+ 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.
Your Darkstone feels hot. You look to see it shuddering a sickly green as it blazes with eldritch fire!
All Heroes take 1 Corruption Hit for each Darkstone and Darkstone Item(s) they are carrying.
Fear takes two Corruption Hits! He lacks the willpower to hold off the influence and gains 2 Corruption...
Luciel, Pastor Jimmy and Aaron Goldfeld look quizzically at Fear.
B and D rooms are currently unscavenged.
Encounter 1/2! Crumbling Crust
Cynder • Encounter • Environment • LavaREMAINS IN PLAY
The crust beneath your feet trembles as you step across the ashen floor, revealing a flow of molten magma below.
Anytime a Hero moves out of a non-Lava space on this Map Tile, roll. On a roll of 1 or 2, the previous space they were in becomes Lava 5+!
Encounter 2/2! Rusty Cages
Cynder • Encounter • Active • Stranger
Rows of rusty cages line this room, the sound of suffering echoing off the walls and ringing in your ears. There are people trapped here!
CHOOSE:
SET THEM FREE A Hero of your choice to make a Cunning 6+ test. If successful, that character may gain 25 XP and remove a Corruption Point. If they fail, they singe themselves, gaining 1-3 Burning Markers.
A Random Hero must then make a Luck 5+ test. If successful, all heroes then receive a Loot card! However, if they fail, between 1-3 Dread cards are triggered....
OR
IGNORE THEIR PLEAS All Heroes take 1-3 Corruption Hits as they ignore the victim's dire screams.
Votes: Aaron Goldfeld, Pastor Jimmy, Fear and Luciel still to vote.
To Set them Free: To Ignore their Pleas:
Movement:Reminder: You may spend a DT to gain bonus movement.
Luciel is OOM. Fear has 4 movement left this turn. Aaron Goldfeld has 5 movement left this turn. Pastor Jimmy has 1 movement left 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.
>Jamie is frozen, both from the cold and in time because nothing's happening on her mission.
>Aaron takes a tentative step forward, wincing at the heat coming through his boots. He gets to D13 and stops, looking at the cages. "Fear, Lucy... you two know your way around locks, right? I'm not leaving without getting these people out safe, but... the less we get hurt the better.
+ 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.
Aaron moves nimbly across the floor, and it holds... for now. Pastor Jimmy says a prayer and successfully casts Shield of Light on himself and Aaron, gaining 40 XP! He has used his Faith this turn.
Votes: Fear and Luciel still to vote.
To Set them Free: Pastor Jimmy, Aaron Goldfeld(?) (inquiring who wishes to take the cunning test) To Ignore their Pleas:
Movement:Reminder: You may spend a DT to gain bonus movement.
Luciel is OOM. Fear has 4 movement left this turn. Aaron Goldfeld has 2 movement left this turn. Pastor Jimmy has 1 movement left this turn and is out of Faith.
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!
Father C moves up.
Next Round will trigger in the next update post for this posse...
Movement:Reminder: You may spend a DT to gain bonus movement.
Dan has 1 movement left this turn. He stays where he is. Jamie is OOM. Father C has 3 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.
Pastor Jimmy makes a shuffle very very carefully to C7 as somehow this floor is a tad janky!
>>"Well I cannot really say, these folks here need saving and I Don t see a possee any time soon. This feels... Whoever needs to be cunning as a rattler. Prayers help, but cunning better."
Hm, going to assume Luciel is taking the cunning test on broken seals and then putting her on inactive mode. She can now be moved by any player in the Posse.
@Majoras End Heads up Luciel and Dahlia are now on inactive mode and I'll be temporary retiring them after a little while. Let me know if you want this changed but it's no worries either way <3
@PrinceAlexus Pastor Jimmy probably has the best odds, with cunning 2 and 3 DT to reroll. He also has a far eastern potion in his inventory, so if he drinks that, he gains +2 to all skill test rolls till the end of the turn.
+ 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 crust beneath your feet trembles as you step across the ashen floor, revealing a flow of molten magma below.
Any time a Hero moves out of a non-Lava space on this Map Tile, roll. On a roll of 1 or 2, the previous space they were in becomes Lava 5+!
B and D rooms are currently unscavenged.
Fear makes his way to the middle of the room unscathed. Pastor Jimmy gingerly steps into the Torture Room. Seeing innocent people in trouble, he mutters a prayer...
Cunning Test: Success! Pastor Jimmy picks the locks to the cages with ease! He gains 25 XP.
Random Hero: Pastor Jimmy?!.... Success!
The now freed victims weep in thanks. As they make their way to the exit, they gift each of you a token of thanks...
Luciel, Fear, Aaron Goldfeld and Pastor Jimmy all gain 20 XP.
• Loot! •
Luciel gains 50 GP!
Fear gains 50 GP!
Aaron Goldfeld gains [D6, 5 x 50] 250 GP!
What's this...?!? Pastor Jimmy gains a Caverns of Cynder Artefact!
Faustian Jar Artefact • Cynder • Container • 1 Darkstone Once per turn, you may use 1 Determination to transfer any number of Corruption Points from yourself to the jar.
Then, roll 1d8. On a roll of 1, the jar shatters and is destroyed!
If the Jar shatters, or is lost in any way, all Corruption inside is immediately transferred back to you, causing Mutations as normal. When sold, this item is worth +25 gp per each Corruption Point stored within.
Weight: 1 Worth: 250 gp (+25 per point)
Movement:Reminder: You may spend a DT to gain bonus movement.
Luciel is OOM. Fear is OOM. Aaron Goldfeld has 2 movement left this turn. Pastor Jimmyis OOM this turn and is out of Faith.
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.