I was waiting on Cheeetar's post to do the turn. So here it is:
Akroma: (2) You have no idea which fungus is which, including which ones are harmful and which are good for you. Deciding not to take the risk, you leave the fungus alone for now.
Nirur Torir: (2) You can't even remove the wolf from her neck. Sad...
Webadict: (4) You think that the spores might be poisonous! You run but are blinded by the spores temporarily! (6) You bust through even more fungus, sending more spores in the air and manage to run back into the tunnel that you came from. You stand clear of the spores, (5) you're lucky that you held your breath and you let loose a gush of air that clears the spores from your nostrils. You got spores all over you and have a slight yellow tinge.
Banzayatc: (2) You stretch but get nowhere. Well, what do you expect with so little training? Instant results?
Pandarsenic: (4) You decide that you no longer like Mr Zombie as he is and with necro energy in your hands, you tear him apart for bits! Pulling the dead wolf and parts of the exploded one, you start fusing the bits together in a vaguely humanoid shape. It's consuming work but you finish and the golem stands before you, lifeless. You have no idea how to bring it to life and just decide to zap it with necro energy. (6) WOAH! That worked more than you realised! The golem starts growing, growing, GROWING! Its now about 3 meters tall and has arms as thick as you are fat! Muscles bulge all over it's frame and a gurgle comes from its mouth. You've given it intelligence! (3) It looks at you loyally, but you think you can see the small light of disobiedence in it's eyes... (must roll every turn for an act of disobiedence from the golem. You also command it for now.)
Cheeetar: (2) Unless you were thinking of snaping a companion's neck for practice, there is no way you can actually practice now. You need a subject to practice on.
(5) The golem obeys you for now and takes it's time to look around on the spot. Its currently standing inside the tunnel you all came from.
(3) The spores are drifting closer! You all try to move back quickly to avoid them, (1) but it's no use and your all caught in the cloud. (3) You all feel stange and relise that you are paralysed! If only temporarily. (Can't move next turn, must roll to see if it wears off.)
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Status':
Akroma:
Tough, Expert in psychology (failsafe), pain (-1 thought), moderate bleeding
Items: Has a burning torch in hand, Pack with food in it, 2 water canteens
Wearing: A masterpiece leather chestpiece (+1 to damage rolls to your chest and arms), a pair of standard leather gloves, decent quality leather chaps and magically enchanted leather high boots of dexterity (+1 to dexterity dependant actions)
Wounds: small cuts on chest, deep gashes on chest, Nasty cuts on throat, paralysed
Nirur Torir:
Agile, Disciple of Levia (+1 to actions involving Levia's help), can lay on hands (must recharge after use, recharges in one turn), burdened (-1 to travel long distances)
Items: Pack with food in it, 2 water canteens, ulility belt, rope over shoulder (break resistant), two spare water canteens, 2 daggers, a lockpicking tool and a burlap sack with something in it, two unlit torches, Steel bladed Dagger
Wielding: A steel flanged mace (+1 to damage), steel rimmed wooden buckler
Wounds: Unharmed, paralysed
Webadict:
Agile, Can withstand large amounts of alcohol, was a beggar in life (+1 to searching), is a werewolf,Blood Rage (+1 to physical actions in werewolf form, +1 to damage, must roll for damage on his sanity)
Items: Tattered clothing
Wielding: Nothing
Wounds: Unharmed, paralysed
Banzayatc:
Lucky, +1 to healing with amulet, Heat vision
Items: Pack with food in it, 2 water canteens, utility belt
Wielding: steel battle axe (+1 to damage)
Wearing: Amulet of Natures love (wearer can heal other peoples wounds over time, wearer is always at peace with animals and will not be attacked by them unless they strike first, wearer is resistant to poisons of all kinds)
Wounds: Unharmed, paralysed
Pandarsenic:
Lucky, Decent necromancer
Items: Pack with food in it, 2 water canteens
Wielding: A decent quality necromancers staff, A steel masterpiece tower tower shield (+ 2 to block if specified in action, +1 if not)
Wounds: Bruised lower body, paralysed
Cheetar:
Knows how to fight with one handed swords and daggers, knows how to sneak, knows how to make different basic poisons, bad attitude to unuseful people (-1 to charisma)
Wounds: Unharmed, paralysed
Friendly NPC's:
Flesh golem:
Big, intelligent (must roll for disobiedence every turn)
Unarmed, paralysed
Foes:
None
Food: 17 turns left
Water: 8 turns left