Praise Be!
You will have time to deal with the situation and for it to simmer down slowly beforehand.
This will still be a bad situation, but you may be able, with good enough rolls, to turn it net neutral instead of bad altogether.
Well that's something at least, I was worried that this new disaster would show up while we're still fighting then fire.
 
Turn 29 Results
-[X] Fire Proofing, Perimeter - 3 dice
-[X] By the Power of Snow and Ice - 3 Dice
-[X] Prep a bigger generator area, part 3 - 2 Dice

By the Power of Snow and Ice: DC 20/50/90/150 40/70/110/170

Rolls=4(1st roll)+65(2nd roll)+45(3rd roll)+5(Basic Information, Earth)+5(Morale Tier 1)=124(Crit Failure)(3rd DC passed)

The action that had the biggest impact on the camp was a desperate attempt to use the remaining ice and snow from the Long Winter Earth to combat the encroaching fire in Outland. The idea, though unconventional, seemed worth a try given the perilous situation. However, the campers were noticeably unenthusiastic. The prospect of transporting large quantities of snow and ice through the portals felt daunting and perhaps even futile. Their spirits were low, and their movements sluggish as they went about gathering the necessary supplies. Long breaks were taken, and there was a general air of reluctance.

The atmosphere changed dramatically when, during one of the trips, something unexpected occurred. As a portal to Earth was opened, the campers were confronted by a strange, ethereal being. It appeared almost humanoid, yet otherworldly, with an air of ancient wisdom and power. The being looked at the campers, then past them through the portal to the sunny day in Outland, and, before they could say anything, vanished right before their eyes. The encounter was brief, but it left the campers in stunned silence, a sense of foreboding creeping over them.

Shaken but undeterred, they continued their task. On the next trip, as the portal was opened again, a sudden rush of creatures and beings from Earth surged through the gateway. The campers were overwhelmed, unable to react in time as they were quickly detained and pushed aside.

"What is going on?" yells out Evan, trying to be heard over the cacophony of voices and other noises.

"Humans have destroyed things well enough on Earth," says a deep, resonant voice. The group of campers turned and looked at the speaker and blanched slightly. Having paused amid the horde was a living tree, its bark creaking and its eyes glowing with an inner light as it looked at them. "You can stand to give us a new home." After saying that, it turned back and kept moving with the horde.

The campers watched in horror and disbelief as more and more beings poured through the portal, a chaotic mix of creatures that seemed to have been displaced from their own world. As the procession of beings started to slow, A regal-looking figure accompanied by a group of what looked like retainers came through and then started giving orders.

"Wait for as many as possible to come through, then close the portal behind us and take the artifacts that opened the portal. We don't want Winter's court coming through behind us," said the figure in a voice melodious as an orchestra.

"Yes, my queen," replied several of the figures as the Queen disappeared along with several of her attendants. The beings waited as ordered by their queen and, once no more stragglers were coming through, the portal was closed with a gesture. The remaining beings collected the portal hardware and quickly disappeared into the forest, leaving the campers behind, stunned and helpless.

The immediate aftermath was a mix of shock and confusion. The firebreak efforts, though significant, now seemed secondary to the new threat. The campers realized that their actions had inadvertently invited an unknown and potentially dangerous group into Outland. The disappearance of the portal hardware meant they had fewer means to get back to Earth, and even if they went back, they could not fully understand what had happened.

Despite the chaos, the campers had managed to achieve significant progress in their original mission. The snow and ice they brought through initially did help create a temporary barrier against the fire. The success meant that the fire would be slowed significantly, buying the camp precious time. However, the encounter with the beings from Earth added a new layer of complexity to their already dire situation.

The camp leaders quickly organized a meeting to address both the immediate and long-term consequences of this unexpected turn of events. It was clear that they needed to not only fortify their defenses against the fire but also prepare for potential conflicts with the new inhabitants of Outland. The campers were divided into groups, with some continuing the fireproofing efforts and others assigned to reconnaissance and security.

As they moved forward, the sense of urgency was palpable. The campers, once reluctant and slow, now moved with purpose. The sight of the ethereal being and the subsequent invasion had shaken them out of their complacency. They knew that their survival depended on their ability to adapt quickly and work together. The fire, once their primary concern, was now just one of many challenges they faced in this new and unpredictable world.

The camp buzzed with activity as everyone took on their roles. The ice and snow, though initially a source of skepticism, proved to be a crucial part of their defense strategy. The temporary barriers they created helped give them some breathing room they desperately needed. Meanwhile, the reconnaissance teams reported back on what they could find on the movements of the new inhabitants, providing valuable information that would help in planning their next steps.

In the end, the campers realized that their situation was far more complex than they had anticipated. The encounter with the beings from Earth served as a stark reminder that they were not alone in Outland and that they needed to be prepared for the unknown. The fireproofing efforts, combined with the knowledge gained from their unexpected visitors, would shape their strategies moving forward. The camp was no longer just a place of refuge; it was a battleground where survival required constant vigilance and adaptability.

(Success? Crit failure on one roll here plus random event crit failure combine to give you this. What knowledge you do have classifies the invaders as Fae, of one of the Seelie courts going by the colors. -1 portal device/hardware. +20 DC for all Outland actions until the situation is resolved. -3 morale while the invasion is still a threat. Other effects throughout Outland.)

[ ] Fire Proofing, Perimeter: DC 20/50/90/140 40/70/110/160

Rolls=74(1st roll)+63(2nd roll)+13(3rd roll)+10(Organized Camp)+5(Morale Tier 1)=165(Maximum Success)

As the threat of the fire loomed closer, the campers felt a renewed sense of urgency and determination. Unlike some of their previous endeavors, which felt distant or theoretical, the task of fireproofing the camp's perimeter was tangible and immediate. They could see the direct impact of their actions, which fueled their enthusiasm and drive.

The first step was to tackle the outer perimeter of the camp. Groups of campers armed with shovels, rakes, and other tools spread out to clear the ground of fallen leaves, branches, and any other detritus that could potentially fuel the approaching fire. It was back-breaking work, but the campers pushed through, motivated by the visible progress they were making. Piles of debris were hauled away, leaving the ground bare and less likely to catch fire.

Next, they turned their attention to the dead trees, bushes, and other low-lying plants that dotted the landscape. Chainsaws roared to life, and the campers methodically cut down and removed these potential hazards. The once cluttered and tangled underbrush was transformed into a clear and defensible space. The sight of the cleared area provided a psychological boost, reinforcing the campers' belief that they were making their camp safer.

For the camp's fence, the approach was meticulous. Campers went around the entire perimeter, making sure that the fence was free of any overhanging branches or other obstructions. They cleared out the ground around it, ensuring there was nothing that could easily catch fire and compromise the barrier. The cattle fences, too, received the same thorough treatment, leaving no stone unturned in their quest for safety.

When the unexpected invasion happened, the benefits of their hard work became immediately apparent. The cleared perimeter and well-maintained fences made it easier to spot and manage any potential intruders. The campers were able to ensure that there were no obvious threats within the camp, maintaining order and security even amidst the chaos.

As the final touches were put in place, the camp's perimeter stood as a testament to their collective effort and determination. The sense of accomplishment was palpable, knowing they had done everything in their power to protect their home. The looming fire still posed a threat, but the campers were now better prepared to face it head-on.

(Max Success. +2 DC for any actions affecting the camp, in general. +5 DC against Fire rolls near the camp.)

Prep a bigger generator area, part 3 400 420 total.

Rolls=32+5(Morale Tier 1)=37/420 progress.

With the structure now complete, the next step was to set up a more substantial generator to power the camp efficiently. The group tasked with this effort knew they had a long road ahead, starting with the safe dismantling of the generator on Earth to transport it to Outland. This process was delicate and required meticulous attention to detail, ensuring no vital components were damaged or lost in the transition.

The team, equipped with tools and what blueprints they could find, headed through the portal to Earth, prepared to start the meticulous task. They set to work with a sense of purpose, systematically taking apart the generator piece by piece. Each bolt and wire was carefully labeled and stored, ensuring they could reassemble the generator seamlessly once it reached its new home. The work was steady and focused, with everyone understanding the importance of their task.

However, as the days passed and news of the invasion on the other portal reached them, a sense of unease began to permeate the group. The sudden appearance of strange beings and the subsequent chaos had everyone on edge. The leadership of the camp decided it was best to halt the dismantling operation temporarily, fearing that this portal might also be compromised.

The decision to stop the work was met with a mixture of frustration and relief. While the team understood the necessity for caution, they were also eager to complete their task. With the generator project on hold, the team dispersed, finding other ways to contribute around the camp. Some helped reinforce defenses, others assisted with the fireproofing efforts, and a few lent a hand in securing food and water supplies.

Despite the interruption, the team remained hopeful. They knew that once the immediate threats were managed, they could return to their task and finish setting up the generator. The camp's need for reliable power was more crucial than ever, especially with the ongoing threats and the approaching fire.

The week's work had been disrupted, but it wasn't wasted. The knowledge gained and the preparation done would expedite the process once they could safely resume. For now, the priority was ensuring the camp's safety and stability, ready to pick up where they left off when the time was right.

(Progress. Narratively, the group stopped to help the camp once the invasion happened. Game-wise, you got all the points for the roll.)

Random Event Roll: 1
Scenario: 9 / Fae Invasion from @Wobb Nox
Specifics roll: 2 / Full court, Seelie from @Amilia
Turns until interacting w/ camp: 10 from @Whenyouseeyou

See Power of Snow and Ice for narrative effect.

End of Turn Stats:
Total Dice: 9
Currently Available Dice: 8
In use Dice: 1 locked (Self-Defense policy)
Currently Available Portals: 2, 0 next turn, 0 on cooldown
Camp Slots: Available 1, In use 8(2Housing, 1 Canteen, 1 Warehouse, 1 Farming/Ranching, 1 Engineering Area, 1 Medical Area, 1 Small Park)
Season Timer: Spring, 7? turns remaining
Food: 32 Max:26
Animal Feed: 18 (will eat regular food at a rate of 0.5 per turn) Max:25
Yeast: 11 (Increases by 1 every 4 turns, started Turn 16)
Replacement Parts: 92 (+4 every turn)
Power Needs: Small+
Power Generation: Miniscule
Power Storage: Small
Morale: +5 overall (Base 1, +1 basic housing, +2 successful evacuation, -3 ????, +2 Basic Amenities, +1 small park, +1 Housing Level 2 Crit, +3 Banner of the Smilodon, +1 Pets!,+1 Flight Capable, -1 Forest Fire, -1 electricity issues, -3 Fae invasion)
Morale Tier 1 unlocked! +5 to all actions as long as Morale is 5 or above.

AN: For those of you interested, if @Amilia had rolled a 1, you would have gotten a full court of UNSEELIE fae instead. You probably would not have dealt well with that.
 
Well, hopefully they don't hold a grudge against climate change. I'm hoping the wolves can vouch for us. Honestly not really a whole lot we can do about it. Maybe Rush to Omaha while they's busy?
 
Bad luck on the seelie I guess. I get critical dice failure but hopefully they got burned up in the forest fire? We really need some earthmovers or tractors or something so we aren't relying on physical labor.

Do we have an idea how many weapons our camp holds? We have some national guard right? Plus most of our people lived in the country side. So we should have a pretty eclectic selection of firearms. Hopefully someone has an ammo press. Thank you for the update.
 
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This might be premature but I hope we have some lawyers in our camp, any agreement with the Fae requires someone familiar with convoluted laws and agreements.
 
Meh, its the seelie. Their whole schtick is monkey paw agreements. Hopefully they got caught in a fire. If not hopefully the US airforce have a few predator drones they can spare to help us when we finish getting in contact with the rest of the country. Then we can put them on fire.
 
Turn 29 Rumor Mill
United States Government
- Rising Tensions Over Immigration Policies Amidst Increasing Climate Migration
With the climate crisis worsening, more people are migrating from vulnerable regions to the US, seeking refuge from extreme weather events and deteriorating living conditions. This surge has intensified the ongoing debate over US immigration policies. Lawmakers are split on how to handle the influx, with some advocating for more lenient asylum policies and others pushing for stricter border controls. As the number of climate refugees grows, the Biden administration faces increasing pressure to address the situation comprehensively.

- Nationwide Teacher Shortage Exacerbated by Ongoing Pandemic and Weather Disruptions
Schools across the United States are grappling with a severe teacher shortage, worsened by the lingering impacts of the COVID-19 pandemic and extreme weather events. Many educators have left the profession due to health concerns, burnout, and challenging working conditions. Additionally, frequent school closures caused by flooding, snowstorms, and other climate-related events have disrupted the educational system, leading to inconsistent attendance and strained resources. Education officials are calling for emergency measures to recruit and retain teachers, including increased pay, better support, and enhanced safety protocols.

- Economic Impact of Rising Gas Prices Hits Consumers and Businesses Alike
The recent spike in gas prices, driven by geopolitical tensions and supply chain disruptions, is taking a toll on American consumers and businesses. With fuel costs soaring, transportation expenses have increased, leading to higher prices for goods and services. Small businesses, particularly those reliant on delivery and logistics, are feeling the pinch as profit margins shrink. Consumers are also experiencing higher costs at the pump, adding to the financial strain of rising inflation. Economists warn that if the trend continues, it could hamper economic recovery efforts and increase the cost of living across the country.

- Breakthrough in Renewable Energy Storage Could Revolutionize the Industry
In a significant scientific breakthrough, researchers at a leading US university have developed a new technology that vastly improves the efficiency and capacity of renewable energy storage. This advancement addresses one of the critical challenges in the transition to green energy – storing energy from intermittent sources like wind and solar. The new technology promises to reduce costs, increase storage capacity, and enhance grid stability, making renewable energy a more viable and reliable option for the future. Industry experts are optimistic that this development could accelerate the shift away from fossil fuels and help the US meet its climate goals.

BBC World Service
- Mass Emigration from Northern Nations to Warmer Climates Accelerates
As climate change continues to impact global weather patterns, a growing number of people from northern countries are migrating to warmer regions. Nations such as Canada, Norway, and Sweden are witnessing unprecedented rates of emigration, with many citizens seeking refuge from harsh winters and increasingly unpredictable weather conditions. Southern European countries, as well as regions in South America and Africa, are becoming popular destinations. This mass movement is raising questions about infrastructure, social integration, and environmental sustainability in receiving nations.

- Global Coalition Formed to Address Increasing Wild Animal Attacks
In response to a surge in wild animal attacks worldwide, a new international coalition has been established to develop strategies for mitigating human-wildlife conflict. The coalition, comprising conservationists, scientists, and policymakers from over 50 countries, aims to implement measures such as habitat preservation, community education, and advanced tracking technologies. Recent incidents involving large predators in both urban and rural areas have highlighted the urgent need for coordinated action. The coalition's efforts are seen as crucial in balancing wildlife conservation with human safety.

- Cryptid Sightings Surge Worldwide, Sparking Scientific Curiosity and Public Fascination
Reports of cryptid sightings, from the Loch Ness Monster to Bigfoot, have seen a dramatic increase in recent months. Scientists and cryptozoologists are investigating whether environmental changes and human encroachment are driving these elusive creatures into the open. Social media has played a significant role in spreading eyewitness accounts and purported evidence, fueling public interest and debate. While skeptics dismiss many of these sightings as hoaxes or misidentifications, the phenomenon has reignited discussions on the existence of undiscovered species and the mysteries of our natural world.

- New Initiative Launched to Tackle Climate Change's Impact on Global Agriculture
A groundbreaking initiative has been launched by an international consortium of governments, NGOs, and agricultural experts to address the severe impacts of climate change on global food production. The initiative aims to develop climate-resilient crops, improve water management practices, and support smallholder farmers in adapting to changing weather patterns. With predictions of increasing droughts, floods, and other extreme weather events, this initiative is seen as vital to ensuring food security for millions. Early pilot programs in Sub-Saharan Africa and Southeast Asia are already showing promising results.

Outland camp
-"Shit" echoes out from the group watching the smoke on the horizon start to dissipate a little. Several people turn at the deadpan exclamation and see Jerry looking at the horizon with intense focus. "The fire's lessening."

"Well, yeah? How's that a problem, Jerry?" asks Bill as he continues to look at the dwindling smoke column in the distance. "Hell, that's good for our future efforts. We can get back to doing other things in the forest and start planning more for the future as opposed to reacting to the fire."

"It's bad," says Jerry as he turns to look at Bill. "Because if that smoke's decreasing, it means one of a few things happened. Number one," Jerry says, counting off one finger on his hand. "It might be that the fire's finally starting to run out of fuel. But with how much wood is likely available for the blaze, this is least likely. Number two," Jerry ticks off another finger. "The fire is still going, but the bulk of the blaze has moved far enough away that we're not seeing all of it's smoke anymore. Or number three" says Jerry as he holds up his hand with three fingers raised and turns to look at the smoke.

"The Fae did something to the blaze," says Bill, finishing Jerry's point. The group starts talking around the two, but Bill and Jerry stare in silence for a bit. Bill sighs and side-eyes Jerry: "I see your point, Jerry. It's not a good situation no matter how you slice it. Have you brought this up with the other members of the leader group?"

"A few, I'll bring up the point officially at the meeting tomorrow," replies Jerry. The two continue to stare at the smoke before Bill wanders off to talk to others. As the rest of the campers wander off, Jerry sighs and says to himself, "Glad I'm not with the engineers or smiths; they'll need to get working on Iron tools. Need to have something for the Fae situation."

??????
- On the planet known to the portal developers as Greenhouse Earth, a small purple spot has hung motionless in space for months. The pile of dust that originally existed underneath the portal has only expanded, blown about by the winds that occasionally interact with the semi-enclosed room. The area has been silent from both sides of the portal for months now, nothing disturbing the deathly tranquility of the scene. All at once, the situation rapidly changes; from the Earth side of the portal, a loud creaking leads to crunching and then a crash, material falling, and the portal is suddenly in the open to the sky of both Earths. The building that once housed the portal has finally collapsed under the weight of the snow and ash on top of it. After a while, the collapse finishes, now only known by the echoes of its suddenness and the dust it stirred up.

- The Summer Court Fae stood atop a hill, her eyes sweeping over the sprawling settlement of her kin below. The Fae were industrious, weaving their magic into the landscape, creating beautiful and intricate structures that harmonized with the natural world. The air was filled with the sounds of their work, a symphony of enchantment and ethereal activity.

Nearby, other Fae flitted about, their movements graceful and almost imperceptible to the untrained eye. She noticed a few who had already started staking claims to certain areas, their territorial instincts kicking in despite the newness of this dimension. She shook her head slightly, bemused by their eagerness. The settlement was abuzz with energy, but there was an underlying tension as well.

As she continued her observations, another Fae, slender and ethereal with a shimmer of golden light, approached her. "Lyra," he greeted, his voice like the tinkling of bells. "What do you make of our new home?"

Lyra turned to him, her expression thoughtful. "It is... different, Alaric. The land is vibrant, full of potential. But our presence here disrupts the balance. Some of our kin are already trying to carve out territories, as if this place were no different from our own realm."

Alaric nodded, his gaze shifting to the bustling activity below. "Yes, I've seen it too. It's a delicate situation. We must tread carefully to ensure harmony."

Later, as the moon rose high, casting a silvery glow over the land, Lyra and Alaric took to the skies, flying silently towards the human camp in Outland. They moved as undetectable scouts, their presence masked by powerful glamour. From a vantage point, they observed the humans going about their work, patrolling their borders and organizing supplies.

"Look at them," Lyra whispered, her tone a mix of curiosity and caution. "They are industrious, but their ways are so foreign. They disrupt the natural order with their presence."

Alaric nodded, his eyes narrowed as he studied the humans. "We must decide what to do with them. Some suggest we should drive them away, others believe we can coexist. What do you think?"

Lyra sighed, her thoughts conflicted. "Sending them away might not be an option, at least not yet. They are already set in place and seem to be here to stay, for now. Coexistence could be possible, but it will require careful management. The humans are resourceful but also prone to conflict. We must ensure they do not upset the balance of this land like they did our original home."

Alaric tilted his head, considering her words. "And what of those among our kin who wish to claim territories? They may see the humans as a threat or an opportunity."

Lyra frowned, her eyes reflecting the gravity of the situation. "We must find a way to balance our needs with those of the humans. Perhaps a council should be called, to discuss these matters and find a path forward that benefits our people."

Alaric nodded in agreement. "A wise suggestion, Lyra. We must navigate this carefully, for the sake of our future and that of this new world."

With that, the two Fae continued their silent vigil, watching over the human camp as the night wore on, their minds filled with thoughts of the challenges and possibilities that lay ahead.
 
Bloody Fae, "oh the humans are here and might disrupt the natural balance."
Also Fae "some of our people are trying to carve out territory like back home and our very presence disrupts the balance."
 
Turn 30: 4th Week of February/1st week of March
As the days stretched on, the once-menacing forest fire that had loomed over the camp began to wane, its fierce glow fading along with the suffocating plumes of smoke. The massive column of smoke that had darkened the skies and choked the air now dwindled, shrinking to a mere shadow of its former self. The relief that swept through the camp was palpable; the immediate danger seemed to be receding, offering a brief, much-needed respite to the weary community. The fire, though still smoldering in the distance, no longer felt like an unstoppable force of nature poised to consume everything in its path. Instead, it was becoming a manageable threat—something that, while still dangerous, could be contended with rather than feared.

The connection between the fire's sudden decline and the arrival of the Fae was a topic of hushed speculation among the camp's inhabitants. Could the two events be related? Did the Fae have some influence over the elements, or was it simply a coincidence that the fire abated as they arrived? No one could say for certain, but the timing was enough to sow seeds of doubt and unease. The presence of the Fae added a layer of complexity to an already strained situation, forcing the camp to reconsider its priorities and strategies. What had been a singular focus on combating the fire and maintaining the camp's infrastructure now became a multifaceted challenge, with new and potentially volatile elements to consider.

Scrambling to adapt to this rapidly changing landscape, the camp's leadership found themselves in a state of near-constant deliberation. The arrival of the Fae demanded immediate attention, and yet the camp's existing needs—securing resources, strengthening defenses, and preparing for the coming seasons—could not be ignored. The leadership team, once focused on managing the pressing dangers of fire and food shortages, now found themselves navigating a delicate balancing act between addressing the immediate concerns raised by the Fae's presence and maintaining the camp's overall stability.

Tensions were high, and priorities seemed to shift with every passing hour. Should they focus on establishing diplomatic relations with the Fae, seeking to understand their intentions and needs? Or should they continue to reinforce the camp's defenses, preparing for any potential conflict that might arise from misunderstandings or mistrust? The camp was on the brink of a new chapter, one fraught with unknowns. As the smoke from the fire slowly cleared, it became apparent that their path forward was more uncertain than ever before, with every decision carrying the weight of potential consequences. The camp's survival no longer depended solely on their ability to withstand the physical threats of Outland, but also on their capacity to navigate the complexities of this new, fragile coexistence with beings from another world.

Start of Turn Stats:
Total Dice: 9
Currently Available Dice: 8
In use Dice: 1 locked (Self-Defense policy)
Currently Available Portals: 2, 0 next turn, 0 on cooldown
Camp Slots: Available 1, In use 8(2Housing, 1 Canteen, 1 Warehouse, 1 Farming/Ranching, 1 Engineering Area, 1 Medical Area, 1 Small Park)
Season Timer: Spring, 7? turns remaining
(NEW)Time until forced Fae interaction: 10 turns
Food: 32 Max:26
Animal Feed: 18 (will eat regular food at a rate of 2 per turn) Max:25
Yeast: 11 (Increases by 1 every 4 turns, started Turn 16)
Replacement Parts: 92 (+4 every turn)
Power Needs: Small+
Power Generation: Miniscule
Power Storage: Small
Morale: +5 overall (Base 1, +1 basic housing, +2 successful evacuation, -3 ????, +2 Basic Amenities, +1 small park, +1 Housing Level 2 Crit, +3 Banner of the Smilodon, +1 Pets!,+1 Flight Capable, -1 Forest Fire, -1 electricity issues, -3 Fae invasion)
Morale Tier 1 unlocked! +5 to all actions as long as Morale is 5 or above.

[ ] Personal Defense: The camp has suffered another devastating attack by the area's predators, and only the quick actions of the medical staff limited the number of deaths. The campers were sad and angry, and out of that anger, combined with the words of Corporal Chavez, came this proposal. This suggests making the campers go through self-defense courses to give them a better chance of surviving these attacks. This would take a long time, and campers would constantly rotate out from the training, but it would help to make the camp safer. (Gain a reroll against animal attacks, with the highest roll taken. Gain a growing bonus for the campers the longer this is taken. Reduces the maximum number of dice by 1 so long as this is taken.) Policy Decision, Roll for morale effect.
[ ] Expand Borders: Space is still a bit tight in the camp, and while no one is complaining, it might be nice to get ahead of this. Use some more fencing to expand the area that you have available for more space to put towards any purpose. Might as well use what we have while we have nothing better to do.(can only be taken 2 more times with current supplies) 2 turns, DC 50 rolled every turn
[ ] Fire Proofing, Interior: The forest fire on the horizon is unexpected and strange, especially as it still persists despite the remaining ice and snow. Several campers have suggested looking at measures that can be used in the camp interior to prevent fire from catching or spreading if/when it makes it to the camp. (Fireproofing for the interior of the camp in various ways) DC 20/50/90/140 -> 20/40/70/110
NEW[ ] What the Fae Doin'?: The fact that the Fae are real hits harder than many people want to admit. Several things are attributed to the Fae, and we need to find out what applies here, especially if it means some old myths and legends are true. (1 dice per action)
  • [ ] Background knowledge: What do we know about the Fae as a whole, and any further inferences from that? This will likely require some research. DC 45/65/105
  • [ ] Eye Witness accounts: What have we seen from the Fae during that brief window when they were making the journey to Outland? This should give us a better idea of where they were headed and a general idea of how many. DC 20/50/90
  • [ ] Implications: This is going to impact morale in one way or another. How do we deal with the fact that not only do Fae exist, but they decided Outland is better than Earth? DC 15/55
  • [ ] Plan for the future: What is our plan for the future, here? What should our policy be going forward? (Write In)

[ ] Wooden Walls: The constant attacks by predators have caused questions to be asked about building a better wall. The idea has merit and was thus added to the project list. This would also give our people experience building wooden walls for Outposts when we get to that stage. (Builds a wooden wall around the current camp, options unlocked, DC reduction for certain actions.)(Locked due to missing requirements: Camp Level 2)
[ ] Town Hall: The camp has grown quite a bit since it was first established, and people are wondering if it could be turned into a town instead of a camp. The idea would be great for everyone as it would also take some of the pressure off of the project group from having to run everything. One of the things that would be needed would be a town hall to house all the decision-making and other purposes. (Upgrades Camp level to 2. Options unlocked.) (Locked due to missing requirements: Research Area Level 1, open camp slot)
[ ] Wooden Huts: Some campers have come forth and asked if it would be possible to make wooden huts for housing. This would be a long-term project, but the result would be people having their own houses and feeling perfectly at home for the first time in a while. (Locked due to missing requirements: Camp Level 2, Level 2 Lumberyard, 10 slots will be used/converted)
[ ] Better toilets: The toilets in the camp are constantly in use. While not currently a problem, there could always be more, and they could always be better. Redesign the toilets in the camp to reflect the larger population better using them and be able to clean them and empty the waste products more efficiently. (build more, better toilets for the camp and have them less crowded.) 1 turn, DC 35 (Currently Locked)
[ ] Create a Research area: The scientists have been debating about providing them a space to retain all the knowledge of Earth and research new things about the world they find themselves in. Allow them to take over the remaining area and transform it into a combination of Library and Laboratory. (Introduces the research mechanic. Provides a bonus for certain future actions. Gathers all knowledge about Earth and Outland into one easy-to-find place) DC 50
[ ] Build a Library: The fortuitous luck of taking a whole library's worth of books has made people ask for a stand alone building to be built in the camp. Unfortunately, this would require more coordination and management and access to more modern building techniques. Needless to say, this option is lost to us for the time being. (Locked from lack of camp slots.)(Locked due to missing requirements: Camp Level 2, Research Area Level 1)
[ ] Build Portals: There can never be enough Portals in the camp. The engineering team are willing to create new portals as it would expand the options available for the future and are eager to make more than 1 if given a chance. DC 40
[ ] Build an offroad vehicle workshop: The discovery of all available parts for dirtbikes and the ATVs on Earth was a boon. Some people have suggested that an Offroad Vehicle Workshop be made to take care of the maintenance of the bikes, ATVs, and any other such vehicles found in the future. Now that winter is over, it might be worth looking into. DC 30
[ ] Building mills: The wheat discovered in Outland can be turned into flour if the grain is put through a mill to grind it down. That would be useful if there were any hand mills in the camp, but that was one of the few things Bill should have thought to order. It may be possible to make some mechanical hand mills to process the grain into flour, but they would have to be hand-made, and wouldn't be the most efficient even with a workshop. (able to manually grind wheat into flour in the camp.) DC 60
[ ] Prep a bigger generator area, part 3: The site for the bigger generator from the military camp has been set up and awaits the generator to be brought back and installed. While this would greatly improve the camp's available power and power security, it would be a labor-intensive project. (Finishes the military generator quest chain.) 37/420 total. Each roll costs 2 dice.
(NEW)[ ] Cold Iron Barriers: The Fae are real, and that could be a problem. One of the more widespread myths associated with the Fae is that they enjoy playing tricks, especially on mortals. While this would not usually be an issue, the fact that they stole a set of the portal hardware means that the rest are potentially in jeopardy. Make some iron barriers to stop anyone, and anything, from simply absconding with the remaining portal hardware. DC 45
[ ] Animal products: An idle question about the purpose of keeping the animals in the camp has caused the project group to look into what they can use the animals for. While using their skins for leather will eventually become an option, you could also think up uses for the animals' bones, feathers, fur, and many other animal products. DC 40
[ ] Food for the Herd: Jerry was going over inventory for the animals and he realized that there was still some room for storing feed. He puts forth the idea of gathering a bunch of grasses and other plants from the surrounding area to make feed for the animals. While labor intensive, this would add more to stores and give something to do for those who are willing. (Provides 1 turn worth of food for the animals) DC 35 80
[ ] Start Ranching: The space enclosed by the fence would be prime land for grazing animals when it starts to grow again. Designate the area as a pasture and allow for the growth of wild plants and grasses that the animals can feed on when the plants grow. (converts 1 open space to pasture, providing 1 feed every 4 turns) DC 10
[ ] Milk in the making: The cows can provide fresh milk for the camp to be used in cooking and maybe make cheese in the future. The idea of fresh milk is strange to some people who have never had it, but they will quickly get over their reservations. Especially as some of the cows have started to show signs of pregnancy, making this a more viable idea. (Gives the camp access to fresh milk.) DC 35
[ ] Add an additional field: Jerry has been complaining that he doesn't have enough room to plant in the camp. He would like to turn one of the open camp plots into another field to be used for farming. (Changes 1 open camp slot into 1 Farming/Ranching Camp slot) Free action
[ ] Start Crop Rotation: Jerry realized when planting that we need to implement some sort of crop rotation to ensure that the ground is not stripped of all its nutrients. Set a policy so that the fields are not used till they have nothing left, like what happened on Earth. (In quest, fields able to grow crops all year long. Mechanically, This makes the field unable to be changed to something else later.)
[ ] Start Farming short-term crops: Try and grow your food, the first step to sustaining your camp in Outland. This explores whether or not you could grow crops that mature faster and get you food sooner, at the cost of providing little food. 8 turns for results, DC 30 rolled at the end, +8 food (Excludes Start Farming, long-term crops due to lack of available fields)
[ ] Start Farming long-term crops: Try and grow your food, the first step to sustaining your camp in Outland. This is a long-term project and will provide a lot of food…when it finishes. 16 turns for results, DC 40 rolled at the end, +18 food (Excludes Start Farming, short-term crops due to lack of available fields)
[ ] Floating Rice Farms: A comment from one camper led to an idea about making more food in the future. The idea is to have floating farms for producing things like rice on the lake that was found. The idea has been done in many cultures on Earth and would allow the camp to dramatically increase its food production. Now that Spring has returned, it might be possible to create these agricultural marvels. Look into the viability of making floating farms and see if it is possible with what you have. DC 40


[ ] 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)
[ ] 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
NEW[ ] Emergency Quarantine: The Fae are real, and they made their way into Outland. While as wondrous as it is horrifying, there is a more pressing concern for the medical cohort: infection. There are who knows how many possible known and unknown diseases, pathogens, or other infectious factors at play from those who interacted with the Fae. Establish a quarantine, as best you can, for those campers who interacted with the Fae, at least until we can verify that they are not imminently in danger of spreading Magic Cholera or something similar. DC 60
[ ] Electric Grills: The constant use of Electricity has caused some questions about the possible utility of electric appliances instead of gas-powered or even straight fire. The idea has merit, and a few warehouses' electric grills have been overlooked. Add them to the Canteen and see if it helps with the lines that happen during meals. (Reduces lines for food due to having more cooking space available. Opens availability for more cooking styles/foods.) DC 40
[ ] Hot Water: The icy grip of winter has increased the need for hot water for various tasks. While storing the hot water would be an exercise in futility currently, the actual heating of the water can be made more efficient. Set up an area in the canteen that would allow people to quickly and safely heat water for any number of uses. DC 30
NEW[ ] Bird Feed: The Ravens that to have taken up shop in the area surrounding the camp may prove to be of use, especially given the circumstances. Set up a small, separate area where food scraps could be laid out open to the sky, allowing the birds to associate the camp with being friendly and with food. This would also mean that any birds that try to start bobbing around the normal cooking area can be shooed away or tagged as potential Fae. DC 25
[ ] Wood Storage: An idea proposed by Jerry from the farming group was that the wood taken from clearing areas should be collected and dried to be used for future use, whether that be for fires or buildings. Ensure there is enough room in the warehouse to hold a good amount of wood that is safe and dry from the weather. (Some of the wood from cleared areas is kept for future use instead of being immediately used.) DC 30
[ ] Expansion: The warehouse for the storage of animal feed at the current level is full. This has caused several people to suggest upgrading the warehouse to increase the available storage capacity of everything. (Locked from level requirements.)
[ ] Aerial scouting: The building of an airbase will allow many things to open up for the camp, the primary among them being aerial scouting. The ability to relay information or draw maps from an aerial view presents many opportunities. Send out the plane to expand the map of the area and give ground explorers a better idea of what is in which directions. (Adds bonus to exploration/scouting rolls, expands map.) DC 60
[ ] 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 60
[ ] Fishing: You have discovered that a nearby lake has fish! Get yourself some and have a fish fry at the camp. (Gain +1 food for every time DC exceeded(ie. Rolling 90 gives +2))DC 35 55
[ ] Set up roving patrols: Predators in the forest were waiting to attempt adding humans to the prey menu. This is concerning in and of itself and suggests that the predators in Outland are more intelligent than their Earth counterparts. Setting up some patrols in the surrounding area would make the camp safer and allow for easier expansion. (Predator attack rolls are reduced by 1 dice so long as this is taken. Reduce DC for certain actions. project unlocked) DC 40 60, -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
[ ] Mining Iron: The guys from the fishing group found a small deposit of iron when they were out fishing. The blacksmith has said that it's good quality and the camp could always have more to add to its supplies. Go and mine some of the iron to be used by the blacksmith and possibly the engineers. (Grants +dice roll of iron, with the type of dice depending on the initial roll) DC 40 60
[ ] Hunting: A group of survivors wants to go hunting in this new world to expand the available supplies. There is a more limited availability of prey as some species start to move for the winter months. DC 25 45
[ ] 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 80
[ ] 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 60

[ ] Deer Domestication, Part 2: The deer are much more amenable to being around humans and have started associating humans with food. Unfortunately, they are close to leaving for warmer areas for the winter. Continue to feed them until they leave and engrain that association between humans and food in the mind of the deer. Locked until finished, DC 40, 1 food used per turn. (3 turns until they leave for winter) (Locked from the random event)
[ ] Sap to Syrup: The weather might get cold enough this far south to allow for maple syrup production. While a simple process, the specific type of sap doesn't form in maple trees unless the temperature continuously falls below a certain threshold. Investigate the possibility of making maple syrup at the camp to provide a sweet treat for the campers. (Opens the option to produce Maple Syrup in Outland without moving to more northern climates.) DC 60/90 (Locked from fire)
[ ] Scavenge: Go through the portal back to Earth and scavenge for supplies. (Choose what you look for when scavenging: Consumable, Knowledge, Material.) DC 10
[ ] Animal Food: The thought of domesticated animals on Earth leads to another idea, that of pet stores and, specifically, the bags of pet food they have. Most of that food would still be good and could be used to feed several of the animals in the camp. Plus, to the disgust of many, the food might also be edible for humans, even if barely. Scout out pet stores back on earth to see if there is anything that you should bring back. DC 25
[ ] Wind Power Scavenging: The camp has started using electricity continuously, which requires a lot of power. Unfortunately, the generators you brought have a limited amount of fuel. Some people suggested getting some at-home wind-powered generators to provide a more consistent power base for the camp. They could also be set up immediately, though there is little in the way of keeping the energy stored when it is not needed. (Provides a small continuous generation of energy for the camp.) DC 70
[ ] Sporting and You: One of the campers brought up the idea of raiding the sports stores still standing for things that will be needed once spring ends. Among the things he suggested stood out the most: trail bikes to be used for easier exploration. This is a great idea for use when winter ends, as the issue of transportation is one that will become more important when temperatures rise again. Procure some bicycles for the camp and the parts to adjust them to people as needed. (Adds Bicycles to the warehouses and increases the bonus from Enthusiast of Dirt Bikes) DC 50
[ ] Generator for the camp: The generator at the camp exploded, and the camp is running on reserve power from the trickle charge brought in by other sources. This situation couldn't have happened at a worse time as the available electricity is all going toward the canteen for hot meals. Send some people to scout around on Earth and pick up a portable generator or two to bring the camp back toward producing enough power for everything. (Power returns to pre-explosion levels. Possibility of power surplus.) DC 75
[ ] 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
NEW[ ] Thinking with Portals: The Fae are real, they just invaded Outland through one of your portals. Ergo, the Fae DID live on Earth somewhere, just not where we could find them. Is there anything else that may decide to flee Earth like rats fleeing a sinking ship? Maybe we should make sure that if there is, they cannot get though the portals as easy. Implement some new procedures to make this situation less likely to happen in the future. DC 40/120

[ ] 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)

Edit: I changed a few things that I forgot courtesy of @Wobb Nox
 
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It's back! A bunch of new actions to consider and with the fire dieing down we can look into prioritizing other things........ like our new guests.

That being said, Gahuul I think you need to look at your DC numbers because some look like they're still using the winter dc and we're in spring now.
 
Alright here's my idea for a potential plan;
  1. Prep a bigger generator area, part 3 (4 die) - This is one of the main priorities for me that needs to get done the soonest, due to the requirements it needs many die.
  2. Background knowledge (2 die) - The Fae are here and we need to research them.
  3. The Road to Omaha, part 2 (2 die) - Something that we need to make progress on but I am worried about the fire if we do take this action.
If people are willing to wait on Omaha here's my refined potential plan;
  • Prep a bigger generator area, part 3 (4 die) - This is one of the main priorities for me that needs to get done the soonest, due to the requirements it needs many die.
  • Background knowledge (3 die) - The Fae are here and we need to research them.
  • Cold Iron Barriers (1 die) - Would like to prevent the Fae from stealing important stuff from us.
 
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Getting a bigger generator area should be good, and Cold Iron Barriers is must to keep the Fae out of our camp
 
It's back! A bunch of new actions to consider and with the fire dieing down we can look into prioritizing other things........ like our new guests.

That being said, Gahuul I think you need to look at your DC numbers because some look like they're still using the winter dc and we're in spring now.
If you're talking about the Outland projects, the increased DC is a result from the Fae last turn. It gave a +20 to ALL DC for Outland actions, which I applied.
If it was another action, which one(s)? I'll double check and change them.
 
If you're talking about the Outland projects, the increased DC is a result from the Fae last turn. It gave a +20 to ALL DC for Outland actions, which I applied.
If it was another action, which one(s)? I'll double check and change them.
Wind power is set at 95 instead of 70 and Solar power and rice farms says it's locked until spring which it currently is.
 
[X] Plan; Do Fae Sneeze?
-[X]Prep a bigger generator area, part 3 - 2 die
-[X] Cold Iron Barriers - 1 die
-[X] Emergency Quarantine - 2 die
-[X] What the Fae Doin'?
--[X] Background knowledge - 1 die
--[X] Eye Witness accounts - 1 die
--[X] Implications - 1 die

Reasoning - The generator is one of our main priorities so I wanted to get one roll out of it, the rest is a reaction to the Fae showing up. The quarantine only really works if it happens now, cold iron stops them from stealing more portal stuff and sadly the "What the Fae Doin?" actions only allow for one die each so I just want to deal with most of them now.
 
[X] Plan; Do Fae Sneeze?

Should we at somepoint try and reach out to the other fae? maybe make a deal where we move them from earth to this new place
 
Should we at somepoint try and reach out to the other fae? maybe make a deal where we move them from earth to this new place
From what I remember it's the Summer Fae that showed up and they're the nicer(?) of the Fae if that word can be used with them, so that leaves the Winter Fae and I'd rather not bring them along.

I'm more worried of the fact that mythological beings from the UK hijacked our portal, it could mean others things could as well.

Eventually we're going to have to reach out to our new guest if only to set up boundaries with each other.
 
it's the Summer Fae that showed up and they're the nicer(?) of the Fae
As a reminder, everyone, for the Fae Invasion Crit Fail, you guys rolled the second-worst option.
The worst option was a full Unseelie Court (i.e., Autumn or Winter) coming through the portal.
For comparison's sake, think of them as The White Witch from Narnia, except with 100x the malice and 10,000x the army size.
 
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