[center][sub][color=c14953]██████████████████████████████████████████████████████████████████████████████████████████████[/color][h2][b][color=151617]T E A M B R O K E N S E A L S [/color][/b][/h2][/sub] [sub][color=c14953]██████████████████████████████████████████████████████████████████████████████████████████████[/color][/sub] [@Majoras End][@Duskshine749][@Scarescrow][@CollectorofMyst][@PrinceAlexus] [img]https://i.imgur.com/UXK1eh7.png[/img] [/center][indent][i][color=cccccc]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.[/color][/i][/indent][center][h3][b][color=c14953]The Caverns of Cynder[/color][/b][/h3][/center] [indent][b][color=c14953]+[/color][/b] [color=cccccc]All Heroes are [b]+1 Max Determination[/b] while in the Caverns of Cynder[/color] [b][color=c14953]- Intense Heat[/color][/b] [color=cccccc]At the start of a Heroes Activation, they take 1 Hit for each piece of clothing they are wearing.[/color][indent][color=cccccc]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[/color][/indent][/indent] [center][h3][b][color=orangered]Danger! Exposed Lava[/color][/b][/h3][/center] [indent][b][color=orangered]![/color][/b] [color=cccccc]While in the Caverns of Cynder, Heroes must be aware of exposed Lava. Lava spaces are indicated by [color=orangered][b]Orange text and a glowing outline[/b][/color]. 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 [color=orangered][b]1-3 Burning Markers[/b][/color]. Enemies are not affected by Lava Spaces unless a Hero forces an Enemy into a Lava space (e.g. using an item or ability).[/color] [color=orangered][b]Burning Markers:[/b][/color] 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. [color=orangered][b]Lava Spaces[/b]:[/color] [indent]B5 - [color=orangered]Dodge 5+[/color] B8 -[color=orangered] Dodge 5+[/color] B11 - [color=limegreen]Dodge 2+ [/color] B12 - [color=limegreen]Dodge 2+ [/color] B17 - [color=limegreen]Dodge 2+ [/color] B18 - [color=limegreen]Dodge 2+ [/color] B21 -[color=orangered] Dodge 5+[/color] B24 -[color=orangered] Dodge 5+[/color][/indent][/indent] [center][b][h2]Round [color=e50000]1[/color][/h2][/b][hr][hr][i]The Darkness Sleeps...[/i] [hr][hr][img]https://i.gyazo.com/71aa656da51db9a31ebb907e9a2dc3b3.png[/img] This room has not be scavenged. A Bounty is in effect. [color=c14953][b]Fear, Aaron Goldfeld and Pastor Jimmy all take 1 Hit from the intense heat![/b][/color] Spend a DT to reroll defense save?[/center] [b]Movement:[/b] [color=cccccc][i]Reminder: You may spend a DT to gain bonus movement.[/i][/color] [indent][b]Luciel[/b] has [b]4[/b] movement this turn. [b]Fear[/b] has [b]1[/b] movement this turn. [b]Scare, the Law Holder[/b] has [b]3[/b] movement this turn. [b]Aaron Goldfeld[/b] has [b]5 + 1[/b] (rolled twice) movement this turn. [b]Pastor Jimmy[/b] has [b]6[/b] movement this turn.[/indent] [B]Actions:[/b] [b]You may always move if you have movement available.[/b] [b]Preachers may use their spells.[/b] [b]You may use your items and abilities in appropriate context.[/b] [indent]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 [b]discovery[/b] will be revealed... aka what is in that room. [b]Note: The "arrow" map tiles count effects from both rooms.[/b] [/indent] [center]1. LUCIEL the LAWMAN. [color=cccccc][i]created by Majoras End.[/i][/color] [hider=Luciel][img]https://i.imgur.com/F0YKMts.png[/img] 14 / 14 HP || 14 / 14 Sanity || 0 / 3 Determination || 225 / 1000 XP || 500 Gold || Level 2 [hider=Skills][b]Laying Down the Law:[/b][indent] [b]Once per Attack[/b], you may [b]reroll[/b] a [b]To Hit[/b] roll.[/indent] [b]Strong Leadership:[/b][indent] Use [b]1 Determination[/b] to [b]Heal 1 Health and 1 Sanity[/b] from [b]yourself[/b] and [b]every other Hero on your Map Tile[/b] - [b]Gain 5XP[/b] for every [b]Wound[/b] or [b]Sanity[/b] healed from another Hero this way. [b]Cold Stare:[/b] [b]+1 Max DT.[/b] You take your turn [b]before[/b] Enemies at the [b]same Initiative[/b] level as you. [color=darkgray][i]Justice Tree 1/4. Taken at level 2 alongside +2 HP, +2 SA and +1 Sidebag Capacity.[/i][/color][/indent] [/hider][hider=Stats][center][color=darkgray][sub]• [b]LAW[/b] • [b]FRONTIER[/b] •[/sub][/color] [b]Combat:[/b] Initiative 4 • 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=gray]Cunning 4[/color] • Spirit 1 [color=gray]Strength 3[/color] • Lore 2 • [color=gray]Luck 3[/color][color=limegreen] +1[/color][/center][/hider][hider=Inventory]0x [b]Darkstone[/b] [b]Sidebag:[/b] 0/5 Slots filled [indent]1x [b][/b][/indent] [b]Ace of Spades:[/b] [indent]Luckier. You may roll one extra die for [b]Scavenge[/b] checks.[/indent] [center][b]1/4 Carryweight used[/b][/center] [b]Peacekeeper Pistol:[/b] [indent][i]1 Handed[/i] Range: 6 Squares Shots: 3 Shot per round [i]Upgrade Slots: 0/1 used Weight: 1 Worth: $250[/i] [/indent] [b]Sheriff Badge:[/b] [indent][color=e50000]LAW ONLY[/color][color=darkgray] Gear • Law • Icon [/color] [b]Once per Adventure[/b], give [b]all[/b] Heroes [b]+2 Shots[/b] with a Gun or +[b]2 Combat[/b] (they choose) during their next turn. [/indent] [b]Journal Pages[/b]: [indent][color=darkgray][i]Gear • Journal[/i][/color] Discard to recover a [b]determination[/b] and receive [b]50 XP[/b]. [i]Worth: 50 GP[/i] [/indent] [b]Crisp Rose:[/b] [indent][color=darkgray]Upgrade • Plant[/color] [color=e50000]PERFORMER // SHOWMAN ONLY[/color] Attach to any Item. Anytime you roll a [b]6[/b] for movement, you may recover 1 Determination. [b]Requires: 1 Upgrade Slot[/b] [i]Worth:[/i] 325 gp[/indent] [b]Old Map:[/b] [indent][color=darkgray]Gear • Map[/color] Once per turn, you may cancel and re-draw an [b]Encounter or Map Tile[/b] just drawn. After each use, roll a 1d6 - on a roll of 1 or 2, discard this item. [i]Worth: 25gp [/i][/indent] [/hider][/hider][/center] [center]2. FEAR the BANDIDO. [color=cccccc] [i]Created by Duskshine749[/i].[/color][hider=Fear][center][img]https://i.imgur.com/B0AZgwQ.png[/img] 16 / 16 HP || 13 / 13 Sanity || 3 / 3 Determination || 120 / 1000 XP || 500 Gold || Level 2 [b]+1 Movement[/b] [/center][hider=Skills][b]Wild Card:[/b][indent] You may recover a Determination on a movemnt roll of 1 or 2. [/indent] [b]Twin Guns:[/b][indent] You may fire 2 one handed Guns per turn with no penalty for the off-hand Gun (both guns can crit). [b]Sinister Laugh[/b]:[indent][b]+1 Max DT.[/b] Anytime you [b]kill an Enemy[/b], roll 1d6. On a [b]5 or 6[/b], regain [b]1 DT.[/b][i]Scoundrel Tree 1/4. Taken at level 2 alongside +1 Lore, +5 Sanity[/i][/color=darkgray][/indent][/indent] [/hider][hider=Stats][center][color=darkgray][sub]• [b]OUTLAW[/b] • [b]TRAVELLER[/b][/sub][/color] [b]Combat:[/b] Initiative 3 • Melee Combat 2 [color=gray]To Hit Melee 4+[/color] • [color=gray]To Hit Ranged 5+[/color] Defense 4+ • Willpower 5+ [b]Challenges:[/b] Agility 2 • [color=gray]Cunning 1[/color] • Spirit 3 [color=gray]Strength 4[/color] • Lore 4[color=limegreen] +1[/color] • [color=gray]Luck 2[/color][/center][/hider][hider=Inventory]0x [b]Darkstone[/b] [b]Sidebag:[/b] 2/5 Slots filled [indent]2x [b]Whiskey[/b] [/indent] [b]Ancient Coin:[/b] [indent]Increased Lore. Once per Adventure, Fully heal your health[/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: 1/2 used ATTACHED: Rune of the Travelled Weight: 1 Worth: $100[/i][/indent] [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: $100[/i] [/indent] [b]Serpent Skull Helmet:[/b][indent][color=darkgray][i] Artefact • Jargano • Clothing • Hat[/i][/color] Gain: [b]Armour 5+[/b] on top of normal defense rolls. [i]1 Weight Worth: 850 gp[/i][/indent] [b]Rune of the Traveller[/b]: [indent][i][color=darkgray]Upgrade • Rune•[/color][/i] Use [b]2 Darkstone[/b] to attach to any item. [b]Upgrade[/b]: You are [b]+1 Move.[/b] Gain the [i]Keyword: Traveller[/i][/indent] [i]Req: 1 Upgrade Slot - IN PISTOL Worth: 175gp[/i] [b]Glyph of the Buffalo:[/b][indent][i][color=darkgray]Upgrade • Rune • Tribal • 1 Darkstone[/color][/i] Attach to any item. Req. 1 Upgrade Slot. [b]Once per Adventure[/b], until the [b]end of the turn[/b], you may [b]move through other models[/b] (not including Large or bigger) [b]displacing them[/b] into the space you just left as you move, and [b]automatically passing Escape tests[/b]. [i]Worth: 200gp[/i][/indent] [b]Spirit Animal - Crow:[/b] [i]You may call on the Crow once during your next Adventure to gain his aid.[/i] All Heroes are +3 Initiative on the first turn of an Ambush.[/hider][/hider] [/center] [center]3. SCARE the LAW HOLDER, U.S. MARSHAL. [color=cccccc][i]created by Scarescrow.[/i][/color][hider=Scare the Law Holder][img]https://i.imgur.com/0ZikRO7.png[/img] 15 / 15 HP || 12 / 12 Sanity || 2 / 3 Determination || 665 / 1000 XP || 760 Gold || Level 2 [color=mediumspringgreen]Mutation: Tail with a Mouth[/color] [hider=Skills & Mutations][b]Double-Shot:[/b][indent] Requires a Shotgun. Once per turn, when you kill an enemy with a Shotgun, you gain an extra shot with that Shotgun.[/indent] [b]The Quick and the Dead:[/b][indent] +2 Sanity. At any time you may use 1 determination to heal either 3 Wounds or 3 Sanity from yourself or a hero on your map tile. (Gain 5xp for every Wound or Sanity healed from another hero this way)[/indent] [b]Focus[/b]:[indent] You can fire your Gun while adjacent to Enemies.[color=darkgray][i]Taken at Lvl 2. 1/4 Bounty Hunter Tree. Passively gained: +1 Max Determination +5 Max HP, +1 Strength.[/i][/color] [/indent] [color=mediumspringgreen][b]Tail with a Mouth:[/b][/color][indent] Your tail nips and bites at any who move too close... Any time you or an adjacent character/monster rolls a [b]1[/b] on a [b]"To Hit"[/b] roll, they take 1 Wound as your Tail lashes out, ignoring defenses. You gain no [b]XP[/b] from hits given this way. [/indent][/hider][hider=Stats][center][color=darkgray][sub]• [b]LAW[/b] • [b]TRAVELLER[/b] •[/sub][/color] [b]Combat:[/b] Initiative 4 • 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 3 • [color=gray]Cunning 4[/color] • Spirit 2 [color=limegreen]+1[/color] [color=gray]Strength 3[/color] • Lore 1 • [color=gray]Luck 3[/color][/center][/hider][hider=Inventory] 8x [b]Darkstone[/b] [b]Sidebag:[/b] 4/5 Slots filled [indent]2x [b]Dynamite[/b] 2x [b]Flash Powder[/b] (-2 initiative to all enemies until the end of turn)[/indent] [b]Locket:[/b] [indent]You are slightly more spiritual. When you [b]catch your breath[/b] after battle (recovering health/sanity) you add +1 to the rolls.[/indent] [center][b]2/7 Carryweight used[/b][/center] [b]Marshal Badge:[/b] [indent][color=e50000]LAW ONLY[/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] [b]Shotgun:[/b] [indent][i]2 Handed[/i] Range: 5 Squares Shots: 1 Shot per round Use a D8 instead of a D6 for hitting and for damage. A roll of a 6, 7, or 8 count as a Critical Hit. [i]Upgrade Slots: 0/1 used Weight: 1 Worth: 300gp[/i] [/indent] [b]Executioner Shotgun:[/b] [indent][color=darkgray][i]Gear • Gun • Shotgun • 2 Handed • 1 Darkstone[/i][/color] [b]Range:[/b] 3 Squares [b]Shots:[/b] 3 Shots Use a D8 instead of a D6 for hitting and for damage. A roll of a 6, 7, or 8 count as a [b]Critical Hit[/b]. [b]+1 Damage[/b] if the target is adjacent. [i]Weight: 1 Worth: 2,400gp[/i] [/indent] [b]Rune of Darkness:[/b][indent] [color=darkgray][i]Upgrade • Rune • Darkness[/i][/color] Spend [b]1 Darkstone[/b] to attach. [b]Upgrade[/b]: Anytime the [b]Darkness[/b] moves forward, [b]heal 1 sanity[/b]. [i]Req. 1 Upgrade Slot Worth: 225gp[/i][/indent] [b]Matches:[/b] [indent][color=darkgray]Gear • Fire[/color] [b]Discard[/b] to ignore [b]Voices in the Dark*[/b] [color=darkgray][i]*(Triggers when too far away from a light source, and causes sanity damage)[/i][/color][i]Worth: 10gp[/i][/indent] [/hider] [/hider] [/center] [center]4. AARON GOLDFELD the SCOUT. [color=cccccc][i]created by CollectorofMyst.[/i][/color] [hider=Aaron Goldfeld][img]https://i.imgur.com/695rWBh.png[/img] 13 / 13 [12+1] HP || 11 / 11 [10+1] Sanity || 1 + 1 / 3 [color=darkgray][Mines][/color] Determination || 690 / 1000 XP || 568 Gold || Level 2 [hider=Skills][b]Tracker:[/b][indent][b]Once per Adventure,[/b] you may discard and redraw an [b]Exploration Token[/b] or [b]Encounter[/b] just drawn.[/indent] [b]Fast:[/b][indent] +1 Movement.[/indent] [b]Cavalry Scout:[/b][indent]You may roll 2 dice for movement each turn and choose which to use. [b]Battle Scout:[/b][indent] Recover a [b]Determination[/b]. [b]Once per Adventure[/b], give [b]all other heroes +2 Initiative[/b] until the end of your next turn.[i][color=darkgray]1/4 Warrior Tree, Taken at Lvl 2, Alongside +1 Str & +2 HP.[/color][/i][/indent][/indent][/hider][hider=Stats][center][color=darkgray][sub]• [b]SCOUT[/b] • [b]TRIBAL[/b] • LAW[/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 4+ • Willpower 4+ [b]Challenges:[/b] Agility 3 • [color=gray]Cunning 2[/color] • Spirit 3 [color=gray]Strength 3[/color] • Lore 3 • [color=gray]Luck 2[/color][/center][/hider][hider=Inventory] 0x [b]Darkstone[/b] [b]Sidebag:[/b] 3/5 Slots filled [indent]1x [b]Bandages[/b] 2x [b]Dynamite[/b][/indent] [b]Compass:[/b] [indent][s]Once per Adventure, cancel and redraw an exploration token.[/s] USED - LOST IDOL[/indent] [center][b]3/7 Carryweight used[/b][/center] [b]Carbine:[/b] [indent][i]Two Handed[/i] [b]Range:[/b] 8 Squares [b]Shots:[/b] 3 Shot per round [i]Upgrade Slots: 0/2 Used Weight: 1 Worth: 400gp[/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]Axe:[/b] [indent][color=e50000] TRAVELER, TRIBAL OR FRONTIER HEROES ONLY[/color][i]One-Handed[/i] +1 Damage on Melee Hits. [i]Upgrade Slots: 0/2 Used Weight: 1 Worth: 250gp[/i] [/indent] [b]Cask:[/b] [indent][color=darkgray][i]Gear • Container[/i][/color] [b]Carrying: 3 Whiskey[/b] Can carry up to [b]3 Whiskey.[/b] [i]Weight: 1 Upgrade Slots: 0/1 Used[/i][/indent] [b]Sheriff Badge:[/b] [indent][color=e50000]LAW ONLY[/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] [b]Gold Teeth[/b]:[indent][color=darkgray]Gear • Gold[/color] Gain [b]+1 Max Determination[/b] while in the [b]Mines[/b]. [i]Worth: 100gp[/i][/indent] [b]Pipe:[/b] [indent][color=darkgray][i]Gear[/i][/color] [b]+1 Lore[/b] Recover [b]1 Determination[/b] any time you pass a [b]Lore[/b] Test. [i](limit once a turn)[/i] [i]Worth: 75 gp[/i][/indent] [b]Bounty:[/b] [indent] [b]Scafford Gang[/b] members are worth [b]25gp[/b]each to the [b]Hero[/b] who kills them.[/indent] [/hider][/hider][/center] [center]5. PASTOR JIMMY the PREACHER. [color=cccccc][i]created by Asura, played by PrinceAlexus.[/i][/color] [hider=Pastor Jimmy][img]https://i.imgur.com/YWS7apI.png[/img] [b]Pastor Jimmy the Preacher[/b] 16 / 16 [15 + 1] HP || 16 / 16 Sanity || 2 / 2 Determination || 485 / 1000 XP || 145 Gold || Level 2 || [color=gold]2 Faith[/color] [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] [b]Belief:[/b][indent]New Sermon[i][color=darkgray] Taken at lvl 2, alongside +3 HP, +6 SA[/color][/i][/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 - Shield of Light:[/b][indent] [i] requires 9+ on two dice to successfully cast.[/i] Choose any Hero. Until the end of the turn, that hero gains Armor / Spirit Armor. Limit 1 shield per hero. [b]Faith Cost: 1[/b] [b]XP Gained:[/b] 20 XP [i]Improves at Level 5.[/i][/indent] [b]Judgement - Righteous Fury:[/b] [indent] [i]Requires 8+ on 2 dice to successfully cast.[/i] [b]Pastor Jimmy takes 1 corruption hit when rolling doubles.[/b] Choose any hero (including yourself.) Until the end of the turn, all of that hero's hits do +1 damage each. [b]Faith Cost:[/b] 1 [b]XP Gained:[/b] 25 XP [i]Improves at level 4 and 9.[/i][/indent] [b]Revitalise:[/b][indent] [i] requires 6+ on two dice to successfully cast.[/i] [b]Pastor Jimmy takes 1 corruption hit when rolling doubles.[/b] You may [b]Heal[/b] a number of [b]HP[/b] equal to the amount the [b]preaching roll beat the casting number by[/b] from [b]any mix of Heroes within range[/b], including yourself. (e.g. 6 heals 1 HP, 10 would heal 5 HP) [b]Faith Cost: 2[/b] [b]XP Gained:[/b] 10 XP[/indent] [b]Judgement - Righteous Fury:[/b] [indent] [i]Requires 8+ on 2 dice to successfully cast.[/i] [b]Pastor Jimmy takes 1 corruption hit on successful cast.[/b] Choose any hero (including yourself.) Until the end of the turn, all of that hero's hits do +1 damage each. [b]Faith Cost:[/b] 1 [b]XP Gained:[/b] 25 XP [i]Improves at level 4 and 9.[/i][/indent] [/hider][hider=Stats][center][color=darkgray][sub]• [b]HOLY[/b] • [b]TRAVELLER[/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=gray]Strength 3[/color] • Lore 3 • [color=gray]Luck 2[/color] [color=limegreen]+ 1[/color][/center][/hider][hider=Inventory] [b]Sidebag:[/b] 5/5 Slots filled [indent]1x [b]Whiskey[/b] 1 x [b]Tonic[/b] 1 x [b]Bandages[/b] 1 x [b]Healing Herbs[/b] 1x [b]Far Eastern Potion[/b] (+2 to one skill check till end of turn) [/indent] [b]Lucky Charm:[/b][indent] Better Luck. Once per Adventure, ignore all damage from a single source.[/indent] [center][b]4/7 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: 300gp[/i] [/indent] [b]Repeating Rifle:[/b] [indent][color=darkgray]Gear • Gun • Rifle[/color] [i]Two Handed[/i] [b]Range:[/b] 10 Squares [b]Shots:[/b] 2 Shot per round [b]Damage:[/b] +1 Damage [i]Upgrade Slots: 0/1 Used Weight: 1 Worth: 550gp [/i][/indent] [b]Holy Book:[/b][indent][i][color=darkgray] Gear • Book • Holy • Icon • One-Handed • Limit [1][/color][/i] while equipped: [indent][b]Combat: +1 Faith: +1[/b][/indent][i]Upgrade Slots: 1 Weight: 1 Worth: 300gp[/i][/indent] [b]Rider's Hat:[/b] [indent][color=darkgray]Gear • Clothing • Hat[/color] [b]+1 HP[/b] Gain Keyword:[b]Traveller[/b] [i]Upgrade Slots: 0/1 Used Weight: 1 Worth: 175gp [/i][/indent] [b]Old Map:[/b] [indent][color=darkgray]Gear • Map[/color] Once per turn, you may cancel and re-draw an [b]Encounter or Map Tile[/b] just drawn. After each use, roll a 1d6 - on a roll of 1 or 2, discard this item. [i]Worth: 25gp [/i][/indent] [b]Aura of Protection:[/b][indent] [color=darkgray][i]Blessd Aura • Shield • Limit of 1 Blessed Aura at a time[/i][/color] [b]Armor 6+ and Spirit Armor 6+[/b] [color=darkgray][i][In addition to your usual Defense and Willpower Checks][/i][/color][/indent] [b]4x 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 Demon Shot: +1 Damage against Demon Enemies. 1 x Void Shot: +1 Damage against Void Enemies. 1 x Silver Shot: +1 Damage against Beast Enemies. [sup][color=darkgray][s]1 x Holy Shot: +1 Damage against Undead Enemies.[/s] USED - REPLACE[/color][/sup][/indent][/hider][/hider][/center] [center][sub][color=c14953]██████████████████████████████████████████████████████████████████████████████████████████████[/color][h2][b][color=151617]P O S S E L E V E L 2[/color][/b][/h2] [color=c14953]██████████████████████████████████████████████████████████████████████████████████████████████[/color][/sub][/center][center][hider=Broken Seals][hr][hr][center][h3][b][color=c14953]Broken Seals[/color][/b][/h3][/center][hr][hr][b]Objective:[/b] Repair the Broken Seals. [center][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][/hider][/center]