"Thank you Bruv Brightbuckle for the opportunity to organize our guild's next expedition. I have been consulted by Bruv, that we are not ready for the cultist camp. We may do that, or something else after the current adventure. Either way we need to be more prepared."*Ripclaw tosses Ayes a knotty old bow*"First, we are going to deal with the Keyforged goblin problem, once and for all."
Sleight Rating: -3
Might Rating: -3
Insight Rating: -3
- Ranger Aywen, 2.5 dungeons, goblin bow (+0 sleight)
level 1 ranger (+4 hitpoints, +1 sleight), level 1 bard (+2 hitpoints, +1 insight)
6 hitpoints / 1 sleight / 1 insight / 101g
- Warrior Garrett, 0.5 dungeons, rusty halberd (+0 might)
level 1 warrior (+6 hitpoints, +1 might)
6 hitpoints / 1 might / 100g
- Rogue Bruv, 2 dungeons, guild-issue pocketknife multitool (+0 sleight)
level 2 rogue (+6 hitpoints, +2 sleight)
6 hitpoints / 2 sleight / 100g
- Bard Blacktooth, 0 dungeons, decorative banjo (+1 insight)
level 1 warrior (+6 hitpoints, +1 might)
6 hitpoints / 1 insight / 1 might / 103g
Total: 3 sleight / 2 might / 2 insight / 404g
*I assumed the growth chart for the bard and cleric have their stats swapped, the bard now has better hp since it lacks a cleric's healing, so it's not just inexplicably inferior for some reason.
— Stats —
- Might: Combat and strength checks. The magic version of strength being telekinesis.
- Sleight: Detect concealed things in a room. Finesse for disarming traps and eluding others.
- Insight: Deduce problems passively, when player input isn't possible. Persuasion and reading another's intentions.
- Hitpoints: If you lose all your hitpoints you are forced to exit the dungeon. Generally enemies will choose random targets, regardless of who participates in combat. When multiclassing, your active class is used, plus 2 additional hitpoints for every level in other classes.
*'Brawn' being a name for a wizard's attack magic potency didn't sit right with me, so I have renamed the stats. They still work the same way, brains is insight, and brawn is might.
— Gameplay —
- Levels: You start as level 1 in your chosen class, and level 0 in the other classes. Upon completion of a sufficient number of dungeons to level up, you will be able to choose which class to increase.
- Items: You may only bring one stat increasing item, the one you bring is your active class. You may only use abilities for your active class. If you didn't have one, a basic +0 item has been provided, and if you did it gives +1 now(so long as it was purchased or crafted after joining Keyforged). These default items have no value and cannot be traded, and can be replaced for free after an adventure if destroyed.
- Rolls: The dungeon rolls to test the heroes, and if the roll is less than the DC, the party overcomes.
- DC: Difficulty Check that the dungeon is trying to overcome. The party's combined amount in the relevant stat is used. It may use a specific hero's score instead if the others are unable to help for some reason.
*There will be opportunities to buy new items if this dungeon is completed.
You may only use 1 active ability per turn.
— Passive Abilities —
- AMBUSH: Warrior/Rogue. If the party wins a sleight check, all warriors get +10% might and all rogues gain might equal to 50% of their sleight, for the remainder of the current turn, 1 min.
- VIGOR: Ranger/Warrior. If you enter a room for the first time, you heal 1/10th of your max hitpoints, min 1.
— Active Abilities —
- HEAL: Cleric/Ranger. Heal a party member for 2 hitpoints per insight modifier(cleric) or sleight modifier(ranger).
- BUFF: Bard/Mage. +1 to every DC next turn per 5 insight(bard) or 5 might(mage), min 1. You cannot use abilities in the next room.
- RITUAL: Mage/Cleric. Provides a context sensitive advantage if successful. If the party wins a sleight check, and there is a mage or cleric in the party, a hint will be given about what this will do.
- REROLL: Rogue/Bard. Once per dungeon you can turn back time and everyone in the party gets a reroll on the room.
Goblins have attacked Keyforged twice, leaving ensnaring booby traps when not captured in time. Ravenwoman Taarka managed to capture one of the goblin trappers. I can say this little devil has been treated reasonably well in our prison, not that I expect much gratitude from it.
Remember, we are not on the battlefield. This is a captive, an intelligent being in its' own right.
We need to find where these goblin raiders are coming from. Our prisoner knows where it is. How should we proceed?
Shall we
a. Torture (this kills the goblin)
b. Release and follow (1/6 chance to slip away and alert)
c. Bribe (-30 to -180 gold total, cost distributed evenly)