[center][sub][color=c14953]██████████████████████████████████████████████████████████████████████████████████████████████[/color][h2][b][color=151617]T E A M B R I D G E[/color][/b][/h2][/sub] [sub][color=c14953]██████████████████████████████████████████████████████████████████████████████████████████████[/color][/sub] [@duthguy][@CollectorofMyst][@DeadBeatWalking][@rocketrobie2] [img]https://i.imgur.com/q12SMCH.png[/img][/center] [indent]You're beginning to think that ricketty old bridge is cursed. This was supposed to be a simple recon mission, nothing more, and yet it's turned into something much, much worse. You are the last line of defense between civilisation and the horrors that lurk in the deep and the dark. So, no pressure then. Desperate times call for desperate measures. The Posse get there game faces on and, in the little time they have before the onslaught begins, talk tactics. [indent]- For every 3 Monsters that escape the Mine - or every 1 Large Monster - the Darkness gets closer to winning. We must hold them off and break off the assault, then kill all remaining enemies. - You no longer have a lantern, but the Bridge is well lit. All adjacent rooms are also lit. The only room in darkness? The Enemie's objective - the Mine Exit (Room A). If you start your turn in there, you will take Sanity Damage from [b]Voices in the Dark.[/b] - You can Scavenge an unlimited number of times here. That's something, at least. - At the end of each turn, there is a 50% chance for more monsters to spawn at each entry point. - Your [b]desperate[/b]. Truly desperate. This is a really bad situation. If there are no monsters on your map tile, you may give up your attack to do one of the following - [b]Scavenge, recover Determination, Catch your Breath or Ready a Once per Fight item.[/b] - Dread triggers instantly. [/indent][/indent][center][b][h2]Round [color=e50000]1[/color][/h2][/b][hr][hr][i]The Darkness Stirrs![/i] [b][color=e50000]Anyone in the Posse ,[/color][color=black] spend 1 determination to prevent the darkness moving closer to the exit of the mine and escaping?[/color][/b] [color=gray][i]Rolled: 2 + 2 = 4. Rolling double 2s will cause a negative event from the party.[/i][/color][img]https://i.imgur.com/6e3uJNR.jpg[/img] [h3]Heroes may choose where they wish to Spawn on the Board.[/h3][/center] Please tell me where you would like your character to spawn at the start of the game. Once all chaarcters are placed, we will begin. [b]Monsters Spawning this Turn:[/b] [indent] • A Void Sorceror and Night Terror in the Blocked Rail Room (E) • A Void Hound in the Blocked Rail Room (E) • 6 Scafford Gang members in the Rail Chutes Room (F) • 6 Spiders in the Rail Chutes Room (F) [/indent] [center]1. DAN the RANCHER. [color=cccccc][i]created by Duthguy.[/i][/color] [hider=Dan][center][img]https://i.imgur.com/R8VMbCV.png[/img] 17 / 17 [14 + 3] HP || 11 / 11 [10 + 1] Sanity || 2 / 2 Determination || 350 / 500 XP || 5 Gold || Level 1 [i]Determination: This can be spent to reroll any dice at anytime, and can be spent to use abilities.[/i][/center] [hider=Skills][b]Home Remedies:[/b][indent] Spend [b]1 Determination[/b] to Heal 1-6 wounds from yourself or an adjacent hero. Gain 5XP healed from another Hero this way.[/indent] [b]Rapid Shot:[/b][indent] Requires a two handed weapon. Anytime you kill an enemy with a two handed gun, you can immediately shoot again.[/indent] [b]Evasion[/b]:[indent] You are more likely to [b]escape[/b] when you move away from an enemy. [/indent][/hider][hider=Stats][center][color=darkgray][sub]• [b]FRONTIER[/b] •[/sub][/color] [b]Combat:[/b] Initiative 3 • Melee Combat 2 [color=gray]To Hit Melee 4+[/color] • [color=gray]To Hit Ranged 4+[/color] Defense 4+ • Willpower 4+ [b]Challenges:[/b] Agility 2 [color=limegreen] + 1[/color]• [color=gray]Cunning 2[/color] • Spirit 3 [color=gray]Strength 3[/color] • Lore 4 • [color=gray]Luck 1[/color][/center][/hider][hider=Inventory] 0x [b]Darkstone[/b] [b]Sidebag:[/b] 2/5 Slots filled [indent] 1x [b]Bandages[/b] 1x [b]Dynamite[/b][/indent] [b]Lucky Dice:[/b] [indent]Once per Adventure, cancel and redraw any card drawn (e.g. monsters, loot, scavenge, room tile, event, darkness, growing dread. [i]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.[/i])[/indent] [center][b]3/8 Carryweight used[/b][/center] [b]Hunting Rifle:[/b] [indent][i]Two Handed[/i] [b]Range:[/b] 12 Squares [b]Shots:[/b] 1 Shot per round [b]Damage:[/b] +2 Damage [i]Upgrade Slots: 1/3 Used - Eagle Feather Weight: 1 Worth: 350gp [/i] [/indent] [b]Book of the Occult:[/b] [color=darkgray]Artefact • Book • Occult[/color] [indent][b]+1 Lore[/b] [b]Once per Adventure[/b], prevent the [b]Darkness[/b] from [b]moving forward[/b]. [i]Upgrade Slots: 0/1 Used[/i] [i]Weight: 1[/i] [i]Worth: 125gp[/i][/indent] [b][Attached - Hunting Rifle] Eagle Feather[/b]: [color=e50000][b]TRIBAL / TRAVELER / FRONTIER HEROES ONLY[/b][/color] [sub][color=darkgray]UPGRADE • TRIBAL[/color][/sub] Requires an Upgrade Slot. [indent] [b]+1 Agility +2 Health[/b] [i]Worth: 250g[/i][/indent] [color=557449][b]Black Fang Hatchet:[/b][/color] [indent][color=darkgray]Artefact • Hand Weapon • Tribal[/color] [i]1 Handed[/i] [b]+1 Combat[/b] [i]Upgrade Slots: 0/1 used Weight: 1 Worth: 425gp[/i] Use [b]1 Darkstone[/b] to add [b]3 Damage[/b] to one of your [b]Melee Combat Hits.[/b][/indent] [b]Scavenger's Hat:[/b] [indent][color=darkgray]Gear • Clothing • Hat[/color] Anytime you successfully [b]Scavenge[/b], [b]heal 1 HP[/b]. [i]Upgrade Slots: 0/1 used Weight: 1 Worth: 75gp[/i][/indent] [b]Jacket:[/b] [indent][color=darkgray]Gear • Clothing • Coat[/color] [b]+1 HP +1 Sanity[/b] [i]Upgrade Slots: 0/1 used Weight: 1 Worth: 200gp[/i][/indent] [b]1x Speciality Ammo:[/b] [indent][color=darkgray]Gear • Ammo[/color] Lasts for one [b]Adventure[/b]. When used, replaces any current [b]Ammo[/b]. Your [b]Gun Hits[/b] do extra damage against the listed [b]Enemy Type[/b]. 1 x Void Shot: +1 Damage against Void Enemies.[/indent] [b]Bounty:[/b] [indent] Night Terrors and Void Sorcerors are worth [b]10gp[/b]each to the [b]Posse[/b] per kill.[/indent] [/hider][/hider] 2. JAMIE HART the SALOON GIRL. [color=cccccc][i]created by CollectorofMyst.[/i][/color] [hider=Jamie Hart][center][img]https://i.imgur.com/YyKFyyU.png[/img] 8 / 8 HP || 14 / 14 Sanity || 2 / 2 Determination || 5 / 500 XP || 0 Gold || Level 1 [i]Determination: This can be spent to reroll any dice at anytime, and can be spent to use abilities.[/i][/center] [hider=Skills][b]Comforting Presence:[/b][indent] At the end of the your turn, you may Heal 1 HP or 1 Sanity from [b]every[/b] other adjacent Hero. Gain [b]5 XP[/b] for each Damage Healed this way.[/indent] [b]Lightweight:[/b][indent] May only use Gear cards with the [b]Keyword: Light[/b].[/indent] [b]Acrobatic Dodge:[/b][indent]You may move through other models during your combat movement. Once per turn, you may re-roll one failed Defense roll.[/indent] [/hider][hider=Stats][center][color=darkgray][sub]• [b]PERFORMER[/b] •[/sub][/color] [b]Combat:[/b] Initiative 5 • Melee Combat 2 [color=gray]To Hit Melee 4+[/color] • [color=gray]To Hit Ranged 4+[/color] Defense 3+ • Willpower 4+ [b]Challenges:[/b] Agility 4 • [color=gray]Cunning 3[/color] • Spirit 3 [color=gray]Strength 1[/color] [color=limegreen]+1[/color] • Lore 2 • [color=gray]Luck 3[/color][/center][/hider][hider=Inventory] [b]Sidebag:[/b] 1/5 Slots filled [indent]1x [b]Bandages[/b][/indent] [b]Roughskin Gloves:[/b] [indent][b]+1 Strength[/b]. Once per Turn, you may reroll one Melee to Hit roll.[/indent] [center][b]1/5 Carryweight used[/b][/center] [b]Hold-Iout Pistol:[/b] [indent][i]1 Handed[/i] [b]Gain: Free Attack, Once per Fight[/b] Range: 3 Squares Shots: 1 Shot per round [i]Upgrade Slots: 0/1 used Weight: 1 Worth: $200[/i] [/indent][/hider][/hider] 3. HAWKEYE HAROLD the GUNSLINGER. [color=cccccc][i]created by DeadBeatWalking.[/i][/color][hider=Deputy Hawkeye][center][img]http://i.imgur.com/dTO1Dib.png[/img] 10 / 10 HP || 12 / 12 Sanity || 3 / 3 Determination || 0 / 1000 XP || 1050 Gold || Level 2 || [color=mediumspringgreen][b]2 Corruption[/b][/color] [i]Determination: This can be spent to reroll any dice at anytime, and can be spent to use abilities.[/i][/center] [hider=Skills][b]Quickdraw:[/b][indent] Anytime a new group of enemies appear, and you have one hand free, you may immediately make a free attack against them. [/indent] [b]The Quick and the Dead:[/b][indent] Start with 6 [i]Dead eye shot[/i] bullets. At any point you can choose to load one of these bullets into your gun. [b]Catchphrase[/b]: Once per Adventure, you may say your catchphrase to immediately heal [b]2-12 Wounds[/b] or add [b]1d6 Damage[/b] to one of your [b]Hits[/b].[color=darkgray][i]Taken at Level 2, 1/4 Showman Tree[/i][/color] [/indent] [/hider][hider=Stats][center][color=darkgray][sub]• [b]SHOWMAN[/b] • [b]LAW[/b] [/sub][/color] [b]Combat:[/b] Initiative 6 • Melee Combat 1 [color=gray]To Hit Melee 5+[/color] • [color=gray]To Hit Ranged 3+[/color] Defense 5+ • Willpower 4+ [b]Challenges:[/b] Agility 3 • [color=gray]Cunning 3[/color] [color=limegreen]+ 1[/color] • Spirit 2 [color=gray]Strength 2[/color] • Lore 2 • [color=gray]Luck 4[/color][/center][/hider][hider=Inventory] 0 x [b]Darkstone[/b] [b]Sidebag:[/b] 1/5 Slots filled [indent]1x [b]Whiskey[/b][/indent] [b]6/6x Dead Eye Shot Bullets:[/b][indent] Each Bullet does +2 Damage.[/indent] [b]Trusty Pipe:[/b] [indent]You may take a puff of your pipe to Recover [b]1 determination[/b] any time you gain loot or successfully scavenge..[/indent] [center][b]2/7 Carryweight used[/b][/center] [b]Pistol:[/b] [indent][i]1 Handed[/i] Range: 6 Squares Shots: 2 Shot per round [i]Upgrade Slots: 0/2 used Weight: 1 Worth: 100gp[/i][/indent] [b]Peacekeeper Pistol:[/b] [indent][color=darkgray]Gear • Gun • Pistol • Law •[/color] [i]One-Handed[/i] Range: 6 Squares Shots: 3 Squares [i]Upgrade Slots: 0/1 used Weight: 1 Worth: 500gp[/i][/indent] [b]Deputized:[/b] [indent]Gain Keyword: [b]Law[/b] [b]+1 Cunning[/b] At the end of an [b]Adventure[/b], roll 1d6. On a roll of 1-3, lose this bonus.[/indent] [b]Marshal Badge:[/b] [indent][color=e50000]LAW ONLY | LIMIT 1 BADGE[/color] [color=darkgray][sub]GEAR • LAW • ICON[/sub][/color] Once per Adventure, give all Heroes +2 Shots with a [i]Gun[/i] OR +2 Combat (each character may choose for themselves) during their next turn.[/indent][/hider][/hider] 4. FATHER C the PASTOR. [color=cccccc][i]created by rocketrobie2.[/i][/color][hider=Father C][center][img]http://i.imgur.com/KibQD6g.png[/img] [b]Father C the Preacher[/b] 13 / 13 HP || 10 / 10 Sanity || 2 / 2 Determination || 370 / 500 XP || 625 Gold || Level 1 || [color=gold]2 Faith[/color] [i]Determination: This can be spent to reroll any dice at anytime, and can be spent to use abilities.[/i][/center][hider=Skills][b]Redemptionist:[/b][indent] you may use [b]two handed guns.[/b] [/indent] [b]Scourge of the Dead:[/b][indent] +1 Damage to [b]undead[/b] enemies. [/indent] [center][b]Sermons[/b]:[/center] [b]Blessing - Faith Healing:[/b][indent]Starting Sermon. [i]Requires 5+ on 2 dice to successfully cast.[/i] For every Faith spent on the cost of [i]Faith Healing,[/i] you may heal [b]1 Wound[/b] from yourself or an adjacent hero. [b]Faith Cost:[/b] *see above [b]XP Gained:[/b] 10XP [i]Improves at level 5.[/i][/indent] [b]Blessing - Intervention:[/b][indent] [i] requires 10+ on two dice to successfully cast.[/i] [b]Father C takes 1 corruption hit on successful cast.[/b] Cancels one darkness effect, or spend 1 extra faith to cancel a [i]growing dread[/i] effect. [b]Faith Cost: 2[/b] [b]XP Gained:[/b] 50 XP[/indent] [b]Judgement - Shockwave:[/b] [indent] [i]Requires 9+ on 2 dice to successfully cast.[/i] [b]Father C takes 1 corruption hit on successful cast.[/b] Every enemy within 2 spaces of you automatically takes one hit. [b]May only be used if you did not move this turn.[/b] [b]Faith Cost:[/b] 2 [b]XP Gained:[/b] 25 XP [i]Improves at level 2, 4, 6 and 8.[/i][/indent] [/hider][hider=Stats][center][color=darkgray][sub]• [b]HOLY[/b] •[/sub][/color] [b]Combat:[/b] Initiative 2 • Melee Combat 2 [color=gray]To Hit Melee 4+[/color] • [color=gray]To Hit Ranged 5+[/color] Defense 5+ • Willpower 3+ [b]Challenges:[/b] Agility 1 • [color=gray]Cunning 2[/color] • Spirit 4 [color=limegreen]+1[/color] [color=gray]Strength 3[/color] • Lore 3 • [color=gray]Luck 2[/color][/center][/hider][hider=Inventory] 5x [b]Darkstone[/b] [b]Sidebag:[/b] 1/5 Slots filled [indent]1x [b]Whiskey[/b] [/indent] [b]Concealed Flask:[/b][indent] Better at dealing with spirits. Once per adventure, you may use the flask to fully heal your sanity.[/indent] [center][b]2/7 Carryweight used[/b][/center] [b]Shotgun:[/b] [indent] [i]2 Handed[/i] [b]Range:[/b] 5 [b]Uses the D8 To Hit and for Damage. Crits on a 6, 7 or 8.[/b] [i]Upgrade Slots: 0/1 used Weight: 1 Worth: $300[/i] [/indent] [b]Pistol:[/b] [indent][color=darkgray]Gear • Gun • Pistol[/color] [i]1 Handed[/i] [b]Range:[/b] 6 Squares [b]Shots:[/b] 2 Shot per round [i]Upgrade Slots: 0/2 used Weight: 1 Worth: $100[/i][/indent][/hider][/hider] [sub][color=c14953]██████████████████████████████████████████████████████████████████████████████████████████████[/color][h2][b][color=151617]P O S S E L E V E L 2[/color][/b][/h2][/sub] [sub][color=c14953]██████████████████████████████████████████████████████████████████████████████████████████████[/color][/sub][hider=Defend the Bridge][hr][hr][h3][b][color=c14953]Defend the Bridge[/color][/b][/h3] [hr][hr][b]Objective:[/b] Prevent the monsters escaping the Mine and survive their onslaught. [b]Reward:[/b] 200gp and 4 Loot Cards per player. [b]Failure:[/b] 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. [hider=Flavour][color=darkgray]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.[/color][/hider] [hider=Conditions] [b]Conditions[/b] [indent]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.[/indent] [/hider][/hider][/center]