Yay! Two turns today!
Since Digital Hellhound healed everyone, Inaluct's pain and Zasit Alebath's druggedness were gone by the time they rolled.
Digital Hellhound:
You try to heal Inaluct.
{} All of your team's wounds are healed, and you learn an area-of-effect healing spell.
Katsuun:
You take out one of the vials of Alchemist's Fire, tear a strip off your shirt, and
{} Rig the door so that, when it is opened, that Alchemist's Fire will fall onto whoever comes through.
Errol:
{} You examine the contents of one of the crates (by opening it first); it's filled with gunpowder. You place the crate by the door, and tweak Katsuun's trap (just a little bit) so that when the door is opened the Alchemist's Fire will fall into gunpowder, not enemies. The boom is going to be quite spectacular. The soot falls off your face.
Zasit Alebath: (You should know you can try and pick up as much stuff as you want, as long as you can carry it all, plus one other action)
You try to take a suit of armor,
{} but instead you pick up a crate full of bandages and somehow manage to wear it on your torso. You don't know how you did it, and you don't bother trying to find out.
Inaluct:
{}You take a piece of plate mail (your electricity is transferred to it) and place it on top of the door. Anyone who makes it into the room despite the large explosion, will now have a big, heavy piece of armor fall on them and zap them.
Flintus10:
{} You once again somehow fail to take any armor off the wall. You instead take Errol's left shoe out of your backpack and equip it as armor. Once finished, you realize you have absolutely no idea how you did that.
Everyone:
Knowing that there is a BIG explosion imminent, you all run to the far side of the room and cower in fear.
NPCs:
Three orcs burst into the room, wearing iron chain mail and carrying... Well, who knows what they're carrying. It's some kind of pole-arm weapon you've never seen before. It's like a halberd, but with the blade extending further down the shaft. You decide to call this strange weapon a 'choppa'.
As the orcs burst into the room, the cork of the bottle of Alchemist's Fire rips off, spilling suddenly-flaming liquid into the gunpowder. It ignites! You are safe, but the orcs must roll to dodge.
Orc 1: [6]: The first orc does a cartwheel, and is shunted sideways by the shockwave! It lands perfectly unharmed next to the pile of crates, but stumbles when it tries to charge your group. It gets up, embarrassed but ready to fight.
Orc 2: [6]: The second orc does a matrix-style backflip out of the room, and triangle jumps off the wall in the hallway! The explosion passes harmlessly underneath it, scorching the wall.
Orc 3: [2]: The third orc, caught completely by surprise, is instantly incinerated.
Orc 2 (again): [2]:The second orc lands softly in the hallway, and rushes into the room! Only to have a rather heavy set of electrically charged armor fall on its head, like an anvil with extra nerve-pwning capabilities. It isn't dead, but it's not going to be moving on its own for a while.
Situation: Basically, you have one orc to deal with. Careful though, it's got a choppa (+1 to accuracy and damage) and is wearing chain mail (-1 to accuracy and damage if you try to hit it in melee).
Digital Hellhound:
Not injured.
Skills:
-Competent Healer: 0/6 exp (+1 to rolls)
-Unskilled Pickuper: 1/2 exp
-Unskilled Focuser: 1/2 exp
Spells Known:
-Heal: You try to cure one target's wounds.
-Group Heal: You try to heal the wounds of everyone near you (needs to be charged for one turn)
Inventory:
-Clothing (worn)
-Iron Chain Mail (worn)(enemies take -1 to accuracy and damage against you)
Other:
Katsuun:
Not injured.
Skills:
-Novice Pickuper: 2/4 exp
-Novice Diviner: 0/4 exp
-Unskilled Trapmaker: 1/2 exp
Spells Known:
-Scry: You attempt to view another part of the world.
Items:
-Clothing (worn)(shirt is missing a strip)
-A staff (+1 to magic) (held)
-A backpack (worn), containing:
-3 healing potions
-A vial of Alchemist Fire (ignites on contact with air, can be used as a throwing weapon or to enhance a weapon)
-A potion of Mageplus (+2 to magic for one round when drunk)
Errol:
Not injured.
Skills:
-Novice Pickuper 2/4 exp
-Novice Trapmaker: 0/4 exp
Inventory:
-Clothing (except your left shoe)(worn)
-halberd (+1 to damage, whatever you attack gets -1 to accuracy if they try to hit you)(held IN BOTH HANDS)
-40 sharp arrows (+2 to damage when shot, can be thrown as a bonus-less ranged attack)(worn)
-leather armor (worn) (enemies take -1 to damage against you)
Zasit Alebath:
Not injured.
Skills:
-Novice Pickuper: 0/4 exp
-Unskilled Searcher: 1/2 exp
Inventory:
-Clothes (worn)
-Box of bandages (+1 to regeneration if hurt)(bandages can be used as an action to give someone a +2 to regeneration)
-A battleaxe (+1 to damage in melee or if thrown)(held)
Inaluct:
Not injured.
Skills:
-Novice Pickuper: 0/4 exp
-Unskilled Mind Controller: 0/2 exp
-Unskilled Searcher: 1/2 exp
-Unskilled Trapmaker: 1/2 exp
Spells Known:
-Lesser Mind Control: Attempts to bring an NPC under your control.
Inventory:
-Clothing (worn)
-A stick (+1 to accuracy in melee)
-A boomerang (ranged attack)
Flintus10:
Not injured.
Skills:
-Novice Pickuper: 2/4 exp
Inventory:
-Clothes (worn)
-A shortbow (held)
-A quiver of 40 extra sharp arrows (+2 to damage if shot, or can be thrown as a bonus-less ranged attack (why the hell would you))(worn)
-Errol's left shoe (worn on the torso, over top of your clothes)
-A backpack (worn), containing:
Nothing!
If there's any mistakes, tell me. I have a sneaking suspicion I might have made one or two, but I can't be sure and I have no idea where. And you guys should probably try and deal with that orc.