Day 3, mid-dayThe storm finally passes into the west, leaving behind periodic showers. An enormous double-rainbow can be seen out over the ocean. -2 to Luck checks!
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
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
Push onward, Finish what i started! the shelter must hold!Phys:
6, 5
You stand back with satisfaction and view the finished shelter. It is in the shape of a long hut, with a tall interior ceiling. The inside is bare for now, but it will do to keep you out of the elements and your gear dry.
Fritz "Old Man" Williams
Physique: 11
Wit: 14
Personality: 6
Luck: 12
Exhaustion: 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, 4 ripe coconuts, 1 fallen tree
Go help Mr. Hache with the shelter.You return just in time to find Hache finishing the last touches of the shelter. It is complete.
"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, 6 meals of mushrooms, 3 torches
Alright, let's go search the cave. A good food source (order of the day), more dry wood, etc. would all be very useful.
And keep my eye out for anything unusual. (Temple)
You climb down into the pit using one of Ivan's coils of rope. Once down, you light up one of your three torches and are about to begin exploring the depths of the cave when Ivan calls down to you. Apparently he wishes to explore at your side. Better two than one, eh? You set out.
Phys:
15, 6
The cave is most unusual, in that many passages lead off from the pit, like so many arms of an enormous star-fish. Many of them lead to deceptively-easy squeezes, and you tire yourself forcing your body through these narrow openings. At one point, Ivan becomes stuck in a narrow crevice. He seems overcome with a strange panic, and thrashes and shouts wildly! He passes out, and, unconscious, you manage to pull him free. Eventually he comes to.
+1 Exhaustion
Luck:
5 (7-2),
5 3You do not find a long-term source of food, but you do come across more mushrooms. You find that one of the passages opens up a hundred feet from the pit, into a long cave of considerable size. Its walls are strangely melted and dark, as though an enormous fire had come through this way. It runs, as far as you can tell, inland towards the smaller of the island's two main hills.
+2 to Temple
However, a short distant further along this passage, you are suddenly surprised by the scuttling horror you encountered the night before! It rushes towards you across the volcanic floor, its milky-white pinchers clacking together as though it wishes to crush your limbs to pieces. Ivan yells at you to run, and immediately scrambles back into the darkness like a mad-man. Unequipped as you are with a proper weapon, what do you do??
(Post a response to the situation, in addition to a regular action)
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 9 smokes' worth of tobacco,
Well, let's have a coconut breakfast, then I shall head out and explore the cave along with Nobody Jack.You catch up to Jack just as he has lit a torch at the bottom of the pit. He agrees that you can join him, and the two of you set out to explore the cave.
Phys:
20, 1
Disaster! [Note from Trinculo: The worst roll in the game (1/120 odds).] At first there are simply many tight squeezes to get through, and this is unpleasant enough, as you eliminate the many passages that lead from the pit as useful routes. But on a particularly close squeeze, you feel yourself become stuck. With Jack and the torch ahead of you, you feel a horrible suspicion that some creeping, many-limbed devil is scrambling towards your exposed legs on dark claws. A cold, sweating panic overthrows your mind, and you shriek in horror and despair as the torch-light fades to nothingness...
+1 Exhaustion
When you come to, Jack has propped you up against the cold stone, and is rubbing warmth back into your cold limbs. The nagging horror still lingers in the corners of your mind, even as you fight it back with what hope you have left of escaping this darkness.
+2 to any Wit checks until you sleep the night in a shelter amongst other survivors.
Eventually, you find a passage that leads true and fairly straight inland, towards the smaller of the two hills. Your torch is beginning to fade as you hear a scuttling noise coming from ahead. A clammy pale-white shape is scurrying towards you!
Wit:
15 (13+2), 4
This is too much! Your fears are realized, and you can do nothing but flee. Even if your own mother stood in your way, you would knock her down to get out of this hell into which you have fallen. You shout at Jack to run, and scramble back the way you came.
(Post your response to this situation (overcoming your fear and helping Jack fight the creature will require a Wit check), as well as a regular action.)
Name: Elizabeth Rutherford
Upper-class Civilian
Physique 4
Wit 9
Personality 11
Luck: 9
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
Search for a good fishing spot, take my rodent with me to help me with the search.Wit:
3, 3
You mentally gather together what you know about good fishing spots, and set out. Eventually, you find just that. Jutting out into the lagoon is a spit of rock, barely noticeable usually, that can be waded out onto during high tide, or walked onto during low tide. From it, you can see a great number of fish of all varieties that gather naturally into a large ring of coral: a kind of fish-pond within the lagoon itself. Perfect for fishing! With the right equipment, of course...
+1 Karma
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 (poisoned)
Highest Rank"Ich bereue es schon, den glühenden Angriff auf den Grundbesitzer zuzulassen..."Try to use my exhaustive knowledge of poisons and attempt to determine if the mushrooms Nobody Jack gave me are dangerous and how. Don't touch them directly, if possible.
If I recognize them as dangerous mushrooms, I'll attempt to get him Banished next turn.
If I don't, still don't eat or touch them as I still don't trust that dude at all. He's still suspicious.
Either way, use one of the doses of poison on the mushrooms and leave them outside as bait, in front of the entrance to the shelter. Maybe a nearby animal eats them and dies, leaving us with more food than before. I already know I shouldn't eat them and this is better than just letting them be wasted.
Wit:
14, 4
The mushrooms are certainly poisonous, as well as hallucinogenic. Not fit for eating!
You dribble poison over the mushrooms, and leave them lying at the entrance to the shelter.
Luck:
3, 1
Some time later, you find a pudgy-looking rodent dead in the bushes nearby.
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
You take a stroll in the sunshine. It feels good after the cold and stormy night.
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 go for a walk alongside the Third-mate. Such a beautiful rainbow: they mean good-luck!
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 watch as a fat rodent nibbles on a pile of mushrooms at the entrance to the new shelter. It quickly seizes up and staggers into the bushes to die. That was... rather melancholy.
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, a meal of mushrooms
You look over at the cook, and down at the bundle of mushrooms Jack gave you, and then over at the wheezing rodent. Your mushrooms don't have red spots on them at least. Right? You peer at them closely without touching them.
Long-term goals:
Small Boat w/ sail: sail, 2/6 building checks, 0/6 building materials.
Find the Hidden Temple: 6/10 checks
Build a Shelter: 11/11 Materials, 8/8 building checks Complete!
3 bundles of grasses, pulpy wood, 7 loads of palm-wood,
Discovered:
Ivan and Jack: a volcanic tunnel leading into the island.
Ms. Rutherforth: a fishing spot in the lagoon, some ways west along the beach from the shelter.
Built:
A shelter, large enough to fit 10 survivors.