Turn 6
With the Minotaur well and truly dead, the adventurers rushed in to take their share of the spoils, then they returned victorious back through the portal. Johnny made sure to bring back the dead body of Sally, so that her family could pay their respects. The adventurers who didn't dare to fight stood in shock as the bloody victors emerged. The same guy who introduced everybody at the beginning came back through the portal along with a cleric, a shopkeep, and a decorated soldier.
"Ahh, congratulations. I just received word from our client that the Minotaur is dead. You guys left quire a mess at the mining site, but luckily for us, our client is in charge of cleaning up the messes. Wow... There are a lot more of you than I expected." He glanced at Johnny carrying dead Sally. "Only one death... unfortunate. But no matter, I suppose that we will simply need to extend the orientation, and pick a slightly more powerful monster to test your mettle. For the time being, our cleric here will heal you of any injuries, you can buy random trinkets from our shopkeeper here, and our Sargent here will teach any of you he deems worthy some more advanced techniques, because i'll be honest, you all looked like shit out there."
Abdul came to the cleric to heal his bruises and fractured ribs from when the boulder fragments struck him. The cleric said "Ahh, broken bones. This will hurt." A green orb appeared on his staff, then Abdul started writhing in pain for a few seconds, but once the cleric was finished, Abdul stood up and said, "A miracle, the end has been averted! You must teach me how it works." The cleric laughed, then said, "magic healing doesn't work like the scrolls say it does. We simply rapidly accelerate the space-time continuum right in the injured areas, meaning a month-long healing process becomes only a few seconds! However, this process has been shown to cause premature aging of the injured areas for some reason..." "Fascinating," Abdul exclaimed, before walking off to the sargent.
Werther came out of the portal last, and the cleric was frightened, "Oh my gosh! You poor thing, how are you still alive!?" Now that the battle was over, Werther was beginning to feel the pain in his face again. The right side of his face was well and truly numb, as it was mauled beyond recognition, but his left side was smarting from the six long scratches. The cleric immediately got to work, and new folds of dark, scarred skin stretched over the injuries. The process was painless, but Werther looked badass once it was done. His left face was slightly indented, and his cheek was missing, exposing his fearsome teeth from the side. Dark skin covered the rest of it. His right face had two sets of 3 parallel scars running at slightly different angles, intersecting each other as they ran from his neck to his nose. "All done. I'm sorry I couldn't do more." The cleric said. Werther also wandered to the shopkeep and sargent.
The other's also took trips to the sargent and the shopkeeper to trade in their trophies for better equipment and skills. Jhoferi looked disappointed about something, but suddenly happy when he saw what the shop offered. Burklaif was also particularly excited for the items i stock. They all lined up, carrying valuable trophies of War. Werther had in his mouth the skull of the Minotaur, Saraket had skinned the beast and carried the fur over his shoulder. Johnny had one of the horns, and Abdul had the other (Abdul's horn had Werther's bite marks in it, so it wasn't as valuable) Burklaif had ripped the femur out of the Minotaur's leg, and carried it in his mouth, chewing on it. And Jhoferi carried several teeth. The shopkeeper looked most impatient for this round of trading.
Store
The shopkeeper used some form of magic to predict what the people with valuables would want to buy, and stocked his store accordingly.
Onion rings: 5 loot each
Prime raw meat: 10 loot per pound
Fake magic scrolls (with awesome symbols on them that don't do anything): 15 loot each
dog treats: 5 loot each
Suntan lotion for Granular beings!: 30 loot per bottle
Workout Magazines for the elderly: 20 loot per issue
Training
The Sargent is offering several demonstrations of skill and attacks to those who he deems worthy, and can pay for it.
For Warriors:
Skill: Riposte
Required Level: 3
Cost: 350 loot
Bonus: every time an adjacent attack on you rolls a 2 (after modifiers), you perform a free quick attack with a -1 modifier. No extra effect for rolling a 1 or 6
Skill: Guard
Required Level: 2
Cost: 150 loot
Bonus: For two turns, all attacks against you have a -1 modifier to hit (Must roll a 3 or higher for success)
Attack: Pommel Strike
Required Level: 2
Cost: 200 loot
Range: adjacent
Damage: 50
modifier: none
Bonus: Double damage to heads.
For Archers
Skill: deep breathing
Required Level: 3
Cost: 400 loot
Bonus: The next time you fire an arrow, it is guaranteed to hit with no retaliation. A 1-2 is half damage, 3-4 is full damage, 5-6 is double damage.
Skill: Quick Reflexes
Required Level: 2
Cost: 100 loot
Bonus: For two turns, all attacks against you have a -1 modifier to hit (Must roll a 4 or higher for success)
Attack: Power shot
Required Level: 2
Cost: 250 loot
Range: distance
Damage: 80
modifier: -1
Bonus: none
For Mages:
Skill: arcane shield
Required Level: 3
Cost: 500
Bonus: You have permanent 50 damage armor against ranged projectiles. No armor against adjacent attacks.
Skill: Force
Required Level: 2
Cost: 200
Bonus: You push your target away from you, dealing no damage, but putting them at range. (Must roll 3 or higher for success)
Attack: Heal
Required Level: 2
Cost: 150
Damage: -50 (negative damage, it heals your target 50 HP. Use on allies)
Bonus: can be targeted on yourself.
Loot
Here is the amount of loot everybody has to spend:
Saraket: 336
Werther: 373
Burklaif: 120
Abdul: 200
Young Johnny: 243
Jhoferi: 58
Adventurers
Alive: Saraket, Werther, Burklaif, Abdul, Young Johnny, Jhoferi
Dead: Sally
Name: Saraket (Level 3)
Class: Archer
HP: 160/160
EXP: 0/300
Current range from Monster: Distance
Active Modifiers: none
Total damage dealt: 336
Age: Unknown
Description: Sand elemental, wears a blindfold, has glass shards for hair
Backstory: If he has one, he's not sharing it
Reason for joining the Fearless Society: Boredom
Any additional information: I get the impression that it would be kinda hard to do any lasting damage to him, considering he is, well, a sandstorm in the shape of a person.
Also: nice to see the successor to Brittan! I'm thinking I'll get Respawn to show up after I die. He'll be confused…
Name: Werther (Level 2)
Class: Warrior
HP: 134/190
EXP: 28/250
Current range from monster: adjacent
Active Modifiers: none
Total damage dealt: 373
Age:Adult
Description:A dilophosaurus.
Backstory:Werther once belonged to a decadent count who purchased him as a hatchling from a group of adventurers who found his egg while slaying the Bird-Serpents of the South. Werther was eventually trained to entertain at parties by mauling prisoners to death on command for the guest's amusement.
Reason for joining the Fearless Society:Eventually, the count disapproved of his daughter's choice of a peasant suitor and fed him to Werther. The count's daughter ran away after that, and the count swiftly tired of the dinosaur's "act" when it reminded him of what he had lost. The dinosaur was then sold to the Fearless Society.
Any additional information:I'd like to flavor my sword as bite damage, please.
Name: Burklaif (Pronounced: Boork-life) O'Labrador (Level 2)
Class: archer
HP: 100/100
Exp: 0/200
Current range from monster: distance
active modifiers: -1 to attacks against him
Total damage dealt: 120
Age: 16 years old.
Description: A member of Dog-People race, belongs to nomadic Labrador sub-race/clan.
Backstory: Burklaif was born in the nomadic clan of Labrador. Like every other child in the clan, Burklaif was trained in art of archery and animal tracking since childhood, which he spent hunting caribous and elks. Eventually, he was able to hunt much dangerous prey, like lynx or polar bear.
Reason for joining the Fearless Society: After turning 16 years old, Burklaif needed to complete initiation ritual to become true member of Labrador clan. He needs to kill dangerous rare, or magical creature in order to return to his clan. After 3 unsuccessful months of searching for the prey, he found a member of the Fearless Society. He offered him help with Burklaif's search in exchange for the permanent membership in the Fearless Society...
Any additional information: Since he belongs to literally anthropomorphic Labrador clan, I wish he got a small Cold Resistance.
Name:Abdul (Level 2)
Class: mage
HP: 70/100
EXP: 100/150
Current Range from monster: distance
Active Modifiers: none
Total damage dealt: 200
Age: Many moons
Description: A crazy arab with a CRAZY deathstick.
Backstory: Keeps drunkenly claiming the end is nigh.
Reason for joining the Fearless Society: Accident, thought he was signing an IOU at a bar.
Any additional information: THE END IS NIGH!
Name: Young Johnny (Level 2)
Class: Warrior
HP: 190/190
Exp: 58/250
Current Range from monster: adjacent
Active Modifiers: -1 to non-combat actions next turn
Total Damage dealt: 243
Age: 106
Description:A really old human his beard comes to his knees
Backstory: A baker left his store to his grandchild's.
Reason for joining the Fearless Society: Death in the battlefield is better that death in a bed.
Any additional information: Is his first time touching a weapon
Name: Jhoferi
Class: archer
HP: 100/100
EXP: 58/100
Current range from monster: distance
Active modifiers: -1 to non-combat actions next turn
Total damage done: 58
Age: 22
Description: A dull-eyed, ungainly young man, bespeckled with crumbs which he is often seen picking from his grimy clothing and eating.
Backstory: For some, there comes a time in their life when they discover their their true passion, the one real meaning for their existence, all at once. For twenty-two-year-old Jhoferi, previously a total slacker with few skills and little-to-no motivation or drive, this passion was onion rings.
He vowed to himself to do whatever it took to ensure he always had plenty of crisply fried, evenly-battered onion rings.
Reason for joining the Fearless Society: His nemesis (although Jhoferi is entirely unaware said person considers themselves a nemesis) convinced him there were onion rings a-plenty to be had by those brave souls employed by the Society. Just onion rings as far as the eye can see. Jhoferi is determined to do his duty and lay claim to the bloody onion rings of righteous victory.
Any additional information: Mildly hungry.
Name: Sally (Level 2)
HP: 0/190
EXP: 0/250
Current range from Monster: Distance
Active Modifiers: dead
Total damage dealt: 160
Age:13
Description: human female child, has long blond hair and is normally smiling.
Backstory: Daughter of farmers, has 4 older brothers.
Reason for joining the Fearless Society: What kind of kid doesn't dream of killing dragons and saving princesses? Sally just decided to try to make these dreams a reality.
Any additional information: Is unknown if she has her parents permission to be here.
Turn Template
Just say what you want to buy. Your loot carries over to the next shopping spree
Refrences:
Heavy Strike: A strong two-handed strike that puts all your power into the blow. No amount of armor can withstand a strike of this magnitude!
damage: 80
modifier: -1
Range: adjacent
bonus: Ignores armor
Quick Strike: A fast slash in front of you.
damage: 50
modifier: none
Range: adjacent
Bonus: none
Kick: A quick kick with your armored boots is sure to do damage to whatever it hits.
damage: 30
modifier: +1
Range: adjacent
Bonus: none
Arrow Shot: Shoot an arrow at your target, no matter the range. Does decent damage, but is neutralized easily with armor.
Damage: 60
modifier: none
Range: distance
Bonus: none
Lunge: lunge straight for your target with your knife, cutting deep into the target if successful. A miss will leave you wide open, however.
Damage: 70
modifier: -1
Range: adjacent
Bonus: A miss will give your target a free attack, weather or not the roll was a 1.
Slash: Sweep your knife across your target, dealing easy, but shallow damage.
Damage: 20
modifier: +1
Range: adjacent
Bonus: none
Magic Bolt: Fires a bolt of elemental energy at the target. This ignores armor, but is not that strong.
Damage: 30
modifier: none
Range: distance
Bonus: ignores armor
Magic Beam: Fires a constant beam of elemental energy. This is more damaging, but difficult to aim.
Damage: 50
modifier: -1
Range: distance
Bonus: ignores armor
Staff Strike: Whack your target with your staff, good when things get too close for comfort.
Damage: 20
modifier: +1
Range: adjacent
Bonus: none
OOC notes
I've updated the OP to include the new armor rules. Warriors now have 40 damage armor from ranged attacks, and 10 damage armor from adjacent attacks. Archers have 10 damage armor from ranged attacks. If a monster has armor, I will specify how much damage it protects.
Skills can be used in place of an attack. You cannot use a skill and an attack on the same turn.