Surviving the apocalypse Quest (mutants, zombies and more)

Day 5 Morning
Day 5 Morning

Improvements:
First you divided out a group to work on various improvements. With all that needs to be done you decide to get three projects going right from the start.

You get Vincent started on setting up a basic forge and blacksmithing tools. He tells you that with the bricks, cinder blocks and ball-peen hammer that you have on hand that is will be much easier than it would have been and he gets to work.

Setting up a cooking area is going along well until they realize that the breakroom is not a smart place to cook on a fire. Its low ceiling and lack of ventilation would soon fill it with smoke and so they had to take down and move everything. At least they now have an idea what they need to do so not a total lose.

Clearing the yard is a bit of a mixed blessing and the people working on it are very grateful that you found the gardening gloves. Why, because the yard is full of nettles. Nettles prickly and hard to remove the are also a minor blessing because according to the manuals most of the nettles you find either have edible root, buds or can be used to make a strong tea that helps reduce the chances of scurvy. After hearing that last bit they decide to keep two of the nettles in a corner. No one wants to run the risk of scurvy if you are unable to find another source of vitamin C. You do not know how much you can scavenge until you are done.

General action:
The people you have studying the garden manual decide to read out side and watch the group clearing the yard. This is actually very helpful as they help spot what plants might have a use. Other than that they make some progress in learning to garden/farm.(You are now able to plant what you sprout) They also learnt the growing time for some of the plants(Separate post{if you wan to look up a vegetable add it after the study vote})

Your attempt at making some hand weapons turns out fairly well this time. You run into no problems and some of the left over scrap is used in making your sewing kit.(Gain Improvised weapons(hand)+5 to combat rolls)

You run into a problem right at the start when you try to make a improvised sewing kit. You need strong but fine pieces of metal and with the forge not done you have very little chance of repurposing what you have that might do the job. That is until you get the scrap from the weapon makers. It contained pieces of short wires and strong linkage pins that needed little to no modification to be useful.(Gained Improvised sewing kit)

Leaving Cedric to work on the manifests you take a team to explore the new building and its yard. The building is so small you figure it must have been used as a place to store files and get out of the weather. This is actually good news as it means there are no windows on the ground floor only one door and it is easily secured.

When it comes to the yard it is big enough that you have to make a choice on what to focus on. You decide to focus on the surrounding walls to find out how secure the yard is and see if it really reaches the river. Well you get your answers it not only reaches the river but actually cuts off a small spit from access unless you climb over the wall but you would need a latter of some kind to get back in. On the security front you find it mostly secure it is surrounded by eight foot cement walls and the only gate is made of solid metal. The problem is the gate is only kept closed by a single wire latch. The gate being metal makes it hard to improve a better lock but you feel something could be done but it would take some time.

Returning to the warehouse Cedric give you his results. this brightens your morning as some of it is really useful. How useful the first one he tells you is a shipment for a fishing shop and not only that bill of sale says the shop is nearby and you might be able to reach it but if you do you would not be able to return on the same day(Fishing shop expedition unlocked)

He has also found a crate for a hardware store. he does not know what is in it but it will probably be of use whatever it is.

Now how do you send the afternoon?(pick 6)

[done]Check the barricade for damage(can do once a day)
[ ]Build better lock/barricade on the shorting yard gate(takes two pick)(bard choice)
[ ]Study the gardening manuals again
[ ]Open a door and look out(start outside exploration)
[ ]Make an access to the river spit(takes two pick)
[ ]Have Cedric try to decode part of the manifesto(can be taken multiple times)
[ ]Exit through one of the doors and explore around that way(the Bards are wary)
[ ]Try to figure out what is in a random crate/shipping container they can't all contain cleaners
[ ]Open crate for the fishing shop
[ ]open hardware crate
[ ]Try to open a random crate/container they can't all contain cleaners
[ ]Explore the next building's yard pile(the piles)
[ ]Make fish traps(only need to be checked once a day)(if pick choose 1 of the following)
-[ ]Netting(-1 action)
-[ ]Wire mesh fencing(-1 action)
-[ ]both(-2 actions)
[ ]Write in (careful some options may take more than a hour.)
 
Farming knowledge
Farming knowledge(updated as you learn more)
You are able to:

How to sprout seed.
How to plant/replant seedlings
How to gather and store seed crop for next year
How to store the harvest

Plant Knowledge

Potato
-New potato(small harvest)=45 days
-Full sized potato= 90 days

Maize(corn) harvest= 70 days

Onions bulbs
-Ailsa Craig=90 day
-Kelsae(large havest)=110 days
Green onions=50 days
Parsnips=100 days
Cabbage=50 days(can remove leaves to eat starting at 20 days)

Beans
Windsor broad beans= 75 days
Black turtle beans= 80 days
Kidney beans=100 days
Lima beans= 65 days
Soya beans= 90

Runner beans
Celebration= 70 days (large harvest)

Pole beans
Kentucky Wonder Wax= 70 days large harvest
Hilda Romano = 60 days (can start harvest early resulting in reduced harvest)
Bush beans
Mascotte Patio Beans=50 days (grows easily in pots)
Maxibel Filet=55 days large harvest

Quinoa= 100 days (complete protein and edible leaves)

Beet greens
bull's blood=60 day early harvest 30 days (multi harvest)

Beet roots (leaves also edible on harvest)
Boro=50 day
Taunus Beet =60 days early harvest 30 days

Tomato
SunSugar Cherry Tomato= 60 days large harvest
Alicante= 55 days

Rutabaga= 100 days(contains vitimin C no scurvy)

Pumpkin(all store well)
Galeux d'Eysines pumpkin= 95 days (sweet)
Musquee dhiver de provence= 120 store very well
Jack Be Little =95 days can be used as an edible bowl
Lady Godiva= 100 days large harvest
Little October = 85 days
Queensland Blue= 120 days

Green peas=55 days

Micro greens= 14 days (Very low but steady yield grows very well in pots)

Radishes= 22 days

Hops= 40 days no food harvest(makes beer healthier and taste better)(medicinal herb)

Okra=65 days

Grains
Barley= 40 days(can be used to make beer)
Rice=160 days(needs waterlogged soil)
Wheat=120 days
Millet= 60 days
 
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Day 5 Afternoon
Day 5 Afternoon

Improvement:

Vincent's work on the forge went slowly due to the weight of the materials he is using. He has now he has started to work on getting some basic tools ready for the work.

Having a better idea on what they need and what not to do the team setting up the kitchen make up the time they lost in the morning. They find a place that is clear of anything flammable with good ventilation and have thing mostly set up now they are working on getting the fire going without matches or flint and steel.

They people who were studying the garden manuals left the with the people clearing the yard when they moved on to other jobs. this turned out to be a blessing as it turned out even more of the plants were edible. You have a feeling that they will not be the most tasty of foods but right now that does not matter. They also find a number of woody stalks and brushwood big and strong enough to be used for some minor woodworking projects. Tangled in the roots of a small bush they find something metallic. They decide to clean it up once they finish clearing the yard.

General Action:

Opening the hardware crate was a big disappointment. Inside were only too types of tools neither of much use to you at the moment. First there were the screwdrivers that took up more the half the crates. You now have ever type of screwdriver you have ever heard of and some you had no idea existed. The remainder of the crate was taken up by electric drill bits this would not be so bad but you lack any electric drills to use them. Maybe you will find some use for them in the future but not now.

The fishing crate turns out to be a much better find. Fishing poles, hooks, sinkers, tackle boxes and miles of fishing lines. You even find some manuals on fly fishing. Taking a closer look you realize that not only do you have the gear for fresh water fishing also some sets for deep sea fishing. You now wonder what type of fishing shop this was going to.

The work on access to the river goes nearly perfectly and by the end you have a ramp/ladder hybrid that can be raised like a drawbridge. This has given you safe and easy access to the spit and river without opening a hole in you defences. It is also stable enough that you can carry a fair amount weight across it without any trouble.
The spit is a wedge of land that sticks straight out into the rive. It has steep banks and is made up mostly of gravel with a thin layer of soil on top.

The work on securing the gate does not go as well. Lacking a way to attach a new lock to the gate or anything to anchor a barricade to you settle for jamming the hinges and setting braces against the gate as best you could. While it is secure for now it would not hold up to a determined assault over time. Once you has the forge up and working you might be able to do something more but until then this is the best you can do.

What will you do this evening? (pick 4)

[done]Check the barricade for damage(can do once a day)
[ ]Study the gardening manuals again
[ ]Open a door and look out(start outside exploration)
[ ]Fish from the spit
[ ]Have Cedric try to decode part of the manifesto(can be taken multiple times)
[ ]Exit through one of the doors and explore around that way(the Bards are wary)
[ ]Try to figure out what is in a random crate/shipping container
[ ]Try to open a random crate/container they can't all contain cleaners
[ ]Explore the next building's yard pile(the piles)
[ ]Make fish traps(only need to be checked once a day)(if pick choose 1 of the following)
-[ ]Netting set(-1 action)
-[ ]Wire mesh fencing set(-1 action)
-[ ]both sets(-2 actions)
[ ]Write in (careful some options may take more than a hour.)

(Just to be clear the materials used in making the fish traps determines what they can catch and if they get damaged)
 
Day 5 Evening
Day 5 Evening

Improvements:

Vincent found the tools to make the tools as he said which meant all he had to do was get a fire started to test if the forged would hold the heat as it should. He learned two things. First the forge held the heat easily. The second thing he learned was the pool cleaner from day one was highly flammable and he had not cleaned all of it off his clothes. Unfortunately he learned this as his clothes went up in flames when he got close to the lit forge. He will have to have someone taking care of him for well over a week before he has any chance of recovery.(lose 1 Set of clothes)(lose 2 actions until day 16 then roll recovery)(-3 morale)(Chance to gain scars)(Risk of infection)(Gained Forge)(Gained Fire)

You now have a kitchen. They ended up getting their fire from the disaster at the forge. who knew flaming clothes worked so well as a fire starter. You can cook your food in many ways now. You can boil water, bake, fry, roast or make soups and broths. Which is lucky as Vincent will only be able to drink broths for the next few days. The thought of cooked meals leaves everyone feeling a little better about themselves.(+2 morale)

Clearing the yard has finish. Other than a few more weed that can be used to make teas you did not find anything else useful.you could now plant in the yard or use it for something else. You take stock of what the managed to salvage. You have gain some edible plants, 6 wooden rods and the flint half of a steel and flint fire starter. You replace the steel with a piece of scrap.(3 days food)(Gained herbal tea +1 morale)(6 wooden rods)(Gained steel and flint)

General Actions:

Cedric continued to decode the manifests but was only able to identify an crate headed to an electrical supply store.

The attempt at fishing when well. They caught 3 mid-sized and 4 small fish.(1 day food)(+1 morale(meat, glorious meat))

You were not looking forward to study the garden manuals again with their unexplained terms and references. That is until you found a glossary in one of them. This explained almost all the terms that had been confusing you up till now. You now know how best to harvest your crops and how to gather a seed crop for the next year along with what is needed to grow more types of crops.(Update to Farm knowledge)

After the first hot meal any of you have had in over a week you settle everyone down and get to talking. First you congratulate everyone on how well thing are going. You have a secure place to sleep. A small stockpile of food with the ability to get more. You even have a secure supply of drinking water and a means to get more. You don't need a report on the radio(still no new broadcasts) to tell you just how rare that is right now. You can all still hear the violence in the rest of the city.
Once you say your bit to the group you settle down to share stories and socialize as you have not gotten a chance to get to know the new additions to you band of survivor. Most of your time is spent on getting to know everyone but you do learn some interesting facts and bit of information. First was that when the army was mobilized the Army reservist was not call. This could be because they thought it could be handled without them or for some other reason you don't know. You also learn the locations of a private marina and the local zoo. The zoo is out side the city in the same direction as the Refair manor while the marina is in the direction of the island castle but to far to risk by foot.
By the time everyone gets ready to sleep they are feeling just a little better about their chances.(+1 morale)

Rumors/Bardic Advice:
People are worried about the injuries that have happened. You might set up a dedicated medical area.
People are still nervous because you can still hear violence in the city.

Now that you have more people you have more options for hoe to run the watch. You can:
[ ]Keep it as is(3 shifts of 2)
[ ]Increase the watch(3 shifts of 3)
[ ]Write in

Do you have anything you want to do tonight?
[ ]Yes write in
[ ]No
 
Day 5 Night
Day 5 Night

As you leave the meet and greet you pull David aside and ask him if he is able to rig some type of silent alarm for the doors. He says that it is possible but he would need the proper electrical supplies and tools. David tells you take he will keep it in mind and tell you if he come up with anything else.

Before heading to bed you swing by and try to talk to your injured. You try but Diana drives you off with a few curses and tells you unless you find some pain killers or get her a better set up the best you can do for them is to stay out of her way and let her work.

The night passes quietly for the most part until last shift. One of the shift wakes you and tells you to be quiet and follow him. He leads you to the window closest to where you entered the warehouse. There he point to the shadows across the street. At first you don't see what he is pointing at then it moves out of the shadows. You still have trouble getting a good look at it but you do determine a few things about it. It is vaguely dog like in form but lacks any kind of tail with a heavy broad head and is built low to the ground. Size wise it is between 4 and 5 feet long and stands about 3 foot at the shoulders. It stays watching the building for about an hour before leaving. In the entire it was there it did not make one sound. You don't sleep for the rest of the night.

When the morning come you again you have some choices to make.

Expeditions (can choose 1 takes a full day no other choices can be made for the day)
[ ]Yes
-[ ]Fishing shop expedition
[ ]No

If you pick no Expeditions pick from the below.

Improvements(These picks last all day)(Must pick one can pick up to 3)

[ ]Set up medical area(Diana stops looking like she will kill you)
[ ]Open the Ikea crates and set up furniture(morale boost roll)
[ ]Use the sprouting trays and replant later(Quickest,need to be watered, will need to be replanted, lowest seed lose)
[ ]Plant seeds in the planters both indoors and outdoors takes (medium speed, limited amount can be grown in doors, needs to be watered, medium seed lose)
[ ]Plant seeds in the unpaved section of the yard takes (time consuming,need to be watered only rarely,highest seed lose)
[ ]Set up one (or two) of the swimming pools outside. So that any raingutters empty into them (or can be converted to do so later) and they do not cover ground we need to check or want to grow anything in. They are intended as raincatchers. If you have time left consider setting one up indoors too to store more water. Use common sense, you do not want to be cramped or have it be contaminated by the forge or something.


General actions(choose 6 +any leftover from improvement)

[ ]Check the barricade for damage(can do once a day)
[ ]Build better lock/barricade on the shorting yard gate(takes two pick)(bard choice)
[ ]Study the gardening manuals again
[ ]Open a door and look out(start outside exploration)(can be taken multiple times)
[ ]Have Cedric try to decode part of the manifesto(can be taken multiple times)
[ ]Exit through one of the doors and explore around that way(the Bards are wary)
[ ]Open electrical crate
[ ]Try to open a random crate/container they can't all contain cleaners
[ ]Explore the next building's yard pile(the piles)
[ ]Make fish traps(only need to be checked once a day)(if pick choose 1 of the following)
-[ ]Netting(-1 action)
-[ ]Wire mesh fencing(-1 action)
-[ ]Both(-2 actions)
[ ]Use Pimative tailoring(write in what)
[ ]Write in (careful some options may take more than a hour.)
 
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Day 6 Morning
Day 6 Morning

Well The morning started out okay. That did not last. First you noticed that the water from the taps was coming much slower and under less pressure. Then while you were exploring the pile yard disaster struck back at the warehouse.

Improvements:

Opening the Ikea crates and setting up furniture went well. You found chairs, tables, pillows, blankets and cupboards as well as a large number of futons. For once they seem to have all the pieces so once they are set up things will be much more comfortable here. The first things you set up are cupboards and futons in the new medical center so to reduce the suffering of your injured.(+2 morale)

With the new furniture set up Diana is able to focus on sorting the little medical supplies you have and working to clean the area to prevent infections. Considering that you now have a burn victim this is a real risk to his well being. This was going well until she had to with the second set of serious injuries in two days.

General actions:

Once again checking the barricades you find nothing wrong with them. You also realize that you are now familiar enough with them that the job is no longer time consuming.(Checking Barricades is now an automatic action(no pick cost))

You decide to led the groups working in the pile yard while those who stay behind worked on Decoding the manifests and building some fish traps. Cedric manages to find a woodworking crate before you even leave. You take this as a good sign.

In the pile yard you divide up between listing what is in all the piles/open containers and trying to secure the gate. With your blacksmith out of action you feel that you must try to secure the gate some more. In the end the teams working on this has to settle on piling junk up against the gate until Vincent is well enough to talk us trough making a better way of locking or barring it.

You manage to get a look at at least half the piles. They contain:
2 piles sod
1 pile sand
Wreckage from a build down house
1 pile large gravel
1 pile small gravel
1 pile broken cement
1 pile scrap wood/metal

Heading back to the warehouse you are meet by a scene of chaos. Bricks and cinder blocks have been thrown out of their container and are piled on the ground and everyone is now running around the new medical where there is the sound of screaming. Reaching the medical area you are meet with the smell of blood and the sight of one of the new people being held down as Diana finishes sewing closed a huge gash along almost the whole length of his rib cage. When you get closer you see that two other people were setting and splinting a broken left arm.(-3 morale)(-1 first aid kit)

Once Diana sets the needle down you learn what happened. It turns out that when asked to get something to weight down the trap your new idiot as she calls him decided to pull a piece of broken cinderblock from the bottom of a stack somehow bringing it and the stack of bricks next to it down on himself.

Diana tells you that she thinks he might have more injuries that were not obvious. To be sure she will need help for the rest of the day(This will also complete the medical area set up) She also tells you that unless you want to risk disease that the blood must be cleaned up now. (lose afternoon actions Medical tests and Morale tests on clean up instead)

Do you:
[ ]Curse under you breath and give the orders.
[ ]Curse loudly and give the orders.
[ ]Just nod and give the orders.
[ ]Give her your support and give the orders.

Will you work at:
[ ]helping Diana with you newly christened idiot.
[ ]Cleaning the blood.
[ ]Getting what Diana tells you.

(Medical test determines if he survives and how long his recovery is as well as lost action(will he need any extra people caring for him))
 
Day 6 Afternoon Part 1 Medic
Day 6 Afternoon Part 1 Medic

The first thing Diana tells you to do is to get a big pot of water boiling as she will need it. While you fill the pot you notice that the water pressure has returned.

Once you have the water on the fire she sends you to cut long strips of fabric and to find some fluffy fabric for padding. This goes very well not does the fabric cut into strips easily but you finds sealed packages of gauze. It is not medical gauze but it will do nicely Diana tells you.

Between bringing back the bandages and retrieving the boiled water you notice that the blood is already attracting flies. The group cleaning the blood is having trouble getting it out. They are making progress but it is slower than you hoped.

While you are getting her supplies she starts to examine him again. By the time you return she have determined that the right side of his rib cage is not moving like it should when he breaths but his chest is so covered with blood she is having difficulty telling why. She has you help her wash off the blood with the boiled water. As you clean off the blood you notice one of his ribs almost looks like it is folded on itself. Bringing this to Diana's attention she start to swear. It's a break and a messy one at that. If she does not operate his rib is going to puncture hid lung killing him. With her limited knowledge of operations and limited tools she might be able to save his life but thing look grim. She tells the two other people helping her to hold him still until she tells them otherwise.

With the amount of internal bleeding and swelling, the first thing she does is try to drain any blood out of the chest cavity to prevent his lungs from collapsing. She manages a clean cut that drains well unfortunately it quickly becomes that the bleeding has been very heavy and he has already lost a dangerous amount of blood. With this in mind she quickly begins to remove the bone splinters that are floating around loose. There are a fair number of splinters and she is only mostly sure she has gotten them all but with his blood lose she has to move on to setting the rib. That at least goes well even if you almost lost you breakfast at the sounds it made.

When she begins to sew the cut closed she runs into a problem. While she has been able to the internal bleeding he wont stop bleeding externally. Looking at you with a blank look in her eyes she orders you to heat a flat piece off metal till it is red hot while she tries to control the bleeding. It is only when you pass it off to her do you realize what she needed it for. She presses the burning metal to the still bleeding wound. The warehouse quickly fills with the sound of his screaming until you give him a roll to fabric to bite down on. When she remove the metal the wound bleeds no more.

Diana immediately starts to wash the wound and surrounding area. Luckily you sill have enough of the boiled water for cleansing it. When you start to bind the wound using the gauze and strips of fabric you see just how bad he is. His face is paper white, his eyes are sunken, his lips are white and look like they are going to crack and he is shivering despite the summer heat. He is in shock a very bad case of it.

Do you:
[ ]Raise his legs.
[ ]Raise his head.
[ ]Leave him flat.

Once you do that:
[ ]Leave him uncovered and pat him with a cool wet clothe.
[ ]Leave him uncovered.
[ ]Pile blankets on him.
[ ]Pile blankets on him and place a heated brick under them.

He has lost a lot of blood. Do you:
[ ]Do not let him drink.
[ ]Give in cold water to drink.
[ ]Give him cool tea to drink.
[ ]Give in hot water to drink.
[ ]Give him hot tea to drink.

He is in bad shape and you have so fish left over. You can make a broth out of the fish for him. Do you
[ ]Yes (lose 0.5 days food)
[ ]No (no food lost)
 
Day 6 Afternoon Part 2 Wrap up
Day 6 Afternoon Part 2 Wrap up

As soon as you tie off the binding you set to work at countering the shock and blood lose. These at least both you and Diana know how to deal with. First you prop up hid legs so his feet are higher than his head and heart. His feet can survive with low blood pressure but low blood pressure in his head or heart could kill him. You consider elevating his injured side but decide the risk of reopening the wound is to great.

The second thing you do is start to cover him with many layers of fabric as make sift blankets. While you do this Diana grabs one of the bricks next to the fire that is warm but not to hot and places it in your patient's armpit on his uninjured side. If he gets to cold with the shock his body will just stop even if the blood lose did not kill him.

Those two jobs done you and Diana have a choice to make. With the amount of blood he has lost he will need fluids badly if you were in a hospital it would be from an IV but that is not and option so he will have to drink them. This leads to the problem as someone in shock can chock easily on a drink. The two of you decide the blood lose is the greatest risk right now begin to spoon the last of the mornings warm tea into him drop by drop so he does not drown. The warm tea seems to help as his shivering start to slow down.

As Diana works at getting the tea into him you start to use the remains from the fish to make a broth. Having lost so much blood there is a good chance his digestion will shut down for the next day or so. A thin broth will be the best you can do for him at the moment. After about twenty minutes you replace the empty tea cup with one fulled with the beginnings of the broth and let Diana continue her work. Before you leave she tells you that she thinks he will live but he will need some one dedicated to his care for at least the next 10 days and she has no idea how long his recovery will be.

Returning to the rest of the group you tell them take it looks like he will live. This is a relief to every one thought their mood remains low.
(List of morale changes)(-1 blood)(-2 screaming)(+1 he will live)(+1 you were on top of things)

Despite everything you still need to decide what to do this evening.(pick two)

[done]Check the barricade for damage(can do once a day)
[ ]Try to raise morale(get the bards working on this)
[ ]Study the gardening manuals again
[ ]Open a door and look out(start outside exploration)
[ ]Fish from the spit
[ ]Have Cedric try to decode part of the manifesto(can be taken multiple times)
[ ]Exit through one of the doors and explore around that way(the Bards are wary)
[ ]Try to figure out what is in a random crate/shipping container
[ ]Try to open a random crate/container they can't all contain cleaners
[ ]Finish exploring the next building's yard pile(the piles)
[ ]Make fish traps(only need to be checked once a day)(if pick choose 1 of the following)
-[ ]Netting set(-1 action)
-[ ]Wire mesh fencing set(-1 action)
-[ ]both sets(-2 actions)
[ ]Write in (careful some options may take more than a hour.)
 
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Day 6 Evening
Day 6 Evening

After the way today has gone you decide to do something about the way the mood of the group was falling. You told everyone not tending the injured to head to the office and help Cedric decode the manifests. You know that they will not be much help but you want to keep an eye on everyone. As they begin to climb the stair you pull David and Cedric aside. You tell them that right now the manifests are a second priority and to use all their skills as bards to try and raise peoples spirits. They agree and you head to the office.

With this many people in the office and only one of them having any idea how to read the manifests meant it could have been a disaster. The only thing that was found was a crate was for a shoe store and that was only because someone recognized the logo of their favorite brand of shoes. This started so friendly jokes about being a slave to brands and lead into joke and tales about fashion and corporations. Cedric and David took this start and lead people into telling their favorite tales, jokes and embarrassing moments. After awhile people just settled down to talk and just be for the first time. By the time night began to fall the mood had made a complete turn around you might still be in danger and you still did not have a place to truly call home but the feeling was that as long as you were together.(morale reached no home limit of 20)(Gained bonus Group Spirit= as long as you have food and a safe place to sleep regain 1 morale every day to a maximum of 15)

Rumors/advice
People feel that you will need more sources of food soon as two of your group are too injured to move any time soon.
People feel you should find out more about the area your in because two of your group are too injured to move any time soon.
People are nervous because it has become clear that the power and water could fail at any time.
The bards remind you that growing food takes a lot of time to get started and you have to wait for it to grow.(Read the farming knowledge post it gives times.)

In the morning you will need to set about getting on with living.

Expeditions(can choose 1 takes a full day no other choices can be make)
[ ]Fishing shop expedition.
-[ ]How many go and how many stay.

Improvements(These picks last all day)(Must pick one can pick up to 3)

[ ]Use the sprouting trays and replant later(Quickest,need to be watered, will need to be replanted, lowest seed lose)
[ ]Plant seeds in the planters both indoors and outdoors takes (medium speed, limited amount can be grown in doors, needs to be watered, medium seed lose)
[ ]Plant seeds in the unpaved section of the yard takes (time consuming,need to be watered only rarely,highest seed lose)
[ ]Set up one (or two) of the swimming pools outside. So that any raingutters empty into them (or can be converted to do so later) and they do not cover ground we need to check or want to grow anything in. They are intended as raincatchers. If you have time left consider setting one up indoors too to store more water. Use common sense, you do not want to be cramped or have it be contaminated by the forge or something.

General actions(choose 5 +any leftover from improvement)

[ ]Build better lock/barricade on the shorting yard gate(takes two pick)(bard choice)
[ ]Study the gardening manuals again
[ ]Open a door and look out(start outside exploration)
[ ]Have Cedric try to decode part of the manifesto(can be taken multiple times)
[ ]Exit through one of the doors and explore around that way(the Bards are wary)
[ ]Open electrical crate
[ ]Open Shoe/boot crate.
[ ]Open woodworking crate.
[ ]Try to open a random crate/container they can't all contain cleaners
[ ]Finish exploring the next building's yard pile(the piles)
[ ]Make fish traps(only need to be checked once a day)(if pick choose 1 of the following)
-[ ]Netting(-1 action)
-[ ]Wire mesh fencing(-1 action)
-[ ]both(-2 actions)
[ ]Use Primitive tailoring(write in what)
[ ]Write in (careful some options may take more than a hour.)
 
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