Day 2, eveningIt 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 RankYou 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 spearPhys:
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)