Did I not? Sorry about that.
Basically what the portals do is scan alternate realities/worldlines.
Worldlines are like the aggregate of different decisions on any given Earth.
The example used in the book is that even if an alternate reality is created with every flip of a coin, the results average out and thus the realities converge.
If however an event happens that makes it impossible for the different realities to ever come back together, such as Yellowstone erupting 50,000 years earlier in one reality than another, they would be so different that they would never come together again.
These majorly different realities form the hubs if you will of the portals.
There are other hubs than Apocalypse Earth, one that was discovered in the book was an Earth that was under a runaway greenhouse effect.
It was also confirmed in the book that it is possible to get to closer non-hub realities, but takes MUCH more power.
It is a subdued project group that meets to set out the tasks for the week. The cheer that many had last week for being almost prepared for winter has faded in the aftermath of the deaths of their fellow campers. Richard stands silent and says "I know we'll have funerals for those who died over the course of the week, but I'd like to take a moment of silence for those who are gone." Richard gets his moment of silence and more, the silence settling into place like an uncomfortably heavy blanket. "We still have things to do to prepare for the snow and cold, even if not as much. I won't speak for everyone gone but I know Julie at least would have wanted us to be ready for when it gets too cold. She shared my worries about not being ready. I just wish…" Richard cuts himself, closing his eyes. Bill puts a supportive hand on his shoulder, saying "We all wish it went different Richard, no need to keep it all in." Richard nods and then continues, his eyes glimmering with unshed tears. "We need to carry on so that we can save as much of the world as we can before things get worse. Let's get started."
Start of turn Stats
Currently Available Dice: 6, 2 locked (Funerals for the Fallen, Food for the Herd winter)
Currently Available Portals: 1, 1 next turn, 1 on cooldown
Camp Slots: Available 0, In use 8(2Housing, 1 Canteen, 1 Warehouse, 1 Farming/Ranching, 1 Engineering Area, 1 Medical Area, 1 Small Park)
Winter Timer: winter is here, 2 turns until too cold to do much, 4 turns till snow makes many actions untenable)
Food: 8
Animal Feed: 15 (will eat regular food at a rate of 0.5 per turn)
Replacement Parts: 12
(Start Farming, long-term crops: 11 turns for results)
Morale: +1 overall (Base 1, +1 basic housing, +4 successful evacuation, -2 ????, +2 Basic Amenities, +1 small park, +1 Housing Level 2 Crit, -7 Fallen Friends(1 turn))
[ ] Expand Borders: Space is getting a little bit tight in the camp and while no one is complaining yet, 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. (can only be taken 3 more times with current supplies) 2 turns, DC 50 rolled every turn
[ ] 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 easier. (build more, better toilets for the camp and have them less crowded.) 2 turns, DC 40 rolled each turn.
[ ] Information Experts: There seem to be several ideas that campers have about what projects they would like to see completed. Having several people take up the job of becoming official information spreaders, as well as collectors, would prove a benefit in the long run. Establish a group of individuals to be turned into Collectors and spreaders of information. (Allows for the easier spread and collection of information/gossip in the camp, rolls a dice to determine the quality of information.) DC 35 [ ] 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 in 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 for other purposes as well. (Upgrades Camp level to 2. Options unlocked.) (Locked due to missing requirements: Research Area Level 1, open camp slot)
[ ] Wooden Huts: Some of the 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 able to feel 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)
(NEW)[ ] Personal Defense: The cam has suffered another devastating attack by the predators of the area and only the quick actions of the medical staff limited the amount of deaths. The campers are 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 that would allow them to have a better chance of surviving these attacks. This would take a long time, and there would constantly be campers rotating 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 max number of dice by 1 so long as this is taken.) Policy Decision, Roll for morale effect.
(NEW)[ ] Pest Problems: The camp has discovered that there is an infestation of rodent-like creatures trying to steal the camp's supplies. The rat creatures have already eaten their way through or otherwise spoiled 2 weeks of food in the canteen stores. Search the camp to eradicate all traces of these vermin that exist and who knows, their eat might make good dire wolf bait. (Eliminates the revealed infestation of Rat-Creatures and future proof so that there are no more similar infestations. (This would remove that specific scenario from my crit fail list)) 3 turns, DC 60 each turn.
(NEW)[MANDATORY] Funerals for the Fallen: Many people were injured and several died during the attack by the dire wolf pack last week. Before anything else can happen, the dead must be laid to rest and the campers healed. (Hold funerals for the dead, people are given time to mourn.) DC variable, higher is better
[ ] Create a Research area: The scientists have been debating among themselves and with others in the camp about providing them an area 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 (Locked from lack of camp slots)
[ ] Build Portals: Convince the original group that more Portals are needed and should be built. They are perfectly willing to build new portals as it would expand the number of available options for the future and are willing to make more than 1 if given the chance. DC 40
[ ] Build an offroad vehicle workshop: The discovery of all of the available parts for dirtbikes and the ATVs on Earth has led some people to suggest 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. DC 30
[ ] Building mills: The newly discovered wheat 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 is one of the few things that Bill did not think to order at all. 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 would be difficult to find parts without a workshop in place. (able to manually grind wheat into flour for use in the camp.) DC 60
[ ] Electricity Generation: The camp has started to use electricity on a continuous basis and that requires a lot of power. Unfortunately, the generators you brought have a limited amount of fuel. Bill's suggestion is to build something called an Archimedes Screw, saying that it would be pretty trivial to turn it into something similar to a wind turbine. It wouldn't generate much in the way of electricity, but it would be continuous. (Builds and sets up modified Archimedean screws to function as wind turbines. Miniscule continuous power generated.) DC 50
(NEW)[ ] Replacement Blacksmith: One of the people who died during the dire wolf attack was the blacksmith, Jack. He will be sorely missed as he was the one who was forging all of the replacement parts for the camp if things go wrong again. The smithy is empty and needs a new blacksmith to take over the making of replacement parts for the camp. (Replace the Blacksmith for the camp. Replacement parts income starts again.) DC Varies, Roll will determine the Quality of the Blacksmith.
[ ] Start Ranching: There is an area perfect for growing a food crop for the animals now enclosed. Turn the available field into a pasture, providing food for your animals for the immediate future without having to pasture them outside the walls. DC 10, field exhausted from grazing in 4 turns(Locked due to having only 1 field)
[ ] 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 other animal products. DC 40 [ ] Milk in the making: The cows have the opportunity to provide fresh milk for the camp to be used in cooking and maybe making 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. (Locked, no pregnant cows currently and the bull is still growing/not mature) [ ] 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 not providing much. 8 turns for results, DC 30 rolled at the end, +8 food (Excludes Start Farming, long-term crops due to lack of available fields)(Locked due to having only 1 field) [ ] 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)(Locked due to having only 1 field) [ ] Add an additional field: Jerry has been complaining that he doesn't have enough room for planting 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)(Locked from lack of camp slots) [ ] Start Crop Rotation: Jerry realized when planting that we need to implement some sort of crop rotation to make sure that the ground is not stripped of all of its nutrients. Set a policy so that the fields are not used till they have nothing left like what happened on Earth. (Locked due to having only 1 field)
[ ] Food for the Herd: Jerry was going over stuff in the Farming/Ranching Area and realized that there is no more food left for the animals. To help stave off the problem, he proposes cutting a bunch of grasses and other plants from the prairie near the camp to make feed for the animals. While labor intensive, this will make it so that the animals don't starve and start dying off due to starvation. (Provides 2 turns worth of food for the animals) DC 35 [In Progress] Food for the Herd, winter preparations: The animals are going to need a lot of food to survive the winter. Jerry recommends that we immediately start harvesting what grass and feed we can and drying it for the animals in a separate area. (Each turn this is taken, adds 2 turns of animal feed to storage. It may be taken alongside Food for the Herd) Continuous until snow hits, DC 35 each turn [ ] Increasing the herds: Jerry says that he could encourage the animals to breed more and start to grow the herd to larger sizes but does not recommend this action as there is not enough room to properly house and care for more animals. (Locked due to Area Level, Requires Level 2)
[ ] Medical Survey, Spring: The initial medical survey of the camp has shown that there are no current problems when it comes to sicknesses or conditions. This was only the initial review however and another survey will need to be done in the spring when there is a different environment and climate. DC 20 (Locked until Spring)
[ ] Emergency Medical Services: People from the Medical Area are still untrained in how to quickly respond in the case of attacks and injuries. This training would allow them to better respond to the needs of the campers that will be under their care. (All injuries get a re-roll, not just those of beast attacks.) DC 50
[ ] 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 stated purpose of the project, Tina says that it was mostly so that they could see if there are any medicinal plants they could find in Outland. (Chance at finding medically useful plants nearby, catalogs plants in the area for possible later use.) DC 35
[ ] Build some fire pits: The camp has been running fine on the cafeteria-style preparation for the food, but some people want the option to cook their food differently or over the fire. Build some camping-style enclosed fire pits for the canteen to use for proper open flame grilling. (allows for more diverse food options, mainly by way of open flame grilling) DC 45
[ ] 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 there are a few electric grills in the warehouses that had been overlooked until now. 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
(NEW)[ ] Signal Lights: The air base that was built is a ramshackle thing, mostly being a place to store the plane and a runway for take-off and landing. The plane can only run during the day right now as there are no identifiers for the landing strip. Let's fix that. (Installs landing lights at the airbase. Able to use the plane during the night.) DC 40
(NEW)[ ] Aerial scouting: The building of an airbase will allow for 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
[ ] Gathering food, forest: The camp is near a forest that could be teeming with food. Maybe you could go and 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
[ ] Gathering food, wild wheat field: The wild wheat field was a wonderful discovery and provided a lot of good grain for the camp. Unfortunately, there is little left to harvest due to a roaming deer herd coming through and eating most of it. You could harvest a little more but Jerry recommends leaving some of the grain there to sprout in the spring. (+2 food) DC 40 [ ] 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)
[ ] Fishing: You have discovered that a nearby lake has fish! Go get yourself some and maybe have a fish fry at the camp. DC 35
[ ] 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 completely useful.) DC 60
[ ] Set up roving patrols: There were predators in the forest waiting to attempt adding humans to the prey menu. This is concerning in and of itself and suggests that the predators in Outland are smarter than their Earth counterparts. Setting up some patrols in the surrounding area would allow the camp to be 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) DC 40, -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 to start chopping away and working on getting the trees out of the ground. DC 50 each turn, 3 turns
[ ] Follow the Trail, American Lions: In the aftermath of the attack during turn 8, some guards managed to see the lions head out into the prairie after escaping. Head out and track down the ones who escaped. DC 50
[ ] Dire Disturbances, Aggressive: You know the location of the dire wolf pack and the general area they call their territory. You have a choice ahead of you, one that will define your relationship with the pack. After some talk amongst the camp, you have decided to make the effort to slowly hunt the dire wolves and drive them from the area. (Cannot be taken with Dire Disturbances, Peaceful) 4 turns, DC 50 each turn
[ ] Dire Disturbances, Peaceful: You know the location of the dire wolf pack and the general area they call their territory. You have a choice ahead of you, one that will define your relationship with the pack. Eventually, talks for integration won out and efforts will be made to associate humans with fellow hunters and friends. (Cannot be taken with Dire Disturbances, Aggressive) 4 turns, DC 50 each turn
[ ] Look for Bees, Outland: A random thought by Jerry, the leader of the farming/ranching area, led Richard to make 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 [ ] Deer Domestication, Part 2: The deer are much more amenable to being around humans and have started to associate 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)
[ ] 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
[ ] Scavenge: Go through the portal back to Earth and scavenge for supplies. (Choose what you look for when scavenging: Consumable, Knowledge, Material.) DC 10
[ ] Scavenging, Winter Prep edition: The food stores at the camp have started to become too low to sustain the camp through the winter to come. While there is still quite a bit of food available in Outland, it would also be possible to get a lot of food from grocery stores on Earth. Head back to Earth and take back all of the Food you can carry to try and last through the winter. Gains variable (base 1) food. DC 10
[ ] For want of a drink: It's official, the camp has run out of coffee. The horror of the situation unites everyone to try and find as much coffee, tea, and other assorted drinks as they can. While it may be possible to grow more coffee or tea in the future, the immediate need for caffeine has caused a problem that needs to be solved. (All future scavenging expeditions bring home twice the amount of coffee, tea, juice, and other beverages.) DC 25
[ ] Fermented Fascination: The camp has found wild wheat in Outland and there is a possibility of bread in the future. One of the things that we are missing is yeast, the prime ingredient for many cooking practices. Search for still viable strains of yeast that can be brought back to the camp for use in food production. (Adds Yeast to Canteen supplies. More variety in cooking.) DC 35
[ ] Save the Animals: The pack of wild dogs on Earth has led to questions about other domesticated animals that may still be alive. While not likely to be a lot, take the time to search for other animals on Earth that you could bring back to the camp. DC 40+10(wild dogs)=50
[ ] 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 be edible for humans as well, even if barely. Scout out pet stores back on earth to see if there is anything that you should bring back. DC 25+10(wild dogs)=35
[ ] Snow Tools: The onset of winter has brought up the lack of tools to properly deal with the snow and ice to come. Ice scrapers, snow saws, and other tools specifically built for us in winter would allow for many options to be made available to the camp. The tools should be easy to find, the problem would be getting a good variety for every occasion. (Unlocks Winter specific actions.) DC 30
[ ] The Preservation of Knowledge, general: Several people have come forth with the idea of making saving books and other knowledge from schools and libraries for use in the future. The idea of having more books for future research and other purposes is seen by many as the right thing to do. The only problem would be storing the books and other information in a way that keeps it safe and secure. You could still bring the books back to the camp in the meantime though, so that should be the first step. (brings back everything, sort through it later. You may have problems with keeping things stored.) (Cannot be taken at the same time as The Preservation of Knowledge, specific) DC 30
[ ] The Preservation of Knowledge, specific: Several people have come forth with the idea of making saving books and other knowledge from schools and libraries for use in the future. The idea of having more books for future research and other purposes is seen by many as the right thing to do. The only problem would be storing the books and other information in a way that keeps it safe and secure. You should probably focus on taking the stuff you need the most first, and then going back for the rest. (Brings back a chosen area of literature, narrow focus but complete. Can store everything fine.) (Cannot be taken at the same time as The Preservation of Knowledge, general) DC 45
[ ] Solar Power scavenging: The camp has started to use electricity on a continuous basis and that requires 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 as opposed to 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
[ ] Wind Power Scavenging: The camp has started to use electricity on a continuous basis and that requires a lot of power. Unfortunately, the generators you brought have a limited amount of fuel. Some people suggested getting some of the 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 [ ] Try and track down the rest of Bill's order: When the Inventory efforts were finished, there were quite a few things that 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 unfortunately no more survivors in the surrounding area, this evacuation would allow for 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 in 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)
Plan: Self-Defense & Power
- [X] Information Experts: There seem to be several ideas that campers have about what projects they would like to see completed. Having several people take up the job of becoming official information spreaders, as well as collectors, would prove a benefit in the long run. Establish a group of individuals to be turned into Collectors and spreaders of information. (Allows for the easier spread and collection of information/gossip in the camp, rolls a dice to determine the quality of information.) DC 35
- [X] Personal Defense: The cam has suffered another devastating attack by the predators of the area and only the quick actions of the medical staff limited the amount of deaths. The campers are 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 that would allow them to have a better chance of surviving these attacks. This would take a long time, and there would constantly be campers rotating 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 max number of dice by 1 so long as this is taken.) Policy Decision, Roll for morale effect.
- [X] Building mills: The newly discovered wheat 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 is one of the few things that Bill did not think to order at all. 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 would be difficult to find parts without a workshop in place. (able to manually grind wheat into flour for use in the camp.) DC 60
- [X] Electricity Generation: The camp has started to use electricity on a continuous basis and that requires a lot of power. Unfortunately, the generators you brought have a limited amount of fuel. Bill's suggestion is to build something called an Archimedes Screw, saying that it would be pretty trivial to turn it into something similar to a wind turbine. It wouldn't generate much in the way of electricity, but it would be continuous. (Builds and sets up modified Archimedean screws to function as wind turbines. Miniscule continuous power generated.) DC 50
- [X] The Preservation of Knowledge, general: Several people have come forth with the idea of making saving books and other knowledge from schools and libraries for use in the future. The idea of having more books for future research and other purposes is seen by many as the right thing to do. The only problem would be storing the books and other information in a way that keeps it safe and secure. You could still bring the books back to the camp in the meantime though, so that should be the first step. (brings back everything, sort through it later. You may have problems with keeping things stored.) (Cannot be taken at the same time as The Preservation of Knowledge, specific) DC 30
- [X] Solar Power scavenging: The camp has started to use electricity on a continuous basis and that requires 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 as opposed to 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
- [X] Information Experts: There seem to be several ideas that campers have about what projects they would like to see completed. Having several people take up the job of becoming official information spreaders, as well as collectors, would prove a benefit in the long run. Establish a group of individuals to be turned into Collectors and spreaders of information. (Allows for the easier spread and collection of information/gossip in the camp, rolls a dice to determine the quality of information.) DC 35
- [X] Personal Defense: The cam has suffered another devastating attack by the predators of the area and only the quick actions of the medical staff limited the amount of deaths. The campers are 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 that would allow them to have a better chance of surviving these attacks. This would take a long time, and there would constantly be campers rotating 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 max number of dice by 1 so long as this is taken.) Policy Decision, Roll for morale effect.
- [X] Building mills: The newly discovered wheat 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 is one of the few things that Bill did not think to order at all. 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 would be difficult to find parts without a workshop in place. (able to manually grind wheat into flour for use in the camp.) DC 60
- [X] Electricity Generation: The camp has started to use electricity on a continuous basis and that requires a lot of power. Unfortunately, the generators you brought have a limited amount of fuel. Bill's suggestion is to build something called an Archimedes Screw, saying that it would be pretty trivial to turn it into something similar to a wind turbine. It wouldn't generate much in the way of electricity, but it would be continuous. (Builds and sets up modified Archimedean screws to function as wind turbines. Miniscule continuous power generated.) DC 50
- [X] The Preservation of Knowledge, general: Several people have come forth with the idea of making saving books and other knowledge from schools and libraries for use in the future. The idea of having more books for future research and other purposes is seen by many as the right thing to do. The only problem would be storing the books and other information in a way that keeps it safe and secure. You could still bring the books back to the camp in the meantime though, so that should be the first step. (brings back everything, sort through it later. You may have problems with keeping things stored.) (Cannot be taken at the same time as The Preservation of Knowledge, specific) DC 30
- [X] Solar Power scavenging: The camp has started to use electricity on a continuous basis and that requires 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 as opposed to 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
- [X] Information Experts: There seem to be several ideas that campers have about what projects they would like to see completed. Having several people take up the job of becoming official information spreaders, as well as collectors, would prove a benefit in the long run. Establish a group of individuals to be turned into Collectors and spreaders of information. (Allows for the easier spread and collection of information/gossip in the camp, rolls a dice to determine the quality of information.) DC 35
- [X] Personal Defense: The cam has suffered another devastating attack by the predators of the area and only the quick actions of the medical staff limited the amount of deaths. The campers are 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 that would allow them to have a better chance of surviving these attacks. This would take a long time, and there would constantly be campers rotating 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 max number of dice by 1 so long as this is taken.) Policy Decision, Roll for morale effect.
- [X] Building mills: The newly discovered wheat 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 is one of the few things that Bill did not think to order at all. 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 would be difficult to find parts without a workshop in place. (able to manually grind wheat into flour for use in the camp.) DC 60
- [X] Electricity Generation: The camp has started to use electricity on a continuous basis and that requires a lot of power. Unfortunately, the generators you brought have a limited amount of fuel. Bill's suggestion is to build something called an Archimedes Screw, saying that it would be pretty trivial to turn it into something similar to a wind turbine. It wouldn't generate much in the way of electricity, but it would be continuous. (Builds and sets up modified Archimedean screws to function as wind turbines. Miniscule continuous power generated.) DC 50
- [X] The Preservation of Knowledge, general: Several people have come forth with the idea of making saving books and other knowledge from schools and libraries for use in the future. The idea of having more books for future research and other purposes is seen by many as the right thing to do. The only problem would be storing the books and other information in a way that keeps it safe and secure. You could still bring the books back to the camp in the meantime though, so that should be the first step. (brings back everything, sort through it later. You may have problems with keeping things stored.) (Cannot be taken at the same time as The Preservation of Knowledge, specific) DC 30
- [X] Solar Power scavenging: The camp has started to use electricity on a continuous basis and that requires 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 as opposed to 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
-[MANDATORY] Funerals for the Fallen: Many people were injured and several died during the attack by the dire wolf pack last week. Before anything else can happen, the dead must be laid to rest and the campers healed. (Hold funerals for the dead, people are given time to mourn.) DC variable, higher is better
-[In Progress] Food for the Herd, winter preparations: The animals are going to need a lot of food to survive the winter. Jerry recommends that we immediately start harvesting what grass and feed we can and drying it for the animals in a separate area. (Each turn this is taken, adds 2 turns of animal feed to storage. It may be taken alongside Food for the Herd) Continuous until snow hits, DC 35 each turn
[MANDATORY] Funerals for the Fallen
The first thing that the camp did for the week was hold funerals for the seven people that died during the attack by the dire wolves last week. The whole camp turned out for the service, with friends and family members for some who came forward to speak about the deceased and what they meant to the camp and to those around them.
Roll=28 (Straight roll, no modifiers)
Despite the services and the food that had been prepared ahead of time for a wake, the camp maintained the air of sadness from the death. People were still angry that the losses had even happened and while they knew intellectually that they couldn't blame anyone, that didn't bring back their friends or family from the grave. The camp would stay depressed for the rest of the week, with everyone mainly getting on with their tasks and not much else.
(-1 morale. Immediate funeral and wake were nice but the pain is fresh and many people will need time to get back to the new normal.)
[X] Personal Defense: Policy decision
In the aftermath of the funerals, Richard collaborated alongside the military contingent to take people off their tasks intermittently so that they could be trained to be more proficient in self-defense. The military contingent said that the people taken off tasks would have a noticeable impact on the productivity of the camp but that it would help to keep people safer. Richard agreed after hearing what the plan was, saying that an idea similar to this had come from several of the campers, only it was initially going to be a lot more involved. The joint presentation was explained to everyone near the end of the wake before everyone left to start their tasks for what remained of the day.
Roll=54 (Straight roll, no modifiers)
The campers welcomed the idea but in the way of people who were thinking to themselves "At least they're doing something." The practice started the next day, with the military contingent collaborating with the medical staff to work on plans that would bring people up to a basic level of fitness before actual self-defense lessons started. Most of the camp spent that first week going through what was basically PE from high school but on steroids. Running, squats, pushups, lifts, and anything else that the military instructors could think of to help people get into better shape to protect themselves. Throughout this time, the instructors also took the time to go over several basic moves and important information when it came to self-defense, helping to build a basic foundation so that people could incorporate what they would later learn into their exercises.
Bill was gasping as he stopped for a minute, bending over at the waist to try and relax his muscles while getting more air. "Why -pant- did we think -pant- this would be a good idea?" he asks as he continues to get more air. "Because we -pant- thought that everyone -pant- should do this. -pant- Not just -pant- the guards," says a similarly gasping Richard as he finally caught up to Bill. "Bite me -pant- Richard." Richard chuckles and stops, saying "Oh, laughing hurts. -pant- No chance -pant- in hell." Suddenly a whistle sounds as one of the instructors moves toward them. "Keep moving! You need to stay with the rest of the pack." The instructor jogs in place while the two stopped men groan and slowly start to run again.
(Self-defense courses started for the camp. Ambivalent reception. -1 dice so long as this policy is in effect.)
[X] Food for the Herd, winter preparations: Continuous until snow hits, DC 35 each turn
The campers only undertook one task outside of the walls this week, and that was continuing the harvest of animal feed for the coming winter. Jerry joined the group and helped with everything as the whole group just worked for the week, not really having many conversations. The whole situation was sad but someone still needed to collect feed in preparation for the winter when the animals couldn't graze. There was worry that the group might not be able to pull in enough for the animals to stay fed during the winter.
That fear turned out to be unfounded as the group working with Jerry ended up going above and beyond again in their tasks. The group continued to collect cut grass to turn into hay and made more and more hay bales that were stored in the rapidly shrinking warehouse for it in the storage area. Near the end of the week, enough hay bales had been stored that there was no more room for any more. The group just looked at each other as they didn't think that they would completely fill the warehouse with food before the winter snow came. "Well, now what?" asks one of the people in the group as they all stand around after depositing the last of the hay. "Let's ask Jerry, he'll have an idea of what to do next," says Michelle as she steers the group towards the canteen.
"The Warehouse is full?" Says Jerry in confusion, a spoon of soup hanging in the air forgotten. "Yeah, we came to ask if we should collect more or something," says Michelle after taking a mouthful of soup. "That shouldn't have happened this soon," said Jerry as he lowers his spoon and takes a thinking pose, interlacing his fingers. "I knew we were close but I thought we would need until at least the end of the week or into next week to get it filled. You're sure it's full?" says Jerry as he takes another bite of soup. "Yeah, we'll show you after lunch," replies Michelle as the whole group continues to eat. A while later, Jerry is starting at the warehouse in confusion. "Well I'll be damned, it is full. Good job everyone." At Jerry's congratulations, the group straightens up and smiles, taking what pleasure they could during this depressing week.
(Warehouse is full from the double DC and artificial crit. Must expand warehouse area or build a dedicated farming warehouse to increase cap. Action unlocked, you can reassign dice.)
[X] Information Experts: DC 35
The rest of the groups working in Outland were in charge of various tasks around the camp. One of the groups was in charge of getting people to work on becoming town criers in a sense. The campers chosen would be responsible for spreading the news to the camp and collecting the various rumors and questions people might have.
Roll=21+10(Organized Camp)=31
Unfortunately, the group had little luck in that regard; very few people wanted to take up the role of becoming what was basically a glorified secretary, or at least that's how one person put it. The camp was still sad from the deaths that had taken people from the camp before their time. As the group tried to get people to fill the role, no one came forward and the people who were asked directly declined, saying that they would rather be doing something where they don't have to think all the time. By the end of the week, there was no one in the role to act as an information expert as the title was called by the group.
(Failure. No one in the town isn't feeling in the mood to become what is basically a town crier and spymaster.)
[X] Electricity Generation: DC 50-5(Crit Engineering Area)=45
The rest of the groups that worked in the camp were working on things in the engineering area, making constant use of tools and electricity. The first of the groups was led by Bill as he and the other engineers did their best to follow Bill's plans for power generation. The idea was to modify an Archimedes screw to act as a wind generator, able to generate a small amount of power per screw. The crew had all of the materials and got to work immediately.
The making of the modified screws was easy; the readily available scrap from packaging and cans made good fins for the screws. The screws were assembled quickly and the group moved on to finding places for the screws to be set up on poles lifting up into the air. The group marked a couple of spots and when they were conversing, someone piped up with the idea of turning the screws into lightning rods for the camp as there weren't any put up. Things rapidly spiraled out of control from there, with ideas being proposed and added to the mutating idea for the screws.
By the time the group got everything assembled, they managed to succeed beyond their wildest expectations. The screws were sturdy things, made of wood and metal with multiple sets of screws set up on each pole, to catch the most wind. The poles also functioned as lightning rods, able to ground the excess electricity safely and prevent the threat of thunderstorms for the foreseeable future. The group had also managed to implement some weatherproofing to the new "power poles" as they were jokingly called, making them able to continue to generate power for the camp even in the harshest weather. "What the hell did we just make?" asks an awestruck engineer, not noticing the grease stain on his forehead. "Something amazing," replies Bill with a massive grin, handing the guy a cloth which he uses to wipe his face when Bill motions to his own forehead.
(Power poles made. These structure brings in a combined Tiny+ amount of power, act as lightning rods, and are winterproofed. As a whole, they are a unique structure, do not take up a camp slot, and can only be disabled by a critical failure on saving throws. )
[X] Building mills: DC 60-5(Crit Engineering Area)=55
The last of the groups working in Outland had the task of working on making some mills for the camp to turn wheat into flour. That flour could be used to greatly increase the amount of food products in the canteen and even to make longer lasting rations like pemmican or hardtack. The mils could also be used to grind fine sand to be used for the making of glass but that isn't its intended purpose.
Roll=20+10(Organized Camp)=30
The situation ended up being too different from what the campers knew for them to be of much use. The engineers tried their best but with the lack of any fundamental ideas about what a stone mill was supposed to look like, the group ended up spinning in circles. Some people would say that it should look one way, some people another, and others tried to moderate the argument to no avail. By the end of the week, the group had accomplished nothing other than having arguments and trying to draw up blueprints. What they did discover was that even if there was enough people to work on making the mills, they would need an idea of what the mill should look like first.
(Failure. Nothing was accomplished except the group asking for blueprints.)
[X] The Preservation of Knowledge, general: DC 30
The last of the groups were responsible for going over to Earth and working for the week on their tasks. One group was given the assignment to clear out a library of all of its books and bring them back to the camp. The idea was that the books would have a good enough knowledge bank that the camp could benefit from having access to the books. The only problem was that the group was told to bring everything, so that's what they set out to do.
The camp is shocked out of its idle attitude near the end of the week when a honking sound blares in the air. The camp then looks on in shock as 3 semi-trucks with trailers drove into the camp and parked near the warehouse area. The camp is all excited as almost everyone goes to see just what is going on. The semis come to a stop and as the drivers jump out and start putting wedges under the tire, Richard comes up to the area with his mouth agape. He narrows in on a single person working on putting in blocks and yells out "Matt! What the hell did you find that you brought back semi-trucks and trailers?"
Matt turns from where he had been talking to someone, grinning as he sees the audience around him. He turns back to the person and says, "Make sure the wheels are all blocked up, I'm going to go talk to everyone." The person leaves and Matt jogs up to Richard, saying "We got lucky! From what we could see, the library was undergoing some building renovations and the trucks were there. We checked the manifests and the cargo, and the trailers are all filled with books, it looks like the entire library catalog was packed up and ready to be moved out when Yellowstone erupted. I guess that books weren't at the top of anyone's list to take with them, so the trucks and trailers were abandoned there." Richard just gapes back at the 4 large trailers and semi-trucks that Matt drove back to the camp. "We decided that since no one else was taking them, and they were just sitting there, we might as well bring them back to be used," says Matt as the smile refuses to leave his face. "Did you at least get the catalog and sorting system so we can see what is where?" asks Richard as the trailers are pried open by the campers and stacks of cardboard boxes with letters and numbers on their sides greet the view of the campers. "Yep, it's in the back of the truck over there," says Matt as he points to one truck that just got pried open and has several boxes with the word catalog stamped on them. "Well, alright then," says Richard as he goes off towards the truck with the catalog boxes to get a proper count of everything.
(The Natural Crit means that the books are packed in trailers with working semi-trucks making for an easy trip back. Triple DC means that nothing has left yet and the whole library is driven back to camp. The bonus of the two means that Matt figured out a way to jury rig the portals so that they use more energy to open a bigger portal. Bigger portals unlocked! You can now drive up to a semi-truck and trailer through the portals at a much greater energy cost. The books can be stored as is until a library is built for the camp. Actions unlocked!)
[X] Solar Power scavenging: DC 90
The second of the groups that went to Earth was in charge of trying to scavenge some solar panels to ring back to the camp. This group was more cautious of their task as they didn't really know what to do about scavenging solar panels besides to make sure they were turned off first. They thankfully had an electrician in their group so that wouldn't be a problem, but there were other issues that they would need to solve.
Roll=52+5(Basic Information, Earth)+10(Enthusiast of Dirt Bikes)=67
The main problem being where the solar panels in the area would be. The group searched all throughout the city, checking houses, buildings, and businesses for any trace of solar cells. They did manage to find some broken cells near a building that had fallen, meaning that there were some cells in the city. The only problem was that they couldn't find hide or hair of solar cells or even any mention of some. The group came to report at the end of the week dejected at their lack of any results but hopeful that there are some somewhere in the area.
(Failure. Not a trace of working solar panels to be found in the city. The presence of broken panels does suggest some in the general area of Lincoln, however.)
Random Event Roll=24
The campers hear loud yowling sounds one day out of the blue. The guards go up to the towers to investigate and they come down later shaking and white-faced. "The lions are back, and they're fighting with something else." When the campers get the details, it is Monica who speaks up. "It sounds like the Cave lions are fighting with American Cheetahs, maybe competing family groups by the sound of it. I think we should keep everyone and everything inside the camo for the next week at least. We don't know how long they might be in the area."
(Large cats fight in the area as they migrate to warmer climates. No activities may be performed outside the camp in Outland next turn.)
Animal Attack Rolls: Needs to beat DC 40+15(Prepared Military)+10(Safer Fence, Safer Life)+5(Spotlights)=70
# of Attacks: d6(4)
Dire Wolf Pack Attack 1: 82 (Negated by Border Guards)
Dire Wolf Pack Attack 2: 29 (Failure)
Dire Wolf Pack Attack 3: 69 (Bare Failure)
Dire Wolf Pack Attack 4: 18 (Failure)
The animal attacks when they come are different than last week. The guards manage to spot one of the cheetahs that were in the area stalking toward the camp. They yelled at it, causing it to stop and when it eventually continued, they took a warning shot at it. The Cheetah bolted away from the fence, not looking back. The other three incidents during the week were much easier to deal with as the first was a baby lion cub pouncing on a rat creature and messily devouring it. It left soon after it finished its meal. The second incident was a situation where one of the guards was standing guard behind the fence and only barely noticed the movement in the woods. When he turned to look out, he stared back into the eyes of a lion. The two stared at each other for a minute before the guard called for more guards while not taking his eyes off the lion. When the other guards showed up, the lion slowly backed away, still staring at the guard with hungry eyes. The last incident was similar to an earlier one, but the baby animal was one of the cheetah cubs and it was following the path of the stream that runs near the camp, ending up bumping into the fence. The sudden stop caused it to look up and then turn around and move the other way when it saw the wall.
End of Turn Stats
Currently Available Dice: 7, 1 locked (Self-Defense policy)
Currently Available Portals: 1, 1 next turn, 1 on cooldown
Camp Slots: Available 0, In use 8(2Housing, 1 Canteen, 1 Warehouse, 1 Farming/Ranching, 1 Engineering Area, 1 Medical Area, 1 Small Park)
Winter Timer: winter is here, 1 turn until too cold to do much, 3 turns till snow makes many actions untenable)
Food: 7
Animal Feed: 20 (CURRENT MAX)(will eat regular food at a rate of 0.5 per turn)
Replacement Parts: 12
Power Needs: Small+
Power Generation: Tiny+
Power Storage: Small
(Start Farming, long-term crops: 10 turns for results)
Morale: +7 overall (Base 1, +1 basic housing, +4 successful evacuation, -2 ????, +2 Basic Amenities, +1 small park, +1 Housing Level 2 Crit, -1 Funeral morale(1 turn))
Morale Tier 1 unlocked! +5 to all actions as long as Morale is 5 or above.
AN: The Dice were LUDICROUS this turn. 2 Nat 100s in a single turn just disrupted several of my plans.
United States Government
-The trade alliance between California, Washington, and Oregon, which has started to be called the Pacific Partnership, has been further expanded to include the states of Hawaii and Alaska. The Partnership was formed to promote the ties of the states sharing the waters of the Pacific and allow for the easier movement of goods and services across state borders.
-The state of Texas has become anarchy after an attempted takeover by the few remaining voices calling for independence has led to a crackdown in the state. With many perpetrators arrested and others having fled in the aftermath, the state is now under military supervision for the foreseeable future.
-States in the northern parts of the country have recorded record snowfall during the first winter storms of the year. The high levels of snow and its occurrence so early in the season have led many people to express concern about whether the infrastructure in various states is prepared for the winter to come. BBC World Service
-The Russian Federation has slowed its advance into neighboring countries as it has had to deal with unusually low temperatures. Several of the northernmost towns have had to be evacuated towards the southern part of the country as waterlines freeze from the ambient temperature.
-Fishing fleets in the northern hemisphere are being brought back early as the threat of larger, more violent winter storms causes several nations to issue warnings. Despite this news, many fleets still ply the oceans in hopes of bringing in more due to the lack of perceived competitors.
-In a slight uptick of good news, ice sheets around the poles are expected to increase as an effect of the low temperatures and constant snow. "We're looking at the ice sheet eventually returning to levels not seen for decades," say scientists. "According to our numbers, by the end of the winter season, the ice sheets should have rejuvenated back to where they were in the late 2010s. Outland camp
-The building of the power poles has caused several people to request further power generation be added to the camp. The issue at hand is that there is nothing more that can currently be used to increase the camp's electricity generation. Despite being told this, people yearn for the comforts of home now that the idea has planted itself in their heads.
-The slow access to hot water has caused many people to become cranky, especially as the temperature drops. The request for tea, coffee, and other hot beverages has become more pointed as the cold sets in and people want some way to warm up.
-The campers have come forward with a request for the bathroom facilities to be made safe for winter weather. The campers say that the cold is already causing some unfortunate effects due to the lack of any heating in the restrooms. Richard reassures the people who brought up the issue that he will put it as a priority for the coming week. ??????
-In a world of heat-clouded skies, nothing moves. The land has been dead since the runaway greenhouse effect enveloped the world. The Yellowstone event happened with no consequence here, the people of this world were all dead from the death they had sown. In this dearth of life, a spark fizzles into being for a fraction of a moment and then fades away, disappearing entirely. Minutes and hours more pass until another spark comes to life in the exact same place, and then it disappears again. If there had been someone there to see it, they would have noticed that the second spark lasted just a little longer than the first.
-Kevin looks over his notes on the portals, going over his recent work and looking for any errors or problems. He spends almost an hour paging through his notes, going over the portal formulas and math, trying to find something wrong, some flaw in his math. "-vin, Kevin!" Kevin starts in place and turns to look at who spoke. "Richard, hello. I've been busy working and-" "You overworked again," says Richard as he looks at the table full of notes. "It's time for dinner, you've been working on that for a couple of hours now." "What? But I should have-" Kevin cuts himself off as he looks outside to see the sun setting near the horizon. Kevin's stomach takes that moment to growl at him, alerting him to his hunger. "I should probably get food." says Kevin with a slight blush." "Come on, you can get back to that later," says Richard as he slowly leads Kevin away, talking to Kevin about the math he had been doing.
AN: Sorry for the longer-than-normal wait. I have some issues to take care of that cropped up over the weekend that need my full attention. Updates might be slower for a while as I take care of that.
The camp is still sad from the deaths of people two weeks ago, but the constant struggle with death has caused many people to become more accepting. Not accepting of the deaths themselves, those will always be hard to deal with; But more accepting of the fact that death is a source of stability in this new world. Everything dies and that's something that they have to deal with. Richard comes to the group in the middle of these kinds of thoughts. "Good Morning, everyone. We have a few things to go over today as we get started. First off," says Richard as he flips over the page of his notepad. "We have managed to fill the animal feed warehouse thanks to the tremendous efforts of one of Jerry's teams." There is slight applause at that as Jerry waves his hand. "That should save us a lot of effort on keeping them fed over the winter. The second thing of note is that we need to get a proper administration for the camp, it would help immensely in these planning sessions. Any other topics to discuss or things to add to the list?" A couple of people speak up about things to add to the list, but nothing new is brought up. "Then let's get started," says Richard as people start discussing what they were going to do this week.
Start of Turn Stats:
Currently Available Dice: 7, 1 locked (Self-Defense policy)
Currently Available Portals: 1, 1 next turn, 1 on cooldown
Camp Slots: Available 0, In use 8(2Housing, 1 Canteen, 1 Warehouse, 1 Farming/Ranching, 1 Engineering Area, 1 Medical Area, 1 Small Park)
Winter Timer: winter is here, 1 turn until too cold to do much, 3 turns till snow makes many actions untenable)
Food: 7
Animal Feed: 20 (CURRENT MAX)(will eat regular food at a rate of 0.5 per turn)
Replacement Parts: 12
Power Needs: Small+
Power Generation: Tiny+
Power Storage: Small
(Start Farming, long-term crops: 10 turns for results)
Morale: +7 overall (Base 1, +1 basic housing, +4 successful evacuation, -2 ????, +2 Basic Amenities, +1 small park, +1 Housing Level 2 Crit, -1 Funeral morale(1 turn))
Morale Tier 1 unlocked! +5 to all actions as long as Morale is 5 or above.
[ ] Expand Borders: Space is getting a little bit tight in the camp and while no one is complaining yet, 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. (can only be taken 3 more times with current supplies) 2 turns, DC 50 rolled every turn
[ ] 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 easier. (build more, better toilets for the camp and have them less crowded.) 2 turns, DC 40 rolled each turn.
[ ] Information Experts: There seem to be several ideas that campers have about what projects they would like to see completed. Having several people take up the job of becoming official information spreaders, as well as collectors, would prove a benefit in the long run. Establish a group of individuals to be turned into Collectors and spreaders of information. (Allows for the easier spread and collection of information/gossip in the camp, rolls a dice to determine the quality of information.) DC 35 [ ] 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 in 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 for other purposes as well. (Upgrades Camp level to 2. Options unlocked.) (Locked due to missing requirements: Research Area Level 1, open camp slot) [ ] Wooden Huts: Some of the 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 able to feel 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)
[ ] Pest Problems: The camo has discovered that there is an infestation of rodent-like creatures trying to steal the camp's supplies. The rat creatures have already eaten their way through or otherwise spoiled 2 weeks of food in the canteen stores. Search the camp to eradicate all traces of these vermin that exist and who knows, their eat might make good dire wolf bait. (Eliminates the revealed infestation of Rat-Creatures and future proof so that there are no more similar infestations. (This would remove that specific scenario from my crit fail list)) 3 turns, DC 60 each turn.
(NEW)[ ] Drilling a well: The constant treks to and from the sources of fresh water in the area are becoming a hassle and will become a more vitally important issue as time progresses. Several people who lived in rural areas, and those who worked as farmers, have suggested finding and drilling a well in the ground for access to the water table. 2 turns, DC 20 first turn, and DC 50 second turn.
[ ] Create a Research area: The scientists have been debating among themselves and with others in the camp about providing them an area 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 (Locked from lack of camp slots) (NEW)[ ] Build a Library: The fortuitous luck with being able to take a whole library's worth of books has made people ask for a similar building to be built in the camp. Unfortunately, this would require a higher level of coordination and management as well as 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: Convince the original group that more Portals are needed and should be built. They are perfectly willing to build new portals as it would expand the number of available options for the future and are willing to make more than 1 if given the chance. DC 40
[ ] Build an offroad vehicle workshop: The discovery of all of the available parts for dirtbikes and the ATVs on Earth has led some people to suggest 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. DC 30
[ ] Building mills: The newly discovered wheat 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 is one of the few things that Bill did not think to order at all. 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 would be difficult to find parts without a workshop in place. (able to manually grind wheat into flour for use in the camp.) DC 60
[ ] Replacement Blacksmith: One of the people who died during the dire wolf attack was the blacksmith, Jack. He will be sorely missed as he was the one who was forging all of the replacement parts for the camp if things go wrong again. The smithy is empty and needs a new blacksmith to take over the making of replacement parts for the camp. (Replace the Blacksmith for the camp. Replacement parts income starts again.) DC Varies, Roll will determine the Quality of the Blacksmith.
[ ] Start Ranching: There is an area perfect for growing a food crop for the animals now enclosed. Turn the available field into a pasture, providing food for your animals for the immediate future without having to pasture them outside the walls. DC 10, field exhausted from grazing in 4 turns(Locked due to having only 1 field)
[ ] 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 other animal products. DC 40 [ ] Milk in the making: The cows have the opportunity to provide fresh milk for the camp to be used in cooking and maybe making 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. (Locked, no pregnant cows currently and the bull is still growing/not mature) [ ] 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 not providing much. 8 turns for results, DC 30 rolled at the end, +8 food (Excludes Start Farming, long-term crops due to lack of available fields)(Locked due to having only 1 field)
[ ] 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)(Locked due to having only 1 field) [ ] Add an additional field: Jerry has been complaining that he doesn't have enough room for planting 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)(Locked from lack of camp slots) [ ] Start Crop Rotation: Jerry realized when planting that we need to implement some sort of crop rotation to make sure that the ground is not stripped of all of its nutrients. Set a policy so that the fields are not used till they have nothing left like what happened on Earth. (Locked due to having only 1 field)
[ ] Food for the Herd: Jerry was going over stuff in the Farming/Ranching Area and realized that there is no more food left for the animals. To help stave off the problem, he proposes cutting a bunch of grasses and other plants from the prairie near the camp to make feed for the animals. While labor intensive, this will make it so that the animals don't starve and start dying off due to starvation. (Provides 2 turns worth of food for the animals) DC 35 [ ] Increasing the herds: Jerry says that he could encourage the animals to breed more and start to grow the herd to larger sizes but does not recommend this action as there is not enough room to properly house and care for more animals. (Locked due to Area Level, Requires Level 2)
[ ] Medical Survey, Spring: The initial medical survey of the camp has shown that there are no current problems when it comes to sicknesses or conditions. This was only the initial review however and another survey will need to be done in the spring when there is a different environment and climate. DC 20 (Locked until Spring)
[ ] Emergency Medical Services: People from the Medical Area are still untrained in how to quickly respond in the case of attacks and injuries. This training would allow them to better respond to the needs of the campers that will be under their care. (All injuries get a re-roll, not just those of beast attacks.) DC 50
[ ] 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 stated purpose of the project, Tina says that it was mostly so that they could see if there are any medicinal plants they could find in Outland. (Chance at finding medically useful plants nearby, catalogs plants in the area for possible later use.) DC 35
[ ] Build some fire pits: The camp has been running fine on the cafeteria-style preparation for the food, but some people want the option to cook their food differently or over the fire. Build some camping-style enclosed fire pits for the canteen to use for proper open flame grilling. (allows for more diverse food options, mainly by way of open flame grilling) DC 45
[ ] 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 there are a few electric grills in the warehouses that had been overlooked until now. 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
(NEW)[ ] Hot Water: The icy grip of winter has increased the need for hot water for a variety of 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 40
(NEW)[ ] 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.)
[ ] Signal Lights: The air base that was built is a ramshackle thing, mostly being a place to store the plane and a runway for take-off and landing. The plane can only run during the day right now as there are no identifiers for the landing strip. Let's fix that. (Installs landing lights at the airbase. Able to use the plane during the night.) DC 40
[ ] Aerial scouting: The building of an airbase will allow for 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
[ ] Gathering food, forest: The camp is near a forest that could be teeming with food. Maybe you could go and 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
[ ] Gathering food, wild wheat field: The wild wheat field was a wonderful discovery and provided a lot of good grain for the camp. Unfortunately, there is little left to harvest due to a roaming deer herd coming through and eating most of it. You could harvest a little more but Jerry recommends leaving some of the grain there to sprout in the spring. (+2 food) DC 40
[ ] 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)
[ ] Fishing: You have discovered that a nearby lake has fish! Go get yourself some and maybe have a fish fry at the camp. DC 35
[ ] 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 completely useful.) DC 60
[ ] Set up roving patrols: There were predators in the forest waiting to attempt adding humans to the prey menu. This is concerning in and of itself and suggests that the predators in Outland are smarter than their Earth counterparts. Setting up some patrols in the surrounding area would allow the camp to be 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) DC 40, -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 to start chopping away and working on getting the trees out of the ground. DC 50 each turn, 3 turns
[ ] Follow the Trail, American Lions: In the aftermath of the attack during turn 8, some guards managed to see the lions head out into the prairie after escaping. Head out and track down the ones who escaped. DC 50
[ ] Dire Disturbances, Aggressive: You know the location of the dire wolf pack and the general area they call their territory. You have a choice ahead of you, one that will define your relationship with the pack. After some talk amongst the camp, you have decided to make the effort to slowly hunt the dire wolves and drive them from the area. (Cannot take with Dire Disturbances, Peaceful) 4 turns, DC 50 each turn
[ ] Dire Disturbances, Peaceful: You know the location of the dire wolf pack and the general area they call their territory. You have a choice ahead of you, one that will define your relationship with the pack. Eventually, talks for integration won out and efforts will be made to associate humans with fellow hunters and friends. (Cannot take with Dire Disturbances, Aggressive) 4 turns, DC 50 each turn
[ ] Look for Bees, Outland: A random thought by Jerry, the leader of the farming/ranching area, led Richard to make 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
[ ] Deer Domestication, Part 2: The deer are much more amenable to being around humans and have started to associate 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)
[ ] Mining Iron: The guys from the fishing group found a small deposit or 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
[ ] Scavenge: Go through the portal back to Earth and scavenge for supplies. (Choose what you look for when scavenging: Consumable, Knowledge, Material.) DC 10
[ ] Scavenging, Winter Prep edition: The food stores at the camp have started to become too low to sustain the camp through the winter to come. While there is still quite a bit of food available in Outland, it would also be possible to get a lot of food from grocery stores on Earth. Head back to Earth and take back all of the Food you can carry to try and last through the winter. Gains variable (base 1) food. DC 10
[ ] For want of a drink: It's official, the camp has run out of coffee. The horror of the situation unites everyone to try and find as much coffee, tea, and other assorted drinks as they can. While it may be possible to grow more coffee or tea in the future, the immediate need for caffeine has caused a problem that needs to be solved. (All future scavenging expeditions bring home twice the amount of coffee, tea, juice, and other beverages.) DC 25
[ ] Fermented Fascination: The camp has found wild wheat in Outland and there is a possibility of bread in the future. One of the things that we are missing is yeast, the prime ingredient for many cooking practices. Search for still viable strains of yeast that can be brought back to the camp for use in food production. (Adds Yeast to Canteen supplies. More variety in cooking.) DC 35
[ ] Save the Animals: The pack of wild dogs on Earth has led to questions about other domesticated animals that may still be alive. While not likely to be a lot, take the time to search for other animals on Earth that you could bring back to the camp. DC 40+10(wild dogs)=50
[ ] 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 be edible for humans as well, even if barely. Scout out pet stores back on earth to see if there is anything that you should bring back. DC 25+10(wild dogs)=35
[ ] Snow Tools: The onset of winter has brought up the lack of tools to properly deal with the snow and ice to come. Ice scrapers, snow saws, and other tools specifically built for us in winter would allow for many options to be made available to the camp. The tools should be easy to find, the problem would be getting a good variety for every occasion. (Unlocks Winter specific actions.) DC 30
[ ] Solar Power scavenging: The camp has started to use electricity on a continuous basis and that requires a lot of power. Unfortunately, the generators you brought have a limited amount of fuel. One o 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 as opposed to 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
[ ] Wind Power Scavenging: The camp has started to use electricity on a continuous basis and that requires a lot of power. Unfortunately, the generators you brought have a limited amount of fuel. Some people suggested getting some of the 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 [ ] Try and track down the rest of Bill's order: When the Inventory efforts were finished, there were quite a few things that 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 unfortunately no more survivors in the surrounding area, this evacuation would allow for 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 in 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)
Cool quest. I wonder if we couldn't scavenge the police stations or other gun/ hunting stores. While the small arms might not do much to the larger fauna the gear should make good armor for any extra guards we want to train.
Plan: Last Second Shopping wins. @Jack727, It looks like you're missing one dice there.
Do you want to add another action or save it for safety?
Rolling for Random Event
Scheduled vote count started by Gahuul on Oct 20, 2022 at 4:12 AM, finished with 5 posts and 4 votes.
@Gahuul can I suggest an action to raid toy stores and homes in search of board games? It would give people something to do if they are cooped up inside for long periods of time.
Also, sport stores. The equpment will be a nice morale boost once winter ends plus there might be actually usefull stuff like running shoes and bikes. That would be a way to slightly extend our movement range that doesn't take fuel.
@Gahuul can I suggest an action to raid toy stores and homes in search of board games? It would give people something to do if they are cooped up inside for long periods of time.
Also, sport stores. The equpment will be a nice morale boost once winter ends plus there might be actually usefull stuff like running shoes and bikes. That would be a way to slightly extend our movement range that doesn't take fuel.
-[X] Scavenging, Winter Prep edition: The food stores at the camp have started to become too low to sustain the camp through the winter to come. While there is still quite a bit of food available in Outland, it would also be possible to get a lot of food from grocery stores on Earth. Head back to Earth and take back all of the Food you can carry to try and last through the winter. Gains variable (base 1) food. DC 10
Taken 3 times
-[X] Snow Tools: The onset of winter has brought up the lack of tools to properly deal with the snow and ice to come. Ice scrapers, snow saws, and other tools specifically built for us in winter would allow for many options to be made available to the camp. The tools should be easy to find, the problem would be getting a good variety for every occasion. (Unlocks Winter specific actions.) DC 30
-[X] Fermented Fascination: The camp has found wild wheat in Outland and there is a possibility of bread in the future. One of the things that we are missing is yeast, the prime ingredient for many cooking practices. Search for still viable strains of yeast that can be brought back to the camp for use in food production. (Adds Yeast to Canteen supplies. More variety in cooking.) DC 35
Extra Dice Used
-[X] For want of a drink: It's official, the camp has run out of coffee. The horror of the situation unites everyone to try and find as much coffee, tea, and other assorted drinks as they can. While it may be possible to grow more coffee or tea in the future, the immediate need for caffeine has caused a problem that needs to be solved. (All future scavenging expeditions bring home twice the amount of coffee, tea, juice, and other beverages.) DC 25
[X] For want of a drink: DC 25
With working in Outland a non-starter due to the migrating large cats, all of the workgroups are headed towards getting things on Earth this week. Before everyone headed out, The various groups were instructed to work on getting drinks to bring back to the canteen. Even if it is only a small amount at a time, the increased amount of drinks would allow the campers to better enjoy the winter to come.
The mention before everything heads out turns out to be a good thing. Many people had not thought of getting things like drink mixes or drinks in general, but they sure do now. The groups now have to be dragged back to task slightly as they tend towards trying to find more things to drink when they should be working. It didn't affect the results of the groups but the large piles of various tea packets, drink mixes, and other drink products to change the monotony of water helps provide a noticeable impact on the camp morale.
It was Richard who notices the bottles that Bill tries to hide in the warehouse. "Bill, you brought back some wine?" asks Richard, slightly too loud. The people in the area drop all pretense of not paying attention and look directly at Bill, who sheepishly brings back out the bottle of wine he had put behind a crate. "Can you blame me, Richard? This stuff will last longer than many other drinks and having access to alcohol will be useful." "I agree," says Richard as he looks at the label. "Come on Richar, lighten…Wait you agree?" Bill starts to respond before what Richard says gets to him. "Normally I wouldn't, but you're right. Wine, Whiskey, Beer if it's still viable, anything really. We could benefit from having access to alcohol for various purposes." "Oh," says Bill, slightly lost. "I guess we should bring more back next time then?" "Definitely," responds Richard.
(All scavenging runs now bring back 1D4, minimum 2, turns worth of drinks. Provides a +1 bonus to morale (made +2 from Crit) so long as drinks are available. All future trips will also bring back alcohol in its various forms.)
Drink Roll=1 (2 turns worth of Morale boost)
[X] Scavenging, Winter Prep edition: DC 10 (3 dice used)
All of the working groups from the camp went over to Earth this week and focussed on gathering what supplies they could before things became inaccessible due to the weather. When the groups got to Earth, they split along task lines and specialized in finding specific things. 3 of the groups went looking for any preserved or canned food that they could add to the supplies back at camp. The three groups decided to go in separate directions so that they could cover a broader range of stores and gather more than everyone going in a single direction.
Rolls:
62+5(Basic Information, Earth)+10(Enthusiast of Dirt Bikes)+5(Morale Tier 1)=82
10+5(Basic Information, Earth)+10(Enthusiast of Dirt Bikes)+5(Morale Tier 1)=30
58+5(Basic Information, Earth)+10(Enthusiast of Dirt Bikes)+5(Morale Tier 1)=78
One of the groups (78) went toward a more suburban area and found a few stores that were closed up. When they got inside, they found that many of the food items were partially decomposed or expired. The smell was not the best but was still bearable and the group worked on gathering everything into a central location. There were quite a few things that were found to be perfectly fine, with the best among them being packs and packs of jerky that would provide a good source of quick protein for the winter. (+4 food)
The second group (82) managed to get even luckier, as they headed in the direction of the local Walmart and found the place fully stocked. Many of the items were still good, with a bevy of items like chips, canned foods, and instant food mixes filling the shelves. They very deliberately stayed away from the fresh produce section, smelling it from where they entered the store near the back. The group collected many things, completely filling the trailer they brought and part of another trailer. (+5 food)
The third group (30) wasn't as lucky in their endeavors as the first two. They unknowingly went in the direction of the group of dogs and while they didn't see any of the animals, the signs of their presence closed off several of the shops that they would have checked. When the group eventually found a Walgreens without any sign of the dog pack, they looted the place of what they could find. There were some canned goods and a few things that could be brought back but the issue was that the store was already partially empty. The only thing they could think of was that they found the store while it was waiting for being restocked. (+2 food)
When the group came together at the end of the week, they had gathered quite a bit of food to add to the stockpile back at the camp. "This should last us quite a while, especially the jerky and other preserved meats; Those will likely be an important source of protein over the winter," says Richard as he looks over the greatly improved stockpile. "I don't know if this will be enough to last completely through the winter, but it should last us most of the way at least." "We should probably go and scavenge some more while we can," says Bill as he comes up behind Richard. "The stockpiles could always use more food and who knows how long those stores will stay standing on Earth, especially without anyone to work on keeping things clear." "I can't argue with that," says Richard as he notes down the option to scavenge again before the snow gets too thick to move through easily.
(+11 food for the camp. Locations of stores marked for later scavenging trips. One of the borders of the wild dog pack found.)
[X] Fermented Fascination: DC 35
Two of the groups volunteered to take over the task of looking for strains of yeast to bring back to the camp for future use. The groups ended up having significantly different ideas about where they could find yeast, leading to the two groups going their separate ways at the beginning of the week.
Roll:6+68+5(Basic Information, Earth)+10(Enthusiast of Dirt Bikes)+5(Morale Tier 1)=94 (Double DC)
One of the groups went through various stores in the hopes of finding the different yeasts needed for cooking. They ended up having no luck as they went into different stores and ended up finding only empty shelves, ripped packaging, or slimy messes. It was only when the first group met back up with the second group that things took a turn for the better. The second group had managed to locate an intact bakery that had viable yeast colonies, needing only to take them back to the camp. When the two groups worked to cover each other's bases, they ended up going in an interesting direction. The result was one shelf in the warehouse full of mason jars and boxes.
"So explain it to me again, this is all yeast?" asks Richard as he looks at the now full shelf. "Yep," says one of the group members, turning the mason jars to that the labels face outward. Richard notices that all the labels have names and dates on them. "We found quite a few of the boxed, single-serving yeast packs in an intact bakery in town. The mason jars were from a different place altogether. We found them in a brewery on the outskirts of town." Richard makes the connection when he hears the word brewery. "The mason jars are filled with yeast?" "Even better," says the guy as he finishes turning the jars. He gets up and continues to explain as he keeps working. "The jars are full of active yeast colonies, my grandma had something similar that she would use when making bread. We feed the jars sugary things like fruit and then we can take part of the yeast on top for use in bread. It's a continuous cycle, provided we can keep the colonies alive that is." Richard makes a note while smiling, wondering at the effort needed to keep a continuous yeast colony viable in the camp.
(Yeast found! Double DC means that you not only have a limited stock of ready-use yeast, but you also have a small amount of yeast starter colonies that will provide a tiny amount of yeast per turn.)
[X] Snow Tools: DC 30
The last group that went out this week had the more light-hearted task of looking for more supplies that would help out during the coming winter. While several things were included in the shipments that Bill ordered, there were some things missing and other things that weren't thought about at all. The group decided that they should start by going through sporting goods stores and see where to go from there.
Roll:71+5(Basic Information, Earth)+10(Enthusiast of Dirt Bikes)+5(Morale Tier 1)=91
(Triple DC)
They ended up not needing to go anywhere more than the sports stores. Most of the stores in the area carried winter supplies of one form or another that would help the camp. Snowshoes, snow saws, tree taps, ice scrapers, and all manner of other tools were gathered from town. Many of the sport and hobby stores were stripped bare, with the group noting what was still remaining and moving on. The group ended up bringing back plenty of the tools for the camp to use during the winter for work and for fun.
You look over the trailer full of tools as they are unloaded into the warehouse. This is the second load of tools and there are at least two or three more. "Quite a haul your group brought back, Tam," says a voice behind you. You turn and see Bill striding up to look over the supplies being ferried into the warehouse. "Bill, hey; Yeah, there's a couple more loads over on Earth to bring back till we bring back everything we found." Bill raises his eyebrows at that, replying "What, did you bring back everything but the kitchen sink?" "Just about," you reply with a smile. "We marked all the sinks to be brought back later to reuse the metal." Bill laughs and then trails off with a thoughtful look. "Did you actually…" "No Bill, my group did not actually mark where all the sinks are in town," you reply with a flat expression on your face. "The only things we noted were what buildings collapsed and what buildings still had any stuff left to scavenge after we went through them." Bill nods and then says "Can you get that to the mapping team? We should probably work on collating that information." "Can do Bill. I'll get to that when everything is brought back."
(The camp now has all the portable snow tools you could possibly need. The only things left were big items, things that needed a lot of power, or things that were set in place. The special snow projects section is unlocked for the duration of Winter.)
Random Event Roll=30
It was Kevin who first brought attention to the bugs, having noticed one flying around a light source in the shed he works in. Soon others reported similar incidents until it eventually sank in, the camp was slowly being infested with moths. Not really an issue for most people, the camp shrugged its shoulders and moved on. Erin was the one who brought up the issue of if they were native to Outland or if they hitched a ride from Earth. The rest of the G.O. agreed with her but weren't able to give an answer, either way, only saying that if she wanted to keep track, that would be appreciated.
(Moths have taken shelter in your camp. Whatever effect this may cause, it is not readily apparent.)
Animal Attack Rolls: Needs to beat DC 40+15(Prepared Military)+10(Safer Fence, Safer Life)+5(Spotlights)=70
# of Attacks: d6(5)
Dire Wolf Pack Attack 1: 79 (Sucess)(Negated by Border Guard)
Dire Wolf Pack Attack 2: 40 (Failure)
Dire Wolf Pack Attack 3: 4 (Critical Failure)
Dire Wolf Pack Attack 4: 6 (Failure
Dire Wolf Pack Attack 5: 94 (Success)
The dire wolf pack attacks the camp several times during the week. The first attack was an attempt by a hunting party that was repelled by the border guards, with the wolves only leaving after several near-miss shots and one shot that hit a wolf in the shoulder. The second incident was not so much an attack as it was an accident. One of the dire wolfs, nearly to the age of adulthood based on observation, was scrounging around near the edge of the words until several barking sounds further in the forest caused it to rapidly leave the area.
The third incident couldn't be considered anything but an attack, and a well-planned one at that. Three different groups of wolves attacked the camp in different areas, causing the guards to be split up to handle the separate groups. One of the groups ended up attacking through the cattle fence into the open area reserved for the animals. Thankfully for us, and unfortunately for them, the area was empty due to the migrating cats and they ended up leaving without anything to show for it aside from an entrance point that was rapidly closed. The other two groups were where it got stranger. One of the groups immediately ran into a patrol that was heading toward the nearest tower and was about to be massacred when the strange part of the attack took place. One of the wolves made a loud yipping cry as it tried to run away, but it was injured by a bullet to the leg. At around the same time, the second group that had been pressuring the guards by a gate stopped their attack and ran full out toward the sound.
When the relieved soldiers called in the maneuver, the group leader at the tower decided to switch to an assault that pushed the wolves away from the camp while pulling back his men. The decision ended up being the right call as the group of wolves that had left the gate sprinted to relieve the injured wolves not a minute later. The reinforcements would have surrounded and massacred the group. The wolves were allowed to retreat with the wolves that were wounded, followed by shots pushing them away from camp. The incident has presented a problem for the leader of the camp: are the Dire Wolves more sapient than their Earth equivalents?
End of Turn Stats:
Total Dice: 8
Currently Available Dice: 7
In use Dice: 1 locked (Self-Defense policy)
Currently Available Portals: 1, 1 next turn, 1 on cooldown
Camp Slots: Available 0, In use 8(2Housing, 1 Canteen, 1 Warehouse, 1 Farming/Ranching, 1 Engineering Area, 1 Medical Area, 1 Small Park)
Winter Timer: winter is here, 2 turns till snow makes many actions untenable
Food: 17
Animal Feed: 19 (will eat regular food at a rate of 0.5 per turn)
Replacement Parts: 12
Power Needs: Small+
Power Generation: Tiny+
Power Storage: Small
(Start Farming, long-term crops: 10 turns for results)
Morale: +10 overall (Base 1, +1 basic housing, +4 successful evacuation, -2 ????, +2 Basic Amenities, +1 small park, +1 Housing Level 2 Crit, +2 Drinks variety(2 turns))
Morale Tier 2 Unlocked! +10 to all actions as long as Morale is 10 or above.
AN: Sorry for the slow update, it's been busy since the last update. I shouldn't be nearly that long for future updates unless something else comes up.
That was some great rolls. That should be about everything we need to survive the winter (or a good chunk of it) so now we can focus on training our people and getting ready for spring and snowstorms.
Huzzah, not dying in the snow. Yeah, the wolves are getting really concerning! Do we have enough guns to hand them out to more people? With some militia training preferably.