Day 4, evening (4/4)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
Aigresaur and Dustan: 10 meal's worth of raw pork.
Dustan Hache, Mercenary
Phys:17
Wit:8
Pers:11
Luck:15
Exhaustion: 5
Karma: 1
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, 2 meals jerky, 5 meals of stew, a staff
Finish the butchering and start cooking to the best of my abilities. There has to be some salvageable muscle-meat on this boar!
Also, deposit half of it raw into the stockpile, being careful not to mingle it with the rest of the non-meat foodstuffs.Wit:
14, 2
It is slow-going. First the fire doesn't start right, and then cutting the carcass apart is unbelievably difficult using only sharp rocks. And then your roasting sticks keep catching fire and dropping chunks of meat into the coals! You're still struggling with it when who should walk up but the ship's cook! He makes a few quips about how the best way to eat the meat is raw, and goes so far as to bite savagely into a haunch of pig. You stop this silly behaviour, and he wipes the blood off his face and sets to work. Apparently Alira sent him.
Wit:
1(3-5), 5
With his help, you are able to butcher the carcass with satisfying efficiency. Aigresaur brings out his cooking pot, and you make some mouth-watering stew. Half of the meat you wrap in green leaves and set aside in the store-room. You cut the rest into strips and begin smoking it over a slow-burning fire. You're not sure if pork can be smoked, but damnit you'll try!
+5 meals' worth of stew, 5 meals' worth of smoked ham done by morning God-willing. And 10 meals of raw pork in the store-room (will not last long in this comfortable weather!)
Fritz 'Old Man' Williams[/s]" (Ship's Carpenter-deceased)]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 forage for food. See if I can find some more banana bushes. [OotD]You venture alone into the jungle, trekking along the top of the cliffs, searching for banana bushes.
A haiku, composed in memorandum:
Banana bushes?
The Old Man hears a twig break
A flash of orange!
Fritz does not return that evening.
"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
I’ll try to look for things I can make tools out of. Handle-sized branches, moderately sharp rocks, palm fronds that I can use for bindings or basket-weaving, etc. Luck:
12 (9-5), 4
/1You collect a sizable pile of useful materials. The question now becomes, what to make?
Ivan Semyonov, Able Seaman, former rope maker
Physique 14
Wit 12
Personality 7
Luck 12
Exhaustion: 4
one coil of rope, sturdy shoes, 2 coconuts, knife, a long pipe and 5 smokes' worth of tobacco, a meal of bird's eggs
Ass!
Lick my cut finger, then await orders from Alira.Phys:
17 (16+1), 4
Licking somehow makes it feel worse. But Alira doesn't bother you with any commands, so you can take it easy. The ache in your cuts goes away after a while.
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
Go to the Temple with the duke and the commoners.The five of you make your way through the jungle to the base of the shorter of the two hills. Here you find a flight of wide stone steps that run up the hillside until ending abruptly at two large black pillars. Is this all the temple there is? Rather paltry, in your opinion. Although the fading light does grant it an air of imminent danger. That's exciting, at least. The rodent squirms uncomfortable in your deep skirt-pocket.
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 dead rodent and a large dead rodent and a larger lizard (all poisoned)
Request Alira that she doesn't give orders to Aigresaur, William and Jack. Bring them with me to the temple to explore it, and also bring Elizabeth with me now that I have the extra people she requested."Oh? Well...alright. I guess they can have some time with leave. I remember the temples of my home, they were very serene and gave tranquility to rest any fatigue. I hope the same is said here. When you're all done I expect some food and forage help at the southern end of the island alright? I'll mark where we are so you can see us from afar. I am very glad I have supplies for semaphore."Happy day! You pull William off of foraging duty (the cook is busy), and the young Jack away from Alira's side. After gathering Ms. Rutherford, off into the jungle you go!
While climbing up the low cliffs in the jungle, you can swear you hear a man scream. Probably just a memory of that stone face! You arrive back at the stairs and pillars in good time, just as the sun begins to set.
Alira Sibata
Third Mate
Physique 11
Wit 15
Personality 13
Luck 18
Exhaustion: 3
Karma: 3
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, a sealed tin of medical supplies
Highest RankAnyway, GUIDE THAT SHIP to safety with my trained eye and these nice semaphore flags I rigged up! I have a ton of improvised materials. A TON! (Also I'd personally order the cook to cook up some party food because we are exhausted as boots, but it's up to rolls. Either they follow me or him, I'm not forcing anyone at this point other than informing)
Spending Karma for perfection, since I guess the rules must've meant "You must spend karma before the roll is known for your action".You order Aigresaur to go cook up some food. He stomps off towards where Dustan struggles with the boar carcass.
Then you set out to guide the Dutch vessel into the lagoon.
-3 Karma
Wit:
1, 5
Incredible success! With the help of some complicated semaphore directions and your good sense of the hidden reefs, you are able to direct the Dutch merchant ship through the break-water and into the lagoon. The sailors weigh anchor as the sun begins to set on the horizon, The ship's sails turning blood-red as its small crew furl them. A boat containing two men pushes away from the vessel. As they draw near you can see that one is clearly the captain from his garb, while the other is probably a . Both men are gaunt and harried, with blood-shot eyes as though they had not slept for some days. But as you and the cook and Dustan greet them on the shore with the pot of stew, looks of unsought-for relief come to their exhausted faces. The captain, a portly man with thinning grey hair and a very red face, bows to you and introduces himself.
"Hello, I am Captain Visser, employed by the Badaeker Shipping Company out of Rotterdam. I..." And he swallows down some troubling emotion, turning briefly toward his ship at anchor and then back to you, "I'm afraid we're rather short on hands. A bad case of scurvy, most likely." He clears his throat and looks you in the eye, "Do I have your permission to disembark and gather provisions?"
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), 1 coconut
The Third-mate makes you go with the smelly old German noble. What a bother!
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
Karma: 1
1 meal of citrus and vegetables, cooking pot
You do enjoy some nice pork. You imagine that you have brought down the pig yourself, in a frenzy of pre-historic savagery!
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
And now you're sent off with this noble to go traipsing around for some temple. You're a sailor, or a farmer, not an explorer! You shoot some daggers with your eyes at Dustan as you pass by the clumsy butcher.
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, 10 meals' worth of raw pork
Night-time settles over the island. The survivors are divided, with The Duke, Ms. Rutherford, William, and Young Jack spending the night deep in the jungle at the temple; and everyone else either resting in the shelter or not-yet-returned from foraging for food.
Dinner is eaten, and you settle in the for the night.
(Note: I feel that I should give a chance to anyone who wants it to do something during the night-time in addition to resting. Let's try a special night-time round just to accommodate the unusual circumstances. So post something your character does this night ("rest" is a fine option if you just want to sleep), keeping in mind the limitations and increased difficulty of some tasks at night.)(p.s. the tiger rule remains in effect.)