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.
___________________________________________ 250g ___________________________________________ [Limit 1 Surgery attempt per Visit]
Choose 1 Injury, Mutation or Parasite you want to remove and roll on the chart below. If you choose to remove a Parasite, subtract 1 from the roll. ___________________________________________ 0 - Dead ___________________________________________ Your hero is killed during surgery. ___________________________________________ 1 - Butchered ___________________________________________ The ailment is not healed and you lose [1d6] Health permanently. ___________________________________________ 2-3 - Failed ___________________________________________ The ailment is not healed. ___________________________________________ 4-6+ - Success ___________________________________________ The Injury, Mutation or Parasite is fully healed.
| CHURCH'S TENT: EXORCISM |
___________________________________________ 250g ___________________________________________ [Limit 1 Exorcism attempt per Visit]
Choose 1 Madness or 1 Curse you want to remove and roll on the chart below. If you choose to remove a Curse, subtract 1 from the roll. ___________________________________________ 0 - Dead ___________________________________________ Your hero is killed dies in the tent as a demon rips you apart from within. ___________________________________________ 1 - Butchered ___________________________________________ The ailment is not healed and you lose [1d6] Sanity permanently. ___________________________________________ 2-3 - Failed ___________________________________________ The ailment is not healed. ___________________________________________ 4-6+ - Success ___________________________________________ The Madness or Curse is fully healed.
___________________________________________ B A N D A G E S - 50g ___________________________________________ Gear ♦ Bandages ♦ Token
Gain 1 set of Bandages per purchase. ___________________________________________ W H I S K E Y - 50g ___________________________________________ Gear ♦ Whiskey ♦ Token
___________________________________________ Exorcism of Madness D6x50g ___________________________________________ [Limit 1 Exorcism attempt per Madness]
Choose a Madness to remove and roll on the chart below. ___________________________________________ 0 - Dead ___________________________________________
Your hero is killed as a demon rips you apart from within. ___________________________________________ 1 - Too Far Gone ___________________________________________ The madness is too severe. It can never be Healed at the Church. ___________________________________________ 2-3 - Failed ___________________________________________ The Madness is not healed. The Priest refunds half the cost. ___________________________________________ 4-5 - Success ___________________________________________
The Madness is fully healed. ___________________________________________ 6+ - Mental Resolve ___________________________________________ The Madness is Healed. Gain +2 Max Sanity.
___________________________________________ R E M O V E C O R R U P T I O N - 100g ___________________________________________ RITUAL Remove [1d6-2] Corruption from your Hero. If no Corruption is removed, instead take 1d6 Sanity damage ignoring any Willpower saves.
___________________________________________ R E S S U R E C T H E R O - 500g x Hero Level ___________________________________________ RITUAL Bring back any Hero who is dead, however that hero is now -1 Max Determination.
| BLESSED AURAS |
___________________________________________ A U R A O F E N D U R A N C E - 200g ___________________________________________ Blessd Aura ♦ Shield Limit of 1 Blessed Aura at a time
Make a Spirit 4+ test to receive this Aura. If successful, for the next Adventure, gain: Armor 5+ [In addition to your usual Defense Checks]
___________________________________________ A U R A O F F O R T I T U D E - 150g ___________________________________________ Blessd Aura ♦ Shield Limit of 1 Blessed Aura at a time
Make a Spirit 4+ test to receive this Aura. If successful, for the next Adventure, gain: Spirit Armor 5+ [In addition to your usual Willpower Checks]
___________________________________________ A U R A O F W R A I T H - 100g ___________________________________________ Blessd Aura Limit of 1 Blessed Aura at a time
Make a Spirit 4+ test to receive this Aura. If successful, for the next Adventure, gain: +1d6 Damage to a single one of your hits.
___________________________________________ A U R A O F P R O T E C T I O N - 250g ___________________________________________ Blessd Aura ♦ Shield Limit of 1 Blessed Aura at a time
Make a Spirit 4+ test to receive this Aura. If successful, for the next Adventure, gain: Armor 6+ and Spirit Armor 6+ [In addition to your usual Defense and Willpower Checks]
| PURCHASABLE ITEMS |
___________________________________________ V I A L O F B R I M S T O N E A S H - 250g ___________________________________________ Gear ♦ Void Break the vial to release the raw Void energy contained within.
Gain:Free Attack Discard to immediately do 1 HP of damage to every adjacent Enemy ignoring their Defense.
___________________________________________ C O N V E R S I O N - 500g ___________________________________________ [Not available to Holy Heroes] "You are Reborn!"
Gain +1 Spirit and the Keyword: Holy. Anytime you visit the Saloon, you must roll 1d6. On a roll of 1 or 2, you have fallen back on your old ways, losing all bonuses from your Conversion.
| THE SACRED ORDER |
[HOLY HEROES ONLY]
___________________________________________ H O L Y R O B E S - 600g ___________________________________________ Gear ♦ Clothing ♦ Coat ♦ Holy ♦ Upgrade Slot [1] ♦ Weight [1]
The simple robes of the faithful. +3 HP
___________________________________________ H O L Y B O O K - 800g ___________________________________________ Gear ♦ Book ♦ Holy ♦ Icon ♦ Upgrade: 1 ♦ Weight [1] ♦ One-Handed ♦ Limit [1] +1 Faith +1 Combat
___________________________________________ B O O K O F A R M A G E D D O N - 5,600g ___________________________________________ Gear ♦ Book ♦ Holy ♦ Icon ♦ Upgrade: 1 ♦ Weight [2] ♦ Two-Handed
+1 Combat You are also +1 on your Faith Rolls when performing any Judgement Sermon.
[Rolling Doubles still triggers Dangerous Sermon Corruption]
___________________________________________ C U R S E O F V E N G E A N C E - 3,200g ___________________________________________ Gear ♦ Hand Weapon ♦ One-Handed ♦ Holy ♦ Upgrade [1] ♦ Weight [1]
While you are less than full Health, your Combat Hits are +1 Damage.
While you are less than half Health, your Combat Hits are then +2 Damage.
___________________________________________ S C R O L L O F P R O T E C T I O N - 400g ___________________________________________ Gear ♦ Holy ♦ Scroll
Discard to cancel a Darkness card on a D6 roll of 3+.
___________________________________________ I C O N O F R E S I S T A N C E - 1,400g ___________________________________________ Gear ♦ Holy ♦ Icon ♦ Weight [1] ♦ Limit 1
Once per turn, you may reroll a single failed Defense roll.
___________________________________________ C U R S E O F I L L U M I N A T I O N - 3,200g ___________________________________________ Gear ♦ Light ♦ Holy ♦ Upgrade [1] ♦ Weight [1] ♦ Limit [1]
Once per Adventure, you may automatically pass a Faith Roll for performing a Sermon. [Even if the dice have been rolled]
___________________________________________ Surgery D6x50g ___________________________________________ [Limit 1 Surgery attempt per Injury/Mutation]
Choose an Injury or Mutation to remove and roll on the chart below. ___________________________________________ 0 - Dead ___________________________________________
Your hero is killed during Surgery. ___________________________________________ 1 - Botched ___________________________________________ The Injury or Mutation is too severe. It can never be Healed at the Doc's Office. ___________________________________________ 2-3 - Failed ___________________________________________ The Injury or Mutation is not healed. The Doc refunds half the cost. ___________________________________________ 4-5 - Success ___________________________________________
The Injury or Mutation is fully healed. ___________________________________________ 6+ - Impressive Scar ___________________________________________ The Injury or Mutation is Healed. Gain +2 Max Health for the new scar.
___________________________________________ T R E A T C O R R U P T I O N - 100g E A C H ___________________________________________ You may remove any number of Corruption for 100g each. Then roll 1d6. On the roll of a 1, 2 or 3 you also take 1d6 Damage, ignoring any Defense saves.
| HEALING SUPPLIES |
___________________________________________ B A N D A G E S - 50g ___________________________________________ Gear ♦ Bandages ♦ Token
Gain 1 set of Bandages per purchase. Bandages: Takes up a Sidebag slot. Roll 1d6 and recover that much HP. If you use this to heal an adjacent party member, gain 5 XP. This item is then discarded.
___________________________________________ H E A L I N G H E R B S - 125g ___________________________________________ Gear ♦ Plant ♦ Tokens
Gain 1 set of Herbs per purchase. Herbs: Takes up a Sidebag slot. Roll 2d6 and recover that much HP. If you use this to heal an adjacent party member, gain 5 XP. This item is then discarded.
___________________________________________ T O N I C - 200g ___________________________________________ Gear ♦ Tonic ♦ Token
Gain 1 Tonic per purchase. Tonic: Takes up a Sidebag slot. Drink to recover 1 Determination.
___________________________________________ S P E C I M E N J A R - 150g ___________________________________________ Gear ♦ Glass ♦ Science ♦ Limit [1]
While in another World, you may give up your movement to try and find a sample of the local flora or fauna to put in the Jar.
Make a Cunning 5+ Skill Test. If successful, the jar is filled.
Anytime you vist a Doc's Office, you can sell the filled Specimen Jar to the Doc for D6x100g.
___________________________________________ B O N E S A W - 1,100g ___________________________________________ Gear ♦ Hand Weapon ♦ One-Handed ♦ Upgrade Slots [2] ♦ Weight [1]
Use 1 Determination when you cause 1+ Damage to an Enemy with your Melee Combat to permanent reduce that model's Defense to 0.
This may not be used on creatures that have the tough ability, however.
___________________________________________ T O O L S OF S C I E N C E - 4,800g ___________________________________________ Gear ♦ Hand Weapon ♦ One-Handed ♦ Science♦ Upgrade Slots [2] ♦ Weight [1]
Your Base Melee Combat is now equal to your Cunning Stat.
___________________________________________ F I E L D - S U R G E O N 'S A P R O N - 925g ___________________________________________ Gear ♦ Clothing ♦ Torso ♦Weight [1]
Anytime you kill an Enemy, you may Heal 1 Sanity.
| INJECTIONS |
___________________________________________ A N T I - V E N O M I N J E C T I O N - 10g ___________________________________________ Boost ♦ Injection ♦ Limit [1] Injection
For the next Adventure, you are Immune to all Poison and Venom markers and effects.
___________________________________________ S Y C O R A T H I N J E C T I O N - 250g ___________________________________________ Boost ♦ Injection ♦ Limit [1] Injection
For the next Adventure, you are +1 Initiative and +1 Movement. You also immediately gain +1 Corruption Point without a save.
The next time you are on an Adventure without taking a Sycophant Injection, you are -1 Initiative (minimum 1), as you suffer from temporary withdrawal.
___________________________________________ V O I D - V A P O R I N J E C T I O N - 500g ___________________________________________ Boost ♦ Injection ♦ Void ♦ Limit [1] Injection
For the next Adventure, you are +1 Max Determination and you start the Adventure with Max Determination. You also immediately gain 1 Corruption point without a save.
___________________________________________ D A R K S T O N E I N J E C T I O N - 100g ___________________________________________ Boost ♦ Injection ♦ Darkstone ♦ Limit [1] Injection
For the next Adventure, once per turn, you may re-roll1 failed Willpower save to prevent a Corruption Hit.
___________________________________________ F E A T U R E S: TRIBAL MEDICINE MAN | DARKSTONE PAINT GLYPHS | ITEMS TRIBAL TENT [TRIBAL / SCOUT HEROS ONLY]
___________________________________________ Spirit Cleansing 1d6 Darkstone ___________________________________________ [Limit Once per Visit]
Choose a Madness, Curse or Mutation to remove and roll on the chart below. ___________________________________________ 1 - Possessed! ___________________________________________
Possesed by a corrupt spirit, you are not Healed, but instead immediately gain 1d3 new Mutations. ___________________________________________ 2-3 - Failed ___________________________________________ The Mutation, Madness or Curse is not healed. ___________________________________________ 4-5 - Success ___________________________________________ The Madness, Curse or Mutation is fully healed. ___________________________________________ 6 - Spirit Guide ___________________________________________
The Madness, Curse or Mutation is fully healed. You gain +1 Sanity as you bond with your Spirit Guide.
___________________________________________ V I S I O N Q U E S T - Free ___________________________________________ Limit [1] per Visit
You must pass a 5+ Spirit Test. Gain 25 XP. Gain a Spirit Guide, you
1 - Beaver: Do not Discard a Side Bag Token just used. 2 - Wolf: Roll 5 extra dice for a Scavenge Check. 3 - Eagle: Discard and Re-draw a Threat or Darkness card. 4 - Mouse: Reveal 2 extra Exploration Tokens and chose which to use. 5 - Crow: All Heroes are +3 initiative in the first turn of an Ambush. 6 - Snake: Gain one additional Starting Upgrade for your Hero Class for one turn. [You do not gain additional Starting Gear]
| DARKSTONE PAINT GLYPHS |
___________________________________________ I N D I A N H A T C H E T - 750g ___________________________________________ [TRIBAL, TRAVELLER OR FRONTIER HEROS ONLY] Gear ♦ Hand Weapon ♦ Tribal ♦ One-Handed ♦ 2 Upgrade Slots ♦ Weight [1]
Your Combat Hits are +1 Damage.
___________________________________________ F E A T H E R E D H A T C H E T - 2,250g ___________________________________________ [TRIBAL, TRAVELLER OR FRONTIER HEROS ONLY] Gear ♦ Hand Weapon ♦ Tribal ♦ One-Handed ♦ 1 Upgrade Slots ♦ Weight [1]
+1 Melee Combat and your Combat Hits are +1 Damage.
___________________________________________ T H R O W I N G H A T C H E T - 100g ___________________________________________ Gear ♦ Tribal ♦ Token
Gain 1x Throwing Hatchet per purchase. Throwing Hatchet: Discard to throw as a Free Attack.
Range: Strength +3 Shots: 1 +2 Damage
Although this is a Ranged Attack, use your Melee To Hit value.
G L Y P H O F T H E B U F F A L O - 200g & 2 DS ___________________________________________ ♦ Rune ♦ Tribal Upgrade [1] ♦ Darkstone [1]
Attach to any Item
Bonus:Once per Adventure, until the end of the turn, you may move through other Heroes or Enemies, (not including Large or Bigger) displacing them into the space you just left as you move, and automatically passing any Escape Tests.
W A R G L Y P H - 500g & 5 DS ___________________________________________ ♦ Rune ♦ Tribal Upgrade [1] ♦ Darkstone [1] ♦ Limit [1]
Attach to any Item
Bonus:Once per Adventure, gain +2 Combat until the end of the turn.
D E A T H G L Y P H - 1,000g & 6 DS ___________________________________________ ♦ Rune ♦ Tribal Upgrade [1] ♦ Darkstone [1] ♦ Limit [1]
Attach to any Item.
Bonus:Once per Adventure or Town Stay, if you would be KO'd or Killed, you may roll 1d6 (may not be rerolled with Determination).
On a roll of 4+, you may Heal up to 5 Health or Sanity (any mix) and avoid being KO'd or Killed. If a 6 was rolled, also destroy the Item with this Upgrade.
| TRIBAL TENT |
[TRIBAL OR SCOUT HEROS ONLY]
___________________________________________ I N D I A N B O W - 400g ___________________________________________ Gear ♦ Bow ♦ Tribal♦ Two-Handed ♦ 2 Upgrade Slots ♦ Weight [1]
All Bows give +1 Initiative while equipped and get Critical Hits on a 5 or 6.
Range: 8 Shots: 1
___________________________________________ S C O U T 'S B O W - 1,200g ___________________________________________ Gear ♦ Bow ♦ Tribal♦ Two-Handed ♦ 2 Upgrade Slots ♦ Weight [1]
All Bows give +1 Initiative while equipped and get Critical Hits on a 5 or 6.
Range: 5 Shots: 2
___________________________________________ L O N G B O W - 2,400g ___________________________________________ Gear ♦ Bow ♦ Tribal♦ Two-Handed ♦ 2 Upgrade Slots ♦ Weight [1]
All Bows give +1 Initiative while equipped
Range: 10 Shots: 1
The Long Bow get Critical Hits on a 4, 5 or 6.
___________________________________________ W A R B O W - 3,800g ___________________________________________ Gear ♦ Bow ♦ Tribal♦ Two-Handed ♦ 2 Upgrade Slots ♦ Weight [1]
All Bows give +1 Initiative while equipped and get Critical Hits on a 5 or 6.
Range: 8 Shots: 3
___________________________________________ S P I R I T B O W - 5,400g ___________________________________________ Gear ♦ Bow ♦ Tribal♦ Two-Handed ♦ 2 Upgrade Slots ♦ Weight [1]
All Bows give +1 Initiative while equipped and get Critical Hits on a 5 or 6.
Range: 10 Shots: * equal to your Spirit Skill.
___________________________________________ T R I B A L A R R O W S - * ___________________________________________ Gear ♦ Ammo ♦ Tribal ♦ Arrow
You may discard up to 1 Arrow per Bow Hit to give that Hit an extra effect. You may carry up to 12 Arrows at a time.
25g Darkstone Arrow:+1d3 Damage. 25g Hunting Arrow: +3 Damage against Beast Enemies. 25g Spirit Arrow: +3 Damage against Void Enemies. 25g Blessed Arrow: +3 Damage against Demon Enemies. 50g Eagle Feather Arrow: Use on a Critical Hit to gain +2 Shots with the Bow. 100g Blood Arrow: This Hit ignores Cover and Tough.
___________________________________________ S N A K E S K I N B E L T - 650g ___________________________________________ Gear ♦ Clothing ♦ Belt ♦ Upgrade [1] Slot ♦ Weight [1]
Once per Adventure, you may transfer a single Enemy Hit you have just taken onto another Hero/Enemy that is adjacent to you.
___________________________________________ C A V A L R Y J A C K E T - 2,750g ___________________________________________ Gear ♦ Clothing ♦ Coat ♦ Upgrade [1] Slot ♦ Weight [1]
You may recover 1 Determination, when you receive 6 Movement.
___________________________________________ S C O U T B A G - 2,000g ___________________________________________ Gear ♦ Container
You may carry an extra [2] Weight of items in the Scout Bag. Items may still be equipped even from the Scout Bag.
___________________________________________ M E D I C I N E B A G - 3,200g ___________________________________________ Gear ♦ Medical ♦ Tribal ♦ Weight [1]
Once per Adventure, you may Heal 3d6 Health or Sanity (any mix) spread between yourself and any other adjacent Heroes.
___________________________________________ C A S U A L P O K E R - 50g ___________________________________________ [Limit [1] per Visit] Gambling
Make a Cunning 5+ test.
If successful, gain 50g for every 5+ rolled. If failed, you lose after a few rolls and leave with nothing to show for it.
___________________________________________ B R I M S T O N E C R A P S - 100g ___________________________________________ [Limit [1] per Visit] Gambling
Make a Luck 5+ test.
If successful, gain 100g for every 5+ rolled. If failed, you lose after a few rolls and leave with nothing to show for it.
___________________________________________ S A L O O N G I R L P E R F O R M A N C E - 50g ___________________________________________ [Limit [1] per Visit]
Gain 10 XP and roll 1d6. On the roll of 4, 5 or 6, recover 1 Determination*. [*for use in Town only].
| ITEMS |
W H I S K E Y - 50g ___________________________________________ Gear ♦ Whiskey ♦ Token
Gain 1 Whiskey per purchase. Whiskey: Takes up a Sidebag slot. Roll 1d6 and recover that much Sanity. If you use this to heal an adjacent party member, gain 5 XP.
C A S K - 300g ___________________________________________ Gear ♦ Container ♦ Upgrade Slots [1]♦ Weight [1] ♦
Holds up to 3 Whiskey.
G A M B L E R 'S D E C K O F CARDS - 850g ___________________________________________ Gear ♦ Charm ♦ Weight [1] ♦ Limit [1]
+1 Cunning Once per Adventure, you may cancel and Re-draw a Darkness.
L U C K Y D I C E - 1,000g ___________________________________________ Gear ♦ Charm ♦ Upgrade Slot [1]♦ Weight [1] ♦ 1 Upgrade Slot ♦ Weight [1] ♦ Limit [1]
+1 Luck
Once per Adventure, you may add +1 to any single roll.
| SALOON GIRL TROUPE |
[SALOON GIRL / PIANO PLAYER HEROS ONLY]
E N T E R T A I N - F R E E ___________________________________________ Limit [1] per Visit
You may entertain to earn money.
Choose either Performance [Agility] or Storytelling [Lore] and roll a number of dice equal to that Skill. On every roll of a 4 or 5, gain 25g. For every 6 rolled, gain 100g.
Rolls of 1, 2 or 3 earn nothing as the patron is unimpressd.
P I C K P O C K E T - 1d3 Corruption Hits ___________________________________________ Limit [1] per Visit
You may pick the pockets of patrols to find something useful.
Make an Agility 4+ Test.
On every roll of a 4 or 5, gain 10g. For every 6 rolled, draw a Gear card.
P E R F U M E - 200g ___________________________________________ Boost ♦ Appeal ♦ Limit [1]
During the next Adventure, you gain +5 XP for every Wound/Sanity you Heal with your Comforting Presence.
D A R K S T O N E S H I V - 1 DS ___________________________________________ Gear ♦ Darkstone [1] ♦ Hand Weapon
Free Attack: Discard to do 1D6 Damage to an adjacent Enemy, ignoring Defense.
B O N E D C O R S E T - 1,200g ___________________________________________ Gear ♦ Clothing ♦ Torso ♦ Upgrade Slot [1] ♦ Weight [1]
Gain Armor 6+. This is in addition to your usual Defense roll.
D A R K S T O N E C O R S E T - 3,200g & 8 DS ___________________________________________ Gear ♦ Clothing ♦Torso ♦ Darkstone [1] ♦ Weight [1] ♦
+1 Max Determination
Gain Armor 5+. This is in addition to your usual Defense roll.
T I N Y H A T - 2,450g ___________________________________________ Gear ♦ Clothing ♦HatUpgrade Slots [1] ♦
S H E R I F F 'S B O U N T Y - F R E E ___________________________________________ [Limit [1] per Town Stay per posse]
Draw a Low Threat to see what the current Sheriff's Bounty is on.
Until the end of the next Adventure, any Enemy listed on that card is worth Gold when killed. Enemies with a fixed XP value are worth Gold equal to their XP value to the Hero that kills it. Enemies with a variable XP are instead worth Gold equal to their Base XP listed, and all Posse members get the Bounty when one of that Enemy type is killed.
[Note: The Bounty does not change, regardless of an Enemie's Elite abilities.]
P A Y O F F Y O U R W A R R A N T S - * ___________________________________________ A hero that has the Keyword: Wanted! may visit the Sheriff Office long enough to pay off the warrant for their arrest. To do this, they must pay 500g x Hero Level and discard their Wanted! status.
If you are currently Keyword: Most Wanted! You must pay an additional 250g x Hero Level, which will remove your Wanted! status completely.
[Note: If your Wanted! Satus is based on an ability of your Hero Class, it cannot be removed]
W A N T E D P O S T E R - 100g ___________________________________________ Gear ♦ Poster ♦ Limit [1]
Discard when you kill an Outlaw Enemy to gain 1d6 x 50g.
If you kill an Infamous Outlaw, gain 1d6 x 100g.
If you kill a Legendary Outlaw, gain 1d6 x 250g.
| CLOTHING & EQUIPMENT |
___________________________________________ C A P E D O V E R C O A T - 800g ___________________________________________ Gear ♦ Clothing ♦ Coat♦ Weight [1]
Whenever you find a Clue on an Exploration Token, Heal 1d6 Health / Sanity [any mix]
___________________________________________ B L A C K D U S T E R - 1,650g ___________________________________________ [TRAVELLER HEROS ONLY] Gear ♦ Clothing ♦ Coat♦ Weight [1]
+2 HP
Gain Armor 6+. This is in addition to your usual Defense rolls.
___________________________________________ H A N G M A N 'S N O O S E - 2,250g ___________________________________________ [FRONTIER / LAW HEROS ONLY] Gear ♦ Weight [1]
Gain: Free Attack, Once per Adventure
Take D3 Corruption Hits to do a Peril Dice of Damage to an adjacent enemy, ignoring their defense.
___________________________________________ D U E L I S T 'S G U N B E L T - 5,800g ___________________________________________ Gear ♦ Clothing ♦ Belt♦ Weight [1]
When Dual Wielding, get +1 Shot.
| PURCHASES |
E X E C U T I O N E R S H O T G U N - 2,400g ___________________________________________ Gear ♦ Gun ♦ Shotgun ♦ Two-Handed ♦ Darkstone [1] ♦ Weight [1] Range: 3 Shots: 3 Use 1D8 for To Hit and 1d6 for Damage. 6, 7 and 8 counts as a Critical Hit.
Gain +1 Damage if the target is with 1 square of distance.
I N T E R R O G A T E P R I S O N E R - 50g ___________________________________________ [Limit [1] per Town Stay per Posse]
You question one of the jailed prisoners for information, while the Sheriff looks the other way.
Roll dice equal to your Strength or Cunning skill.
For each roll of 6, you may cancel and re-draw one Exploration Token or Encounter during the next Adventure.
For each roll of 1, at the start of the next Adventure, the Darkness moves 1 space closer to escaping the mine, as the prisoner is lying to you.
B E C O M E D E P U T I Z E D - 50 XP ___________________________________________ [EXCLUDES LAW / HOLY HEROES]
Gain Keyword: Law.
Gain +1 Cunning.
At the start of each Adventure, roll 1d6. On the roll of 1, 2 or 3, lose this bonus.
| LAW & ORDER |
[LAW HEROES ONLY]
___________________________________________ M A R S H A L / S H E R I F F B A D G E - F R E E ___________________________________________ [U.S MARSHAL / LAW MEN ONLY] Gear ♦ Law ♦ Icon ♦ Limit [1] Badge
Once per Adventure, give all Heros +2 Shots with a Gun or +2 Combat (they choose) during their nxt Turn.
___________________________________________ B O U N T Y H U N T E R 'S B A D G E - 850g ___________________________________________ Gear ♦ Law ♦ Icon ♦ Limit [1] Badge
Gain Keyword: Traveller.
Once per Adventure, all Heroes may recover 1 Determination.
___________________________________________ D E P U T Y B A D G E - 1,200g ___________________________________________ Gear ♦ Law ♦ Icon ♦ Limit [1] Badge
At the end of each successful Adventure, gain 50 XP.
Once per Adventure, Heal 1d6 Wounds / Sanity [any mix] from each Hero.
___________________________________________ E X E C U T I O N E R 'S B A D G E - 2,400g ___________________________________________ Gear ♦ Law ♦ Icon ♦ Limit [1] Badge
Once per Adventure, add +3 Damage to each of your Hits until the end of your turn.
___________________________________________ P E A C E K E E P E R P I S T O L - 1,000g ___________________________________________ Gear ♦ Gun ♦ Pistol ♦ Law ♦ One-Handed ♦ Upgrade Slots [1] ♦ Weight [1] Range: 6 Shots: 3
T H E P U N I S H E R - 3,000g ___________________________________________ Gear ♦ Gun ♦ Shotgun ♦ Law ♦ Two-Handed ♦ Upgrade Slot [1] ♦ Weight [1] Range: 6 Shots: 2 Use 1D8 for To Hit and Damage. 6, 7 and 8 counts as a Critical Hit.
Once per Turn, you may Re-Roll one Damage roll with this Gun.
___________________________________________ J O I N A M A N H U N T - F R E E ___________________________________________ [Limit [1] per Town Stay] [This ends your Location Visit]
You ride out with a posse of local Law Men to hunt down a wanted criminal.
Make a Cunning 5+ test to track the Outlaw down. For each 5+ rolled, you find one of his crew, gain 25XP.
If at least one 6 is rolled, you are able to track him down and have a shootout.
Roll 2d6 and substract your Initiative to find out how many Hits you have taken in the fight. Each Hit does 4 possible Damage, or 8 Damage if you are Lvl 5 or higher.
Unless KO'd, you capture the Outlaw. Gain 25XP and 1d6 x 100g.
___________________________________________ E S C O R T P R I S O N E R T R A N S F E R - F R E E ___________________________________________ [Limit [1] per Town Stay] [This ends your Location Visit]
You sign on to ride shotgun as a prisoner coach bound for a meeting with a group of marshals on the county line.
Make a Lore 5+ test to follow the best roads. If successful, gain D8 x 25g for a job well done.
If failed, you are ambushed by the prisoner's gang! Surrounded, you have no choice but to let him Escape and return to town. Lose all your current Determination.
Furthermore, for every 1 rolled during your Lore test, roll for Travel Hazards. These results do not effect the rest of your Hero Posse, though any result that destroys your Transport will trigger the fail condition, as your prisoner escapes.
___________________________________________ F A R E A S T E R N P O T I O N - 75g ___________________________________________ Gear ♦ Potion ♦ Token
Gain 1 Potion per purchase. Potion: Takes up a Sidebag slot. Discard to add +2 to one of your Skills until the end of the turn.
___________________________________________ E X O T I C H E R B S - 200g ___________________________________________ Gear ♦ Plant ♦ Token
Gain 1 set of Exotic Herbs per purchase. Exotic Herbs: Takes up a Sidebag slot. Discard to add remove D3 Corruption Points.
___________________________________________ R A R E S P I C E - 50g ___________________________________________ Gear ♦ Plant ♦ Token
Gain 1 set of Rare Spices per purchase. Rare Spices: Takes up a Sidebag slot. Discard to add 1d3 Damage to a single Hit. You also take 1 HP Damage, ignoring Defense. ___________________________________________ R E F I N E D L A N T E R N O I L - 200g ___________________________________________ Gear ♦ Oil ♦ Token
Gain 1 set of Lantern Oil per purchase. Lantern Oil: Takes up a Sidebag slot. Discard to reroll 1 of the dice when Holding back the Darkness at the start of the round.
___________________________________________ R E D D R A G O N I N J E C T I O N - 100g ___________________________________________ Boost ♦ Injection ♦ Limit [1] Injection
For the next Adventure, you are +1 Initiative and gain Spirit Armour 5+. [This is on top of your usual Willpower saves.]
However, any time the Lanternbearer fails to Hold back the Darkness, take 1 Corruption Hit.
| BACK ALLEYS |
___________________________________________ B A T H H O U S E - 50g ___________________________________________ Limit [1] per Visit
Heal a Peril Die of Wounds / Sanity[any mix] and gain 10 XP.
You may also spend 1 Determination to attempt to remove any Parasites you have. Roll 2d6 for each Parasite. On the roll of 10+ it detaches from you in the warm water and moves on. [gets discarded]
___________________________________________ S E L L D A R K S T O N E ___________________________________________ You may sell Dark Stone Shards on the streets for a Peril Die x 25g each. Roll for each shard individually as they vary in size, weight, and value.
___________________________________________ Street Gambling - 25g ___________________________________________ Limit [2] per Visit Gambling
Roll 4 dice to try and get a Straight or a Set. You may pay an extra 25g to Re-roll any number of those dice. After that, you may re-roll up to 3 more times at a cost of 50g each time plus any free re-rolls from using Determination]. Note that this is an exception to the rule that prevents the same dice from being re-rolled more then once.
When finished rolling, if you have a Straight or Set of numbers, gain the following:
Straight[4 in a row] - 300g Set[4 of a Kind] - 100g x the number rolled
Otherwise, you leave and walk away wondering if the dice were rigged.
| EQUIPMENT |
___________________________________________ O R N A T E P I S T O L - 1,600g ___________________________________________ Gear ♦ Gun ♦ Pistol ♦ One-Handed Upgrade Slots [1] ♦ Weight [1]
Range: 7 Shots: 2
Once per Fight, add +2 Damage to a Hit from this Pistol.
___________________________________________ B U T C H E R 'S B L A D E - 750g ___________________________________________ Gear ♦ Hand Weapon ♦ Blade One-Handed ♦ Upgrade Slots [2] ♦ Weight [1]
Each time you Damage an Enemy with a Melee Combat Hit, you may add +1 Damage to all your other Hits for the rest of this turn. [stacks for multiple Hits] ___________________________________________ C H E W - 50g ___________________________________________ Gear ♦ Plant ♦ Limit [1]
Discard and take 1 Corruption Hit to Heal 5 Sanity. ___________________________________________ S I L K S A S H - 450g ___________________________________________ [SHOWMAN / PERFORMER HEROES ONLY] Gear ♦ Clothing ♦ Belt♦ Weight [1]
Once per Adventure, Heal 5 Wounds. ___________________________________________ O R N A T E C A S E - 1,250g ___________________________________________ Gear ♦ Container
Choose one Item you have. Between Adventures - or while the Item is not equipped - it counts as having no Darkstone components.
___________________________________________ D A R K S T O N E B R A C E L E T - 1,000g ___________________________________________ Gear ♦ Charm ♦ Darkstone [1] ♦ Weight [1]
Once per Adventure, cancel an Enemy's Attack. [before dice are rolled]
___________________________________________ M E R C H A N T 'S A P R O N - 1,000g ___________________________________________ [FRONTIER HEROES ONLY] Gear ♦ Clothing ♦ Torso [1] ♦ Weight [1]
When you sell a Gear or Artefact in Town, gain +10% Gold (round up to the nearest 5gp) and recover 1 Determination.
___________________________________________ R A I L W O R K E R 'S J A C K E T - 860g ___________________________________________ Gear ♦ Clothing ♦ Coat ♦ Weight [1]
You take 1 less Damage from all Explosives [like Dynamite], Falling Rubble and Cave-In encounters.
| TRANSPORT |
___________________________________________ M U T A N T H O R S E - 650g ___________________________________________ Transport ♦ Animal [Limit [1] Transport]
Gain 10 XP each time you Travel.
Use 1 Determination to add or subtract 1 from the roll for which Town Type is found.
___________________________________________ W I L D H O R S E - 750g ___________________________________________ [SCOUT HEROES ONLY]] Transport ♦ Animal [Limit [1] Transport]
Gain 10 XP each time you Travel.
Once per Town Stay, cancel and redraw a Daily Event.
___________________________________________ T R E D A R R A N S T A L L I O N - 800g ___________________________________________ Transport ♦ Animal [Limit [1] Transport]
Use 1 Determination to personally ignore the immediate effects of a Travelling Hazard.
___________________________________________ S W A M P S L U G - 1,800g ___________________________________________ [TRAVELLER / TRIBAL HEROES ONLY]] Transport ♦ Animal [Limit [1] Transport]
Gain 15 XP each time you Travel.
When rolling a Travelling Hazard, you may re-roll one of the dice.
| HATS |
___________________________________________ S C A V E N G E R 'S H A T - 150g ___________________________________________ Gear ♦ Clothing ♦ Hat♦ Upgrade Slot [1] ♦ Weight [1]
Anytime you successfully Scavenge, Heal 1 HP.
___________________________________________ E X P L O R E R 'S H A T - 425g ___________________________________________ Gear ♦ Clothing ♦ Hat♦ Upgrade Slot [1] ♦ Weight [1]
Once per Adventure, you may look at the next 2 upcoming Darkness events. Then, discard one and put the other back.
___________________________________________ B A D L A N D S H A T - 1,200g ___________________________________________ Gear ♦ Clothing ♦ Hat♦ Upgrade Slot [1] ♦ Weight [1]
+2 Health and +1 Sanity
___________________________________________ M I N E R 'S H A T - 1,850g ___________________________________________ Gear ♦ Clothing ♦ Hat♦ Upgrade Slot [1] ♦ Weight [1]
Once per Adventure, while drawing Loot, you may take 1 Corruption Hit to discard and re-draw that Loot. ___________________________________________ D R I F T E R 'S H A T - 3,000g ___________________________________________ Gear ♦ Clothing ♦ Hat♦ Upgrade Slot [1] ♦ Weight [1]
Any time the Hero Posse crosses into a deeper stage in the Mine or an Otherworld, recover to your maximum Determination.
___________________________________________ F A S T H O R S E - 600g ___________________________________________ Gain 10 XP each time you Travel. +2 Agility while travelling.
___________________________________________ C A V A L R Y H O R S E - 600g ___________________________________________ Gain 10 XP each time you Travel. +2 Strength while travelling.
___________________________________________ I N D I A N H O R S E - 600g ___________________________________________ Gain 10 XP each time you Travel. +2 Spirit while travelling.
___________________________________________ S P I T F I R E H O R S E - 800g ___________________________________________ | > > > PERFORMER & SHOWMAN ONLY < < < | Gain 10 XP each time you Travel. Roll one extra dice on all skill tests while travelling.
___________________________________________ M U S T A N G - 1,200g ___________________________________________ Gain 10 XP each time you Travel. Gain +1 Determination for travelling and town visits.
___________________________________________ S T A G E C O A C H - 3,200g ___________________________________________ TRANSPORT ♦ ANIMAL ♦ CART ♦ LIMIT 1 Can carry up to 6 Heroes. When your Hero Posse travels, each hero in the Stage Coach gains 15 XP. Also, once per travel, you may cancel a Travel Hazard. Only 1 Stage Coach can be in use per posse.
| DARK STONE EQUIPMENT |
___________________________________________ T O M B C H E S T - 600g ___________________________________________ Gear ♦ Container ♦ Weight [1] Holds up to 8 Darkstone. Any Dark Stone inside the chest is hidden and does not incur Corruption Hits at the end of an adventure.
___________________________________________ D A R K S T O N E B U C K L E - 450g & 3 DS ___________________________________________ Gear ♦ Darkstone [1] ♦ Clothing ♦ Belt
When rolling a Mutation, you may roll twice and keep your prefered choice.
___________________________________________ D A R K S T O N E B U L L E T S - 200g & 1 DS ___________________________________________ Gear ♦ Darkstone [1] ♦ Ammo
Replaces any current Ammo. Lasts for 1 Adventure. All of your Gunshots do +1 Damage.
___________________________________________ V O I D P L A T E - 3,800g & 12 DS ___________________________________________ Gear ♦ Darkstone [1] ♦ Clothing ♦ Torso ♦ Void ♦ Weight [2] -1 Agility Gain: Armor 4+* *This is additional to your usual defense.
___________________________________________ V O I D H A M M E R - 4,800g & 24 DS ___________________________________________ Gear ♦ Darkstone [2] ♦ Hand Weapon ♦ Two-Handed ♦ Void ♦ Weight [2]
Your Melee Combat Hits are +3 Damage. Each Hit you do incurs 1 automatic Damage to any Enemies adjacent to the Target, ignoring their Defense.
| DARK STONE UPGRADES |
___________________________________________ D A R K S T O N E I N L A Y - 700g & 3 DS ___________________________________________ Upgrade [2] ♦ Darkstone [1]
Attach to any Gun or Hand Weapon.
Bonus: Once per Attack with this Weapon, you may Re-roll a single To Hit roll.
___________________________________________ D A R K S T O N E G R I P - 1,200g & 8 DS ___________________________________________ Upgrade [1] ♦ Darkstone [1]
Attach to any Gun or Hand Weapon.
Bonus: This item is now +1 Shot [Gun] or+1 Combat [Hand Weapon].
___________________________________________ D A R K S T O N E B A R R E L S - 225g & 6 DS ___________________________________________ Upgrade [1] ♦ Darkstone [1]
Attach to any Gun.
Bonus: This Gun is now +4 Range.
___________________________________________ V O I D A S S E M B L Y - 2,200g & 15 DS ___________________________________________ Upgrade [1] ♦ Darkstone [1] ♦ Void
Attach to any Gun.
Bonus:Once per Fight, you may add a Peril Die of Damage to a single Hit from this Gun.
___________________________________________ D A R K S T O N E H O R S E S H O E S - 800g & 4 DS ___________________________________________ Upgrade ♦ Darkstone [1]
Attach to any Animal Transport.
Bonus: When you roll for Travel Hazards, you may roll twice and choose which result to keep.
___________________________________________ R U N E O F P R O T E C T I O N - 600g & 10 DS ___________________________________________ Upgrade [1] ♦ Darkstone [1] ♦ Rune
Attach to any Item.
Bonus:Once per Adventure, you may automatically pass a single Defense roll, even if you have already failed to defend.
___________________________________________ R U N E O F F O R T I T U D E - 600g & 10 DS ___________________________________________ Upgrade [1] ♦ Darkstone [1] ♦ Rune
Attach to any Item.
Bonus:Once per Adventure, you may automatically pass a single Willpower roll, even if your sanity has already failed.
___________________________________________ R U N E O F R E G E N E R A T I O N S - 600g & 10 DS ___________________________________________ Upgrade [1] ♦ Darkstone [1] ♦ Rune
Attach to any Item.
Bonus: At the start of each turn, you may Heal 1 HP unless KO'D. Destroy this Rune permanently, to Heal an Injury or Madness.
___________________________________________ 250g ___________________________________________ [Limit 1 Surgery attempt per Visit]
Choose 1 Injury, Mutation or Parasite you want to remove and roll on the chart below. If you choose to remove a Parasite, subtract 1 from the roll. ___________________________________________ 0 - Dead ___________________________________________ Your hero is killed during surgery. ___________________________________________ 1 - Butchered ___________________________________________ The ailment is not healed and you lose [1d6] Health permanently. ___________________________________________ 2-3 - Failed ___________________________________________ The ailment is not healed. ___________________________________________ 4-6+ - Success ___________________________________________ The Injury, Mutation or Parasite is fully healed.
| CHURCH'S TENT: EXORCISM |
___________________________________________ 250g ___________________________________________ [Limit 1 Exorcism attempt per Visit]
Choose 1 Madness or 1 Curse you want to remove and roll on the chart below. If you choose to remove a Curse, subtract 1 from the roll. ___________________________________________ 0 - Dead ___________________________________________ Your hero is killed dies in the tent as a demon rips you apart from within. ___________________________________________ 1 - Butchered ___________________________________________ The ailment is not healed and you lose [1d6] Sanity permanently. ___________________________________________ 2-3 - Failed ___________________________________________ The ailment is not healed. ___________________________________________ 4-6+ - Success ___________________________________________ The Madness or Curse is fully healed.
___________________________________________ B A N D A G E S - 50g ___________________________________________ Gear ♦ Bandages ♦ Token
Gain 1 set of Bandages per purchase. ___________________________________________ W H I S K E Y - 50g ___________________________________________ Gear ♦ Whiskey ♦ Token
___________________________________________ Exorcism of Madness D6x50g ___________________________________________ [Limit 1 Exorcism attempt per Madness]
Choose a Madness to remove and roll on the chart below. ___________________________________________ 0 - Dead ___________________________________________
Your hero is killed as a demon rips you apart from within. ___________________________________________ 1 - Too Far Gone ___________________________________________ The madness is too severe. It can never be Healed at the Church. ___________________________________________ 2-3 - Failed ___________________________________________ The Madness is not healed. The Priest refunds half the cost. ___________________________________________ 4-5 - Success ___________________________________________
The Madness is fully healed. ___________________________________________ 6+ - Mental Resolve ___________________________________________ The Madness is Healed. Gain +2 Max Sanity.
___________________________________________ R E M O V E C O R R U P T I O N - 100g ___________________________________________ RITUAL Remove [1d6-2] Corruption from your Hero. If no Corruption is removed, instead take 1d6 Sanity damage ignoring any Willpower saves.
___________________________________________ R E S S U R E C T H E R O - 500g x Hero Level ___________________________________________ RITUAL Bring back any Hero who is dead, however that hero is now -1 Max Determination.
| BLESSED AURAS |
___________________________________________ A U R A O F E N D U R A N C E - 200g ___________________________________________ Blessd Aura ♦ Shield Limit of 1 Blessed Aura at a time
Make a Spirit 4+ test to receive this Aura. If successful, for the next Adventure, gain: Armor 5+ [In addition to your usual Defense Checks]
___________________________________________ A U R A O F F O R T I T U D E - 150g ___________________________________________ Blessd Aura ♦ Shield Limit of 1 Blessed Aura at a time
Make a Spirit 4+ test to receive this Aura. If successful, for the next Adventure, gain: Spirit Armor 5+ [In addition to your usual Willpower Checks]
___________________________________________ A U R A O F W R A I T H - 100g ___________________________________________ Blessd Aura Limit of 1 Blessed Aura at a time
Make a Spirit 4+ test to receive this Aura. If successful, for the next Adventure, gain: +1d6 Damage to a single one of your hits.
___________________________________________ A U R A O F P R O T E C T I O N - 250g ___________________________________________ Blessd Aura ♦ Shield Limit of 1 Blessed Aura at a time
Make a Spirit 4+ test to receive this Aura. If successful, for the next Adventure, gain: Armor 6+ and Spirit Armor 6+ [In addition to your usual Defense and Willpower Checks]
| PURCHASABLE ITEMS |
___________________________________________ V I A L O F B R I M S T O N E A S H - 250g ___________________________________________ Gear ♦ Void Break the vial to release the raw Void energy contained within.
Gain:Free Attack Discard to immediately do 1 HP of damage to every adjacent Enemy ignoring their Defense.
___________________________________________ C O N V E R S I O N - 500g ___________________________________________ [Not available to Holy Heroes] "You are Reborn!"
Gain +1 Spirit and the Keyword: Holy. Anytime you visit the Saloon, you must roll 1d6. On a roll of 1 or 2, you have fallen back on your old ways, losing all bonuses from your Conversion.
| THE SACRED ORDER |
[HOLY HEROES ONLY]
___________________________________________ H O L Y R O B E S - 600g ___________________________________________ Gear ♦ Clothing ♦ Coat ♦ Holy ♦ Upgrade Slot [1] ♦ Weight [1]
The simple robes of the faithful. +3 HP
___________________________________________ H O L Y B O O K - 800g ___________________________________________ Gear ♦ Book ♦ Holy ♦ Icon ♦ Upgrade: 1 ♦ Weight [1] ♦ One-Handed ♦ Limit [1] +1 Faith +1 Combat
___________________________________________ B O O K O F A R M A G E D D O N - 5,600g ___________________________________________ Gear ♦ Book ♦ Holy ♦ Icon ♦ Upgrade: 1 ♦ Weight [2] ♦ Two-Handed
+1 Combat You are also +1 on your Faith Rolls when performing any Judgement Sermon.
[Rolling Doubles still triggers Dangerous Sermon Corruption]
___________________________________________ C U R S E O F V E N G E A N C E - 3,200g ___________________________________________ Gear ♦ Hand Weapon ♦ One-Handed ♦ Holy ♦ Upgrade [1] ♦ Weight [1]
While you are less than full Health, your Combat Hits are +1 Damage.
While you are less than half Health, your Combat Hits are then +2 Damage.
___________________________________________ S C R O L L O F P R O T E C T I O N - 400g ___________________________________________ Gear ♦ Holy ♦ Scroll
Discard to cancel a Darkness card on a D6 roll of 3+.
___________________________________________ I C O N O F R E S I S T A N C E - 1,400g ___________________________________________ Gear ♦ Holy ♦ Icon ♦ Weight [1] ♦ Limit 1
Once per turn, you may reroll a single failed Defense roll.
___________________________________________ C U R S E O F I L L U M I N A T I O N - 3,200g ___________________________________________ Gear ♦ Light ♦ Holy ♦ Upgrade [1] ♦ Weight [1] ♦ Limit [1]
Once per Adventure, you may automatically pass a Faith Roll for performing a Sermon. [Even if the dice have been rolled]
___________________________________________ Surgery D6x50g ___________________________________________ [Limit 1 Surgery attempt per Injury/Mutation]
Choose an Injury or Mutation to remove and roll on the chart below. ___________________________________________ 0 - Dead ___________________________________________
Your hero is killed during Surgery. ___________________________________________ 1 - Botched ___________________________________________ The Injury or Mutation is too severe. It can never be Healed at the Doc's Office. ___________________________________________ 2-3 - Failed ___________________________________________ The Injury or Mutation is not healed. The Doc refunds half the cost. ___________________________________________ 4-5 - Success ___________________________________________
The Injury or Mutation is fully healed. ___________________________________________ 6+ - Impressive Scar ___________________________________________ The Injury or Mutation is Healed. Gain +2 Max Health for the new scar.
___________________________________________ T R E A T C O R R U P T I O N - 100g E A C H ___________________________________________ You may remove any number of Corruption for 100g each. Then roll 1d6. On the roll of a 1, 2 or 3 you also take 1d6 Damage, ignoring any Defense saves.
| HEALING SUPPLIES |
___________________________________________ B A N D A G E S - 50g ___________________________________________ Gear ♦ Bandages ♦ Token
Gain 1 set of Bandages per purchase. Bandages: Takes up a Sidebag slot. Roll 1d6 and recover that much HP. If you use this to heal an adjacent party member, gain 5 XP. This item is then discarded.
___________________________________________ H E A L I N G H E R B S - 125g ___________________________________________ Gear ♦ Plant ♦ Tokens
Gain 1 set of Herbs per purchase. Herbs: Takes up a Sidebag slot. Roll 2d6 and recover that much HP. If you use this to heal an adjacent party member, gain 5 XP. This item is then discarded.
___________________________________________ T O N I C - 200g ___________________________________________ Gear ♦ Tonic ♦ Token
Gain 1 Tonic per purchase. Tonic: Takes up a Sidebag slot. Drink to recover 1 Determination.
___________________________________________ S P E C I M E N J A R - 150g ___________________________________________ Gear ♦ Glass ♦ Science ♦ Limit [1]
While in another World, you may give up your movement to try and find a sample of the local flora or fauna to put in the Jar.
Make a Cunning 5+ Skill Test. If successful, the jar is filled.
Anytime you vist a Doc's Office, you can sell the filled Specimen Jar to the Doc for D6x100g.
___________________________________________ B O N E S A W - 1,100g ___________________________________________ Gear ♦ Hand Weapon ♦ One-Handed ♦ Upgrade Slots [2] ♦ Weight [1]
Use 1 Determination when you cause 1+ Damage to an Enemy with your Melee Combat to permanent reduce that model's Defense to 0.
This may not be used on creatures that have the tough ability, however.
___________________________________________ T O O L S OF S C I E N C E - 4,800g ___________________________________________ Gear ♦ Hand Weapon ♦ One-Handed ♦ Science♦ Upgrade Slots [2] ♦ Weight [1]
Your Base Melee Combat is now equal to your Cunning Stat.
___________________________________________ F I E L D - S U R G E O N 'S A P R O N - 925g ___________________________________________ Gear ♦ Clothing ♦ Torso ♦Weight [1]
Anytime you kill an Enemy, you may Heal 1 Sanity.
| INJECTIONS |
___________________________________________ A N T I - V E N O M I N J E C T I O N - 10g ___________________________________________ Boost ♦ Injection ♦ Limit [1] Injection
For the next Adventure, you are Immune to all Poison and Venom markers and effects.
___________________________________________ S Y C O R A T H I N J E C T I O N - 250g ___________________________________________ Boost ♦ Injection ♦ Limit [1] Injection
For the next Adventure, you are +1 Initiative and +1 Movement. You also immediately gain +1 Corruption Point without a save.
The next time you are on an Adventure without taking a Sycophant Injection, you are -1 Initiative (minimum 1), as you suffer from temporary withdrawal.
___________________________________________ V O I D - V A P O R I N J E C T I O N - 500g ___________________________________________ Boost ♦ Injection ♦ Void ♦ Limit [1] Injection
For the next Adventure, you are +1 Max Determination and you start the Adventure with Max Determination. You also immediately gain 1 Corruption point without a save.
___________________________________________ D A R K S T O N E I N J E C T I O N - 100g ___________________________________________ Boost ♦ Injection ♦ Darkstone ♦ Limit [1] Injection
For the next Adventure, once per turn, you may re-roll1 failed Willpower save to prevent a Corruption Hit.
___________________________________________ W H I S K E Y - 50g ___________________________________________ Gear ♦ Whiskey ♦ Token
Gain 1 Whiskey per purchase. Whiskey: Takes up a Sidebag slot. Roll 1d6 and recover that much Sanity. If you use this to heal an adjacent party member, gain 5 XP. This item is then discarded.
___________________________________________ F I N E C I G A R - 25g ___________________________________________ Gear ♦ Cigar ♦ Token
Gain 1 Fine Cigar per purchase. : Takes up a Sidebag slot. Discard to gain Armor 3+ until the end of the turn. [This is in addition to your normal Defense]
| FINE CLOTHING |
B L A C K T I E - 200g ___________________________________________ Gear ♦ Clothing ♦ Neck
While In Town you have +1 Cunning.
F A N C Y B O W L E R - 450g ___________________________________________ Gear ♦ Clothing ♦ Hat♦ Weight [1]
While In Town, recover 1 Determination everytime you roll doubles for a Location Event.
T O P H A T - 850g ___________________________________________ Gear ♦ Clothing ♦ Hat♦ 1 Upgrade Slot ♦ Weight [1]
+2 Sanity. Gain Keyword: Showman.
G A M B L E R 'S J A C K E T - 1,250g ___________________________________________ Gear ♦ Clothing ♦ Coat♦ Weight [1] Once per Adventure or Town Stay, recover 1d3 Determination.
R E D S A S H - 1,850g ___________________________________________ [PERFORMER / SHOWMAN HEROES ONLY] Gear ♦ Clothing ♦ Belt♦Weight [1] +1 Movement.
Once per Adventure, you may cancel a single Hit towards you.
G O L D R I N G - 2,750g ___________________________________________ [SHOWMAN HEROES ONLY] Gear ♦ Ring♦Weight [1]
Once per Adventure or Town Stay, changea single dice you just rolled to a 6.
| ENTERTAINMENT |
___________________________________________ F I V E C A R D D R A W P O K E R - 50g ___________________________________________ [Limit [3] per Visit] Gambling
Roll 5 Dice to represent your hand. You may pay anywhere between 50g to 250g as an Extra Bet or you may chose to Fold (lose instead of adding to the bet).
You may then reroll any number of your dice if you wish.
Once you have your hand, you may spend 1 Determination if you wish to add up to 250g as another Extra Bet.
Then, make a Cunning Test to win (see below)
Finally, if any dice are Re-rolled during the Cunning Test, immediately gain 1x Unwanted Attention.
If you succeed your Cunning Test, gain 1d6 x 25gp as as as double your Extra Bet.
If you failed your Cunning Test, lose the poker game and your bet.
___________________________________________ Royal Flush - 6 Sequential Numbers ___________________________________________ Cunning 3+ Test if successful, triple your Extra Bet. ___________________________________________ Four of a Kind - 4 of the same Number ___________________________________________ Cunning 3+ Test ___________________________________________ Full House - 2 of a Number & 3 of another ___________________________________________ Cunning 4+ Test ___________________________________________ Straight - 4 sequential numbers ___________________________________________ Cunning 5+ Test ___________________________________________ Three of a Kind - 3 of the same number ___________________________________________ Cunning 6+ Test with at least 2 successes
___________________________________________ B R I M S T O N E C R A P S - 100g ___________________________________________ [Limit [1] per Visit] Gambling
Make aLuck 5+ test.
If successful, gain 100g for every 5+ rolled. If failed, you lose after a few rolls and leave with nothing to show for it.
___________________________________________ T H E D E V I L 'S W H E E L - 25g ___________________________________________ Limit [3] per Visit Gamblings
| CASHIER |
___________________________________________ C A S H I N D A R K S T O N E - 50g E A C H ___________________________________________ You may sell Dark Stone to the Gamblng Hall for 50g each.
___________________________________________ R O B T H E C A S H I E R - 600g ___________________________________________ [OUTLAW HEROES ONLY] Limit Once per Town Stay
Make a Cunning 6+ test to rob the cashier. If successful, for each 6+ rolled gain D6x100g and 1 Unwanted Attention.
For each 1 rolled, take 1d6 Damage from the shootout that ensues.
If you fail, you are jailed and set to hang by the morning.
Make a Lore 4+ test to escape jail and flee town, ending your Town Stay for the posse. Gain 20 XP and Keyword: Wanted.
If you fail the Lore check, you are hung at dawn. The posse may decide to try to save you from the gallows, starting a Town Adventure, or just let you hang.
___________________________________________ T H E D E V I L 'S O W N - 600g ___________________________________________ [DISSALOWED: HOLY / TRIBAL HEROES] Gear ♦ Charm ♦ Hell ♦ Darkstone [1]
Once per Adventure or Town Stay, you may take 1d3 Corruption, ignoring Willpower, to receive an equal amount of Determination back.
___________________________________________ C H E A T E R 'S H O L D - O U T P I S T O L - 1,250g ___________________________________________ Gear ♦ Gun ♦ Pistol♦ Light♦ One-Handed ♦ 1 Upgrade Slots ♦ Weight [1] ♦ Limit [1]
Gain Free Attack: Once per Fight. Range: 4, Shots: 1 This weapon Crits on a 5 or 6.
This Free Attack may be made at +3 Initiative.
___________________________________________ G A M B L E R 'S G U N - 1,400g ___________________________________________ [PERFORMER / SHOWMAN HEROES ONLY] Gear ♦ Gun ♦ Pistol♦♦ One-Handed ♦ 2 Upgrade Slots ♦ Weight [1]
Range: 7 Shots: 2
Once per Turn, you may add D6-3 Damage to a single Hit from this weapon, this applies to the Hit even if the Damage added is in the negative.
___________________________________________ D A R K S T O N E P O K E R C H I P - 800g & 1 DS ___________________________________________ Gear ♦ Charm ♦ Darkstone [1]♦♦ Weight [1] ♦ Limit [1]
+1 Luck Anytime you gain Gold when gambling, you gain an extra 50g.
___________________________________________ Mutant Surgeon - 50g ___________________________________________ [Limit [1] per Visit]
Choose one Mutation to remove and roll on the chart below. ___________________________________________ 1-2 - Butchered ___________________________________________
The Mutation is not Healed, and you are disfigured. Lose 1 Health permanently. ___________________________________________ 3 - Painful Success ___________________________________________ The Mutation is healed, but it is a painful experience. Lose 1 Sanity permanently. ___________________________________________ 4 - Success, Mostly ___________________________________________ The Mutation is healed, but they couldn't get all the evil out. Gain D3 Corruption Points, ignoring Willpower. ___________________________________________ 5-6 - Well Done ___________________________________________
The Mutation is fully healed. ___________________________________________ M E E T W I T H M U T A N T R E V O L U T I O N A R I E S - Free ___________________________________________ [Limit [1] per Town Stay for all Heroes] [Requires 3 Mutations between all Heroes visiting]
Once during this Town Stay, you may cancel and re-draw a Daily Event.
During the next Adventure, you may cancel the first Darkness Card drawn.
| ITEMS |
___________________________________________ B A N D A G E S - 50g ___________________________________________ Gear ♦ Bandages ♦ Token
Gain 1 set of Bandages per purchase. Bandages: Takes up a Sidebag slot. Roll 1d6 and recover that much HP. If you use this to heal an adjacent party member, gain 5 XP. ___________________________________________ W H I S K E Y - 50g ___________________________________________ Gear ♦ Whiskey ♦ Token
Gain 1 Whiskey per purchase. Whiskey: Takes up a Sidebag slot. Roll 1d6 and recover that much Sanity. If you use this to heal an adjacent party member, gain 5 XP.
___________________________________________ D Y N A M I T E - 200g ___________________________________________ Gear ♦ Explosives ♦ Token
Gain 1x Dynamite per purchase. Dynamite:Use as a Ranged Attack. The Range is your Hero's Strength + 3 Squares. This does 1d6 Damage, ignoring Defense, to the character in the space the dynamite lands on and to all characters adjacent to that space.
___________________________________________ H O O D E D C L O A C K - 450g ___________________________________________ Gear ♦ Clothing ♦ Shoulders♦ 1 Upgrade Slot ♦ Weight [1]
While you have the Hooded Cloack equipped, you may ignore [2] Unwanted Attention that you may have.
Once per Fight, you may roll 2 extra dice for an Escape Test and choose which roll to use.
___________________________________________ E X T R A C T O R - 600g ___________________________________________ Gear ♦ Medical ♦ Darkstone [1] ♦ Limit [1] Once per Adventure, at the start of a turn, use 1 Determination and take 1d6 HP Damage, ignoring Defense to remove 1d3 Corruption Points. ___________________________________________ R A I L H A M M E R - 1,350g ___________________________________________ Gear ♦ Hand Weapon ♦ Two Handed ♦ Upgrade Slots [2] ♦ Weight [1] Once per Turn, add 1d6 Damage to one of your Melee Combat Hits.
___________________________________________ V O I D C H I L D P I S T O L - 1,800g ___________________________________________ [Must Have Child of the Void Mutation] Gear ♦ Gun ♦ Light♦ Pistol♦♦ Limit [1] Gain Free Attack: Once per Turn. Range: 3, Shots: 1 This weapon Crits on a 4, 5 or 6.
___________________________________________ B R A C E O F T H R E E P I S T O L - 2,100g ___________________________________________ Gear ♦ Gun ♦ Pistol♦ Upgrade Slots [3] ♦ ♦ Weight [1] One or Two Handed♦
Range: 6 Shots: 5
___________________________________________ R A I L S P I K E D R I V E R - 4,800g ___________________________________________ Gear ♦ Hand Weapon ♦ Upgrade Slots [1] ♦ ♦ Weight [2] One or Two Handed♦
Add +1 Melee Combat for each adjacent Enemy. Use a 1d8 for To Hit as well as Damage.
___________________________________________ C A S U A L P O K E R - 50g ___________________________________________ [Limit [1] per Visit] Gambling
Make a Cunning 5+ test.
If successful, gain 50g for every 5+ rolled. If failed, you lose after a few rolls and leave with nothing to show for it.
___________________________________________ B R I M S T O N E C R A P S - 100g ___________________________________________ [Limit [1] per Visit] Gambling
Make a Luck 5+ test.
If successful, gain 100g for every 5+ rolled. If failed, you lose after a few rolls and leave with nothing to show for it.
___________________________________________ S A L O O N G I R L P E R F O R M A N C E - 50g ___________________________________________ [Limit [1] per Visit]
Gain 10 XP and roll 1d6. On the roll of 4, 5 or 6, recover 1 Determination*. [*for use in Town only].
| ITEMS |
W H I S K E Y - 50g ___________________________________________ Gear ♦ Whiskey ♦ Token
Gain 1 Whiskey per purchase. Whiskey: Takes up a Sidebag slot. Roll 1d6 and recover that much Sanity. If you use this to heal an adjacent party member, gain 5 XP.
C A S K - 300g ___________________________________________ Gear ♦ Container ♦ Upgrade Slots [1]♦ Weight [1] ♦
Holds up to 3 Whiskey.
G A M B L E R 'S D E C K O F CARDS - 850g ___________________________________________ Gear ♦ Charm ♦ Weight [1] ♦ Limit [1]
+1 Cunning Once per Adventure, you may cancel and Re-draw a Darkness.
L U C K Y D I C E - 1,000g ___________________________________________ Gear ♦ Charm ♦ Upgrade Slot [1]♦ Weight [1] ♦ 1 Upgrade Slot ♦ Weight [1] ♦ Limit [1]
+1 Luck
Once per Adventure, you may add +1 to any single roll.
| SALOON GIRL TROUPE |
[SALOON GIRL / PIANO PLAYER HEROS ONLY]
E N T E R T A I N - F R E E ___________________________________________ Limit [1] per Visit
You may entertain to earn money.
Choose either Performance [Agility] or Storytelling [Lore] and roll a number of dice equal to that Skill. On every roll of a 4 or 5, gain 25g. For every 6 rolled, gain 100g.
Rolls of 1, 2 or 3 earn nothing as the patron is unimpressd.
P I C K P O C K E T - 1d3 Corruption Hits ___________________________________________ Limit [1] per Visit
You may pick the pockets of patrols to find something useful.
Make an Agility 4+ Test.
On every roll of a 4 or 5, gain 10g. For every 6 rolled, draw a Gear card.
P E R F U M E - 200g ___________________________________________ Boost ♦ Appeal ♦ Limit [1]
During the next Adventure, you gain +5 XP for every Wound/Sanity you Heal with your Comforting Presence.
D A R K S T O N E S H I V - 1 DS ___________________________________________ Gear ♦ Darkstone [1] ♦ Hand Weapon
Free Attack: Discard to do 1D6 Damage to an adjacent Enemy, ignoring Defense.
B O N E D C O R S E T - 1,200g ___________________________________________ Gear ♦ Clothing ♦ Torso ♦ Upgrade Slot [1] ♦ Weight [1]
Gain Armor 6+. This is in addition to your usual Defense roll.
D A R K S T O N E C O R S E T - 3,200g & 8 DS ___________________________________________ Gear ♦ Clothing ♦Torso ♦ Darkstone [1] ♦ Weight [1] ♦
+1 Max Determination
Gain Armor 5+. This is in addition to your usual Defense roll.
T I N Y H A T - 2,450g ___________________________________________ Gear ♦ Clothing ♦HatUpgrade Slots [1] ♦
___________________________________________ B A C K A L L E Y D O C - 25g ___________________________________________ [Limit [1] per Visit]
Choose an Injury or Mutation to remove and roll on the chart below. ___________________________________________ 1 - Dead ___________________________________________
Your hero is killed during Surgery. ___________________________________________ 2-3 - Butchered ___________________________________________ The Injury or Mutation is not healed, and you lose 1 HP permanently. ___________________________________________ 4 - Success.. Sort of ___________________________________________ The Injury or Mutation is healed, and you lose 1 HP permanently. ___________________________________________ 5-6 - Success ___________________________________________
The Injury or Mutation is fully healed.
___________________________________________ B L A C K M A R K E T G O O D S ___________________________________________ [Limit [1] per Town Stay for the Posse]
Roll 3 Dice. For every roll of a 1, 2 or 3, draw a Gear Card. On a 4, 5, or 6, draw an Artefact card.
These 3 items are available for Purchase by any Hero during their Town Stay. Each Item may be purchased at a cost of 1D6x25 + their gp value on the card. The D6 x 25 portion of the cost shall be rolled seperately for each item, and should be re-rolled on each different day that a Hero is at the Smugger's Den, as prices on the Black Market Fluctuate.
Only one copy of each item is available, and they are sold as first come, first serve. If more then one Hero wishes to buy the same item on the same day, then the Hero with the highest Luck skill has priority. If the Heroes are tied, a roll-off ensues.
___________________________________________ I L L E G A L A M M O - * ___________________________________________ Gear ♦ Ammo
Lasts for one Adventure. When used, replaces any current Ammo. Your Gun Hits have an extra effect, as listed.
100gInfernal Shot: [SHOTGUN HITS ONLY] Critical Hits do +1 Damage [including Splash Damage from the Sawed-Off Shotgun]
200gBlood Rounds: Any time you kill an Enemy with a Critical Hit, you get +1 Shot with that Gun. [Limit +[2] Shots per turn]
250gHell Bullets: All of your Gun To Hit rolls of 1 count as Critical Hits, but also do 1 Corruption Hit to you.
___________________________________________ T E Q U I L A - 200g ___________________________________________ Gear ♦ Tequila ♦ Token
Gain 1 Tequila per purchase. Tequila: Takes up a Sidebag slot. Drink to heal 2d6 Sanity Damage.
___________________________________________ S M U G G L E R 'S H O L D - O U T P I S T O L - 3,000g ___________________________________________ [PERFORMER / OUTLAW OR SHOWMAN HEROES ONLY] Gear ♦ Gun ♦ Pistol ♦ Light ♦ Upgrade Slots [1] Weight [1] ♦ Limit [1]
Gain Free Attack: Once per Fight. Range: 3, Shots: 3 This weapon Crits on a 5 or 6.
___________________________________________ B U Y A R O U N D O F S H O T S - 1d6 x 5g ___________________________________________ [Limit [1] per Visit]
You buy a round of Brimstone Sunrise for the rowdy group of Bandits. With a roaring cheer, you toss one back and feel the burn.
Recover 1 Determination but take 1d3 Damage, ignoring Defense. ___________________________________________ D O W N A D A R K R O A D - 500gp ___________________________________________ [EXCLUDES OUTLAW HEROES]
Gain Keyword: Outlaw.
Gain +1 Luck.
Anytime you visit the Church or Church Tent, roll 1d6. On the roll of 1 or 2 lose this bonus.
| SMUGGLERS AND THIEVES |
[OUTLAW HEROES ONLY]
___________________________________________ O U T L A W P I S T O L - 300g ___________________________________________ Gear ♦ Gun ♦ Pistol♦♦ One-Handed ♦ Upgrade Slots [3] ♦ Weight [1]
Range: 5 Shots: 3 May only Crit targets one square away.
___________________________________________ S A W E D - O F F S H O T G U N - 850g ___________________________________________ Gear ♦ Gun ♦ Shotgun ♦ Two-Handed ♦ Upgrade Slots [1] ♦ Weight [1] Range: 3 Shots: 1 Use 1D8 for To Hit and Damage. 6, 7 and 8 counts as a Critical Hit.
Splash Damage - Critical Hits also do 1 Damage to every Enemy adjacent to the target, ignoring Defense.
___________________________________________ B A N D A N A - 100g ___________________________________________ Gear ♦ Clothing ♦ Face
Once per turn, you may reroll an Escape test.
___________________________________________ S H A P E D C H A R G E - 325g ___________________________________________ Gear ♦ Explosive ♦ Limit [1]
Discard as an attack and choose an adjacent Model. That Model and each other Model in the 3 spaces behind it (but still adjacent) take 1d6 Damage, ignoring Defense.
___________________________________________ B L A C K G U N B E L T - 600g ___________________________________________ Gear ♦ Clothing ♦ Belt ♦ Weight [1]
Once per Adventure, gain +2 Shots with a Gun. ___________________________________________ G U N M A N 'S P O N C H O - 750g ___________________________________________ Gear ♦ Clothing ♦ Shoulders ♦ Weight [1]
+1 Initiative on the first turn of a Fight. You ignore all Weather effects.
___________________________________________ F A R E A S T E R N P O T I O N - 75g ___________________________________________ Gear ♦ Potion ♦ Token
Gain 1 Potion per purchase. Potion: Takes up a Sidebag slot. Discard to add +2 to one of your Skills until the end of the turn.
___________________________________________ E X O T I C H E R B S - 200g ___________________________________________ Gear ♦ Plant ♦ Token
Gain 1 set of Exotic Herbs per purchase. Exotic Herbs: Takes up a Sidebag slot. Discard to add remove D3 Corruption Points.
___________________________________________ R A R E S P I C E - 50g ___________________________________________ Gear ♦ Plant ♦ Token
Gain 1 set of Rare Spices per purchase. Rare Spices: Takes up a Sidebag slot. Discard to add 1d3 Damage to a single Hit. You also take 1 HP Damage, ignoring Defense. ___________________________________________ R E F I N E D L A N T E R N O I L - 200g ___________________________________________ Gear ♦ Oil ♦ Token
Gain 1 set of Lantern Oil per purchase. Lantern Oil: Takes up a Sidebag slot. Discard to reroll 1 of the dice when Holding back the Darkness at the start of the round.
___________________________________________ R E D D R A G O N I N J E C T I O N - 100g ___________________________________________ Boost ♦ Injection ♦ Limit [1] Injection
For the next Adventure, you are +1 Initiative and gain Spirit Armour 5+. [This is on top of your usual Willpower saves.]
However, any time the Lanternbearer fails to Hold back the Darkness, take 1 Corruption Hit.
| BACK ALLEYS |
___________________________________________ B A T H H O U S E - 50g ___________________________________________ Limit [1] per Visit
Heal a Peril Die of Wounds / Sanity[any mix] and gain 10 XP.
You may also spend 1 Determination to attempt to remove any Parasites you have. Roll 2d6 for each Parasite. On the roll of 10+ it detaches from you in the warm water and moves on. [gets discarded]
___________________________________________ S E L L D A R K S T O N E ___________________________________________ You may sell Dark Stone Shards on the streets for a Peril Die x 25g each. Roll for each shard individually as they vary in size, weight, and value.
___________________________________________ Street Gambling - 25g ___________________________________________ Limit [2] per Visit Gambling
Roll 4 dice to try and get a Straight or a Set. You may pay an extra 25g to Re-roll any number of those dice. After that, you may re-roll up to 3 more times at a cost of 50g each time plus any free re-rolls from using Determination]. Note that this is an exception to the rule that prevents the same dice from being re-rolled more then once.
When finished rolling, if you have a Straight or Set of numbers, gain the following:
Straight[4 in a row] - 300g Set[4 of a Kind] - 100g x the number rolled
Otherwise, you leave and walk away wondering if the dice were rigged.
| EQUIPMENT |
___________________________________________ O R N A T E P I S T O L - 1,600g ___________________________________________ Gear ♦ Gun ♦ Pistol ♦ One-Handed Upgrade Slots [1] ♦ Weight [1]
Range: 7 Shots: 2
Once per Fight, add +2 Damage to a Hit from this Pistol.
___________________________________________ B U T C H E R 'S B L A D E - 750g ___________________________________________ Gear ♦ Hand Weapon ♦ Blade One-Handed ♦ Upgrade Slots [2] ♦ Weight [1]
Each time you Damage an Enemy with a Melee Combat Hit, you may add +1 Damage to all your other Hits for the rest of this turn. [stacks for multiple Hits] ___________________________________________ C H E W - 50g ___________________________________________ Gear ♦ Plant ♦ Limit [1]
Discard and take 1 Corruption Hit to Heal 5 Sanity. ___________________________________________ S I L K S A S H - 450g ___________________________________________ [SHOWMAN / PERFORMER HEROES ONLY] Gear ♦ Clothing ♦ Belt♦ Weight [1]
Once per Adventure, Heal 5 Wounds. ___________________________________________ O R N A T E C A S E - 1,250g ___________________________________________ Gear ♦ Container
Choose one Item you have. Between Adventures - or while the Item is not equipped - it counts as having no Darkstone components.
___________________________________________ D A R K S T O N E B R A C E L E T - 1,000g ___________________________________________ Gear ♦ Charm ♦ Darkstone [1] ♦ Weight [1]
Once per Adventure, cancel an Enemy's Attack. [before dice are rolled]
___________________________________________ M E R C H A N T 'S A P R O N - 1,000g ___________________________________________ [FRONTIER HEROES ONLY] Gear ♦ Clothing ♦ Torso [1] ♦ Weight [1]
When you sell a Gear or Artefact in Town, gain +10% Gold (round up to the nearest 5gp) and recover 1 Determination.
___________________________________________ R A I L W O R K E R 'S J A C K E T - 860g ___________________________________________ Gear ♦ Clothing ♦ Coat ♦ Weight [1]
You take 1 less Damage from all Explosives [like Dynamite], Falling Rubble and Cave-In encounters.
| TRANSPORT |
___________________________________________ M U T A N T H O R S E - 650g ___________________________________________ Transport ♦ Animal [Limit [1] Transport]
Gain 10 XP each time you Travel.
Use 1 Determination to add or subtract 1 from the roll for which Town Type is found.
___________________________________________ W I L D H O R S E - 750g ___________________________________________ [SCOUT HEROES ONLY]] Transport ♦ Animal [Limit [1] Transport]
Gain 10 XP each time you Travel.
Once per Town Stay, cancel and redraw a Daily Event.
___________________________________________ T R E D A R R A N S T A L L I O N - 800g ___________________________________________ Transport ♦ Animal [Limit [1] Transport]
Use 1 Determination to personally ignore the immediate effects of a Travelling Hazard.
___________________________________________ S W A M P S L U G - 1,800g ___________________________________________ [TRAVELLER / TRIBAL HEROES ONLY]] Transport ♦ Animal [Limit [1] Transport]
Gain 15 XP each time you Travel.
When rolling a Travelling Hazard, you may re-roll one of the dice.
| HATS |
___________________________________________ S C A V E N G E R 'S H A T - 150g ___________________________________________ Gear ♦ Clothing ♦ Hat♦ Upgrade Slot [1] ♦ Weight [1]
Anytime you successfully Scavenge, Heal 1 HP.
___________________________________________ E X P L O R E R 'S H A T - 425g ___________________________________________ Gear ♦ Clothing ♦ Hat♦ Upgrade Slot [1] ♦ Weight [1]
Once per Adventure, you may look at the next 2 upcoming Darkness events. Then, discard one and put the other back.
___________________________________________ B A D L A N D S H A T - 1,200g ___________________________________________ Gear ♦ Clothing ♦ Hat♦ Upgrade Slot [1] ♦ Weight [1]
+2 Health and +1 Sanity
___________________________________________ M I N E R 'S H A T - 1,850g ___________________________________________ Gear ♦ Clothing ♦ Hat♦ Upgrade Slot [1] ♦ Weight [1]
Once per Adventure, while drawing Loot, you may take 1 Corruption Hit to discard and re-draw that Loot. ___________________________________________ D R I F T E R 'S H A T - 3,000g ___________________________________________ Gear ♦ Clothing ♦ Hat♦ Upgrade Slot [1] ♦ Weight [1]
Any time the Hero Posse crosses into a deeper stage in the Mine or an Otherworld, recover to your maximum Determination.
Everyone gets 2 Votes to pick their missions out of the 7 available. Once the missions are decided, people can assign their characters to the Posse/Mission they'd like to take part in.
Standard rules apply for characters owned by the same player going on adventures together so I don't have to think too hard about how stuff works.
Yaaaaay missions!
Vote Counter:
0 - Seal the Void Gate: 0 -Defend the Bridge: 6 -Broken Seals: DeadBeatWalking #1, Scarecrow #1, DeadBeatWalking #2, Majoras End #1, Rocketrobie2 #2 3 -Exploration: CollectorofMyst #2, Duthguy #2, Prince Alexus #2 4 -Overload: Scarecrow #2, Duskshine749 #1, Duthguy #1, Rocketrobie2 #1 0 -Last Stand: 4 -A Few Darkstone More: Majora Vote #2, CollectorofMyst #1, Duskshine749 #2, Prince Alexus #1
To Vote:
rocketrobie2, Majora's End, Scarescrow, Duskshine749, Duthguy, Prince Alexus, DeadBeatWalking and CollectorofMyst have voted~
Mission Board
Seal the Void Gate
Objective: Find out what happened to the last Expedition, discover the Occult Thome, and seal the Void Gate.
A stable Void Gate has opened up, deep in the nearby Mine, and all matter of horrific monstrosities are clawing their way out! Finding a way to seal the Void Gate within an ancient Occult Thome, the local Holy Man has led an expedition down there a few days ago to put a stop to this tragedy.
They've yet to come back.
The waves of abominations are getting stronger and more frequent. If something isn't done soon, the whole area will be overrun in a matter of days.
Reward: Each character receives 25XP, as well as 50 - 300gp for their efforts. Failure: All nearby towns are destroyed. the Posse must make their way straight on to the next Adventure.
Conditions
Unless played as a tutorial, this mission can feature Gates to any World.
This mission varies in length:
Small Deposit - Find 2 Clues
Medium Deposit - Find 3 Clues
Large Deposit - Find 4 Clues
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.
Broken Seals
This Mission has 3 Modes - Minor Threat (heal 1 Broken Seal), Major Threat (heal 2 Broken Seals), and The End Times (heal 3 Broken Seal). If the Mission is voted up, it will then be voted for which version (length) will be played. There are higher rewards for harder mission variants. Objective: Repair the Broken Seals.
Something has awoken deep in the Caverns of Cynder, an ancient evil hellbent on the destruction of the world. All it wishes for is to be free of it's hellish prison, but should it escape...
Recent expeditions into the Caverns of Cynder have left the seals vulnerable and weakened. These seals are what hold it in it's fiery tomb. Massive quakes shake the earth to it's very core as towns around the entrypoint collapse into pits of fire that have erupted in the desert floor.
The seals must be repaired before it is too late.
Reward: Based on chosen Mission Length - Each hero gains 25 xp and 2 loot cards per seal in the mission. If The End Times mission length is played, each Hero gains 1-3 Health/Sanity (any mix) permanently for saving the world. Failure: Each Hero permanently loses 1-3 Health Sanity (any mix). If the End Times mission is played, the Heroes have destroyed the world. So we can do this if needbe, but I kind of like the idea of y'all blowing up their world, so I might keep it cannon for that Posse. Up for discussion though - Only leaping into a parralel dimension Gate can save them from being destroyed along with it, but they must live the rest of their lives knowing what they wrought.
Conditions
This mission starts in the Cavern's of Cynder.
Tokens are drawn differently. Depending on the Adventure length, the initial tile drawn has the choice of 1-3 exits. Each of those exits have 3 Exploration Tokens assosciated with them, of which only 1 is a clue.
Everytime a Clue is found, the Heroes have found a Broken Seal. Any Hero starting their activation on a Map Tile with a Broken Seal on it automatically takes 1 Corruption Hit from the void energies swirling around it.
Repairing a Seal - A Hero adjacent to a seal may attempt to fix it by giving up their attack action. They must make a Lore 6+ test. If passed, the Hero gains 50 xp and the Seal is repaired.
There are no Gates.
Heroes are experiencing Immediate Dread - Growing Dread cards are revealed instantly.
Quickening Pace of Darkness - Whenever the Darkness moves forward, it moves 1 extra space per each Broken Seal that has already been repaired.
Exploration
Objective: The Heroes must explore the entire mine and defeat all enemies they come across to succeed.
You have been hired by a foreign investor to investigate and explore a claim that he has just purchased in the area. He will pay you well to scout out the mine and see if it is as valuable as the seller claimed.
All you have to do is see how deep the mine goes and clear out any unsavory squatters that might of moved in. Sounds simple, right?
Reward:Each player receives 25 XP as well as 50 gp x the number of steps the depth track has progressed during the journey. Failure: 1 Random Building in Town is destroyed upon returning, as it is consumed by the darkness. Each Hero must roll twice for travel hazards.
Conditions
All rooms with clues in them have one less clue or gate (Heroe's choice)
Anytime a door is revealed, there is a 60% chance it will be cancelled. Later on this goes up to 50% chance, and in the last stage of the game it is guarenteed.
Whenever a dead end room is found, there is a 15% chance there will be a boss within, and a 30% chance to find a normal fight.
Growing Dread triggers immediately.
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.
This mission varies in length:
Small Deposit - Find 2 Clues
Medium Deposit - Find 3 Clues
Large Deposit - Find 4 Clues
Overload
Objective: Find the Engineering Chamber and shut down all 3 Boilers there.
While exploring the ancient, frozen ruins of the Targa Plataeu, you have accidentally tripped some sort of chain reaction. The ancient biolers are overloading and set to blow! Echoing through the empty streets and halls, an alien voice that can only be a warning of iminent meltdown to come blasts your ears, counting down to your destruction!
Reward:50 XP and 50% chance to gain a Targa Artefact, per player. Failure: The bioler explodes. All Heroes gain 1 Permanent Injury in addition to any they gained during the Mission.
Conditions
May Not Flee this mission.
The Posse starts in the Targa Plateau.
No Gates in this mission.
Targa Pylons Activated - All Passages automatically have 0-2 Targa Enemies on them, ready to Attack. No Loot is gained from defeating this type of Pylon.
Hard to Hold Back the Darkness - the roll must be 1 Higher to succeed.
Void Cascade and Warning Sirens - while the darkness has moved to the middle of escaping, each hero takes 1 Horror Hit at he start of their turn, due to the void energy pouring down the halls and alien sirens blasting their ears. If the Darkness reaches the final stage, every hero takes 2 Corruption instead.
2 Clues must be found to discover the Engineering Room. There is an Epic Threat there (boss fight).
A hero may give up their attack to make a Strength 6+ or Cunning 5+ test to disarm a boiler while on it's space. Gain 20 xp when successful and one of the boilers is shut down.
3 Boilers must be shutdown and any enemies defeated to succeed the mission.
Two Clues must be found while in the Otherworld to finish a successful recon.
Last Stand
Objective: Survive. Defeat enough enemies to break their assault and kill any remaining stragglers.
Trapped in the mines, enemies pour in from all sides! You have only one choice... Fight! Fight for your damned lives! There is no escape, only victory - or death. Things haven't looked quite this grim before, but there's no time to think about that now.
Here they come.
Reward: Each Hero gets 5 Loot cards. Any Hero not K'Od at the end of the Adventure gains 25-150 XP. Failure: Additional Injury/Madness on top of K'Od injury/madnesses.
Conditions
May Not Flee this mission.
This Mission has a fixed map layout.
No Gates in this mission.
At the start of the Mission, Heroes have 3 lanterns to place on the map that will give light. They are static for the rest of the mission.
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.
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.
Roll 12d12. This shall then be placed on the grid.
Any dice that lands on a symbol counts for half it's points, with some special spots counting for full points. Dice that don't land on a symbol are worth nothing.
Any number of dice may then be rerolled for a second time. If another square filled by a dice is hit, that square is then rerolled also.
Any number of dice may then be rerolled for the third and final time. If another square filled by a dice is hit, that square is then rerolled also.
Once all rerolls have taken place, points are totalled.
For each dice adjacent to or on the Raven, the player may press their luck. On a roll of 4+ they win and may take the dominant artefact as well as their prize money, on a roll of 3 or under they lose and gain that many corruption points.
In addition, any time an artefact is claimed, everyone else in the Gambler's Den at that time gains D6 x 25g in celebration.
Prize Money Scores 0-9 points: No reward 10-12: x 50g 13 - 17: x 100g 18-24: x 250g 25-30: x 500g 31 - 35: x 1,000g 36: x 5,000g
Here we have it, the three chosen missions! Please let me know which characters you are sending on what mission and if any characters are staying in Town for the time being. Players who are only sending one character will get priority on missions over alts (so everyone gets to play, just in case).
DeadbeatWalking - Deputy Hawkeye Harold, Hawkeye Horace. duthguy - Dan rocketrobie2 - Father C Scarescrow - Scare the Law Holder, Scarecrow CollectorofMyst - Aaron Goldfeld, Jamie, Xander PrinceAlexus - Pastor Jimmy Duskshine749 - Fear, Tim Majora's End - Luciel, Scrooge Leaves - Dick Grant Arenasnow - Flabnoose the Turtleneck Gutshot - Trap Mae - Saintly Jenny