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Possible loots

1. Tracker One side is adhesive, the other magnetic, if placed upon another player (sleight of
hand vs perception), can track their movements within a 250 ft radius
2. I don't want to die duffle An antiplague, and antitoxin, 2 days of food, 2 days of water
3. Stealth Duffle a bear trap, 3 deodorizing agents, beast lure, and a hanging tent
4. Basic survival duffle A duffle with a 30' length of rope, a piece of flint and steel, and a small
cooking pot wrapped in a hammock.
5. Basic Survival Duffle 2 a duffle with fishing tackle, string and hook, a bell net, and a small
camo tent (+4 to stealth checks while laying still inside)
6. Alchemical Survival Duffle Tanglefoot bag, Thunderstone, Tindertwig
7. Informational Survival Duffle Book (takes 1 hour to read) gain immediate knowledge of
poisonous plants in the area, +5 on all survival checks, Map of the area.
8-12 Food
13-17 Water
18 map of village
19 map of island
20 map of maze
THIRST AND STARVATION
A character can go without water for 1 day plus a number of hours equal to
his Constitution score. After this time, the character must make a Constitution check each hour
(DC 10, +1 for each previous check) or take 1d6 points of nonlethal damage. Characters that
take an amount ofnonlethal damage equal to their total hit points begin to take lethal damage
instead.
A character can go without food for 3 days, in growing discomfort. After this time, the character
must make a Constitution check each day (DC 10, +1 for each previous check) or take 1d6
points of nonlethal damage. Characters that take an amount of nonlethal damage equal to their
total hit points begin to take lethal damage instead.

RULES
1. Every player you kill, you will earn 1500g.
2. If you survive the game, you may keep everything you find.
3. Killing a Nobody awards no gold.
4. The game will begin at noon and end at noon of the 7th day
Sam 1 kill

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