A player in a game of mine is away for a week and relinquished control of his character for the time being. Luckily, the character was away from the main group, so i though i'd give him a little side adventure. this is where you guys come in, you get to suggest which actions he takes, the dice decides how lucky he is, and i translate the fate the dice gives me into game events.
Frel is a thirteen years old boy that belongs to a mesolithic tribe of nomads. As a rite of passage, to prove his maturity and worth to the tribe, he was abandoned with a group of boys his age in the middle of the woods on a mission to bring back trophies from the surrounding lands.
Those trophies would demonstrate one's worth at the job he was raised at; boys raised to be shaman would have to bring a rare herb from a mountain to the north, the boys raised as craftsmen would have to bring a well crafted item made of obsidian, found on a river to the east, and boys raised as warriors would have to bring a bone amulet that the cannibals in the south wear around their necks.
A hunter's trophy would simply be to bring back a successful and well fed group... This is where it gets tricky, Frel has lost himself from the rest of the group and left alone to fend for himself.
Your job is to keep him alive long enough for my player to come back.
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It's Frel's second day on the wild, he is on a thick forest, following a creek downstream. He caries a bow and five stone tipped arrows, and has just hunted a hare. He is uninjured. It's getting late and he is somewhat tired, but there are still some hours until dusk.