Episode 2 – in which our castaways find signs of their lost ship and remember a part of what they’ve lost and forgotten.
Interested in what’s happening with the system you’re listening to? (If not, stop reading now). This is a Pathfinder Adventure Path, run with 3.5 rules (because those are the rulebooks we have, primarily, as opposed to anything being particularly wrong with Pathfinder). In this campaign, we wanted to enhance the survivalist feel by adding some rules we wouldn’t use in a regular DnD campaign.
Equipment Damage – the jungle environment is harsh on equipment. Each day (and each time they fumble or get critted), our PCs have a 25% chance for each piece of key equipment to become damaged (from masterwork ≥ normal ≥ broken ≥ improvised ≥ destroyed, with increasing penalties.)
Morale – On a desert island, keeping up your spirits can be as important as food and water. Many a castaway has died simply from giving up, while those with strong morale fight harder than ever. Each day, those affected must make a DC15 Will save, moving one step up or down on the morale track. Bonuses are applied for finding luxury supplies (like wine), the general stability of the camp, and other such things. Penalties are applied for negative events (like a death, not having a camp, etc).