Quoted By:
YOU have three days to muck about with, and Moar Oww and 5 Dimmies to assist.
<span class="mu-s">[2 CHOICE 2 ROLL]</span>
[CHOICE 1]
>BUILD HOVEL Y/N
>inna forrist
>inna Villijj
>inna Camp
>near the Dorfy Fort
>atva Foit Zone
Not building a hovel to zzz in gives you more opportunities to spy and do, but you will be taking fatigue penalty per day until you napp.
[CHOICE 2]
Day 1 wat do
>SCHMOOZAN
>mingle and trade with:
>Dorfs
>Villijjers
>Refijjees
>TRAINAN
>if you vote this and the Days required is 1d3=3, you will spend all of it trainan
>FEEVAN
>from Dorfs
>from Villijj
>from Camp
>RAEPAN
>Dorfussy (challenjjen)
>Rheaussy
>Myrmidussy, maybe (v challenjjen)
>Otherussy (separate rolls for discovery and success)
>GIBBAN
>see RAEPAN
>collect LM for Bluddslutt
>WRITAN
>bright idees?
>every choice above may be modified with WRITAN
[ROLLS]
>3D1000
>1,2 vs DA FUZZ
>3 General
[BALANCE SHEET]
>Stuffs §2159.5 - 9
>=§2150.5
>Grains Ꮆ816 - 10
>=Ꮆ806
>Silver Pieces Ᵽ$627
>82 Dedder Dusts
>5 Dimm Cult
>Toady 12/12HP
>Quality Kludge Armor 15/15Dur
>[Helff Swigga] 5/6 gluggz
>Bluddslutt needs 23LM to revive
<span class="mu-b">{SPELL LIST}</span>
>{PILLOWSHEET}
>{SNAPTRAP}
>{SPEEKY CHATTY}
>{POPUP}
This default, for being what everyone wants and so nicely budgeted.
>{'TECT ZAPZAP}
QM permits a buy-in for this one spell for 12LM
QM thought anons would make multiple charges and he could tailor those; having to pick between two loadouts is harder. Next time the dice decide.