Hiero places his Steam Flask on the stove, out of the way of the cook surface, but where it is still able to make use of some of the excess heat coming off the simmering pot of soup (which smells quite savory and delicious). He directs the metal tubing at the underside of his static generator and nods, pleased with his efforts. Once it gets up to temperature, it should boost the production of charge. He looks around for a water source... there's the sink in the kitchen, but it's a fair distance away... perhaps if he had some sort of container that he could fill and suspend from the wall above the stove... then he could use gravity to fill the flask as water is converted to steam?
He heads into the workshop to ask folks if they need his help. Ursula completely tunes him out, Enoch expresses his wish to finish the lantern on his own, but would be interested in doing some sort of beehive type thing after... that catches the attention of Ziou as well, who marks his spot in his book to chat about design ideas for a bit with the other two. Hiero gets to sketching out some of their thoughts while the other two fellows keep working on their current tasks.
task- beehive sketching and planning
Zoology (1d5) = 4 CP / -- CP needed, gains 0.4 SP in Drawing, 0.2 SP in Zoology, 0.1 SP in Insects.
He's got crude sketches of the basic ideas that had been tossed around, but could probably create a bit more detailed plan of whichever design they decide to try first if they are going to attempt it as a group.
Enoch is soooo close to finishing his lantern, but his mind is already racing ahead to thoughts of mastering the bees living nearby.
task- Lantern making
Unskilled (1d3) = 1 = 13 CP / 15 CP needed.
Ziou keeps reading up on traps.
study - trap making
Learning (1d3) = 2 = 20 CP / 25 CP needed
In her area of the workshop, Ursula empties out the bin and takes stock of what the spider clank dropped off most recently.
2 screws
1 live beetle
clump of hair
2 burnt bees
a small pebble
dirt and dust
She quickly grabs the dented mug and claps it over top the beetle to keep it from escaping again. Doc Enoch will probably want the specimen.
The four living folk and one mechanic friend out in the fountain room return to the entrance from the hallway, with its cracked threshold and bent bars. Kew finds them to be solidly in place, and heads back to the workshop for a mirror if they get a chance to peer under the slabs, she might be able to tell if there is an intact crystal before they remove all the stone. She doesn't find anything that immediately strikes her as being particularly sticky to affix the mirror to a stick though, so just returns with the mirror. Sam locates the triggering block easily, and punches the button. The bars raise a handspan, before coming to a halt with a tortured screech as the bent bars prevent it from raising any higher. Gabe and August identify one bar in particular holding things up, and Gabe braces his feet against the wall, takes firm hold of the most bent bar and prepares to try to bend it back. The others rush to lend a hand, but Gabe is doing the heavy lifting as he heaves his might into it, his muscles bunching and clenching as the bar slowly shifts towards a more vertical orientation. Sam and August have witnessed his might before, but Kew is rather surprised... she'd given those bars a pretty good tug and they had very little give at all.
Feat of Strength attempt
Success, 1d100 = 99. Gabe now has a 55% chance to fail an attempt next turn.
With the worst offender bent back into place, Sam pushes the stone block again and the bars slam back to the ground, only one of bars finding the hole intended for it. He presses it again and the bars lift, higher this time, about knee high (mid thigh on Sam).
As a consequence of gathering around to re-bend the bars, August, Sam and Charlie are now on the fountain side of the gate, while Gabe and Kew are on the hallway side. Sam and August could likely shimmy under the bars if they needed to, or possibly squeeze through in other places the bars are bent, but the nice large opening has been closed up... which does make the hallway a bit more defensible. It's not clear how well Charlie will be able to make it back through the gate in its current state. There are two bent bars now catching up and preventing the gate from lifting any further. As things stand, they likely could set up the tripod and lift one or more of the blocks, but would have to drop and slide the blocks either into the hallway or into the fountain room to be able to access anything under the threshold.
The clock on the wall says 3:15 o'clock.
Inventories
Gabe (WearsHats)
Sam (BadgeAddict)
Ursula (nikohl)
August (Alaen)
Hieronymus (nerre)
Enoch (Synch)
Kew (Quarg)
Ziou (ALB)
Gabe (WearsHats) : ATT: 3, on hit has 50% chance to give target -1 DEF next round
DEF:1
HP:10/10
Skills:
Propellers Level 1: (1d5)
Steamworks Level 1: (1d5)
Metalworking Level 4: (2d5)
Learning Level 5: (1d7+1d5)
Clanks Level 2: (1d7)
Botany Level 1: (1d5)
Optics Level 1: (1d5)
Cooking Level 1: (1d5)
Anatomy Level 1: (1d5)
Clockworks Level 1: (1d5)
Acoustics Level 1: (1d5)
Disassembly Level 1: (1d5)
Stoneworking Level 1: (1d5)
Items: (bold indicates items that are currently equipped)
Gabe’s Clothes
Steam-Powered Propeller Beanie, now with drill attachment! Gives +1 to Tool Modifier (for drilling tasks)
Ornate Walking Stick - tools and parts within hidden compartments
Knobbed Mace: +2 ATT. on hit, has 50% chance to give target -1 DEF next round
Special Ability: Feat of Strength: 55% chance to fail
Show Spoiler
Feat of Strength: Gabe is able to act beyond normal physical means, but with a 5% chance to throw his back out. An attempt is successful if he does not throw out his back, and fails if he does throw it out. Upon attempting a Feat of Strength, the chance of throwing his back out the following turn increases to 55%, and decays by 10% per turn. No penalties are assessed on a success, but if he fails an attempt, he is subject to a -2ATT/-2DEF penalty with -1d3 on any skill attempts while at or above a 45% chance, which drops to -1ATT/-1DEF with -1d3 on skills at or above a 25% chance.
Gabe's Workbench
Show Spoiler
drill bits
Tripod and thresold lifter
10 m of frayed rope
30 m of new rope
rough pulley, single
rough compound pulley
high quality single pulley
medium diameter battered steel tubing, 1 m
[/list]
Sam (BadgeAddict) : ATT: 2, on hit target has 25% chance to lose additional 1HP next round
DEF:2
HP:11/11
Skills:
Clockworks Level 3: (1d5+1d3)
Locks Level 1: (1d5)
Disassembly Level 2: (1d7)
Metalworking Level 2: (1d7)
Clanks Level 1: (1d5)
Stoneworking Level 1: (1d5)
Items: (bold indicates items that are currently equipped)
Sam’s Clothes
Suede Vest
Short Dagger - +1ATT, on a successful hit, target has 25% chance to lose an additional 1HP next turn
heavy leather left glove
Conical Helmet: +1 DEF
large hammer
carving chisel
crowbar
A Mutli-Screwdriver - 8 types/sizes
Set of Spanners
Glasses with Magnifying Lens
Clockwork Stilts
knife
lockpicks
A wood and leather ‘racket’
large tongs
Special Ability:
Show Spoiler
Size Does Matter: After spending years avoiding death in the sewers, and then avoiding being tread upon by larger colleagues, Sam has developed an uncanny knack for noticing small details that let him avoid dangerous situations. His reflexes give him a 25% chance to avoid traps/ambushes entirely, and a 50% chance to partially avoid them (this is in addition to % chance for any traps that have a % to succeed/fail).
Sam's Workbench
Show Spoiler
Wearable Items
fingerless gloves
Apron
Tools/Weapons
tweezers
screwdrivers of various types
Crude Wire Lockpicks - +30 TM
rawhide mallet
tiny ball-peen hammer
tiny folding knife
wire cutters
charcoal pencil
Lockpicks
woodcarving tools in a leather roll
metal file
tiny pliers
wire snips
flint & steel
tiny pliers
Long pair of forceps
A fine saw
Parts/Miscellaneous
carved bone whistle
half a candle, in plain metal candlestick - 3+ hours left
Lard-Cloth Torch
metal tube
An Unmarked Bag
Small Pouch of Assorted Clockwork Parts
wooden box
heavy chain
thin brass rod
a bronze rod
box with assorted small gears
small gears
spool of copper wire
a blown glass jar
ball of twine
2 long wooden shafts
box of tiny nails
Books/Scrolls
Life Cycle of a Tree/Lock Diagram
Ursula (nikohl) : ATT: 1
DEF:1
HP:10/10
Skills:
Disassembly Level 3: (1d5+1d3)
Clanks Level 3: (1d5+1d3)
Clockworks Level 3: (1d5+1d3)
Learning Level 2: (1d7)
Dissection Level 1: (1d5)
Rodents Level 1: (1d5)
Anatomy Level 1: (1d5)
Ceramics Level 1: (1d5)
Metalworking Level 3: (1d5+1d3)
Items: (bold indicates items that are currently equipped)
Ursula’s Clothes
two heavy work gloves
heavy dark brown leather boots
wide leather belt
Thin Knife: +1 ATT, 25% chance to ignore target’s DEF. On hit, 25% chance to break.
Handcrafted Music Box - 2 tune cylinders
Metal Shears
dented mug - inverted over a black beetle the size of her thumb
2 screws
clump of hair
2 burnt bees
a small pebble
dirt and dust
Special Ability: In Tune
Show Spoiler
Special Ability: In Tune: Having worked for years in a music shop, Ursula feels most comfortable and able to focus while music is playing. While attempting a task or studying, she has a 20% chance to gain an additional 1d3 CP, but a 10% chance to get caught up in the music and lose focus on her work, reducing her skill check by 1d3.
Ursula's Workbench
Show Spoiler
Spider Station - ⅓ full
Iris the Ballerina Clank
Empty large wooden crate marked ‘Perishables’
Medium square crate - "Misc. ropes, etc."
Medium crate - "Glassware - Assorted" half full of sawdust and shavings
Large crate - "Fuel"
Medium square crate - "Metal, tubing - assorted"
Large crate - "Metal, sheet - assorted"
short flat crate - "Leather"
Large crate - "Gears"
Medium large crate - "Fan parts"
Very large crate - "Junk"
Wearable Items
A Work Apron - to be worn around the waist, plenty of pockets for tools, and odds and ends
Prison Uniform (Capris) - Embroidered with "No. 00377"
Makeshift Backpack - It'll work for carrying things for now..
Tools/Weapons
wood chisel
magnifying lens
tweezers
charcoal pencil
file
large hammer
lockpicks
small hammer
small hammer head and small wooden shaft
wire snips
large tongs
wire snips
horsewhip
tiny ball-peen hammer
1 Forks
1 Spoon
Crude Lockpicks
Disassembly Kit - Screwdrivers, spanners, scissors, etc. Pretty much the basics to taking things apart
Instrument: Recorder
Crowbar - While primarily a tool, grants +1ATT
flint & steel on a chain
sewing needle
sewing needle stuck through a piece of leather
A spearhead attached to a charred shaft
potters toolkit
Crucible
rawhide mallet
Mirrored Lantern
Parts/Miscellaneous
A Set of Wire Rings of Springs - assorted sizes, threaded onto circular rings
Three stingers with venom sacs
Small copper coin, partially melted, unknown striking
wooden bucket
Large Dissected Rat
Metallic Jaws
Tubes of Mysterious Green Liquid (x2)
Pile of Guts wrapped in hide
spool of copper wire
a set of springs
manacles with the key in the lock
large wooden spool of thick black thread
box of screws
small tin pill case - "Dr. Skinner's Pain Pills" x 12
"Montgomery's Famous Laxative" x 4 - loose
Main support strut - acts like the 'bone' of the clank arm, hinged at the elbow end, broken on the other
Various cables - most less than 0.5 m, some longer
Assorted gears
A few pulleys
Assorted small screws and bolts
Forearm support struts
light cables - manipulated the various fingers
small metal first aid kit
A set of 6-sided dice - formerly in a leather pouch, but it was too damaged to be of any use
A comb
A pendant
Three fish hooks
Small scrap of steel mirror
thumb sized quartz crystal
quartz crystal
small glass shards
solder - 0.35kg
A shirt button
a silver ring
a snail shell (uninhabited)
very small roll of battered tin sheet
Books/Scrolls
Partial Schematic for Spider Clank - 15 CP to read, gains 1.5 SP in Learning, 1.5 SP in Clockworks, 1.5 SP in Clanks [Urusla]
Working with Clay 30 CP needed, gains 3.0 SP in Learning, 2.0 SP in Ceramics, 0.5 SP in Fire [Gabe][Ursula]
Notebook and Pen - observational notes of other prisoners, diagram of clank arm structure, diagram of reassembling a clank finger - 10 CP
Stained Map - depicts the surrounding rooms
August (Alaen) : ATT: 1
DEF:1 + 2 + 50% chance to give + 1 DEF + 25% chance to give +1 DEF
HP:11/11
Skills:
Weaponcraft Level 2: (1d7)
Leatherworking Level 2: (1d7)
Learning Level 4: (2d5)
Metalworking Level 1: (1d5)
Woodworking Level 1: (1d5)
Armorcraft Level 1: (1d5)
Disassembly Level 1: (1d5)
Sewing Level 1: (1d5)
Armed Combat Level 1: During armed combat, August has a 25% chance to receive an additional +1 DEF each combat round.
[b]Items: (bold indicates items that are currently equipped)
Prison Uniform - Embroidered with "No. 00378"
August’s Clothes
Long Coat - with lots of pockets!
A Small Wooden Box - contains tools and parts
A Pocket Watch
A Pair of Goggles - interchangeable lenses
Paring Knife - +1 ATT, 25% chance to give additional -1 ATT
Harness/holster - crisscross of straps, made to hold a collection of weapons and gadgets
Scabbard
Home-forged Saber: +2 ATT, on successful hit, has 25% chance to cause target to lose 1 HP the following round
Leather Armor - stained, grants +2 DEF
Lard-Cloth Torch
Reinforced Glove: 50% chance to give +1 DEF
Woodsman's Hatchet: +1 ATT, 50% chance to give additional +1 ATT
Special Ability:
Show Spoiler
August's Workbench
Show Spoiler
Finely Crafted Wooden Chair: 5% chance to add +1 to tasks attempted by someone sitting in it.
Wearable Items
two halves of a circular wooden shield
very nice old leather boots, worn through
Tools/Weapons
hammer
large hammer
drill
screwdriver
small hammer
tiny pliers
woodcarving tools in a leather roll
set of assorted spanners
large tongs
Needle in scrap of leather
Small Saw - suitable for wood
Awl -
Leather Wrapped Sticky Dagger: +1 ATT, on successful hit, has 5% chance to cause target to lose 1 HP the following round
Parts/Miscellaneous
small metal first aid kit
metal shavings
metal tube
Assorted Spools of Thread
leather straps
whetstone wrapped in a nearly clean rag
grappling hook, with rope
lantern
steel bar
brass key
quill pen, ink vial
a bronze rod - 1.5m
a very short wooden shaft (half was used in saber handle)
Books/Scrolls
diagram of sword forms, including footwork - 15 CP needed, gains 1.5 SP in Learning, 0.7 SP in Blades, 1.2 SP in Armed Combat [August]
Modified plans for a special weapon- gains 2.5 SP in Learning, 1.2 SP in Weaponcraft, 1.2 SP in Projectiles, 1.2 SP in Magnetism, 0.6 SP in Electrical Energy [August]
elaborate sketches, with instructions, for making a corset
Hieronymus (nerre) : ATT: 2 (see Prisoner’s Shank)
DEF:1
HP:10/10
Skills:
Capacitors Level 1: (1d5)
Learning Level 5: (1d7 + 1d5)
Weaponcraft Level 1: (1d5)
Cooking Level 2: (1d7)
Botany Level 1: (1d5)
Mechanical Kinetic Energy Level 1: (1d5)
Metalworking Level 2: (1d7)
Sewing Level 1: (1d5)
Textiles Level 1: (1d5)
Zoology Level 1: (1d5)
Steamworks Level 1: (1d5)
Items: (bold indicates items that are currently equipped)
Prison Uniform - Embroidered with "No. 00379", no left sleeve
Subdermal Capacitors (1 of 6 Charged) - six, located on chest, shoulders and upper arms
Charge Catchers - antennae-like, located on forehead
Electric Torch - located on forehead (3 turns of light remaining)
Handy Electodes - located on each palm, seem to be connected to Subdermal Capacitors
Suede Vest
Knife Sheath on Leather Strap
Heavy Leather Gloves
leather apron[b]
Prisoner's Shank: +1 ATT, 75% chance to miss in melee. If target is held or restrained, strikes twice, ignoring target DEF.
[b]carved bone whistle - emits a piercing shriek, holes drilled in it allow for the production of 3 different notes
Unshelled walnut
magnet
Charcoal pencil
fur - 0.5 sq m
glass rod - 0.6m
charcoal
lump of charcoal
medium diameter battered bronze tubing, 1.5 m
small roll of impure bronze sheet
set of wall anchors (6)
Special Ability:
Show Spoiler
Special Ability: Charge Me Up, Buttercup: When subject to electrical damage, Hieronymus may prevent 1d3 of that damage, storing charges equal to the damage prevented in his capacitors (maximum 6). Using his palm electrodes, he may release any number of stored charges into a target (via touch or a conductive weapon), dealing 1 DAM to the target for each charge released. He may instead use one charge to power the battery for his Electric Torch (once charged, torch will illuminate for a total of 6 turns). Charges may also be used to power appropriate devices or items. During his capture, his implants suffered some damage and as a result, anytime Hiero expends a charge, there is a 25% chance that it deals 1 DAM to him in addition to its other effects.
Hiero's Workbench
Show Spoiler
Small Static Generator - installed near stove in kitchen, slowly builds static charge
Wearable Items
fingerless gloves
A Backpack Bladder with Drinking Tube - full
Tools/Weapons
pliers
Hammer - +1ATT
flint and steel
wire cutters
tiny pliers
Small Blade - good for whittling, not for fighting.
metal file
metal punch
metal tongs
rawhide mallet
sewing needle
sewing needle stuck through a piece of leather
potters toolkit
carving chisel
metal file
Parts/Miscellaneous
set of dented steel fan blades, large
box of small metal scraps
”Art”
twine ball
scrap of leather
Repaired Manacles - no key
A Roll of Steel Wire - 0.3mm thick, 7.5m long
spool of lead alloy wire
small box with assorted nuts and bolts
medium opaque glass container - partially full of foul smelling liquid
Books/Scrolls
plans describing how to build a siege tower - 20 CP needed, gains 2.0 SP in Learning, 1.0 SP in Woodworking, 0.5 SP in Metalworking, 0.3 SP in Weaponcraft, 0.3 SP in Armed Combat [Hiero]
battered metal flask
Enoch (Synch) : ATT: 1
DEF:1
HP:10/10
Skills:
Zoology Level 2: (1d7)
Learning Level 2: (1d7)
Items: (bold indicates items that are currently equipped)
clothes (trousers, shirt)
white lab coat
journal and pen
Sturdy Knife: +1 ATT, 10% to gain additional +1 ATT
“Colonel Margrave’s Bee Bomb”
surgical kit (scalpel, scissors, clamp, needle, thread, guaze)
Special Ability:
Show Spoiler
Enoch’s Workbench
Show Spoiler
Wearable Items
Prison Uniform - Embroidered with "No. 00381"
Tools/Weapons
flint & steel on a chain
hammer
file
screwdrivers of various types
screwdriver
tweezers
cloth-wrapped etching set
Metal Ruler
small collection jars (250 mL), 3
collection net
magnifying lens
Small collection jar containing
One bee, dead, slightly squished
Three bees, dead, stingers removed
Four bees, dead, missing stingers and venom sacs
Parts/Miscellaneous
leather strap w/ buckle
“Urn o’ Toads: For all your pest management needs!”
Small wooden crate filled with pine shavings
cloth drawstring bag, marked No. 00381
Books/Scrolls
Kew (Quarg) : ATT: 2, 25% chance for ATT:3 instead
DEF:1
HP:10/10
Skills:
Chemistry Level 1: (1d5)
Metalworking Level 1: (1d5)
Items: (bold indicates items that are currently equipped)
Prison Uniform - Embroidered with "No. 00382"
Cane made of containers
Carving Knife: +1 ATT, 25% chance to give additional +1 ATT
Diagrammed Gemcutting: 20 CP - 2.0 SP in Learning, 1.0 SP in Crystals
set of battered steel fan blades, medium
partially used thick candle
small steel mirror
short pine plank, dried and slightly bowed
medium pine board, weathered and straight
Special Ability:
Show Spoiler
Kew’s Workbench
Show Spoiler
Wearable Items
Kew’s normal clothes… bloody and holey
dark glasses
Tools/Weapons
tinker's hammer handle
tinker's hammer with handle and head separated
Multitool
Parts/Miscellaneous
cloth bag marked No. 00382
Assorted paperclips
bloody rags
Books/Scrolls
explanations of advanced martial arts moves - 25 CP needed, gains 2.5 SP in Learning, 2.0 SP in Unarmed Combat, 0.2 SP in Armed Combat, 0.5 SP in Anatomy [August]
Ziou (ALB) : ATT: 2
DEF:1
HP:10/10
Skills:
Dissection Level 1: (1d5)
Metalworking Level 1: (1d5)
Items: (bold indicates items that are currently equipped)
Prison Uniform - Embroidered with "No. 00383"
fingerless gloves
worn out gloves pocked with burn holes
bone handle knife: +1 ATT
syringe - empty
stripped dissection/murder kit, scalpel, scissors, small pebble
flint & steel on a chain
Disguise Is An Art Form
Advanced Mathematics
Food Preservation - 20 CP needed, gains 2.0 SP in Learning, 1.2 SP in Cooking, 0.2 SP in Chemistry, 0.5 SP in Cleaning, 0.2 SP in Steamworks [Hiero]
Cooking for the Bachelor Hermit - 14 CP, gains 1.4 SP in Learning, 1.2 SP in Cooking, 0.8 SP in Botany, and 0.8 SP in Zoology [Hiero]
Talents of the Innkeeper: Mixing Drinks 20 CP needed, gains 2.0 SP in Learning, 1.0 SP in Chemistry, 1.0 SP in Fermentation
Trap-Making: gains 2.5 SP in Learning, 1.0 SP in Metalworking, 2.0 SP in Traps, 0.2 SP in Blades, 0.2 SP in Electrical Energy, 0.2 SP in Insects, 0.2 SP in Poison, 0.2 SP in Chemistry. [Ziou]
Special Ability:
Show Spoiler
Ziou’s Workbench
Show Spoiler
Wearable Items
clothes
strapped headgear with various magnifying lenses
straitjacket
leather vest with pockets
Boots - heavy leather, iron shod sole
Tools/Weapons
a small box containing polishing compounds of various grits
leather rolled needle kit, various syringes, needle and thread, scalpel
bone handle knife: +1 ATT
metal file
tiny ball-peen hammer
tweezers
whetstone
Parts/Miscellaneous
a couple of greasy rags
Sketch of Energy Machine Plans
aloe salve in a small round metal tin
cloth bag marked No. 00383
curved shard of broken ceramic
tiny container of leeches
Skinned rat
Raw rat pelt
Books/Scrolls
Unclaimed items
Show Spoiler
Battered steamer trunk
factory rejects, 5 shirt, 6 pants (various defects... no neck hole, three sleeves, one leg, etc.)
used, stained bedsheet (~4 square meters)
used, faded sheet of cloth (~9 square meters)
used prisoner uniforms, 5
worn work clothes, 2 shirts, 3 pants (well patched, heavy, durable)
moth eaten bolt of cloth (large bolt, frayed at edges)
Prison Uniform - Embroidered with "No. 00380"
Trousers - leather
Shirt - wool, lovely lime color
Apron - lots of pockets and places to attach things
A pair of rough-palmed gloves
Prison Uniform - Embroidered with "No. 00374"
shiny black braided leather bracelet
Large open sided crate
shattered wooden chair
block of granite, failed statue
Long open sided crate
long oak board, fresh sawn and straight
long oak plank, dried, ‘firewood’
medium pine timber, fresh sawn and warped
long oak timber, fresh sawn and straight
medium oak plank, fresh sawn and slightly bowed
medium pine plank, dried and warped
long pine shaft, fresh sawn and splintered
short pine shaft, dried and straight
long oak plank, dried and warped
short oak board, fresh sawn and slightly bowed
Communal Toolbench
tiny pliers
pliers
large tongs
Flint and Steel
tongs
tiny ball-peen hammer
a small box containing polishing compounds of various grits
rawhide mallet
screwdriver
sewing needle
sewing needle stuck through a piece of leather
wire cutters
wire snips
metal punch
knife
metal saw
magnifying lens
workbench of salpicon
A handwritten goodbye note
Improvised Spear: +1 ATT
a small blade suitable for whittling
Broom - good for sweeping.
a small box containing polishing compounds of various grits
twine ball
a small pile of greasy rags
aloe salve in a small round metal tin
books and scrolls
Animal Tracks of the Common Species of Europa
Soap and General Hygiene - 15 CP, gains 1.5 SP Learning, 1.5 SP Chemistry, 1.5 SP Cleaning [Hiero]
Great Weaponsmiths of the Ages & How to Identify Their Work - 30 CP, gains 3.0 SP in Learning, 2.0 SP in Weaponcraft, and 1.3 SP in Assessment [August][Hiero]
Woodworking Techniques - 20 CP
Rug Weaving Patterns: Grasses, Rushes and Rags - 24 CP, gains 2.4 SP in Learning, 1.8 SP in Botany, 0.6 SP in Textiles, 1.0 SP in Knots.
Trees of the Northern Woods - 20 CP, gains 2.0 SP Learning, 2.0 SP in Botany, and 1.0 SP in Woodworking [Hiero]
The Complete History of Shoes - 26 CP
Carpentry vs. Stonemasonry - 30 CP, 3.0 SP in Learning, 1.5 SP in Woodworking, 1.5 SP in Stoneworking [Gabe]
Underground Ecologies - 2.5 SP in Learning, 0.5 SP in Fungi, 0.5 SP in Insects 0.5 SP in Botany, and 1.0 SP in Caves [Gabe]
Life on the Ocean: 2.5 SP in Learning, 1.0 SP in Zoology, 1.0 SP in Knots, 1.0 SP in Sailing, 0.3 SP in Thieving
Shields, Their History and Use - 30 CP needed, 3.0 SP in Learning, 1.0 SP in Woodworking, 1.0 SP in Leatherworking, 1.0 SP in Metalworking, 1.0 SP in Armed Combat, 1.0 SP in Armorcraft [August]
Caterpillars - 20 SP needed, 2.0 SP in Learning, 1.0 SP in Zoology, 2.0 SP in Insects [Hiero][Enoch]
Embroidered Beadwork - 25 CP, 2.5 SP in Learning, 2.5 SP in Sewing, 2.0 SP in Textiles [Hiero]
botanical study of the life cycle of a tree
botanical study of different types of ivy
diagram for sewing a toy bear from scraps of fur
musings on evolutionary processes, 20 CP needed, gains 2.0 SP in Learning, 1.0 SP in Zoology, 1.0 SP in Botany, 1.0 SP Chemistry [Enoch]
partial plans for a simple steam engine - 15 CP needed, gains 1.5 SP in Learning, 1.5 SP in Steamworks, and 1.5 SP in Mechanical Kinetic Energy [Gabe][Hiero]
diagrams for making packs from four-legged animal skins, 12 CP needed, gains 1.2 SP in Reading, 1.0 SP in Leatherworking, 1.0 SP in Sewing
directions for butchering a pig - 15 CP needed, gains 1.5 SP in Learning, 1.0 SP in Dissection, 1.0 SP in Anatomy, 0.5 SP in Cooking, 0.5 SP in Zoology [Ziou][Enoch]
plans for creating a music box - 15 CP needed, gains 1.5 SP in Learning, 0.8 SP in Clockworks, 0.3 SP in Acoustics, 0.2 SP in Metalworking [Gabe]
snippets of song lyrics and melodic doodles - 8 CP needed, gains 0.8 SP in Learning, 0.6 SP in Acoustics [Gabe]
diagram of a sewing pattern for a jacket: 13 CP needed, gains 1.3 SP in Learning, 0.8 SP in Sewing, 0.5 SP in Textiles, 0.4 SP in Leatherworking [August]
Anatomy Comparisons Between Humanoids - 25 CP needed, gains 2.5 SP in Learning, 1.5 SP in Anatomy, 1.0 SP in Dissection. [Gabe] [August]
Farm Animals - 25 CP, 2.5 SP in Learning, 1.5 SP in Zoology, and 1.5 SP in Butchering [Hiero][Enoch]
raw materials
two coils of hemp rope, 25m each
grappling hook, rope
knotted leather strap
square of good quality linen
thin glass rod
thin silver rod
Bars of Soap - 2
Clean Rags - 8
Cloth Bags - 2
used up stubs of thin candles, 13
used up stubs of thick candles, 11
flask of sporadically burning low strength fuel - 1L
flask of clean burning low strength fuel - 0.95 L
jug of high quality high strength fuel - 4L
wide diameter decent copper tubing, 2 m
medium sheet of impure bronze
large roll of impure steel sheet
small roll of high quality aluminum sheet
small patchy pelt
medium ratty leather
medium supple leather x2
large thick leather
small stiff patchy leather
large thick ratty pelt
medium supple pelt
crate of large gears
one very large gear
two medium gears
set of dented iron fan blades, small
set of dented steel fan blades, small
copper rod - 2m
small roll of high quality steel sheet
narrow diameter battered steel tubing, coil - 27 m
two clean rags
used up stub of a thin candle
flask of oil
leather strap with a buckle
wide diameter battered steel tubing, coil - 4.7 m
metal table top
Junk Shelf
a dull blade
bronze buckled thick cloth belt
dry rotted backpack with a broken strap
singed leather scrap
unlocked manacle
worthless leather
battered glass
rejected liquid
rejected liquid
filthy glass
worthless wood
rejected leather
battered leather
filthy device
broken device
broken liquid
rejected glass
broken leather
battered fabric
dirty fabric
low quality liquid
low quality glass
worthless wood
broken leather
worthless fabric
worthless glass
crank drill handle (missing chuck, shaft)
tin scraps
Shelf with boxes of stuff
bag of buttons
ball of thread
box with a chunk of chalk and a chunk of rock salt
shallow box with assorted spools of thread
stick of brown sealing wax
tin of sulphur
medium opaque glass container
small opaque glass container
tiny clear glass container
tiny cracked glass container
wet clay in oiled canvas - ~100kg
box of small gears
box of assorted nuts, bolts and washers
small tin pill case
gears
Pantry shelves
bag of walnuts - 1.0kg
bag of travel rations - thumb shaped sticks, 17
stoneware jar of pickled cabbage - 3.7 L
box of dried corn - 5kg
basket of shelled hazelnuts - 0.5 kg
dried apples - sliced, about 2.35 kg
large sack of oatmeal - 22.0 kg
tin of fish jerky - 33
sack of dried beans - 9.8 kg
garlic - 9.1 bulbs
tin of hardtack biscuits - 16
box with paper packets of assorted powdered herbs and spices
Wheel of sharp yellow cheese - 3.0 kg
Sack of flour - 8.5 kg
Bag of potatoes - 2.0 kg
Clay Pot of Honey - 0.3 kg
Salt Pork - 1.3 kg
Dried Mushrooms - 0.08 kg
leather bladder with future honeywine fermenting
Tin of loose leaf tea - 600 g
Canister of “Crazy Cathy’s Coffee Crystals” - 750 g
Fresh milk - 3.9 L
spiced lamb jerky - 3.3 kg
leg of ham - 7.0 kg
crate of ear corn - 16 ears
fresh berries - 0.2 kg
Orang-pple - 12
Dehydrated travel food - 3 kg
brown eggs, packed in straw - 22
jar of lard - 1.85L
small sheet of decent tin (“baking tray”)
Prepared Meal:
fish and mushroom soup (in prep)
savory pastries (in prep)
Kitchen scraps
husks and silk from ear corn (8 ears worth)
gnawed on corn cobs (8)
Statistics: Posted by spiderwrangler — Mon Feb 09, 2015 11:23 am