Harvesting

General Rules
Gathering
Hunting
Mining
Siphon

 

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General Rules

Harvesting is the way to gather components during the event. Each is a mini-game with its own flavor and rules. While all harvesting can be different there is a few rules that are universal.

· You can only perform the harvest once for every level of harvesting you have. For example, if you have hunting 3, you can only put out 3 traps total during the event. These can be used until something is gathered.

· Some production items can change some of the rules of the gather. For example it may be possible to find a pick that can give a miner another chance to gather.

· Some harvest skills can be scavenged by others. If scavenged the person must have the specific harvest skill to interact with the plot. When they do this they must include a red ribbon at least 1” long in the area where the prop would be. For example in the farm the red ribbon must be in the pocket or if on the hunters trap, the red ribbon may be tied onto the prop. Note if it’s tied it has to be easily removed. Red ribbons are unable to be used unless the component prop is removed. For example, you cannot scavenge if there is nothing there in order to eat up some ones harvest skills.

· Having the harvest skill does not guarantee rewards. Most of the time someone with a gather skill will gather the item they are trying to get, but not always. If they do not gain a component they have not extinguished their use of the harvest skill. This means they can try again.

· If a prop requires plot interaction, such as Gather and Hunting all props must be done before the plot staff goes out to collect. This can be done more than once an event but the expectation is that the staff will go out at least once. If it is put out and never seeded by the plot staff then it didn’t yield anything this event.

· It is possible to gain more than one component from a single gather, it is also possible to gain higher level components. In some cases this is based on chance, in some cases it is based on the mini-game itself. If an item was scavenged, the harvester is unable to reuse that ability during this event, it is the same as finding a component.

· To interact with the prop in any way the participant must have the appropriate harvesting skill. This includes helping with puzzles. If you do not have the harvesting skill you cannot participate in the mini-game.

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Hunting

Description
Hunting is broken up into two parts, first is trapping and the second is skinning.

To Trap the player must go to a specific location marked by an orange ribbon. This ribbon in game indicates an animal trail. An animal trap prop must be placed within 10 feet of a marker. Typically there are several markers in an area. The plot staff will typically place animals props (typically stuffed animals) in these traps at least one time an event. Only someone with the Hunting Skill can remove these stuff animals when they are placed, though some monsters may have a special ability to remove them. Note that most of the time there is a set number of animals placed at each marker, if there is too many markers then it’s possible that a trap will not get anything. Bait, which is typically a production item, can also be added to increase the chances of either gaining something or gaining higher level components. Also higher level traps, also a production item, can also impact this.

Skinning is done after the animal prop is found. It is brought back to an area specifically marked by an effect card as the Hunting Lodge. This location is the only place skinning can take place. To skin the animal, the animal prop must be opened up at the only location available. Usually there is some sort of pouch. Inside the animal prop will usually be lots of yarn and any animal components. The hunter may only use the tongs available to dig through the animal with the red yarn and search for the animal components. The red yarn cannot be pulled out more than fifty percent from the animal prop. If any of the red yarn or anything else within the animal prop touches the hunter, they will take an unstoppable One damage and Repel by Nausea when they come in contact with it. If they are immune to Nausea they will only take the Repel. Any animal components will be hidden somewhere within the animal prop, note that it is possible that no animal component is available.

All animal props expire at the end of the event and are considered yellow tagged.

Props Needed
Trap prop is required to be provided. The trap must be LARP safe and should not actually capture anything. The basic trap is a snare trap made with rope made in a loop and attached to a tree simulating a snare trap. Snare trap requires no components and can be made anytime. Other trap designs will be based on the blueprint of the trap production item.

 

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Mining

Description
Mining is broken into two parts, first is excavation then extraction.

Excavation is done in an area designated by an effect card as the Mine. The Mine is typically a blacked out cabin with only one entrance. To excavate the miner must enter the Mine only with the lamp provided, no other light can be used. The miner must navigate around any obstacles in the Mine which could include jumpy stones and other physical hazards. The Mine is typically a physical challenge module of some kind. The miner must look for any effect cards to insure they know any effects they might have. Inside the mine will be several rock formations. These can either be loose or part of a mining node. If part of a mining node, a crafting hammer will be needed to remove them.

Extraction is done outside the mine at an Extraction Point. Here the rock must be opened, inside is typically a mineral component. This is usually done with water and using a hammer to chip away any of the rock outside. If any of the rock outside is left on the mineral component it cannot be used. It must be completely cleaned.

Props Needed
No special prop is required. The Mine will have a small crafting hammer and water.

 

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Gather

Description

Plant components are harvested by the Gathering skill. This is done at an area designed by an effect card as the farm. The farm is usually marked off in some kind and all farming activities are done inside this location. To farm the farmer must use a plot

Farming has several recipes. Recipes can be found in some in game books as well as other places in the world. To farm a farmer must follow the recipe exactly, if it is not followed then the seed will be consumed but nothing will happen.

Recipes are made up of three different parts; seeds, water, and fertilizer. Outside of those three parts it is possible that multipliers can be added to allow for additional yield, such as bees. All items being used need to be put into the pocket. At least once an event the plot staff will gather these pockets to bring back to monster camp. This is the time of Growth. When the pockets are returned they are typically available for harvesting. To harvest the farmer should spend some time roleplaying harvesting the plant components. Once a component is harvested the plot must be turned over and no new seeds can be placed in it.

The different props for farming is tuxedo beans(Black bean with a white strip) for basic seeds, blue beads for water, and black beads for fertilizer. Other seeds can be found, typically on special plant creatures or may be generated within the crop themselves. Specialized water, tools, or fertilizer tags that can affect the seeds yield must be inside of the pocket as well as any multipliers such as bees.

Getting the basic stuff will require you to sift through many bad beans to get the basic beans, carry water in a cup or other container and fill your plot, and search the area for usable fertilizer.

A basic recipe that all farmers know is one seed, 10 water, and 8 fertilizer. This may yield a single common plant component. Special seeds will need some trial and error to get just right.

If you wish to get a better yield of 2-3 times more you need to be wary of the weather and see what is affecting the soil of the land for the past 7 days from the first day of the event.  Mount Irving causes many weather patterns, so a good rule of thumb is to know what the weather has been like for that place to see what affects your Farming plots.  A good place to check is https://www.timeanddate.com/weather/usa/irving/historic, and this site gives you the Beaufort scale, https://en.wikipedia.org/wiki/Beaufort_scale

All farmers know that:

  • Days with rain mean less water meaning if it rains three days in the past seven days you need only 5 water, if has rained four days or more you don’t need water,
  • Hot days mean more water meaning if every day averaging over 88 Fahrenheit add 5 water,
  • High Winds point to a need of more fertilizer meaning for every step above a Light Breeze on average for a day in the Beaufort Scale means add 2 fertilizer ,
  • Low winds mean less fertilizer meaning every step below a Light breeze on average for that day in the Beaufort Scale means reducing fertilizer by 2.

In Monster Camp each pocket will be examined and compared to the master list.

 

Props Needed

For each level of Gather the farmer must provide a 1 foot x 1 foot square of green fabric with a symbol on it.  Placed on top of the green fabric is a 4” by 6” min sized pocket that is lightly attached to the green fabric placed on the ground. It must have a symbol clearly printed on it that matches the symbol on the green fabric. This symbol must be unique from any other on the farm. If you have or plan to have multiple plots It would be good to have a numbering or letter symbol connecting specific plots with your symbol on them so that you are able to learn what yields produce what, otherwise plot will have no idea which plot, under the same symbol, something belongs to.  These are Farming Plots. Check out this diagram for more information on the plots.

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Setup for Farming location

The area where Farming Plots can be placed is next to the Farming base area or next to a another Farming Plot connected to the Farming base area.  The Farms can connect in straight lines and not at corners forming a plus sign design with the Farming Base at the center.  If space begins to be a problem other plots can be placed 2ft up or down parallel to other growth lines.  The 2ft should be walkable by other players and plot.  See diagram for more detail.

 

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This allows the plot staff to easily return the garden back to its original place.

What a tuxedo bean looks like.

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