Day 4, afternoonOrder 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 crudely-butchered boar (20 meals worth, will spoil over time)
Butcher and cook the pig as best I can with the tools available.Wit:
18, 4
You make a mess of it. No-one nearby seems to have a knife, and so you make do with sharp pieces of rock: gouging the pig open and yanking out its innards. It takes hours, and you become thoroughly covered with blood and guts.
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 find some palm fronds and try to fan the bugs off me.Phys:
18 , 4
You snap off a palm frond, but disturb a number of insects that were hiding underneath it. They buzz in your ears and eyes as you stomp here and there, swishing desperately at the bugs.
"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), three meals of wild bird eggs, 2 meals of mushrooms, 1 torch
go forage some food for myself, and then look around for anything of potential interest or use. Stuff tools can be made from is good.Luck:
4 (9-5), 5
/2Ah, what luck, yet another nest in the dunes full of tasty little eggs.
You look around for anything of potential interest or use. You see the big blue sky, the sand beneath your feet, the grasses whispering in the wind, the trees swaying in the distance, the ship slowly making its way towards shore, the sun in the sky, the reefs far out in the bay, the big hill and the little hill, and the items of clothing on your body.
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, a meal of bird's eggs
In disgust, I go and try to forage for food. Unless Alira suddenly pins a task on me. Luck:
5, 6
You spy the skinny form of Nobody Jack with his head stuck into a bush in the sand dunes. When you ask, he explains that he is searching for birds' eggs. Many of them seem to make their nests here amidst the dunes. You decide to try this as well, and look for some time. You find a nest full of eggs, but cut your hands badly on some sharp grasses. +1 to your next action.
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
Accompany the duke only if he agrees to gather a few survivors to collect the treasures on our behalf, otherwise try to teach my pet rodent to better follow my orders and to be useful at something else other than serving as a mobile food ration.The Duke is unable to gather any of the idle survivors, as they are all working at tasks set them by the Third Mate.
You set about teaching your rodent to follow your orders.
Pers:
18, 4
You are beginning to think that you tamed the runt of the litter...
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)
"Dieser Fluch von Katzengetränken!"First, grab the sharp halves of the family crest if they are light and small enough. They might be important later, and could be used as a weapon in a pinch.
Then, go find Elizabeth Rutherford and Alira Sibata. Tell them about my amazing discovery and try to convince them to come with me to the temple. There might be treasure inside!You pick up the two halves of your broken family crest, and return to the shelter.
Elizabeth is unwilling to join you unless you gather some commoners to do the heavy lifting. And Alira explains that no-one is available: the approaching Dutch vessel is the only thing of importance at the moment.
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, a sealed tin of medical supplies
Highest RankOrders:
> William goes scavenging for food
> Aigresaur follows Jack and helps out
^ These fellows dump whatever they find at the shelter, and if they have time, perform a check of the supplies for cooking.William and Aigresaur go forth, scavenging.
Luck:
6, 3
They find some spiky-purple creatures in a pool. Once they are cooked and cracked open they are quite tasty. They bring them to the general supply.
> Jack goes alongside myself to find materials we can use for medical treatment or at least for the small boat (or a place we can revisit for them).Luck:
16, 5
Amazingly, you find a sealed tin of medical supplies bobbing in the shallows of a tide-pool.
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
Your sharp eyes catch sight of a tin floating in a tide-pool as you accompany the Third-mate.
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
You begin building sand castles and sand houses and sand roads in the dunes. You chuckle to yourself as you work, imagining the devastation that is about to occur. But then you are taken away from the fun when Alira Sibata commands you to go foraging.
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
Your thoughts are interrupted by the Third-mate, who makes you go foraging with the strange cook.
Long-term goals:
Small Boat w/ sail: sail, 2/6 building checks, 0/6 building materials.
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, some spiky sea-creatures
As the afternoon progresses, the Dutch vessel begins sailing around the reefs, looking for a way through into the lagoon. A trained eye can tell that the ship is being handled sluggishly, that is, that the crew is either sloppy or too few for the task.
Note: You guys have a lot of food. The next person to go "foraging for food" is going to be eaten by a tiger.