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The hen kicked and fussed, straining against the arm clamping it to the farmer's side. Clucks made an arrhythmic counterpoint to the step, step-thump of a pitchfork-steadied tread on the path. The weight of the waterskin and a couple days' worth of food in the nearly-empty sack dangling from a crude rope belt were small comfort. Gonna hafta et this hen afore long, ah know. A grimace, spit on the ground. Odd buncha folk . . . Takes all sorts, reckon.
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Fool of a healer could have done a better job with this brace! crrreaaak I knew I should have studied with the physicker instead of that naturalist! But, then . . . she was attractive and . . . energetic. A smile flashes across his face. crrreee-eeaaakk The going was slow with all the metal and leather wrapped around the right knee, but it made for easy watching of the motley lot.
The last to arrive at the resting spot, the herbalist unstrapped the knee brace with a series of frustrated yanks, cursing the world as he did so. But once free of its confines and reclining against a fallen log, cursing turned to blessing.
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In the rush to leave home, the barrel had never left his hands, and it now perched on his left shoulder, its circumference forcing his head to an odd tilt as he strode along. The faint clatter of his picking tools against the crowbar -- of all things, a crowbar! -- in the belt pouch reminded the barrel-builder that sometimes night jobs were far more profitable than day jobs. But the series of enticing dreams had shoved all plans and goals aside -- after all, he was going on an adventure with a barrel on his shoulder . . . . Did that mean he was ready?
I'll get specific on any cash-to-gear exchanges for the herbalist and cooper a bit later. Got life things to do. Again, apologies for the wait.

Gulsti
With a bit of swagger and more overconfidence, Gulsti accepts a sling and a club from pile of weapons and moves off with a cluster of learners. Feeling that his quick hands will serve him better, he tries to make a show of his few attempts at slinging rocks.
I got this! (Dex, sling): 1d20 + 1 ⇒ (20) + 1 = 21
When the time comes to swing the club, though, the aspiring Syndicate brother loses a bit of that bravado, but tries gamely to bludgeon the practice dummy.
The knobby end goes onto the other guy, right? (Str, club): 1d20 - 2 ⇒ (3) - 2 = 1
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Klin
Always having had greater success at running off wilderness creatures by yelling and waving his arms, Klin goes at the tasks of slinging and clubbing with quiet meekness. This isn't going to work.
Sling (Dex): 1d20 - 1 ⇒ (14) - 1 = 13
Club (Str): 1d20 ⇒ 5
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Adric
Seeing the chance to pass off some responsibility to the Ranger trainee, the men-at-arms impress Adric with the task of documenting the equipment issue proceedings, telling him that keeping records is vital work. Even though he knows better, Adric accepts the mild hazing with his typical longsuffering, and then tries his hand with sling and club in the very last clutch of initiates.
That target is Blizzard's head. That target is Blizzard's head. That target is Blizzard's head. (Dex, sling): 1d20 - 1 ⇒ (12) - 1 = 11
I'd break every cask and tun in the Vale if he'd sober up. (Str, club): 1d20 ⇒ 8

Trial, Day Two -- Near Bear's Den
Gulsti grew more and more excited as he got closer to Bear's Den. He was sure that someone, somewhere in the cave town knew some piece of gossip that would point toward that fifty-crown reward. He was certainly interested in advancing within the Syndicate, but a little extra gold in one's pocket never hurt anybody! Confident that he could afford to forgo the community service aspect of things for a day, Gulsti wandered into one of the few aboveground taverns and quietly searched out the local Syndicate contact.
Charisma (Gather Information): 1d20 ⇒ 11
Knowledge (local) - Hello, friend of a friend!: 1d20 + 2 ⇒ (8) + 2 = 10
Charisma (Gather Information) - Anyone know anything juicy?: 1d20 ⇒ 14
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Today has to be better. I need to find some work, get some help! If I can't talk to people straight, then I've got no business running ahead on my own, Klin reasoned. His stumbling attempts at conversation the previous day haunted him -- he knew that his way with people was his best chance of finding a way to help Baernd, and helping Baernd hinged in large part on his success in the Trial.
Charisma: 1d20 + 3 ⇒ (7) + 3 = 10
I hope I can just haul some wood today!: 1d20 ⇒ 14
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Having been through Bear's Den a time or two with Blizzard, Adric quickly descended into the warren of caves which housed the majority of the township's businesses and government offices. He hoped to reconnect with the captain of the Baron's guard, and hopefully find some serious work -- he'd feel much more comfortable with a good sword at his belt.
Charisma: 1d20 - 1 ⇒ (14) - 1 = 13
Yes, I can do laundry. You know that's a regular bit for a Rangers' trainee, right?: 1d20 ⇒ 18
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As part of the shared-world aspect of things here, I would like to ask that Sarah give us the family name of the Baron of South Gladden, who calls Bear's Den home!

Gulsti
It becomes clear that the two youths monitoring the drunken Ranger aren't soon going to let him out of their sight, so Gulsti ambles southward, looking for a new mark.
Perception: 1d20 - 1 ⇒ (15) - 1 = 14
Sleight of Hand: 1d20 + 4 ⇒ (16) + 4 = 20
With the tiniest piece of luck, Gulsti liberates a teamster of his purse just as the drover is moving along the road toward Northferry, and he slips off toward the Stone Soup Tavern to count his new coin.
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Adric
The ranger-in-training quickly discerns that the collapsed person isn't going to awaken at all, and so he hauls them up in a rescue carry and shuffles back to the inn's common room. He calls for assistance as he blunders through the doorway, trying desperately not to knock the victim about.
Charisma (Hey, a little help here?): 1d20 - 1 ⇒ (11) - 1 = 10
Never one to be bold, Adric has to lay his burden on the floor beside the bar and dash into the kitchen to attract anyone's attention. The innkeeper sends a child running for the healer, and Adric is torn between staying with his charge, or trying to find his training officer.
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Klin
Being unusually generous with the whip to drive the mules toward the Wash, Klin has to trust more that the beasts recall their way home -- he can't see anything through tear-blurred eyes.
Handle Animal: 1d20 + 3 ⇒ (4) + 3 = 7
Perception (Intense Distraction): 1d20 - 6 ⇒ (18) - 6 = 12
Fortunately the mules do know the way home, but they're none too satisfied with the cracking whip. Klin narrowly avoids one well-aimed kick that could have cracked his breastbone, but stumbles onward.
I am roughing out the first draft of each survivor's opening scene, and it's going very well, I must say. I am going through the process of tying almost all of these characters together narratively in some way, and I want to post what I have so far and get input from each of you.
See if y'all can think up one or two connections between at least one of your characters and a character of another player.
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Just a field test for my "survivors" alias.
EDIT: Derp. I totally forgot that the tagline won't show in the Recruitment thread . . . . And we're not ready to migrate over, yet.
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