agenttine starring as: Original Name Action 1: Try digging horizontally inside the well - we can find something cool, right? Roll: 16 Outcome: Whilst you are still trapped, you decide to starting digging horizontal, perhaps something of value will come up. It will at least be better than just endlessly waiting for rescue. After digging for a short while you indeed manage to find something. Amidst all the dirt, a tiny shimmer of metal catches your eyes. You start digging around it, but soon find it quicker to just dig it out with your hands. Eventually you manage to pull the object lose from the earth. It appears to be some kind of container, like a bucket. The shape is weird, yet familiar and you soon figure out that it can be worn as a protective hat. It also has little straps to keep it on your head.
Action 2: This is boring - let's try making some more art. Roll: 2 Outcome: Once you are out again (see Immortal’s bit) you decide that you are for now done with hard labor and want to do something artistic again. However, the pit hasn’t been kind to your mind and many of the other things that have happened over the past few weeks. Your need to do something artistic draws you towards the forest. Once there, you start gathering sticks and stones and build something that looks like a smaller version of your totem. This one is far away, where nobody would find it. Then it struck you, why are you making something were nobody can see it. The thought consumes your mind and before you know it you pass out. When you wake up again, you immediately noticed that you have been moved closer to the base. The second thing you notice is a giant scar on your torso, nearly healed and taken care of. You remember something like this also happening to Nigel.
Mental Health: (hidden) Physical health: mysterious scar on torso Skills: artistic 1, crafting 1, construction 2 items: metal pipe (weapon), metal helm
Immortal_Dragon starring as: Doruss Hostvind Action 1: Go looking for Original and help him if he needs it. Roll: 10 Outcome: The three of you are concerned about where Original went. You all have the bright idea to look for him where you all last saw him. The three of you reach the site where the well was going to be build. The pulley and stones are lying around a very deep pit. Doruss takes a look inside the well. Although it’s a bit dark, he can clearly see Original with his back against the wall, as to not the water dirty. Doruss warns the others and they come up with a plan. You all quickly come up with the plan to use the pulley to get him out. You lower the piece of rope down the pit, but it’s just too short for Original to reach. Terakta tells the others to each grab him by one of his legs and lower him down the pit. Both Doruss and Figgur agree and they lower Terakta with pully in his hands down the pit. The plan seems to work and Original is able to climb back up again. He seems a bit malnourished, but he will be fine.
Action 2: Go search for seeds with Figgur. Roll: - Outcome: See Louix’s bit.
Mental Health: hidden Physical health: - Skills: Growing and harvesting 2, cooking 1, crafting 1 Items: sharp and sturdy rock (weapon)
@aiosian_Doctor_Xenox starring as: Nigel Sigma Vote 1: Get a new branch. A bigger branch. Roll: 16 Outcome: Although the large scar worries you somewhat, you are mostly mad at the loss of your trusty branch. You never even got the chance to use it against something. You head into the forest in search of an even better branch to club any potential aggressor. You still want revenge against who or what knocked you out last week. Lucky for you, the forest is full of large branches for the taking. Within a couple of days, you find a worthy successor to your old club.
Vote 2: Attempt to construct a brick oven with clay, broken bricks, and some water bag powder. Roll: 11 Outcome: All the small fires that the group has been stoking doesn’t cut it anymore for you. You want something better. You use about half of the pallet to make a nice dome-shaped construct with a hole on top and one from the side. You fill the holes in with some wet clay and use a fire to let it harden. Whilst building, you suddenly remember the bags with powder. Your curiosity get’s the better of you and you scoop at a few handfuls of the powder from one of the bags. You then mix it with a few handfuls of water you carried from the bunker valve. The powder becomes a bite like wet sand and you decide that it perhaps could make a nice cover around the oven. You cover the oven in this muddy material and when it dries up, it becomes very hard. The oven should take quite the punch now. However, you didn’t properly wash you hands and the material has seeped in some of the cracks in your skin. It eventually get’s out, but is still very painful.
Mental Health: hidden Physical health: Mysterious scar on torso Skills: Construction Items: Bigger branch (weapon)
aviscerator starring as: Ghulu Action 1: Search for a medicine box or something that can be used to heal my wounds. Roll: 10 Outcome: Your hands are quite useless now, they hurt every time you touch something. The group however, is lacking in medical supplies or any healing material whatsoever. You set out to find something that could heal your hands quicker then just waiting. Perhaps something from the old world could come in useful. Somewhere near the lake you see something floating on the water. On closer inspection it seems like two pieces of cloth. Upon closer inspection you see that they look a bit like little bags, but in the shape of hands. You dry them for about a day and then put them on. They won’t help you to heal faster, but they do protect your hands a bit while working.
Action 2: I'll make some form of art while waiting for the wounds to heal. Roll: 14 Outcome: Even with the hand-bags, you want to take things easy for about a week. Perhaps making something nice will lighten the place up. You pick up a stone similar in size of your own stone. With your pipe you start smashing tiny bits of it. The wounds still hurt, but less due to your newfound hand-bags. After hard work you eventually turn the stone into the shape of a circle with a hole in the middle. It isn’t much, but it’s impressive enough in its own rights.
Mental Health: hidden Physical health: Cuts on your hands (will heal in 2 turns) Skills: construction 1, artistic Items: A sturdy and sharp rock (weapon), Metal pipe (weapon), gloves
Louix starring as: Figgur Ven'turnar Action 1: Find some seeds to plant in my garden Roll: 10 Outcome: You both set out again to the tree to see if the beast isn’t there anymore. You are in luck, the animal is nowhere to be seen. You dig out some of the mushrooms and put them in your pocket. Figgur also seems to recall foraging some berries of a bush, perhaps you can also dig that one up? you both go look for the bush. You don’t find it, but Doruss finds a bush that looks similar enough. Both the mushrooms and the bush are brought back to the garden. They don’t seem to do too well there at the moment, but that would probably be because the area isn’t irrigated yet.
Action 2: Try to Rescue Agenttine Roll: - Outcome: See Immortal’s bit
serialkiller🌴 🌴 starring as: Cereal Homicidé Action 1 : find and catch and tame and cuddle the alien puppy Roll: 14 Outcome: From the moment you saw it, you knew you were both meant to be companions. You bring some food with you and try to lure the creature yet again. You place some meat remains ,that Terakta was cutting from the carcass, where you last saw the creature and then proceed to lie in complete silence. After quite a few hours waiting, the animal finally shows up. It carefully walks up to the meal and starts eating. You make your presence known to it by slowly standing up, but it doesn’t seem to notice you. Only when taking a small step, does it stop eating and looks at your direction. The creature seems to somehow remember you. After you both stand still for a while, it eventually goes back to eating. When it was done, it swiftly runs away again.
Action 2 : find another weapon Roll: 18 Outcome: The others still don’t seem to take your weapon seriously. Begrudgingly, you eventually accept that the small spikes probably aren’t the best kinds of weapons. You go back to the same building to see if you can find something better. Perhaps on the same desk you found the first spike. You see something made of metal in a simple L shape. You pick it up and notice a tiny lever somewhere on the metal object. When you pressed it, a loud noise pierces your ears. Meanwhile a large flash blinds you coming from one of the objects points. When you recover from the sudden attack at your senses, you see that the object somehow managed to pierce the desk from a distance. On the floor now lies a small, yet fat ring. With a bit more fiddling, you mange to get some kind of container out of the object. It’s filled with the small, yet fat rings. You quickly figure out that you only have a limited amount of times you can attack with this weapon.
Mental Health: hidden Physical health: - Skills: Growing and harvesting 2, husbandry 1 items: wooden spike (weapon), metal L (weapon)
Lanky Giraffe starring as: Terakta Action 1: Help original out the hole Roll: - Outcome: See immortal’s bit
Action 2: Cook the carcass (cut it up/prepare it first) Roll: 12 Outcome: It would be wasteful to let the animal carcasses spoil, but they are too large to just roast and eat. You first use the blade of your spear to cut the carcasses in smaller pieces. At first it doesn’t go too well and you sometimes cut too much or too little. Some of the pieces you cut, aren’t able to be properly roasted and have to be thrown away to keep dangerous animals away. However the roasting goes brilliantly as far as you are aware. This should hopefully keep the group fed for a while longer. Cereal has somehow found a use for the unroasted pieces of meat.
ostrich starring as: Buark Action 1: create fish traps at the lake Roll: 19 Outcome: The others told you about a place that has a whole bunch of water. It’s one of the first places you go and you are amazed at the sight of so much water. However, something else catches your interest. Small animals are swimming inside of it and never seem to come out to breath. Perhaps they can be trapped somehow. You desperately try to build some kind of cage, but it just doesn’t seem to work out. That is until one night you have a very strange dream. It’s more like an instruction than a dream, but it tells you exactly how to build a functioning trap for these aquatic animals. The next day you start weaving sticks into some kind of hollow orb, with a weird entrance. You lower it into the water and miraculously it works. The animals swim in, but can’t seem to figure out how to get out. The animals seem to die quite quickly once out of the water, but they could probably be made into a lovely meal.
Action 2: create clay pots Roll: 15 Outcome: The lack of containers is hindering the group somewhat. You decide to make some pots and pans from a easily shapeable material. Clay seems to be perfect and you get to the long and careful process shaping the clay containers. When they are big enough, you decide to fire them. Nigel comes along informing you about his new oven. You both decide that it could be worth it to see what would happen when you put the clay pots in them. The oven is fire up and the clay pots and pans are put inside. In the fire they start glowing, this causes a slight concern for the both of you, but you are also afraid to douse the fire, so you just wait. Luckily it all works out and the pots come out strong.
Event for all: One day you are all chating a bit whilst having lunch. The last couple of weeks have been quite crazy and talking about it lightens the mood somewhat. That is until Ghulu suddenly notices that somebody else is walking towards you all. It seems like the same species you are all from, but slightly different. The face looks a bit different and its limbs are slightly longer. It wears a scrappy looking robe that looks like it has been pieced together by rags found on the ground. You try to talk to it, but it seems like it doesn't know how to respond. It's eyes are particularly empty looking. Without speaking it just sits besides you in the group. Clearly this creature is shaken by something, but by what? For now you all have decided to keep it around, perhaps it can still be of use. Inventory:
Food: Eaten: 4 roasted meat bits and 4 packaged meals.
2 pockets of mushrooms (rotten) 4 packaged meals (cooked, will spoil in 8 turns) 2 medium animal carcasses (raw, will spoil in 1 turns, needs butchering first) 3 fishes (raw, will spoil in 3 turns)
Weapons and tools:
4 metal pipes (4x equipped) 2 sturdy and sharp rocks ( 2x equipped) A small wooden spike (equipped) A small mechanical spike (equipped) A shovel (equipped) 2 spears (1x equipped) 1 head-bucket (equipped) 1 big branch (equipped) 1 pair of hand-bags (equipped) 1 metal L (equipped)
Construction and storage:
A crate 4 bags of powder 1 pallet half full with damaged bricks. A wire bundle 3 small metal cylinders 3 scrap metals (small) 1 mystery machine Stack of firewood (5 uses) A large stack of wooden planks A stack of stones near the well A decent pile of clay Pulley (still needs to be installed) Clay pots and pans.
Totem Garden (Mushrooms and a berry bush, dry, no yield) A clay oven
Post by Aiosian_Doctor_Xenox on Feb 9, 2018 7:17:59 GMT
Equip: Spear Action 1: Help Fig out by digging some irrigation ditches, using my hefty branch to assist the digging. Line some of the hardening powder in a ditch leading to the ditches in the garden from the bunker's water tap. Action 2: Scavenge for tools again, smack anything with the branch at the slightest bit of movement. No more surprises. Take some pebbles to throw into rooms ahead of me, and listen for any following movement before entering rooms.
agenttine starring as: Original Name Action 1: Work on enlarging the well so that I don't get stuck again. Roll: 8 Outcome: The draws your attention again. You feel the need to dig once again, however this time it shall be you who will be in control of the pit. With the plenty of experience you have gathered the past few weeks about digging, you set out to make the well accessible for future use. Once again you start digging around the well and luckily you don’t trap yourself this time. However, one of the walls collapses overnight and you will have to restore some of the well to get it working again.
Action 2: Protect Nigel when he's scavenging for tools. Roll: - Outcome: See Dave’s bit.
Mental Health: (hidden) Physical health: mysterious scar on torso Skills: artistic 1, crafting 1, construction 3 items: metal pipe (weapon), metal helm
Immortal_Dragon starring as: Doruss Hostvind Action 1: Assist with the construction of irrigation for the farm. Roll: - Outcome: See Dave’s bit.
Action 2: Attach my sharpened stone to a wooden handle to make it a proper stone knife. Roll: 20 Outcome: The stone is nice, but it’s uncomfortable to use and won’t be of much use in a fight. A simple solution would be a wooden handle and so you journey into to forest to find a suitable stick. Somewhere along your walk, you find a very ancient corpse that has half-melded with a bush. In the skull of the deceased lies a shiny metal object. As luck would have it, it’s a knife. It is somehow in perfect condition asides from a few scratches. It’s not a small knife either, it’s quite large and sturdy looking. The corpse itself also seems to be wearing some kind of uniform, but has already been mostly eaten away. You dislodge the knife from the skull and raise it high into the sky. You go back to base feeling quite satisfied with what you found.
Aiosian_Doctor_Xenox as: guest stars: Agenttine and Immortal Dragon Nigel Sigma Action 1: Help Fig out by digging some irrigation ditches, using my hefty branch to assist the digging. Line some of the hardening powder in a ditch leading to the ditches in the garden from the bunker's water tap. Roll: 8 Outcome: Irrigation is key for healthy crops and so you set out with your brand new trusty stick to dig out ditches for water to pass through. Doruss also comes along to help. The digging goes well enough and nothing really of note happens. However the powder lining goes less than ideal. Trying to prevent the powder seeping in Nigel’s hands again, he tries shaping the wet slurry with his stick. This doesn’t go particularly smooth and at the end of the week there are still many cracks and openings within the water path, which have somewhat been closed with the efforts of Doruss.
Action 2: Scavenge for tools again, smack anything with the branch at the slightest bit of movement. No more surprises. Take some pebbles to throw into rooms ahead of me, and listen for any following movement before entering rooms. Roll: 6 Outcome: Both you and Original have a large scar across your torsos. The both of you decide for a strength in numbers strategy for your next expedition to a large unknown building. You also take both some pebbles with you as to check rooms before you go in. The two of you have also agreed to attack everything that isn’t each other. hopefully nothing will go wrong and perhaps you’ll find some cool stuff along the way. Hope however quickly fades once you enter the building. Ancient remains from you fellow Fanahi scatter the first floor. Neither of you can guess the purpose of this building, but there are a lot beds, desks and closets, but they are all empty. Nigel throws a pedal up the staircase to see if there is anything there. The pedal lands and it is quite for a couple of seconds. Then you both suddenly hear a slow and heavy breathing from upstairs. From upstairs you hear a couple of footsteps, either go towards or away from the staircase. Nigel rushes up to meet this mysterious figure, but when he is upstairs there is no one to be found. Original catches up and the both of you raise your weapons. You feel adrenaline rushing through your bloodstreams. It’s completely quite again, until all of a sudden screams are heard from all across the floor. Doors smash open and twisted forms of Fanahi storm out. As soon as they see you, they start rushing towards you. They are fast, but not particularly agile. This inability gives you barely enough time to reach for the stairs and run out the building. The vile Fanahi all fall of the stairs, but quickly recover and continue the chase. One manages to bite into Nigel’s robes, but Original smacks him off with his pipe. You both run into the forest and don’t look back. It eventually becomes clear however that nobody is chasing you anymore. With still a bit of stress the both of you head back to base. It’s there that you notice that Nigel is bleeding a bit from the bitemark, but nothing too seriously.
Mental Health: hidden Physical health: Mysterious scar on torso, Bite mark on your left leg Skills: Construction Items: Bigger branch (weapon)
aviscerator starring as: Ghulu Action 1: Search for medicine again Roll: 11 Outcome: Your hands still hurt even with your gloves. Yet again you set out to find something that will sooth the pain. The newcomer goes with you into the forest. It quickly points out a small plant close to a stone. You inspect the plant more closely. The newcomer gestures you to eat it. You don’t entirely trust this person and first take a good whiff of the plant. It smells nice enough and you eat all the leaves from the plant. You feel strange and lightheaded, but the pain also seems to go away. You thank the newcomer, but it doesn’t really react to it. The two of you head back to base, where you enjoy the pain relief.
Action 2: Help Terakta to cook animal carcasses Roll: - Outcome: See Lanky’s bit.
Mental Health: hidden Physical health: Cuts on your hands (will heal in 1 turns, you don't feel the effect anymore) Skills: construction 1, artistic Items: A sturdy and sharp rock (weapon), Metal pipe (weapon), gloves
Louix starring as: Figgur Ven'turnar Action 1: Talk to the newcomer and verify that he's okay Roll: 11 Outcome: You decide to try and communicate with the newcomer. It doesn’t speak back, but it does react to your presence. It just listens to you talk for quite a while. When you are about done with talking, it lifts a part of its robe. What it shows you disturbs you slightly. The figure is covered in scars similar to that of Original and Nigel. They are everywhere except for the head and the parts that exposed to light. The newcomer then twitches for a second and then lies down. You would think that it was sleeping, but it’s eyes are still very much open and still very much empty.
Action 2: Take care of my Garden and verify that the berries are edible Roll: 18 Outcome: You use the pots that Buark made to water the mushrooms. They seem to grow quite fast now and you are almost certain that in about 2 weeks’ time they will be ready to be harvested. You also try to sample some of the berries to see if they are edible. They taste quite sweet and after about a week you don’t have any health problems. Thus the berries are deemed safe to eat. And should provide you with a little bit of food each week.
serialkiller🌴 _🌴 starring as: Cereal Homicidé Vote 1: Puppy vote again Roll: 7 Outcome: Yet again you set up the same lure as before, but this time the animal doesn’t seem to want to come out again. After a few days of fruitless waiting, you decide to try it some other time instead.
Vote 2 : find any weapons that resemble my one or some kind of charger for it Roll: 17 Outcome: You head back to the building where you found your weapon. Searching around some more, you eventually find a second, although slightly different, weapon. It appears to work the same, and even has the same kind of pointed cylinders inside it’s container. You are however not able to find anymore containers. This building contains nothing more of value, except for a few more wooden spikes, but who needs those now?
Mental Health: hidden Physical health: - Skills: Growing and harvesting 2, husbandry 1 items: metal L (weapon)
Lanky Giraffe starring as: Terakta Guest star: Eviscerator Action 1: Grill/cook/smoke (depending on how Nigel's oven actually works) the fish Roll: 10 Outcome: You take the fish that Buark has catered and prepare them with the oven that Nigel has made. The oven gets very hot and you almost burn the fish, but with your base knowledge of cooking you managed to safe them to some extent. The fish is still burned, but not too terribly. The oven also allows for the cooking of all the fish at once.
Action 2: Prepare and cook the other animal carcass Roll: 11 Outcome: With the help of Ghulu you butcher, divide and cook the remaining carcass. With Ghulu at your side, you manage to prepare both the carcasses, saving one of them from spoilage. The cutting goes better then last time and you make more useful pieces. Ghulu’s does not go as smoothly, but well enough. This should feed the group for a while longer.
ostrich starring as: Buark vote 1: catch more fish with the traps Roll: 5 Outcome: A larger fish has apparently eaten a hole through the trap. You spend some of your time trying to repair it, but eventually you become frustrated and decide to just make a new one later. For now you just want to do something else then just endlessly wasting your efforts into something completely useless. You decide to search for a river, perhaps that will go better.
vote 2: search for a river Roll: 4 Outcome: Good news, you managed to find something that looks like a river. Bad news, it’s a deep red and thick. There is also some kind of terrible stench coming off it. luckily it doesn’t seem to go towards the lake. Unluckily it seems that it does poison the ground around it. You are however curious to see where this river comes from. You start walking opposite it’s stream and eventually you find a large building from which it leaks. You decide it might not be very wise to go in and head back towards the camp. At base you suddenly start feeling very ill, suggesting that the building is cursed. You rest for the remainder of the week and eventually you get back up, but you still feel very sick.
2 pockets of mushrooms (rotten) 8 packaged meals (cooked, will spoil in 7 turns) 4 roasted meat bits. (will spoil in 3 turns) 6 roasted bits. (will spoil in 3 turns)
Weapons and tools:
4 metal pipes (4x equipped) 2 sturdy and sharp rocks (1x equipped) A small wooden spike A small mechanical spike A shovel (equipped) 2 spears (2x equipped) 1 head-bucket (equipped) 1 big branch (equipped) 1 pair of hand-bags (equipped) 2 guns (1x equipped) 1 Combat knife (equipped)
Construction and storage:
A crate 3 bags of powder 1 pallet half full with damaged bricks. A wire bundle 3 small metal cylinders 3 scrap metals (small) 1 mystery machine Stack of firewood (5 uses) A large stack of wooden planks A stack of stones near the well A decent pile of clay Pulley (still needs to be installed) Clay pots and pans
Totem Garden (Mushrooms and a berry bush, irrigated, 1 berry harvest a turn, unknown amounts of mushrooms every 3 turns. ) A clay oven