Companions
Companions are friendly creatures that join heroes and help them in their quest. They are player controlled, and players can decide what are the actions of companions, especially during combat.
However, companions have one additional crucial role, as they can be the voice of the leader as well. If heroes get stuck somewhere and they don't know what to do, leader can suggest where the heroes should go through these companions.
Heroes — Hm, we are not sure where should we go!
Leader speaking as Buzz — Well, if you'll remember, the queen asked us to go deep into the forest, so let's try following the path deeper.
This way it doesn't feel like the leader is reminding heroes what to do, rather, a little helpful companion is doing that job. It helps with the immersion into the quest.
The helpful companions
Buzz Thistlewick🗡️1 🛡️5 ❤️3 Minor Heal — once per entire combat encounter heal 1❤️ to a hero |
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Guardian Eldrin🗡️1 🛡️4 ❤️6 Tree Bark — +1🛡 for entire group, including Eldrin |
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Aurora Bloom🗡️0 🛡️5 ❤️3 Shimmer — attack or summon one illusion of Aurora |
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Aurora's Illusion🗡️0 🛡️4 ❤️2 Illusion — cannot attack, only one illusion can be summoned at a time |
Clarifications
Buzz's heal works only once during one combat encounter. Not during one turn, rather during one entire encounter. To make things simple heroes can use it whenever they want.
Eldrin is a very powerful companion as it increases the toughness of the entire party. Use him wisely!
Aurora can either attack, or use her action during her turn to summon an illusion of herself. The illusion cannot attack, and only one can be active at a time. Of course, monsters should on occasion decide to attack the illusion. This does sound a bit silly, why would the monsters attack an illusion, but in the heat of combat sometimes it's hard to distinguish who's who. Illusion is great to soak up some of the monster attacks.