[center][sub][color=ca895f]██████████████████████████████████████████████████████████████████████████████████████████████[/color][h2][b][color=151617]E S C A P E ![/color][/b][/h2] [color=ca895f]██████████████████████████████████████████████████████████████████████████████████████████████[/color][/sub] [hr][hr][i]The Darkness Sleeps...[/i][hr][hr][/center] [b]Deputy Hawkeye[/b] moves up... [center][h3][b]Attack![/b][/h3] [b]1 Void Sorceror[/b] and [b]3 Void Hounds[/b] appear. [color=e50000][b]Beware![/b][/color] [indent]Void Sorceror uses magic. Void Sorceror, when pushed into Melee, Will use it's [b]Phase Dagger.[/b] Melee Combat hits ignore Defense and attack every adjacent hero simultaeneously. Void Sorceror is immune to Critical Hits unless adjacent to the attacker.[/indent] [color=e50000][b]Beware![/b][/color] [indent]Void Hounds have [b]Void Phasing[/b] - their Armour is equal to the initiative turn of the round. Void Hounds have [b]Pack Attack[/b] - At the start of their turn, they have a 30% chance to change targets, and a 15% chance to all attack the same target.[/indent] [b]A Growing Dread card is added to the stack.[/b][/center] [center][b][h2]Round [color=e50000]2[/color][/h2][/b][hr][hr][i]The Darkness Stirrs![/i] [@CollectorofMyst][b][color=e50000]Lanternbearer,[/color][color=black] spend 1 determination to prevent the darkness moving closer to the exit of the mine and escaping? Note: failing to reroll will cause a negative effect for the party.[/color][/b] [color=gray][i]Rolled: 1 + 1 = 2, need 7 to beat.[/i][/color][/center] The [b]Void Hounds[/b] ambush the Posse! [indent][@DeadbeatWalking] [b]Hawkeye Harold[/b] takes [b]3 Sanity Damage[/b]. Spend a determination to reroll 3 failed Willpower saves? [@duthguy][b]Dan[/b] takes [b]3 Sanity Damage[/b]. Spend a determination to reroll 3 failed Willpower saves? [@rocketrobie2][b]Father C[/b] takes [b]2 Sanity Damage.[/b] Spend a determination to reroll 2 failed Willpower saves? [@CollectorofMyst][b]Jamie Hart[/b] is unaffected.[/indent] [center][img]https://i.gyazo.com/7645c51fa6ee9327976bcd7812398804.png[/img][/center] [b]Initiative:[/b] [indent]7 + 2 First Turn - Void Hounds 6 - Hawkeye Harold 5 - Void Sorceror 5 - Jamie Hart 4 - Dan 2 - Father C[/indent] [@rocketrobie2] The first [b]Void Hound[/b] takes a bite at [b]Father C[/b], nipping at your legs for [color=e50000]4 Damage[/color]! Spend a determination to reroll 4 failed Defense saves? The second [b]Void Hound[/b] takes a bite at [b]Dan[/b], but is slower on the uptake. He only bites once, and Dan dodges. The third [b]Void Hound[/b] goes for [b]Jamie Hart[/b], it hits three times but she dodges nimbly away. [center]1. DEPUTY 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 || 1 / 3 Determination || 95 / 1000 XP || 1070 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]3/6x 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] [s]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.[/s] - USED DEFEND BRIDGE ROUND 1[/indent][/hider][/hider] 2. 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 || 9 / 11 [10 + 1] Sanity || 1 / 2 Determination || 445 / 500 XP || 25 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] 1/5 Slots filled [indent] 1x [b]Bandages[/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] [/hider][/hider] 3. 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] 10 / 13 HP || 8 / 10 Sanity || 0 / 2 Determination || 405 / 500 XP || 645 Gold || Level 1 || [color=gold]0 Faith[/color] [/center][hider=Injuries & Madnesses][b]Crushed Arm:[/b][indent]-1 [b]Melee Combat.[/b][/indent][/hider][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=e50000]-1[/color] [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] 4. 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 || 1 / 3 Determination || 60 / 500 XP || 30 Gold || Level 1 [/center][hider=Injuries & Madnesses][b]New Scars:[/b][indent]Gain [b]+1 Max Determination.[/b][/indent][/hider][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]Whiskey[/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-out 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][/center] [center][sub][color=ca895f]██████████████████████████████████████████████████████████████████████████████████████████████[/color][h2][b][color=151617]P O S S E L E V E L 2[/color][/b][/h2] [color=ca895f]██████████████████████████████████████████████████████████████████████████████████████████████[/color][/sub][/center] [hider=Escape!][hr][hr][center][h3][b][color=ca895f]Escape![/color][/b][/h3] [hr][hr][b]Objective:[/b] Explore the Mine until you find the exit. [color=darkgray]Something went terribly wrong during that last mission. You woke up deep in the mines and are surrounded by enemies. You must find your way out the mine before you are devoured by the darkness chasing you.[/color][/center] [b]Reward:[/b] [b]100 XP[/b] per hero. [b]Failure:[/b] Heroes must discard one [b]Gear[/b] or [b]Artefact[/b] card of at least [b]200gp[/b] in value, as it is lost in the frantic dash out the mine. Any Hero that cannot discard a card like this must instead roll for [b]Injury[/b]. [hider=Conditions] [b]Conditions[/b] [indent]The Heroes start on a cross passage with four open doors around them. Anytime a clue icon is found, the Heroes get closer to escaping the mine, but a Threat is guarding the way. If there is already an attack or ambush present in the room, there is an additional threat for that fight. This counts towards loot as usual. If a Hero is standing on the Mine Entrance map tile, there is an extra Hold Back the Darkness test. If failed, a boss is guarding the exit. If successful, the coast is clear and the heroes may escape safely. Growing Dread cards are revealed instantaeneously. Heroes may not flee the mine once the mission is underway.[/indent] [/hider][/hider]