Yeah, good rolls all around. Next turn we should start preparing for when people have to be cooped up inside the camp with nothing much to do.

That and hit the gun shops for some extra firepower.
 
i think it's about time we started putting some resources into dealing with the wolves, i for one would want to go the peaceful path, since they've shown that they might very well be sapient if possibly in the tribal stages.
integrating them would help us in more than one way, as trackers, mounts, and a possibly buffer if an attack happens.
 
i think it's about time we started putting some resources into dealing with the wolves, i for one would want to go the peaceful path, since they've shown that they might very well be sapient if possibly in the tribal stages.
integrating them would help us in more than one way, as trackers, mounts, and a possibly buffer if an attack happens.
You forgot the most important part: Lord Rickard needs a pet worthy of his House.:V
 
@Gahuul what's our population like? I'm trying to find how many people we have I can't see any numbers anywhere. Also, how many children are in the camp? I was trying to see if we would need to set up a classroom.
 
@Gahuul what's our population like? I'm trying to find how many people we have I can't see any numbers anywhere. Also, how many children are in the camp? I was trying to see if we would need to set up a classroom.
I'll answer these one at a time
  1. Population: We have nearly 450 people in the camp currently, I never made it an actual number since I wasn't thinking about it at the time. That works out to be 8 dice with about 50 people per dice. I say about since there are some people that don't go out consistently, mainly the older people, people working the camp facilities like the canteen, and the guards.
  2. Population growth: We currently have around 20 kids in the camp, no direct number again. They are currently being taught/watched by the older members of the camp and a few of the teachers that are there. This is a very informal setting with the kids only learning things in a scattershot manner and mostly having what amounts to a long summer vacation.
If there are any more questions of this sort, let me know. I might not have the exact numbers since I was working out the number system as I was writing at the beginning, but I'll do my best to answer.
 
Turn 16 Rumor Mill
United States Government
-Homeless shelters across the nation have seen a drastic uptick in people making use of their services to escape the cold. Many shelters have had to stop taking new people or redirect them to other shelters that have more space. Cities are quicker to respond than would normally be the case as the number of potential deaths by freezing in several states has caused most of the country to prepare to bunker down.
-Many stores are having trouble keeping food stocked on the shelves. With winter having hit for most of the country, people are stocking up for a prolonged stay indoors. The next closest after food are clothes, blankets, and board games.
-In a happy turn of events, the heavy winter snows have caused many people to flock to the slopes for skiing, snowboarding, sledding, and many other fun winter activities. Ski resorts in many parts of the nation are seeing record turnouts as people take advantage of the clear days between storms.
BBC World Service
-The world has started to return back to normal in the aftermath of the Yellowstone Eruption. While temperatures will continue to be low for the foreseeable future, the economic impact of the incident and the effect that Yellowstone has had on many nations has returned to pre-Yellowstone levels.
-Japan and many other nations have suffered severe damage in the aftermath of a freak tsunami that hit shores today. Born as a result of an undersea earthquake, the tsunami has affected many nations in Asia and parts of Micronesia. First responders have been moving through the area, conducting rescue efforts, and trying to find more survivors in the aftermath.
-The prices of petroleum-based products have begun to fall as the US reopens many oil refineries that had been shut down for fear of damage. After thorough inspections, the refineries have been deemed safe to use and reopened to continue generating gas, diesel, and other petroleum products. The throughput of these reopened refineries has started to exacerbate the rising price of gas around the world as even with its markets partially closed, the US still exports petroleum products.
Outland camp
-With the winter snow storms now upon the camp, the campers prepare to hunker down in the relatively safer walls of the camp to ride out the worst of the winter. Even in the middle of the preparations, the camp has more options with the acquisition of many tools to help in the cold weather.
-The issue of the low number of bathroom facilities has become a greater concern for many people as the camp heads into the depths of winter. The campers have realized that if the efforts are not started by the coming week, they will become nigh impossible due to the ground freezing up and becoming too hard to dig into.
-One of the issues being brought up more and more often is the lack of many fun activities to do while inside during the winter. While books are covered due to the library that exists in the semi-trailers, things like decks of cards and board games are distinctly lacking from the warehouses. The people asking have led to a project being added to the list for gathering some more fun activities to do during the winter.
??????
-The first growled his anger at the lack of food. He had tried to hunt the two-leg nest with the rest of the pack but failed. He worried that the younger ones would lack food and die like many elders already had. Hunting was hard when their territory was hunted by others and many prey herds had fled already. He needed to hunt again, the dead prey could be dragged back to give the younger ones food. The first growled again as he tried to think of how to get more food and came back to the two-leg nest. One of the younger ones had fed a buried pile of meat and had tried to hide the discovery, unsuccessfully. The spots kept moving and the pack realized that the two-legs had been burying pieces of meat in the ground away from the camp. If they had enough meat to be throwing it away, they needed to be watched closely.
-Ernest Parsen did his job day in and day out. He had a relatively simple job, that being to monitor the Infranet of his employers and act as a moderator of sorts for the inter-company message boards. He was taking a sip of his coffee and leaning back when an email notification ding sounded. He finished his sip and then, putting down his coffee, returned to work. The email ended up being a request from higher up to alter some of the sensor data that had been collected. He worked through the request getting everything set up and ready to go but something felt off. He looked at the numbers again and then followed them back to their source. "Predictions for the effects of Yellowstone on global climate?" he muttered. He looked around but his colleagues hadn't noticed anything wrong, in fact, most of them were busy working on their own items. He stealthily took out a flash drive and downloaded a copy of the predictions before continuing, changing the data, and then finishing the request. He took another sip of coffee and continued to work on the queue of requests that he had been working on. He continued to work, not thinking about the issue of the numbers again until he got home and discovered the flash drive with the predictions on it. Once he read everything and took a moment to have the results settle, he cared very much indeed.
 
Ok, time limit for the road project is a bit tighter now. Although if everything falls apart before we arrive we won't have to rush nearly as much. More relevantly the wolfs are pretty smart and we can probably make an arrangement with them
 
looks like the wolves really are growing desperate to get enough food for themselves and their young, hopefully a gift of food and possible aid in hunting would be something that would work well for both us and the wolves.
opening up a diplomatic channel with them looks like it would catch their attention pretty well if food is involved, just make sure to have guards on hand in case they get any ideas that would be dangerous for us.
 
Honestly, I want to ally with the wolves just to allow us to leave the camp again. Getting them to stop attacking us would be a great boon.
 
Honestly, I want to ally with the wolves just to allow us to leave the camp again. Getting them to stop attacking us would be a great boon.
yeah, and if we can ally with them, we can probably work our way up to the point where they decide their territory and people have a better shot at survival by joining us fully.
 
Turn 17 Third Week of November
The camp was swallowed overnight in a blanket of snow. White is the primary color of the camp, interspersed with the silver of metal walls or the occasional pop of color from the few trees still with leaves. The campers are all chilled when they wake up, even with the winter clothes and preparations they have done. It is a bedraggled and shivering group that meets to discuss what projects the camp will take on for the week. "Well, there's no denying it now; Winter will be hard. We have things prepared for the moment but still have a couple more weeks to do stuff, barring bad weather. Where is everyone thinking of putting in more effort?" The following discussion is paused only by people eating hot soup and coughing occasionally.

Start 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)
Yeast: 8 (Increases by 1 every 4 turns)
Replacement Parts: 12
Power Needs: Small+
Power Generation: Tiny+
Power Storage: Small
(Start Farming long-term crops: 9 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.

[ ] Expand Borders: Space is getting a bit tight in the camp, and while no one is complaining, it might be nice to get ahead of this. Use some more fencing to expand the area that you have available for more space to put towards any purpose. (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 die 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 building wooden walls for Outposts when we get to that stage. (Builds a wooden wall around the current camp, options unlocked, DC reduction for certain actions.)(Locked due to missing requirements: Camp Level 2)
[ ] Town Hall: The camp has grown quite a bit since it was first established, and people are wondering if it could be turned into a town instead of a camp. The idea would be great for everyone as it would also take some of the pressure off of the project group from having to run everything. One of the things that would be needed would be a town hall to house all the decision-making and other purposes. (Upgrades Camp level to 2. Options unlocked.) (Locked due to missing requirements: Research Area Level 1, open camp slot)
[ ] Wooden Huts: Some campers have come forth and asked if it would be possible to make wooden huts for housing. This would be a long-term project, but the result would be people having their own houses and feeling perfectly at home for the first time in a while. (Locked due to missing requirements: Camp Level 2, Level 2 Lumberyard, 10 slots will be used/converted)
[ ] Pest Problems: The camp has discovered 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; their meat 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.
[ ] Drilling a well: The constant treks to and from the sources of fresh water in the area are becoming a hassle and a more vitally important issue as time progresses. Several people who lived in rural areas and worked as farmers have suggested finding and drilling a well in the ground to access the water table. (No more having to trek to the river for freshwater) 2 turns, DC 20 first turn, and DC 50 second turn.
[ ] Create a Research area: The scientists have been debating about providing them a space to retain all the knowledge of Earth and research new things about the world they find themselves in. Allow them to take over the remaining area and transform it into a combination of Library and Laboratory. (Introduces the research mechanic. Provides a bonus for certain future actions. Gathers all knowledge about Earth and Outland into one easy-to-find place) DC 50 (Locked from lack of camp slots)
[ ] Build a Library: The fortuitous luck of taking 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 more coordination and management and access to more modern building techniques. Needless to say, this option is lost to us for the time being. (Locked from lack of camp slots.)(Locked due to missing requirements: Camp Level 2, Research Area Level 1)
[ ] Build Portals: Convince the original group that more Portals should be built. They are willing to create new portals as it would expand the number of options available for the future and are eager to make more than 1 if given a chance. DC 40
[ ] Build an offroad vehicle workshop: The discovery of all of the available parts for dirtbikes and the ATVs on Earth was a boon. Some people have suggested that an Offroad Vehicle Workshop be made to take care of the maintenance of the bikes, ATVs, and any other such vehicles found in the future. 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 Bill did not think to order. It may be possible to make some mechanical hand mills to process the grain into flour, but they would have to be hand-made, and it would be difficult to find parts without a workshop. (able to manually grind wheat into flour 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 make the camp's replacement parts. (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 enclosed animals. Turn the available field into a pasture, providing food for your animals for the immediate future without pasturing 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 can provide fresh milk for the camp to be used in cooking and maybe make cheese in the future. The idea of fresh milk is strange to some people who have never had it, but they will quickly get over their reservations. (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 providing little food. 8 turns for results, DC 30 rolled at the end, +8 food (Excludes Start Farming, long-term crops due to lack of available fields)(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 ensure that the ground is not stripped of all its nutrients. Set a policy so that the fields are not used till they have nothing left, like what happened on Earth. (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 he could encourage the animals to breed more and grow the pack to larger sizes but does not recommend this action as there needs to be more room to properly house and care for more animals. (Locked due to Area Level, Requires Level 2)
[ ] Medical Survey, Spring: The initial medical survey of the camp has shown that there are no current problems regarding sicknesses or conditions. However, this was only the initial review, 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 responding to attacks and injuries. This training would allow them to better respond to the needs of campers. (All injuries get a re-roll.) 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 project's stated purpose, Tina says it was primarily to see if there were any medicinal plants they could find in Outland. (Chance at finding medically beneficial plants nearby, catalogs plants in the area for possible later use.) DC 35
[ ] Build some fire pits: The camp has been running fine on the cafeteria-style preparation for the food, but some people want 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 a few electric grills in the warehouses have 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
[ ] Hot Water: The icy grip of winter has increased the need for hot water for various tasks. While storing the hot water would be an exercise in futility currently, the actual heating of the water can be made more efficient. Set up an area in the canteen that would allow people to quickly and safely heat water for any number of uses. DC 40
[ ] 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, primarily being a place to store the plane and a runway for take-off and landing. The aircraft can only run during the day as no identifiers exist 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 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. You could gather edible plants, roots, and berries to increase your stockpile. None of the plants are liable to continue growing much as they conserve what they can for the winter months. (+1 food, +1 additional food for every 20 past the DC threshold) DC 40
[ ] Gathering food, wild wheat field: The wild wheat field was a remarkable 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 gather a bit more, but Jerry recommends leaving some grain 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! Get yourself some and 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 beneficial.) DC 60
[ ] Set up roving patrols: Predators in the forest were waiting to attempt adding humans to the prey menu. This is concerning in and of itself and suggests that the predators in Outland are more intelligent than their Earth counterparts. Setting up some patrols in the surrounding area would make the camp safer and allow for easier expansion. (Predator attack rolls are reduced by 1 dice so long as this is taken. Reduce DC for certain actions) 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 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 ran. 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 that will define your relationship with the pack. After some talk amongst the camp, you have decided to make an 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 that will define your relationship with the pack. Eventually, talks for integration won out, and efforts were 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 think up this project. While you have a hive already, you could always use the honey and wax they produce. Find some wild hives and get access to bee products until you can get them from your hive. (Access to bee products. Options unlocked.) DC 40
[ ] Deer Domestication, Part 2: The deer are much more amenable to being around humans and have started associating humans with food. Unfortunately, they are close to leaving for warmer areas for the winter. Continue to feed them until they leave and engrain that association between humans and food in the mind of the deer. Locked until finished, DC 40, 1 food used per turn. (3 turns until they leave for winter) (Locked from the random event)
[ ] 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. While there is still quite a bit of food available in Outland, it is also possible to get a lot of food from grocery stores on Earth. Head back to Earth and take back all the Food you can carry to try and last through the winter. Gains variable (base 1) food. DC 10
[ ] 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 many are likely to be alive, 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 also be edible for humans, even if barely. Scout out pet stores back on earth to see if there is anything that you should bring back. DC 25+10(wild dogs)=35
[ ] Solar Power scavenging: The camp has started using electricity continuously, requiring a lot of power. Unfortunately, the generators you brought have a limited amount of fuel. One of the ideas is to take apart the solar power cells that can be seen around town and bring them back to provide power. While not the best in the upcoming winter, it would allow them to be stored safely in Outland instead of being out in the elements back on Earth. (Provides a moderate generation of energy during the day, reduced to small because of winter weather.) DC 90
[ ] Wind Power Scavenging: The camp has started using electricity continuously, which requires a lot of power. Unfortunately, the generators you brought have a limited amount of fuel. Some people suggested getting some at-home wind-powered generators to provide a more consistent power base for the camp. They could also be set up immediately, though there is little in the way of keeping the energy stored when it is not needed. (Provides a small continuous generation of energy for the camp.) DC 70
[ ] Try and track down the rest of Bill's order: When the Inventory efforts were finished, quite a few things were missing from his order. Bill knows the location of most of what is missing and could probably guess where the rest is from there. The problem? The missing stuff is in Omaha. Not a problem for a drive on Pre-Apocalypse Earth, but since the options are either going on Post-Apocalypse Earth or in Outland, the trip would take considerably longer. (Currently locked, complete The Road to Omaha first)
[ ] Continue evacuation to Outland: One of the conditions for the Military to join the group in Outland was to continue evacuation efforts when there is access to a major city. While there are no more survivors in the surrounding area, this evacuation would allow people to join pre-built camps and help to increase the human race's chances of survival. The military would lead these evacuation efforts, bringing more people to the camp. (a dice roll of people is added to the camp each turn. Every 100 people evacuated this way adds 1 dice to the available dice pool.)(-1 dice as the military works on this)(automatic when in an area with people to evacuate)(currently locked, no more people in the area)
(NEW)[ ] Fun and Games: The camp has a startling lack of board games and decks of cards, especially since Bill ordered everything. Head back and find board games and other fun things to do over the winter to bring back to the camp. (Reduces the effect of the Cabin Fever debuff) DC 35
(NEW)[ ] Sporting and You: One of the campers brought up the idea of raiding the sports stores still standing for things that will be needed once spring ends. Among the things he suggested stood out the most: trail bikes to be used for easier exploration. This is a great idea for use when winter ends, as the issue of transportation is one that will become more important when temperatures rise again. Procure some bicycles for the camp and the parts to adjust them to people as needed. (Adds Bicycles to the warehouses and increases the bonus from Enthusiast of Dirt Bikes) DC 50
(NEW)[ ] Shoes of all sizes: In a recent idea by a camper, they brought up several good ideas for spring. One of the more immediately essential items was the footwear issue, specifically that there was nowhere near enough for the camp. The shoes the campers have are mostly what they brought with them or scavenged from stores for those who came over in flip-flops or sandals. Head back and scavenge through shoe stores to pick up enough shoes of various types to give the campers more shoes and better shoes in some cases. (Campers get new shoes. Bonus against certain rolls.) DC 45

(NEW)[ ] Igloos aren't just for Eskimos: The art of building a house out of ice and snow is something many people know of. Despite their temporary nature, igloos can be of great use during the winter as places to rest out of the biting cold either overnight or for a short time. Make some igloos out of the snow all around for a multitude of purposes. (build igloos in the camp and in various areas outside of the camp.) DC 45
(NEW)[ ] Ice House Blues, part 1: One of the campers came up with the wonderful idea of making an ice house to store some of the ice in a form that lasts for extended periods. While realistically useless during the current season, having one built ahead of time and stocking it will allow for keeping ice for more extended periods. Making the thing will be a longer-term issue as the groundwork needs to be dug and things arranged to construct the storehouse. (Digs the foundation for the icehouse in the canteen area.) DC 60, 2 turns
(NEW)[ ] Snow Works: One of the things that will be needed will be a set of plans to build trenches, tunnels, and holes in the snow layer as it increases. Who knows how high the snow might get, so it's best to have plans just in case. Plan out how to deal with heavy snow in the camp, from shoveling trenches between everything to keeping the watchtowers free of icicles. (Campers can deal with the growing snow on their own, barring lousy weather/event rolls. Bonus for certain actions.) DC 50
(NEW)[ ] Snowball Warfare: One of the things that have been brought up by campers is training for accuracy when it comes to projectiles. The Military contingent has brought up the idea of taking some time out of a week to have supervised training and battle maneuvers. When further questioned, several admitted they wanted official permission to have snowball fights. Despite the initial silliness of the idea, upon further consideration, the project is added to the docket as potentially a good idea. (snowball fights are had. Possible Morale boost. ?) DC 30
(NEW)[ ] Improvised Armaments and Fortifications: One thing that was brought up as a possibility was somehow making use of the snow and ice as weapons and armor for the camp. The idea is strange by any metric but does have possibilities, so it was added to the list. Would using the snow and ice as weapons even work? Either way, check the viability of the option and add to the camp's defensive or offensive arsenal if possible. Choose an area to focus on. (Prototypes of Ice components for use by the camp. Unlocks further options on success) DC 55
-[ ] Defenses: Adding ice to the defenses in various forms seems like an eminently reasonable idea.
-[ ] Melee weapons: using the icicles as melee weapons doesn't seem to be a bad idea; they look sharp enough.
-[ ] Projectile weapons: While not useful for bullets, using Ice for spears or sling projectiles could be a thing to consider.
(NEW)[ ] Sap to Syrup: The weather might get cold enough this far south to allow for the production of maple syrup. While a simple process, the specific type of sap doesn't form in maple trees unless the temperature continuously falls below a certain threshold. Investigate the possibility of making maple syrup at the camp to provide a sweet treat for the campers. (Opens the option to produce Maple Syrup in Outland without having to move to more northern climates.) DC 60/90
(NEW)[ ] Write In: There might be other uses for the ice and snow; maybe other campers have ideas.

4-hour Moratorium before the vote opens


AN: If you guys want to specify further how you want actions to unfold, let me know in the plans. I am also willing to add in projects if people give me ideas.
 
well, time to grab Information Experts and we should get Emergency Medical Services as well. After those I want to spend most of the dice on Aerial scouting or Dire Disturbances, Peaceful Because those are going to have lasting impacts.
 
[X] Plan: Outland airlines
-[X] Information Experts
-[X] Replacement Blacksmith
-[X] Emergency Medical Services 2 dice
-[X] Aerial scouting 3 dice

[JK] Plan: God among blacksmiths
-[O] Replacement Blacksmith 7 dice
 
we really do need to start the peaceful dire disturbance project, since the wolves are getting desperate and are likely going to hit us with everything they've got this turn if we don't try to mitigate it.
then there is the pest problem to deal with, given we've already lost 2 weeks worth of food to them, it would be prudent to get on that.
after those two, we should be able to pick a bit more freely.

[X] Plan: solving problems and long term thinking.
-[X] Replacement Blacksmith: 2 dice
-[X] Pest Problems: 2 dice
-[X] Dire Disturbances, Peaceful: 2 dice
-[X] Ice House Blues, part 1
 
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Hence why I have three dice on it to avoid any drastic fails.
But even then, scouting when it will be months before we can take advantage of that scouting is pretty pointless. Wild landscapes like this can shift pretty drastically when the snow starts to melt.

Better wait until the end of winter for this.
 
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