2015-02-09

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

Show more