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The Darkness Sleeps.
T E A M I D O L
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Round 3
The Darkness Sleeps.
@Leaves@CollectorofMyst Initiative tied, whoever post first can take the turn first.
Initiative:
Dick Grant || Aaron Goldfeld - Speed 5, tied
Luciel - Speed 4
Fear - Speed 3
Scare - Speed 3
Tentacles - Speed 2
Pastor Jimmy - Speed 2
Luciel - Speed 4
Fear - Speed 3
Scare - Speed 3
Tentacles - Speed 2
Pastor Jimmy - Speed 2
1. FEAR the BANDIDO. created by Duskshine749.
15 / 16 HP || 5 / 8 Sanity || 0 / 2 Determination || 70 / 500 XP || 0 Gold || Level 1
Determination: This can be spent to reroll any dice at anytime, and can be spent to use abilities.
2. LUCIEL the LAWMAN. created by Majoras End.
7 / 12 HP || 12 / 12 Sanity || 2 / 2 Determination || 30 / 500 XP || 0 Gold || Level 1
Determination: This can be spent to reroll any dice at anytime, and can be spent to use abilities.
3. SCARE the LAW HOLDER, U.S. MARSHAL. created by Scarescrow.
8 / 10 HP || 11 / 12 Sanity || 0 / 2 Determination || 440 / 500 XP || 1690 Gold || Level 1
Mutation: Tail with a Mouth
Determination: This can be spent to reroll any dice at anytime, and can be spent to use abilities.
4. DICK GRANT the PIANO PLAYER. created by Leaves.
8 / 8 HP || 14 / 14 Sanity || 2 / 2 Determination || 10 / 500 XP || 0 Gold || Level 1
Determination: This can be spent to reroll any dice at anytime, and can be spent to use abilities.
5. AARON GOLDFELD the SCOUT. created by CollectorofMyst.
11 / 11 [10+1] HP || 11 / 11 [10+1] Sanity || 2 / 3 [Mines] Determination || 371 / 500 XP || 425 Gold || Level 1
Determination: This can be spent to reroll any dice at anytime, and can be spent to use abilities.
6. PASTOR JIMMY the PREACHER. created by Asura, played by PrinceAlexus.
Pastor Jimmy the Preacher
11 / 13 [12 + 1] HP || 9 / 10 Sanity || 1 / 2 Determination || 326 / 500 XP || 45 Gold || Level 1 || 2 Faith
Determination: This can be spent to reroll any dice at anytime, and can be spent to use abilities.
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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.
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.
15 / 16 HP || 5 / 8 Sanity || 0 / 2 Determination || 70 / 500 XP || 0 Gold || Level 1
Determination: This can be spent to reroll any dice at anytime, and can be spent to use abilities.
Wild Card:
Twin Guns:
You may recover a Determination on a movemnt roll of 1 or 2.
Twin Guns:
You may fire 2 one handed Guns per turn with no penalty for the off-hand Gun (both guns can crit).
• OUTLAW •
Combat:
Initiative 3 • Melee Combat 2
To Hit Melee 4+ • To Hit Ranged 5+
Defense 4+ • Willpower 5+
Challenges:
Agility 2 • Cunning 1 • Spirit 3
Strength 4 • Lore 3 +1 • Luck 2
Combat:
Initiative 3 • Melee Combat 2
To Hit Melee 4+ • To Hit Ranged 5+
Defense 4+ • Willpower 5+
Challenges:
Agility 2 • Cunning 1 • Spirit 3
Strength 4 • Lore 3 +1 • Luck 2
Sidebag: 1/5 Slots filled
Ancient Coin:
Pistol:
Pistol:
1x Whiskey
Ancient Coin:
Increased Lore. Once per Adventure, Fully heal your health
2/7 Carryweight used
Pistol:
1 Handed
Range: 6 Squares
Shots: 2 Shot per round
Upgrade Slots: 0/2 used
Weight: 1
Worth: $100
Range: 6 Squares
Shots: 2 Shot per round
Upgrade Slots: 0/2 used
Weight: 1
Worth: $100
Pistol:
1 Handed
Range: 6 Squares
Shots: 2 Shot per round
Upgrade Slots: 0/2 used
Weight: 1
Worth: $100
Range: 6 Squares
Shots: 2 Shot per round
Upgrade Slots: 0/2 used
Weight: 1
Worth: $100
2. LUCIEL the LAWMAN. created by Majoras End.
7 / 12 HP || 12 / 12 Sanity || 2 / 2 Determination || 30 / 500 XP || 0 Gold || Level 1
Determination: This can be spent to reroll any dice at anytime, and can be spent to use abilities.
Laying Down the Law:
Strong Leadership:
Once per Attack, you may reroll a To Hit roll.
Strong Leadership:
Use 1 Determination to Heal 1 Health and 1 Sanity from yourself and every other Hero on your Map Tile - Gain 5XP for every Wound or Sanity healed from another Hero this way.
• LAW • FRONTIER •
Combat:
Initiative 4 • Melee Combat 2
To Hit Melee 4+ • To Hit Ranged 4+
Defense 4+ • Willpower 4+
Challenges:
Agility 2 • Cunning 4 • Spirit 1
Strength 3 • Lore 2 • Luck 3 +1
Combat:
Initiative 4 • Melee Combat 2
To Hit Melee 4+ • To Hit Ranged 4+
Defense 4+ • Willpower 4+
Challenges:
Agility 2 • Cunning 4 • Spirit 1
Strength 3 • Lore 2 • Luck 3 +1
Sidebag: 1/5 Slots filled
Ace of Spades:
Peacekeeper Pistol:
Sheriff Badge:
1x Whiskey
Ace of Spades:
Luckier. You may roll one extra die for Scavenge checks.
1/4 Carryweight used
Peacekeeper Pistol:
1 Handed
Range: 6 Squares
Shots: 3 Shot per round
Upgrade Slots: 0/1 used
Weight: 1
Worth: $250
Range: 6 Squares
Shots: 3 Shot per round
Upgrade Slots: 0/1 used
Weight: 1
Worth: $250
Sheriff Badge:
LAW ONLY Gear • Law • Icon
Once per Adventure, give all Heroes +2 Shots with a Gun or +2 Combat (they choose) during their next turn.
Once per Adventure, give all Heroes +2 Shots with a Gun or +2 Combat (they choose) during their next turn.
3. SCARE the LAW HOLDER, U.S. MARSHAL. created by Scarescrow.
8 / 10 HP || 11 / 12 Sanity || 0 / 2 Determination || 440 / 500 XP || 1690 Gold || Level 1
Mutation: Tail with a Mouth
Determination: This can be spent to reroll any dice at anytime, and can be spent to use abilities.
Double-Shot:
The Quick and the Dead:
Tail with a Mouth:
Requires a Shotgun. Once per turn, when you kill an enemy with a Shotgun, you gain an extra shot with that Shotgun.
The Quick and the Dead:
+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)
Tail with a Mouth:
Your tail nips and bites at any who move too close...
Any time you or an adjacent character/monster rolls a 1 on a "To Hit" roll, they take 1 Wound as your Tail lashes out, ignoring defenses. You gain no XP from hits given this way.
Any time you or an adjacent character/monster rolls a 1 on a "To Hit" roll, they take 1 Wound as your Tail lashes out, ignoring defenses. You gain no XP from hits given this way.
• LAW • TRAVELLER •
Combat:
Initiative 4 • Melee Combat 2
To Hit Melee 4+ • To Hit Ranged 4+
Defense 3+ • Willpower 4+
Challenges:
Agility 3 • Cunning 4 • Spirit 2 +1
Strength 2 • Lore 1 • Luck 3
Combat:
Initiative 4 • Melee Combat 2
To Hit Melee 4+ • To Hit Ranged 4+
Defense 3+ • Willpower 4+
Challenges:
Agility 3 • Cunning 4 • Spirit 2 +1
Strength 2 • Lore 1 • Luck 3
7x Darkstone
Sidebag: 2/5 Slots filled
Locket:
Marshal Badge:
Shotgun:
Matches:
Sidebag: 2/5 Slots filled
2x Dynamite
Locket:
You are slightly more spiritual. When you catch your breath after battle (recovering health/sanity) you add +1 to the rolls.
2/7 Carryweight used
Marshal Badge:
LAW ONLY
GEAR • LAW • ICON
Once per Adventure, give all Heroes +2 Shots with a Gun OR +2 Combat (each character may choose for themselves) during their next turn.
GEAR • LAW • ICON
Once per Adventure, give all Heroes +2 Shots with a Gun OR +2 Combat (each character may choose for themselves) during their next turn.
Shotgun:
2 Handed
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.
Upgrade Slots: 0/1 used
Weight: 1
Worth: 300gp
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.
Upgrade Slots: 0/1 used
Weight: 1
Worth: 300gp
Matches:
Gear • Fire
Discard to ignore Voices in the Dark*
*(Triggers when too far away from a light source, and causes sanity damage)Worth: 10gp
Discard to ignore Voices in the Dark*
*(Triggers when too far away from a light source, and causes sanity damage)Worth: 10gp
4. DICK GRANT the PIANO PLAYER. created by Leaves.
8 / 8 HP || 14 / 14 Sanity || 2 / 2 Determination || 10 / 500 XP || 0 Gold || Level 1
Determination: This can be spent to reroll any dice at anytime, and can be spent to use abilities.
Comforting Presence:
Lightweight:
Knockout Punch:
At the end of the your turn, you may Heal 1 HP or 1 Sanity from every other adjacent Hero. Gain 5 XP for each damage Healed this way.
Lightweight:
May only use Gear cards with the Keyword: Light.
Knockout Punch:
Use 1 Determination to double the amount of Damage you just rolled (Limit once per Hit)
• PERFORMER •
Combat:
Initiative 5 • Melee Combat 2
To Hit Melee 4+ • To Hit Ranged 4+
Defense 3+ • Willpower 4+
Challenges:
Agility 4 • Cunning 3 • Spirit 3
Strength 1 • Lore 2 • Luck 3
Combat:
Initiative 5 • Melee Combat 2
To Hit Melee 4+ • To Hit Ranged 4+
Defense 3+ • Willpower 4+
Challenges:
Agility 4 • Cunning 3 • Spirit 3
Strength 1 • Lore 2 • Luck 3
Sidebag: 1/5 Slots filled
Bear Claw:
Hold-Iout Pistol:
1x Bandages
Bear Claw:
Once per Turn, you may Re-Roll a single Willpower roll.
1/4 Carryweight used
Hold-Iout Pistol:
1 Handed
Gain: Free Attack, Once per Fight
Range: 3 Squares
Shots: 1 Shot per round
Upgrade Slots: 0/1 used
Weight: 1
Worth: $200
Gain: Free Attack, Once per Fight
Range: 3 Squares
Shots: 1 Shot per round
Upgrade Slots: 0/1 used
Weight: 1
Worth: $200
5. AARON GOLDFELD the SCOUT. created by CollectorofMyst.
11 / 11 [10+1] HP || 11 / 11 [10+1] Sanity || 2 / 3 [Mines] Determination || 371 / 500 XP || 425 Gold || Level 1
Determination: This can be spent to reroll any dice at anytime, and can be spent to use abilities.
Tracker:
Fast:
Cavalry Scout:
Once per Adventure, you may discard and redraw an Exploration Token or Encounter just drawn.
Fast:
+1 Movement.
Cavalry Scout:
You may roll 2 dice for movement each turn and choose which to use.
• SCOUT • TRIBAL • LAW
Combat:
Initiative 5 • Melee Combat 2
To Hit Melee 4+ • To Hit Ranged 4+
Defense 4+ • Willpower 4+
Challenges:
Agility 3 • Cunning 2 • Spirit 3
Strength 2 • Lore 3 • Luck 2
Combat:
Initiative 5 • Melee Combat 2
To Hit Melee 4+ • To Hit Ranged 4+
Defense 4+ • Willpower 4+
Challenges:
Agility 3 • Cunning 2 • Spirit 3
Strength 2 • Lore 3 • Luck 2
0x Darkstone
Sidebag: 5/5 Slots filled
Compass:
Carbine:
Jacket:
Axe:
Sheriff Badge:
Gold Teeth:
Bounty:
Sidebag: 5/5 Slots filled
3x Bandages
1x Whiskey
1x Dynamite
1x Whiskey
1x Dynamite
Compass:
Once per Adventure, cancel and redraw an exploration token. USED - LOST IDOL
3/7 Carryweight used
Carbine:
Two Handed
Range: 8 Squares
Shots: 3 Shot per round
Upgrade Slots: 0/2 Used
Weight: 1
Worth: 400gp
Range: 8 Squares
Shots: 3 Shot per round
Upgrade Slots: 0/2 Used
Weight: 1
Worth: 400gp
Jacket:
Gear • Clothing • Coat
+1 HP
+1 Sanity
Upgrade Slots: 0/1 Used
Weight: 1
Worth: 200gp
+1 HP
+1 Sanity
Upgrade Slots: 0/1 Used
Weight: 1
Worth: 200gp
Axe:
TRAVELER, TRIBAL OR FRONTIER HEROES ONLYOne-Handed
+1 Damage on Melee Hits.
Upgrade Slots: 0/2 Used
Weight: 1
Worth: 250gp
+1 Damage on Melee Hits.
Upgrade Slots: 0/2 Used
Weight: 1
Worth: 250gp
Sheriff Badge:
LAW ONLY
GEAR • LAW • ICON
Once per Adventure, give all Heroes +2 Shots with a Gun OR +2 Combat (each character may choose for themselves) during their next turn.
GEAR • LAW • ICON
Once per Adventure, give all Heroes +2 Shots with a Gun OR +2 Combat (each character may choose for themselves) during their next turn.
Gold Teeth:
Gear • Gold
Gain +1 Max Determination while in the Mines.
Worth: 100gp
Gain +1 Max Determination while in the Mines.
Worth: 100gp
Bounty:
Scafford Gang members are worth 25gpeach to the Hero who kills them.
6. PASTOR JIMMY the PREACHER. created by Asura, played by PrinceAlexus.
Pastor Jimmy the Preacher
11 / 13 [12 + 1] HP || 9 / 10 Sanity || 1 / 2 Determination || 326 / 500 XP || 45 Gold || Level 1 || 2 Faith
Determination: This can be spent to reroll any dice at anytime, and can be spent to use abilities.
Redemptionist:
Scourge of the Dead:
Blessing - Faith Healing:
Blessing - Shield of Light:
Judgement - Righteous Fury:
you may use two handed guns.
Scourge of the Dead:
+1 Damage to undead enemies.
Sermons:
Blessing - Faith Healing:
Starting Sermon.
Requires 5+ on 2 dice to successfully cast.
For every Faith spent on the cost of Faith Healing, you may heal 1 Wound from yourself or an adjacent hero.
Faith Cost: *see above
XP Gained: 10XP
Improves at level 5.
Requires 5+ on 2 dice to successfully cast.
For every Faith spent on the cost of Faith Healing, you may heal 1 Wound from yourself or an adjacent hero.
Faith Cost: *see above
XP Gained: 10XP
Improves at level 5.
Blessing - Shield of Light:
requires 9+ on two dice to successfully cast.
Choose any Hero. Until the end of the turn, that hero gains Armor / Spirit Armor. Limit 1 shield per hero.
Faith Cost: 1
XP Gained: 20 XP
Improves at Level 5.
Choose any Hero. Until the end of the turn, that hero gains Armor / Spirit Armor. Limit 1 shield per hero.
Faith Cost: 1
XP Gained: 20 XP
Improves at Level 5.
Judgement - Righteous Fury:
Requires 8+ on 2 dice to successfully cast.
Pastor Jimmy takes 1 corruption hit on successful cast.
Choose any hero (including yourself.) Until the end of the turn, all of that hero's hits do +1 damage each.
Faith Cost: 1
XP Gained: 25 XP
Improves at level 4 and 9.
Pastor Jimmy takes 1 corruption hit on successful cast.
Choose any hero (including yourself.) Until the end of the turn, all of that hero's hits do +1 damage each.
Faith Cost: 1
XP Gained: 25 XP
Improves at level 4 and 9.
• HOLY • TRAVELLER •
Combat:
Initiative 2 • Melee Combat 2
To Hit Melee 4+ • To Hit Ranged 5+
Defense 5+ • Willpower 3+
Challenges:
Agility 1 • Cunning 2 • Spirit 4
Strength 3 • Lore 3 • Luck 2 + 1
Combat:
Initiative 2 • Melee Combat 2
To Hit Melee 4+ • To Hit Ranged 5+
Defense 5+ • Willpower 3+
Challenges:
Agility 1 • Cunning 2 • Spirit 4
Strength 3 • Lore 3 • Luck 2 + 1
Sidebag: 5/5 Slots filled
Lucky Charm:
Shotgun:
Repeating Rifle:
Rider's Hat:
Old Map:
4x Speciality Ammo:
1x Whiskey
1 x Tonic
1 x Bandages
1 x Dynamite
1x Far Eastern Potion (+2 to one skill check till end of turn)
1 x Tonic
1 x Bandages
1 x Dynamite
1x Far Eastern Potion (+2 to one skill check till end of turn)
Lucky Charm:
Better Luck. Once per Adventure, ignore all damage from a single source.
3/7 Carryweight used
Shotgun:
2 Handed
Range: 5
Uses the D8 To Hit and for Damage. Crits on a 6, 7 or 8.
Upgrade Slots: 0/1 used
Weight: 1
Worth: 300gp
Range: 5
Uses the D8 To Hit and for Damage. Crits on a 6, 7 or 8.
Upgrade Slots: 0/1 used
Weight: 1
Worth: 300gp
Repeating Rifle:
Gear • Gun • Rifle
Two Handed
Range: 10 Squares
Shots: 2 Shot per round
Damage: +1 Damage
Upgrade Slots: 0/1 Used
Weight: 1
Worth: 550gp
Two Handed
Range: 10 Squares
Shots: 2 Shot per round
Damage: +1 Damage
Upgrade Slots: 0/1 Used
Weight: 1
Worth: 550gp
Rider's Hat:
Gear • Clothing • Hat
+1 HP
Gain Keyword:Traveller
Upgrade Slots: 0/1 Used
Weight: 1
Worth: 175gp
+1 HP
Gain Keyword:Traveller
Upgrade Slots: 0/1 Used
Weight: 1
Worth: 175gp
Old Map:
Gear • Map
Once per turn, you may cancel and re-draw an Encounter or Map Tile just drawn.
After each use, roll a 1d6 - on a roll of 1 or 2, discard this item.
Worth: 25gp
Once per turn, you may cancel and re-draw an Encounter or Map Tile just drawn.
After each use, roll a 1d6 - on a roll of 1 or 2, discard this item.
Worth: 25gp
4x Speciality Ammo:
Gear • Ammo
Lasts for one Adventure. When used, replaces any current Ammo.
Your Gun Hits do extra damage against the listed Enemy Type.
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.
1 x Holy Shot: +1 Damage against Undead Enemies.
Lasts for one Adventure. When used, replaces any current Ammo.
Your Gun Hits do extra damage against the listed Enemy Type.
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.
1 x Holy Shot: +1 Damage against Undead Enemies.
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P O S S E L E V E L 1
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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.
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.
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.
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.
Conditions
Heroes start in the Mine and the Posse must find a Portal to the legendary Swamps of Jargano. Once there, they must discover the Ancient Burial Ground, and work out which grave the Cursed Idol belongs to.
Holding Back the Darkness is harder on this mission. The Lanternbearer must roll 1 higher to defend against it.
Once in the swamps, the Heroes must discover the Burial Ground, where they must work out which grave to return the idol to.
Holding Back the Darkness is harder on this mission. The Lanternbearer must roll 1 higher to defend against it.
Once in the swamps, the Heroes must discover the Burial Ground, where they must work out which grave to return the idol to.