Hidden 7 yrs ago 6 yrs ago Post by Mae
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Mae Crayola

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Hidden 7 yrs ago 6 yrs ago Post by Mae
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Mae Crayola

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Hidden 7 yrs ago Post by Mae
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Mae Crayola

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[hider=Clans]
Vorgulmanter Clan:

"Risk for Reward." -Clan Motto

Notable Mentions:
Alexandre Vorst: Second in Command
NPCS: Urgorill Vorst, leader

The Vorgulmanter clan is not an old or prestigious one, its conception in one of the most northern basins of the land was one of accident, almost. A band of mercenaries and swords for hire decided to use this area as a suitable hunting ground for meats, as game, albeit very violent and hard to get game, was abundant here. It meant that they could rest far from any possible threats that roamed the land as well as any bandits and marauders and feed themselves whilst stocking up on expensive furs and pelts from some the hardiest creatures the world had to offer.

Over time, mercenary work seemed to pale in comparison to actually hunting the beasts here as they had become rather skilled in hunting them so the comparative risk and reward had increasingly grown over time. So, when the sword arms of this band were dropped the clan was created, that moment was 20 years ago, and since then it has grown significantly in size, attracting all sorts of vagabonds and drifters whom have been expelled from their previous homes, or those simply after a new start.

The clan is known primarily for two things, its prosperity, and its danger. To become a member of this clan requires you to do one of two things, sell yourself into voluntary serfdom for a period of time, or to join the Clan's mercenary "town watch", for those who know how to fight the latter is best, although it has a very high mortality rate.

It quickly became apparent that the clan had the motto of "Risk for the reward" for a very good reason, for those willing to risk everything, their fortunes could be massive in this clan, but equally the risk climbs with the reward, as your prosperity grows, so does the danger to your life.

Murders, muggings, thieves all of these are rampant throughout the clan and the main doctrine of "keep what you kill" that stemmed from the hunting has wormed and infected the society here.

As a result this clan produces some of the hardest and toughest men/women but equally some of the worst as well, to survive your trials in this clan is a significant achievement, and the higher in the clans society you are, typically means that you have a great deal of human bones carrying your weight.

The Vorst's currently are the "heads" of the clan, and are known for their ruthlessness and equally their unparalleled manipulative capabilities, the Vorst brothers have long established that being their enemy lowers your life expectancy massively as their thrones float upon a river of blood, in a raft made of human remains.


Wolfrahg Clan:




Notable Mentions:
Rimguage: Heir to the Tribe
Stalana:: Tribe Healer
Nanna: To be confirmed IC
NPCs: May Melra and Relmir, Chief
Dala, Master Healer

Run by May Melra and Relmir, forth of his name. This Northern clan gets snowstorms with rough autumns and winters, but experience cool springs and warmish summers. The camp itself is on highground in a clearing surrounded by woodland to the east and west, with a good view over the plains to the south and mountains to the north. They do not live at the end of the world, and there is vast expanses of land to the North, though few from Wolfrahg have bothered to travel so far north over such dangerous terrain.

They have little care for the written word and are in some ways underdeveloped compared to other Tribes, but they are a suspesticious lot and fiercely loyal to each other.


Abaneki Tribe:


Notable Mentions:
Xena: Female Heir to the Tribe*(*if last surviving heir)
Kenzie Moraitis: Hunter, Future Hunt Captain
NPCs: Chieftan and two male heirs

The Abaneki Tribe is located somewhere in the northern east. The village is hidden away, surrounded by large trees, rare flowers, and different bodies of water. The tribe is known for the beauty of its surroundings. The Abaneki Falls is located in the heart of the village, which is truly a wonderful sight to behold.

The Abaneki tribe is quite hidden away, and only those who know how to travel there can find it easily. For this reason - and the beautiful voices of the tribe - much superstition surrounds them. It is said that their ancestors were sirens and beautiful sprites of the forest, that they have faeblood in their veins.

The clan has access to many books, even ones dating back to a thousand years. The women of the village excel in arts and music. Men, on the other hand, are skilled at hunting and fighting. To fight and hunt is a man's job, while women are not allowed to pick up a weapon, so as not to taint their "purity". Men of this tribe are also known for their chivalry.


Ursidae Clan


Notable Mentions:
Ursine: Female Heir?
Dryden: Fighter & Scout
NPCs: Ursus, Chief
Chieftain's Brother & Wife
Annen, Warrior

The Ursidae Clan are both a stoic and intensely spiritual people. Their tribe's lands are to the far north of the Danaye Forest, in a mostly inhospitable place where the summers are "cool" and the other seasons are frigid. Meat is the primary diet for the nomadic clan, who – against all common sense – move further north for the winter to the coastline, where they hunt for massive whales entrapped in the frozen sea, fending off starving ice-bears and dire-wolves. Their agriculture is limited to fast-growing and bitter-tasting root vegetables, though foraging for wild tubers and winter berries is another source of temporary sustenance. Rudimentary ice-fishing is usually performed by the women of the tribe, though young female hunters are not uncommon.

Weapons of choice include tomahawks, spears (as used to hunt and fish) and rudimentary shields. Their combat tactics are usually to 'overwhelm' and 'endure' in that they use their superior numbers as well as their hardy constitutions in frontal assaults.

Important to the Ursidae Clan is their religious superstitions. Some of them are mundane, like ensuring no waste of a felled beast is left out on the ice, but others are more malicious, such as the idea that certain people can be "hexed" – sometimes by birth, and sometimes by an unfortunate event. Usually these people are simply outcast within the community, which can lead to cold nights alone, but sometimes it can result in more than just them being ostracized. In extreme cases, they are either told to walk out onto the ice and not return, or given a helping hand and pushed off a glacier.

An extremely small population of Danaye survivors is present within the Ursidae Clan, though they are treated (to some extent) as if they are "hexed" by the pestilence that struck down their people. They practice their own traditions and fighting styles as well as observing the Ursidae's important solstices. Spiritually and linguistically, however, they are being overtaken by their host clan.[/color]

The Tymean Clan:

Notable Mentions:
Floran Cestanz, left
The Tymeans are a sprawling clan in the northwest, located between the sea in the west and a great valley to the east. Although this clan once settled these lands for the fishing, it had since begun to mine the rich ore in the nearby valleys. These days the clan is mostly known for its excellent metal- and stonework. Top quality weaponry and jewelry usually has a Tymean origin. The clan knows a great divide between its poor miners and rich craftsmen and traders. The clans warriors are paid well to see to it that the lower class doesn’t become too unruly.


The Roamwyns:

Notable Mentions:
Ophelia: Farmer
NPCs:Ophelia's Father

Roamwyn is a fortuotous clan located in the rolling plains and pastures of the mid-south, notable for it's miles and miles of golden wheats and pastures. It experiences varied weather and temperature throughout the year, and a rich variety of both flora and fauna. One can see for miles, as much of the land is flat with little rises and falls. It is a beautiful place gifted with much workable farmland, which Roamwyn is famous for.

Roamwyn itself is a medium sized clan spread over a very large territory. While the land itself is not too defensible, they are a lucky bunch, and there are plenty of defensible woodlands, rivers and mountains at their borders. The clan itself is quite spread out, peace loving, and laid back in nature. The comparetively easy life of theese particular plains combined with few reckless or evil magical creatures have given these people the oppurtunity to kick back and enjoy the world. Furthermore, they are considered to be quite advanced by tribal era standards - even having a form of written word and horse-drawn carts. As it is, their carefree relationship to the world has slowed their advancements on all fronts, both science, literature, war and trade. They make enough food for themselves with excess, and generally live off the trade with little extra difficulty.

Despite all this the most famous trait of the Roamwyn, apart from their good luck and laid-back nature, is their skill at storytelling and ballads. While they are quite spread out and rarely come together as a tribe, they value and celebrate company when they come across it and make good of it with songs, beer, stories and games.


Bellcairn Tribe:

Notable Mentions:
Noora: Second Heir
NPCs: Tybost, Chieftain and Healer, Anastia
Theodoric, heir
Anina, youngest heir

The village of Bellcairn is similar to that of The Roamwyns. It can be found in the plains and is rich with farmland, but more specifically: horses. The Bellcairn are notable for their domestication of horses, goats and cattle. The people from this tribe are excellent rides, surpassed by none. The climate at Bellcairn is mostly warm but experienced its fair share of tropical storms.

The tribe is close-knit: everybody knows everyone, but it doesn't mean people get along often. Whilst the people from the Bellcairn tribe are joyful, they are just as much filled with pride and have egos rivalling the size of the horse they ride. The Bellcairn also have a reputation for being rough around the edges and straight to the point - almost to the point of rudeness, which only added to their reason for being such a recluse for many years. The men of the tribe are typically the warriors and protectors: they gather the food and keep the village safe, whilst the women are trained to tend to the stables and their homes. The tribe used to be reclusive, their new chieftain recently taking the initiative to improve relations with others. Thanks to their plentiful access to horses, cattle and goats, the Bellcairn tend to trade the creatures in favour of food or for gold.


Altose:

Notable Mentions:
Geraldvardis Left

A matriachal clan known for it's witchcraft and interaction with both good magic, and ill. They are a reclusive bunch living beyond the Cursed Lands and before the desert. Little is known about them, as they are reclusive in nature, but they are thought to be a smaller clan compared to others - accounts cannot be verified, however. Strange stories drift on the wind about these lot, and those who tread unwelcome into their territory simply do not return to tell the tale. As such superstition and heresay surrounds them, and their very name is considered to be a curse when uttered. Often, a room will fall to eerie silence if they are so much as mentioned or illuded to in conversation.

Rarely do they involve themselves with the politics of other Clans, they seem to find their fellow humans obsession with it distateful and unwise. Still, they send an emissary or two to the Gatherings, though usually they do not stay for the duration of the gathering. It is usually one of the Wise Women, the great Crones, practically already dust by age, who will come down through the mountains and attend to some of the religious ceremonies in the Gathering...


Longear Tribe:



Notable Mentions:
Fyldren: Second Heir
Kanza: Head Advisor
Eilidh Ua Briain: Healer
NPCs: Chieftain
Vynael II, halfblood heir
Darragh, head healer
Aleyna and Ewan, Eilidh's family

Despite their name they are not elves in the literal sense, instead it is the tribes natural beauty and flawless traits that bore a semblance to the elves touted in fairytales, although it is only in appearance and fighting style do they cross. They are well known as a tribe that mainly used bows to hunt and has, for many decades, passed down it's teachings from generation to generation. Their aim is said to be steadfast and true. The tribe hails from the Southern forests, notorious in rich herbs, wildlife and sturdy trees. Not many can contend their lands as they know the dense forests like the back of their hands, reportedly using the layout to enact surprise attacks, defense and even guerrilla tactics. Despite their alluring visage, many rumours float around of their merciless nature, stating that if you try and treat the land without respect, you shall be hunted down without leniency.

It is considered tradition to learn the way of the bow, and to give praise but not worship the 'Goddess of Marksmanship - Artemis', whom was said to have descended and taught the Longear tribes herself and from them on is taught from word of mouth.


The Karill:

Notable Mentions:
Narcissa: Chieftain's Daughter
Basilius: Chieftain's Bodyguard
Raydon: Slaver's Bodyguard

A sprawling desert clan to the far east, they are difficult to contact due to the vast deserts one must cross in order to even reach their territory. Known for a brutal lifestyle and a prolific slavetrade, the Karill are frequently crushing slave uprisings and instigating brutal sports such as Pitfighting. Here the rich want for nothing, and the poor fight among themselves for scraps of bread, if they can. Corruption is rampant.


The Vatten Tribe:

Notable Mentions:
Aürelia: Chieftain's Daughter, Second Child
NPCS: Fanari: Chieftain

The Vatten Tribe is known for it's skill in boat-making and fishing, residing on the Coast to the south. With the recent death of their previous Chieftain, Florian, his son Fanari now rules with an iron fist. He has commissioned larger and more powerful boats to be built by their carpenters, but nobody knows why. Some fear war, while others hopes for new trade deals with the other Clans.

The clan is generally hierarchical, with the Chieftain, his family, and Warden roles assigned by the Chieftain on top. Everyone below these roles is on the same footing, with farmers, fishermen, merchants and scholars all treated with the same respect and power. Although an undemocratic society, most of the Chieftains had attempted to be as fair as possible to their people, listening to their woes and trying to ensure everyone is housed and with some kind of role to help their community. Fanari is taking a more brutal path for this, by press-ganging all non-essential workers (Or simply those who don't work) into the previously-small navy. While their training is given for free, and both food and lodging come with the job, many have started to complain about this new turn of events. Naturally, this has only fuelled rumours of potential war.


Currently Travelling:

Characters who currently do not indentify to belonging to a Clan or who spend most of their time travelling between them.
Floran Cestanz: Mercenary
Geraldvardis: Caravan Guard
Feir: Traveller


Extinct Tribes:

Wulfing

??????
A very old clan, hailing from the cold, blood stained mountains up north. Following the gods of old, and always abiding by the old code of honor. Every single man, child and woman on the Wulfing clan was a trained warrior. With a bloody and grim past, the origins of the Wulfing tribe remount to not one, but many different clans that inhabited the northern, cold mountains. Years and years of war reduced all those clans to only a few people. These were the toughest and most powerful warriors that refused to fall on the battlefield. These warriors made chose the most honorable amongst them as the High King, the true founder of the Wulfing tribe.

After his death, the clan was ruled by the Jarls, which held an incredible power and influence over the clan.

As the years passed, and peace reigned in the mountains, the Jarls started to forget the old ways, even disrespecting the old gods.

To those warriors, disrespecting the old gods and the code of honor was an unforgivable offense. Led by the Walküre (a title specially given to a fierce Skjaldmær, so powerful that they believed that she was in fact a Valkyrie disguised in a mortal's flesh.), a group of warriors, both male and female, picked up arms against the corrupt Jarl.

The Wulfing tribe met its end by their own hands. The cold mountains, which had already drank so much blood on the past, had its immaculately white snow stained with the crimson red blood once more


The Danaye

- Infected:

A tribe considered 'extinct' as of twenty-four years ago, The Danaye lived in a temperate region with plentiful vegetation. They settled within the heart of a great forest from which they took their name, and were adept at building temporary structures on treetops to avoid the dangerous beasts below. Generally pacifistic, they avoided war by providing their valuable skills (tattooing, herbalism and path-finding through their land) to their neighbors –– especially the Ursidae Clan, with whom they were allied. A never-before-seen disease spread through the settlement, claiming all but a few survivors. Few speak the name of the tribe for fear of invoking a similar pestilence.

Kurthos Tribe
- cursed:
The Kurthos Clan was a powerful south-eastern mountain tribe, now a charred wasteland. Like most clans, they raised strong warriors and skilled hunters, but were also a spiritually guided clan devoted to following the gods that govern the natural world. As such they had a prominent respect for the word of the Tribe Shaman, who was in charge of blessing the Tribe's hunting trips and protecting them from harsh spirits. The tribe is known for being quite superstitious, purifying children known as "Ashen Ones" who they believed are marked with the evil of the world. This clan is now extinct following a bloodthirsty battle that culminated in the arson of the entire district. It is said the old camp is haunted by the spirits of the damned, re-enacting the last moments of their deaths.

Pathel Tribe
- reclaimed by nature:
The Pathel Tribe was a proud south-eastern people of similar strength and number to Kurthos. There were no survivors following a battle between them and Kurthos. The land of Pathel is now a ghost wasteland, many neighbouring clans now consider it to be a offering to the Magical Creatures that live in the area. They have moved in and taken over.[/hider]
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The Basics


Health:
Your HP. When this hits 0, your hero is considered K.O'd.

> Defense: This protects your HP and looks something like this: 3+. This means you must 3 or higher on a normal dice (6 sides, 1-6) to block an incoming attack.

Sanity:
Your mental HP. When this hits 0, your hero is considered K.O'd.

> Willpower: Your mental defense. This protects your sanity and looks something like this: 3+. This means you must 3 or higher on a normal dice (6 sides, 1-6) to block an incoming attack.

Corruption:
Being exposed to Darkstone and the horrific creatures of darkness can cause normal folk to mutate. Most hero can carry a maximum of 4 corruption damage before they receive a Mutation. When this happens the corruption is reset back to 0 and the hero gains a permanent trait.

> Mutations: These can be beneficial or detrimental. They are permanent traits gained from exposure to eldritch energy such as darkstone or monsters. Determination can be spent as usual when rolling on the Mutation table.

XP:
Your experience level, aka how close you are to levelling up and becoming more powerful.

Determination:
Each point of determination allows you to reroll any one dice. This has a myriad of applications - feel free to ask if you can reroll something.

> Example Uses: Movement, Scavenging Checks, Skill Checks, Holding Back the Darkness, Attempting to Hit a Monster, Damage, Defense, Willpower, Checking for Corruption, Receiving a Mutation, Receiving a Permanent Injury, Receiving a Permanent Madness, Catching your Breath, Travelling to Town, Checking Danger Level in Town, Checking Bounties. There are likely more I have missed.


K.O



K.O: This means knocked out. The hero cannot do anything until they recover, and other creatures/heros may freely move through the space the K.O'd character occupies while they are knocked out.

Recovering from K'O: At the end of a turn when no enemies are present, the K.O'd character may recover. They stand up on their current space or an adjacent one, and may heal 2d6 (between 2-12) sanity/health damage.

If they were K'Od from their health being reduced to 0, they roll a Permanent Injury. If they were K'Od from their sanity being reduced to 0, they roll a Permanent Madness.

If they were K'Od from losing all their HP and sanity simultaeneously, they must roll both a Permanent Injury and Permanent Madness.


Helping a K'Od hero during battle: A character may help an adjacent KO'd character by giving up their attack action to do so. This can only be done if there are no Enemies on the same map tile as the KO'd character at that time (this includes the arrow squares). The KO'd Hero may immediately Recover, see above.

Dragging a K'Od hero: A hero may drag an adjacent KO'd character by spending 1 extra movement per square moved (so each square you move while dragging a KO'd character takes 2 movement instead of 1.) This can be useful for getting the KO'd character somewhere safe to help them recover mid combat.

Depending on how lucky or unlucky a person is, the Permanent Injury/Madness could be anything from death to serious problems to minor quirks to nothing at all. Please note that determination can be used on the Permanent Injury/Madness rolls if that character has determination available.


Inventory and Loot

> Gold: This can be spent in town to aquire new objects.
> Darkstone: This is a rare resource with unusual properties. It can be used to upgrade and improve items, as well as selling for a good amount of money.
> Gear: Anything from the hat on your head to the gun in your hand, these are useful items that can help make your journey easier.
> Artefacts: Rare powerful objects that have unusual abilities. While these can be found while exploring the mines, they are more likely to be discovered while exploring other worlds.

Your Sidebag
These are one use items and can fit snugly into your sidebag. Some of them heal, some of them can do damage in combat.
> Bandages: Heals 1-6 HP from yourself or an adjacent hero. If you are healing another hero, gain 5 XP for each damage removed this way.
> Whiskey: Heals 1-6 Sanity damage from yourself or an adjacent hero. If you are healing another hero, gain 5 XP for each damage removed this way.
> Dynamite:This can be used as a Ranged Attack. The Range is your hero's strength + 3 squares. This does 1-6 Wounds - ignoring Defense - to the character in the space the dynamite lands on and to all characters adjacent to that space.

If the character misses when throwing dynamite, the dynamite will bounce 1-3 times. For each bounce, the square the Dynamite bounces to is determined randomly, therefore the space the Dynamite hits in the end will be random.

> ????: There are several other sidebag items that have not been discovered yet.


Fights


Fights occur when an enemy spawns to when all enemies (or heros ;D) are killed. Typically this is through revealing an exploration token with an "Attack!" or "Ambush!" on it, though the Darkness and certain challenges can cause Fights to happen.

Threats
How difficult a battle is depends on the threat level, which is typically based on how many members there are in the party. 1-2 Heroes: Low Threat, 3-4 Heroes: Medium Threats, 5-6 Heroes: High Threats. Epic Threats are usually only used for boss battles.

Threat Cards are drawn to determine what type of monsters - and how many of each - are present on the battlefield. Some Threat Cards draw other threat cards, making things more difficult.

At the end of a battle, each character receives a loot card per Threat Card drawn. So if two threat cards were triggered initially, each character would receive two loot cards at the end of the battle. This stacks to a maximum of 3 loot cards received at the end of battle.

Attack!
When an attack happens, enemies are placed on the board as usual, and the round follows initiative order, with faster monsters and heroes taking their turns earlier then slower ones.

Ambush Attack!
When an Ambush Attack happens, the monsters got the drop on you. The enemies are placed on the board adjacent to the posse, the monsters with higher initiative being placed first. The ambushing enemies get +2 initiative during the first turn of battle. If the ambush happens during a fight, this +2 bonus is applied to all monsters of the same type during the initial round the new monsters were placed. Basically, they get a bonus when their bros turn up.


Combat



Any character or monster can be shot passed without penalty.

You have two hand slots to hold weapons. You can either hold two one-handed items or one two handed item. You may change what you are holding at the start of a new turn.

You can no longer scavenge or reveal new rooms during combat, unless specifically stated otherwise (e.g, you may scavenge in the Mining Room for dynamite during combat, for example)

Characters activate in order of speed - faster characters and monsters go higher up in the initiative order.


Escape: Heroes may move during combat as usual, unless they are adjacent to a monster. If they are adjacent to a monster, they must roll to get away from the creature before they can move. Like Willpower or Defense rolls, this is a certain value on a normal dice that the character must roll equal to or above in order to succeed. For example, 4+ is a 4, 5 or 6 on a D6.

The good news is once an Escape roll is succeeded, that character may move passed all of that enemy type and enemies of a lower escape value for the rest of their turn. For example, a hero who succeeds a 4+ Escape test would be able to dodge any monster with a 4+, 3+ or 2+ escape value without having to roll again.


Melee Attacks
A hero uses his Melee Combat score, plus any bonuses he receives from items and abilities, when making a Melee Attack. An attack like this can only be made against adjacent enemies. Combat is the number of dice a hero may roll to attack, so a Melee Combat score of 2 allows the character to roll 2 dice.

Once it is determined whether or not the hero hits and these hits are assigned to monsters, damage is then rolled.

Ranged Attacks
So long as you have a ranged weapon - such as a pistol or shotgun - you can make a Ranged Attack. Items like this have a Range value and a number of Shots assosciated with them. Your Range value determines the furthest you can shoot, so a Range of 6 allows you to shoot up to 6 spaces away from your target.

Shots are the number of dice you may use to hit with, so 4 Shots allows that character to roll 4 dice to shoot, meaning they might be able to hit their target four times.

Once it is determined whether or not a hero hits with their ranged weapon, these hits are assigned to monsters. Hits must be assigned to creatures in range of the weapon, as well as the target being in line of sight of the hero. Walls are the only thing that block line of sight, other creatures and set dressing have no effect.

To Hit
Every Hero must first attempt to hit the target before they can assign damage. A To Hit value is similar to Defense or Willpower values, and looks like this: 3+. This means this character, on a roll of 3+, will successfully hit their target.

To Hit rolls also determine whether a character crits or not. On a To Hit value of 6, in most cases, the hero causes critical damage. Crits ignore all armour and do direct damage, just like dynamite.


Free Attacks
Some items and abilities give a Hero a free attack. A hero may make a Free Attack along with their reguluar Attack in a turn. There is a limit to 1 free attack each turn.
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[Limit [3] per Visit]
Gambling

Roll 5 Dice to represent your hand.
You may pay anywhere between 50g to 250g as an Extra Bet
or you may chose to Fold (lose instead of adding to the bet).

You may then reroll any number of your dice if you wish.

Once you have your hand, you may spend 1 Determination
if you wish to add up to 250g as another Extra Bet.

Then, make a Cunning Test to win (see below)

Finally, if any dice are Re-rolled during the Cunning Test,
immediately gain 1x Unwanted Attention.

If you succeed your Cunning Test, gain 1d6 x 25gp
as as as double your Extra Bet.

If you failed your Cunning Test, lose the poker game and your bet.


___________________________________________
Royal Flush - 6 Sequential Numbers
___________________________________________
Cunning 3+ Test
if successful, triple your Extra Bet.

___________________________________________
Four of a Kind - 4 of the same Number
___________________________________________
Cunning 3+ Test
___________________________________________
Full House - 2 of a Number & 3 of another
___________________________________________
Cunning 4+ Test
___________________________________________
Straight - 4 sequential numbers
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Cunning 5+ Test
___________________________________________
Three of a Kind - 3 of the same number
___________________________________________
Cunning 6+ Test with at least 2 successes

___________________________________________
B R I M S T O N E C R A P S - 100g
___________________________________________
[Limit [1] per Visit] Gambling

Make aLuck 5+ test.

If successful, gain 100g for every 5+ rolled.
If failed, you lose after a few rolls and leave with
nothing to show for it.


___________________________________________
T H E D E V I L 'S W H E E L - 25g
___________________________________________
Limit [3] per Visit Gamblings


| CASHIER |



REPLACE WITH >>>> ORANGE <<<<
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☋ G E N E R A L S T O R E ☋
___________________________________________
F E A T U R E S:

SIDE BAG TOKENS | GUNS & AMMO | HATS | CLOTHING & EQUIPMENT


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| SIDE BAG TOKENS |



| GUNS & AMMO |



| HATS |



| CLOTHING & EQUIPMENT |

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• I N D I A N T R A D I N G P O S T •
___________________________________________
F E A T U R E S:

TRIBAL MEDICINE MAN | DARKSTONE PAINT GLYPHS | ITEMS
TRIBAL TENT [TRIBAL / SCOUT HEROS ONLY]


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| TRIBAL MEDICINE MAN |



| DARKSTONE PAINT GLYPHS |



| TRIBAL TENT |
[TRIBAL OR SCOUT HEROS ONLY]

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☣ M U T A N T ' S Q U A R T E R ☣
___________________________________________
• You may add +1 when avoiding Unwanted Attention here •

F E A T U R E S:

MUTANT COMMUNITY | ITEMS


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| MUTANT COMMUNITY |


| ITEMS |
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⊰ S A L O O N ⊱
___________________________________________
F E A T U R E S:

ENTERTAINMENT | ITEMS
SALOON GIRL TROUPE [SALOON GIRLS & PIANO PLAYERS ONLY]


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| ENTERTAINMENT |


| ITEMS |



| SALOON GIRL TROUPE |
[SALOON GIRL / PIANO PLAYER HEROS ONLY]


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✯ S H E R I F F ' S O F F I C E ✯
___________________________________________
F E A T U R E S:

WANTED POSTERS & BOUNTIES | PURCHASES
LAW & ORDER [LAW HEROES ONLY]


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| WANTED POSTERS & BOUNTIES |



| CLOTHING & EQUIPMENT |



| LAW & ORDER |
[LAW HEROES ONLY]


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☠ S M U G G L E R ' S D E N ☠
___________________________________________
F E A T U R E S:

PURCHASES
SMUGGLERS & THIEVES [OUTLAW HEROS ONLY]


██████████████████████████████████████████████████████████████████████████████████████████████

| PURCHASES |



| SMUGGLERS AND THIEVES |
[OUTLAW HEROES ONLY]

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• S T R E E T M A R K E T •
___________________________________________
F E A T U R E S:

ITEMS | BACK ALLEYS | EQUIPMENT | TRANSPORT | HATS


██████████████████████████████████████████████████████████████████████████████████████████████

| ITEMS |



| BACK ALLEYS |



| EQUIPMENT |



| TRANSPORT |


| HATS |
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▓ F R O N T I E R O U T P O S T ▓
___________________________________________
F E A T U R E S:

OUTPOST BANK | TRAINING & BOUNTIES | EQUIPMENT


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| OUTPOST BANK |
___________________________________________

| TRAINING & BOUNTIES |



| EQUIPMENT |

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Current Mission


Babbie's First Mission: A Fistful of Darkstone
Note: In future, Missions will be voted on as a group, along with difficulty. This is an introductory mission.

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...

Reward: 25 XP and 1-3 Darkstone (determined randomly) per player.




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Mission Board




The Cursed Idol



Objective:
Return the Cursed Idol to the Grave it was stolen from. To do this, the Posse must find their way to the legendary Swamps of Jargano and discover the ancient Burial Ground.

You hear about alot of interesting work in the local watering holes, and today was no different. When the local Prospector hobbles in on his splint, crying and raving about how he was cursed, you are one of the few to sit up and take heed.

He says he found a portal deep in a mine, found a gate to another world. Found one or two interesting trinkets over there - oh yes, very interesting - while out on an expedition there. Found a little statue that he was sure was worth a fortune, and brought it back home with him.

Well, that was when the trouble started.

He recounts how his horse keeled over and died on the journey home, how he's been attacked by demons and beget by monsters, how his wife has fallen sick and three void twisters have spun through his town this passed fortnight alone. He begs you to take his find back to the swamp where he found it, and lay it to rest in the grave he stole it from.


Reward: Each player may choose to draw some new Gear or gain D50gp - 300gp..
Failure: The Town is destroyed while the Heroes are away. They may not make a Town Visit and instead move directly onto the next Adventure.




The Frozen Expedition



Objective:
Discover what happened to the last expedition and save the town.

When a portal to the great wastes of Targa Plateu was found, the local army base decided to send an expedition through. Little survived of them, bar some interesting finds...

The frozen creatures that were brought back from that place looked like nothing anyone had seen before. It was a great step forward for science... until those ancient beings started waking up.

"Not friendly" didn't really cut it. Hostile, perhaps. Blood-thirsty...

Maybe the expedition themselves could of done something to save the Outpost but truth be told, the expedition's notes were lost and scattered in that Other Worldly grave of theirs. The monsters have turned their attention to the local Town, and you find yourself to be the last hope between them and total destruction.

Perhaps if you can find that lost research, there might just be a way to stop these creatures.


Reward: 50 XP and a possible 250 gp if all objectives are met, per player.
Failure: The Heroes cannot return to Town as it is destroyed and must, instead, move directly onto the next Adventure. Each Hero takes 1-3 Corruption Points as they see the mangled remains of the Town they failed to save.




Defend the Bridge



Objective:
Prevent the monsters escaping the Mine and survive their onslaught.

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.


Reward: 200gp and 4 Loot Cards per player.
Failure: 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.




Cracks in Reality




Objective:
Fully explore the Mine to find all the Cracks in Reality and seal them, before they expand out of control.

Down in the local mines, cracks in the very fabric of space and time have been ripping people asunder! Void energy is pouring into our world and the local area is becoming corrupted. Cattle are mutating, men are being driven mad, and anarchy abounds.

The local Blacksmith begs you to help him. He believes he has crafted a set of Runes, inbued with Darkstone, that could seal these cracks once and for all. Perhaps if you can fight your way through the hordes of monsters, you might be able to save the county.


Reward: 50 XP and 50 - 300gp per player.
Failure: The Hotel and another building in town is destroyed.




A Few Darkstone More



Objective:
Find enough clues to discover the Darkstone deposit for yourselves.

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...


Reward: Depending on the mission Length: either 25, 50 or 75 XP. Either 1-3 Darkstone, 2-4 Darkstone or 3-5 Darkstone.
Failure: Nothing bad happens.
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T E A M I D O L

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1. FEAR the BANDIDO. created by Duskshine749.

2. LUCIEL the LAWMAN. created by Majoras End.

3. SCARE the LAW HOLDER, U.S. MARSHAL. created by Scarescrow.

4. DICK GRANT the PIANO PLAYER. created by Leaves.

5. AARON GOLDFELD the SCOUT. created by CollectorofMyst.

6. PASTOR JIMMY the PREACHER. created by Asura, played by PrinceAlexus.


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P O S S E L E V E L 1

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