(Note: Please either confirm Jamie Hart's appearance or let me know if you'd like anything about her changed before she is FINALISED FOREVER MORE. Note: will add her gloves shortly. )
Jamie's heard all about this adventuring lark from her fiance. She brings her favourite Roughskin Gloves along for the ride. Now, what to put in her side bag?
Jamie Hart packs...(Pick one)
>BANDAGES, to heal wounds during the journey ahead. >WHISKEY, to steal herself against the horrors that await her. >DYNAMITE, to throw at them b*stards when they rear their ugly heads.
Now, Jamie's no stranger to trouble. She's seen a few brawls in her time, and perhaps it'll come in handy...
>Acrobatic Dodge: You may move through other characters during your combat movement. One per turn, you may reroll one failed defense roll. >Knockout Punch: Once per hit, you may double the damage on one of your attacks. >Dirty Fightin': All of your attacks are +1 Damage.
>Jamie looks at the picture. Yep, that's her, all right.
>Jamie packs some whiskey, to steel herself against the horrors that await her. She hasn't seen many monsters before, so she knows she'll certainly need it.
>The thing about fighting, though, is that it's the same across the board, and she's seen quite a few. She has an Acrobatic Dodge.
Know I've sent out alot of pings today, please forgive me <3
I'm getting everything prepped for the next Missions ahead of time. Please let me know which Mission you are voting for. The Mission with the most votes will go ahead, we will then vote for Mission 2, and then a bit later on people can decide which Posse they'd like to be in for the upcoming missions.
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.
Reward:Each player may choose to draw some new Gearor 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.
The Frozen Expedition
Objective: Discover what happened to the last expedition and save the town.
When a portal to the great wastes of Targa Plateu was found, the local army base decided to send an expedition through. Little survived of them, bar some interesting finds...
The frozen creatures that were brought back from that place looked like nothing anyone had seen before. It was a great step forward for science... until those ancient beings started waking up.
"Not friendly" didn't really cut it. Hostile, perhaps. Blood-thirsty...
Maybe the expedition themselves could of done something to save the Outpost but truth be told, the expedition's notes were lost and scattered in that Other Worldly grave of theirs. The monsters have turned their attention to the local Town, and you find yourself to be the last hope between them and total destruction.
Perhaps if you can find that lost research, there might just be a way to stop these creatures.
Reward:50 XP and a possible 250 gp if all objectives are met, per player. Failure: The Heroes cannot return to Town as it is destroyed and must, instead, move directly onto the next Adventure. Each Hero takes 1-3 Corruption Points as they see the mangled remains of the Town they failed to save.
Conditions
The Posse must find and collect 5 Lost Journal Pages in order to piece together how to save the town.
Once they have found out what happened to the Expedition, they must Travel back to town.
Once in Town, each hero must attempt a Lore test to try and stop the creatures.
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.
Cracks in Reality
Objective: Fully explore the Mine to find all the Cracks in Reality and seal them, before they expand out of control.
Down in the local mines, cracks in the very fabric of space and time have been ripping people asunder! Void energy is pouring into our world and the local area is becoming corrupted. Cattle are mutating, men are being driven mad, and anarchy abounds.
The local Blacksmith begs you to help him. He believes he has crafted a set of Runes, inbued with Darkstone, that could seal these cracks once and for all. Perhaps if you can fight your way through the hordes of monsters, you might be able to save the county.
Reward: 50 XP and 50 - 300gp per player. Failure: The Hotel and another building in town is destroyed.
Conditions
All Dread triggers immediately.
The Heroes must fully explore the mine and seal all the cracks. They must also clear any remaining monsters out.
A Few Darkstone More
Objective: Find enough clues to discover the Darkstone deposit for yourselves.
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: Depending on the mission Length: either 25, 50 or 75 XP. Either 1-3 Darkstone, 2-4 Darkstone or 3-5 Darkstone. Failure: Nothing bad happens.
Conditions
Unless played as a tutorial, this mission can feature Gates to any World.
(Note: Please either confirm Fear's appearance or let me know if you'd like anything about him changed before he is FINALISED FOREVER MORE.)
Fear's not got many possessions but there's one thing he's sentimental about. He brings along his Ancient Coin as a momento from his time travelling. He checks his sidebag: what to pack?
Fear packs...(Pick one)
>BANDAGES, to heal wounds during the journey ahead. >WHISKEY, to steal himself against the horrors that await her. >DYNAMITE, to throw at them b*stards when they rear their ugly heads.
Now, Fear's pretty sure of himself, but just to doublecheck... He's picked up a few things to help him survive out here...
>Twin Guns: You may fire two one-handed guns with no penalty. Start with an extra pistol. >Swindler: Anytime you draw Loot, you may discard it and draw again. You must keep the second Loot. Gain +1 Melee Combat. >Explosives Expert: Spend 2 Determination to gain 1 Dynamite. Start the game with extra Dynamite.
>Ya, that’s me. After I changed I took to the drink pretty heavy, turns out whiskey is pretty good, never leave home without it. >I use twin pistols, two guns are better than one
Looks like the Cursed Idol mission will be going ahead. Same again for mission 2, please vote for your prefered Mission, and then once it is clear which missions are happening, people can decide which Posse to join when the next Adventures are ready to start
>Rolls up a new mission >haahahahahahahHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAAHA *Cough*
Vote Counter:
The Frozen Expedition: Defend the Bridge: Duthguy Cracks in Reality: Duskshine749, rocketrobie2 Fire and Ash: A Few Darkstone More: PrinceAlexus, Scarescrow, CollectorofMyst
Mission Board
The Frozen Expedition
Objective: Discover what happened to the last expedition and save the town.
When a portal to the great wastes of Targa Plateu was found, the local army base decided to send an expedition through. Little survived of them, bar some interesting finds...
The frozen creatures that were brought back from that place looked like nothing anyone had seen before. It was a great step forward for science... until those ancient beings started waking up.
"Not friendly" didn't really cut it. Hostile, perhaps. Blood-thirsty...
Maybe the expedition themselves could of done something to save the Outpost but truth be told, the expedition's notes were lost and scattered in that Other Worldly grave of theirs. The monsters have turned their attention to the local Town, and you find yourself to be the last hope between them and total destruction.
Perhaps if you can find that lost research, there might just be a way to stop these creatures.
Reward:50 XP and a possible 250 gp if all objectives are met, per player. Failure: The Heroes cannot return to Town as it is destroyed and must, instead, move directly onto the next Adventure. Each Hero takes 1-3 Corruption Points as they see the mangled remains of the Town they failed to save.
Conditions
The Posse must find and collect 5 Lost Journal Pages in order to piece together how to save the town.
Once they have found out what happened to the Expedition, they must Travel back to town.
Once in Town, each hero must attempt a Lore test to try and stop the creatures.
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.
Cracks in Reality
Objective: Fully explore the Mine to find all the Cracks in Reality and seal them, before they expand out of control.
Down in the local mines, cracks in the very fabric of space and time have been ripping people asunder! Void energy is pouring into our world and the local area is becoming corrupted. Cattle are mutating, men are being driven mad, and anarchy abounds.
The local Blacksmith begs you to help him. He believes he has crafted a set of Runes, inbued with Darkstone, that could seal these cracks once and for all. Perhaps if you can fight your way through the hordes of monsters, you might be able to save the county.
Reward: 50 XP and 50 - 300gp per player. Failure: The Hotel and another building in town is destroyed.
Conditions
All Dread triggers immediately.
The Heroes must fully explore the mine and seal all the cracks. They must also clear any remaining monsters out.
Fire and Ash
Objective: Find your way to Hell the Caverns of Cynder and scout them out.
There's a rumour you hear on the road about a stable gateway leading to another dimension. A smouldering lava filled world, ruled over by an ancient evil, filled with flows of molten magma and burning lakes of fire. A place where Dark Stone melts into liquid and the very air itself practically burns the throat!
There are stories of dark, sprawling temples devoted to the ancient God Beli'al, watched over by massive stone statues and home to untold treasures, collected from across the vast expanse of space and time. Stories told round the firelight talk of great hulking beasts made from the very rock and magma itself, horrific torture chambers filled with chains and tools of torment. It is said there are entire caverns filled with row upon row of rusty cages, home to lost souls lured by their lust and greed, now waiting to be devoured by the Lord of Cynder, Scourge of Worlds, Last Remaining of the Shadow Kings... Beli'al.
But oh, they're just rumours... right?
Reward: 25xp and either 66% chance of 50-300 GP or 33% chance of an Artefact, per player. Failure: Lost in the twisting tunnels and magma tube passages of Cynder, the Heroes are scorched by the Heat and infected by the Darkness. Each Hero takes 1-6 Corruption Hits, without any Willpower saves.
Conditions
The Heroes must find two clues, once they have found their way to the Caverns of Cynder.
A Few Darkstone More
Objective: Find enough clues to discover the Darkstone deposit for yourselves.
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: Depending on the mission Length: either 25, 50 or 75 XP. Either 1-3 Darkstone, 2-4 Darkstone or 3-5 Darkstone. Failure: Nothing bad happens.
Conditions
Unless played as a tutorial, this mission can feature Gates to any World.