Dwarfaholic: I hide into the woods, and try to train my martial über- skills.
11 – 4 = 7
Dwarfaholic hides deep in the jungle and starts training in combat.
Jay Kayell: I practice my powers
7 = 7
Jay Kayell start practising again. He'll need some more practise to improve.
Banzayatc: I return to the ground and go into the ruins.
Auto-succeed.
Banzayatc goes back to the ground and into the ruins. He opens the door and climbs down the stairs. The stairs end in the end of a steel corridor. He hears evil laughter. “So you drove off my terrier! As I said, I consider you to be vermin and you beating my loyal terrier is pure entertainment. I am much to powerful and bored to kill you outright. I'll watch you struggle desperately through this maze in the faint hope of finding the massive treasures surrounding my jail. To make it more entertaining (and give you faint hope of survival) here's a hint: There's a box with 3 different coloured crayons tied to the bottom of the floor hatch. Have fun!”
Kashyyk: I pound the raw meat into Jerky.
7 = 7
Kashyyk pounds the meat he gained from the tree animals into Jerky. The evil voice cackles “You'll need more food than that to enter my lair!”
Webadict: I pull some more water out of the ground and refill our water bottles.
6 + 3 (skill) = 9
Webadict draws lots of water and refills everybody's bottles. He also reports a complicated steel structure underneath the rock.
Cheeetar: I walk into the cabin and add some doodadds to my hammer from dirt and the strange glass to make it better at crafting (something like a swiss army knife).
11 = 11
Cheetar wips up some handy attachments from glass and adds them to his hammer. He has a file (crushed glass), tweezers (two bits of rock) and a magnifying glass (glass). He can now better craft surfaces and small objects. +1 to each.
Air Elemental: Follow Banzayatc [Banzayatc, you must give it an order each turn.]
Auto succeed.
The Air elemental wanders down the staircase along with it's master.
Evil voice: Heal Dwarfaholic.
10 = 10
The evil voice fully heals Dwarfaholic.
Air elemental escape?
9 = 9
The air elemental breaks free of Banzayatc's control.
Status:
Cheeetar: Mind Powers Healing +1, Strength: +3 (+2, +1), 1 dagger (-1 to damage, +1 to CTH)), has 1 hammer (+1 to crafting using a hammer, +1 to crafting small objects and surfaces).
Banzayatc: +3 mind powers forces, +2 to levitation, has 1 machetes (+1 to damage, -1 to CTH), 1 daggers (-1 to damage, +1 to CTH. Has 3 picks (-3 to CTH, +3 to damage [as they pierce internal organs]), a set of red, blue and yellow crayons [using these to make marks doesn't take a turn]. In a steel corridor. Has enough food for 7 turns and enough water for 6. (He is carrying his supplies in his backpack)
Webadict: +3 mind powers kinetic, +1 to sensing geological formations, +1 to healing or modifying bones, has 1 rapier (+1 to damage, +2 to CTH), has 1 black diamond (can perfectly control any 1 NPC, +2 to dodging mind powers), +2 to severing jaw controlling nerves of mammals, can affect nearby living things without having to see them.
Jay Kayell: +3 mind power forces, +1 CTH with mind forces, +3 to cooking, can extract energy from plants. Has 1 dagger (-1 to damage, +1 to CTH), has 1 half litre chunk of ice that has strange properties, has 1 green glass block.
Kashyyk: +1 sense, +1 Mind powers kinetic, +1 CTH, has 1 machete (+1 to damage, -1 to CTH, +2 against flesh and bone, can shatter into shards against hard stuff like rock), has wasp-gem ( +2 to dodge), and a snake skin. +1 to butchering animals.
Servant Corps: +3 mind forces, has 1 machete (+1 to damage, -1 to CTH), 1 dagger (-1 to damage, +1 to CTH), has 1 camera-pebble.
Air elemental: Invisible, can go through minuscule holes, has +3 to attacks involving wind and air, immune to physical attacks.
The group has enough food for 7 turns and enough water for 6. Each player is also wearing a shirt, belt with place for dagger and machete, long pants, socks, leather boots and has a quantum backpack.
Servant Corps has enough food for 6 turn and enough water for 2.
The group find themselves in a slight clearing about 8m in radius. The other 2m is a 2m deep moat full of water walled off by an impure glasslike wall 3m high. At the South there is a large hole and the moat is filled with dirt. The hole is walled off with a gate of resiliently planted saplings trunks. There is a large pile of dirt in front of the gate. Inside is a downwards staircase leading to the ruins.