(Wait so even if the mage may effect my dealmaking, he agreed to come and has set up the portal right? if so thats great)
The Expedition Begins now! If that wizard hasent set up the entrance portal have him set it up here, otherwise we continue moving on, Ranger at the lead.
And it Continues, Ranger at the lead.
My Soldiery will kill the beasts, while I defend myself.
Should we encounter any place to loot or buy weapons and armor, loot or buy them)
Name: John the Litigator
Description: A Extremely frustrated scribe, who had heard his friend Robert had journeyed to the tower of the lich king as a final hurrah to attain immortality, or die forever trying. Fearing his own impending demise, he decided to bust out his set of skills to avenge Rho-bha''rt and eventually himself.
Days to Live: 4
Rolls per Turn: 4
Items: 3x bag of coin
(Spend 5 points:)
Vitality: 1
Stamina: 2
Attack: Adds to roll in combat.
Defend: Adds to roll in combat.
Adventure: Adds rerolls.
Craft: Adds rerolls.
Magic: Adds rerolls.
Social: 2
1: WIZARD [??] Your wizard writes some neat runes on the ground in the middle of town. Gives a thumbs-up.
2: Adventure [1] You leave the kingdom and enter the Brutal Graveyard! A heavenly choir of death metalists sing of brutality and defilement!
Encounter rate 6/6: a horde of skeletons appear! They have +2 attack and +2 defense and gain +2 attack against anyone who is alone, and become a mob of skeletons when defeated.
Soldiers [1+1-2] your mercenaries beat at the skeletons with their sticks and clubs, but they're overtaken by the terror of shock combat! Skeletons do not feel terror. They counterattack the soldiers!
Soldiers defending [5+1-2] The mercs don't seem happy about it, but they hold the line. Maybe there's not much these skeletons can do anyways...
Defend [2] One of the skeletons slips through and pokes you in the eye! Your Craft is now -1.
No time to gather weapons, attacking [5] Enraged, you leap forth and whack the skeletons with a tome until many of them are smashed into uselessness. The horde is reduced to a mere mob, which has +1 attack +1 defense and becomes a lone skeleton when defeated. You manages to scavenge some dilapidated armor from the fallen skeletons and distribute it to your mercenaries, they now have +2 defense.
The fighting goes on all night, the soldiers seem exhausted. You are still engaged with a mod of skeletons.
3 days left.
Name: Sordus
Description:A generic swordsman
Days to Live: 1d6 +3
Rolls per Turn: 3
Items: 1x bag of coin
Vitality: 3
Stamina: 0
Attack: 2
Defend: 0
Adventure: 0
Craft: 0
Magic: 0
Social: 0
1) learn how to infuse my muscles with chi so that they never tire
2) Use chi to learn how to warp space around me, speeding me up
3) learn to harden my skin so that nothing can pierce it.
1: [3] You train hard and gain 1 stamina! Unfortunately your muscles seem already saturated with ki so you won't be able to improve your stamina any further with this method.
2: [3] You mediate for a while and suddenly come to a realization: you don't have to move faster if you can just hit the opponent until they start to move slower. You learn cripping strike: attack with -1 to your roll. If successful, you may attack that target once more with no -1.
3: [4] You consult the ancient texts for advice on how to make your skin resistant to being cut. They recommend armor. You spend your bag of coin to purchase a set of textile armor with +1 defense.
Encounter rate 1/6: You remain un-accosted by round brigands.
3 days left.
Name: Smithy
Description: A mobile, sentient, talking metal smithing forge complete with a pickaxe as an arm
Days to Live: 1d6 + 1
Rolls per Turn: 3
Items: 1x bag of coin
Vitality: 1
Stamina:
Attack:
Defend: 1
Adventure: 1
Craft: 1
Magic:
Social: 1
1. Go to the local mine and mine iron ores
2. Practice smithing
3. Practice talking to others
[3+1] days left.
1: Adventure [5, 6] You descend into the dark and soon return with a large hunk of magnetite.
2: Craft [3, 4] You spend much of the rest of the day in front of a bloomery, smelting your ore. Eventually you get some metal, which you forge into a bar. You're getting the hang of it, future smelting may be faster.
3: Social [5, 5] You manage to talk your way into a fancy party for nobles. They seem very impressed with you, and promise to promote you to all their friends. +1 social while in the kingdom of light.
Encounter Rate 1/6: Nothing happens.
3 days left.