Turn 9
Sinpwn/Max [5]
Max cooks the dead hermit on the burning hut. However he cant resist the succulent hermit meat and takes a nibble,
getting not getting food poisoning cause he is a dog. In total he made [2d3=3] healing meats[2d6 healing]. Healthy, but tastes rather bad because there is absolutely no salt. It is best not to think about the weirdness of eating the cooked former location of your soul.
Dwarmin/Drivvers [4]
Drivvers looks for nuts and berries, and finds some hallucinogenic berries. How he knows that they are hallucinogenic is simple. He fed them to snail and it started singing. In other news, this forest is weird.
Dave1004/Crass [3]
Crass feels like he should go outside. But he cant be bothered and sits comfortably in the tree stump. The rotten wood is just too comfortable. Or is that just the alchemy set[allows alchemy without explosion roll] that the hermit has apparently stashed in the tree stump? [Your item has been delivered]
WarthogDriver/The FLYING SQUIRREL [2]
In an attempt to make glue, the Flying Squirrel tries to melt some nails. He does not notice they are his own and takes [1d6=4] damage. He cannot cook any more meat because Max already cooked it all. Which means he threw the entire thing into the bonfire and later chewed out what parts werent completely charred.
freeformschooler/Smathers [4]
Smathers eats a part of the charred hermit corpse, because he simply does not care. He digs into the dead charred magical healing hermit until he reaches the hermits stomach and finds that it contains some miniature armour[2 DR]. This is once again one of those situations where you shouldnt think about it too much. [Your item has been delivered], he also finds [1] a bomb. Perhaps it is best to just turn ones brain off.
[2]
It doesnt get warmer like one might expect, but gets even colder. The wind gets faster and even penetrates into the deep forest. The sudden cold breeze puts out the burning hut. If this weather keeps up, you might expect to have to find a warmer and more sheltered place.
1.freeformschooler
Name: Smathers, a level 1 honey badger
Health: [7/17]
Experience: [0/20]
Species: Honey Badger
Inventory: miniature armour[2 DR]
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 - MIA
Name: Skits, a level 1 squirreler
Health: [MIA/15]
Experience: [0/20]
Species: Squirrel
Inventory: Empty
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.Dave1004
Name: Crass the Deathbringer, a level 1 wannabe necromancer
Health: [15/15]
Experience: [0/20]
Species: Ferret
Inventory: Alchemy set[allows alchemy without explosion roll]
Status: None.
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: [16/20]
Experience: [0/20]
Species: Flying Squirrel (male)
Inventory: Claire, the level 0 twig(2d6 damage, additional bleed)
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: [20/20]
Experience: [0/20]
Species: Inconcievably unappealing teacup chihuahua.
Inventory: Empty
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]
Bracelet[1 DR]
Enchanted Claymore[4d6+5][Heavy as shit:-3]
3 Healing meats[2d6 healing]
Hallucinogenic berries
Note the common pool up there. As you do not have hammerspace inventories or pockets or anything of the sort, you are basically taking turns dragging everything around. Personal inventories are for things you are keeping to yourself and not letting anyone else even look at, and equipped items.
The weather roll has now provided a short-term goal. Thank you, weather roll.
And just as a note, if you do not give an action, or give one that is an autowin(gonna have more of these now. Its not fun having everyone walk into walls all the time.), I will just make something up unless you get a 3.