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
/2You 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 RankAnyway I can command these folks? Because I'd like them to search for building materials for the boat or food for the shelter. :3Sure, 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