[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][@CollectorofMyst][@PrinceAlexus][hider=Caverns of Cynder Otherworld Conditions][h3][b][color=c14953]The Caverns of Cynder[/color][/b][/h3][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 - 0 Hit per turn without helmet Scare, the Law Holder - 0 per turn Aaron Goldfeld - 0 Hit without jacket 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][/hider][hr][hr][/center] [img]https://i.gyazo.com/89fc4a784baea03319d4def5be952e56.png[/img] [b]B[/b] and [b]D[/b] rooms are currently unscavenged. Aaron moves nimbly across the floor, and it holds... for now. Pastor Jimmy says a prayer and successfully casts [b]Shield of Light[/b] on himself and Aaron, gaining [b]40 XP[/b]! He has used his Faith this turn. [b]Votes:[/b] Fear and Luciel still to vote. [indent]To Set them Free: Pastor Jimmy, Aaron Goldfeld(?) (inquiring who wishes to take the cunning test) To Ignore their Pleas:[/indent] [b]Movement:[/b] [color=cccccc][i]Reminder: You may spend a DT to gain bonus movement.[/i][/color] [indent][abbr=Luciel: 14/14 HP || 14/14 SA || 2/3+1 DT || INIT 4][b]Luciel[/b][/abbr] is OOM. [abbr=Fear: 16/16 HP || 7/13 SA || 2/3+1 DT || INIT 3][b]Fear[/b][/abbr] has 4 movement left this turn. [abbr=Aaron: 13/13 HP || 12/12 SA || 1/3+1 DT || INIT 5][b]Aaron Goldfeld[/b][/abbr] has 2 movement left this turn. [abbr=Pastor Jimmy: 16/16 HP || 16/16 SA || 3/2+1 DT || INIT 2 ][b]Pastor Jimmy[/b][/abbr] has 1 movement left this turn and is out of Faith.[/indent] [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]