Turn 1: Noisy NeighborsDAWNExamine belongings, explore. Search for food.
You take stock of what you have to work with, then decide it's best not to dwell on that.
Gotta look on the positive side of things, after all.
[4] You find a rabbit. That counts.
[6] vs [3+1] It tries to dash away, but you lunge after it.
[6] vs [2] It doesn't get far.
You now have some delicious rabbit meat and a soft rabbit pelt. You also have nowhere to put them, so you're either going to have to leave them behind, stash them someplace and hope they're still there when you get back, or just carry them around in your arms, which will obviously impact your ability to do anything else.
+2 Rabbit Meat, +1 Tiny Rabbit Pelt
-3 HeatExplore, for anything really.
[3] You find a stick and some moss. As you don't have anyplace to keep them, you'll have to either abandon them, stash them, or carry them around inconveniently in your hands at all times.
+Stick, +Moss
-2 HeatExplore my surroundings and look for mainly a place that looks warm (or at least less cold) and have possible food.
[6] You find a sort of ice cave dug into the ground at an angle. It feels warm, which you suppose makes sense because then you hear something moving around in there.
-3 HeatMajor Action: Explore immediate area
Minor Action: Examine equipment, of course. Be on the lookout for some dry hardwood sticks and tinder I could bundle up to make a fire eventually, though I'm more interested in exploring the area first. Also, check my clothes-I'm looking for a thick fibrous cord I can use. Also, prayer!
Your clothes don't look like they're going to make useful rope, at least anymore.
[1] You set out exploring the area, only to hear an ominous growling behind you.
[?] You're not sure if your prayers had an effect or not.
-2 HeatAestus squints into the surroundings, pondering what to do. Must of took a wrong turn somewhere... Damn, this is a terrible place to rebuild. Dark, cold, unknown. This is no place to raise a tribe! Aestus fears no unknown, his strength of arm and great size will get him through the day, he's assured of that. But the cold and the dark, no arm can move the dark, no strength can fight the cold. Only in old legends does it speak of great heroes who could do such tasks... But it just saps and takes, steals and drains, no heroes of old to be found now, just Aestus. Following his gut, he heads to the Southwest, back straight and eyes sharp for anything that could be a potential resource or way out. Even the filthiest of ponds houses wonders, if you look sharply, as he was told.
A: Head Southwest
a1: (If possible with above action, ignore if not) Minor Scavenging/Checking own equipment if possible.
[I don't imagine we start with much, but doesn't hurt to check.]
You check your equipment. That turns out to be a euphemism, as you haven't got any actual gear.
[3] You head southwest. You make good progress, but it's still crevasse as far as the eye can see. You hear more suspicious noises.
-3 HeatGo west. Search the walls for a way out.
[3] You head west, making good progress. You're still firmly in the crevasse, but you're pretty sure you can see clear daylight in the far distance.
You hear some suspicious noises on the way, though.
-3 HeatGwem, Ruddy Fair-Haired Woman (GWG)
6/6 HP
3/6 Heat
6/6 Hunger
B1, M1, S1
-2 Rabbit Meat
-Tiny Rabbit Pelt
Elgrom, Orcish Exile (Gamerlord)
CREVASSE: -3 Heat/Turn regardless of time of day
6/6 HP
3/6 Heat
6/6 Hunger
B1, M1, S1
Aestus, Lone Giant (Xanmyral)
CREVASSE: -3 Heat/Turn regardless of time of day
-SUSPICIOUS NOISES-
6/6 HP
3/6 Heat
6/6 Hunger
B1, M1, S1
Growlneer Greateye, Wolfman (superBlast)
-ENTRANCE TO ICE CAVE-
6/6 HP
3/6 Heat
6/6 Hunger
B1, M1, S1
Clair Heaven (scapheap)
FOREST: -1 heat loss
6/6 HP
4/6 Heat
6/6 Hunger
B1, M1, S1
-Stick
-Moss
Theenya Faircloak, Rebellious Snow Hobbit (Dwarmin)
FOREST: -1 heat loss
-GROWLING-
6/6 HP
4/6 Heat
6/6 Hunger
B1, M1, S1