Chaun advances towards the mage. Working together, he and Teirra utterly destroy him.
Boldbold has his mount leisurely stroll towards a skeleton. {1d6+2=6 - 0 = 6 dealt} An easy double-sweep of his spear dispatches the unnatural foe. ((Your charge skill would have made that a certain kill.))
Marks Deno steps forward and {1d4+2=5 - 0 = 5 damage dealt} destroys his target with similar ease.
The remaining skeleton turns around and tries to stab the leprechaun, who dances away from every strike.
The party makes short work of the remaining skeleton and looks around. Nothing is coming running to investigate the noise they made, but that might not last. Chaun quickly gathers up everything that looks remotely valuable. The skeletons each only had a fairly weak looking knife, their shields being worthless and rotted through, while the robed guy had coins that look to be worth two gold.
The party is north of a ruined castle. The gatehouse seems to be to the southeast, while they might be able to sneak around to the southwest. Their extraction point could be either inside the ruin or south of it. Alternatively, they might be able to find something in the forest.
((Yep, not making you play through a battle turn with as obvious a certain win as "surround last foe."))
Nil earns 2 coins. Alice earns 1 coin.
Neb harvests several spicy peppers, gathering enough to sell. ((Harvesting them for your immediate use may be done freely. After this, harvesting to sell risks destroying the resource from over-harvesting.))
Marks Deno
Half-Elven Night Ranger
HP: 4/4
Level 1: 1 more battle until level-up.
Melee attack: 1d4+2 damage
Ranged Attack: 1d5+1 damage, 6 hex range
Defense: 2phys/1mag
Speed: 4 hexes per turn.
Traits: Takes 25% damage from poison, 10% chance to miss in hot areas, +25% damage from fire, 10% chance to miss in bright areas, debilitated by light attacks.
Guild skill: Leather Working I
Weapon: Frost Rapier - +2 damage
Ranged: Longbow - +1 ranged damage, 6 range. 12 arrows.
Armor: Hardened Darkwyrm Leather - Absorbs 2 damage from physical sources, 1 from magical
Misc1: None.
Abilities:
2x/dungeon: Owl's Vision - Darkness only. Grants +1 ranged damage and may see foes hiding in darkness. Lasts until end of battle. Dispelled by bright light, with a debilitation penalty.
Boldbold the Kobold
Kobold giant weasel rider
HP: 8/8 [6]
Level 1: 1 more battle until level-up.
Melee attack: 1d6+2
Defense: 1phys
Speed: 6 [4] hexes per turn.
Traits: +1 speed and damage if passing through single hex cave-like passages, 25% miss chance in bright light, +25% damage from fire, +25% damage from cold.
Guild skill: Giant Weasel Farming
Weapon: Steel and oak spear - +1 attack.
Armor: Hardened leather armor - +1 phys defense.
Misc1: 4x Scrolls of Return
Misc2: None.
Abilities:
Rider - May use a giant weasel mount.
1x/battle - Charge! Gain +1 damage per hex traveled (in a mostly straight line) before striking a target.
Current mount:
HP: 5/5
Melee attack: 1d4
Carries 4 items
Granted to rider:
+2 HP
+1 melee attack
Teirra Ki'tan
Quarter demon necromancer
HP: 3/3
Level 1: 1 more battles until level-up.
Melee attack: 1d4 damage
Defense: 1phys/2mag
Speed: 3 hexes per turn.
Traits: 50% fire resist, +50% damage from Holy, +50% damage from cold, unleashes berserk soul-eating wraith when slain.
Guild skill: Academic instructor I
Weapon: 4x Wand of Bone Fragmentation
Armor:
Misc1: None.
Misc2: None.
Spells:
(Item) 4x Bone Fragmentation - Target takes 2d3 damage. Adjacent secondary target takes 1d3+1 damage. Range of 6 hexes.
1/battle: Evard's Bolt - Deals 2d3 damage to a single target. Range of 5 hexes.
3x/dungeon: Serpent's Venom - Target takes 4 damage per turn for four turns. Range of 6 hexes.
2x/dungeon: Converts a corpse into a zombie, under the caster's direct control. Unlikely to work on targets larger than human-sized. Zombie lasts for one battle per necromancer level, or until destroyed. The zombie takes a player slot in future battles, or may be used to carry three items.
?/dungeon: Soul Drain - Deals 1d3+3 damage to an adjacent target. Gain a semi-random bonus if the target dies this turn. Unsafe.
Chaun Chauner
Leprechaun spearechaun
HP: 3/3
Level 1: 1 more battles until level-up.
Melee attack: 1d5+2 damage
Defense: 50% dodge vs. non-magical.
Speed: 5 hexes per turn.
Traits: Gold carrier, 100% extra damage from cold iron, dangerous greed
Guild skill: Shoemaker
Weapon: Faegold Spear +2
Misc1: Bag.
Bag1: Knife +1
Bag2: Knife +1
Misc2: Bag.
Bag3: Knife +1
Bag4: Knife +1
Misc3: None.
Gold1: None.
Gold2: None.
Gold3: None.
2 gold
Abilities:
1x/dungeon: Detailed search - Find a secret cache of treasure left behind after winning a battle.
Ice Adept
3/3 HP
Melee attack: 1d4 damage
Speed: 3 hexes per turn
Spells:
3x/dungeon: Frost Mist - All creatures in the area move at half speed (rounded up). Duration: 3 turns. Affects up to three contiguious hexes.
2x/dungeon: Ice Cone - Deals 2d2 cold damage to everything in a conical area. Affects an area three hexes wide at its furthest point. Range of four hexes.
Skeleton Warrior
4/4 HP
Melee attack: 1d4+1 damage
Speed: 4 hexes per turn.
Traits: Takes 50% less damage from physical ranged attacks.
14 Gold
2x servings of weasel treats
40x standard rations
1x spicy peppers
Chaun: 25g
Alice: 3g
Sarrak: 4g