After a brief exchange, its decided. The usable gear is collected quickly. The shortbows and quivers are bundled together, the daggers wrapped to keep their edges from biting through packs, and even the leather case is loaded into the wagon. Everything else—teeth, slugs, moldy bread—is left where it fell. Some things aren’t worth carrying.
With Alex stabilized as best as can be managed and the wagon secured,
Nelly takes the lead. She parts the brush on the north side of the road, revealing the narrow, half-hidden trail and motioning the others forward. The path is cramped and uneven, clearly not meant for wagons, but it bears the unmistakable signs of frequent goblin traffic.
OOC:
Nelly, you have the best Naturecraft and Perception rolls. So I guess you will lead the way, right?
Either way, before we end this thread, its time to
level up!
[ +- ] Level up
When a hero gains a level:
1. HP Increase. Roll your Hit Die with advantage and increase your max HP by that much.
2. More Endurance. Your Hit Die max increases by 1 (it is typically equal to your level).
3. More Skilled. Gain 1 skill point. Additionally, you may move 1 point from one skill to another (as long as the skill points doesn’t become negative), reflecting your hero’s evolving expertise and priorities.
Note. The maximum bonus a skill can have is +12.
4. Class Features. Gain new class features for your level. This may mean increasing your mana pool, new spells, or even selecting a subclass!
5. Other Adjustments. If any of your base stats increase, remember to adjust other elements of your character sheet as needed (skills, damage, Initiative, armor, mana, languages, etc.).
For
Igrem, you just need to do steps 1 and 3, I already did the rest.
For
Alex and Nelly, please note that this was
not a Safe Rest, therefore you do NOT fully recover your lost HP and healing die. They only increase by the new amount.
Please let me know if you need any further assistance. =)