Note: Hey guys, I'm back! This update got a little loopy with the tiger, I'm not sure what happened there, to be honest, haha.
Anyway, this was the last real update of the adventure, hope that's okay. What I'd like to do is have a little epilogue for each of the characters. And I think you guys should write them. Here's what you do:
1. Roll a d20. (
http://www.brockjones.com/dieroller/dice.htm if you don't have one handy)
2. Compare the number to your Luck score. Equal to or less means success, higher means failure.
3. If the roll succeeded, write an ending for your character in which things work out for them. If the roll failed, describe the unfortunate and untimely end they come to. Try and relate this ending to what happened during this game, using elements from it if you like. As brief or as lengthy as you like, I look forward to your replies.
And thanks for playing.
Day 5, afternoon (3/4)Order of the Day: Find more food.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
find and finish the tiger off, then bring it to the ship! I want proof that I journeyed to a distant land with dangerous beasts, and a tiger-pelt on my rug will do nicely!Phys:
16, 2
Tiger, tiger, in the shade,
of the cool green fronds,
Where do you prowl?
Just let out a yowl,
So that Dustan can find you out!
Hache searches high and low,
in grotto and clearing,
For sign of the beast,
For sound within hearing.
When, all a sudden, without warning or growl,
the tiger appears, on its face... a scowl?
Not ahead, on the trail, but behind, on Dustan's tail!
What is this? Now it stalks...
What is this?? Now it TALKS!
"Greetings, brave hunter, long have you sought for me,
'Ere you shoot, let us talk as friends, and not as enemy?"
Dustan leaps with fright, and draws back in surprise.
What is this? A tiger that talks, argues, (maybe lies?)
"I was man once, like you, but translated by magic,
into this stripèd form, most pitiable and tragic!
By an infamous seer, wicked and jealous,
of my nobility, and my 'cause (perhaps overzealous?)
To cleanse this island, of its evil blight,
by slaying evil-doers, and setting things right.
"But my curse can be broken, by one such as you.
Return me to England, that is all you must do!"
Dustan considers, this surprising plot.
Will he shoot the tiger? Or will he not?
But before he can act, the tiger attacks!
A ploy all along! Some dastardly trick.
Hache beats it back with a stick.
A flash of claws, the glimmer of steel,
a sudden shot, like a thunderous peal.
The hunter and hunted tumbling 'round.
And down falls the tiger, shaking the ground.
"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), 2 plump rabbits, 1 meal (biscuits), two meals of wild bird eggs, 2 meals of mushrooms, 1 torch, axe, basket
Has anyone harvested the bananas today? If not, go do that. Also deposit my rabbits and the bananas in the stockpile.
I’ll also go out with my basket and axe and see if I can find any other groves of fruit-bearing trees, or maybe bushes with numerous edible berries on them.
If I encounter any murder attempts, I’ll oppose them. I suspect I won’t be in the area, though.
You gather
4 bundles of bananas and return with them to the shelter. The food stores have already been loaded into the ship, and Alira orders you to take the bananas to the ship as well. There are no signs of murder or foul-intent, except, of course, for the not-quite scrubbed-out blood stains aboard the ship itself.
Ivan Semyonov, Able Seaman, former rope maker
Physique 14
Wit 12
Personality 7
Luck 12
Exhaustion: 3
one coil of rope, 2 sharpened stakes, sturdy shoes, 2 coconuts, knife, a long pipe and 5 smokes' worth of tobacco, a meal of bird's eggs, some snapped-off branches
Search for citrus fruit trees; lime, oranges, lemons, you name it!
Give out some of the citrus fruits to Dutchmen for quicker recovery from scurvy.Luck:
11, 5
You are unable to find any citrus trees on this wild jungle island, but you do come across probably one of the last bits of wreckage from the
Golden Dawn: a crate of glass bottles full of lemon juice. What luck! You are ordered aboard the ship by Alira Sibata, and hurry to gather your few belongings.
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
""Insane, murderous and violent? Dear Duke you must be mistaken, Jack did a most valiant job doing what he was told to do. Though he does seem to be suffering from some sort of tropical fewer. Oh dear, I hope it's not contagious."Elizabeth turns to Jack, who is breathing heavily, his eyes rolling wildly.
"Well done Jack, we're all rich now thanks to you. Well not quite, you're rich, us nobles however have only become richer. Onwards to the Temple!"
Head to the Temple and loot all its treasures. Try to avoid getting murdered.
Assuming I survive the inevitable murder attempt, return to the camp with as much treasure as I can carry and quickly Take Command.Resist the Duke's attempts to convince me to murder Jack, also keep my distance from Jack, I don't want to catch whatever disease he's suffering from.Pers:
8 (11-3), 3
You resist the Duke's arguments, and skillfully maneuver yourself so that the Duke is closer to Jack, who is now drooling in a disturbing manner, than you are.
You turn towards the wide-stone steps, but are non-plussed. You have arrived, in a sense, but where is the actual temple? You only see steps and the two pillars. Something is missing...
With a shriek, the boy leaps onto the Duke, biting at his throat. His fever has taken a sudden turn for the violent! For a moment, you consider helping the Duke, whose life-blood is now squirting out through the boy's gnashing teeth... but then your more sensible instincts take over and you turn away, gather up your skirts into billowy bundles, and run away as fast as you can.
When you eventually arrive back at the shore, you find the survivors carrying supplies down to the beach and onto the Dutch ship's longboat. But you are empty-handed after your treasure hunt, and have left Alira Sibata's cabin-boy feverish and murderous in the jungle. How can you convince the others that you should take command?
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)
The duke looks cautiously in Jack's direction. "Ich would careful if ich were you. Jack scheint zu be going wahnsinnig insane! Die mörderisch murderously violent sorte von insane.
The temple had mentioned something about "bathing in blood". Maybe it requires... something as a sacrifice? Seeing that Jack is no longer sane, he might be a good candidate for sacrifice. Otherwise, he might try to murder us.
Try to convince fellow noble that Jack might try to attack us and that we should use him as a sacrifice to open the temple as he has clearly gone mad.You argue with Elizabeth in low-tones so that Jack cannot hear, but she refutes the idea that Jack must be killed. "The boy is clearly feverish!" She says. You search for the most... appropriate way to suggest that if you don't kill Jack he will kill you, but your thoughts are interrupted by a savage growl from behind you.
GRAAAHHHH!!! The boy, his face twisted into an inhuman mask of anger, is flying through the air towards your head. Instinctively you...
Phys:
9, 2
Throw up your hands in a rather pathetic gesture of surprise. It does little to deflect the boy, and you feel his teeth latch onto your wind-pipe. There is a terrible pressure, followed by a popping sound and a spray of blood that squirts off the boy's face and onto your own. You stagger backwards, your hands flapping futilely at Jack's shoulders. But he clamps his legs and arms around your back and starts
chewing at your wrinkled, grey throat.
Alira Sibat
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 RankSpend the whole time medically examining everyone I can for marks--even their dental hygiene (or their teeth) because of scurvy! Start with the Dutch crew please.
Inactives in my area (e.g. not at secret murder doom temple) will please ensure the ship is ship-shape for getting the heck away!You set about inspecting everyone's teeth and skin for anything... suspicious.
Wit:
1, 6
You
thoroughly inspect the Dutchmen, and then your own survivors. You find strange bite-marks on the four ill Dutchmen, while everyone else is fairly intact: various wounds aside. What killed the Dutch captain has clearly bitten these four sailors, perhaps infecting them with a wasting disease!
Meanwhile, the survivors load the ship with enough supplies for the voyage to the nearest friendly port. The Dutch sailors go over the vessel, checking that everything is ship-shape.
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 voices overwhelm your mind, and you leap for the Duke. Blood is all you want now.
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
Curses! These puny sailors have tricked you into captivity. You messily devour a tin-ful of crackers, pretending that each is made up of large beef-bones. Fools! To think that feeding you such fare will tame your ferocious spirit!
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
"Her bed was waaaarm, her eyes were kiiiind, Her arms were sooooft, her eyes were fiiiine. She..."Hm... How did that part of the song go... Oh well no matter.
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)
Also, the Dutch Merchant Ship.
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