[center][b][h2]Mission Board[/h2][/b] [@DeadBeatWalking], [@duthguy], [@rocketrobie2], [@Scarescrow], [@CollectorofMyst], [@PrinceAlexus], [@Duskshine749], [@Majoras End][/center] PREPARE YOUR BUTTS IT'S TIME FOR ADVENTURE. Everyone gets 2 Votes to pick their missions out of the 7 available. Once the missions are decided, people can assign their characters to the Posse/Mission they'd like to take part in. Standard rules apply for characters owned by the same player going on adventures together so I don't have to think too hard about how stuff works. Yaaaaay missions! [b]Vote Counter:[/b] [indent]0 - [color=darkgray][s]Seal the Void Gate[/s][/color]: 0 -[color=darkgray][s]Defend the Bridge[/s][/color]: 6 -[b]Broken Seals[/b]: DeadBeatWalking #1, Scarecrow #1, DeadBeatWalking #2, Majoras End #1, Rocketrobie2 #2 3 -[b]Exploration:[/b] CollectorofMyst #2, Duthguy #2, Prince Alexus #2 4 -[b]Overload:[/b] Scarecrow #2, Duskshine749 #1, Duthguy #1, Rocketrobie2 #1 0 -[color=darkgray][b]Last Stand:[/b][/color] 4 -[b]A Few Darkstone More[/b]: Majora Vote #2, CollectorofMyst #1, Duskshine749 #2, Prince Alexus #1[/indent] [b]To Vote:[/b] [indent][color=darkgray] rocketrobie2, Majora's End, Scarescrow, Duskshine749, Duthguy, Prince Alexus, DeadBeatWalking and CollectorofMyst have voted~[/color][/indent] [hider=Available Missions] [h2][b][center]Mission Board[/center][/b][/h2][center][/center] [hr][hr][center][h3][b][color=ca895f]Seal the Void Gate[/color][/b][/h3] [hr][hr][b]Objective:[/b] Find out what happened to the last Expedition, discover the Occult Thome, and seal the Void Gate. [color=darkgray] A stable Void Gate has opened up, deep in the nearby Mine, and all matter of horrific monstrosities are clawing their way out! Finding a way to seal the Void Gate within an ancient Occult Thome, the local Holy Man has led an expedition down there a few days ago to put a stop to this tragedy. They've yet to come back. The waves of abominations are getting stronger and more frequent. If something isn't done soon, the whole area will be overrun in a matter of days.[/color][/center] [b]Reward:[/b] Each character receives 25XP, as well as 50 - 300gp for their efforts. [b]Failure:[/b] All nearby towns are destroyed. the Posse must make their way straight on to the next Adventure. [center][hider=Conditions] [b]Conditions[/b] [indent]Unless played as a tutorial, this mission can feature Gates to any World. This mission varies in length: Small Deposit - Find 2 Clues Medium Deposit - Find 3 Clues Large Deposit - Find 4 Clues[/indent] [/hider][/center] [hr][hr][center][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. [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][/center] [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. [center][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][/center] [hr][hr][center][h3][b][color=c14953]Broken Seals[/color][/b][/h3] This Mission has 3 Modes - Minor Threat (heal 1 Broken Seal), Major Threat (heal 2 Broken Seals), and The End Times (heal 3 Broken Seal). If the Mission is voted up, it will then be voted for which version (length) will be played. There are higher rewards for harder mission variants. [hr][hr][b]Objective:[/b] Repair the Broken Seals. [color=darkgray]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.[/color][/center] [b]Reward:[/b] Based on chosen Mission Length - Each hero gains 25 xp and 2 loot cards per seal in the mission. If [b]The End Times[/b] mission length is played, each Hero gains 1-3 Health/Sanity (any mix) permanently for saving the world. [b]Failure:[/b] Each Hero permanently loses 1-3 Health Sanity (any mix). If the End Times mission is played, the Heroes have destroyed the world. [color=darkgray] 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 [i]that[/i] Posse. Up for discussion though[/color] - 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. [center][hider=Conditions] [b]Conditions[/b] [indent]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.[/indent] [/hider][/center] [hr][hr][center][h3][b][color=ca895f]Exploration[/color][/b][/h3] [hr][hr][b]Objective:[/b] The Heroes must explore the entire mine and defeat all enemies they come across to succeed. [color=darkgray] You have been hired by a foreign investor to investigate and explore a claim that he has just purchased in the area. He will pay you well to scout out the mine and see if it is as valuable as the seller claimed. All you have to do is see how deep the mine goes and clear out any unsavory squatters that might of moved in. Sounds simple, right?[/color][/center] [b]Reward:[/b] [i]Each player[/i] receives [b]25 XP[/b] as well as [b]50 gp[/b] x the number of steps the depth track has progressed during the journey. [b]Failure:[/b] 1 Random Building in Town is destroyed upon returning, as it is consumed by the darkness. Each Hero must roll twice for travel hazards. [center][hider=Conditions] [b]Conditions[/b] [indent]All rooms with clues in them have one less clue or gate (Heroe's choice) Anytime a door is revealed, there is a 60% chance it will be cancelled. Later on this goes up to 50% chance, and in the last stage of the game it is guarenteed. Whenever a dead end room is found, there is a 15% chance there will be a boss within, and a 30% chance to find a normal fight. Growing Dread triggers immediately.[/indent] [/hider][/center] [hr][hr][center][h3][b][color=ca895f]A Few Darkstone More[/color][/b][/h3] [hr][hr][b]Objective:[/b] Find enough clues to discover the Darkstone deposit for yourselves. [color=darkgray] You hear a rumour on the wind about an abandoned mine north of town that still has some juice in it. Perhaps you can scrape together a posse and find this darkstone deposit...[/color][/center] [b]Reward:[/b] Depending on the mission Length: either [b]25[/b], [b]50[/b] or [b]75 XP[/b]. Either [b]1-3 Darkstone[/b], [b]2-4 Darkstone[/b] or [b]3-5 Darkstone[/b]. [b]Failure:[/b] Nothing bad happens. [center][hider=Conditions] [b]Conditions[/b] [indent]Unless played as a tutorial, this mission can feature Gates to any World. This mission varies in length: Small Deposit - Find 2 Clues Medium Deposit - Find 3 Clues Large Deposit - Find 4 Clues[/indent][/hider][/center] [hr][hr][center][h3][b][color=6290c3]Overload[/color][/b][/h3] [hr][hr][b]Objective:[/b] Find the Engineering Chamber and shut down all 3 Boilers there. [color=darkgray] 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![/color][/center] [b]Reward:[/b] [b]50 XP[/b] and 50% chance to gain a Targa Artefact, [i]per player[/i]. [b]Failure:[/b] The bioler explodes. All Heroes gain 1 Permanent Injury in addition to any they gained during the Mission. [center][hider=Conditions] [b]Conditions[/b] [indent]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.[/indent] [/hider][/center] [hr][hr][center][h3][b][color=6290c3]Last Stand[/color][/b][/h3] [hr][hr][b]Objective:[/b] Survive. Defeat enough enemies to break their assault and kill any remaining stragglers. [color=darkgray] Trapped in the mines, enemies pour in from all sides! You have only one choice... Fight! Fight for your damned lives! There is no escape, only victory - or death. Things haven't looked quite this grim before, but there's no time to think about that now. Here they come.[/color][/center] [b]Reward:[/b] Each Hero gets 5 Loot cards. Any Hero not K'Od at the end of the Adventure gains 25-150 XP. [b]Failure:[/b] Additional Injury/Madness on top of K'Od injury/madnesses. [center][hider=Conditions] [b]Conditions[/b] [indent]May Not Flee this mission. This Mission has a fixed map layout. No Gates in this mission. At the start of the Mission, Heroes have 3 lanterns to place on the map that will give light. They are static for the rest of the mission. 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. Heroes are experiencing Immediate Dread - Growing Dread Cards trigger instantly. 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][/center][/hider]