The first round of recruitment has ended. Anyone who wants to get in on the game is welcome to post in the comments, and they’ll come in during the following round (or subsequent rounds). Early access, or accumulation is an advantage so there oughtn’t be an issue with players joining late.

I finished up the character pool.
Character Pool

Numbers by Class:
Fighter – 9
Priest – 6
Thief – 10
Wizard – 5

What I need from everyone now is each player’s “first choice” PC, and their starting settlement (Orochmenus or Thebes) before tomorrow morning.

You can let me know by email or in the comment section. If you include your email address (assuming I don’t already have it) in your comment, I’ll contact you by email for instructions during your turn.

Turn order is alphabetical by divine patron:
Demeter, Hades, Hera, Hestia, and Poseidon.

If multiple players have the same patron, their turns play out simultaneously.

Each player (by patron) will have about 24 hours to describe their turn instructions to me. I’ll summarize your turn actions on the blog here once your turn is complete, barring any privileged knowledge you may have acquired.

I will accept late sign-ups until tomorrow morning. If you want to signup, tell me in the comment section — also choose a divine patron (turn order), a starting settlement, and your first couple choices for starting PCs (in case they get picked before you get your choice).

Assuming no one else signs up before tomorrow morning, I’ll control one “barbarian” group of PCs with Poseidon as a patron.

We’ll see how many more are needed after that.

Here’s turn structure again:
1. Recruit followers
2. Gather information
3. Purchase/sell gear
4. Perform rituals
5. Embark/adventure
6. Travel/take rest

The first four actions are “settlement” actions, which can only be performed in a settlement. There are two named settlements from the start (Orochmenus and Thebes), and an additional eight settlements whose names will be revealed through play. The map currently represents one region or kingdom.

There are other regions that can be revealed through play.

Recruit Followers
You can do one of the following: recruit a new PC, or “refresh” your henchmen. There’s a limit to the number of PCs you can have under your banner at one time, equal to 1/3 the level of your highest-level PC plus one. (This is important because you need a minimum of 2 PCs to embark on an adventure.)

Each PC can command 1-4 henchmen (indicated in the character pool), and they work like extra lives. They take hits for a PC while they’re leading the party. When you “refresh” henchmen, you get henchmen for all PCs simultaneously.

During this phase, you can return a PC to the pool (in case they pick up some kind of nasty, lingering condition) and pick up a new one. PCs come as-is, so be wary of taking on a PC higher than 1st level — you may wind up wasting a turn.

Gather Information
You can inquire after monsters, treasure, or rituals — I hope these are fairly self-explanatory. Monsters come part-and-parcel with treasures and rituals, but sometimes you want to pick your battles.

Rumors will usually point you to a place nearby. Sometimes you’ll get a map, sometimes you won’t. Sometimes the map comes extra. Sometimes the information will be bad. I don’t think I need to elaborate on this.

Purchase/Sell Gear
This is a special “rest/recover” phase that can occurs before embarking. New recruits always come with their own gear, though stuff will be damaged or destroyed. Mundane gear can be replenished at no cost, but a lack of gear imposes penalties. You can also hire a cart or off-load treasure.

Perform Rituals
This is like a second “purchase” phase. You can perform any rituals you’ve acquired by paying the associated “casting cost.” Wizards and priests can perform rituals, otherwise you have to pay someone else to do it.

The only ritual you can generally buy in town is “raise dead.”

When you embark, you’ll designate one PC as the leader. Your leader makes the checks and generally takes any damage first. Encounters have an ability score and are resolved by rolling under your lead PC’s associated score.

Failing a check usually (but not always) results in damage.
Passing a check usually (but not always) results in XP and treasure.

Depending on the length of the delve, you’ll hit “milestone” encounters that award better XP and treasure than the typical encounter.

Each encounter is like an attack in Risk. You can decide whether to continue or retreat after each encounter. You can only embark (leave a settlement) or adventure if you have at least 2 PCs. You immediately stop adventuring if you have only 1 PC remaining (they must retreat).

While retreating, there’s a chance you’ll be attacked by wandering monsters. The only time it’s “safe” to retreat is upon completing a milestone encounter.

Between encounters, you can change your party leader — but each PC can only assume leadership once per turn. Once you’ve cycled through every PC, your adventure immediately ends and you retreat.

Occasionally you’ll be offered a choice instead of a check. Be wary.

If you don’t have a rumor to lead you to a delve, you can wander. Be especially careful because you can get ganked by bandits, rival adventuring parties, or wilderness encounters. Not like delving is safer.

Travel/Take Rest
If you were delving, you can return to a settlement and fully restore your party’s hit points. You’ll have to wait until your next turn to refresh henchmen.

If you embarked but didn’t choose to adventure (or couldn’t find a delve while wandering), you can move to an adjacent hex or enter a settlement bordering the hex you embarked to — you learn the settlement’s name and can choose to reveal it on the map at that point.

Regardless of your choice to reveal the settlement’s name or not, you can automatically travel from one settlement to another you’ve visited (if you chose not to embark during your turn) within the same region.

Border settlements allow you to travel to any settlement you’ve visited in either region. If you aren’t sure about where settlements are, ask before you make your move.

Let me know if you have any questions or if I left something out.