GM Fuzzfoot's Castaways (Inactive)

Game Master PJP

Maps
Party Inventory


----- Castaway Survival Rules -----
You can't make out much, but you can see a bit around you. The map is made up of roughtly 12 mile across hexes, about 95 sq miles. Depending on your slowest members move rate, travelling across a beach hex is about 8 hours, and jungle is about 12. To really explore a hex, beach is about 2 days, jungle 3-4. If you are foraging/hunting for food, these times are doubled.

Each of you can take actions in 4 hour increments. If you spend more than 8 hours on actions, you risk becoming fatigued. Once you are fatigued, you are restricted to 1 action per day, or you will become exhausted.

Actions Available:

Food Gathering. For 2 actions, you can make a Survival check to represent hunting and foraging. DC 10 feeds 1 person for a day, +2 DC for each additional person. For 1 action, you can provide Aid on the check (DC 10 for +2 result). (So 1 DC 20 feeds everyone for the day) Until you have appropriate hunting tools, this has a -4 penalty. A spear, bow, or snares would all count as appropriate tools.

Shelter Building. For 2 actions, using Profession(builder), Knowledge(engineer), Craft(shelter) or similar, and you can work on improving your camp. Your camp condition level now is 1. A DC 15 shelter check will increase this level by 1. Weather or other hazards might reduce you conditions back down. When you are at a 10 or better, you can rest to recoup hit points and fatigue. For 1 action, you can provide aid. Without any tools, this is at a -4 roll.

Crafting. If you have a skill, like Craft(armor), etc. you can use the normal crafting rules for your actions. 1 action would equal a daily craft check. Without tools, it will be a -2 check. However, instead of 1/3 the cost for raw materials, since you don't have a source, you will have to find the raw materials.

Finding Raw Materials. You can spend actions looking for specific materials, depending on the item. This may be impossible, depending on what you are trying to craft, but assuming the resources are reasonable to find, you can spend 1 action searching for them. You must succeed at an appropriate Knowledge check (DC based on rarity), and a Perception check (Dc 15) to find the materials for the day.

For example: To craft a shortbow costs 30gp, or 300 silver. 1/3 of that is 100 sp, and the Craft(Bows) DC is 12. You can use one action to gather materials, and then another to see how much progress you made for the day. One person could do the gathering, and another the crafting.

---- Nature Calls ----
In addition to your own actions, there will be random events.

There is a chance each day that something will happen. It could be a storm, or a natural disaster, or a wandering beast.

If you are travelling, the chances of coming across something are greater. Weather chances remain the same.

If you are exploring, the chances of encountering something are even stronger, plus you may have a discovery. A discovery could include debris from the ship, raw materials for crafting, animals or beast (which could provide food for days), or even a cave to explore... who knows what you may find?

So, much like we do rounds of combat, I will ask for actions from you for each day, and then resolve any things that come up.

If you are travelling or exploring, just make a mark on the hex you wish to check. While it may not be that realistic, as you enter a hex, I will uncover the hexes surrounding it so you know where to go next.