Important Note: I've put more thought into the leveling system. The old way pushed surviviability significantly more than sustained damage output. I apologize for wildly swinging my nerf bat after the game has already started, but I have changed people's character sheets (The old ones will be in the first post for a bit longer, if you wish to compare. It's mostly just HP reductions, but EagleV now has a slightly longer range). Battles would have been very difficult with high survivability unless the casters powerblast through everything, while the enemy casters don't need to worry about spell conservation.
((Amusingly, this mostly came about because I wanted to nerf Rolepgeek's HP. He proceeded to roll perfectly, leaving it unchanged.))
Sarrak, you are indeed dead. I was quickly going through the battles-for-leveling, and wasn't paying enough attention to remember that you had died.
Alice needs 1g from the guild vault in order to buy a robe of +1 magical defense.
Nil merges Teirra's saved 4g into the guild vault.
As guild taxes have not been mentioned, Chaun quietly adds the 2g taken from the fallen mage into his personal vault, and hopes the other two have forgotten about it.
The merchant will pay 6g for the four knives brought back from the expedition.
Marks Deno orders the party to use their scrolls and quickly gets out his own. He carefully traces first a short runic sequence, which supposedly informs the gate of his imminent return. He then traces a much longer series, and on its completion is instantly engulfed in a spire of flame. He and it vanish within seconds, leaving only a tiny cloud of the scroll's ashes. Chaun follows within half a minute. Boldbold takes one last look around and unfurls his own, hoping it rings back his weasel as advertised.
The ranger arrives in a small torchlit room. The teleportation left him nauseous, befuddled, and quite dizzy, but unharmed. He staggers to the ground, and finds a cup of water pushed into his hands. By the time he is done, Chuan, Boldbold, and the weasel are with him, as well as six heavily armored guards tensely holding their swords and one wizard, who is just finishing a spell.
"Confirmed, this group was ours. I don't sense any beacons or tag-alongs."
The guards relax. One speaks holds up a piece of paper and speaks. "This was a group of four. You returned by recall scroll?" Chaun nods after a moment. "Did you leave any out there?"
Chaun replies. "The fallen lass still had one, aye."
The guard looks annoyed. "Doubled guard duty for another week, high alert for a month. Be
careful next time." Marks looks about to say something, but he cuts him off. "Yes, yes, you need to mourn your loss. Go on." He motions towards the single exit. After a short wide corridor (heavy with disabled traps), they climb a ramp and find themselves back in the courtyard. The group returns to the guild cottage with new ideas for training themselves.
+1HP
+1 to melee and ranged attack
And one of:
+2 HP
2x/dungeon ability slot: Multi-shot - Fire up to three arrows, each at a -1 max damage penalty. May target single or multiple foes.
3x/dungeon ability slot: Scout - Out-of-battle. May either thoroughly scout one adjacent node or get a general idea of contents of the surrounding nodes. A through scouting risks alerting boss nodes, making them more difficult.
+2HP
+1 to melee attack
And choose a nerf for Charge: (Sorry. A flat +6 damage to your melee attack once per battle is too powerful for a basic skill, even if it needs careful positioning to reach that.)
+1 max damage per hex traveled
+0.5 damage per hex traveled, rounded up.
And one of:
+3 HP
3x/dungeon: Giddy-up! - Move +2 hexes. Free action, may be used before moving and in conjunction with an attack or ability. Must be mounted.
2x/dungeon: Mobility Support - Pick-up an adjacent ally or incapacitated foe. Target will be unable to act, aside from moving into an adjacent hex with their entire move action (they may then immediately attack). Target may move before being picked up, but cannot have attacked this turn. Speed decreases by one hex per turn due to mount exhaustion. After target dismounts, speed is restored by one hex per turn. Combat skill, may be used after moving.
+1HP
+1 to melee attack
And one of:
+2 HP
3x/dungeon: Wide attack - Deal standard melee damage to primary target. Deal half melee damage to up to two adjacent targets on either side of primary target. Combat skill.
Passive: Packmule - +2 carrying slots.
((I'm not really sure what to do for higher levels of the guild training area. Low levels will give more options. I will
not be making any give more than the standard one pick per level. I may allow some to increase the freebie bonuses or give more powerful choices, but I'm reluctant to make later characters just plain better like that. On the other hand, that would help ease the pain from losing a character. Retro-actively upgrading everyone is not something I'm interested in.))
18 Gold
4 Scrolls of Return
2x servings of weasel treats
40x standard rations
1x spicy peppers
Chaun: 27g
Alice: 3g
Nil
Koraa'k Regenerator
HP: 5/5
Level 2: 3 more battles until level-up.
Melee attack: 1d3 damage
Defense:
Speed: 3 hexes per turn.
Traits: Post-battle flora gathering, Poor morale near undead, +50% damage from fire.
Guild skill: Glassinfuser 1
Weapon: Oak staff
Armor: Robe of the Last Guard - On recieving an otherwise fatal blow, the wearer is restored to 3 HP. The robe becomes a normal robe afterwards. This will not work if the wearer's body is destroyed by the blow.
Misc1: Healers Pendant - Grants a 3x/dungeon 1d6 heal spell.
Misc2: None.
Spells:
(Item) 3x dungeon: Minor heal - Restores 1d6 HP to the target. Restores an additional 1d3 if the target is close enough to touch.
3x/dungeon: Grasping Vines - Immobilizes the target, renders most mundane ranged attacks impossible, and halves melee damage, Lasts for 1d2 turns. Duration increased by 1 turn in dense vegetation. Duration reduced by 1 turn underground. Duration halved against targets larger than human-sized. Deals 2 damage per turn.
2x/dungeon: Nature's Balm - Resores 1d3/turn HP for 4 turns. Targets a 'triangle' of 3 hexes.
2x/dungeon: Regenerate - Restores 3 HP per turn to a target in touch range. Lasts until the start of the next battle.
1x/dungeon: Tree of Life - Creates a tree in a hex that heals adjacent targets by 1d5-1 HP per turn, regardless of friendliness. Targets a hex adjacent to the caster. May last for nearly a week, if the caster remains nearby, but tends to attract more creatures over a long enough time.
Your familiar has 2/2 HP, and deals 2d2 damage. She moves three hexes per turn when separated from you.
She is immune to physical damage, can only attack incorporeal/'spirit' foes, and generally cannot interact with the battle while sharing your hex.
She has a 1x/dungeon ability to fully recharge any one spell or ability to an adjacent creature (does not affect item charges). This ability can only be recharged in the guildhall.
Marks Deno
Half-Elven Night Ranger
HP: 4/4
Level 1: 2 more battles 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.
Barthold Quartzlegger
True dwarven batlesmith
HP: 14/14
Level 3: 5 more battles until level-up.
Melee attack: 1d6+2+3 damage
Defense: 2phys
Speed: 3 hexes per turn.
Traits: +50% damage vs dwarves, Doubled hostile illusion effects, debilitated by proximity to standing water, abilities ineffective near standing water.
Guild skill: Merchant
Weapon: Dwarven Runeaxe - +3 attack
Armor: Old Scale Mail - +2 phys
Misc1: None.
Misc2: None.
Abilities:
2x/dungeon: Hold The Line - Allies within two hexes take half damage (rounded up). This affects the battlesmith. This effect sticks to the targets. Lasts three turns or until they move. This ability may block no more than two times the battlesmith's level per turn, per target.
2x/dungeon: Veteran's Oversight - Allies within two hexes have their max damage increased by 50%. This does not affect the battlesmith. Lasts for two turns. This effect remains centered on the caster, and does not work on targets that move outside of its range.
Passive leadership ability: Experienced Battlesmith - While leading a battle, all units deal +1 damage from non-magical sources.
Boldbold the Kobold
Kobold giant weasel rider
HP: 7/7 [5]
Level 1: 2 more battles 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: None.
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
Alice Starblight
Human shadow mage
HP: 5/5
Level 2: 3 more battles until level-up.
Melee attack: 1d4 damage
Defense: Blocks 3 physical damage if low light level.
Speed: 3 hexes per turn.
Traits: Better positioning, more likely to be targetted, takes 50% more damage from Holy sources.
Guild skill: Enchanter 1
Weapon: Shadowstaff. Before departing, you may choose to gain an extra use for any shadow spell you have.
Armor: Darksilk robes. Reduces physical damage by 3 if in a dark environment.
Misc1: None.
Misc2: None.
Spells:
1/battle: Evard's Bolt - Deals 2d3 damage to a single target. Range of 5 hexes.
3x/dungeon: Lesser Blindness - A veil of absolute darkness blinds the target during its next turn. LOS range.
3x/dungeon: Shadow Shift - Attempts to teleport the target a short distance through darkness, if it is near a large enough area of darkness. Target may attempt to resist with a combat check of *1d4, where * is the caster's level. In areas of total darkness, only the very strong may resist.
1x/dungeon: Greater Call of Shadows - Summon something from the planes of darkness. Lasts five turns. Summons vary based on the area's darkness. Summons will be allied to the caster, but uncontrolled.
Your familiar has 3/3 HP and deals 1d2 damage. It moves four hexes per turn.
It has a 1x/dungeon ability to double the effect of one of your spell casts.
On the first turn of most battles, you may freely dismiss it safely outside the combat area.
Replacing a familiar is fairly expensive.
Nebrar Olysess Roywinkle "Mockingbird" Delorean (Goes by "Neb" or "Olly")
Gnome Alchemist
HP: 6/6
Level 2: 3 more battles until level-up.
Melee attack: 1d5+1+2
Ranged attack: Varies. Max range of 5 hexes. 25% chance of missing and hitting an adjacent hex if 2<range<5 hexes. 33% chance of missing and hitting an adjacent hex if the 4<range<7 hexes.
Defense: None
Speed: 4 hexes per turn.
Traits: 50% fire resist, poor positioning, +50% damage from cold.
Guild skill: Explosive Alchemy I
Weapon: Steel Shiv +2
Armor: Unimpressive clothing
Misc1: Potions Satchel
Potion 1: 5x Stack of flame grenades
Potion 2: 4x Stack of depressingly not-flammable sticky goo
Misc2: Reagent satchel
Reagent 1:
Reagent 2:
Reagent 3:
Reagent 4:
Abilities:
(Item) 5x Flame grenades - Deals 1d3 fire damage to everything in a 1 hex radius. Deals an additional 1d3+1 fire damage to the central hex. Continues to burn, dealing an additional 1d3 fire damage to area on the next turn. Thrown.
(Item) 4x Sticky goo grenades - Deals 1 damage. Target moves at half speed for two turns. Thrown.
1x/battle: Harvest - Attempt to gather a reagent from a recently slain foe.
Chaun Chauner
Leprechaun spearechaun
HP: 3/3
Level 1: 2 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.
Misc3: None.
Gold1: None.
Gold2: None.
Gold3: None.
Abilities:
1x/dungeon: Detailed search - Find a secret cache of treasure left behind after winning a battle.