Turn SixBlenkBlenk will call for help, while casting something to soothe the pain.
If you were wondering, this was a good idea. While it did sort of screw you, if you didn't lessen the pain, you would have passed out and unless someone helped you or you got a particularly good roll, you would have gotten stuck in a blood-loss unconciousness to pain-induced unconciousness loop until turn eleven and death.
{4} Blenk calls out to anyone nearby to help him. Blenk then casts an "oxycotin" spell. His pain abates. The arcane painkiller dulls his senses and mind.
YnotContemplate purpose of pants. Slither all over the people that just so happened to fall from the platform.
{5} You philosophically delve into the true meaning of pants. You discover it's a coping mechanism for lack of fertility. You base this on absolutely nothing. You proceed to slither over Blenk and Grek. Making them thoroughly uncomfortable.
GrekCarefully remove shrapnel from arm. Look at what's left of the box.
{5} You manage to pull the shrapnel from your arm without worsening the bleeding. There is still a giant gaping hole in your arm, though. It's your lucky day! Inside the box is one small bag of healing powder. (it was going to be a weapon but you guys need this
much more.)
JoshGo to the river, clean my wound.
{4} You quickly jog over to the river and wash any contaminants from your various scrapes, bruises, and cuts.
ValentineReturn to the wreckage to find some shrapnel that would work as a cup. Offer water to Blenk! Try to teach him the meaning of "water brothers" with telepathy.
I am lost on what water brothers means so I just left it at that.
{5} You manage to find a small piece of flayed metal capable of holding liquid, the rain has already filled it. You offer the water to Blenk and sucessfully impress on him the meaing of water brothers.
BorkLook around inside the hut for anything that could either heal my wounds or be wielded as a weapon. Also books on fire breathing.
{6} You arrive inside the hut. There is a single bookshelf in the corner, a small kitchen with three wooden cupboards, a bed, and a small workshop of some sort. You break off a leg of the bed to be used as a club. The bed breaks.
Unknown HumanGet inside the hut. I don't want to freeze to death or get murdered by my 'freinds'
{6} You enter the hut.
Status:
Blenk
Half-Ogre
Pinned under the Wreckage.
Clothed in torn leather trousers.
Soaked.
Broken nose.
Broken false rib. Internal and External Bleeding.
Speaks Common. Novice Shaman. Pinned. Mind is Fuzzy (-2 to magic use, -1 to intelligence checks).
Grek
Half-Dragon
Standing on the Wreckage.
Clothed in torn leather trousers.
Soaked.
Deep jagged cut in left forearm. Bleeding. Pain.
Fire Breath. Mighty. Flight. Immunity to Heat. Klutz. Shrapnel (Cannot use left forearm until shrapnel is removed, otherwise the wound will worsen.)
Josh
Yeti
Standing by the River.
Clothed in torn leather trousers.
Soaked.
Ruptured knee muscles.
Long cut. The water staunches your bleeding. You are no longer in pain.
Speaks Common. Mighty. Agile. Resistance to Cold. Low I.Q. Maimed.
Unknown Human
Human.
Inside the hut.
Clothed in torn leather trousers.
Weakening Cold. Soaked.
Speaks Common.
Ynot
Eel.
Molesting the other adventurers.
Clothed in torn leather trousers.
Soaked.
Dabbling Teslamancer. (1 use!)
Valentine
Human.
A short distance away from the Platform.
Holding a (very) roughly cup-shaped piece of metal filled with water. Clothed in torn leather trousers.
Soaked.
Speaks Martian. Novice Telepath. Novice Telekinetic.
Bork
Human.
Nearly to the hut.
Wielding a wooden club (plus one bashing damage). Clothed in torn leather trousers.
Soaked.
Heavy bruising of the arm.
Three broken toes.
Broken nose. Bleeding. Great pain.
Speaks Swedish. Maimed. Charged. Wound (-1 to attempts to use mangled arm.)
Spot/Listen Check:
{1} You do not notice anything. None of you notice anything. Despite many new things being blatantly obvious. None of you notice anything.
-~-~-
And the group's clown/asshole is the first one armed. That is probably not a good thing.
Oh, and you didn't check the shelves because of rushing (6).