Day 3, eveningThe 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
6The 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 RankTake CommandAs 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.