@Duthguy Jamie has a maximum of 4 DT, so she'll take it for now.
@Mae Ye, I meant the newer style. I want them newfangled HD graphics! If it's not too much trouble, of course - you do have the edits to make, and the other characters, and I don't want you to overwork yourself.
>Jamie blinks, looking back at her group. Has that woman always been with them? And wasn't the group larger, before? These thoughts are interrupted by the faint cracking of ice under her feet, so she sidesteps to B27, also signalling to Father C to slow down.
>Aaron turns on his heels at Luciel's exclamation, taking two steps back towards C8 (1+1 movement). His eyes wide and his heart pounding in his chest, he raises the Lantern high, determined not to let paranoia get the best of him. (Translation: Reroll the darkness)
>Luciel shook her head, trying to shake the feeling that something wasn't right. "He probably fled! Y-Yeah! That's probably it..." she gulps. "I hope."
>Dahlia enters the icy caverns, shotgun in hand. "So this was where the talking scarecrow went..." She said to herself,noticing the other three in the cave. She walked up besides Father C and waved hello to everyone else. Hearing the faint sound of the floor below them giving out Dahlia walks forward to B19, hugging the wall.
@CollectorOfMyst I'm happy to visually update the characters, I'm enjoying seeing Dread, Eldress and Mariana all lined up together :D
One thing I will say though is that I can't promise the faces will remain the way they are xD I think Jamie's is likely to stay recognisable as she's newer and I'll obviously try my best to keep them accurate but Aaron's in particular might be harder to maintain with the more defined shading style. Is that alright with you? Alternatively I can update the rest of the sprite first and if it isn't too jarring, find a way to mesh the current face in ;P
Planning to go through a 80's training montage at some point to do a proper visual overhaul as mentioned here and in Discord a few times a while ago, but it'll likely be a few months minimum before that gets underway.
@Briza Added Clensing Fire to her sheet :D She's done!
Eldress Photini has 2 movement this turn. As a Nun, you can make an attack this turn as well as spending your faith on blessing and judgements. You can make as many as you like, so long as you don't go over your faith limit (which is 3 for Eldress)
+ 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.
The Darkness stirrs! @CollectorofMystLanternbearer, reroll to Hold Back the Darkness? WARNING: The roll is currently doubles and a negative event will trigger if not.
Fear is determined. He has 3 movement this turn. (He did roll a 1 xD!) Pastor Jimmy moves one space diagonally as Fear is standing on space B13. I'll move him there when/if Fear decides to move.
Movement:Reminder: You may spend a DT to gain bonus movement.
Luciel is OOM. Fear has 3 movement this turn. Aaron Goldfeld is OOM. He regains a DT. Pastor Jimmy has 1 left movement this turn.
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!
Jamie is now the lanternbearer. She nods her head to Dan.
Jamie Levels Up!! Pending...
Dahlia and Father C catch their ankles as the take a momentary dip into the ice water below! Both are able to recover quickly however, Dahlia takes 1 Damage and Father C takes 2!
Movement:Reminder: You may spend a DT to gain bonus movement. Rooms B & C have not been scavenged.
Dan has 3 movement left this turn. Jamie has 3 movement left this turn. [+1 movement carried over from last round for a clean start] Father C is OOM. Dahlia Willows is OOM.
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.