I'm not sure there will be a waiting list. Five people may be a bit too much, especially during combat-heavy turns. As such, it is my duty to kill off the players in combat glorious combat. Furthermore, I think I'll start making hidden rolls each turn to determine the progress of the enemy. They might spend another fifty turns doing nothing, or they might start moving in soon if they're not delayed.
Taricus: Buy camping gear and head for enemy supply lines.{2} - After making his purchase, Taric gathers his squad and walks to the local teleportation nexus. The mages are preparing for the next portal, and Donavan is already there with his squad, looking blankly at the wall. Most of the other new sergeants join them, and the the mages finish their spell, teleporting everyone present to a new-looking wooden fortification near the frontlines.
Taric is given an extra week of food and is pointed to the general location of the enemy supply lines on a map. He quickly heads north into the no-man's land between fortifications, and his squad stumbles upon an enemy squad apparently trying to sneak by the guards! This cannot be allowed.
The enemy squad consists of a guy with a bow and four fighters.
Bdthemag: Buy rations and defend a town.{4} vs {1} - The blacksmith, upset with his failings, heads to the market to purchase food. He recognizes an old friend at a cart, and buys a week's worth of food for a mere silver.
His squad is waiting outside the teleporation nexus. They enter together, get teleported to the front, and then head to the nearest non-evacuated town.
{6} - They arrive an hour later. The militia standing guard cheer at his approach. The few townspeople remaining are packing up their possessions for departure, but won't be ready to leave for at least a day. {HIDDEN ROLL} Nobody sees any enemies.
Fuzzy Zergling: Find potions shop{1} vs {8} - The dwarven mage goes into the market looking for a potion shop .... Ale counts as potion, right? ... That's a strange looking ale that guy's holding out to you, and his shouting isn't helping ... {1} He looks shocked as you quaff it. That was a highly rare and expensive {6} Potion of Divine Providence? Huh, sounds worthless. Wasn't very good ale, either. You feel yourself getting sober again, and the man snatches your money pouch, exclaiming that it's not nearly enough, and the potion was worth more then your life. Fortunately, your squad approaches before he can do anything rash. {5} vs {4} Ultra masterfully argues that the potion was a highly unreliable good-luck potion, and barely worth five silver, let alone twenty. After a few threats of revealing him as a charleton, backed by dwarven intimidation, the man grumbles and leaves.
Ironyowl: Buy robes, distribute potions (Disciples cannot use mana potions. They'll get some spiffy disciple-only spells later, though. I think their tier 2 spells will be equivalent to mage tier 3.)
After making his purchases, Alisera quickly locates his squad and the teleportation nexus. The lieutenant on watch assigns {5} a moderately-experienced squad to him. It consists of two fighters and two mages. They head to the nearest town {RIDDEN ROLL} uneventfully. When they arrive, the townspeople are very nearly finished packing.
Is there anything you wish to do in town before they leave?
Riccto: Auto-mode engaged. Heading to the frontlines to take job as garrison (XP and money will be given based on time spent.)
Race: Orc - +1 melee attack, +10% HP, -10% MP, -1 int.
HP: [33/33]
XP: [0/30]
Att: 1d8
Def: 1d7
Class: Fighter
Skills:
Tactician 2: +2 to planning battles with more then one squad.
Master-at-arms 1: Likely to be issued additional squads during battle missions.
Charismatic 2: +2 to charisma.
Abilities:
Bash: A powerful yet slow attack. +2 attack but -1 defense this turn.
Headbutt: Use your helm as a weapon. Warning: Not for use against well-armored foes. +Attack based on comparative armor.
Weapon: 2H iron warhammer +3
Set of iron armor +3
HP: [22/22]
XP [0/30]
Att: 1d12
Def: 1d6
Class: Fighter
Skills:
Axeman 2: +2 to attack when wielding an axe.
Aggressive 2: +2 attack, -1 defense
Abilities:
Execution: +5 attack if target has less then 20% HP and nobody is distracting this fighter.
Taunt: Target gets -1 defense and forced to attack this fighter for two turns if successful.
Weapon: 2H iron axe +3
Set of iron armor +3
HP: [16/16]
XP: [0/30]
Att: 1d6[ranged] 1d6[melee]
Def: 1d6
Class: Rogue
Skills:
Scouting 2: +2 to scouting.
Theft 2: +2 to burglary.
Abilities:
Combat Disarming: If attack succeeds, target drops weapon. On +4, steal weapon.
Dirty Fighting: (Once per target) Human-like target gets -2 defense and -2 attack for 2 turns.
Weapon: Bow +1
Quiver of iron-tipped arrows +1
Iron dagger +1
Set of hardened leather armor +2
Small folding spyglass: +1 observation
HP: [11/11]
MP: [18/18] (9 base, 9 from items)
XP: [0/30]
Att: 1d5
Def: 1d4
Class: Mage
Skills:
Alchemist 2: +2 to brewing potions. May identify wild plants with 1d4.
Spiritual 2: +2 magic attack.
Spells:
Fireball: 7 mana. 10 damage. Targets enemy squad.
Healing: 4 mana. 10 healing. Targets single friend/self.
Stone Throw: 7 mana. 15 damage. Targets single enemy.
Wrath: 5 mana. Target1 -1 def and forced to attack target2 for one turn.
Weapon: Apprentice staff of +5 MP
Robes of +5 MP
2 simple mana potions +10
2 simple healing potions +10
Portable mini alchemy set: 1d5
15 silver
14 man-days worth of food
Camping gear: Reduces chances of bad nights.
Race: Humans
HP: [15/15]
MP: [40/40] (20 base, 20 from items)
Minions: [0/2]
XP: [0/30]
Att: 1d4
Def: 1d4
Class: Disciple (Undead, Demonology)
Skills:
Charismatic 2: +2 to charisma.
Research 2: +2 to researching.
Tactician 1: +1 to planning battles with more then one squad.
Spells:
Raise Zombie: 10 mana. Reanimate a recently killed body under the caster's control. Lasts one hour or until destroyed.
Summon Minor Demon: 25 mana. Uses two minion slots. Effects unknown.
Weapon: Acolyte staff of +5 MP
Robes of +5 MP
Unholy signet ring of +10 MP (This ring is proof of a bond with Aalrknth. Effects unknown. Cursed; irremovable.)
HP: [20/20]
XP [0/30]
Att: 1d9
Def: 1d7
Class: Fighter
Skills:
Axeman 2: +2 to attack when wielding an axe.
Blacksmith 2: +2 to blacksmithing.
Abilities:
Cleave: -1 attack on target1, -3 attack on target2. Target1 and target2 are in the same squad.
Frenzy: +2 attack, -1 defense, low chance of targeting allies if stressed.
Weapon: 2H iron axe +2
Set of iron armor +3
HP: [15/15]
XP: [0/30]
Att: 1d7[ranged] 1d5[melee]
Class: Rogue
Skills:
Lockpicking 1: +1 to picking locks
Silent Movement 1: +1 to stealth
Archery 1: +1 to archery.
Abilities:
Hamstring: (Melee, behind) Successful attack hinders target's movement. +3 attack if undetected.
Vital Shot: (Ranged) -1 attack. Doubles damage that connects.
Weapon: Bow +1
Quiver of iron-tipped arrows +1
Iron dagger +1
Set of hardened leather armor +2
Basic lockpick kit +1
HP: [10/10]
MP: [20/20] (10 base, 10 from items)
XP: [0/30]
Class: Mage
Skills:
Alchemist 2: +2 to brewing potions. May identify wild plants with 1d4 base.
Herbalist 2: +2 herbalism.
Spells:
Thunderbolt: 5 mana. 14 damage. Targets single enemy.
Healing: 5 mana. 14 healing. Targets single friend/self.
Fuse Flesh: 6 mana. 17 healing. Target gets -1 to rolls for three turns or ten minutes. Targets single friend not-self.
Agony: 5 mana. 7 damage. Targets single enemy. Target gets -1 to rolls for three turns or ten minutes.
Weapon: Apprentice staff of +5 MP
Robes of +5 MP
2 simple mana potions +10
2 simple healing potions +10
Portable alchemy set: 1d6
Race: Humans
HP: [30/30]
XP: [0/30]
Att: 1d8
Def: 1d9
Class: Fighter
Skills:
Hammerman 2: +2 attack with hammers.
Blacksmith 2: +2 to blacksmithing.
Shield 1: +1 defense with shield.
Abilities:
Rage: +2 attack, -1 defense
Charge: +1 attack, target might not retaliate against charger this turn, must have a clear line to run towards target.
Weapon: Iron warhammer +2
Iron Shield + 1
Set of iron armor +3
HP: [20/20]
XP [0/30]
Att: 1d7 + 1d4
Def: 1d8
Class: Fighter
Skills:
Swordsman 2: +2 attack with swords
Dual Wielding 2: When dual-wielding, make one attack at -1 and the second at -3.
Abilities:
Combat Medic: Stops bleeding, restores a small amount of HP. Target must remain stationary.
Frenzy: +2 attack per weapon, -1 defense per weapon, turn defensive weapon bonuses into attack.
Weapon: Iron longsword +2
Iron shortsword +1att/+1def
Set of iron armor +3
HP: [20/20]
XP: [0/30]
Att: 1d8
Def: 1d8
Class: Fighter
Skills:
Axeman 2: +2 attack with axes
Unarmed 2: +2 att/+1 def while unarmed.
Abilities:
Heavy swing: +1 attack, -1 defense, opponent may drop shield.
Steal Weapon: (unarmed) -1 attack, -4 defense, negate opponent armor bonus, steal or drop weapon rather then deal damage if successful.
Weapon: Iron axe +2
Iron shield +1
Set of iron chainmail +3
HP: [15/15]
XP: [0/30]
Att: 1d8[ranged] 1d5[melee]
Def: 1d6
Class: Rogue
Skills:
Crossbow 2: +2 attack with crossbows
Lockpicking 2: +2 lockpicking.
Abilities:
Backstab: +3 attack, halves foe defense if undetected.
Vital Shot: (Ranged) -1 attack. Doubles damage that connects.
Weapon: Crossbow +1
Quiver of iron-tipped bolts +1
Iron dagger +1
Set of hardened leather armor +2
Basic lockpick kit +1
18 silver
8 man-days worth of food.
Race: Dwarves - +10% HP, +1 defense, -10% MP, -1 charisma
HP: [16/16]
MP: [27/27] (18 base, 9 from items)
XP: [0/30]
Att: 1d4
Def: 1d5
Status: Potion of Divine Providence: Unknown effects
Class: Mage
Skills:
Rockclimbing 2: +2 to traversing unsteady terrain. +1 to squad's rolls for such.
First Aid 2: +2 to healing outside of combat. +2 to stopping bleeding during combat.
Riding: +2 to riding domesticated animals.
Spells:
Fireball: 7 mana. 10 damage. Targets enemy squad.
Healing: 4 mana. 10 healing. Targets single friend/self.
Lightning: 4 mana. 5 damage. Stun for 1d4-1 turns. Targets single enemy.
Agony: 11 mana. 20 damage. Targets single enemy.
Weapon: Apprentice staff of +5 MP
Robes of +5 MP
HP: [11/11]
MP: [27/27] (+18 base, +9 from items)
XP [0/30]
Att: 1d4
Def: 1d5
Class: Disciple (Light, Speed)
Skills:
Tracking 2
Foraging 2
Spells:
Focus Beam: 11 mana, 24 damage. Targets single enemy.
Haste: 6 mana. +1 attack for two turns. Targets friendly squad/this squad.
Weapon: Acolyte staff of +5 MP
Robes of +5 MP
HP: [11/11]
MP: [22/22] (+18 base, +4 from items)
XP [0/30]
Att: 1d8
Def: 1d5
Class: Disciple (Air, Flight)
Skills:
Archery 2: +2 to attacks with bows.
Clothesmaking 2
Spells:
Lift: 6 mana + 3/turn. Creates a spherical area of negative gravity roughly two meters in diameter. Area may be moved slowly, but must remain in the caster's LoS.
Angelic Self: 6 mana + 3/turn. Etheric wings sprout from the caster's back, allowing flight.
Weapon: Bow +1
Quiver of iron arrows +1
Robes of +5 MP
HP: [11/11]
MP: [27/27] (+18 base, +9 from items)
XP [0/30]
Att: 1d4
Def: 1d5
Class: Disciple (Domination, Control)
Skills:
Tactician 2: +2 to planning battles with more then one squad.
Blacksmithing 2
Spells:
Command Other: 15 MP. Caster may issue a brief order to the target. Target may get a will check if command goes against its nature or contradicts other orders. Lasts roughly one turn, after which the target will know it was influenced. Targets single.
Control Motivation: 10 MP. Alters morale, giving +2 or -2 bonus/penalty to defense that decrements towards 0 by 1 per turn. Targets any one squad in LoS.
Weapon: Acolyte staff of +5 MP
Robes of +5 MP
Race: Driders - +1 attack, +1 int, cowards.
HP: [20/20]
MP: [50/55] (40 base + 15 from items)
XP: [0/30]
Att: 1d5
Def: 1d4
Class: Disciple (Boons, Afflictions)
Skills:
Swordsspider 2
Diplomacy 2
Torture 2: +2 to interrogations.
Spells:
Magnify Damage: 10 mana. Any attack that hurts the target deals an extra 1d4. May only be resisted on the inital cast. Lasts three turns. Targets any single enemy.
Frenzy Ally: 10 mana. Gives an ally +3 attack and -1 defense for three turns. Berserk allies have a low chance of hitting allies. Targets single friend, not-self.
Weapon: Acolyte Staff +5 mana
Drider robes of +5 mana
HP: [20/20]
XP [0/30]
Att: 1d9
Def: 1d10
Class: Fighter
Skills:
Swordsman 2
Shield user 2
Abilities:
Defend Ally: +3 defense, take up to two attacks for one ally this turn.
Disadvantage Distracted Enemy: +3 attack on a target that cannot properly defend.
Weapon: Iron longsword +2
Iron shield +1
Set of iron armor +3
1 simple healing potion +10
HP: [10/10]
MP: [30/30] (20 base + 10 from items)
XP: [0/30]
Att: 1d5
Def: 1d4
Class: Disciple (Life, Death)
Skills:
Healing 2: +2 to healing a target outside of combat.
Diplomacy 2
Spells:
Heal: 9 mana, 15 healing. Targets friendly squad/this squad.
Inflict Damage: 9 mana, 15 damage. Targets enemy squad.
Weapon: Acolyte Staff +5 mana
Drider robes of +5 mana
HP: [10/10]
MP: [20/25] (10 base, 15 from items)
Minions: [0/1]
XP: [0/30]
Att: 1d5
Def: 1d4
Class: Mage
Skills:
Alchemeist 2: +2 to brewing potions. May identify wild plants with 1d4 base.
Herbalist 2: +2 herbalism.
Spells:
Raise Zombie: 15 mana. Reanimate a recently killed body under the caster's control. Lasts one hour or until destroyed.
Shield Ally: 10 mana. +3 defense. Decrements towards 0 by 1 per turn. Targets any ally/self.
Diviniation: 5+mana. Scry a nearby location. Clarity and ward-piercing ability depends on mana spent and distance.
Disrupt Enemy: 10 mana. Target gets -1 to all rolls for 4 turns. Targets single enemy.
Weapon: Apprentice staff of +5 MP
Robes of +10 MP
2 simple mana potions +10
1 simple healing potion +10
Portable alchemy set: 1d6