins to fall heavily. Find cover under that tree!&lt;br /&gt;
*Lightning arcs out, hitting the nearby tree! Get low to the ground.&lt;br /&gt;
*Separate out to prevent multiple injuries from one lightning strike.&lt;br /&gt;
*Run towards the shelter!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======Day One Afternoon======&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Teams return to their Secret Camps, only to discover strange, goat-like tracks cutting through the area! Once discovered, allow the Trackers to discuss what to do about them. Before anyone tries to start tracking down the culprit, recommend the tracks be preserved from the unnatural weather patterns.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Make a Weather Station&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
While the Trackers make weather stations, traverse around the perimeter of the Team Camps, as far away as seems natural. You’re going to plant another clue! Hide a blood-stained note from an unknown individual:&amp;lt;blockquote&amp;gt;“We mean no harm!! Need help. Find me at (insert a symbol or item to be hunted down).”&amp;lt;/blockquote&amp;gt;When Trackers are done with the weather station, suggest they investigate the whole Team Camp area to see if there's any other clues about the tracks' origins.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Investigate the Area Game:&amp;lt;/span&amp;gt;''' Ends when someone finds the clue, giving the group a heading for the next day!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
======Day Two Morning======&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Before the official beginning of the day, plan a time to plant the meeting symbol and blood trails.'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Pure Play Game of Choice&amp;lt;/span&amp;gt;''' in the morning, before traveling to Team Camps. Trackers should check and journal the weather station along with their own [[Wisdom of the Marks]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Start the Morning Adventures with the second round of the raid. They have 10-15 minutes to repair and build the shelters back before the attack repeat. This time, the goal of the raid isn't just to endure, but to do reconnaissance.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;'''&amp;lt;span class=&amp;quot;col-blue-navy ve-pasteProtect&amp;quot;&amp;gt;Stealth Game/ Raid Day 2&amp;lt;/span&amp;gt;'''  &lt;br /&gt;
&lt;br /&gt;
Give Trackers the opportunity to learn more about the raiders. Before beginning the attack, place intel (on popsicle sticks or small slips of paper) in areas of natural cover. &lt;br /&gt;
&lt;br /&gt;
One member of each team can leave the shelter at one time, but must move in stealth to an area of cover. There, they can retrieve one piece of intel before returning, which can then be shared with their teammates. Intel may include these hints, or improvised choices:&lt;br /&gt;
&lt;br /&gt;
#The day starts with a herd of whistlehogs&lt;br /&gt;
#There are four wolves&lt;br /&gt;
#There is one lynx&lt;br /&gt;
#There are three stags&lt;br /&gt;
#There are five monstrous humanoids&lt;br /&gt;
#The humanoids seem to be creatures of the forest&lt;br /&gt;
#The humanoids all carry weapons&lt;br /&gt;
#The attackers seem to be looking for something&lt;br /&gt;
#The creatures' eyes are all red&lt;br /&gt;
#The creatures seem especially attracted to your new shelter&lt;br /&gt;
#The tallest humanoid has a horn&lt;br /&gt;
#When the horn sounds, the animals start behaving like regular wild animals&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After the raid has passed, remind the Trackers of yesterday’s goal: track down the hoofprints and note-writer. Split Trackers into teams and have them search for the area or symbol designated in the note. Instruct teams on a way to call out if they find it.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Exploration Game&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
When a team signals and everyone is grouped up, you may introduce them the NPC Lysander. The faunus (half-human, half-goat) has been wounded.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;blockquote&amp;gt;“Whoa, hey! Humans! You come in peace, right? You got my note? You must think we’re some kind of monsters, attacking your village every morning. But it’s not our fault! We’ve been compelled by magic, and I’ve figured out who’s doing it. You’ll help, right?”&amp;lt;/blockquote&amp;gt;Lysander is very gregarious and happy to tell the Trackers everything he knows. Here are some facts he can share:&lt;br /&gt;
&lt;br /&gt;
*The villain is always cloaked, but his voice is of a young adult&lt;br /&gt;
*The villain has a mysterious power source that , looks like an egg&lt;br /&gt;
*The egg can compel creatures to attack, but the charm doesn’t last&lt;br /&gt;
*Lysander attacked the villain after the charm wore off, and they injured each other, hence the blood.&lt;br /&gt;
*He doesn’t dare follow the villain in this condition, but he can show you the blood trail to track&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The faunus will give the Tracker’s time to deliberate and make a plan of action.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======Day Two Afternoon======&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If the Trackers are leaning towards helping Lysander, you can offer them the option of a quick &amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;'''First Aid Game'''&amp;lt;/span&amp;gt;. Whether they patch up Lysander or not, however, encourage them to follow the villain’s blood trail. They have to try to stop the daily raids!        &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Blood Trailing Game&amp;lt;/span&amp;gt;'''  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Stop the group when the end of the blood trail is in sight. It leads to the Villain's Lair, which can be any area with interesting terrain elements and multiple trees or rocks that can provide cover. &lt;br /&gt;
 &lt;br /&gt;
&amp;lt;blockquote&amp;gt;“The blood trail continues for several feet before disappearing into the entrance of a lair built into the rocks. Humanoid creatures of the forest like Lysander stand guard with sharp pikes. We need to gather as much information as possible before approaching!&amp;quot;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Villain’s Lair Reconnaissance - Improv Game&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Flesh out the lair by having each team, in turn, ask a question about it. Supply them with short answers, describing anything &amp;quot;visible&amp;quot; on the lair’s exterior. Recommend they draw out a map or keep notes in their journal. &lt;br /&gt;
&lt;br /&gt;
At the end of this mini-game, a weather event begins and you must all find cover, quickly!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Improv Game: Snow Storm&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
Give Trackers a series of prompts to act out.&lt;br /&gt;
&lt;br /&gt;
*The wind gets blustery and chilly.&lt;br /&gt;
*The temperature starts dropping very fast... to freezing!&lt;br /&gt;
*Snow starts swirling around your faces, making it hard to see.&lt;br /&gt;
*Vision is completely obscured!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Propose infiltrating the lair with the use of their intel tomorrow, immediately after the raid.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
======Day Three Morning======&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Before the official beginning of the day, make and plan a time to plant the &amp;lt;span class=&amp;quot;col-turquoise&amp;quot;&amp;gt;note from Lysander&amp;lt;/span&amp;gt; in the morning and &amp;lt;span class=&amp;quot;col-red&amp;quot;&amp;gt;Cinna's files&amp;lt;/span&amp;gt; in the afternoon'''.    &lt;br /&gt;
&lt;br /&gt;
Begin the day with a '''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Pure Play Game of Choice.&amp;lt;/span&amp;gt;'''    &lt;br /&gt;
&lt;br /&gt;
Trackers once again have a short amount of time to shore up their lean-to before the raid occurs.  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;'''&amp;lt;span class=&amp;quot;col-blue-navy ve-pasteProtect&amp;quot;&amp;gt;Projectile Game/ Raid Day 3&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
Trackers may build up and repair the shelter during the raid. This time, defenses are holding better, so there is an opportunity to defend! One team member at a time can leave shelter and play a round of a projectile game. Call out targets based on the natural environment (&amp;quot;hit that tree to force the wolf to back off&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
Trackers are able to spot and try to call to Lysander. He seems to recognize them for a moment before returning to the enchanted rampage. As a visual indicator, his eyes (and all the attacking creatures’) are bright red under possession.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As soon as the raid is complete, travel to the villain’s lair area as quickly and quietly as possible.        &lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;'''Infiltrate the Villain’s Lair Game'''&amp;lt;/span&amp;gt; &lt;br /&gt;
&lt;br /&gt;
This is an improvised stealth game. Based on the intel the group learned yesterday, charge Trackers to design a route inside the lair. Mark the location of guards with bands. If a guard can easily &amp;quot;see&amp;quot; a Tracker, the individual will be chased back and have to stealth back in to join the group.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As the Guide, you can call out changes to the situation whenever you sense a challenge boost is needed. Trackers will have to propose their own solutions.&lt;br /&gt;
&lt;br /&gt;
*One of the guards walks right over to where you need to go!&lt;br /&gt;
*The entrance is locked from inside.&lt;br /&gt;
*It looks like you can climb up to the second story.&lt;br /&gt;
*The guard hears something and starts looking around!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Trackers are now inside the Villain’s Lair, which can be portrayed by a new area of wilderness. Start by walking the group through the first stretch, verbally taking them through the visuals of the area. '''&amp;lt;span class=&amp;quot;col-turquoise&amp;quot;&amp;gt;Ensure the note from Lysander&amp;lt;/span&amp;gt;''' is hidden none-too-well along this stretch. It's written in a hasty scribble:&amp;lt;br /&amp;gt;&amp;lt;blockquote&amp;gt;“turn back!!”&amp;lt;/blockquote&amp;gt;''Dun dun duuuun!'' Break for lunch.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======Day Three Afternoon======&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
On returning from lunch, Trackers must decide whether or not they heed the note. Depending on their choice, they may either '''advance into''' or '''retreat towards the exit''' of the lair.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If they '''advance''', they soon encounter a cloaked figure with a large, gnarled wooden staff. The top of the staff holds the Hearthstone! The stone begins to glow, which forces Trackers to freeze in place. The figure lowers its hood to reveal the same villain from week one, Cinna!&amp;lt;blockquote&amp;gt;&amp;lt;br /&amp;gt;“How dare you infiltrate my hideout! You look rather familiar... aren't you the brats who ran the Apex Predators out of here? I can't have you poking into my affairs again. My little pet will ensure you never leave!&amp;quot;&amp;lt;/blockquote&amp;gt;Cinna releases the freeze on Trackers. The &amp;quot;little pet&amp;quot; steps out of the passage beyond and snarls menacingly... it's actually a giant direbear! To make matters worse, you're flanked by Lysander, his eyes glowing red with Cinna's possession.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Skip to the next game to continue.&lt;br /&gt;
&lt;br /&gt;
If they '''retreat''', they encounter a possessed Lysander. He is deaf to Trackers' appeals, and pushes them back into another guardian of the hideout: a giant, snarling dire bear with glowing red eyes! While the group is flanked, Cinna steps out of the passage beyond and drops his hood.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;blockquote&amp;gt;“How dare you infiltrate my hideout! You look rather familiar... aren't you the brats who ran the Apex Predators out of here? I can't have you poking into my affairs again. My little pet will ensure you never leave!&amp;quot;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;'''Dire Bear Projectile Game'''&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Choose one target each to represent Lysander and Cinna, and three targets to represent the dire bear's head and sides.&lt;br /&gt;
*For four rounds, Trackers each have one throw. Pathfinders get to decide what targets teammates focus on.&lt;br /&gt;
*&amp;lt;u&amp;gt;Both Lysander and the dire bear must be hit&amp;lt;/u&amp;gt; once in a round in order to &amp;quot;block&amp;quot; their attacks. If one or both is missed, the team loses one of their throws for the next round.&lt;br /&gt;
*If a team successfully hits Lysander more than once, or hits Cinna, they weaken the possession on Lysander.&lt;br /&gt;
*The group must score 3-5 hits (Guide's discretion) to free Lysander. After that, he sides with you and only the direbear's attack must be &amp;quot;blocked.&amp;quot;&lt;br /&gt;
*When Lysander defects, Cinna escapes behind the dire bear. leaving you to deal with the dire bear. It's no longer possessed either, but it is angry at all of you!&lt;br /&gt;
*12-20 more causes the bear to retreat!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Lysander thanks you for the help and tells you he’ll deal with the guards. He suggests you search Cinna’s lair for any details about the Hearthstone or where he Cinna might be headed next.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Exploration Game&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
The Trackers may come across three storytelling artifacts: &amp;lt;span class=&amp;quot;col-red&amp;quot;&amp;gt;'''Cinna's files'''&amp;lt;/span&amp;gt;. They can be downloaded and printed for Trackers with good reading comprehension. For younger groups, try using bands to symbolize the notes, which you then explain the contents thereof. Try to space the files out broadly, so different teams have opportunities to find them:&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:Cinna's Files.pdf|center|thumb|Download Cinna's Files.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''A Letter from Isha''' - Cinna’s grandmother implores him to return to the Village, or at least to reach out to her or his parents. She misses him and is worried about his lack of contact.&lt;br /&gt;
&lt;br /&gt;
'''A Message from the Artisan’s Guild''' - In which Cinna was kicked out for plagiarism of his guildmate’s work.&lt;br /&gt;
&lt;br /&gt;
'''Cinna’s Journal''' - A newer journal, with the last few entries revealing key elements to his plot:&lt;br /&gt;
&lt;br /&gt;
*He’s using the Hearthstone, but doesn’t really understand it&lt;br /&gt;
*The stone is missing a small fragment, which he assumes is why the weather is screwy and it won’t obey his every command&lt;br /&gt;
*The purpose of the repeating morning raids is for the enchanted creatures to look for the missing shard within the village&lt;br /&gt;
*He learned of the Trackers poking around his hideout and was ready for them today&lt;br /&gt;
*He plans to go to the Village personally tomorrow&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
End the day with these revelations!                           &lt;br /&gt;
&lt;br /&gt;
======Day Four Morning======&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Begin the day with a '''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Pure Play Game of Choice&amp;lt;/span&amp;gt;'''.  &lt;br /&gt;
&lt;br /&gt;
At the beginning of Morning Adventures, Trackers have time to prepare for a final raid. Instead of  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;'''&amp;lt;span class=&amp;quot;col-blue-navy ve-pasteProtect&amp;quot;&amp;gt;Stick/Sword Fighting Game/ Raid Day 4&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
Cycle through two rounds of the following:&lt;br /&gt;
&lt;br /&gt;
*As the Guide, mark out three targets to represent three attacking creatures.&lt;br /&gt;
*Change targets between rounds.&lt;br /&gt;
*After the first two rounds, add a four target: Cinna!&lt;br /&gt;
&lt;br /&gt;
Team Positions&lt;br /&gt;
&lt;br /&gt;
*Cloaks stay in the shelter and repair or reinforce what the Guide tears down.&lt;br /&gt;
*Pathfinders stealth out of shelter and choose a target for their teammate's to focus on.&lt;br /&gt;
*Whiskers, armed with sticks or swords, rush out of shelter and strike the designated targets.&lt;br /&gt;
&lt;br /&gt;
After two rounds, Cinna makes an appearance! He will gloat and use the Hearthstone magic to attack. taking him out will be a challenge: once per round, Cinna can force three Whiskers (no more than one per team) to attack one of the other three targets rather than him. End the game when everyone has a chance to hit something. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Trackers overpower Cinna and the enchanted creatures. The enchantment broken, the creatures wander away in a daze. Cinna is furious!&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;blockquote&amp;gt;“If you hadn’t meddled in my plans, these useless puppets would’ve found my Hearthstone shard by now! Don’t think I’m beaten, though! Even broken, the Hearthstone has power!&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Slamming the Hearthstone staff on the ground, Cinna triggers a violent weather shift. Clouds of fog roll in on all sides of the Trackers, reducing their visibility to an arm’s length.  &lt;br /&gt;
 &lt;br /&gt;
&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;'''Improv Game: Fog  OR  Blindfolded Game of Choice'''&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Once free of the fog, Cinna is nowhere to be seen. However, his tracks are headed in the direction of (according to Lysander) a nearby harbor where Cinna keeps a steam-powered getaway boat. Scandalous!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Lysander knows a shortcut to the harbor, but it’s a bit of a tough path, best traversed by ungulates. The Trackers have to choose: long and easy route, or difficult short-cut. Either way, Lysander leaves to check on his friends, the enchanted creatures.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Trackers take the longer, easier path:'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;'''Traversing Game of Choice'''&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After a nice nature walk, arrive just as Cinna is reaching his ship… and they’ve triggered a trap!   &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Trackers take the shortcut:''' &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;'''Shortcut Game'''&amp;lt;/span&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Lead the way on an improvised path with as many natural obstacles as your teams can handle.&lt;br /&gt;
&lt;br /&gt;
*Lead off the path and into areas difficult to traverse (but safe)&lt;br /&gt;
*Splash through a creek&lt;br /&gt;
*Walk through underbrush&lt;br /&gt;
*Climb over rocks&lt;br /&gt;
*Go up or down a steep incline&lt;br /&gt;
*Walk under low branches that force ducking or crouching&lt;br /&gt;
*Call out an end point for Tracker to approach stealthily&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After completely the course, the Trackers arrive before Cinna. There’s time to set a trap! &lt;br /&gt;
&lt;br /&gt;
======Day Four Afternoon======&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For the Trackers who took the '''longer path''', they’ll start the afternoon hacking their way out of a rope trap!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;'''Free Yourselves from Rope Game'''&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This game is a variant of the Human Knot game.&lt;br /&gt;
&lt;br /&gt;
Trackers form a close knit circle. Next, they must reach out and grab the hands of two different people. Now, they must unknot the group with teamwork and communication, ending in a circle with everyone holding the hands of the people next to them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For Trackers took '''the shortcut''', they’re able to set an ambush. Each team gets to set up their own trap.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;'''Tripwire Setting Game'''&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Trackers can either use or fabricate cordage to set up tripwires across Cinna's probable pathways.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Whether breaking free of a trap or catching Cinna in their own, Trackers will now have a chance to confront him directly. Knowing he’s caught, but unwilling to give up the Hearthstone, Cinna uses it to upset nature forces once more!&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;blockquote&amp;gt;“The harbor begins to bubble and roil. Suddenly, a giant tentacle shoots out from the water, slamming into the ground next to you! Two more follow, blocking escape routes and helping the mighty kraken pull its head above the rolling waves.”&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;'''Kraken Fight Game'''&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This game is a variant of Red Light, Green Light. Mark the spot where Cinna stands, protected by the possessed and angry kraken! Luckily, krakens aren't known for their eyesight. Stay perfectly still on when the Kraken Thrashes (Red Light) and advance on Cinna on when the Kraken Watches (Green Light)!        &lt;br /&gt;
&lt;br /&gt;
At the conclusion of this encounter, Cinna is drops the staff in an effort to stay out of reach, and the Hearthstone shatters! Uh-oh.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====== Day Five Morning ======&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;blockquote&amp;gt;&amp;quot;As the Hearthstone shatters, Cinna loses his influence on the kraken! Its tentacles thrash around, knocking Cinna into the water. We need to get the Hearthstone shards out of range or they may fall in as well!&amp;lt;/blockquote&amp;gt;Start the day with a Game&lt;br /&gt;
&amp;lt;br /&amp;gt;The strange weather is worse than ever with the Hearthstone smashed!  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The day begins within crazy weather conditions. Tracker teams are separated to far ends of the site and must navigate and take a piece of the Hearthstone to the Village. Guides may act as a wild wind, forcing groups they encounter to turn and move in a different direction for a time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When all teams have made it to the Village, the weather calms back down. Lysander and Isha are both waiting in the Village for the Trackers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Isha believes the Hearthstone will be safe here in the Village, even in pieces. Building up the community may heal it over time. She recommends crafting a basket or container for the Hearthstone pieces.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;'''Foraging and Crafting Game'''&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Work is interrupted by the “raiding monsters,” who are now just gentle forest mems and creatures like unicorns and faunus. Lysander apologizes on all their behalf for the damage they caused, and offers their help in repairing &lt;br /&gt;
&lt;br /&gt;
Lysander adds an extra apology while returning the missing Hearthstone piece. He stole it from Cinna as  , and had no idea the trouble it would cause.&lt;br /&gt;
&lt;br /&gt;
Return the last piece of the Hearthstone to the basket, and the time anomaly is dispelled for good!&lt;br /&gt;
&lt;br /&gt;
Celebration and pure play games with Lysander, the villagers, and the forest creatures!&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Gallison</name></author>
		
	</entry>
	<entry>
		<id>http://wiki.trackersearth.com/w/index.php?title=Week_2:_Whistlehog%27s_Way&amp;diff=1093</id>
		<title>Week 2: Whistlehog's Way</title>
		<link rel="alternate" type="text/html" href="http://wiki.trackersearth.com/w/index.php?title=Week_2:_Whistlehog%27s_Way&amp;diff=1093"/>
		<updated>2021-06-24T08:34:26Z</updated>

		<summary type="html">&lt;p&gt;Gallison: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In the second week, something has disrupted the very flow of time! The same day keeps repeating and repeating, bringing the same devastating raid every morning. It’s all the Village can do to defend itself, and they desperately need the Trackers help.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Advance Preparation=====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Throughout this adventure, you will need to write several notes and hide various items to be found during games. Double check notes daily to ensure your props are in place for the day. You will need the following:&lt;br /&gt;
&lt;br /&gt;
*A cast of an ungulate track, preferably a goat, which can be used to fabricate tracks. In order to make fake tracks quickly, try attaching the cast to the end of a walking stick.&lt;br /&gt;
*A small amount of fake blood. Ketchup works, or add some red food coloring to corn syrup if you want to get realistic.&lt;br /&gt;
*Five short documents to be found in various games through the week.&lt;br /&gt;
*A big rock to symbolize the Hearthstone, plus 5-6 smaller rocks to represent the Hearthstone’s shattered form on the last day. These can probably be picked up on the fly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You will also need to design a Villain’s Lair. This should be a safe but topographically interesting area within the boundaries of your location on Days 2 and 3. Once you’ve chosen the area, visit it and conceptualize a lair which would be fun to infiltrate in a spy movie. Some things to determine:&lt;br /&gt;
&lt;br /&gt;
*Visual description of a hideout that is designed to blend in with the environment around it&lt;br /&gt;
*Location of the main entrance&lt;br /&gt;
*Additional points of ingress (a window that can be climbed through, a dry water duct which can be crawled into, etc.)&lt;br /&gt;
*Placement of guards, number determined by difficulty group can handle&lt;br /&gt;
*One or two physical barriers obstructing the guards’ lines of sight, i.e. places to run between for cover&lt;br /&gt;
*Possible addition of goat tracks or blood (see Day 2 for context)&lt;br /&gt;
*Methods for creating distractions&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Non Playable Characters (NPCs)=====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
These are the characters that may be encountered in this story. They are ordered from most to least screentime in the narrative. &lt;br /&gt;
&lt;br /&gt;
#Lysander&lt;br /&gt;
#Cinna&lt;br /&gt;
#Isha&lt;br /&gt;
&lt;br /&gt;
=====Day One Morning=====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Before the official beginning of the day, read ahead to the games. Make sure you plan a time to gather some shelter making supplies, plant the tracks and note from Lysander.'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The first game of the day sorts Trackers into teams. Choose one of the options below:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot; style=&amp;quot;color: rgb(62, 83, 137)&amp;quot;&amp;gt;Forehead Dots&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
Trackers all get a colored mark on their forehead while their eyes are closed. Mark four Trackers in each color, and choose randomly, as these will be future teams. The &amp;quot;dots&amp;quot; can be masking tape, a post-it, or even washable marker.&lt;br /&gt;
&lt;br /&gt;
When you're done, Trackers open their eyes. They must now sort themselves into teams in complete silence, using only non-verbal communication to find their color matches.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
OR&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot; style=&amp;quot;color: rgb(62, 83, 137)&amp;quot;&amp;gt;Hide and Seek Out Your Team&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
Half the Trackers hide within specified boundaries. After 30 seconds head start, send the other half out in search. When the seekers find someone, they both head back to group up, and are now teammates!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In the second round, play this in pairs to end with teams of four. Backstage time throughout the morning can be used for character creation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''When you reach the Team Camp site''', greet the Trackers as the Guide, a native of the nearby Village.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;blockquote&amp;gt;“Thank the dragons, you’re all here! This is, or was, the Village commons. I don’t have time to explain, but we’re about to be attacked. Help me get some defenses up, then I can tell you more!”&amp;lt;/blockquote&amp;gt;Bring them to the Village site, which is currently completely wrecked! Supplies for shelter building are strewn all around, and Trackers need to build the best lean-to possible in just a few minutes! *&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;Actually 15-20 minutes, some of which will require coaching in [https://www.youtube.com/watch?v=5ogRkQxQbJw basic lean-to construction skills]. You can also start a lean-to for them to finish or rebuild.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Lean-to Construction Game/ Raid Day 1&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
While they're working, fill in the situation:&lt;br /&gt;
&lt;br /&gt;
*Other villagers are around the area, trying to shore up shelters and defenses&lt;br /&gt;
*The Village has been raided by monsters every day for five days&lt;br /&gt;
*It’s not just daily raids, it’s the same exact raid repeating over and over&lt;br /&gt;
*Something’s terribly off in nature, too: freak ice storms, earthquakes, etc.&lt;br /&gt;
*The Village requested members of the four Guilds be brought in from all over the area to help determine the cause of these anomalies&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Before the shelters are fully complete, tell Trackers get inside and take cover. The raid is about to begin! &lt;br /&gt;
&lt;br /&gt;
As you describe the attack, you or another guide may rattle and pull apart their shelters. Use great caution in doing this; avoid damaging any structural pieces, and have the kids abandon the shelter and take cover if there are any signs of collapse.&amp;lt;blockquote&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;quot;The ground begins to rattle underfoot… A dozen squeaking rodents called whistlehogs dart out of the bushes, fleeing a hoarde of creatures! There are forest animals, along with monstrous humanoids with fur, horns, and tails. They rush into the Village and begin to turn everything inside out! They rattle every structure, breaking through barricades and grabbing up everything edible or valuable. After several minutes of the frenzy, a deep horn sounds in the distance. The attackers filter back into the wilderness even quicker than they appeared, and the Village goes still.&amp;quot;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Once the attack has passed, introduce them to the NPC Isha. She can clarify and reiterate details of the attacks, if Trackers have questions. &lt;br /&gt;
&lt;br /&gt;
Isha believes the source of the time anomaly is the Village's [[Hearthstone]]... or rather, the lack of it. It went missing the previous week, and since it represents the connection between the Village community and the nature, it's absence may have disrupted something in the natural world.&lt;br /&gt;
&lt;br /&gt;
As if on cue, the sky suddenly darkens ominously and rain droplets begin to pepper your shoulders.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy ve-pasteProtect&amp;quot;&amp;gt;Structured Improv Game: Lightning Storm&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
Give Trackers a series of prompts to act out, leading them towards the lunch site if it's practical.&lt;br /&gt;
&lt;br /&gt;
*The winds begin to whip up and push you forward.&lt;br /&gt;
*The rain begins to fall heavily. Find cover under that tree!&lt;br /&gt;
*Lightning arcs out, hitting the nearby tree! Get low to the ground.&lt;br /&gt;
*Separate out to prevent multiple injuries from one lightning strike.&lt;br /&gt;
*Run towards the shelter!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======Day One Afternoon======&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Teams return to their Secret Camps, only to discover strange, goat-like tracks cutting through the area! Once discovered, allow the Trackers to discuss what to do about them. Before anyone tries to start tracking down the culprit, recommend the tracks be preserved from the unnatural weather patterns.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Make a Weather Station&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
While the Trackers make weather stations, traverse around the perimeter of the Team Camps, as far away as seems natural. You’re going to plant another clue! Hide a blood-stained note from an unknown individual:&amp;lt;blockquote&amp;gt;“We mean no harm!! Need help. Find me at (insert a symbol or item to be hunted down).”&amp;lt;/blockquote&amp;gt;When Trackers are done with the weather station, suggest they investigate the whole Team Camp area to see if there's any other clues about the tracks' origins.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Investigate the Area Game:&amp;lt;/span&amp;gt;''' Ends when someone finds the clue, giving the group a heading for the next day!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
======Day Two Morning======&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Before the official beginning of the day, plan a time to plant the meeting symbol and blood trails.'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Pure Play Game of Choice&amp;lt;/span&amp;gt;''' in the morning, before traveling to Team Camps. Trackers should check and journal the weather station along with their own [[Wisdom of the Marks]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Start the Morning Adventures with the second round of the raid. They have 10-15 minutes to repair and build the shelters back before the attack repeat. This time, the goal of the raid isn't just to endure, but to do reconnaissance.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;'''&amp;lt;span class=&amp;quot;col-blue-navy ve-pasteProtect&amp;quot;&amp;gt;Stealth Game/ Raid Day 2&amp;lt;/span&amp;gt;'''  &lt;br /&gt;
&lt;br /&gt;
Give Trackers the opportunity to learn more about the raiders. Before beginning the attack, place intel (on popsicle sticks or small slips of paper) in areas of natural cover. &lt;br /&gt;
&lt;br /&gt;
One member of each team can leave the shelter at one time, but must move in stealth to an area of cover. There, they can retrieve one piece of intel before returning, which can then be shared with their teammates. Intel may include these hints, or improvised choices:&lt;br /&gt;
&lt;br /&gt;
#The day starts with a herd of whistlehogs&lt;br /&gt;
#There are four wolves&lt;br /&gt;
#There is one lynx&lt;br /&gt;
#There are three stags&lt;br /&gt;
#There are five monstrous humanoids&lt;br /&gt;
#The humanoids seem to be creatures of the forest&lt;br /&gt;
#The humanoids all carry weapons&lt;br /&gt;
#The attackers seem to be looking for something&lt;br /&gt;
#The creatures' eyes are all red&lt;br /&gt;
#The creatures seem especially attracted to your new shelter&lt;br /&gt;
#The tallest humanoid has a horn&lt;br /&gt;
#When the horn sounds, the animals start behaving like regular wild animals&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After the raid has passed, remind the Trackers of yesterday’s goal: track down the hoofprints and note-writer. Split Trackers into teams and have them search for the area or symbol designated in the note. Instruct teams on a way to call out if they find it.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Exploration Game&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
When a team signals and everyone is grouped up, you may introduce them the NPC Lysander. The faunus (half-human, half-goat) has been wounded.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;blockquote&amp;gt;“Whoa, hey! Humans! You come in peace, right? You got my note? You must think we’re some kind of monsters, attacking your village every morning. But it’s not our fault! We’ve been compelled by magic, and I’ve figured out who’s doing it. You’ll help, right?”&amp;lt;/blockquote&amp;gt;Lysander is very gregarious and happy to tell the Trackers everything he knows. Here are some facts he can share:&lt;br /&gt;
&lt;br /&gt;
*The villain is always cloaked, but his voice is of a young adult&lt;br /&gt;
*The villain has a mysterious power source that , looks like an egg&lt;br /&gt;
*The egg can compel creatures to attack, but the charm doesn’t last&lt;br /&gt;
*Lysander attacked the villain after the charm wore off, and they injured each other, hence the blood.&lt;br /&gt;
*He doesn’t dare follow the villain in this condition, but he can show you the blood trail to track&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The faunus will give the Tracker’s time to deliberate and make a plan of action.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======Day Two Afternoon======&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If the Trackers are leaning towards helping Lysander, you can offer them the option of a quick &amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;'''First Aid Game'''&amp;lt;/span&amp;gt;. Whether they patch up Lysander or not, however, encourage them to follow the villain’s blood trail. They have to try to stop the daily raids!        &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Blood Trailing Game&amp;lt;/span&amp;gt;'''  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Stop the group when the end of the blood trail is in sight. It leads to the Villain's Lair, which can be any area with interesting terrain elements and multiple trees or rocks that can provide cover. &lt;br /&gt;
 &lt;br /&gt;
&amp;lt;blockquote&amp;gt;“The blood trail continues for several feet before disappearing into the entrance of a lair built into the rocks. Humanoid creatures of the forest like Lysander stand guard with sharp pikes. We need to gather as much information as possible before approaching!&amp;quot;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Villain’s Lair Reconnaissance - Improv Game&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Flesh out the lair by having each team, in turn, ask a question about it. Supply them with short answers, describing anything &amp;quot;visible&amp;quot; on the lair’s exterior. Recommend they draw out a map or keep notes in their journal. &lt;br /&gt;
&lt;br /&gt;
At the end of this mini-game, a weather event begins and you must all find cover, quickly!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Improv Game: Snow Storm&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
Give Trackers a series of prompts to act out.&lt;br /&gt;
&lt;br /&gt;
*The wind gets blustery and chilly.&lt;br /&gt;
*The temperature starts dropping very fast... to freezing!&lt;br /&gt;
*Snow starts swirling around your faces, making it hard to see.&lt;br /&gt;
*Vision is completely obscured!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Propose infiltrating the lair with the use of their intel tomorrow, immediately after the raid.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
======Day Three Morning======&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Before the official beginning of the day, make and plan a time to plant the &amp;lt;span class=&amp;quot;col-turquoise&amp;quot;&amp;gt;note from Lysander&amp;lt;/span&amp;gt; in the morning and &amp;lt;span class=&amp;quot;col-red&amp;quot;&amp;gt;Cinna's files&amp;lt;/span&amp;gt; in the afternoon'''.    &lt;br /&gt;
&lt;br /&gt;
Begin the day with a '''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Pure Play Game of Choice.&amp;lt;/span&amp;gt;'''    &lt;br /&gt;
&lt;br /&gt;
Trackers once again have a short amount of time to shore up their lean-to before the raid occurs.  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;'''&amp;lt;span class=&amp;quot;col-blue-navy ve-pasteProtect&amp;quot;&amp;gt;Projectile Game/ Raid Day 3&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
Trackers may build up and repair the shelter during the raid. This time, defenses are holding better, so there is an opportunity to defend! One team member at a time can leave shelter and play a round of a projectile game. Call out targets based on the natural environment (&amp;quot;hit that tree to force the wolf to back off&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
Trackers are able to spot and try to call to Lysander. He seems to recognize them for a moment before returning to the enchanted rampage. As a visual indicator, his eyes (and all the attacking creatures’) are bright red under possession.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As soon as the raid is complete, travel to the villain’s lair area as quickly and quietly as possible.        &lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;'''Infiltrate the Villain’s Lair Game'''&amp;lt;/span&amp;gt; &lt;br /&gt;
&lt;br /&gt;
This is an improvised stealth game. Based on the intel the group learned yesterday, charge Trackers to design a route inside the lair. Mark the location of guards with bands. If a guard can easily &amp;quot;see&amp;quot; a Tracker, the individual will be chased back and have to stealth back in to join the group.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As the Guide, you can call out changes to the situation whenever you sense a challenge boost is needed. Trackers will have to propose their own solutions.&lt;br /&gt;
&lt;br /&gt;
*One of the guards walks right over to where you need to go!&lt;br /&gt;
*The entrance is locked from inside.&lt;br /&gt;
*It looks like you can climb up to the second story.&lt;br /&gt;
*The guard hears something and starts looking around!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Trackers are now inside the Villain’s Lair, which can be portrayed by a new area of wilderness. Start by walking the group through the first stretch, verbally taking them through the visuals of the area. '''&amp;lt;span class=&amp;quot;col-turquoise&amp;quot;&amp;gt;Ensure the note from Lysander&amp;lt;/span&amp;gt;''' is hidden none-too-well along this stretch. It's written in a hasty scribble:&amp;lt;br /&amp;gt;&amp;lt;blockquote&amp;gt;“turn back!!”&amp;lt;/blockquote&amp;gt;''Dun dun duuuun!'' Break for lunch.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======Day Three Afternoon======&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
On returning from lunch, Trackers must decide whether or not they heed the note. Depending on their choice, they may either '''advance into''' or '''retreat towards the exit''' of the lair.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If they '''advance''', they soon encounter a cloaked figure with a large, gnarled wooden staff. The top of the staff holds the Hearthstone! The stone begins to glow, which forces Trackers to freeze in place. The figure lowers its hood to reveal the same villain from week one, Cinna!&amp;lt;blockquote&amp;gt;&amp;lt;br /&amp;gt;“How dare you infiltrate my hideout! You look rather familiar... aren't you the brats who ran the Apex Predators out of here? I can't have you poking into my affairs again. My little pet will ensure you never leave!&amp;quot;&amp;lt;/blockquote&amp;gt;Cinna releases the freeze on Trackers. The &amp;quot;little pet&amp;quot; steps out of the passage beyond and snarls menacingly... it's actually a giant direbear! To make matters worse, you're flanked by Lysander, his eyes glowing red with Cinna's possession.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Skip to the next game to continue.&lt;br /&gt;
&lt;br /&gt;
If they '''retreat''', they encounter a possessed Lysander. He is deaf to Trackers' appeals, and pushes them back into another guardian of the hideout: a giant, snarling dire bear with glowing red eyes! While the group is flanked, Cinna steps out of the passage beyond and drops his hood.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;blockquote&amp;gt;“How dare you infiltrate my hideout! You look rather familiar... aren't you the brats who ran the Apex Predators out of here? I can't have you poking into my affairs again. My little pet will ensure you never leave!&amp;quot;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;'''Dire Bear Projectile Game'''&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Choose one target each to represent Lysander and Cinna, and three targets to represent the dire bear's head and sides.&lt;br /&gt;
*For four rounds, Trackers each have one throw. Pathfinders get to decide what targets teammates focus on.&lt;br /&gt;
*&amp;lt;u&amp;gt;Both Lysander and the dire bear must be hit&amp;lt;/u&amp;gt; once in a round in order to &amp;quot;block&amp;quot; their attacks. If one or both is missed, the team loses one of their throws for the next round.&lt;br /&gt;
*If a team successfully hits Lysander more than once, or hits Cinna, they weaken the possession on Lysander.&lt;br /&gt;
*The group must score 3-5 hits (Guide's discretion) to free Lysander. After that, he sides with you and only the direbear's attack must be &amp;quot;blocked.&amp;quot;&lt;br /&gt;
*When Lysander defects, Cinna escapes behind the dire bear. leaving you to deal with the dire bear. It's no longer possessed either, but it is angry at all of you!&lt;br /&gt;
*12-20 more causes the bear to retreat!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Lysander thanks you for the help and tells you he’ll deal with the guards. He suggests you search Cinna’s lair for any details about the Hearthstone or where he Cinna might be headed next.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Exploration Game&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
The Trackers may come across three storytelling artifacts: &amp;lt;span class=&amp;quot;col-red&amp;quot;&amp;gt;'''Cinna's files'''&amp;lt;/span&amp;gt;. They can be downloaded and printed for Trackers with good reading comprehension. For younger groups, try using bands to symbolize the notes, which you then explain the contents thereof. Try to space the files out broadly, so different teams have opportunities to find them:&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:Cinna's Files.pdf|center|thumb|Download Cinna's Files.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''A Letter from Isha''' - Cinna’s grandmother implores him to return to the Village, or at least to reach out to her or his parents. She misses him and is worried about his lack of contact.&lt;br /&gt;
&lt;br /&gt;
'''A Message from the Artisan’s Guild''' - In which Cinna was kicked out for plagiarism of his guildmate’s work.&lt;br /&gt;
&lt;br /&gt;
'''Cinna’s Journal''' - A newer journal, with the last few entries revealing key elements to his plot:&lt;br /&gt;
&lt;br /&gt;
*He’s using the Hearthstone, but doesn’t really understand it&lt;br /&gt;
*The stone is missing a small fragment, which he assumes is why the weather is screwy and it won’t obey his every command&lt;br /&gt;
*The purpose of the repeating morning raids is for the enchanted creatures to look for the missing shard within the village&lt;br /&gt;
*He learned of the Trackers poking around his hideout and was ready for them today&lt;br /&gt;
*He plans to go to the Village personally tomorrow&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
End the day with these revelations!                           &lt;br /&gt;
&lt;br /&gt;
======Day Four Morning======&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Begin the day with a '''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Pure Play Game of Choice&amp;lt;/span&amp;gt;'''.  &lt;br /&gt;
&lt;br /&gt;
At the beginning of Morning Adventures, Trackers have time to prepare for a final raid. Instead of  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;'''&amp;lt;span class=&amp;quot;col-blue-navy ve-pasteProtect&amp;quot;&amp;gt;Stick/Sword Fighting Game/ Raid Day 4&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
Cycle through two rounds of the following:&lt;br /&gt;
&lt;br /&gt;
* As the Guide, mark out three targets to represent three attacking creatures.&lt;br /&gt;
* Change targets between rounds.&lt;br /&gt;
* After the first two rounds, add a four target: Cinna!&lt;br /&gt;
&lt;br /&gt;
Team Positions&lt;br /&gt;
&lt;br /&gt;
* Cloaks stay in the shelter and repair or reinforce what the Guide tears down.&lt;br /&gt;
* Pathfinders stealth out of shelter and choose a target for their teammate's to focus on.&lt;br /&gt;
* Whiskers, armed with sticks or swords, rush out of shelter and strike the designated targets.&lt;br /&gt;
&lt;br /&gt;
After two rounds, Cinna makes an appearance! He will gloat and use the Hearthstone magic to attack. taking him out will be a challenge: once per round, Cinna can force three Whiskers (no more than one per team) to attack one of the other three targets rather than him. End the game when everyone has a chance to hit something. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Trackers overpower Cinna and the enchanted creatures. The enchantment broken, the creatures wander away in a daze. Cinna is furious!&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;blockquote&amp;gt;“If you hadn’t meddled in my plans, these useless puppets would’ve found my Hearthstone shard by now! Don’t think I’m beaten, though! Even broken, the Hearthstone has power!&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Slamming the Hearthstone staff on the ground, Cinna triggers a violent weather shift. Clouds of fog roll in on all sides of the Trackers, reducing their visibility to an arm’s length.  &lt;br /&gt;
 &lt;br /&gt;
&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;'''Improv Game: Fog  OR  Blindfolded Game of Choice'''&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Once free of the fog, Cinna is nowhere to be seen. However, his tracks are headed in the direction of (according to Lysander) a nearby harbor where Cinna keeps a steam-powered getaway boat. Scandalous!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Lysander knows a shortcut to the harbor, but it’s a bit of a tough path, best traversed by ungulates. The Trackers have to choose: long and easy route, or difficult short-cut. Either way, Lysander leaves to check on his friends, the enchanted creatures.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Trackers take the longer, easier path:'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;'''Traversing Game of Choice'''&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After a nice nature walk, arrive just as Cinna is reaching his ship… and they’ve triggered a trap!   &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Trackers take the shortcut:''' &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;'''Shortcut Game'''&amp;lt;/span&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Lead the way on an improvised path with as many natural obstacles as your teams can handle.&lt;br /&gt;
&lt;br /&gt;
* Lead off the path and into areas difficult to traverse (but safe)&lt;br /&gt;
* Splash through a creek&lt;br /&gt;
* Walk through underbrush&lt;br /&gt;
* Climb over rocks&lt;br /&gt;
* Go up or down a steep incline&lt;br /&gt;
* Walk under low branches that force ducking or crouching&lt;br /&gt;
* Call out an end point for Tracker to approach stealthily&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After completely the course, the Trackers arrive before Cinna. There’s time to set a trap! &lt;br /&gt;
&lt;br /&gt;
======Day Four Afternoon======&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For the Trackers who took the '''longer path''', they’ll start the afternoon hacking their way out of a rope trap!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;'''Free Yourselves from Rope Game'''&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This game is a variant of the Human Knot game.&lt;br /&gt;
&lt;br /&gt;
Trackers form a close knit circle. Next, they must reach out and grab the hands of two different people. Now, they must unknot the group with teamwork and communication, ending in a circle with everyone holding the hands of the people next to them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For Trackers took '''the shortcut''', they’re able to set an ambush. Each team gets to set up their own trap.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;'''Tripwire Setting Game'''&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Trackers can either use or fabricate cordage to set up tripwires across Cinna's probable pathways.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Whether breaking free of a trap or catching Cinna in their own, Trackers will now have a chance to confront him directly. Knowing he’s caught, but unwilling to give up the Hearthstone, Cinna uses it to upset nature forces once more!&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;blockquote&amp;gt;“The harbor begins to bubble and roil. Suddenly, a giant tentacle shoots out from the water, slamming into the ground next to you! Two more follow, blocking escape routes and helping the mighty kraken pull its head above the rolling waves.”&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;'''Kraken Fight Game'''&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This game is a variant of Red Light, Green Light. Mark the spot where Cinna stands, protected by the possessed and angry kraken! Luckily, krakens aren't known for their eyesight. Stay perfectly still on when the Kraken Thrashes (Red Light) and advance on Cinna on when the Kraken Watches (Green Light)!    &lt;br /&gt;
&lt;br /&gt;
At the conclusion of this encounter, Cinna is drops the staff in an effort to stay out of reach, and the Hearthstone shatters! Uh-oh.&lt;/div&gt;</summary>
		<author><name>Gallison</name></author>
		
	</entry>
	<entry>
		<id>http://wiki.trackersearth.com/w/index.php?title=Week_2:_Whistlehog%27s_Way&amp;diff=1092</id>
		<title>Week 2: Whistlehog's Way</title>
		<link rel="alternate" type="text/html" href="http://wiki.trackersearth.com/w/index.php?title=Week_2:_Whistlehog%27s_Way&amp;diff=1092"/>
		<updated>2021-06-24T06:10:04Z</updated>

		<summary type="html">&lt;p&gt;Gallison: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In the second week, something has disrupted the very flow of time! The same day keeps repeating and repeating, bringing the same devastating raid every morning. It’s all the Village can do to defend itself, and they desperately need the Trackers help.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Advance Preparation=====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Throughout this adventure, you will need to write several notes and hide various items to be found during games. Double check notes daily to ensure your props are in place for the day. You will need the following:&lt;br /&gt;
&lt;br /&gt;
*A cast of an ungulate track, preferably a goat, which can be used to fabricate tracks. In order to make fake tracks quickly, try attaching the cast to the end of a walking stick.&lt;br /&gt;
*A small amount of fake blood. Ketchup works, or add some red food coloring to corn syrup if you want to get realistic.&lt;br /&gt;
*Five short documents to be found in various games through the week.&lt;br /&gt;
*A big rock to symbolize the Hearthstone, plus 5-6 smaller rocks to represent the Hearthstone’s shattered form on the last day. These can probably be picked up on the fly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You will also need to design a Villain’s Lair. This should be a safe but topographically interesting area within the boundaries of your location on Days 2 and 3. Once you’ve chosen the area, visit it and conceptualize a lair which would be fun to infiltrate in a spy movie. Some things to determine:&lt;br /&gt;
&lt;br /&gt;
*Visual description of a hideout that is designed to blend in with the environment around it&lt;br /&gt;
*Location of the main entrance&lt;br /&gt;
*Additional points of ingress (a window that can be climbed through, a dry water duct which can be crawled into, etc.)&lt;br /&gt;
*Placement of guards, number determined by difficulty group can handle&lt;br /&gt;
*One or two physical barriers obstructing the guards’ lines of sight, i.e. places to run between for cover&lt;br /&gt;
*Possible addition of goat tracks or blood (see Day 2 for context)&lt;br /&gt;
*Methods for creating distractions&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Non Playable Characters (NPCs)=====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
These are the characters that may be encountered in this story. They are ordered from most to least screentime in the narrative. &lt;br /&gt;
&lt;br /&gt;
#Lysander&lt;br /&gt;
#Cinna&lt;br /&gt;
#Isha&lt;br /&gt;
&lt;br /&gt;
=====Day One Morning=====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Before the official beginning of the day, read ahead to the games. Make sure you plan a time to gather some shelter making supplies, plant the tracks and note from Lysander.'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The first game of the day sorts Trackers into teams. Choose one of the options below:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot; style=&amp;quot;color: rgb(62, 83, 137)&amp;quot;&amp;gt;Forehead Dots&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
Trackers all get a colored mark on their forehead while their eyes are closed. Mark four Trackers in each color, and choose randomly, as these will be future teams. The &amp;quot;dots&amp;quot; can be masking tape, a post-it, or even washable marker.&lt;br /&gt;
&lt;br /&gt;
When you're done, Trackers open their eyes. They must now sort themselves into teams in complete silence, using only non-verbal communication to find their color matches.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
OR&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot; style=&amp;quot;color: rgb(62, 83, 137)&amp;quot;&amp;gt;Hide and Seek Out Your Team&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
Half the Trackers hide within specified boundaries. After 30 seconds head start, send the other half out in search. When the seekers find someone, they both head back to group up, and are now teammates!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In the second round, play this in pairs to end with teams of four. Backstage time throughout the morning can be used for character creation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''When you reach the Team Camp site''', greet the Trackers as the Guide, a native of the nearby Village.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;blockquote&amp;gt;“Thank the dragons, you’re all here! This is, or was, the Village commons. I don’t have time to explain, but we’re about to be attacked. Help me get some defenses up, then I can tell you more!”&amp;lt;/blockquote&amp;gt;Bring them to the Village site, which is currently completely wrecked! Supplies for shelter building are strewn all around, and Trackers need to build the best lean-to possible in just a few minutes! *&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;Actually 15-20 minutes, some of which will require coaching in [https://www.youtube.com/watch?v=5ogRkQxQbJw basic lean-to construction skills]. You can also start a lean-to for them to finish or rebuild.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Lean-to Construction Game/ Raid Day 1&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
While they're working, fill in the situation:&lt;br /&gt;
&lt;br /&gt;
*Other villagers are around the area, trying to shore up shelters and defenses&lt;br /&gt;
*The Village has been raided by monsters every day for five days&lt;br /&gt;
*It’s not just daily raids, it’s the same exact raid repeating over and over&lt;br /&gt;
*Something’s terribly off in nature, too: freak ice storms, earthquakes, etc.&lt;br /&gt;
*The Village requested members of the four Guilds be brought in from all over the area to help determine the cause of these anomalies&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Before the shelters are fully complete, tell Trackers get inside and take cover. The raid is about to begin! &lt;br /&gt;
&lt;br /&gt;
As you describe the attack, you or another guide may rattle and pull apart their shelters. Use great caution in doing this; avoid damaging any structural pieces, and have the kids abandon the shelter and take cover if there are any signs of collapse.&amp;lt;blockquote&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;quot;The ground begins to rattle underfoot… A dozen squeaking rodents called whistlehogs dart out of the bushes, fleeing a hoarde of creatures! There are forest animals, along with monstrous humanoids with fur, horns, and tails. They rush into the Village and begin to turn everything inside out! They rattle every structure, breaking through barricades and grabbing up everything edible or valuable. After several minutes of the frenzy, a deep horn sounds in the distance. The attackers filter back into the wilderness even quicker than they appeared, and the Village goes still.&amp;quot;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Once the attack has passed, introduce them to the NPC Isha. She can clarify and reiterate details of the attacks, if Trackers have questions. &lt;br /&gt;
&lt;br /&gt;
Isha believes the source of the time anomaly is the Village's [[Hearthstone]]... or rather, the lack of it. It went missing the previous week, and since it represents the connection between the Village community and the nature, it's absence may have disrupted something in the natural world.&lt;br /&gt;
&lt;br /&gt;
As if on cue, the sky suddenly darkens ominously and rain droplets begin to pepper your shoulders.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy ve-pasteProtect&amp;quot;&amp;gt;Structured Improv Game: Lightning Storm&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
Give Trackers a series of prompts to act out, leading them towards the lunch site if it's practical.&lt;br /&gt;
&lt;br /&gt;
*The winds begin to whip up and push you forward.&lt;br /&gt;
*The rain begins to fall heavily. Find cover under that tree!&lt;br /&gt;
*Lightning arcs out, hitting the nearby tree! Get low to the ground.&lt;br /&gt;
*Separate out to prevent multiple injuries from one lightning strike.&lt;br /&gt;
*Run towards the shelter!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======Day One Afternoon======&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Teams return to their Secret Camps, only to discover strange, goat-like tracks cutting through the area! Once discovered, allow the Trackers to discuss what to do about them. Before anyone tries to start tracking down the culprit, recommend the tracks be preserved from the unnatural weather patterns.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Make a Weather Station&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
While the Trackers make weather stations, traverse around the perimeter of the Team Camps, as far away as seems natural. You’re going to plant another clue! Hide a blood-stained note from an unknown individual:&amp;lt;blockquote&amp;gt;“We mean no harm!! Need help. Find me at (insert a symbol or item to be hunted down).”&amp;lt;/blockquote&amp;gt;When Trackers are done with the weather station, suggest they investigate the whole Team Camp area to see if there's any other clues about the tracks' origins.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Investigate the Area Game:&amp;lt;/span&amp;gt;''' Ends when someone finds the clue, giving the group a heading for the next day!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
======Day Two Morning======&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Before the official beginning of the day, plan a time to plant the meeting symbol and blood trails.'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Pure Play Game of Choice&amp;lt;/span&amp;gt;''' in the morning, before traveling to Team Camps. Trackers should check and journal the weather station along with their own [[Wisdom of the Marks]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Start the Morning Adventures with the second round of the raid. They have 10-15 minutes to repair and build the shelters back before the attack repeat. This time, the goal of the raid isn't just to endure, but to do reconnaissance.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;'''&amp;lt;span class=&amp;quot;col-blue-navy ve-pasteProtect&amp;quot;&amp;gt;Stealth Game/ Raid Day 2&amp;lt;/span&amp;gt;'''  &lt;br /&gt;
&lt;br /&gt;
Give Trackers the opportunity to learn more about the raiders. Before beginning the attack, place intel (on popsicle sticks or small slips of paper) in areas of natural cover. &lt;br /&gt;
&lt;br /&gt;
One member of each team can leave the shelter at one time, but must move in stealth to an area of cover. There, they can retrieve one piece of intel before returning, which can then be shared with their teammates. Intel may include these hints, or improvised choices:&lt;br /&gt;
&lt;br /&gt;
#The day starts with a herd of whistlehogs&lt;br /&gt;
#There are four wolves&lt;br /&gt;
#There is one lynx&lt;br /&gt;
#There are three stags&lt;br /&gt;
#There are five monstrous humanoids&lt;br /&gt;
#The humanoids seem to be creatures of the forest&lt;br /&gt;
#The humanoids all carry weapons&lt;br /&gt;
#The attackers seem to be looking for something&lt;br /&gt;
#The creatures' eyes are all red&lt;br /&gt;
#The creatures seem especially attracted to your new shelter&lt;br /&gt;
#The tallest humanoid has a horn&lt;br /&gt;
#When the horn sounds, the animals start behaving like regular wild animals&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After the raid has passed, remind the Trackers of yesterday’s goal: track down the hoofprints and note-writer. Split Trackers into teams and have them search for the area or symbol designated in the note. Instruct teams on a way to call out if they find it.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Exploration Game&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
When a team signals and everyone is grouped up, you may introduce them the NPC Lysander. The faunus (half-human, half-goat) has been wounded.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;blockquote&amp;gt;“Whoa, hey! Humans! You come in peace, right? You got my note? You must think we’re some kind of monsters, attacking your village every morning. But it’s not our fault! We’ve been compelled by magic, and I’ve figured out who’s doing it. You’ll help, right?”&amp;lt;/blockquote&amp;gt;Lysander is very gregarious and happy to tell the Trackers everything he knows. Here are some facts he can share:&lt;br /&gt;
&lt;br /&gt;
*The villain is always cloaked, but his voice is of a young adult&lt;br /&gt;
*The villain has a mysterious power source that , looks like an egg&lt;br /&gt;
*The egg can compel creatures to attack, but the charm doesn’t last&lt;br /&gt;
*Lysander attacked the villain after the charm wore off, and they injured each other, hence the blood.&lt;br /&gt;
*He doesn’t dare follow the villain in this condition, but he can show you the blood trail to track&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The faunus will give the Tracker’s time to deliberate and make a plan of action.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======Day Two Afternoon======&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If the Trackers are leaning towards helping Lysander, you can offer them the option of a quick &amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;'''First Aid Game'''&amp;lt;/span&amp;gt;. Whether they patch up Lysander or not, however, encourage them to follow the villain’s blood trail. They have to try to stop the daily raids!        &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Blood Trailing Game&amp;lt;/span&amp;gt;'''  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Stop the group when the end of the blood trail is in sight. It leads to the Villain's Lair, which can be any area with interesting terrain elements and multiple trees or rocks that can provide cover. &lt;br /&gt;
 &lt;br /&gt;
&amp;lt;blockquote&amp;gt;“The blood trail continues for several feet before disappearing into the entrance of a lair built into the rocks. Humanoid creatures of the forest like Lysander stand guard with sharp pikes. We need to gather as much information as possible before approaching!&amp;quot;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Villain’s Lair Reconnaissance - Improv Game&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Flesh out the lair by having each team, in turn, ask a question about it. Supply them with short answers, describing anything &amp;quot;visible&amp;quot; on the lair’s exterior. Recommend they draw out a map or keep notes in their journal. &lt;br /&gt;
&lt;br /&gt;
At the end of this mini-game, a weather event begins and you must all find cover, quickly!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Improv Game: Snow Storm&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
Give Trackers a series of prompts to act out.&lt;br /&gt;
&lt;br /&gt;
*The wind gets blustery and chilly.&lt;br /&gt;
*The temperature starts dropping very fast... to freezing!&lt;br /&gt;
*Snow starts swirling around your faces, making it hard to see.&lt;br /&gt;
*Vision is completely obscured!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Propose infiltrating the lair with the use of their intel tomorrow, immediately after the raid.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
======Day Three Morning======&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Before the official beginning of the day, make and plan a time to plant the &amp;lt;span class=&amp;quot;col-turquoise&amp;quot;&amp;gt;note from Lysander&amp;lt;/span&amp;gt; in the morning and &amp;lt;span class=&amp;quot;col-red&amp;quot;&amp;gt;Cinna's files&amp;lt;/span&amp;gt; in the afternoon'''.    &lt;br /&gt;
&lt;br /&gt;
Begin the day with a '''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Pure Play Game of Choice.&amp;lt;/span&amp;gt;'''    &lt;br /&gt;
&lt;br /&gt;
Trackers once again have a short amount of time to shore up their lean-to before the raid occurs.  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;'''&amp;lt;span class=&amp;quot;col-blue-navy ve-pasteProtect&amp;quot;&amp;gt;Projectile Game/ Raid Day 3&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
Trackers may build up and repair the shelter during the raid. This time, defenses are holding better, so there is an opportunity to defend! One team member at a time can leave shelter and play a round of a projectile game. Call out targets based on the natural environment (&amp;quot;hit that tree to force the wolf to back off&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
Trackers are able to spot and try to call to Lysander. He seems to recognize them for a moment before returning to the enchanted rampage. As a visual indicator, his eyes (and all the attacking creatures’) are bright red under possession.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As soon as the raid is complete, travel to the villain’s lair area as quickly and quietly as possible.        &lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;'''Infiltrate the Villain’s Lair Game'''&amp;lt;/span&amp;gt; &lt;br /&gt;
&lt;br /&gt;
This is an improvised stealth game. Based on the intel the group learned yesterday, charge Trackers to design a route inside the lair. Mark the location of guards with bands. If a guard can easily &amp;quot;see&amp;quot; a Tracker, the individual will be chased back and have to stealth back in to join the group.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As the Guide, you can call out changes to the situation whenever you sense a challenge boost is needed. Trackers will have to propose their own solutions.&lt;br /&gt;
&lt;br /&gt;
*One of the guards walks right over to where you need to go!&lt;br /&gt;
*The entrance is locked from inside.&lt;br /&gt;
*It looks like you can climb up to the second story.&lt;br /&gt;
*The guard hears something and starts looking around!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Trackers are now inside the Villain’s Lair, which can be portrayed by a new area of wilderness. Start by walking the group through the first stretch, verbally taking them through the visuals of the area. '''&amp;lt;span class=&amp;quot;col-turquoise&amp;quot;&amp;gt;Ensure the note from Lysander&amp;lt;/span&amp;gt;''' is hidden none-too-well along this stretch. It's written in a hasty scribble:&amp;lt;br /&amp;gt;&amp;lt;blockquote&amp;gt;“turn back!!”&amp;lt;/blockquote&amp;gt;''Dun dun duuuun!'' Break for lunch.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======Day Three Afternoon======&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
On returning from lunch, Trackers must decide whether or not they heed the note. Depending on their choice, they may either '''advance into''' or '''retreat towards the exit''' of the lair.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If they '''advance''', they soon encounter a cloaked figure with a large, gnarled wooden staff. The top of the staff holds the Hearthstone! The stone begins to glow, which forces Trackers to freeze in place. The figure lowers its hood to reveal the same villain from week one, Cinna!&amp;lt;blockquote&amp;gt;&amp;lt;br /&amp;gt;“How dare you infiltrate my hideout! You look rather familiar... aren't you the brats who ran the Apex Predators out of here? I can't have you poking into my affairs again. My little pet will ensure you never leave!&amp;quot;&amp;lt;/blockquote&amp;gt;Cinna releases the freeze on Trackers. The &amp;quot;little pet&amp;quot; steps out of the passage beyond and snarls menacingly... it's actually a giant direbear! To make matters worse, you're flanked by Lysander, his eyes glowing red with Cinna's possession.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Skip to the next game to continue.&lt;br /&gt;
&lt;br /&gt;
If they '''retreat''', they encounter a possessed Lysander. He is deaf to Trackers' appeals, and pushes them back into another guardian of the hideout: a giant, snarling dire bear with glowing red eyes! While the group is flanked, Cinna steps out of the passage beyond and drops his hood.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;blockquote&amp;gt;“How dare you infiltrate my hideout! You look rather familiar... aren't you the brats who ran the Apex Predators out of here? I can't have you poking into my affairs again. My little pet will ensure you never leave!&amp;quot;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;'''Dire Bear Projectile Game'''&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Choose one target each to represent Lysander and Cinna, and three targets to represent the dire bear's head and sides.&lt;br /&gt;
*For four rounds, Trackers each have one throw. Pathfinders get to decide what targets teammates focus on.&lt;br /&gt;
*&amp;lt;u&amp;gt;Both Lysander and the dire bear must be hit&amp;lt;/u&amp;gt; once in a round in order to &amp;quot;block&amp;quot; their attacks. If one or both is missed, the team loses one of their throws for the next round.&lt;br /&gt;
*If a team successfully hits Lysander more than once, or hits Cinna, they weaken the possession on Lysander.&lt;br /&gt;
*The group must score 3-5 hits (Guide's discretion) to free Lysander. After that, he sides with you and only the direbear's attack must be &amp;quot;blocked.&amp;quot;&lt;br /&gt;
*When Lysander defects, Cinna escapes behind the dire bear. leaving you to deal with the dire bear. It's no longer possessed either, but it is angry at all of you!&lt;br /&gt;
*12-20 more causes the bear to retreat!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Lysander thanks you for the help and tells you he’ll deal with the guards. He suggests you search Cinna’s lair for any details about the Hearthstone or where he Cinna might be headed next.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Exploration Game&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
The Trackers may come across three storytelling artifacts: &amp;lt;span class=&amp;quot;col-red&amp;quot;&amp;gt;'''Cinna's files'''&amp;lt;/span&amp;gt;. They can be downloaded and printed for Trackers with good reading comprehension. For younger groups, try using bands to symbolize the notes, which you then explain the contents thereof. Try to space the files out broadly, so different teams have opportunities to find them:&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:Cinna's Files.pdf|center|thumb|Download Cinna's Files.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''A Letter from Isha''' - Cinna’s grandmother implores him to return to the Village, or at least to reach out to her or his parents. She misses him and is worried about his lack of contact.&lt;br /&gt;
&lt;br /&gt;
'''A Message from the Artisan’s Guild''' - In which Cinna was kicked out for plagiarism of his guildmate’s work.&lt;br /&gt;
&lt;br /&gt;
'''Cinna’s Journal''' - A newer journal, with the last few entries revealing key elements to his plot:&lt;br /&gt;
&lt;br /&gt;
*He’s using the Hearthstone, but doesn’t really understand it&lt;br /&gt;
*The stone is missing a small fragment, which he assumes is why the weather is screwy and it won’t obey his every command&lt;br /&gt;
*The purpose of the repeating morning raids is for the enchanted creatures to look for the missing shard within the village&lt;br /&gt;
*He learned of the Trackers poking around his hideout and was ready for them today&lt;br /&gt;
*He plans to go to the Village personally tomorrow&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
End the day with these revelations!         &lt;br /&gt;
&lt;br /&gt;
======Day Four Morning======&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Begin the day with a '''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Pure Play Game of Choice&amp;lt;/span&amp;gt;'''. &lt;br /&gt;
&lt;br /&gt;
At the beginning of Morning Adventures, Trackers have time to prepare the shelters for the raid for a final time. If they are confident in the state of their shelter, suggest &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;'''&amp;lt;span class=&amp;quot;col-blue-navy ve-pasteProtect&amp;quot;&amp;gt;Projectile Game/ Raid Day 4&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
Trackers may still repair the shelter during the raid. However, two team members at a time can leave shelter and play a round of the projectile game.&lt;br /&gt;
&lt;br /&gt;
After two rounds, Cinna makes an appearance! He will gloat and use the Hearthstone magic to attack, requiring 1 hit per round to &amp;quot;block.&amp;quot; A team that fails to hit Cinna&lt;br /&gt;
&lt;br /&gt;
The Trackers overpower Cinna and the enchanted creatures. The enchantment broken, the creatures y wander away in a daze. Cinna is furious!&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;blockquote&amp;gt;“If you hadn’t meddled in my plans, these useless puppets would’ve found my Hearthstone shard by now! Don’t think I’m beaten, though! Even broken, the Hearthstone has power!&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Slamming the Hearthstone staff on the ground, Cinna triggers a violent weather shift. Clouds of fog roll in on all sides of the Trackers, reducing their visibility to an arm’s length. &lt;br /&gt;
 &lt;br /&gt;
&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;'''Blindfold Game of Choice'''&amp;lt;/span&amp;gt;  &lt;br /&gt;
&lt;br /&gt;
Once free of the fog, Cinna is nowhere to be seen. However, his tracks are headed in the direction of (according to Lysander) a nearby harbor where Cinna keeps a steam-powered getaway boat. Scandalous! &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Lysander knows a shortcut to the harbor, but it’s a bit of a tough path, best traversed by ungulates. The Trackers have to choose: long and easy route, or difficult short-cut. Either way, Lysander leaves to check on his friends, the enchanted creatures.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Trackers take the longer, easier path:'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;'''Traversing Game of Choice'''&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After a nice nature walk, arrive just as Cinna is reaching his ship… and they’ve triggered a trap! &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Trackers take the shortcut:''' &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;'''Obstacle Course Game'''&amp;lt;/span&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After a short but grueling course, you arrive before Cinna. There’s time to set a trap!&lt;br /&gt;
&lt;br /&gt;
======Day Four Afternoon======&lt;br /&gt;
For the Trackers who took the normal path, they’ll start the afternoon hacking their way out of a rope trap!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;'''Improv Game'''&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For Trackers took the shortcut, they’re able to set an ambush. Each team gets to set up their own trap.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;'''Trap Setting Game'''&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Whether breaking free of a trap or catching Cinna in their own, Trackers will now have a chance to confront him directly. Knowing he’s caught, but unwilling to give up the Hearthstone, he uses it to upset nature forces once more.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;blockquote&amp;gt;“The harbor begins to bubble and roil. Suddenly, a giant tentacle shoots out from the water, slamming into the ground next to you! Two more follow, blocking escape routes and helping the mighty kraken pull its head above the rolling waves.”&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;'''Kraken Fight Game'''&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This game is a variant of Red Light, Green Light.  &lt;br /&gt;
&lt;br /&gt;
At the conclusion of this encounter, Cinna is nearly crushed by a falling tentacle. He drops the staff, and the Hearthstone shatters! Uh-oh.&lt;/div&gt;</summary>
		<author><name>Gallison</name></author>
		
	</entry>
	<entry>
		<id>http://wiki.trackersearth.com/w/index.php?title=Week_2:_Whistlehog%27s_Way&amp;diff=1091</id>
		<title>Week 2: Whistlehog's Way</title>
		<link rel="alternate" type="text/html" href="http://wiki.trackersearth.com/w/index.php?title=Week_2:_Whistlehog%27s_Way&amp;diff=1091"/>
		<updated>2021-06-24T05:47:04Z</updated>

		<summary type="html">&lt;p&gt;Gallison: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In the second week, something has disrupted the very flow of time! The same day keeps repeating and repeating, bringing the same devastating raid every morning. It’s all the Village can do to defend itself, and they desperately need the Trackers help.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Advance Preparation=====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Throughout this adventure, you will need to write several notes and hide various items to be found during games. Double check notes daily to ensure your props are in place for the day. You will need the following:&lt;br /&gt;
&lt;br /&gt;
*A cast of an ungulate track, preferably a goat, which can be used to fabricate tracks. In order to make fake tracks quickly, try attaching the cast to the end of a walking stick.&lt;br /&gt;
*A small amount of fake blood. Ketchup works, or add some red food coloring to corn syrup if you want to get realistic.&lt;br /&gt;
*Five short documents to be found in various games through the week.&lt;br /&gt;
*A big rock to symbolize the Hearthstone, plus 5-6 smaller rocks to represent the Hearthstone’s shattered form on the last day. These can probably be picked up on the fly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You will also need to design a Villain’s Lair. This should be a safe but topographically interesting area within the boundaries of your location on Days 2 and 3. Once you’ve chosen the area, visit it and conceptualize a lair which would be fun to infiltrate in a spy movie. Some things to determine:&lt;br /&gt;
&lt;br /&gt;
*Visual description of a hideout that is designed to blend in with the environment around it&lt;br /&gt;
*Location of the main entrance&lt;br /&gt;
*Additional points of ingress (a window that can be climbed through, a dry water duct which can be crawled into, etc.)&lt;br /&gt;
*Placement of guards, number determined by difficulty group can handle&lt;br /&gt;
*One or two physical barriers obstructing the guards’ lines of sight, i.e. places to run between for cover&lt;br /&gt;
*Possible addition of goat tracks or blood (see Day 2 for context)&lt;br /&gt;
*Methods for creating distractions&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Non Playable Characters (NPCs)=====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
These are the characters that may be encountered in this story. They are ordered from most to least screentime in the narrative. &lt;br /&gt;
&lt;br /&gt;
#Lysander&lt;br /&gt;
#Cinna&lt;br /&gt;
#Isha&lt;br /&gt;
&lt;br /&gt;
=====Day One Morning=====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Before the official beginning of the day, read ahead to the games. Make sure you plan a time to gather some shelter making supplies, plant the tracks and note from Lysander.'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The first game of the day sorts Trackers into teams. Choose one of the options below:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot; style=&amp;quot;color: rgb(62, 83, 137)&amp;quot;&amp;gt;Forehead Dots&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
Trackers all get a colored mark on their forehead while their eyes are closed. Mark four Trackers in each color, and choose randomly, as these will be future teams. The &amp;quot;dots&amp;quot; can be masking tape, a post-it, or even washable marker.&lt;br /&gt;
&lt;br /&gt;
When you're done, Trackers open their eyes. They must now sort themselves into teams in complete silence, using only non-verbal communication to find their color matches.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
OR&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot; style=&amp;quot;color: rgb(62, 83, 137)&amp;quot;&amp;gt;Hide and Seek Out Your Team&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
Half the Trackers hide within specified boundaries. After 30 seconds head start, send the other half out in search. When the seekers find someone, they both head back to group up, and are now teammates!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In the second round, play this in pairs to end with teams of four. Backstage time throughout the morning can be used for character creation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''When you reach the Team Camp site''', greet the Trackers as the Guide, a native of the nearby Village.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;blockquote&amp;gt;“Thank the dragons, you’re all here! This is, or was, the Village commons. I don’t have time to explain, but we’re about to be attacked. Help me get some defenses up, then I can tell you more!”&amp;lt;/blockquote&amp;gt;Bring them to the Village site, which is currently completely wrecked! Supplies for shelter building are strewn all around, and Trackers need to build the best lean-to possible in just a few minutes! *&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;Actually 15-20 minutes, some of which will require coaching in [https://www.youtube.com/watch?v=5ogRkQxQbJw basic lean-to construction skills]. You can also start a lean-to for them to finish or rebuild.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Lean-to Construction Game/ Raid Day 1&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
While they're working, fill in the situation:&lt;br /&gt;
&lt;br /&gt;
*Other villagers are around the area, trying to shore up shelters and defenses&lt;br /&gt;
*The Village has been raided by monsters every day for five days&lt;br /&gt;
*It’s not just daily raids, it’s the same exact raid repeating over and over&lt;br /&gt;
*Something’s terribly off in nature, too: freak ice storms, earthquakes, etc.&lt;br /&gt;
*The Village requested members of the four Guilds be brought in from all over the area to help determine the cause of these anomalies&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Before the shelters are fully complete, tell Trackers get inside and take cover. The raid is about to begin! &lt;br /&gt;
&lt;br /&gt;
As you describe the attack, you or another guide may rattle and pull apart their shelters. Use great caution in doing this; avoid damaging any structural pieces, and have the kids abandon the shelter and take cover if there are any signs of collapse.&amp;lt;blockquote&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;quot;The ground begins to rattle underfoot… A dozen squeaking rodents called whistlehogs dart out of the bushes, fleeing a hoarde of creatures! There are forest animals, along with monstrous humanoids with fur, horns, and tails. They rush into the Village and begin to turn everything inside out! They rattle every structure, breaking through barricades and grabbing up everything edible or valuable. After several minutes of the frenzy, a deep horn sounds in the distance. The attackers filter back into the wilderness even quicker than they appeared, and the Village goes still.&amp;quot;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Once the attack has passed, introduce them to the NPC Isha. She can clarify and reiterate details of the attacks, if Trackers have questions. &lt;br /&gt;
&lt;br /&gt;
Isha believes the source of the time anomaly is the Village's [[Hearthstone]]... or rather, the lack of it. It went missing the previous week, and since it represents the connection between the Village community and the nature, it's absence may have disrupted something in the natural world.&lt;br /&gt;
&lt;br /&gt;
As if on cue, the sky suddenly darkens ominously and rain droplets begin to pepper your shoulders.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy ve-pasteProtect&amp;quot;&amp;gt;Structured Improv Game: Lightning Storm&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
Give Trackers a series of prompts to act out, leading them towards the lunch site if it's practical.&lt;br /&gt;
&lt;br /&gt;
*The winds begin to whip up and push you forward.&lt;br /&gt;
*The rain begins to fall heavily. Find cover under that tree!&lt;br /&gt;
*Lightning arcs out, hitting the nearby tree! Get low to the ground.&lt;br /&gt;
*Separate out to prevent multiple injuries from one lightning strike.&lt;br /&gt;
*Run towards the shelter!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======Day One Afternoon======&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Teams return to their Secret Camps, only to discover strange, goat-like tracks cutting through the area! Once discovered, allow the Trackers to discuss what to do about them. Before anyone tries to start tracking down the culprit, recommend the tracks be preserved from the unnatural weather patterns.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Make a Weather Station&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
While the Trackers make weather stations, traverse around the perimeter of the Team Camps, as far away as seems natural. You’re going to plant another clue! Hide a blood-stained note from an unknown individual:&amp;lt;blockquote&amp;gt;“We mean no harm!! Need help. Find me at (insert a symbol or item to be hunted down).”&amp;lt;/blockquote&amp;gt;When Trackers are done with the weather station, suggest they investigate the whole Team Camp area to see if there's any other clues about the tracks' origins.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Investigate the Area Game:&amp;lt;/span&amp;gt;''' Ends when someone finds the clue, giving the group a heading for the next day!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
======Day Two Morning======&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Before the official beginning of the day, plan a time to plant the meeting symbol and blood trails.'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Pure Play Game of Choice&amp;lt;/span&amp;gt;''' in the morning, before traveling to Team Camps. Trackers should check and journal the weather station along with their own [[Wisdom of the Marks]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Start the Morning Adventures with the second round of the raid. They have 10-15 minutes to repair and build the shelters back before the attack repeat. This time, the goal of the raid isn't just to endure, but to do reconnaissance.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;'''&amp;lt;span class=&amp;quot;col-blue-navy ve-pasteProtect&amp;quot;&amp;gt;Stealth Game/ Raid Day 2&amp;lt;/span&amp;gt;'''  &lt;br /&gt;
&lt;br /&gt;
Give Trackers the opportunity to learn more about the raiders. Before beginning the attack, place intel (on popsicle sticks or small slips of paper) in areas of natural cover. &lt;br /&gt;
&lt;br /&gt;
One member of each team can leave the shelter at one time, but must move in stealth to an area of cover. There, they can retrieve one piece of intel before returning, which can then be shared with their teammates. Intel may include these hints, or improvised choices:&lt;br /&gt;
&lt;br /&gt;
#The day starts with a herd of whistlehogs&lt;br /&gt;
#There are four wolves&lt;br /&gt;
#There is one lynx&lt;br /&gt;
#There are three stags&lt;br /&gt;
#There are five monstrous humanoids&lt;br /&gt;
#The humanoids seem to be creatures of the forest&lt;br /&gt;
#The humanoids all carry weapons&lt;br /&gt;
#The attackers seem to be looking for something&lt;br /&gt;
#The creatures' eyes are all red&lt;br /&gt;
#The creatures seem especially attracted to your new shelter&lt;br /&gt;
#The tallest humanoid has a horn&lt;br /&gt;
#When the horn sounds, the animals start behaving like regular wild animals&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After the raid has passed, remind the Trackers of yesterday’s goal: track down the hoofprints and note-writer. Split Trackers into teams and have them search for the area or symbol designated in the note. Instruct teams on a way to call out if they find it.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Exploration Game&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
When a team signals and everyone is grouped up, you may introduce them the NPC Lysander. The faunus (half-human, half-goat) has been wounded.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;blockquote&amp;gt;“Whoa, hey! Humans! You come in peace, right? You got my note? You must think we’re some kind of monsters, attacking your village every morning. But it’s not our fault! We’ve been compelled by magic, and I’ve figured out who’s doing it. You’ll help, right?”&amp;lt;/blockquote&amp;gt;Lysander is very gregarious and happy to tell the Trackers everything he knows. Here are some facts he can share:&lt;br /&gt;
&lt;br /&gt;
*The villain is always cloaked, but his voice is of a young adult&lt;br /&gt;
*The villain has a mysterious power source that , looks like an egg&lt;br /&gt;
*The egg can compel creatures to attack, but the charm doesn’t last&lt;br /&gt;
*Lysander attacked the villain after the charm wore off, and they injured each other, hence the blood.&lt;br /&gt;
*He doesn’t dare follow the villain in this condition, but he can show you the blood trail to track&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The faunus will give the Tracker’s time to deliberate and make a plan of action.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======Day Two Afternoon======&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If the Trackers are leaning towards helping Lysander, you can offer them the option of a quick &amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;'''First Aid Game'''&amp;lt;/span&amp;gt;. Whether they patch up Lysander or not, however, encourage them to follow the villain’s blood trail. They have to try to stop the daily raids!        &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Blood Trailing Game&amp;lt;/span&amp;gt;'''  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Stop the group when the end of the blood trail is in sight. It leads to the Villain's Lair, which can be any area with interesting terrain elements and multiple trees or rocks that can provide cover. &lt;br /&gt;
 &lt;br /&gt;
&amp;lt;blockquote&amp;gt;“The blood trail continues for several feet before disappearing into the entrance of a lair built into the rocks. Humanoid creatures of the forest like Lysander stand guard with sharp pikes. We need to gather as much information as possible before approaching!&amp;quot;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Villain’s Lair Reconnaissance - Improv Game&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Flesh out the lair by having each team, in turn, ask a question about it. Supply them with short answers, describing anything &amp;quot;visible&amp;quot; on the lair’s exterior. Recommend they draw out a map or keep notes in their journal. &lt;br /&gt;
&lt;br /&gt;
At the end of this mini-game, a weather event begins and you must all find cover, quickly!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Improv Game: Snow Storm&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
Give Trackers a series of prompts to act out.&lt;br /&gt;
&lt;br /&gt;
*The wind gets blustery and chilly.&lt;br /&gt;
*The temperature starts dropping very fast... to freezing!&lt;br /&gt;
*Snow starts swirling around your faces, making it hard to see.&lt;br /&gt;
*Vision is completely obscured!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Propose infiltrating the lair with the use of their intel tomorrow, immediately after the raid.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
======Day Three Morning======&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Before the official beginning of the day, make and plan a time to plant the &amp;lt;span class=&amp;quot;col-turquoise&amp;quot;&amp;gt;note from Lysander&amp;lt;/span&amp;gt; in the morning and &amp;lt;span class=&amp;quot;col-red&amp;quot;&amp;gt;Cinna's files&amp;lt;/span&amp;gt; in the afternoon'''.    &lt;br /&gt;
&lt;br /&gt;
Begin the day with a '''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Pure Play Game of Choice.&amp;lt;/span&amp;gt;'''    &lt;br /&gt;
&lt;br /&gt;
Trackers once again have a short amount of time to shore up their lean-to before the raid occurs.  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;'''&amp;lt;span class=&amp;quot;col-blue-navy ve-pasteProtect&amp;quot;&amp;gt;Projectile Game/ Raid Day 3&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
Trackers may build up and repair the shelter during the raid. This time, defenses are holding better, so there is an opportunity to defend! One team member at a time can leave shelter and play a round of a projectile game. Call out targets based on the natural environment (&amp;quot;hit that tree to force the wolf to back off&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
Trackers are able to spot and try to call to Lysander. He seems to recognize them for a moment before returning to the enchanted rampage. As a visual indicator, his eyes (and all the attacking creatures’) are bright red under possession.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As soon as the raid is complete, travel to the villain’s lair area as quickly and quietly as possible.        &lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;'''Infiltrate the Villain’s Lair Game'''&amp;lt;/span&amp;gt; &lt;br /&gt;
&lt;br /&gt;
This is an improvised stealth game. Based on the intel the group learned yesterday, charge Trackers to design a route inside the lair. Mark the location of guards with bands. If a guard can easily &amp;quot;see&amp;quot; a Tracker, the individual will be chased back and have to stealth back in to join the group.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As the Guide, you can call out changes to the situation whenever you sense a challenge boost is needed. Trackers will have to propose their own solutions.&lt;br /&gt;
&lt;br /&gt;
*One of the guards walks right over to where you need to go!&lt;br /&gt;
*The entrance is locked from inside.&lt;br /&gt;
*It looks like you can climb up to the second story.&lt;br /&gt;
*The guard hears something and starts looking around!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Trackers are now inside the Villain’s Lair, which can be portrayed by a new area of wilderness. Start by walking the group through the first stretch, verbally taking them through the visuals of the area. '''&amp;lt;span class=&amp;quot;col-turquoise&amp;quot;&amp;gt;Ensure the note from Lysander&amp;lt;/span&amp;gt;''' is hidden none-too-well along this stretch. It's written in a hasty scribble:&amp;lt;br /&amp;gt;&amp;lt;blockquote&amp;gt;“turn back!!”&amp;lt;/blockquote&amp;gt;''Dun dun duuuun!'' Break for lunch.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======Day Three Afternoon======&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
On returning from lunch, Trackers must decide whether or not they heed the note. Depending on their choice, they may either '''advance into''' or '''retreat towards the exit''' of the lair.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If they '''advance''', they soon encounter a cloaked figure with a large, gnarled wooden staff. The top of the staff holds the Hearthstone! The stone begins to glow, which forces Trackers to freeze in place. The figure lowers its hood to reveal the same villain from week one, Cinna!&amp;lt;blockquote&amp;gt;&amp;lt;br /&amp;gt;“How dare you infiltrate my hideout! You look rather familiar... aren't you the brats who ran the Apex Predators out of here? I can't have you poking into my affairs again. My little pet will ensure you never leave!&amp;quot;&amp;lt;/blockquote&amp;gt;Cinna releases the freeze on Trackers. The &amp;quot;little pet&amp;quot; steps out of the passage beyond and snarls menacingly... it's actually a giant direbear! To make matters worse, you're flanked by Lysander, his eyes glowing red with Cinna's possession.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Skip to the next game to continue.&lt;br /&gt;
&lt;br /&gt;
If they '''retreat''', they encounter a possessed Lysander. He is deaf to Trackers' appeals, and pushes them back into another guardian of the hideout: a giant, snarling dire bear with glowing red eyes! While the group is flanked, Cinna steps out of the passage beyond and drops his hood.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;blockquote&amp;gt;“How dare you infiltrate my hideout! You look rather familiar... aren't you the brats who ran the Apex Predators out of here? I can't have you poking into my affairs again. My little pet will ensure you never leave!&amp;quot;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;'''Dire Bear Projectile Game'''&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Choose one target each to represent Lysander and Cinna, and three targets to represent the dire bear's head and sides.&lt;br /&gt;
*For four rounds, Trackers each have one throw. Pathfinders get to decide what targets teammates focus on.&lt;br /&gt;
*&amp;lt;u&amp;gt;Both Lysander and the dire bear must be hit&amp;lt;/u&amp;gt; once in a round in order to &amp;quot;block&amp;quot; their attacks. If one or both is missed, the team loses one of their throws for the next round.&lt;br /&gt;
*If a team successfully hits Lysander more than once, or hits Cinna, they weaken the possession on Lysander.&lt;br /&gt;
*The group must score 3-5 hits (Guide's discretion) to free Lysander. After that, he sides with you and only the direbear's attack must be &amp;quot;blocked.&amp;quot;&lt;br /&gt;
*When Lysander defects, Cinna escapes behind the dire bear. leaving you to deal with the dire bear. It's no longer possessed either, but it is angry at all of you!&lt;br /&gt;
*12-20 more causes the bear to retreat!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Lysander thanks you for the help and tells you he’ll deal with the guards. He suggests you search Cinna’s lair for any details about the Hearthstone or where he Cinna might be headed next.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Exploration Game&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
The Trackers may come across three storytelling artifacts: &amp;lt;span class=&amp;quot;col-red&amp;quot;&amp;gt;'''Cinna's files'''&amp;lt;/span&amp;gt;. They can be downloaded and printed for Trackers with good reading comprehension. For younger groups, try using bands to symbolize the notes, which you then explain the contents thereof. Try to space the files out broadly, so different teams have opportunities to find them:&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:Cinna's Files.pdf|center|thumb|Download Cinna's Files.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''A Letter from Isha''' - Cinna’s grandmother implores him to return to the Village, or at least to reach out to her or his parents. She misses him and is worried about his lack of contact.&lt;br /&gt;
&lt;br /&gt;
'''A Message from the Artisan’s Guild''' - In which Cinna was kicked out for plagiarism of his guildmate’s work.&lt;br /&gt;
&lt;br /&gt;
'''Cinna’s Journal''' - A newer journal, with the last few entries revealing key elements to his plot:&lt;br /&gt;
&lt;br /&gt;
*He’s using the Hearthstone, but doesn’t really understand it&lt;br /&gt;
*The stone is missing a small fragment, which he assumes is why the weather is screwy and it won’t obey his every command&lt;br /&gt;
*The purpose of the repeating morning raids is for the enchanted creatures to look for the missing shard within the village&lt;br /&gt;
*He learned of the Trackers poking around his hideout and was ready for them today&lt;br /&gt;
*He plans to go to the Village personally tomorrow&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
End the day with these revelations!         &lt;br /&gt;
&lt;br /&gt;
======Day Four Morning======&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Begin the day with a '''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Pure Play Game of Choice&amp;lt;/span&amp;gt;'''. &lt;br /&gt;
&lt;br /&gt;
At the beginning of Morning Adventures, Trackers have time to prepare the shelters for the raid for a final time. If they are confident in the state of their shelter, suggest &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;'''&amp;lt;span class=&amp;quot;col-blue-navy ve-pasteProtect&amp;quot;&amp;gt;Projectile Game/ Raid Day 4&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
Trackers may still repair the shelter during the raid. However, two team members at a time can leave shelter and play a round of the projectile game.&lt;br /&gt;
&lt;br /&gt;
After two rounds, Cinna makes an appearance! He will gloat and use the Hearthstone magic to attack, requiring 1 hit per round to &amp;quot;block.&amp;quot; A team that fails to hit Cinna&lt;br /&gt;
&lt;br /&gt;
The Trackers overpower Cinna and the enchanted creatures. The enchantment broken, the creatures y wander away in a daze. Cinna is furious!&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;blockquote&amp;gt;“If you hadn’t meddled in my plans, these useless puppets would’ve found my Hearthstone shard by now! Don’t think I’m beaten, though! Even broken, the Hearthstone has power!&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Slamming the Hearthstone staff on the ground, Cinna triggers a violent weather shift. Clouds of fog roll in on all sides of the Trackers, reducing their visibility to an arm’s length. &lt;br /&gt;
 &lt;br /&gt;
&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;'''Blindfold Game of Choice'''&amp;lt;/span&amp;gt;  &lt;br /&gt;
&lt;br /&gt;
Once free of the fog, Cinna is nowhere to be seen. However, his tracks are headed in the direction of (according to Lysander) a nearby harbor where Cinna keeps a steam-powered getaway boat. Scandalous! &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Lysander knows a shortcut to the harbor, but it’s a bit of a tough path, best traversed by ungulates. The Trackers have to choose: long and easy route, or difficult short-cut. Either way, Lysander leaves to check on his friends, the enchanted creatures.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Trackers take the longer, easier path:'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;'''Traversing Game of Choice'''&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After a nice nature walk, arrive just as Cinna is reaching his ship… and they’ve triggered a trap! &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Trackers take the shortcut:''' &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;'''Obstacle Course Game'''&amp;lt;/span&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After a short but grueling course, you arrive before Cinna. There’s time to set a trap!&lt;br /&gt;
&lt;br /&gt;
====== Day Four Afternoon ======&lt;br /&gt;
For the Trackers who took the normal path, they’ll start the afternoon hacking their way out of a rope trap!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;'''Improv Game'''&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For Trackers took the shortcut, they’re able to set an ambush. Each team gets to set up their own trap.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;'''Trap Setting Game'''&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Whether breaking free of a trap or catching Cinna in their own, Trackers will now have a chance to confront him directly. Knowing he’s caught, but unwilling to give up the Hearthstone, he uses it to upset nature forces once more.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;blockquote&amp;gt;“The harbor begins to bubble and roil. Suddenly, a giant tentacle shoots out from the water, slamming into the ground next to you! Two more follow, blocking escape routes and helping the mighty kraken pull its head above the rolling waves.”&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;'''Kraken Fight Game'''&amp;lt;/span&amp;gt;  &lt;br /&gt;
&lt;br /&gt;
At the conclusion of this encounter, Cinna is nearly crushed by a falling tentacle. He drops the staff, and the Hearthstone shatters! Uh-oh.&lt;/div&gt;</summary>
		<author><name>Gallison</name></author>
		
	</entry>
	<entry>
		<id>http://wiki.trackersearth.com/w/index.php?title=Week_2:_Whistlehog%27s_Way&amp;diff=1090</id>
		<title>Week 2: Whistlehog's Way</title>
		<link rel="alternate" type="text/html" href="http://wiki.trackersearth.com/w/index.php?title=Week_2:_Whistlehog%27s_Way&amp;diff=1090"/>
		<updated>2021-06-23T20:59:19Z</updated>

		<summary type="html">&lt;p&gt;Gallison: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In the second week, something has disrupted the very flow of time! The same day keeps repeating and repeating, bringing the same devastating raid every morning. It’s all the Village can do to defend itself, and they desperately need the Trackers help.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Advance Preparation=====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Throughout this adventure, you will need to write several notes and hide various items to be found during games. Double check notes daily to ensure your props are in place for the day. You will need the following:&lt;br /&gt;
&lt;br /&gt;
*A cast of an ungulate track, preferably a goat, which can be used to fabricate tracks. In order to make fake tracks quickly, try attaching the cast to the end of a walking stick.&lt;br /&gt;
*A small amount of fake blood. Ketchup works, or add some red food coloring to corn syrup if you want to get realistic.&lt;br /&gt;
*Five short documents to be found in various games through the week.&lt;br /&gt;
*A big rock to symbolize the Hearthstone, plus 5-6 smaller rocks to represent the Hearthstone’s shattered form on the last day. These can probably be picked up on the fly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You will also need to design a Villain’s Lair. This should be a safe but topographically interesting area within the boundaries of your location on Days 2 and 3. Once you’ve chosen the area, visit it and conceptualize a lair which would be fun to infiltrate in a spy movie. Some things to determine:&lt;br /&gt;
&lt;br /&gt;
*Visual description of a hideout that is designed to blend in with the environment around it&lt;br /&gt;
*Location of the main entrance&lt;br /&gt;
*Additional points of ingress (a window that can be climbed through, a dry water duct which can be crawled into, etc.)&lt;br /&gt;
*Placement of guards, number determined by difficulty group can handle&lt;br /&gt;
*One or two physical barriers obstructing the guards’ lines of sight, i.e. places to run between for cover&lt;br /&gt;
*Possible addition of goat tracks or blood (see Day 2 for context)&lt;br /&gt;
*Methods for creating distractions&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Non Playable Characters (NPCs)=====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
These are the characters that may be encountered in this story. They are ordered from most to least screentime in the narrative. &lt;br /&gt;
&lt;br /&gt;
#Lysander&lt;br /&gt;
#Cinna&lt;br /&gt;
#Isha&lt;br /&gt;
&lt;br /&gt;
=====Day One Morning=====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Before the official beginning of the day, read ahead to the games. Make sure you plan a time to gather some shelter making supplies, plant the tracks and note from Lysander.'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The first game of the day sorts Trackers into teams. Choose one of the options below:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot; style=&amp;quot;color: rgb(62, 83, 137)&amp;quot;&amp;gt;Forehead Dots&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
Trackers all get a colored mark on their forehead while their eyes are closed. Mark four Trackers in each color, and choose randomly, as these will be future teams. The &amp;quot;dots&amp;quot; can be masking tape, a post-it, or even washable marker.&lt;br /&gt;
&lt;br /&gt;
When you're done, Trackers open their eyes. They must now sort themselves into teams in complete silence, using only non-verbal communication to find their color matches.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
OR&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot; style=&amp;quot;color: rgb(62, 83, 137)&amp;quot;&amp;gt;Hide and Seek Out Your Team&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
Half the Trackers hide within specified boundaries. After 30 seconds head start, send the other half out in search. When the seekers find someone, they both head back to group up, and are now teammates!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In the second round, play this in pairs to end with teams of four. Backstage time throughout the morning can be used for character creation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''When you reach the Team Camp site''', greet the Trackers as the Guide, a native of the nearby Village.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;blockquote&amp;gt;“Thank the dragons, you’re all here! This is, or was, the Village commons. I don’t have time to explain, but we’re about to be attacked. Help me get some defenses up, then I can tell you more!”&amp;lt;/blockquote&amp;gt;Bring them to the Village site, which is currently completely wrecked! Supplies for shelter building are strewn all around, and Trackers need to build the best lean-to possible in just a few minutes! *&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;Actually 15-20 minutes, some of which will require coaching in [https://www.youtube.com/watch?v=5ogRkQxQbJw basic lean-to construction skills]. You can also start a lean-to for them to finish or rebuild.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Lean-to Construction Game/ Raid Day 1&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
While they're working, fill in the situation:&lt;br /&gt;
&lt;br /&gt;
*Other villagers are around the area, trying to shore up shelters and defenses&lt;br /&gt;
*The Village has been raided by monsters every day for five days&lt;br /&gt;
*It’s not just daily raids, it’s the same exact raid repeating over and over&lt;br /&gt;
*Something’s terribly off in nature, too: freak ice storms, earthquakes, etc.&lt;br /&gt;
*The Village requested members of the four Guilds be brought in from all over the area to help determine the cause of these anomalies&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Before the shelters are fully complete, tell Trackers get inside and take cover. The raid is about to begin! &lt;br /&gt;
&lt;br /&gt;
As you describe the attack, you or another guide may rattle and pull apart their shelters. Use great caution in doing this; avoid damaging any structural pieces, and have the kids abandon the shelter and take cover if there are any signs of collapse.&amp;lt;blockquote&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;quot;The ground begins to rattle underfoot… A dozen squeaking rodents called whistlehogs dart out of the bushes, fleeing a hoarde of creatures! There are forest animals, along with monstrous humanoids with fur, horns, and tails. They rush into the Village and begin to turn everything inside out! They rattle every structure, breaking through barricades and grabbing up everything edible or valuable. After several minutes of the frenzy, a deep horn sounds in the distance. The attackers filter back into the wilderness even quicker than they appeared, and the Village goes still.&amp;quot;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Once the attack has passed, introduce them to the NPC Isha. She can clarify and reiterate details of the attacks, if Trackers have questions. &lt;br /&gt;
&lt;br /&gt;
Isha believes the source of the time anomaly is the Village's [[Hearthstone]]... or rather, the lack of it. It went missing the previous week, and since it represents the connection between the Village community and the nature, it's absence may have disrupted something in the natural world.&lt;br /&gt;
&lt;br /&gt;
As if on cue, the sky suddenly darkens ominously and rain droplets begin to pepper your shoulders.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy ve-pasteProtect&amp;quot;&amp;gt;Structured Improv Game: Lightning Storm&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
Give Trackers a series of prompts to act out, leading them towards the lunch site if it's practical.&lt;br /&gt;
&lt;br /&gt;
*The winds begin to whip up and push you forward.&lt;br /&gt;
*The rain begins to fall heavily. Find cover under that tree!&lt;br /&gt;
*Lightning arcs out, hitting the nearby tree! Get low to the ground.&lt;br /&gt;
*Separate out to prevent multiple injuries from one lightning strike.&lt;br /&gt;
*Run towards the shelter!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======Day One Afternoon======&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Teams return to their Secret Camps, only to discover strange, goat-like tracks cutting through the area! Once discovered, allow the Trackers to discuss what to do about them. Before anyone tries to start tracking down the culprit, recommend the tracks be preserved from the unnatural weather patterns.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Make a Weather Station&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
While the Trackers make weather stations, traverse around the perimeter of the Team Camps, as far away as seems natural. You’re going to plant another clue! Hide a blood-stained note from an unknown individual:&amp;lt;blockquote&amp;gt;“We mean no harm!! Need help. Find me at (insert a symbol or item to be hunted down).”&amp;lt;/blockquote&amp;gt;When Trackers are done with the weather station, suggest they investigate the whole Team Camp area to see if there's any other clues about the tracks' origins.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Investigate the Area Game:&amp;lt;/span&amp;gt;''' Ends when someone finds the clue, giving the group a heading for the next day!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
======Day Two Morning======&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Before the official beginning of the day, plan a time to plant the meeting symbol and blood trails.'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Pure Play Game of Choice&amp;lt;/span&amp;gt;''' in the morning, before traveling to Team Camps. Trackers should check and journal the weather station along with their own [[Wisdom of the Marks]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Start the Morning Adventures with the second round of the raid. They have 10-15 minutes to repair and build the shelters back before the attack repeat. This time, the goal of the raid isn't just to endure, but to do reconnaissance.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;'''&amp;lt;span class=&amp;quot;col-blue-navy ve-pasteProtect&amp;quot;&amp;gt;Stealth Game/ Raid Day 2&amp;lt;/span&amp;gt;'''  &lt;br /&gt;
&lt;br /&gt;
Give Trackers the opportunity to learn more about the raiders. Before beginning the attack, place intel (on popsicle sticks or small slips of paper) in areas of natural cover. &lt;br /&gt;
&lt;br /&gt;
One member of each team can leave the shelter at one time, but must move in stealth to an area of cover. There, they can retrieve one piece of intel before returning, which can then be shared with their teammates. Intel may include these hints, or improvised choices:&lt;br /&gt;
&lt;br /&gt;
#The day starts with a herd of whistlehogs&lt;br /&gt;
#There are four wolves&lt;br /&gt;
#There is one lynx&lt;br /&gt;
#There are three stags&lt;br /&gt;
#There are five monstrous humanoids&lt;br /&gt;
#The humanoids seem to be creatures of the forest&lt;br /&gt;
#The humanoids all carry weapons&lt;br /&gt;
#The attackers seem to be looking for something&lt;br /&gt;
#The creatures' eyes are all red&lt;br /&gt;
#The creatures seem especially attracted to your new shelter&lt;br /&gt;
#The tallest humanoid has a horn&lt;br /&gt;
#When the horn sounds, the animals start behaving like regular wild animals&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After the raid has passed, remind the Trackers of yesterday’s goal: track down the hoofprints and note-writer. Split Trackers into teams and have them search for the area or symbol designated in the note. Instruct teams on a way to call out if they find it.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Exploration Game&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
When a team signals and everyone is grouped up, you may introduce them the NPC Lysander. The faunus (half-human, half-goat) has been wounded.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;blockquote&amp;gt;“Whoa, hey! Humans! You come in peace, right? You got my note? You must think we’re some kind of monsters, attacking your village every morning. But it’s not our fault! We’ve been compelled by magic, and I’ve figured out who’s doing it. You’ll help, right?”&amp;lt;/blockquote&amp;gt;Lysander is very gregarious and happy to tell the Trackers everything he knows. Here are some facts he can share:&lt;br /&gt;
&lt;br /&gt;
*The villain is always cloaked, but his voice is of a young adult&lt;br /&gt;
*The villain has a mysterious power source that , looks like an egg&lt;br /&gt;
*The egg can compel creatures to attack, but the charm doesn’t last&lt;br /&gt;
*Lysander attacked the villain after the charm wore off, and they injured each other, hence the blood.&lt;br /&gt;
*He doesn’t dare follow the villain in this condition, but he can show you the blood trail to track&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The faunus will give the Tracker’s time to deliberate and make a plan of action.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======Day Two Afternoon======&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If the Trackers are leaning towards helping Lysander, you can offer them the option of a quick &amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;'''First Aid Game'''&amp;lt;/span&amp;gt;. Whether they patch up Lysander or not, however, encourage them to follow the villain’s blood trail. They have to try to stop the daily raids!        &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Blood Trailing Game&amp;lt;/span&amp;gt;'''  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Stop the group when the end of the blood trail is in sight. It leads to the Villain's Lair, which can be any area with interesting terrain elements and multiple trees or rocks that can provide cover. &lt;br /&gt;
 &lt;br /&gt;
&amp;lt;blockquote&amp;gt;“The blood trail continues for several feet before disappearing into the entrance of a lair built into the rocks. Humanoid creatures of the forest like Lysander stand guard with sharp pikes. We need to gather as much information as possible before approaching!&amp;quot;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Villain’s Lair Reconnaissance - Improv Game&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Flesh out the lair by having each team, in turn, ask a question about it. Supply them with short answers, describing anything &amp;quot;visible&amp;quot; on the lair’s exterior. Recommend they draw out a map or keep notes in their journal. &lt;br /&gt;
&lt;br /&gt;
At the end of this mini-game, a weather event begins and you must all find cover, quickly!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Improv Game: Snow Storm&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
Give Trackers a series of prompts to act out.&lt;br /&gt;
&lt;br /&gt;
*The wind gets blustery and chilly.&lt;br /&gt;
*The temperature starts dropping very fast... to freezing!&lt;br /&gt;
*Snow starts swirling around your faces, making it hard to see.&lt;br /&gt;
*Vision is completely obscured!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Propose infiltrating the lair with the use of their intel tomorrow, immediately after the raid.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
======Day Three Morning======&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Before the official beginning of the day, make and plan a time to plant the &amp;lt;span class=&amp;quot;col-turquoise&amp;quot;&amp;gt;note from Lysander&amp;lt;/span&amp;gt; in the morning and &amp;lt;span class=&amp;quot;col-red&amp;quot;&amp;gt;Cinna's files&amp;lt;/span&amp;gt; in the afternoon'''.    &lt;br /&gt;
&lt;br /&gt;
Begin the day with a '''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Pure Play Game of Choice.&amp;lt;/span&amp;gt;'''    &lt;br /&gt;
&lt;br /&gt;
Trackers once again have a short amount of time to shore up their lean-to before the raid occurs.  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;'''&amp;lt;span class=&amp;quot;col-blue-navy ve-pasteProtect&amp;quot;&amp;gt;Projectile Game/ Raid Day 3&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
Trackers may build up and repair the shelter during the raid. This time, defenses are holding better, so there is an opportunity to defend! One team member at a time can leave shelter and play a round of a projectile game. Call out targets based on the natural environment (&amp;quot;hit that tree to force the wolf to back off&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
Trackers are able to spot and try to call to Lysander. He seems to recognize them for a moment before returning to the enchanted rampage. As a visual indicator, his eyes (and all the attacking creatures’) are bright red under possession.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As soon as the raid is complete, travel to the villain’s lair area as quickly and quietly as possible.        &lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;'''Infiltrate the Villain’s Lair Game'''&amp;lt;/span&amp;gt; &lt;br /&gt;
&lt;br /&gt;
This is an improvised stealth game. Based on the intel the group learned yesterday, charge Trackers to design a route inside the lair. Mark the location of guards with bands. If a guard can easily &amp;quot;see&amp;quot; a Tracker, the individual will be chased back and have to stealth back in to join the group.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As the Guide, you can call out changes to the situation whenever you sense a challenge boost is needed. Trackers will have to propose their own solutions.&lt;br /&gt;
&lt;br /&gt;
*One of the guards walks right over to where you need to go!&lt;br /&gt;
*The entrance is locked from inside.&lt;br /&gt;
*It looks like you can climb up to the second story.&lt;br /&gt;
*The guard hears something and starts looking around!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Trackers are now inside the Villain’s Lair, which can be portrayed by a new area of wilderness. Start by walking the group through the first stretch, verbally taking them through the visuals of the area. '''&amp;lt;span class=&amp;quot;col-turquoise&amp;quot;&amp;gt;Ensure the note from Lysander&amp;lt;/span&amp;gt;''' is hidden none-too-well along this stretch. It's written in a hasty scribble:&amp;lt;br /&amp;gt;&amp;lt;blockquote&amp;gt;“turn back!!”&amp;lt;/blockquote&amp;gt;''Dun dun duuuun!'' Break for lunch.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======Day Three Afternoon======&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
On returning from lunch, Trackers must decide whether or not they heed the note. Depending on their choice, they may either '''advance into''' or '''retreat towards the exit''' of the lair.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If they '''advance''', they soon encounter a cloaked figure with a large, gnarled wooden staff. The top of the staff holds the Hearthstone! The stone begins to glow, which forces Trackers to freeze in place. The figure lowers its hood to reveal the same villain from week one, Cinna!&amp;lt;blockquote&amp;gt;&amp;lt;br /&amp;gt;“How dare you infiltrate my hideout! You look rather familiar... aren't you the brats who ran the Apex Predators out of here? I can't have you poking into my affairs again. My little pet will ensure you never leave!&amp;quot;&amp;lt;/blockquote&amp;gt;Cinna releases the freeze on Trackers. The &amp;quot;little pet&amp;quot; steps out of the passage beyond and snarls menacingly... it's actually a giant direbear! To make matters worse, you're flanked by Lysander, his eyes glowing red with Cinna's possession.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Skip to the next game to continue.&lt;br /&gt;
&lt;br /&gt;
If they '''retreat''', they encounter a possessed Lysander. He is deaf to Trackers' appeals, and pushes them back into another guardian of the hideout: a giant, snarling dire bear with glowing red eyes! While the group is flanked, Cinna steps out of the passage beyond and drops his hood.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;blockquote&amp;gt;“How dare you infiltrate my hideout! You look rather familiar... aren't you the brats who ran the Apex Predators out of here? I can't have you poking into my affairs again. My little pet will ensure you never leave!&amp;quot;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;'''Dire Bear Projectile Game'''&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Choose one target each to represent Lysander and Cinna, and three targets to represent the dire bear's head and sides.&lt;br /&gt;
*For four rounds, Trackers each have one throw. Pathfinders get to decide what targets teammates focus on.&lt;br /&gt;
*&amp;lt;u&amp;gt;Both Lysander and the dire bear must be hit&amp;lt;/u&amp;gt; once in a round in order to &amp;quot;block&amp;quot; their attacks. If one or both is missed, the team loses one of their throws for the next round.&lt;br /&gt;
*If a team successfully hits Lysander more than once, or hits Cinna, they weaken the possession on Lysander.&lt;br /&gt;
*The group must score 3-5 hits (Guide's discretion) to free Lysander. After that, he sides with you and only the direbear's attack must be &amp;quot;blocked.&amp;quot;&lt;br /&gt;
*When Lysander defects, Cinna escapes behind the dire bear. leaving you to deal with the dire bear. It's no longer possessed either, but it is angry at all of you!&lt;br /&gt;
*12-20 more causes the bear to retreat!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Lysander thanks you for the help and tells you he’ll deal with the guards. He suggests you search Cinna’s lair for any details about the Hearthstone or where he Cinna might be headed next.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Exploration Game&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
The Trackers may come across three storytelling artifacts: &amp;lt;span class=&amp;quot;col-red&amp;quot;&amp;gt;'''Cinna's files'''&amp;lt;/span&amp;gt;. They can be downloaded and printed for Trackers with good reading comprehension. For younger groups, try using bands to symbolize the notes, which you then explain the contents thereof. Try to space the files out broadly, so different teams have opportunities to find them:&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:Cinna's Files.pdf|center|thumb|Download Cinna's Files.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''A Letter from Isha''' - Cinna’s grandmother implores him to return to the Village, or at least to reach out to her or his parents. She misses him and is worried about his lack of contact.&lt;br /&gt;
&lt;br /&gt;
'''A Message from the Artisan’s Guild''' - In which Cinna was kicked out for plagiarism of his guildmate’s work.&lt;br /&gt;
&lt;br /&gt;
'''Cinna’s Journal''' - A newer journal, with the last few entries revealing key elements to his plot:&lt;br /&gt;
&lt;br /&gt;
*He’s using the Hearthstone, but doesn’t really understand it&lt;br /&gt;
*The stone is missing a small fragment, which he assumes is why the weather is screwy and it won’t obey his every command&lt;br /&gt;
*The purpose of the repeating morning raids is for the enchanted creatures to look for the missing shard within the village&lt;br /&gt;
*He learned of the Trackers poking around his hideout and was ready for them today&lt;br /&gt;
*He plans to go to the Village personally tomorrow&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
End the day with these revelations!   &lt;br /&gt;
&lt;br /&gt;
======Day Four Morning======&lt;br /&gt;
&amp;lt;span class=&amp;quot;col-red ve-pasteProtect&amp;quot;&amp;gt;'''(Days 4 and 5 are currently being revised)'''&amp;lt;/span&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Begin the day with a '''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Pure Play Game of Choice&amp;lt;/span&amp;gt;'''.&lt;br /&gt;
&lt;br /&gt;
For a final time, the Trackers must shore up their shelter.&lt;br /&gt;
&amp;lt;br /&amp;gt;'''&amp;lt;span class=&amp;quot;col-blue-navy ve-pasteProtect&amp;quot;&amp;gt;Projectile Game/ Raid Day 4&amp;lt;/span&amp;gt;'''&lt;br /&gt;
Trackers may still repair the shelter during the raid. However, two team members at a time can leave shelter and play a round of the projectile game.&lt;br /&gt;
&lt;br /&gt;
After two rounds, Cinna makes an appearance! He will gloat and use the Hearthstone magic to attack, requiring 1 hit per round to &amp;quot;block.&amp;quot; A team that fails to hit Cinnad&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Trackers overpower Cinna and the enchanted creatures. The enchantment broken, the creatures y wander away in a daze. Cinna is furious!&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;blockquote&amp;gt;“If you hadn’t meddled in my plans, these useless puppets would’ve found my Hearthstone shard by now! Don’t think I’m beaten, though! Even broken, the Hearthstone has power!&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Slamming the Hearthstone staff on the ground, Cinna triggers a violent weather shift. Clouds of fog roll in on all sides of the Trackers, reducing their visibility to an arm’s length. &lt;br /&gt;
&lt;br /&gt;
Once free of the fog, Cinna is nowhere to be seen. However, his tracks are headed in the direction of (, according to Lysander), a nearby harbor where Cinna keeps a steam-powered getaway boat. Scandalous! &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Lysander knows a shortcut to the harbor, but it’s a bit of a tough path, best traversed by ungulates. The Trackers have to choose: long and easy route, or difficult short-cut. Either way, Lysander leaves to check on his friends, the enchanted creatures.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Trackers take the longer, easier path:'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;'''Traversing Game of Choice'''&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After a nice nature walk, arrive just as Cinna is reaching his ship… and they’ve triggered a trap! &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Trackers take the shortcut:''' &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;'''Obstacle Course Game'''&amp;lt;/span&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After a short but grueling course, you arrive before Cinna. There’s time to set a trap!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
   &lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;col-red&amp;quot;&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;/span&amp;gt;&lt;/div&gt;</summary>
		<author><name>Gallison</name></author>
		
	</entry>
	<entry>
		<id>http://wiki.trackersearth.com/w/index.php?title=Week_2:_Whistlehog%27s_Way&amp;diff=1089</id>
		<title>Week 2: Whistlehog's Way</title>
		<link rel="alternate" type="text/html" href="http://wiki.trackersearth.com/w/index.php?title=Week_2:_Whistlehog%27s_Way&amp;diff=1089"/>
		<updated>2021-06-23T05:58:00Z</updated>

		<summary type="html">&lt;p&gt;Gallison: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In the second week, something has disrupted the very flow of time! The same day keeps repeating and repeating, bringing the same devastating raid every morning. It’s all the Village can do to defend itself, and they desperately need the Trackers help.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Advance Preparation=====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Throughout this adventure, you will need to write several notes and hide various items to be found during games. Double check notes daily to ensure your props are in place for the day. You will need the following:&lt;br /&gt;
&lt;br /&gt;
*A cast of an ungulate track, preferably a goat, which can be used to fabricate tracks. In order to make fake tracks quickly, try attaching the cast to the end of a walking stick.&lt;br /&gt;
*A small amount of fake blood. Ketchup works, or add some red food coloring to corn syrup if you want to get realistic.&lt;br /&gt;
*Five short documents to be found in various games through the week.&lt;br /&gt;
*A big rock to symbolize the Hearthstone, plus 5-6 smaller rocks to represent the Hearthstone’s shattered form on the last day. These can probably be picked up on the fly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You will also need to design a Villain’s Lair. This should be a safe but topographically interesting area within the boundaries of your location on Days 2 and 3. Once you’ve chosen the area, visit it and conceptualize a lair which would be fun to infiltrate in a spy movie. Some things to determine:&lt;br /&gt;
&lt;br /&gt;
*Visual description of a hideout that is designed to blend in with the environment around it&lt;br /&gt;
*Location of the main entrance&lt;br /&gt;
*Additional points of ingress (a window that can be climbed through, a dry water duct which can be crawled into, etc.)&lt;br /&gt;
*Placement of guards, number determined by difficulty group can handle&lt;br /&gt;
*One or two physical barriers obstructing the guards’ lines of sight, i.e. places to run between for cover&lt;br /&gt;
*Possible addition of goat tracks or blood (see Day 2 for context)&lt;br /&gt;
*Methods for creating distractions&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Non Playable Characters (NPCs)=====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
These are the characters that may be encountered in this story. They are ordered from most to least screentime in the narrative. &lt;br /&gt;
&lt;br /&gt;
#Lysander&lt;br /&gt;
#Cinna&lt;br /&gt;
#Isha&lt;br /&gt;
&lt;br /&gt;
=====Day One Morning=====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Before the official beginning of the day, read ahead to the games. Make sure you plan a time to gather some shelter making supplies, plant the tracks and note from Lysander.'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The first game of the day sorts Trackers into teams. Choose one of the options below:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot; style=&amp;quot;color: rgb(62, 83, 137)&amp;quot;&amp;gt;Forehead Dots&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
Trackers all get a colored mark on their forehead while their eyes are closed. Mark four Trackers in each color, and choose randomly, as these will be future teams. The &amp;quot;dots&amp;quot; can be masking tape, a post-it, or even washable marker.&lt;br /&gt;
&lt;br /&gt;
When you're done, Trackers open their eyes. They must now sort themselves into teams in complete silence, using only non-verbal communication to find their color matches.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
OR&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot; style=&amp;quot;color: rgb(62, 83, 137)&amp;quot;&amp;gt;Hide and Seek Out Your Team&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
Half the Trackers hide within specified boundaries. After 30 seconds head start, send the other half out in search. When the seekers find someone, they both head back to group up, and are now teammates!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In the second round, play this in pairs to end with teams of four. Backstage time throughout the morning can be used for character creation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''When you reach the Team Camp site''', greet the Trackers as the Guide, a native of the nearby Village.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;blockquote&amp;gt;“Thank the dragons, you’re all here! This is, or was, the Village commons. I don’t have time to explain, but we’re about to be attacked. Help me get some defenses up, then I can tell you more!”&amp;lt;/blockquote&amp;gt;Bring them to the Village site, which is currently completely wrecked! Supplies for shelter building are strewn all around, and Trackers need to build the best lean-to possible in just a few minutes! *&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;Actually 15-20 minutes, some of which will require coaching in [https://www.youtube.com/watch?v=5ogRkQxQbJw basic lean-to construction skills]. You can also start a lean-to for them to finish or rebuild.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Lean-to Construction Game/ Raid Day 1&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
While they're working, fill in the situation:&lt;br /&gt;
&lt;br /&gt;
*Other villagers are around the area, trying to shore up shelters and defenses&lt;br /&gt;
*The Village has been raided by monsters every day for five days&lt;br /&gt;
*It’s not just daily raids, it’s the same exact raid repeating over and over&lt;br /&gt;
*Something’s terribly off in nature, too: freak ice storms, earthquakes, etc.&lt;br /&gt;
*The Village requested members of the four Guilds be brought in from all over the area to help determine the cause of these anomalies&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Before the shelters are fully complete, tell Trackers get inside and take cover. The raid is about to begin! &lt;br /&gt;
&lt;br /&gt;
As you describe the attack, you or another guide may rattle and pull apart their shelters. Use great caution in doing this; avoid damaging any structural pieces, and have the kids abandon the shelter and take cover if there are any signs of collapse.&amp;lt;blockquote&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;quot;The ground begins to rattle underfoot… A dozen squeaking rodents called whistlehogs dart out of the bushes, fleeing a hoarde of creatures! There are forest animals, along with monstrous humanoids with fur, horns, and tails. They rush into the Village and begin to turn everything inside out! They rattle every structure, breaking through barricades and grabbing up everything edible or valuable. After several minutes of the frenzy, a deep horn sounds in the distance. The attackers filter back into the wilderness even quicker than they appeared, and the Village goes still.&amp;quot;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Once the attack has passed, introduce them to the NPC Isha. She can clarify and reiterate details of the attacks, if Trackers have questions. &lt;br /&gt;
&lt;br /&gt;
Isha believes the source of the time anomaly is the Village's [[Hearthstone]]... or rather, the lack of it. It went missing the previous week, and since it represents the connection between the Village community and the nature, it's absence may have disrupted something in the natural world.&lt;br /&gt;
&lt;br /&gt;
As if on cue, the sky suddenly darkens ominously and rain droplets begin to pepper your shoulders.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy ve-pasteProtect&amp;quot;&amp;gt;Structured Improv Game: Lightning Storm&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
Give Trackers a series of prompts to act out, leading them towards the lunch site if it's practical.&lt;br /&gt;
&lt;br /&gt;
*The winds begin to whip up and push you forward.&lt;br /&gt;
*The rain begins to fall heavily. Find cover under that tree!&lt;br /&gt;
*Lightning arcs out, hitting the nearby tree! Get low to the ground.&lt;br /&gt;
*Separate out to prevent multiple injuries from one lightning strike.&lt;br /&gt;
*Run towards the shelter!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======Day One Afternoon======&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Teams return to their Secret Camps, only to discover strange, goat-like tracks cutting through the area! Once discovered, allow the Trackers to discuss what to do about them. Before anyone tries to start tracking down the culprit, recommend the tracks be preserved from the unnatural weather patterns.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Make a Weather Station&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
While the Trackers make weather stations, traverse around the perimeter of the Team Camps, as far away as seems natural. You’re going to plant another clue! Hide a blood-stained note from an unknown individual:&amp;lt;blockquote&amp;gt;“We mean no harm!! Need help. Find me at (insert a symbol or item to be hunted down).”&amp;lt;/blockquote&amp;gt;When Trackers are done with the weather station, suggest they investigate the whole Team Camp area to see if there's any other clues about the tracks' origins.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Investigate the Area Game:&amp;lt;/span&amp;gt;''' Ends when someone finds the clue, giving the group a heading for the next day!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
======Day Two Morning======&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Before the official beginning of the day, plan a time to plant the meeting symbol and blood trails.'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Pure Play Game of Choice&amp;lt;/span&amp;gt;''' in the morning, before traveling to Team Camps. Trackers should check and journal the weather station along with their own [[Wisdom of the Marks]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Start the Morning Adventures with the second round of the raid. They have 10-15 minutes to repair and build the shelters back before the attack repeat. This time, the goal of the raid isn't just to endure, but to do reconnaissance.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;'''&amp;lt;span class=&amp;quot;col-blue-navy ve-pasteProtect&amp;quot;&amp;gt;Stealth Game/ Raid Day 2&amp;lt;/span&amp;gt;'''  &lt;br /&gt;
&lt;br /&gt;
Give Trackers the opportunity to learn more about the raiders. Before beginning the attack, place intel (on popsicle sticks or small slips of paper) in areas of natural cover. &lt;br /&gt;
&lt;br /&gt;
One member of each team can leave the shelter at one time, but must move in stealth to an area of cover. There, they can retrieve one piece of intel before returning, which can then be shared with their teammates. Intel may include these hints, or improvised choices:&lt;br /&gt;
&lt;br /&gt;
#The day starts with a herd of whistlehogs&lt;br /&gt;
#There are four wolves&lt;br /&gt;
#There is one lynx&lt;br /&gt;
#There are three stags&lt;br /&gt;
#There are five monstrous humanoids&lt;br /&gt;
#The humanoids seem to be creatures of the forest&lt;br /&gt;
#The humanoids all carry weapons&lt;br /&gt;
#The attackers seem to be looking for something&lt;br /&gt;
#The creatures' eyes are all red&lt;br /&gt;
#The creatures seem especially attracted to your new shelter&lt;br /&gt;
#The tallest humanoid has a horn&lt;br /&gt;
#When the horn sounds, the animals start behaving like regular wild animals&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After the raid has passed, remind the Trackers of yesterday’s goal: track down the hoofprints and note-writer. Split Trackers into teams and have them search for the area or symbol designated in the note. Instruct teams on a way to call out if they find it.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Exploration Game&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
When a team signals and everyone is grouped up, you may introduce them the NPC Lysander. The faunus (half-human, half-goat) has been wounded.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;blockquote&amp;gt;“Whoa, hey! Humans! You come in peace, right? You got my note? You must think we’re some kind of monsters, attacking your village every morning. But it’s not our fault! We’ve been compelled by magic, and I’ve figured out who’s doing it. You’ll help, right?”&amp;lt;/blockquote&amp;gt;Lysander is very gregarious and happy to tell the Trackers everything he knows. Here are some facts he can share:&lt;br /&gt;
&lt;br /&gt;
*The villain is always cloaked, but his voice is of a young adult&lt;br /&gt;
*The villain has a mysterious power source that , looks like an egg&lt;br /&gt;
*The egg can compel creatures to attack, but the charm doesn’t last&lt;br /&gt;
*Lysander attacked the villain after the charm wore off, and they injured each other, hence the blood.&lt;br /&gt;
*He doesn’t dare follow the villain in this condition, but he can show you the blood trail to track&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The faunus will give the Tracker’s time to deliberate and make a plan of action.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======Day Two Afternoon======&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If the Trackers are leaning towards helping Lysander, you can offer them the option of a quick &amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;'''First Aid Game'''&amp;lt;/span&amp;gt;. Whether they patch up Lysander or not, however, encourage them to follow the villain’s blood trail. They have to try to stop the daily raids!        &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Blood Trailing Game&amp;lt;/span&amp;gt;'''  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Stop the group when the end of the blood trail is in sight. It leads to the Villain's Lair, which can be any area with interesting terrain elements and multiple trees or rocks that can provide cover. &lt;br /&gt;
 &lt;br /&gt;
&amp;lt;blockquote&amp;gt;“The blood trail continues for several feet before disappearing into the entrance of a lair built into the rocks. Humanoid creatures of the forest like Lysander stand guard with sharp pikes. We need to gather as much information as possible before approaching!&amp;quot;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Villain’s Lair Reconnaissance - Improv Game&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Flesh out the lair by having each team, in turn, ask a question about it. Supply them with short answers, describing anything &amp;quot;visible&amp;quot; on the lair’s exterior. Recommend they draw out a map or keep notes in their journal. &lt;br /&gt;
&lt;br /&gt;
At the end of this mini-game, a weather event begins and you must all find cover, quickly!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Improv Game: Snow Storm&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
Give Trackers a series of prompts to act out.&lt;br /&gt;
&lt;br /&gt;
*The wind gets blustery and chilly.&lt;br /&gt;
*The temperature starts dropping very fast... to freezing!&lt;br /&gt;
*Snow starts swirling around your faces, making it hard to see.&lt;br /&gt;
*Vision is completely obscured!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Propose infiltrating the lair with the use of their intel tomorrow, immediately after the raid.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
======Day Three Morning======&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Before the official beginning of the day, make and plan a time to plant the &amp;lt;span class=&amp;quot;col-turquoise&amp;quot;&amp;gt;note from Lysander&amp;lt;/span&amp;gt; in the morning and &amp;lt;span class=&amp;quot;col-red&amp;quot;&amp;gt;Cinna's files&amp;lt;/span&amp;gt; in the afternoon'''.    &lt;br /&gt;
&lt;br /&gt;
Begin the day with a '''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Pure Play Game of Choice.&amp;lt;/span&amp;gt;'''    &lt;br /&gt;
&lt;br /&gt;
Trackers once again have a short amount of time to shore up their lean-to before the raid occurs.  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;'''&amp;lt;span class=&amp;quot;col-blue-navy ve-pasteProtect&amp;quot;&amp;gt;Projectile Game/ Raid Day 3&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
Trackers may build up and repair the shelter during the raid. This time, defenses are holding better, so there is an opportunity to defend! One team member at a time can leave shelter and play a round of a projectile game. Call out targets based on the natural environment (&amp;quot;hit that tree to force the wolf to back off&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
Trackers are able to spot and try to call to Lysander. He seems to recognize them for a moment before returning to the enchanted rampage. As a visual indicator, his eyes (and all the attacking creatures’) are bright red under possession.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As soon as the raid is complete, travel to the villain’s lair area as quickly and quietly as possible.        &lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;'''Infiltrate the Villain’s Lair Game'''&amp;lt;/span&amp;gt; &lt;br /&gt;
&lt;br /&gt;
This is an improvised stealth game. Based on the intel the group learned yesterday, charge Trackers to design a route inside the lair. Mark the location of guards with bands. If a guard can easily &amp;quot;see&amp;quot; a Tracker, the individual will be chased back and have to stealth back in to join the group.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As the Guide, you can call out changes to the situation whenever you sense a challenge boost is needed. Trackers will have to propose their own solutions.&lt;br /&gt;
&lt;br /&gt;
*One of the guards walks right over to where you need to go!&lt;br /&gt;
*The entrance is locked from inside.&lt;br /&gt;
*It looks like you can climb up to the second story.&lt;br /&gt;
*The guard hears something and starts looking around!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Trackers are now inside the Villain’s Lair, which can be portrayed by a new area of wilderness. Start by walking the group through the first stretch, verbally taking them through the visuals of the area. '''&amp;lt;span class=&amp;quot;col-turquoise&amp;quot;&amp;gt;Ensure the note from Lysander&amp;lt;/span&amp;gt;''' is hidden none-too-well along this stretch. It's written in a hasty scribble:&amp;lt;br /&amp;gt;&amp;lt;blockquote&amp;gt;“turn back!!”&amp;lt;/blockquote&amp;gt;''Dun dun duuuun!'' Break for lunch.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======Day Three Afternoon======&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
On returning from lunch, Trackers must decide whether or not they heed the note. Depending on their choice, they may either '''advance into''' or '''retreat towards the exit''' of the lair.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If they '''advance''', they soon encounter a cloaked figure with a large, gnarled wooden staff. The top of the staff holds the Hearthstone! The stone begins to glow, which forces Trackers to freeze in place. The figure lowers its hood to reveal the same villain from week one, Cinna!&amp;lt;blockquote&amp;gt;&amp;lt;br /&amp;gt;“How dare you infiltrate my hideout! You look rather familiar... aren't you the brats who ran the Apex Predators out of here? I can't have you poking into my affairs again. My little pet will ensure you never leave!&amp;quot;&amp;lt;/blockquote&amp;gt;Cinna releases the freeze on Trackers. The &amp;quot;little pet&amp;quot; steps out of the passage beyond and snarls menacingly... it's actually a giant direbear! To make matters worse, you're flanked by Lysander, his eyes glowing red with Cinna's possession.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Skip to the next game, Dire Bear Fight, to continue.&lt;br /&gt;
&lt;br /&gt;
If they '''retreat''', they encounter a possessed Lysander. He is deaf to Trackers' appeals, and pushes them back into another guardian of the hideout: a giant, snarling dire bear with glowing red eyes! While the group is flanked, Cinna steps out of the passage beyond and drops his hood.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;blockquote&amp;gt;“How dare you infiltrate my hideout! You look rather familiar... aren't you the brats who ran the Apex Predators out of here? I can't have you poking into my affairs again. My little pet will ensure you never leave!&amp;quot;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;'''Dire Bear Projectile Game'''&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Choose one target each to represent Lysander and Cinna, and three targets to represent the dire bear's head and sides.&lt;br /&gt;
*For four rounds, Trackers each have one throw. Pathfinders get to decide what targets teammates focus on.&lt;br /&gt;
*&amp;lt;u&amp;gt;Both Lysander and the dire bear must be hit&amp;lt;/u&amp;gt; once in a round in order to &amp;quot;block&amp;quot; their attacks. If one or both is missed, the team loses one of their throws for the next round.&lt;br /&gt;
*If a team successfully hits Lysander more than once, or hits Cinna, they weaken the possession on Lysander.&lt;br /&gt;
*The group must score 3-5 hits (Guide's discretion) to free Lysander. After that, he sides with you and only the direbear's attack must be &amp;quot;blocked.&amp;quot;&lt;br /&gt;
*When Lysander defects, Cinna escapes behind the dire bear. leaving you to deal with the dire bear. It's no longer possessed either, but it is angry at all of you!&lt;br /&gt;
*12-20 more hits scares the bear off!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Lysander thanks you for the help and tells you he’ll deal with the guards. He suggests you search Cinna’s lair for any details about the Hearthstone, or where he Cinna might be headed next.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Exploration Game&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
The Trackers may come across three storytelling artifacts: &amp;lt;span class=&amp;quot;col-red&amp;quot;&amp;gt;'''Cinna's files'''&amp;lt;/span&amp;gt;. They can be downloaded and printed for Trackers with good reading comprehension. For younger groups, try using bands to symbolize the notes, which you then explain the contents thereof. Try to space the files out broadly, so different teams have opportunities to find them:&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:Cinna's Files.pdf|center|thumb|Download Cinna's Files.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''A Letter from Isha''' - Cinna’s grandmother implores him to return to the Village, or at least to reach out to her or his parents. She misses him and is worried about his lack of contact.&lt;br /&gt;
&lt;br /&gt;
'''A Message from the Artisan’s Guild''' - In which Cinna was kicked out for plagiarism of his guildmate’s work.&lt;br /&gt;
&lt;br /&gt;
'''Cinna’s Journal''' - A newer journal, with the last few entries revealing key elements to his plot:&lt;br /&gt;
&lt;br /&gt;
*He’s using the Hearthstone, but doesn’t really understand it&lt;br /&gt;
*The stone is missing a small fragment, which he assumes is why the weather is screwy and it won’t obey his every command&lt;br /&gt;
*The purpose of the repeating morning raids is for the enchanted creatures to look for the missing shard within the village&lt;br /&gt;
*He learned of the Trackers and set up this ambush&lt;br /&gt;
*He plans to go to the Village personally tomorrow&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
End the day with these revelations!   &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;col-red&amp;quot;&amp;gt;'''Days 4 and 5 are being revised! Will be added ASAP!'''&amp;lt;br /&amp;gt;&amp;lt;/span&amp;gt;&lt;/div&gt;</summary>
		<author><name>Gallison</name></author>
		
	</entry>
	<entry>
		<id>http://wiki.trackersearth.com/w/index.php?title=File:Cinna%27s_Files.pdf&amp;diff=1088</id>
		<title>File:Cinna's Files.pdf</title>
		<link rel="alternate" type="text/html" href="http://wiki.trackersearth.com/w/index.php?title=File:Cinna%27s_Files.pdf&amp;diff=1088"/>
		<updated>2021-06-23T05:56:53Z</updated>

		<summary type="html">&lt;p&gt;Gallison: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Gallison</name></author>
		
	</entry>
	<entry>
		<id>http://wiki.trackersearth.com/w/index.php?title=Week_2:_Whistlehog%27s_Way&amp;diff=1087</id>
		<title>Week 2: Whistlehog's Way</title>
		<link rel="alternate" type="text/html" href="http://wiki.trackersearth.com/w/index.php?title=Week_2:_Whistlehog%27s_Way&amp;diff=1087"/>
		<updated>2021-06-23T05:15:03Z</updated>

		<summary type="html">&lt;p&gt;Gallison: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In the second week, something has disrupted the very flow of time! The same day keeps repeating and repeating, bringing the same devastating raid every morning. It’s all the Village can do to defend itself, and they desperately need the Trackers help.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Advance Preparation=====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Throughout this adventure, you will need to write several notes and hide various items to be found during games. Double check notes daily to ensure your props are in place for the day. You will need the following:&lt;br /&gt;
&lt;br /&gt;
*A cast of an ungulate track, preferably a goat, which can be used to fabricate tracks. In order to make fake tracks quickly, try attaching the cast to the end of a walking stick.&lt;br /&gt;
*A small amount of fake blood. Ketchup works, or add some red food coloring to corn syrup if you want to get realistic.&lt;br /&gt;
*Five short documents to be found in various games through the week.&lt;br /&gt;
*A big rock to symbolize the Hearthstone, plus 5-6 smaller rocks to represent the Hearthstone’s shattered form on the last day. These can probably be picked up on the fly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You will also need to design a Villain’s Lair. This should be a safe but topographically interesting area within the boundaries of your location on Days 2 and 3. Once you’ve chosen the area, visit it and conceptualize a lair which would be fun to infiltrate in a spy movie. Some things to determine:&lt;br /&gt;
&lt;br /&gt;
*Visual description of a hideout that is designed to blend in with the environment around it&lt;br /&gt;
*Location of the main entrance&lt;br /&gt;
*Additional points of ingress (a window that can be climbed through, a dry water duct which can be crawled into, etc.)&lt;br /&gt;
*Placement of guards, number determined by difficulty group can handle&lt;br /&gt;
*One or two physical barriers obstructing the guards’ lines of sight, i.e. places to run between for cover&lt;br /&gt;
*Possible addition of goat tracks or blood (see Day 2 for context)&lt;br /&gt;
*Methods for creating distractions&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Non Playable Characters (NPCs)=====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
These are the characters that may be encountered in this story. They are ordered from most to least screentime in the narrative. &lt;br /&gt;
&lt;br /&gt;
#Lysander&lt;br /&gt;
#Cinna&lt;br /&gt;
#Isha&lt;br /&gt;
&lt;br /&gt;
=====Day One Morning=====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Before the official beginning of the day, read ahead to the games. Make sure you plan a time to gather some shelter making supplies, plant the tracks and note from Lysander.'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The first game of the day sorts Trackers into teams. Choose one of the options below:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot; style=&amp;quot;color: rgb(62, 83, 137)&amp;quot;&amp;gt;Forehead Dots&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
Trackers all get a colored mark on their forehead while their eyes are closed. Mark four Trackers in each color, and choose randomly, as these will be future teams. The &amp;quot;dots&amp;quot; can be masking tape, a post-it, or even washable marker.&lt;br /&gt;
&lt;br /&gt;
When you're done, Trackers open their eyes. They must now sort themselves into teams in complete silence, using only non-verbal communication to find their color matches.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
OR&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot; style=&amp;quot;color: rgb(62, 83, 137)&amp;quot;&amp;gt;Hide and Seek Out Your Team&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
Half the Trackers hide within specified boundaries. After 30 seconds head start, send the other half out in search. When the seekers find someone, they both head back to group up, and are now teammates!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In the second round, play this in pairs to end with teams of four. Backstage time throughout the morning can be used for character creation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''When you reach the Team Camp site''', greet the Trackers as the Guide, a native of the nearby Village.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;blockquote&amp;gt;“Thank the dragons, you’re all here! This is, or was, the Village commons. I don’t have time to explain, but we’re about to be attacked. Help me get some defenses up, then I can tell you more!”&amp;lt;/blockquote&amp;gt;Bring them to the Village site, which is currently completely wrecked! Supplies for shelter building are strewn all around, and Trackers need to build the best lean-to possible in just a few minutes! *&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;Actually 15-20 minutes, some of which will require coaching in [https://www.youtube.com/watch?v=5ogRkQxQbJw basic lean-to construction skills]. You can also start a lean-to for them to finish or rebuild.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Lean-to Construction Game/ Raid Day 1&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
While they're working, fill in the situation:&lt;br /&gt;
&lt;br /&gt;
*Other villagers are around the area, trying to shore up shelters and defenses&lt;br /&gt;
*The Village has been raided by monsters every day for five days&lt;br /&gt;
*It’s not just daily raids, it’s the same exact raid repeating over and over&lt;br /&gt;
*Something’s terribly off in nature, too: freak ice storms, earthquakes, etc.&lt;br /&gt;
*The Village requested members of the four Guilds be brought in from all over the area to help determine the cause of these anomalies&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Before the shelters are fully complete, tell Trackers get inside and take cover. The raid is about to begin! &lt;br /&gt;
&lt;br /&gt;
As you describe the attack, you or another guide may rattle and pull apart their shelters. Use great caution in doing this; avoid damaging any structural pieces, and have the kids abandon the shelter and take cover if there are any signs of collapse.&amp;lt;blockquote&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;quot;The ground begins to rattle underfoot… A dozen squeaking rodents called whistlehogs dart out of the bushes, fleeing a hoarde of creatures! There are forest animals, along with monstrous humanoids with fur, horns, and tails. They rush into the Village and begin to turn everything inside out! They rattle every structure, breaking through barricades and grabbing up everything edible or valuable. After several minutes of the frenzy, a deep horn sounds in the distance. The attackers filter back into the wilderness even quicker than they appeared, and the Village goes still.&amp;quot;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Once the attack has passed, introduce them to the NPC Isha. She can clarify and reiterate details of the attacks, if Trackers have questions. &lt;br /&gt;
&lt;br /&gt;
Isha believes the source of the time anomaly is the Village's [[Hearthstone]]... or rather, the lack of it. It went missing the previous week, and since it represents the connection between the Village community and the nature, it's absence may have disrupted something in the natural world.&lt;br /&gt;
&lt;br /&gt;
As if on cue, the sky suddenly darkens ominously and rain droplets begin to pepper your shoulders.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy ve-pasteProtect&amp;quot;&amp;gt;Structured Improv Game: Lightning Storm&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
Give Trackers a series of prompts to act out, leading them towards the lunch site if it's practical.&lt;br /&gt;
&lt;br /&gt;
*The winds begin to whip up and push you forward.&lt;br /&gt;
*The rain begins to fall heavily. Find cover under that tree!&lt;br /&gt;
*Lightning arcs out, hitting the nearby tree! Get low to the ground.&lt;br /&gt;
*Separate out to prevent multiple injuries from one lightning strike.&lt;br /&gt;
*Run towards the shelter!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======Day One Afternoon======&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Teams return to their Secret Camps, only to discover strange, goat-like tracks cutting through the area! Once discovered, allow the Trackers to discuss what to do about them. Before anyone tries to start tracking down the culprit, recommend the tracks be preserved from the unnatural weather patterns.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Make a Weather Station&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
While the Trackers make weather stations, traverse around the perimeter of the Team Camps, as far away as seems natural. You’re going to plant another clue! Hide a blood-stained note from an unknown individual:&amp;lt;blockquote&amp;gt;“We mean no harm!! Need help. Find me at (insert a symbol or item to be hunted down).”&amp;lt;/blockquote&amp;gt;When Trackers are done with the weather station, suggest they investigate the whole Team Camp area to see if there's any other clues about the tracks' origins.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Investigate the Area Game:&amp;lt;/span&amp;gt;''' Ends when someone finds the clue, giving the group a heading for the next day!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
======Day Two Morning======&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Before the official beginning of the day, plan a time to plant the meeting symbol and blood trails.'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Pure Play Game of Choice&amp;lt;/span&amp;gt;''' in the morning, before traveling to Team Camps. Trackers should check and journal the weather station along with their own [[Wisdom of the Marks]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Start the Morning Adventures with the second round of the raid. They have 10-15 minutes to repair and build the shelters back before the attack repeat. This time, the goal of the raid isn't just to endure, but to do reconnaissance.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;'''&amp;lt;span class=&amp;quot;col-blue-navy ve-pasteProtect&amp;quot;&amp;gt;Stealth Game/ Raid Day 2&amp;lt;/span&amp;gt;'''  &lt;br /&gt;
&lt;br /&gt;
Give Trackers the opportunity to learn more about the raiders. Before beginning the attack, place intel (on popsicle sticks or small slips of paper) in areas of natural cover. &lt;br /&gt;
&lt;br /&gt;
One member of each team can leave the shelter at one time, but must move in stealth to an area of cover. There, they can retrieve one piece of intel before returning, which can then be shared with their teammates. Intel may include these hints, or improvised choices:&lt;br /&gt;
&lt;br /&gt;
#The day starts with a herd of whistlehogs&lt;br /&gt;
#There are four wolves&lt;br /&gt;
#There is one lynx&lt;br /&gt;
#There are three stags&lt;br /&gt;
#There are five monstrous humanoids&lt;br /&gt;
#The humanoids seem to be creatures of the forest&lt;br /&gt;
#The humanoids all carry weapons&lt;br /&gt;
#The attackers seem to be looking for something&lt;br /&gt;
#The creatures' eyes are all red&lt;br /&gt;
#The creatures seem especially attracted to your new shelter&lt;br /&gt;
#The tallest humanoid has a horn&lt;br /&gt;
#When the horn sounds, the animals start behaving like regular wild animals&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After the raid has passed, remind the Trackers of yesterday’s goal: track down the hoofprints and note-writer. Split Trackers into teams and have them search for the area or symbol designated in the note. Instruct teams on a way to call out if they find it.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Exploration Game&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
When a team signals and everyone is grouped up, you may introduce them the NPC Lysander. The faunus (half-human, half-goat) has been wounded.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;blockquote&amp;gt;“Whoa, hey! Humans! You come in peace, right? You got my note? You must think we’re some kind of monsters, attacking your village every morning. But it’s not our fault! We’ve been compelled by magic, and I’ve figured out who’s doing it. You’ll help, right?”&amp;lt;/blockquote&amp;gt;Lysander is very gregarious and happy to tell the Trackers everything he knows. Here are some facts he can share:&lt;br /&gt;
&lt;br /&gt;
*The villain is always cloaked, but his voice is of a young adult&lt;br /&gt;
*The villain has a mysterious power source that , looks like an egg&lt;br /&gt;
*The egg can compel creatures to attack, but the charm doesn’t last&lt;br /&gt;
*Lysander attacked the villain after the charm wore off, and they injured each other, hence the blood.&lt;br /&gt;
*He doesn’t dare follow the villain in this condition, but he can show you the blood trail to track&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The faunus will give the Tracker’s time to deliberate and make a plan of action.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======Day Two Afternoon======&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If the Trackers are leaning towards helping Lysander, you can offer them the option of a quick &amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;'''First Aid Game'''&amp;lt;/span&amp;gt;. Whether they patch up Lysander or not, however, encourage them to follow the villain’s blood trail. They have to try to stop the daily raids!        &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Blood Trailing Game&amp;lt;/span&amp;gt;'''  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Stop the group when the end of the blood trail is in sight. It leads to the Villain's Lair, which can be any area with interesting terrain elements and multiple trees or rocks that can provide cover. &lt;br /&gt;
 &lt;br /&gt;
&amp;lt;blockquote&amp;gt;“The blood trail continues for several feet before disappearing into the entrance of a lair built into the rocks. Humanoid creatures of the forest like Lysander stand guard with sharp pikes. We need to gather as much information as possible before approaching!&amp;quot;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Villain’s Lair Reconnaissance - Improv Game&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Flesh out the lair by having each team, in turn, ask a question about it. Supply them with short answers, describing anything &amp;quot;visible&amp;quot; on the lair’s exterior. Recommend they draw out a map or keep notes in their journal. &lt;br /&gt;
&lt;br /&gt;
At the end of this mini-game, a weather event begins and you must all find cover, quickly!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Improv Game: Snow Storm&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
Give Trackers a series of prompts to act out.&lt;br /&gt;
&lt;br /&gt;
*The wind gets blustery and chilly.&lt;br /&gt;
*The temperature starts dropping very fast... to freezing!&lt;br /&gt;
*Snow starts swirling around your faces, making it hard to see.&lt;br /&gt;
*Vision is completely obscured!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Propose infiltrating the lair with the use of their intel tomorrow, immediately after the raid.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
======Day Three Morning======&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Before the official beginning of the day, make and plan a time to plant the &amp;lt;span class=&amp;quot;col-turquoise&amp;quot;&amp;gt;note from Lysander&amp;lt;/span&amp;gt; in the morning and &amp;lt;span class=&amp;quot;col-red&amp;quot;&amp;gt;Cinna's files&amp;lt;/span&amp;gt; in the afternoon'''.    &lt;br /&gt;
&lt;br /&gt;
Begin the day with a '''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Pure Play Game of Choice.&amp;lt;/span&amp;gt;'''    &lt;br /&gt;
&lt;br /&gt;
Trackers once again have a short amount of time to shore up their lean-to before the raid occurs.  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;'''&amp;lt;span class=&amp;quot;col-blue-navy ve-pasteProtect&amp;quot;&amp;gt;Projectile Game/ Raid Day 3&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
Trackers may build up and repair the shelter during the raid. This time, defenses are holding better, so there is an opportunity to defend! One team member at a time can leave shelter and play a round of a projectile game. Call out targets based on the natural environment (&amp;quot;hit that tree to force the wolf to back off&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
Trackers are able to spot and try to call to Lysander. He seems to recognize them for a moment before returning to the enchanted rampage. As a visual indicator, his eyes (and all the attacking creatures’) are bright red under possession.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As soon as the raid is complete, travel to the villain’s lair area as quickly and quietly as possible.        &lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;'''Infiltrate the Villain’s Lair Game'''&amp;lt;/span&amp;gt; &lt;br /&gt;
&lt;br /&gt;
This is an improvised stealth game. Based on the intel the group learned yesterday, charge Trackers to design a route inside the lair. Mark the location of guards with bands. If a guard can easily &amp;quot;see&amp;quot; a Tracker, the individual will be chased back and have to stealth back in to join the group.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As the Guide, you can call out changes to the situation whenever you sense a challenge boost is needed. Trackers will have to propose their own solutions.&lt;br /&gt;
&lt;br /&gt;
*One of the guards walks right over to where you need to go!&lt;br /&gt;
*The entrance is locked from inside.&lt;br /&gt;
*It looks like you can climb up to the second story.&lt;br /&gt;
*The guard hears something and starts looking around!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Trackers are now inside the Villain’s Lair, which can be portrayed by a new area of wilderness. Start by walking the group through the first stretch, verbally taking them through the visuals of the area. '''&amp;lt;span class=&amp;quot;col-turquoise&amp;quot;&amp;gt;Ensure the note from Lysander&amp;lt;/span&amp;gt;''' is hidden none-too-well along this stretch. It's written in a hasty scribble:&amp;lt;br /&amp;gt;&amp;lt;blockquote&amp;gt;“turn back!!”&amp;lt;/blockquote&amp;gt;''Dun dun duuuun!'' Break for lunch.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======Day Three Afternoon======&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
On returning from lunch, Trackers must decide whether or not they heed the note. Depending on their choice, they may either '''advance into''' or '''retreat towards the exit''' of the lair.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If they '''advance''', they soon encounter a cloaked figure with a large, gnarled wooden staff. The top of the staff holds the Hearthstone! The stone begins to glow, which forces Trackers to freeze in place. The figure lowers its hood to reveal the same villain from week one, Cinna!&amp;lt;blockquote&amp;gt;&amp;lt;br /&amp;gt;“How dare you infiltrate my hideout! You look rather familiar... aren't you the brats who ran the Apex Predators out of here? I can't have you poking into my affairs again. My little pet will ensure you never leave!&amp;quot;&amp;lt;/blockquote&amp;gt;Cinna releases the freeze on Trackers. The &amp;quot;little pet&amp;quot; steps out of the passage beyond and snarls menacingly... it's actually a giant direbear! To make matters worse, you're flanked by Lysander, his eyes glowing red with Cinna's possession.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Skip to the next game, Dire Bear Fight, to continue.&lt;br /&gt;
&lt;br /&gt;
If they '''retreat''', they encounter a possessed Lysander. He is deaf to Trackers' appeals, and pushes them back into another guardian of the hideout: a giant, snarling dire bear with glowing red eyes! While the group is flanked, Cinna steps out of the passage beyond and drops his hood.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;blockquote&amp;gt;“How dare you infiltrate my hideout! You look rather familiar... aren't you the brats who ran the Apex Predators out of here? I can't have you poking into my affairs again. My little pet will ensure you never leave!&amp;quot;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;'''Dire Bear Projectile Game'''&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Choose one target each to represent Lysander and Cinna, and three targets to represent the dire bear's head and sides. &lt;br /&gt;
* For four rounds, Trackers each have one throw. Pathfinders get to decide what targets teammates focus on. &lt;br /&gt;
* &amp;lt;u&amp;gt;Both Lysander and the dire bear must be hit&amp;lt;/u&amp;gt; once in a round in order to &amp;quot;block&amp;quot; their attacks. If one or both is missed, the team loses one of their throws for the next round.&lt;br /&gt;
* If a team successfully hits Lysander more than once, or hits Cinna, they weaken the possession on Lysander. &lt;br /&gt;
* The group must score 3-5 hits (Guide's discretion) to free Lysander. After that, he sides with you and only the direbear's attack must be &amp;quot;blocked.&amp;quot;&lt;br /&gt;
* When Lysander defects, Cinna escapes behind the dire bear. leaving you to deal with the dire bear. It's no longer possessed either, but it is angry at all of you!&lt;br /&gt;
* 12-20 more hits scares the bear off!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Lysander thanks you for the help and tells you he’ll deal with the guards. He suggests you search Cinna’s lair for any details about the Hearthstone, or where he Cinna might be headed next.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Exploration Game&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
The Trackers may come across three storytelling artifacts: &amp;lt;span class=&amp;quot;col-red&amp;quot;&amp;gt;'''Cinna's files'''&amp;lt;/span&amp;gt;. They can be downloaded and printed for Trackers with good reading comprehension. For younger groups, try using bands to symbolize the notes, which you then explain the contents thereof. Try to space the files out broadly, so different teams have opportunities to find them:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''A Letter from Isha''' - Cinna’s grandmother implores him to return to the Village, or at least to reach out to her or his parents. She misses him and is worried about his lack of contact.&lt;br /&gt;
&lt;br /&gt;
'''A Message from the Artisan’s Guild''' - In which Cinna was kicked out for plagiarism of his guildmate’s work.&lt;br /&gt;
&lt;br /&gt;
'''Cinna’s Journal''' - A newer journal, with the last few entries revealing key elements to his plot:&lt;br /&gt;
&lt;br /&gt;
*He’s using the Hearthstone, but doesn’t really understand it&lt;br /&gt;
*The stone is missing a small fragment, which he assumes is why the weather is screwy and it won’t obey his every command&lt;br /&gt;
*The purpose of the repeating morning raids is for the enchanted creatures to look for the missing shard within the village&lt;br /&gt;
*He learned of the Trackers and set up this ambush&lt;br /&gt;
*He plans to go to the Village personally tomorrow&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
End the day with these revelations!   &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;col-red&amp;quot;&amp;gt;'''Days 4 and 5 are being revised! Will be added ASAP!'''&amp;lt;br /&amp;gt;&amp;lt;/span&amp;gt;&lt;/div&gt;</summary>
		<author><name>Gallison</name></author>
		
	</entry>
	<entry>
		<id>http://wiki.trackersearth.com/w/index.php?title=Week_2:_Whistlehog%27s_Way&amp;diff=1086</id>
		<title>Week 2: Whistlehog's Way</title>
		<link rel="alternate" type="text/html" href="http://wiki.trackersearth.com/w/index.php?title=Week_2:_Whistlehog%27s_Way&amp;diff=1086"/>
		<updated>2021-06-23T04:42:27Z</updated>

		<summary type="html">&lt;p&gt;Gallison: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In the second week, something has disrupted the very flow of time! The same day keeps repeating and repeating, bringing the same devastating raid every morning. It’s all the Village can do to defend itself, and they desperately need the Trackers help.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Advance Preparation=====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Throughout this adventure, you will need to write several notes and hide various items to be found during games. Double check notes daily to ensure your props are in place for the day. You will need the following:&lt;br /&gt;
&lt;br /&gt;
*A cast of an ungulate track, preferably a goat, which can be used to fabricate tracks. In order to make fake tracks quickly, try attaching the cast to the end of a walking stick.&lt;br /&gt;
*A small amount of fake blood. Ketchup works, or add some red food coloring to corn syrup if you want to get realistic.&lt;br /&gt;
*Five short documents to be found in various games through the week.&lt;br /&gt;
*A big rock to symbolize the Hearthstone, plus 5-6 smaller rocks to represent the Hearthstone’s shattered form on the last day. These can probably be picked up on the fly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You will also need to design a Villain’s Lair. This should be a safe but topographically interesting area within the boundaries of your location on Days 2 and 3. Once you’ve chosen the area, visit it and conceptualize a lair which would be fun to infiltrate in a spy movie. Some things to determine:&lt;br /&gt;
&lt;br /&gt;
*Visual description of a hideout that is designed to blend in with the environment around it&lt;br /&gt;
*Location of the main entrance&lt;br /&gt;
*Additional points of ingress (a window that can be climbed through, a dry water duct which can be crawled into, etc.)&lt;br /&gt;
*Placement of guards, number determined by difficulty group can handle&lt;br /&gt;
*One or two physical barriers obstructing the guards’ lines of sight, i.e. places to run between for cover&lt;br /&gt;
*Possible addition of goat tracks or blood (see Day 2 for context)&lt;br /&gt;
*Methods for creating distractions&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Non Playable Characters (NPCs)=====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
These are the characters that may be encountered in this story. They are ordered from most to least screentime in the narrative. &lt;br /&gt;
&lt;br /&gt;
#Lysander&lt;br /&gt;
#Cinna&lt;br /&gt;
#Isha&lt;br /&gt;
&lt;br /&gt;
=====Day One Morning=====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Before the official beginning of the day, read ahead to the games. Make sure you plan a time to gather some shelter making supplies, plant the tracks and note from Lysander.'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The first game of the day sorts Trackers into teams. Choose one of the options below:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot; style=&amp;quot;color: rgb(62, 83, 137)&amp;quot;&amp;gt;Forehead Dots&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
Trackers all get a colored mark on their forehead while their eyes are closed. Mark four Trackers in each color, and choose randomly, as these will be future teams. The &amp;quot;dots&amp;quot; can be masking tape, a post-it, or even washable marker.&lt;br /&gt;
&lt;br /&gt;
When you're done, Trackers open their eyes. They must now sort themselves into teams in complete silence, using only non-verbal communication to find their color matches.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
OR&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot; style=&amp;quot;color: rgb(62, 83, 137)&amp;quot;&amp;gt;Hide and Seek Out Your Team&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
Half the Trackers hide within specified boundaries. After 30 seconds head start, send the other half out in search. When the seekers find someone, they both head back to group up, and are now teammates!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In the second round, play this in pairs to end with teams of four. Backstage time throughout the morning can be used for character creation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''When you reach the Team Camp site''', greet the Trackers as the Guide, a native of the nearby Village.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;blockquote&amp;gt;“Thank the dragons, you’re all here! This is, or was, the Village commons. I don’t have time to explain, but we’re about to be attacked. Help me get some defenses up, then I can tell you more!”&amp;lt;/blockquote&amp;gt;Bring them to the Village site, which is currently completely wrecked! Supplies for shelter building are strewn all around, and Trackers need to build the best lean-to possible in just a few minutes! *&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;Actually 15-20 minutes, some of which will require coaching in [https://www.youtube.com/watch?v=5ogRkQxQbJw basic lean-to construction skills]. You can also start a lean-to for them to finish or rebuild.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Lean-to Construction Game/ Raid Day 1&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
While they're working, fill in the situation:&lt;br /&gt;
&lt;br /&gt;
*Other villagers are around the area, trying to shore up shelters and defenses&lt;br /&gt;
*The Village has been raided by monsters every day for five days&lt;br /&gt;
*It’s not just daily raids, it’s the same exact raid repeating over and over&lt;br /&gt;
*Something’s terribly off in nature, too: freak ice storms, earthquakes, etc.&lt;br /&gt;
*The Village requested members of the four Guilds be brought in from all over the area to help determine the cause of these anomalies&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Before the shelters are fully complete, tell Trackers get inside and take cover. The raid is about to begin! &lt;br /&gt;
&lt;br /&gt;
As you describe the attack, you or another guide may rattle and pull apart their shelters. Use great caution in doing this; avoid damaging any structural pieces, and have the kids abandon the shelter and take cover if there are any signs of collapse.&amp;lt;blockquote&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;quot;The ground begins to rattle underfoot… A dozen squeaking rodents called whistlehogs dart out of the bushes, fleeing a hoarde of creatures! There are forest animals, along with monstrous humanoids with fur, horns, and tails. They rush into the Village and begin to turn everything inside out! They rattle every structure, breaking through barricades and grabbing up everything edible or valuable. After several minutes of the frenzy, a deep horn sounds in the distance. The attackers filter back into the wilderness even quicker than they appeared, and the Village goes still.&amp;quot;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Once the attack has passed, introduce them to the NPC Isha. She can clarify and reiterate details of the attacks, if Trackers have questions. &lt;br /&gt;
&lt;br /&gt;
Isha believes the source of the time anomaly is the Village's [[Hearthstone]]... or rather, the lack of it. It went missing the previous week, and since it represents the connection between the Village community and the nature, it's absence may have disrupted something in the natural world.&lt;br /&gt;
&lt;br /&gt;
As if on cue, the sky suddenly darkens ominously and rain droplets begin to pepper your shoulders.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy ve-pasteProtect&amp;quot;&amp;gt;Structured Improv Game: Lightning Storm&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
Give Trackers a series of prompts to act out, leading them towards the lunch site if it's practical.&lt;br /&gt;
&lt;br /&gt;
*The winds begin to whip up and push you forward.&lt;br /&gt;
*The rain begins to fall heavily. Find cover under that tree!&lt;br /&gt;
*Lightning arcs out, hitting the nearby tree! Get low to the ground.&lt;br /&gt;
*Separate out to prevent multiple injuries from one lightning strike.&lt;br /&gt;
*Run towards the shelter!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======Day One Afternoon======&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Teams return to their Secret Camps, only to discover strange, goat-like tracks cutting through the area! Once discovered, allow the Trackers to discuss what to do about them. Before anyone tries to start tracking down the culprit, recommend the tracks be preserved from the unnatural weather patterns.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Make a Weather Station&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
While the Trackers make weather stations, traverse around the perimeter of the Team Camps, as far away as seems natural. You’re going to plant another clue! Hide a blood-stained note from an unknown individual:&amp;lt;blockquote&amp;gt;“We mean no harm!! Need help. Find me at (insert a symbol or item to be hunted down).”&amp;lt;/blockquote&amp;gt;When Trackers are done with the weather station, suggest they investigate the whole Team Camp area to see if there's any other clues about the tracks' origins.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Investigate the Area Game:&amp;lt;/span&amp;gt;''' Ends when someone finds the clue, giving the group a heading for the next day!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
======Day Two Morning======&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Before the official beginning of the day, plan a time to plant the meeting symbol and blood trails.'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Pure Play Game of Choice&amp;lt;/span&amp;gt;''' in the morning, before traveling to Team Camps. Trackers should check and journal the weather station along with their own [[Wisdom of the Marks]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Start the Morning Adventures with the second round of the raid. They have 10-15 minutes to repair and build the shelters back before the attack repeat. This time, the goal of the raid isn't just to endure, but to do reconnaissance.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;'''&amp;lt;span class=&amp;quot;col-blue-navy ve-pasteProtect&amp;quot;&amp;gt;Stealth Game/ Raid Day 2&amp;lt;/span&amp;gt;'''  &lt;br /&gt;
&lt;br /&gt;
Give Trackers the opportunity to learn more about the raiders. Before beginning the attack, place intel (on popsicle sticks or small slips of paper) in areas of natural cover. &lt;br /&gt;
&lt;br /&gt;
One member of each team can leave the shelter at one time, but must move in stealth to an area of cover. There, they can retrieve one piece of intel before returning, which can then be shared with their teammates. Intel may include these hints, or improvised choices:&lt;br /&gt;
&lt;br /&gt;
#The day starts with a herd of whistlehogs&lt;br /&gt;
#There are four wolves&lt;br /&gt;
#There is one lynx&lt;br /&gt;
#There are three stags&lt;br /&gt;
#There are five monstrous humanoids&lt;br /&gt;
#The humanoids seem to be creatures of the forest&lt;br /&gt;
#The humanoids all carry weapons&lt;br /&gt;
#The attackers seem to be looking for something&lt;br /&gt;
#The creatures' eyes are all red&lt;br /&gt;
#The creatures seem especially attracted to your new shelter&lt;br /&gt;
#The tallest humanoid has a horn&lt;br /&gt;
#When the horn sounds, the animals start behaving like regular wild animals&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After the raid has passed, remind the Trackers of yesterday’s goal: track down the hoofprints and note-writer. Split Trackers into teams and have them search for the area or symbol designated in the note. Instruct teams on a way to call out if they find it.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Exploration Game&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
When a team signals and everyone is grouped up, you may introduce them the NPC Lysander. The faunus (half-man, half-goat) has been wounded.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;blockquote&amp;gt;“Whoa, hey! Humans! You come in peace, right? You got my note? You must think we’re some kind of monsters, attacking your village every morning. But it’s not our fault! We’ve been compelled by magic, and I’ve figured out who’s doing it. You’ll help, right?”&amp;lt;/blockquote&amp;gt;Lysander is very gregarious and happy to tell the Trackers everything he knows. Here are some facts he can share:&lt;br /&gt;
&lt;br /&gt;
*The villain is always cloaked, but his voice is of a young adult&lt;br /&gt;
*The villain has a mysterious power source that , looks like an egg&lt;br /&gt;
*The egg can compel creatures to attack, but the charm doesn’t last&lt;br /&gt;
*Lysander attacked the villain after the charm wore off, and they injured each other, hence the blood.&lt;br /&gt;
*He doesn’t dare follow the villain in this condition, but he can show you the blood trail to track&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The faunus will give the Tracker’s time to deliberate and make a plan of action.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======Day Two Afternoon======&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If the Trackers are leaning towards helping Lysander, you can offer them the option of a quick &amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;'''First Aid Game'''&amp;lt;/span&amp;gt;. Whether they patch up Lysander or not, however, encourage them to follow the villain’s blood trail. They have to try to stop the daily raids!        &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Blood Trailing Game&amp;lt;/span&amp;gt;'''  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Stop the group when the end of the blood trail is in sight. It leads to the Villain's Lair, which can be any area with interesting terrain elements and multiple trees or rocks that can provide cover. &lt;br /&gt;
 &lt;br /&gt;
&amp;lt;blockquote&amp;gt;“The blood trail continues for several feet before disappearing into the entrance of a lair built into the rocks. Humanoid creatures of the forest like Lysander stand guard with sharp pikes. We need to gather as much information as possible before approaching!&amp;quot;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Villain’s Lair Reconnaissance - Improv Game&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Flesh out the lair by having each team, in turn, ask a question about it. Supply them with short answers, describing anything &amp;quot;visible&amp;quot; on the lair’s exterior. Recommend they draw out a map or keep notes in their journal. &lt;br /&gt;
&lt;br /&gt;
At the end of this mini-game, a weather event begins and you must all find cover, quickly!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Improv Game: Snow Storm&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
Give Trackers a series of prompts to act out.&lt;br /&gt;
&lt;br /&gt;
*The wind gets blustery and chilly.&lt;br /&gt;
*The temperature starts dropping very fast... to freezing!&lt;br /&gt;
*Snow starts swirling around your faces, making it hard to see.&lt;br /&gt;
*Vision is completely obscured!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Propose infiltrating the lair with the use of their intel tomorrow, immediately after the raid.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
======Day Three Morning======&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Before the official beginning of the day, make and plan a time to plant the &amp;lt;span class=&amp;quot;col-turquoise&amp;quot;&amp;gt;note from Lysander&amp;lt;/span&amp;gt; in the morning and &amp;lt;span class=&amp;quot;col-red&amp;quot;&amp;gt;Cinna's files&amp;lt;/span&amp;gt; in the afternoon'''.    &lt;br /&gt;
&lt;br /&gt;
Begin the day with a '''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Pure Play Game of Choice.&amp;lt;/span&amp;gt;'''    &lt;br /&gt;
&lt;br /&gt;
Trackers once again have a short amount of time to shore up their lean-to before the raid occurs.  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;'''&amp;lt;span class=&amp;quot;col-blue-navy ve-pasteProtect&amp;quot;&amp;gt;Projectile Game/ Raid Day 3&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
Trackers may build up and repair the shelter during the raid. This time, defenses are holding better, so there is an opportunity to defend! One team member at a time can leave shelter and play a round of a projectile game. Call out targets based on the natural environment (&amp;quot;hit that tree to force the wolf to back off&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
Trackers are able to spot and try to call to Lysander. He seems to recognize them for a moment before returning to the enchanted rampage. As a visual indicator, his eyes (and all the attacking creatures’) are bright red under possession.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As soon as the raid is complete, travel to the villain’s lair area as quickly and quietly as possible.    &lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;'''Infiltrate the Villain’s Lair Game'''&amp;lt;/span&amp;gt; &lt;br /&gt;
&lt;br /&gt;
This is an improvised stealth game. Based on the intel the group learned yesterday, charge Trackers to design a route inside the lair. Mark the location of guards with bands. If a guard can easily &amp;quot;see&amp;quot; a Tracker, the individual will be chased back and have to stealth back in to join the group.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As the Guide, you can call out changes to the situation whenever you sense a challenge boost is needed. Trackers will have to propose their own solutions.&lt;br /&gt;
&lt;br /&gt;
*One of the guards walks right over to where you need to go!&lt;br /&gt;
*The entrance is locked from inside.&lt;br /&gt;
*It looks like you can climb up to the second story.&lt;br /&gt;
*The guard hears something and starts looking around!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Trackers are now inside the Villain’s Lair, which can be portrayed by a new area of wilderness. Start by walking the group through the first stretch, verbally taking them through the visuals of the area. '''&amp;lt;span class=&amp;quot;col-turquoise&amp;quot;&amp;gt;Ensure the note from Lysander&amp;lt;/span&amp;gt;''' is hidden none-too-well along this stretch. It's written in a hasty scribble:&amp;lt;br /&amp;gt;&amp;lt;blockquote&amp;gt;“turn back!!”&amp;lt;/blockquote&amp;gt;''Dun dun duuuun!'' Break for lunch.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======Day Three Afternoon======&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
On returning from lunch, Trackers must decide whether or not they heed the note. Depending on their choice, they may either '''advance into''' or '''retreat towards the exit''' of the lair.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If they '''advance''', they soon encounter a cloaked figure with a large, gnarled wooden staff. The top of the staff holds the Hearthstone! The stone begins to glow, which forces Trackers to freeze in place. The figure lowers its hood to reveal the same villain from week one, Cinna!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;“Another one found my hideout? I can’t believe I trusted Elwood with the construction of this place! Who are all of you, anyway? Not that I suppose it matters much. My pet beast here will ensure you never leave!”&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If they '''retreat''', they encounter&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After the advance or retreat plays out, Trackers end up flanked by Cinna and Lysander. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;'''Dire Bear Fight'''&amp;lt;/span&amp;gt; - The Trackers will be defending themselves against Lysander’s lightning-speed attacks. Add in a mechanic where hitting a called out target will weaken the enchantment on the faunus, eventually breaking it entirely.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now free, Lysander sides with you against Cinna. You’re able to chase him to the entrance of the lair, but another burst of unnatural weather cloaks his escape. Lysander tells you he’ll deal with the guards, you all had better search Cinna’s lair before he can come back with reinforcements.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Exploration Game&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
The Trackers may come across three storytelling artifacts: &amp;lt;span class=&amp;quot;col-red&amp;quot;&amp;gt;'''Cinna's files'''&amp;lt;/span&amp;gt;. They can be downloaded and printed for Trackers with good reading comprehension. For younger groups, try using bands to symbolize the notes, which you then explain the contents thereof. Try to space the files out broadly, so different teams have opportunities to find them:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''A Letter from Isha''' - Cinna’s grandmother implores him to return to the Village, or at least to reach out to her or his parents. She misses him and is worried about his lack of contact.&lt;br /&gt;
&lt;br /&gt;
'''A Message from the Artisan’s Guild''' - In which Cinna was kicked out for plagiarism of his guildmate’s work.&lt;br /&gt;
&lt;br /&gt;
'''Cinna’s Journal''' - A newer journal, with the last few entries revealing key elements to his plot:&lt;br /&gt;
&lt;br /&gt;
*He’s using the Hearthstone, but doesn’t really understand it&lt;br /&gt;
*The stone is missing a small fragment, which he assumes is why the weather is screwy and it won’t obey his every command&lt;br /&gt;
*The purpose of the repeating morning raids is for the enchanted creatures to look for the missing shard within the village&lt;br /&gt;
*He learned of the Trackers and set up this ambush&lt;br /&gt;
*He plans to go to the Village personally tomorrow&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
End the day with these revelations!   &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Gallison</name></author>
		
	</entry>
	<entry>
		<id>http://wiki.trackersearth.com/w/index.php?title=Week_2:_Whistlehog%27s_Way&amp;diff=1085</id>
		<title>Week 2: Whistlehog's Way</title>
		<link rel="alternate" type="text/html" href="http://wiki.trackersearth.com/w/index.php?title=Week_2:_Whistlehog%27s_Way&amp;diff=1085"/>
		<updated>2021-06-23T03:50:54Z</updated>

		<summary type="html">&lt;p&gt;Gallison: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In the second week, something has disrupted the very flow of time! The same day keeps repeating and repeating, bringing the same devastating raid every morning. It’s all the Village can do to defend itself, and they desperately need the Trackers help.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Advance Preparation=====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Throughout this adventure, you will need to write several notes and hide various items to be found during games. Double check notes daily to ensure your props are in place for the day. You will need the following:&lt;br /&gt;
&lt;br /&gt;
*A cast of an ungulate track, preferably a goat, which can be used to fabricate tracks. In order to make fake tracks quickly, try attaching the cast to the end of a walking stick.&lt;br /&gt;
*A small amount of fake blood. Ketchup works, or add some red food coloring to corn syrup if you want to get realistic.&lt;br /&gt;
*Five short documents to be found in various games through the week.&lt;br /&gt;
*A big rock to symbolize the Hearthstone, plus 5-6 smaller rocks to represent the Hearthstone’s shattered form on the last day. These can probably be picked up on the fly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You will also need to design a Villain’s Lair. This should be a safe but topographically interesting area within the boundaries of your location on Days 2 and 3. Once you’ve chosen the area, visit it and conceptualize a lair which would be fun to infiltrate in a spy movie. Some things to determine:&lt;br /&gt;
&lt;br /&gt;
*Visual description of a hideout that is designed to blend in with the environment around it&lt;br /&gt;
*Location of the main entrance&lt;br /&gt;
*Additional points of ingress (a window that can be climbed through, a dry water duct which can be crawled into, etc.)&lt;br /&gt;
*Placement of guards, number determined by difficulty group can handle&lt;br /&gt;
*One or two physical barriers obstructing the guards’ lines of sight, i.e. places to run between for cover&lt;br /&gt;
*Possible addition of goat tracks or blood (see Day 2 for context)&lt;br /&gt;
*Methods for creating distractions&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Non Playable Characters (NPCs)=====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
These are the characters that may be encountered in this story. They are ordered from most to least screentime in the narrative. &lt;br /&gt;
&lt;br /&gt;
#Lysander&lt;br /&gt;
#Cinna&lt;br /&gt;
#Isha&lt;br /&gt;
&lt;br /&gt;
=====Day One Morning=====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Before the official beginning of the day, read ahead to the games. Make sure you plan a time to gather some shelter making supplies, plant the tracks and note from Lysander.'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The first game of the day sorts Trackers into teams. Choose one of the options below:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot; style=&amp;quot;color: rgb(62, 83, 137)&amp;quot;&amp;gt;Forehead Dots&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
Trackers all get a colored mark on their forehead while their eyes are closed. Mark four Trackers in each color, and choose randomly, as these will be future teams. The &amp;quot;dots&amp;quot; can be masking tape, a post-it, or even washable marker.&lt;br /&gt;
&lt;br /&gt;
When you're done, Trackers open their eyes. They must now sort themselves into teams in complete silence, using only non-verbal communication to find their color matches.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
OR&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot; style=&amp;quot;color: rgb(62, 83, 137)&amp;quot;&amp;gt;Hide and Seek Out Your Team&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
Half the Trackers hide within specified boundaries. After 30 seconds head start, send the other half out in search. When the seekers find someone, they both head back to group up, and are now teammates!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In the second round, play this in pairs to end with teams of four. Backstage time throughout the morning can be used for character creation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''When you reach the Team Camp site''', greet the Trackers as the Guide, a native of the nearby Village.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;blockquote&amp;gt;“Thank the dragons, you’re all here! This is, or was, the Village commons. I don’t have time to explain, but we’re about to be attacked. Help me get some defenses up, then I can tell you more!”&amp;lt;/blockquote&amp;gt;Bring them to the Village site, which is currently completely wrecked! Supplies for shelter building are strewn all around, and Trackers need to build the best lean-to possible in just a few minutes! *&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;Actually 15-20 minutes, some of which will require coaching in [https://www.youtube.com/watch?v=5ogRkQxQbJw basic lean-to construction skills]. You can also start a lean-to for them to finish or rebuild.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Lean-to Construction Game/ Raid Day 1&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
While they're working, fill in the situation:&lt;br /&gt;
&lt;br /&gt;
*Other villagers are around the area, trying to shore up shelters and defenses&lt;br /&gt;
*The Village has been raided by monsters every day for five days&lt;br /&gt;
*It’s not just daily raids, it’s the same exact raid repeating over and over&lt;br /&gt;
*Something’s terribly off in nature, too: freak ice storms, earthquakes, etc.&lt;br /&gt;
*The Village requested members of the four Guilds be brought in from all over the area to help determine the cause of these anomalies&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Before the shelters are fully complete, tell Trackers get inside and take cover. The raid is about to begin! &lt;br /&gt;
&lt;br /&gt;
As you describe the attack, you or another guide may rattle and pull apart their shelters. Use great caution in doing this; avoid damaging any structural pieces, and have the kids abandon the shelter and take cover if there are any signs of collapse.&amp;lt;blockquote&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;quot;The ground begins to rattle underfoot… A dozen squeaking rodents called whistlehogs dart out of the bushes, fleeing a hoarde of creatures! There are forest animals, along with monstrous humanoids with fur, horns, and tails. They rush into the Village and begin to turn everything inside out! They rattle every structure, breaking through barricades and grabbing up everything edible or valuable. After several minutes of the frenzy, a deep horn sounds in the distance. The attackers filter back into the wilderness even quicker than they appeared, and the Village goes still.&amp;quot;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Once the attack has passed, introduce them to the NPC Isha. She can clarify and reiterate details of the attacks, if Trackers have questions. &lt;br /&gt;
&lt;br /&gt;
Isha believes the source of the time anomaly is the Village's [[Hearthstone]]... or rather, the lack of it. It went missing the previous week, and since it represents the connection between the Village community and the nature, it's absence may have disrupted something in the natural world.&lt;br /&gt;
&lt;br /&gt;
As if on cue, the sky suddenly darkens ominously and rain droplets begin to pepper your shoulders.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy ve-pasteProtect&amp;quot;&amp;gt;Structured Improv Game: Lightning Storm&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
Give Trackers a series of prompts to act out, leading them towards the lunch site if it's practical.&lt;br /&gt;
&lt;br /&gt;
*The winds begin to whip up and push you forward.&lt;br /&gt;
*The rain begins to fall heavily. Find cover under that tree!&lt;br /&gt;
*Lightning arcs out, hitting the nearby tree! Get low to the ground.&lt;br /&gt;
*Separate out to prevent multiple injuries from one lightning strike.&lt;br /&gt;
*Run towards the shelter!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======Day One Afternoon======&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Teams return to their Secret Camps, only to discover strange, goat-like tracks cutting through the area! Once discovered, allow the Trackers to discuss what to do about them. Before anyone tries to start tracking down the culprit, recommend the tracks be preserved from the unnatural weather patterns.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Make a Weather Station&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
While the Trackers make weather stations, traverse around the perimeter of the Team Camps, as far away as seems natural. You’re going to plant another clue! Hide a blood-stained note from an unknown individual:&amp;lt;blockquote&amp;gt;“We mean no harm!! Need help. Find me at (insert a symbol or item to be hunted down).”&amp;lt;/blockquote&amp;gt;When Trackers are done with the weather station, suggest they investigate the whole Team Camp area to see if there's any other clues about the tracks' origins.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Investigate the Area Game:&amp;lt;/span&amp;gt;''' Ends when someone finds the clue, giving the group a heading for the next day!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
======Day Two Morning======&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Before the official beginning of the day, plan a time to plant the meeting symbol and blood trails.'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Pure Play Game of Choice&amp;lt;/span&amp;gt;''' in the morning, before traveling to Team Camps. Trackers should check and journal the weather station along with their own [[Wisdom of the Marks]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Start the Morning Adventures with the second round of the raid. They have 10-15 minutes to repair and build the shelters back before the attack repeat. This time, the goal of the raid isn't just to endure, but to do reconnaissance.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;'''&amp;lt;span class=&amp;quot;col-blue-navy ve-pasteProtect&amp;quot;&amp;gt;Stealth Game/ Raid Day 2&amp;lt;/span&amp;gt;'''  &lt;br /&gt;
&lt;br /&gt;
Give Trackers the opportunity to learn more about the raiders. Before beginning the attack, place intel (on popsicle sticks or small slips of paper) in areas of natural cover. &lt;br /&gt;
&lt;br /&gt;
One member of each team can leave the shelter at one time, but must move in stealth to an area of cover. There, they can retrieve one piece of intel before returning, which can then be shared with their teammates. Intel may include these hints, or improvised choices:&lt;br /&gt;
&lt;br /&gt;
#The day starts with a herd of whistlehogs&lt;br /&gt;
#There are four wolves&lt;br /&gt;
#There is one lynx&lt;br /&gt;
#There are three stags&lt;br /&gt;
#There are five monstrous humanoids&lt;br /&gt;
#The humanoids seem to be creatures of the forest&lt;br /&gt;
#The humanoids all carry weapons&lt;br /&gt;
#The attackers seem to be looking for something&lt;br /&gt;
#The creatures' eyes are all red&lt;br /&gt;
#The creatures seem especially attracted to your new shelter&lt;br /&gt;
#The tallest humanoid has a horn&lt;br /&gt;
#When the horn sounds, the animals start behaving like regular wild animals&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After the raid has passed, remind the Trackers of yesterday’s goal: track down the hoofprints and note-writer. Split Trackers into teams and have them search for the area or symbol designated in the note. Instruct teams on a way to call out if they find it.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Exploration Game&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
When a team signals and everyone is grouped up, you may introduce them the NPC Lysander. The faunus (half-man, half-goat) has been wounded.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;blockquote&amp;gt;“Whoa, hey! Humans! You come in peace, right? You got my note? You must think we’re some kind of monsters, attacking your village every morning. But it’s not our fault! We’ve been compelled by magic, and I’ve figured out who’s doing it. You’ll help, right?”&amp;lt;/blockquote&amp;gt;Lysander is very gregarious and happy to tell the Trackers everything he knows. Here are some facts he can share:&lt;br /&gt;
&lt;br /&gt;
*The villain is always cloaked, but his voice is of a young adult&lt;br /&gt;
*The villain has a mysterious power source that , looks like an egg&lt;br /&gt;
*The egg can compel creatures to attack, but the charm doesn’t last&lt;br /&gt;
*Lysander attacked the villain after the charm wore off, and they injured each other, hence the blood.&lt;br /&gt;
*He doesn’t dare follow the villain in this condition, but he can show you the blood trail to track&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The faunus will give the Tracker’s time to deliberate and make a plan of action.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======Day Two Afternoon======&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If the Trackers are leaning towards helping Lysander, you can offer them the option of a quick &amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;'''First Aid Game'''&amp;lt;/span&amp;gt;. Whether they patch up Lysander or not, however, encourage them to follow the villain’s blood trail. They have to try to stop the daily raids!        &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Blood Trailing Game&amp;lt;/span&amp;gt;'''  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Stop the group when the end of the blood trail is in sight. It leads to the Villain's Lair, which can be any area with interesting terrain elements and multiple trees or rocks that can provide cover. &lt;br /&gt;
 &lt;br /&gt;
&amp;lt;blockquote&amp;gt;“The blood trail continues for several feet before disappearing into the entrance of a lair built into the rocks. Humanoid creatures of the forest like Lysander stand guard with sharp pikes. We need to gather as much information as possible before approaching!&amp;quot;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Villain’s Lair Reconnaissance - Improv Game&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Flesh out the lair by having each team, in turn, ask a question about it. Supply them with short answers, describing anything &amp;quot;visible&amp;quot; on the lair’s exterior. Recommend they draw out a map or keep notes in their journal. &lt;br /&gt;
&lt;br /&gt;
At the end of this mini-game, a weather event begins and you must all find cover, quickly!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Improv Game: Snow Storm&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
Give Trackers a series of prompts to act out.&lt;br /&gt;
&lt;br /&gt;
*The wind gets blustery and chilly.&lt;br /&gt;
*The temperature starts dropping very fast... to freezing!&lt;br /&gt;
*Snow starts swirling around your faces, making it hard to see.&lt;br /&gt;
*Vision is completely obscured!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Propose infiltrating the lair with the use of their intel tomorrow, immediately after the raid.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
======Day Three Morning======&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Before the official beginning of the day, make and plan a time to plant the &amp;lt;span class=&amp;quot;col-turquoise&amp;quot;&amp;gt;note from Lysander&amp;lt;/span&amp;gt; in the morning and &amp;lt;span class=&amp;quot;col-red&amp;quot;&amp;gt;Cinna's files&amp;lt;/span&amp;gt; in the afternoon'''.    &lt;br /&gt;
&lt;br /&gt;
Begin the day with a '''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Pure Play Game of Choice.&amp;lt;/span&amp;gt;'''    &lt;br /&gt;
&lt;br /&gt;
Trackers once again have a short amount of time to shore up their lean-to before the raid occurs.  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;'''&amp;lt;span class=&amp;quot;col-blue-navy ve-pasteProtect&amp;quot;&amp;gt;Projectile Game/ Raid Day 3&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
Trackers may build up and repair the shelter during the raid. This time, defenses are holding better, so there is an opportunity to defend! One team member at a time can leave shelter and play a round of a projectile game. Call out targets based on the natural environment (&amp;quot;hit that tree to force the wolf to back off&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
Trackers are able to spot and try to call to Lysander. He seems to recognize them for a moment before returning to the enchanted rampage. As a visual indicator, his eyes (and all the attacking creatures’) are bright red under possession.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As soon as the raid is complete, travel to the villain’s lair area as quickly and quietly as possible.    &lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;'''Infiltrate the Villain’s Lair Game'''&amp;lt;/span&amp;gt; &lt;br /&gt;
&lt;br /&gt;
This is an improvised stealth game. Based on the intel the group learned yesterday, charge Trackers to design a route inside the lair. Mark the location of guards with bands. If a guard can easily &amp;quot;see&amp;quot; a Tracker, the individual will be chased back and have to stealth back in to join the group.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As the Guide, you can call out changes to the situation whenever you sense a challenge boost is needed. Trackers will have to propose their own solutions.&lt;br /&gt;
&lt;br /&gt;
*One of the guards walks right over to where you need to go!&lt;br /&gt;
*The entrance is locked from inside.&lt;br /&gt;
*It looks like you can climb up to the second story.&lt;br /&gt;
*The guard hears something and starts looking around!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Trackers are now inside the Villain’s Lair, which can be portrayed by a new area of wilderness. Start by walking the group through the first stretch, verbally taking them through the visuals of the area. '''&amp;lt;span class=&amp;quot;col-turquoise&amp;quot;&amp;gt;Ensure the note from Lysander&amp;lt;/span&amp;gt;''' is hidden none-too-well along this stretch. It's written in a hasty scribble:&amp;lt;br /&amp;gt;&amp;lt;blockquote&amp;gt;“turn back!!”&amp;lt;/blockquote&amp;gt;''Dun dun duuuun!'' Break for lunch.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======Day Three Afternoon======&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
On returning from lunch, Trackers must decide whether or not they heed the note. Depending on their choice, they may either '''advance into''' or '''retreat towards the exit''' of the lair.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If they '''advance''', they soon encounter a cloaked figure with a large, gnarled wooden staff. The top of the staff holds the Hearthstone! The stone begins to glow, which forces Trackers to freeze in place. The figure lowers its hood to reveal the same villain from week one, Cinna!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;“Another one found my hideout? I can’t believe I trusted Elwood with the construction of this place! Who are all of you, anyway? Not that I suppose it matters much. My pet beast here will ensure you never leave!”&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If they retreat, they encounter&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After the advance or retreat plays out, Trackers end up flanked by Cinna and Lysander. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Structured Combat Game - The Trackers will be defending themselves against Lysander’s lightning-speed attacks. Add in a mechanic where hitting a called out target will weaken the enchantment on the faunus, eventually breaking it entirely.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now free, Lysander sides with you against Cinna. You’re able to chase him to the entrance of the lair, but another burst of unnatural weather cloaks his escape. Lysander tells you he’ll deal with the guards, you all had better search Cinna’s lair before he can come back with reinforcements.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Exploration Game&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
The Trackers may come across three storytelling artifacts: &amp;lt;span class=&amp;quot;col-red&amp;quot;&amp;gt;'''Cinna's files'''&amp;lt;/span&amp;gt;. They can be downloaded and printed, written by hand, Try to space the files out broadly, so different teams have opportunities to find them:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''A Letter from Isha''' - Cinna’s grandmother implores him to return to the Village, or at least to reach out to her or his parents. She misses him and is worried about his lack of contact.&lt;br /&gt;
&lt;br /&gt;
'''A Message from the Artisan’s Guild''' - In which Cinna was kicked out for plagiarism of his guildmate’s work.&lt;br /&gt;
&lt;br /&gt;
'''Cinna’s Journal''' - A newer journal, with the last few entries revealing key elements to his plot:&lt;br /&gt;
&lt;br /&gt;
* He’s using the Hearthstone, but doesn’t really understand it&lt;br /&gt;
* The stone is missing a small fragment, which he assumes is why the weather is screwy and it won’t obey his every command&lt;br /&gt;
* The purpose of the repeating morning raids is for the enchanted creatures to look for the missing shard within the village&lt;br /&gt;
* He learned of the Trackers and set up this ambush&lt;br /&gt;
* He plans to go to the village personally tomorrow&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
End the day with these revelations!   &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Gallison</name></author>
		
	</entry>
	<entry>
		<id>http://wiki.trackersearth.com/w/index.php?title=Week_2:_Whistlehog%27s_Way&amp;diff=1084</id>
		<title>Week 2: Whistlehog's Way</title>
		<link rel="alternate" type="text/html" href="http://wiki.trackersearth.com/w/index.php?title=Week_2:_Whistlehog%27s_Way&amp;diff=1084"/>
		<updated>2021-06-22T19:36:04Z</updated>

		<summary type="html">&lt;p&gt;Gallison: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In the second week, something has disrupted the very flow of time! The same day keeps repeating and repeating, bringing the same devastating raid every morning. It’s all the Village can do to defend itself, and they desperately need the Trackers help.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Advance Preparation=====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Throughout this adventure, you will need to write several notes and hide various items to be found during games. Double check notes daily to ensure your props are in place for the day. You will need the following:&lt;br /&gt;
&lt;br /&gt;
*A cast of an ungulate track, preferably a goat, which can be used to fabricate tracks. In order to make fake tracks quickly, try attaching the cast to the end of a walking stick.&lt;br /&gt;
*A small amount of fake blood. Ketchup works, or add some red food coloring to corn syrup if you want to get realistic.&lt;br /&gt;
*Five short documents to be found in various games through the week.&lt;br /&gt;
*A big rock to symbolize the Hearthstone, plus 5-6 smaller rocks to represent the Hearthstone’s shattered form on the last day. These can probably be picked up on the fly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You will also need to design a Villain’s Lair. This should be a safe but topographically interesting area within the boundaries of your location on Days 2 and 3. Once you’ve chosen the area, visit it and conceptualize a lair which would be fun to infiltrate in a spy movie. Some things to determine:&lt;br /&gt;
&lt;br /&gt;
*Visual description of a hideout that is designed to blend in with the environment around it&lt;br /&gt;
*Location of the main entrance&lt;br /&gt;
*Additional points of ingress (a window that can be climbed through, a dry water duct which can be crawled into, etc.)&lt;br /&gt;
*Placement of guards, number determined by difficulty group can handle&lt;br /&gt;
*One or two physical barriers obstructing the guards’ lines of sight, i.e. places to run between for cover&lt;br /&gt;
*Possible addition of goat tracks or blood (see Day 2 for context)&lt;br /&gt;
*Methods for creating distractions&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Non Playable Characters (NPCs)=====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
These are the characters that may be encountered in this story. They are ordered from most to least screentime in the narrative. &lt;br /&gt;
&lt;br /&gt;
#Lysander&lt;br /&gt;
#Cinna&lt;br /&gt;
#Isha&lt;br /&gt;
&lt;br /&gt;
=====Day One Morning=====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Before the official beginning of the day, read ahead to the games. Make sure you plan a time to gather some shelter making supplies, plant the tracks and note from Lysander.'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The first game of the day sorts Trackers into teams. Choose one of the options below:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot; style=&amp;quot;color: rgb(62, 83, 137)&amp;quot;&amp;gt;Forehead Dots&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
Trackers all get a colored mark on their forehead while their eyes are closed. Mark four Trackers in each color, and choose randomly, as these will be future teams. The &amp;quot;dots&amp;quot; can be masking tape, a post-it, or even washable marker.&lt;br /&gt;
&lt;br /&gt;
When you're done, Trackers open their eyes. They must now sort themselves into teams in complete silence, using only non-verbal communication to find their color matches.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
OR&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot; style=&amp;quot;color: rgb(62, 83, 137)&amp;quot;&amp;gt;Hide and Seek Out Your Team&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
Half the Trackers hide within specified boundaries. After 30 seconds head start, send the other half out in search. When the seekers find someone, they both head back to group up, and are now teammates!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In the second round, play this in pairs to end with teams of four. Backstage time throughout the morning can be used for character creation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''When you reach the Team Camp site''', greet the Trackers as the Guide, a native of the nearby Village.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;blockquote&amp;gt;“Thank the dragons, you’re all here! This is, or was, the Village commons. I don’t have time to explain, but we’re about to be attacked. Help me get some defenses up, then I can tell you more!”&amp;lt;/blockquote&amp;gt;Bring them to the Village site, which is currently completely wrecked! Supplies for shelter building are strewn all around, and Trackers need to build the best lean-to possible in just a few minutes! *&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;Actually 15-20 minutes, some of which will require coaching in [https://www.youtube.com/watch?v=5ogRkQxQbJw basic lean-to construction skills]. You can also start a lean-to for them to finish or rebuild.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Lean-to Construction Game/ Raid Day 1&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
While they're working, fill in the situation:&lt;br /&gt;
&lt;br /&gt;
*Other villagers are around the area, trying to shore up shelters and defenses&lt;br /&gt;
*The Village has been raided by monsters every day for five days&lt;br /&gt;
*It’s not just daily raids, it’s the same exact raid repeating over and over&lt;br /&gt;
*Something’s terribly off in nature, too: freak ice storms, earthquakes, etc.&lt;br /&gt;
*The Village requested members of the four Guilds be brought in from all over the area to help determine the cause of these anomalies&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Before the shelters are fully complete, tell Trackers get inside and take cover. The raid is about to begin! &lt;br /&gt;
&lt;br /&gt;
As you describe the attack, you or another guide may rattle and pull apart their shelters. Use great caution in doing this; avoid damaging any structural pieces, and have the kids abandon the shelter and take cover if there are any signs of collapse.&amp;lt;blockquote&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;quot;The ground begins to rattle underfoot… A dozen squeaking rodents called whistlehogs dart out of the bushes, fleeing a hoarde of creatures! There are forest animals, along with monstrous humanoids with fur, horns, and tails. They rush into the Village and begin to turn everything inside out! They rattle every structure, breaking through barricades and grabbing up everything edible or valuable. After several minutes of the frenzy, a deep horn sounds in the distance. The attackers filter back into the wilderness even quicker than they appeared, and the Village goes still.&amp;quot;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Once the attack has passed, introduce them to the NPC Isha. She can clarify and reiterate details of the attacks, if Trackers have questions. &lt;br /&gt;
&lt;br /&gt;
Isha believes the source of the time anomaly is the Village's [[Hearthstone]]... or rather, the lack of it. It went missing the previous week, and since it represents the connection between the Village community and the nature, it's absence may have disrupted something in the natural world.&lt;br /&gt;
&lt;br /&gt;
As if on cue, the sky suddenly darkens ominously and rain droplets begin to pepper your shoulders.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy ve-pasteProtect&amp;quot;&amp;gt;Structured Improv Game: Lightning Storm&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
Give Trackers a series of prompts to act out, leading them towards the lunch site if it's practical.&lt;br /&gt;
&lt;br /&gt;
*The winds begin to whip up and push you forward.&lt;br /&gt;
*The rain begins to fall heavily. Find cover under that tree!&lt;br /&gt;
*Lightning arcs out, hitting the nearby tree! Get low to the ground.&lt;br /&gt;
*Separate out to prevent multiple injuries from one lightning strike.&lt;br /&gt;
*Run towards the shelter!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======Day One Afternoon======&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Teams return to their Secret Camps, only to discover strange, goat-like tracks cutting through the area! Once discovered, allow the Trackers to discuss what to do about them. Before anyone tries to start tracking down the culprit, recommend the tracks be preserved from the unnatural weather patterns.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Make a Weather Station&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
While the Trackers make weather stations, traverse around the perimeter of the Team Camps, as far away as seems natural. You’re going to plant another clue! Hide a blood-stained note from an unknown individual:&amp;lt;blockquote&amp;gt;“We mean no harm!! Need help. Find me at (insert a symbol or item to be hunted down).”&amp;lt;/blockquote&amp;gt;When Trackers are done with the weather station, suggest they investigate the whole Team Camp area to see if there's any other clues about the tracks' origins.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Investigate the Area Game:&amp;lt;/span&amp;gt;''' Ends when someone finds the clue, giving the group a heading for the next day!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
======Day Two Morning======&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Before the official beginning of the day, plan a time to plant the meeting symbol and blood trails.'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Pure Play Game of Choice&amp;lt;/span&amp;gt;''' in the morning, before traveling to Team Camps. Trackers should check and journal the weather station along with their own [[Wisdom of the Marks]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Start the Morning Adventures with the second round of the raid. They have 10-15 minutes to repair and build the shelters back before the attack repeat. This time, the goal of the raid isn't just to endure, but to do reconnaissance.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;'''&amp;lt;span class=&amp;quot;col-blue-navy ve-pasteProtect&amp;quot;&amp;gt;Stealth Game/ Raid Day 2&amp;lt;/span&amp;gt;'''  &lt;br /&gt;
&lt;br /&gt;
Give Trackers the opportunity to learn more about the raiders. Before beginning the attack, place intel (on popsicle sticks or small slips of paper) in areas of natural cover. &lt;br /&gt;
&lt;br /&gt;
One member of each team can leave the shelter at one time, but must move in stealth to an area of cover. There, they can retrieve one piece of intel before returning, which can then be shared with their teammates. Intel may include these hints, or improvised choices:&lt;br /&gt;
&lt;br /&gt;
#The day starts with a herd of whistlehogs&lt;br /&gt;
#There are four wolves&lt;br /&gt;
#There is one lynx&lt;br /&gt;
#There are three stags&lt;br /&gt;
#There are five monstrous humanoids&lt;br /&gt;
#The humanoids seem to be creatures of the forest&lt;br /&gt;
#The humanoids all carry weapons&lt;br /&gt;
#The attackers seem to be looking for something&lt;br /&gt;
#The creatures' eyes are all red&lt;br /&gt;
#The creatures seem especially attracted to your new shelter&lt;br /&gt;
#The tallest humanoid has a horn&lt;br /&gt;
#When the horn sounds, the animals start behaving like regular wild animals&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After the raid has passed, remind the Trackers of yesterday’s goal: track down the hoofprints and note-writer. Split Trackers into teams and have them search for the area or symbol designated in the note. Instruct teams on a way to call out if they find it.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Exploration Game&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
When a team signals and everyone is grouped up, you may introduce them the NPC Lysander. The faunus (half-man, half-goat) has been wounded.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;blockquote&amp;gt;“Whoa, hey! Humans! You come in peace, right? You got my note? You must think we’re some kind of monsters, attacking your village every morning. But it’s not our fault! We’ve been compelled by magic, and I’ve figured out who’s doing it. You’ll help, right?”&amp;lt;/blockquote&amp;gt;Lysander is very gregarious and happy to tell the Trackers everything he knows. Here are some facts he can share:&lt;br /&gt;
&lt;br /&gt;
*The villain is always cloaked, but his voice is of a young adult&lt;br /&gt;
*The villain has a mysterious power source that , looks like an egg&lt;br /&gt;
*The egg can compel creatures to attack, but the charm doesn’t last&lt;br /&gt;
*Lysander attacked the villain after the charm wore off, and they injured each other, hence the blood.&lt;br /&gt;
*He doesn’t dare follow the villain in this condition, but he can show you the blood trail to track&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The faunus will give the Tracker’s time to deliberate and make a plan of action.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======Day Two Afternoon======&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If the Trackers are leaning towards helping Lysander, you can offer them the option of a quick &amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;'''First Aid Game'''&amp;lt;/span&amp;gt;. Whether they patch up Lysander or not, however, encourage them to follow the villain’s blood trail. They have to try to stop the daily raids!        &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Blood Trailing Game&amp;lt;/span&amp;gt;'''  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Stop the group when the end of the blood trail is in sight. It leads to the Villain's Lair, which can be any area with interesting terrain elements and multiple trees or rocks that can provide cover. &lt;br /&gt;
 &lt;br /&gt;
&amp;lt;blockquote&amp;gt;“The blood trail continues for several feet before disappearing into the entrance of a lair built into the rocks. Humanoid creatures of the forest like Lysander stand guard with sharp pikes. We need to gather as much information as possible before approaching!&amp;quot;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Villain’s Lair Reconnaissance - Improv Game&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Flesh out the lair by having each team, in turn, ask a question about it. Supply them with short answers, describing anything &amp;quot;visible&amp;quot; on the lair’s exterior. Recommend they draw out a map or keep notes in their journal. &lt;br /&gt;
&lt;br /&gt;
At the end of this mini-game, a weather event begins and you must all find cover, quickly!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Improv Game: Snow Storm&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
Give Trackers a series of prompts to act out.&lt;br /&gt;
&lt;br /&gt;
*The wind gets blustery and chilly.&lt;br /&gt;
*The temperature starts dropping very fast... to freezing!&lt;br /&gt;
*Snow starts swirling around your faces, making it hard to see.&lt;br /&gt;
*Vision is completely obscured!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Propose infiltrating the lair with the use of their intel tomorrow, immediately after the raid.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
======Day Three Morning======&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Before the official beginning of the day, plan a time to plant the note from Lysander'''.  &lt;br /&gt;
&lt;br /&gt;
Begin the day with a '''&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;Pure Play Game of Choice.&amp;lt;/span&amp;gt;'''    &lt;br /&gt;
&lt;br /&gt;
Trackers once again have a short amount of time to shore up their lean-to before the raid occurs.  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;'''&amp;lt;span class=&amp;quot;col-blue-navy ve-pasteProtect&amp;quot;&amp;gt;Projectile Game/ Raid Day 3&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
Trackers may build up and repair the shelter during the raid. This time, defenses are holding better, so there is an opportunity to defend! One team member at a time can leave shelter and play a round of a projectile game. Call out targets based on the natural environment (&amp;quot;hit that tree to force the wolf to back off&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
Trackers are able to spot and try to call to Lysander. He seems to recognize them for a moment before returning to the enchanted rampage. As a visual indicator, his eyes (and all the attacking creatures’) are bright red under possession.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As soon as the raid is complete, travel to the villain’s lair area as quickly and quietly as possible.  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;col-blue-navy&amp;quot;&amp;gt;'''Infiltrate the Villain’s Lair Game'''&amp;lt;/span&amp;gt; &lt;br /&gt;
&lt;br /&gt;
This is an improvised stealth game. Based on the intel the group learned yesterday, charge Trackers to design a route inside the lair. Mark the location of guards with bands. If a guard can easily &amp;quot;see&amp;quot; a Tracker, the individual will be chased back and have to stealth back in to join the group.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As the Guide, you can call out changes to the situation whenever you sense a challenge boost is needed. Trackers will have to propose their own solutions.&lt;br /&gt;
&lt;br /&gt;
* One of the guards walks right over to where you need to go!&lt;br /&gt;
* The entrance is locked from inside.&lt;br /&gt;
* It looks like you can climb up to the second story.&lt;br /&gt;
* The guard hears something and starts looking around!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Trackers are now inside the Villain’s Lair, which can be portrayed by a new area of wilderness. Start by walking the group through the first stretch, verbally taking them through the visuals of the area. Ensure the note from Lysander is hidden none-too-well along this stretch. It’s written in Lysander’s handwriting, but as a hasty scribble:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;blockquote&amp;gt;“turn back!!”&amp;lt;/blockquote&amp;gt;''Dun dun duuuun!'' Break for lunch.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''&amp;lt;span class=&amp;quot;col-red ve-pasteProtect&amp;quot;&amp;gt;&amp;lt;big&amp;gt;The following is undergoing formatting and edits based on playtest!&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt;'''&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======Day Three Afternoon======&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
On returning from lunch, Trackers must decide whether or not they heed the note. Depending on their choice, they may either advance, running into the cloaked villain first, or retreat, running into an enchanted Lysander first.&lt;br /&gt;
&lt;br /&gt;
Regardless, they end up flanked by enemies! The villain takes off his hood to reveal his identity as Cinna. The staff he’s carrying has the Village’s Hearthstone attached to it, which you as the guide can point out.&lt;br /&gt;
&lt;br /&gt;
“Another one found my hideout? I can’t believe I trusted Elwood with the construction of this place! Who are all of you, anyway? Not that I suppose it matters much. My pet beast here will ensure you never leave!”&lt;br /&gt;
&lt;br /&gt;
Structured Combat Game - The Trackers will be defending themselves against Lysander’s lightning-speed attacks. Add in a mechanic where hitting a called out target will weaken the enchantment on the faunus, eventually breaking it entirely.&lt;br /&gt;
&lt;br /&gt;
Now free, Lysander sides with you against Cinna. You’re able to chase him to the entrance of the lair, but another burst of unnatural weather cloaks his escape. Lysander tells you he’ll deal with the guards, you all had better search Cinna’s lair before he can come back with reinforcements.&lt;br /&gt;
&lt;br /&gt;
Exploration Game of Choice&lt;br /&gt;
&lt;br /&gt;
The Trackers may come across three storytelling artifacts. Try to space them out broadly, so different teams have opportunities to find them:&lt;br /&gt;
&lt;br /&gt;
A Letter from Isha - Cinna’s grandmotherShe implores him to return to the Village, or at least to reach out to her or his parents. She misses him and is worried about his lack of contact.&lt;br /&gt;
&lt;br /&gt;
A Message from the Artisan’s Guild - In which Cinna was kicked out for plagiarism of his guildmate’s work.&lt;br /&gt;
&lt;br /&gt;
Cinna’s Journal - With the last few entries revealing key elements to his plot:&lt;br /&gt;
&lt;br /&gt;
He’s using the Hearthstone, but doesn’t really understand it&lt;br /&gt;
&lt;br /&gt;
The stone is missing a small fragmentpiece, which he assumes is why the weather is screwy and it won’t obey his every command&lt;br /&gt;
&lt;br /&gt;
The purpose of the repeating morning raids is for the enchanted creatures to look for the missing shard within the village&lt;br /&gt;
&lt;br /&gt;
He learned of the Trackers and set up this ambush&lt;br /&gt;
&lt;br /&gt;
He plans to go to the Vvillage personally tomorrow&lt;br /&gt;
&lt;br /&gt;
End the day with these revelations! &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Gallison</name></author>
		
	</entry>
</feed>