Voting closed turn 17
Closing the vote!
It looks like Plan: solving problems and long-term thinking is the winner.
I'll also be rolling the random event.
Scheduled vote count started by Gahuul on Nov 16, 2022 at 1:03 AM, finished with 9 posts and 6 votes.

  • [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
    [X] Plan: Outland airlines
    -[X] Information Experts
    -[X] Replacement Blacksmith
    -[X] Emergency Medical Services 2 dice
    -[X] Aerial scouting 3 dice


EDIT: Not the worst roll, I can work with this.
Gahuul threw 1 100-faced dice. Reason: Random Event Roll Total: 64
64 64
 
Last edited:
Turn 17 Results
-[X] 2x 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.
-[X] 2x 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
-[X] 2x 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
-[X] 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

With the rest of Outland open again, the camp rapidly went to work on getting things done that would affect them the most. All of the projects taken this week were things in Outland, so no portals were used this week. This week, the camp split into two basic categories: those who worked in the camp and those who worked in Outland.

[X] 2x Pest Problems: 3 turns, DC 60 each turn

The first two groups working in the camp finally tackled the pest problem they had noticed a few weeks ago. The rat creatures had been seen around in the forest before the snow hit and a couple of times in the camp darting away from the light, but not in large numbers. This week, the constant threat of spoiled food finally came to a head, and two groups worked on the problem.

Rolls:18(first roll)+92(second roll)+10(Organized Camp)+10(Morale Tier 2)=130 (Artificial Crit)

The groups worked at slightly cross purposes in the beginning as one of the groups was under the mistaken belief that they were trying to domesticate the rat creatures; they were corrected in time to help the other group. The second of the groups managed to follow the rumors of several campers who saw the creatures around camp and found one of the nest entrances. The group wasted no time digging up the area around the entrance, filling the hole with close-packed stones, and then packing the dirt down to provide a more rigid surface that the creatures aren't likely to chew through.
The group is taking a break after digging when Bill comes up to them. "How's it going, everyone? Seems like you found something out about those rat things?" The two groups explain to Bill how they found and filled an entrance to the rat creature nest that was noticed by campers. Bill listens through the explanation, nodding along until the groups finish. "Alright, I think I see what you're going for. You want to make the nest not a viable place for the rat creatures to live, then drive them out of camp, right?" "Something like that, yeah." responds one of the guys. "Did you catch any of those things?" asks Bill. "Yeah, we got some, gave them to the dire wolf groups to have as a peace offering of sorts. It gets them out of our hands and hopefully keeps the damn wolves away. It's a win-win in our eyes," says one of the campers as they work on getting everything together to be stored.

(Success. One of the entrances to the nest was found and sealed. Due to Artificial Crit, some of the rat creatures were killed and given to the dire wolf group to give to the wolves, granting a +5 on that action. 2 turns remaining.)

[X] Ice House Blues, part 1: DC 60, 2 turns

One of the groups went over the plans to build an ice house and thought about how to go about starting it. The building will be invaluable for preserving ice in the spring and summer months. The only issue will be that it will take longer than usual due to the hard winter ground. The campers are okay with their orders and get to work digging out the base for the ice house after its place is decided.

Roll=89+10(Organized Camp)+10(Morale Tier 2)=109(Artificial Crit)

Things turned out to be better than expected for the ice house and the group of diggers. One of the people in charge of the plans for the building brought up the idea of turning it into a future large freezer for perishable products. The unexpected idea brought a short stop to the project as the plans for the ice house were quickly taken and changed in the face of future use for the building. The process was relatively quick, and the group that was digging ended up getting back to work with some light left in the day. The progress was still slow, but that was expected.

The digging is interrupted one day by Richard's arrival to check how everything is going. "Looks like you guys are making some pretty good progress. Any unusual issues with the assignment? Anything problems?" asks Richard as the group takes a short break to warm up. "Nothing wrong that I can see, except maybe how hard the ground is," replies Matt, taking a drink of water after speaking. "I will say that we changed the scope of the plans slightly to account for future expansion. One of the guys brought up the idea of making the building into a combination ice house and freezer in the future. It was a good idea, and we had already discussed doing something like that in the planning meetings, so we just went ahead and started." "That's…fine, I guess. Thanks for letting me know," says Richard as he makes some notes while frowning. "Why the long face Richard? It's a good idea and will save us some work in the future?" questions Matt, noticing Richard's reaction. "I'm not so worried about the changes being done as much as the fact that I didn't hear anything about it until you told me. I would appreciate it if we could get that kind of information sooner as it helps things all around."

(Success. Foundation for ice house halfway dug out. Artificial Crit means that the ice house can be upgraded for other uses when built. 1 turn remaining)

[X] 2x Replacement Blacksmith: straight roll for quality

One of the things that two of the groups went over was the fact that the camp was still missing a blacksmith. After the unfortunate passing of Jack, the old man who was the blacksmith for the camp, there wasn't anyone who wanted to replace him. The passing of time has seen people curious about taking over the role, and thus two groups set out to try and gain a replacement.

Roll 1=61 (Young, Amateur blacksmith
Roll 2=88 (Middle-aged, Practicing blacksmith)

There were many candidates at first, but the groups eventually came together and narrowed the decision down to two candidates. The first of the candidates is Paul, a guy in his late 20s who was an amateur blacksmith back on Earth. He knows his way around a basic forge and can do some of the things that Jack can. However, he admits that he would have trouble with some of the more fiddly parts of the trade as he doesn't really have experience in that area.

The second of the candidates is an older man in his early 40s named Aston, who is definitely the more favored candidate. The man is a practicing blacksmith, having had a small shop and experience providing service for some farms around the outskirts of town on Earth. If it could be one, the only downside is that he is geared more toward things that a working farm would need, being perfectly able to make just about anything farm related.

The choice is now up to the camp: do they pick the younger Paul? or the older Aston?

Paul will provide 3 replacement parts every turn, focusing on general blacksmithing.
Aston will provide 4 replacement parts every turn, focusing on farm-related blacksmithing.

(Success. Two candidates have been found, and the choice of blacksmith needs to be voted on.)

[X] 2x Dire Disturbances, Peaceful: 4 turns, DC 50 each turn

The last two groups had what looked to be the hardest task for the week, starting peaceful interactions with the Dire Wolves. The whole camp discussed how to go about this, but with the new information on the wolves' intelligence, the groups decided to take a wait-and-see approach to interaction. The only things that were planned were the day things would start and a basic plan for the interactions.

Roll=71(first roll)+17(second roll)+5(Basic Information, Outland)+5(rat creature meat) +10(Organized Camp)+10(Morale Tier 2)=118(Double DC)

Things became tense for a bit when the first wolves were spotted trailing the groups from the forest. Despite several people calling for the parties to turn back, the groups continued to make their way to the designated meeting spot, the forest lake. The spot had been chosen from the knowledge of the Dire Wolves' territory and relative closeness to the camp. The groups came to the area and waited, talking among themselves and ensuring that there were no unseen angles of attack. The group then brought forward the pack filled with the rat creature meat and a smaller bag of berries and set them out in an open area away from the groups. By the time the bags were opened, and the smell of slightly old meat was filling the clearing, the groups no longer had the full attention of the wolves.

As the two groups of campers walked away from the lake area, their task done for the day, a frenzy of noise came from several wolves who had raced to the bags of meat and were fighting and growling over the food. The campers hightailed it out of there fast, not noticing that one of the wolves watched them go into the forest before moving toward the meat. The groups would continue to come to that spot every day and leave some sort of food, each time staying longer and longer. By the end of the week, the group was able to see that the wolves were watching them as much as the campers were watching the wolves. As you return with the group back to the camp after another feeding session, you think about the future and how things will change with the wolves. There is already a little progress, even if it is the wolves learning that the campers sometimes drop food.

(Success. The wolves noticed the campers dropping food in the same place and will now watch groups of campers for occasional food. Double DC means that the first effort of the camp is noticed by the Dire Wolf Alpha, not that the camp knows that. 3 turns remaining.)

Random Event Roll: 64

On the way back to the camp from meeting with the wolves, one group takes a slightly different path to get around a snow drift that blocks part of the road. One of the campers slid partway into the ground with a yelp, and the snow fell some more, exposing part of a tree. While several people helped dig out the stuck camper, one curious camper examined the tree while waiting. Noticing that there were several seeds on the ground, they picked up a couple and pocketed one of the pods after examining the shape. When the topic of the covered tree got brought up around the campfire later, the camper remembered the seed he got and took it out, asking if anyone knew what the tree might be from the seed. After passing around the seed, one guy suggested that it might be soapberry, although he wasn't sure. Later examination of the seed by agricultural students confirmed that it was indeed soapberry, and the tree was noted down to be explored after the winter.

(Soapberry tree discovered. Location added to Outland map, and an option will be available in spring.)

Animal Attack Rolls: Needs to beat DC 40+15(Prepared Military)+10(Safer Fence, Safer Life)+5(Spotlights)=70
# of Attacks: d6(6)
(1)Direwolf Attack: 21 (Failure)
(2)Direwolf Attack: 19 (Failure)
(3)Direwolf Attack: 73 (Negated by Border Guards)
(4)American Lion Attack: 48 (Failure)
(5)Smilodon Attack: 95 (Critical Success)
(6)Smilodon Attack: 74 (Success)
Smilodon 1 Vs. Campers: 54 vs. 79+10(Safer Fence, Safer Life)+5(Self Defense Classes)=94
Attack was repelled with no camper injuries.
Does the Smilodon Escape? (DC increased by Crit) DC 40,45,50,55,60
Roll=47 (The Smilodon escapes lightly injured.)
Smilodon 2 Vs. Campers: 84 vs. 69, 47+10(Safer Fence, Safer Life)+5(Self Defense Classes)=84
(Exact Success, no fatalities)
Military interrupt! DC 10,20,30,40,50,60,70
Roll=52(Smilodon Attack affects D10(10) campers)
How injured are the campers?
Seriously Injured: D10(3)
Moderately Injured: D7(3)
Lightly Injured: D4(2)
Quick Fix: 2
Does the Smilodon Escape? DC 20,25,30,35,40
Roll=11(Nope, that's one dead Kitty)

Even when things seem to be going right, the threats of Outland seem to be a consistent presence for the camp. At the beginning of the week, before the groups started working towards peace with the wolves, there were three incidents where the Dire Wolves were spotted. The first two incidents were nothing more than the wolves being seen near the camp, and they left shortly after. The last incident was an attack that was fended off by the border guards seeing wolves approaching while they were watching for the returning groups sent to start peaceful actions with the wolves. After the initial meeting at the lake, the Dire wolves didn't attack the camp anymore, though they were seen chasing something on the prairie in the distance.

The other animal incidents this week were a short encounter with the pride of American lions that was seen out in the prairie, hunting for food and the attacks by the Smilodons. There were two Smilodon attacks near the end of the week, both of them getting through the border guard. The first animal was successfully driven off by the campers, with no injuries on the side of the campers. The second attack was more involved as the Smilodon used the disturbance of the other attacking Sabre-Toothed Tiger to sneak into the camp. Thankfully there were no fatalities, but several of the campers involved with distracting the creature and buying time were injured in the attempt. The second attacking Smilodon was eventually killed by the growing number of military guards, causing a great cheer to echo around the camp, with many of the injured joining along. A feast was held with the meat of the animal that was deemed safe to eat, and the camp celebrated the effectiveness of the training they had been doing, for, without that, people might have been killed in the attacks.

(No Morale hit from the animal attacks. The Sabre-toothed Tiger's Skull and pelt were added as trophies to the camp.)

End of Turn Stats:
Total Dice: 8
Currently Available Dice: 4
In use Dice: 4 locked (Self-Defense policy, Dire Disturbances, Ice House Blues, Pest Problems)
Currently Available Portals: 1, 2 next turn, 0 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 till snow makes many actions untenable
Food: 16
Animal Feed: 18 (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: 8 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(1 turn))
Morale Tier 2 Unlocked! +10 to all actions as long as Morale is 10 or above.


AN: Vote on which blacksmith you'd like for the camp.
 
hmm, i think Paul is the better option, he might be an amateur, but he isn't specialized like the other guy is, and practical experience could have him improve as time goes on.

Also, i'm glad my caution with the options lead to some really good results, but now i'm wondering what the alpha thinks of us, since we probably made the hunt for food a bit easier on them.
if we start hunting alongside the wolves at some point and crit, i can see at least one of the campers being pulled out of danger by one of the wolves mid hunt, one of which amusingly enough might have ended up with said camper riding on the wolf's back.
 
hmm, i think Paul is the better option, he might be an amateur, but he isn't specialized like the other guy is, and practical experience could have him improve as time goes on.
On the other hand we will probably need that farm equipment to help develop our farm. Plus, we should be able to expand the blacksmithing area to allow for more than one blacksmith at a time.
 
On the other hand we will probably need that farm equipment to help develop our farm. Plus, we should be able to expand the blacksmithing area to allow for more than one blacksmith at a time.
true, a general blacksmith should be able to make those tools, but not as well as someone specialized in it, as for expanding the number of blacksmiths, that is going to take time and resources.
meanwhile, a general blacksmith likely doesn't have reduced efficiency when smithing something that isn't a part of their specialization.

remember, the upcomming turn is the last one before certain things become unavailable due to the snow, so i think we should get some plans in place so we won't have to use our limited number of actions on just clearing out snow.
 
@Gahuul do the blacksmith specialisation unlock anything or are they just a bonus to that type of action?
a combination of both.
The specialization unlocks actions specific to the focus.
Using the two options as an example, Paul could provide an action allowing him to forge things to help in multiple areas, providing the same bonus. On the other hand, Aston would provide an action that has greater benefits for the farming/ranching area at the expense of a lower bonus to the rest of the camp.
The specializations also affect how the blacksmith looks at helping the camp.
Aston tends to focus on actions that will help the farming/ranching area and will do work there if not directed otherwise. On the other hand, Paul will help out randomly, but not as much.
 
That cements my choice.

[x] Aston

We will not always have specific work for the blacksmith, so him always helping out in one specific area means that in the long run he will do more work for us than randomly helping out here and there.
 
What Turn 17 could have been
[JK] Plan: God among blacksmiths
-[O] Replacement Blacksmith 7 dice

Replacement Blacksmith

The lack of a Blacksmith in the camp became quite a serious issue this week as the camp as a whole mobilized to replace the position. People with even the smallest bit of experience came forward to argue their case on who should replace the prestigious position.

Roll 1=21
Roll 2=95
Roll 3=9
Roll 4=22
Roll 5=81
Roll 6=36
Roll 7=100

The camp had several contenders for the position, with many people coming forward and spouting their qualifications. Quite a few of those bash people were quickly shouted down after it came out that they hadn't even touched a hammer, and one guy didn't even know what blacksmithing was. Things quickly turned for the better when a middle-aged gentleman with a slightly stooped posture stepped forward and proposed that the blacksmiths make something to prove their skill.

The camp took the suggestion and ran with it, allowing the prospective blacksmiths to make use of the forge for the day to make something and then choosing the best possible result at the end of the week. The camp waited for the Sunday to come as they would choose the blacksmith to take over the position. The blacksmith candidates all came forward, the middle-aged stooped man among them. All of the blacksmiths took the time to show off their projects, all of which could be used by the camp. When it came time for the stooped gentleman to show off his creation, he took the tarp off of the wagon that was next to him and showed the strange saw-toothed contraption to the camp. "What is it?" asked Bill as he tilted his head in confusion. "It's a machine to quickly cut down trees and then strip them of their branches," says the gentleman as he points out the various parts of the machine and what they do.

The camp is silent for a minute, and then there is a murmuring in the crowd as everyone starts to talk to each other. After a while, the campers come to a decision, and Richard says, "Well, it looks like the camp has spoken. Mr. Hadrian, we would like you to take over the position of the camp's blacksmith. Would you be willing?" "Of course," says Hadrian, smiling softly. Many hours later, Hadrian was standing in his new workshop, staring into the coals as he thought. It had been many years since he had been in a true forge, but the actions still came to him as naturally as they did all those years ago. While he had to change with the times, changing his name to stay under the radar, things were different now. This new world was like that of ancient times, pure in a way that Earth was not anymore. He touched a hammer, and a glow seemed to seep into Hadrian's skin, causing him to take in a deep breath. He exhaled with a growing grin, thinking that it would be fun to be a smith again, to work the fire and metal into wonders. With a smile now stuck on his face, Hadrian Elias Festus took up the hammer and tongs and assumed again his old title as the Blacksmith of the Gods.

AN: This snippet came from a joke plan by @Jack727 that stayed in my brain until it was written down. Here you go
 
hmm, sounds like Aston is the better pick long term in this case actually, since having agriculture improved passively without having to put actions in it would help make sure we have enough food and a variety of it.

[X]Aston

[JK] Plan: God among blacksmiths
-[O] Replacement Blacksmith 7 dice

Replacement Blacksmith

The lack of a Blacksmith in the camp became quite a serious issue this week as the camp as a whole mobilized to replace the position. People with even the smallest bit of experience came forward to argue their case on who should replace the prestigious position.

Roll 1=21
Roll 2=95
Roll 3=9
Roll 4=22
Roll 5=81
Roll 6=36
Roll 7=100
Ok, this would have been pretty sweet with the nat 100, and an interesting what if.
 
So next turn is going to be toilets and expeditions, maybe the hot water area for the canteen.

For the expeditions, the games are a must. Maybe shoes? We could also spend two dice and go for wind turbines.
 
Turn 17 Rumor Mill
United States Government
-The final injury numbers have come in for the storm that devastated the islands of Hawaii several weeks ago. The final death toll comes to 137 people who have perished in various ways, with a further 415 still in the hospital recovering from injuries. The report with all of these numbers can be found on FEMA's website.
-With winter snow storms coming to town, many people are stuck at home for days. Despite this enforced isolation, the nation handles the issue better than expected. "It's just like isolating due to COVID," says Jane Mayhew, a mother of 2. "Things were bad, and we all went a bit crazy at first, but we learned how to deal with things, and those lessons stuck."
-The trade alliance known as the Pacific Partnership has already started to show dividends as cities along the Pacific Coast report easier access to many commercial goods. A spokesperson for the organization stated, "The Partnership has entered the first phase of a plan to consolidate efforts along the West Coast to further the interests of the state affiliated with the organization."
BBC World Service
-The world is entering into winter, which has not seen the like since in decades. The average temperature around the globe has dropped by 0.3-0.4 ℃, equating to 0.54-0.72 ℉. Scientists are still confirming the outcome this may have on the global climate, but initial speculation presents the idea of longer winters at a minimum.
-Religious groups, many of whom saw the eruption of Yellowstone as a sign of the apocalypse, have had to be talked down from preparations for the end of days. The most egregious of these groups have taken the path of a cult, committing mass suicides with poisoned beverages. Numbers are still being tabulated on the impact of these extreme elements.
Outland camp
-The aftermath of the Sabre-toothed Tiger attacks has seen the camp vindicated in its idea of preparing for the worst. While not intended, the head and, later, the skull of the Smilodon have become a symbol of the campers' efforts against the uncaring nature that is Outland.
-The snow and ice have had a beneficial impact on the camp stores, specifically the stores of water. Being from a cleaner environment, with little or no chemicals in the air, the ice can be added to the stores of water for later use in drinking, cooking, or other uses.
-The cold and dampness have caused several people to develop symptoms similar to the flu, and it might even be that. The only issue is that with the lack of modern medicine if it is the flu, it is likely to spread through the camp pretty fast. The medical staff has begun pre-emptively bracing for any potential significant sicknesses.
??????
-A letter arrives at a large house with a carrier and is picked up by a butler. Upon reading the front of the letter and recognizing several essential parts on the envelope, the butler brings the letter to the study of his master. He raps his knuckles on the door and calls, "Sir? Are you in?" "What is it, Jorge? I'm working." "You have received a letter from Minister Cortez." "Come in," says the voice. Jorge opens the door to see his master, Giovanni Polo, looking over a map laid out on his desk. Jorge walks forward and hands over the letter to his master, who looks at it briefly and then puts it down, saying, "Thank you, Jorge, that will be all." Jorge leaves the room, going back to his duties around the house. Later that day, the master calls him up to his study and hands over a note. "Send this off to Minister Cortez, he requested a quick reply." Jorge bows shallowly to his master and then goes out to the staff house. He hands the letter off to the family messenger, sending him on the way to Minister Cortez's residence. He did not know what his master was working with the minister on, but it certainly had him in the right state.
-The purple spot now hangs in the air for several minutes at a time, occasionally flickering but never off for too much longer. There is more to look at now as a small pile of dust sits under the spot, slowly having grown over the weeks since the phenomenon started. The spot flickers and then stays there, a dark purple spot hanging in the air. The surrounding air starts to flow towards the spot, disturbing the pile of dust and causing small dust devils to form from the gusts. Eventually, the airflow stops, and the portal remains motionless, not moving despite the events that just happened around it. The dust of countless moth carcasses settles, resting again in the stillness of this Earth.

Also, voting on the blacksmith is closed. You guys will make use of Aston for your future blacksmithing needs.
 
Just a quick update on where I've been.
I finished the last of my finals today, now on break.
I'll find my stopping point, pick up my train of thought, and put out the next turn later today.
 
Turn 18 Fourth Week of November
People shiver as they gather around the table used for project group meetings. The cold comes quicker now, and many ponder setting fires for warmth, regardless of the idea's usefulness. Richard comes up to the group, shivering right alongside them. "I won't waste everyone's time; let's get this over with, so we can go and get some warm food. Any new ideas aside from the medical group's suggestion, which I already added to the list?" says Richard, cutting off Tina as she was about to speak. The group talks among themselves before everyone shakes their heads, and Richard continues, "Alright then. Which groups are doing what this week?"

Start of Turn Stats:
Total Dice: 8
Currently Available Dice: 4
In use Dice: 4 locked (Self-Defense policy, Dire Disturbances, Ice House Blues, Pest Problems)
Currently Available Portals: 1, 2 next turn, 0 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, snow makes many actions untenable/higher cost/longer time
Food: 15
Animal Feed: 17 (will eat regular food at a rate of 0.5 per turn)
Yeast: 8 (Increases by 1 every 4 turns, started Turn 16)
Replacement Parts: 12 (+4 every turn)
Power Needs: Small+
Power Generation: Tiny+
Power Storage: Small
(Start Farming long-term crops: 8 turns for results)
Morale: +8 overall (Base 1, +1 basic housing, +4 successful evacuation, -2 ????, +2 Basic Amenities, +1 small park, +1 Housing Level 2 Crit)
Morale Tier 1 unlocked! +5 to all actions as long as Morale is 5 or above.

[ ] Personal Defense: The cam has suffered another devastating attack by the area's predators, and only the quick actions of the medical staff limited the number of deaths. The campers were sad and angry, and out of that anger, combined with the words of Corporal Chavez, came this proposal. This suggests making the campers go through self-defense courses to give them a better chance of surviving these attacks. This would take a long time, and campers would constantly rotate out from the training, but it would help to make the camp safer. (Gain a reroll against animal attacks, with the highest roll taken. Gain a growing bonus for the campers the longer this is taken. Reduces the max number of dice by 1 so long as this is taken.) Policy Decision, Roll for morale effect.
[ ] 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 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 65
[ ] 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)) 2 turns, DC 60 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) 3 turns, DC 50 each turn

[ ] 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 3 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 3 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)
[ ] 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. (Winter Locked)
[ ] Create a Research area: The scientists have been debating about providing them a space to retain all the knowledge of Earth and research new things about the world they find themselves in. Allow them to take over the remaining area and transform it into a combination of Library and Laboratory. (Introduces the research mechanic. Provides a bonus for certain future actions. Gathers all knowledge about Earth and Outland into one easy-to-find place) DC 50 (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 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
[ ] 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 70
[ ] 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 (Winter Locked)
(NEW)[ ] Prepare for trouble: Several camp members have come down with some sort of sickness, with symptoms similar to the Flu. The Medical group wants to start treating the sick campers for the Flu to avoid this potential crisis. Allow the medical group to implement measures to prevent the spread of this and future diseases. (Sickness rolls will be shown. Reduces negative modifier to sick rolls.) DC 45
[ ] 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 55
[ ] Electric Grills: The constant use of Electricity has caused some questions about the possible utility of electric appliances instead of gas-powered or even straight fire. The idea has merit, and a few warehouses' electric grills have been overlooked. Add them to the Canteen and see if it helps with the lines that happen during meals. (Reduces lines for food due to having more cooking space available. Opens availability for more cooking styles/foods.) DC 40
[ ] Hot Water: The icy grip of winter has increased the need for hot water for various tasks. While storing the hot water would be an exercise in futility currently, the actual heating of the water can be made more efficient. Set up an area in the canteen that would allow people to quickly and safely heat water for any number of uses. DC 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 70
[ ] 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 (Winter Locked)
[ ] 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 55
[ ] Growing Weed?: Some of the stoners brought up the idea of planting Marijuana and hemp whenever people go hunting or in specialized areas. While this is likely only something they thought of to increase their supply, this could provide a source of drugs and materials for the future. (allows planting of marijuana and hemp plants out in the forest. Potential materials when plants grow. You will need to research hemp or find information while scavenging before it is beneficial.) DC 60 (Winter Locked)
[ ] 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 70 each turn, 3 4 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 (Winter Locked)
[ ] Look for Bees, Outland: A random thought by Jerry, the leader of the farming/ranching area, led Richard to think up this project. While you have a hive already, you could always use the honey and wax they produce. Find some wild hives and get access to bee products until you can get them from your hive. (Access to bee products. Options unlocked.) DC 40 (Winter Locked)
[ ] Deer Domestication, Part 2: The deer are much more amenable to being around humans and have started associating humans with food. Unfortunately, they are close to leaving for warmer areas for the winter. Continue to feed them until they leave and engrain that association between humans and food in the mind of the deer. Locked until finished, DC 40, 1 food used per turn. (3 turns until they leave for winter) (Locked from the random event)
[ ] 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 80
[ ] 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 50 60
[ ] 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 (Winter Locked)
[ ] Wind Power Scavenging: The camp has started using electricity continuously, which requires a lot of power. Unfortunately, the generators you brought have a limited amount of fuel. Some people suggested getting some at-home wind-powered generators to provide a more consistent power base for the camp. They could also be set up immediately, though there is little in the way of keeping the energy stored when it is not needed. (Provides a small continuous generation of energy for the camp.) DC 70 95
[ ] 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)
[ ] 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
[ ] 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
[ ] 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 campers' shoes 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
[ ] 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
[ ] 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
[ ] 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
[ ] Improvised Armaments and Fortifications: One thing that was considered 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.
[ ] Sap to Syrup: The weather might get cold enough this far south to allow for maple syrup production. While a simple process, the specific type of sap doesn't form in maple trees unless the temperature continuously falls below a certain threshold. Investigate the possibility of making maple syrup at the camp to provide a sweet treat for the campers. (Opens the option to produce Maple Syrup in Outland without moving to more northern climates.) DC 60/90
[ ] Write In: There might be other uses for the ice and snow; maybe other campers have ideas.

AN: Sorry about the lack of writing at the beginning, I know where I am plot-wise, but it might take me a few days to get back to the headspace I was in for lots of writing.
 
Morale Tier 1 unlocked! +5 to all actions as long as Morale is 5 or above.
wait, didn't we achieve morale tier 2 in the previous turn?

[X]Plan: assured winter prep.
-[X] Prepare for trouble: Several camp members have come down with some sort of sickness, with symptoms similar to the Flu. The Medical group wants to start treating the sick campers for the Flu to avoid this potential crisis. Allow the medical group to implement measures to prevent the spread of this and future diseases. (Sickness rolls will be shown. Reduces negative modifier to sick rolls.) DC 45 2 dice.
-[X] 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. 1 dice.
-[X] 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. 1 dice.

[]Plan: risky morale and requests.
-[] 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 3 turns, DC 40 rolled each turn. 1 dice.
-[] Prepare for trouble: Several camp members have come down with some sort of sickness, with symptoms similar to the Flu. The Medical group wants to start treating the sick campers for the Flu to avoid this potential crisis. Allow the medical group to implement measures to prevent the spread of this and future diseases. (Sickness rolls will be shown. Reduces negative modifier to sick rolls.) DC 45. 1 dice.
-[] 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. 1 dice.
-[] 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. 1 dice.

here are a couple of plans i've put together while i had the time, you can see what i think is the better one though to make sure the camp remains safe and unhindered as much as possible in winter
 
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I would add Fun and Games to this plan. Remember that we also scavenge for drinks at the same time which would put us back at Tier 2 morale for at least a couple more turns.
Fair enough, i've made an edit reducing the number of dice for the option that has the best chance of success even with just 1 dice.
Also, I might write an omake or side story from the perspective of a rather curious and potentially playful dire wolf.
 
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