Day 5, morning (1/4)Dustan Hache, Mercenary
Phys:17
Wit:8
Pers:11
Luck:15
Exhaustion: 4
Karma: 2
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, 1 meal of jerky, 5 meals of stew, a staff
”What’s so funny? you’ve never been stranded on a island with only a few tools to go around, and the majority of them being clung to tightly by their owners? or you just delerious from whatever plague struck half of you?”keep away from the sick people as much as possible without outright abandoning the shelter. continue trying to knap some stone into a sharp-ish blade.Wit:
10, 3
You keep well-away from the Dutch sailors as the morning goes by. Your efforts to shape a blade lead nowhere. Frustrated, you begin to feel rather resentful of the sailors.
As you chip away at what feels like the hundredth stone this morning, the man who accompanied the captain to the ship the night before staggers into the shelter and confers hurriedly with his shipmates. He is tall and thin, pale and shaking. Concerned murmurs begin to fill that end of the shelter, and some kind of argument breaks out. A broad-faced, balding man shoves the shaken sailor to the ground and shouts down at him. At that point Alira steps in and stops the violence. Apparently the Dutch captain is dead.
"Nobody" Jack
Stowaway
Physique 12
Wit 10
Personality 11
Luck 14
Exhaustion: 1
Karma: 0
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, axe, basket
Lets try to turn those pieces of raw pork in the stockpile into something more preservable. Also, maybe try to set something up to prevent insects and animals from getting to our stored food?Wit:
18, 6 (Karma lost)
Morning comes with the cries of sea-birds and the crackling of a small fire over by the Dutch. The sea is full of salt, but you have none. You set about cooking the pork, but burn much of it through an over-zealous desire to make sure "it's done all the way through".
Ivan Semyonov, Able Seaman, former rope maker
Physique 14
Wit 12
Personality 7
Luck 12
Exhaustion: 3
one coil of rope, sturdy shoes, 2 coconuts, knife, a long pipe and 5 smokes' worth of tobacco, a meal of bird's eggs, some snapped-off branches
Ass!Since no one's chopping wood down, I'll go and do that.Phys:
11, 1
You snap off some branches and bring those back to the shelter.
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
"I know how to gain access to the real temple, we just need to follow the trail of markers and touch them. C'mon lads, in the name of treasure!"Go find the markers and have one of my two guinea pigs touch them. Return back to the temple once all the markers have been touched.Pers:
19, 5
The cabin's boy and the able seaman are ill-at-ease and moody after the night spent in the jungle. Hearing your command, William gives you a hard stare, and then walks away in the direction of the south shore.
Young Jack does as you order him, but after touching the first marker and leaping back with a yelp, he refuses to do so with any of the others.
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)
Follow and help find the markers, and try touching all of them too. Try to understand what the voices meant to say with bathing the crest with blood.Wit:
3 1
The boy Jack seems to be pained by the marker, but for you the stone feels warm and comforting. You ponder over what the voice meant by bathing the crest, and realize with a start the murderous and violent intentions of the faces in the stone.
Alira Sibata
Third Mate
Physique 11
Wit 15
Personality 13
Luck 18
Exhaustion: 2
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 RankOrder anyone not posting to go ensure the supplies are well-kept (e.g. cooking if possible, to extend the supplies), and to otherwise just keep the shelter safe and clean.
Alira herself prepares some medical anythings for the Captain and crew, ensuring that medical protocol given her knowledge of seaborne illnesses (or landborne ones due to lacking stuff at sea) is followed.You order Aigresaur to prepare some of the raw pork.
Wit:
11 (15-4), 4
He makes a delicious pot of stew with the remaining, unburnt, pork!
You set about tending to the sailors.
Wit:
9, 3
And come to the conclusion that whatever is wrong with these men is unlike any disease you have ever seen. Four of them are merely in shock and suffering from lack of a healthy diet. But the other half have cold sweats and dark lesions patch-worked over their skin. Curiously, they each of them also have two small cuts on the sides of their necks. A regular distance apart. The work of rats in the night, perhaps?
Your thoughts are interrupted by a scuffle amongst the Dutch. The man who watched over the ship last night with Captain Visser has returned and has just been knocked to the ground by a heavy-set red-faced man. You break it up and learn through some rather poor English that the Captain was found dead this morning. You go investigate yourself and find him pale and lifeless in his cabin, with bloody scratches and bites from his throat down to the skin over his heart.
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
Ouch! That stone sent a sharp pain into your left hand. You won't be touching any like it any time soon if you can help it!
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: 0
Karma: 1
1 meal of citrus and vegetables, 1 meal of jerky, cooking pot
You roar in triumph over your pot of pork stew. Smells like victory!
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
Enough is enough. You leave Jack, Ms. Rutherford, and the German noble in the jungle and hike back to the shore. Perhaps the Dutch are ready to depart.
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, 2 meals' worth of burnt pork, 5 meal's worth of pork-stew
(P.S. The tiger rule is altered. Now, one may go out and forage, but only if one offers specific details about what one is hoping to find and how one gets it and where one looks. Anyone literally "foraging for food" will meet with our stripey friend.)