RE: REFUGEVILLE
02-12-2018, 10:52 AM
(01-17-2018, 12:47 PM)LoverIan Wrote: »>try and dice a piece of rabbit meat and see if the fish can be fed
>Use shovel and branches to try and create a small pond for fish to be fed and lay eggs in.
https://78.media.tumblr.com/766b7050c561...c0_500.png
Here's the concept I was going off of
>Use shovel and branches to create a hare hutch for later (to trap and release hare into), and send those with hooks to take care of the cobra quietly as possible
Your people construct a tiny pond for easy collection of fish, as well as a hare hutch. The two hook-users deftly kill the cobra nearby, and its meat and venom are collected.
(01-17-2018, 08:24 AM)btp Wrote: »Does Preeray have any resources they would be able to make or trade with us?
They’re still arguing about what else they can trade with Refugeville. They have an abundance of alligators and poisonous swamp water, though.
(01-17-2018, 08:24 AM)btp Wrote: »Can our blessing of mind extend to those who may also be affected? Like the three mad inhabitants in the West?
Maybe!
(01-17-2018, 08:24 AM)btp Wrote: »I also like the idea of examining the god box.
While the others were busy building the fish-pond and hare hutch, two explorers have already gone northwards to the God Box. You quickly trace their steps, and you find Mosstown once more.
There is a group of very tall strangers here. Your explorers don’t know who they could be. They wear suits of plate armor, and they’re all armed. Giant warriors? You can hear them shouting.
Bucket-helmet: “I GOT IT BLEEDING JOJI!”
Joji?: “Good work! We got it on the defensive!”
Diamond-helmet: “Careful, there could be another one!”
Your two explorers are armed with stone axes. What should they do?
- RIDE THE HORSE INTO BATTLE
- Observe from afar
- Loot the buildings while the invisible monster and the strangers are distracted
- Run back home
- Something else!
>_
Population: 12 out of 24 shelter spaces
Allies: Preeray Village
Wealth: 1 crumbit
Animals:
1 Dog (Relief)
2 Cows (Bilin, Daina)
1 Horse (Comet)
Plants:
12 tapioca (sapling, 18 days left)
10 mangould (sapling, 14 days left)
Weapons:
Iron Knife x 1 (4 crumbits)
Stone Axe x 5 (2 crumbits)
Stone Shovel x 1 (2 crumbits)
Steel Hooked Chains x 2 (Equipped by Guards, 8 crumbits each)
Vehicles:
Crude Wooden Raft (Kori won’t buy it)
Guards:
Two Chain-Hook Users
Merchants:
Kori (Miscellaneous Goods)
Ogot (Building Materials)
Stockpile:
290 branches (1 crumbit for 4 branches)
5 beef jerky (5 crumbits each)
18 rabbit meat (2 crumbits each)
30 fish meat (2 crumbits each)
6 jar of milk (4 crumbits each)
5 loincloths (1 crumbit each)
30 pieces of clay (2 crumbits each)
188 stones
Buildings:
1 stone house (with basement)
1 shrine
1 palisade
1 fishpond
1 rabbit hutch
Items:
Leather Bag
4 Treated Bandages
Construction Manual
Yaranga Phrasebook
Fishblood Lantern - A lantern that uses fish blood as fuel. Provides light and warmth. One adult fish from the river should be enough for one night. Easy to carry, even for a dog or a wolf.
Copy of Hildevert’s Journal: Hate Box - The Signet have been hunting a man named Hildevert for the past month, and he continues to elude capture. This book is about what he saw in a place called the Hate Box, a place where powerful prisoners are tortured for amusement.
Mycah Wizard Robe - Doesn’t grant magical powers, but Mycah spells are woven into it that protect the wearer from undeath. The spells repel teeth and rotten meat, so it’s perfect for fighting ghouls.
Acid Jar - A jar full of liquid that will melt anything metal. Extremely useful against armored opponents and locks.
Divine Artifacts:
Shrunken Head of Asimuth - Screams when an agent of the Signet sees Refugeville.
Blessings:
Devoted Wolfpack: Rimewulf’s followers can transform into wolves at night, granting faster movement, enhanced senses and combat strength.
Call of the Wild: Once per day, you may summon one animal to appear in the village. The animal will always obey your people and never harm them.
Arara’s Shade: Your people can endure heat that would normally cause heatstrokes. A common blessing for desert-dwellers and those who wish to endure drought.
Guarded Thoughts: Your people are protected from mind-altering poisons and curses. They cannot be brainwashed or mind controlled, not even by the Signet.
Curses:
Marked By The Signet: The Signet will never stop sending scouts.