[center][h3][u]PSA[/u][/h3]First off, my computer stopped recognising my tablet today. I'll probably look into it properly in the morning, so art might be a little weird till I fix it. Secondly: I forgot to tell you guys, but if things start to look nasty you can vote to abandon the mission at any point. If you do this it triggers your fail condition and that adventure is abandoned, but your characters return to full health and they can take on further missions (rather then dying horrifically in the darkness where no one will ever find them) Whiskey and Bandages can be used on any adjacent hero or yourself at any time, including during combat. Finally, I apologise for my grid naming conventions xD[hr][hr] [img]http://i.imgur.com/ccORCD2.png[/img] [h3][b]The Underground Lake[/b][/h3][/center] [center][i][b]Note:[/b] You can walk in any square without penalty.[/i][/center] Trap takes the lantern. [i]The lantern goes into zis inventory. It does not require a hand slot (this is primarily for weapons)[/i] Dan moves closer. He has [b]1[/b] movement left. Trap takes a step forward and peers deeper into the mine. Ze discovers the [b]Underground Lake.[/b] Ze has [b]3[/b] movement left. It is too dark to discover what's inside... [b]Trap and Hawkeye Harold[/b] can [b]discover[/b] what's in the room from square 13/14, or [b]Trap[/b] can move [b]into the room.[/b] [center]If no discovery is made during this turn, it will be revealed at the end of the round.[/center] [center][img]http://i.imgur.com/jFsmDlf.png[/img] [b]Trap the Saloon Girl[/b] 8 / 8 HP || 14 / 14 Sanity || 1 / 2 Determination || 0 / 500 XP || Level 1 [center][b]Lantern Bearer[/b][/center] [i]Determination: This can be spent to reroll any dice at anytime, and can be spent to use abilities.[/i][/center] [hider=Trap the Saloon Girl][hider=Skills][b]Knockout Punch:[/b][indent] Spend [b]1 Determination[/b] to double the damage of an attack, once per hit. [/indent] [b]Comforting Presence:[/b][indent] At the end of the Hero Turn, you may heal 1 Wound OR 1 Sanity from every other adjacent hero. Gain 5 XP for each Wound / Sanity healed this way. [/indent] [b]Lightweight:[/b][indent] May only use [b]light[/b] guns. [/indent] [b]Fast on your Feet:[/b][indent] +1 Movement.[/indent] [/hider][hider=Inventory] [b]Sidebag:[/b] 1/5 Slots filled [indent]1x [b]Bandages[/b] [/indent] [b]Lantern:[/b] Lightsource [b]Boot Knife:[/b][indent]Once per fight, you can make a free attack with the boot knife. [b]Range: 4[/b] [b]Shots: 1[/b] [b]Damage:[/b] +2 Damage[/indent] [center][b]1/7 Carryweight used[/b][/center] [b]Holdout Pistol:[/b] [indent]PERFORMER ONLY [i]1 Handed[/i] [b]You may make a free attack with this gun once per fight.[/b] Range: 3 Squares Shots: 1 Shot per round [b]Crits on a 5 or 6.[/b] [i]Upgrade Slots: 0/1 used Weight: 1 Worth: $200[/i] [/indent][/hider][/hider]