Rules
How the Crawl Works
Heroes Path is built around short story pages. Each turn shows what happens next, gives you a small set of options, and pushes the mission forward through exploration, danger, loot, and objectives.
Pages And Choices
- Most turns present a scene and exactly 3 choices . The next page should be the consequence of the option you picked, not a random jump elsewhere.
- Pages can be calm exploration, combat, trap fallout, loot, or a mission ending depending on what the story just triggered.
- Story choices handle movement, investigation, bluffing, stealth, and risk-taking. Inventory use, spellcasting, and loot pickup are mostly handled by the game systems instead of ordinary page choices.
Missions And Objectives
- Each hero plays authored missions with their own openings, chapters, enemies, and endings.
- Your quest log shows required objectives and sometimes optional ones. Required objectives must be completed to clear the mission.
- Chapters pace the adventure so it builds toward a climax. A mission may ask you to reach a place, survive an approach, or defeat a named boss before the ending can fire.
- Mission completion can grant rewards such as money, gear, or carryover items for that hero.
Core Stats
- Skill affects combat strength and can be modified by equipped gear.
- Hit Points are your health. If they reach `0`, your adventure is over.
- Luck is spent on luck tests. A successful test can improve an outcome. To test luck, roll 2d6 and succeed if the total is less than or equal to your current luck. Each test reduces your luck by 1.
Combat
- Combat is round based. Some encounters begin with the monster seizing the initiative, but once the exchange starts you strike first and the monster retaliates only if it survives.
- A normal attack compares your Skill + 2d6 against the monster’s Skill + 2d6 .
- Test your luck spends 1 luck, then rolls 2d6 against your current luck. On success it either adds +1 damage to your hit or reduces the counterattack by 1 damage . On failure you still spend the luck and gain no advantage.
- Some encounters can also be escaped, outwitted, or bypassed through non-combat choices.
Mages
- Mage heroes use a shared pool of Arcane charges. Each spell cast spends 1 charge .
- Arcane Bolt deals a fixed 2 damage in combat. If the enemy survives, it immediately retaliates for 1 damage , or 2 against stronger foes.
- Outside combat, Arcane Bolt does not deal direct tracked damage. Instead it forces the story to react to the blast and can start a fight if the spell exposes or provokes an enemy.
- Illusion is an exploration spell that creates distractions, false sounds, and openings without starting combat on the same page.
- Elowen unlocks Invisibility at Level 3 , giving her a stronger non-combat tool for infiltration, scouting, and slipping past danger unseen.
Mystics
- Mystic heroes use shared Prayer charges rather than arcane spells.
- Healing Prayer can only be used outside combat. It restores hit points immediately and grows stronger for heroes with a higher starting prayer charge total.
- Garrick and Tan-Yara currently use prayer as steady survival magic rather than as a wide spellbook of separate combat and utility powers.
Inventory And Gear
- You can carry multiple items, but only one melee weapon and one ranged weapon can be equipped at a time.
- Extra weapons stay in your inventory. If you carry more than one weapon for a slot, you can choose which one is currently active.
- Consumables such as food, rations, salves, and potions can be used later from your inventory.
- Loot from encounters and rewards from mission endings can become part of that hero's long-term carryover kit.
Encounters And Loot
- Combat and traps break up exploration. Some dangers must be fought, while others can be escaped, outwitted, or endured.
- After a resolved encounter, the game can offer follow-up choices or loot instead of jumping straight back to normal exploration.
- Weaker enemies may carry little or nothing, while tougher or more important foes are more likely to drop useful gear or currency.
Leveling Up
- Clearing a mission for the first time can unlock the next mission tier for that hero.
- The first time a hero clears a mission, they gain +1 Skill and +1 HP when they start their next mission.
- The next mission also carries over your hero’s inventory and their saved base luck.
Saved Progress
- Hero progression, unlocked missions, carried inventory, and level bonuses are stored in local storage in your browser.
- If local storage is cleared, your hero progression and carryover loadout will be lost on this device.