Thread #6396621
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For too long, humanity has trembled in fear of the dark.
Monsters from the depths below have, for as long as humankind could remember, ruled the caverns and ran rampant through the shadows of night. Beasts of claw and fang tore and devoured, ruthless daemons, monsters beyond flesh, bore the power to render even our fortress cities little more than rubble, and perhaps worst of all, the Abysskin, some weak and sly, others so mighty that they can deny even the sun to their surface lands, used mysterious sorcery to overwhelm the forces of man. For generations untold, we were powerless to resist, only the holy light of the Sun and Moon granting respite from that unbeatable terror. There was no compromise, no mercy, and no potential for negotiation. Because of their magicks and impossible might, outside the daylight there was only blood.
Until, that is, humankind themselves gained that arcane might.
The Hierophants, long suffering in their seemingly futile attempt to even the playing field, finally created magic that humans could use. Glyphs, taken from the language of the Abyss but sanctified for human use by the glory of the Lights Above, allowed us to fight back, first only enough to defend ourselves on those moonless, cloudy nights, then enough to press the attack, to eradicate the beasts and daemons and drive the Abysskin back into the caverns below. We could construct mines, steal the bounties of steel and crystals blessed by the grand mana swirling at the core of the world, and pursue industry. From the freed farmlands, enough food could be grown to eradicate famine, advance the common good, and allow people to finally pursue the arts and entertainment. Sunfire streetlamps lined every city and town, repelling monsters with their radiance, and great barriers were woven into the bulwarks of the fortress-cities, stopping even the mightiest beast dead in its tracks.
The Hierophants are a mysterious, shadowy lot, few in number and utterly opaque, so much of the fighting has been left to Magecorps, some at the service of their nations, and others rag-tag guilds of mercenaries. You and your compatriots belong to one such group, a guild, subsidized only mildly by the Republic from which you hail, determined to find wealth, glory, and honor in the caverns below. Officially, you’re a “Subsidiary Tower” of the Hierophant's Grand Order, but the people, high and low, call you something else. To the world, you are Spelldivers.
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>>6396621
MECHANICS AND EQUIPMENT:
All Guild Members are given FOUR primary pieces of equipment as they dive into the depths. These are their Communicator (enchanted hat, earring, necklace, scarf, or any other article worn on the head or neck) used to communicate with their fellow Spelldivers, your Handpick, a double bladed magical tool able to easily mine ores and process monster parts, your Hieroshield Ring, protecting your body and keeping the Abyssal Corruption at bay, and your Casting Focus, onto which you transcribe the Spells you create.
Be sure to not to let your Hieroshield break! If your Hieroshield Points (HP) fall to zero, you will be incapacitated by the backlash, abd your teammates will have only one turn to heal you before you are forcibly evacuated by your Hieroshield Ring's emergency exit function, costing the whole crew Coreshards proportionate to the mission's Depth.
Missions will occur on a dark hexagonal map, with only their starting positions illuminated. The darkness may be pierced with Magelights, which may be created either via spells or by your boots, which leave magelights on any space you pass through.
Each round, you may take a Movement and an Action. A movement simply allows you to move a number of spaces equal to your MOV. You may pass through ally spaces, but not enemy spaces unless otherwise stated. If you would move into a wall, pillar, or other such obstruction, you will automatically move as close to your intended location as possible. If you are near cover (e.g. a pillar, tree, or boulder), you may instead use your movement to take a Cover action, automatically moving around the cover tile to avoid enemy line of sight if possible.
Using your action, you may do any one of the following:
>Take a second Movement
>Cast a spell [Unless otherwise stated, spells move in straight lines. When casting horizontally (left and right) you must explicitly declare whether you’re casting on the top or bottom hexes]
>Mine resources
>Scavenge a fallen monster
Between missions, you may change your spells and equipment free of cost. You may have up to 3 spells at a time, so long as the total Runespace across all three of your spells is less than or equal to the capacity of your current casting focus. You are highly encouraged to name your spells.
New sigils and equipment schematics may be found either by scrounging through the bodies of monsters, happening upon a relic buried in the Coreshard deposits of the abyss, earning one as a quest reward, or purchasing them at the end of every mission using the Coreshards you find in the depths.
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>>6396622
SPELL ELEMENTS:
While all spells are Colorless by default, some sigils will add elements to your spells. These have a number of benefits, allowing the caster to exploit elemental weaknesses and take advantage of the minor perks associated with each element. However, be warned: many monsters have elemental resistances, taking less damage from attacks of that element.
So far, your Guild only has access to Fire, Ice, and Earth, but, as you increase your collection of sigils, many more will become available.
>FIRE: Upon a successful hit, inflict 1 stack of Fire onto that target. At the end of every round, anyone takes damage equal to their Fire stacks, then removes one Fire stack from themselves. Enemies with Fire stacks are illuminated.
>ICE: Upon a successful hit, inflict 1 stack of Ice onto that target. On their next movement, that target’s MOV is decreased by their total ice stacks. Then, all ice stacks are removed.
>EARTH: Upon casting an Earth element spell, gain 1 DC until your next turn
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>>6396623
GEAR:
CASTING FOCI:
>Spellsword <Gloomcutter> [Runespace: 9, +3 ACC and +1 DMG within melee range, +1 MOV]
A lightweight, standard issue spellblade made to channel magic and cut through the beasts of the depths in one fell swipe.
>Staff <Brightwood> [Runespace: 13]
A standard issue staff carved of sunkissed oak, capable of carrying many complex sigils
>Wand <Shardcandle> [Runespace: 8, +1 DC, +2 DMG]
A standard issue wand, able to be crafted with more expensive materials thanks to its more compact size, allowing higher performance at the cost of less space
HIEROSHIELDS:
>Bulwark [12 HP, 3 MOV, 8 DC]
The most popular standard issue Hieroshield, durable and reliable.
>Gazelle [6 HP, 5 MOV, 6 DC. You may move unimpeded through enemy occupied spaces]
Standard issue Hieroshield ring. Lightens the body of the user, allowing for faster movement and better evasive maneuvers
>Vampire [7 HP, 4 MOV, 7 DC. Gain 6 HP when you deal a final blow (split among all Vampire Hieroshield users that attacked that enemy that round). Vampirism overshield up to 14 total HP. ]
Niche Hieroshield ring, capable of restoring itself using the life force of monsters.
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>>6396625
SIGILS
EFFECT (You may only take each effect one time per spell. Each new effect after your first costs an additional +1 Runespace [e.g, +1 for your second, +2 for your third])
>Restore [Runespace: 2, DMG: 2; Restore the Heroshield of your target using this spell’s DMG.]
A Spelldiver’s most vital tool, capable of restoring the precious Hieroshields of themselves and their allies.
>Hierosmite [Runespace: 1, DMG: 2; Deal damage equal to this spell’s DMG to an enemy.]
A Spelldiver’s main weapon against the monsters of the Abyss.
>Magelight [Runespace: 1; Spread Magelights across every space this spell passes through]
Creates the shimmering mana particles that Spelldivers rely on to navigate the depths. Striking a target illuminates their position
>Barrier [Runespace: 3, DMG: 3; Create a construct equal to this spell’s DMG, blocking all successful attacks against the target. Cannot create more than one Barrier per cast.]
Manifests a precious first line of defense, preventing your Hieroshield from being broken
>Quickstep [Runespace: 1, DMG: 1; Increase the target’s MOV by this spell’s DMG on their next movement]
Allows you to quickly engage an enemy or escape, even with a heavy duty Hieroshield
FORM (MAX: 1)
>Arrow [Runespace: 0, 2d5, Range: 3; can target yourself]
The simplest form a spell can take, a straightforward shot of magic
>Missile [Runespace: 1, 3d2+2, Range: 6, BEND]
A controlled bolt of mana, accurate and reliable, capable of travelling freely without a fixed trajectory
>Lance [Runespace: 2, 2d4+1, Range: 5, PIERCE]
A long bolt of mana capable of piercing through enemies, affecting all within its range and trajectory. Does not include the casting point (generally your space)
>Wreathe [Runespace: 1, 2d5, Range: Melee (1), DMG +2]
Wrap your mana around your fist, focus, or blade, dealing brutal close-range damage or casting the spell directly upon yourself
>Chain [Runespace: 3, 1d6+2, Range: 4, CHAIN (Chaining Range: 2)]
An arcing chain of magic, able to hit a potentially unlimited number of targets. You need to hit all enemies in the chain. If you miss, the chan ends. You may not be the target of a Chain
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>>6396627
MODIFIER
>Longshot [Runespace: 1, +2 Range, +1 ACC, Cannot be taken on Melee-Form spells]
Concentrated and dense, capable of surviving farther distances
>Reactive [Runespace: 1, +1 Range, +1 DMG. Spell does not come into effect when cast, instead activating upon receiving a failed or successful enemy attack. Gain +2 DC (does not stack with other prepared spells) before the spell is cast.]
The caster keeps this spell prepared as their enemies move, honing its potency until the monster presents themselves
>Crescendo: [Runespace: 2, +3 DMG. Can only be taken once per spell. Incompatible with Forte.]
A grand surge of magic, far more potent than an unmodified spell
>Forte: [Runespace: 1, +1 DMG. Can be taken a maximum of 5 times per spell. Incompatible with Crescendo.]
A harmonizing melody of sigils, each inscription of it more potent than the last.
>Imbue [Runspace: 1. Currently available imbuements: Ice, Fire, Earth. Can only be taken once per spell.]
Allows the caster to imbue the chosen element into their spell, making it more effective against certain targets and granting bonus effects
>Trickshot [Runespace: 1. You may change the casting point of your spell to any space within one space of your current position.]
Allows the caster to distend their mana, allowing them to throw the spell as if they were standing elsewhere nearby
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Welcome to Spelldivers! Please feel free to make your characters, and have fun with it! I mentioned "humanity" a lot, but I'm totally fine with you guys getting creative with how your characters look, as long as their size is roughly humanoid and they can use all the equipment. How your character looks will have no bearing on the mechanics, so keep that in mind.
If you have any questions about the rules or setting, don't hesitate to ask! Oh, and don't forget, name your spells. It makes my life so much easier.
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Also, a clarification since in retrospect it may not have been clear:
You can make up to 3 distinct spells.
ALL SIGIL RISTRICTIONS (Including but not limited to the limit of 1 form per spell, incompatibilities between sigils like Crescendo and Forte, the ban on repeat effects, and the increasing cost of additional effects) ONLY APPLY ON THE SAME SPELL. You can, for example, have Crescendo on one spell and Forte on another.
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>>6396632
Here goes SOMETHING...
>HESTRI BOULLENCOURT:
To some? A swamp-dwelling recluse. To others? A swamp-dwelling hag. It’s not hard to ascertain why–those who don’t know the young(ish?) bogwitch would take her near-perpetual hunched figure and peculiar odor as the hallmarks of a witch of yore, but those who know her know that it’s a primarily self-imposed exile. Unlike those who share her fancy surname, Boullencourt found social interaction tiresome at best… but potion components don’t pay for themselves, and what better place is there to discover new breakthroughs in alchemy and magick than the caverns?
>Spellsword <Gloomcutter> [Runespace: 9, +3 ACC and +1 DMG within melee range, +1 MOV]
>Bulwark [12 HP, 3 MOV, 8 DC]
>SPELLS:
>>Lance of Power
>Restore [Runespace: 2, DMG: 2; Restore the Heroshield of your target using this spell’s DMG.]
>Lance [Runespace: 2, 2d4+1, Range: 5, PIERCE]
>>Farstrike
>Hierosmite [Runespace: 1, DMG: 2; Deal damage equal to this spell’s DMG to an enemy.]
>Wreathe [Runespace: 1, 2d5, Range: Melee (1), DMG +2]
>Trickshot [Runespace: 1. You may change the casting point of your spell to any space within one space of your current position.]
>>Holstmaar’s Getaway
>Quickstep [Runespace: 1, DMG: 1; Increase the target’s MOV by this spell’s DMG on their next movement]
>Arrow [Runespace: 0, 2d5, Range: 3; can target yourself]
>Forte: [Runespace: 1, +1 DMG. Can be taken a maximum of 5 times per spell. Incompatible with Crescendo.]
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>>6396647
Wonderful art and concept! All your spells are looking good. One thing you might want to keep in mind, though, is that Lance doesn't target the space you're standing on (unless you move the casting point to somewhere else with something like Trickshot). If you wanna just have a cool spell to heal your fellow Spelldivers, it's totally fine as is, though.
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>>6396625
Another witch stumbles into view. Her outfit has a remarkably bland color scheme compared to what you'd expect from a witch, consisting of drab greens and sandy browns. The most noteworthy part of her outfit is the mask on her face. It was a bulky thing, made out of dried leather and cloth, that was clearly handmade out of whatever was available. She adjusts it with her gloved hand, to make sure it fits on properly.
A pair of beady green eyes stares out from the lenses of the mask. It's the kind of outfit you'd expect of someone ready to go to war.
"Hrm." The witch wipes some specks of ash from her boot. "...Ready."
CASTING FOCI
>Staff <Brightwood> [Runespace: 13]
HIEROSHIELD
>Gazelle [6 HP, 5 MOV, 6 DC. You may move unimpeded through enemy occupied spaces]
SPELL #1: DRAGONFIRE
DESCRIPTION: A seething lance of ash and fire that leaves a lingering trace of sparks and lights behind.
EFFECT: Hierosmite, Magelight. (1+1+1)
FORM: Lance (2)
MODIFIER: Longshot, Imbue (Fire), Crescendo, Trickshot (1+1+2+1)
DMG = 5 FIRE DAMAGE
RANGE: 7
HIT: 2d4+2
COST: 10
SPELL #2:
BLOOD SHIMMER
DESCRIPTION: The spell causes the mage's movements to become wildly unpredictable, allowing them to move far faster than normal.
EFFECT: Quickstep (1)
FORM: Arrow (0)
MODIFIER: Crescendo (2)
DMG: 4 (or 4 extra MOV)
RANGE: 3
HIT: 2d5
COST: 3
TOTAL COST: 13
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>>6396632
>ALARYCK, no surname
Disgraced from his previous position as a student due to a horrendous miscast maiming him and destroying his reputation, Alaryck returns to the depths as a Spelldiver both out of obligation to his country and for his own prestige.
>STATS: [6 HP, 5(+1) MOV, 6(+0)DC}
>EQUIPMENT:
>SpellSword <Gloomcutter> [Runespace: 9, +3 ACC and +1 DMG within melee range, +1 MOV]
MOV]
>Gazelle [6 HP, 5 MOV, 6 DC. You may move unimpeded through enemy occupied spaces]
>SPELLS:
>TOOTH AND NAIL (Hierosmite, Wreathe, Crescendo, Fire Imbuement) [Runespace: 5, ACC:2d5+3 , DMG: 7, Range: 1; Deal damage equal to this spell’s DMG to an enemy. Applies 1 Firestack]
>ENDURE (Restore, Wreathe, Reactive)[Runespace: 4, DMG: 5(+1M), Range 2; Restore the Hieroshield of your target using this spell’s
DMG. Spell does not come into effect when cast,
instead activating upon receiving a failed or successful enemy attack. Gain +2 DC before
the spell is cast.]
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>Hurdy Gurdyson
A man-thing of low stature, raised in the mines on a mineral rich diet by parents who died before their third decade, as their parents before them. He intends to continue this family tradition. It is not as if he has another choice, sunlight would would hurt him as much as it would a demon.
>>Implement:
>Wand <Shardcandle> [Runespace: 8, +1 DC, +2 DMG: +2]
>>Shield:
>Bulwark [12 HP, 3 MOV, 8 DC]
>>Spell - MOUNTAIN STEP
>>Sigil:
>Wreathe [Runespace: 1, 2d6, Range: Melee (1), DMG +2]
>>Effect:
>Barrier [Runespace: 3, DMG: 3; Create a construct equal to this spell’s DMG, blocking all successful attacks against the target. Cannot create more than one Barrier per cast.]
>Quickstep [Runespace: 1, DMG: 1; Increase the target’s MOV by this spell’s DMG on their next movement]
>>Modifier:
>Reactive [Runespace: 1, +1 Range, +1 DMG. Spell does not come into effect when cast,
instead activating upon receiving a failed or successful enemy attack. Gain +2 DC before the spell is cast.]
>Imbue [Runspace: 1. Earth.]
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>A patch of shadow flows into the corner and pools like an oil slick. If you stare for long enough, you can see the faint, sketched impression of a wizard: a robe, a tome, a wand, and a pair of glimmering spectacles.
CASTING FOCI
>Wand <Shardcandle> [Runespace: 8, +1 DC, +2 DMG]
>Gazelle [6 HP, 5 MOV, 6 DC. You may move unimpeded through enemy occupied spaces]
SPELL 1:
>Hierosmite [Runespace: 1, DMG: 2; Deal damage equal to this spell’s DMG to an enemy.]
>Crescendo: [Runespace: 2, +3 DMG. Can only be taken once per spell. Incompatible with Forte.]
>Imbue [Runspace: 1. FIRE]
>Lance [Runespace: 2, 2d4+1, Range: 5, PIERCE]
>Longshot [Runespace: 1, +2 Range, +1 ACC, Cannot be taken on Melee-Form spells]
>Longshot [Runespace: 1, +2 Range, +1 ACC, Cannot be taken on Melee-Form spells]
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>>6396625
Thorne is a tarnished knight obsessed with nobility and honor. Hes on an endless Quest against the shadows of the night. Huzzah!
>Spellsword <Gloomcutter> [Runespace: 9, +3 ACC and +1 DMG within melee range, +1 MOV]
>Bulwark [12 HP, 3 MOV, 8 DC]
Spell 1
Hiero's Strike of Justice, 4 RS, 7 Dmg in Melee, 2d5+3. "Justice is swift."
>Quickstep [Runespace: 1, DMG: 1; Increase the target’s MOV by this spell’s DMG on their next movement]
>Wreathe [Runespace: 1, 2d5, Range: Melee (1), DMG +2]
>Crescendo: [Runespace: 2, +3 DMG. Can only be taken once per spell. Incompatible with Forte.]
Spell 2
Sleeping Aegis, 5 RS, 6 or 7 dmg barrier if gloomcutter +1 dmg counts?
>Barrier [Runespace: 3, DMG: 3; Create a construct equal to this spell’s DMG, blocking all successful attacks against the target. Cannot create more than one Barrier per cast.]
>Wreathe [Runespace: 1, 2d5, Range: Melee (1), DMG +2]
>Reactive [Runespace: 1, +1 Range, +1 DMG. Spell does not come into effect when cast, instead activating upon receiving a failed or successful enemy attack. Gain +2 DC (does not stack with other prepared spells) before the spell is cast.]
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>>6396679
It does count, so yeah, 7 dmg barrier! Keep in mind, though, that your barrier only comes up after the hit, meaning that if the attack is successful you'll still take some damage before your defenses come up
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>>6396683
"IF"
So if I just cast it straight up without the Reactive I could just walk round with my barrier?
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>>6396686
You could, yeah! But you'd lose out on the bonuses and extra dc you get from Reactive (and you have a really high DC so the odds of you getting hit aren't nearly as high as some of your gazelle ringed friends)
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Delfina : Just an elf
CASTING FOCI:
>Wand <Shardcandle> [Runespace: 8, +1 DC, +2 DMG]
HIEROSHIELD
>Vampire [7 HP, 4 MOV, 7 DC. Gain 6 HP when you deal a final blow (split among all Vampire Hieroshield users that attacked that enemy that round). Vampirism overshield up to 14 total HP. ]
Niche Hieroshield ring, capable of restoring itself using the life force of monsters.
SPELLS
#Sacred Fire#
-Effect
>Hierosmite [Runespace: 1, DMG: 2; Deal damage equal to this spell’s DMG to an enemy.]
>Magelight [Runespace: 1+1; Spread Magelights across every space this spell passes through]
-Form
>Arrow [Runespace: 0, 2d5, Range: 3; can target yourself]
-Modifier
>Imbue:Fire [Runspace: 1]
>Crescendo: [Runespace: 2, +3 DMG. Can only be taken once per spell. Incompatible with Forte.]
#Magic Miracle#
-Effect:
>Restore [Runespace: 2, DMG: 2; Restore the Heroshield of your target using this spell’s DMG.]
Form
>Arrow [Runespace: 0, 2d5, Range: 3; can target yourself]
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>>6396632
PARSLEY OF SCARBOROUGH is rocking the hermitmaxxing look with a rough grey travelling robe and tattered hat. To complete the look, his fresh-out-the-academy babyface sports a tremendous scowl.
Equipment:
>Staff <Brightwood> [Runespace: 13]
>Vampire [7 HP, 4 MOV, 7 DC]
Spell 1: Find A Path
>Missile [Runespace: 1, 3d2+2, Range: 6, BEND]
>Hierosmite [Runespace: 1, DMG: 2; Deal damage equal to this spell’s DMG to an enemy.]
>Magelight [Runespace: 1+1; Spread Magelights across every space this spell passes through]
>Crescendo: [Runespace: 2, +3 DMG. Can only be taken once per spell. Incompatible with Forte.]
>Longshot [Runespace: 1, +2 Range, +1 ACC, Cannot be taken on Melee-Form spells]
>Longshot [Runespace: 1, +2 Range, +1 ACC, Cannot be taken on Melee-Form spells]
Spell 2: Walk The Path
>Wreathe [Runespace: 1, 2d5, Range: Melee (1), DMG +2]
>Quickstep [Runespace: 1, DMG: 1; Increase the target’s MOV by this spell’s DMG on their next movement]
>Crescendo: [Runespace: 2, +3 DMG. Can only be taken once per spell. Incompatible with Forte.]
>Imbue: Earth [Runspace: 1. Can only be taken once per spell.]
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>>6396632
>Wintry
Ice elemental who gained sentience then sapience one day. Due to her similarities to abysskin, as well as her abnormally pale skin and blueish tint, she is stuck at the bottom of the social ladder, and became a Spelldiver.
Because of her nature, she favours spells that overwhelm enemies with sheer strength or stop others in their track, and isn't used to being a team player. A bit aloof, but well-meaning.
Favors light clothing and abhors heat.
Casting FOCI:
>Staff <Brightwood> [Runespace: 13]
HIEROSHIELD:
>Vampire [7 HP, 4 MOV, 7 DC. Gain 6 HP when you deal a final blow (split among all Vampire Hieroshield users that attacked that enemy that round). Vampirism overshield up to 14 total HP. ]
Spell 1
Wintersun (7 runespace)
>Magelight [Runespace: 1; Spread Magelights across every space this spell passes through]
>Hierosmite [Runespace: 2, DMG: 2; Deal damage equal to this spell’s DMG to an enemy.]
>Chain [Runespace: 3, 1d6+2, Range: 4, CHAIN (Chaining Range: 2)]
>Imbue ICE [Runspace: 1. Currently available imbuements: Ice, Fire, Earth. Can only be taken once per spell.]
Spell 2
Deepsnow Rend (6 runespace)
>Barrier [Runespace: 3, DMG: 3; Create a construct equal to this spell’s DMG, blocking all successful attacks against the target. Cannot create more than one Barrier per cast.]
>Missile [Runespace: 1, 3d2+2, Range: 6, BEND]
>Imbue ICE [Runspace: 1. Currently available imbuements: Ice, Fire, Earth. Can only be taken once per spell.]
>Forte: [Runespace: 1, +1 DMG. Can be taken a maximum of 5 times per spell. Incompatible with Crescendo.]No clue how good this'll be, since I've never played on a hex skirmish, but I think it's thematically fun.
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>>6396632
A diminutive creecher in a stupid-looking hat.
"Ah, ah!" Kumo pulls on the robes of the guild registrar. Her eyes shine with a hunger for glory, love of danger, and just plain old hunger. "Hello, hello! When does the adventure begin?"
CASTING FOCI
>Wand <Shardcandle> [Runespace: 8, +1 DC, +2 DMG]
HIEROSHIELD:
>Vampire [7 HP, 4 MOV, 7 DC.]
TOTAL STATS: 7 HP, 4 MOV, 8 DC
SPELL #1: Pierce! Pierce! I Shall Pierce!
EFFECTS: Restore (DMG: 2, RS: 2), Hierosmite (DMG: 2, RS: 1+1)
FORM: Lance [HIT: 2d4+1, Range: 5, PIERCE, RS: 2]
MODIFIER: Crescendo (DMG: 3, RS: 2)
SUMMARY: 2d4+1 HIT, 5 RNG, 9 DMG, 8 RS
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>>6396632
Name:
>Miss Cynthia
A young lady from the wealthy part of the Republic's capital city. She has always enjoyed the practice of destroying fiends more than her status demands, so she left her scoffing family behind to go have some real adventures.
Not particularly nice to be around, and not particularly keen to deal with the more vulgar aspects of this new job.
Casting Foci:
>Wand <Shardcandle> [Runespace: 8, +1 DC, +2 DMG]
Hierosheild:
>Bulwark [12 HP, 3 MOV, 8 DC]
Spells:
Silver Thread: (5 RS)
>Hierosmite [Runespace: 1, DMG: 2; Deal damage equal to this spell’s DMG to an enemy.]
>Lance [Runespace: 2, 2d4+1, Range: 5, PIERCE]
>Imbue Ice [Runspace: 1]
>Longshot [Runespace: 1, +2 Range, +1 ACC, Cannot be taken on Melee-Form spells]
Wayward Grace: (3 RS)
>Restore [Runespace: 2, DMG: 2; Restore the Heroshield of your target using this spell’s DMG.]
>Arrow [Runespace: 0, 2d5, Range: 3; can target yourself]
>Trickshot [Runespace: 1. You may change the casting point of your spell to any space within one space of your current position.]
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>>6396705
>>6396706
>>6396733
>>6396738
Awesome art and concepts everyone! Happy to have you all aboard!
Since I have you all here as my captive audience, I thought now would be a good time to discuss movement and line of sight.
To start with the former, due to the fact that this game’s pathing is often important (most notably in leaving trails of Magelights as you walk), I’ve opted for a relative coordinate system through which you can precisely communicate your movement. [Of course, if you don’t want to deal with this, you can simply download the map and draw your desired path.
Each of the 6 directions on the hexagonal grid are represented by a letter, starting at the top and proceeding counterclockwise, they are labeled A, B, C, D, E, and F, as shown on this graph.
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>>6396747
Lovely work! Happy to have you! Happy to see such a wide range of characters
>>6396748
When you wish to move, you simply list the order of your movements to create the desired path. As an example, three routes to move to the same square with the same number of MOV are shown.
You list the direction and number of tiles you wish to travel in sequential order. Using the appended example map, the listed paths would be transcribed as such:
Blue: 2A, 2B
Green: 1A, 1B, 1A, 1B
Red: 2B, 2A
All three of these routes get to the same location with the same amount of MOV, but travel through different spaces to arrive there.
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>>6396750
Forgot the image
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>>6396750
>>6396751
Explaining LINE OF SIGHT, unless otherwise stated, spells can be shot in 10 distinct directions: your normal hexagonal directions (A, B, C, D, E, and F) and your four new horizontal directions. To communicate which horizontal direction you want, you can either state “Horizontal” plus the LETTER direction the line emerges from [e.g. Horizontal B] or just provide a reasonable description [e.g. Horizontal high right]
As shown in the diagram, it’s impossible to hit an enemy outside of your line of sight without using your movement to reposition. To ameliorate this, some sigils allow you to manipulate your spell’s trajectory.
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>>6396752
Shown is an example of the use of Missile’s BEND ability (though you could also hit this particular target with a trickshot cast from 1B or 1C using the Lance, Arrow, or Chain). Using BEND, the example Spelldiver directly strikes the smug abysskin, bypassing the limits of the hex grid’s linearity.
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Please let me know if you have any questions! While I wait for the last few players to trickle in, I have a vote for all of you:
>Write-in: What is the name of your guild? [Remember, "Spelldiver" is a general term for your profession and not your specific Corps]
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>>6396755
>Dawnstone Guild
>Dawnseekers
"This appeals to both my Religion and Iconography."
>>6396764
"I've already been kicked from the Capital's University, I don't need to land in a Kindergarten."
Also have a Token
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>>6396788
"Tch, more the better, says I! The Capitol is a buzzing hive of fools and sycophants--but down deep in the earth's darkest nooks and crannies?
Reality flows like water from a spring. Catch what you can, Scarred One, lest you die of thirst~"
>>6396803
"A Knight. From a line, no less. We await many displays of your generational gallantry with baited, shallow breaths, 'Sir Knight'..."
>>6396759
"'Dawnseekers'. Seekers of Dawn. What do we seek when it greets us upon striking down the night's sweet silence? A peculiar name for a peculiar fellowship."
The bogwitch gives the creaturething an idle pat on the hat.
"Oddly fitting. I shall grant you my support, small thing, if only this once."
>Vote for DAWNSTONE GUILD/DAWNSEEKERS
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>>6396807
"Verily good Bogwoman! Even when darkness falls, as long as Sir Thorne stands, it is evil that must tread lightly."
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>>6396625
A new mage enters the fray!
>LANSA IREQQEN
Born to the Ireqqen clan of fire combat mages, Lansa thought that the clan's usage of fire spells could be better. Even an accident that burnt his face did not deter him from making his own signature spells. Although the incident did make him more vigilant, it doesn't entirely remove his recklessness. That is why he joined this cave expedition; fame, glory, and perhaps finding some inspiration to refine his spells.
>Staff (Brightwood), RS:13
>Gazelle (6 HP, 5 MOV, 6 DC)
Spells:
>CATALYST (2d5, +5 DMG, RS:5)
>An inner fire which heals and hastens as the target burns.
- Imbue Fire RS:1
- Restore RS:2 +2 DMG
- Quickstep RS:1 +1 DMG
- Wreathe RS:1 +2 DMG 2d5
>PIERCING FLAME (2d4+1, +5 DMG, PIERCE, RS:8)
>A concentrated lance of fire that leaves glowing embers in its wake.
- Imbue Fire RS:1
- Hierosmite RS:1 +2 DMG
- Magelight RS:1
- Lance RS:2 2d4+1 RNG:1 PIERCE
- Forte3 RS:3 +3 DMG
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>>6396830
Interesting concept! I hadn't considered positive versions of the effect bonuses before, but it seems like a lot of fun. However, some may feel it overcomplicates the mechanics, so I've decided to put it up to a vote:
>Yes! Some elements should have both positive and negative effects, depending on the nature of the spell
>No. It's easier to keep track of things if all elements only get a single effect
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>>6396830
(Your spells do not seem to account for the increasing cost of Sigil Effects,
Catalyst should be
-Imbue 1
-Restore 2
-Quickstep 1+1 (+1 because it is your second Sigil Effect, and each one costs +1 beyond the first)
-Wreathe 1
So the total cost of catalyst is 6
same with Piercing Flame
-Imbue 1
-Herosmite 1
-Magelight 1+1
-Lance 1
-x3 Forte 3
so the total cost is 9
and the combined spell cost is 15
also, this doesn't apply here, but if you are going for +3 damage, it's better to take Crescendo, as that only costs 2 and gives you +3 damage)
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>>6396830
Mmm, hold on, forgot the stacking costs.
CATALYST is RS:6 then, and PIERCING FLAME is RS:10... hmmm lemme fix them a bit
>CATALYST RS:6
- Imbue Fire RS:1
- Restore RS:2
- Quickstep RS:1+1
- Wreathe RS:1
>PIERCING FLAME RS:7
- Imbue Fire RS:1
- Hierosmite RS:1
- Magelight RS:1+1
- Lance RS:2
- Forte RS:1
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I want to change the shield and my character. My build is not fit for HP stealing, I don't like the elf's clothes and she's not easy to draw.
>>6396705
Name: Cookie Yukishiro
Just a girl trying to make ends meet. She might be cursed.
CASTING FOCI:
>Wand <Shardcandle> [Runespace: 8, +1 DC, +2 DMG]
HIEROSHIELD
>Bulwark [12 HP, 3 MOV, 8 DC]
SPELLS
#Sacred Fire#
-Effect
>Hierosmite [Runespace: 1, DMG: 2; Deal damage equal to this spell’s DMG to an enemy.]
>Magelight [Runespace: 1+1; Spread Magelights across every space this spell passes through]
-Form
>Arrow [Runespace: 0, 2d5, Range: 3; can target yourself]
-Modifier
>Imbue:Fire [Runspace: 1]
>Crescendo: [Runespace: 2, +3 DMG. Can only be taken once per spell. Incompatible with Forte.]
#Magic Miracle#
-Effect:
>Restore [Runespace: 2, DMG: 2; Restore the Heroshield of your target using this spell’s DMG.]
Form
>Arrow [Runespace: 0, 2d5, Range: 3; can target yourself]
Last change I make. Sorry.
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>>6396625
Witness the might of my Arcane Utterances!
Arcane Utterances:
Ur-Glarbaoth's Arcane Destruction: Hierosmite+Chain+Longshot+Crescendo+Magelight (RS 8, Rng 6, Acc 1d6+3, Dmg 5)
Ur-Glarbaoth's Rock Armor: Barrier+Wreathe+Imbue Earth(RS 4, Rng 1, 2d5, Dmg 5, +1 DC)
Focus: Staff <Brightwood> [Runespace: 13]
Heroshield: Vampire [7/7 HP, 4 MOV, 7 DC. Gain 6 HP when you deal a final blow]
>>6396755
"Ur-Glarbaoth and his minions" is the only appropriate name!
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>>6396905
>>6396906
Neat concept! A couple points of order though.
When adding multiple EFFECT sigils to one spell (does not apply for modifiers), each subsequent effect sigil after the first eats higher and higher Runespace. In this case, your first spell's Runespace cost would be 1 (hierosmite) + 2 (magelight + bonus weight) + 3 (Chain) + 1 (Longshot) +2 (Crescendo) for a total of 9.
For your rock armor, I think you just miscounted the cost of Barrier. It's runespace is 3, not 2, bringing your total runespace for Rock Armor to 6.
Combined, that's 15, a little over your capacity. Please remove 2 total runespace from your collective spells
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>>6396911
Ur-Glarbaoth will eschew Magelight then
Arcane Utterances:
Ur-Glarbaoth's Arcane Destruction: Hierosmite+Chain+Longshot+Crescendo(RS 7, Rng 6, Acc 1d6+3, Dmg 5)
Ur-Glarbaoth's Rock Armor: Barrier+Wreathe+Imbue Earth+Forte(RS 6, Rng 1, 2d5, Dmg 6, +1 DC)
Focus: Staff <Brightwood> [Runespace: 13]
Heroshield: Vampire [7/7 HP, 4 MOV, 7 DC. Gain 6 HP when you deal a final blow]
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>>6397003
I can't believe I forgot to explain it, sorry!
So, DC is simply how hard it is for enemies to hit you. ACC is a bonus to your roll to hit, which is what the dice in each spell form represents, not damage. Using hierostrike, the only currently available offensive glyph, damage is strictly equal to the combined DMG of your glyphs and item effects for that spell.
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>>6396862
>Yes! Some elements should have both positive and negative effects, depending on the nature of the spell
"Seek not to CONTROL the elements--dance to their primal rhythm, their timeless tempo... we are guests in this world, not yet its masters... walk carefully, lest you you burn your feet! kheheheh..."
>>6396830
"Gheh. Ireqqen. I feel safer already..."
>>6396905
"You there, BOY. Actions, not words, are what draw minion moths to their feudal flame... what will you do to entice us, I wonder...?"Posture check, everyone. Don't end up like Hestri--she's not even old! Also good posture won't actually cure your bogwitchiness, sorry
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>>6396632
The most academy student currently in attendance according to himself, Roanor's bespoke glyph-embroidered purple robe and haughty demeanor betray that he seeks fame and glory more than either wealth or honour in the caverns below.
>Staff <Brightwood> [Runespace: 13]
>Vampire [7 HP, 4 MOV, 7 DC. Gain 6 HP when you deal a final blow (split among all Vampire Hieroshield users that attacked that enemy that round). Vampirism overshield up to 14 total HP. ]
Roanor's Inferno [Runespace 12, DMG: 7, 1d6+4, Range 8, CHAIN (Chaining Range: 2, FIRE]
>Hierosmite [Runespace: 1, DMG: 2; Deal damage equal to this spell’s DMG to an enemy.]
>Chain [Runespace: 3, 1d6+2, Range: 4, CHAIN (Chaining Range: 2)]
>Longshot x2 [Runespace: 1, +2 Range, +1 ACC, Cannot be taken on Melee-Form spells]
>Forte x5 [Runespace: 1, +1 DMG. Can be taken a maximum of 5 times per spell. Incompatible with Crescendo.]
>Imbue [Runespace: 1. Currently available imbuements: Ice, Fire, Earth. Can only be taken once per spell.]
>FIRE: Upon a successful hit, inflict 1 stack of Fire onto that target. At the end of every round, anyone takes damage equal to their Fire stacks, then removes one Fire stack from themselves. Enemies with Fire stacks are illuminated.
Roanor's Magelight [Runespace 1, 2d5, Range 3, Magelight]
>Magelight [Runespace: 1; Spread Magelights across every space this spell passes through]
>Arrow [Runespace: 0, 2d5, Range: 3; can target yourself]
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>>6396755
>Vote for DAWNSTONE GUILD/DAWNSEEKERS
>>6396862
>Yes! Some elements should have both positive and negative effects, depending on the nature of the spell
>>6396794
"Ah....? No, no, I am Wintry... Not Konserninglisso... But thank you for asking. I am just fine, if a little tense."
Thank you for the token!!
>>6396830
"...Please stay away from me. Your presence is uncomfortable."
>>6397049
"Oh, I wonder... Why is it that you slouch in such a manner? Are you not warm, wrapped up in so many layers? But you are right. Elements very much like to dance in your palm, each with their favoured steps... I do love ball dancing."
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>>6396862
Why don't you add the complex elements later on? Like enhanced fire with both positive and negative effects while you keep the basic elements simple.
Mechanical salads are not bad, the matter is how to introduce the complexity.
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>>6397103
I was originally planning on doing it this way, with a modifier that adds positive effects to elemental spells when used on allies (and increases its potency as well) but people seem to like the idea of having access to it as a base feature, so I opted to put it up to a vote.
Also, the first mission will start in FIVE HOURS. Anyone who wants to hop in before your first dive, please get in now!
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>>6397049
"Ahh he he he, even in foreign lands such as this - the name of my clan spreads far and wide. But don't be mistaken, pungent one - safety is not what we are famous for..."
>>6397090
"The white-clad one seem to know better, yes. We Ireqqen are quite dangerous! Please a thousand pleases, watch your step when I am channeling the inside-fire..."
>>6396905
"Ahh he he he, there are even Subbutera-Duende taking part... do you not miss your archive-caverns?"
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>Rosalia
Rosalia is a very tall, gloomy woman, with a dour expression constantly held on her face. Shes quite mysterious, mainly due to her introversion and general unfriendly vibes, but mainly specializes in and researches blood magic of various kinds, which has not helped her make friends.
>Foci: Spellsword <Gloomcutter> [Runespace: 9, +3 ACC and +1 DMG within melee range, +1 MOV]
>Hieroshield: Vampire [7 HP, 4 MOV, 7 DC. ]
>Burning Blood (2d5, +5 DMG, RS:5)
>Manifest a flame within your own blood, its love will ignite and heal you.
- Imbue Fire RS:1
- Restore RS:2 +2 DMG
- Quickstep RS:1 +1 DMG
- Wreathe RS:1 +2 DMG 2d5
>Sanguine Armor (2d5, +4 DMG, 4 RNG, RS:4)
>Blood holds your life, naturally, if given the power to, it will spring to action to protect you.
- Arrow
- Barrier RS: 3 +3 DMG
- Reactive RS: 1 +1 DMG +1 RNG
Did I do this correctly?
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>Rosalia
Rosalia is a very tall, gloomy woman, with a dour expression constantly held on her face. Shes quite mysterious, mainly due to her introversion and general unfriendly vibes, but mainly specializes in and researches blood magic of various kinds, which has not helped her make friends.
>Foci: Spellsword <Gloomcutter> [Runespace: 9, +3 ACC and +1 DMG within melee range, +1 MOV]
>Hieroshield: Vampire [7 HP, 4 MOV, 7 DC. ]
>Burning Blood (2d5, +5 DMG, RS:4)
>Manifest a flame within your own blood, its love will ignite and heal you.
- Imbue Fire RS:1
- Restore RS:2 +2 DMG
- Wreathe RS:1 +2 DMG 2d5
- Forte RS: 1 +1 DMG
>Sanguine Armor (2d5, +4 DMG, 4 RNG, RS:4)
>Blood holds your life, naturally, if given the power to, it will spring to action to protect you.
- Arrow
- Barrier RS: 3 +3 DMG
- Reactive RS: 1 +1 DMG +1 RNG
Is this right?
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Leading up to our first mission, I thought I'd tell you guys some useful tips for combat.
At the beginning of every encounter, all spaces will be dark except your DEPLOYMENT SPACES, shown here in red. Sometimes, the deployment spaces will be adjacent. Other times, they'll be spread throughout the map. In all cases, you may choose any of the spaces (indicated by its number) as your starting point for your movement on that turn.
Spaces adjacent to PLAYER OCCUPIED spaces (not ALL illuminated spaces) will have semi-visibility, but still be in total darkness
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>>6397084
The bogwitch tilts her head to the side with an unnerving creak as a few clumps of dirt and roots tumble out of her robe pockets.
"Kheheheh... the absence of an answer is an answer too, BOY, and your answer I find... lacking..."
A yellow eye peeks out from the bogwitch's unkempt mane to examine said 'BOY' closer.
"Here's a peck of wisdom from whose age you misread: avoid allowing appearances to askew your assessments... old? Nay. Wise? Perhaps. I know nothing about many a thing, and many a thing about nothing... but I know some, no less, and that's more than some! And if you wish to be known, then know thyself! I know you will know in time. Call it..."
She pauses as her eye tilts towards her back.
"... A hunch? Keheheh..."
>>6397090
The bogwitch crosses over to the elemental with alarming speed, orbiting the new curiosity and pausing momentarily to poke and prod at the elemental's features.
"Icy, I see... warm words from such a cold conjuration! Here's a 'cold reception' indeed! Cold? No... Hunched? Not! Quite cozy am I! Though my dancing shoes lie left in the bog, a pity. Where do you hail from, GIRL? My mouth waters at dissecting your secrets..."
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>>6397161
Even though players can see adjacent spaces even without magelights, those spaces are still considered DARK. All enemies gain a bonus to their accuracy against you so long as they stay on unilluminated tiles. For most monsters, this will be +2, but some have special ambush abilities to make that bonus higher.
In any case, monsters do not have this bonus so long as the space they stand on is illuminated, as illustrated by the example scenario below:
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>>6397164
Finally, just as important as glory and battle is LOOT. On your turn, you may choose to acquire resources by mining or salvaging. Purple tiles are coreshard deposits, not only containing valuable Coreshards, a vital resource used as currency among Spelldivers and Hierophants, but, as they tend to crystallize around high-mana objects or areas, often incude ancient artifacts. These artifacts can be used for your guild's research, granting you access to new equipment and sigils.
Monsters also contain valuable parts, their bodies saturated with mana, which can be sold for a decent profit. In addition, some monsters have a Coreshard crystalized in their very brain, reflecting their innate use of mana, which may also be used to create new Glyphs.
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>>6396747
+1 token for Miss Cynthia.
She is mostly silent as she warily studies the growing crowd of guild members, keeping her distance from the mangy unwashed witches and the insane volatile wizards. Yet, she finds some people tolerable to talk with.
>>6396829
"You there. Sir Thorne. I'm pleased to see that I'm not the only one taking this seriously, and with a proper training in the arcane arts. 'May your sword cleave the darkness', as it has been said."
>>6397074
"And you: you're clearly a mage of esteemed education. Hopefully your spellcasting will be equally more refined than these ruffians."
>>6396733
She lastly finds herself drawn to the ice elemental. "A mage of ice magic incarnate... compared to you, I am only a pilgrim in its domain. I suggest we ally our powers for now."
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>>6396829
Have another Token
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>>6397181
Inner monologue 'Such a precious gift, I did not know we would all receive such trinkets! Precious in hand but great in heart.'
>>6397178
"Tis natural. In such excursions the grave and glory march hand in hand! And 'Light above on your journey', Lady Cynthia." as he gently knocks a gauntleted hand against his chestplate.
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Kumo peeps out from under her hat, there among every kind of man, outcast and fixer and knight and student and dwarf and hermit and wizard and dandy and myth and among the dregs of the earth in beggary a thousand years, and she looks about with the greatest satisfaction in the world as if everything had turned out just as she planned and the day could not have been finer. "ne'er i've been in a stranger and finer company ere, i don't reckon."
>>6397163
"you circumlocute like a disbarred barrister and you have a certain ephemeral redolence about you. have you tried soap before, miss?" Kumo giggles at Hesti, that funny young-old bogwoman.
>>6396905
"oh, oh! i'm good at minioning, how are your rates, mister? can you pay in meat?"
>>6397147I'm a little disappointed because you have the prime opportunity to schizo LARP about the Skaven coming out of the Goddamn walls and those fucking false dawi. The Napoleon god complex does suit him well though, lol.
>>6397167
To clarify, do we need to be ON the tile the monster/ore is on to LOOT it, or just next to it?
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>>6396905
You get a Token Too bucko
>>6397153
>>6397074
Would either of you like a token? If so, attach a reference image.
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>>6397197
"I can pay in glory of being Ur-Glarbaoth's minion! Though a bonus of meat is not inconceivable. You should now that I, Ur-Glarbaoth, am the creator of Ur-Glarbaoth's Kebab Creation! But I left that spell on my other staff. No worry though, minion! I graciously allow you to consume the flesh of our enemies!"I'll try to schizo larp about something I know
>>6397209
Thanks a lot!
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>>6397210
"ohhhhhhhh," Kumo looks extremely excited at the prospect of KEBAB. "darkness, darkness, kebab! and darkness again. ur-globglogabgalab, i think this is the beginning of a beautiful minonship. let's shake!"
She offers her hand.
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>>6397197
>>6397213
No sooner does Kumo extend her hand does a peculiar object tumble into her outstretched palm--chalky, porus, and encrusted with some kind of marsh weed, the peculiarity resembles some kind of coral chunk encased in a salmon-covered crust!
"Bog soap," Hestri begins and ends what might very well be the world's shortest explanation, "The swamp provides--heed well, GIRL."
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>>6396862
>YES
"For the soldier to work as efficiently as they can, a variety of tools must be provided to them." CONQUEST's body makes a horrific cracking sound as she straightens her back. Seems like she was subconsciously made aware of her bad posture. "We are all, in a sense, soldiers of glory. So I see no reason to limit our selection of tools."
"It is not like the monsters have any humanity that we must pretend to respect."
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>Yes
POSITIVE elemental effects added to Fire and Ice.
>FIRE stacks cast on allies now heal them in exactly the manner they damage enemies
>ICE stacks now grant bonus MOV to the target's next movement action, in exactly the manner they hinder enemies.
Your magecorps name shall be the Dawnstone Guild, and your party shall be called the Dawnseekers.
The first mission goes live in FIFTY MINUTES. Please ask any remaining questions about the systems or combat before then.
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>>6397178
"I did not expect to meet a lady of such elegance and taste among this muck. May time here may yet prove less unpleasant than I feared."
>>6397209
Here you go, please?
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>>6397219
Kumo quickly pockets the soap, holds her hand out again to the dwarf, then looks Hestri dead in the eyes. In a far different voice, a slow, chthonic-deep contralto, Kumo says, "Think again."
Then, flippantly, in her normal pitch, "thanks miss! you'd never know how handy a bar of slippery soap can be!"
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>>6396666
"Ay, some topsiders decided to join the filth, ey? Even a princess among them! Well, you're in good company. Hudry is my name, mining is my game, de-light-ed to meet you all *hehe*."
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>>6397240
(Image that isn't for ANTS)
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All of you, be it for wealth, honor, fame, glory, or righteous cause, have found yourselves newly appointed Spelldivers serving under the Dawnstone Guild, a private Magecorps operating out of the Benvatio Republic. Your party, assigned the name of Dawnseekers, has been sent on an expedition to the shallowest layer of the abyss, populated almost entirely of beasts that, while still easily capable of ending human lives, are able to be slain even by mundane weapons. Today, your quarry is a small brood of Stalagmice, a fecund species of mutated beast only distinguishable from an ordinary rodent by their unnatural size and the onyx spikes that jut from the ridge of their backs. Despite their almost cute exterior, Stalagmice are lethal, their bite capable of tearing through steel, and their stony backsides serving as both defense and offense, deflecting poorly cast spells and impaling adversaries alike. Their juveniles are as large as a medium-sized dog, but they can grow to reach the weight of a tiger if left unchecked. If their population were allowed to grow without Spelldivers there to cull it, they would undoubtedly stampede, leading to countless civilian casualties.
Stalagmice have one more notable feature— due to their relatively weak nature compared to other predators in the Abyss, they have adapted to go for critical blows. If they land an ideal strike, their iron-reinforced front teeth are capable of dealing devastating damage even to a hieroshield, making them a deceptively difficult challenge for inexperienced mages to handle. They, like most Beasts, are highly aggressive in respect to Humankind, willing, even, to step into the light if it is necessary to attack a human invading their territory. However, like all rodents, Stalagmice aren’t entirely without cunning. If at all possible, they will pivot to somewhere dark to make their attacks.
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>>6397250
Your preliminary scans of the territory have revealed 12 enemies, 10 juveniles (shown in red) and 2 adult stalagmice (shown in gold).
STALAGMICE STATS:
JUVENILES: (MOV: 6, HP: 8, DC: 6) [Melee]
ADULTS: (MOV: 5, HP: 15, DC: 8) [Melee]
Please select your starting position from the available tiles (shown in red). Then, declare your movement and action, either by stating coordinates or by drawing a trajectory path on the map.
[Example turn: "Begin on deployment tile 1. Use action for movement. Move 3A, 3F."]
If you have a token you’d like to use to represent yourself, please append it to your vote. If you do not, I will provide one for you.
The Dive will end when all mice are dead. Good luck, and may the Lights Above shine brightly on you.
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Rolled 4, 2 + 2 = 8 (2d4 + 2)
>>6397254
>START IN TILE #1
>RED LINE: MOVE AS SUCH (I'll just draw my path, it's easier than notation)
>GREEN LINE: FIRE OFF A DRAGONFIRE SPELL DOWN THIS PATH (marked in green, using trickshot to move it to an adjacent spot. Rolling in case my blind fire happens to actually target something.)
"Lighting the way. We need to gas these freaks out, and I know just the way to do it."
"I love the smell of ash in the morning."For my token, I'm not picky. A drab green skull is fine enough for now.
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>>6397254
Kumo stands as tall as she can manage and declares with as much air as she can get, "Make haste, my dear compatriots! We are in good order, content and well-fed and turned out in fine robes and dry boots. Can you all not see the glint of gold in yonder darkness? Verily, we step into the vast and the dark with great courage, and all shadows shall flee before our glorious tread! We shall amass much fame and fortune for the guild Dawnstone, and our innumerable deeds shall be recounted throughout all the land! Now march, friends! Let's get paid!"
>Start in Tile 6
>Move A/North 4 spaces
>Cast PIERCE! PIERCE! I SHALL PIERCE! directly North
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>>6397225
Here's your Token, now make me Proud.
>>6397254
>Begin on deployment tile 1. Use action to cast ENDURE on self. Move 6A,
>ENDURE (Restore,Wreathe,Reactive)[Runespace: 4, DMG: 5(+1M), Range 2
>STATS: [6 HP, 5(+1) MOV, 6(+2)DC}
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I hope this is clear enough
>>6397254
Cookie starts on hexagon 5.
The green line shows where she moves.
The red line is #Sacred Fire#. She wants to light the path ahead.
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>>6397254
>Deploy at 1. Use action to case Sleeping Aegis on self. Move 4A.
>Sleeping Aegis. [Barrier, Wreathe, Reactive] 7 DMG Barrier after hit, +2 DC.
"To glory! To Glooms end!"
>Spellsword <Gloomcutter> [Runespace: 9, +3 ACC and +1 DMG within melee range, +1 MOV]
>Bulwark [12 HP, 3 MOV, 8 DC], (10 DC effective)
Token >>6397181
So spoiled with choice I will be happy either way although I am curious if this one fits well or not >>6396829
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Left to Right: Thorne, Hestri, Wintry, Ur-Glarbaoth and Roanor
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>Deploy at 2, Move as depicted in the image.
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>>6397254
>Deploy 4
>Move 4A
>Cast Roanor's Magelight 3A
"Forward! For glory!"
>Staff <Brightwood> [Runespace: 13]
>Vampire [/77 HP, 0/7 Overshield, 4 MOV, 7 DC. Gain 6 HP when you deal a final blow. ]
>Roanor's Inferno [Runespace 12, DMG: 7, 1d6+4, Range 8, CHAIN (Chaining Range: 2, FIRE]
>Roanor's Magelight [Runespace 1, 2d5, Range 3, Magelight]
>>6397263
Many thanks good sir! Hierophant, I would like to use that token
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>>6397261
Though she tries to hide it, a surge of inspiration rises up within Cynthia as she hears Kumo's speech. She nods approvingly with a faint smile of satisfaction.
>>6397254
>Deploying on 3
>Movement: 1B1C1B
>Action: Additional Movement; 1F1B1C
"I'll go make sure there are no vile rodents already sneaking up behind us," she announces, dismissive of those foolish enough to charge headfirst into the darkness.
QM, I forgot to ask before, but can different players occupy the same hex tiles? Seems like that's the case.
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>>6397304
>>6397305
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Rolled 3, 2 + 3 = 8 (2d4 + 3)
Move in blue and casting my spell in red.
SPELL 1:
>Hierosmite [Runespace: 1, DMG: 2; Deal damage equal to this spell’s DMG to an enemy.]
>Crescendo: [Runespace: 2, +3 DMG. Can only be taken once per spell. Incompatible with Forte.]
>Imbue [Runspace: 1. FIRE]
>Lance [Runespace: 2, 2d4+1, Range: 5, PIERCE]
>Longshot [Runespace: 1, +2 Range, +1 ACC, Cannot be taken on Melee-Form spells]
>Longshot [Runespace: 1, +2 Range, +1 ACC, Cannot be taken on Melee-Form spells]
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>>6397386
Showing off pixels, are we?
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Applying as Triage, a simple man who'd like to keep the group from bottling. He wears his robe, carries his wand, and tries to keep the group delving long.
>Wand <Shardcandle> [Runespace: 8, +1 DC, +2 DMG
>Vampire [7 HP, 4 MOV, 7 DC.]
Sigil 1: Personal Defense Weapon [PDW] (Rune 1, 3d5, Range 3, Damage 4)
-Arrow
-Hierosmite
Sigil 2: Binding Chains (Rune 7, 1d6+2, R4, Chain 2, 7 Restore)
-Chain
-Restore
-Crescendo
Elemental Vote: Words as written. The fire rune increases the damage of the spell, and since healing is a damage effect, it thus increases healing. Frost on the other hand slows you down. If you later on gain an effect that benefits from being slow, or gain armor from rime, or something, then it might be usefule to ice yourself.
Guild Name: Dawnseekers is a good name
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>>6397414
Welcome! Technically Fire never increased the damage of the spell, but rather added a separate effect (fire ticks) to enemies which only dealt damage and never restoration. Ultimately, I think I like the vote to have it be both positive and negative (perhaps for no other reason than the fact I think healing fire and ice crystalizing around an ally's feet to make them faster are both super neat visual concepts).
Since you managed to sneak in before the first vote was resolved, if you want to hop in I'll go ahead and let you join the first dive! Please pick a starting tile from among the provided Deployment spaces and state your movement and action
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>>6396632
Bringing up the rear guard of the Spelldivers is UNDYING ROA, clad in battered plate and heraldry of a fallen house.
Once a knight commander in charge of a bastion against the Abyss, Roa’s order fell to the monsters that emerged in the night, leaving her as one of the few survivors. With the last vestiges of strength left in her, she seeks to dive into the depths on a penitent crusade. The shattered hilt of her heirloom blade has been integrated into a spell focus, with which she can incinerate the creatures of the depths.
>>6396625
>Staff <Brightwood> [Runespace: 13]
A standard issue staff carved of sunkissed oak, capable of carrying many complex sigils
>Bulwark [12 HP, 3 MOV, 8 DC]
The most popular standard issue Hieroshield, durable and reliable.
Spell #1: BRIGHTLANCE- 13 Runespace
>Restore [Runespace: 2, DMG: 2; Restore the Heroshield of your target using this spell’s DMG.]
A Spelldiver’s most vital tool, capable of restoring the precious Hieroshields of themselves and their allies.
>Hierosmite [Runespace: 1+1, DMG: 2; Deal damage equal to this spell’s DMG to an enemy.]
A Spelldiver’s main weapon against the monsters of the Abyss.
>Missile [Runespace: 1, 3d2+2, Range: 6, BEND]
A controlled bolt of mana, accurate and reliable, capable of travelling freely without a fixed trajectory
>2x Longshot [Runespace: 2, +2 Range, +1 ACC, Cannot be taken on Melee-Form spells]
Concentrated and dense, capable of surviving farther distances
>5x Forte: [Runespace: 5, +1 DMG. Can be taken a maximum of 5 times per spell. Incompatible with Crescendo.]
A harmonizing melody of sigils, each inscription of it more potent than the last.
>Imbue [Runespace: 1. FIRE. Can only be taken once per spell.]
Allows the caster to imbue the chosen element into their spell, making it more effective against certain targets and granting bonus effects
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>>6397437
Roa keeps to herself all throughout the journey. Up till now, all attempts at conversing with her have slipped by in a haze of blurry faces and distant voices. Ringing fills her ears until she’s met with the clarity of her mission.
She’s here to strike back again the dark. Again and again, she’ll whip it until nothing is left— either of her, or the abyss. And she has no illusions about draining an ocean with the mere bucket she has.
Regardless, she makes her move by raising her weapon. She holds the staff upside down, her grip tight against the same hilt she’s fought countless battle with. The weight is all wrong, the balance is off, the sharpened blade has been replaced with warded and enspelled wood.
“BRIGHTLANCE!”
She raises her weapon and fires it into the dark. It’s more of a whip than a lance, with a pointed tip that screams through the air. It detonates at its endpoint in a shower of heat and light, leaving Roa to wind her weapon back and stride forward. She leaves the spell field active, wreathing her sword in furious daylight.
>BRIGHTLANCE
>Move
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>>6397444
Just realised I had 2 more range. Flick it here please!
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>>6397254
>Deploy on 3
>Move 3B (as shown)
>Cast MOUNTAIN STEP
>>6397240
>Use following token
>>6397267
A warm grin barely pokes from beneath Hudry's dense beard.
"Aye, I'll stay close, Princess. Can't promise anything else though!"
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>>6396814
Token for the grump.
>>6397254
>Deploying on 4
>Moving as per blue line
>Casting FIND A PATH as per red line
Parsley, curmudgeon in spirit that he is, wastes no breath on rallying cries. Setting up behind his more eager comrades, he mutters under his breath to steer a magelight sphere, weaving it onward to clear a potential flanking avenue.
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Rolled 6 + 2 (1d6 + 2)
>>6397254
Having blanked out for the better part of the expedition thus far, Wintry blinks once, then twice.
"Apologies. Such an amount of chatter has made me distracted... I suppose I ought to get moving, too. There's just so many people, I'm burning up..."
>Start at 2
>MOVE 3A 1C
>Cast Wintersun 1C 1A 1C 1A
If I misunderstood the way CHAIN spells work, then please cast it horizontal high right.
>>6397135
"Thank you, bandaged man." She doesn't break eye contact for a bit, seemingly surprised at his appearance.
>>6397144
"I'll make sure to stay away. Thank you for your consideration... However... I am curious. Do you Ireqqen aim to turn into fire elementals? Using such techniques is a good way to incinerate your *âme* or to alter it so the flesh turns to flame... I would recommend against it, but... No, your presence is too much. Let's stay away for now."
>>6397163
"You see... You see? There is no need to repeat yourself... Naturally, my reception will be cold. I cannot help but be who I am..." Wintry seems perplexed at her demeanor. "I've yet to find many people behaving, smelling or looking like you... Dancing in a bog seems like a fruitless endeavour. All you could do would be to dance to the tunes of water and soil... Hail..? I've lost this ability as I made myself to be more humanlike, much to my dismay. But, back when I could do it, I used to exist in windswept, bright white plains. You will find my secrets much easier to approach without dispatching me. Please take care not to get frostbite."
>>6397178
"Nice to meet you, miss. I could tell that your *âme* is aligned with mine, thus your presence does not make me quite as uncomfortable; I hope you will continue down this path." She bows. "Likewise, I have much to learn from you humans. My connection with the world has been ruthlessly severed as I came into being as a person, so I am unable to teach you how to master ice manipulation, and I lack many of the skills my kind are known for. My apologies if this is what you were looking for. Still, let us work together for now."
>>6397220
"...you seem quick to define what a monster is."
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>>6397678
The masked witch scoffs at the ice elemental. "It is how people survive. That is how we will survive. You need to strictly define who is worth protecting, and who needs to be destroyed."
"Without swift and precise judgement..." CONQUEST makes a neck slicing gesture. "Those who seek nothing but to slaughter everything you hold dear will worm their way into your villages, into your home, into your very soul. Mercy is only given to those who have earnt the right to it, and misplaced mercy is worse than even the strongest of poisons."
"What we fight are enemy combatants by definition. They are nothing more than that. It is simple, no?"
>>6397262
"Minion?" Conquest dryly chuckles. "I don't believe you are my superior, but I will humor you for now. You're funny."
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>>6397690
"Is that so...? You seemed to have suffered a great deal, it seems. Nature itself is always evolving. Magic is nothing but endless flow. To put all that which has once harmed you in the same, unmoving category is an exercise in foolishness. I understand how thinking in such a manner might be valued for someone dressed in such practical, soldiery garb, however. Nonetheless, I trust that you will not try to exterminate me during this foray, as many others have tried to do. Human judgement on such practices towards 'coworkers' is quite harsh." Wintry bows defiantly towards the masked witch. "Please excuse me. We have a duty to attend to."
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The Dawnseekers begin their first mission, each and every one showing their unique approach to Diving as they explore this unknown territory. Some dash bravely forward, valiant THORNE, bloodthirsty ALARYCK, and the ever-reckless elder of the prestigious Ireqqen form the vanguard. Others cast grand spells into the dark, hoping to smite a rodent with a lucky shot. Some stay towards the rear, waiting for their more eager comrades to light the way before they proceed. Dark-hooded EIGENGRAU blasts flames into the abyss, temporarily illuminating it in a baptism of orange magic, while CONQUEST throws out a truly devastating burst of flame, hitting nothing but leaving behind a glittering cascade of magelights in the wake of her attack. Fearless ROA, standing nobly in front of HURDY, supplements his lack of offensive magic with her own, firing a bolt of mana and sweeping the entire nearby area, trying to ensure everyone stays safe. JOROGUMO also slings a spell, a piercing lance of pure mana, but can feel in the feedback that no beast was felled.
[NOTE: ONLY SPELLS THAT COULD HIT TARGETS OR ILLUMINATE OTHERWISE AT LEAST ONE TILE THAT WOULDN’T BE ILLUMINATED OTHERWISE ARE SHOWN. SPELLS WITHOUT TRAJECTORIES (Cast in melee range, cast on self) WILL NOT BE SHOWN UNLESS THEY LAND.]
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>>6397704
In the fray of the forward push, ALARYCK feels a brush of coarse fur against his robes, followed by the high shriek of a juvenile STALAGMOUSE. ROANOR, seeing the rat as it stands fully illuminated by the magelights left in Alaryck’s wake, recalls his lessons on monster management at the Academy— a monster is strongest in the dark. If at all possible, he was taught, one should douse them in magelights before they have the chance to slink back into the darkness of the Abyss. Unfortunately, however, Roanor’s hands are not quite as deft as his mind, a slip of his wrist causing the arrow of light to thunk harmlessly against the back of Alaryck’s head instead.
THORNE rushes forward in time, shielding the comparatively far fragiler Roanor with his own body after his spell falls off-mark, his Gloomcutter drawn and ready to strike at the beast. However, before he has the chance to cut it down, the clever mouse slips back into the darkness, making full use of its natural advantage to lay these invading humans low.
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>>6397705
Sounds of scuttling and squeaking echo through the high stone walls of the cavern, the impenetrable darkness keeping you all from knowing what lies beyond the reach of your magelights. In addition to the one caught in the center of the forward march, FOUR new stalagmice emerge from the shadows, each juvenile, but with claws and spines and teeth sharp enough to tear a defenseless human to shreds.
One skitters up to Alaryck, the one intruded furthest into their territory. Another, perhaps frightened by the sheer scale of her grand flame magic, lunges for CONQUEST. On the western flank, a rodent, hunger in its beady black eyes, finds LANSA as the closest, and thus best, target for its insatiable appetite. Finally, on the right, a clever little stalagmouse finds Cynthia to be the most isolated of the targets it can see, hoping to single her out before her friends can mount an attack.
>Dice will be assigned to enemies in numerical order. A juvenile stalagmouse’s roll to hit is (1d5+3) (plus an additional +2 in the dark).
>In order, that's LANSA, ALARYCK, CONQUEST, THORNE, and JOROGUMO.
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>>6397708
>3+5= 8 against Lansa. HIT
>2+5 = 7 against Alaryck. HIT
>5+5 = 10 against CONQUEST. HIT CRITICAL, dealing 2 additional damage (150% DMG on a critical hit, rounded to the nearest integer)
>2+5 = 7 against THORNE. MISS, activating his SLEEPING AEGIS
>3+8 = 8 against CYNTHIA. MISS
LANSA loses 3 hp (now at 3)
ALARYCK loses 3 hp (now at 3)
CONQUEST loses 5 hp (now at 1)
THORNE gains 7 hp of BARRIER, but loses his +2 reactive DC increase
>CYNTHIA takes no damage
Dawnseekers, the battlefield is yours once again. What shall you do?
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Rolled 1, 2 + 1 = 4 (2d4 + 1)
>>6397710
"hup! here we go now, on the offense!" Kumo does her midget run towards the combat! "let's patch you up too. take this FAMINE!"
>MOVE 2 SE
>CAST PIERCE! 5 N
SPELL #1: Pierce! Pierce! I Shall Pierce!
2d4+1 HIT, 5 RNG, 9 DMG
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Rolled 1, 1 = 2 (2d5)
>>6397710
Taking the attack headon with his false arm, the wood not having much give. Alaryck staggers the Stalagmouse with a jab from his offhand before unsheathing his arm and lunging.
>Use TOOTH AND NAIL on #5, MOVE 1A, 1E, 1D, 3E
"I'll get the one on me, but I need you all to deal with the others. I'll Reinforce the West"
>TOOTH AND NAIL 5, ACC:2d5+3 , DMG: 8
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>>6397713
>>6397690
"no good!" Kumo says aloud as the RATTHINGE LIVES. "at least you're still with us, fellow minion!"
This should heal CONQUEST but miss the rat, I think.
>>6397262
>>6397303
"what the #%@! are you doing back there, boss? making kebabs? get over here!!!" Kumo screeches at the errant dorf...
Pierce! Pierce! I Shall Pierce!
EFFECTS: Restore (DMG: 2, RS: 2), Hierosmite (DMG: 2, RS: 1+1)
FORM: Lance [HIT: 2d4+1, Range: 5, PIERCE, RS: 2]
MODIFIER: Crescendo (DMG: 3, RS: 2)
SUMMARY: 2d4+1 HIT, 5 RNG, 9 DMG, 8 RS
>>6397262
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Quick note about ally magic and resolution order!
If you're in a position where you wanna move but don't want to lose out on a healing spell, that's ok! Simply declare that you want to move after the spell lands, and you can have your cake and eat it too. Similarly, you can declare that you want to move BEFORE a spell is cast, walking into its healing range (so long as you end your turn there).
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Rolled 4, 4 + 2 = 10 (2d4 + 2)
>>6397706
"Hhhhh. Tactical retreat." Conquest hastily stumbles back, before feeling a bolt of healing magic piercing right through them...and missing the enemy right in front of her.
>CONQUEST is back at full!
"Thank you...friend." Conquest rubs the still sore wound on her chest. "Well. I guess there's no time like now to do this."
>Fire another DRAGONFIRE lance like so (following the red line)
>Move after being healed (following the dark navy line.)
>Rolling to hit. Deals 5 FIRE DAMAGE and 1 FIRE TICK if it lands.
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Rolled 1, 5 + 3 = 9 (2d5 + 3)
>>6397710
Thorne's hieroshield lets out an ominous glow like the opening of an great eye as it raises itself against the darkness, deflecting razor claws he had barely seen. "The Aegis stirs! To me and repel these cowardly beasts!"
He turns towards the stalagmouse that struck CONQUEST and raises his sword for a decapitating strike.
>Hiero's Strike of Justice on Stalagmouse 8
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>>6397720
Alaryck struggles with his arm long enough for the Stalagmouse to scamper out of the strike's path.
"DAMN IT ALL, I knew I should've untightened that clasp sooner. That magelight must have shook the thought from my head"
>>6397678
Sensing the snowgirl's apprehension
"I'll have you know I was quite the looker, caught many a fine woman's eye."
>>6397178
The bandages on Alarycks face scrunch up
"A Ruffian she says, as if we aren't all magical artisans of some flavour or another"
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Rolled 1, 2, 1 + 4 = 8 (3d2 + 4)
>>6397710
Roa feels a pang of anger as the rat almost mauls Cynthia. Though she hasn’t exchanged words with this fancy-looking lady before, she’s a companion, and one who must be safeguarded against the dark.
“You’ll not slay any of us, beast.”
She lashes out with her BRIGHTLANCE again, curling it through the darkness and forming a loop of light. The tip returns to its caster, as she attempts to encircle the monster in a searing lasso and bisect it from tail to snout. However, it’s not fated to be a lethal blow. Someone will have to provide the final strike on the juvenile beast.
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>>6397731
Forgot to attach image
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Rolled 4, 4 + 1 = 9 (2d4 + 1)
>>6397678
"What? Turn into fire? Silly one, we Ireqqen just burn battlefields, one column of warriors at a time. But I aam aiming for bigger things."
>>6397710
"Hrrr, the verminous infidels have shown themselves! Make peace with whatever beastly deity you worship, for you will die a thousand deaths!"
>PIERCING FLAME rat number 3
>MOVE 1S, 2SE, 2NE (ending up 2 tiles S of Kumo's current location)
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Rolled 5, 5 = 10 (2d5)
>>6397706
"O-ho... brilliant beast, this. Observe the hairy dorsal ridge--coarse... nearly barbed! And those pearly whites! Far more 'RAT'ical than rudimentary rodentia! Marvelous creature! Mayhap we keep one for study?"
>MOVE B1
>FARSTRIKE #10
>Hierosmite [Runespace: 1, DMG: 2; Deal damage equal to this spell’s DMG to an enemy.]
>Wreathe [Runespace: 1, 2d5, Range: Melee (1), DMG +2]
>Trickshot [Runespace: 1. You may change the casting point of your spell to any space within one space of your current position.]
>>6397724
"Kehehehe... what, healed? Drat. Let me examine the bite when you get bit again, GIRL. I find wounds quite intriguing, you know... very informative."
>>6397729
"A rag-spun ravisher... rare indeed to see one's head held so high when brought so low. Stand firm, Flayed One. A body may wither and scar, but we are more than just our meat, are we not?"
>>6397678
"I fear not the frost nor its bite, little snowflake, nor do I fear you. You are a curiosity, and I am of the habit of killing cats! Many trees seem fruitless until they sprout... I'll keep my eye on you, GIRL, I can promise you that."
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>>6397751
"The wound...is still there, it is merely not as severe as it once was." Conquest squinted at the bogwitch. She patted the seething red scar on her chest. The strike probably would've been lethal if not for the power of the HIEROSHIELD. "...I remember seeing people like you, out in the holes we dug in the muck."
"Hopefully you will have better manners than them. They once tried to cut off my foot for no particular reason. I quite prefer my appendages left attached."
>>6397695
The soldier merely shakes her head. "is it an exercise of foolishness? I see things differently. Fool me once, shame on you, fool me twice shame on me. I shall never be fooled twice."
"If you do not get in our way, then I have no reason to execute you. Regardless, you are right. Talking can be done later."
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>>6397444
Believing she had made her movement intentions abundantly clear, Cynthia is more than a little irritated when a bright beam brashly blazes past her from an armored imbecile, wastefully (though much more efficiently) re-illuminating the area she had already treaded.
>>6397710
"*Excuse* me, who just...." her scathing complaint is stopped midway when the flash of the beam glints off the pointy bits of a vile monster, one that is rapidly flanking her. A brief shriek escapes her lips, and she barely has enough time to leap away from its claws. She didn't think there would *actually* be anything this close to the beginning.
>>6397711
Cynthia is visibly uncomfortable to be so close to such an abomination, but when Wintry rushes to join her, she puts on a brave face. "Ah! Greetings, ice-born. Ordinarily, I would say that our element is best suited to tarry fiends *before* they get this close, but your help is appreciated all the same."
Emboldened by all the spells converging on the rat, Cynthia stands firm and points her wand directly in the face of danger.
>MOVEMENT: None
>ACTION: Silver Thread (Direction B)
>Effect: Hierosmite [DMG: 2 (+2 from wand)]
>Form: Lance [2d4+1, Range: 5, PIERCE]
>Modifier: Imbue Ice
>Modifier: Longshot [+2 Range, +1 ACC]
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>>6397774
>Hierosmite [Runespace: 1, DMG: 2; Deal damage equal to this spell’s DMG to an enemy.]
>Crescendo: [Runespace: 2, +3 DMG. Can only be taken once per spell. Incompatible with Forte.]
>Imbue [Runspace: 1. FIRE]
>Lance [Runespace: 2, 2d4+1, Range: 5, PIERCE]
>Longshot [Runespace: 1, +2 Range, +1 ACC, Cannot be taken on Melee-Form spells]
>Longshot [Runespace: 1, +2 Range, +1 ACC, Cannot be taken on Melee-Form spells]
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Rolled 3, 4 + 2 = 9 (2d4 + 2)
>>6397770
One more try for roll...
>>6397733
Cynthia is is moments before casting her spell, when Hestri's second brillant lance unexpectently rebounds back and slams into the monster's backside with a bright explosion. Disappointed, she fires her thread anyway, just to be safe.
>>6397776
"Hmph! You can have this one. And I'll say, I've never heard of something as unsanitary as *hair* be used for doctoring wounds in the capital, so I'll pass on that barbaric custom."
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>>6397781
The bogwitch sends her fellow mage a sidelong glance from beneath her unkempt hair.
"... The salve is for the Lightslinger, girl, not for thee. But if your conjurings kill, well, perhaps I'll gift you a gift too... ah, but this potion HAIR protects and preserves, not provides!"
The witch's eye flits up and down Cynthia's hair as if searching for a worm in the dirt. "Do take care with your hair--lest its health you impair..."
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Rolled 2, 1, 2 + 4 = 9 (3d2 + 4)
>>6397710
As contact is made with the denizens of the dark, Parsley has to bite down a noise that would be unseemly for his image. Pasty fingers clutch tight onto his staff, the mage watching a retaliatory lance slice a carving path through the gloom, only to miss its intended target.
"Best to clear the line first. Do keep up the spellwork, fellows, maybe save all the sweet talk for the tavern. Ugh." Once again he conjures an orb, sending it about to illuminate his surroundings before slamming into the stalagmouse.
>No movement
>Casting FIND A PATH as per blue line
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>>6397784
If it wasn't evident, Cynthia has not bothered to properly remember the names and voices of all of her comrades... especially not the odorous bogwitch, whom she has done her best to disassociate from.
Having leaped at the chance to complain, Cynthia fails to voice a good response, and so abolishes all potential for embarrassment by signaling crossed arms and a cold shoulder.LOL I'm such an idiot.
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>>6397798
A wry, lazy grin peeks out from beneath the bogwitch's mane as the upper-cruster departs from the conversation. Hestri watches her go like a cow watching passing traffic on the highway.
"Kehehehe... A new friend I made... A good day it is, and a good day indeed..."
>>
Rolled 5, 4 = 9 (2d6)
>>6397706
>Cast Roanor's Inferno at rat 9, chain to 8
>Move D1, C1
>Staff <Brightwood> [Runespace: 13]
>Vampire [7/7 HP, 0/7 Overshield, 4 MOV, 7 DC. Gain 6 HP when you deal a final blow. ]
>Roanor's Inferno [Runespace 12, DMG: 7, 1d6+4, Range 8, CHAIN (Chaining Range: 2, FIRE]
>Roanor's Magelight [Runespace 1, 2d5, Range 3, Magelight]
>>
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>Move as shown in the image
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>>6397823
>>6397819
"ahem, er, what I meant to say is always with the nattering on, you lot..."
"right. here's the scoop..." Kumo takes out a big map of the territory on a scroll as large as she is. "numbers 3 and 8 are dead, number 10 is super ding-dong-dead, good work over there everyone, but numbers 5 and 9 are still alive. careful out there alric, cause you're bumping into two rats either the way you're bumbling. don't get nibbled like beef jerky out there, y'hear?"
"it's a bit tricky with all these moving parts and numbers, so i only punched in the numbers for damage. i got lazy at the end, so don't get too mad, everyone..." she pensively adds. "apologies to missing triage's heal as well."
I'd strongly advise you all to append the casted spell's name and stats to to your posts. Or not, it's really fucking hilarious seeing everyone flail around lol. Spider sleep now.
>>
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>>6397710
"Right good job you lot! Enemies fall faster than us, quite nice it is, quite nice."
>Move as shown
>Scavenge what's left of the beastie
>>6397921
"Great job, Scribe. Much easier to keep track when someone's doing it for ya!"
>>
>>
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>>6397764
"It was about to strike you. Now it shan't. Leave the forefront assault to me."
That's the first complete sentence she's said to her companions so far. Now that the adrenaline is pumping, her battlefield instincts are kicking back in.
>>6397776
She gives the bog witch a nod of approval for following up on the lash, before wrinkling her nose just a smidgen. Then she moves forward, using the path she's lit up to navigate the depths.
>Walk in this direction
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>>6397210
>>6397213
>>6396905
"mmm kebab"
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>>
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I make a double move. I wonder if she can solo a mice.
Nice tokens, OP.
>>6397710
CASTING FOCI:
>Wand <Shardcandle> [Runespace: 8, +1 DC, +2 DMG]
HIEROSHIELD
>Bulwark [12 HP, 3 MOV, 8 DC]
SPELLS
#Sacred Fire#
-Effect
>Hierosmite [Runespace: 1, DMG: 2; Deal damage equal to this spell’s DMG to an enemy.]
>Magelight [Runespace: 1+1; Spread Magelights across every space this spell passes through]
-Form
>Arrow [Runespace: 0, 2d5, Range: 3; can target yourself]
-Modifier
>Imbue:Fire [Runspace: 1]
>Crescendo: [Runespace: 2, +3 DMG. Can only be taken once per spell. Incompatible with Forte.]
#Magic Miracle#
-Effect:
>Restore [Runespace: 2, DMG: 2; Restore the Heroshield of your target using this spell’s DMG.]
Form
>Arrow [Runespace: 0, 2d5, Range: 3; can target yourself]
Fucking Cloudflare
>>
>>
>>
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>>6397710
The Stalagmice descend, fangs bared and claws ready as they try desperately to vanquish the Spelldivers intruding on their broodnest. Most are unsuccessful— two stopped by the trusty Hieroshields of THORNE and CYNTHIA and one barely repelled by the mana wreathed around ALARYCK. Unfortunately, however, two strike true, one clamping around LANSA’s thigh hard enough to hurt even through his Hieroshield, the other lunging face-first at CONQUEST’s throat, nearly shattering her defenses instantly.
Spellfire bursts through the air as the Dawnseekers defend against the sudden onslaught from the horde of rodents, blades and bolts of mana tearing through the stalagmice like a dozen searing knives through screeching, scampering butter. JOROGUMO fires a piercing lance through her injured friend, restoring the better part of CONQUEST’s shield (with a handy assist from TRIAGE recovering the rest) but, due to the diminutive spider-witch being unable to see past her significantly taller associate, she fails to smite the monster who nearly killed her comerade. Conquest’s own retaliation is significantly more effective, a burst of luminous emerald flame searing the stalagmouse, leaving it on the brink of death. Valiant THORNE, ignoring the rodent still gnawing at his own shield, takes advantage of the opening, neatly severing the monster’s head as Conquest retreats. UR-GLARBAOTH and ROANOR take care of Thorne’s problem for him, their combined spellwork leaving the beast barely recognizable. At the forefront, ALARYCK attempts to cleave the mouse through the skull with his armblade, but barely misses as the rodent scapers through the dark to dodge.
On the left flank, things are significantly less fortuitous. LANSA’s burst of flame damages the beast substantially, but, even badly wounded and bathed in illuminated flame, the stalagmouse is still nimble enough to evade EIGENGRAU’s offensive magic. PARSLEY attempts to finish the job, but, as his missile courses through the dark void blanketing most of the battlefield, his spell crashes into a different mouse instead, wounding it severely and bathing it in magelights but leaving it very much alive.
>>
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>>6398166
Image didn't upload properly for some reason
>>
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Rolled 2, 1, 2 = 5 (3d6)
>>6398168OOC– holy shit this captcha fucking sucks
The eastern front bears far better news— Mighty ROA fires her signature spell into the dark, flashing the ground beneath its blazing trail with a white-hot flash. However, before it can curve back around to hit its intended target, the Brightlance stabs straight through a hidden Stalagmouse’s chest, the fowl aroma of charred meat and boiling grease filling the air as it collapses to the ground dead.
CYNTHIA and WINTRY fire their signature ice magic at the stalagmouse who had attempted to maul the academy mage, still clinging its teeth against her leg. However, VESTRI, realizing that their spells simply lacked the offensive push to finish the job, acted with haste, wreathing her Gloomcutter in shimmering, deadly magic before throwing it like a javelin, cleaving the beast clean in half before flicking her wrist, returning the weapon to her hands.
Ever quick to capitalize on a windfall, HURDY slips past his allies with surprising nimbleness, eagerly jaunting towards the bisected rodent. He frowns as he sifts though its frozen organs, only finding materials worth about [] coreshards.
2 -5 (3 hp) (MAGELIT)
3 -5 (3 hp) (1 FIRE tick)
7 -9 (dead)
8 -5, -7, -7, -5 (dead)
9 -7, -5 (dead)
10 -5, -2, -4 (dead)
>>
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Rolled 3, 1, 2 = 6 (3d5)
>>6398184
(Typed "Vestri" instead of "Hestri". Apologies to the mistress of the bog.)
ALARYK once again comes under attack, his fuzzy sparring partner bolting after him and leaping at the soonest opening. The stalagmouse that had tried to assault Lansa now races towards EIGENGRAU, attempting to render its hooded assailant little more than a pile of gray goop and a tattered cloak. It, as well as its associate who now aims for UR-GLARBAOTH, try to attack from the cloak of darkness, inadvertently illuminating the ground beneath their feet, the unwitting carriers of Lansa and Parsley’s Magelights. Still, darkness or no, they try to have their blood.
More gruesomely than this, the two adult stalagmice emerge from the shadows. The Broodmother stands above the body of one of her babies and, in a fit of rage, swipes its enormous tail across the battlefield, hoping to impale THORNE and UR-GLARBAOTH with the spines on its tail [DISCOVERY: Adult Stalagmice have long tails, allowing them to attack as if they had the modifier TRICKSHOT]. Meanwhile, the Broodfather looms over Cookie, taking advantage of her seeming isolation, attempts to bite her head clean off.
[ADULT hit: 1d6+3(+2 dark)]
[JUVENILE hit: 1d5+3(+2 dark when applicable)]
>>
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Rolled 11 (1d15)
>>6398199
As Conquest moves aside and reveals the corpse of the now dead Stalagmouse, Jorogumo immediately points and lets out a inhumenly loud, ear-piercing scream at maximum volume like the maddened piping of a dozen crescendoing flutes. She skitters at full tilt forward like the greedy little creecher she is.
"FAMINE! that delectable smell! i must taste of it!"
Jorogumo throws almost bodily at the monster's remains and starts shoveling heaps of half-charred, half-raw gore into her mandibles, throwing the choice magical organs for later into a sack she brought for just this purpose. She glares at her comrades with wild eyes, territorial instinct, almost primordial frenzy, paying no heed to the exposed vein of glinting Coreshards a few steps away...
"Oeh... It has been far too long..."
>MOVE 2A / 2 NORTH
>LOOT THE MONSTER
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Rolled 9 (1d15)
>>6398202
"Why do you keep...calling me that?" The soldier can't help but to be confused at the spidershadowthing. "It's CONQUEST, not- Feh. Go ahead and taste it. May you find some joy in devouring the enemy's flesh."
>CONQUEST moves as so, standing right on top of that cluster of crystal.
Conquest raises her well worn pickaxe up...
>START MINING.
>>
Rolled 4, 3 + 3 = 10 (2d5 + 3)
>>6398198
#5's attack hits me with +5 from darkness modifier. Still am unclear on if Triage's Binding Chains applies an element so I might(?) heal 1 hp due to fire.
Doubling down on it's efforts Alaryck's self assigned Nemesis catches onto his leg near the end of his movement.
>STATS: [3/6 HP, 5(+1) MOV, 6(+0)DC]
Biting back a curse Alaryck goes for another thrust with his blade.
>Use TOOTH AND NAIL on #5, Move 1A, 5E
"Cookie, was it? I'm going to target the Adult one soon. I may be in need of one of your miracles as it were."
>>
>>6398216
>>6398198
Meant to link to this post too.
The soldier mutters to herself, "I used to be someone. I used to be something. Now I'm stuck here mining rocks like a fucking rube." Tink. Tink. Shards of CORESHARDS clatter to the ground. "I used to dig trenches, at least that served some kind of purpose."
The soldier witch hastily adjusts her makeshift gas mask with her free hand. "Feh. Rats. Normally I find them cute, sir," She addresses nobody in particular. "When they were TINY, and I could hold them in the palm of my hand. Not the size of a fully grown dog...had a rat as a pet once, cute little thing."
>>6398116
"The morale boost that a well cooked piece of meat can provide to a soldier can not be understated."
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>>6398198
Roa cracks her whip-like weapon again, eyeing the spot where it detonated against some foul creature and left it to burn. She casts a glance backwards at her allies, ensuring that she isn’t stepping on anyone’s toes this time, then flings her weapon into the darkness. It carves a great swathe through the gloom as she tries to clear the air of lurking enemies. Perhaps there’s some creature waiting to pounce on whoever investigates the carcass.
Once she’s certain that she’s cleared the corner, she moves towards the body.
>BRIGHTLANCE
>Move
>>
Rolled 3 + 2 (1d6 + 2)
>>6398198
"It would seem the enemy is dispatched. Let us carry on."
>MOVE 3B 1A
>CAST Wintersun 4A
"So few discoveries... The enemy, too, is far away. Perhaps, if nothing changes, I will try my hand at my other spell next opportunity."
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Rolled 2, 5 + 3 = 10 (2d5 + 3)
>>6398198
Thorne feels the quickening of the Sleeping Aegis through his armor and within a heartbeat he ducks to avoid the sweeping tail of the Broodmother.
"At last a more worthy challenge! Your hide is mine BEAST!"
>Hiero's Strike of Justice on Stalagmouse 1
>>
>>6398216
"what?" After the Feast, Kumo turns to look at her ally. Principal eyes blink independently of each other in prandial somnolence, while smaller ocelli stare unfaltering. "oh right, that. naw, i wasn't talking to you, miss. i was just hungry and it seemed like the right thing to say at the time. famine!"
Kumo puts her red-covered hands up to her face and giggles unnervingly like an academy schoolgirl, before digging her hands back in and offering up a particularly nice bit of carcass to the masked woman. "here. nothing makes friends better than the sharing of enemies and meat of said enemies, amiright?"
"say..." Kumo says, "your name is PESTILIENCE, do i got that right?"
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Rolled 1, 1 + 3 = 5 (2d5 + 3)
>>6398198
"No harm done, Hierophant... Vestri is..." The bogwitch's dreamy expression takes a turn for the sour. "... My sister. We... do not speak much these days..."
>MOVE A1, F3 (Total Movement: 4)
>FARSTRIKE RAT #1
>Hierosmite [Runespace: 1, DMG: 2; Deal damage equal to this spell’s DMG to an enemy.]
>Wreathe [Runespace: 1, 2d5, Range: Melee (1), DMG +2]
>Trickshot [Runespace: 1. You may change the casting point of your spell to any space within one space of your current position.]
The witch sidles up behind the gallant known as Thorne.
"Might I... CUT in, ser?"
I think the accuracy buff still works with melee and my spell, right, Hier? Feel free to adjust if I screwed it up.
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Rolled 5, 5 = 10 (2d5)
>>6398232
I move her 3 exagons and she uses #Sacred Fire# on mice 3.
Blue robed guy please attack rodent 3 or we're funked.
I don't know if I have to add any Modifier.
>>6398198
CASTING FOCI:
>Wand <Shardcandle> [Runespace: 8, +1 DC, +2 DMG]
HIEROSHIELD
>Bulwark [12 HP, 3 MOV, 8 DC]
SPELLS
#Sacred Fire#
-Effect
>Hierosmite [Runespace: 1, DMG: 2; Deal damage equal to this spell’s DMG to an enemy.]
>Magelight [Runespace: 1+1; Spread Magelights across every space this spell passes through]
-Form
>Arrow [Runespace: 0, 2d5, Range: 3; can target yourself]
-Modifier
>Imbue:Fire [Runspace: 1]
>Crescendo: [Runespace: 2, +3 DMG. Can only be taken once per spell. Incompatible with Forte.]
#Magic Miracle#
-Effect:
>Restore [Runespace: 2, DMG: 2; Restore the Heroshield of your target using this spell’s DMG.]
Form
>Arrow [Runespace: 0, 2d5, Range: 3; can target yourself]
>>
>>
>>6398233
"As pleases you, Lady...I trust my flank to you."
He doesn't mention that Hestri missed, it would not be honorable to speak of such things.
>>
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>>6398198
>>6398224
Willfully oblivious to the horde that has descended on her western companions, Cynthia walks in tandem with her icy ally, and they both brandish their wands in parallel. She glances at Wintry with subtle admiration. "Miss Wintry, it seems we are of like minds. If fortune smiles on us, perhaps we shall safely strike a foe from afar."
>MOVEMENT: 3B
>ACTION: Silver Thread (7A)
>Effect: Hierosmite [DMG: 2 (+2 from wand)]
>Form: Lance [2d4+1, Range: 5, PIERCE]
>Modifier: Imbue Ice
>Modifier: Longshot [+2 Range, +1 ACC]
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>>6398234
>>6397774
"I've a Plan, I'll need Eigengrau to ignore the Juvenile (3) and Target the Broodfather (2). I'll draw both their attacks when they pivot to the darkness adjacent to me."
Alaryck takes a shaky breath
"This should give Eigengrau a good angle. It is imperative that Cookie or someone else restores my hieroshield after I take these blows before the HP buffer teleports me out."
>>6398219
>Change movement to 1F, 5E
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>>6398228
"...Right." The soldier shrugs at KUMO's response. She felt like there was more to this somehow but she knew better than to labor the point.
She taps her finger against the roasted bit of meat the spider thing held up. "It may be edible if we doused it with enough herbs and sauces to mask the worst of the taste. I suppose you are not completely off track in eating it."
The soldier snorted in response to being called Pestilence. "May you eat until you can't eat anymore, GUMO."
>>6398233
It takes every bit of energy Conquest has to not burst out laughing at the pitiful 'attack' the bogwitch made. "..."
CONQUEST NOTES:
BOTH ADULTS LOCATED
THREE JUVENILES DEAD, SEVEN MORE TO GO.
Next planned movement: "I will light up more of the path directly north of us. It may be wise to harvest what resources we can, before we are dragged out of here."
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>>6398238
>>6398246
"... I... shall endeavor to strike truer..."
It's official: this was the worst day the young bogwitch had ever had. Ever. An acrid-scented tear trickles down her face with the consistency of molasses.
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>>6398252
Just fix your positioning, I'll let you keep the roll. To hit stalagmouse 3 with 3 movement, you can make any of the following moves:
>C1
>C1, B1
>C1, B2
Or any combination of 3 MOV that leads you to that diagonal.
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>>6398253
Fixed. She's tanking 3.
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>>6398258
Stalagmouse 3 is already dead. Your spell does 4 damage and, after fire tick, the mouse only had 2.
>>6398219
Oh damn, nice catch. Thanks for reminding me! As a reward for your honesty, I'll let you roll a FREE coreshard deposit! (As a reminder, ALL mining and salvage rewards, including sigils, equipment, and shards are shared between all players. Please roll 1d15. The loot table is as follows):
For reference:
1-5: 10-20 coreshards
6-10: 30-50 coreshards
11: 60-100 coreshards
12: casting focus
13: hieroshield ring
14: sigil (random type)
15: sigil (choose type)
>>
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Rolled 2, 4 + 1 = 7 (2d4 + 1)
>>6398198
"Ah, the lord and lady of the cave makes their entrance. You there, Duende! Dodge!"
Lansa warns Ur-Glarbaoth of his impending attack, aiming at the broodmother.
>PIERCING FLAME N
>MOVE 4 SW, 1 NW
>>
Rolled 5 (1d6)
>>6398198
>Move C1, B1, A1
>Cast Roanor's Inferno at big rat 1
>Staff <Brightwood> [Runespace: 13]
>Vampire [7/7 HP, 0/7 Overshield, 4 MOV, 7 DC. Gain 6 HP when you deal a final blow. ]
>Roanor's Inferno [Runespace 12, DMG: 7, 1d6+4, Range 8, CHAIN (Chaining Range: 2, FIRE]
>Roanor's Magelight [Runespace 1, 2d5, Range 3, Magelight]
>>
>>
>>
Rolled 2, 1, 1 + 4 = 8 (3d2 + 4)
>>6398198
A litany of unwizardly curses leaves Parsley when the carefully plotted trajectory of his spell is rudely interrupted by a mouse standing in its way. Before he can let loose a finisher, the beast is almost upon him oh shit oh fuck--
The ensuing shrill squeak isn't from the stalagmouse, but the wizard that first struck it. Once it becomes clear that he isn't the target of the monster's ravenous teeth, Parsley quickly dusts off his robe and clears his throat. No one. Saw. Anything.
"Right-- ah, bollocks, I leave it all ragged and you can't even finish it off? Very well, then. A wizard's work is never truly done." Such a remark might be scathing were it not delivered in a whiny nasal voice. But that's something to worry about once there isn't an imminent bite risk.
>Moving F1
>Casting FIND A PATH as per blue line
>[ Missile, Magelight, DMG 5 ]
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>>6398424
Forgot image, how unwizardly of me.
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>>6398198
>>6398273
The Captcha fuckery is cooking my brain, I made an illegal movement choice.
>MOVE (FOR REAL THIS TIME): 2E, 2D, to land on #3, already rolled and killed #5 with TOOTH&NAIL
"I will move to salvage soon my movement's light should provide Parsley increased safety, the Broodfather (2) will likely target Cookie again. I am no longer at severe risk of being attacked."
"If the Broodfather doesn't attack Cookie again where it'd expose itself then it'd likely sprinted over to support the Broodmother from the darkness near that Juvenile (2) or deeper into the darkness."
"Eigengrau, I encourage you to linger near this front with myself and Cookie"
>>
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"Most efforts seem focused on levying arcane ordinance on the Broodmother and moving behind Thorne, I'm in no place to critique Hestri given my previous mishap."
Hurdy, Eigengrau, Rosallia and Triage have yet to go.
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>>6398198
>Move 3A
>IF I land on a mining spot I mine it, if I see one get revealed, I move onto it, I neither of those happen, I guess I just continue on 1A, 1F, 1A
>>
>>6398515
Alaryck pulls out his Scroll of targets provided by Dawnstone "Alright our immediate visible Foes are as follows"
>Juveniles
2 -0 (3 hp) (MAGELIT) "Targeted by Parsley with one of his Missiles, unsure if it will land but if it does it'll finish the juvenile off"
3 -9 (dead) "Cookie crisped this one from medium to well done"
5 -8 (dead) "Killed by Myself with bladework"
>Adults
Broodmother (1) -14 (1 hp) (1 Fire) "Confronting Thorne with Ur-Glarbaoth, Roanor, Hestri, and Lansa lobbing various spells. Thorne's landed a blow with Roanor's Inferno to follow, the flames should finish the beast off."
Broodfather (2) -0 (15 hp) "Currently in good health and readying for another move."
>>
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Rolled 3, 3 + 3 = 9 (2d4 + 3)
SPELL 1:
>Hierosmite [Runespace: 1, DMG: 2; Deal damage equal to this spell’s DMG to an enemy.]
>Crescendo: [Runespace: 2, +3 DMG. Can only be taken once per spell. Incompatible with Forte.]
>Imbue [Runspace: 1. FIRE]
>Lance [Runespace: 2, 2d4+1, Range: 5, PIERCE]
>Longshot [Runespace: 1, +2 Range, +1 ACC, Cannot be taken on Melee-Form spells]
>Longshot [Runespace: 1, +2 Range, +1 ACC, Cannot be taken on Melee-Form spells]
>>
Move 1S, 3SW and heal everyone within Radius 3 with Binding Chains.
I'm not sure if anyone in the pocket is wounded as I'm a bit distracted right now. In the future, if anyone craves healing, try calling out my name and I'll see what I can do.
>>
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Rolled 3, 2, 9 = 14 (3d10)
Undaunted by the looming horror of the stalagmice, the Dawnseekers mount a rigorous attack. The few rats unfortunate enough to be marked by Magelights are quickly terminated, with COOKIE and PARSLEY firing radiant blasts of offensive magic, cooking one into charcoal and bludgeoning the other in a bright flash of turquoise light. WINTRY fires her Wintersun into the distance, illuminating (though not mortally wounding) a juvenile rodent attempting to mount an ambush. ROA and CYNTHIA promptly take advantage, the latter’s thread of frost slowing it nearly to a stop, leaving a perfect opening for the knightess’s Brightlance to strike true, burrowing a smoldering hole into its skull.
ALARYCK successfully gets his vengeance on his unshakable pursuer, a crackle of crimson mana flaring to life at the tip of his blade as he cruelly slashes away at the beast, cleaving it into mince as he vents his frustrations out on the petulant rodent. Unsatisfied with such easy prey, he turns his gaze upon the broodfather, his armblade still glowing a sinister red as he makes a mad sprint towards it. Cookie is less so inclined, retreating as EIGENGRAU fires his lance of flame into the bloodthirsty beast. However, it instead curls away from the spell, its thick hide and dark spines dispersing the brunt of the attack. The Broodmother is less lucky, barely managing to deflect an attack from UR-GLARBAOTH and nimbly dodging Hestri’s detached spellsword, but sustaining serious injury from the combined efforts of THORNE and ROANOR.
>>
File: Spelldivers_Mission_1.png (691.3 KB)
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Rolled 4, 2 = 6 (2d5)
>>6398687
CONQUEST, HURDY, and JOROGUMO, rather than participating in the ongoing battle, decide to focus more on the long term of their guild's success, using the opportunity to gather some resources. Conquest moves straightforwardly, kicking the corpse aside as she makes a beeline over to the Coreshard deposit on the floor of the cavern. Kurokumo is less principled, lurching onto the floor with chittering chelicerae, gnawing at the flesh of the fallen stalagmouse and occasionally spitting out anything she deems sufficiently valuable. HURDY, driven perhaps by chance or perhaps a miner's intuition, saunters into the dark, clacking against the stone floors with his boots until he stumbles upon a hidden coreshard deposit. With a satisfied grin, he brings his handy pickaxe down.
PAYOUT: 74 CORESHARDS
>>
Rolled 5, 2, 5, 4, 6, 1, 2 = 25 (7d6)
>>6398690
Cornered and afraid, the Broodmother and Broodfather act decisively, stepping into the light in a last decisive attempt to eliminate the human invaders. They hustle towards the most densely populated areas they can see, swiping their spike-ridden tails at the small army of mages caught in their path. THORNE, UR-GLARBAOTH, HESTRI, TRIAGE, ALARYCK, EISENGRAU, and COOKIE are all in harms way as the spines of the stalagmouse threaten to shred their shields to nothing.
The last two diminutives, fortunate enough to remain in the dark, make their move as well, one lunging at TRIAGE, the other leaping for the gaps in ROA's heavy plate armor.
[attacks rolls from adults will be assigned in the order listed.]
>>
>>6398694
>THORNE: HIT (4 dmg, 3 barrier remaining)
>UR-GLARBAOTH: MISS (4 dmg, 8HP remaining)
>HESTRI: HIT (0 dmg)
>TRIAGE: HIT (4 dmg, instantly repaired by Vampire. 10/7 HP remaining)
>ALARYCK: CRITICAL HIT (6 dmg, knocked down)
>EISENGRAU: MISS (0 dmg)
>COOKIE: MISS (0 dmg)
The Broodmother perishes, the flames clinging to its pelt snuffing out the last vestiges of life it had left in it, its monstrous body collapsing hard against the cavern floor.
Alaryck MAY move if he is healed by another player first.
The initiative is yours, spelldivers. What shall you do?
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>>6398698
Forgot the map. Also forgot to say:
JUVENILES:
>ROA: MISS (0 dmg)
>TRIAGE: HIT (10->7/7hp)
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>>6398699
Forgot to partially illuminate Roa's adjacent tiles. Also took the liberty of removing the rat attack trajectories for visual clarity. Apologies for the mistakes.
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>>6398704
Congratulations! Here's the Elite enemy loot table:
1-6: 20-30 Coreshards
7-10: 40-50 Coreshards
11: Random sigil [no choices to pick from]
12: Effect sigil
13: Form sigil
14: Modifier sigil
15: Sigil [Type of choice]
Please select one of the three sigil types to choose from!
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>>6398699
The juvenile rat lunges at her, but Roa strikes it aside. Just as she’s about to whip it into oblivion, the amulet around her neck buzzes, informing her of a shattered hieroshield. She takes her eyes off the beast for but a moment, then steps back.
“Have my back.” She says to the two blue women.
“BRIGHTLANCE! SEEK THEM OUT!”
Roa uncoils her glowing whipsword and holds the weapon in a reverse grip. The spell is cast of its own volition, spearing across the cavern and striking the downed form of Triage, who she can’t even make out from this distance. Her spell has been crafted for this purpose as well: to stop her from having to see another fellow in arms die.
>>6398703
The power of the sun surges into the broken shield, revitalizing it and charging the stranger with energy. He will not fall today.
>Heal Triage.
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>>6398719
With her duty done, Roa momentarily sheathes her staff at her hip. She has no means to strike back at the beast until the weapon begins glowing again. As such, she takes two heavy steps forward, her gaze no longer leaving the rat. Iron boots slam onto the ground, as she spreads her legs out into a low, wide stance to brace for impact. Her arms extend to either side, hungry fingers splaying out, eager to seize and crush the creature if it lunges, uncaring of its ability to shred her armored limbs apart like paper.
The way is clear to fire.
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>Return here with remaining 2 movement
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>>6398729
Please select from the following effects:
>Stalagmite Armor [ELEMENT: EARTH]: High runeweight effect that grants DC boost and recoil damage
>Ephemeral Step [ELEMENT: MIST] Low runeweight sigil casting this spell, move to a space within your MOV. You may ignore an number of obstacles, enemies, or walls equal to this spell's PWR, so long as you land on an open tile.
>Shardseek: Medium runeweight sigil that illuminates any Coreshard deposit on or within 2 spaces of your spell's trajectory
>Grapple: Medium runeweight effect that keeps an enemy in place, allowing you to attack the target when they try to escape, even if their ending position is out of your range. MELEE ONLY.
>Rend Asunder [Element: Haemomancy]
Medium runeweight sigil. Upon landing a successful hit, decrease the enemy's DC by this spell's PWR until the end of NEXT round. An enemy's DC can never drop below half its maximum value.
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Rolled 2, 5 + 3 = 10 (2d5 + 3)
>>6398702
>MOVE E1
>FARSTRIKE RAT 1
>Hierosmite [Runespace: 1, DMG: 2; Deal damage equal to this spell’s DMG to an enemy.]
>Wreathe [Runespace: 1, 2d5, Range: Melee (1), DMG +2]
>Trickshot [Runespace: 1. You may change the casting point of your spell to any space within one space of your current position.]
"Hold fast, fearsome friends--the fight flies in our favor! Do try to save some scraps for us to speculate over..."
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Rolled 1, 1 + 2 = 4 (2d4 + 2)
>>6398687
With another vile spawn of darkness rended apart in a shower of brightly glittering ice, Cynthia smiles for the first time all day: a smirk of morbid satisfaction.
>>6398716
>>6398737
Cynthia focuses again, affirming Roa's request with a respectful nod as she dutifully steps forward. "How very noble of you, Lady Knight." But, when Roa steps back to confront the rat again, Cynthia's eyes widen in surprise, and she gasps, "Eh? How reckless! You think you can *wrestle* that thing?"
She turns to her fellow blue woman. "Miss Wintry, it's up to us to rescue this suicidal tomboy."
>MOVEMENT: 2B
>ACTION: Silver Thread (7A)
>Effect: Hierosmite [DMG: 2 (+2 from wand)]
>Form: Lance [2d4+1, Range: 5, PIERCE]
>Modifier: Imbue Ice
>Modifier: Longshot [+2 Range, +1 ACC]
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Rolled 2, 3 + 2 = 7 (2d4 + 2)
>>6398690
"....Hm." The soldier wipes at some condensation forming on her lenses. The mask is incredibly stuffy but it's better than showing her face off.
She continues marching forward, even if it means risking the chance of getting mauled by a rat lying in wait.
>Move forward as indicated by the red line.
>Trickshot my DRAGONFIRE LANCE by one space, and fire as indicated by the green line. Rolling in case my spell collides with anything.
SPELL #1: DRAGONFIRE
DESCRIPTION: A seething lance of ash and fire that leaves a lingering trace of sparks and lights behind.
EFFECT: Hierosmite, Magelight.
FORM: Lance (2)
MODIFIER: Longshot, Imbue (Fire), Crescendo, Trickshot
DMG = 5 FIRE DAMAGE
RANGE: 7
HIT: 2d4+2
>>6398248
>>6398758
"It appears you held up your end of the bargain, bog witch. Perhaps you can be improved." The masked soldier chortles. "With the right...stimuli and training."
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>>6398702
(QM forgot to move my token)
As Lansa repositions after another gush of flame, he bumps into the Broodfather, literally.
"Geh?! What! Skulking lord of vermin! Too close!"
>CAST CATALYST ON SELF (Autohit, heal 5, +5 MOVE)
>MOVE 1 NW, 8 N (on the purple hex roughly NE of dead rat 5)
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>>6398737
Oh shit Roa's literally going picrel
>>6398765
Hey, thanks! Excellent character, you!
>>6398766
The bogwitch answers the soldier's chortle with one of her own... or at least a decent attempt at it.
"Keeheheh! Imparting pain for maximum gain!"
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Rolled 2, 1 + 3 = 6 (2d4 + 3)
>Hierosmite [Runespace: 1, DMG: 2; Deal damage equal to this spell’s DMG to an enemy.]
>Crescendo: [Runespace: 2, +3 DMG. Can only be taken once per spell. Incompatible with Forte.]
>Imbue [Runspace: 1. FIRE]
>Lance [Runespace: 2, 2d4+1, Range: 5, PIERCE]
>Longshot [Runespace: 1, +2 Range, +1 ACC, Cannot be taken on Melee-Form spells]
>Longshot [Runespace: 1, +2 Range, +1 ACC, Cannot be taken on Melee-Form spells]
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Rolled 4 + 2 (1d6 + 2)
>>6398687
So very ethereal.... So COOL! You can really tell how inhuman Wintry is!!
>>6398702
>>6398761
Looking at the dead juvenile with an expressiolness face, Wintry turns to face the new threat.
"I understand... My spell seems too weak to kill, even if I were to hit my target. I could perhaps try to encase Miss Lady Knight in ice, to ensure she survives? But, bereft of the cover of darkness, those creatures won't be nearly as much of a threat. I shall pierce that dark shroud. Wintersun..."
>MOVE 2B
>CAST WINTERSUN 4A
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>>6398702
>>6398698
After gathering up all the viscera and scraps and even the finest furs of the ratte, Kumo's awareness of the greater battle returns. She looks around and sees the trio struggling with the broodfather and Kumo's dwarven boss and so many others near her recovering from fresh wounds! She freezes up for a moment, then calls aloud,
"Just hold the line, i will be there in a moment, comrades!"
Then she turns and sprints off with her sack in the other direction towards the unattended fresh corpse of another rat. MEAT MEAT MEAT—
>MOVE AS SUCH
>LOOT RAT #5
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Cookie uses #Magic Miracle# to heal Alaryc and moves next to the mice
>>6398698
>>6398699
>>6398702
CASTING FOCI:
>Wand <Shardcandle> [Runespace: 8, +1 DC, +2 DMG]
HIEROSHIELD
>Bulwark [12 HP, 3 MOV, 8 DC]
SPELLS
#Sacred Fire#
-Effect
>Hierosmite [Runespace: 1, DMG: 2; Deal damage equal to this spell’s DMG to an enemy.]
>Magelight [Runespace: 1+1; Spread Magelights across every space this spell passes through]
-Form
>Arrow [Runespace: 0, 2d5, Range: 3; can target yourself]
-Modifier
>Imbue:Fire [Runspace: 1]
>Crescendo: [Runespace: 2, +3 DMG. Can only be taken once per spell. Incompatible with Forte.]
#Magic Miracle#
-Effect:
>Restore [Runespace: 2, DMG: 2; Restore the Heroshield of your target using this spell’s DMG.]
Form
>Arrow [Runespace: 0, 2d5, Range: 3; can target yourself]
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Rolled 2, 5 + 3 = 10 (2d5 + 3)
>>6398882
Getting staggered then revitalized only redoubles Alaryck's efforts to attack as he gets to his feet.
"VERMIN" he yells, bandages slipping as his mouth opens wide enough to fit the sheer disgust in his tone as he lunges.
>Move 2D, Use Tooth&Nail on Adult 2
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Rolled 4 + 4 (1d6 + 4)
>>6398702
>Move F1
>Cast Roanor's Inferno at big rat 2
>Move A3
>Staff <Brightwood> [Runespace: 13]
>Vampire [7/7 HP, 6/7 Overshield, 4 MOV, 7 DC. Gain 6 HP when you deal a final blow. ]
>Roanor's Inferno [Runespace 12, DMG: 7, 1d6+4, Range 8, CHAIN (Chaining Range: 2, FIRE]
>Roanor's Magelight [Runespace 1, 2d5, Range 3, Magelight]
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Rolled 3 (1d15)
>>6398698
"Well, I'm certainly glad to be over here and not standing in line to get a delivery of spikes," Parsley remarks, not at all mindful of his own experience just seconds ago. "You three can do away with that wretched beast, I'm sure."
Leaving them be, he sets to work on the coreshard deposit at his feet. Magically handling the Handpick, of course, he would never stoop to manual labour.
>Mining coreshard deposit
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>>6398737
Unfortunately, you can't break up your movement like that. For balancing purposes, you can move before or after your spell/action, but not both.
>>6398769
Oops, sorry about that. With so many on the board I sometimes lose track
>>6398820
Glad you like the art! I probably won't add illustrations every update, but I've been inspired to paint (and I can pump out ones in this style relatively quick)
>>6398893
You don't take a hit. Apologies for the confusion.
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>Alaryck's Musings on Movement
Movement is essential for both combat and exploration, a lack of movement and a lack of range limits your options severely
Both Ice and Quickstep only apply on your next movement, you can cast Quickstep on yourself and save it for next turn.
Gloomcutter, limit of 10 PWR but has Intrinsic +1 MOVE and +1 PWR in melee
I plan to reveal my spells at a later date, but you can reach 17 MOVE on turn one with a 10 PWR or 9 PWR (If you have Frost Imbuement), while wielding a Gloomcutter Sword and Gazelle Ring.
High movement pairs best with these two pieces of gear, gloomcutter for exceptional melee force and Gazelle so you don't bump off of an Abysskin's while running headlong into the dark
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"quick sketch for another faceless hat." A pause.
"Not so faceless," Kumo says.
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>>6399104
>>6399123
"Yes... YES....! I see... I SEE!" Raves the bogwitch as she furiously scribbles down Alaryck's mid-battle musings like a stenographer! "Knowledge is power, and power is key! Learn well and learn fast from all that you see!"