Post Apocalypse alien survival game (Dead)

-Chapter two, episode five-

’The old faith’


Agenttine starring as:
Original Name
Action 1: SHARPEN THE SWORD, POURING ALL MY ENERGY AND WILLPOWER INTO MAKING IT THE WEAPON THE WORLD MARVELS AT.
Roll: 3
Outcome: Your spirit is quite high and you decide to put your enthusiasm into the sharpening of your blade. However, you may have been too enthusiastic and in the process you broke the handle off. This happened quite early, so you didn’t get a lot of sharpening done. The breaking of the handle dampened your spirit quite a bit, so you decide to leave the blade be for now. Perhaps next week you can return work on it.

Action 2: Undo Cereal’s insanity with a ritual around my totem.
Roll: 14
Outcome: Cereal has been acting a bit weird lately. This is of course nothing new as most of the group has acted weird in the past in some way. You decide to do something about it this time. Perhaps the totem could help ease Cereal’s mood. You invite Cereal to join you in a relaxing ritual around the totem. He accepts and the both of you sit around the totem. You suggest to close both eyes and to start digging in the ground with your hands. The both of you do this for about an hour or so. Cereal says he is both very confused and oddly calm at the same time. He thanks you for the ritual and then goes about his business again.

Stats

Mental Health: (hidden)
Physical health: mysterious scar on torso
Skills: artistic 1, crafting 2, construction 5, growing and harvesting 1
items: metal pipe (weapon), metal helm, body armor


ImmortalDragon starring as:
Doruss Hostvind
Action 1: Mix up more of the healing paste if possible. If this cult is the same as the one that killed Nigel, we’ll need to be ready to heal any injuries that occur because of them attacking us.
Roll: 16
Outcome: Nigel’s death has inspired you to create a stockpile of the healing paste. You don’t know who or what killed him, but surely some paste could come in handy. The production goes smoothly with no real obstacles to speak off. You test some of the paste on one of your scars. The result is the same as the first batch you made. The scar healed slightly and there was no rash to be found. Instead of applying a bunch of it at once, you make enough for a stockpile. You keep the past in clay pots and store these in the hut Figgur made.

Action 2: Make more of the plague bombs that I accidentally made before from the rotten mushrooms, maybe mix failed healing paste into it as well for good measure.
Roll: 5
Outcome: The paste was a success, but secretly you kind of hoped that the paste would be rash paste this time so you could throw it at the enemy. Nonetheless you start looking for other ingredients for sickly brew. Perhaps you can throw the brew at enemies and force them to vomit, leaving them vulnerable. You start collecting various plant matter and you leave it in a couple of pots. After waiting for a few days, you eagerly return to the pots. Nothing appears to have changed. There are now a couple of insects scuttering about, but not enough to really cause somebody distress. You empty the pots and spend the rest of the week trying to figure out where you went wrong. Eventually you decide to think about this at a later date.

Stats

Mental Health: hidden
Physical health: mystery scar on right arm, scar on left arm
Skills: Growing and harvesting 5, cooking 1, crafting 2, healing 1
Items: Combat Knife (weapon), simple hoe


Aiosian_Doctor_Xenox starring as:
Max Mephisto
Action 1: Rest injuries until healed.
Roll: 19
Outcome: A little bit of rest can do wonders to aid the healing process. Wonders certainly happened as you feel fit as a fiddle after only a few days of taking it easy. You feel as if you can walk again properly and that you can also use your right arm again. You not only physically recovered, but also feel mentally a lot better now. Whatever is going to happen in the coming weeks, you feel like you can take it on. With your newfound energy, you start doing some work in the garden.

Action 2: Assist Figgur in the garden to zen the mind.
Roll: 14
Outcome: You spend the rest of your week tending to the garden. Your efforts in doing some of the more boring jobs at the garden frees up space for Figgur to do the planting of the fruit tree. The work isn’t quite as relaxing as you had hoped it to be, but it was a quite fulfilling experience. The most rewarding was the physical workout you got. From chasing off small critters to carrying pots upon pots filled with water to hydrate the crops. At the end of the week, you feel quite satisfied with your work in the garden and you have also learned a bit about crops in the process.

Stats

Mental Health: hidden
Physical health: crippled right legg (healed), crippled left shoulder (healed)
Skills: growing and harvesting
Items: Small metal claw

___________________________________________________________________________________________aviscerator starring as:
Ghulu
Action 1: Search for a venomous critter or poisonous plant for my blowpipe
Roll: 12
Outcome: Last week you didn’t get the chance to poison your darts, but at least it will keep you busy for these couple of days. You think it will probably be safer to search for some kind of plant, but how do you test if it’s poisonous? You collect various plants and squeeze all their juices out and collect them in a pots separately. You drink from each one a tiny drop and wait for a day to let it take effect. The juice of a certain type of flower seems to do the job. After a couple of minutes after drinking it, you feel quite ill. Besides that, you also feel as if your innards are burning up. It’s quite painful, but at least you found your poison.

Action 2: Dig up the body
Roll: 18
Outcome: You follow the instructions written on the note and dig up Treirrox. The body hasn’t decomposed at all, which is slightly worrying. You have no idea where exactly the ‘gift’ is located. It would be wise to first poke the corpse with a stick to locate it without getting harmed by the traps. You find multiple hard points on the body that could either be the gift or a trap. You are also afraid to bash on the hard points in case it will break the gift. Slowly you cut apart your former carcass in an attempt to disable the traps. There are many sharp pieces of metal lodged into the corpse that one could probably easily cut their hands on. You also find a few soft containers scattered in the guts, but you decide it would be better to not open them. Although you didn’t really know him for very long, it still saddens you to cut one of your own in pieces. Hopefully it will be worth it. Suddenly you find something unlike all the other things you have thus far encountered. It appears to be a metal ball of some kind. The metal is painted black and it looks incredibly durable. The ball is a little larger than your hand and also kind of heavy. It seems almost featureless and you will probably have to take a look at it a later date.

Stats

Mental Health: hidden
Physical health: lightly poisoned (heals in 1 turn)
Skills: construction 2, artistic 2, crafting 2, Can read
Items: A sturdy and sharp rock (weapon), Metal pipe (weapon), gloves, sturdy robe, darts


Louix starring as:
Figgur Ven’turnar
Action 1: Plant some of the growing seeds to see if they’ll grow now.
Roll: 6
Outcome: Perhaps the seeds are now ready to grow. Max has been kind enough to take care of the regular garden work so you can focus more of your energy at the seeds. You plant the seeds at different depths in the ground and water them all afterwards. None of them have shown any signs of growing the past few days and it seems to remain that way. The only thing you can do now is to give them water regularly and wait.

Action 2: Make/Find another bed to give to Doruss as a thank you gift for helping me with the garden
Roll: 10
Outcome: You attempt to make a bed of Doruss the same way you did it last time. Retracing the steps you did last week, you manage to again collect a large pile of leaves and then dry them. However, you might have left them out to dry a bit too long and some of the leaves now crumble when you lie on them. The end result is still a bed, but one of slightly less quality. Doruss is nonetheless still thankful of the gift.

Stats

Mental Health: hidden
Physical health: 1 broken rib
Skills: Growing and harvesting 5, construction 2, healing 1, Charisma 1
Items: Metal pipe (weapon)


serialkiller🌴 starring as:
Cereal Homicidé
Action 1: accept the monster and my insanity, and try to absorb it and its powers
Roll: 15
Outcome: You head back to the building where you first found the mysterious monster that has been haunting your brain since the first time you met. The building is just as dark and unsettling as before, but you came here with a purpose this time: gain powers. You start calling for the creature and it eventually appears again. It gently floats towards you holding one of its fingers outstretched. The horror puts it’s finger on your forehead and suddenly it’s gone along with the dark presence surrounding the building. In this short time however, you feel like you have gotten to know the creature some more. Somehow it communicated with you via it’s touch and you can vaguely recall you conversation. The beast was apparently quite amused about your devotion, but also seemed unwilling to grant you your request. You apparently have already done enough for now and that any more would break you and ruin the fun, whatever that would mean. It said that it will be back eventually, but he will find you and not the other way around. That’s about everything you can remember. You do feel a lot calmer now, as the whispers have disappeared.

Action 2: Try to find a better bow again
Roll: 13
Outcome: Again you set out to find a bow from the old-world. You hope to not run into any multi-eyed horrors this time. In that part of your quest you succeed, on finding a bow on the other hand. You search high and low, in the forest, lake and any building you come across. Yet none of them appear to posses what you seek. Eventually you decide that the quest is probably in vain. You don’t know much about the people from the old world, but if they had metal rods that killed things from afar, it would be quite unlikely that they would use bows. At least you feel quite happy about all the exercise you got these past couple of days.

Stats

Mental Health: hidden
Physical health: -
Skills: Growing and harvesting 2, hu
sbandry 2, shooting 4, crafting 1

items: gun, bow and arrows


Lanky Giraffe starring as:
Terakta
Action 1: Search small trees for SUITABLE SHAFTS
Roll: 15
Outcome: Thus far the group has mostly been using branches and sticks of various sizes as construction materials. Perhaps getting some small trees will allow you to make some sturdier tools or buildings. Armed with your spear blade, you fell a bunch of smaller trees for their suitable shafts. After a couple of days, you have a decent pile of small tree trunk. The use of these trunks is quite versatile, but you already have a plan what you are going to do with a few of them.

Action 2: Craft throwing spears
Roll: 13
Outcome: Perhaps some of the thinner trunks could be transformed into light spears. You remove their bark and sharpen the tip. You also make little grooves in the shafts so your hands fit in them a bit more easily. You took the utmost care that these spears remain light enough so they can be throw, but heavy enough to not be blown away by the wind. The balance is not perfect, but at the end of the week, you have managed to craft four decent spears.

Stats

Mental Health: hidden
Physical health: -
Skills: cooking 4, crafting 4
Items: Spear (weapon), helmet, throwing spears X4

___________________________________________________________________________________________ostrich starring as:
Buark
Vote 1: More mud bricks.
Roll: 2
Outcome: By now you have turned the art of making mud into a science. You know just the right amount of dirt and water you need to mix. However, something seems off this time. You make a bunch of new bricks, but they keep disappearing. You can’t seem to find the culprit. The rest of the group denies stealing your bricks and animals trying to steal the bricks would be madness. Eventually you decide to just give up the search and spend the rest of your week doing something else.

Vote 2: dig a trench on the outside of the wall and line it with spikes facing outwards.
Roll: 15
Outcome: A second layer of defenses seem to be in order, this time in the shape of a trench. You borrow Original’s shovel for a few days and start digging. It’s not very difficult work, but it is very time consuming. The digging itself is not the problem, it’s getting all the dirt away from the trench. You decide that it would first be wise to first dig a shallow trench and later dig it deeper. The digging also didn’t leave you to sharpen any spikes, but at least nothing terrible happened and you got quite a bit of work done.

Stats

Mental Health: hidden
Physical health: -
Skills: crafting 5, construction 5, shooting 1
Items: spear (weapon), bow and arrows


Food

Eaten: 1 berry harvest, 8 old-world meal
2 animal carcasses (raw, will spoil in 1 turns)
7 raw mushrooms (raw, will spoil in 2 turns)
11 packaged old-world meals (won’t spoil)
11 raw mushrooms (raw, will spoil in 4 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 spiked club (equipped)
1 pair of hand-bags (equipped)
2 guns (1x equipped)
1 Combat knife (equipped)
2 bows (2x equipped)
1 fish spear (equipped)
1 shiny dull blade
1 simple hoe
darts for the blowpipe
Sword with broken handle
4 throwing spears (4x equipped)

Construction and storage:

A crate
3 bags of powder
1 pallet half full with damaged bricks.
A wire bundle
3 small metal cylinders
2 scrap metals (small)
1 mystery machine
Stack of firewood
A large stack of wooden planks
A stack of stones near the well
A decent pile of clay
Clay pots and pans
empty supply box
Box filled with metal cylinders
Pile of small tree trunks

Healing

Healing paste (3 uses)

Miscellaneous

note
book
Dark metal ball

Constructs

Totem
Garden (Mushrooms and a berry bush, irrigated, 1 berry harvest a turn, unknown amounts of mushrooms every 3 turns. 1/3 ), a couple of fruit tree seeds (unkown if they’ll grow)
A clay oven
Light trenches
well
garden
fence
Fish trap
Frame hut (sheltered storage)
complete brick wall
pot with growing seed (will grow further in an unkown amount of turns)
bed
Crumbly bed
A shallow trench

Art

hahah

Animals

‘dog pup’ (Sheng Sao)

2 Likes

Action 1: Take care of my plants

Action 2: Research for some kind of way to boost the growing of the plants in the Garden

2 Likes

Belgium, my sword handle! This is the worst emergency in all of this forum game’s history…

Action 1: CRY OUT IN AGONY (and also channel my pain into repairing the handle)

Action 2: Start digging a new wing to my underground house and create a small garden in it.

3 Likes

Action 1: Examine the materials we have and attempt to devise a better irrigation method for the garden.

Action 2: Get some light rehab workouts in for my previously injured limbs.

2 Likes

Moar bricks.
Make spikes for the trench.

1 Like

Action: Examine the dark metal ball
Action: Dig a hidden emergency exit/entrance tunnel that connects our base with the outside world

1 Like

Action 1: Craft a lance using one small trunk and some of the metal

Action 2: Search for straps or weapon holders of some kind

1 Like

-Chapter two, episode six-

’The old faith’

@AgentTine starring as:
Original Name
Action 1: CRY OUT IN AGONY (and also channel my pain into repairing the handle)
Roll: 11
Outcome: With the handle broken, you think it would be wise to try and repair it. Not before expressing your anger of course. You take a name that you can vaguely remember and shout it with all your might. KHAAAN it echoes throughout the area. After that you mumble a few rude words and yell a bit of gibberish. Now that you have calmed down, you can start work on a new handle. The old handle snapped of and probably won’t be getting back on it again. You take a short, but hefty stick and start carving some room on the top. The plan is to wedge the blade on top of the stick. This should hopefully be enough, otherwise you can always a bit of string to it. The plan mostly works and the blade has at least a handle again. It’s not terribly sturdy however and you feel like a mighty swing may let the blade fly off. Perhaps this is something you can fix on a later date.

Action 2: Start digging a new wing to my underground house and create a small garden in it.
Roll: 8
Outcome: With your vast digging experience, you dig out a new room in your house sharpish. You pick some mushrooms from the forest and bring them back to the room. They aren’t showing any signs that they are growing however. At the end of the week, you have a little pile of smelling mushrooms in your room.

Stats

Mental Health: (hidden)
Physical health: mysterious scar on torso
Skills: artistic 1, crafting 3, construction 5, growing and harvesting 1
items: metal pipe (weapon), metal helm, body armor


ImmortalDragon starring as:
Doruss Hostvind
Vote 1: Try my hand at butchering the animal carcasses.
Roll: 8
Outcome: You butcher one of the carcasses and get a decent amount of meat off it. The other carcass get’s eaten by Sheng Sao sadly.

Vote 2: Cook some of the meat we have available.
Roll: 15
Outcome: You cook the meat that you had butchered earlier this week. The cooking goes quite well and leaves you with enough time to also cook some of the raw mushrooms that were lying around.

Stats

Mental Health: hidden
Physical health: mystery scar on right arm, scar on left arm
Skills: Growing and harvesting 5, cooking 2, crafting 2, healing 1
Items: Combat Knife (weapon), simple hoe


@JSpinoraptor starring as:
Max Mephisto
Action 1: Examine the materials we have and attempt to devise a better irrigation method for the garden.
Roll: 5
Outcome: Try as you might, innovation seems to elude you. Nothing seems to stand out for you that could help with the irrigation. The complete lack of progress dampens your mood a bit, but not too much. Perhaps some physical training will make you feel better.

Action 2: Get some light rehab workouts in for my previously injured limbs.
Roll: 16
Outcome: You do in fact start to feel better. Not only mentally, but physically you feel stronger as well. Your limbs don’t seem to hurt at all anymore and your jogging trips go without any disaster

Stats

Mental Health: hidden
Physical health: -
Skills: growing and harvesting 1
Items: Small metal claw


@Aviscerator starring as:
Ghulu
Action 1: Examine the dark metal ball
Roll: 4
Outcome: You spend the first few days of the week trying to figure out what the ball does. You can’t seem to find anything on it and in frustration, you throw it on the ground. Once on the ground, the ball starts rolling away with an increasing speed. You try chasing it, but the object seems to be actively trying to avoid you. Your poison also slows you down somewhat, as running makes you feel very ill. It manages to outroll you and disappear somewhere in the base. The object is gone for now, perhaps it’s time to do something else for now.

Action 2: Dig a hidden emergency exit/entrance tunnel that connects our base with the outside world
Roll: 20
Outcome: Walls and trenches are all great and stuff, but what if they fail? What if you are forced to retreat, but the enemy has taken of hold of the entrance? You see the danger in this and decide to dig a hidden escape tunnel. You quickly start digging somewhere in the base. After you have made a little pit, you start digging horizontally to somewhere outside the base. You take care to not dig into the trench, but luckily it seems the tunnel is deep enough. Where you think the wall is, you place some wooden support beams. In the base, you cover up the entrance by placing the stack spare firewood on top of it. the entrance outside of the base you hide by making a little mound of dirt on top of it and covering that in leaves. It’s probably strong enough to support somebody stepping over it, but also weak enough that you could easily break it open from underneath. A job well done you think to yourself. Not only did you learn a lot, you also feel a lot better about yourself.

Stats

Mental Health: hidden
Physical health: lightly poisoned (heals in 1 turn)
Skills: construction 4, artistic 2, crafting 2, Can read
Items: A sturdy and sharp rock (weapon), Metal pipe (weapon), gloves, sturdy robe, darts


@Louix starring as:
Figgur Ven’turnar
Action 1: Take care of my plants
Roll: 11
Outcome: Nothing of note really happened whilst you were taking care of the garden. The fruit seed has however grown a really tiny sapling.

Action 2: Research for some kind of way to boost the growing of the plants in the Garden
Roll: 2
Outcome: Perhaps some outside influence could improve the growth of your plants. You have an idea and spend the following days trying to complete it. You take some wild mushrooms and try to make the same kind if paste Doruss made. You take the paste and apply it to the garden and see what will happen. Something happened alright, but now what you had expected or hoped. A sludge-like substance covers the garden, swallowing all the smaller mushrooms in it’s path. It probably take quite a bit of work to clean it all up. The growth of the crops will stagnate as long as the sludge is present.

Stats

Mental Health: hidden
Physical health: 1 broken rib
Skills: Growing and harvesting 5, construction 2, healing 1, Charisma 1
Items: Metal pipe (weapon)


serialkiller🌴 starring as:
Cereal Homicidé
Vote 1: try to find some strong clothes.
Roll: 19
Outcome: Some kind better clothing would be nice you think to yourself. Perhaps something can still be found in the building the observers inhabited. Surprisingly, Sheng Sao seems to want to tag along for this journey. The two of you head to the building that was recently the home of four madmen and their braindead servants. The first floor is still empty, it seems like everything was moved upstairs. The second floor also seems picked clean of any useful items. They probably took those with them. You feel ready to leave until Sheng suddenly starts making a noise of some kind. When you come close to see what’s going on, it seems Sheng has found the only useful item in the building: an armored robe. The fabric is a faded light blue and quite coarse. The robe itself is covered in tiny metal plates that make it both flexible and protective. The robe seems to be in a quite good condition. Did the observers make it or was it always here and they didn’t bother to take it with them. Whatever the case, it’s yours now and it will become very useful you think to yourself.

Vote 2: tame a pretty looking animal like a bird or something
Roll: 14
Outcome: The group can always use more pets you think to yourself. Perhaps something that can take care of itself instead of needing to be fed. You go the lake for a change to see what you can find there. After waiting for a bit you finally manage to spot some activity. An animal roughly the size of Sheng flies out of the water. It’s covered in a shiny silver carapace. It has two wings, two claw like arms and tail instead of legs. It flies out and punches a bird out of the sky. Once the bird lands in the water, it’s quickly dragged down by this mysterious creature. It may prove difficult to capture or to tame, but it could certainly prove to be a useful companion.

Stats

Mental Health: hidden
Physical health: -
Skills: Growing and harvesting 2, husbandry 2, shooting 4, crafting 1
items: gun, bow and arrows


@LankyGiraffe starring as:
Terakta
Action 1: Craft a lance using one small trunk and some of the metal
Roll: 19
Outcome: You see people around you crafting or finding ranged weapons, but you also see the flaw in these tools. They require some kind of ammunition to work, which can be lost permanently. Perhaps just a very large spear could also sort of work like a ranged weapon, which you don’t need to shoot. You channel this, somewhat strange thought into crafting a weapon. Taking the longest trunk you have, you delicately shape it to the required shape. After you are happy with the quality of shaft, you start working on the tip. You take one of the last remaining pieces of metal, a rod of some kind, and start to sharpen it. This takes quite a bit of work, but it eventually pays off. You jam the sharpened spike on the tip of the lance rod. The weapon is a thing of beauty and almost guarantees you that you will always outrange other melee fighters.

Action 2: Search for straps or weapon holders of some kind
Roll: 19
Outcome: Even you have realized that you are carrying too many weapons with you. Something to keep your weapons comfortably with you would be nice. Surely you will find something like that in one of the old buildings scatter around the land. You quest takes a little while, but eventually you find something: a backpack. It’s in a decent enough state, if it weren’t for the holes in it. But those holes might be exactly what you need. They are just about the right size for you to jam your throwing spears in them. They remain tightly hold in place by the material the backpack is made from, but you can also draw them out with a relative amount of ease.

Stats

Mental Health: hidden
Physical health: -
Skills: cooking 4, crafting 5
Items: Spear (weapon), helmet, throwing spears x4, lance


@ostrich starring as:
Buark
Vote 1: More mud bricks.

Roll: 14

Outcome: Yet again you set out to make some mud bricks. This time they aren’t stolen by some mysterious force.

Vote 2: Make spikes for the trench.

Roll: 18

Outcome: You feel like walls and trenches aren’t going to be enough defense. Putting spikes in the trenches would make it more difficult for attackers to bypass the trench and force them through the main entrance. You spend the rest of your week gathering and sharpening sticks. This is quite a long process, because you need to take care of each stick individually. You are determined however and manage to complete the amount of spikes you think are necessary for filling the trench. With the spikes done, you only need to install them.

Stats

Mental Health: hidden
Physical health: -
Skills: crafting 5, construction 5, shooting 1
Items: spear (weapon), bow and arrows


Event for all:

It was a day like any other day. Most of you were out and about doing your tasks for this week. One by one you all came back to base ready for dinner. What none of you were expecting were visitors. A group of fifteen females dressed in deep red robes awaited you back at base. accompanying them were five other people clad in armor so thick, you couldn’t even make out their faces or gender. The armor wearing figures also carried large swords and weird hollow, metal pipes. Each time one of you came back they tried talking, but they all speak some kind of language none of you understand. Eventually you were all back at base and efforts to communicate haven’t gone any further. You manage to exchange some words, but not enough to make a conversation. These words are: underground, light and lost. The group has brought their own food with them and offers to share it with you. None of you are able to decline the deal of free food and accept. The armored figures don’t eat and keep their helmets on. After the meal, the group nonchalantly sets up their tents in your base. The women in robes eventually go to sleep, whilst the armored figures keep watch throughout the night. The next day some of them head back out into the forest, whilst some of the others stay behind trying to somehow teach you their language. At base now are still three of the armored figures and eight women.


Food:

Eaten: food shared with traveller
7 cooked mushrooms (cooked, will spoil in 4 turns)
11 packaged old-world meals (won’t spoil)
11 raw mushrooms (raw, will spoil in 3 turns)
12 meat bits (cooked, will spoil in 4 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 spiked club (equipped)
1 pair of hand-bags (equipped)
2 guns (1x equipped)
1 Combat knife (equipped)
2 bows (2x equipped)
1 fish spear (equipped)
1 simple hoe
darts for the blowpipe
dull sword with wooden handle
4 throwing spears (4x equipped)
armored robe (equipped)
lance (equipped)
backpack with holes (equipped)

Construction and storage:

A crate
3 bags of powder
1 pallet half full with damaged bricks.
A wire bundle
3 small metal cylinders
2 scrap metals (small)
1 mystery machine
Stack of firewood
A large stack of wooden planks
A stack of stones near the well
A decent pile of clay
Clay pots and pans
empty supply box
Box filled with metal cylinders
Pile of small tree trunks
spikes
mud bricks

Healing:

Healing paste (3 uses)

Miscellaneous:

note
book

Constructs:

Totem
Garden (Mushrooms and a berry bush, irrigated, 1 berry harvest a turn, unknown amounts of mushrooms every 3 turns. 1/3 ), a fragile fruit sapling. (covered in sludge, won’t grow)
A clay oven
Light trenches
well
garden
fence
Fish trap
Frame hut (sheltered storage)
complete brick wall
pot with growing seed (will grow further in an unkown amount of turns)
bed
Crumbly bed
A shallow trench

Art:

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Animals:

‘dog pup’ (Sheng Sao)

1 Like

Nice !

Action 1: Remove the Sludge
Action 2: Try to establish communication with the Crimson Robes™

1 Like

I gotta make my sword (and garden) the best,

Vote 1: Make the sword handle sturdier. If we fail, we’ll just try again, forever and forever…

Vote 2: Retry making a garden in our home.

2 Likes

Make the wall higher.
Make the Trench deeper.

1 Like

Alright, new forum. New round.

Action 1: Assist in removal of the sludge on the garden.

Action 2: Attempt to give the visitors some of the healing paste in to return the favor of free food.

2 Likes

Try to communicate with the armoured figures about their weapons and armour. Find out where/how they made/found them.

Try to communicate with the armoured figures about the world, where we can find more places (ideally lakes and rivers for fishing)

1 Like

Action 1: Dedicate some of my time to learn speaking with the visitors
Action 2: Search for the goddamn ball (if found hide it from the visitors)

1 Like

Vote: train with my bow again
Vote: try to tame that new animal

3 Likes

Action 1: Discover how to read.
Action 2: Craft some kind of sparring dummy.

1 Like

-Chapter two, episode seven-


’The old faith’


@AgentTine starring as:
Original Name
Vote 1: Make the sword handle sturdier. If we fail, we’ll just try again, forever and forever…
Roll: 13
Outcome: The wooden handle is better than no handle, but could still use improvements. You use random bits of string and cloth to tie the blade and the handle together. It seems to have helped quite a bit and you probably could swing it harder now without breaking it.

Vote 2: Retry making a garden in our home.
Roll: ?
Outcome: Original is missing again. A little bit more on that later on. Agenttine, you may vote as you normally would if you were to reappear. If not, I’ll just roll for your situation. Your votes may not suggest or hint at what happend to you.

Stats

Mental Health: (hidden)
Physical health: mysterious scar on torso
Skills: artistic 1, crafting 3, construction 5, growing and harvesting 1
items: metal pipe (weapon), metal helm, body armor


@immortaldragon starring as:
Doruss Hostvind

Action 1: Assist in removal of the sludge on the garden.
Roll: -
Outcome: See Louix’s bit

Action 2: Attempt to give the visitors some of the healing paste in to return the favor of free food.
Roll: 7
Outcome: The visitors have been very kind in sharing their food with you. Perhaps it would be nice to repay them somehow. You take one of the clay pots filled with healing paste and hand it over to one of the women. They seem to be a bit confused by the pot and it’s contents. You try to demonstrate it by rubbing some of the paste on one of your scars. The visitors accept the gift, but still don’t seem to understand it that well.

Stats

Mental Health: hidden
Physical health: mystery scar on right arm, scar on left arm
Skills: Growing and harvesting 5, cooking 2, crafting 2, healing 1
Items: Combat Knife (weapon), simple hoe


@JSpinoraptor starring as:
Max Mephisto

Action 1: Discover how to read.
Roll: 9
Outcome: Power is not only large muscles and a top condition. Power is also understanding and knowledge. Being able to read will be of great help in gaining such power. You start looking through the book the observers left. It doesn’t make a whole lot of sense to you and the symbols are quite confusing. You do eventually manage to learn a bit, mostly symbols associated with tools. It’s quite a decent start to reading.

Action 2: Craft some kind of sparring dummy.
Roll: 3
Outcome: Perhaps some kind of puppet to spar against would be a safe way to get some combat training done. You collect a bunch of sticks and pieces of rag. With the stick you make a cross-like frame. You fill the frame with some leaves that you hold together with the rags. At the end of the week it’s finally finished. You are quite happy with it. Perhaps one of the visitors would be impressed by your work. You show it to them and demonstrate some punches at it. One of the armored figures seems to understand your intend. It takes it’s sword out and cleaves the dummy atwain in one fell swoop. Whilst the two halves are still falling apart, the figure swings his sword a few more times at it. The dummy is practically useless now. Understandingly you are quite upset, but the figure doesn’t seem to understand why.

Stats

Mental Health: hidden
Physical health: -
Skills: growing and harvesting 1, can read a bit
Items: Small metal claw


@Aviscerator starring as:
Ghulu
Action 1: Dedicate some of my time to learn speaking with the visitors
Roll: 17
Outcome: When you speak with the visitors, you feel like you recognize some kind of pattern. Perhaps you can deduce it through text. You show some of the women your book. They are a bit confused at first, but than start to get it. One of them starts reading aloud some of the words on that page. It was then that you realized what was going on. Both of you were already speaking roughly the same language, but through incredibly heavy and strange accents. They use a few words differently, but generally you can somewhat understand each other. One of the women reveals that they are looking for some kind of ancient treasure. If your group manages to find it and give it to them, they’ll reward you greatly and give you a share of the treasure. (more on that later)

Action 2: Search for the bloody ball (if found hide it from the visitors)
Roll: 1
Outcome: The orb couldn’t have gone far. Nobody saw it escape through the gate and it possibly couldn’t have gone through the escape tunnel. You turn the base almost upside down trying to find it. After many days of searching, you still didn’t find anything. Eventually you see it… in the hands of one of the visitors in robes. She looks at it curiously, but don’t seem to understand it either. She then hands it over to one of the armored figures. The figure than takes a look at it before throwing it a ridiculous distance into the forest. You just spend the last few days looking for that bloody thing and now it’s gone again. You start yelling some rude words to the figure who threw it away, it probably won’t understand you. It does eventually seem to react when you said something nasty about its sister. The figure gives you a mighty stomp in your belly. His reaction might be understandable, but it still hurts a plenty. After that the figure talks with some of the women who are not pleased with his action. Moments later he walks out of the camp into the forest.

Stats

Mental Health: hidden
Physical health: lightly poisoned (heals in 1 turn)
Skills: construction 4, artistic 2, crafting 2, Can read, charisma 1
Items: A sturdy and sharp rock (weapon), Metal pipe (weapon), gloves, sturdy robe, darts


@Louix starring as:
Figgur Ven’turnar
Guest star: Doruss Hostvind
Action 1: Remove the Sludge
Roll: 3
Outcome: Removing the fungal sludge from the garden is going to be quite tricky. Luckily Doruss is offering to help you. Unluckily it’s still a mess. First the both of you try filling some pots with sludge and then throwing it out. The sludge seems quite sticky however and is not easily removed from the pots or the dirt. It requires a lot of water to clean a pot just once. Your hands also get covered in the sludge, which also doesn’t help, as the sludge is a bit irritating on the skin. After a couple of days the two of you have barley scrapped the surface of the garden. You will need to do a lot more work before the garden can be accessible again.

Action 2: Try to establish communication with the Crimson Robes™
Roll: 2
Outcome: On you own you try and talk with some of the visitors and they in turn try to communicate with you. However, just because the both of you want to talk, doesn’t mean it’s working out. Neither of you seem to get any further in talking with each other. You are being very forceful in trying to teach your language instead of understanding theirs. The visitors are clearly getting more annoyed by you and your teaching techniques. This doesn’t stop you however and you keep on talking. Eventually one of the cloaked women points at you and shortly thereafter one of the armored figures walks over to you and throws you to the ground. The figure puts its hand on your mouth and makes a quiet hissing noise. You are pretty sure they are not interested in talking with you again. A day later, Ghulu manages to successfully talk with them to some extent.

Stats

Mental Health: hidden
Physical health: 1 broken rib
Skills: Growing and harvesting 5, construction 2, healing 1, Charisma 1
Items: Metal pipe (weapon)


@serialkiller :palm_tree:starring as:
Cereal Homicidé
Vote: train with my bow again
Roll: 16
Outcome: You spend the first half of the week shooting at dead tree stumps. With each successful shot, you move further away from the target. This is an effective enough training program and you get better at shooting with your bow and arrow.

Vote: try to tame that new animal
Roll: 5
Outcome: You head back to the lake to try and catch a glimpse of the animal again. You put some food on the beach and wait, but nothing happens. Perhaps you can try and dive into the lake, but Terakta told you horrifying stories about weird serpent creatures in the lake. You decide it would be best to not enter the lake, but you also don’t get a lot done. The lack of animals and progress dampens your mood a bit.

Stats

Mental Health: hidden
Physical health: -
Skills: Growing and harvesting 2, husbandry 2, shooting 5, crafting 1
items: gun, bow and arrows


@LankyGiraffe starring as:
Terakta
Action 1: Try to communicate with the armored figures about their weapons and armor. Find out where/how they made/found them.
Roll: 7
Outcome: Communication with the armored figures difficult to say the least. They vigilantly keep watch around the walls and around you, but they aren’t very talkative. Their voices are deep and muffled, but they do sound natural. You keep pointing at their equipment, but they don’t seem to understand what you are trying to make clear. One of them even started cleaning its sword after you pointed at it. Perhaps talking about something else will be more successful.

Try to communicate with the armored figures about the world, where we can find more places (ideally lakes and rivers for fishing)
Roll: 5
Outcome: Perhaps geography is more up their alley then weapons and armor. You try and make clear the concepts of terrain to them, but that’s quite tricky it turns out. Eventually you decide to try and make some terrain from dirt on the ground. The armored figures seem very confused by what you are trying to accomplish. You make a small replica of the area on your vague memory. In your excitement to show it to the visitors, you trip and smash right into one of the females. No one is really hurt, but the armored figures don’t seem pleased at all. They pick you up and drag you outside of your own base walls. They keep you out until the time for dinner arrived. A mere two days later Ghulu managed to understand them somewhat, leaving you quite demotivated.

Stats

Mental Health: hidden
Physical health: -
Skills: cooking 4, crafting 5
Items: Spear (weapon), helmet, throwing spears x4, lance


@ostrich starring as:
Buark
Vote 1: Make the wall higher.
Roll: 15
Outcome: You use the mud bricks you made earlier to increase the height of the wall. The wall is now quite tall, about 2 meters now.

Vote 2: Make the Trench deeper.
Roll: 19
Outcome: Normally you would borrow the shovel from Original when you dig, but he seems to be gone for now. You currently have better things to do than to look for him, so you decide to just use a piece of scrap metal to loosen up the dirt. This goes surprisingly well and you manage to deepen the trench by about 20 centimeters.

Stats

Mental Health: hidden
Physical health: -
Skills: crafting 5, construction 6, shooting 1
Items: spear (weapon), bow and arrows


Event for all:

On one of the last days of the week, Ghulu managed to communicate with the visitors. It turned out the both of you were already speaking the same language, but with extremely heavy and weird accents. Now that both parties know this, communication goes a lot more smoothly. It’s still a bit strange, but the visitors have managed to roughly replicate your accent. They tell you that they are looking for an old-world treasure. Some kind of artifact that’s locked away in an old bunker. They say that they found it’s vague location in ancient texts and it should be somewhere in this area. If you help them find it, they shall reward you handsomely. A honorable title among their ranks and a large share of the treasure. (You may again use ‘ask:’ on discord.)

Second event:
Original has gone missing again. He hasn’t shown up to eat for a couple of days now. Perhaps it would be most wise to go and look for him.


Food:

Eaten: food shared with travellers, except for Figgur and Terakta. 2 cooked mushrooms
5 cooked mushrooms (cooked, will spoil in 3 turns)
11 packaged old-world meals (won’t spoil)
11 raw mushrooms (raw, will spoil in 2 turns)
12 meat bits (cooked, 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 spiked club (equipped)
1 pair of hand-bags (equipped)
2 guns (1x equipped)
1 Combat knife (equipped)
2 bows (2x equipped)
1 fish spear (equipped)
1 simple hoe
darts for the blowpipe
dull sword with wooden handle
4 throwing spears (4x equipped)
armored robe (equipped)
lance (equipped)
backpack with holes (equipped)

Construction and storage:

A crate
3 bags of powder
1 pallet half full with damaged bricks.
A wire bundle
3 small metal cylinders
2 scrap metals (small)
1 mystery machine
Stack of firewood
A large stack of wooden planks
A decent pile of clay
Clay pots and pans
empty supply box
Box filled with metal cylinders
Pile of small tree trunks
spikes

Healing:

Healing paste (2 uses)

Miscellaneous:

note
book

Constructs:

Totem
Garden (Mushrooms and a berry bush, irrigated, 1 berry harvest a turn, unknown amounts of mushrooms every 3 turns. 1/3 ), a fragile fruit sapling. (covered in sludge, won’t grow)
A clay oven
light trenches
well
garden
fence
Fish trap
Frame hut (sheltered storage)
complete brick wall (2m)
pot with growing seed (will grow further in an unkown amount of turns)
bed
Crumbly bed
trench

Art:

Animals:

‘dog pup’ (Sheng Sao)

1 Like

Action: Build a shovel.
Action: Find a way to more efficiently make mud bricks.

2 Likes

Well, first things first. Anyone wishing to help please feel free to join in.

Action 1: Go searching for Original and retrieve him if possible.

Action 2: Once more try to rid the garden of the sludge. But keep any sludge removed for observation.

3 Likes

Action 1 : Trade with the Red robes

Action 2 : Help Doruss and try to remvove the sludge

1 Like