- 12 pm Noon Saturday – Drop Off
- 2 pm Saturday – Pick up at Moriarty’s
- 10 pm Saturday – Drop Off
- 12 am Midnight – Pick up at Moriarty’s
- By End of Game – Drop Off
- Pick up Following Event at Check-in
Each purchase of tier 1 gathering (up to an initial max of 10; exception being Merchant/Artisan) makes up your gathering times per crafting period. Costs for Each skill are as such:
|Gathering: Farmer||4||3||4||4||3||3||4||3||3||Yes||10, 15 if Merchant/
|Gathering: Fisher||3||4||4||3||3||3||4||4||3||Yes||10, 15 if Merchant/
|Gathering: Harvesting||4||3||4||3||3||4||4||3||4||Yes||10, 15 if Merchant/
|Gathering: Hunter||4||4||3||4||3||4||3||4||3||Yes||10, 15 if Merchant/
|Gathering: Logger||4||4||3||4||3||3||4||4||4||Yes||10, 15 if Merchant/
|Gathering: Miner||4||3||3||4||3||4||4||4||4||Yes||10, 15 if Merchant/
|Gathering: Naturalist||3||4||4||3||3||4||3||3||3||Yes||10, 15 if Merchant/
|Gathering: Scrounger||3||4||4||4||3||4||3||4||4||Yes||10, 15 if Merchant/
Gathering : Tier 2
Requirement: 10 purchases of a single gathering skill at the tier 1 level.
Max Purchases: 4
At first purchase, this will turn your tier 1 gathering into a pool. This allows you to spend 5 purchases of tier 1 gathering to gather a single tier 2 resource. Additional purchases after the first purchase of this skill reduce that number by 1 to a minimum of 2 uses consumed per tier 2 resource gathered. As an added bonus, the first purchase will reduce your gathering time by 1 minute for all gathering per tier 1 gathering skill consumed.
Gathering : Tier 3
Requirement: 4 purchases of a single gathering skill at the tier 2 level.
Max Purchases: 4
This allows you to spend 6 purchases of tier 1 gathering to gather a single tier 3 resource. Additional purchases after the first purchase of this skill reduce that number by 1 to a minimum of 3 uses consumed per tier 3 resource gathered. As an added bonus, the first purchase will reduce your gathering time by 1 minute for all gathering per tier 1 gathering skill consumed.
Gathering : Tier 4
Requirement: 4 purchases of a single gathering skill at the tier 3 level, and 15 purchases of a single gathering skill at the tier 1 level.
Max Purchases: 4
This allows you to spend 7 purchases of tier 1 gathering to gather a single tier 4 resource. Additional purchases after the first purchase of this skill reduce that number by 1 to a minimum of 4 uses consumed per tier 4 resource gathered. As an added bonus, the first purchase will reduce your gathering time by 1 minute for all gathering per tier 1 gathering skill consumed.
Gathering : Tier 5
Requirement: 4 purchases of a single gathering skill at the tier 4 level.
Max Purchases: 1
Unlike previous tier gathering, tier 5 is a single purchase skill that allows the player to gather from tier 5 nodes and caches. It cannot be used to go out and roleplay gathering tier 5 resources. As an added bonus, the first purchase will reduce your gathering time by 1 minute for all gathering per tier 1 gathering skill consumed.
How nodes and caches work:
The tier indicates what tier of gathering the character MUST possess in order to gather from that node or cache. If the tier is higher than what your character has access to, they may not gather from that cache or node regardless of how many purchases of tier 1 gathering the character possesses.
The level indicates how many purchases of tier 1 gathering the character must possess to even access the node or cache at all. This number will vary anywhere from 1 to 20. If you have 10 purchases of tier 1 gathering and access to tier 3 gathering, but come across a node that requires tier 1 gathering but level 15, you would not be able to gather the node or cache.
Skilled Gatherer (single purchase, requires 15 purchases of tier 1 gathering and 4 purchases of tier 3 gathering for merchant artisans, OR for non-merchant artisans requires 10 purchases of tier 1 gathering and 4 purchases of tier 3 gathering) – This will allow you to purchase up to an additional 5 tier 1 gathering skills. If you are a merchant artisan, this means your cap is raised to 20. If you are not a merchant-artisan, then your cap is raised to 15 instead. 5 points for merchant artisan, 8 points for non-merchant artisans.
Gathering costs: +1 per tier, so if your gathering skill costs 4 per tier 1 purchase, it would be 5 for tier 2, 6 for tier 3, and 7 for tier 4. If your gathering skill costs 3 per tier 1 purchase, it would be 4 for tier 2, 5 for tier 3, and 6 for tier 4.
Gathering tier 5 is single purchase, and costs 8 for tier 5 for merchant artisans, and 14 for non-merchant artisans.
If an item is being enhanced, it does not need to be noted on the crafting/gathering sheet, and can be done as often as you have the resources to do so. Ordinarily, these effects will ONLY last until the end of the event it’s done in. The resources used still must be handed in when you hand in your crafting/gathering folder and sheet. Examples of this are weapon and armor improvements through weaponsmith and armorsmith, as well as room effects such as room traps and room improvements from trapcrafter and carpentry.
If an item is being created, then it must be noted on your crafting/gathering sheet, and the resources must be turned in with the folder. You will then receive the items created at the pickup point. Examples of this are food and drink created with chef or brewer, as well as tools made by carpentry and blacksmithing.
As for those of you present at the post-game meeting from our most recent event know, we have made a promise to you that we will seriously step up our game when it comes to the matter of start times.
In accordance with that, we are going to be presenting the following time line that it is our intention to follow strictly:
5:30 PM: On site to the camp (Due to day camp delay)
6:00 PM: Check-in
9:00 PM: Newbie Meeting
9:30 PM: Front Gate Closed
10:00 PM: General Meeting
10:30 PM: Game On (EDIT: To note, check-in will still be accepted after game on starts or the gate is closed. We’re just asking anyone who arrives after this time to check in at logistics, and get changed in the mod building, which we’re setting aside specifically for this purpose. We just don’t want a bunch of people walking through the game carting their stuff in their normal oog clothes.)
One of the best points we’ve heard is that the game should be treated as a theater. The curtain rises at a certain time, and that is that.
The above being said, we want to try and accommodate late arrivals better than previously. We’re going to be making the main mod building area a place where people can get changed privately and get themselves ready to go into game. We are asking that people be as quiet as they can when utilizing this location to get ready for game. (This also goes for transporting stuff there.)
If you come across the gate closed, DO NOT open it to allow your car to go through “just for a minute” or for any other reason. We will have to treat this situation harshly as it could endanger others. (EDIT: There was a bit of confusion here: If you find yourself on the inside of the gate after it has been closed, you MAY open the gate to let yourself out, but you MUST close it behind your car immediately after passing through.)
The general meeting attendance is MANDATORY. Important pre-game announcements including identification of current yellow arm band players as well as clarifications or entirely new keywords/systems have been announced there. Seasoned players must still attend.
Hello Everyone, we just wanted to address something that occurred over this past weekend and to reiterate what was spoken about at the post-game meeting.
Several items were taken from two separate cabins (the two story cabin near totem pole hill had a shield, prop bones, a silver mask and an owl statue taken from it) and the cabin commonly referred to as “The Mages’ Guild.” (A boffer staff, a boffer shovel, several pieces of prop armor, a single shoe, and a cloak that had a distinctive clasp attached to it were taken.)
We have reason to believe these items were taken Friday Night or perhaps early Saturday Morning. Several individuals not associated with our player base or cast were sighted during this time period as well. (These sightings were also confirmed by Ranger Ron). In the future, should you see any individual on the property of Camp Sacajawea you do not recognize and who obviously does not belong, make a direct line to logistics immediately to inform us, and we shall investigate.
At the end of last game, upon speaking to Ranger Ron, he informed us that a woman living in the housing developments north of the campsite delivered a black backpack containing a single piece of the several armor pieces that were missing along with a shield (Brian Longo’s Gorvaakian shield) saying that she’d found these items in the development, and figured they belonged to the camp. Unfortunately, none of the other items have turned up.
We currently do not have any official suspicion towards any individuals that attended our game this past event.
It is our official stance that should the items be returned, no questions shall be asked, and the removal of the items will simply be chalked up to a misunderstanding of the rules regarding the searching of in-game versus out of game areas. We’re not looking to punish here, merely looking to return items that have a serious sentimental value to their owners. We have spoken to both James (The owner of the camp) and Ron about the situation, and they shall be on the lookout should any items turn up.
We are further asking that no accusations be thrown around. We find that this will only make the situation more difficult for everyone involved, and will only lead to making things worse. We’ll be treating instances of this in accordance with our harassment policy.
Our promise to you: We shall be far more diligent about reinforcing the rules regarding searching and looting both at the newbie meeting and pre-game meeting, so as to avoid any potential rules misunderstanding in the future.
Further, any players directly affected by this situation (direct ownership of said items that were taken) shall be entitled to attend their next three weekend events without charge. While we understand that those of you affected are not holding us responsible, and we do not consider ourselves as such, it is our belief that this situation should not have occurred at all.
We hope that we can put this situation behind us. It is the first time something like this has occurred on this scale since the game’s inception. We do not expect this will occur in the future, and with an amount of increased diligence on all sides, we do not expect this shall happen again. Thank you again for being part of The Adventure.