@Mae Well... the pistol, tomb chest & darkstone can go to Jamie... the badge, I reckon that can go to Aaron. You'll have to remind me of what the bandolier strap does...
As for the horse... I bought it with Xander's 1 Spirit in mind, but Aaron and Jamie are both better off on that front. Hmmm... @Majoras End, does Luciel want a horse to bring up her score? It's a +2 while traveling, and you get XP. I'll take 300-400 gold or some items, your choice. (I also recommend you hold on to that cross, Lucy needs that spirit point.)
>Luciel thinks for a moment, before a toothy grin revealed itself onto her face. "Sure, I could take care of a horse! My family owns a farm, so I got experience!" In exchange she trades a crisp rose and 300 gold.
For the goose's items, Lucy will have the cross, Disintegrator, and hat. Dahlia will have the shotgun, belt, and dynamite.
@Mae If I can, magically transport the rose to Jamie, since she's the one that can use it. (I noticed that she also still doesn't have the sash in her inventory?) Split the gold between both my characters.
EDIT: Inventory updates pending... || Everything but the sash, is transfferred, I believe @Majoras End
@CollectorOfMyst Man, I swear I've added that sash a bunch of times now. Gonna start thinking it's haunted. I'll add it up shortly.
You've still got the whiskey, sash and pistol to decide on. By the gold, do you mean the price of the Horse Trade or are you cashing in some items for more gold to splite between the two characters?
Bandolier Strap: Gear FRONTIER, TRAVELLER, OR OUTLAW ONLY Once per Turn, you may reroll a Ranged To Hit roll. Upgrade Slots: 0/2 used Weight: 1 Worth: 375gp
@Briza Eldress dodges the bite at the last second, determined not to take any damage.
@Mae The gold from the trade, split that up. 150 to Aaron, 150 to Jamie.
You've still got the whiskey, sash and pistol to decide on. By the gold, do you mean the price of the Horse Trade or are you cashing in some items for more gold to splite between the two characters?
Bandolier Strap: Gear FRONTIER, TRAVELLER, OR OUTLAW ONLY Once per Turn, you may reroll a Ranged To Hit roll. Upgrade Slots: 0/2 used Weight: 1 Worth: 375gp
I think you mean the starter badge, not sash? I said whiskey and pistol go to Jamie, though more I think on it, Aaron needs the whiskey more, so give him both of those and the bandolier strap to him. As for the badge - it’s another character’s personal item (kind of), so I wouldn’t feel right hanging on to it.
@rocketrobie2 added ya mutant horse up. No idea where it ran off to...
@Majoras End Inventory updated @CollectorofMyst Inventories updated, Jamie's haunted sash is up there now. You two let me know if there are any discrepancies.
At some point I need to go through the character tab because theres some weird stuff going on with people's carryweights ect.
@Duskshine749 I forget, did you want to transfer any of Tim's stuff or just convert it into sweet sweet gold?
@Duskshine749 Heeeeeres Johnny's turn. He has 2 movement this turn. Jimbob just killed the spider next to him so he is free to move around. What would Johnny like to do?
+ All Heroes are +1 Max Determination while in the Caverns of Cynder - Intense Heat At the start of a Heroes Activation, they take 1 Hit for each piece of clothing they are wearing.
Luciel - 0 per turn Fear - 0 Hit per turn without helmet Scare, the Law Holder - 0 per turn Aaron Goldfeld - 0 Hit without jacket per turn Pastor Jimmy - 1 Hit per turn
Danger! Exposed Lava
! While in the Caverns of Cynder, Heroes must be aware of exposed Lava. Lava spaces are indicated by Orange text and a glowing outline. Each Lava Space has it's own dodge value, written below.
When moving through a lava space, a hero rolls 1d6 (2d6 if they have 4+ Agility). If their roll is equal or higher then the dodge value of that space, they successfully navigate the lava without incident. If they fail, that hero takes 1-3 Burning Markers. Enemies are not affected by Lava Spaces unless a Hero forces an Enemy into a Lava space (e.g. using an item or ability).
Burning Markers: At the start of a creatures's turn, if that creature has burning markers, one of the burning markers is removed and that creature immediately takes 2 damage without a defense roll.
It's unclear exactly what's inside...The room can be revealed by anyone standing on squares C6 and C7, or if someone enters the room. Otherwise, it will reveal itself at the end of the turn.
B and D rooms are currently unscavenged.
Pastor Jimmy moves up. No one has physical injuries to heal, although Fear seems a little shaken by some coin he found in the ash. Pastor Jimmy tries to cast Shield of Light but fails to do so twice, using up his faith for this round. He may spend determination to reroll if he wishes, though the effects will wear off before a fight should one break out.
If you would like to skip your movement and end your turn, let me know. Movement:Reminder: You may spend a DT to gain bonus movement.
Luciel is OOM. Fear has 4 movement left this turn. Aaron Goldfeld has 6 movement left this turn. Pastor Jimmy has 1 movement left this turn. He waits...
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.
+ 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!
Round 6
The Darkness sleeps... Lanternbearer Jamie is determined to keep the Posse safe.
The C room has not been scavenged.
Father C moves up. Jamie shivers from the cold.
Movement:Reminder: You may spend a DT to gain bonus movement.
Dan has 1 movement left this turn. Jamie has 1 movement this turn. Father C has 4 movement left this turn. Dahlia Willows has 4 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.