((Welcome back! Please glance at the GM notes.))
Persus tried to carry the tree back, but dropped it on his leg, breaking his tibia (1). (-3 in combat)
Urist went searching for anything edible, but only found handfuls of suspicious looking moss (2).
Patrick (4+1) made significant progress with Waldo, who was now responsive enough to be trusted off his leash, however only with Patrick around. His exposure to commands from Patrick's comrades was still too limited.
Also noting the food shortage,
Tomcost (5) was struck by a moment of brilliance. He furrowed some fertile looking dirt into a growth rune, and then tossed seeds into these lines. After a small application of magical energy fruit bearing vines sprung forth from the ground and twisted around Tomcost's feet. (+8 food) Tomcost resisted any ill effects from his magic (4) and strengthened his will in response to his clear devotion to magical arts.
Draco was looking around, trying to glimpse the large shapes flitting between the deepest shadows. He was so intent on the shapes that he tripped on a small rock. The rune slipped from his hand and the light quickly faded (1). As the light left, he got another glimpse at the large shape, as it hurtled towards him. (6 vs 2) The last flickers of light gave him a clear enough sense of the shape's trajectory to throw himself out of the way, recovering his rune as he rolled.
Rune correctly identified a sedative plant. However, he crushed it far too vigorously, getting enough of it on his hands to lose feeling(6). (-1 to actions next turn) He was still able to dip his arrows in it.
ICBM found a patch of what looked like an abnormally tall grass. He was going to pass it by when he realized that he saw a bulb peeking barely above the dirt (5). Kneeling down, he pulled a large number of tubers from the ground. (+4 food)
Haul the tree back to the cave and make firewood from it.
Go hunting/gathering.
Continue to look around.
Grab a seed of an edible plant from my bag of seeds and plant it outside, then draw a growth rune and channel power through it.
Continue with Waldo
Find a plant that can be ground/liquefied into a sedative, pick it, and tip my arrows with it.
find some food
Waldo the Wolf – Obedient to basic commands
(1.8 + .4 consumed) Your food stores are scarce. (6.5 edible, 8 uncooked)
The large group has two fresh water barrels. (6 turns fresh)
Rune ate .6 food, leaving him with 3.1 food, and he's taking advantage of a nearby spring.
ICBM and Juppah ate .6 food, leaving them with 5.5 food. They are using an overhang from a cliff as shelter.
Clear skies (3)
The large group has a small reinforced door with a basic locking mechanism protecting its cave from animals. Passage to the left is protected by makeshift door. It's good it's protected, there was a snake back there.
They know where a fresh stream is just outside the cave. There is a pool which seems safe in the cave's atrium.
If you are no longer interested in continuing, that's understandable, given how long I have shamefully neglected this game. If you read this, please let me know you aren't interested so I can write you out. Otherwise, everyone will get a pm on the first turn they miss, and after that they will simply do dummy actions until it is clear they are not coming back.
I like the concept of this game, but it clearly needs some more organization. Once we have a clearer idea of who will be rejoining us, I'll be working a bit to reorganize the presentation, mostly to have a clearer inventory of who is in what group, and what they have access to. Also, I realized that I have been very slow to dish out stat increases, especially since you need +5 in a stat to get +1 in a roll. I will likely reinvent that system a small amount (wanting to work only in integers was rather naive of me and represented a lack of experience in running an RtD), and I will also try to give out skills and stats more freely. Finally, I will try to adopt the more narrative style I had before once I reacquaint myself with the setting and characters again. I had to read a lot and think back a lot to manage even those short descriptions.
Please feel free to tell me if I'm being inconsistent in how I roll, or give me any other advice. This game was designed when I had less experience, and while I'll work to fix what I can, your input helps a lot.
All of that being said, I really enjoy running this game, and I am flattered that some of you expressed interest in me bringing it back.
Description: A young brown-haired man in tattered priest's robes seeking to maintain the spiritual well-being of the group
Stats:
Strength – 7
Agility – 10
Dexterity – 10
Intelligence – 16
Intuition – 10
Willpower – 10
Charisma – 13
Resilience – 10
Items: Holy book, Makeshift crucifix
Profession: Priest
Feats:
Flashy Fighter - +1 to all subsequent rolls in a battle after rolling a 6
Description: Tall and thin, with gray eyes who wears a hooded cloak
Str:10
Agi:14
Dex:9
Int:10
Intu:13
Will:10
Cha: 10
Res:10
Items: Pocket knife and leather belt, 3 spears and 2 axes
Profession: Thief
Feats: Survival Crafstman (+1 to crafting objects using crude supplies)
Description: A tall and sturdy, with brown curly hair and a small beard.
Stats:
Strength – 6
Agility – 11
Dexterity – 13
Intelligence – 10
Intuition – 10
Willpower – 10
Charisma – 10
Resilience – 10
Items: Seed bag, small knife, Totem
Profession: Herbalist
Feats:
Sadist - Bonus on magic rolls following violence, penalty following acts of mercy
Description: A long black haired man with tattoos all over his body. He has an ice glare as his only face, he could be very happy, but it will still be an ice glare.
Stats:
Strength – 16
Agility – 10
Dexterity – 10
Intelligence – 10
Intuition – 9
Willpower – 10
Charisma – 10
Resilience – 15
Items: Letter opener, clothes, Psycho Mantis (Attached) - +1 against large creatures, -1 in enclosed spaces and negates bonus
Profession: Knight
Feats: Polearm-Novice – No penalty in enclosed spaces
Description: Relatively thin build. Mid twenties. Has short curly brown hair, and green eyes. He prefers to be alone, and feels uncomfortable around large groups.
Skills:
Strength – 10
Agility – 10
Dexterity – 10
Intelligence –12
Intuition – 13
Willpower – 10
Charisma –9
Items: belt knife, flint & steel, rune-stone, claw spiked club
Profession: Tracker
Feats:
??
Description: Tall, with his face covered by a hood. From what you can make from the holes in his hood, he is brown-haired. He is slim in build
Stats:
Strength – 10
Agility – 13
Dexterity – 10
Intelligence –10
Intuition – 5
Willpower – 10
Charisma – 10
Resilience – 14
Items: Tattered hood (Head) Quiver (Back, Empty) Bow (Right hand) Tattered Cloak (Body) Mostly intact pants (Lower body) Worn shoes (Feet)
Profession: Hunter/Archer
Feats:
Description : Short black hair and pale yellow eyes, lean and well muscled.
Strength : 14
Agility : 12
Dexterity : 10
Intelligence : 6
Intuition : 10
Willpower : 10
Charisma : 10
Resilience : 10
Items : Butchers kit, Skinning/Leatherworking kit. Pair of knives
Profession : BeastMaster
Feats :
Appearance: A short and slightly rounded fellow with a friendly face, hands that could palm a watermelon, and a head full of luscious golden locks.
Strength : 10
Agility : 6
Dexterity : 10
Intelligence : 10
Intuition : 12
Willpower : 10
Charisma : 15
Resilience : 10
Items: Trusty lute, A Song for Every Occasion(book)
Profession: Bard/Minstrel ---> snake charmer.
Feats :
Description: Entirely ordinary looking, leaves no impression on anyone who meets him
Strength : 10
Agility : 11
Dexterity : 14
Intelligence : 10
Intuition : 10
Willpower : 10
Charisma : 6
Resilience : 10
Items: 1 throwing knife tattered clothes
Profession: assassin
Feats :