The Lonely Shore
An island shipwreck RTD
A roll-under d20 + RtD d6 game about a group of seaman trying to survive on a tropical island in the early 19th-century. Highlights include: random character generation, possible murder-cultist characters, and some rules that make it a bad idea to kill the captain, but kind of okay to off the stow-away.
(https://images.fineartamerica.com/images-medium-large/shipwreck-louis-isabey.jpg)
Prologue:
The Golden Dawn struck some time in the night. Your sleep was cut short by a sudden crashing that twisted and cracked the timbers all around you. Thrown from your rough-canvas hammock into a stinking slick of last night's dinner, you groped around for a lamp, your trousers, anything solid, as the rough floor-boards shuddered under your bare knees and began tilting rapidly. Your seeking hands found some of your belongings, at least, and you gripped them tight as though your life depended upon it. You heard a sudden roar of water and tumbled head-over-heels into the in-rushing sea. For a moment, all was confusion, a hairy leg bashed against your chest, a pair of hands grabbed hold of your arm, you found yourself kicking madly to get back to the sultry air you just left behind, but your finger-tips bashed against solid wood...
But then, a red blaze caught your straining eye, and you struggled free of the melee and the water. Some blessed soul, it is the captain! had kicked open the cabin door and stood with fiery lantern, gesturing madly with his free hand and shouting amidst the cries and the storm thundering above-decks. By the time you clambered out the hatch, the slick deck rose above you, and below was only the hungry surge of sea-water, dark-red in the light of the burning lamp. Shading your eyes from the driving rain you saw another pair of red lights flickering above the ship's long-boat, some five lengths distant. As you were about to dive forward, someone shoved you in the small of your back, sending you flying into a dark wave.
And, for a moment, in the relative quiet underwater, you saw another glow. This one was pale green, like the creeping mould on a forgotten cheese, or the pale discolouration on the rotting soldier's cheek. Deep beneath you it was, swirling around the sinking prow of the ship: rising from the darkness beneath, fingering the ship's timbers as it came. And... a strange thought spoke in your mind, as air bubbles flickered upward past your eyes, what would it mean if one dove down to that light-beneath-the-sea? Perhaps it would feel wondrous good, you thought, as sinful fancies fluttered through your mind. A lifeless figure, heavy-weighted by a jagged rod piercing its frame, slipped free from the submerged deck and sank toward the welcoming green light. The corpses pale face turned as by accident upward as it sank, its head unnaturally bent. If those dead eyes should glowing-green open, you thought, and a soft panic flip-flopped in your heart.
But then a pair of gnarled hands grabbed under your arms and heaved you out of the quietus water, back to the roaring of the storm and the calls of desperate men and onto the red-lit longboat.
The ship sank, the survivors kept the long-boat turned into the swells, and eventually the storm grew less. Towards morning, the sky greying in the east, the boat wrecked upon a sudden reef, kin no doubt of that which sank the Golden Dawn. Twice-wrecked now, you rode enormous waves toward a long wide beach. Rimed with salt, you stand in the shallows and look around. The red rising sun shows a beach that stretches east and west and, before you, long grasses. Beyond that, a line of trees, and a distant peak of bare-stone rising up against the orange sky...
Character Creation:Note: the game has already begun, to join, simply post a new character and you will "wash up with the tide" during the next round.
To begin, roll up your class on the following list using a d100 (http://www.brockjones.com/dieroller/dice.htm). This determines your starting fictional social position amongst the survivors (higher number, higher "rank"), as well as some starting equipment. If you roll a (unique) class when someone else has already gotten it (I will cross it out as an option, or else check above in the thread), then you may choose any available lower class.
1-5 | Stow-away | a good-luck charm, a meal of biscuits (stow-aways die at 7 levels of exhaustion,not 6) |
6-10 | Cabin Boy | a meal of salted pork, your mother's locket |
11-20 | Ordinary Seaman, former pick-pocket | a coil of rope, a knife |
21-28 | Ordinary Seaman, former soldier | a coil of rope, a dagger |
29-34 | Ordinary Seaman, former slave | a coil of rope |
35 | Ordinary Seaman, former lawyer | a coil of rope, birth certificate |
36-38 | Able Seaman, former smuggler | a coil of rope, sturdy shoes, a knife, a dark cloak |
39-42 | Able Seaman, former farmer | a coil of rope, sturdy shoes, a knife, a bag of grain |
43-47 | Able Seaman, former rope-maker | two coils of rope, sturdy shoes, a knife |
48-50 | Able Seaman, former lumberjack | a coil of rope, sturdy shoes, a knife, an axe |
51-54 | Ship's Carpenter | an axe, can of grease |
55-58 | Ship's Cook (if cook exists, galley boy w/ ladle instead of pot) | 5 meals of citrus and vegetables, cooking pot |
59-61 | Head Gunner | 20 units gundpowder, pistol with 5 units gunpowder and shot, fire-starter |
62-67 | Soldier (passenger) | musket, 5 units gunpowder & shot, sabre |
68-70 | Baker (passenger) | 5 meals of bread, yeast, fire-starter |
71-73 | Merchant (passenger) | 10 meals of salted pork (barrel), 10 pieces of gold, ledger book & pencil |
74-77 | Explorer (passenger) | spy-glass, oil-skin coat, 5 meals jerky, a sense of adventure |
78-81 | Farmer (passenger) | bag of various seeds, hoe, three chicks in a wooden box |
82-84 | Upper-class Civilian (passenger) | fine clothes, 40 pieces of gold, snuff-box, meal of candied nuts |
85-87 | Ship's Doctor (unique, officer) | surgeon's tools, 10 doses of medicine (various applications) |
88-89 | Bosun (unique, officer) | sturdy shoes, national flag, block & tackle |
89-90 | Third Mate(unique, officer)Taken! | sturdy shoes, depth-line, 10x10 sail |
91-92 | Second Mate (unique, officer) | sturdy shoes, compass, chart of this region of the sea |
93-94 | Chief Officer (unique, officer) | sturdy shoes, 4 rockets, book containing information on all passengers/crew, spy-glass, 5 meals of canned ham |
95-97 | Ship's Captain (unique, officer) | Wellington boots, spy-glass, sabre, 5 meals of canned sardines, gold pocket-watch, charts, tricorne hat, pistol (5 shots + powder) |
98-99 | a minor noble, secretly a murder-cultist (noble) | fine clothes, garrotte, 5 doses of poison, totem of an elder god |
100 | secretly telepathic, secretly sentient animal (something appropriate), loved by all | you're an animal |
Next, roll 3d6 for each of the following stats, in order:
Physique, Wit, Personality, LuckFinally, give your character a name, and briefly describe their appearance. Your final entry should look something like this:
Captain Jacksentient, telepathic parrot
Physique 8, Wit 14, Personality 10, Luck 18
A scruffy, lovable bird with an unnerving habit of giving knowing glances when noone else is watching, its whistles and mimicry are not always heard by all...
Rules:
This is a roll-under d20 game. Whenever your character attempts to do something, I will roll a d20 and compare it against the appropriate stat. If the roll is equal to or less than your stat, you succeed. A 1 is an automatic success, a 20 is an automatic failure. I'll also roll a d6 and use it to modify how well or poorly your attempt goes using the regular RtD rules.
If the action you are performing is something your character would be reasonably "proficient in" on account of your class, then I will deduct the result of the d6 roll from your d20 roll. For example:
Captain Jack attempts to find a fruit tree. This is something a parrot should be good at. He rolls against his Wit and gets: d20: 9 - (d6:4) = 5. A perfectly good success!
Tools, weapons, etc. are not required to attempt any kind of action, but will grant increased effect. An axe makes it much easier to cut down a palm tree, for example.
Luck is used when no other stat is appropriate. When, for example, we wish to see whether the character has a lucky break.
The game is divided into Days of 4 rounds (each round is a typical RtD round of actions). At the end of the 4th round of actions that make up each Day, you must possess a meal or suffer one step of Exhaustion. At the end of a Day, I may announce that a horrible storm will blow up the following day. If you do not have access to a sheltered place during the following Day, you will gain a level of Exhaustion. Other special events with similar effects may take place.
You eat 1 meal at the end of a Day, if you have it. Otherwise, you gain a step of Exhaustion.
You can give a meal to any number of other fictionally-nearby characters for free as part of your action. If you do so, you gain +1 karma for each character with which you have shared a full meal. e.g. Captain Jack shares his three full meals of berries with two other characters. Captain Jack earns +2 karma.
You may spend 3 karma to automatically succeed on an action as though you had rolled a 1 on the d20, and a 5 on the d6. This does not make impossible actions possible, but is generally very effective.
You lose all your karma when you roll a 6 on the d6 "fate" die and at the same time fail a check by 5 or more.
At 6 steps of Exhaustion, your character dies of starvation/exposure or goes mad and kills themselves. All of your exhaustion goes away if you choose to consume three meal's-worth of food as part of your action. This will replace the 1 meal of food that is automatically deducted from your inventory at the end of the Evening turn. Alternatively, you can choose to permanently "burn" 1 point of Physique or Luck to remove 1 level of exhaustion. You can do this as part of another action, and can choose to burn multiple points. That is, if you wish to remove 4 levels of exhaustion, you could burn 2 points of Physique and 2 Points of Luck. If you drop to 0 points of Luck, your fate die will automatically result in a 1 on every action, and you will auto-fail Luck checks. If you drop to 0 points of Physique, you are effectively too weak to move, and will auto-fail Physique checks.
If you have eaten food that day and spend a restful night in a shelter, you automatically get rid of one level of Exhaustion.
If you kill another character, you can take their belongings. Additionally, I will make a luck check for the victim as if the victim were proficient (d20-d6). If successful, the murderer will gain steps of exhaustion corresponding to the identity of the victim, as follows:
1. Stow-away: 0
2. A banished character: 0
3. Cabin boy: 2
4. Ordinary seaman, Able seaman, passenger: 3
5. Officer: 4
6. Murder-cult Noble: 6 (If the temple has been discovered, reduce the exhaustion one would have gained from killing a secret murder-cultist by 3 points.)
7. Ship Mascot: 6
8. For every point of karma the character possesses: 1
If your character is killed, you may roll a new character and re-enter the game as your action in the next round. At first thought lost in the shipwreck, your new character was just washed up further along the coast! Take a +1 to their luck score.
The leader of the survivors (this is automatically the highest-ranked character currently in the game, but can change (see below)) will be labeled golden by me every round. That character can take the following special actions:
Banish: Make a Personality Test (proficient only if you are used to public-speaking/giving orders). If successful, you can choose to banish one character until the end of the following Day. A Banished character cannot enter the common shelter, cannot attempt to Take Command, cannot be given food by anyone, and can be killed without giving any steps of Exhaustion to the murderer. Additionally, at the time of banishment, a character gives all of their food to the one that banished them.
Order of the Day: During the first round of a new day, specify an action. Anyone who succeeds at this action during the day gains +1 Karma. If no-one succeeds at this action by night-fall, everyone gains a level of exhaustion. This action can be taken for free, i.e. in addition to a regular action.
Any character (as long as they are not currently banished), may attempt the following special action:
Take Command: Following a round in which you successfully completed an action and rolled a 4 or a 5 on the d6, or if you have at least 3 Karma, you may attempt to take over the position of highest-rank amongst the survivors. Make a Personality check as normal, but add +1 to your roll for each character on the island of higher rank than yourself (if you are higher rank than the current leader, deduct 1 from your roll). If you give a compelling speech explaining why you should be the new leader, you will make the Personality roll as though proficient. This action can only be taken once per day, by anyone (i.e. only one change of leadership per day).
Special secret-Murder Cultist rules:
SMCs do not gain Exhaustion from killing anyone (even other SMCs)
SMCs, when killed, simply revive near their elder god's totem the following night, unless it has been destroyed.
An SMC can commit a murder instead of eating a meal or taking shelter during a storm. The darkness of their deed pleases their dark god, and nourishes their dark soul of darkness.
Once an SMC commits 3 murders, they are transported to the hidden shrine of their dark god, and become one with its eldritch tentacles. Immediately roll a new character. The new character, in addition to its normal abilities, is also an SMC and gains a cumulative +2 to their Luck score.
Once the hidden temple is discovered, any character can travel there and attempt to join with the elder god to become a Secret Murder-cultist.
Goals:
Player-made goals are, of course, appropriate. If a goal is very complex (like making a hang-glider) then I will inform you of your progress.
And, of course, gaining food is an important and ongoing goal.
In larger terms, however, the following goals can be attained in-game. Each requires a certain number of "checks". These are earned by specifically working towards that goal. A single action can result in more than one "check", if one rolls well...
1. Locate the Hidden Eldritch Temple. A difficult task, this goal requires a total of 10 checks toward achieving it. But, once discovered, every non-cultist character gains +2 to their Luck scores. To work towards, tag an appropriate action with TEMPLE. (Appropriate actions would be: any that involve exploring the island upon which you find yourselves, communing with eldritch spirits, etc.
2. Build Shelter. Requires 10 building supplies checks, and 8 successful checks building it, fits up to 10 survivors during storm.
3. Build a Life-raft to Escape the Island (can fit up to 5 survivors, highest ranks get out first): Requires: 20 food, 10 checks, chart of surrounding seas, a sail, and a spy-glass. If you wish to spend an action working on the raft or give food to the cause, tag your action with RAFT or say you are giving food to the RAFT.
A brief note on character creation:
I will roll all the dice during the actual game, but character creation is up to you. Don't just choose your stats, roll them honestly please. The game is more fun that way.
If you really, really want to play as a certain class, you can choose, but please state as much in your post, and take a -2 to your Luck score.
Also, this is my first Roll to Dodge on this site, apologies in advance for any mistakes or clunkiness.
Those who have passed on:
-Fritz "Old Man" Williams, a goodly carpenter. Was messily devoured by a tiger while out looking for food in the jungle. Coincidentally, the tiger was also out looking for food in the jungle, but this common goal was not enough to unite the two in friendship.
interested. Posting rolls soon.
Station roll: 74. I am a explorer.
Physique roll:( 6 + 6 + 5 ) = 17, Apparently I am super-muscular...
Wits roll:( 3 + 4 + 1 ) = 8, but not very bright.
Personality roll:( 1 + 5 + 5 ) = 11. semi-sociable
Luck roll:( 5 + 4 + 4 ) = 13 and slightly lucky.
Final layout
Dustan Hache, Mercenary
PHYS:17
WITS:8
CHAR:11
LUCK:13
A mercenary adventurer with a strength that belies his normal frame. He seems to have worked a forge at some point, though all the minor burns and the scars they left imply they were less than fortunate with it.
PTW. Sheet soon.
Sheet:
54 = carpenter
Physique 4+5+2 = 11
Wit 4+4+6 = 14
Personality 3+2+1 = 6
Luck 4+5+3 = 12
Fritz "Old Man" Williams
Middle-aged in spite of his nickname, doesn't have a beard. Grey hair.
Physique: 11, About average.
Wit: 14, Above average.
Personality: 6, very below average.
Luck: 12, a little above average.
Think of that one old man from every series ever, except when he tells you to get off his lawn he means there's a tree about to crush you. His default grumbling topic is how he's a carpenter, not a lumberjack. Dexterity versus strength. Brains versus brawn, get off my law- crush
I think I might enjoy this.
Ivan Semyonov, Able Seaman, former rope maker
Physique 14 (2+6+6)
Wit 12 (1+5+6)
Personality 7 (4+1+2)
Luck 10 (1+3+6)
A relatively average Russian seaman. Has some muscle, has some gears in his heads, Lady Luck both screws over and rewards him, and he has a colorful personality of an old grumpy librarian.
Inventory: Two coils of rope, sturdy shoes, knife.
EDIT: added inventory.
Escaped Lunatic subprofile tag? :O
Welcome to Bay12! :))
Alira Sibata
Third Mate
Physique 11, Wit 15, Personality 13, Luck 16
A young apprentice to the ship's officership, she is reputably someone known for her skills in organization and safety. She has a lean figure, and holds herself with an educated posture; knowing a depth of knowledge about the world.
(https://i.imgur.com/cwGxahD.png)
(https://i.imgur.com/Q5kvhH3.png)
I want in on this!
I have rolled... a 5. :(
Guess I'm a stowaway, then.
Physique: 12
Wit: 10
Personality: 11
Luck: 12
Stats are... decent, at least.
"Nobody" Jack
Stowaway
Physique: 12, Wit: 10, Personality: 11, Luck: 12
Homeless guy that went to sleep in the ship's cargo area one night to get out of the rain, and woke up on the high seas. Hair is dark brown and very messy, and his beard seems to be locked in a state of perpetual scruffiness. Skinnier than a man should be, and his clothes are in a state of moderate disrepair.
Inventory: Good Luck charm, 1 meal (biscuits)
Requesting resistance to/increased cap for Exhaustion, due to experience with it?
The Game Begins
Day 1, Morning
You drag your shaking frame up from the tide-line. Ahead is a sand embankment, beyond which tall pale grasses whisper gently in the morning breeze. Beyond the grasses, you can just make out a line of unfamiliar-looking trees; and beyond that a distant rocky peak that juts up against the morning sky. You are not alone, thanks be to God, scattered along the sandy shore are...
A scarred adventurer,
Dustan Hache, Mercenary
Phys:17
Wit:8
Pers:11
Luck:13
A mercenary adventurer with a strength that belies his normal frame. He seems to have worked a forge at some point, though all the minor burns and the scars they left imply they were less than fortunate with it.
spy-glass, oil-skin coat, 5 meals jerky
a round-faced, worried-looking boy
Jack Perkins
Cabin Boy
Phys: 13
Wit: 10
Pers: 13
Luck: 10
a fairly nondescript lad, of average build with large ears, bland, rounded features, sparse dirty-brown hair, a huge forehead and an almost-constant expression of worry and/or confusion.
Mother's locket
Salted rations (1)
a grey-haired man clutching hammer and axe,
Fritz "Old Man" Williams
Physique: 11
Wit: 14
Personality: 6
Luck: 12
Middle-aged in spite of his nickname, doesn't have a beard. Grey hair. Think of that one old man from every series ever, except when he tells you to get off his lawn he means there's a tree about to crush you. His default grumbling topic is how he's a carpenter, not a lumberjack. Dexterity versus strength. Brains versus brawn, get off my law- crush
an axe, can of grease, handful of nails, hammer
a grumpy Russian,
Ivan Semyonov, Able Seaman, former rope maker
Physique 14
Wit 12
Personality 7
Luck 10
A relatively average Russian seaman. Has some muscle, has some gears in his heads, Lady Luck both screws over and rewards him, and he has a colorful personality of an old grumpy librarian.
Two coils of rope, sturdy shoes, knife.
a lean woman with perceptive eyes,
Alira Sibata
Third Mate
Physique 11
Wits 15
Personality 13
Luck 16
A young apprentice to the ship's officership, she is reputably someone known for her skills in organization and safety. She has a lean figure, and holds herself with an educated posture; knowing a depth of knowledge about the world.
sturdy shoes, depth-line, 10x10 sail
a shouting member of the German royalty,
Duke Adalhard I of Regensburg
Physique 9
Wit 15
Personality 7
Luck 15
A somewhat deaf middle aged noble that constantly shouts in faux German.
fine clothes, garrote, 5 doses of poison, totem of an elder god
Highest Rank
a skinny, bearded man you don't remember ever seeing before
"Nobody" Jack
Stowaway
Physique 12
Wit 10
Personality 11
Luck 12
Homeless guy that went to sleep in the ship's cargo area one night to get out of the rain, and woke up on the high seas. Hair is dark brown and very messy, and his beard seems to be locked in a state of perpetual scruffiness. Skinnier than a man should be, and his clothes are in a state of moderate disrepair.
Good Luck charm, 1 meal (biscuits)
a well-dressed lady with arms like thin sticks
Name: Elizabeth Rutherford
Upper-class Civilian
Physique 4
Wit 9
Personality 11
Luck: 9
A young enterprising woman with brown hair. Her arms are long and thin, the muscles seemingly suffering from atrophy.
fine clothes, 40 pieces of gold, snuff-box, meal of candied nuts
Still out at sea:
Aigresaur
A dinosaur that just wants to snuggle. (Note from Trinculo: No actual dinosaurs please. Imagine some other persona for this cook, thanks!.
Ship's Cook
Physique 11
Wit 12
Personality 14
Luck 9
5 meals of citrus and vegetables, cooking pot
What do you do?
Swim for the shore. Keep them food dry if possible!
Aigresaur
A dinosaur that just wants to snuggle. (Note from Trinculo: No actual dinosaurs please. Imagine some other persona for this cook, thanks!.
Ship's Cook
Physique 11
Wit 12
Personality 14
Luck 9
Day 1, morning
Dustan Hache, Mercenary
Phys:17
Wit:8
Pers:11
Luck:13
Exhaustion: 1
A mercenary adventurer with a strength that belies his normal frame. He seems to have worked a forge at some point, though all the minor burns and the scars they left imply they were less than fortunate with it.
spy-glass, oil-skin coat, 5 meals jerky, a bundled shock of dry grass
”It would seem we are alive. Let us make use of that, and start work to stay that way. Carpenter Fritz, may I borrow your axe?”
If fritz loans me his axe: Go chop down some trees to use for firewood and construction. The sooner we have basic nessesities, the better.
Otherwise, go gather grass to use for the same purposes.
The carpenter hefts his axe and climbs toward the line of trees. "Kids these days! humph!"
Roll (Phys) (d20 is first, d6 second): 11, 6
A feverish urgency drives you forward despite the aching of your storm-wracked limbs. You gather a great shock of bundled grasses. +1 Exhaustion
Fritz "Old Man" Williams
Physique: 11
Wit: 14
Personality: 6
Luck: 12
Middle-aged in spite of his nickname, doesn't have a beard. Grey hair. Think of that one old man from every series ever, except when he tells you to get off his lawn he means there's a tree about to crush you. His default grumbling topic is how he's a carpenter, not a lumberjack. Dexterity versus strength. Brains versus brawn, get off my law- crush
an axe, can of grease, handful of nails, hammer
Angrily shout something about kids these days and go chop down a tree myself.
Phys: 9 (11-2), 2
You cross low dunes of pale grass and come to the edge of the trees. Hefting your axe, you size up a thick palm-like tree the height of three men and cut it down in a dozen strokes. The wood is strangely pulpy and fibrous and unsuitable compared to what you are used to.
"Nobody" Jack
Stowaway
Physique 12
Wit 10
Personality 11
Luck 12
Homeless guy that went to sleep in the ship's cargo area one night to get out of the rain, and woke up on the high seas. Hair is dark brown and very messy, and his beard seems to be locked in a state of perpetual scruffiness. Skinnier than a man should be, and his clothes are in a state of moderate disrepair.
Good Luck charm, 1 meal (biscuits), several small eggs
Go scavenging for food, of any sort.
Luck: 8 (12-4), 4
You are not surprised when no-one seems to notice your presence, it was the same on the city streets, too busy calling out orders and shouting nonsense... Wandering on stiff legs up the beach, your roving eye catches sight of several speckled eggs in the midst of a grassy tussock!
Ivan Semyonov, Able Seaman, former rope maker
Physique 14
Wit 12
Personality 7
Luck 10
Exhaustion: 1
A relatively average Russian seaman. Has some muscle, has some gears in his heads, Lady Luck both screws over and rewards him, and he has a colorful personality of an old grumpy librarian.
Two coils of rope, sturdy shoes, knife.
Try to make a lasso out of a rope in order to pull down some coconuts from palms.
Phys: 8 (9-1), 1
You could tie a dozen variations of the "bow-string knot" in your sleep, and you tie one easily enough as you follow the ship's carpenter, Fritz, over to the trees. Unfortunately, while musing over which variation of knot is best for pulling down coconuts, Fritz's falling tree crashes against a palm, detaching a single unripe coconut. It falls squarely onto your forehead with a fleshy thud. +1 exhaustion
Name: Elizabeth Rutherford
Upper-class Civilian
Physique 4
Wit 9
Personality 11
Luck: 9
A young enterprising woman with brown hair. Her arms are long and thin, the muscles seemingly suffering from atrophy.
fine clothes, 40 pieces of gold, snuff-box, meal of candied nuts
Explore the surrounding area, see if I can find some food.
Luck: 10, 3
You find yourself on a long narrow beach. To the east, it curves slightly northward until jutting a sandy spit out to a lonely hill of weathered rock. Far to the west, it curves northward out of sight. To the south are gentle waves, behind them a lagoon of greenish shallow water, behind that, heavy waves breaking over partially submerged reefs. As you explore the grassy dunes before you, you begin to see that a dense forest ahead of you rises up misty slopes to a high, bare peak of rock directly to the north. A shorter peak, this one forested over by trees, lies to the north-west. The flora around you are unfamiliar, but you do catch sight of some kind of plump, sandy-coloured rodent watching you quizzically from atop a piece of driftwood.
Duke Adalhard I of Regensburg
Physique 9
Wit 15
Personality 7
Luck 15
A somewhat deaf middle aged noble that constantly shouts in faux German.
fine clothes, garrote, 5 doses of poison, totem of an elder god, misshapen mossy skull
Highest Rank
"Regnerisch greifbare sechs riesige Teamvorräte auf leeren Mägen! Bewunderer schwamm mitten durch den Irrtum und blieb in der zerstörten Wunderkiste. Großartig, die fanged links unansehnlichen Schrecken!"
Since I have the highest ranking here, I claim this land as my own. From now on, this island will be called "Müllhaufen" and I declare myself King of Müllhaufen. Express this to the rest of the passengers with broken english and loud german.
[TEMPLE] Search for a nice place in this island in which to build my future castle.
Luck: 14, 6
The others listen to your speech with ingrained deference to your rank, but the broken English seems to be confused for German, and the only meaning you get across is that this land is, in your opinion, "Müllhaufen". Good for raising mules perhaps, they wonder?
You scout along the trees for a good location, massaging your strained throat, and come across a stream flowing amongst the roots of the trees. A misshapen, mossy skull rests in the water. It seems quite appropriate that you pick it up and take it with you. So you do.
Alira Sibata
Third Mate
Physique 11
Wit 15
Personality 13
Luck 16
A young apprentice to the ship's officership, she is reputably someone known for her skills in organization and safety. She has a lean figure, and holds herself with an educated posture; knowing a depth of knowledge about the world.
sturdy shoes, depth-line, 10x10 sail
"No other officer in sight. Guess I'm the highest ranking official around. You're all free to pursue your duties--can't be helped when everyone just came around after shock. The rest, we've go focus on setting sail out of here, and especially on supplies. If there are any other people, they're stranded all around, and the best way is to get a small ship going. Glad I packed an extra sail here."
"Regnerisch greifbare sechs riesige Teamvorräte auf leeren Mägen! Bewunderer schwamm mitten durch den Irrtum und blieb in der zerstörten Wunderkiste. Großartig, die fanged links unansehnlichen Schrecken!"
"Case in point, shock is very harmful. Those who can rest, please rest. I'll be preparing and investigating our surroundings. Anyone who wishes to join up, please do.
"I suggest everyone announce their intentions and to work in teams of two, however. I do not want anyone else getting lost."
Find a good spot for building the foundations of making that ship. I've a good depth line and all.
Those near you on the beach seem to be thinking much the same thing as you, and set about various tasks, or just wander amongst the grasses. It occurs to you that the Duke out-ranks you.
Wit: 11 (16-5), 5
You understand the basics of how one would construct a raft-like vessel within easy portage to the water, and find a very well-suited area of the woods that reaches closest to the shore-line.
Jack Perkins
Cabin Boy
Phys: 13
Wit: 10
Pers: 13
Luck: 10
a fairly nondescript lad, of average build with large ears, bland, rounded features, sparse dirty-brown hair, a huge forehead and an almost-constant expression of worry and/or confusion.
Mother's locket
Salted rations (1)
Try and scrape together enough twigs, grass and kindling to get a fire going at some point in the not-too-distant future.
Also keep an eye out for easy food sources!
Phys: 15, 3
Out of habit, you follow the Third Mate around as she scouts for a good boat-building site. You do not see any sources of food, but manage to pile handfuls of grass and some twigs onto a dead palm frond as you walk along.
Long-term goals:
Small Boat w/ sail: sail, 2/6 building checks, 0/6 building materials.
(The goal sounded different than a raft to simply escape the island, so I altered the requirements.)
Find the Hidden Temple: 2/10 checks
Still out at sea until they change their character from a dinosaur.
Aigresaur
A dinosaur that just wants to snuggle.
Ship's Cook
Physique 11
Wit 12
Personality 14
Luck 9
5 meals of citrus and vegetables, cooking pot
Keep swimming for that shore!
Aigresaur
A chef with a dinosaur personality syndrome that just wants to snuggle.
Ship's Cook
Physique 11
Wit 12
Personality 14
Luck 9
"Für Tritte weinen, hübsch fehlerhafter Kumpel. Höre das Unverwundbare und akzeptiere tödliche Fürsorge, ausgeprägten und abrasiven Kaktus."
Go find the Third Mate and suggest them that we should instead be trying to build a strong shelter in that nice place I found that skull at to both resist future storms and have a place in which to rest. If they agree to spend their time preparing to build a shelter, aid them as best as I can without hurting my back.
((I like that the GM gave me my color :B Also yaaay, someone gave me fewd!))
leave the grass bundle with Alira, and go find a source of freshwater.
"A temple? Well I guess a central area to begin with is a good idea. And I didn't notice you were the Duke! Sorry!"
Go do that suggestion! If it doesn't mean anything--I'll find food on the way. Yay food!
Alira Sibata
Third Mate
Physique 11
Wit 15
Personality 13
Luck 16
A young apprentice to the ship's officership, she is reputably someone known for her skills in organization and safety. She has a lean figure, and holds herself with an educated posture; knowing a depth of knowledge about the world.
sturdy shoes, depth-line, 10x10 sail
Day 1, Mid-day
Dustan Hache, Mercenary
Phys:17
Wit:8
Pers:11
Luck:13
Exhaustion: 1
A mercenary adventurer with a strength that belies his normal frame. He seems to have worked a forge at some point, though all the minor burns and the scars they left imply they were less than fortunate with it.
spy-glass, oil-skin coat, 5 meals jerky
leave the grass bundle with Alira, and go find a source of freshwater.
Wit: 11 (14-3), 3
You drop the bundle near the Third Mate, and spend some time searching for fresh water. You meet with no success.
Fritz "Old Man" Williams
Physique: 11
Wit: 14
Personality: 6
Luck: 12
Middle-aged in spite of his nickname, doesn't have a beard. Grey hair. Think of that one old man from every series ever, except when he tells you to get off his lawn he means there's a tree about to crush you. His default grumbling topic is how he's a carpenter, not a lumberjack. Dexterity versus strength. Brains versus brawn, get off my law- crush
an axe, can of grease, handful of nails, hammer
Grumble angrily and go look for some berries.
Luck: 9, 4
You find a scraggly patch of... some kind of berry-bush near the fallen tree. You collect a meal's worth of the reddish fruit.
"Nobody" Jack
Stowaway
Physique 12
Wit 10
Personality 11
Luck 12
Homeless guy that went to sleep in the ship's cargo area one night to get out of the rain, and woke up on the high seas. Hair is dark brown and very messy, and his beard seems to be locked in a state of perpetual scruffiness. Skinnier than a man should be, and his clothes are in a state of moderate disrepair.
Good Luck charm, 1 meal (biscuits), three meals of wild bird eggs
Continue searching for food. Food is good and necessary for continued survival.
Luck: 1, 4
You crawl on all fours through the grassy plain, and come across two more nests full of eggs!
Ivan Semyonov, Able Seaman, former rope maker
Physique 14
Wit 12
Personality 7
Luck 10
Exhaustion: 2
Two coils of rope, sturdy shoes, a coconut, knife.
"АЙ! ГОЛОВА ТЕПЕРЬ БУДЕТ БОЛЕТЬ, СУКА!"*
Yelp the cry of pain and tell the carpenter to chop trees somewhere away from me.
Keep trying to pull coconuts.
Phys: 10, 3
Hey, you're not bad at this. You tug down a ripe coconut.
Name: Elizabeth Rutherford
Upper-class Civilian
Physique 4
Wit 9
Personality 11
Luck: 9
A young enterprising woman with brown hair. Her arms are long and thin, the muscles seemingly suffering from atrophy.
fine clothes, 40 pieces of gold, snuff-box, meal of candied nuts
"Hey there little fellow, you look a little lost, why don't you come with me?"
Tame the rodent.
Pers: 3, 1
You coax the furry creature with a few candied chestnuts, and it quickly warms to you. Unfortunately, the diminutive beast has a number of biting insects in its fur, which spread to your stockings with alacrity. The two of you can be seen walking amongst the dunes, periodically scratching at bites: the rodent with its hind-paws, you with your stick-arms.
Duke Adalhard I of Regensburg
Physique 9
Wit 15
Personality 7
Luck 15
A somewhat deaf middle aged noble that constantly shouts in faux German.
fine clothes, garrote, 5 doses of poison, totem of an elder god, misshapen mossy skull
Highest Rank
"Für Tritte weinen, hübsch fehlerhafter Kumpel. Höre das Unverwundbare und akzeptiere tödliche Fürsorge, ausgeprägten und abrasiven Kaktus.
"...Ah, Englisch? Yes, me Duke Adalhard I von Regensburg. Me think we build have shelter."
Go find the Third Mate and suggest them that we should instead be trying to build a strong shelter in that nice place I found that skull at to both resist future storms and have a place in which to rest. If they agree to spend their time preparing to build a shelter, aid them as best as I can without hurting my back.
Phys: 10, 3
The third-mate, Alira, agrees to your proposal, and work begins upon constructing a permanent shelter near the skull-stream. You attempt to help, but, the state of your back... It is best if you simply watch for now.
Alira Sibata
Third Mate
Physique 11
Wit 15
Personality 13
Luck 16
A young apprentice to the ship's officership, she is reputably someone known for her skills in organization and safety. She has a lean figure, and holds herself with an educated posture; knowing a depth of knowledge about the world.
sturdy shoes, depth-line, 10x10 sail
"Well I guess a central area to begin with is a good idea. And I didn't notice you were the Duke! Sorry!"
Go do that suggestion! If it doesn't mean anything--I'll find food on the way. Yay food!
Phys: 14, 2
You follow the German noble across the dunes to where a stream of fresh water gurgles along the tree-line. The cabin-boy drops an armful of twigs and leaves nearby, and then wanders off while your back is turned. Now... A shelter. Hm.. The Duke is clearly useless, complaining loudly in German while grasping at his back when asked to maneuver a log out of the way. And you make little progress towards constructing a shelter as the morning progresses.
At one point the scarred explorer, Hache, drops off a large bundle of grasses. This should help with the shelter, at least.
Jack Perkins
Cabin Boy
Phys: 13
Wit: 10
Pers: 13
Luck: 10
a fairly nondescript lad, of average build with large ears, bland, rounded features, sparse dirty-brown hair, a huge forehead and an almost-constant expression of worry and/or confusion.
Mother's locket
Salted rations (1), a coconut
Drag my fire materials to a fairly central location amongst us and deposit them there.
Then... go back to searching for food, I guess? Surely some of these trees have some good stuff.
Luck: 4, 3
The Third-mate and the Duke have agreed upon a spot for a shelter near a shallow stream in the woods. The spot gives you the creeps though: the gurgling of the stream sounds like someone trying to breathe with sea-water in their lungs; so you slip away from the German's broken English.
You come to a freshly-fallen tree, where Ivan the Russian is lassoeing down coconuts from a nearby palm. It is hard work, and you hear many interesting-sounding cusses. You also catch sight of a large coconut lying unnoticed amongst the tall grasses and grab it, leaving before the Russian can take out his anger against any perceived "thievery".
Aigresaur
A chef with a dinosaur personality syndrome that just wants to snuggle.
Ship's Cook
Physique 11
Wit 12
Personality 14
Luck 9
5 meals of citrus and vegetables, cooking pot
Swim to Shore
Auto-success: You wash up on the beach near where a small stream flows across it, your pockets full of lemons, and a bag of jackfruit clutched in one hand.
Long-term goals:
Small Boat w/ sail: sail, 2/6 building checks, 0/6 building materials.
Find the Hidden Temple: 2/10 checks
Build a Shelter: 2/10 Materials, 0/8 building checks
Day 1, afternoon
Dustan Hache, Mercenary
Phys:17
Wit:8
Pers:11
Luck:13
Exhaustion: 1
A mercenary adventurer with a strength that belies his normal frame. He seems to have worked a forge at some point, though all the minor burns and the scars they left imply they were less than fortunate with it.
spy-glass, oil-skin coat, 5 meals jerky
go harvest some more grass, since I don’t have the tools to collect wood and a stream has already been found.
Phys: 18, 2
As the day progresses you go back to gathering grasses. The sun is warm on your back, and getting down out of the wind feels really good... You fall asleep in the lee of a large tussock. You awaken to a small crab pinching at your nostrils. Some time has passed, judging from the light.
Fritz "Old Man" Williams
Physique: 11
Wit: 14
Personality: 6
Luck: 12
Middle-aged in spite of his nickname, doesn't have a beard. Grey hair. Think of that one old man from every series ever, except when he tells you to get off his lawn he means there's a tree about to crush you. His default grumbling topic is how he's a carpenter, not a lumberjack. Dexterity versus strength. Brains versus brawn, get off my law- crush
an axe, can of grease, handful of nails, hammer
Go find a better tree and chop it down.
Phys: 2 (7-5), 5
Your berries carefully secured in a handkerchief, you set to with your axe and fell a large palm. You discover that it has quite serviceable wood. Is there a particular cause to which you wish this wood to go?
"Nobody" Jack
Stowaway
Physique 12
Wit 10
Personality 11
Luck 12
Homeless guy that went to sleep in the ship's cargo area one night to get out of the rain, and woke up on the high seas. Hair is dark brown and very messy, and his beard seems to be locked in a state of perpetual scruffiness. Skinnier than a man should be, and his clothes are in a state of moderate disrepair.
Good Luck charm, 1 meal (biscuits), three meals of wild bird eggs
Wait for the owners of the nests to return and try to capture them!
Luck: 15, 4
After some time, a brown-and-white shorebird flutters down towards the nest. It catches sight of your greasy head at the last moment, and chirps in surprise as it wriggles away through the tall grass. It evades your grasping fingers.
Ivan Semyonov, Able Seaman, former rope maker
Physique 14
Wit 12
Personality 7
Luck 10
Exhaustion: 2
Two coils of rope, sturdy shoes, two coconuts, knife.
"АЙ! ГОЛОВА ТЕПЕРЬ БУДЕТ БОЛЕТЬ, СУКА!"*
Pull another coconut down. If we get enough wood for our shelter, assist the construction of it by roping it.
Phys: 13, 3
Another coconut! You see that Old Man Carpenter has felled another palm, but you're not sure to what purpose he wishes to put it.
Name: Elizabeth Rutherford
Upper-class Civilian
Physique 4
Wit 9
Personality 11
Luck: 9
A young enterprising woman with brown hair. Her arms are long and thin, the muscles seemingly suffering from atrophy.
fine clothes, 40 pieces of gold, snuff-box, meal of candied nuts
Get rid of those lousy insects by taking a nice bath in the stream, my rodent also gets a bath.
Pers: 11 (12-1), 1
You take a refreshing bath in the shallow stream with the last little slip of French lavender soap. Your pet rodent struggles with the strength of a tom-cat when you try to get it to join you, and sits on the shore watching. Occasionally it chirps out sharply in your direction, almost as if to reprimand you for your current un-rodent-like state.
Duke Adalhard I of Regensburg
Physique 9
Wit 15
Personality 7
Luck 15
A somewhat deaf middle aged noble that constantly shouts in faux German.
fine clothes, garrote, 5 doses of poison, totem of an elder god, misshapen mossy skull full of two meals of berries
Highest Rank
"Gefälschte Landwirtschaft! Der Boden hat einen Keller voller dominanter Leinen."
Of course it is, I love watching others work. But, maybe it would be better to try to find something to eat instead of wasting time. Try to get some berries, I'm too lazy to climb a tree and don't want to risk hitting my head with a coconut.
Wit: 8, 5
You find a clump of berry-bushes at the edge of the tree-line near the stream. You hear a curious chirping sound now and then as you gather the berries into a convenient container, which is... ah! The skull you found earlier will do nicely.
As you finish, you see that Alira has followed you here, her body suddenly jerks in surprise, and she leaps away from where she had been standing. Coming closer, you can see that she has been snake-bitten in the calf.
Alira Sibata
Third Mate
Physique 11
Wit 15
Personality 13
Luck 16
Exhaustion: 1
A young apprentice to the ship's officership, she is reputably someone known for her skills in organization and safety. She has a lean figure, and holds herself with an educated posture; knowing a depth of knowledge about the world.
sturdy shoes, depth-line, 10x10 sail
[Look for] Food with the Duke! I can succeed now, that I know where seems to not be the place to look!
Phys: 17, 1
The Duke is easy to follow so long as he carries on shouting in German. You find him in the midst of some berry-bushes, the fruit of which he is depositing into a mossy-green skull...
Ironically, at this exact moment, you see a flash of red and black at your feet and two sharp pains in your calf. The banded snake whips away into the water, and you are left with a burning, twisting sensation in your leg. +1 Exhaustion
Jack Perkins
Cabin Boy
Phys: 13
Wit: 10
Pers: 13
Luck: 10
a fairly nondescript lad, of average build with large ears, bland, rounded features, sparse dirty-brown hair, a huge forehead and an almost-constant expression of worry and/or confusion.
Mother's locket
Salted rations (1), a coconut
You spend the time resting in the future shelter area.
Aigresaur
A chef with a dinosaur personality syndrome that just wants to snuggle.
Ship's Cook
Physique 11
Wit 12
Personality 14
Luck 9
5 meals of citrus and vegetables, cooking pot
You are alone on the beach.
Long-term goals:
Small Boat w/ sail: sail, 2/6 building checks, 0/6 building materials.
Find the Hidden Temple: 2/10 checks
Build a Shelter: 2/10 Materials, 0/8 building checks
2 bundles of grasses,
Day 1, evening
Minor rule change: If you sleep the night in a comfortable shelter of some kind, you automatically lose one level of exhaustion.
Dustan Hache, Mercenary
Phys:17
Wit:8
Pers:11
Luck:13
Exhaustion: 2
A mercenary adventurer with a strength that belies his normal frame. He seems to have worked a forge at some point, though all the minor burns and the scars they left imply they were less than fortunate with it.
spy-glass, oil-skin coat, 4 meals jerky
get the crab to stop pinching my nose by feeding it a small chunk of jerky as I have.. what I guess qualifies as a breakfast. Keep the little guy as a pet and resume harvesting the tussock at my earliest convenience.
Phys: 20, 1
The harmless skittering of the crab is joined by a horrible, hollow clacking: coming around the tussock towards you is an enormous shell-plated, many-limbed, gray thing the size of a dog. It shuffles toward you on crab-like legs and snips two fingers off your left hand! In a panic you scramble to your feet and run back towards the others before it can do you any more mischief, wrapping your little nubs in clean cloth to stop the bleeding. You eat a meal of jerky while recovering.
+1 exhaustion
Fritz "Old Man" Williams
Physique: 11
Wit: 14
Personality: 6
Luck: 12
Middle-aged in spite of his nickname, doesn't have a beard. Grey hair. Think of that one old man from every series ever, except when he tells you to get off his lawn he means there's a tree about to crush you. His default grumbling topic is how he's a carpenter, not a lumberjack. Dexterity versus strength. Brains versus brawn, get off my law- crush
an axe, can of grease, handful of nails, hammer, 5 ripe coconuts
Try to find a tree with coconuts and chop that down, I'll need a long(ish) term food source.
Phys: 4 (9-5), 5
It is difficult, but you manage to find a palm with a few fresh coconuts on it. You promptly cut it down and bring it, along with the rest of the wood, to the shelter. You also eat one of the coconuts, splitting it open with your axe.
"Nobody" Jack
Stowaway
Physique 12
Wit 10
Personality 11
Luck 12
Karma: 1
Homeless guy that went to sleep in the ship's cargo area one night to get out of the rain, and woke up on the high seas. Hair is dark brown and very messy, and his beard seems to be locked in a state of perpetual scruffiness. Skinnier than a man should be, and his clothes are in a state of moderate disrepair.
Good Luck charm, 1 meal (biscuits), one meal of wild bird eggs, a shore-bird
Try again [to catch a bird].
And share one of my meals with Jack Perkins when I get the opportunity to do so.
Luck: 11, 4
You find success at the other nest, grabbing a brown-and-white shore-bird. It will make a fine meal once cooked. You eat some of your eggs as you wander about, and come across the cabin-boy trying to break open a coconut with a sharp rock. You help the boy, showing him the proper way, and by way of thanks he offers you some. So you give him some eggs in return, and enjoy a little impromptu dinner as the sun begins sinking down into the rosy sea.
+1 Karma (lasts 8 rounds)
Ivan Semyonov, Able Seaman, former rope maker
Physique 14
Wit 12
Personality 7
Luck 10
Exhaustion: 3
Two coils of rope, sturdy shoes, one coconut, knife.
Okay, let's crack one of the coconuts open!
Drink the coconut milk if my action is success!
You know how to get this hairy fruit open, and do so with your knife. Just the milk does not satisfy your hunger, however, so you eat the flesh as well.
Name: Elizabeth Rutherford
Upper-class Civilian
Physique 4
Wit 9
Personality 11
Luck: 9
A young enterprising woman with brown hair. Her arms are long and thin, the muscles seemingly suffering from atrophy.
fine clothes, 40 pieces of gold, snuff-box, meal of candied nuts
Head back with my rodent, making sure I don't get infested with its insects again. Help out with the shelter by gathering very light building materials.
Phys: 7, 6
You gather together what you would consider appropriate materials that you can still manage to carry, but the third-mate informs you that heavier branches are needed. You enjoy the rest of your candied nuts as you consider this.
Duke Adalhard I of Regensburg
Physique 9
Wit 15
Personality 7
Luck 15
A somewhat deaf middle aged noble that constantly shouts in faux German.
fine clothes, garrote, 5 doses of poison, totem of an elder god, misshapen mossy skull containing a meal of berries
Highest Rank
""Die oberste Feder hasst das schillernde Notizbuch vom Himmel! Autos, die bequem genug für einen Mund sind, signalisieren die Entwicklung einer Wanne!"
Freak out and run away from the snake. [TEMPLE] Explore and try to find a nearby cave or ancient ruins in which I could rest, since the shelter is obviously not going to be finished before this night.
Luck: 18, 3
You pick up your well-perfumed coat-tails and run away on your weak, aristocratic ankles; complaining loudly about serpents all the while. While relieving yourself some time later, you catch sight of an enormous, lobster-like crustacean scuttling up the shallow stream and further into the jungle. Its claws seem to have blood on them. Hm... Doubly-encouraged now to find a suitable shelter for the evening, you scout around for something good, but find nothing. Discouraged, you return to the shelter as it begins to grow dark, munching on berries from your mossy skull-basket.
Alira Sibata
Third Mate
Physique 11
Wit 15
Personality 13
Luck 16
Exhaustion: 2
A young apprentice to the ship's officership, she is reputably someone known for her skills in organization and safety. She has a lean figure, and holds herself with an educated posture; knowing a depth of knowledge about the world.
sturdy shoes, depth-line, 10x10 sail
The Duke lets out a panicked croak and runs shouting into the woods. You call to him, "Where are you going? It's not poisonous!" But he is gone.
Snake. Food. Now!
Or if I can otherwise tame the snake for it to be my best buddy, let it happen! (Otherwise just search for food ONE last time this turn)
Phys: 2, 1
You leap after the snake and grab it by the tail! Its spitting head jerks towards your face, but you swing it forcefully into a tree, killing it instantly. A short while later you have it gutted and cooking over a fire. It smells delicious, but a short while after you finish the tasty meat, you become horribly sick and spend the rest of the evening heaving violently in the bushes. Apparently it was poisonous after all...
+1 exhaustion
Jack Perkins
Cabin Boy
Phys: 13
Wit: 10
Pers: 13
Luck: 10
Karma: 1
a fairly nondescript lad, of average build with large ears, bland, rounded features, sparse dirty-brown hair, a huge forehead and an almost-constant expression of worry and/or confusion.
Mother's locket
Salted rations (1)
How fresh is this coconut? Have I even encountered coconuts before?
If no better ideas come to mind, attempt to find a sharp rock or something to cut into it with, before distributing it to anyone around who wants some.
The rock is not the best of tools, but the stranger you saw before on the shore shows up and offers some advice. He seems friendly enough, and is actually much younger than you first thought. The two of you share the coconut, and in turn he offers you some spotted eggs. The food tastes wonderful to your growling stomach, and the two of you enjoy the meal as you watch the sunset.
+1 Karma (lasts 8 rounds)
Aigresaur
A chef with a dinosaur personality syndrome that just wants to snuggle.
Ship's Cook
Physique 11
Wit 12
Personality 14
Luck 9
5 meals of citrus and vegetables, cooking pot
You snack on a lemon, some carrots, and a potato as you rest in the sand-dunes.
Long-term goals:
Small Boat w/ sail: sail, 2/6 building checks, 0/6 building materials.
Find the Hidden Temple: 2/10 checks
Build a Shelter: 7/10 Materials, 0/8 building checks
2 bundles of grasses, pulpy wood, 4 loads of palm-wood
The sun sets, the light dims, and as the stars start to come out the survivors gather together in the palm-grove that the Third-mate decided upon as the future shelter. Someone lights up a fire, the ship's cook attempts to snuggle with anyone willing, the carpenter mutters unhappily while the German Duke uses his out-door voice to offer undecipherable comments on the group's plight. Off in the darkness, the Third-mate can be heard vomiting periodically. Eventually, you get some sleep.
But not all of you sleep well. Exhaustion from your ordeal is enough to drive some straight off, but it takes others some hours before your tired minds can begin to ignore the creaking in the palms above; the strange buzzings, chirps, and grunts coming from the night around you; and finally drift off. One of you in particular has a vivid nightmare.
Alira Sibata, Pers 13: 11
Jack Perkins, Pers 13: 2
Aigresaur, Pers 14: 5
Elizabeth Rutherford, Pers 11: 11
You dream of home, and remember little of it by morning. The night passes by uneventfully and by morning you are well-rested.
Dustan Hache, Pers 11: 18
Fritz Williams, Pers 6: 13
"Nobody" Jack, Pers 11: 15
Duke Adalhard, Pers 7: 10
Your sleep is troubled by various unpleasant dreams, but by morning you remember none of it.
Ivan Semyonov, Pers 7: 15
You dream about the day, about the ship-wreck this morning and your attempts to survive and find food, but everything is tinged with a sense of uneasiness, a premonition of something unpleasant. Then you dream that you are sleeping in the make-shift camp, sprawled near the glowing embers, and it seems to you that you are not asleep, but awake and lying on your back. Suddenly, with horror you realize that a greenish skull is floating in the tree-tops above you. You find that you cannot move your limbs, and your heart beats rapid-panic as the skull descends towards you. It is malformed and unnatural, with ridges of bone where none should be, and a lop-sided jaw that opens and closes in a crude imitation of life. You awake with a start! Poorly rested and sore. +1 Exhaustion
Turn 2 rolls:
[4] In the morning, a pair of barrels or something are spotted floating a half-mile out in the lagoon, apparently lashed together. [2]The sky to the west is a series of glorious reds and oranges and white-caps can be seen out beyond the reef, indicating rougher weather to come.
Day 2, morning
Dustan Hache, Mercenary
Phys:17
Wit:8
Pers:11
Luck:13
Exhaustion: 2
A mercenary adventurer with a strength that belies his normal frame. He seems to have worked a forge at some point, though all the minor burns and the scars they left imply they were less than fortunate with it.
spy-glass, oil-skin coat, 4 meals jerky
Rest some more and recover from yesterday’s horrid events.
Luck: 7, 4
While the others set about to various tasks, you sit with your back to a palm, watching the red dawn and replacing a wet rag now and then on your bandaged finger-stumps to help with the throbbing pain. The pain lessens over time and you fall back asleep.
Fritz "Old Man" Williams
Physique: 11
Wit: 14
Personality: 6
Luck: 12
Exhaustion: 1
Middle-aged in spite of his nickname, doesn't have a beard. Grey hair. Think of that one old man from every series ever, except when he tells you to get off his lawn he means there's a tree about to crush you. His default grumbling topic is how he's a carpenter, not a lumberjack. Dexterity versus strength. Brains versus brawn, get off my law- crush
an axe, can of grease, handful of nails, hammer, 5 ripe coconuts
Chop down another tree for the shelter.
Phys: 1, 1
You drop another palm, right near the shelter this time. It spins awkwardly as it falls, getting stuck in the sturdy v-shape of another tree's branches. Back home you called this kind of half-fallen tree a "widow-maker". You know what to do, however, and set about to rectify the situation. Unfortunately, it is a great deal more effort than it would have been, and it tires you out considerably. By midday you have enough material for the shelter.
+1 Exhaustion
"Nobody" Jack
Stowaway
Physique 12
Wit 10
Personality 11
Luck 12
Exhaustion: 1
Karma: 1
Homeless guy that went to sleep in the ship's cargo area one night to get out of the rain, and woke up on the high seas. Hair is dark brown and very messy, and his beard seems to be locked in a state of perpetual scruffiness. Skinnier than a man should be, and his clothes are in a state of moderate disrepair.
Good Luck charm, 1 meal (biscuits), one meal of wild bird eggs, a shore-bird
Go get the barrels. The rope will be useful, the wood will be useful, and hopefully the contents will be useful.
Phys: 16, 1
The others seem to have accepted your presence amongst them without much in the way of questioning. Ivan and officer Sibata join you on the beach, scouting out the barrels. It looks like a half-mile or so to swim. The three of you strip down to under-clothes and swim out into the lagoon. Your thin frame is weaker than you thought, however, and you find yourself wearily treading water a few hundred yards off-shore. You espy a line of coral beds nearby, and gratefully step onto a ledge only a few feet deep, waving the others onward. As you do, several sharp pains pierce deep into your right foot, and you shriek as the water turns reddish beneath you. Five dark spines are broken off in your foot!
Eventually, the others return with the barrels and help you to shore.
+1 Exhaustion
Ivan Semyonov, Able Seaman, former rope maker
Physique 14
Wit 12
Personality 7
Luck 10
Exhaustion: 3
Two coils of rope, sturdy shoes, one coconut, knife, a barrel of gunpowder.
"Ugh, the last night was harsh on me... But enough whining; gotta go and work, starting with those barrels!"
Assist Nobody Jack and Alira with the acquirement of the said barrels.
Jack is not able to swim the whole distance, so you leave him resting on an out-cropping of coral.
Phys: 1 (3-5), 5
You, however, are a burly seaman, and could cross this lagoon while napping. You reach the two roped barrels before Alira, and begin towing them back to shore. The smaller one you are certain contains gunpowder, while the larger you are not sure about. Together, the two of you bring them back to shore, and help the now-wounded Jack as well. Alira opens the other barrel.
Name: Elizabeth Rutherford
Upper-class Civilian
Physique 4
Wit 9
Personality 11
Luck: 9
A young enterprising woman with brown hair. Her arms are long and thin, the muscles seemingly suffering from atrophy.
fine clothes, 40 pieces of gold, snuff-box, meal of candied nuts
Instruct my rodent to fetch the required heavy branches, keep the already collected materials as kindling.
Rodent's Phys: 14, 9
You seem to have found a creature with less strength of limb than yourself! The rodent is rubbish at gathering branches. If only this place had beavers...
Duke Adalhard I of Regensburg
Physique 9
Wit 15
Personality 7
Luck 15
A somewhat deaf middle aged noble that constantly shouts in faux German.
fine clothes, garrote, 5 doses of poison, totem of an elder god, misshapen mossy skull containing a meal of berries
Highest Rank
""*grumblegrumble*"
Grumble about the still unfinished shelter and [TEMPLE] Go back to exploring my island. Where are all the ancient cities filled with artifacts made of gold? This is nothing like the stories I kept hearing when I was young.
Luck: 16, 3
The stories from when you were young must have been written by mush-brained crab-toed spoon-fed pudding-headed pig-fart swachsinnige from the low countries, you decide, as you are smacked in the face by a whippy branch for the umpteenth time.
Alira Sibata
Third Mate
Physique 11
Wit 15
Personality 13
Luck 16
Exhaustion: 3
A young apprentice to the ship's officership, she is reputably someone known for her skills in organization and safety. She has a lean figure, and holds herself with an educated posture; knowing a depth of knowledge about the world.
sturdy shoes, depth-line, 10x10 sail, shaving kit with mirror, 5 sets of evening-wear clothes (men's), a glass container of pomade, a long pipe and a dozen smokes' worth of tobacco, riding boots, three top hats
Use that depth line and measure out the area while helping this dude (also in opening it if we save time together instead of him doing all that work); perhaps in working out the sea level and different times, I can adjust helping making the boat!
Phys: 8 (9-1), 1
It is easy enough for you to judge the depth of the water here in the clear lagoon. The first quarter-mile is about a dozen feet deep, and the second closer to 20. The swim takes it out of you, however, and by the time you return to the beach you are exhausted.
+1 Exhaustion
The first barrel contains gunpowder, which Semyonov takes. The second barrel contains...
d6: 2
the belongings of some wealthy dandy. Not exactly the most helpful of items.
-shaving kit with mirror, 5 sets of evening-wear clothes (men's), a glass container of pomade, a long pipe and a dozen smokes' worth of tobacco, riding boots, three top hats, and wood-shavings for packing.
Jack Perkins
Cabin Boy
Phys: 13
Wit: 10
Pers: 13
Luck: 10
Karma: 1
a fairly nondescript lad, of average build with large ears, bland, rounded features, sparse dirty-brown hair, a huge forehead and an almost-constant expression of worry and/or confusion.
Mother's locket
Salted rations (1)
You watch as Officer Sibata leads an expedition to recover the flotsam from out in the bay. It is quite exciting! With blood, and gunpowder!
Aigresaur
A chef with a dinosaur personality syndrome that just wants to snuggle.
Ship's Cook
Physique 11
Wit 12
Personality 14
Luck 9
4 meals of citrus and vegetables, cooking pot
The Third-mate snuggled with you around the campfire last night. That was nice anyway.
Long-term goals:
Small Boat w/ sail: sail, 2/6 building checks, 0/6 building materials.
Find the Hidden Temple: 2/10 checks
Build a Shelter: 10/10 Materials, 0/8 building checks
2 bundles of grasses, pulpy wood, 7 loads of palm-wood
Day 2, midday
Dustan Hache, Mercenary
Phys:17
Wit:8
Pers:11
Luck:13
Exhaustion: 2
A mercenary adventurer with a strength that belies his normal frame. He seems to have worked a forge at some point, though all the minor burns and the scars they left imply they were less than fortunate with it.
spy-glass, oil-skin coat, 4 meals jerky
having been badgered out of my rest by the duke, go explore the island for some sort of landmark. Don’t forget to use my spyglass.
Phys: 12 (16-4), 4
It is a warm day. You wipe the sweat from your brow and raise your spyglass. You are on the southern shore of this island, if island it be. About three miles to the north is a high, bald hill. The jungle is thick most of the way up the gentle slopes that form the base of this peak, but the top quarter of the hill is steep and rocky. A shorter peak, this one forested over by trees, lies north-north-west, perhaps four miles away. Your explorer's instincts take over, and you follow the stream towards it source, passing deeper into the jungle. You climb past several small water-falls, and begin to see signs of former human habitation: some worn carvings in an exposed rock face, a tumbled-down structure made of clay-bricks and wood, a garbage-dumb of old sea-shells. There are even remnants of old paths here and there, but most are impossible to follow for long.
Fritz "Old Man" Williams
Physique: 11
Wit: 14
Personality: 6
Luck: 12
Exhaustion: 1
Middle-aged in spite of his nickname, doesn't have a beard. Grey hair. Think of that one old man from every series ever, except when he tells you to get off his lawn he means there's a tree about to crush you. His default grumbling topic is how he's a carpenter, not a lumberjack. Dexterity versus strength. Brains versus brawn, get off my law- crush
an axe, can of grease, handful of nails, hammer, 5 ripe coconuts
Grumble angrily and start building a shelter with the various materials.
Phys: 5 (8-3), 3
You meet with satisfying success, despite the would-be architects who keep getting in your way. The shelter begins to take shape.
"Nobody" Jack
Stowaway
Physique 12
Wit 10
Personality 11
Luck 12
Exhaustion: 1
Karma: 1
Homeless guy that went to sleep in the ship's cargo area one night to get out of the rain, and woke up on the high seas. Hair is dark brown and very messy, and his beard seems to be locked in a state of perpetual scruffiness. Skinnier than a man should be, and his clothes are in a state of moderate disrepair.
Good Luck charm, 1 meal (biscuits), one meal of wild bird eggs, a shore-bird
Tear a strip of material off of one of the sets of fancy pants - or just take a sock, if there is one - and wrap it around my foot as a bandage (after removing the coral spines, of course).
Then go help with shelter construction.
Phys: 14, 6
You remove the spines from your foot, bandage it, and go help with the shelter. (The Third-mate is willing to donate a shirt-sleeve to your cause.) Your idea of a suitable shelter is far humbler than the ship's carpenter's, however, and you cannot help but feel that your suggestions and attempts to help are slowing down the whole process. Then you discover two broken-off bits in your foot that you didn't catch at first, and spend some time digging the painful buggers out as Miss Rutherford takes over the job of getting in Fritz's way.
Ivan Semyonov, Able Seaman, former rope maker
Physique 14
Wit 12
Personality 7
Luck 10
Exhaustion: 2
Two coils of rope, sturdy shoes, one coconut, knife, a long pipe and 9 smokes' worth of tobacco,
Smoke the tobacco pipe for some minor relaxation (try to lower exhaustion, in game terms).
Luck: 7, 1
The Third-mate hands over the pipe and tobacco, and you spend a lazy hour blowing smoke-rings in the direction of the shelter-construction. Alira does demand that you hand over the barrel of gunpowder, however.
-1 Exhaustion
Name: Elizabeth Rutherford
Upper-class Civilian
Physique 4
Wit 9
Personality 11
Luck: 9
A young enterprising woman with brown hair. Her arms are long and thin, the muscles seemingly suffering from atrophy.
fine clothes, 40 pieces of gold, snuff-box
"What are you rabble doing? This isn't how build a sturdy shelter, you need to place it at this angle or it'll all collapse."
Motivate the people building the shelter to work harder, by telling them how to properly do their job.
Pers: 12 (14-2), 2
Old Man Williams indeed! The stubborn brute of a man ignores all of your advice and "accidentally" knocks you over with the end of a long branch. He should take more care! Not the other way 'round!
Duke Adalhard I of Regensburg
Physique 9
Wit 15
Personality 7
Luck 15
A somewhat deaf middle aged noble that constantly shouts in faux German.
fine clothes, garrote, 5 doses of poison, totem of an elder god, misshapen mossy skull containing a meal of berries
Highest Rank
""*grumblegrumble*"
The senile nobleman climbs to the largest rock he can find, and shouts to the rest of the survivors.
"Sagen wir, wir sollten den Sprengstoff verschrotten und dann die Aufzeichnungsmerkmale plagiieren! Nachdem der Portier einen Unfall hatte, wurde er ausgestrahlt, während die Jury eine Variation vornahm! Das Erdbeben erschrickt uns, als wir in der Dämmerung spazieren gehen!"
Order of the Day: Explore the island for treasure and interesting landmarks! Priceless jewels, ancient ruins, valuable artifacts, hidden temples, mysterious relics, etc. Where's their sense of adventure?
Pers: 13(14-1), 1
The only person who even understands you is Dustan, the explorer. He at least heads off into the jungle. The rest carry on as they were. Your order is unsuccessful.
Alira Sibata
Third Mate
Physique 11
Wit 15
Personality 13
Luck 16
Exhaustion: 3
A young apprentice to the ship's officership, she is reputably someone known for her skills in organization and safety. She has a lean figure, and holds herself with an educated posture; knowing a depth of knowledge about the world.
sturdy shoes, depth-line, 10x10 sail, shaving kit with mirror, 5 sets of evening-wear clothes (men's), a glass container of pomade, riding boots, three top hats, a barrel of gunpowder
You watch with appreciation as Old Man Williams begins the construction of the shelter.
Jack Perkins
Cabin Boy
Phys: 13
Wit: 10
Pers: 13
Luck: 10
Exhaustion: 1
Karma: 1
a fairly nondescript lad, of average build with large ears, bland, rounded features, sparse dirty-brown hair, a huge forehead and an almost-constant expression of worry and/or confusion.
Mother's locket
Salted rations (1), 3 coconuts
Watching the others going to work on a shelter but not feeling confident or competent enough to join in myself, instead go gather up some more of those coconut things and bring them back for folks to eat when they're done working.
Luck: 9, 6
You find a palm with good-looking coconuts hanging from it, and put your palm-climbing skills to the test. You gather three coconuts. Over-eager, perhaps, you reach out for a fourth and lose your grip. You fall 20 feet and land on your back in the sand, the wind knocked out of you. You wheeze desperately for air for a full minute before you can breathe easily again.
+1 exhaustion
Aigresaur
A chef with a dinosaur personality syndrome that just wants to snuggle.
Ship's Cook
Physique 11
Wit 12
Personality 14
Luck 9
4 meals of citrus and vegetables, cooking pot
You wander along the beach, thinking about nothing much in particular.
Long-term goals:
Small Boat w/ sail: sail, 2/6 building checks, 0/6 building materials.
Find the Hidden Temple: 3/10 checks
Build a Shelter: 10/10 Materials, 1/8 building checks
2 bundles of grasses, pulpy wood, 7 loads of palm-wood
Day 2, afternoon
Storm-clouds are brewing to the east, and rapidly eating up that portion of the sky. It is still warm and pleasant here, for now.
Dustan Hache, Mercenary
Phys:17
Wit:8
Pers:11
Luck:13
Exhaustion: 2
A mercenary adventurer with a strength that belies his normal frame. He seems to have worked a forge at some point, though all the minor burns and the scars they left imply they were less than fortunate with it.
spy-glass, oil-skin coat, 4 meals jerky
go back to resting off my pain and exhaustion.
You return from your exploratory trek and nap for most of the afternoon in the shade of a palm.
Fritz "Old Man" Williams
Physique: 11
Wit: 14
Personality: 6
Luck: 12
Exhaustion: 1
Middle-aged in spite of his nickname, doesn't have a beard. Grey hair. Think of that one old man from every series ever, except when he tells you to get off his lawn he means there's a tree about to crush you. His default grumbling topic is how he's a carpenter, not a lumberjack. Dexterity versus strength. Brains versus brawn, get off my law- crush
an axe, can of grease, handful of nails, hammer, 5 ripe coconuts
Keep grumbling and building the shelter.
Phys: 4 (10-6), 6
The shelter proceeds rapidly! However, you get carried away and discover that you will be short of materials.
"Nobody" Jack
Stowaway
Physique 12
Wit 10
Personality 11
Luck 12
Exhaustion: 1
Karma: 1
Homeless guy that went to sleep in the ship's cargo area one night to get out of the rain, and woke up on the high seas. Hair is dark brown and very messy, and his beard seems to be locked in a state of perpetual scruffiness. Skinnier than a man should be, and his clothes are in a state of moderate disrepair.
Good Luck charm, 1 meal (biscuits), one meal of wild bird eggs, a shore-bird, 5 meals of mushrooms, 1 questionable meal of mushrooms (possible side-effects)
Just go search for food. If I come across a good cave or something to weather out the storm in, that's great, but clearly I'm mostly good at scavenging for food.
Luck: 1, 1
This time you venture inland, following the stream up-hill. The day becomes overcast, and you consider turning back when suddenly you find both a cave, when you tumble forward into a deep pit in the ground; and food, when you land in the midst of a variety of interesting-looking mushrooms. As your eyes adjust you can dimly see that several passages branch out into the stone around the base of this pit, but the climb back up and out looks very challenging indeed.
Ivan Semyonov, Able Seaman, former rope maker
Physique 14
Wit 12
Personality 7
Luck 10
Exhaustion: 2
Two coils of rope, sturdy shoes, three coconuts, knife, a long pipe and 9 smokes' worth of tobacco,
Acquire more coconuts by pulling them down, then scout for banana trees. Diverse food is good food, after all.
Luck: 4, 2
You manage to find a couple more coconuts, but the supply along the shore here seems to be running low. You do not see any banana trees.
Name: Elizabeth Rutherford
Upper-class Civilian
Physique 4
Wit 9
Personality 11
Luck: 9
A young enterprising woman with brown hair. Her arms are long and thin, the muscles seemingly suffering from atrophy.
fine clothes, 40 pieces of gold, snuff-box
Continue motivating the builders.
Pers: 13 (17-4), 4
The irritable carpenter is having none of it, and goes so far as to curse wildly after you admonish him for the fourth time that a separate, and larger, section of the shelter will be required for the nobler classes amongst you.
Duke Adalhard I of Regensburg
Physique 9
Wit 15
Personality 7
Luck 15
Exhaustion: 1
A somewhat deaf middle aged noble that constantly shouts in faux German.
fine clothes, garrote, 5 doses of poison, totem of an elder god, misshapen mossy skull containing a meal of berries
Highest Rank
Grumble even more and [TEMPLE] go explore the island alone, trying to find anything interesting. The skull clearly indicates that the island is hiding a valuable secret! I will uncover it and return home with a fortune!
Luck: 17, 6
Dustan returns but has nothing to say to you, so you venture off yourself. At one point you swear you saw Jack, the one nobody sees to know, walking along a cliff-top before suddenly throwing his hands up in the air and disappearing from view. But when you circumnavigate a large patch of razor-sharp, head-high grass, you find that you have lost sight of said cliff. The experience is overall quite frustrating and you tire yourself out considerably.
+1 Exhaustion
Alira Sibata
Third Mate
Physique 11
Wit 15
Personality 13
Luck 16
Exhaustion: 3
A young apprentice to the ship's officership, she is reputably someone known for her skills in organization and safety. She has a lean figure, and holds herself with an educated posture; knowing a depth of knowledge about the world.
sturdy shoes, depth-line, 10x10 sail, shaving kit with mirror, 5 sets of evening-wear clothes (men's), a glass container of pomade, riding boots, three top hats, a barrel of gunpowder
Storm clouds are blowing up out of the east, this is rather troubling as the shelter is unfinished.
Jack Perkins
Cabin Boy
Phys: 13
Wit: 10
Pers: 13
Luck: 10
Exhaustion: 1
Karma: 1
a fairly nondescript lad, of average build with large ears, bland, rounded features, sparse dirty-brown hair, a huge forehead and an almost-constant expression of worry and/or confusion.
Mother's locket
Salted rations (1), 3 coconuts
You follow the Third-mate around as she marches worriedly up and down the beach.
Aigresaur
A chef with a dinosaur personality syndrome that just wants to snuggle.
Ship's Cook
Physique 11
Wit 12
Personality 14
Luck 9
4 meals of citrus and vegetables, cooking pot
You continue to wander. Life is strange.
Able Seaman, former farmer
Physique: 12
Wit: 10
Personality: 8
Luck: 10
Former farmer from the outskirts of Kent, joined a ships crew out of a sense of wanderlust and need for adventure. Got perhaps a bit more than he bargained with.
a coil of rope, sturdy shoes, a knife, a bag of grain
You do not know by what providence you have been saved, but your heart swells with joy at the sight of several other survivors along the shore. From the trees that lie beyond grassy dunes, you can hear the sounds of construction: the knocking of a hammer, and various distant oaths.
Long-term goals:
Small Boat w/ sail: sail, 2/6 building checks, 0/6 building materials.
Find the Hidden Temple: 3/10 checks
Build a Shelter: 10/11 Materials, 4/8 building checks
2 bundles of grasses, pulpy wood, 7 loads of palm-wood
Day 2, evening
It looks as though the storm will hit sometime before morning.
Dustan Hache, Mercenary
Phys:17
Wit:8
Pers:11
Luck:13
Exhaustion: 3
A mercenary adventurer with a strength that belies his normal frame. He seems to have worked a forge at some point, though all the minor burns and the scars they left imply they were less than fortunate with it.
spy-glass, oil-skin coat, 3 meals jerky
noting the storm rolling in, go gather some more grass and help finish the shelter.
Phys: 7, 2
It takes a while, but you bundle together enough grass to finish up the shelter and bring it back to Fritz. A wind begins to blow out of the east as the sky darkens...
Fritz "Old Man" Williams
Physique: 11
Wit: 14
Personality: 6
Luck: 12
Exhaustion: 2
Middle-aged in spite of his nickname, doesn't have a beard. Grey hair. Think of that one old man from every series ever, except when he tells you to get off his lawn he means there's a tree about to crush you. His default grumbling topic is how he's a carpenter, not a lumberjack. Dexterity versus strength. Brains versus brawn, get off my law- crush
an axe, can of grease, handful of nails, hammer, 4 ripe coconuts
Go chop down another tree.
Phys: 10 (15-5), 5
You drop a tree near the partly-finished shelter and split it into serviceable pieces by the end of the day.
"Nobody" Jack
Stowaway
Physique 12
Wit 10
Personality 11
Luck 12
Exhaustion: 1
Karma: 0
Homeless guy that went to sleep in the ship's cargo area one night to get out of the rain, and woke up on the high seas. Hair is dark brown and very messy, and his beard seems to be locked in a state of perpetual scruffiness. Skinnier than a man should be, and his clothes are in a state of moderate disrepair.
Good Luck charm, 1 meal (biscuits), one meal of wild bird eggs, 5 meals of mushrooms, 1 questionable meal of mushrooms (possible side-effects)
Yell to get the others to know my location, let them know I'm stuck, and that if we could get that rope over here to get in and out of this thing that would be useful. And also that there's a bunch of mushrooms and a nice sheltered cave here.
Then try to start a fire or something. And see if I can determine what the deal is with the questionable mushrooms.
Phys: 17, 6 (Your point of karma goes away.)
You scream yourself hoarse. Your voice is actually ruined for now, you can only whisper.
Wit: 15, 3
Hitting various rocks together to shoot sparks into a pile of gathered kindling turns out to be fruitless.
Wit: 7, 3
The questionable mushrooms are definitely an inedible variety. The minute sample you tried gave you a stomache-ache and your eyes began to play tricks on you. You force yourself to throw the nibble back up. It is at this moment that Ivan's head pops up over the edge of the pit, and a rope is thrown down to where you crouch, shaking slightly after your heaving.
Ivan Semyonov, Able Seaman, former rope maker
Physique 14
Wit 12
Personality 7
Luck 10
Exhaustion: 3
Two coils of rope, sturdy shoes, 2 coconuts, knife, a long pipe and 9 smokes' worth of tobacco,
Respond to the screams of Nobody Jack by getting him out of there by the rope.
Luck: 8, 4
The screams were growing fainter by the time you heard them, and stopped entirely before you found out their exact origin. Eventually, you come to the edge of a steep pit some two hundred yards up-stream from the shelter-site. Some twenty feet down below you, you can see Jack, heaving on the floor. You pull him out with one of the coils of rope. As you turn back for camp, you can swear that you hear a strange clacking noise coming from the pit: perhaps a few pebbles, dislodged by Jack's ascent. The nightfall demands your return to the group, but Jack stays behind in the cave.
Name: Elizabeth Rutherford
Upper-class Civilian
Physique 4
Wit 9
Personality 11
Luck: 9
Exhaustion: 2
A young enterprising woman with brown hair. Her arms are long and thin, the muscles seemingly suffering from atrophy.
fine clothes, 40 pieces of gold, snuff-box
Search for some easily accessible food.
Luck: 14, 1
Hm... where to find something edible... Perhaps there are some slow, lazy fish in the lagoon. You wade out a short distance and stand perfectly still, your back bent, your eyes watching the water carefully. After an hour of trying this, and only scooping up a tiny guppy, you go look for some seaweed. But the seaweed all tastes horribly bitter. So you try looking for some roots or something, but they are less tubers and more just... roots. Your stomach growls hungrily as you turn back to the camp, defeated.
Duke Adalhard I of Regensburg
Physique 9
Wit 15
Personality 7
Luck 15
Exhaustion: 2
A somewhat deaf middle aged noble that constantly shouts in faux German.
fine clothes, garrote, 5 doses of poison, totem of an elder god, misshapen mossy skull
Highest Rank
You consider the difficulties of starting one's own kingdom, and eat a few berries from your skull.
Alira Sibata
Third Mate
Physique 11
Wit 15
Personality 13
Luck 16
Exhaustion: 4
A young apprentice to the ship's officership, she is reputably someone known for her skills in organization and safety. She has a lean figure, and holds herself with an educated posture; knowing a depth of knowledge about the world.
sturdy shoes, depth-line, 10x10 sail, shaving kit with mirror, 5 sets of evening-wear clothes (men's), a glass container of pomade, riding boots, three top hats, a barrel of gunpowder
Wave at the cook and give a hug, share some food, and generally find food while bringing them along to do that!
Luck: 13, 2
As you walk along the beach with the dejected cook, you come across a ruined satchel containing a tin of sardines. What incredible luck!
There is only enough to satisfy one of you, so you keep the sardines for yourself as the cook has some food-stuffs on his person.
Jack Perkins
Cabin Boy
Phys: 13
Wit: 10
Pers: 13
Luck: 10
Exhaustion: 2
Karma: 1
a fairly nondescript lad, of average build with large ears, bland, rounded features, sparse dirty-brown hair, a huge forehead and an almost-constant expression of worry and/or confusion.
Mother's locket
Salted rations (1), 2 coconuts
You follow the Third-mate around as she goes for a walk with the cook.
Aigresaur
A chef with a dinosaur personality syndrome that just wants to snuggle.
Ship's Cook
Physique 11
Wit 12
Personality 14
Luck 9
Exhaustion: 1
3 meals of citrus and vegetables, cooking pot
You walk along the beach in a blue funk, the Third-mate and the Cabin-boy join you.
Able Seaman, former farmer
Physique: 12
Wit: 10
Personality: 8
Luck: 10
Exhaustion: 3
Former farmer from the outskirts of Kent, joined a ships crew out of a sense of wanderlust and need for adventure. Got perhaps a bit more than he bargained with.
a coil of rope, sturdy shoes, a knife, a bag of grain
"Cor fucking blimey, its good to not be dead a shit."
Use materials I can easily find on the beach to make a rudimentary fishing spear
Phys: 16, 1
A stick is easy enough to find, but it takes ages to find the right kind of stone. The only out-cropping you can find is 3/4s of a mile east along the beach: a lonely hill of stone rising up out of the lagoon. The tide is down, so you walk to it easily and start chipping the volcanic stone into an appropriate shape. Several tries later, you accidentally gash open your palm. Fat red droplets splatter into the sand below.
+1 Exhaustion
The Night:
Those who have it, eat some of their food as the light goes from the sky. The new-comer, William Blake, and the Ms. Rutherford go without. (+1 Exhaustion each)
The night is windy, and grows cold. The various survivors huddle underneath the unfinished shelter, or in various spots nearby. The distant rumbles grow closer and closer, and the storm hits towards morning. Drenching rain, driving winds, a stormy sea, and violent streaks of lightning that tear into the jungle around you with a cacophony of crashes. It is some hours after day-break until you realize that the new day has come.
+1 Exhaustion (everyone)
As light comes to the still-storming sky, it becomes apparent that the Third-mate is faring poorly, her health diminished greatly by the events of the last couple days. The storm continues to rage. +2 to any checks made out in the elements.
Long-term goals:
Small Boat w/ sail: sail, 2/6 building checks, 0/6 building materials.
Find the Hidden Temple: 3/10 checks
Build a Shelter: 11/11 Materials, 4/8 building checks
3 bundles of grasses, pulpy wood, 7 loads of palm-wood, (an extra tree's worth of wood)
Day 3, morning
The storm continues to rage through til midday. (+2 to all checks made in the elements)
Struck with, presumably, some kind of Noble Insight, the Duke demands that today you must do something about the lack of a consistent food source!
Order of the Day: Find a permanent and stable source of constant food! Fishing, hunting, farming... I don't really care about specifics, but I don't want to starve to death!
+1 Karma for every successful action towards this goal. If no-one succeeds at the goal by the end of the day, everyone but the Duke gains a level of exhaustion.
Dustan Hache, Mercenary
Phys:17
Wit:8
Pers:11
Luck:13
Exhaustion: 3
A mercenary adventurer with a strength that belies his normal frame. He seems to have worked a forge at some point, though all the minor burns and the scars they left imply they were less than fortunate with it.
spy-glass, oil-skin coat, 3 meals jerky
hurry! this construction wont finish itself! at least get the roof built!
Phys: 20 (18+2), 3
The buffeting winds simply blow your bundles of grass up into the surrounding tree-tops. After some time, Ms. Rutherford joins you, mostly in the role of offering advice from down below. Her presence is a comfort to you--at least someone seems to care about the shelter--and with renewed strength you make some progress on getting the roof done. At the same time, Third-mate Sibata has a very useful insight into the best way to bundle the grasses onto the roof. You admit that it is a superior method, and make even more progress. The shelter is nearly finished!
Fritz "Old Man" Williams
Physique: 11
Wit: 14
Personality: 6
Luck: 12
Exhaustion: 3
Middle-aged in spite of his nickname, doesn't have a beard. Grey hair. Think of that one old man from every series ever, except when he tells you to get off his lawn he means there's a tree about to crush you. His default grumbling topic is how he's a carpenter, not a lumberjack. Dexterity versus strength. Brains versus brawn, get off my law- crush
an axe, can of grease, handful of nails, hammer, 4 ripe coconuts, 1 fallen tree
Go chop down another palm tree for coconut retrieval. Hopefully Mr. Hache can finish the shelter without me.
Phys: 14 (14-1-1+2), 1 (-1 bonus for describing action thoroughly, +2 for the weather)
The driving rain and blowing sand makes it difficult to see your work. A buffet of wind knocks you forward while you are driving in some wedges, and you wrench your right wrist badly against the trunk.
+1 Exhaustion
"Nobody" Jack
Stowaway
Physique 12
Wit 10
Personality 11
Luck 12
Exhaustion: 1
Karma: 3
Homeless guy that went to sleep in the ship's cargo area one night to get out of the rain, and woke up on the high seas. Hair is dark brown and very messy, and his beard seems to be locked in a state of perpetual scruffiness. Skinnier than a man should be, and his clothes are in a state of moderate disrepair.
Good Luck charm, 1 meal (biscuits), one meal of wild bird eggs, 5 meals of mushrooms, 1 questionable meal of mushrooms (possible side-effects)
Give mushrooms to William Blake and Ms. Rutherford. Give inedible mushrooms to the Duke.
Attempt to make fire, torches, and some kind of stone weapon(s) (knives, chisels, clubs, and axes are all good).
Wit: 17, 5
You can figure out how to make a torch, at least.
Phys: 9 (7+2), 5
After spending the night in the cave, protected from the crab-creature by a fence of stalagmites, you return to camp in the morning and distribute some mushrooms to the hungry amongst the party. +3 Karma
You craft three torches out of some slightly-drier wood and coatings of resinous sap from one of Fritz's fallen trees. Each can burn for a round.
Ivan Semyonov, Able Seaman, former rope maker
Physique 14
Wit 12
Personality 7
Luck 10
Exhaustion: 3
Two coils of rope, sturdy shoes, 2 coconuts, knife, a long pipe and 9 smokes' worth of tobacco,
You think back to your parting words with Jack the previous evening.
"It's your choice; you can stay in the cave, if you want. Just hope that the cave doesn't have any bears occupying it."
With that being said, return back to the group and rest.
You spend the morning resting, sheltering as well as you can from the storm.
Name: Elizabeth Rutherford
Upper-class Civilian
Physique 4
Wit 9
Personality 11
Luck: 9
Exhaustion: 3
A young enterprising woman with brown hair. Her arms are long and thin, the muscles seemingly suffering from atrophy.
fine clothes, 40 pieces of gold, snuff-box, a meal of mushrooms
Motivate the builders so they can finally finish the shelter.
Pers: 8 (7+2-1), 1
Your presence seems to encourage Dustan, the Explorer, as he attempts to tie grass-bundles onto the roof faster than the wind can blow them off again. He is able to make some progress on the shelter! The constant rain and wind buffets you about, however, and your teeth ache from chattering by mid-day.
+1 to the Shelter
+1 Exhaustion
Jack gives you a meal of mushrooms.
Duke Adalhard I of Regensburg
Physique 7
Wit 15
Personality 7
Luck 15
Exhaustion: 0
A somewhat deaf middle aged noble that constantly shouts in faux German.
fine clothes, garrote, 5 doses of poison, totem of an elder god, misshapen mossy skull, a meal of mushrooms
Highest Rank
You wake up to the blowing storm and decide that today is a good day for getting some reliable food sources going. You announce this in broken English to the various huddled survivors.
Order of the Day: Find a permanent and stable source of constant food! Fishing, hunting, farming... I don't really care about specifics, but I don't want to starve to death!
I'll burn 2 points of Physique and moan about how badly built this shelter is while not doing anything useful or helpful. Also, examine that skull I had found a while ago. Other than being mossy, does it have any other interesting qualities?
-2 Exhaustion, -2 Physique
Wit: 9, 3
You scrape some of the moss off the back of the misshapen skull, revealing a crudely-drawn map! It details a path leading inland along the stream, before cutting cross-jungle towards the Little Hill. At the top of the Little Hill some kind of structure has been etched into the skull.
+1 to [Temple]
Jack shows up and hands out mushrooms to Blake, the newcomer, and Ms. Rutherford.
Luck: 4, 5
You are unfamiliar with these mushrooms, but you cannot help but notice that Blake and Rutherford are given one kind, and you are given a different kind, one with reddish spots all over it.
Alira Sibata
Third Mate
Physique 11
Wit 15
Personality 13
Luck 16
Exhaustion: 4
A young apprentice to the ship's officership, she is reputably someone known for her skills in organization and safety. She has a lean figure, and holds herself with an educated posture; knowing a depth of knowledge about the world.
sturdy shoes, depth-line, 10x10 sail, shaving kit with mirror, 5 sets of evening-wear clothes (men's), a glass container of pomade, riding boots, three top hats, a barrel of gunpowder
Checkout the shelter and rest, I can use my resting time to ponder on the many ways the shelter is OK [BUILDING CHECK]
Wit: 1, 2
Watching Dustan attempt to roof over the structure, you have a sudden insight into the ideal way to go about it, and instruct Dustan in how to do so.
+1 to the Shelter
Jack Perkins
Cabin Boy
Phys: 13
Wit: 10
Pers: 13
Luck: 10
Exhaustion: 2
Karma: 1
a fairly nondescript lad, of average build with large ears, bland, rounded features, sparse dirty-brown hair, a huge forehead and an almost-constant expression of worry and/or confusion.
Mother's locket
Salted rations (1), 2 coconuts
It never stormed like this back home!
Aigresaur
A chef with a dinosaur personality syndrome that just wants to snuggle.
Ship's Cook
Physique 11
Wit 12
Personality 14
Luck 9
Exhaustion: 1
3 meals of citrus and vegetables, cooking pot
The driving rain makes a rat-a-tat drumming on your cooking pot all morning, like a tiny drummer with a very strange idea of rhythm.
Able Seaman, former farmer
Physique: 12
Wit: 10
Personality: 8
Luck: 10
Exhaustion: 3
Former farmer from the outskirts of Kent, joined a ships crew out of a sense of wanderlust and need for adventure. Got perhaps a bit more than he bargained with.
a coil of rope, sturdy shoes, a knife, a bag of grain, a meal of mushrooms
It's still good to not be dead, despite the awful weather. A scruffy-looking man called Jack gives you a meal of mushrooms.
Long-term goals:
Small Boat w/ sail: sail, 2/6 building checks, 0/6 building materials.
Find the Hidden Temple: 4/10 checks
Build a Shelter: 11/11 Materials, 6/8 building checks
3 bundles of grasses, pulpy wood, 7 loads of palm-wood,
Day 3, mid-day
The storm finally passes into the west, leaving behind periodic showers. An enormous double-rainbow can be seen out over the ocean. -2 to Luck checks!
Order of the Day: Find a permanent and stable source of constant food! Fishing, hunting, farming... I don't really care about specifics, but I don't want to starve to death!
+1 Karma for every successful action towards this goal. If no-one succeeds at the goal by the end of the day, everyone but the Duke gains a level of exhaustion.
Successful attempts:
-Ms. Rutherford
Dustan Hache, Mercenary
Phys:17
Wit:8
Pers:11
Luck:13
Exhaustion: 3
A mercenary adventurer with a strength that belies his normal frame. He seems to have worked a forge at some point, though all the minor burns and the scars they left imply they were less than fortunate with it.
spy-glass, oil-skin coat, 3 meals jerky
Push onward, Finish what i started! the shelter must hold!
Phys: 6, 5
You stand back with satisfaction and view the finished shelter. It is in the shape of a long hut, with a tall interior ceiling. The inside is bare for now, but it will do to keep you out of the elements and your gear dry.
Fritz "Old Man" Williams
Physique: 11
Wit: 14
Personality: 6
Luck: 12
Exhaustion: 3
Middle-aged in spite of his nickname, doesn't have a beard. Grey hair. Think of that one old man from every series ever, except when he tells you to get off his lawn he means there's a tree about to crush you. His default grumbling topic is how he's a carpenter, not a lumberjack. Dexterity versus strength. Brains versus brawn, get off my law- crush
an axe, can of grease, handful of nails, hammer, 4 ripe coconuts, 1 fallen tree
Go help Mr. Hache with the shelter.
You return just in time to find Hache finishing the last touches of the shelter. It is complete.
"Nobody" Jack
Stowaway
Physique 12
Wit 10
Personality 11
Luck 12
Exhaustion: 2
Karma: 3
Homeless guy that went to sleep in the ship's cargo area one night to get out of the rain, and woke up on the high seas. Hair is dark brown and very messy, and his beard seems to be locked in a state of perpetual scruffiness. Skinnier than a man should be, and his clothes are in a state of moderate disrepair.
Good Luck charm (roll Fate die twice on Luck checks), 1 meal (biscuits), one meal of wild bird eggs, 6 meals of mushrooms, 3 torches
Alright, let's go search the cave. A good food source (order of the day), more dry wood, etc. would all be very useful.
And keep my eye out for anything unusual. (Temple)
You climb down into the pit using one of Ivan's coils of rope. Once down, you light up one of your three torches and are about to begin exploring the depths of the cave when Ivan calls down to you. Apparently he wishes to explore at your side. Better two than one, eh? You set out.
Phys: 15, 6
The cave is most unusual, in that many passages lead off from the pit, like so many arms of an enormous star-fish. Many of them lead to deceptively-easy squeezes, and you tire yourself forcing your body through these narrow openings. At one point, Ivan becomes stuck in a narrow crevice. He seems overcome with a strange panic, and thrashes and shouts wildly! He passes out, and, unconscious, you manage to pull him free. Eventually he comes to.
+1 Exhaustion
Luck: 5 (7-2), 5 3
You do not find a long-term source of food, but you do come across more mushrooms. You find that one of the passages opens up a hundred feet from the pit, into a long cave of considerable size. Its walls are strangely melted and dark, as though an enormous fire had come through this way. It runs, as far as you can tell, inland towards the smaller of the island's two main hills.
+2 to Temple
However, a short distant further along this passage, you are suddenly surprised by the scuttling horror you encountered the night before! It rushes towards you across the volcanic floor, its milky-white pinchers clacking together as though it wishes to crush your limbs to pieces. Ivan yells at you to run, and immediately scrambles back into the darkness like a mad-man. Unequipped as you are with a proper weapon, what do you do??
(Post a response to the situation, in addition to a regular action)
Ivan Semyonov, Able Seaman, former rope maker
Physique 14
Wit 12
Personality 7
Luck 10
Exhaustion: 4
one coil of rope, sturdy shoes, 2 coconuts, knife, a long pipe and 9 smokes' worth of tobacco,
Well, let's have a coconut breakfast, then I shall head out and explore the cave along with Nobody Jack.
You catch up to Jack just as he has lit a torch at the bottom of the pit. He agrees that you can join him, and the two of you set out to explore the cave.
Phys: 20, 1
Disaster! [Note from Trinculo: The worst roll in the game (1/120 odds).] At first there are simply many tight squeezes to get through, and this is unpleasant enough, as you eliminate the many passages that lead from the pit as useful routes. But on a particularly close squeeze, you feel yourself become stuck. With Jack and the torch ahead of you, you feel a horrible suspicion that some creeping, many-limbed devil is scrambling towards your exposed legs on dark claws. A cold, sweating panic overthrows your mind, and you shriek in horror and despair as the torch-light fades to nothingness...
+1 Exhaustion
When you come to, Jack has propped you up against the cold stone, and is rubbing warmth back into your cold limbs. The nagging horror still lingers in the corners of your mind, even as you fight it back with what hope you have left of escaping this darkness.
+2 to any Wit checks until you sleep the night in a shelter amongst other survivors.
Eventually, you find a passage that leads true and fairly straight inland, towards the smaller of the two hills. Your torch is beginning to fade as you hear a scuttling noise coming from ahead. A clammy pale-white shape is scurrying towards you!
Wit: 15 (13+2), 4
This is too much! Your fears are realized, and you can do nothing but flee. Even if your own mother stood in your way, you would knock her down to get out of this hell into which you have fallen. You shout at Jack to run, and scramble back the way you came.
(Post your response to this situation (overcoming your fear and helping Jack fight the creature will require a Wit check), as well as a regular action.)
Name: Elizabeth Rutherford
Upper-class Civilian
Physique 4
Wit 9
Personality 11
Luck: 9
Exhaustion: 3
A young enterprising woman with brown hair. Her arms are long and thin, the muscles seemingly suffering from atrophy.
fine clothes, 40 pieces of gold, snuff-box, a meal of mushrooms
Search for a good fishing spot, take my rodent with me to help me with the search.
Wit: 3, 3
You mentally gather together what you know about good fishing spots, and set out. Eventually, you find just that. Jutting out into the lagoon is a spit of rock, barely noticeable usually, that can be waded out onto during high tide, or walked onto during low tide. From it, you can see a great number of fish of all varieties that gather naturally into a large ring of coral: a kind of fish-pond within the lagoon itself. Perfect for fishing! With the right equipment, of course...
+1 Karma
Duke Adalhard I of Regensburg
Physique 7
Wit 15
Personality 7
Luck 15
Exhaustion: 0
A somewhat deaf middle aged noble that constantly shouts in faux German.
fine clothes, garrote, 4 doses of poison, totem of an elder god, misshapen mossy skull, a meal of mushrooms, a dead rodent (poisoned)
Highest Rank
"Ich bereue es schon, den glühenden Angriff auf den Grundbesitzer zuzulassen..."
Try to use my exhaustive knowledge of poisons and attempt to determine if the mushrooms Nobody Jack gave me are dangerous and how. Don't touch them directly, if possible.
If I recognize them as dangerous mushrooms, I'll attempt to get him Banished next turn.
If I don't, still don't eat or touch them as I still don't trust that dude at all. He's still suspicious.
Either way, use one of the doses of poison on the mushrooms and leave them outside as bait, in front of the entrance to the shelter. Maybe a nearby animal eats them and dies, leaving us with more food than before. I already know I shouldn't eat them and this is better than just letting them be wasted.
Wit: 14, 4
The mushrooms are certainly poisonous, as well as hallucinogenic. Not fit for eating!
You dribble poison over the mushrooms, and leave them lying at the entrance to the shelter.
Luck: 3, 1
Some time later, you find a pudgy-looking rodent dead in the bushes nearby.
Alira Sibata
Third Mate
Physique 11
Wit 15
Personality 13
Luck 16
Exhaustion: 4
A young apprentice to the ship's officership, she is reputably someone known for her skills in organization and safety. She has a lean figure, and holds herself with an educated posture; knowing a depth of knowledge about the world.
sturdy shoes, depth-line, 10x10 sail, shaving kit with mirror, 5 sets of evening-wear clothes (men's), a glass container of pomade, riding boots, three top hats, a barrel of gunpowder
You take a stroll in the sunshine. It feels good after the cold and stormy night.
Jack Perkins
Cabin Boy
Phys: 13
Wit: 10
Pers: 13
Luck: 10
Exhaustion: 2
Karma: 1
a fairly nondescript lad, of average build with large ears, bland, rounded features, sparse dirty-brown hair, a huge forehead and an almost-constant expression of worry and/or confusion.
Mother's locket
Salted rations (1), 2 coconuts
You go for a walk alongside the Third-mate. Such a beautiful rainbow: they mean good-luck!
Aigresaur
A chef with a dinosaur personality syndrome that just wants to snuggle.
Ship's Cook
Physique 11
Wit 12
Personality 14
Luck 9
Exhaustion: 1
3 meals of citrus and vegetables, cooking pot
You watch as a fat rodent nibbles on a pile of mushrooms at the entrance to the new shelter. It quickly seizes up and staggers into the bushes to die. That was... rather melancholy.
Able Seaman, former farmer
Physique: 12
Wit: 10
Personality: 8
Luck: 10
Exhaustion: 3
Former farmer from the outskirts of Kent, joined a ships crew out of a sense of wanderlust and need for adventure. Got perhaps a bit more than he bargained with.
a coil of rope, sturdy shoes, a knife, a bag of grain, a meal of mushrooms
You look over at the cook, and down at the bundle of mushrooms Jack gave you, and then over at the wheezing rodent. Your mushrooms don't have red spots on them at least. Right? You peer at them closely without touching them.
Long-term goals:
Small Boat w/ sail: sail, 2/6 building checks, 0/6 building materials.
Find the Hidden Temple: 6/10 checks
Build a Shelter: 11/11 Materials, 8/8 building checks Complete!
3 bundles of grasses, pulpy wood, 7 loads of palm-wood,
Discovered:
Ivan and Jack: a volcanic tunnel leading into the island.
Ms. Rutherforth: a fishing spot in the lagoon, some ways west along the beach from the shelter.
Built:
A shelter, large enough to fit 10 survivors.
Day 3, afternoon
The afternoon is sunny and clear, the world is still wet and dripping, but gloriously clean.
Order of the Day: Find a permanent and stable source of constant food! Fishing, hunting, farming... I don't really care about specifics, but I don't want to starve to death!
+1 Karma for every successful action towards this goal. If no-one succeeds at the goal by the end of the day, everyone but the Duke gains a level of exhaustion.
Successful attempts:
-Ms. Rutherford
-Fritz
Dustan Hache, Mercenary
Phys:17
Wit:8
Pers:11
Luck:13
Exhaustion: 3
A mercenary adventurer with a strength that belies his normal frame. He seems to have worked a forge at some point, though all the minor burns and the scars they left imply they were less than fortunate with it.
spy-glass, oil-skin coat, 3 meals jerky
Find a decently long and straight branch, then use it as a staff and go clubbin some wildlife for food.
You find a good-enough staff in the pile of scrap wood left behind by Fritz, and go on the hunt for wild-life.
Luck: 2, 4
Treading quietly through the sodden jungle, you come across a wild sow with several young ones grunting at her heels.
Phys: 9, 6
You leap forward from cover, catching one of the piglets a tremendous whack on the head. It drops like a stone, but your energetic leap lands you right in the midst of the litter. The frightened, but furious, mother drives under your legs, flipping you end-over-end like a scare-crow. She turns as if to come at you again, and you grab the dead piglet and sprint towards the shore.
Fritz "Old Man" Williams
Physique: 11
Wit: 14
Personality: 6
Luck: 12
Exhaustion: 3
Karma: 1
Middle-aged in spite of his nickname, doesn't have a beard. Grey hair. Think of that one old man from every series ever, except when he tells you to get off his lawn he means there's a tree about to crush you. His default grumbling topic is how he's a carpenter, not a lumberjack. Dexterity versus strength. Brains versus brawn, get off my law- crush
an axe, can of grease, handful of nails, hammer, 4 ripe coconuts, 1 fallen tree
Go try and find a group of banana trees. Or banana bushes. Try to find bananas in general, I suppose.
You have bananas on the brain, and begin to search for the plants.
Wit: 9, 2
You eliminate several areas automatically: the soil is too weak here along the dunes. You decide to trek further inland, to higher and richer ground.
Long-term project: Find banana grove. 1/3
+1 Karma
"Nobody" Jack
Stowaway
Physique 12
Wit 10
Personality 11
Luck 12
Exhaustion: 3
Karma: 3
Homeless guy that went to sleep in the ship's cargo area one night to get out of the rain, and woke up on the high seas. Hair is dark brown and very messy, and his beard seems to be locked in a state of perpetual scruffiness. Skinnier than a man should be, and his clothes are in a state of moderate disrepair.
Good Luck charm (roll Fate die twice on Luck checks), 1 meal (biscuits), one meal of wild bird eggs, 5 meals of mushrooms, 2 torches
You are suddenly surprised by the scuttling horror you encountered the night before! It rushes towards you across the volcanic floor, its milky-white pinchers clacking together as though it wishes to crush your limbs to pieces.
Trust to my luck to see me through. Show no fear, and impart upon the beast a feeling of friendship. Part of this friendship should be conveyed through mushrooms.
Pers: 10, 6
You hurriedly hold forth a bundle of mushrooms to the creature. It snaps them out of your hand, ripping them to shreds with rapid twists of its limbs. The creature then jabs aggressively at your outstretched hands. You do not react, even as the claws cut deeply into your arm. It jerks back, and ignores you, scurrying after Ivan instead. In the last light of the torch, you watch as Ivan drives his dagger into the head of the creature, sending it thrashing into its death-throes.
+1 Exhaustion
Assuming I have not just been mauled or anything like that, continue looking for food and other useful materials, as well as other exits to this cavern.
The flesh of the creature you have killed is dark and smells of some kind of corruption. You decide that it is not good for eating.
Luck: 9, 2 1
You light your second torch, and continue exploring. Your usual foraging abilities are of little help in this strange underground world, and you find no more mushrooms. The passage you have been following inland goes on and on, until Ivan can take it no longer and demands that you return to daylight. One back in the pit, he climbs up and out, but you explore a little more, finding that one of the other passages leading from this pit climbs up and out, surfacing a hundred yards away from the pit in some thick bushes.
Ivan Semyonov, Able Seaman, former rope maker
Physique 14
Wit 12
Personality 7
Luck 10
Exhaustion: 4
one coil of rope, sturdy shoes, 2 coconuts, knife, a long pipe and 9 smokes' worth of tobacco,
Stop being a pussy, then assist Jack in combat by stabbing the horror.
You try to will yourself to turn towards Jack and the creature.
Wit: 11, 1
And are barely able to summon the mental strength. You stop running and turn, drawing your knife as the scaley white monster leaps toward you.
Phys: 1, 5
[haha, and there's the best possible result]
You leap towards the monstrous lobster even as it does the same. Your dagger penetrates through the soft tissues at the base of its eye-stalks, driving into the brain beyond. It is mortally wounded, but it is a long time before its body stops thrashing and bumping into the walls of the tunnel. You explore further along this tunnel, but eventually your fear of the dark returns, and you and Jack return to the pit, and daylight.
Name: Elizabeth Rutherford
Upper-class Civilian
Physique 4
Wit 9
Personality 11
Luck: 9
Exhaustion: 3
A young enterprising woman with brown hair. Her arms are long and thin, the muscles seemingly suffering from atrophy.
fine clothes, 40 pieces of gold, snuff-box, a meal of mushrooms
I'm searching for food in the near vicinity of the shelter, as for sources anything really, whether that'd be another fishing spot, a good place to hunt or finding a bunch of edible plants.
Wit: 17, 4
You join old man Williams in looking for a grove of bananas. You are of little help, these midges are too distracting! "What does a banana tree look like anyway?", you find yourself asking yourself. Alira joins you too.
Duke Adalhard I of Regensburg
Physique 7
Wit 15
Personality 7
Luck 15
Exhaustion: 0
A somewhat deaf middle aged noble that constantly shouts in faux German.
fine clothes, garrote, 4 doses of poison, totem of an elder god, misshapen mossy skull, a meal of mushrooms, a dead rodent (poisoned)
Highest Rank
Also, leave the poisoned rat outside to use as bait. Maybe a larger animal eats it and also dies.
You push the dead rodent into a, hopefully, tasty-looking position with a stick.
Luck: 10, 3
A larger rodent comes along and gnaws at its dead cousin. This new one stiffens and retches blood onto the ground before rolling onto its side.
That's it! I'm Banishing Nobody Jack for attempted regicide!
Pers: 12 (15-3), 3
You wait until the survivors are mostly gathered together, and then begin enumerating why Nobody Jack must be driven out to fend for himself. Your broken English gets the crux of the point across, but everyone is confused: "'Nobody' Jack has been helpful of late, surely there must be some mistake?" You are unable to leverage your position of power to have him banished.
Alira Sibata
Third Mate
Physique 11
Wit 15
Personality 13
Luck 16
Exhaustion: 4
Karma: 1
A young apprentice to the ship's officership, she is reputably someone known for her skills in organization and safety. She has a lean figure, and holds herself with an educated posture; knowing a depth of knowledge about the world.
sturdy shoes, depth-line, 10x10 sail, shaving kit with mirror, 5 sets of evening-wear clothes (men's), a glass container of pomade, riding boots, three top hats, a barrel of gunpowder, 6 meals of bananas
Alira joins in, given her knowledge of the many things ship-worthy? She assumes she can apply the same manner of forage and cartographic knowledge used to sustaining a ship, to this context. Officers gotta be knowledgeable \o/
Wit: 1, 4
It is not your ship-knowledge so much as the fact that you have seen a banana plant before that helps you as you scout through the dense jungle with Fritz and Ms. Rutherford. After hours of searching you spot a likely-looking clump of greenery at the top of a cliff. You find a way around to the top, and come across a clump of banana plants! They are about 20 minutes walk inland from the shelter.
This grove can supply 1d6 meals' worth of fresh banana trees once per day. You gather: 6 meals' worth.
+1 Karma
"((May I please transform last turn into [looking for a long-term food source]? Dunno what to bracket it in as, because strolling around is kinda like this right!))"
It's lame that your posts keep getting lost, but no I'm not going to ret-con that, sorry!
Jack Perkins
Cabin Boy
Phys: 13
Wit: 10
Pers: 13
Luck: 10
Exhaustion: 2
Karma: 1
a fairly nondescript lad, of average build with large ears, bland, rounded features, sparse dirty-brown hair, a huge forehead and an almost-constant expression of worry and/or confusion.
Mother's locket
Salted rations (1), 2 coconuts
The weather is lovely, and everything is so clear! Your heart swells with the beauty of this place.
Aigresaur
A chef with a dinosaur personality syndrome that just wants to snuggle.
Ship's Cook
Physique 11
Wit 12
Personality 14
Luck 9
Exhaustion: 1
3 meals of citrus and vegetables, cooking pot
You watch as the duke places the dead rodent near the front of the entrance. After a while, a larger rodent comes along and starts eating it. This one dies pretty quickly too. Did you miss something?
Able Seaman, former farmer
Physique: 12
Wit: 10
Personality: 8
Luck: 10
Exhaustion: 3
Former farmer from the outskirts of Kent, joined a ships crew out of a sense of wanderlust and need for adventure. Got perhaps a bit more than he bargained with.
a coil of rope, sturdy shoes, a knife, a bag of grain, a meal of mushrooms
Seriously what is going on with these rodents and the Duke? Is this.. normal for the nobility? You think back to several pamphlets you read while in a French port. Maybe they were on to something...
Long-term goals:
Small Boat w/ sail: sail, 2/6 building checks, 0/6 building materials.
Find the Hidden Temple: 6/10 checks
Find banana-tree grove. 3/3 Complete!
Discovered:
Ivan and Jack: a deep pit leading to a volcanic tunnel that heads underground toward the shorter hill.
Ms. Rutherford: a fishing spot in the lagoon, some ways west along the beach from the shelter.
Alira Sibata: a grove of banana plants, 1d6 meals' worth of bananas once per day. 20 minutes walk inland from the shelter. (it takes an action to go harvest them)
Built:
A shelter, large enough to fit 10 survivors.
Day 3, evening
The evening is cool, but mild.
Order of the Day: Find a permanent and stable source of constant food! Fishing, hunting, farming... I don't really care about specifics, but I don't want to starve to death!
+1 Karma for every successful action towards this goal. If no-one succeeds at the goal by the end of the day, everyone but the Duke gains a level of exhaustion.
Successful attempts:
-Ms. Rutherford
-Fritz
Dustan Hache, Mercenary
Phys:17
Wit:8
Pers:11
Luck:13
Exhaustion: 4
A mercenary adventurer with a strength that belies his normal frame. He seems to have worked a forge at some point, though all the minor burns and the scars they left imply they were less than fortunate with it.
spy-glass, oil-skin coat, 3 meals jerky, a staff
no. No retreat! lets beat this boar at her game by turning around and jousting that sucker! that’ll get us some food to last!
Phys: 17, 1
This isn't right, you tell yourself, you shouldn't be fleeing from a pig! You turn around and start hunting again in the direction the wild sow ran. You find a trail made by many little hooves, and follow it inland to the base of a cliff. You can see the pig and her piglets drinking from a shadowed-over pool. Gripping your staff, you break from cover and charge the mother. She squeals, all of her piglets squeal, and then a much gruffer squeal erupts from a dark shape with sharp tusks swooping in from the bushes. The boar! It slashes a horrid gash into your leg as you attempt to beat it away from you or kill it. +1 Exhaustion
Phys: 18, 6
The boar's assault is too furious! You manage to land a terrific crack on one of its hind legs, wounding the beast and giving it a hard limp. But in return the boar knocks you down into the mud and rips another cut down the length of your ribs on your left side.
+1 Exhaustion
The pigs retreat from the scene as you lie, gasping, in the bloody mud. You climb shakily to your feet, and stagger as quickly as you can back to the shelter, after tying some of your clothes into makeshift bandages.
You cook the piglet for dinner. It is delicious.
Fritz "Old Man" Williams
Physique: 11
Wit: 14
Personality: 6
Luck: 12
Exhaustion: 2
Karma: 1
Middle-aged in spite of his nickname, doesn't have a beard. Grey hair. Think of that one old man from every series ever, except when he tells you to get off his lawn he means there's a tree about to crush you. His default grumbling topic is how he's a carpenter, not a lumberjack. Dexterity versus strength. Brains versus brawn, get off my law- crush
an axe, can of grease, handful of nails, hammer, 3 ripe coconuts, 1 fallen tree
Go explore the island [TEMPLE] since it seems important.
Wit: 17, 2
You wander with little sense of direction upstream. Like Dustan before you, you come across signs of former human habitation: piles of old shells, some fallen-in shelters, but find little of import. Eventually you turn back to the shelter.
You eat a coconut for dinner.
"Nobody" Jack
Stowaway
Physique 12
Wit 10
Personality 11
Luck 12
Exhaustion: 2
Karma: 3
Homeless guy that went to sleep in the ship's cargo area one night to get out of the rain, and woke up on the high seas. Hair is dark brown and very messy, and his beard seems to be locked in a state of perpetual scruffiness. Skinnier than a man should be, and his clothes are in a state of moderate disrepair.
Good Luck charm (roll Fate die twice on Luck checks), 1 meal (biscuits), one meal of wild bird eggs, 4 meals of mushrooms, 1 torch
Bushes! Forage for food in them!
Luck: 17, 2 6
The bushes contain nothing edible. So you have a meal of mushrooms for dinner.
And (order of the day) see if I can find any really big collections of food!
You heard that there were a bunch of bananas bushes at the top of the cliffs about 15 minutes walk inland, and a good fishing spot out in the lagoon, so that's something. But to find your own unique means of acquiring a lot of food, you'll have to decide where and what to look for.
And also (temple) see if I can find any signs of stuff in the direction the tunnel was going, assuming I can even tell which direction that was in.
Wit: 5, 1
You could tell that the tunnel was leading, for as long as you followed it, towards the smaller of the two hills that dominate the sky-line. You follow a course inland that you believe runs parallel to the tunnel below, and promptly trip over a stone marker that has been firmly set into the ground. You scrape away the moss, and uncover the chiseled image of a human hand. A left one, it looks like. As your eyes look at this engraving, you feel a slight pain in your left hand, followed by a tingling sensation as if the blood was rushing back into it. This sensation passes quickly.
+1 to [Temple]
And try making tools. Or at least a basket of some kind to collect food in.
Wit: 18, 5
You see a type of vine that might work as material for a basket, but there isn't much of it growing nearby.
It begins to grow dark, so you return to the shelter.
Ivan Semyonov, Able Seaman, former rope maker
Physique 14
Wit 12
Personality 7
Luck 10
Exhaustion: 4
one coil of rope, sturdy shoes, 2 coconuts, knife, a long pipe and 5 smokes' worth of tobacco,
Now that I'm back at the surface, go sit against some palm and smoke tobacco to calm myself.
Pers: 20, 6
You quite over-do it, and end up with a stomach-ache. A gloomy mood overcomes you as the sun begins to set.
+1 Exhaustion
Alira shares bananas with you, and you eat them for dinner.
Name: Elizabeth Rutherford
Upper-class Civilian
Physique 4
Wit 9
Personality 11
Luck: 9
Exhaustion: 2
A young enterprising woman with brown hair. Her arms are long and thin, the muscles seemingly suffering from atrophy.
fine clothes, 40 pieces of gold, snuff-box, a meal of mushrooms
Join Alira in exploring the island. [Temple]
Wit: 9, 5
Alira seems quite busy practicing some kind of speech down on the beach. So you decide to go explore by yourself. You walk into the jungle, following the route towards the banana bushes, but then you veer to the north-east as you approach the low cliff that runs along this stretch of the island. You find a route up to the top of it--back-sliding in the heavy loam, grasping at roots--and, breathing heavily, come face to face with Nobody Jack, the unknown stranger that washed up on the shore with the rest of you! He is just straightening up from a stone marker in the ground and rubbing his left hand. He seems friendly enough and the two of you get along. Touching the stone marker (it has a left hand carved into it) causes a sharp pain to appear in your left hand. Intrigued, you explore another half mile inland--searching for hours--and find another marker, this one showing a right hand. Touching this one causes a brief pain to appear in your right hand. Your fingers tingle mysteriously. It begins to grow dark, so you return to the shelter.
Alira gives you some bananas, you eat them for dinner.
+2 to [Temple]
Duke Adalhard I of Regensburg
Physique 7
Wit 15
Personality 7
Luck 15
Exhaustion: 0
A somewhat deaf middle aged noble that constantly shouts in faux German.
fine clothes, garrote, 4 doses of poison, totem of an elder god, misshapen mossy skull, a meal of mushrooms, a dead rodent and a large dead rodent and a larger lizard (all poisoned)
Fine, I can try tomorrow. Now, assuming no one shares food with me, try to search some nearby bushes for edible berries. Otherwise, I would start starving.
Alira shares a meal of bananas with you. You eat them for dinner.
Dump the poisoned rats and mushrooms outside, I'm not going to eat those since the poison in them would probably affect me. Hope a large enough animal that isn't a rodent eats them and dies.
Luck: 4, 2
You dump the rodents a little further from the shelter. You come back later and find a very large lizard has attempted to eat the larger rodent and choked to death on it.
Alira Sibata
Third Mate
Physique 11
Wit 15
Personality 13
Luck 16
Exhaustion: 3
Karma: 6
A young apprentice to the ship's officership, she is reputably someone known for her skills in organization and safety. She has a lean figure, and holds herself with an educated posture; knowing a depth of knowledge about the world.
sturdy shoes, depth-line, 10x10 sail, shaving kit with mirror, 5 sets of evening-wear clothes (men's), a glass container of pomade, riding boots, three top hats, a barrel of gunpowder, 1 meal of bananas
Highest Rank
Take Command
As the various survivors gather in the shelter that evening, you hand out bundles of bananas to the less fortunate, including the Duke. +5 Karma Then, you confront the banana-peeling noble about his attempt to banish Nobody Jack earlier.
"Dear Duke, I realize this man was not part of our crew manifest--but we need all hands in this predicament, with a breakdown of our command. I respectfully relieve you of your duty and hereby take command, in the lack of a suitable captain; we require an attitude that considers all people present as a whole, and not by parts. We can squabble all we want, but we will not survive unless we help each other: We have greater enemies, like the elements and whatever else lies out there," she said, omitting that strange green glow that somehow cued in mind at the moment. "And to this, I want some organization. Just like any community, we're all we have, and we have enough pooled knowledge to achieve our goals. I will be keeping track of all these, and organizing the people around. We merely need to communicate more, else we will fall into distrust and disorganization."
Pers: 1 (4+1-5), 5
Several people were nodding in agreement as you spoke (especially Nobody Jack), and at the end of your speech appreciative applause and calls of "That's right! Like she said!" and "What do we need a Duke for anyway!" ring out from the assembly.
The Duke shrugs in accord, but then offers the title of Baron von Müllhaufen in exchange for his being allowed to banish people from the shelter.
"Kartoffeln. Ich, Lord Adalhard I, Duke von Regensburg und King von Müllhaufen, declare you Baron von Müllhaufen."
This offer is, however, drowned out by the excitement of the crowd. You are hoisted into the air by hands sticky with banana, and three cheers go up for your good health. You are the new leader of the survivors!
You eat your bananas for dinner.
Jack Perkins
Cabin Boy
Phys: 13
Wit: 10
Pers: 13
Luck: 10
Exhaustion: 1
Karma: 1
a fairly nondescript lad, of average build with large ears, bland, rounded features, sparse dirty-brown hair, a huge forehead and an almost-constant expression of worry and/or confusion.
Mother's locket, salted rations (1), 2 coconuts
The shelter is actually quite cozy inside. Once Dustan makes a fire at one end, the smell of cooking piglet fills the hall. The Third-mate gives you some bananas, they are quite tasty!
Aigresaur
A chef with a dinosaur personality syndrome that just wants to snuggle.
Ship's Cook
Physique 11
Wit 12
Personality 14
Luck 9
Exhaustion: 1
2 meals of citrus and vegetables, cooking pot
You take a stroll off into the bushes to have a whee, and stumble across a large lizard choking to death on one of the dead rats from earlier. That was rather unsettling...
You have some vegetables for dinner.
Able Seaman, former farmer
Physique: 12
Wit: 10
Personality: 8
Luck: 10
Exhaustion: 2
Former farmer from the outskirts of Kent, joined a ships crew out of a sense of wanderlust and need for adventure. Got perhaps a bit more than he bargained with.
a coil of rope, sturdy shoes, a knife, a bag of grain, a meal of mushrooms
The Duke gets overthrown by the Third-mate. Haha! The French would be proud, you think to yourself.
Alira gives you bananas, you eat them.
Night-time, d6: [4]
The night passes uneventfully. Ivan begins to cheer up, and a general sense of security and good-will pervades the shelter. Alira is turning out to be an excellent leader already! Discovering the bananas and then dividing them so generously, coupled with Dustan and Fritz's efforts on the shelter, have left you immeasurably better off than the night before, during the horrible storm!
You rest peacefully, but in the morning Alira recalls a dream-version of the events of the night before. Nearly everyone is cheering and clapping their hands and slapping you on the back, but Jack's left hand is bathed in a greenish light, as are both of Ms. Rutherford's. The Duke, however, seems to glow from within with a sickly pale hue, like some kind of rotted jack-o-lantern.
Everyone is well-fed and well-sheltered, and so you all lose a level of exhaustion!
Morning of the fourth day, d6: 1
The morning dawns blustery. A cool wind is blowing in from the east, making the palms sway from side to side and groan like men in pain.
Stretching and yawning, William Blake goes out to the dunes to tend to his morning necessaries. But not two minutes later, he bursts backs in with wide eyes and a face red from running. He runs to and fro, shaking the others awake and shouting in their sleepy faces, "A sail! A sail to the south!"
Long-term goals:
Small Boat w/ sail: sail, 2/6 building checks, 0/6 building materials.
Find the Hidden Temple: 9/10 checks
Discovered:
Ivan and Jack: a deep pit leading to a volcanic tunnel that heads underground toward the shorter hill.
Ms. Rutherford: a fishing spot in the lagoon, some ways west along the beach from the shelter.
Alira Sibata: a grove of banana plants, 1d6 meals' worth of bananas once per day. 20 minutes walk inland from the shelter. (it takes an action to go harvest them)
Built:
A shelter, large enough to fit 10 survivors.
Day 4, morning
Order of the Day: Get abundant food enough to feed everyone tonight! All found food should be dumped in the shelter. No stealing please! (In other words, all food found with this order in mind does not go to your personal inventory, but to a stock-pile in the shelter.)
+1 Karma for every successful action towards this goal. If no-one succeeds at the goal by the end of the day, everyone but the Duke gains a level of exhaustion.
Dustan Hache, Mercenary
Phys:17
Wit:8
Pers:11
Luck:15
Exhaustion: 4
A mercenary adventurer with a strength that belies his normal frame. He seems to have worked a forge at some point, though all the minor burns and the scars they left imply they were less than fortunate with it.
spy-glass, oil-skin coat, 3 meals jerky, a staff
You spend the morning lying around the shelter, contemplating your bad luck and complaining to Aigresaur about your wounds as the strange cook stomps through some bushes.
Fritz "Old Man" Williams
Physique: 11
Wit: 14
Personality: 6
Luck: 14
Exhaustion: 2
Karma: 1
Middle-aged in spite of his nickname, doesn't have a beard. Grey hair. Think of that one old man from every series ever, except when he tells you to get off his lawn he means there's a tree about to crush you. His default grumbling topic is how he's a carpenter, not a lumberjack. Dexterity versus strength. Brains versus brawn, get off my law- crush
an axe, can of grease, handful of nails, hammer, 3 ripe coconuts, 1 fallen tree
Go harvest the bananas.
[d6]:3
You gather the day's crop of ripe bananas from the banana bushes. You bring back 3 bundles.
"Nobody" Jack
Stowaway
Physique 12
Wit 10
Personality 11
Luck 14
Exhaustion: 2
Karma: 3
Homeless guy that went to sleep in the ship's cargo area one night to get out of the rain, and woke up on the high seas. Hair is dark brown and very messy, and his beard seems to be locked in a state of perpetual scruffiness. Skinnier than a man should be, and his clothes are in a state of moderate disrepair.
Good Luck charm (roll Fate die twice on Luck checks), 1 meal (biscuits), two meals of wild bird eggs, 4 meals of mushrooms, 1 torch, a flimsy basket
Let's check out my left hand. That was a weird thing last night.
Wit: 7, 1
Your hand feels fine as you flex it before you. But the memory of that strange pain bothers you. How could an old bit of rock cause such a thing? Are the stone markers cursed?
Also, let's go looking for more if those vines. If I can make a basket, do so.
Wit: 6, 1
You manage to mock together a single basket. It is serviceable, but crude, and will fall apart sooner or later.
Additionally, go forage some more. Maybe for some more mushrooms, or eggs.
Luck: 12, 3 2
The caves have been cleared of mushrooms, as far as you can tell, so you go look for more bird's eggs. You disturb a shore-bird from its nest in the dunes, and pluck up a handful of eggs.
Ivan Semyonov, Able Seaman, former rope maker
Physique 14
Wit 12
Personality 7
Luck 12
Exhaustion: 4
one coil of rope, sturdy shoes, 3 coconuts, knife, a long pipe and 5 smokes' worth of tobacco,
Pull some coconuts from the trees. Alternatively, help with the banana harvest.
Phys: 13, 2
You gather a single coconut after hours of searching.
Name: Elizabeth Rutherford
Upper-class Civilian
Physique 4
Wit 9
Personality 11
Luck: 11
Exhaustion: 3
A young enterprising woman with brown hair. Her arms are long and thin, the muscles seemingly suffering from atrophy.
fine clothes, 40 pieces of gold, snuff-box, a meal of mushrooms
"A ship you say? Finally our rescuers have arrived, it sure took them long enough."
Head south and attract the attention of the ship by frantically waving my arms around and shouting in the direction of it.
Physique: 5, 1
You shout yourself hoarse, which doesn't take very long, and run up and down the beach waving until you are thoroughly exhausted (which doesn't take very long). You do not think you have been spotted by the ship on the horizon.
+1 Exhaustion
Duke Adalhard I of Regensburg
Physique 7
Wit 15
Personality 7
Luck 17
Exhaustion: 0
A somewhat deaf middle aged noble that constantly shouts in faux German.
fine clothes, garrote, 4 doses of poison, totem of an elder god, misshapen mossy skull, a meal of mushrooms, a dead rodent and a large dead rodent and a larger lizard (all poisoned)
I'm tired of staying in my castle and doing nothing. [TEMPLE] Go explore again!
Wit: 7, 2
Putting what information you have gained from the others together, you decide to explore straight-away towards the smaller of the two hills. It takes you 4 hours to hike to the base of it through the thick jungle, periodically coming across carved stones that, totem-like, seem to be guiding you onward along a slightly-less dense swath of the forest. At the base of the hill, you come across a set of stone steps. They lead up-hill a dozen feet until disappearing abruptly between two volcanic-stone pillars. The black pillars begin to shimmer, and blood-red lettering and shapes begin to bubble up from inside the stone. Wicked delight fills your heart as you recognize your family crest, surrounded by four not-quite-human faces: one grinning, one weeping, one screaming, and one staring coldly down at you. Your skin begins glowing with a pale green luminescence, and you feel that an important choice is before you: one that will grant you a dark gift. Which one of the faces do you choose?
Alira Sibata
Third Mate
Physique 11
Wit 15
Personality 13
Luck 18
Exhaustion: 3
Karma: 6
A young apprentice to the ship's officership, she is reputably someone known for her skills in organization and safety. She has a lean figure, and holds herself with an educated posture; knowing a depth of knowledge about the world.
sturdy shoes, depth-line, 10x10 sail, shaving kit with mirror, 5 sets of evening-wear clothes (men's), a glass container of pomade, riding boots, three top hats, a barrel of gunpowder, 1 meal of bananas
Highest Rank
Action: Check out that sail and ship! Hopefully they ain't pirates! And if I can't? Signaling time!
As an officer, I do know how to focus the light with my mirror and aim it at the ship. Someone holding up our sail can also help signaling with my instructions.
Wit: 8 (13-5), 5
The ship is too far distant to see its colours. It is three-masted, certainly, and probably in the same class of sailing vessel as the Golden Dawn. It is currently to the south of you, but sailing east and, from the manner in which it grows larger as time goes on without making much progress to the east, on a North-north-easterly course. In fact, it seems that it will pass very close-by the island itself by the afternoon. You use your mirror to signal the ship, and receive a response after attempting the maneuver a dozen times. What message do you send?
Jack Perkins
Cabin Boy
Phys: 13
Wit: 10
Pers: 13
Luck: 12
Exhaustion: 1
Karma: 1
a fairly nondescript lad, of average build with large ears, bland, rounded features, sparse dirty-brown hair, a huge forehead and an almost-constant expression of worry and/or confusion.
Mother's locket, salted rations (1), 2 coconuts
A sail! A ship! Rescue? You ask the third-mate question after question until she tells you to pipe down or receive payment for your pestering ways.
Aigresaur
A chef with a dinosaur personality syndrome that just wants to snuggle.
Ship's Cook
Physique 11
Wit 12
Personality 14
Luck 11
Exhaustion: 1
2 meals of citrus and vegetables, cooking pot
You pretend that you are an ancient, scaly creature by stomping through the bushes.
Able Seaman, former farmer
Physique: 12
Wit: 10
Personality: 8
Luck: 12
Exhaustion: 2
Former farmer from the outskirts of Kent, joined a ships crew out of a sense of wanderlust and need for adventure. Got perhaps a bit more than he bargained with.
a coil of rope, sturdy shoes, a knife, a bag of grain, a meal of mushrooms
You consider the soil 'round these parts. Not very good, by any standard.
Long-term goals:
Small Boat w/ sail: sail, 2/6 building checks, 0/6 building materials.
Find the Hidden Temple: 10/10 checks
Completed!
Discovered:
Ivan and Jack: a deep pit leading to a volcanic tunnel that heads underground toward the shorter hill.
Ms. Rutherford: a fishing spot in the lagoon, some ways west along the beach from the shelter.
Alira Sibata: a grove of banana plants, 1d6 meals' worth of bananas once per day. 20 minutes walk inland from the shelter. (it takes an action to go harvest them)
Duke Adalhard: The Eldritch Temple! Permanent +2 Luck to all survivors, and anyone who wishes may now travel to the temple to become an initiate into the secret murder cult, gaining any and all benefits. Additionally, killing a Secret Murder Cultist now grants 3 less Exhaustion to the killer than previously.
Built:
A shelter, large enough to fit 10 survivors.
Note: This will be my last update for a week, as I will be traveling and offline. Take your time considering your next move!
Day 4, mid-day
(Excuse the long wait. I have returned!)
Order of the Day: Get abundant food enough to feed everyone tonight! All found food should be dumped in the shelter. No stealing please! (In other words, all food found with this order in mind does not go to your personal inventory, but to a stock-pile in the shelter.)
+1 Karma for every successful action towards this goal. If no-one succeeds at the goal by the end of the day, everyone but the Duke gains a level of exhaustion.
Fritz: 3 bundles of bananas
"Nobody" Jack: a bundle of roots, and 2 piles of mushrooms
Dustan Hache, Mercenary
Phys:17
Wit:8
Pers:11
Luck:15
Exhaustion: 5
A mercenary adventurer with a strength that belies his normal frame. He seems to have worked a forge at some point, though all the minor burns and the scars they left imply they were less than fortunate with it.
spy-glass, oil-skin coat, 3 meals jerky, a staff, a dead boar (20 meals worth, will spoil over time)
Chow down on the last of my jerky, then go out hunting. I got a score to settle with SEVERAL denizens of this island now.
Phys: 14, 6
With grim determination and not even the suggestion of mercy, you hunt down the various beastly inhabitants of the island. When the blood-rage passes, you look down at the defeated boar at your feet and, flush with success, howl to the skies. It is a good day to be alive!
You ignore your newly-opened wound as you drag the boar back to the shelter.
+1 Exhaustion
Fritz "Old Man" Williams
Physique: 11
Wit: 14
Personality: 6
Luck: 14
Exhaustion: 2
Karma: 3
Middle-aged in spite of his nickname, doesn't have a beard. Grey hair. Think of that one old man from every series ever, except when he tells you to get off his lawn he means there's a tree about to crush you. His default grumbling topic is how he's a carpenter, not a lumberjack. Dexterity versus strength. Brains versus brawn, get off my law- crush
an axe, can of grease, handful of nails, hammer, 3 ripe coconuts, 1 fallen tree
Go [OotD] put the bananas in the shelter and [BOAT] chop down a tree.
Phys: 14 (16-2), 2
You deposit three bundles of bananas in the new store-room of the shelter (+1 Karma), and then go search for good trees to fell near the boat-building site. You find none nearby after hours of searching. It grows hot and humid underneath the tree-tops, and you swat incessantly at burrowing, biting insects.
"Nobody" Jack
Stowaway
Physique 12
Wit 10
Personality 11
Luck 14
Exhaustion: 2
Karma: 3
Homeless guy that went to sleep in the ship's cargo area one night to get out of the rain, and woke up on the high seas. Hair is dark brown and very messy, and his beard seems to be locked in a state of perpetual scruffiness. Skinnier than a man should be, and his clothes are in a state of moderate disrepair.
Good Luck charm (roll Fate die twice on Luck checks), 1 meal (biscuits), two meals of wild bird eggs, 2 meals of mushrooms, 1 torch
OotD: Go forage for food to donate to the stockpile, using my basket to help carry it.
Luck: 1 (3-6), 6/2
You find several tasty orangish roots poking out of a bank near the streamlet. You bring them back to the stockpile, and your basket falls to pieces as you set it down.
Check to figure out if anyone else here might know anything about my hand.
Pers: 10, 1
You strike up a casual conversation with Ms. Rutherford, and she shares how her own hand flared briefly with pain yesterday, upon touching the stone marker. After touching another, her other hand did the same. It does not hurt any longer though, she explains when you ask her.
OotD: Donate 2 of the meals I have to the stockpile.
You set 2 piles of mushrooms near the roots in the general store.
+1 Karma
5. Go forage for some food for myself using my basket.
Your basket gone, you set out to search for more food, but by then it is afternoon.
Ivan Semyonov, Able Seaman, former rope maker
Physique 14
Wit 12
Personality 7
Luck 12
Exhaustion: 4
one coil of rope, sturdy shoes, 3 coconuts, knife, a long pipe and 5 smokes' worth of tobacco,
Let's go and check out if the lobster abomination's corpse has gone spoiled and rotten. If not, think about the way we can bring the corpse to the base to cook and eat it.
Luck: 1, 4
Unequipped with any torch, it takes you some time of stumbling through the tunnels, waving swiftly burning bundles of grass ahead of you in an attempt to make your way. You find the lobstrousity again after an hour and lean down to poke and sniff at it. As before, the pungent stench of its pale flesh sends you reeling backwards. It is utterly inedible, by your estimation. Even the tiny crabs and rodents that scurry through the tunnels seem to have given the corpse a wide berth: its sloughy flesh is undisturbed by tooth or claw. You can find your way back out of the tunnels easily enough now.
Name: Elizabeth Rutherford
Upper-class Civilian
Physique 4
Wit 9
Personality 11
Luck: 11
Exhaustion: 3
A young enterprising woman with brown hair. Her arms are long and thin, the muscles seemingly suffering from atrophy.
fine clothes, 40 pieces of gold, snuff-box, a meal of mushrooms
Instruct my rodent to fish while I'm resting.
Pers: 14 (17-3), 3
You rest in the shade of palmy fronds. You are awoken after some time by the thoroughly wet rodent attempting to dry off by burrowing its way up one of your sleeves. You see no fish nearby.
Duke Adalhard I of Regensburg
Physique 7
Wit 15
Personality 7
Luck 17
Exhaustion: 0
A somewhat deaf middle aged noble that constantly shouts in faux German.
fine clothes, garrote, 4 doses of poison, totem of an elder god, misshapen mossy skull, a meal of mushrooms, a dead rodent and a large dead rodent and a larger lizard (all poisoned)
Yes, the family crest! That means the island belongs to me, heir of the royal family!
A face? Do you really have to ask? The screaming face, of course! Accept the gift of my noble ancestors!
Shaking with excitement, you raise your hand, fingers clutching, towards the screaming face that bubbled up out of the stone of this pillar. The stone eyes open wide, and a brilliant flash of green throws you backwards onto the ground. Cruel laughter erupts from the four faces ahead of you, ringing in your ears. You watch as your family crest cracks down the middle, the two pieces breaking off and landing at your feet with a thud. The screaming face stops screaming and begins speaking in a language that sounds much like old German. You recognize only some of the words, but believe that you grasp their meaning after a while. ".........swine........dare....to [for?] us....hands unblemished....BLOOD FIRST...the sigil [or crest perhaps]...proven....[something-about-bathing]....WITH THE BLOOD!!" At that, the four faces sink back into the pillars. The crying face is the last to go, and it bursts into fresh tears that just as quickly cease as its eyes cover over with stone. "Come [something].... come back..." it whispers, as its lips are silenced once more. You look down at the broken halves of your family crest, the edge of the rock is jagged and sharp.
Alira Sibata
Third Mate
Physique 11
Wit 15
Personality 13
Luck 18
Exhaustion: 3
Karma: 6
A young apprentice to the ship's officership, she is reputably someone known for her skills in organization and safety. She has a lean figure, and holds herself with an educated posture; knowing a depth of knowledge about the world.
sturdy shoes, depth-line, 10x10 sail, shaving kit with mirror, 5 sets of evening-wear clothes (men's), a glass container of pomade, riding boots, three top hats, a barrel of gunpowder, 1 meal of bananas
Highest Rank
Anyway I can command these folks? Because I'd like them to search for building materials for the boat or food for the shelter. :3
Sure, why not. Issue a single command to them collectively, and I'll have the person who is best at the task attempt it. Assuming that the player in question doesn't give them an action.
Signal a common distress message known to officers on deck, concisely detailing our situation. Alongside a "What do we need to meet you along your journey?", or they could drop us a small boat (or portion of their crew) to check us out.
Wit: 13 (16-3), 3
As the ship sails closer, you recognize its Dutch colours. A merchant vessel, from the look of it. Probably returning from the Orient, if you had to guess. You hail it from the top of a low dune with some hastily-thrown-together semaphore flags. After a few tries, you receive a response. "Illness. Short. Hands. Anchoring. South. Shore. Longboat. Come. To. You."
Jack Perkins
Cabin Boy
Phys: 13
Wit: 10
Pers: 13
Luck: 12
Exhaustion: 1
Karma: 1
a fairly nondescript lad, of average build with large ears, bland, rounded features, sparse dirty-brown hair, a huge forehead and an almost-constant expression of worry and/or confusion.
Mother's locket, salted rations (1), 2 coconuts
Better a diseased ship than none!
Aigresaur
A chef with a dinosaur personality syndrome that just wants to snuggle.
Ship's Cook
Physique 11
Wit 12
Personality 14
Luck 11
Exhaustion: 1
2 meals of citrus and vegetables, cooking pot
The bushes have been thoroughly stomped by your pretend-scaly-feet. You begin snapping various sticks between your teeth, pretending that they are the bones of your giant, defeated foes.
Able Seaman, former farmer
Physique: 12
Wit: 10
Personality: 8
Luck: 12
Exhaustion: 2
Former farmer from the outskirts of Kent, joined a ships crew out of a sense of wanderlust and need for adventure. Got perhaps a bit more than he bargained with.
a coil of rope, sturdy shoes, a knife, a bag of grain, a meal of mushrooms
Still, some of it could be cultivated, you imagine. Certainly bananas seem to grow fairly well here, even if they are the smaller variety you've seen in this region of the world.
Long-term goals:
Small Boat w/ sail: sail, 2/6 building checks, 0/6 building materials.
Find the Hidden Temple: 10/10 checks
Discovered:
Ivan and Jack: a deep pit leading to a volcanic tunnel that heads underground toward the shorter hill.
Ms. Rutherford: a fishing spot in the lagoon, some ways west along the beach from the shelter.
Alira Sibata: a grove of banana plants, 1d6 meals' worth of bananas once per day. 20 minutes walk inland from the shelter. (it takes an action to go harvest them)
Duke Adalhard: The Eldritch Temple! Permanent +2 Luck to all survivors, and anyone who wishes may now travel to the temple to become an initiate into the secret murder cult, gaining any and all benefits. Additionally, killing a Secret Murder Cultist now grants 3 less Exhaustion to the killer than previously.
Built:
A shelter, large enough to fit 10 survivors.
Food-store: 3 bundles of bananas, a bundle of roots, 2 piles of mushrooms
Day 4, afternoon
Order of the Day: Get abundant food enough to feed everyone tonight! All found food should be dumped in the shelter. No stealing please! (In other words, all food found with this order in mind does not go to your personal inventory, but to a stock-pile in the shelter.)
+1 Karma for every successful action towards this goal. If no-one succeeds at the goal by the end of the day, everyone but the Duke gains a level of exhaustion.
Fritz: 3 bundles of bananas
"Nobody" Jack: a bundle of roots, and 2 piles of mushrooms
Dustan Hache, Mercenary
Phys:17
Wit:8
Pers:11
Luck:15
Exhaustion: 5
A mercenary adventurer with a strength that belies his normal frame. He seems to have worked a forge at some point, though all the minor burns and the scars they left imply they were less than fortunate with it.
spy-glass, oil-skin coat, 3 meals jerky, a staff, a crudely-butchered boar (20 meals worth, will spoil over time)
Butcher and cook the pig as best I can with the tools available.
Wit: 18, 4
You make a mess of it. No-one nearby seems to have a knife, and so you make do with sharp pieces of rock: gouging the pig open and yanking out its innards. It takes hours, and you become thoroughly covered with blood and guts.
Fritz "Old Man" Williams
Physique: 11
Wit: 14
Personality: 6
Luck: 14
Exhaustion: 2
Karma: 3
Middle-aged in spite of his nickname, doesn't have a beard. Grey hair. Think of that one old man from every series ever, except when he tells you to get off his lawn he means there's a tree about to crush you. His default grumbling topic is how he's a carpenter, not a lumberjack. Dexterity versus strength. Brains versus brawn, get off my law- crush
an axe, can of grease, handful of nails, hammer, 3 ripe coconuts, 1 fallen tree
Go find some palm fronds and try to fan the bugs off me.
Phys: 18 , 4
You snap off a palm frond, but disturb a number of insects that were hiding underneath it. They buzz in your ears and eyes as you stomp here and there, swishing desperately at the bugs.
"Nobody" Jack
Stowaway
Physique 12
Wit 10
Personality 11
Luck 14
Exhaustion: 2
Karma: 3
Homeless guy that went to sleep in the ship's cargo area one night to get out of the rain, and woke up on the high seas. Hair is dark brown and very messy, and his beard seems to be locked in a state of perpetual scruffiness. Skinnier than a man should be, and his clothes are in a state of moderate disrepair.
Good Luck charm (roll Fate die twice on Luck checks), 1 meal (biscuits), three meals of wild bird eggs, 2 meals of mushrooms, 1 torch
go forage some food for myself, and then look around for anything of potential interest or use. Stuff tools can be made from is good.
Luck: 4 (9-5), 5/2
Ah, what luck, yet another nest in the dunes full of tasty little eggs.
You look around for anything of potential interest or use. You see the big blue sky, the sand beneath your feet, the grasses whispering in the wind, the trees swaying in the distance, the ship slowly making its way towards shore, the sun in the sky, the reefs far out in the bay, the big hill and the little hill, and the items of clothing on your body.
Ivan Semyonov, Able Seaman, former rope maker
Physique 14
Wit 12
Personality 7
Luck 12
Exhaustion: 4
one coil of rope, sturdy shoes, 3 coconuts, knife, a long pipe and 5 smokes' worth of tobacco, a meal of bird's eggs
In disgust, I go and try to forage for food. Unless Alira suddenly pins a task on me.
Luck: 5, 6
You spy the skinny form of Nobody Jack with his head stuck into a bush in the sand dunes. When you ask, he explains that he is searching for birds' eggs. Many of them seem to make their nests here amidst the dunes. You decide to try this as well, and look for some time. You find a nest full of eggs, but cut your hands badly on some sharp grasses. +1 to your next action.
Name: Elizabeth Rutherford
Upper-class Civilian
Physique 4
Wit 9
Personality 11
Luck: 11
Exhaustion: 3
A young enterprising woman with brown hair. Her arms are long and thin, the muscles seemingly suffering from atrophy.
fine clothes, 40 pieces of gold, snuff-box, a meal of mushrooms
Accompany the duke only if he agrees to gather a few survivors to collect the treasures on our behalf, otherwise try to teach my pet rodent to better follow my orders and to be useful at something else other than serving as a mobile food ration.
The Duke is unable to gather any of the idle survivors, as they are all working at tasks set them by the Third Mate.
You set about teaching your rodent to follow your orders.
Pers: 18, 4
You are beginning to think that you tamed the runt of the litter...
Duke Adalhard I of Regensburg
Physique 7
Wit 15
Personality 7
Luck 17
Exhaustion: 0
A somewhat deaf middle aged noble that constantly shouts in faux German.
fine clothes, garrote, 4 doses of poison, totem of an elder god, misshapen mossy skull, a meal of mushrooms, a dead rodent and a large dead rodent and a larger lizard (all poisoned)
"Dieser Fluch von Katzengetränken!"
First, grab the sharp halves of the family crest if they are light and small enough. They might be important later, and could be used as a weapon in a pinch.
Then, go find Elizabeth Rutherford and Alira Sibata. Tell them about my amazing discovery and try to convince them to come with me to the temple. There might be treasure inside!
You pick up the two halves of your broken family crest, and return to the shelter.
Elizabeth is unwilling to join you unless you gather some commoners to do the heavy lifting. And Alira explains that no-one is available: the approaching Dutch vessel is the only thing of importance at the moment.
Alira Sibata
Third Mate
Physique 11
Wit 15
Personality 13
Luck 18
Exhaustion: 3
Karma: 6
A young apprentice to the ship's officership, she is reputably someone known for her skills in organization and safety. She has a lean figure, and holds herself with an educated posture; knowing a depth of knowledge about the world.
sturdy shoes, depth-line, 10x10 sail, shaving kit with mirror, 5 sets of evening-wear clothes (men's), a glass container of pomade, riding boots, three top hats, a barrel of gunpowder, 1 meal of bananas, a sealed tin of medical supplies
Highest Rank
Orders:
> William goes scavenging for food
> Aigresaur follows Jack and helps out
^ These fellows dump whatever they find at the shelter, and if they have time, perform a check of the supplies for cooking.
William and Aigresaur go forth, scavenging.
Luck: 6, 3
They find some spiky-purple creatures in a pool. Once they are cooked and cracked open they are quite tasty. They bring them to the general supply.
> Jack goes alongside myself to find materials we can use for medical treatment or at least for the small boat (or a place we can revisit for them).
Luck: 16, 5
Amazingly, you find a sealed tin of medical supplies bobbing in the shallows of a tide-pool.
Jack Perkins
Cabin Boy
Phys: 13
Wit: 10
Pers: 13
Luck: 12
Exhaustion: 1
Karma: 1
a fairly nondescript lad, of average build with large ears, bland, rounded features, sparse dirty-brown hair, a huge forehead and an almost-constant expression of worry and/or confusion.
Mother's locket, salted rations (1), 2 coconuts
Your sharp eyes catch sight of a tin floating in a tide-pool as you accompany the Third-mate.
Aigresaur
A chef with a dinosaur personality syndrome that just wants to snuggle.
Ship's Cook
Physique 11
Wit 12
Personality 14
Luck 11
Exhaustion: 1
2 meals of citrus and vegetables, cooking pot
You begin building sand castles and sand houses and sand roads in the dunes. You chuckle to yourself as you work, imagining the devastation that is about to occur. But then you are taken away from the fun when Alira Sibata commands you to go foraging.
Able Seaman, former farmer
Physique: 12
Wit: 10
Personality: 8
Luck: 12
Exhaustion: 2
Former farmer from the outskirts of Kent, joined a ships crew out of a sense of wanderlust and need for adventure. Got perhaps a bit more than he bargained with.
a coil of rope, sturdy shoes, a knife, a bag of grain, a meal of mushrooms
Your thoughts are interrupted by the Third-mate, who makes you go foraging with the strange cook.
Long-term goals:
Small Boat w/ sail: sail, 2/6 building checks, 0/6 building materials.
Discovered:
Ivan and Jack: a deep pit leading to a volcanic tunnel that heads underground toward the shorter hill.
Ms. Rutherford: a fishing spot in the lagoon, some ways west along the beach from the shelter.
Alira Sibata: a grove of banana plants, 1d6 meals' worth of bananas once per day. 20 minutes walk inland from the shelter. (it takes an action to go harvest them)
Duke Adalhard: The Eldritch Temple! Permanent +2 Luck to all survivors, and anyone who wishes may now travel to the temple to become an initiate into the secret murder cult, gaining any and all benefits. Additionally, killing a Secret Murder Cultist now grants 3 less Exhaustion to the killer than previously.
Built:
A shelter, large enough to fit 10 survivors.
Food-store: 3 bundles of bananas, a bundle of roots, 2 piles of mushrooms, some spiky sea-creatures
As the afternoon progresses, the Dutch vessel begins sailing around the reefs, looking for a way through into the lagoon. A trained eye can tell that the ship is being handled sluggishly, that is, that the crew is either sloppy or too few for the task.
Note: You guys have a lot of food. The next person to go "foraging for food" is going to be eaten by a tiger.
Day 4, evening (4/4)
Order of the Day: Get abundant food enough to feed everyone tonight! All found food should be dumped in the shelter. No stealing please! (In other words, all food found with this order in mind does not go to your personal inventory, but to a stock-pile in the shelter.)
+1 Karma for every successful action towards this goal. If no-one succeeds at the goal by the end of the day, everyone but the Duke gains a level of exhaustion.
Fritz: 3 bundles of bananas
"Nobody" Jack: a bundle of roots, and 2 piles of mushrooms
Aigresaur and Dustan: 10 meal's worth of raw pork.
Dustan Hache, Mercenary
Phys:17
Wit:8
Pers:11
Luck:15
Exhaustion: 5
Karma: 1
A mercenary adventurer with a strength that belies his normal frame. He seems to have worked a forge at some point, though all the minor burns and the scars they left imply they were less than fortunate with it.
spy-glass, oil-skin coat, 2 meals jerky, 5 meals of stew, a staff
Finish the butchering and start cooking to the best of my abilities. There has to be some salvageable muscle-meat on this boar!
Also, deposit half of it raw into the stockpile, being careful not to mingle it with the rest of the non-meat foodstuffs.
Wit: 14, 2
It is slow-going. First the fire doesn't start right, and then cutting the carcass apart is unbelievably difficult using only sharp rocks. And then your roasting sticks keep catching fire and dropping chunks of meat into the coals! You're still struggling with it when who should walk up but the ship's cook! He makes a few quips about how the best way to eat the meat is raw, and goes so far as to bite savagely into a haunch of pig. You stop this silly behaviour, and he wipes the blood off his face and sets to work. Apparently Alira sent him.
Wit: 1(3-5), 5
With his help, you are able to butcher the carcass with satisfying efficiency. Aigresaur brings out his cooking pot, and you make some mouth-watering stew. Half of the meat you wrap in green leaves and set aside in the store-room. You cut the rest into strips and begin smoking it over a slow-burning fire. You're not sure if pork can be smoked, but damnit you'll try!
+5 meals' worth of stew, 5 meals' worth of smoked ham done by morning God-willing. And 10 meals of raw pork in the store-room (will not last long in this comfortable weather!)
Fritz 'Old Man' Williams[/s]" (Ship's Carpenter-deceased)]Fritz "Old Man" Williams
Physique: 11
Wit: 14
Personality: 6
Luck: 14
Exhaustion: 2
Karma: 3
Middle-aged in spite of his nickname, doesn't have a beard. Grey hair. Think of that one old man from every series ever, except when he tells you to get off his lawn he means there's a tree about to crush you. His default grumbling topic is how he's a carpenter, not a lumberjack. Dexterity versus strength. Brains versus brawn, get off my law- crush
an axe, can of grease, handful of nails, hammer, 3 ripe coconuts, 1 fallen tree
Go forage for food. See if I can find some more banana bushes. [OotD]
You venture alone into the jungle, trekking along the top of the cliffs, searching for banana bushes.
A haiku, composed in memorandum:
Banana bushes?
The Old Man hears a twig break
A flash of orange!
Fritz does not return that evening.
"Nobody" Jack
Stowaway
Physique 12
Wit 10
Personality 11
Luck 14
Exhaustion: 2
Karma: 3
Homeless guy that went to sleep in the ship's cargo area one night to get out of the rain, and woke up on the high seas. Hair is dark brown and very messy, and his beard seems to be locked in a state of perpetual scruffiness. Skinnier than a man should be, and his clothes are in a state of moderate disrepair.
Good Luck charm (roll Fate die twice on Luck checks), 1 meal (biscuits), two meals of wild bird eggs, 2 meals of mushrooms, 1 torch
I’ll try to look for things I can make tools out of. Handle-sized branches, moderately sharp rocks, palm fronds that I can use for bindings or basket-weaving, etc.
Luck: 12 (9-5), 4/1
You collect a sizable pile of useful materials. The question now becomes, what to make?
Ivan Semyonov, Able Seaman, former rope maker
Physique 14
Wit 12
Personality 7
Luck 12
Exhaustion: 4
one coil of rope, sturdy shoes, 2 coconuts, knife, a long pipe and 5 smokes' worth of tobacco, a meal of bird's eggs
Ass!
Lick my cut finger, then await orders from Alira.
Phys: 17 (16+1), 4
Licking somehow makes it feel worse. But Alira doesn't bother you with any commands, so you can take it easy. The ache in your cuts goes away after a while.
Name: Elizabeth Rutherford
Upper-class Civilian
Physique 4
Wit 9
Personality 11
Luck: 11
Exhaustion: 3
A young enterprising woman with brown hair. Her arms are long and thin, the muscles seemingly suffering from atrophy.
fine clothes, 40 pieces of gold, snuff-box
Go to the Temple with the duke and the commoners.
The five of you make your way through the jungle to the base of the shorter of the two hills. Here you find a flight of wide stone steps that run up the hillside until ending abruptly at two large black pillars. Is this all the temple there is? Rather paltry, in your opinion. Although the fading light does grant it an air of imminent danger. That's exciting, at least. The rodent squirms uncomfortable in your deep skirt-pocket.
Duke Adalhard I of Regensburg
Physique 7
Wit 15
Personality 7
Luck 17
Exhaustion: 0
A somewhat deaf middle aged noble that constantly shouts in faux German.
fine clothes, garrote, 4 doses of poison, totem of an elder god, misshapen mossy skull, a dead rodent and a large dead rodent and a larger lizard (all poisoned)
Request Alira that she doesn't give orders to Aigresaur, William and Jack. Bring them with me to the temple to explore it, and also bring Elizabeth with me now that I have the extra people she requested.
"Oh? Well...alright. I guess they can have some time with leave. I remember the temples of my home, they were very serene and gave tranquility to rest any fatigue. I hope the same is said here. When you're all done I expect some food and forage help at the southern end of the island alright? I'll mark where we are so you can see us from afar. I am very glad I have supplies for semaphore."
Happy day! You pull William off of foraging duty (the cook is busy), and the young Jack away from Alira's side. After gathering Ms. Rutherford, off into the jungle you go!
While climbing up the low cliffs in the jungle, you can swear you hear a man scream. Probably just a memory of that stone face! You arrive back at the stairs and pillars in good time, just as the sun begins to set.
Alira Sibata
Third Mate
Physique 11
Wit 15
Personality 13
Luck 18
Exhaustion: 3
Karma: 3
A young apprentice to the ship's officership, she is reputably someone known for her skills in organization and safety. She has a lean figure, and holds herself with an educated posture; knowing a depth of knowledge about the world.
sturdy shoes, depth-line, 10x10 sail, shaving kit with mirror, 5 sets of evening-wear clothes (men's), a glass container of pomade, riding boots, three top hats, a barrel of gunpowder, a sealed tin of medical supplies
Highest Rank
Anyway, GUIDE THAT SHIP to safety with my trained eye and these nice semaphore flags I rigged up! I have a ton of improvised materials. A TON! (Also I'd personally order the cook to cook up some party food because we are exhausted as boots, but it's up to rolls. Either they follow me or him, I'm not forcing anyone at this point other than informing)
Spending Karma for perfection, since I guess the rules must've meant "You must spend karma before the roll is known for your action".
You order Aigresaur to go cook up some food. He stomps off towards where Dustan struggles with the boar carcass.
Then you set out to guide the Dutch vessel into the lagoon.
-3 Karma
Wit: 1, 5
Incredible success! With the help of some complicated semaphore directions and your good sense of the hidden reefs, you are able to direct the Dutch merchant ship through the break-water and into the lagoon. The sailors weigh anchor as the sun begins to set on the horizon, The ship's sails turning blood-red as its small crew furl them. A boat containing two men pushes away from the vessel. As they draw near you can see that one is clearly the captain from his garb, while the other is probably a . Both men are gaunt and harried, with blood-shot eyes as though they had not slept for some days. But as you and the cook and Dustan greet them on the shore with the pot of stew, looks of unsought-for relief come to their exhausted faces. The captain, a portly man with thinning grey hair and a very red face, bows to you and introduces himself.
"Hello, I am Captain Visser, employed by the Badaeker Shipping Company out of Rotterdam. I..." And he swallows down some troubling emotion, turning briefly toward his ship at anchor and then back to you, "I'm afraid we're rather short on hands. A bad case of scurvy, most likely." He clears his throat and looks you in the eye, "Do I have your permission to disembark and gather provisions?"
Jack Perkins
Cabin Boy
Phys: 13
Wit: 10
Pers: 13
Luck: 12
Exhaustion: 1
Karma: 1
a fairly nondescript lad, of average build with large ears, bland, rounded features, sparse dirty-brown hair, a huge forehead and an almost-constant expression of worry and/or confusion.
Mother's locket, salted rations (1), 1 coconut
The Third-mate makes you go with the smelly old German noble. What a bother!
Aigresaur
A chef with a dinosaur personality syndrome that just wants to snuggle.
Ship's Cook
Physique 11
Wit 12
Personality 14
Luck 11
Exhaustion: 1
Karma: 1
1 meal of citrus and vegetables, cooking pot
You do enjoy some nice pork. You imagine that you have brought down the pig yourself, in a frenzy of pre-historic savagery!
Able Seaman, former farmer
Physique: 12
Wit: 10
Personality: 8
Luck: 12
Exhaustion: 2
Former farmer from the outskirts of Kent, joined a ships crew out of a sense of wanderlust and need for adventure. Got perhaps a bit more than he bargained with.
a coil of rope, sturdy shoes, a knife, a bag of grain
And now you're sent off with this noble to go traipsing around for some temple. You're a sailor, or a farmer, not an explorer! You shoot some daggers with your eyes at Dustan as you pass by the clumsy butcher.
Long-term goals:
Small Boat w/ sail: sail, 2/6 building checks, 0/6 building materials.
Discovered:
Ivan and Jack: a deep pit leading to a volcanic tunnel that heads underground toward the shorter hill.
Ms. Rutherford: a fishing spot in the lagoon, some ways west along the beach from the shelter.
Alira Sibata: a grove of banana plants, 1d6 meals' worth of bananas once per day. 20 minutes walk inland from the shelter. (it takes an action to go harvest them)
Duke Adalhard: The Eldritch Temple! Permanent +2 Luck to all survivors, and anyone who wishes may now travel to the temple to become an initiate into the secret murder cult, gaining any and all benefits. Additionally, killing a Secret Murder Cultist now grants 3 less Exhaustion to the killer than previously.
Built:
A shelter, large enough to fit 10 survivors.
Food-store: 3 bundles of bananas, a bundle of roots, 2 piles of mushrooms, some spiky sea-creatures, 10 meals' worth of raw pork
Night-time settles over the island. The survivors are divided, with The Duke, Ms. Rutherford, William, and Young Jack spending the night deep in the jungle at the temple; and everyone else either resting in the shelter or not-yet-returned from foraging for food.
Dinner is eaten, and you settle in the for the night.
(Note: I feel that I should give a chance to anyone who wants it to do something during the night-time in addition to resting. Let's try a special night-time round just to accommodate the unusual circumstances. So post something your character does this night ("rest" is a fine option if you just want to sleep), keeping in mind the limitations and increased difficulty of some tasks at night.)
(p.s. the tiger rule remains in effect.)
Day 4, night (special) (5/4)
Order of the Day: Get abundant food enough to feed everyone tonight! All found food should be dumped in the shelter. No stealing please! (In other words, all food found with this order in mind does not go to your personal inventory, but to a stock-pile in the shelter.)
+1 Karma for every successful action towards this goal. If no-one succeeds at the goal by the end of the day, everyone but the Duke gains a level of exhaustion.
Fritz: 3 bundles of bananas
"Nobody" Jack: a bundle of roots, and 2 piles of mushrooms
Aigresaur and Dustan: 10 meal's worth of raw pork.
Dustan Hache, Mercenary
Phys:17
Wit:8
Pers:11
Luck:15
Exhaustion: 4
Karma: 2
A mercenary adventurer with a strength that belies his normal frame. He seems to have worked a forge at some point, though all the minor burns and the scars they left imply they were less than fortunate with it.
spy-glass, oil-skin coat, 1 meal of jerky, 5 meals of stew, a staff
eat my jerky and share some with the cook, since they helped me out. Try to sharpen a rock into a makeshift blade using my spare time.
Wit: 11, 4
You toss some jerky to the cook (+1 Karma), and gnaw on some yourself as you chip away at a promising bit of stone. You are nearly finished putting a passable edge on the stone when it cracks in half. You hear a low chuckle and look up to find that one of the eight Dutch sailors taking refuge in the shelter with you is watching your efforts. Half of the sailors were pale and feverish and had to be helped to shore by the others, and this is one of that number. He is propped up against a gunny-sack, and his chuckle ends abruptly when he sees that you've noticed him. You know what scurvy looks like, and one thing is for certain, these sailors aren't showing any of the symptoms.
You go to sleep.
"Nobody" Jack
Stowaway
Physique 12
Wit 10
Personality 11
Luck 14
Exhaustion: 1
Karma: 3
Homeless guy that went to sleep in the ship's cargo area one night to get out of the rain, and woke up on the high seas. Hair is dark brown and very messy, and his beard seems to be locked in a state of perpetual scruffiness. Skinnier than a man should be, and his clothes are in a state of moderate disrepair.
Good Luck charm (roll Fate die twice on Luck checks), 1 meal (biscuits), two meals of wild bird eggs, 2 meals of mushrooms, 1 torch, axe, basket
Anyway, I think I may as well make an axe and a basket. The axe would be helpful to both cut down trees for more resources as well as for defending myself, while the basket, as with the last one I made (minus the “falling apart”) should be helpful for actually collecting those resources.
Wit: 7, 5
The Dutch sailors, eight of them in all, have crowded into one end of the shelter at Alira Sibata's welcome. They are a quiet bunch, keeping to themselves. Four of them look weakened, with dark circles under their eyes. The whole group acts traumatized, huddling close to their fire, barely talking, chewing slowly on whatever food your group gave them.
You turn back to your work. After a few hours you have a functional axe and a basket at your feet. Not bad! You turn on your side and quickly fall asleep.
Ivan Semyonov, Able Seaman, former rope maker
Physique 14
Wit 12
Personality 7
Luck 12
Exhaustion: 3
one coil of rope, sturdy shoes, 2 coconuts, knife, a long pipe and 5 smokes' worth of tobacco, a meal of bird's eggs
Ass!
Rest time
You rest.
Name: Elizabeth Rutherford
Upper-class Civilian
Physique 4
Wit 9
Personality 11
Luck: 11
Exhaustion: 3
A young enterprising woman with brown hair. Her arms are long and thin, the muscles seemingly suffering from atrophy.
fine clothes, 40 pieces of gold, snuff-box
"So this is the temple? I didn't expect it to be that disappointing, I just hope that it contains at least some treasure."
Instruct Jack and William to search and collect treasure for me.
While they're off searching for treasure, I will inspect the two pillars, see whether I can determine what kind of temple it is and whether I can find some hidden switch leading to the real temple.
You ignore your squirming rat and order the shy cabin-boy, Jack, and farmer-turned-seaman William to go find treasure. They stumble off into the gathering darkness.
Luck: 20, 2
But return after a few minutes. William shakes his head, "It's no good ma'am, it's too dark! There's not much of a moon and we have no lantern!"
Well! So much for that, you think, and turn to the pillars. They are black and glinting in the dim moonlight, but otherwise featureless.
Pers: 5, 1
Passing your hand between the two pillars, where the stairs end so abruptly, you become convinced of two things in the quiet intimacy of your own mind: first, that these stairs do, in fact, lead to the temple; and second, that the way is closed to you now but could be opened if one were to fully commit oneself towards this goal. The first step would be to follow the trail of markers through the jungle, touching each in turn: forming the start of an irreversible binding with whatever power lies hidden behind this "door".
You spend the night near the pillars, and find little rest.
Duke Adalhard I of Regensburg
Physique 7
Wit 15
Personality 7
Luck 17
Exhaustion: 0
A somewhat deaf middle aged noble that constantly shouts in faux German.
fine clothes, garrote, 4 doses of poison, totem of an elder god, misshapen mossy skull, a dead rodent and a large dead rodent and a larger lizard (all poisoned)
Try to explain to Elizabeth and the rest that this temple belonged to my ancestors, and that some text in old german explained that the family crest I was carrying had to be bathed with blood to open the way. Request them to use the edges of the broken family crest, as it might open the way to the temple and the treasure of my royal bloodline.
Pers: 7 (12-5), 5
Ms. Rutherford seems lost in thought, her fingers brushing at the empty air between the two pillars. Sensing an opportunity, you step forward and speak quickly in your broken English, explaining why you need her or the others to shed their blood upon your family crest.
Surprisingly, Ms. Rutherford agrees, suggesting that William should be the one. He doesn't seem terribly taken by the idea, and it takes an even mixture of coaxing and threatening before he offers up his palm to your jagged stone. A slickety slicing later, blood pulses from the deep gash in his hand and onto the broken crest. William swears and pulls his arm away, but you grab his wrist steady until the crest is thoroughly covered.
An unstoppable grin on your face, you hold this up to the pillar. "Vell? Heere iz ze bludd! Vat now?!"
Nothing happens.
Frustrated, you sink to the jungle floor and mull over your next move. Morning comes eventually.
Alira Sibata
Third Mate
Physique 11
Wit 15
Personality 13
Luck 18
Exhaustion: 2
Karma: 3
A young apprentice to the ship's officership, she is reputably someone known for her skills in organization and safety. She has a lean figure, and holds herself with an educated posture; knowing a depth of knowledge about the world.
sturdy shoes, depth-line, 10x10 sail, shaving kit with mirror, 5 sets of evening-wear clothes (men's), a glass container of pomade, riding boots, three top hats, a barrel of gunpowder, a sealed tin of medical supplies
Highest Rank
You invite Captain Visser and the 9 remaining crew members back to the shelter. They accept, but the Captain and one other spend the night on their ship.
You do not think these men have scurvy. They are all short on sleep, obviously, and some appear weaker than the others. A disease perhaps. You quarantine the Dutch to one end of the shelter.
Jack Perkins
Cabin Boy
Phys: 13
Wit: 10
Pers: 13
Luck: 12
Exhaustion: 1
Karma: 1
a fairly nondescript lad, of average build with large ears, bland, rounded features, sparse dirty-brown hair, a huge forehead and an almost-constant expression of worry and/or confusion.
Mother's locket, salted rations (1), 1 coconut
Blood-letting in the jungle! Damn, if your mum could see you now, how she would worry!
Aigresaur
A chef with a dinosaur personality syndrome that just wants to snuggle.
Ship's Cook
Physique 11
Wit 12
Personality 14
Luck 11
Exhaustion: 0
Karma: 1
1 meal of citrus and vegetables, 1 meal of jerky, cooking pot
Dustan gives you some jerky. It's good. You imagine that you are stripping it off of an the desiccated corpse of a scaly foe.
Able Seaman, former farmer
Physique: 12
Wit: 10
Personality: 8
Luck: 12
Exhaustion: 2
Former farmer from the outskirts of Kent, joined a ships crew out of a sense of wanderlust and need for adventure. Got perhaps a bit more than he bargained with.
a coil of rope, sturdy shoes, a knife, a bag of grain
It takes some convincing, but you allow the German noble to cut blood from your palm and douse some stupid bit of rock. How did you get into this mess?
Long-term goals:
Small Boat w/ sail: sail, 2/6 building checks, 0/6 building materials.
Discovered:
Ivan and Jack: a deep pit leading to a volcanic tunnel that heads underground toward the shorter hill.
Ms. Rutherford: a fishing spot in the lagoon, some ways west along the beach from the shelter.
Alira Sibata: a grove of banana plants, 1d6 meals' worth of bananas once per day. 20 minutes walk inland from the shelter. (it takes an action to go harvest them)
Duke Adalhard: The Eldritch Temple! Permanent +2 Luck to all survivors, and anyone who wishes may now travel to the temple to become an initiate into the secret murder cult, gaining any and all benefits. Additionally, killing a Secret Murder Cultist now grants 3 less Exhaustion to the killer than previously.
Built:
A shelter, large enough to fit 10 survivors.
Food-store: 3 bundles of bananas, a bundle of roots, 2 piles of mushrooms, some spiky sea-creatures, 10 meals' worth of raw pork
(P.S. The tiger rule is altered. Now, one may go out and forage, but only if one offers specific details about what one is hoping to find and how one gets it and where one looks. Anyone literally "foraging for food" will meet with our stripey friend.)
Day 5, morning (1/4)
Dustan Hache, Mercenary
Phys:17
Wit:8
Pers:11
Luck:15
Exhaustion: 4
Karma: 2
A mercenary adventurer with a strength that belies his normal frame. He seems to have worked a forge at some point, though all the minor burns and the scars they left imply they were less than fortunate with it.
spy-glass, oil-skin coat, 1 meal of jerky, 5 meals of stew, a staff
”What’s so funny? you’ve never been stranded on a island with only a few tools to go around, and the majority of them being clung to tightly by their owners? or you just delerious from whatever plague struck half of you?”
keep away from the sick people as much as possible without outright abandoning the shelter. continue trying to knap some stone into a sharp-ish blade.
Wit: 10, 3
You keep well-away from the Dutch sailors as the morning goes by. Your efforts to shape a blade lead nowhere. Frustrated, you begin to feel rather resentful of the sailors.
As you chip away at what feels like the hundredth stone this morning, the man who accompanied the captain to the ship the night before staggers into the shelter and confers hurriedly with his shipmates. He is tall and thin, pale and shaking. Concerned murmurs begin to fill that end of the shelter, and some kind of argument breaks out. A broad-faced, balding man shoves the shaken sailor to the ground and shouts down at him. At that point Alira steps in and stops the violence. Apparently the Dutch captain is dead.
"Nobody" Jack
Stowaway
Physique 12
Wit 10
Personality 11
Luck 14
Exhaustion: 1
Karma: 0
Homeless guy that went to sleep in the ship's cargo area one night to get out of the rain, and woke up on the high seas. Hair is dark brown and very messy, and his beard seems to be locked in a state of perpetual scruffiness. Skinnier than a man should be, and his clothes are in a state of moderate disrepair.
Good Luck charm (roll Fate die twice on Luck checks), 1 meal (biscuits), two meals of wild bird eggs, 2 meals of mushrooms, 1 torch, axe, basket
Lets try to turn those pieces of raw pork in the stockpile into something more preservable. Also, maybe try to set something up to prevent insects and animals from getting to our stored food?
Wit: 18, 6 (Karma lost)
Morning comes with the cries of sea-birds and the crackling of a small fire over by the Dutch. The sea is full of salt, but you have none. You set about cooking the pork, but burn much of it through an over-zealous desire to make sure "it's done all the way through".
Ivan Semyonov, Able Seaman, former rope maker
Physique 14
Wit 12
Personality 7
Luck 12
Exhaustion: 3
one coil of rope, sturdy shoes, 2 coconuts, knife, a long pipe and 5 smokes' worth of tobacco, a meal of bird's eggs, some snapped-off branches
Ass!
Since no one's chopping wood down, I'll go and do that.
Phys: 11, 1
You snap off some branches and bring those back to the shelter.
Name: Elizabeth Rutherford
Upper-class Civilian
Physique 4
Wit 9
Personality 11
Luck: 11
Exhaustion: 3
A young enterprising woman with brown hair. Her arms are long and thin, the muscles seemingly suffering from atrophy.
fine clothes, 40 pieces of gold, snuff-box
"I know how to gain access to the real temple, we just need to follow the trail of markers and touch them. C'mon lads, in the name of treasure!"
Go find the markers and have one of my two guinea pigs touch them. Return back to the temple once all the markers have been touched.
Pers: 19, 5
The cabin's boy and the able seaman are ill-at-ease and moody after the night spent in the jungle. Hearing your command, William gives you a hard stare, and then walks away in the direction of the south shore.
Young Jack does as you order him, but after touching the first marker and leaping back with a yelp, he refuses to do so with any of the others.
Duke Adalhard I of Regensburg
Physique 7
Wit 15
Personality 7
Luck 17
Exhaustion: 0
A somewhat deaf middle aged noble that constantly shouts in faux German.
fine clothes, garrote, 4 doses of poison, totem of an elder god, misshapen mossy skull, a dead rodent and a large dead rodent and a larger lizard (all poisoned)
Follow and help find the markers, and try touching all of them too. Try to understand what the voices meant to say with bathing the crest with blood.
Wit: 3 1
The boy Jack seems to be pained by the marker, but for you the stone feels warm and comforting. You ponder over what the voice meant by bathing the crest, and realize with a start the murderous and violent intentions of the faces in the stone.
Alira Sibata
Third Mate
Physique 11
Wit 15
Personality 13
Luck 18
Exhaustion: 2
Karma: 3
A young apprentice to the ship's officership, she is reputably someone known for her skills in organization and safety. She has a lean figure, and holds herself with an educated posture; knowing a depth of knowledge about the world.
sturdy shoes, depth-line, 10x10 sail, shaving kit with mirror, 5 sets of evening-wear clothes (men's), a glass container of pomade, riding boots, three top hats, a barrel of gunpowder, a sealed tin of medical supplies
Highest Rank
Order anyone not posting to go ensure the supplies are well-kept (e.g. cooking if possible, to extend the supplies), and to otherwise just keep the shelter safe and clean.
Alira herself prepares some medical anythings for the Captain and crew, ensuring that medical protocol given her knowledge of seaborne illnesses (or landborne ones due to lacking stuff at sea) is followed.
You order Aigresaur to prepare some of the raw pork.
Wit: 11 (15-4), 4
He makes a delicious pot of stew with the remaining, unburnt, pork!
You set about tending to the sailors.
Wit: 9, 3
And come to the conclusion that whatever is wrong with these men is unlike any disease you have ever seen. Four of them are merely in shock and suffering from lack of a healthy diet. But the other half have cold sweats and dark lesions patch-worked over their skin. Curiously, they each of them also have two small cuts on the sides of their necks. A regular distance apart. The work of rats in the night, perhaps?
Your thoughts are interrupted by a scuffle amongst the Dutch. The man who watched over the ship last night with Captain Visser has returned and has just been knocked to the ground by a heavy-set red-faced man. You break it up and learn through some rather poor English that the Captain was found dead this morning. You go investigate yourself and find him pale and lifeless in his cabin, with bloody scratches and bites from his throat down to the skin over his heart.
Jack Perkins
Cabin Boy
Phys: 13
Wit: 10
Pers: 13
Luck: 12
Exhaustion: 1
Karma: 1
a fairly nondescript lad, of average build with large ears, bland, rounded features, sparse dirty-brown hair, a huge forehead and an almost-constant expression of worry and/or confusion.
Mother's locket, salted rations (1), 1 coconut
Ouch! That stone sent a sharp pain into your left hand. You won't be touching any like it any time soon if you can help it!
Aigresaur
A chef with a dinosaur personality syndrome that just wants to snuggle.
Ship's Cook
Physique 11
Wit 12
Personality 14
Luck 11
Exhaustion: 0
Karma: 1
1 meal of citrus and vegetables, 1 meal of jerky, cooking pot
You roar in triumph over your pot of pork stew. Smells like victory!
Able Seaman, former farmer
Physique: 12
Wit: 10
Personality: 8
Luck: 12
Exhaustion: 2
Former farmer from the outskirts of Kent, joined a ships crew out of a sense of wanderlust and need for adventure. Got perhaps a bit more than he bargained with.
a coil of rope, sturdy shoes, a knife, a bag of grain
Enough is enough. You leave Jack, Ms. Rutherford, and the German noble in the jungle and hike back to the shore. Perhaps the Dutch are ready to depart.
Long-term goals:
Small Boat w/ sail: sail, 2/6 building checks, 0/6 building materials.
Discovered:
Ivan and Jack: a deep pit leading to a volcanic tunnel that heads underground toward the shorter hill.
Ms. Rutherford: a fishing spot in the lagoon, some ways west along the beach from the shelter.
Alira Sibata: a grove of banana plants, 1d6 meals' worth of bananas once per day. 20 minutes walk inland from the shelter. (it takes an action to go harvest them)
Duke Adalhard: The Eldritch Temple! Permanent +2 Luck to all survivors, and anyone who wishes may now travel to the temple to become an initiate into the secret murder cult, gaining any and all benefits. Additionally, killing a Secret Murder Cultist now grants 3 less Exhaustion to the killer than previously.
Built:
A shelter, large enough to fit 10 survivors.
Food-store: 3 bundles of bananas, a bundle of roots, 2 piles of mushrooms, some spiky sea-creatures, 2 meals' worth of burnt pork, 5 meal's worth of pork-stew
(P.S. The tiger rule is altered. Now, one may go out and forage, but only if one offers specific details about what one is hoping to find and how one gets it and where one looks. Anyone literally "foraging for food" will meet with our stripey friend.)
fNote from Trinculo: Hey guys, as you might be able to tell from the update schedule lately, I'm running out of steam on this one. I've got one regular update left, and then I think we'll do a little epilogue. So if there was anything you really wanted to get done here, now is the time! Feel free to put in more than one action if you've got something complicated to do. Thanks for playing, and let's end this rightly!
Day 5, mid-day (2/4)
Order of the Day: Find more food.
Dustan Hache, Mercenary
Phys:17
Wit:8
Pers:11
Luck:15
Exhaustion: 4
Karma: 2
A mercenary adventurer with a strength that belies his normal frame. He seems to have worked a forge at some point, though all the minor burns and the scars they left imply they were less than fortunate with it.
spy-glass, oil-skin coat, 1 meal of jerky, 5 meals of stew, a staff
agh. go hunting for trouble. stripy feline trouble.
Phys: 12, 5
There was once an explorer called Hache,
Who chose to do something quite rash.
A staff in his hand,
Eyes turned to the land,
He went lookin' for a tiger to bash.
He looked high and looked low,
For the great stripey foe,
Until his ears caught the sound of a growl!
Staff gripped in his hand,
He leapt across the sand,
And whacked some thing that let out a yowl!
'Twas a tiger, to be sure,
Fussily licking its fur,
Not expecting so to be walloped.
It leapt in a fright,
And with all of its might,
Into the jungle it galloped!
"Nobody" Jack
Stowaway
Physique 12
Wit 10
Personality 11
Luck 14
Exhaustion: 1
Karma: 0
Homeless guy that went to sleep in the ship's cargo area one night to get out of the rain, and woke up on the high seas. Hair is dark brown and very messy, and his beard seems to be locked in a state of perpetual scruffiness. Skinnier than a man should be, and his clothes are in a state of moderate disrepair.
Good Luck charm (roll Fate die twice on Luck checks), 2 plump rabbits, 1 meal (biscuits), two meals of wild bird eggs, 2 meals of mushrooms, 1 torch, axe, basket
Go hunt for animals to replace the meat I ruined. Take my axe with me to use as my weapon. (For these purposes, a tiger is not an animal. A tiger is a hazard to be avoided at all costs.)
Wit: 7, 4
Into the jungle you go, moving with the stealth of one long-accustomed to avoiding undue attention. Suddenly, you hear an angry yowl from beyond a stand of thick bushes. Following the yowl comes a striped orange-and-black-and-white beast, cat-like but very big, crashing through the bushes, its face a-bristle with angry and frightened whiskers. its sparking eyes catch sight of you around the same time that you catch sight of it, and it is impossible to tell who is more frightened in the moment. Skidding into an about-face with surprising grace, the tiger scatters thick globs of mud into your eyes with its hind-paws as it streaks off at an acute angle. You topple over backwards, wiping the mud away and shrieking at a level and pitch previously known only to the most virtuosic of female sopranos.
When your blurry vision clears, you see a wild-eyed Mr. Hache standing above you. He is gripping a staff in his hands. You note that there are several long, orange hairs stuck into the splintered end of it. He chides you for not striking down the tiger with your axe! And then asks whether he can make use of it for a bit?
Eventually, your heart-beat ritardandos, and you go find a quiet clearing somewhere and wait outside of a burrow. You catch a pair of especially plump and lazy rabbit-like creatures.
Ivan Semyonov, Able Seaman, former rope maker
Physique 14
Wit 12
Personality 7
Luck 12
Exhaustion: 3
one coil of rope, 2 sharpened stakes, sturdy shoes, 2 coconuts, knife, a long pipe and 5 smokes' worth of tobacco, a meal of bird's eggs, some snapped-off branches
Apply for a medical check.
Sharpen the branches into stakes/javelins to supply Dustan with some additional weaponry.
Wit: 10, 1
You craft 2 sharpened stakes, hardening their tips in the coals. They are acceptable, but not very straight.
At your request, Sibata looks you over. She declares that you are healthy enough, if worn thin from the hard events of the past few days.
Name: Elizabeth Rutherford
Upper-class Civilian
Physique 4
Wit 9
Personality 11
Luck: 11
Exhaustion: 3
A young enterprising woman with brown hair. Her arms are long and thin, the muscles seemingly suffering from atrophy.
fine clothes, 40 pieces of gold, snuff-box
"I know how to gain access to the real temple, we just need to follow the trail of markers and touch them. C'mon lads, in the name of treasure!"
"C'mon Jack, what are you waiting for? Heaps of gold and diamonds await you once you touch all the markers."
Convince Jack to touch all the markers. Return to the temple once he touched all of them.
Pers: 7 (12-5), 5
Jack is young and gullible. His eyes widen at your enticing promises of treasures untold. He willingly touches the next marker, and the next, even leading the way when the way is obvious, calling back for you and the Duke to hurry. But then, some of the cheer begins to leave him. He begins to jerk away with a cry when he places his hand on the stone, and on the next marker he shudders. On the third, he staggers backwards, pale and retching, a stream of white and brown vomit dripping from his mouth. He looks upset; crcles begin to form under his eyes. But still Jack is strangely driven, for he refuses to stop, even for a moment. "No, no," he slurs, "'Gotta... gotta getta the marker, gottagetthuhtreshuh".
You watch the the Duke curiously. For he is also touching each marker, but with no outward effects.
Poor Jack is quite exhausted when you arrive back at the mysterious stone steps, and must sit down and breathe deeply for a while. Some of his colour has returned, but his eyes are darting and troubled, with an unsettling glint in the corner of them.
Duke Adalhard I of Regensburg
Physique 7
Wit 15
Personality 7
Luck 17
Exhaustion: 0
A somewhat deaf middle aged noble that constantly shouts in faux German.
fine clothes, garrote, 4 doses of poison, totem of an elder god, misshapen mossy skull, a dead rodent and a large dead rodent and a larger lizard (all poisoned)
Continue helping Elizabeth find the markers with my knowledge of the island. I have explored these parts many times, and maybe I get lucky and find the markers by accident. Touch all the markers, too.
You guide Elizabeth and Jack along the trail of markers. Elizabeth promises gold and jewels to the boy if he will touch them all, and he takes the bait. he becomes increasingly disturbed by the touch of the markers, however, and a dark cloud begins to come over his face. It wearies him, mentally and physically, it would appear, to touch the dark stone.
For yourself, however, it seems to grant your pampered old limbs renewed strength. A wicked thought begins to whisper in your mind, and by the time you again reach the stone steps it becomes a dark certainty: if you do not make sacrifice, spill rich blood upon your ancestor's crest, then the boy will attempt something similar. However, the two of you together could over-whelm the foolish Ms. Rutherford. And then...
In the trees above, a reddish bird startles off into the blue sky, squawking with fear.
Alira Sibata
Third Mate
Physique 11
Wit 15
Personality 13
Luck 18
Exhaustion: 2
Karma: 3
A young apprentice to the ship's officership, she is reputably someone known for her skills in organization and safety. She has a lean figure, and holds herself with an educated posture; knowing a depth of knowledge about the world.
sturdy shoes, depth-line, 10x10 sail, shaving kit with mirror, 5 sets of evening-wear clothes (men's), a glass container of pomade, riding boots, three top hats, a barrel of gunpowder, a sealed tin of medical supplies
Highest Rank
Alira begins to organize the crew based on seniority--with a thorough medical check on all members (for scurvy, checking their teeth--ulterior motive, to fix up this impression that the crew did this); she then sets the ORDER OF THE DAY to more food finding for Karma.
Basically she then makes a structure where the Dutch crew--the healthy ones anyway, is to be in a trio with one of each of the people here in descending order of seniority (e.g. Alira gets 2 of the highest officers they have, while at the bottom the Stowaway doesn't...get any if there are no more of their crew)
"We need to depart soon. I do not like the looks of this."
She also orders ANY/ALL INACTIVE PEOPLE to go guard the ship and investigate it's holds and such.
Pers: 5 (9-4), 4
Masterfully, you take control of the situation. Noone speaks against you amongst the Dutch, and so everyone seems content to do as you tell them. 9 Dutchmen, there are, in total, 2 assigned to: Yourself, Dustan Hache, Ms Rutherford, and three for the Duke. Of course, these last three are nowhere to be found at the moment, so the 7 simply act together with the 9.
Under your command, these 9, as well as Aigresaur and Blake in camp, set about bringing provisions out to the ship, investigating its hold, and making general preparations for departure. Apart from the captain's blood-stains, they find nothing untoward in the ship. Or, at least, that is what they tell you. It is a large vessel, and you were not clear on how thorough you wished them to search it, or for what.
Jack Perkins
Cabin Boy
Phys: 13
Wit: 10
Pers: 13
Luck: 12
Exhaustion: 1
Karma: 1
a fairly nondescript lad, of average build with large ears, bland, rounded features, sparse dirty-brown hair, a huge forehead and an almost-constant expression of worry and/or confusion.
Mother's locket, salted rations (1), 1 coconut
Kill her...
"No... no I don't want to do that stop thinking that"
Spill her blood...
"Nonono stop it! STOP IT! I want my momma please stop momma please!"
do it...
Aigresaur
A chef with a dinosaur personality syndrome that just wants to snuggle.
Ship's Cook
Physique 11
Wit 12
Personality 14
Luck 11
Exhaustion: 0
Karma: 1
1 meal of citrus and vegetables, 1 meal of jerky, cooking pot
As the others search the ship, you pretend that the crew have captured your monstrous shape and are bringing you back in chains as an attraction for royalty. You roar in anguish and gnash your teeth!
...The searching crew give Aigresaur a wide berth as he drapes coils over his limbs and stomps around on the deck-boards.
Able Seaman, former farmer
Physique: 12
Wit: 10
Personality: 8
Luck: 12
Exhaustion: 2
Former farmer from the outskirts of Kent, joined a ships crew out of a sense of wanderlust and need for adventure. Got perhaps a bit more than he bargained with.
a coil of rope, sturdy shoes, a knife, a bag of grain
Thank God! The ship is being made ready to leave! You kiss your lucky bag of grain and set to filling water-casks with boisterous song in your heart and on your lips.
"Oh I knew a wench in Amsterdam, her lips were sweet as honey, thighs as plump as a whole ham, and the cutest little...!"
Long-term goals:
Small Boat w/ sail: sail, 2/6 building checks, 0/6 building materials.
Discovered:
Ivan and Jack: a deep pit leading to a volcanic tunnel that heads underground toward the shorter hill.
Ms. Rutherford: a fishing spot in the lagoon, some ways west along the beach from the shelter.
Alira Sibata: a grove of banana plants, 1d6 meals' worth of bananas once per day. 20 minutes walk inland from the shelter. (it takes an action to go harvest them)
Duke Adalhard: The Eldritch Temple! Permanent +2 Luck to all survivors, and anyone who wishes may now travel to the temple to become an initiate into the secret murder cult, gaining any and all benefits. Additionally, killing a Secret Murder Cultist now grants 3 less Exhaustion to the killer than previously.
Built:
A shelter, large enough to fit 10 survivors.
Food-store: 3 bundles of bananas, a bundle of roots, 2 piles of mushrooms, some spiky sea-creatures, 2 meals' worth of burnt pork, 5 meal's worth of pork-stew
(P.S. The tiger rule is abolished!
Note: Hey guys, I'm back! This update got a little loopy with the tiger, I'm not sure what happened there, to be honest, haha.
Anyway, this was the last real update of the adventure, hope that's okay. What I'd like to do is have a little epilogue for each of the characters. And I think you guys should write them. Here's what you do:
1. Roll a d20. (http://www.brockjones.com/dieroller/dice.htm if you don't have one handy)
2. Compare the number to your Luck score. Equal to or less means success, higher means failure.
3. If the roll succeeded, write an ending for your character in which things work out for them. If the roll failed, describe the unfortunate and untimely end they come to. Try and relate this ending to what happened during this game, using elements from it if you like. As brief or as lengthy as you like, I look forward to your replies.
And thanks for playing. :)
Day 5, afternoon (3/4)
Order of the Day: Find more food.
Dustan Hache, Mercenary
Phys:17
Wit:8
Pers:11
Luck:15
Exhaustion: 4
Karma: 2
A mercenary adventurer with a strength that belies his normal frame. He seems to have worked a forge at some point, though all the minor burns and the scars they left imply they were less than fortunate with it.
spy-glass, oil-skin coat, 1 meal of jerky, 5 meals of stew, a staff
find and finish the tiger off, then bring it to the ship! I want proof that I journeyed to a distant land with dangerous beasts, and a tiger-pelt on my rug will do nicely!
Phys: 16, 2
Tiger, tiger, in the shade,
of the cool green fronds,
Where do you prowl?
Just let out a yowl,
So that Dustan can find you out!
Hache searches high and low,
in grotto and clearing,
For sign of the beast,
For sound within hearing.
When, all a sudden, without warning or growl,
the tiger appears, on its face... a scowl?
Not ahead, on the trail, but behind, on Dustan's tail!
What is this? Now it stalks...
What is this?? Now it TALKS!
"Greetings, brave hunter, long have you sought for me,
'Ere you shoot, let us talk as friends, and not as enemy?"
Dustan leaps with fright, and draws back in surprise.
What is this? A tiger that talks, argues, (maybe lies?)
"I was man once, like you, but translated by magic,
into this stripèd form, most pitiable and tragic!
By an infamous seer, wicked and jealous,
of my nobility, and my 'cause (perhaps overzealous?)
To cleanse this island, of its evil blight,
by slaying evil-doers, and setting things right.
"But my curse can be broken, by one such as you.
Return me to England, that is all you must do!"
Dustan considers, this surprising plot.
Will he shoot the tiger? Or will he not?
But before he can act, the tiger attacks!
A ploy all along! Some dastardly trick.
Hache beats it back with a stick.
A flash of claws, the glimmer of steel,
a sudden shot, like a thunderous peal.
The hunter and hunted tumbling 'round.
And down falls the tiger, shaking the ground.
"Nobody" Jack
Stowaway
Physique 12
Wit 10
Personality 11
Luck 14
Exhaustion: 1
Karma: 0
Homeless guy that went to sleep in the ship's cargo area one night to get out of the rain, and woke up on the high seas. Hair is dark brown and very messy, and his beard seems to be locked in a state of perpetual scruffiness. Skinnier than a man should be, and his clothes are in a state of moderate disrepair.
Good Luck charm (roll Fate die twice on Luck checks), 2 plump rabbits, 1 meal (biscuits), two meals of wild bird eggs, 2 meals of mushrooms, 1 torch, axe, basket
Has anyone harvested the bananas today? If not, go do that. Also deposit my rabbits and the bananas in the stockpile.
I’ll also go out with my basket and axe and see if I can find any other groves of fruit-bearing trees, or maybe bushes with numerous edible berries on them.
If I encounter any murder attempts, I’ll oppose them. I suspect I won’t be in the area, though.
You gather 4 bundles of bananas and return with them to the shelter. The food stores have already been loaded into the ship, and Alira orders you to take the bananas to the ship as well. There are no signs of murder or foul-intent, except, of course, for the not-quite scrubbed-out blood stains aboard the ship itself.
Ivan Semyonov, Able Seaman, former rope maker
Physique 14
Wit 12
Personality 7
Luck 12
Exhaustion: 3
one coil of rope, 2 sharpened stakes, sturdy shoes, 2 coconuts, knife, a long pipe and 5 smokes' worth of tobacco, a meal of bird's eggs, some snapped-off branches
Search for citrus fruit trees; lime, oranges, lemons, you name it!
Give out some of the citrus fruits to Dutchmen for quicker recovery from scurvy.
Luck: 11, 5
You are unable to find any citrus trees on this wild jungle island, but you do come across probably one of the last bits of wreckage from the Golden Dawn: a crate of glass bottles full of lemon juice. What luck! You are ordered aboard the ship by Alira Sibata, and hurry to gather your few belongings.
Name: Elizabeth Rutherford
Upper-class Civilian
Physique 4
Wit 9
Personality 11
Luck: 11
Exhaustion: 3
A young enterprising woman with brown hair. Her arms are long and thin, the muscles seemingly suffering from atrophy.
fine clothes, 40 pieces of gold, snuff-box
""Insane, murderous and violent? Dear Duke you must be mistaken, Jack did a most valiant job doing what he was told to do. Though he does seem to be suffering from some sort of tropical fewer. Oh dear, I hope it's not contagious."
Elizabeth turns to Jack, who is breathing heavily, his eyes rolling wildly.
"Well done Jack, we're all rich now thanks to you. Well not quite, you're rich, us nobles however have only become richer. Onwards to the Temple!"
Head to the Temple and loot all its treasures. Try to avoid getting murdered.
Assuming I survive the inevitable murder attempt, return to the camp with as much treasure as I can carry and quickly Take Command.Resist the Duke's attempts to convince me to murder Jack, also keep my distance from Jack, I don't want to catch whatever disease he's suffering from.
Pers: 8 (11-3), 3
You resist the Duke's arguments, and skillfully maneuver yourself so that the Duke is closer to Jack, who is now drooling in a disturbing manner, than you are.
You turn towards the wide-stone steps, but are non-plussed. You have arrived, in a sense, but where is the actual temple? You only see steps and the two pillars. Something is missing...
With a shriek, the boy leaps onto the Duke, biting at his throat. His fever has taken a sudden turn for the violent! For a moment, you consider helping the Duke, whose life-blood is now squirting out through the boy's gnashing teeth... but then your more sensible instincts take over and you turn away, gather up your skirts into billowy bundles, and run away as fast as you can.
When you eventually arrive back at the shore, you find the survivors carrying supplies down to the beach and onto the Dutch ship's longboat. But you are empty-handed after your treasure hunt, and have left Alira Sibata's cabin-boy feverish and murderous in the jungle. How can you convince the others that you should take command?
Duke Adalhard I of Regensburg
Physique 7
Wit 15
Personality 7
Luck 17
Exhaustion: 0
A somewhat deaf middle aged noble that constantly shouts in faux German.
fine clothes, garrote, 4 doses of poison, totem of an elder god, misshapen mossy skull, a dead rodent and a large dead rodent and a larger lizard (all poisoned)
The duke looks cautiously in Jack's direction.
"Ich would careful if ich were you. Jack scheint zu be going wahnsinnig insane! Die mörderisch murderously violent sorte von insane.
The temple had mentioned something about "bathing in blood". Maybe it requires... something as a sacrifice? Seeing that Jack is no longer sane, he might be a good candidate for sacrifice. Otherwise, he might try to murder us.
Try to convince fellow noble that Jack might try to attack us and that we should use him as a sacrifice to open the temple as he has clearly gone mad.
You argue with Elizabeth in low-tones so that Jack cannot hear, but she refutes the idea that Jack must be killed. "The boy is clearly feverish!" She says. You search for the most... appropriate way to suggest that if you don't kill Jack he will kill you, but your thoughts are interrupted by a savage growl from behind you.
GRAAAHHHH!!! The boy, his face twisted into an inhuman mask of anger, is flying through the air towards your head. Instinctively you...
Phys: 9, 2
Throw up your hands in a rather pathetic gesture of surprise. It does little to deflect the boy, and you feel his teeth latch onto your wind-pipe. There is a terrible pressure, followed by a popping sound and a spray of blood that squirts off the boy's face and onto your own. You stagger backwards, your hands flapping futilely at Jack's shoulders. But he clamps his legs and arms around your back and starts chewing at your wrinkled, grey throat.
Alira Sibat
Third Mate
Physique 11
Wit 15
Personality 13
Luck 18
Exhaustion: 2
Karma: 3
A young apprentice to the ship's officership, she is reputably someone known for her skills in organization and safety. She has a lean figure, and holds herself with an educated posture; knowing a depth of knowledge about the world.
sturdy shoes, depth-line, 10x10 sail, shaving kit with mirror, 5 sets of evening-wear clothes (men's), a glass container of pomade, riding boots, three top hats, a barrel of gunpowder, a sealed tin of medical supplies
Highest Rank
Spend the whole time medically examining everyone I can for marks--even their dental hygiene (or their teeth) because of scurvy! Start with the Dutch crew please.
Inactives in my area (e.g. not at secret murder doom temple) will please ensure the ship is ship-shape for getting the heck away!
You set about inspecting everyone's teeth and skin for anything... suspicious.
Wit: 1, 6
You thoroughly inspect the Dutchmen, and then your own survivors. You find strange bite-marks on the four ill Dutchmen, while everyone else is fairly intact: various wounds aside. What killed the Dutch captain has clearly bitten these four sailors, perhaps infecting them with a wasting disease!
Meanwhile, the survivors load the ship with enough supplies for the voyage to the nearest friendly port. The Dutch sailors go over the vessel, checking that everything is ship-shape.
Jack Perkins
Cabin Boy
Phys: 13
Wit: 10
Pers: 13
Luck: 12
Exhaustion: 1
Karma: 1
a fairly nondescript lad, of average build with large ears, bland, rounded features, sparse dirty-brown hair, a huge forehead and an almost-constant expression of worry and/or confusion.
Mother's locket, salted rations (1), 1 coconut
The voices overwhelm your mind, and you leap for the Duke. Blood is all you want now.
Aigresaur
A chef with a dinosaur personality syndrome that just wants to snuggle.
Ship's Cook
Physique 11
Wit 12
Personality 14
Luck 11
Exhaustion: 0
Karma: 1
1 meal of citrus and vegetables, 1 meal of jerky, cooking pot
Curses! These puny sailors have tricked you into captivity. You messily devour a tin-ful of crackers, pretending that each is made up of large beef-bones. Fools! To think that feeding you such fare will tame your ferocious spirit!
Able Seaman, former farmer
Physique: 12
Wit: 10
Personality: 8
Luck: 12
Exhaustion: 2
Former farmer from the outskirts of Kent, joined a ships crew out of a sense of wanderlust and need for adventure. Got perhaps a bit more than he bargained with.
a coil of rope, sturdy shoes, a knife, a bag of grain
"Her bed was waaaarm, her eyes were kiiiind, Her arms were sooooft, her eyes were fiiiine. She..."
Hm... How did that part of the song go... Oh well no matter.
Long-term goals:
Small Boat w/ sail: sail, 2/6 building checks, 0/6 building materials.
Discovered:
Ivan and Jack: a deep pit leading to a volcanic tunnel that heads underground toward the shorter hill.
Ms. Rutherford: a fishing spot in the lagoon, some ways west along the beach from the shelter.
Alira Sibata: a grove of banana plants, 1d6 meals' worth of bananas once per day. 20 minutes walk inland from the shelter. (it takes an action to go harvest them)
Also, the Dutch Merchant Ship.
Duke Adalhard: The Eldritch Temple! Permanent +2 Luck to all survivors, and anyone who wishes may now travel to the temple to become an initiate into the secret murder cult, gaining any and all benefits. Additionally, killing a Secret Murder Cultist now grants 3 less Exhaustion to the killer than previously.
Built:
A shelter, large enough to fit 10 survivors.
Food-store: 3 bundles of bananas, a bundle of roots, 2 piles of mushrooms, some spiky sea-creatures, 2 meals' worth of burnt pork, 5 meal's worth of pork-stew