Closed Vote turn 10
Adhoc vote count started by Gahuul on Sep 12, 2022 at 2:54 AM, finished with 10 posts and 3 votes.

  • [X] Plan: Prepare for Winter
    - [X] Build a park (small): Convert 1 open camp slot into a park area for recreation and relaxation. + 1 morale from a nature area inside the fence.
    - [X] Covered Cooking/Eating Areas: The rainstorm a couple of weeks ago showed the benefit of having everything fully covered and enclosed. While we can't make a fully enclosed building large enough for the area yet, we can make use of pop-up tents and other methods to make the area covered from the sun, rain, and snow. (eating areas covered. A step towards building an enclosed canteen area.) DC 30
    - [X] Fresh water sources: There is still plenty of water in the camp supplies but it would be better if there was a place on Outland that could be gone to for more water. Search the area and try to find a source of water such as a river or lake to pull from. Who knows, there might be fish or other resources you could use. DC 40
    - [X] Cattle Fences: A project proposed by Jerry, he suggested that we put up some wooden fencing out far from the camp in a wide area. While not perfectly useful as a means to keep things out, it would help with keeping in roaming animals should they ever get loose or we let them out to graze in the wilds. (Set up wooden fencing to keep herd animals contained. Will not stop animals from entering the area. Allows for grazing of animals outside the fence, drastically reducing feed requirements.) 7 turns, DC 30 each turn
    - [X] Scavenge: Go through the portal back to Earth and scavenge for supplies. (Mining and Digging Equipment.) costs 1 portal
    - [X] Warmer clothes: People didn't care about the temperature until they knew when they were in the year. Now that they do have that information, however, they believe that they need to go back to Earth and get some warmer clothes in preparation for the winter to come. Take various people back to Earth in groups to get warmer clothes for the winter in Outland. (negates winter morale penalty) 2 turns, DC 35 each turn, 2 dice used, only rolls 1 for the result.

The vote's in. Plan Prepare for Winter wins.
 
Rolling for Random Event
Edit: Esh, that's low
Gahuul threw 1 100-faced dice. Reason: Random Event Roll Total: 29
29 29
 
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Turn 10 Results
- [X] Build a park (small): Convert 1 open camp slot into a park area for recreation and relaxation. + 1 morale from a nature area inside the fence.
- [X] Covered Cooking/Eating Areas: The rainstorm a couple of weeks ago showed the benefit of having everything fully covered and enclosed. While we can't make a fully enclosed building large enough for the area yet, we can make use of pop-up tents and other methods to make the area covered from the sun, rain, and snow. (eating areas covered. A step towards building an enclosed canteen area.) DC 30
- [X] Fresh water sources: There is still plenty of water in the camp supplies but it would be better if there was a place on Outland that could be gone to for more water. Search the area and try to find a source of water such as a river or lake to pull from. Who knows, there might be fish or other resources you could use. DC 40
- [X] Cattle Fences: A project proposed by Jerry, he suggested that we put up some wooden fencing out far from the camp in a wide area. While not perfectly useful as a means to keep things out, it would help with keeping in roaming animals should they ever get loose or we let them out to graze in the wilds. (Set up wooden fencing to keep herd animals contained. Will not stop animals from entering the area. Allows for grazing of animals outside the fence, drastically reducing feed requirements.) 7 turns, DC 30 each turn
- [X] Scavenge: Go through the portal back to Earth and scavenge for supplies. (Mining and Digging Equipment.) costs 1 portal
- [X] Warmer clothes: People didn't care about the temperature until they knew when they were in the year. Now that they do have that information, however, they believe that they need to go back to Earth and get some warmer clothes in preparation for the winter to come. Take various people back to Earth in groups to get warmer clothes for the winter in Outland. (negates winter morale penalty) 2 turns, DC 35 each turn, 2 dice used, only rolls 1 for the result.
-[In Progress] Dig a ditch around the fence: One of several ways to help reinforce the fence, this project suggests clearing the area around the fence and digging a ditch. This would make it harder for other predators to attack the camp. (⅓ Safer Fence, Safer Life bonus. Harder DC for Animal attacks due to having to cover open ground and run up to the fence.) 2 turns, DC 45 next turn and 35 the turn after
-[In Progress] Start building lookout towers: The third of the projects from Corporal Chavez, this one is the one that all of the project group agree would be a good idea regardless of taking the others. This project would aim to build several lookout towers around the fence to better watch for predators trying to sneak through the fence. They would also allow for better scouting of the immediate area around the camp due to their proposed height. (⅓ Safer Fence, Safer Life bonus. Harder DC for Animal attacks due to increased vision range.) 1 turn, DC 50

"Hello, everybody," says Richard to the group of people gathered around. "As you can probably tell by the happy attitudes and the rumors, we had a pretty great week when it came to getting stuff done. I know you want to get this done as fast as possible to go celebrate, but let's make sure to go over everything," finishes Richard with a smile. "You tell 'em, Rickard. Winter is coming and we got a lot of things done to prepare for the coming winter," says Bill with a grin. "That's what I just…" Richard stops with a blink and then squints at Bill. "Did you just call me Rickard?" asks Richard. Bill's grin widens in response and Richard just sighs. "I'm never living down having said that particular line am I?" asks Richard in a defeated tone. "Not a chance," Bill enunciates as he laughs with the crowd. Richard sighs and says "Lieutenant, I believe you should lead with your efforts this week."

[In Progress] Dig a ditch around the fence: DC 45
Roll=100+10(Organized Camp)=110 (NAT 100)

Lieutenant Collins grins back to Richard and says "Gladly. As you all know, we were put in charge of making the ditch around the fence and building the lookout towers in the camp. I am satisfied to report that we succeeded in both of our objectives this week." "We can see that," replies Bill with a smile. "Everyone can see that." "Can you please explain more of the details Lieutenant?" asks Richard. "Gladly," replies Lieutenant Collins. "We managed to work normally through the first half of the week and then we hit a patch of different ground. It was easier to dig and weed and we even managed to remove the trees in the area we dug out. We finished digging out the ditch outside of the fence earlier yesterday and the group there moved on to help the lookout tower group."

(Nat 100 finishes the project in 1 turn and gives enough grass to feed animals this week. 2/3 Safer Fence, Safer Life bonus.)

[In Progress] Start building lookout towers: DC 50
Roll=26+10(Organized Camp)=36

"The lookout tower project wasn't going as well to start with," says Corporal Chavez. "We had the ground and we had what we thought were enough trees but we ended up not having either perfect for the towers. We underestimated just how tall those were going to be and needed harder ground and more trees. We thankfully managed to get some help from the ditch group to finish us off. It was a close thing but we have towers set up around the camp that give us excellent views of the surrounding area. It's how we managed to see that dire wolf pack heading towards us earlier in the week. They would have gotten closer and maybe gotten inside if we weren't able to see them and scare them off." "Yeah, I saw that, good work on scaring off that pack. It looked unusually large," says Richard. He looks back down at his notepad and then asks "What about the efforts for roofing in the canteen area?"

(passed by nat 100 on Dig a Ditch project. 3/3 Safer Fence, Safer Life bonus.)

[X] Covered Cooking/Eating Areas: DC 30
Roll=49+10(Organized Camp)=59

"We're all good there, Richard," you say. "There were some pop-up tents and shade sails and stuff in what we had available. We got plenty of covering for everything to be protected from the sun and some of it from heavier weather." "Any problems come up while doing that?" asks Richard as he makes some notes. "No problems with the project as such, but we are running low on impromptu coverings like that," you reply. You check your notepad and then look up and continue "We only have 3 more popup tents, a few more shade sails, and around a dozen patio-style umbrellas left in our supplies. We'll either need to make more as needed or get some from Earth." Richard makes a note of that and then looks toward Erin. "I know you were in charge of the efforts for freshwater Erin, any problems on your end?"

(Canteen area covered in a mishmash of popup tents, shade sails, and umbrellas. The canteen is protected from the scorching sun. The wind and rain might still pose a bit of an issue.)

[X] Fresh water sources: DC 40
Roll=62+6(Basic Information, Outland)+5(Scouting Force)+10(Enthusiast of Dirt Bikes)=83

"We did have some problems after a while. We were fine during the beginning of the week but the giant pack of dire wolves that attacked the camp made us a bit more cautious. We managed to scout out quite a bit in several directions and found a creek towards the Northwest. We followed it and managed to get to a natural lake out west. It was a good hike, but ended up being a reasonable distance from the camp when going straight back." Erin digs into a bag at her side and takes out a basic map, obviously hand drawn. She points at it and continues "If you go west and a bit south, you eventually reach the lake in around 20 to 30 minutes at a walk. I imagine that it would be much quicker on a bike or horse, and maybe faster in a jeep." Richard looks at the map and nods, making a note. "We'll need to add that to the area map we're acquiring. It would be good information to have available and gives us a way to explore along the river if we ever get the time," says Richard. "One more thing?" says Erin, gesturing to someone off to the side. When Richard looks up, he sees a guy holding a fish on some line and grinning. "Well," says Richard with a growing grin. "Looks like fish is back on the menu." There is a cheer at that as people swarm the guy holding the fish. When they calm down, Richard asks "What's next?"

(natural lake found west and a bit south of your position. There are fish in the lake, and fishing is added to the options. Other options can be found when exploring the area)

[X] Cattle Fences: 7 turns, DC 30 each turn
Roll=58+6(Basic Information, Outland)+5(Scouting Force)=69

"That'd be me, I reckon," says Jerry. "I led a group out to mark out areas for a basic cattle fence and to start collecting branches to build one. With the news of a lake and accompanying stream, we'll probably need to update those plans a little." Jerry takes out his pad and shows the basic drawing he made for where the fence would go around the camp. "Where is the exact area for this stream and lake? I'll just adjust it now." A couple of minutes go by while Jerry updates his plans with the information from Erin. "Alright," says Jerry while looking at the plans. "This shouldn't be too much of an adjustment. We were able to make a small start on an area but it'll take a while to make the fence to include the new area." "Do you have a projection for us Jerry?" asks Richard. Jerry scratches his chin as he thinks for a bit. "Over a month at least, but probably no more than 2. I can't give you better than that." Richard winces at that but makes a note regardless. "Was there Anything left before we moved over to the efforts Earthside?" asks Richard. "There was the park," chimes in Julie.

(Action started. The fenced area changes slightly to account for a stream running through the area. 6 turns left)

[X] Build a park (small)
No Roll required

"Oh yes, thank you, Julie," says Richard with a smile. Julie blushes as Richard continues. "The decision was put forward to change the open area in the camo into a park for recreation and relaxation. It seems to have been well received as there is already talk of using part of the area for soccer games." There are smiles and several people turn to look at the park in the distance, seeing it filled with quite a few people. "Anything else for Outland? No? Alright then, let's move to the expeditions to Earth. Why don't you start Bill?"

(1 camp slot turned into a small park. +1 morale)

[X] Warmer clothes: 2 turns, DC 35 each turn, 2 dice used, only rolls 1 for the result
Roll=83+6(Basic Information, Earth)+10(Enthusiast of Dirt Bikes)=99(Artificial Crit)

"No problem Rickard…" "Bill." "Fine, Fine Richard. I was in charge of the larger group that went back to Earth, specifically the group that went back for warmer clothes to last through the coming winter. We had a large group with us but we all knew what we were there for and got to business pretty quick. We managed to get quite a bit of winter clothes in a variety of sizes and some people were even able to break off and get their own clothes from their homes in the area. We were heading back to the area we designated for a meeting point when we got a call for help over the radio."

(1 turn left. Winter clothes are enough to cover the group and quite a bit in various sizes to bring back for the camp.)

[X] Scavenge
Roll=4+6(Basic Information, Earth)+10(Enthusiast of Dirt Bikes)=20(Crit fail)

"That was me," says Matt. "We were searching through a sporting goods store for some supplies and as we were leaving the store started to collapse. We were split by that and some of the scavenging group got trapped by the collapsing rubble. We called for help from the other group and they were thankfully close enough to join us. We managed to get out the campers that had been stuck but decided to head back to get them treated, especially as we didn't want to trust our luck against another building collapsing." "Did everyone come out fine?" asks Richard as he turns towards Tina, the Medial head. "They'll be fine. Surprisingly few major injuries considering what happened. The scrapes and bruises should go away on their own and the few with muscle strain should be back in action in a couple of weeks."

(Crit fail negated by Crit success of the other action on Earth)

Random Event Roll=29
The dire wolves attacked in force this week. While you managed to fend them off, the surrounding area was ravaged by their hunger. Many of the small animals in the area were already preparing for winter but most of them fled or were eaten by the pack. Similarly, the presence of so many predators in the area has pushed away the deer population and caused them to leave for winter a few weeks early.

(No more hunting or deer actions are available until after winter. -5 DC to Looking for Direwolves from the fresh tracks.)

Animal Attack Rolls: Needs to beat DC 40+15(Prepared Military)+10(Safer Fence, Safer Life)=65
# of Attacks: d6(5)
Animal Attack 1: 10 (Failure)
Animal Attack 2: 70 (Negated by Border Guards)
Animal Attack 3: 57 (Failure)
Animal Attack 4: 51 (Failure)
Animal Attack 5: 3 (Crit Fail, +1 food)

End of Turn Stats:
Currently Available Dice: 5, 3 locked(Warmer Clothes, Cattle Fences)
Currently Available Portals: 1, 1 next turn, 1 on cooldown
Camp Slots: Available 0, In use 7(2Housing, 1 Canteen, 1 Supplies/Warehouse, 1 Farming/Ranching, 1 Engineering Area, 1 Medical Area, 1 Small Park)
(⅓ Safer Fence, Safer Life bonus)
Winter Timer: 2 turns until it starts getting cold, 5 turns until too cold to do much, 7 turns till snowed in camp)
Food: 3
Animal Feed: 0 (will eat regular food at a rate of 0.5 per turn)
(Garden Plots: 2 turns for results)
(Start Farming, long-term crops: 14 turns for results)
Morale: +5 overall (Base 1, +1 basic housing, +4 successful evacuation, -2 ????, +2 Basic Amenities, +1 small park, -2 Character Death(1 turn))
Morale Tier 1 unlocked! +5 to all actions as long as Morale is 5 or above.
 
Does fence safety not give morale? I guess reasonable. If it was removing a penalty maybe, but no bonus for what is just expected.
 
Does fence safety not give morale? I guess reasonable. If it was removing a penalty maybe, but no bonus for what is just expected.
Oops, I forgot to add that to the bonuses.
One second
Edit: I added it.
For those who don't want to find it, here
-Safer Fence, Safer Life: +10 DC to Beast attack rolls. +10 to guard rolls
 
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Turn 10 Rumor Mill
United States Government
-Many states have had to impose rationing measures due to declining crop yields in the aftermath of Yellowstone. The states claim that this is a pre-emptive measure to make sure that people are able to maintain proper nutrition during these hard times. Despite these assurances, many stores have bare shelves as the news causes people to start hoarding what goods they can beforehand.
-In politics, both sides of the aisle have been brought together by the common fact that they may be the politicians that saw the US into a new Great Depression. The House of Representatives and Congress have started signing many bills and laws that had been stonewalled due to continued denial of climate change. After the Yellowstone Disaster, climate change is here in the immediate; many continual climate change deniers are being gently, or not so gently in the case of some politicians, told to change their views or be removed.
-In a closed board room somewhere in the capital, several people meet in person or by teleconference. They talk for hours about profit quotas, percentages, and various other important numbers. It is several hours later that a secret pact will be signed. For though it will never be talked about, and denied or deflected when brought up, the idea and practice of planned obsolescence dies in that room at the hands of the big corporations finally realizing that profit means little if they aren't alive to see it.
BBC World Service
-Eastern Asia has become embroiled in conflict, though the conflict is still a war of ideologies everywhere except for North and South Korea. The two neighboring countries, bitter rivals at the best of times, have come into conflict under the authority of North Korea's Supreme Leader. The two countries are fighting along their borders, both land-based and sea-side. They are backed by those countries that share similar ideologies to them, with China coming in at the side of North Korea and many other countries coming in for South Korea.
-Many countries are seeing their citizens starting to become concerned over the financial stability of their countries. This has led many people to start taking measures to try and protect their own financial well-being, even if that comes at the expanse of others. This sentiment of taking a me-first attitude has seen several countries put a freeze on the exchange ratios of their currency with other currencies.
-The effects of the reduction in US exports of food have started to become seen in many countries as the price of several foods, be they staple or luxury, start to clime with their relative scarcity in the market. The price is expected to eventually stabilize after a few weeks, causing a general increase of anywhere between 3-8% depending on the type of product with some prices looking to jump by closer to 10%
Outland camp
-The news of fish being in a lake nearby spreads through the camp like wildfire. People are salivating for the chance to get fish added to the menu. Several people have to be dissuaded from going alone or in small groups towards the lake as they are reminded about the large group of dire wolves that attacked the camp only a couple of days ago.
-People have started t go through the winter clothes brought back and while many have found stuff that fits, there isn't enough to go around. There are complaints about the lack of appropriate clothes for the coming winter but those complaints die down when it is explained that a group will be going back to Earth with a different large group of people to get more clothes.
-Several people from the civil engineering and geology fields have come up with a project to map out the area surrounding the camp. They say that it would be a good way to take note of the resources that would be easiest to acquire and also say it would be a good start towards making a general use map of Outland, or at least Outland around Lincoln Nebraska.
??????
-Zeke hides in a tree in terror and tries to be as silent as he can. Next to him, Jimmy follows his example. They both stare down with wide eyes at the group of fuck-off large wolves passing by underneath the tree. Zeke looks at Jimy and Jimmy opens his mouth as if to reply to the unasked question. Zeke quickly covers his mouth and then freezes. He heard something different from the surrounding noise. He slowly looks down and sees one of the wolves pawing at a place on the ground, and realizes that it was where they buried the guts from a critter they caught and killed for food. It eventually digs up the guts and tries to start eating them, prompting a fight between the one wolf who found it and several ones who didn't. After several minutes, one of the wolves wins and eats the leftover meat and guts. The wolves sniff around the area, looking for more meat but move on after not finding anything. Zeke and Jimmy wait for quite a bit before slowly climbing down the tree and then running away as quietly as they can. When they have gotten a good distance from the area, Jimmy whispers "What the fuck were those things?! They were huge!" "I don't know," replies Zeke in a whisper as well. "What I do know is that we'll be going in the opposite direction of wherever the fuck they're going."
-The Beast was content. It had managed to follow a herd of deer as it left the warm times before the cold came. It knew that it would have to move to warmer areas soon, as while it could endure in the cold, living was hard. The Beast continued to gnaw at the meat it had killed earlier. It was full but that never had stopped it before. Its mind was still full of the soft meat that it stole from the den by the large water. It wondered if there would be more dens in the warm areas, there was always more meat somewhere. If not, it would go back to the den of soft meat when it became warm times again. After all, what better meat was there than one that only stayed in a single den?
 
Turn 11 End of September and Beginning of October
"Everyone looks to be here, so I'll get started," says Richard as he looks at the rest of the project group. "We have lots of things that need to be done before winter arrives, and likely not enough time to finish them all. Our first priority should be getting food and more hard shelters from Earth to set up here. We could also use more potable water storage and more water to fill it. We have a couple of weeks before things start to get colder so any projects that you all want to add should be added and started now." There is silence for a while and then several suggestions are thrown out. Richard adds them to his list and then he puts the list out for discussion. "Let's go over what we want to accomplish this week."

Start of Turn Stats
Currently Available Dice: 5, 3 locked(Warmer Clothes, Cattle Fences)
Currently Available Portals: 1, 1 next turn, 1 on cooldown
Camp Slots: Available 0, In use 8(2Housing, 1 Canteen, 1 Supplies/Warehouse, 1 Farming/Ranching, 1 Engineering Area, 1 Medical Area, 1 Small Park)
Winter Timer: 2 turns until it starts getting cold, 5 turns until too cold to do much, 7 turns till snow makes many actions untenable)
Food: 3
Animal Feed: 0 (will eat regular food at a rate of 0.5 per turn)
(Garden Plots: 2 turns for results)
(Start Farming, long-term crops: 14 turns for results)
Morale: +5 overall (Base 1, +1 basic housing, +4 successful evacuation, -2 ????, +2 Basic Amenities, +1 small park, -2 Character Death(1 turn))
Morale Tier 1 unlocked! +5 to all actions as long as Morale is 5 or above.

[ ] Expand Borders: Space is getting a little bit tight in the camp and while no one is complaining yet, it might be nice to get ahead of this. Use some more fencing to expand the area that you have available for more space to put towards any purpose. 2 turns, DC 50 rolled every turn
[ ] Set up electric lighting around the camp: One of the biggest discoveries in the Inventory stockpile was several diesel generators and enough electric lights to light up the entire camp, with some to spare. This would be a welcome thing to do as it would allow the camp to stay up later and for people to feel more secure. (Puts up electric lights for camp, lighting up at night. Provides a reduction to wild animal attacks against camp due to directed lights at several places on the fence.) DC 35
[ ] 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 better reflect the larger population using them and be able to clean them and empty the waste products easier. (build more, better toilets for the camp and have them less crowded.) 2 turns, DC 40 rolled each turn.
[ ] Wooden Huts: Some of the campers have come forth and asked if it would be possible to make wooden huts for housing. This would be a long-term project, but the result would be people having their own houses and able to feel perfectly at home for the first time in a while. (Locked due to missing requirements: Camp Level 2, Level 2 Lumberyard, 10 slots will be used/converted)
[ ] Create a Research area: The scientists have been debating among themselves and with others in the camp about providing them an area to retain all the knowledge of Earth and research new things about the world they find themselves in. Allow them to take over the remaining area and transform it into a combination of Library and Laboratory. (Introduces the research mechanic. Provides a bonus for certain future actions. Gathers all knowledge about Earth and Outland into one easy-to-find place) DC 50 (Locked from lack of camp slots)
[ ] Build a Warehouse Area: The Inventory is all sorted and everything discovered but it is all stored in various metal sheds right now. With the influx of material from the Military base, there comes a need for a more centralized location to store everything. Build a group of warehouses to store the materials in an ordered fashion and make room for more stuff to be added to the stockpile. (A central location allows for more stuff to be stored) DC 50
[ ] Build a basic air base: The airplane from the stockpile has brought forth the idea that it could be possible to build an air base of sorts. While it would currently be little more than a hangar to store the plane and a runway that has been prepped, it would open up some options in the future. (opens up options using the plane) DC 50
[ ] Build Portals: Convince the original group that more Portals are needed and should be built. They are perfectly willing to build new portals as it would expand the number of available options for the future and are willing to make more than 1 if given the chance. DC 50
[ ] Build an offroad vehicle workshop: The discovery of all of the available parts for dirtbikes and the ATV on Earth has led some people to suggest that an Offroad Vehicle Workshop be made to take care of the maintenance of the bikes, ATV, and any other such vehicles found in the future. DC 30
[ ] Basic Workshop: You have an engineering area but no designated building for actually building anything. Let's change that. Designate one of the buildings in the Engineering area as a general workshop and allow your engineers to go to town. (Gain a small number of replacement parts each turn.) DC 20
[ ] Start Ranching: There is an area perfect for growing a food crop for the animals now enclosed. Turn the available field into a pasture, providing food for your animals for the immediate future without having to pasture them outside the walls. DC 10, field exhausted from grazing in 4 turns(Locked due to having only 1 field)
[ ] Start Farming, short-term crops: Try and grow your food, the first step to sustaining your camp in Outland. This explores whether or not you could grow crops that mature faster and get you food sooner, at the cost of not providing much. 8 turns for results, DC 30 rolled at the end, +8 food (Excludes Start Farming, long-term crops due to lack of available fields)(Locked due to having only 1 field)
[ ] Start Farming, long-term crops: Try and grow your food, the first step to sustaining your camp in Outland. This is a long-term project and will provide a lot of food…when it finishes. 16 turns for results, DC 40 rolled at the end, +18 food (Excludes Start Farming, short-term crops due to lack of available fields)(Locked due to having only 1 field)
[ ] Add an additional field: Jerry has been complaining that he doesn't have enough room for planting in the camp. He would like to turn one of the open camp plots into another field to be used for farming. (Changes 1 open camp slot into 1 Farming/Ranching Camp slot)(Locked from lack of camp slots)
[ ] Start Crop Rotation: Jerry realized when planting that we need to implement some sort of crop rotation to make sure that the ground is not stripped of all of its nutrients. Set a policy so that the fields are not used till they have nothing left like what happened on Earth. (Locked due to having only 1 field)
[ ] Food for the Herd: Jerry was going over stuff in the Farming/Ranching Area and realized that there is no more food left for the animals. To help stave off the problem, he proposes cutting a bunch of grasses and other plants from the prairie near the camp to make feed for the animals. While labor intensive, this will make it so that the animals don't starve and start dying off due to starvation. (Provides 1 turn worth of food for the animals) DC 35
[ ] Food for the Herd, winter preparations: The animals are going to need a lot of food to survive the winter. Jerry recommends that we immediately start harvesting what grass and feed we can and drying it for the animals in a separate area. (Each turn this is taken, adds 1 turn of animal feed to storage. It may be taken alongside Food for the Herd) Continuous until snow hits, DC 35 each turn
[ ] Increasing the herds: Jerry says that he could encourage the animals to breed more and start to grow the herd to larger sizes but does not recommend this action as there is no food and not enough room to properly house and care for more animals. (Locked due to lack of food)
[ ] Medical Survey: The camp has been without actual medical help for quite a while. This has not been an issue until recently and people are welcoming medical services being available again. Make an initial survey of the campers and see if there are any major problems. DC 10
[ ] Emergency Medical Services: People from the Medical Area are still untrained in how to quickly respond in the case of attacks and injuries. This training would allow them to better respond to the needs of the campers that will be under their care. (All injuries get a re-roll, not just those of beast attacks.) DC 50
[ ] Build some fire pits: The camp has been running fine on the cafeteria-style preparation for the food, but some people want the option to cook their food differently or over the fire. Build some camping-style enclosed fire pits for the canteen to use for proper open flame grilling. (allows for more diverse food options, mainly by way of open flame grilling) DC 45
[ ] Gathering food, forest: The camp is near a forest that could be teeming with food. Maybe you could go and gather edible plants, roots, and berries to increase your stockpile. None of the plants are liable to continue growing much as they conserve what they can for the winter months. (+1 food, +1 additional food for every 20 past the DC threshold) DC 40
[ ] Hunting: A group of survivors wants to go hunting in this new world to expand the available supplies. There is more limited availability of prey as some species start to move for the winter months. DC 25 (Locked from the random event)
(NEW)[ ] Fishing: You have discovered that a nearby lake has fish! Go get yourself some and maybe have a fish fry at the camp. DC 35
[ ] Growing Weed?: Some of the stoners brought up the idea of planting Marijuana and hemp whenever people go hunting or in specialized areas. While this is likely only something they thought of to increase their supply, this could provide a source of drugs and materials for the future. (allows planting of marijuana and hemp plants out in the forest. Potential materials when plants grow. You will need to research hemp or find information while scavenging before it is completely useful.) DC 60
[ ] Set up roving patrols: There were predators in the forest waiting to attempt adding humans to the prey menu. This is concerning in and of itself and suggests that the predators in Outland are smarter than their Earth counterparts. Setting up some patrols in the surrounding area would allow the camp to be safer and allow for easier expansion. (Predator attack rolls are reduced by 1 dice so long as this is taken. Reduce DC for certain actions) DC 40, -1 dice for continuous patrols
[ ] The Road to Omaha, part 2: The path towards Omaha is started, but there are obstacles in the way of progress. The first of those obstacles is trees, lots and lots of trees in a forest that lies almost in the middle of the path towards Omaha. Nothing to it but to start chopping away and work on getting the trees out of the ground. DC 50 each turn, 3 turns
[ ] Designated dump spot: While there are not a lot of things that cannot be reused, the waste from the inhabitants is a big issue, and getting bigger by the day. It might be worthwhile to designate a spot outside the fence to dump all the waste and eventually turn it into fertilizer or usable methane gas. Just make sure it is in a spot that won't be smelled in the camp. DC 50
[ ] Follow the Trail, Dire Wolves: When tracking down the mammoths a couple of weeks ago, you managed to find the trail of a group of dire wolves heading off into the forest, presumably towards their den. This presents an interesting case as while you could kill them, you could also try and tame them and start the process of domestication. That will be for the future though, for now, you need to find where they went. DC 45
[ ] Follow the Trail, American Lions: In the aftermath of the attack during turn 8, some guards managed to see the lions head out into the prairie after escaping. Head out and track down the ones who escaped. DC 50
[ ] Look for Bees, Outland: A random thought by Jerry, the leader of the farming/ranching area, led Richard to make this project. While you have a hive already, you could always use the honey and wax they produce. Find some wild hives and get access to bee products until you can get them from your hive. (Access to bee products. Options unlocked.) DC 40
[In Progress] Cattle Fences: A project proposed by Jerry, he suggested that we put up some wooden fencing out far from the camp in a wide area. While not perfectly useful as a means to keep things out, it would help with keeping in roaming animals should they ever get loose or we let them out to graze in the wilds. (Set up wooden fencing to keep herd animals contained. Will not stop animals from entering the area. Allows for grazing of animals outside the fence, drastically reducing feed requirements.) 6 turns, DC 30 each turn
[ ] Deer Domestication, Part 2: The deer are much more amenable to being around humans and have started to associate humans with food. Unfortunately, they are close to leaving for warmer areas for the winter. Continue to feed them until they leave and engrain that association between humans and food in the mind of the deer. Locked until finished, DC 40, 1 food used per turn. (3 turns until they leave for winter) (Locked from the random event)
(NEW)[ ] Planned Exploration: The Civil engineering and Geology students have come forward to propose an exploration of the area around the camp. This would allow you to get a count on close resources and start making a basic map of the area. (Unlocks further exploration options. Decreases DC of certain actions) DC 30
[ ] Scavenge: Go through the portal back to Earth and scavenge for supplies. (Choose what you look for when scavenging: Consumable, Knowledge, Material.) costs 1 portal
[ ] For want of a drink: It's official, the camp has run out of coffee. The horror of the situation unites everyone to try and find as much coffee, tea, and other assorted drinks as they can. While it may be possible to grow more coffee or tea in the future, the immediate need for caffeine has caused a problem that needs to be solved. (All future scavenging expeditions bring home twice the amount of coffee, tea, juice, and other beverages.) DC 25
[In Progress] Warmer clothes: People didn't care about the temperature until they knew when they were in the year. Now that they do have that information, however, they believe that they need to go back to Earth and get some warmer clothes in preparation for the winter to come. Take various people back to Earth in groups to get warmer clothes for the winter in Outland. (negates winter morale penalty) 2 turns, DC 35 each turn, 2 dice used, only rolls 1 for the result.
(NEW)[ ] Stronger Shelter: With winter on its way and many people still in tents, more of the metal shed will be needed for shelter. Go and search through supply stores, warehouses, and lumber yards for more pre-fab shelters you can use to help protect the campers. (Finds enough pre-fab shelters to make all housing next tier) 2 turns, DC 45 each turn.
[ ] Try and track down the rest of Bill's order: When the Inventory efforts were finished, there were quite a few things that were missing from his order. Bill knows the location of most of what is missing and could probably guess where the rest is from there. The problem? The missing stuff is in Omaha. Not a problem for a drive on Pre-Apocalypse Earth but since the options are either going on Post-Apocalypse Earth or in Outland, the trip would take considerably longer. (Currently locked, complete The Road to Omaha first)
[ ] Continue evacuation to Outland: One of the conditions for the Military to join the group in Outland was to continue evacuation efforts when there is access to a major city. While there are unfortunately no more survivors in the surrounding area, this evacuation would allow for people to join pre-built camps and help to increase the human race's chances of survival. The military would lead these evacuation efforts, bringing in more people to the camp. (a dice roll of people is added to the camp each turn. Every 100 people evacuated this way adds 1 dice to the available dice pool.)(-1 dice as the military works on this)(automatic when in an area with people to evacuate)(currently locked, no more people in the area)

Vote Moratorium of 2 hours.
Discuss a plan amongst yourselves.​
 
Plan: Prepare for Winter pt. 2

- [X] Food for the Herd, winter preparations: The animals are going to need a lot of food to survive the winter. Jerry recommends that we immediately start harvesting what grass and feed we can and drying it for the animals in a separate area. (Each turn this is taken, adds 1 turn of animal feed to storage. It may be taken alongside Food for the Herd) Continuous until snow hits, DC 35 each turn
- [X] Designated dump spot: While there are not a lot of things that cannot be reused, the waste from the inhabitants is a big issue, and getting bigger by the day. It might be worthwhile to designate a spot outside the fence to dump all the waste and eventually turn it into fertilizer or usable methane gas. Just make sure it is in a spot that won't be smelled in the camp. DC 50
- [X] Fishing: You have discovered that a nearby lake has fish! Go get yourself some and maybe have a fish fry at the camp. DC 35
- [X] Stronger Shelter: With winter on its way and many people still in tents, more of the metal shed will be needed for shelter. Go and search through supply stores, warehouses, and lumber yards for more pre-fab shelters you can use to help protect the campers. (Finds enough pre-fab shelters to make all housing next tier) 2 turns, DC 45 each turn.
- [X] Follow the Trail, Dire Wolves: When tracking down the mammoths a couple of weeks ago, you managed to find the trail of a group of dire wolves heading off into the forest, presumably towards their den. This presents an interesting case as while you could kill them, you could also try and tame them and start the process of domestication. That will be for the future though, for now, you need to find where they went. DC 45

*Edit: Replaced the firepit with dumping spots.*
 
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I am not sure if firepits are that important. Perhaps we would be better off with something like better toilets or dumping spots?
Well... only reason I chose fire pit is cause I'd want our people to be creative with their meals, since fishing is added to the plan so... yeah but I might replace both or either of them with the dumping ground...
 
Looks like Plan: Prepare for Winter pt. 2 is winning.
I'll start working on that.
I'm going to try a different style for writing the results, let me know if you prefer the previous way of writing.
Also, Rolling for Random Event
Edit: Hm, ok
Gahuul threw 1 100-faced dice. Reason: Random Event Roll Total: 66
66 66
 
Turn 11 Results
- [X] Food for the Herd, winter preparations: The animals are going to need a lot of food to survive the winter. Jerry recommends that we immediately start harvesting what grass and feed we can and drying it for the animals in a separate area. (Each turn this is taken, adds 1 turn of animal feed to storage. It may be taken alongside Food for the Herd) Continuous until snow hits, DC 35 each turn
- [X] Designated dump spot: While there are not a lot of things that cannot be reused, the waste from the inhabitants is a big issue, and getting bigger by the day. It might be worthwhile to designate a spot outside the fence to dump all the waste and eventually turn it into fertilizer or usable methane gas. Just make sure it is in a spot that won't be smelled in the camp. DC 50
- [X] Fishing: You have discovered that a nearby lake has fish! Go get yourself some and maybe have a fish fry at the camp. DC 35
- [X] Stronger Shelter: With winter on its way and many people still in tents, more of the metal shed will be needed for shelter. Go and search through supply stores, warehouses, and lumber yards for more pre-fab shelters you can use to help protect the campers. (Finds enough pre-fab shelters to make all housing next tier) 2 turns, DC 45 each turn.
- [X] Follow the Trail, Dire Wolves: When tracking down the mammoths a couple of weeks ago, you managed to find the trail of a group of dire wolves heading off into the forest, presumably towards their den. This presents an interesting case as while you could kill them, you could also try and tame them and start the process of domestication. That will be for the future though, for now, you need to find where they went. DC 45
-[In Progress] Cattle Fences: A project proposed by Jerry, he suggested that we put up some wooden fencing out far from the camp in a wide area. While not perfectly useful as a means to keep things out, it would help with keeping in roaming animals should they ever get loose or we let them out to graze in the wilds. (Set up wooden fencing to keep herd animals contained. Will not stop animals from entering the area. Allows for grazing of animals outside the fence, drastically reducing feed requirements.) 6 turns, DC 30 each turn
-[In Progress] Warmer clothes: People didn't care about the temperature until they knew when they were in the year. Now that they do have that information, however, they believe that they need to go back to Earth and get some warmer clothes in preparation for the winter to come. Take various people back to Earth in groups to get warmer clothes for the winter in Outland. (negates winter morale penalty) DC 35, 2 dice used, only rolls 1 for the result

Warmer clothes: DC 35, 2 dice used, only rolls 1 for the result

The project group sets about their tasks for the week with resolve. They all have their assigned goals and with luck, they will get those goals accomplished in a timely matter. Bill sets off with Matt to return to Earth to work on their various goals. Bill goes with a larger group to look for more winter clothes that can be brought back to the camp. What they brought back last time wasn't nearly enough and they need to keep searching for more to bring back.

Roll=7+10(Enthusiast of Dirt Bikes)+6(Basic Information, Earth)+5(Morale I)=28

Unfortunately, the group seems to have had no luck. For the couple of days that they return to Earth, they only manage to find a bare handful of items that would be considered winter clothes. The bright side of that situation is that they can mark the stores they searched as being empty of all winter clothes and reduce the number of stores that they will have to search next time. The downside is that there will have to be a next time to the search. "Unlucky, people," says Bill as he looks over what they collected. "We'll have to find some other shops to search for when we come back next week. Try and think of some places between now and when we return that would have winter gear. Anything should work." There is muttering in the group as everyone heads back towards the rendezvous point for returning to Outland.

(Failure. The stores searched ended up being bare when it came to clothes. Action locked next turn)

Stronger Shelter: DC 45

Matt went in a different direction with his group, heading towards known lumber yards and supply stores that might have the prefab shelters that why are looking for. Over the week, they stop by several different supply stores, a few lumber yards, and searched through a warehouse that they were led to from one supply store.

Roll=56+10(Enthusiast of Dirt Bikes)+6(Basic Information, Earth)+5(Morale I)=77

They managed to succeed in several of the areas they searched during the week. The stores all had different styles of shelters, even if they were made with similar techniques and sometimes even materials. Matt looks over the haul they will be bringing back to the camp and says to his group "Well, at least we won't suffer from having cookie cutter housing back at the camp. With what we're bringing back, combined with some simple decorations, we should be able to build a pretty adequate housing area in the camp." There are several nods of agreement, then someone says "I'm fine with just about anything in the way of decorations. Except for neon paint, screw that stuff." That gets a laugh and the conversation from there turns into weirder and weirder stuff that might end up decorating the prefab shelters.

(Action locked next turn. Enough prefabs recovered to make just over half of the remaining campers able to have a solid roof.)

Matt and his group meet up with Bill and his larger group as they wait at the rendezvous point. "Looks like no luck on your end Bill?" asks Matt as he looks over the group. "No," replies Bill while shaking his head. "We scoured quite a few stores from top to bottom to find things and they were empty or only lightly stocked. I'm thinking that their winter stock hadn't come in yet, or was in the process of being moved there. If we're lucky, it's in one of the industrial warehouses somewhere outside of town. We'll still search through all of the stores in the area before we venture out that way though." Bill notices the trailer loaded down with several flat pack boxes near Matt's group. "I see you didn't suffer from our trouble. How much did you find?"
"We got quite a bit," says Mat. "We managed to find quite a few of the prefabs similar to the one that you bought and should only need another week of trips to search for more to bring back. That should have enough for us to make the housing better all around. I think even the most recalcitrant camper would prefer sleeping in a shed to sleeping in a tent when snow hits." Bill nods along with Matt then notices the opening of the gate back to Outland. He yells out to be heard over the conversation "Gate's open everyone. We can head back now, but we'd like a couple more people to help with bringing back the prefab shelters Matt's group found. Otherwise, good work and see you in a few days to search again." The large bulk of the people leave but several people stay and help bring back the shelters to the camp and get them into the supply area.

Cattle Fences: DC 30

The Outland side of the project group is split into two basic groups this week: Those working with Jerry, and those who aren't. Jerry's groups are then further split into two separate but related areas. The first group worked on the cattle fences this week and did everything from clearing areas of the forest of branches, bushes, and small trees to digging holes for posts. There wasn't as much urgency to their actions as while they knew the work was important, it was mostly boring manual labor. Jerry wasn't around the entire week as he had to split leading the fence group and the harvesting group.

Roll=20+15(Professional Farmer)+6(Basic Information, Outland)+5(Morale I)=46

Thankfully the work goes by smoothly and by the end of the week, the group has started working on building the first parts of the fence. It's an intricate weave of branches and metal posts that should keep animal herds in quite well. Jerry looks over the group and nods in approval of the work that they have done so far. "You've all done pretty good for a group of rookies. I may just make good farm hands out of you yet." The group looks at each other behind Jerry's back with chagrinned looks on their faces. Several people start when Jerry says "Now don't be getting those looks on your faces. Being a farmhand's good honest work." The group looks at each other wide-eyed as they see Jerry clap away the dirt from his gloves and head out toward the harvesting group.

(Action Locked. Work on the cattle fences continues.)

Food for the Herd, winter preparations: DC 35

The second group that was under Jerry's management for the week was the one in charge of harvesting the feed for the animals. This task is deceptively simple, with many people thinking of it as mowing the lawn just on a larger scale. Jerry is quick to disabuse that notion as he goes on about the proper way to cut grass with hand tools and how to bundle all of that grass together into manageable bundles. He thankfully had enough rope from the camp store to show the proper process.

Roll=76+15(Professional Farmer)+6(Basic Information, Outland)+5(Morale I)=102(Doubled DC on the roll)(artificial crit)

Under Jerry's guidance, the harvesting group was unnaturally efficient, managing to get done in a week what would need two weeks of time harvesting normally. The cut grass is packed into square bales of hay to be dried in the supply shed and when everything is done or the week, Jerry pulls the group together. "You should all be proud. You managed to do in a single week what I didn't expect until the end of next week. You showed some real effort folks and I'm glad to be working with you on this. If all goes to plan, by the time we have to stop, we should have plenty of saved-up hay to feed the animals through the worst of winter." A couple of people from the group cheer at that news but most of them are simply content to smile and drink deep from water bottles.

(Action locked. Double DC on the roll means you get 2 animal feed this turn into storage. Artificial critical means that this action now brings in 1.5 animal feed per turn until it stops.)

The groups come together at the end of the day on Saturday to relax and look forward to having a free day on Sunday after the hard work of the week. Jerry sits slightly apart from the group in a chair he brought over from the canteen area, looking off towards the horizon. He has a small smile on his face and as he looks over the group, he sees several people look back at him. His smile widens as he looks over this group of college students and older adults simply sitting back and enjoying the feeling of being done after a long day.
"Hey Jerry, what did you farm back on Earth?" comes a question. "Hm?" replies Jerry as he looks at the young woman. "What did you do on your farm back on Earth? Did you mainly raise animals or plant crops?" The question makes Jerry tilt his head and his smile fades a little bit. "To tell the truth, I hadn't been a farmer for close to four years before coming here," says Jerry. "What?! But you seem to know so much about…" "Calm down, Michelle. He said that he hadn't farmed in four years, not that he never was a farmer." The younger man looks at Jerry and asks "So, what happened to your farm?"
Jerry looks blankly off into the distance, obviously reliving his past. "I 'd been a farm boy my entire life," says Jerry. "I grew up on my grandfather's farm in the countryside and when my father didn't want to take over the place when my grandfather couldn't run it anymore, I stepped up. I managed to do pretty well for many years but things started to go wrong around 9 years ago. The farm was hit by several bad years in a row. I did what I could, and tried everything I could feasibly, but nothing worked. Eventually, the debt that I had built up through trying to fix the farm and all of the related expenses came due and I had no other choice but to sell the place to cover what I could. I was heartbroken and I was still trying to pay off that debt when Yellowstone happened." Jerry takes a moment to settle himself. "Despite the whole end of the world thing, I still feel that I'm in a better place than I was on Earth; at least here I can still do the farming I love for a good cause. Now come on all of you, it's time to go get some dinner." Jerry slowly gets up and starts to carry his chair back to the Canteen, not noticing the looks that he gets from the group following him.


Designated dump spot: DC 50

Of the other groups that had Outland-based projects and weren't working with Jerry, they were vastly different in both their scope and application. The first group that went in was the group searching for a spot to become the community dump. This group was accompanied by Erin and the other geology majors so that they could better choose a spot that would be the most stable long-term. They needed to choose a spot that would be away from the prevailing breeze toward the camp and be able to stay in a single place if it ever flooded or worse. Several places looked like they would work and they all needed to be explored and tested.

Roll=50+5(Scouting Force)+10(Enthusiast of Dirt Bikes)+6(Basic Information, Outland)+5(Morale I)=76

Luckily, one of the sites was in a decent position when it came to distance from the camp, geological location, and most importantly easy to identify at a casual glance. The tests that they used at the site all came back as good for a dumping ground so the spot was chosen. The next couple of days was a constant smelly chore of moving the waste from the camp in sealed bins to the new dump spot and emptying them into hastily dug pits. Regular soil is mixed in with branches as the pits are filled and when the pits are full, it is covered in more dirt and surrounded by rocks to mark it off. It takes many pits for the waste to be moved but by the time it's done, circles of rocks are lining the area.

(Dump spot chosen and waste put into pits mixed with soil to bio-degrade. New waste is brought to the dumping grounds when needed.)

Erin pinches her nose shut as she looks back over the area for the dump as they drive away in a truck. "Why did we think this was a good idea?" she gasps out as the smell starts to dissipate from the air. "Because…" says a nasal voice. "Oh, hold on." One of the group members blows his nose and then keeps going, sounding more normal. "Because we were rapidly running out of space for the waste products and the medical personnel were worried about the accumulated shit causing a disease outbreak." "Yeah," says Erin as she stops holding her nose. "But it was still smelly and gross and I hope to never do that again." "Agreed," says several members of the group in reply.

Fishing: DC 35

The second group of people that went out was a group of people that went to the lake in hopes of catching some fish. They knew it was possible as the stories of the fish brought back by the scouting group had made the rounds at the camp. There hadn't been any fishing gear in the camp supplies, Bill says that what he ordered might be with the rest of his order in Omaha, so they had to make do with impromptu hooks, cords, and long sticks.

Roll=8+6(Basic Information, Outland)+5(Morale I)=19

Unfortunately, whether it be from the lack of experience with makeshift fishing rods, lack of reliable bait, or just plain lack of luck, they didn't get many fish over the course of the week. Several people could see the shadows of fish in the lake but despite that, the fish simply weren't biting or got away easily. The three fish that were caught were attributed to the people who caught them having found worms for bait.

(Failure. Few fish caught, but larger fish presence confirmed in the lake.)

The group who went fishing gathers around a firepit where the fish that were caught are being cooked over the flames. There isn't enough to give anyone more than a bite or two, but the hot and fresh fish should be enough for the group to supplement the lunch they brought with them. One of the group members, an older gentleman, says "I still can't believe that I didn't catch that bastard fish on my line earlier. The damn thing broke my line!" "Aw, lay off it Andrew. Even back home you were moaning about 'the one that got away.' Did it follow you here?" asks another man. "Shut it, Merv, that fish died after Yellowstone, I know that. But I'm glad we can still fish on this side, it'll be good to have more food." Several members of the group voice their agreement and then continue to watch the cooking fish.

Follow the Trail, Dire Wolves: DC 45

The last group was one that had arguably the most important project to accomplish for the week, tracking the dire wolves back to their den. The tracks from the large attack last week were still fresh enough to give them a basic heading and they managed to follow them for a way. They also decided to go to the site of the mammoth attack to see if the tracks there lead in a similar way to their heading.

Roll=51+5(Scouting Force)+10(Enthusiast of Dirt Bikes)+6(Basic Information, Outland)+5(Morale I)=77

They manage to follow the tracks from both sites and though both are slightly winding, they lead toward the same area and meet up before a large hill with a cave in it. You look out at the cave and see a couple of dire wolves in the area laying out in the sunshine. You observe from your vantage point up in a tree for a while before heading down and meeting up with the rest of the group. "We definitely found their den," you say in a quiet voice. "I saw several dire wolves by the entrance and one of them entered when I was watching." Several people have troubled looks, foremost among them being the military member that came with the group. "They may be animals but they picked a good defensive position for their den. There's no way to approach the cave without being noticed by the wolves that are acting as guards." The group quietly talks among themselves in quiet discussion and a decision is reached; they need to bring this information back to camp for a decision to be made.

(Dire Wolf Den is located. Options available.)

Random Event Roll=66
It was the dump group that spotted it when they were searching for a site. A field of tall grass swaying in the wind. They thought nothing of it at first and went about their task. It was only after the dump spot was found and they were on their way back that someone brought up the idea of getting some of the grass so that Jerry could tell them if it was good for animal feed. It was lucky that they did, for when they got close enough to the grass, they realized something exciting. What they thought was long grass, perfect for animal feed, was in fact wild wheat, and a large patch of it as well. They took what they could and rushed back to the camp to get Jerry's opinion of the find.
"Yep, that's wheat alright. It's ripe too, probably harvestable in its current state," says Jerry after he examines the grains and pops one of them into his mouth. "It's different than the wheat I know but we should probably expect that. Where did you say you found this patch of wheat?" After looking over the location that they had marked on their map, Jerry slowly nods and says "We can take some time to start harvesting that, it shouldn't be too much of a distraction." By the end of the week, the camp has filled several bins with the wheat grains and still has more of the field to go. "If nothing else, this should be good to be eaten as is or ground down into flour," says Jerry as he looks over the bins of wheat grain. "That should help out with the food situation immensely. If we can get some good yeast, we might be able to have bread again." The idea of future bread spreads through the camp by the end of the day.

(Wild wheat found. Options unlocked. +1 food.)

Animal Attack Rolls: Needs to beat DC 40+15(Prepared Military)+10(Safer Fence, Safer Life)=65
# of Attacks: d6(2)
Animal Attack 1: 41 (Failure)
Animal Attack 2: 78(Negated by Border Guards)

Corporal Chavez is in one of the new watch towers, observing the land outside of the camp when she sees movement in the trees. She reaches for her radio and says "potential contact coming from the forest close to tower 3. All units stand by." As she talks one of the other soldiers on guard duty quickly climbs up into the tower with her and looks towards where she saw movement. They both watch as a wolf trots out of the forest, sniffing around the area. The wolf looks around for a while and eventually leaves, not going any closer to the camp. "Contact has retreated back into the forest. It was a single dire wolf sniffing around outside the camp. Wait for any more coming towards the camp. The border guards wait in silence for any more potential attacks and don't relax until around a half hour later when the all-clear comes from the Corporal.
The next potential attack wasn't until a few days later, when a voice yells over the radio, accompanied by the sound of shots. "Contact by tower 5! I'm engaging!" the shots continue for a few minutes as several soldiers rapidly move towards the tower in question. The shots stop and then a minute later, the radio crackles to life again. "Contact has escaped into the prairie, visual contact lost as it was sprinting away." When Corporal Chavez goes to get the After Action Report from the soldier stationed in tower 5, he says that he managed to spot a saber-toothed tiger stalking toward the camp through the long grass. He yelled at it for a bit, attracting attention but the cat still didn't leave. At that point, he started to shoot near the creature, hoping to scare it off. It startled at the first shot and stayed motionless until the second and third shots hit the ground and then it took off. He towards it a couple more times to make the cat keep going and then stopped.

End of Turn Stats:
Currently Available Dice: 5, 3 locked(Warmer Clothes, Cattle Fences)
Currently Available Portals: 1, 1 next turn, 1 on cooldown
Camp Slots: Available 0, In use 8(2Housing, 1 Canteen, 1 Supplies/Warehouse, 1 Farming/Ranching, 1 Engineering Area, 1 Medical Area, 1 Small Park)
Winter Timer: 1 turn until it starts getting cold, 4 turns until too cold to do much, 6 turns till snow makes many actions untenable)
Food: 3
Animal Feed: 0 (will eat regular food at a rate of 0.5 per turn)
Animal Feed Storage: 2
(Garden Plots: 1 turn for results)
(Start Farming, long-term crops: 13 turns for results)
Morale: +7 overall (Base 1, +1 basic housing, +4 successful evacuation, -2 ????, +2 Basic Amenities, +1 small park)
Morale Tier 1 unlocked! +5 to all actions as long as Morale is 5 or above.
 
I'm pretty worried about the winter honestly. Also wondering when we'll see, uhh, any benefits from the animals we're working so hard to protect? It's not like cows are going extinct out there, the world is bracing and only the US seems completely devastated.

The Earthside corresponding to our location is basically an ash-covered nuclear volcanic winter already, yes?
 
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