Wild West || Lovecraft || Dungeoncrawl
• Based on THIS glorious game •
THEY SAY the world ended when they clawed the first chunks of Darkstone out the belly of the earth. There's magic in those rocks, no doubt. Something more then this world, something other. but it's worth it's weight in gold, multiplied by a dozen. - useful? Sure. Dangerous? oh, yeah. A whole bunch more then anyone was expecting.
The monsters that burst forth into the mines and overran the towns that harbored it certainly made it seem like the end days, alright. Everyone knows the story of the town of Brimstone, for example. They loved their Darkstone there. Collected a whole bunch of it, all in one place. Made a pretty little light show when it went up.
Now Brimstone's just a crater crawling with mutants and monsters and worse.
But that's just how things work out here in the wild west. You won't meet the same fate, of course. There's a fortune to be made out in these hills and down in the depths of those mines, and by damn are you ready to face down the darkness.
It's all in a day's work, after all.
Are you ready to be thrown into a horrific dungeon filled with nightmares?
Yay! Then let's begin.
+ The Posses +
Anyone can make a character. The maximum party size is 5-6 (meaning up to six characters act at once), and the minimum is 2. Each round every character must be accounted for.
The person who created the character gets priority to determine their action. However, if the player does not reply for 4 days, another player may choose the action for that character that round.
After an adventure, players can choose to leave their characters in town if they wish to skip out on the next mission. Characters left behind this way do not gain XP or loot, but will always be safe from danger.
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Objective:
Return the Cursed Idol to the Grave it was stolen from. To do this, the Posse must find their way to the legendary Swamps of Jargano and discover the ancient Burial Ground.
Reward: Each player may choose to draw some new Gear or gain D50gp - 300gp..
Failure: The Town is destroyed while the Heroes are away. They may not make a Town Visit and instead move directly onto the next Adventure.
1. FEAR the BANDIDO. created by Duskshine749.
16 / 16 HP || 8 / 8 Sanity || 2 / 2 Determination || 0 / 500 XP || 0 Gold || Level 1
Determination: This can be spent to reroll any dice at anytime, and can be spent to use abilities.
2. LUCIEL the LAWMAN. created by Majoras End.
12 / 12 HP || 12 / 12 Sanity || 2 / 2 Determination || 0 / 500 XP || 0 Gold || Level 1
Determination: This can be spent to reroll any dice at anytime, and can be spent to use abilities.
3. SCARE the LAW HOLDER, U.S. MARSHAL. created by Scarescrow.
10 / 10 HP || 12 / 12 Sanity || 0 / 2 Determination || 410 / 500 XP || 1690 Gold || Level 1
Mutation: Tail with a Mouth
Determination: This can be spent to reroll any dice at anytime, and can be spent to use abilities.
4. DICK GRANT the PIANO PLAYER. created by Leaves.
8 / 8 HP || 14 / 14 Sanity || 2 / 2 Determination || 0 / 500 XP || 0 Gold || Level 1
Determination: This can be spent to reroll any dice at anytime, and can be spent to use abilities.
5. AARON GOLDFELD the SCOUT. created by CollectorofMyst.
11 / 11 [10+1] HP || 11 / 11 [10+1] Sanity || 1 / 2 [Mines] Determination || 351 / 500 XP || 425 Gold || Level 1
Determination: This can be spent to reroll any dice at anytime, and can be spent to use abilities.
6. PASTOR JIMMY the PREACHER. created by Asura, played by PrinceAlexus.
Pastor Jimmy the Preacher
13 / 13 [12 + 1] HP || 10 / 10 Sanity || 1 / 2 Determination || 296 / 500 XP || 45 Gold || Level 1 || 2 Faith
Determination: This can be spent to reroll any dice at anytime, and can be spent to use abilities.
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1. DEPUTY HAWKEYE HAROLD the GUNSLINGER. created by DeadBeatWalking.
10 / 10 HP || 12 / 12 Sanity || 1 / 3 Determination || 95 / 1000 XP || 1070 Gold || Level 2 || 2 Corruption
Determination: This can be spent to reroll any dice at anytime, and can be spent to use abilities.
2. DAN the RANCHER. created by Duthguy.
17 / 17 [14 + 3] HP || 11 / 11 [10 + 1] Sanity || 1 / 2 Determination || 445 / 500 XP || 25 Gold || Level 1
Determination: This can be spent to reroll any dice at anytime, and can be spent to use abilities.
3. FATHER C the PASTOR. created by rocketrobie2.
Father C the Preacher
13 / 13 HP || 10 / 10 Sanity || 1 / 2 Determination || 405 / 500 XP || 645 Gold || Level 1 || 0 Faith
4. JAMIE HART the SALOON GIRL. created by CollectorofMyst.
8 / 8 HP || 14 / 14 Sanity || 2 / 3 Determination || 60 / 500 XP || 30 Gold || Level 1
In Town
T E A M I D O L
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The Cursed Idol
Objective:
Return the Cursed Idol to the Grave it was stolen from. To do this, the Posse must find their way to the legendary Swamps of Jargano and discover the ancient Burial Ground.
You hear about alot of interesting work in the local watering holes, and today was no different. When the local Prospector hobbles in on his splint, crying and raving about how he was cursed, you are one of the few to sit up and take heed.
He says he found a portal deep in a mine, found a gate to another world. Found one or two interesting trinkets over there - oh yes, very interesting - while out on an expedition there. Found a little statue that he was sure was worth a fortune, and brought it back home with him.
Well, that was when the trouble started.
He recounts how his horse keeled over and died on the journey home, how he's been attacked by demons and beget by monsters, how his wife has fallen sick and three void twisters have spun through his town this passed fortnight alone. He begs you to take his find back to the swamp where he found it, and lay it to rest in the grave he stole it from.
He says he found a portal deep in a mine, found a gate to another world. Found one or two interesting trinkets over there - oh yes, very interesting - while out on an expedition there. Found a little statue that he was sure was worth a fortune, and brought it back home with him.
Well, that was when the trouble started.
He recounts how his horse keeled over and died on the journey home, how he's been attacked by demons and beget by monsters, how his wife has fallen sick and three void twisters have spun through his town this passed fortnight alone. He begs you to take his find back to the swamp where he found it, and lay it to rest in the grave he stole it from.
Reward: Each player may choose to draw some new Gear or gain D50gp - 300gp..
Failure: The Town is destroyed while the Heroes are away. They may not make a Town Visit and instead move directly onto the next Adventure.
Conditions
Heroes start in the Mine and the Posse must find a Portal to the legendary Swamps of Jargano. Once there, they must discover the Ancient Burial Ground, and work out which grave the Cursed Idol belongs to.
Holding Back the Darkness is harder on this mission. The Lanternbearer must roll 1 higher to defend against it.
Once in the swamps, the Heroes must discover the Burial Ground, where they must work out which grave to return the idol to.
Holding Back the Darkness is harder on this mission. The Lanternbearer must roll 1 higher to defend against it.
Once in the swamps, the Heroes must discover the Burial Ground, where they must work out which grave to return the idol to.
1. FEAR the BANDIDO. created by Duskshine749.
16 / 16 HP || 8 / 8 Sanity || 2 / 2 Determination || 0 / 500 XP || 0 Gold || Level 1
Determination: This can be spent to reroll any dice at anytime, and can be spent to use abilities.
Wild Card:
Twin Guns:
You may recover a Determination on a movemnt roll of 1 or 2.
Twin Guns:
You may fire 2 one handed Guns per turn with no penalty for the off-hand Gun (both guns can crit).
• OUTLAW •
Combat:
Initiative 3 • Melee Combat 2
To Hit Melee 4+ • To Hit Ranged 5+
Defense 4+ • Willpower 5+
Challenges:
Agility 2 • Cunning 1 • Spirit 3
Strength 4 • Lore 3 +1 • Luck 2
Combat:
Initiative 3 • Melee Combat 2
To Hit Melee 4+ • To Hit Ranged 5+
Defense 4+ • Willpower 5+
Challenges:
Agility 2 • Cunning 1 • Spirit 3
Strength 4 • Lore 3 +1 • Luck 2
Sidebag: 1/5 Slots filled
Ancient Coin:
Pistol:
Pistol:
1x Whiskey
Ancient Coin:
Increased Lore. Once per Adventure, Fully heal your health
2/7 Carryweight used
Pistol:
1 Handed
Range: 6 Squares
Shots: 2 Shot per round
Upgrade Slots: 0/2 used
Weight: 1
Worth: $100
Range: 6 Squares
Shots: 2 Shot per round
Upgrade Slots: 0/2 used
Weight: 1
Worth: $100
Pistol:
1 Handed
Range: 6 Squares
Shots: 2 Shot per round
Upgrade Slots: 0/2 used
Weight: 1
Worth: $100
Range: 6 Squares
Shots: 2 Shot per round
Upgrade Slots: 0/2 used
Weight: 1
Worth: $100
2. LUCIEL the LAWMAN. created by Majoras End.
12 / 12 HP || 12 / 12 Sanity || 2 / 2 Determination || 0 / 500 XP || 0 Gold || Level 1
Determination: This can be spent to reroll any dice at anytime, and can be spent to use abilities.
Laying Down the Law:
Strong Leadership:
Once per Attack, you may reroll a To Hit roll.
Strong Leadership:
Use 1 Determination to Heal 1 Health and 1 Sanity from yourself and every other Hero on your Map Tile - Gain 5XP for every Wound or Sanity healed from another Hero this way.
• LAW • FRONTIER •
Combat:
Initiative 4 • Melee Combat 2
To Hit Melee 4+ • To Hit Ranged 4+
Defense 4+ • Willpower 4+
Challenges:
Agility 2 • Cunning 4 • Spirit 1
Strength 3 • Lore 2 • Luck 3 +1
Combat:
Initiative 4 • Melee Combat 2
To Hit Melee 4+ • To Hit Ranged 4+
Defense 4+ • Willpower 4+
Challenges:
Agility 2 • Cunning 4 • Spirit 1
Strength 3 • Lore 2 • Luck 3 +1
Sidebag: 1/5 Slots filled
Ace of Spades:
Peacekeeper Pistol:
Sheriff Badge:
1x Whiskey
Ace of Spades:
Luckier. You may roll one extra die for Scavenge checks.
1/4 Carryweight used
Peacekeeper Pistol:
1 Handed
Range: 6 Squares
Shots: 3 Shot per round
Upgrade Slots: 0/1 used
Weight: 1
Worth: $250
Range: 6 Squares
Shots: 3 Shot per round
Upgrade Slots: 0/1 used
Weight: 1
Worth: $250
Sheriff Badge:
LAW ONLY Gear • Law • Icon
Once per Adventure, give all Heroes +2 Shots with a Gun or +2 Combat (they choose) during their next turn.
Once per Adventure, give all Heroes +2 Shots with a Gun or +2 Combat (they choose) during their next turn.
3. SCARE the LAW HOLDER, U.S. MARSHAL. created by Scarescrow.
10 / 10 HP || 12 / 12 Sanity || 0 / 2 Determination || 410 / 500 XP || 1690 Gold || Level 1
Mutation: Tail with a Mouth
Determination: This can be spent to reroll any dice at anytime, and can be spent to use abilities.
Double-Shot:
Hardened Resolve:
Tail with a Mouth:
Requires a Shotgun. Once per turn, when you kill an enemy with a Shotgun, you gain an extra shot with that Shotgun.
Hardened Resolve:
+2 Sanity. At any time you may use 1 determination to heal either 3 Wounds or 3 Sanity from yourself or a hero on your map tile. (Gain 5xp for every Wound or Sanity healed from another hero this way)
Tail with a Mouth:
Your tail nips and bites at any who move too close...
Any time you or an adjacent character/monster rolls a 1 on a "To Hit" roll, they take 1 Wound as your Tail lashes out, ignoring defenses. You gain no XP from hits given this way.
Any time you or an adjacent character/monster rolls a 1 on a "To Hit" roll, they take 1 Wound as your Tail lashes out, ignoring defenses. You gain no XP from hits given this way.
• LAW • TRAVELLER •
Combat:
Initiative 4 • Melee Combat 2
To Hit Melee 4+ • To Hit Ranged 4+
Defense 3+ • Willpower 4+
Challenges:
Agility 3 • Cunning 4 • Spirit 2 +1
Strength 2 • Lore 1 • Luck 3
Combat:
Initiative 4 • Melee Combat 2
To Hit Melee 4+ • To Hit Ranged 4+
Defense 3+ • Willpower 4+
Challenges:
Agility 3 • Cunning 4 • Spirit 2 +1
Strength 2 • Lore 1 • Luck 3
7x Darkstone
Sidebag: 2/5 Slots filled
Locket:
Marshal Badge:
Shotgun:
Matches:
Sidebag: 2/5 Slots filled
2x Dynamite
Locket:
You are slightly more spiritual. When you catch your breath after battle (recovering health/sanity) you add +1 to the rolls.
2/7 Carryweight used
Marshal Badge:
LAW ONLY
GEAR • LAW • ICON
Once per Adventure, give all Heroes +2 Shots with a Gun OR +2 Combat (each character may choose for themselves) during their next turn.
GEAR • LAW • ICON
Once per Adventure, give all Heroes +2 Shots with a Gun OR +2 Combat (each character may choose for themselves) during their next turn.
Shotgun:
2 Handed
Range: 5 Squares
Shots: 1 Shot per round
Use a D8 instead of a D6 for hitting and for damage.
A roll of a 6, 7, or 8 count as a Critical Hit.
Upgrade Slots: 0/1 used
Weight: 1
Worth: 300gp
Range: 5 Squares
Shots: 1 Shot per round
Use a D8 instead of a D6 for hitting and for damage.
A roll of a 6, 7, or 8 count as a Critical Hit.
Upgrade Slots: 0/1 used
Weight: 1
Worth: 300gp
Matches:
Gear • Fire
Discard to ignore Voices in the Dark*
*(Triggers when too far away from a light source, and causes sanity damage)Worth: 10gp
Discard to ignore Voices in the Dark*
*(Triggers when too far away from a light source, and causes sanity damage)Worth: 10gp
4. DICK GRANT the PIANO PLAYER. created by Leaves.
8 / 8 HP || 14 / 14 Sanity || 2 / 2 Determination || 0 / 500 XP || 0 Gold || Level 1
Determination: This can be spent to reroll any dice at anytime, and can be spent to use abilities.
Comforting Presence:
Lightweight:
Knockout Punch:
At the end of the your turn, you may Heal 1 HP or 1 Sanity from every other adjacent Hero. Gain 5 XP for each damage Healed this way.
Lightweight:
May only use Gear cards with the Keyword: Light.
Knockout Punch:
Use 1 Determination to double the amount of Damage you just rolled (Limit once per Hit)
• PERFORMER •
Combat:
Initiative 5 • Melee Combat 2
To Hit Melee 4+ • To Hit Ranged 4+
Defense 3+ • Willpower 4+
Challenges:
Agility 4 • Cunning 3 • Spirit 3
Strength 1 • Lore 2 • Luck 3
Combat:
Initiative 5 • Melee Combat 2
To Hit Melee 4+ • To Hit Ranged 4+
Defense 3+ • Willpower 4+
Challenges:
Agility 4 • Cunning 3 • Spirit 3
Strength 1 • Lore 2 • Luck 3
Sidebag: 1/5 Slots filled
Bear Claw:
Hold-Iout Pistol:
1x Bandages
Bear Claw:
Once per Turn, you may Re-Roll a single Willpower roll.
1/4 Carryweight used
Hold-Iout Pistol:
1 Handed
Gain: Free Attack, Once per Fight
Range: 3 Squares
Shots: 1 Shot per round
Upgrade Slots: 0/1 used
Weight: 1
Worth: $200
Gain: Free Attack, Once per Fight
Range: 3 Squares
Shots: 1 Shot per round
Upgrade Slots: 0/1 used
Weight: 1
Worth: $200
5. AARON GOLDFELD the SCOUT. created by CollectorofMyst.
11 / 11 [10+1] HP || 11 / 11 [10+1] Sanity || 1 / 2 [Mines] Determination || 351 / 500 XP || 425 Gold || Level 1
Determination: This can be spent to reroll any dice at anytime, and can be spent to use abilities.
Tracker:
Fast:
Cavalry Scout:
Once per Adventure, you may discard and redraw an Exploration Token or Encounter just drawn.
Fast:
+1 Movement.
Cavalry Scout:
You may roll 2 dice for movement each turn and choose which to use.
• SCOUT • TRIBAL • LAW
Combat:
Initiative 5 • Melee Combat 2
To Hit Melee 4+ • To Hit Ranged 4+
Defense 4+ • Willpower 4+
Challenges:
Agility 3 • Cunning 2 • Spirit 3
Strength 2 • Lore 3 • Luck 2
Combat:
Initiative 5 • Melee Combat 2
To Hit Melee 4+ • To Hit Ranged 4+
Defense 4+ • Willpower 4+
Challenges:
Agility 3 • Cunning 2 • Spirit 3
Strength 2 • Lore 3 • Luck 2
0x Darkstone
Sidebag: 3/5 Slots filled
Compass:
Carbine:
Jacket:
Carbine:
Sheriff Badge:
Gold Teeth:
Bounty:
Sidebag: 3/5 Slots filled
2x Bandages
1x Whiskey
1x Whiskey
Compass:
Once per Adventure, cancel and redraw an exploration token.
3/7 Carryweight used
Carbine:
Two Handed
Range: 8 Squares
Shots: 3 Shot per round
Upgrade Slots: 0/2 Used
Weight: 1
Worth: 400gp
Range: 8 Squares
Shots: 3 Shot per round
Upgrade Slots: 0/2 Used
Weight: 1
Worth: 400gp
Jacket:
Gear • Clothing • Coat
+1 HP
+1 Sanity
Upgrade Slots: 0/1 Used
Weight: 1
Worth: 200gp
+1 HP
+1 Sanity
Upgrade Slots: 0/1 Used
Weight: 1
Worth: 200gp
Carbine:
Two Handed
Range: 8 Squares
Shots: 3 Shot per round
Upgrade Slots: 0/2 Used
Weight: 1
Worth: 400gp
Range: 8 Squares
Shots: 3 Shot per round
Upgrade Slots: 0/2 Used
Weight: 1
Worth: 400gp
Sheriff Badge:
LAW ONLY
GEAR • LAW • ICON
Once per Adventure, give all Heroes +2 Shots with a Gun OR +2 Combat (each character may choose for themselves) during their next turn.
GEAR • LAW • ICON
Once per Adventure, give all Heroes +2 Shots with a Gun OR +2 Combat (each character may choose for themselves) during their next turn.
Gold Teeth:
Gear • Gold
Gain +1 Max Determination while in the Mines.
Worth: 100gp
Gain +1 Max Determination while in the Mines.
Worth: 100gp
Bounty:
Scafford Gang members are worth 25gpeach to the Hero who kills them.
6. PASTOR JIMMY the PREACHER. created by Asura, played by PrinceAlexus.
Pastor Jimmy the Preacher
13 / 13 [12 + 1] HP || 10 / 10 Sanity || 1 / 2 Determination || 296 / 500 XP || 45 Gold || Level 1 || 2 Faith
Determination: This can be spent to reroll any dice at anytime, and can be spent to use abilities.
Redemptionist:
Scourge of the Dead:
Blessing - Faith Healing:
Blessing - Shield of Light:
Judgement - Righteous Fury:
you may use two handed guns.
Scourge of the Dead:
+1 Damage to undead enemies.
Sermons:
Blessing - Faith Healing:
Starting Sermon.
Requires 5+ on 2 dice to successfully cast.
For every Faith spent on the cost of Faith Healing, you may heal 1 Wound from yourself or an adjacent hero.
Faith Cost: *see above
XP Gained: 10XP
Improves at level 5.
Requires 5+ on 2 dice to successfully cast.
For every Faith spent on the cost of Faith Healing, you may heal 1 Wound from yourself or an adjacent hero.
Faith Cost: *see above
XP Gained: 10XP
Improves at level 5.
Blessing - Shield of Light:
requires 9+ on two dice to successfully cast.
Choose any Hero. Until the end of the turn, that hero gains Armor / Spirit Armor. Limit 1 shield per hero.
Faith Cost: 1
XP Gained: 20 XP
Improves at Level 5.
Choose any Hero. Until the end of the turn, that hero gains Armor / Spirit Armor. Limit 1 shield per hero.
Faith Cost: 1
XP Gained: 20 XP
Improves at Level 5.
Judgement - Righteous Fury:
Requires 8+ on 2 dice to successfully cast.
Pastor Jimmy takes 1 corruption hit on successful cast.
Choose any hero (including yourself.) Until the end of the turn, all of that hero's hits do +1 damage each.
Faith Cost: 1
XP Gained: 25 XP
Improves at level 4 and 9.
Pastor Jimmy takes 1 corruption hit on successful cast.
Choose any hero (including yourself.) Until the end of the turn, all of that hero's hits do +1 damage each.
Faith Cost: 1
XP Gained: 25 XP
Improves at level 4 and 9.
• HOLY • TRAVELLER •
Combat:
Initiative 2 • Melee Combat 2
To Hit Melee 4+ • To Hit Ranged 5+
Defense 5+ • Willpower 3+
Challenges:
Agility 1 • Cunning 2 • Spirit 4
Strength 3 • Lore 3 • Luck 2 + 1
Combat:
Initiative 2 • Melee Combat 2
To Hit Melee 4+ • To Hit Ranged 5+
Defense 5+ • Willpower 3+
Challenges:
Agility 1 • Cunning 2 • Spirit 4
Strength 3 • Lore 3 • Luck 2 + 1
Sidebag: 5/5 Slots filled
Lucky Charm:
Shotgun:
Repeating Rifle:
Rider's Hat:
4x Speciality Ammo:
1x Whiskey
1 x Tonic
1 x Bandages
1 x Dynamite
1x Far Eastern Potion (+2 to one skill check till end of turn)
1 x Tonic
1 x Bandages
1 x Dynamite
1x Far Eastern Potion (+2 to one skill check till end of turn)
Lucky Charm:
Better Luck. Once per Adventure, ignore all damage from a single source.
3/7 Carryweight used
Shotgun:
2 Handed
Range: 5
Uses the D8 To Hit and for Damage. Crits on a 6, 7 or 8.
Upgrade Slots: 0/1 used
Weight: 1
Worth: 300gp
Range: 5
Uses the D8 To Hit and for Damage. Crits on a 6, 7 or 8.
Upgrade Slots: 0/1 used
Weight: 1
Worth: 300gp
Repeating Rifle:
Gear • Gun • Rifle
Two Handed
Range: 10 Squares
Shots: 2 Shot per round
Damage: +1 Damage
Upgrade Slots: 0/1 Used
Weight: 1
Worth: 550gp
Two Handed
Range: 10 Squares
Shots: 2 Shot per round
Damage: +1 Damage
Upgrade Slots: 0/1 Used
Weight: 1
Worth: 550gp
Rider's Hat:
Gear • Clothing • Hat
+1 HP
Gain Keyword:Traveller
Upgrade Slots: 0/1 Used
Weight: 1
Worth: 175gp
+1 HP
Gain Keyword:Traveller
Upgrade Slots: 0/1 Used
Weight: 1
Worth: 175gp
4x Speciality Ammo:
Gear • Ammo
Lasts for one Adventure. When used, replaces any current Ammo.
Your Gun Hits do extra damage against the listed Enemy Type.
1 x Demon Shot: +1 Damage against Demon Enemies.
1 x Void Shot: +1 Damage against Void Enemies.
1 x Silver Shot: +1 Damage against Beast Enemies.
1 x Holy Shot: +1 Damage against Undead Enemies.
Lasts for one Adventure. When used, replaces any current Ammo.
Your Gun Hits do extra damage against the listed Enemy Type.
1 x Demon Shot: +1 Damage against Demon Enemies.
1 x Void Shot: +1 Damage against Void Enemies.
1 x Silver Shot: +1 Damage against Beast Enemies.
1 x Holy Shot: +1 Damage against Undead Enemies.
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T E A M E S C A P E!
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1. DEPUTY HAWKEYE HAROLD the GUNSLINGER. created by DeadBeatWalking.
10 / 10 HP || 12 / 12 Sanity || 1 / 3 Determination || 95 / 1000 XP || 1070 Gold || Level 2 || 2 Corruption
Determination: This can be spent to reroll any dice at anytime, and can be spent to use abilities.
Quickdraw:
The Quick and the Dead:
Anytime a new group of enemies appear, and you have one hand free, you may immediately make a free attack against them.
The Quick and the Dead:
Start with 6 Dead eye shot bullets. At any point you can choose to load one of these bullets into your gun.
Catchphrase: Once per Adventure, you may say your catchphrase to immediately heal 2-12 Wounds or add 1d6 Damage to one of your Hits.Taken at Level 2, 1/4 Showman Tree
Catchphrase: Once per Adventure, you may say your catchphrase to immediately heal 2-12 Wounds or add 1d6 Damage to one of your Hits.Taken at Level 2, 1/4 Showman Tree
• SHOWMAN • LAW
Combat:
Initiative 6 • Melee Combat 1
To Hit Melee 5+ • To Hit Ranged 3+
Defense 5+ • Willpower 4+
Challenges:
Agility 3 • Cunning 3 + 1 • Spirit 2
Strength 2 • Lore 2 • Luck 4
Combat:
Initiative 6 • Melee Combat 1
To Hit Melee 5+ • To Hit Ranged 3+
Defense 5+ • Willpower 4+
Challenges:
Agility 3 • Cunning 3 + 1 • Spirit 2
Strength 2 • Lore 2 • Luck 4
0 x Darkstone
Sidebag: 1/5 Slots filled
3/6x Dead Eye Shot Bullets:
Trusty Pipe:
Pistol:
Peacekeeper Pistol:
Deputized:
Marshal Badge:
Sidebag: 1/5 Slots filled
1x Whiskey
3/6x Dead Eye Shot Bullets:
Each Bullet does +2 Damage.
Trusty Pipe:
You may take a puff of your pipe to Recover 1 determination any time you gain loot or successfully scavenge..
2/7 Carryweight used
Pistol:
1 Handed
Range: 6 Squares
Shots: 2 Shot per round
Upgrade Slots: 0/2 used
Weight: 1
Worth: 100gp
Range: 6 Squares
Shots: 2 Shot per round
Upgrade Slots: 0/2 used
Weight: 1
Worth: 100gp
Peacekeeper Pistol:
Gear • Gun • Pistol • Law •
One-Handed
Range: 6 Squares
Shots: 3 Squares
Upgrade Slots: 0/1 used
Weight: 1
Worth: 500gp
One-Handed
Range: 6 Squares
Shots: 3 Squares
Upgrade Slots: 0/1 used
Weight: 1
Worth: 500gp
Deputized:
Gain Keyword: Law
+1 Cunning
At the end of an Adventure, roll 1d6. On a roll of 1-3, lose this bonus.
+1 Cunning
At the end of an Adventure, roll 1d6. On a roll of 1-3, lose this bonus.
Marshal Badge:
LAW ONLY | LIMIT 1 BADGE
GEAR • LAW • ICON
Once per Adventure, give all Heroes +2 Shots with a Gun OR +2 Combat (each character may choose for themselves) during their next turn. - USED DEFEND BRIDGE ROUND 1
GEAR • LAW • ICON
Once per Adventure, give all Heroes +2 Shots with a Gun OR +2 Combat (each character may choose for themselves) during their next turn. - USED DEFEND BRIDGE ROUND 1
2. DAN the RANCHER. created by Duthguy.
17 / 17 [14 + 3] HP || 11 / 11 [10 + 1] Sanity || 1 / 2 Determination || 445 / 500 XP || 25 Gold || Level 1
Determination: This can be spent to reroll any dice at anytime, and can be spent to use abilities.
Home Remedies:
Rapid Shot:
Evasion:
Spend 1 Determination to Heal 1-6 wounds from yourself or an adjacent hero. Gain 5XP healed from another Hero this way.
Rapid Shot:
Requires a two handed weapon.
Anytime you kill an enemy with a two handed gun, you can immediately shoot again.
Anytime you kill an enemy with a two handed gun, you can immediately shoot again.
Evasion:
You are more likely to escape when you move away from an enemy.
• FRONTIER •
Combat:
Initiative 3 • Melee Combat 2
To Hit Melee 4+ • To Hit Ranged 4+
Defense 4+ • Willpower 4+
Challenges:
Agility 2 + 1• Cunning 2 • Spirit 3
Strength 3 • Lore 4 • Luck 1
Combat:
Initiative 3 • Melee Combat 2
To Hit Melee 4+ • To Hit Ranged 4+
Defense 4+ • Willpower 4+
Challenges:
Agility 2 + 1• Cunning 2 • Spirit 3
Strength 3 • Lore 4 • Luck 1
0x Darkstone
Sidebag: 1/5 Slots filled
Lucky Dice:
Hunting Rifle:
Book of the Occult:
Artefact • Book • Occult
[Attached - Hunting Rifle] Eagle Feather:
TRIBAL / TRAVELER / FRONTIER HEROES ONLY
UPGRADE • TRIBAL
Requires an Upgrade Slot.
Black Fang Hatchet:
Scavenger's Hat:
Jacket:
1x Speciality Ammo:
Sidebag: 1/5 Slots filled
1x Bandages
Lucky Dice:
Once per Adventure, cancel and redraw any card drawn (e.g. monsters, loot, scavenge, room tile, event, darkness, growing dread. this item will become more clear in future. I'll let you know if you can use your dice, so don't worry too much.)
3/8 Carryweight used
Hunting Rifle:
Two Handed
Range: 12 Squares
Shots: 1 Shot per round
Damage: +2 Damage
Upgrade Slots: 1/3 Used - Eagle Feather
Weight: 1
Worth: 350gp
Range: 12 Squares
Shots: 1 Shot per round
Damage: +2 Damage
Upgrade Slots: 1/3 Used - Eagle Feather
Weight: 1
Worth: 350gp
Book of the Occult:
Artefact • Book • Occult
+1 Lore
Once per Adventure, prevent the Darkness from moving forward.
Upgrade Slots: 0/1 Used
Weight: 1
Worth: 125gp
Once per Adventure, prevent the Darkness from moving forward.
Upgrade Slots: 0/1 Used
Weight: 1
Worth: 125gp
[Attached - Hunting Rifle] Eagle Feather:
TRIBAL / TRAVELER / FRONTIER HEROES ONLY
UPGRADE • TRIBAL
Requires an Upgrade Slot.
+1 Agility
+2 Health
Worth: 250g
+2 Health
Worth: 250g
Black Fang Hatchet:
Artefact • Hand Weapon • Tribal
1 Handed
+1 Combat
Upgrade Slots: 0/1 used
Weight: 1
Worth: 425gp
Use 1 Darkstone to add 3 Damage to one of your Melee Combat Hits.
1 Handed
+1 Combat
Upgrade Slots: 0/1 used
Weight: 1
Worth: 425gp
Use 1 Darkstone to add 3 Damage to one of your Melee Combat Hits.
Scavenger's Hat:
Gear • Clothing • Hat
Anytime you successfully Scavenge, heal 1 HP.
Upgrade Slots: 0/1 used
Weight: 1
Worth: 75gp
Anytime you successfully Scavenge, heal 1 HP.
Upgrade Slots: 0/1 used
Weight: 1
Worth: 75gp
Jacket:
Gear • Clothing • Coat
+1 HP
+1 Sanity
Upgrade Slots: 0/1 used
Weight: 1
Worth: 200gp
+1 HP
+1 Sanity
Upgrade Slots: 0/1 used
Weight: 1
Worth: 200gp
1x Speciality Ammo:
Gear • Ammo
Lasts for one Adventure. When used, replaces any current Ammo.
Your Gun Hits do extra damage against the listed Enemy Type.
1 x Void Shot: +1 Damage against Void Enemies.
Lasts for one Adventure. When used, replaces any current Ammo.
Your Gun Hits do extra damage against the listed Enemy Type.
1 x Void Shot: +1 Damage against Void Enemies.
3. FATHER C the PASTOR. created by rocketrobie2.
Father C the Preacher
13 / 13 HP || 10 / 10 Sanity || 1 / 2 Determination || 405 / 500 XP || 645 Gold || Level 1 || 0 Faith
Crushed Arm:
-1 Melee Combat.
Redemptionist:
Scourge of the Dead:
Blessing - Faith Healing:
Blessing - Intervention:
Judgement - Shockwave:
you may use two handed guns.
Scourge of the Dead:
+1 Damage to undead enemies.
Sermons:
Blessing - Faith Healing:
Starting Sermon.
Requires 5+ on 2 dice to successfully cast.
For every Faith spent on the cost of Faith Healing, you may heal 1 Wound from yourself or an adjacent hero.
Faith Cost: *see above
XP Gained: 10XP
Improves at level 5.
Requires 5+ on 2 dice to successfully cast.
For every Faith spent on the cost of Faith Healing, you may heal 1 Wound from yourself or an adjacent hero.
Faith Cost: *see above
XP Gained: 10XP
Improves at level 5.
Blessing - Intervention:
requires 10+ on two dice to successfully cast.
Father C takes 1 corruption hit on successful cast.
Cancels one darkness effect, or spend 1 extra faith to cancel a growing dread effect.
Faith Cost: 2
XP Gained: 50 XP
Father C takes 1 corruption hit on successful cast.
Cancels one darkness effect, or spend 1 extra faith to cancel a growing dread effect.
Faith Cost: 2
XP Gained: 50 XP
Judgement - Shockwave:
Requires 9+ on 2 dice to successfully cast.
Father C takes 1 corruption hit on successful cast.
Every enemy within 2 spaces of you automatically takes one hit.
May only be used if you did not move this turn.
Faith Cost: 2
XP Gained: 25 XP
Improves at level 2, 4, 6 and 8.
Father C takes 1 corruption hit on successful cast.
Every enemy within 2 spaces of you automatically takes one hit.
May only be used if you did not move this turn.
Faith Cost: 2
XP Gained: 25 XP
Improves at level 2, 4, 6 and 8.
• HOLY •
Combat:
Initiative 2 • Melee Combat 2-1
To Hit Melee 4+ • To Hit Ranged 5+
Defense 5+ • Willpower 3+
Challenges:
Agility 1 • Cunning 2 • Spirit 4 +1
Strength 3 • Lore 3 • Luck 2
Combat:
Initiative 2 • Melee Combat 2-1
To Hit Melee 4+ • To Hit Ranged 5+
Defense 5+ • Willpower 3+
Challenges:
Agility 1 • Cunning 2 • Spirit 4 +1
Strength 3 • Lore 3 • Luck 2
5x Darkstone
Sidebag: 1/5 Slots filled
Concealed Flask:
Shotgun:
Pistol:
Sidebag: 1/5 Slots filled
1x Whiskey
Concealed Flask:
Better at dealing with spirits. Once per adventure, you may use the flask to fully heal your sanity.
2/7 Carryweight used
Shotgun:
2 Handed
Range: 5
Uses the D8 To Hit and for Damage. Crits on a 6, 7 or 8.
Upgrade Slots: 0/1 used
Weight: 1
Worth: $300
Range: 5
Uses the D8 To Hit and for Damage. Crits on a 6, 7 or 8.
Upgrade Slots: 0/1 used
Weight: 1
Worth: $300
Pistol:
Gear • Gun • Pistol
1 Handed
Range: 6 Squares
Shots: 2 Shot per round
Upgrade Slots: 0/2 used
Weight: 1
Worth: $100
1 Handed
Range: 6 Squares
Shots: 2 Shot per round
Upgrade Slots: 0/2 used
Weight: 1
Worth: $100
4. JAMIE HART the SALOON GIRL. created by CollectorofMyst.
8 / 8 HP || 14 / 14 Sanity || 2 / 3 Determination || 60 / 500 XP || 30 Gold || Level 1
New Scars:
Gain +1 Max Determination.
Comforting Presence:
Lightweight:
Acrobatic Dodge:
At the end of the your turn, you may Heal 1 HP or 1 Sanity from every other adjacent Hero. Gain 5 XP for each Damage Healed this way.
Lightweight:
May only use Gear cards with the Keyword: Light.
Acrobatic Dodge:
You may move through other models during your combat movement. Once per turn, you may re-roll one failed Defense roll.
• PERFORMER •
Combat:
Initiative 5 • Melee Combat 2
To Hit Melee 4+ • To Hit Ranged 4+
Defense 3+ • Willpower 4+
Challenges:
Agility 4 • Cunning 3 • Spirit 3
Strength 1 +1 • Lore 2 • Luck 3
Combat:
Initiative 5 • Melee Combat 2
To Hit Melee 4+ • To Hit Ranged 4+
Defense 3+ • Willpower 4+
Challenges:
Agility 4 • Cunning 3 • Spirit 3
Strength 1 +1 • Lore 2 • Luck 3
Sidebag: 1/5 Slots filled
Roughskin Gloves:
Hold-out Pistol:
1x Whiskey
Roughskin Gloves:
+1 Strength. Once per Turn, you may reroll one Melee to Hit roll.
1/5 Carryweight used
Hold-out Pistol:
1 Handed
Gain: Free Attack, Once per Fight
Range: 3 Squares
Shots: 1 Shot per round
Upgrade Slots: 0/1 used
Weight: 1
Worth: $200
Gain: Free Attack, Once per Fight
Range: 3 Squares
Shots: 1 Shot per round
Upgrade Slots: 0/1 used
Weight: 1
Worth: $200
In Town
Characters who were in play previously are currently resting in Town. These characters still have their previous inventories and stats and may be brought on missions as well. Anyone may choose a character in reserve to send on the mission, however the creator of said character does receive initiative on choosing actions for them.
The creator of a character may retire them to move them out of rotation, so long as that character is in town. They may re-enter them into rotation later if they wish.
FLABNOSE the TURTLENECK, the NUN. created by ArenaSnow.
Flabnose the Turtleneck, the Nun
12 / 12 HP || 10 / 10 Sanity || 2 / 2 Determination || 0 / 500 XP || 0 Gold || Level 1 || 2 Faith
Determination: This can be spent to reroll any dice at anytime, and can be spent to use abilities.
TRAP the SALOON GIRL created by Gutshot
The creator of a character may retire them to move them out of rotation, so long as that character is in town. They may re-enter them into rotation later if they wish.
FLABNOSE the TURTLENECK, the NUN. created by ArenaSnow.
Flabnose the Turtleneck, the Nun
12 / 12 HP || 10 / 10 Sanity || 2 / 2 Determination || 0 / 500 XP || 0 Gold || Level 1 || 2 Faith
Determination: This can be spent to reroll any dice at anytime, and can be spent to use abilities.
Redemptionist:
Scourge of the Dead:
Blessing - Faith Healing:
Blessing - Revitalise:
Judgement - Cleansing Fire:
you may use two handed guns.
Scourge of the Dead:
+1 Damage to undead enemies.
Sermons:
Blessing - Faith Healing:
Starting Sermon.
Requires 5+ on 2 dice to successfully cast.
For every Faith spent on the cost of Faith Healing, you may heal 1 Wound from yourself or an adjacent hero.
Faith Cost: *see above
XP Gained: 10XP
Improves at level 5.
Requires 5+ on 2 dice to successfully cast.
For every Faith spent on the cost of Faith Healing, you may heal 1 Wound from yourself or an adjacent hero.
Faith Cost: *see above
XP Gained: 10XP
Improves at level 5.
Blessing - Revitalise:
requires 6+ on two dice to successfully cast.
Flabnose the Turtleneck takes 1 corruption hit when rolling doubles.
You may heal HP equal to the number you surprass the casting requisitive by, to any Heroes in range, including yourself. (e.g. if you rolled 8 you would heal 3, 10 would be 5, ect)
Faith Cost: 2
XP Gained: 10 XP
Flabnose the Turtleneck takes 1 corruption hit when rolling doubles.
You may heal HP equal to the number you surprass the casting requisitive by, to any Heroes in range, including yourself. (e.g. if you rolled 8 you would heal 3, 10 would be 5, ect)
Faith Cost: 2
XP Gained: 10 XP
Judgement - Cleansing Fire:
Requires 10+ on 2 dice to successfully cast.
Flabnose the Turtleneck takes 1 corruption hit on successful cast.
You may place a number of Hellfire markers up to your Hero Level + 1 in any spaces within range, limit once per space. They must form a single continuous chan (all adjacent to at least one other Hellfire marker)
Hellfire Markers do 1 Hit with 2-12 Damage to anything in their space.
May only be used if you did not move this turn.
Range: 8
Faith Cost: 2
XP Gained: 30 XP
Flabnose the Turtleneck takes 1 corruption hit on successful cast.
You may place a number of Hellfire markers up to your Hero Level + 1 in any spaces within range, limit once per space. They must form a single continuous chan (all adjacent to at least one other Hellfire marker)
Hellfire Markers do 1 Hit with 2-12 Damage to anything in their space.
May only be used if you did not move this turn.
Range: 8
Faith Cost: 2
XP Gained: 30 XP
• HOLY •
Combat:
Initiative 2 • Melee Combat 2
To Hit Melee 4+ • To Hit Ranged 5+
Defense 5+ • Willpower 3+
Challenges:
Agility 1 • Cunning 2+1 • Spirit 4
Strength 3 • Lore 3 • Luck 2
Combat:
Initiative 2 • Melee Combat 2
To Hit Melee 4+ • To Hit Ranged 5+
Defense 5+ • Willpower 3+
Challenges:
Agility 1 • Cunning 2+1 • Spirit 4
Strength 3 • Lore 3 • Luck 2
Sidebag: 1/5 Slots filled
Worn Eye Patch:
Shotgun:
1x Dynamite
Worn Eye Patch:
+1 Cunning. Once per Adventure, recover your Determination up to your maximum Determination.
1/7 Carryweight used
Shotgun:
2 Handed
Range: 5
Uses the D8 To Hit and for Damage. Crits on a 6, 7 or 8.
Upgrade Slots: 0/1 used
Weight: 1
Worth: $300
Range: 5
Uses the D8 To Hit and for Damage. Crits on a 6, 7 or 8.
Upgrade Slots: 0/1 used
Weight: 1
Worth: $300
TRAP the SALOON GIRL created by Gutshot
8 / 8 HP || 14 / 14 Sanity || 2 / 2 Determination || 0 / 500 XP || 0 Gold || Level 1
Determination: This can be spent to reroll any dice at anytime, and can be spent to use abilities.
Knockout Punch:
Comforting Presence:
Lightweight:
Fast on your Feet:
Spend 1 Determination to double the damage of an attack, once per hit.
Comforting Presence:
At the end of the Hero Turn, you may heal 1 Wound OR 1 Sanity from every other adjacent hero. Gain 5 XP for each Wound / Sanity healed this way.
Lightweight:
May only use light guns.
Fast on your Feet:
+1 Movement.
• PERFORMER •
Combat:
Initiative 5 • Melee Combat 2
To Hit Melee 4+ • To Hit Ranged 4+
Defense 3+ • Willpower 4+
Challenges:
Agility 4 • Cunning 3 • Spirit 3
Strength 1 • Lore 2 • Luck 3
Combat:
Initiative 5 • Melee Combat 2
To Hit Melee 4+ • To Hit Ranged 4+
Defense 3+ • Willpower 4+
Challenges:
Agility 4 • Cunning 3 • Spirit 3
Strength 1 • Lore 2 • Luck 3
Sidebag: 1/5 Slots filled
Lantern: Lightsource
Boot Knife:
Holdout Pistol:
1x Bandages
Lantern: Lightsource
Boot Knife:
Once per fight, you can make a free attack with the boot knife.
Range: 4
Shots: 1
Damage: +2 Damage
Range: 4
Shots: 1
Damage: +2 Damage
1/7 Carryweight used
Holdout Pistol:
PERFORMER ONLY
1 Handed
You may make a free attack with this gun once per fight.
Range: 3 Squares
Shots: 1 Shot per round
Crits on a 5 or 6.
Upgrade Slots: 0/1 used
Weight: 1
Worth: $200
1 Handed
You may make a free attack with this gun once per fight.
Range: 3 Squares
Shots: 1 Shot per round
Crits on a 5 or 6.
Upgrade Slots: 0/1 used
Weight: 1
Worth: $200
Character Sheet
Just whack this little thing down if some slots are open, or a character has recently died. You can change it as you like so long as this information is there and readable.>They call me....[NAME]
>I'm [MALE/FEMALE]
>I look like...[APPEARANCE: Hair color/length, eye color, skin color, clothing, noticable features]
>I am a [CLASS: see below]
Lawman: I'm the law in these parts. I know my way around a pistol and a knife. I'm sound in body and in mind, you have to be to keep the peace out here.
U.S Marshal: I uphold the law. My chosen firearm is the shotgun, and it packs a punch. I can go toe to toe with any outlaw if needbe, though I'm a little bit more delicate then my Lawman colleague.
Rancher: My hunting rifle is my life. I'm used to livin' out here in the wastes, though I'm a little delicate to the troubles that have come to these lands. I shoot: you die, I shoot somemore. It's a good life.
Gunslinger: I'm the fastest draw in the west. My bullets can cleave a beastie in two before it gets a chance to blink, but I don't take kindly to them returning the favor. I'm far better at range then going toe-to-toe.
Bandito: It's a wild world and I'm the wild card. My mind aint too sound but I got more gumption then you can shake a stick at. Cross me and you better close your eyes and pray.
Scout: I can detect danger a mile away. I move quickly and my presence can avert danger. I am skilled in all forms of combat, though my body and mind are somewhat weak.
Piano Player / Saloon Girl: My milkshake brings all the boys to the yard. My charm eases them war wounds and mental scars right offa you. I'm light on my feet but I need light weapons to boot. My body might be weak but I got a strong head on my shoulders. I'm good in all combat situations.
Priest / Nun: My faith leads me onwards. I can heal or bring retribution to my foes, particularly the undead. I am sound of both body and mind, though I abhore guns... mostly.
U.S Marshal: I uphold the law. My chosen firearm is the shotgun, and it packs a punch. I can go toe to toe with any outlaw if needbe, though I'm a little bit more delicate then my Lawman colleague.
Rancher: My hunting rifle is my life. I'm used to livin' out here in the wastes, though I'm a little delicate to the troubles that have come to these lands. I shoot: you die, I shoot somemore. It's a good life.
Gunslinger: I'm the fastest draw in the west. My bullets can cleave a beastie in two before it gets a chance to blink, but I don't take kindly to them returning the favor. I'm far better at range then going toe-to-toe.
Bandito: It's a wild world and I'm the wild card. My mind aint too sound but I got more gumption then you can shake a stick at. Cross me and you better close your eyes and pray.
Scout: I can detect danger a mile away. I move quickly and my presence can avert danger. I am skilled in all forms of combat, though my body and mind are somewhat weak.
Piano Player / Saloon Girl: My milkshake brings all the boys to the yard. My charm eases them war wounds and mental scars right offa you. I'm light on my feet but I need light weapons to boot. My body might be weak but I got a strong head on my shoulders. I'm good in all combat situations.
Priest / Nun: My faith leads me onwards. I can heal or bring retribution to my foes, particularly the undead. I am sound of both body and mind, though I abhore guns... mostly.
Completed Missions
Babbie's First Mission: A Fistful of Darkstone
Completed by: Hawkeye Harold, Dan, Father C, Scare the Law Holder, Pastor Jimmy and Aaron Goldfeld.
You hear a rumour on the wind about an abandoned mine north of town that still has some juice in it. Perhaps you can scrape together a posse and find this darkstone deposit...
Reward: 25 XP and 1-3 Darkstone (determined randomly) per player.
Reward: 25 XP and 1-3 Darkstone (determined randomly) per player.
The Objective
IF YOU FAIL:
To find the deposit you must uncover two clues: the first points you on the right track, and the second is the actual deposit itself!
But be warned: dangerous creatures lurk in the darkness, and the dark itself seems alive...
But be warned: dangerous creatures lurk in the darkness, and the dark itself seems alive...
IF YOU FAIL:
Nothing bad happens, apart from a wounded pride.
Failed Missions
Defend the Bridge
Objective:
Prevent the monsters escaping the Mine and survive their onslaught.
It's worse than you thought.
The local rumours don't even begin to cover the horrors that awaited you, down in this mine.
A screach in the darkness and a wave of creatures rise up from the deep, intent on freeing themselves from the mine and wreacking havoc on the local countryside. Only one thing stands in their way - you, atop this rickety bridge, the only way across a dark chasm towards the Mine exit.
You are the last hope. You must defend the bridge... or die trying.
Reward: 200gp and 4 Loot Cards per player.
Failure: When travelling to town, add 1-6 extra Travelling Hazards to the journey. While in town, roll for daily events twice and take the lower result.
Conditions
This mission has a Fixed Map.
There is no lantern on this map, instead, certain locations are well lit.
Heroes have unlimited Scavenging on all Tiles. Scavenging is never exhausted.
Unlimited Enemies - Enemies keep spawning at certain locations on the Map until the Posse has defeated enough enemies to stop their advance.
Every time enough Enemies escape the mine, the Darkness becomes stronger. If the Darkness fully escapes the mine, the heroes lose.
Heroes are experiencing Desperation. Whenever there are no monsters on their Map Tile, they may choose to either: Scavenge, Catch Their Breath, Prepare a Once Per Fight item or Recover a Determination.
There is no lantern on this map, instead, certain locations are well lit.
Heroes have unlimited Scavenging on all Tiles. Scavenging is never exhausted.
Unlimited Enemies - Enemies keep spawning at certain locations on the Map until the Posse has defeated enough enemies to stop their advance.
Every time enough Enemies escape the mine, the Darkness becomes stronger. If the Darkness fully escapes the mine, the heroes lose.
Heroes are experiencing Desperation. Whenever there are no monsters on their Map Tile, they may choose to either: Scavenge, Catch Their Breath, Prepare a Once Per Fight item or Recover a Determination.