Sunday, February 12, 2017

How to Survive on Giant Spine Island

I. Adventure Update
While on the Inert Emir, Miles and Poco choose not to side with either the Candle-Wizard First Mate Yijun or the Pirate Captain Zuzanna, and thus are forced to man a ship on their own without any knowledge of sailing. A violent storm closes in. Understanding their fate, they fire up a distress flare for the Perennial Dandy’s attention. It works, and the Dandy turns around, only to engulfed by the storm.

The party washes up on the shore of a deserted island, losing a large part of their inventory. Fortunately, the Merchant Prince Desideratus (Dez) is present, and leads them to a camp of useless sailors. The sailors won’t take any orders from somebody without a captain’s hat, but the players find one and put them to work.

II. O Captain! My Captain!
Every week the party was able to give orders to the sailors.

Find lots of food, but danger of being hurt.

Finding a small amount of food but virtually no danger.

Find items, locations, or even food on the island.

Work on building the rafts so they could get off the island.

Each sailor was secretly ranked 1-5 in each category, and at the end of each week an X-in-6 roll was made to see if they succeeded at their task. Each success in building moved up progress on the rafts by a single point, and 20 were needed to get off the island. If somebody succeeded at exploring, I rolled on the following table.

Exploration Success Chart:
1. Item
2. Food
3. Lee's Hut
4. Super Capacitor
5. Item and roll again
6. Food and roll again

Lee’s Hut was the home of a martial arts master that lived on the back of a large turtle. The party brought him some accordions that he wanted, and he taught them some special techniques. The Super Capacitor is one of the expedition sites from Oddvent Oddpendium. I had another table of items, and it was even possible to find real proper treasure.

In retrospect, I really bonered up the hunting/scavenging rules and nobody got hurt. If I were to do it again, I’d have a default 1 in 6 chance of something bad happening at the camp. Then, if somebody failed at hunting there would be a chance that they were seriously injured. I would also probably have included a way for people to get better at their tasks. At the time, the only way to improve somebody’s chances was to give them an item. For example, hunters were given rifles and explorers were given whips.

They spent 3 months on the island and at least one person was bludgeoned to death with a rock.

III. The Price is Right
Without any sort of appraisal ability, I never know how the party is meant to interpret the value of whatever treasure they find. I guess this isn’t a problem specifically with ItO, since a lot of other games don’t have rules for this either.

Do I just tell them how much it’s worth? Can they make some sort of roll? At the moment, the party happens to be friends with a merchant who can give them ballpark figures. I’m wondering how other handle this sort of thing though. Any input is welcome.  

1 comment:

  1. If you feel naughty, describe the treasure to the PCs but don't tell them how much it's worth until they find some kind of expert that can tell them that. Of course, if one of the PCs is a jeweler or something, they probably can figure out how much an emerald is worth. Experts may or may not be trustworthy, and probably aren't the same persons who will exchange treasures for gold (so there's also the part where, once you know how much treasure is worth, you need to actually find a buyer and negotiate with them).