Parke:
Parke puts the dress away where he found it, checking for hiding moths and deciding that the cupboard is pretty secure and that the damage must have been done a while back. He then checks his home for anything he thinks is out of place, that might indicate it was someone else's and had been brought to him for repair. He doesn't see anything unusual, so he decides to head outside and check out there.
The chickens cluck excitedly as he approaches. They have food and water, which he gave to them earlier. Their house is tidy and well-maintained but chickens aren't the cleanest of folk, so right up close it's a little stinky by their coop. As with any garden, he could always find something to do out here - he could tend to his few plants or his tree, and so on. His fence and the exterior of his property are in very good repair; they're not immaculate or brand new or even the best materials, but they are obviously maintained regularly and there doesn't look to be anything in need of attention.
From in his garden, he can see the main street of the little village. There doesn't look to be any requirement for a militia-man at this juncture. He can see Jornen, the man from the bar, striding purposefully past with a bucket and trowel.
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Brooklin:
Brooklin spends some time carefully prising the boar's four main tusks loose from its jaw with the help of a sharp stone and a heavy rock to use as a makeshift hammer and chisel.
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1D20+1D5 = [20]+[4] = 24
Great success - Gains 0.2SP
It's obviously something he's done before as he knows exactly which way to knock to fracture the jawbone at the base of each tusk and then twist and pull to loosen the oversized teeth from their sockets. After only a couple of minutes work he has the two upper tusks which are flatter and stick out and up and are about the length and thickness of his thumb, and the two lower, which are more traditionally curved and tusk-shaped and are about the length of his palm and two fingers thick. They are muddy and bloody but in good condition and not deteriorated, as this was a young boar.
He takes a moment to rinse off his hands, the tusks, and the boar's face with the contents of his waterskin, then sets back off for the tavern. It takes him most of the turn to lug the boar back there, but he arrives just at the end of the turn and stops at the doorway so as not to dirty the tavern floor.
Ungar, the tavernkeeper, comes out to meet him.
"Ah, Book, what do you have there? Another boar? You're on a roll, young man! Look at that fine beast. Are you looking to sell it, or just to store it and get back into your room for the afternoon?"
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Nix and Theis:
Nix and Theis decide they have a little more time before they need to get back for dinner. There's time left with the tide, too. On the other side of the island, the men with the lobsterpots and nets have nearly finished - they can't see them but the noises they were making have started to fade.
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Animal Handling: 1D20+1D5 = [11]+[2] = 13
Brooklin stole your crit this time, I guess?
Much the same as before, Theis finds that he just can't quite influence the fishy folk below the waves. He seems to be getting the hang of directing the glow; it appears to be a visual representation of his attempts to exert his will over the world around him, but picturing the glow changing gives him something to focus through.
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1D3 = [3] = 14 CP
Since fishing is meant to be fairly long-winded, IÔÇÖve set CP ÔÇ£thresholdsÔÇØ for catching fish ÔÇô some low and some high, depending on the type/quality of fish. When you reach each one youÔÇÖll get a bite and make a d20 roll to reel it in, if you flub the roll the fish might get away.
Nix watches what Theis is doing. She can see how he's focusing on the fish, as the tendrils of light around him flare out and try to touch the large fish still swimming tantalisingly close to her line, but alas, either it isn't hungry yet, or it's wise to the fact that the bait on her line is exactly that... bait for a trap.
--
Leonie:
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1D3 = [2] = 8 / 10 CP
Leonie keeps her eye on the cat while she stirs the stew to stop any of the heads sticking to the bottom of the pot and burning; the nasty froth stage has passed, and now it's just bubbling away nicely, with all the fish and vegetables getting nice and tender and the liquid reducing down to a tasty stock. The cat's finished all the meat on his own personal fishy feast and is now batting the remaining head cartilage around between his paws.
The men have finished tying up new balls of bait for their lobster pots and the smoke-fire is going along nicely; it looks like they'll be finishing up soon themselves. For now, they're still pottering around and available for chatting (and checking how their dinner's coming along), and Leonie has a chance to find out some more information.
During the course of their chatter, she learns that Parke and Arlon are, technically, the local militiamen - but in fact, Parke is a handyman and tailor, and Arlon is a blacksmith. They just happen to be the two most able men whose jobs mean that they are in the centre of the village most days; the fishermen are down by the shore, Ungar is old, and many of the other villagers are women, children, or farmers who've no idea which end of a weapon goes into the opponent. Parke uses a sword and Arlon uses a hammer, but neither of them have seen real combat, they have only trained against each other with practice weapons. In the fishermens' opinion, Arlon knows how to make all sorts of weapons, which must give him a bit of an edge in a fight. They have assessed Parke as a good man and capable with his sword, but not really a fightin' sort of fellow at heart.
When she asks about hunting, they both suggest she seek out Book, who's staying in the tavern for a few days, having brought in a deer to sell a while ago. They don't volunteer more information about him, just like they didn't outright tell her basic things about Parke and Arlon, only gave her their opinions which contained some useful truths...it seems they think she knows who all these people are.
Neither of them have been to market, as Camber goes instead. She doesn't know their names - Leonie did, but Lin/Leonie can't recall, and because they think she knows, they aren't introducing themselves.
--
Jornen and Roule:
Jornen goes off looking for a suitable mortar substance and leaves Roule to clean up the old stones.
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1D20 = [10] = 10
Jornen leaves through the big hole in the wall rather than trailing dust and mud back through the shop, and decides to head down towards the shore a little way in search of sand. He finds plenty of good sharp sand, which he loads his bucket with and takes back.
He then looks around to get his bearings and decide where he'd be best off looking for clay or lime.
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1D20 = [13] = 13
He decides that there are two viable options - he could go off inland in search of clay, or he could go down to the waterfront and gather up some empty shells, of which he saw plenty last time he was down there fetching sand, and crush and burn them to make a rudimentary lime. He'd need to find somewhere that has a hot enough place to burn them safely - but he did see the sign for a blacksmith nearby, who might help.
Clay or lime would work fine (as would a mixture of both) but needs to decide whether to try and make lime or try and find clay.
While he's doing all that, Roule has the fun task of knocking the old mortar off the stones.
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Roule 1D3 = [3] = 3 / 5 CP for Stage 2 (Cleaning Bricks)
5/5 Stage 1 (Clearing Bricks Away.)
I will award SP when the whole jobÔÇÖs done, unless something interrupts you guys.
Roule's making good progress, and has also thought to pile up the old dry mortar into one place in case it's needed for re-use; it might be able to be crushed and used to bulk out the new stuff in a pinch.
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