I will stick to my physical dice, thanks. I can trust those to be random. And I can always re-roll if something needs re-rolling. I haven't found a program that compares to them so far.
Mete - Offer to sell my tobacco to the Sergeant, haggling a bit over a barter or price as I wait for the group to continue on. (11,
You make the sergeant an offer he can't refuse. He seems interested, until he sees the tobacco package, and the name on it. Then, he denies: "Nah, no. This is fizzy tobacco, you see. Laced with sugar and you don't know what. It's something for little girls. Don't know why the quartermaster likes this brand, it's disgusting. Nice try, tho."
Frizes - RUUUUUUUUUUUUUUUUUUUUUUUUUUNNNNNNNNNNNNNNNN (12, 15)
You take off and run ahead of the group for a reason only known to yourself. This proves to be a stroke of genius, as you run into a patrolling soldier, stunning him and sending him to the ground. The insignias clearly say he is an enemy soldier - he has insignias.
Your chest hurts.
Karmana - Continue onwards on my epic journey! (14, 10) You hike farther along the way, whistling a jolly tune and keeping a lookout for any further corpses. You don't find any, but you hear the sound of marching soldiers.
This isn't good. You can't take multiple armored, armed people, so you silently sneak off the road and wait in a shrubbery.
Waaaitaminute... what's that smell?
Dwayne - Catch up and be prepared to mallet people if necessary. (9, 10) You cart your wheelbarrow to the group, giving Frizes a little starting push, and keep up with them. You don't see anyone who needs to be malleted, that is, the only one who would deserve it already got wheelbarrowed.
Drummond - Use the low-grade iron to make a small blade, that could be attatched to a stick to make a makeshift weapon. (12+1, 4) Okay, so this would work like this, careful, careful, wait, that wouldn't work, or would it, let's try it anyway... PLINK.
The iron broke, and it was your best iron, too! You carefully collect the shards and place them back in your inventory.
The group's getting away... better catch up...
Jurrvys - Find the group, before you get left alone! (3, 9) You look along the river. They surely came from that direction, and a little walk is good for the bones! No, wait, they were over the river. Whatever, swimming's healthy. Now, go onwards!
It's the completely wrong direction (which you don't notice), and you caught a cold. Way to go!
Roth - Let the old man come along. He will be good for experience. Let's continue moving.(11, 11) You tell the old man (SERGEANT!) that his help would be welcome. He seems content.
You then declare yourself junior sergeant and order the group to MOVE ON, MAGGOTS!
Verlaine - Catch up to everyone else!.(12, 11) You manage to make out the shapes of the group at the horizon and run after them. You catch up, a little out of breath, but otherwise perfectly fine.
---
The soldier is out cold. Strychovsky sees him and says: "Well, this can't be good. Bastards never come alone.
Anyway, this is the perfect opportunity - court'sy of private Frizes - so let's seize it."
Statuses
Status: Fine.
Equipment: Peasant clothes. Rags covering everything apart from the eyes,
holey leather cap,
leather shoulder pad.
Inventory:
Somewhat rusty sword,
blunted scimitar, three belts, bowl of muscle relaxing balm, flask of lubricant, package of Jolly Sailor tobacco.
Skills:
Basic Swordsmanship,
Basic Searching.
Mental Disorder: Sun phobia.
God: Rashiki, a feline cat goddess who is a deity of the desert sands.
Location: Village edge
Status: In pain. Shocked.
Equipment: Peasant clothes. With a hood.
Chainmail shirtInventory: 1 copper coin, empty waterflask, exceptionally dirty towel, 4 "daggers".
Skills:
Basic Thievery.
Mental Disorder: Kleptomanic.
God: Gyutok, black deity of shadows and night.
Location: Village edge
Status: Probably descended from a leprechaun.
Equipment: Peasant clothes,
hiker's boots,
sharp dagger,
concealable crossbow,
long cloak.
Inventory: Half-eaten poison mushroom, local map, three silver, six copper, Royal Seal of the Iron Kingdom, three documents.
Skills:
Basic Herbalism.
Mental Disorder:
Chronic, lightish depression.
God: Tzynchian, God associated with change, trickery and volatility of life, shoehorned into Chaotic Evil.
Location: Shrubbery.
Status: Pushing wheelbarrow with wood and metal rings in it.
Equipment: Peasant clothes,
barrel armor,
spiked barrel shield, leather apron, small metal ring.
Inventory:
Mallet, handsaw.
Skills:
Basic Carpentry.
Mental Disorder: OCD.
God: Ekape, diety of wisdom, serenity, order, flexibility and cheese eating surrender monkies.
Location: Village edge
Status: Face hurt.
Equipment: Peasant clothes. Small smithing hammer.
Inventory: Firebasket, compilation of 'yo momma' jokes, smaller pile of rusty metal.
Skills:
Basic Metalsmithing.
Mental Disorder: Attachment to Firebasket.
God: Gorbad, god associated with home, hearth, fire and safety.
Location: Village edge
Status: Has a cold, completely lost.
Equipment: Peasant clothes. Jester cap.
Inventory: Squeaky rubber mallet,
waterskin,
another waterskin, judge's mallet, fishing pole, metal hook.
Skills:
Basic Entertainment.
Mental Disorder: Scizophrenia.
God: Lunisa, God of Light and True Seeing. When disciples complete the wishes of Lunisa, she gives them blindness.
Location:
Status: Fine. JUNIOR SERGEANT, MAGGOTS!
Equipment: Peasant clothes. Snake hair ornament.
Inventory: Smelly tanning tub, containing: Knife,
saw, 8 copper coins, 5 stacks of leather, 1 clothier's needle, thread, 1 bolt of cloth.
Skills:
Basic Carpentry.
Mental Disorder: Claustrophobia.
God: Jikarr, God of Life and Sun. She is often represented as a serpent coiled around a tree.
Location: Village edge
Status: Finger's slightly hurt. Depressed.
Equipment: Peasant clothes,
nailboard.
Inventory: Giggles the demon doll.
Skills:
Basic Jewelmaking.
Mental Disorder: Bipolarity. Hears voices.
God:
Perpentach, god of the carnival and gleeful random evilness.
Location: Village edge