Turn 10
Find a place to set up a chapel.
You decide that the room where the mantis just died is good enough for a chapel. It isn't a central path, so it won't be disturbing anyone, and it has a certain ambiance about it. You promptly prop up your crucifix against a stalagmite. It's far from done, but it's a good start.
Get the hell away from those who are fighting. Look for medicinal plants and carry them to our base. If possible, also carry planks of wood to block that hellhole that we recently discovered.
(3+1) You find a small cluster of herbs that you could make a poultice out of easily. All you need now is to crush them and mix them with water, and you should be able to prevent infection and speed recovery of your friends. You only found enough to make a small amount of the poultice, but it will be enough for the two current injuries.
Before you make a poultice however you set the herbs down and carry some wood down to the hole that was recently discovered. (1) You manage to drop a particularly good looking board down the hole. You hear the sounds of something clicking against stone. It wasn't your board...
I have a feeling that one of us will be needing those medicinal plants soon... And I don't wanna kill persus13 :/ So I'm just gonna Bonk him hard on the head
[4] You do bonk him hard on the head. Despite this being your goal, it doesn't really alter your situation in any way. At some point you'll probably look back and wonder why this was the right thing to do right now. For now, however, you are content you made the right choice... Somehow...
I have a feeling that one of us will be needing those medicinal plants soon... And I don't wanna kill persus13 :/ So I'm just gonna Bonk him hard on the head
In this case dope slap
(3) You do dope slap him, though not as hard as you had hoped you would. You are overcome with a sense of paternal instinct, wanting to both protect and guide Rune. You also feel a strange need to hide this side of you from him, lest he get a big head about it. All this passes fairly quickly though.
Harvey moves towards the water barrel keeping the mad man with a bow in sight ready to dodge if needed, carry Waldo with me and splash some water on his face to wake him.
Wash my wound with water then bandage it with a strip of my shirt, also washed. If he tries to bonk me then hit him in the gut. Hard but only with my fist.
You rinse out the wound and fashion a (2) rather makeshift bandage out of your shirt. The bandage will stay on for now, but with any exertion may fall off. That seems to be good enough for now though. After all, it's only a minor flesh wound.
Danath shuddered as the chill came over him. He felt.... different, but he couldn't tell how. 'this magic is more dangerous than I thought..' he mused.
Experiment with my new-found trait by placing my hand on Rune, then trying to spread cold through him from my hand. Then retrieve my rune-stone from the floor.
You try to activate whatever change took place in you, but decide it probably doesn't work like that. It feels like it's somehow just a change of the nature of your body, rather than a something you can will to happen. You then ponder how it's funny how a person can have insights about themselves without being able to decided exactly how they know it. All the while you hand is on Rune's back. You realize this, and you part with him with an awkward look.
(5) You do, however, find your rune-stone quite lying nearby. All in all it didn't turn out too poorly.
Keep keep gathering food
(5) You find more of the same kind of tree nearby. (+5 food)
[2] Nothing comes out of the strange pit yet, but you aren't so sure something won't.
Danath Aldrikson – Acid-burned, but clean, back
Waldo the Wolf - ?
Kane Jericho - Left foot torn open - Bandaged
Patrick Hunt - Gash in right arm - Loosely Bandaged
(2.7 consumed) You are replacing food fairly handily, and have plenty to cook later. (12.9 edible, 20 uncooked)
You have two barrels of fresh water inside your cave. So long as you do not move too far from these barrels, I will assume you are drinking as necessary. Your fresh water will be used up in 2 turns.
(5) The skies stay clear.
You are have a small door protecting your cave from animals. Passages deeper into the cave are unprotected.
You know where a fresh stream is just outside the cave. There is a pool which seems safe in the cave's atrium.
For magic mutations I decided I would roll a 50-50 chance for good vs bad, and then a d6 for the extent of the effect. These rolls will be hidden unless the person is immediately aware of the effect of the mutation. I'm going to start posting character sheets with every turn soon, maybe updating this one soon.
Also, is there a way to do nested spoilers?
Name: Matthias Anderson (Persus)
Description: A young brown-haired man in tattered priest's robes seeking to maintain the spiritual well-being of the group
Stats:
Strength – 7
Agility – 10
Dexterity – 10
Intelligence – 16
Intuition – 10
Willpower – 10
Charisma – 13
Resilience – 10
Items: Holy book, Wooden crucifix (used to float to shore)
Profession: Priest
Feats: Keep blank for now
Name: Alex Shater (Urist)
Description: Tall and thin, with gray eyes who wears a hooded cloak
Str:10
Agi:14
Dex:9
Int:10
Intu:13
Will:10
Cha: 10
Res:10
Items: Pocket knife and leather belt
Profession:Thief
Feats:
Name: Harold Lichter (Tomcost)
Description: A tall and sturdy, with brown curly hair and a small beard.
Stats:
Strength – 6
Agility – 11
Dexterity – 13
Intelligence – 10
Intuition – 10
Willpower – 10
Charisma – 10
Resilience – 10
Items: Seed bag, small knife
Profession:Herbalist
Feats:
Name:Kane Jericho (Scapheap)
Description: A long black haired man with tattoos all over his body. He has an ice glare as his only face, he could be very happy, but it will still be an ice glare.
Stats:
You start with 10 in each stat. Instead of you choosing how much stats change, the dice will decide. You choose 2 stats to increase, and 1 to decrease, and a d6 will be rolled to determine the change, after which you will edit your character sheet to reflect the values. The stats are:
Strength – +
Agility – 10
Dexterity – 10
Intelligence – 10
Intuition – -
Willpower – 10
Charisma – 10
Resilience – +
Items: Letter opener, clothes.
Profession: Knight
Feats: Keep blank for now
Name: Danath Aldrikson (Draco)
Description: Relatively thin build. Mid twenties. Has short curly brown hair, and green eyes. He prefers to be alone, and feels uncomfortable around large groups.
Skills:
Strength – 10
Agility – 10
Dexterity – 10
Intelligence –12
Intuition – 13
Willpower – 10
Charisma –9
Items:
belt knife
flint & steel
rune-stone
Profession: Tracker
Feats:
??
Name: Rune (Coolrune)
Description: Tall, with his face covered by a hood. From what you can make from the holes in his hood, he is brown-haired. He is slim in build
Stats:
Strength – 10
Agility – 13
Dexterity – 10
Intelligence –10
Intuition – 5
Willpower – 10
Charisma – 10
Resilience – 14
Items: Tattered hood (Head) Quiver (Back, 7 hastily fletched arrows) Bow (Right hand) Tattered Cloak (Body) Mostly intact pants (Lower body) Worn shoes (Feet)
Profession: Hunter/Archer
Feats:
Name : Harvey Bekter (Patrick)
Description : Cropped dark green hair and bright blue eyes, tall and lean but well muscled.
Strength : 10
Agility : 12
Dexterity : 15
Intelligence : 7
Intuition : 10
Willpower : 10
Charisma : 10
Resilience : 10
Items : A matching pair of simple iron fighting knives.
Job : Assassin/Thief
Feats :