With two votes for water and moss, I'll call it a majority and move on to the next phase.
TURNTURNTURN
Exploitation phase 1: moss to mushrooms. (roll: [1+2+3] -1 (Easy) +1 (Biology specialty) = 6, Works as Expected)
Under the supervision of Grace Rayland (+1 influence), the colony starts working on their water and food security. In order to filter water, the crew starts digging a narrow canal through shale. It's tough labour, but the shale is soft enough to dig with simple picks.
After a week, the canal branches off the creek and leads up to the colony base. From there, it's easy to pump it up with a hose and turn it into safe drinking water with the recyclotron.
Everyone feels relieved. Gone are the days when you had to conserve every last drop of water, as you did during space travel. The Local Map has received a small update to show the canal.
In the meantime, Grace starts scraping moss off the rocks with a scalpel. It takes patience, but as the canal is finished, Grace has gathered just enough of it to blend it into a sloshy manure. She finds the spores of one of her favorite foods in the seed bank: Italian brown mushrooms. Growing a them on alien moss slosh turns out to work. The colony now has a small experimental mushroom plot. For now this doesn't substantially increase your food supply yet, but it adds some welcome variation to the otherwise bland flavors of your dried food supplies.
While you're working, the
Pteroleons watch your activities with interest. Nigel Rosenburg is intrigued by them and he is the first to notice something odd about their behavior. There always seem to be a few of them flying nearby, but individuals come and go. Nigel almost starts to feel as if they are working in shifts. The idea seems crazy though, so whether he shares the thought with the rest of the team is up to Nirur Torir.
The Pteroleons even persist in their behavior at night, which is easy to tell because they're illuminated by the light posts. Those light posts also start to attract various small, brightly colored bugs. They tend to die from the heat of the lights when they get too close. Most of them look a bit like lanternflies, such as this:
Whether this is a new resource to exploit or unwanted attention is up to you to decide.
This is not the only new lifeform you discover. One morning, you notice deep grumbling sounds coming from a far distance to the east. Phryne de Lys makes another trip to the edge of the forest. When she reaches the downward slope, she can see the source of the noise in the distance. A herd of enormous creatures is thrashing the forest. Phryne estimates they're standing at least seven meters tall, although their exact dimension is uncertain, because they don't come closer. Surprisingly, these heavy giants don't seem to have any problem walking in the wetlands. You'd think they should get stuck in the mud.
It is now the Research phase. You get to propose any sort of experiments or research. In addition, please specify whether you will continue to illuminate the area within the perimeter at night, or if you wish to avoid attracting more bugs.
spaceship: Currently on the ground. Serves as a small base for your colony. It has many small basic tools on board.
miniaturized nuclear power plant: It will last for twenty years, but has a limited energy output.
food reserves: Dry, the tastes are never quite satisfying. Enough to keep the crew alive for roughly a year.
Mushroom plot: The colony now has a small experimental mushroom plot. For now this doesn't substantially increase your food supply yet, but it adds some welcome variation.
Reconnaissance drone: A small drone that will be able to explore terrain. Vulnerable to bad weather.
Quad: A small vehicle with large all-terrain wheels. Runs on an electric engine.
Gene bank: Genetic diversity must be preserved in the long run. That is why you have a cooled unit full of human sperm and egg cells on board. Once you are ready to increase population, you have the means to prevent inbreeding.
It also contains the seeds of many different Earthly species, in case you want to farm or raise pets later.
Solar Panels: You have a 50 m2 flexible, lightweight and foldable solar panel that can be taken apart into smaller modules. It is somewhat vulnerable to harsh weather without additional protection layer (that you'd have to produce locally). A smaller, more sturdy one is attached to the quad, to restore battery power in case of need.
Recyclotron: a small facility to filter water and make it drinkable (within limits, there are contaminants it can't filter).
Creek Canal: a canal branches off the creek and leads up to the colony base. From there, it's easy to pump it up with a hose and turn it into safe drinking water.
Medical Supplies: a luxurious kit for first aid and treat a variety of diseases
Training Ropes: elastic ropes for various physical exercises
Laser guns (4): light, but reliable weapons that do not run out of ammo
3D printer: what it says on the box. Printing material is limited.
Rare Minerals: you have a small supply of a few rare, useful chemical compounds. They can be used for making explosives and many other purposes.
Perimeter: You installed light posts at various points around the camp. Within a radius of about 500 meter you can now turn them on to light the area at night when desired. Attracts strange bugs.
Phryne de Lys (Xvareon): 2 influence
Grace Rayland (a1s): 2 influence
Turo Celsa (mightymushroom): 1 influence
Nigel Rosenburg (Nirur Torir): 1 influence
unexploited, exploited
AB-4: Moss, Shale, Magnetite, Salt, Fresh Water (creek), Pteroleons, brightly colored bugs
AC-5: Wood (wetland forest), Plants (wetland forest), Large Thrashing Creatures