Surviving Castle Heterodyne

Home to all current Forum Games.

Moderator: Games Moderators

Re: Surviving Castle Heterodyne

Postby BadgeAddict » Mon Nov 07, 2016 1:30 pm

Just wanted to check that that was everything.

[Wine; Red Blend 300L: REMINDER: Insert inventory strip before removing!]

[Wine; White Blend 300L: REMINDER: Insert inventory strip before removing!]

[Wine; Marseilles White 300L: REMINDER: Insert inventory strip before removing!]

[Wine; Lombardy Red 300L: REMINDER: Insert inventory strip before removing!]

[Caution: Jaegerdraught 300L: REMINDER: Insert inventory strip before removing!]

[Doctor Preston's Fortified Wine 300L: REMINDER: Insert inventory strip before removing!]

[Imperial Stout 300L: REMINDER: Insert inventory strip before removing!]

[Barleywine 300L: REMINDER: Insert inventory strip before removing!]

[Brandy 300L: REMINDER: Insert inventory strip before removing!]

[Whisky 300L: REMINDER: Insert inventory strip before removing!]


Sam sets to work inspecting the boxes, ignoring the placards to jam his tools under the lid and peek in. The first one he opens has some sort of grey bars stacked inside. They don't look dissimilar to the trail rations they have back in the kitchen. The next didn't remain well sealed, and while it may have once contained similar grey bars, this one has become infested with beetles, the remnants strewn with shed exoskeletons of larvae and dead adults. The third has sheets of a leathery looking material with a sweet odor to it. The fourth seems to have some sort of dried meat. The fifth has shriveled off white orbs in it, the remaining three are hard to tell what they originally contained, but one ha been infested by beetles, another by mimmoths, and the last contains a mouse nest... thankfully long abandoned, and appearing to have been standard size mice.
The Long Shot - A Star Wars Saga Edition Campaign. ~Currently Recruiting~
The ones who challenge and break the rules created by the current Authorities, are the harbingers of change.
User avatar
BadgeAddict
Saves-A-Hyena
 
Posts: 7837
Joined: Sun Feb 24, 2013 1:20 pm
Location: Ohio

Re: Surviving Castle Heterodyne

Postby Synch » Mon Nov 07, 2016 6:40 pm

Without any means of securing the net, Enoch leaves it where it is and heads back to the fountain room, to inspect the door hinges of each of the rooms off this corridor (Octosnake room, rodent room, bee room) to see which would be suitable to exchange with the door leading to the greenhouse (I think there were bees behind that door? Its been so long.)
games
GM for Children of Ash, a post-apocalyptic survival story.

GAL: Leaves No Trace
M0rtimer's PTU: Trinity Isles: Bjorn Felman, a Capture Specialist/Rider/Frost Touched
Quarg's D&D Immortals in the Serene Court: Makita Pantalion, a human pistolero
Spiderwrangler's Surviving Castle Heterodyne: Enoch Ayreslea-Sleight, a biologist
User avatar
Synch
Game Master
 
Posts: 4408
Joined: Sun Mar 02, 2014 8:42 pm
Location: New Zealand

Re: Surviving Castle Heterodyne

Postby BadgeAddict » Tue Nov 08, 2016 6:12 am

Sam explores the rest of the room in the hopes of finding a small hand cart that could be used to move one of the boxes, failing to find such a thing leads him back to the desk. Before attempting any kind of disassembly of the desk, he takes another inventory card, this time from another box with ruined goods, and places this too into the slot.
The Long Shot - A Star Wars Saga Edition Campaign. ~Currently Recruiting~
The ones who challenge and break the rules created by the current Authorities, are the harbingers of change.
User avatar
BadgeAddict
Saves-A-Hyena
 
Posts: 7837
Joined: Sun Feb 24, 2013 1:20 pm
Location: Ohio

Re: Surviving Castle Heterodyne

Postby spiderwrangler » Tue Nov 08, 2016 6:19 am

Enoch heads back towards the workshop as August and Charlie watch Sam scurry around the storeroom. Suddenly, Sam looks up, and sees the metallic form of the clankipede looming over August's shoulder...

"INVENTORY REMOVAL AUTHORIZED. PLEASE STAND BACK. INVENTORY REMOVAL AUTHORIZED. PLEASE STAND BACK."
games I gm
Surviving Castle Heterodyne, a Girl Genius themed game where the players are sparks.

Fallout: Settlers, co-GM with Badge, set in the Fallout world as a vault of dwellers emerge into a changed world.

The Sundered Way, my 5e forum campaign.


games I play
Darfel Kroven, Human Cleric of Tempus in Theis2's "Shipwrecked!".

Splits Focus in Thinkslogically's Lair of the Mountain King

Korga in Dlover's Hunters of Letrua.

Laughs Creepily in "Goblin Adventurer's League".

Korbrok, the dwarven telekinetic blacksmith berserker in Quarg's "An Adventure in Aldra".

Korrik Tallpine, a halfling monk with a shady past in Thinks' "The Wandering Archipelago".
User avatar
spiderwrangler
Game Master
 
Posts: 12596
Joined: Tue Feb 26, 2013 9:21 pm

Re: Surviving Castle Heterodyne

Postby BadgeAddict » Tue Nov 08, 2016 6:21 am

Sam hurriedly backs away from the desk, standing back as suggested by the voice. "Quick, guys, move out of the way."
The Long Shot - A Star Wars Saga Edition Campaign. ~Currently Recruiting~
The ones who challenge and break the rules created by the current Authorities, are the harbingers of change.
User avatar
BadgeAddict
Saves-A-Hyena
 
Posts: 7837
Joined: Sun Feb 24, 2013 1:20 pm
Location: Ohio

Re: Surviving Castle Heterodyne

Postby Synch » Tue Nov 08, 2016 2:44 pm

When Enoch returns to the fountain room, he picks up his length of rope he brought from the workshop. He uses the length of rope to measure the rodent room door, the bee room door (marking both the lengths and widths with a pen) and the position of the hinges, and comparing these lengths with the door heading to the greenhouse to find if either door matches both in terms of size and location of hinges.
games
GM for Children of Ash, a post-apocalyptic survival story.

GAL: Leaves No Trace
M0rtimer's PTU: Trinity Isles: Bjorn Felman, a Capture Specialist/Rider/Frost Touched
Quarg's D&D Immortals in the Serene Court: Makita Pantalion, a human pistolero
Spiderwrangler's Surviving Castle Heterodyne: Enoch Ayreslea-Sleight, a biologist
User avatar
Synch
Game Master
 
Posts: 4408
Joined: Sun Mar 02, 2014 8:42 pm
Location: New Zealand

Re: Surviving Castle Heterodyne

Postby WearsHats » Wed Nov 09, 2016 2:03 am

Gabe will go back to his project, which I believe was building a steam engine with Heiro.
Mostly offline/inactive due to chronic health issues. PM me if you really need attention.

"(Asks), why do you want to shoot all of my favorite animals out of guns?" - JibJib

Some potentially informative links, should you be interested:

Spoiler: show
The Oatmeal's comics on proper grammar, including how to use an apostrophe and some commonly confused/misspelled words

My thoughts on meditation - why it's important and how to do it

The Spoon Theory - a look at what it's like to have a chronic illness and have to budget your energy

The nerdiest official college cheer you will ever hear real cheerleaders perform at an actual sporting event.
User avatar
WearsHats
Global Moderator
Global Moderator
 
Posts: 6731
Joined: Mon Feb 25, 2013 11:35 am
Location: Third star to the left, and straight on until midafternoon.

Re: Surviving Castle Heterodyne

Postby spiderwrangler » Wed Nov 30, 2016 6:12 am

Sam and August: You boys and Charlie move back against the wall as the clank trundles into the room, its long bulk filling up the space. Once in the storeroom, the arms on its back reach out, pluck the crate Sam inserted the strip from off of the shelf, and hold it suspended aloft over its back. The clankipede backs up out into the hallway, and a recess opens in its chest, extending what appears to be a three-foot long paintbrush. "INDICATE NEW INVENTORY LOCATION. INDICATE NEW INVENTORY LOCATION."

It stands motionless.

Enoch: You grab your rope, and note that the doorways to the bee and rat rooms are consistent, but since the greehouse door is within the bee room, you don't have the ability to measure it for comparison.

Gabe: You collect Hiero and head back to the workshop.
games I gm
Surviving Castle Heterodyne, a Girl Genius themed game where the players are sparks.

Fallout: Settlers, co-GM with Badge, set in the Fallout world as a vault of dwellers emerge into a changed world.

The Sundered Way, my 5e forum campaign.


games I play
Darfel Kroven, Human Cleric of Tempus in Theis2's "Shipwrecked!".

Splits Focus in Thinkslogically's Lair of the Mountain King

Korga in Dlover's Hunters of Letrua.

Laughs Creepily in "Goblin Adventurer's League".

Korbrok, the dwarven telekinetic blacksmith berserker in Quarg's "An Adventure in Aldra".

Korrik Tallpine, a halfling monk with a shady past in Thinks' "The Wandering Archipelago".
User avatar
spiderwrangler
Game Master
 
Posts: 12596
Joined: Tue Feb 26, 2013 9:21 pm

Re: Surviving Castle Heterodyne

Postby nikohl » Wed Nov 30, 2016 6:14 am

Ursula carries on with whatever she was up to before!
nikohl
Discussion Moderator
 
Posts: 4575
Joined: Mon Feb 25, 2013 1:33 am
Location: ಠ_ಠ

Re: Surviving Castle Heterodyne

Postby BadgeAddict » Wed Nov 30, 2016 6:25 am

Sam's mouth opens and shuts a few time before he manages "Umm, umm, how about in the fountain room, please."
The Long Shot - A Star Wars Saga Edition Campaign. ~Currently Recruiting~
The ones who challenge and break the rules created by the current Authorities, are the harbingers of change.
User avatar
BadgeAddict
Saves-A-Hyena
 
Posts: 7837
Joined: Sun Feb 24, 2013 1:20 pm
Location: Ohio

Re: Surviving Castle Heterodyne

Postby spiderwrangler » Wed Nov 30, 2016 6:29 am

"INDICATE NEW INVENTORY LOCATION."

The clankipede remains motionless, the arms along its back still holding the crate aloft, and the arm protruding from its 'chest' still holding the long paintbrush, which nearly resembles a small mop.
games I gm
Surviving Castle Heterodyne, a Girl Genius themed game where the players are sparks.

Fallout: Settlers, co-GM with Badge, set in the Fallout world as a vault of dwellers emerge into a changed world.

The Sundered Way, my 5e forum campaign.


games I play
Darfel Kroven, Human Cleric of Tempus in Theis2's "Shipwrecked!".

Splits Focus in Thinkslogically's Lair of the Mountain King

Korga in Dlover's Hunters of Letrua.

Laughs Creepily in "Goblin Adventurer's League".

Korbrok, the dwarven telekinetic blacksmith berserker in Quarg's "An Adventure in Aldra".

Korrik Tallpine, a halfling monk with a shady past in Thinks' "The Wandering Archipelago".
User avatar
spiderwrangler
Game Master
 
Posts: 12596
Joined: Tue Feb 26, 2013 9:21 pm

Re: Surviving Castle Heterodyne

Postby BadgeAddict » Wed Nov 30, 2016 6:31 am

Sam looks dazed and confused and really really scared that he was about to die. Thinking hard about what to do, he grabbed a metal inventory strip from an empty shelf and held it out towards the paintbrush, hoping and praying that he had chosen correctly.
The Long Shot - A Star Wars Saga Edition Campaign. ~Currently Recruiting~
The ones who challenge and break the rules created by the current Authorities, are the harbingers of change.
User avatar
BadgeAddict
Saves-A-Hyena
 
Posts: 7837
Joined: Sun Feb 24, 2013 1:20 pm
Location: Ohio

Re: Surviving Castle Heterodyne

Postby spiderwrangler » Wed Nov 30, 2016 6:37 am

The clankipede is unresponsive other than repeating, "INDICATE NEW INVENTORY LOCATION."
games I gm
Surviving Castle Heterodyne, a Girl Genius themed game where the players are sparks.

Fallout: Settlers, co-GM with Badge, set in the Fallout world as a vault of dwellers emerge into a changed world.

The Sundered Way, my 5e forum campaign.


games I play
Darfel Kroven, Human Cleric of Tempus in Theis2's "Shipwrecked!".

Splits Focus in Thinkslogically's Lair of the Mountain King

Korga in Dlover's Hunters of Letrua.

Laughs Creepily in "Goblin Adventurer's League".

Korbrok, the dwarven telekinetic blacksmith berserker in Quarg's "An Adventure in Aldra".

Korrik Tallpine, a halfling monk with a shady past in Thinks' "The Wandering Archipelago".
User avatar
spiderwrangler
Game Master
 
Posts: 12596
Joined: Tue Feb 26, 2013 9:21 pm

Re: Surviving Castle Heterodyne

Postby BadgeAddict » Wed Nov 30, 2016 6:45 am

Sam hesitantly reaches out and tries to take the paintbrush. If he is able to take it, he'll use it to paint a mark on the floor beside the desk before giving it back to the clank.
The Long Shot - A Star Wars Saga Edition Campaign. ~Currently Recruiting~
The ones who challenge and break the rules created by the current Authorities, are the harbingers of change.
User avatar
BadgeAddict
Saves-A-Hyena
 
Posts: 7837
Joined: Sun Feb 24, 2013 1:20 pm
Location: Ohio

Re: Surviving Castle Heterodyne

Postby spiderwrangler » Wed Nov 30, 2016 6:49 am

Sam: You take the brush, which for you, is essentially a mop, being as tall. As you paint a mark on the floor, the clankipede pivots and its many legs flow into the storeroom before the torso pivots, grabs the box off its back with its forearms and spins back, placing the box on the mark before taking the paintbrush back, backing out of the room and departing down the hallway. You can hear the door to its room open and close.

"Awww, poop. I was hoping you'd do something dumb and let it paint the walls with your guts. Heh. Heh. Heh.", the voice of "Chomps" mocks you.
games I gm
Surviving Castle Heterodyne, a Girl Genius themed game where the players are sparks.

Fallout: Settlers, co-GM with Badge, set in the Fallout world as a vault of dwellers emerge into a changed world.

The Sundered Way, my 5e forum campaign.


games I play
Darfel Kroven, Human Cleric of Tempus in Theis2's "Shipwrecked!".

Splits Focus in Thinkslogically's Lair of the Mountain King

Korga in Dlover's Hunters of Letrua.

Laughs Creepily in "Goblin Adventurer's League".

Korbrok, the dwarven telekinetic blacksmith berserker in Quarg's "An Adventure in Aldra".

Korrik Tallpine, a halfling monk with a shady past in Thinks' "The Wandering Archipelago".
User avatar
spiderwrangler
Game Master
 
Posts: 12596
Joined: Tue Feb 26, 2013 9:21 pm

Re: Surviving Castle Heterodyne

Postby BadgeAddict » Wed Nov 30, 2016 7:17 am

Sam begins to dance for joy. Though they hadn't need for any additional food in their kitchen, should the need arise, they now had a way to not starve. In addition, it may be possible to trick the centipede into attacking an enemy by marking it with the mop. Several horrible and evil thoughts ran through his mind as he thought about the wonderful group of people he had been forced to live with. Upon Chomps words he makes a crude gesture with his hands (assuming Chomps could see him) and shouts "Bite me Asshole."
The Long Shot - A Star Wars Saga Edition Campaign. ~Currently Recruiting~
The ones who challenge and break the rules created by the current Authorities, are the harbingers of change.
User avatar
BadgeAddict
Saves-A-Hyena
 
Posts: 7837
Joined: Sun Feb 24, 2013 1:20 pm
Location: Ohio

Re: Surviving Castle Heterodyne

Postby spiderwrangler » Wed Nov 30, 2016 7:27 am

"I'll bite more than just that!" the angry Castle entity devolves into an angry, unintelligible rant.
games I gm
Surviving Castle Heterodyne, a Girl Genius themed game where the players are sparks.

Fallout: Settlers, co-GM with Badge, set in the Fallout world as a vault of dwellers emerge into a changed world.

The Sundered Way, my 5e forum campaign.


games I play
Darfel Kroven, Human Cleric of Tempus in Theis2's "Shipwrecked!".

Splits Focus in Thinkslogically's Lair of the Mountain King

Korga in Dlover's Hunters of Letrua.

Laughs Creepily in "Goblin Adventurer's League".

Korbrok, the dwarven telekinetic blacksmith berserker in Quarg's "An Adventure in Aldra".

Korrik Tallpine, a halfling monk with a shady past in Thinks' "The Wandering Archipelago".
User avatar
spiderwrangler
Game Master
 
Posts: 12596
Joined: Tue Feb 26, 2013 9:21 pm

Re: Surviving Castle Heterodyne

Postby BadgeAddict » Wed Nov 30, 2016 7:33 am

Sam decides that perhaps it is best to leave the inventory desk alone for the time being, as he had no desire to become clank food and made his way back to the fountain room and then up the corridor that nearly took his life from him. Here, in the corridor of death, he begins to dismantle every single trap that he has previously encountered, including the dreaded acid trap, which made him shiver just at the thought of it.
The Long Shot - A Star Wars Saga Edition Campaign. ~Currently Recruiting~
The ones who challenge and break the rules created by the current Authorities, are the harbingers of change.
User avatar
BadgeAddict
Saves-A-Hyena
 
Posts: 7837
Joined: Sun Feb 24, 2013 1:20 pm
Location: Ohio

Re: Surviving Castle Heterodyne

Postby spiderwrangler » Sat Dec 03, 2016 11:26 am

Sam heads down the left hand passageway to work on disassembling traps, August and Charlie tag along.
games I gm
Surviving Castle Heterodyne, a Girl Genius themed game where the players are sparks.

Fallout: Settlers, co-GM with Badge, set in the Fallout world as a vault of dwellers emerge into a changed world.

The Sundered Way, my 5e forum campaign.


games I play
Darfel Kroven, Human Cleric of Tempus in Theis2's "Shipwrecked!".

Splits Focus in Thinkslogically's Lair of the Mountain King

Korga in Dlover's Hunters of Letrua.

Laughs Creepily in "Goblin Adventurer's League".

Korbrok, the dwarven telekinetic blacksmith berserker in Quarg's "An Adventure in Aldra".

Korrik Tallpine, a halfling monk with a shady past in Thinks' "The Wandering Archipelago".
User avatar
spiderwrangler
Game Master
 
Posts: 12596
Joined: Tue Feb 26, 2013 9:21 pm

Re: Surviving Castle Heterodyne

Postby Synch » Sun Dec 11, 2016 2:14 am

Just realised that back in July I had a plan for this and remembered where everything was :?
viewtopic.php?f=4&t=971&start=2450#p207445


Continuing on with his plans waylaid by the chilopod, Enoch uses hammer and screwdrivers to remove the pins in the hinges of the rat room door, to liberate the door and bring it back to the workshop.
games
GM for Children of Ash, a post-apocalyptic survival story.

GAL: Leaves No Trace
M0rtimer's PTU: Trinity Isles: Bjorn Felman, a Capture Specialist/Rider/Frost Touched
Quarg's D&D Immortals in the Serene Court: Makita Pantalion, a human pistolero
Spiderwrangler's Surviving Castle Heterodyne: Enoch Ayreslea-Sleight, a biologist
User avatar
Synch
Game Master
 
Posts: 4408
Joined: Sun Mar 02, 2014 8:42 pm
Location: New Zealand

Re: Surviving Castle Heterodyne

Postby spiderwrangler » Thu Dec 22, 2016 5:23 pm

Surviving Castle Heterodyne: A wild update appears!


Sam cheerfully heads down the hallway that nearly claimed his life earlier, intent on disassembling the traps. He'd already thoroughly removed the spike that made him hallucinate, but he's stuck with the issue of how best to deal with the think brown residue coating the floor. It seems lightly thicker than before, as if it has dried slightly since it was sprayed all over him.

August and Charlie follow Sam in their ever-futile quest to keep him from hurting himself.





Ursula, having returned early from the fight, gets a fair bit of reading done.

study - anatomy
Learning (1d7+1d5) + Anatomy (1d5)= 7,3,2 = 17 CP / 25 CP needed, gains 2.5 SP in Learning, 1.5 SP in Anatomy, 1.0 SP in Dissection. Ursula has advanced to Level 2 in Anatomy!

In Tune: 36 = ---


She's getting to where she's read most of the books, so pulls one down she hasn't, entitled "Trees of the Northern Woods" (ie, I know you gave me a list, but she may have worked through them all? I can't find it at least...).

study - Trees
Learning (1d7+1d5)= 6,4 = 10 CP / 20 CP needed

In Tune: 29 = ---


Ziou begins reading a book on "Food Preservation"

study - Preservation
Learning (1d5+1d3) = 5,3 = 8 CP / 20 CP needed


Kew finishes reading while the others are playing with clankipedes.

study - Underground Ecology
Learning (1d5+1d3) = 5,1;4,3 = 26 CP / 25 CP needed, gains 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. Kew has advanced to Level 4 in Learning!



Gabe returns and gets started, and is later joined by Hiero, but they hit a snag and have to do a fair bit of troubleshooting to save them work down the road.

assembly
2 x Steamworks (1d5 ) + Steamwork (1d5)= 1,1,1 = 29 CP / 50 CP needed.



Enoch sticks a bookmark in "Life on the Ocean", and drags the door from the rat room back to the workshop.

]



character tags
August
Sam
Enoch
Kew
Gabe
Ziou
Ursula
Hiero

Castlina
Charlie, Charlie


The clock on the wall says 12:00 o'clock. *Bing* *BOOONG* It's hiiigh nooooon.



Current Battlemap

Inventories
Gabe (Wears)  : ATT: 3, on hit has 50% chance to give target -1 DEF next round
DEF:1
HP:8/10
Skills:
  • Propellers Level 2: (1d7)
  • Steamworks Level 1: (1d5)
  • Metalworking Level 5: (1d7 + 1d5)
  • 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 2: (1d7)
  • Acoustics Level 1: (1d5)
  • Disassembly Level 1: (1d5)
  • Stoneworking Level 1: (1d5)
  • Woodworking 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
  • set of dented steel fan blades, small
  • light fixture

  • wrapped gift waiting on his bed



Special Ability: Feat of Strength: 55% chance to fail
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
  • drill bits
  • Tripod and threshold lifter
  • 10 m of frayed rope
  • 30 m of new rope
  • rough pulley, single
  • rough compound pulley
  • high quality single pulley

  • Embroidered Beadwork - 25 CP, 2.5 SP in Learning, 2.5 SP in Sewing, 2.0 SP in Textiles [H, U]




Sam (Badge) : ATT: 2, on hit target has 25% chance to lose additional 1HP next round
DEF:3
HP:10/11

Skills:
  • Clockworks Level 3: (1d5+1d3)
  • Locks Level 1: (1d5)
  • Disassembly Level 4: (2d5)
  • Metalworking Level 3: (1d5+1d3)
  • Clanks Level 2: (1d7)
  • Stoneworking Level 1: (1d5)
  • Traps Level 1: (1d5)
  • Learning Level 1: (1d5)

Items: (bold indicates items that are currently equipped)
  • Child’s Sailor Suit
  • bronze buckled thick cloth belt
  • Short Dagger - +1ATT, on a successful hit, target has 25% chance to lose an additional 1HP next turn
  • Apron
  • heavy leather left glove
  • Conical Helmet: +1 DEF
  • Armored Shirt Dress: +1 DEF
  • large hammer
  • carving chisel [currently under the door]
  • stone chisel
  • A Mutli-Screwdriver - 8 types/sizes
  • Set of Spanners
  • Glasses with Magnifying Lens
  • Lockpicks
  • large tongs
  • tweezers
  • tiny ball-peen hammer
  • tiny folding knife
  • wire cutters
  • flint & steel
  • carved bone whistle
  • Lard-Cloth Torch
  • ”index cards”
  • various pens
  • various inks (stoppered)

      Special Ability:
      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
      • ”Reineer’s Flaming Blade” attachment
      • poisoned spike
      • Clockwork Stilt components
      • knife
      • lockpicks
      • A wood and leather ‘racket’
      • small pair of hinged legs
      • tiny pair of hinged arms
      • small clockwork drive
      • tiny metal torso covering



        Wearable Items
      • fingerless gloves



        Tools/Weapons
      • screwdrivers of various types
      • Crude Wire Lockpicks - +30 TM
      • rawhide mallet
      • charcoal pencil
      • woodcarving tools in a leather roll
      • metal file
      • tiny pliers
      • wire snips
      • tiny pliers
      • Long pair of forceps
      • A fine saw

        Parts/Miscellaneous
      • half a candle, in plain metal candlestick - 3+ hours left
      • 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 5: (1d7+1d5)
  • Dissection Level 1: (1d5)
  • Leatherworking Level 1: (1d5)
  • Rodents Level 1: (1d5)
  • Anatomy Level 2: (1d7)
  • Textiles Level 1: (1d5)
  • Ceramics Level 1: (1d5)
  • Cleaning Level 1: (1d5)
  • Sewing 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.
  • shirt soiled with ink
  • wooden bucket - full of
  • Metallic Jaws
  • Forearm support struts
  • lockpicks
  • Disassembly Kit - Screwdrivers, spanners, scissors, etc. Pretty much the basics to taking things apart
  • Crowbar - While primarily a tool, grants +1ATT
  • worthless wood
  • Portable music box with discs

Special Ability: In Tune
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

  • Spider Station - ⅓ full
  • Iris the Ballerina Clank
  • husks and silk from ear corn (8 ears worth)
  • grappling hook, rope
  • twine ball
  • Handcrafted Music Box - 2 tune cylinders
  • Metal Shears
  • dented mug
  • 2 screws
  • clump of hair
  • dirt and dust
  • a coin stamped with the Heterodyne symbol
  • 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
  • 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
  • Instrument: Recorder
  • 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
  • Large Dissected Rat
  • 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
  • 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

  • Notebook and Pen - observational notes of other prisoners, diagram of clank arm structure, diagram of reassembling a clank finger - 10 CP
  • Trees of the Northern Woods - 20 CP, gains 2.0 SP Learning, 2.0 SP in Botany, and 1.0 SP in Woodworking [H, G, E]
  • Stained Map - depicts the surrounding rooms







August (Alaen) : ATT: 3 (25% to lose 1 HP next rd) | 2 (50% to give +1 ATT)
DEF: 5 plus conditional (+ 25% chance to give +1 DEF)+ (50% chance to give + 1 DEF)
HP:9/11

Skills:
  • Weaponcraft Level 2: (1d7)
  • Leatherworking Level 2: (1d7)
  • Learning Level 5: (1d7+1d5)
  • Metalworking Level 3: (1d5+1d3)
  • Woodworking Level 1: (1d5)
  • Armorcraft Level 2: (1d7)
  • Disassembly Level 1: (1d5)
  • Anatomy Level 1: (1d5)
  • Sewing Level 2: (1d7)

  • 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
  • Steel Reinforced Leather Armor - stained, grants +3 DEF
  • Studded Leather Greaves - +1 DEF
  • Lard-Cloth Torch
  • Reinforced Glove: 50% chance to give +1 DEF
  • Woodsman's Hatchet: +1 ATT, 50% chance to give additional +1 ATT
  • handful of minor local coins
  • small ball of twine
  • broken screwdriver
  • spanner
  • knife


Special Ability:
[b]Special Ability: Battle Ready: As long as August/Kas has +1 ATT and +1 DEF from devices he created or modified, he can opt to gain +1 ATT/-1 DEF, -1ATT/+1DEF, +2ATT/-2DEF, or -2ATT/+2DEF in the subsequent turn. Changes to ATT apply to main hand weapon only. This must be declared at the start of a round.
[/b]
August's Workbench

  • Finely Crafted Wooden Chair: 5% chance to add +1 to tasks attempted by someone sitting in it.
  • bent copper rod - 2m
  • coil of hemp rope, 25m
  • armored shirt design
  • three blank pages
  • small supple leather
  • large roll of impure steel sheet - 30 cm wide, 18m long
  • impure steel sheet scraps
  • supple leather scraps

    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]
  • 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][August]
  • Animal Tracks of the Common Species of Europa
  • The Complete History of Shoes - 26 CP




Hieronymus (nerre) : ATT: 2 (see Prisoner’s Shank)
DEF:1
HP:11/11

Skills:
  • Capacitors Level 1: (1d5)
  • Learning Level 5: (1d7 + 1d5)
  • Weaponcraft Level 1: (1d5)
  • Cooking Level 3: (1d3+1d5)
  • Botany Level 1: (1d5)
  • Mechanical Kinetic Energy Level 1: (1d5)
  • Metalworking Level 3: (1d5+1d3)
  • 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 (0 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
  • crowbar
  • Unshelled walnut
  • magnet
  • Charcoal pencil
  • fur - 0.5 sq m
  • glass rod - 0.6m
  • charcoal
  • lump of charcoal
  • small roll of impure bronze sheet
  • set of wall anchors (6)


    Special Ability:
    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

      Small Static Generator - installed near stove in kitchen, slowly builds static charge
    • Professor Slocum's Lemon Powered Pie Chucker

      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
    • pliers
    • metal saw
    • Metal Bar (2)

      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, 7.0m long
    • Steel Wire - 0.3mm thick, .25m long
    • Steel Wire - 0.3mm thick, .25m long
    • spool of lead alloy wire
    • small box with assorted nuts and bolts

      Steam engine
    • medium opaque glass container - partially full of foul smelling liquid
    • wide diameter battered steel tubing, coil - 4.5 m
    • narrow diameter battered steel tubing, coil - 19 m
    • medium diameter battered steel tubing, 1 m
    • steam plans
    • small roll of high quality steel sheet
    • wide diameter decent copper tubing, 2 m
    • medium diameter battered bronze tubing, 1.5 m


      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]
    • Trap-Making - 25 CP needed, 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. [Z][Hiero]
    • battered metal flask

  • Enoch (Synch) : ATT: 1
    DEF:1
    HP:10/10

    Skills:
    • Zoology Level 2: (1d7)
    • Learning Level 4: (2d5)
    • Anatomy Level 1: (1d5)
    • Woodworking Level 1: (1d5)
    • Botany Level 1: (1d5)

    Items: (bold indicates items that are currently equipped)

    • clothes (trousers, shirt)
    • white lab coat
    • journal and pen (tentacle sketch)
    • Sturdy Knife: +1 ATT, 10% to gain additional +1 ATT
    • “Colonel Margrave’s Bee Bomb”
    • surgical kit (scalpel, scissors, clamp, needle, thread, guaze)
    • medium opaque glass container full of stinky water and leeches

      Special Ability:


      Enoch’s Workbench
      • collection jar containing a thumb sized black beetle and a berry
      • a small pebble
      • note from Ursula
      • Bee Door Design
      • Multi-lensed Dissection Scope
      • mangled bee
      • mimmoth tooth
      • remnants of a burnt bee
      • dead beetle
      • dead fly

        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 jar (250 mL)
      • small collection jar (250 mL)
      • collection net
      • magnifying lens

        Small collection jar containing
      • Two dead bees, slightly squished, one missing a stinger
      • Eight necropsied bees remains
      • Two stingers
      • Four 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
      • Globe Lantern

        Books/Scrolls
      • 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





    Kew (Quarg) : ATT: 2, 25% chance for ATT:3 instead
    DEF:1
    HP:10/10

    Skills:
    • Chemistry Level 1: (1d5)
    • Metalworking Level 1: (1d5)
    • Learning Level 4: (2d5)

    Items: (bold indicates items that are currently equipped)
    • Prison Uniform - Embroidered with "No. 00382"
    • Cane made of containers
    • large tongs
    • tongs
    • medium pine timber, fresh sawn and warped

      Special Ability:


      Kew’s Workbench

      • "The Crystal Alchemist Starter Pack: Fun for All Ages!" Contents: 2 flasks, 3 beakers, 2 glass stirring rods, a jeweler's loop and tools, 4 jars of fine grained powders, "Directions" booklet (10 CP needed, gains 1.0 SP in Learning, 0.3 SP in Chemistry, and 0.7SP in Crystals.) [Kew].
      • Armored Shirt: +1 DEF

        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
      • Improvised Spear: +1 ATT

        Parts/Miscellaneous
      • cloth bag marked No. 00382
      • small opaque glass container - full of caustic goo
      • small roll of high quality aluminum sheet
      • Assorted paperclips
      • Carving Knife: +1 ATT, 25% chance to give additional +1 ATT - covered in caustic goo
      • bloody rags
      • set of battered steel fan blades, medium
      • partially used thick candle
      • small steel mirror
      • short pine shaft, dried and straight
      • short pine plank, dried and slightly bowed
      • medium pine board, weathered and straight

        Books/Scrolls
      • Soap and General Hygiene - 15 CP, gains 1.5 SP Learning, 1.5 SP Chemistry, 1.5 SP Cleaning [Hiero][Kew]
      • 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][Kew]
      • 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 [A, U, K, E]
      • Underground Ecologies - 25 CP needed, 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 [G, K]


    Ziou (ALB) : ATT: 2
    DEF:1
    HP:8/10

    Skills:
    • Dissection Level 1: (1d5)
    • Metalworking Level 2: (1d7)
    • Learning Level 3: (1d5+1d3)
    • Anatomy Level 1: (1d5)
    • Ceramics 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
    • stripped dissection/murder kit, scalpel, scissors, small pebble
    • flint & steel on a chain
    • short oak board, fresh sawn and slightly bowed
    • Working with Clay 30 CP needed, gains 3.0 SP in Learning, 2.0 SP in Ceramics, 0.5 SP in Fire [Gabe][Ursula]
      Special Ability:
      An Eye for Weakness: In his quest to "help" improve on the human form, Ziou has gained a knack for assessing the weaknesses of his subjects, as well as other creatures. In combat, Ziou may opt to spend a round searching his opponent for weakness (50% chance to succeed, on success, 25% chance to pinpoint). If a weakness has been identified, attacks made with that knowledge are treated as if the opponent had -1 DEF. If weakness is pinpointed, increase to -2 DEF.


      Ziou’s Workbench

      • "Doctor Xu's Biological Sample Jar"
      • small set of bellows
      • "Doctor Xu's Knockdown Gas" - 10 tablets

        Wearable Items
      • clothes
      • strapped headgear with various magnifying lenses
      • straitjacket
      • leather vest with pockets
      • Boots - heavy leather, iron shod sole
      • Grey Tentacle
      • filthy glass bowl
      • a small pile of charred greasy rags
      • charred, used, stained bedsheet (~4 square meters)
      • tin of sulphur
      • box with a chunk of chalk and a chunk of rock salt
      • Flask of dark liquid marked “[REJECTED]”
      • Flask of orange liquid marked “[Flammable, Caustic]”
      • low quality liquid
      • flask of oil
      • rejected glass

        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 = 1
      • Skinned rat
      • Raw rat pelt

        Books/Scrolls
      • 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 [H]
      • 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 [H]
      • 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 [Z]
      • Farm Animals - 25 CP, 2.5 SP in Learning, 1.5 SP in Zoology, and 1.5 SP in Butchering [Hiero][E,Z]



    Charlie : ATT: 4 (25% to lose 1 HP next rd, 5% to block melee)
    DEF: 3
    DR: 2/ (electrical)
    DP: 22/

    In addition to ATT and DEF, Charlie also has damage reduction (DR) which negates the first two damage from any attack except one electrical in nature. Any damage dealt decreases his non replenishing pool of durability points (DP). As he becomes more damaged, every 5 DP that he drops, he will randomly decrease in either ATT, DEF or DR. At 0 DP, Charlie will be non functional. DP may only be regained by being repaired.

    Items: (bold indicates items that are currently equipped)
    • Long spear: +3 ATT, on hit has 25% chance to lose additional 1 HP next round, 5% chance to block melee attacks





    Unclaimed items
    Battered Steamer Trunk : 

    • factory rejects, 3 shirt, 6 pants (various defects... no neck hole, three sleeves, one leg, etc.)
    • used, faded sheet of cloth (~9 square meters)
    • used prisoner uniforms, 5
    • worn work clothes, 1 shirts, 3 pants (well patched, heavy, durable)
    • moth eaten bolt of cloth (large bolt, frayed at edges)
    • Prison Uniform - Embroidered with "No. 00380"
    • 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
    • Trousers - leather

    Crates and Wood : 
    • Large open sided crate - empty
    • shattered wooden chair
    • Long open sided crate
    • long oak board, fresh sawn and straight
    • long oak plank, dried, ‘firewood’
    • 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
    • long oak plank, dried and warped


    Communal Toolbench 1 : 
    • tiny pliers
    • Flint and Steel
    • 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
    • magnifying lens

    Communal Toolbench 2 : 
    • A handwritten goodbye note
    • a small blade suitable for whittling
    • Broom - good for sweeping.
    • a small box containing polishing compounds of various grits
    • aloe salve in a small round metal tin

    Books and Scrolls : 
    • Diagrammed Gemcutting: 20 CP - 2.0 SP in Learning, 1.0 SP in Crystals, 0.5 SP in Optics, 0.5 SP in Jewelry [Kew]
    • Anatomy Comparisons Between Humanoids - 25 CP needed, gains 2.5 SP in Learning, 1.5 SP in Anatomy, 1.0 SP in Dissection. [G, A, Z, E, U]
    • Caterpillars - 20 SP needed, 2.0 SP in Learning, 1.0 SP in Zoology, 2.0 SP in Insects [Hiero][Enoch]
    • botanical study of different types of ivy
    • 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][U]
    • 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]
    • 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][Kew][Ursula][Gabe]
    • Carpentry vs. Stonemasonry - 30 CP, 3.0 SP in Learning, 1.5 SP in Woodworking, 1.5 SP in Stoneworking [G, E]
    • Woodworking Techniques - 20 CP needed, gains 2.0 SP in Learning, 2.0 SP Woodworking, 0.2 SP in Toolcraft, 0.2 SP in Botany. [Gabe][Enoch]
    • 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.[U]
    • snippets of song lyrics and melodic doodles - 8 CP needed, gains 0.8 SP in Learning, 0.6 SP in Acoustics [G,U]
    • 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 [U,S]
    • diagrams for making packs from four-legged animal skins- 12 CP needed, gains 1.2 SP in Learning, 1.0 SP in Leatherworking, 1.0 SP in Sewing [U]
    • diagram for sewing a toy bear from scraps of fur - 8 CP needed, gains 0.8 SP in Learning, 0.4 SP in Sewing, 0.4 SP in Leatherworking [U]
    • 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 [A, U]
    • elaborate sketches, with instructions, for making a corset- 20 CP needed, gains 2.0 SP in Learning, 0.5 SP in Leatherworking, 0.5 SP in Textiles, 1.0 SP in Sewing. [A,U]

    Raw Materials : 
    • coil of hemp rope, 25m
    • 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 - 0.90 L
    • jug of high quality high strength fuel - 4L
    • small patchy pelt
    • medium ratty leather
    • medium supple leather
    • 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
    • two clean rags
    • used up stub of a thin candle
    • leather strap with a buckle
    • metal table top


    Junk Shelf : 
    • Sam’s shirt - full of holes
    • Suede Vest - pocked with holes
    • a dull blade
    • dry rotted backpack with a broken strap
    • singed leather scrap
    • unlocked manacle
    • worthless leather
    • battered glass
    • rejected leather
    • battered leather
    • filthy device
    • broken device
    • broken liquid
    • broken leather
    • battered fabric
    • block of granite, failed statue
    • dirty fabric
    • low quality glass
    • worthless wood
    • broken leather
    • worthless fabric
    • worthless glass
    • scrap of wax
    • screw
    • dart tip
    • small hex nut
    • bolt
    • a straight pin
    • shard of glass
    • blob of molten slag
    • broken spring
    • a bit of string
    • metal shavings
    • crank drill handle (missing chuck, shaft)


      Left by fountain:
    • A melted blob of iron, grape sized
    • a wooden button
    • some knotted up twine
    • a small animal tooth
    • two smooth brown seeds
    • shreds of fabric

    Assorted Containers of Stuff : 
    • bag of buttons
    • ball of thread
    • shallow box with assorted spools of thread
    • stick of brown sealing wax
    • tiny cracked glass container
    • wet clay in oiled canvas - ~98kg
    • box of small gears
    • box of assorted nuts, bolts and washers
    • small tin pill case
    • gears



    Pantry shelves
    • bag of walnuts - 0.9kg
    • bag of travel rations - thumb shaped sticks, 14
    • stoneware jar of pickled cabbage - 3.7 L
    • box of dried corn - 5.0kg
    • basket of shelled hazelnuts - 0.5 kg
    • dried apples - sliced, about 2.25 kg
    • large sack of oatmeal - 22.0 kg
    • tin of fish jerky - 27
    • sack of dried beans - 9.8 kg
    • garlic - 9.1 bulbs
    • tin of hardtack biscuits - 6
    • box with paper packets of assorted powdered herbs and spices
    • Wheel of sharp yellow cheese - 2.6 kg
    • Sack of flour - 8.4 kg
    • Bag of potatoes - 2.0 kg
    • Clay Pot of Honey - 0.21 kg
    • Salt Pork - 1.3 kg
    • Dried Mushrooms - 0.08 kg
    • leather bladder with future honeywine fermenting
    • Tin of loose leaf tea - enough for 194 cups
    • Canister of “Crazy Cathy’s Coffee Crystals” - enough for 375 cups
    • Fresh milk - 3.4 L
    • spiced lamb jerky - 3.0 kg
    • leg of ham - 5.8 kg
    • crate of ear corn - 15 ears
    • fresh berries - 0.2 kg
    • Orang-pple - 8
    • Dehydrated travel food - 3 kg
    • brown eggs, packed in straw - 10
    • jar of lard - 1.8L


      Prepared Meal:

      Omelet: 2 servings
      Hot tea: 2 cups

      Kitchen scraps
    • gnawed on corn cobs (8)

    games I gm
    Surviving Castle Heterodyne, a Girl Genius themed game where the players are sparks.

    Fallout: Settlers, co-GM with Badge, set in the Fallout world as a vault of dwellers emerge into a changed world.

    The Sundered Way, my 5e forum campaign.


    games I play
    Darfel Kroven, Human Cleric of Tempus in Theis2's "Shipwrecked!".

    Splits Focus in Thinkslogically's Lair of the Mountain King

    Korga in Dlover's Hunters of Letrua.

    Laughs Creepily in "Goblin Adventurer's League".

    Korbrok, the dwarven telekinetic blacksmith berserker in Quarg's "An Adventure in Aldra".

    Korrik Tallpine, a halfling monk with a shady past in Thinks' "The Wandering Archipelago".
    User avatar
    spiderwrangler
    Game Master
     
    Posts: 12596
    Joined: Tue Feb 26, 2013 9:21 pm

    Re: Surviving Castle Heterodyne

    Postby WearsHats » Thu Dec 22, 2016 5:33 pm

    Gabe keeps plugging at it, but he'll take a break soon to whip up some lunch. (Say, around 12:30.)
    Mostly offline/inactive due to chronic health issues. PM me if you really need attention.

    "(Asks), why do you want to shoot all of my favorite animals out of guns?" - JibJib

    Some potentially informative links, should you be interested:

    Spoiler: show
    The Oatmeal's comics on proper grammar, including how to use an apostrophe and some commonly confused/misspelled words

    My thoughts on meditation - why it's important and how to do it

    The Spoon Theory - a look at what it's like to have a chronic illness and have to budget your energy

    The nerdiest official college cheer you will ever hear real cheerleaders perform at an actual sporting event.
    User avatar
    WearsHats
    Global Moderator
    Global Moderator
     
    Posts: 6731
    Joined: Mon Feb 25, 2013 11:35 am
    Location: Third star to the left, and straight on until midafternoon.

    Re: Surviving Castle Heterodyne

    Postby spiderwrangler » Thu Dec 22, 2016 5:39 pm

    *Sounds good, feel free to specify, but if you're not in a chef-y mood, I'll just have him prioritize use of readily perishable goods.
    games I gm
    Surviving Castle Heterodyne, a Girl Genius themed game where the players are sparks.

    Fallout: Settlers, co-GM with Badge, set in the Fallout world as a vault of dwellers emerge into a changed world.

    The Sundered Way, my 5e forum campaign.


    games I play
    Darfel Kroven, Human Cleric of Tempus in Theis2's "Shipwrecked!".

    Splits Focus in Thinkslogically's Lair of the Mountain King

    Korga in Dlover's Hunters of Letrua.

    Laughs Creepily in "Goblin Adventurer's League".

    Korbrok, the dwarven telekinetic blacksmith berserker in Quarg's "An Adventure in Aldra".

    Korrik Tallpine, a halfling monk with a shady past in Thinks' "The Wandering Archipelago".
    User avatar
    spiderwrangler
    Game Master
     
    Posts: 12596
    Joined: Tue Feb 26, 2013 9:21 pm

    Re: Surviving Castle Heterodyne

    Postby Arch Lich Burns » Thu Dec 22, 2016 6:05 pm

    Ziou keeps reading.
    User avatar
    Arch Lich Burns
    You'll Never Hear the End of It
     
    Posts: 14190
    Joined: Sun Feb 24, 2013 1:15 pm
    Location: Behind you

    Re: Surviving Castle Heterodyne

    Postby BadgeAddict » Fri Dec 23, 2016 6:28 pm

    Sam tries to break up one of the pavers beside the floor gunk in the hopes of making a hole in which to push the acid.
    The Long Shot - A Star Wars Saga Edition Campaign. ~Currently Recruiting~
    The ones who challenge and break the rules created by the current Authorities, are the harbingers of change.
    User avatar
    BadgeAddict
    Saves-A-Hyena
     
    Posts: 7837
    Joined: Sun Feb 24, 2013 1:20 pm
    Location: Ohio

    PreviousNext

    Return to Forum Games

    Who is online

    Users browsing this forum: No registered users and 8 guests