Anyways congress has chosen a remarkable bad time to get deadlocked. On the plus side it seems the US is safe for now and communities are building the structures need to function without the government.
Cryptids are fairly benign and while a bit of a shock to the public not likely to change all that much. They are a concerning sign of more fantastic elements creeping into the world.
Crows exist and appear to be smarter than normal. Depending on how things go we might end up in a three species alliance between the wolfs and the crows.
As the forest fire continued its relentless advance, the camp's prepped fire prevention efforts stood ready, providing a tenuous buffer against the flames. While the danger remained ever-present, the sense of panic had subsided into a vigilant readiness. Fire breaks in the forest acted like protective berms, guiding the fire away from areas closer to the camp. Combined with the relentless work of trench digging and vegetation clearing around the prairie to keep the fire from getting out that way, it had left the community as prepared as possible under the circumstances.
A significant milestone was reached during these efforts: the basic structure for the much larger generator from the military base had been completed. This development was a beacon of hope, promising a more reliable and robust power supply for the camp. The engineers and workers who had toiled to erect the generator structure felt a surge of pride and relief, knowing their hard work would significantly enhance the camp's infrastructure and long-term sustainability. The hum of progress was a comforting counterpoint to the crackling threats beyond their perimeters. ??? roll=7 Result: 70% stay
Yet, even as they celebrated this achievement, the camp faced an unexpected and bizarre challenge: a sudden infestation of birds. Seemingly drawn by the promise of food or shelter, flocks of birds had descended upon the camp over the past week, filling the air with their cacophonous calls and creating a chaotic environment. While not immediately dangerous, the birds disrupted daily activities, scavenging supplies and generally causing a nuisance. In addition, while over a quarter of the birds had moved on from the environs of the camp, the remainder seemed set to stay for the long haul. Nets and makeshift deterrents sprang up around the camp in a frantic attempt to manage the avian invasion.
With the fire prevention measures in place, the new generator structure standing proudly, and the bird infestation causing daily chaos, the camp's leadership convened again. They faced a multifaceted reality where triumph and tribulation were intertwined. The ongoing fire still loomed large in their collective consciousness, a constant reminder of the fragility of their situation. Amidst the flurry of activities and challenges, they worked to maintain a semblance of order and focus, knowing that their resilience and adaptability were their greatest assets in this ever-evolving landscape.
Start of turn stats:
Total Dice: 9
Currently Available Dice: 8
In use Dice: 1 locked (Self-Defense policy)
Currently Available Portals: 3, 0 next turn, 0 on cooldown
Camp Slots: Available 1, In use 8(2Housing, 1 Canteen, 1 Warehouse, 1 Farming/Ranching, 1 Engineering Area, 1 Medical Area, 1 Small Park)
Season Timer: Spring, 8 turns remaining
Food: 33 Max:26
Animal Feed: 18 (will eat regular food at a rate of 0.5 per turn) Max:25
Yeast: 11 (Increases by 1 every 4 turns, started Turn 16)
Replacement Parts: 92 (+4 every turn)
Power Needs: Small+
Power Generation: Miniscule
Power Storage: Small
Morale: +8 overall (Base 1, +1 basic housing, +2 successful evacuation, -3 ????, +2 Basic Amenities, +1 small park, +1 Housing Level 2 Crit, +3 Banner of the Smilodon, +1 Pets!,+1 Flight Capable, -1 Forest Fire, -1 electricity issues)
[ ] Personal Defense: The camp has suffered another devastating attack by the area's predators, and only the quick actions of the medical staff limited the number of deaths. The campers were sad and angry, and out of that anger, combined with the words of Corporal Chavez, came this proposal. This suggests making the campers go through self-defense courses to give them a better chance of surviving these attacks. This would take a long time, and campers would constantly rotate out from the training, but it would help to make the camp safer. (Gain a reroll against animal attacks, with the highest roll taken. Gain a growing bonus for the campers the longer this is taken. Reduces the maximum number of dice by 1 so long as this is taken.) Policy Decision, Roll for morale effect.
[ ] Expand Borders: Space is still a bit tight in the camp, and while no one is complaining, it might be nice to get ahead of this. Use some more fencing to expand the area that you have available for more space to put towards any purpose. Might as well use what we have while we have nothing better to do.(can only be taken 2 more times with current supplies) 2 turns, DC 50 rolled every turn
[ ] Fire Proofing, Perimeter: The forest fire on the horizon is unexpected and strange, especially as it still persists despite the remaining ice and snow. Several campers have suggested going over the perimeter fences and the immediate surrounding area to try and install some fire safety measures. (Fireproofing for fence and immediate area of camp) DC 20/50/90/140
[ ] Fire Proofing, Interior: The forest fire on the horizon is unexpected and strange, especially as it still persists despite the remaining ice and snow. Several campers have suggested looking at measures that can be used in the camp interior to prevent fire from catching or spreading if/when it makes it to the camp. (Fireproofing for the interior of the camp in various ways) DC 20/50/90/140 -> 20/40/70/110
[ ] Wooden Walls: The constant attacks by predators have caused questions to be asked about building a better wall. The idea has merit and was thus added to the project list. This would also give our people experience building wooden walls for Outposts when we get to that stage. (Builds a wooden wall around the current camp, options unlocked, DC reduction for certain actions.)(Locked due to missing requirements: Camp Level 2)
[ ] Town Hall: The camp has grown quite a bit since it was first established, and people are wondering if it could be turned into a town instead of a camp. The idea would be great for everyone as it would also take some of the pressure off of the project group from having to run everything. One of the things that would be needed would be a town hall to house all the decision-making and other purposes. (Upgrades Camp level to 2. Options unlocked.) (Locked due to missing requirements: Research Area Level 1, open camp slot)
[ ] Wooden Huts: Some campers have come forth and asked if it would be possible to make wooden huts for housing. This would be a long-term project, but the result would be people having their own houses and feeling perfectly at home for the first time in a while. (Locked due to missing requirements: Camp Level 2, Level 2 Lumberyard, 10 slots will be used/converted)
[ ] Better toilets: The toilets in the camp are constantly in use. While not currently a problem, there could always be more, and they could always be better. Redesign the toilets in the camp to reflect the larger population better using them and be able to clean them and empty the waste products more efficiently. (build more, better toilets for the camp and have them less crowded.) 1 turn, DC 35 (Currently Locked)
[ ] Create a Research area: The scientists have been debating about providing them a space to retain all the knowledge of Earth and research new things about the world they find themselves in. Allow them to take over the remaining area and transform it into a combination of Library and Laboratory. (Introduces the research mechanic. Provides a bonus for certain future actions. Gathers all knowledge about Earth and Outland into one easy-to-find place) DC 50
[ ] Build a Library: The fortuitous luck of taking a whole library's worth of books has made people ask for a stand alone building to be built in the camp. Unfortunately, this would require more coordination and management and access to more modern building techniques. Needless to say, this option is lost to us for the time being. (Locked from lack of camp slots.)(Locked due to missing requirements: Camp Level 2, Research Area Level 1)
[ ] Build Portals: There can never be enough Portals in the camp. The engineering team are willing to create new portals as it would expand the options available for the future and are eager to make more than 1 if given a chance. DC 40
[ ] Build an offroad vehicle workshop: The discovery of all available parts for dirtbikes and the ATVs on Earth was a boon. Some people have suggested that an Offroad Vehicle Workshop be made to take care of the maintenance of the bikes, ATVs, and any other such vehicles found in the future. Now that winter is over, it might be worth looking into. DC 30
[ ] Building mills: The wheat discovered in Outland can be turned into flour if the grain is put through a mill to grind it down. That would be useful if there were any hand mills in the camp, but that was one of the few things Bill should have thought to order. It may be possible to make some mechanical hand mills to process the grain into flour, but they would have to be hand-made, and wouldn't be the most efficient even with a workshop. (able to manually grind wheat into flour in the camp.) DC 60
[ ] Prep a bigger generator area, part 3: The site for the bigger generator from the military camp has been set up and awaits the generator to be brought back and installed. While this would greatly improve the camp's available power and power security, it would be a labor-intensive project. (Finishes the military generator quest chain.) 0/400 total. Each roll costs 2 dice.
[ ] Animal products: An idle question about the purpose of keeping the animals in the camp has caused the project group to look into what they can use the animals for. While using their skins for leather will eventually become an option, you could also think up uses for the animals' bones, feathers, fur, and many other animal products. DC 40
[ ] Food for the Herd: Jerry was going over inventory for the animals and he realized that there was still some room for storing feed. He puts forth the idea of gathering a bunch of grasses and other plants from the surrounding area to make feed for the animals. While labor intensive, this would add more to stores and give something to do for those who are willing. (Provides 1 turn worth of food for the animals) DC 35 80
[ ] Start Ranching: The space enclosed by the fence would be prime land for grazing animals when it starts to grow again. Designate the area as a pasture and allow for the growth of wild plants and grasses that the animals can feed on when the plants grow. (converts 1 open space to pasture, providing 1 feed every 4 turns) DC 10
[ ] Milk in the making: The cows can provide fresh milk for the camp to be used in cooking and maybe make cheese in the future. The idea of fresh milk is strange to some people who have never had it, but they will quickly get over their reservations. Especially as some of the cows have started to show signs of pregnancy, making this a more viable idea. (Gives the camp access to fresh milk.) DC 35
[ ] Add an additional field: Jerry has been complaining that he doesn't have enough room to plant in the camp. He would like to turn one of the open camp plots into another field to be used for farming. (Changes 1 open camp slot into 1 Farming/Ranching Camp slot) Free action
[ ] Start Crop Rotation: Jerry realized when planting that we need to implement some sort of crop rotation to ensure that the ground is not stripped of all its nutrients. Set a policy so that the fields are not used till they have nothing left, like what happened on Earth. (In quest, fields able to grow crops all year long. Mechanically, This makes the field unable to be changed to something else later.)
[ ] Start Farming short-term crops: Try and grow your food, the first step to sustaining your camp in Outland. This explores whether or not you could grow crops that mature faster and get you food sooner, at the cost of providing little food. 8 turns for results, DC 30 rolled at the end, +8 food (Excludes Start Farming, long-term crops due to lack of available fields)
[ ] Start Farming long-term crops: Try and grow your food, the first step to sustaining your camp in Outland. This is a long-term project and will provide a lot of food…when it finishes. 16 turns for results, DC 40 rolled at the end, +18 food (Excludes Start Farming, short-term crops due to lack of available fields)
[ ] Increasing the herds: Jerry says he could encourage the animals to breed more and grow the pack to larger sizes but does not recommend this action as there needs to be more room to properly house and care for more animals. (Locked due to Area Level, Requires Level 2)
[ ] Floating Rice Farms: A comment from one camper led to an idea about making more food in the future. The idea is to have floating farms for producing things like rice on the lake that was found. The idea has been done in many cultures on Earth and would allow the camp to dramatically increase its food production. (Locked until Spring)
[ ] 100 Herbs and Fungi: The campers in charge of the medical area have put in a proposal for the study of the native plants in the nearby area to study how they would affect the human body and what they could be used for. While this is the project's stated purpose, Tina says it was primarily to see if there were any medicinal plants they could find in Outland. (Chance at finding medically beneficial plants nearby, catalogs plants in the area for possible later use.) DC 35
[ ] Electric Grills: The constant use of Electricity has caused some questions about the possible utility of electric appliances instead of gas-powered or even straight fire. The idea has merit, and a few warehouses' electric grills have been overlooked. Add them to the Canteen and see if it helps with the lines that happen during meals. (Reduces lines for food due to having more cooking space available. Opens availability for more cooking styles/foods.) DC 40
[ ] Hot Water: The icy grip of winter has increased the need for hot water for various tasks. While storing the hot water would be an exercise in futility currently, the actual heating of the water can be made more efficient. Set up an area in the canteen that would allow people to quickly and safely heat water for any number of uses. DC 30
[ ] Wood Storage: An idea proposed by Jerry from the farming group was that the wood taken from clearing areas should be collected and dried to be used for future use, whether that be for fires or buildings. Ensure there is enough room in the warehouse to hold a good amount of wood that is safe and dry from the weather. (Some of the wood from cleared areas is kept for future use instead of being immediately used.) DC 30
[ ] Expansion: The warehouse for the storage of animal feed at the current level is full. This has caused several people to suggest upgrading the warehouse to increase the available storage capacity of everything. (Locked from level requirements.)
[ ] Aerial scouting: The building of an airbase will allow many things to open up for the camp, the primary among them being aerial scouting. The ability to relay information or draw maps from an aerial view presents many opportunities. Send out the plane to expand the map of the area and give ground explorers a better idea of what is in which directions. (Adds bonus to exploration/scouting rolls, expands map.) DC 60 50
[ ] Gathering food, forest: The camp is near a forest that could be teeming with food. You could gather edible plants, roots, and berries to increase your stockpile. None of the plants are liable to continue growing much as they conserve what they can for the winter months. (+1 food, +1 additional food for every 20 past the DC threshold) DC 40 70
[ ] Fishing: You have discovered that a nearby lake has fish! Get yourself some and have a fish fry at the camp. (Gain +1 food for every time DC exceeded(ie. Rolling 90 gives +2))DC 35 55
[ ] Set up roving patrols: Predators in the forest were waiting to attempt adding humans to the prey menu. This is concerning in and of itself and suggests that the predators in Outland are more intelligent than their Earth counterparts. Setting up some patrols in the surrounding area would make the camp safer and allow for easier expansion. (Predator attack rolls are reduced by 1 dice so long as this is taken. Reduce DC for certain actions. project unlocked) DC 40 80, -1 dice for continuous patrols
[ ] The Road to Omaha, part 2: The path towards Omaha is started, but there are obstacles in the way of progress. The first of those obstacles is trees, lots and lots of trees in a forest that lies almost in the middle of the path toward Omaha. Nothing to it but chopping away and working on getting the trees out of the ground. DC 50 60 each turn, 3 4 turns
[ ] Mining Iron: The guys from the fishing group found a small deposit of iron when they were out fishing. The blacksmith has said that it's good quality and the camp could always have more to add to its supplies. Go and mine some of the iron to be used by the blacksmith and possibly the engineers. (Grants +dice roll of iron, with the type of dice depending on the initial roll) DC 40 60
[ ] Hunting: A group of survivors wants to go hunting in this new world to expand the available supplies. There is a more limited availability of prey as some species start to move for the winter months. DC 25 (Locked from the random event)
[ ] Growing Weed?: Some of the stoners brought up the idea of planting Marijuana and hemp whenever people go hunting or in specialized areas. While this is likely only something they thought of to increase their supply, this could provide a source of drugs and materials for the future. (allows planting of marijuana and hemp plants out in the forest. Potential materials when plants grow. You will need to research hemp or find information while scavenging before it is beneficial.) DC 60 (Winter Locked)
[ ] Look for Bees, Outland: A random thought by Jerry, the leader of the farming/ranching area, led Richard to think up this project. While you have a hive already, you could always use the honey and wax they produce. Find some wild hives and get access to bee products until you can get them from your hive. (Access to bee products. Options unlocked.) DC 40 (Winter Locked)
[ ] Deer Domestication, Part 2: The deer are much more amenable to being around humans and have started associating humans with food. Unfortunately, they are close to leaving for warmer areas for the winter. Continue to feed them until they leave and engrain that association between humans and food in the mind of the deer. Locked until finished, DC 40, 1 food used per turn. (3 turns until they leave for winter) (Locked from the random event)
[ ] Sap to Syrup: The weather might get cold enough this far south to allow for maple syrup production. While a simple process, the specific type of sap doesn't form in maple trees unless the temperature continuously falls below a certain threshold. Investigate the possibility of making maple syrup at the camp to provide a sweet treat for the campers. (Opens the option to produce Maple Syrup in Outland without moving to more northern climates.) DC 60/90
[ ] Scavenge: Go through the portal back to Earth and scavenge for supplies. (Choose what you look for when scavenging: Consumable, Knowledge, Material.) DC 10
[ ] Animal Food: The thought of domesticated animals on Earth leads to another idea, that of pet stores and, specifically, the bags of pet food they have. Most of that food would still be good and could be used to feed several of the animals in the camp. Plus, to the disgust of many, the food might also be edible for humans, even if barely. Scout out pet stores back on earth to see if there is anything that you should bring back. DC 25
[ ] Wind Power Scavenging: The camp has started using electricity continuously, which requires a lot of power. Unfortunately, the generators you brought have a limited amount of fuel. Some people suggested getting some at-home wind-powered generators to provide a more consistent power base for the camp. They could also be set up immediately, though there is little in the way of keeping the energy stored when it is not needed. (Provides a small continuous generation of energy for the camp.) DC 70 95
[ ] Sporting and You: One of the campers brought up the idea of raiding the sports stores still standing for things that will be needed once spring ends. Among the things he suggested stood out the most: trail bikes to be used for easier exploration. This is a great idea for use when winter ends, as the issue of transportation is one that will become more important when temperatures rise again. Procure some bicycles for the camp and the parts to adjust them to people as needed. (Adds Bicycles to the warehouses and increases the bonus from Enthusiast of Dirt Bikes) DC 50
[ ] Generator for the camp: The generator at the camp exploded, and the camp is running on reserve power from the trickle charge brought in by other sources. This situation couldn't have happened at a worse time as the available electricity is all going toward the canteen for hot meals. Send some people to scout around on Earth and pick up a portable generator or two to bring the camp back toward producing enough power for everything. (Power returns to pre-explosion levels. Possibility of power surplus.) DC 75
NEW[ ] By the Power of Snow and Ice: The forest fire on the horizon is unexpected and strange, especially as it still persists despite the remaining ice and snow. One camper had the joking idea of opening portals back to Earth in various places and bringing back large amounts of snow and ice to have more water on hand to try and stop the fire. Needless to say, he was surprised when his joke was taken seriously and entered the discussion. (Bring in snow and ice from the Long Winter on Earth and pile it in places to try and stop the fire.) DC 20/50/90/150
[ ] Solar Power scavenging: The camp has started using electricity continuously, requiring a lot of power. Unfortunately, the generators you brought have a limited amount of fuel. One of the ideas is to take apart the solar power cells that can be seen around town and bring them back to provide power. While not the best in the upcoming winter, it would allow them to be stored safely in Outland instead of being out in the elements back on Earth. (Provides a moderate generation of energy during the day, reduced to small because of winter weather.) DC 90 (Winter Locked)
[ ] Try and track down the rest of Bill's order: When the Inventory efforts were finished, quite a few things were missing from his order. Bill knows the location of most of what is missing and could probably guess where the rest is from there. The problem? The missing stuff is in Omaha. Not a problem for a drive on Pre-Apocalypse Earth, but since the options are either going on Post-Apocalypse Earth or in Outland, the trip would take considerably longer. (Currently locked, complete The Road to Omaha first)
[ ] Continue evacuation to Outland: One of the conditions for the Military to join the group in Outland was to continue evacuation efforts when there is access to a major city. While there are no more survivors in the surrounding area, this evacuation would allow people to join pre-built camps and help to increase the human race's chances of survival. The military would lead these evacuation efforts, bringing more people to the camp. (a dice roll of people is added to the camp each turn. Every 100 people evacuated this way adds 1 dice to the available dice pool.)(-1 dice as the military works on this)(automatic when in an area with people to evacuate)(currently locked, no more people in the area)
3 die - Fire Proofing, Perimeter, we've done what we can in the wilderness this is the next logical step.
3 die - By the Power of Snow and Ice, more water to fight the fire with and if it's not needed for that we get a lot more water for us to use.
2 die - Generator for the camp, while getting the military generator going would be nice it will take awhile and I'd like to get power back up to where it was.
Edit - hey Gahuul, Since it's now Spring in the quest you might want to make sure all the locked out actions and Winter debuffs are corrected.
2 die - Generator for the camp, while getting the military generator going would be nice it will take awhile and I'd like to get power back up to where it was.
[X] Plan; Fire, Ice and Lightning
-[X] Fire Proofing, Perimeter - 3 dice
-[X] By the Power of Snow and Ice - 3 Dice
-[X] Prep a bigger generator area, part 3 - 2 Dice
So once the wildfire is finally taken care of I'd like to see about expanding the camp to get more land slots and get the research building built so we can advance the camp to level 2.
So once the wildfire is finally taken care of I'd like to see about expanding the camp to get more land slots and get the research building built so we can advance the camp to level 2.
I agree that once the fire is done that Omaha will be the priority but expanding the camp could still be done in preparation for more building or we could even just set them up for food.
Plan: Fire, Ice, and Lightning wins.
I've been working on the results and should have them out tomorrow
Rolling for Random Event...
EDIT: HOLY F$%K! Ok, that will require some changes.
I'll be honest here; that throws things out of whack. Quite a bit so.
I need a D10 rolled for the scenario to choose from.
As a side note, these are ALL bad in some way; they just might not be IMMEDIATELY bad.
Scheduled vote count started by Gahuul on Jun 14, 2024 at 11:41 PM, finished with 11 posts and 4 votes.
[X] Plan; Fire, Ice and Lightning
-[X] Fire Proofing, Perimeter - 3 dice
-[X] By the Power of Snow and Ice - 3 Dice
-[X] Prep a bigger generator area, part 3 - 2 Dice
Apparently so.
A 9 is ... well, let's say it'll be interesting for the story.
I need another D10 roll from someone to determine what gets scenario 9.
Higher is definitely better here.
...not the worst it could have been.
A 1 would have been bad.
Just be glad you rolled an even number.
Ok, I need one more roll to determine how long before this impacts the camp.
Someone roll me a D12
Praise Be!
You will have time to deal with the situation and for it to simmer down slowly beforehand.
This will still be a bad situation, but you may be able, with good enough rolls, to turn it net neutral instead of bad altogether.