Day 5 Morning
prince84
In central Dogma flirting with Lilith.
- Location
- The Madness Place
Day 5 Morning
Improvements:
First you divided out a group to work on various improvements. With all that needs to be done you decide to get three projects going right from the start.
You get Vincent started on setting up a basic forge and blacksmithing tools. He tells you that with the bricks, cinder blocks and ball-peen hammer that you have on hand that is will be much easier than it would have been and he gets to work.
Setting up a cooking area is going along well until they realize that the breakroom is not a smart place to cook on a fire. Its low ceiling and lack of ventilation would soon fill it with smoke and so they had to take down and move everything. At least they now have an idea what they need to do so not a total lose.
Clearing the yard is a bit of a mixed blessing and the people working on it are very grateful that you found the gardening gloves. Why, because the yard is full of nettles. Nettles prickly and hard to remove the are also a minor blessing because according to the manuals most of the nettles you find either have edible root, buds or can be used to make a strong tea that helps reduce the chances of scurvy. After hearing that last bit they decide to keep two of the nettles in a corner. No one wants to run the risk of scurvy if you are unable to find another source of vitamin C. You do not know how much you can scavenge until you are done.
General action:
The people you have studying the garden manual decide to read out side and watch the group clearing the yard. This is actually very helpful as they help spot what plants might have a use. Other than that they make some progress in learning to garden/farm.(You are now able to plant what you sprout) They also learnt the growing time for some of the plants(Separate post{if you wan to look up a vegetable add it after the study vote})
Your attempt at making some hand weapons turns out fairly well this time. You run into no problems and some of the left over scrap is used in making your sewing kit.(Gain Improvised weapons(hand)+5 to combat rolls)
You run into a problem right at the start when you try to make a improvised sewing kit. You need strong but fine pieces of metal and with the forge not done you have very little chance of repurposing what you have that might do the job. That is until you get the scrap from the weapon makers. It contained pieces of short wires and strong linkage pins that needed little to no modification to be useful.(Gained Improvised sewing kit)
Leaving Cedric to work on the manifests you take a team to explore the new building and its yard. The building is so small you figure it must have been used as a place to store files and get out of the weather. This is actually good news as it means there are no windows on the ground floor only one door and it is easily secured.
When it comes to the yard it is big enough that you have to make a choice on what to focus on. You decide to focus on the surrounding walls to find out how secure the yard is and see if it really reaches the river. Well you get your answers it not only reaches the river but actually cuts off a small spit from access unless you climb over the wall but you would need a latter of some kind to get back in. On the security front you find it mostly secure it is surrounded by eight foot cement walls and the only gate is made of solid metal. The problem is the gate is only kept closed by a single wire latch. The gate being metal makes it hard to improve a better lock but you feel something could be done but it would take some time.
Returning to the warehouse Cedric give you his results. this brightens your morning as some of it is really useful. How useful the first one he tells you is a shipment for a fishing shop and not only that bill of sale says the shop is nearby and you might be able to reach it but if you do you would not be able to return on the same day(Fishing shop expedition unlocked)
He has also found a crate for a hardware store. he does not know what is in it but it will probably be of use whatever it is.
Now how do you send the afternoon?(pick 6)
[done]Check the barricade for damage(can do once a day)
[ ]Build better lock/barricade on the shorting yard gate(takes two pick)(bard choice)
[ ]Study the gardening manuals again
[ ]Open a door and look out(start outside exploration)
[ ]Make an access to the river spit(takes two pick)
[ ]Have Cedric try to decode part of the manifesto(can be taken multiple times)
[ ]Exit through one of the doors and explore around that way(the Bards are wary)
[ ]Try to figure out what is in a random crate/shipping container they can't all contain cleaners
[ ]Open crate for the fishing shop
[ ]open hardware crate
[ ]Try to open a random crate/container they can't all contain cleaners
[ ]Explore the next building's yard pile(the piles)
[ ]Make fish traps(only need to be checked once a day)(if pick choose 1 of the following)
-[ ]Netting(-1 action)
-[ ]Wire mesh fencing(-1 action)
-[ ]both(-2 actions)
[ ]Write in (careful some options may take more than a hour.)
Improvements:
First you divided out a group to work on various improvements. With all that needs to be done you decide to get three projects going right from the start.
You get Vincent started on setting up a basic forge and blacksmithing tools. He tells you that with the bricks, cinder blocks and ball-peen hammer that you have on hand that is will be much easier than it would have been and he gets to work.
Setting up a cooking area is going along well until they realize that the breakroom is not a smart place to cook on a fire. Its low ceiling and lack of ventilation would soon fill it with smoke and so they had to take down and move everything. At least they now have an idea what they need to do so not a total lose.
Clearing the yard is a bit of a mixed blessing and the people working on it are very grateful that you found the gardening gloves. Why, because the yard is full of nettles. Nettles prickly and hard to remove the are also a minor blessing because according to the manuals most of the nettles you find either have edible root, buds or can be used to make a strong tea that helps reduce the chances of scurvy. After hearing that last bit they decide to keep two of the nettles in a corner. No one wants to run the risk of scurvy if you are unable to find another source of vitamin C. You do not know how much you can scavenge until you are done.
General action:
The people you have studying the garden manual decide to read out side and watch the group clearing the yard. This is actually very helpful as they help spot what plants might have a use. Other than that they make some progress in learning to garden/farm.(You are now able to plant what you sprout) They also learnt the growing time for some of the plants(Separate post{if you wan to look up a vegetable add it after the study vote})
Your attempt at making some hand weapons turns out fairly well this time. You run into no problems and some of the left over scrap is used in making your sewing kit.(Gain Improvised weapons(hand)+5 to combat rolls)
You run into a problem right at the start when you try to make a improvised sewing kit. You need strong but fine pieces of metal and with the forge not done you have very little chance of repurposing what you have that might do the job. That is until you get the scrap from the weapon makers. It contained pieces of short wires and strong linkage pins that needed little to no modification to be useful.(Gained Improvised sewing kit)
Leaving Cedric to work on the manifests you take a team to explore the new building and its yard. The building is so small you figure it must have been used as a place to store files and get out of the weather. This is actually good news as it means there are no windows on the ground floor only one door and it is easily secured.
When it comes to the yard it is big enough that you have to make a choice on what to focus on. You decide to focus on the surrounding walls to find out how secure the yard is and see if it really reaches the river. Well you get your answers it not only reaches the river but actually cuts off a small spit from access unless you climb over the wall but you would need a latter of some kind to get back in. On the security front you find it mostly secure it is surrounded by eight foot cement walls and the only gate is made of solid metal. The problem is the gate is only kept closed by a single wire latch. The gate being metal makes it hard to improve a better lock but you feel something could be done but it would take some time.
Returning to the warehouse Cedric give you his results. this brightens your morning as some of it is really useful. How useful the first one he tells you is a shipment for a fishing shop and not only that bill of sale says the shop is nearby and you might be able to reach it but if you do you would not be able to return on the same day(Fishing shop expedition unlocked)
He has also found a crate for a hardware store. he does not know what is in it but it will probably be of use whatever it is.
Now how do you send the afternoon?(pick 6)
[done]Check the barricade for damage(can do once a day)
[ ]Build better lock/barricade on the shorting yard gate(takes two pick)(bard choice)
[ ]Study the gardening manuals again
[ ]Open a door and look out(start outside exploration)
[ ]Make an access to the river spit(takes two pick)
[ ]Have Cedric try to decode part of the manifesto(can be taken multiple times)
[ ]Exit through one of the doors and explore around that way(the Bards are wary)
[ ]Try to figure out what is in a random crate/shipping container they can't all contain cleaners
[ ]Open crate for the fishing shop
[ ]open hardware crate
[ ]Try to open a random crate/container they can't all contain cleaners
[ ]Explore the next building's yard pile(the piles)
[ ]Make fish traps(only need to be checked once a day)(if pick choose 1 of the following)
-[ ]Netting(-1 action)
-[ ]Wire mesh fencing(-1 action)
-[ ]both(-2 actions)
[ ]Write in (careful some options may take more than a hour.)