Hidden 7 yrs ago Post by Mae
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Mae Crayola

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@Duthguy Dan scavenges twice successfully! 2/3. Spend a DT to reroll 1 fail?

@DeadBeatWalking Deputy Hawkeye Harold loads his pistol and hastily moves onwards, in the hopes his father hasn't recognised him yet. He may explore the next room.

Hawkeye Horace shuffles up, thinking about sweet sweet explosives.

Movement: Reminder: You may spend a DT to gain bonus movement.
Everyone who can regains a DT.
Dan is OOM.
Hawkeye Harold is OOM. He may explore the next room.
Hawkeye Horace is OOM.
Jamie has 1+1 movement this turn.
Tim has 2 movement this turn.

Hidden 7 yrs ago Post by Mae
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Mae Crayola

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@Scarescrow

You move forward....


The Excavation Room

It's unclear exactly what is inside...


Scarecrow may reveal the room immediately or the room will reveal automatically at the end of the turn. Anyone who moves to A13 can also reveal the room this turn.

Scarecrow has 2+1 movement left.
Hidden 7 yrs ago Post by Duthguy
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Duthguy Someone who can't spell Dutchguy

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@Mae Sure I'll spend a DT
Hidden 7 yrs ago Post by Scarescrow
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Scarescrow Sociopath

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@Mae>Reveal the room and end my turn
Hidden 7 yrs ago Post by PrinceAlexus
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PrinceAlexus necromancer of Dol Guldur

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>>Jim Bob "Dread" spins his relolver in his hand and then steps forward to A12

"Now. We got some hunting ta do. This here darkstone ain't gonna be easy to find"
Hidden 7 yrs ago Post by CollectorOfMyst
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CollectorOfMyst

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@Mae
>Jamie, shivering from the cold, moves forward to A10.

>Xander, lost in thought about the couple, moves forward, to A11. (If possible, he will brush past Scarecrow to the space in the B room.)
Hidden 7 yrs ago Post by duskshine749
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>Tim moves up to A10 and just chills
Hidden 7 yrs ago 7 yrs ago Post by Mae
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Mae Crayola

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@CollectorofMyst@Scarescrow@Majoras End@PrinceAlexus
You feel a sense of Growing Dread...
Darkness Cards - 0
Growing Dread - 2, revealed at the boss
Clues - 1/3

You find a Clue!

Your lead mentioned a Digsite just like this. You are sure you're on the right track.

Encounter! Something in the Deep...
You feel a sense of Growing Dread.


Neither room have been scavenged. Link to Scarecrow, Xander and Scrooge for now.

Water laps at the abandoned archeological digsite, perhaps from a leak they sprung while unearthing this strange statue. The water is dark and murky, the mud somehow not settling, and you swear you catch sight of a glimpse of gold in the grey.

Is that treasure, or eyes in the dark?


Random Hero: Xander

Luck Test! Success! Xander gains 20 XP. He may spend 1 DT to wade out and aquire Loot. Spend a DT?


Movement: Reminder: You may spend a DT to gain bonus movement.
Jimbob Dread is OOM.
Xander is OOM.
Scarecrow has 2 + 1 movement this turn. He is staying put for now.
Scrooge has 1 movement this turn.


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P O S S E L E V E L 1

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Hidden 7 yrs ago Post by Majoraa
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Majoraa yeh

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>Scrooge moves forward to A7.
Hidden 7 yrs ago Post by Mae
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Mae Crayola

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@Duthguy@DeadBeatWalking@CollectorofMyst@Duskshine749




Dan is determined, but he fails to scavenge. He has 1 DT left. You may spend a DT to reroll your failed check again (2/3 successful)

Dan digs among the ice and snow... He gains 20 XP! At first he finds nothing, and then he makes a Hideous Discovery! He takes 2 Sanity Damage. Reroll willpower save?

Tim cannot move that far, he shuffles up behind Jamie.

Round 2


The Darkness Sleeps...


This room has been Scavenged.Link to Horace and Tim for now.


Movement: Reminder: You may spend a DT to gain bonus movement.
Dan has 4 movement this turn.
Hawkeye Harold has 5 movement this turn.
Hawkeye Horace has 1 movement this turn. He takes 1 Damage from the cold!
Jamie has 6+1 movement this turn.
Tim has 1 movement this turn. He takes 1 Damage from the cold!


Actions:
You may always move if you have movement available.
Saloon Girls passively heal adjacent units at the end of their turn.
You may use your items and abilities in appropriate context.
You may choose to SCAVENGE or EXPLORE THE MINE. You may perform one of these actions once per round.
>SCAVENGE: Each map tile can only be scavenged once total. This means if another party member has scavenged the tile you are on, it cannot be scavenged again. Scavenging successfully can yield up to three results. If you scavenge, you cannot explore the mine this round.
>EXPLORE THE MINE: At the end of each map tile is an arrow. When standing on this arrow, you may explore into the next room, if you have not done another action this turn. You will immediately see the layout of the next room. If you explore, at the end of the round, a discovery will be revealed... aka what is in that room.
Note: The "arrow" map tiles count effects from both rooms.


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P O S S E L E V E L 2

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Hidden 7 yrs ago Post by Little Bill
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>Horace: Reroll Movement
Hidden 7 yrs ago Post by Mae
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Mae Crayola

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@DeadbeatWalking Horace spends a DT, he now has 4 movement this turn.
Hidden 7 yrs ago Post by Little Bill
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>Hawkeye Horace: Move 4 spaces forward, trying to get a good look at the guy in the front
>Hawkeye Harold: Move 4 spaces forward. Actually, move 5, just to be safe.
Hidden 7 yrs ago 7 yrs ago Post by Mae
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Mae Crayola

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@Majoras End@Duskshine749@Scarescrow@CollectorofMyst@PrinceAlexus

You meet your companions at the crossroads to discuss the available missions available locally, some fresh faces among the crew. You haven't met a couple of these people, brought in by friends of friends or just local adventurers like yourself who happened to catch wind of this little arrangement. After much discussion, jobs are decided on. In the end, the Lost Idol Team group up for a new challenge - something dangerous and foul is stirring in the depths of the earth and only seasoned veterans might stand a chance to shut it down.

After a heartfelt goodbye between Jamie and Aaron, the five of you head off to your destination. Your Objective: to heal two Broken Seals deep in the depths of this fiery otherworld.

You find your way into the legendary Caverns of Cynder and the Hellscape is even worse in person then the legends foretell. After a quick squabble over the Lantern, Pastor Jimmy sighs and offers to take it, holding it up as you proceed through the entrance. You may not need it though, as the Lord of Cynder's Lair is famed for it's lava flows.
The Caverns of Cynder

+ 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 - 1 Hit per turn
Scare, the Law Holder - 0 per turn
Aaron Goldfeld - 1 Hit 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.

Lava Spaces:
B5 - Dodge 5+
B8 - Dodge 5+
B11 - Dodge 2+
B12 - Dodge 2+
B17 - Dodge 2+
B18 - Dodge 2+
B21 - Dodge 5+
B24 - Dodge 5+


Round 1


The Darkness Sleeps...



This room has not be scavenged. A Bounty is in effect.
Fear, Aaron Goldfeld and Pastor Jimmy all take 1 Hit from the intense heat! Spend a DT to reroll defense save?


Movement: Reminder: You may spend a DT to gain bonus movement.
Luciel has 4 movement this turn.
Fear has 1 movement this turn.
Scare, the Law Holder has 3 movement this turn.
Aaron Goldfeld has 5 + 1 (rolled twice) movement this turn.
Pastor Jimmy has 6 movement this turn.


Actions:
You may always move if you have movement available.
Preachers may use their spells.
You may use your items and abilities in appropriate context.
You may choose to SCAVENGE or EXPLORE THE MINE. You may perform one of these actions once per round.
>SCAVENGE: Each map tile can only be scavenged once total. This means if another party member has scavenged the tile you are on, it cannot be scavenged again. Scavenging successfully can yield up to three results. If you scavenge, you cannot explore the mine this round.
>EXPLORE THE MINE: At the end of each map tile is an arrow. When standing on this arrow, you may explore into the next room, if you have not done another action this turn. You will immediately see the layout of the next room. If you explore, at the end of the round, a discovery will be revealed... aka what is in that room.
Note: The "arrow" map tiles count effects from both rooms.


1. LUCIEL the LAWMAN. created by Majoras End.

2. FEAR the BANDIDO. Created by Duskshine749.

3. SCARE the LAW HOLDER, U.S. MARSHAL. created by Scarescrow.

4. AARON GOLDFELD the SCOUT. created by CollectorofMyst.

5. PASTOR JIMMY the PREACHER. created by Asura, played by PrinceAlexus.


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P O S S E L E V E L 2

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Hidden 7 yrs ago Post by Majoraa
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Majoraa yeh

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>Luciel walks ahead to B1, filled with determination.
Hidden 7 yrs ago Post by PrinceAlexus
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PrinceAlexus necromancer of Dol Guldur

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>>pastor Jimmy sweats from thr heat

"Damnation, this is Damnation, its hot in here., ya all... Phew....ya a, let's move quickly"

>>casts heal, 3 times, on self and others to negate damage, regular heal.

>>move to B3

Hidden 7 yrs ago Post by Scarescrow
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Scarescrow Sociopath

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>Scare moves to A12, holding Exe in hand and ready for anything to come out from the dark.
>Scarecrow stays put and decided to wait for others (don't move and end turn).
Hidden 7 yrs ago Post by Mae
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Mae Crayola

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@Duskshine749 Fear actually has 7 movement this turn (max DT auto adds movement - rolled a 5 - plus the 1 from your Rune of the traveller)
Hidden 7 yrs ago Post by CollectorOfMyst
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CollectorOfMyst

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@Mae
A Few Darkstone More
>Xander, seeing something glimmer in the water, steels himself and draws his pistol, before wading towards whatever hides beneath the surface.

Overload
>Jamie sidesteps between Dan and Harold, and peers into the darkness ahead.

Broken Seals
>Aaron, sweltering from the heat, pulls off his jacket and stuffs it into his bag. He can put it back on later. Then, he strides forward to B4. He spots the glow of the lava before he sees it, and points the areas out to his companions, indicating the center and the corners in turn.
>"I'd advise not getting too close to the walls unless you're feeling dextrous - you'd be hard-pressed to avoid catching alight. The middle of the room should be okay if you need to get across, but you shouldn't linger. Step around those spaces where possible."
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Hidden 7 yrs ago 7 yrs ago Post by Mae
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Mae Crayola

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@CollectorofMyst@Scarescrow@Majoras End@PrinceAlexus
Darkness Cards - 0
Growing Dread - 2, revealed at the boss. The Posse may each spend 1 DT collectively to remove.
Clues - 1/3


Xander steels himself and dips his hand into the murkey water. He pulls a Bandolier Strap out and gains 20 XP!!

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


Round 2


Neither room have been scavenged. Link to Scarecrow, Xander and Scrooge for now.


Movement: Reminder: You may spend a DT to gain bonus movement.
Jimbob Dread has 2 movement this turn.
Xanderhas 2 movement this turn.
Scarecrow has 6 + 1 movement this turn.
Scrooge has 3 movement this turn.


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P O S S E L E V E L 1

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