Scare shuffles up. Hawkeye Harold squeezes into the corner. Dan enters the excavation room.
Movement:
@DeadBeatWalkingHawkeye Harold can move 1 more this round. @rocketrobie2Father C can move 3 this round. @PrinceAlexusPastor Jimmy can move 1 more this round. @CollectorofMystAaron Goldfeld can move either 3+1 or 2+1 more this round, he is currently staying put. Scare, the Law Holder is out of movement this turn. Dan is out of movement this turn. .
@Duthguy oh yeah! Also, you're only level 1 right now and haven't had a town visit either, so in future you'll likely get upgrades or level ups that can increase your max determination or help you recover it better.
>Aaron is determined for the posse jam to continue until both of the other members of their party have caught up. To further his point, he takes the 3+1 movement, and moves forward once, backwards once, forward, and then back with the last of his movement.
@PrinceAlexus Pastor Jimmy could move up to E22 if you wanted.
If everyone is just waiting on the last few, I can add +1 to Harold's movement next turn again and start the round for more movement since Dan is already out of movement~.
Unless Father C wants to reveal the next room this turn ;)
@PrinceAlexus Pastor Jimmy could move up to E22 if you wanted.
If everyone is just waiting on the last few, I can add +1 to Harold's movement next turn again and start the round for more movement since Dan is already out of movement~.
Unless Father C wants to reveal the next room this turn ;)
@PrinceAlexus Pastor Jimmy could move up to E22 if you wanted.
If everyone is just waiting on the last few, I can add +1 to Harold's movement next turn again and start the round for more movement since Dan is already out of movement~.
Unless Father C wants to reveal the next room this turn ;)
@rocketrobie2 Would Father C like to reveal the room contents immediately?
If no one reveals the room this turn, it will be revealed at the end of the round. Anyone who moves into the room will automatically reveal what's inside.
Movement:
@DeadBeatWalkingHawkeye Harold can move 1 more this round. @rocketrobie2Father C can move 3 this round. @PrinceAlexusPastor Jimmy can move 1 more this round. @CollectorofMystAaron Goldfeld can move either 3+1 or 2+1 more this round, he is currently staying put. Scare, the Law Holder is out of movement this turn. Dan is out of movement this turn.
Healing:
Aaron Goldfeld and Father C are down 2 HP.
EDIT: Don't think my file saved properly because I got some big tanking programmes open, movement should be fixed again.
The Frozen Expedition: Defend the Bridge: Duthguy, Leaves 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.
@Duthguy oh yeah! Also, you're only level 1 right now and haven't had a town visit either, so in future you'll likely get upgrades or level ups that can increase your max determination or help you recover it better.
I see. In that case does anyone who currently has determination want to take over lantern duty?