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1. DAN the RANCHER. created by Duthguy.
16 / 16 [14 + 2] HP || 10 / 10 Sanity || 2 / 2 Determination || 350 / 500 XP || 505 Gold || Level 1
Determination: This can be spent to reroll any dice at anytime, and can be spent to use abilities.
2. JAMIE HART the SALOON GIRL. created by CollectorofMyst.
8 / 8 HP || 14 / 14 Sanity || 2 / 2 Determination || 0 / 500 XP || 0 Gold || Level 1
Determination: This can be spent to reroll any dice at anytime, and can be spent to use abilities.
3. HAWKEYE HAROLD the GUNSLINGER. created by DeadBeatWalking.
10 / 10 HP || 12 / 12 Sanity || 3 / 3 Determination || 0 / 1000 XP || 1050 Gold || Level 2 || 2 Corruption
Determination: This can be spent to reroll any dice at anytime, and can be spent to use abilities.
4. FATHER C the PASTOR. created by rocketrobie2.
Father C the Preacher
13 / 13 HP || 10 / 10 Sanity || 2 / 2 Determination || 320 / 500 XP || 625 Gold || Level 1 || 2 Faith
Determination: This can be spent to reroll any dice at anytime, and can be spent to use abilities.
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Objective:
Prevent the monsters escaping the Mine and survive their onslaught.
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.
T E A M B R I D G E
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1. DAN the RANCHER. created by Duthguy.
16 / 16 [14 + 2] HP || 10 / 10 Sanity || 2 / 2 Determination || 350 / 500 XP || 505 Gold || Level 1
Determination: This can be spent to reroll any dice at anytime, and can be spent to use abilities.
Home Remedies:
Rapid Shot:
Evasion:
Spend 1 Determination to Heal 1-6 wounds from yourself or an adjacent hero. Gain 5XP healed from another Hero this way.
Rapid Shot:
Requires a two handed weapon.
Anytime you kill an enemy with a two handed gun, you can immediately shoot again.
Anytime you kill an enemy with a two handed gun, you can immediately shoot again.
Evasion:
You are more likely to escape when you move away from an enemy.
• FRONTIER •
Combat:
Initiative 3 • Melee Combat 2
To Hit Melee 4+ • To Hit Ranged 4+
Defense 4+ • Willpower 4+
Challenges:
Agility 2 + 1• Cunning 2 • Spirit 3
Strength 3 • Lore 4 • Luck 1
Combat:
Initiative 3 • Melee Combat 2
To Hit Melee 4+ • To Hit Ranged 4+
Defense 4+ • Willpower 4+
Challenges:
Agility 2 + 1• Cunning 2 • Spirit 3
Strength 3 • Lore 4 • Luck 1
0x Darkstone
Sidebag: 1/5 Slots filled
Lucky Dice:
Hunting Rifle:
Book of the Occult:
Artefact • Book • Occult
[Attached - Hunting Rifle] Eagle Feather:
TRIBAL / TRAVELER / FRONTIER HEROES ONLY
UPGRADE • TRIBAL
Requires an Upgrade Slot.
Black Fang Hatchet:
Scavenger's Hat:
Bounty:
Sidebag: 1/5 Slots filled
1x Dynamite
Lucky Dice:
Once per Adventure, cancel and redraw any card drawn (e.g. monsters, loot, scavenge, room tile, event, darkness, growing dread. this item will become more clear in future. I'll let you know if you can use your dice, so don't worry too much.)
3/8 Carryweight used
Hunting Rifle:
Two Handed
Range: 12 Squares
Shots: 1 Shot per round
Damage: +2 Damage
Upgrade Slots: 1/3 Used - Eagle Feather
Weight: 1
Worth: 350gp
Range: 12 Squares
Shots: 1 Shot per round
Damage: +2 Damage
Upgrade Slots: 1/3 Used - Eagle Feather
Weight: 1
Worth: 350gp
Book of the Occult:
Artefact • Book • Occult
+1 Lore
Once per Adventure, prevent the Darkness from moving forward.
Upgrade Slots: 0/1 Used
Weight: 1
Worth: 125gp
Once per Adventure, prevent the Darkness from moving forward.
Upgrade Slots: 0/1 Used
Weight: 1
Worth: 125gp
[Attached - Hunting Rifle] Eagle Feather:
TRIBAL / TRAVELER / FRONTIER HEROES ONLY
UPGRADE • TRIBAL
Requires an Upgrade Slot.
+1 Agility
+2 Health
Worth: 250g
+2 Health
Worth: 250g
Black Fang Hatchet:
Artefact • Hand Weapon • Tribal
1 Handed
+1 Combat
Upgrade Slots: 0/1 used
Weight: 1
Worth: 425gp
Use 1 Darkstone to add 3 Damage to one of your Melee Combat Hits.
1 Handed
+1 Combat
Upgrade Slots: 0/1 used
Weight: 1
Worth: 425gp
Use 1 Darkstone to add 3 Damage to one of your Melee Combat Hits.
Scavenger's Hat:
Gear • Clothing • Hat
Anytime you successfully Scavenge, heal 1 HP.
Upgrade Slots: 0/1 used
Weight: 1
Worth: 75gp
Anytime you successfully Scavenge, heal 1 HP.
Upgrade Slots: 0/1 used
Weight: 1
Worth: 75gp
Bounty:
Night Terrors and Void Sorcerors are worth 10gpeach to the Posse per kill.
2. JAMIE HART the SALOON GIRL. created by CollectorofMyst.
8 / 8 HP || 14 / 14 Sanity || 2 / 2 Determination || 0 / 500 XP || 0 Gold || Level 1
Determination: This can be spent to reroll any dice at anytime, and can be spent to use abilities.
Comforting Presence:
Lightweight:
Acrobatic Dodge:
At the end of the your turn, you may Heal 1 HP or 1 Sanity from every other adjacent Hero. Gain 5 XP for each Damage Healed this way.
Lightweight:
May only use Gear cards with the Keyword: Light.
Acrobatic Dodge:
You may move through other models during your combat movement. Once per turn, you may re-roll one failed Defense roll.
• PERFORMER •
Combat:
Initiative 5 • Melee Combat 2
To Hit Melee 4+ • To Hit Ranged 4+
Defense 3+ • Willpower 4+
Challenges:
Agility 4 • Cunning 3 • Spirit 3
Strength 1 +1 • Lore 2 • Luck 3
Combat:
Initiative 5 • Melee Combat 2
To Hit Melee 4+ • To Hit Ranged 4+
Defense 3+ • Willpower 4+
Challenges:
Agility 4 • Cunning 3 • Spirit 3
Strength 1 +1 • Lore 2 • Luck 3
Sidebag: 1/5 Slots filled
Roughskin Gloves:
Hold-Iout Pistol:
1x Bandages
Roughskin Gloves:
+1 Strength. Once per Turn, you may reroll one Melee to Hit roll.
1/5 Carryweight used
Hold-Iout Pistol:
1 Handed
Gain: Free Attack, Once per Fight
Range: 3 Squares
Shots: 1 Shot per round
Upgrade Slots: 0/1 used
Weight: 1
Worth: $200
Gain: Free Attack, Once per Fight
Range: 3 Squares
Shots: 1 Shot per round
Upgrade Slots: 0/1 used
Weight: 1
Worth: $200
3. HAWKEYE HAROLD the GUNSLINGER. created by DeadBeatWalking.
10 / 10 HP || 12 / 12 Sanity || 3 / 3 Determination || 0 / 1000 XP || 1050 Gold || Level 2 || 2 Corruption
Determination: This can be spent to reroll any dice at anytime, and can be spent to use abilities.
Quickdraw:
The Quick and the Dead:
Anytime a new group of enemies appear, and you have one hand free, you may immediately make a free attack against them.
The Quick and the Dead:
Start with 6 Dead eye shot bullets. At any point you can choose to load one of these bullets into your gun.
Catchphrase: Once per Adventure, you may say your catchphrase to immediately heal 2-12 Wounds or add 1d6 Damage to one of your Hits.Taken at Level 2, 1/4 Showman Tree
Catchphrase: Once per Adventure, you may say your catchphrase to immediately heal 2-12 Wounds or add 1d6 Damage to one of your Hits.Taken at Level 2, 1/4 Showman Tree
• SHOWMAN • LAW
Combat:
Initiative 6 • Melee Combat 1
To Hit Melee 5+ • To Hit Ranged 3+
Defense 5+ • Willpower 4+
Challenges:
Agility 3 • Cunning 3 + 1 • Spirit 2
Strength 2 • Lore 2 • Luck 4
Combat:
Initiative 6 • Melee Combat 1
To Hit Melee 5+ • To Hit Ranged 3+
Defense 5+ • Willpower 4+
Challenges:
Agility 3 • Cunning 3 + 1 • Spirit 2
Strength 2 • Lore 2 • Luck 4
0 x Darkstone
Sidebag: 1/5 Slots filled
6/6x Dead Eye Shot Bullets:
Trusty Pipe:
Pistol:
Peacekeeper Pistol:
Deputized:
Marshal Badge:
Sidebag: 1/5 Slots filled
1x Whiskey
6/6x Dead Eye Shot Bullets:
Each Bullet does +2 Damage.
Trusty Pipe:
You may take a puff of your pipe to Recover 1 determination any time you gain loot or successfully scavenge..
2/7 Carryweight used
Pistol:
1 Handed
Range: 6 Squares
Shots: 2 Shot per round
Upgrade Slots: 0/2 used
Weight: 1
Worth: 100gp
Range: 6 Squares
Shots: 2 Shot per round
Upgrade Slots: 0/2 used
Weight: 1
Worth: 100gp
Peacekeeper Pistol:
Gear • Gun • Pistol • Law •
One-Handed
Range: 6 Squares
Shots: 3 Squares
Upgrade Slots: 0/1 used
Weight: 1
Worth: 500gp
One-Handed
Range: 6 Squares
Shots: 3 Squares
Upgrade Slots: 0/1 used
Weight: 1
Worth: 500gp
Deputized:
Gain Keyword: Law
+1 Cunning
At the end of an Adventure, roll 1d6. On a roll of 1-3, lose this bonus.
+1 Cunning
At the end of an Adventure, roll 1d6. On a roll of 1-3, lose this bonus.
Marshal Badge:
LAW ONLY | LIMIT 1 BADGE
GEAR • LAW • ICON
Once per Adventure, give all Heroes +2 Shots with a Gun OR +2 Combat (each character may choose for themselves) during their next turn.
GEAR • LAW • ICON
Once per Adventure, give all Heroes +2 Shots with a Gun OR +2 Combat (each character may choose for themselves) during their next turn.
4. FATHER C the PASTOR. created by rocketrobie2.
Father C the Preacher
13 / 13 HP || 10 / 10 Sanity || 2 / 2 Determination || 320 / 500 XP || 625 Gold || Level 1 || 2 Faith
Determination: This can be spent to reroll any dice at anytime, and can be spent to use abilities.
Redemptionist:
Scourge of the Dead:
Blessing - Faith Healing:
Blessing - Intervention:
Judgement - Shockwave:
you may use two handed guns.
Scourge of the Dead:
+1 Damage to undead enemies.
Sermons:
Blessing - Faith Healing:
Starting Sermon.
Requires 5+ on 2 dice to successfully cast.
For every Faith spent on the cost of Faith Healing, you may heal 1 Wound from yourself or an adjacent hero.
Faith Cost: *see above
XP Gained: 10XP
Improves at level 5.
Requires 5+ on 2 dice to successfully cast.
For every Faith spent on the cost of Faith Healing, you may heal 1 Wound from yourself or an adjacent hero.
Faith Cost: *see above
XP Gained: 10XP
Improves at level 5.
Blessing - Intervention:
requires 10+ on two dice to successfully cast.
Father C takes 1 corruption hit on successful cast.
Cancels one darkness effect, or spend 1 extra faith to cancel a growing dread effect.
Faith Cost: 2
XP Gained: 50 XP
Father C takes 1 corruption hit on successful cast.
Cancels one darkness effect, or spend 1 extra faith to cancel a growing dread effect.
Faith Cost: 2
XP Gained: 50 XP
Judgement - Shockwave:
Requires 9+ on 2 dice to successfully cast.
Father C takes 1 corruption hit on successful cast.
Every enemy within 2 spaces of you automatically takes one hit.
May only be used if you did not move this turn.
Faith Cost: 2
XP Gained: 25 XP
Improves at level 2, 4, 6 and 8.
Father C takes 1 corruption hit on successful cast.
Every enemy within 2 spaces of you automatically takes one hit.
May only be used if you did not move this turn.
Faith Cost: 2
XP Gained: 25 XP
Improves at level 2, 4, 6 and 8.
• HOLY •
Combat:
Initiative 2 • Melee Combat 2
To Hit Melee 4+ • To Hit Ranged 5+
Defense 5+ • Willpower 3+
Challenges:
Agility 1 • Cunning 2 • Spirit 4 +1
Strength 3 • Lore 3 • Luck 2
Combat:
Initiative 2 • Melee Combat 2
To Hit Melee 4+ • To Hit Ranged 5+
Defense 5+ • Willpower 3+
Challenges:
Agility 1 • Cunning 2 • Spirit 4 +1
Strength 3 • Lore 3 • Luck 2
5x Darkstone
Sidebag: 1/5 Slots filled
Concealed Flask:
Shotgun:
Pistol:
Sidebag: 1/5 Slots filled
1x Whiskey
Concealed Flask:
Better at dealing with spirits. Once per adventure, you may use the flask to fully heal your sanity.
2/7 Carryweight used
Shotgun:
2 Handed
Range: 5
Uses the D8 To Hit and for Damage. Crits on a 6, 7 or 8.
Upgrade Slots: 0/1 used
Weight: 1
Worth: $300
Range: 5
Uses the D8 To Hit and for Damage. Crits on a 6, 7 or 8.
Upgrade Slots: 0/1 used
Weight: 1
Worth: $300
Pistol:
Gear • Gun • Pistol
1 Handed
Range: 6 Squares
Shots: 2 Shot per round
Upgrade Slots: 0/2 used
Weight: 1
Worth: $100
1 Handed
Range: 6 Squares
Shots: 2 Shot per round
Upgrade Slots: 0/2 used
Weight: 1
Worth: $100
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P O S S E L E V E L 2
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Defend the Bridge
Objective:
Prevent the monsters escaping the Mine and survive their onslaught.
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.
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.
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.
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.
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.
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