Turn 14
WarthogDriver/The FLYING SQUIRREL [4]
The Flying Squirrel attempt to telephatically communicate with the humans. It does not work as telepathy is quite hard, especially when you are a squirrel. A flying squirrel, but a squirrel none the less. He then throws pine cones and stuff at the humans as an attempt at a distraction. This works better than telepathy and gives them a -1 to paying attention for 1 turn.
freeformschooler/Smathers [4] [LOLNOPE]
Smathers attempt to summon a bigger bear. He does not have any magical powers of any kind, and as such, fails. To any onlookers his attempt at casting looks like he was constipated. Smathers attempts to cast very, very hard. His face goes red and then he falls over. Utterly humiliated in front of everyone. Even those who are not with him could see it through their mental link. He gets up again.
Sinpwn/Max [2]
Max attempts to bite a human in the family jewels, but he gets distracted by the pine cones that The Flying Squirrel was throwing. Instead he bites into a tree and takes [1d6=4] damage.
Maxinum McDreich/Skits [5]
Skits looks around for weapons and armour. He finds....quite a lot of things. [5] A stick+2[1d8], [6] a large log+1[4d4][Heavy as shit:-3, affects crit wins], [6] another log, as might be expected from a forest, [5] an exceedingly cute bowtie[+1 to cuteness, -1 to scaryness], [3+1] some healing meat and [2+1] some paper. There is always paper isnt there?
*The forest is now out of items except for those that could generally be found in a forest. And paper. There is always paper.
Dwarmin/Drivvers [4]
Drivvers constructs a shrine to the God-Bear-King out of sticks and stones. And all the paper that is lying around everywhere. It is quite frankly, shitty. But it could be counted as a shrine by someone with poor eyesight.
Hunting parties [6]
The hunting parties finally decide to attack Max. One hunter apparently has a claymore and deals [4d6=13] damage to Max, leaving him with only 3 HP. However that hunter was simply the fastest. They all jump on Max, but all attempt to attack at the same time. Their weapons all lock up in an odd way, making attacking impossible on the next turn and the distracted archers fire at their own allies for 1d12 damage a shot. Many knees get arrowed and many adventuring days end.
Bear [1]
The bear does not awaken. It in fact, sleeps quite soundly, unaware of the animals surrounding it. However in its sleep it slashes at an imaginary fish. Unluckily this imaginary fish filled the same space as [1=Smathers 2=Crass = 1] Smathers and he takes [1d6-2=1] damage.
Tiruin/Crass [Initiative modified for this turn] [6]
Upon seeing that the bear isnt actually awake, Crass attempts to realchemize a green potion. He suceeds at giving it a new effect, but at what cost?! Quite a small one actually, considering his traits. It acts as a potion of clarity, giving +1 to hit and see, but giving the drinker insight to his own failures, dealing 2 damage[1 in his case] to him whenever he fails.
1.freeformschooler
Name: Smathers, a level 1 honey badger
Health: [16/17]
Experience: [0/20]
Species: Honey Badger
Inventory: miniature armour[2 DR, equipped]
Status: None
Traits:
- Poison Resistance: Upon being poisoned you get an additional 1d6 roll of how little of a shit you give about it, with a 1 being giving a shit and 6 being not giving a single shit.
- Luck nonexistant: You have such shitty luck that every 2 you roll turns into a critical failure and every 1 gives you double the good effect, and as such, you fail so hard that it starts going backwards.
2.Dwarmin
Name: Drivvers, a level 1 frightened rodent
Health: [15/15]
Natural DR: 1
Experience: [0/20]
Species: Rat
Inventory: extremely powerful enchanted pendant necklace[equipped, 1 DR]
Status: None
Traits:
- Superratly Agility: You get a +1 bonus on actions regarding speed and only speed. If something requires both speed and something else, only the speed at which you do things is increased and treated as if it was 1 higher. You can fail, but at least you will do it fast.
- Understanding: In your scaredness you have developed a bond with the magical amulet and can unleash its powers when the going gets tough.
3.Maxinum McDreich
Name: Skits, a level 1 squirreler
Health: [15/15]
Natural DR: 1
Experience: [0/20]
Species: Squirrel
Inventory: exceedingly cute bowtie[+1 to cuteness, -1 to scaryness], stick+2[1d8]
Status: None
Traits:
- Squirrel Oversight: From atop the mighty trees you see all the things. You have a +1 bonus to noticing things. Your squirelly ways are a lesson to us all.
- Seeker of all the things: Doubles the amount of things you find when searching. Phat lewt abounds.
4.Tiruin
Name: Crass the Deathbringer, a level 1 wannabe necromancer
Health: [12/15]
Experience: [0/20]
Species: Ferret
Inventory: Alchemy set[allows alchemy without explosion roll]
Status: Clarity[+1 to hit and see, 2 damage upon failure]
Traits:
- Omnomnomnomnom: You may consume the flesh of dead enemies to regenerate your health. Some call it metabolism, but you call it necromantic healing.
- Potions, ahoy!: Negative potion effects are halved and rounded down and positive potion effects doubled. In addition you are immune to glass bottles falling on your head.
5.WarthogDriver
Name: *Unknown*, a level 1 gliding roadkill
Stage-name: The FLYING SQUIRREL
Health: [14/20]
Experience: [0/20]
Species: Flying Squirrel (male)
Inventory: Claire, the level 0 twig(2d6 damage, additional bleed), Bracelet[1 DR]
Status: None
Traits:
- The Power of Flight: You can fly like bird! If the bird was crippled and could only glide... but at least you can do that, and that is all that matters.
- Claireity: You get +1 to upgrading Claire.
6.Sinpwn
Name: Max, a level 1 creepy dog
Health: [3/20]
Experience: [0/20]
Species: Inconcievably unappealing teacup chihuahua.
Inventory: glasses, glue, lockpicks
Status: None
Traits:
- Anger of the Tiny Ones: Your incredible anger gives you the ability to attack twice a turn at to hit, but should you be targeted, you will be hit regardless of roll.(in a one-on-one fight, statistically this should change nothing)
- Scary dog: You are so creepy that you get +1 to frightening things.
Glowing fizzling potion[6]
small Red potion[4]
2 Green potions[5]
Enchanted Claymore[4d6+5][Heavy as shit:-3, affects crit wins]
4 Healing meats[2d6 healing]
large log+1[4d4][Heavy as shit:-3, affects crit wins]
Apparently Sinpwn has a knack for taking large amounts of damage.