Twilos Is A Busy Place
Okay, we'll go char by char in alphabetical order this time, but Thren is right- ultimately, you probably want to stay together and adventure together.
Note that everyone (except Thren) took a week to train. Then everyone took another week to hang out, make a bit of cash, and make some weapons. We're basically all caught up on those two weeks that have passed while you've been here in Twilos, but we can retcon other basic things as needs be. Making your bows, though, is a full time job, so you won't be adventuring until that is done. The CCC tourney is three days after those two weeks are up, so there's just a bit of time to get stuff in before the CCC begins.
So far, only Theodore and Thak have posted their hp rolls. Are you other guys just not training? Post your hp rolls.
Finally, KT has a good system: you can use other people's equipment boosting skills (Thren's fletching, Tut's smithing, Thak's woodcarving), but you'll have to roll the check yourself. Use common sense for which attribute to roll. And remember to post the rolls direct to the page.
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DAGDag, a couple of staves is no problem. You root around in a trash pile and find a couple of old broomsticks. They are each -1 to hit and damage. Working with Thak and/or Tut, you could raise it to -0 to hit (but still -1 dmg) if they make their skill check. As it says above, roll the check yourself, it's probably a WIS check to improve the balance of the wood.
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KTOkay, Tut, working with Thak and Thren, you guys can make some workable bows and arrows. Given all the supplies you've got, you can make two longbows for you and Thren, and a shortbow for Theodore. You can also make 20 arrows for each of you. Well done. These are all straight up +0/+0.
Given your high WIS and CHA, it's easy for you to fall in with Harold, Marian, and Dr. Sun. Their shop is called The Greenhouse, and you open a small carpentry and woodworking stand on the side, that you toil at while you make the bows for your fellow PCs.
Alchemy being INT based, that's going to be a bit trickier. Also, there aren't any great preservatives around, but Dr. Sun tells you that he knows a strange chemist in Piccolo who might be able to help you out with the Goodberries. The guy's name is Jorg Appleton, and he's an earth elemental. Let me know if you want to venture into Piccolo to seek him out; Piccolo's a weird place and sort of constitutes an adventure unto itself.
Tut, you do great in the Arena. At least, your first two rounds go very well. Rank 1 obtained. Druid magic and spec bow is a kick ass combo, but then the Arena Masters throw in a monkeywrench, and your third fight (blogrolls unposted, but just run with it)- is against a Magic-user who Sleeps you straight off. You'll kick his ass in the fourth fight. So magic is allowed, but generally they try to balance mages vs mages and fighters vs fighters. You're bumped up to Rank 2 given your combination of spells and spec, and things start to get a bit more serious.
So, give me INT, WIS, and CHA checks, and I'll tell you how much money you make at The Greenhouse, and how much you can increase it by fighting at the Arena. Harold and Marian will come on by to watch and make some cash by betting on you as well.
(Tut, hang on a sec for getting xp and training. There's some time-critical stuff going on shortly, and it's better for you to be a part of the party rather than taking a week off to train to 3rd. It's noted, but if you were to drop everything and start training to 3rd right away, you'd miss out on some adventures and plot stuff.)
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THAKAIt seems like you missed the giant post below ('Thaka Around Town Part 2') where I talk about you looking into message services and getting a job as a guard doing whore protection.
It's a long post, but I think that should answer your questions, ya?
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THEODORETheo, please note that your friends made you a +0/+0 shortbow and 20 arrows.
This is an adventure, so it's going to be a separate post later today. I'm going to assume Theo is breaking and entering, with the rest of you- all of you- standing guard outside...
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THRENODYThren, please note that working with Thak and KT, you've got a longbow and 20 arrows. No penalties.
Your problems are largely those of cash. However, you're right- getting a spellbook isn't merely a matter of money. There's no immediately obvious solution to the spellbook problem. Keep in mind that although you are unable to re-memorize, any of the three spells you hadn't cast (I think you cast one sleep and that's all) you're still able to cast. But since it's not clear when the next time you can re-memorize is, you might want to save 'em...
Your fellow PCs can likely use your fletching skills. As for lycanthropes... well Huygens, owner of Rats and Razors, keeps talking about these rat men who steal his booze. He'd like you guys to descend into the depths of the sewers and get back a bottle of Ratskellar 53 that they stole (doesn't matter if it's empty, but he wants the label if it's still intact). There's an entrance into the sewers beneath the bar. Of course there is, because it wouldn't be a damn D&D bar without an entrance into rat-infested sewers that need clearing out.
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So, what are the adventuring possibilities?
First, Theodore is going to the Frye Factory. We'll start there later today.
There's the Cold Cut Collective championship, which is in three game days.
There's the sewers beneath Rats and Razors.
There's trying to find the earth elemental chemist in Piccolo.
There's also the Arena, and Frank Burton mentioned some work as well.
Still nothing that instantly screams 'escape from Twilos'...