| 4 |
At the mention of unbound arcane, the Yggdrasil Seed comes to mind. You recall Ratatosk describing it as an abundant source of magic acting not unlike the firmament when tapped into.
You figure that if such a deep well of magic could restore the life of the Yggdrasil tree, then surely it could spare a drink for one poor bunny. You ask your party what they think.
Moonflower: "Ooh! Would that work?"
Tsu-Ko: "If that Seed truly is as you say, then I don't see why not."
Honourshine: "There's only one way to know for certain. Moonflower?"
Already rummaging through her sidereal bag, Moonflower pulls out the Yggdrasil Seed, and slowly approaches the starving creature. She places the orb in front of it, then nudges it slightly closer.
The moonhopper wiggles its nose at the Seed. Then, a barely perceptible trickle of magic begins to flow outward from its glassy surface, and into the creature.
Moonflower: "Eee, it's workin'!"
As seconds turn into minutes, the sparkling trickle grows into a stream, and the moonhopper's coat begins to glow a brighter purple. Eventually, the stream thins to a strand, until finally, it fades.
Visibly feeling better, the moonhopper stands on hidden short legs, and fluffs up its feathers with a shake. It then begins to hop around — over to Moonflower, then to you, then to Honourshine, giving each one of you a light headbump on the leg. You feel lucky!
Finally, the creature looks to the moon far beyond the canopy. After staring at it for a few long seconds, it crouches, then leaps. The sound of a hundred metallic wind chimes rings out as the moonhopper shoots into the air, leaving a starry trail in the sky.
Moonflower: "Whoa‼ Is it goin' back home?"
Tsu-Ko: "It looks that way. Thanks to you, it got to learn its lesson."
The bat pony waves goodbye to the long-gone moonhopper. And with that good deed done, a light rumble suggests that you should take a moment to eat as well.
You use Ration.
After sharing a refreshing lunch of salad and eggs with your friends, you get ready to continue your journey to Final Rest. With roughly five hours of daylight left, you consider your options.
The road your are currently travelling on appears to veer southward, forcing you to either walk the rest of the way through the bamboo forest — sheltered from the tropical heat of the sun —, or to fly over it.





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Edited.
This is the unfortunate thing about the difference between what the characters should know and what the players remember after months of comics.
As a professional explorer Blazer should know that you don't go into unknown terrain with unknown threats without having a means of a safe night's sleep.
The fact that she "forgot" to buy more anti-monster scrolls before leaving accidentally makes her come across as a little incompetent. It also kind of relfects poorly on Tsu-Ko as our guide who should have probably reminded us.
A more limited inventory means that posters are more likely to know what we have and have some idea of when to use it.
For the wider problem of not realizing what's in the character's inventory, one could say the same of a game that lets you learn too many magic spells, or gives you "too many" options in general. Similarly, there is quite a lot of lore that players don't always remember. I would say that this is a roleplaying/sandbox game that lets players think creatively and play in ways that the QM didn't think of, as opposed to a cookie cutter, pre-planned puzzle that's "on rails" like a point and click adventure game. And I'm here for the sandbox/emergent gameplay experience. Having too many choices feels more like an embarrassment of riches problem to me. (Maybe someday the wiki will be a good reference for most topics, but we are still a ways away from that.)
That said, the challenges are still real. To cope with them, when there's an important decision or problem, I find the relevant previous posts with lore using the wiki's search, scan the inventory for anything that could be useful, and post my findings in the thread for everyone to consider. I don't always have time to do that, but it does seem to give the thread (and the QM) ideas.
I guess from a QM's perspective, I see Rangelost usually prompts the players with the most obvious possible decisions in the post itself. Rangelost could do that even more, for example, by listing all items that are relevant and all previous posts with relevant information, but then it may feel like too much hoofholding, and we'd get the opposite complaint of railroading like The Mortal Paper Fist's comment in 2025-07-28#4769. I'm not sure if the Item screen could be improved very much, but I guess all the items could be categorized… but it wouldn't be immediately obvious what categorization scheme would help. ("Documents & stationery", "Consumables", "Gear"?)