+ Heroes recover a DT on a roll of 1 or 2. - Frigid Cold Move rolls of 1 do 1 automatic damage with no defense roll.
Dan is determined to unearth the secrets of this ancient machination. He gains 50 XP and successfully deactivates the Pylon! The way forward is clear. However....
Encounter 2/2! Cracked Ice
REMAINS IN PLAY
As the Posse walk across the street, they begin to hear crackign sounds beneath them. The ground here is unstable, and groans under your weight!
Any time a Hero moves, they must either pay 2 movement per space or roll a d6. On a roll of 1 or 2, the ground collapses beneath them. Take 1-6 Wounds without defense as you take a dip in the frigid water!
Round 2
The Darkness sleeps... Second room has not been scavenged.
Movement:Reminder: You may spend a DT to gain bonus movement.
Dan has 4 movement left this turn. Hawkeye Harold has 6 movement left this turn. Hawkeye Horace has 2 movement left this turn. He regains a DT! Jamie has 6+1 movement left this turn. Tim has 3 movement left this turn.
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.
Caverns of Cynder >Aaron, slightly miffed that he didn’t find anything, steps around the lava pools by way of B7, B13, B20, and looks into the depths. (6+1 movement)
Overload >Jamie Hart freezes as the pylon trembles and shakes... cracks spread out from its base. She looks around her, and as though afraid her very voice will shatter the ground, she points towards the southern exit (B27/28). Stepping carefully, she moves to B26.
@Scarescrow You’re not walking across B8, are you? hint, it’s not advised. You need a 5+ to dodge the fire, and that can give you up to 3 burning markers, which each do 2 damage. That’s 6+4+2=12 over the course of three rounds.
@PrinceAlexus Aaron's on B20. Scare and Fear are on B14 and B13 respectively, waiting on Luciel. B19 is empty, as are the rest of the squares, but if you wait for the room to be revealed, you might be able to advance further.
@PrinceAlexus Aaron's on B20. Scare and Fear are on B14 and B13 respectively, waiting on Luciel. B19 is empty, as are the rest of the squares, but if you wait for the room to be revealed, you might be able to advance further.
+ Heroes recover a DT on a roll of 1 or 2. - Frigid Cold Move rolls of 1 do 1 automatic damage with no defense roll.
B Room, A Frozen Path - Cracked Ice
As the Posse walk across the street, they begin to hear crackign sounds beneath them. The ground here is unstable, and groans under your weight!
Any time a Hero moves, they must either pay 2 movement per space or roll a d6. On a roll of 1 or 2, the ground collapses beneath them. Take 1-6 Wounds without defense as you take a dip in the frigid water!
Jamie nimbly navigates the thin ice, her years of a Saloon Girl coming in handy.
Tim makes up for in care what he loses in dexterity and decides it's better to be safe then sorry.
Hawkeye Harold can no longer outrun his Outlaw father as quick as he likes, but he's still going to try.
Meanwhile, Hawkeye Horace fills his bags with Dynamite. Despite not paying attention to where he is walking while handling homemade explosives, he is totally fine.
Another Frozen Path
It's unclear exactly what is in there...
Deputy Hawkeye Harold may reveal the room immediately or the room will reveal automatically at the end of the turn. Anyone who moves to B27 can also reveal the room this turn. As Deputy Hawkeye Harold peers into the room...
You feel a sense of Growing Dread...
Darkness Cards - 0 Growing Dread - 1, revealed at the boss Clues - 0/2
Movement:Reminder: You may spend a DT to gain bonus movement.
Dan has 4 movement left this turn. Hawkeye Harold has 2 movement left this turn. Hawkeye Horace is OOM. Jamie has 1 movement left this turn. Tim has 1 movement left this turn.
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.
██████████████████████████████████████████████████████████████████████████████████████████████ @CollectorofMyst@Scarescrow@Majoras End@PrinceAlexus Link to Scarecrow, Xander and Scrooge for now. Darkness Cards - 0 Growing Dread - 1, revealed at the boss. The Posse may each spend 1 DT collectively to remove. Clues - 1/3
Round 3
The Darkness stirrs!@Majoras EndLanternbearer, spend a DT to reroll double 2s? NOTE: Failure to do so will result in something bad happening...
Void Spiders drop down from the ceiling and ambush you!
A Spider swipes at Scrooge from the air as it descends, missing wildly. As it touches down it lunges for a bite on his leg, but he nimbly dodges out the way and squarks at his assailant. The next Spider is far more ferocious, swiping at Scrooge twice, but he is ready and flaps out of range.
The next spider throws itself wildly at Jimbob Dread, missing completely. A second spider propels itself off the wall, but Dread merely sidesteps.
Scarecrow and Xander are swarmed from the nesting room.
Disceptibly nimble for his huge hulking frame, Scarecrow contorts his body at impossible angles. Four spiders swarm him but only four hits get through, and each one seems to miss him by miles.
Xander is lucky, only two attacks coming his way - but a bite on the arm lands, the teeth sinking into him for 2 Damage! Reroll failed defense save?
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:50 XP,2-4 Darkstone per character. Failure: Nothing bad happens.
Conditions
This mission can feature Gates to any World. Medium Deposit - Find 3 Clues