+ All Heroes are +1 Max Determination while in the Caverns of Cynder - Intense Heat At the start of a Heroes Activation, they take 1 Hit for each piece of clothing they are wearing.
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
Danger! Exposed Lava
! While in the Caverns of Cynder, Heroes must be aware of exposed Lava. Lava spaces are indicated by Orange text and a glowing outline. 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 1-3 Burning Markers. Enemies are not affected by Lava Spaces unless a Hero forces an Enemy into a Lava space (e.g. using an item or ability).
Burning Markers: 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.
The Darkness sleeps... Lanternbearer has no DT left. This is a reminder to the posse to trade the lantern for the best chance of survival, if you wish...The Icon Platform and Cross Passage rooms has not been scavenged.
You feel a sense of Immediate Dread! Void Surge!
The darkstone you are carrying glows bright as it burns with an occult eldritch flame!
Luciel, Pastor Jimmy and Aaron Goldfeld are unaffected.
Fear uses his willpower to prevent the Corruption affecting him.
Scare, the Law Holder takes 5 Corruption Damage! Spend a DT to reroll failed willpower save? Note: taking this much corruption damage will immediately trigger a mutation.
Movement:Reminder: You may spend a DT to gain bonus movement.
Luciel is OOM. Fear has 1 movement left this turn. Scare, the Law Holder is OOM. Aaron Goldfeld has 4 movement left this turn. He has used his action this turn. Pastor Jimmy has 4 movement this turn.
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.
Reward: Based on chosen Mission Length - Each hero gains 25 xp and 2 loot cards per seal in the mission. If The End Times mission length is played, each Hero gains 1-3 Health/Sanity (any mix) permanently for saving the world. Failure: Each Hero permanently loses 1-3 Health Sanity (any mix). If the End Times mission is played, the Heroes have destroyed the world. 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 that Posse. Up for discussion though - 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.
Conditions
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.
██████████████████████████████████████████████████████████████████████████████████████████████ @CollectorofMyst@Scarescrow@Majoras End@PrinceAlexus Link to Scarecrow, Xander and Scrooge for now. Darkness Cards - 0 Growing Dread - 1, revealed at the boss. The Posse may each spend 1 DT collectively to remove. Clues - 1/3
Round 3
The Darkness stirrs!@Majoras EndLanternbearer, spend a DT to reroll double 2s? NOTE: Failure to do so will result in something bad happening...
Void Spiders drop down from the ceiling and ambush you!
A Spider swipes at Scrooge from the air as it descends, missing wildly. As it touches down it lunges for a bite on his leg, but he nimbly dodges out the way and squarks at his assailant. The next Spider is far more ferocious, swiping at Scrooge twice, but he is ready and flaps out of range.
The next spider throws itself wildly at Jimbob Dread, missing completely. A second spider propels itself off the wall, but Dread merely sidesteps.
Scarecrow and Xander are swarmed from the nesting room.
Disceptibly nimble for his huge hulking frame, Scarecrow contorts his body at impossible angles. Four spiders swarm him but only four hits get through, and each one seems to miss him by miles.
Xander is lucky, only two attacks coming his way - but a bite on the arm lands, the teeth sinking into him for 2 Damage! Reroll failed defense save?
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:50 XP,2-4 Darkstone per character. Failure: Nothing bad happens.
Conditions
This mission can feature Gates to any World. Medium Deposit - Find 3 Clues
+ Heroes recover a DT on a roll of 1 or 2. - Frigid Cold Move rolls of 1 do 1 automatic damage with no defense roll.
B Room, A Frozen Path - Cracked Ice
As the Posse walk across the street, they begin to hear crackign sounds beneath them. The ground here is unstable, and groans under your weight!
Any time a Hero moves, they must either pay 2 movement per space or roll a d6. On a roll of 1 or 2, the ground collapses beneath them. Take 1-6 Wounds without defense as you take a dip in the frigid water!
Jamie nimbly navigates the thin ice, her years of a Saloon Girl coming in handy.
Tim makes up for in care what he loses in dexterity and decides it's better to be safe then sorry.
Hawkeye Harold can no longer outrun his Outlaw father as quick as he likes, but he's still going to try.
Meanwhile, Hawkeye Horace fills his bags with Dynamite. Despite not paying attention to where he is walking while handling homemade explosives, he is totally fine.
Another Frozen Path
It's unclear exactly what is in there...
Deputy Hawkeye Harold may reveal the room immediately or the room will reveal automatically at the end of the turn. Anyone who moves to B27 can also reveal the room this turn. As Deputy Hawkeye Harold peers into the room...
You feel a sense of Growing Dread...
Darkness Cards - 0 Growing Dread - 1, revealed at the boss Clues - 0/2
Movement:Reminder: You may spend a DT to gain bonus movement.
Dan has 4 movement left this turn. Hawkeye Harold has 2 movement left this turn. Hawkeye Horace is OOM. Jamie has 1 movement left this turn. Tim has 1 movement left this turn.
Objective: Find the Engineering Chamber and shut down all 3 Boilers there.
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!
Reward:50 XP and 50% chance to gain a Targa Artefact, per player. Failure: The bioler explodes. All Heroes gain 1 Permanent Injury in addition to any they gained during the Mission.
Conditions
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.
One suggestion (and hey, this is just my personal preference!) is you might want to desaturate the green colour or/and add a texture to the overall map (like a grain texture for the grassland OR a paper texture over the top of the map) Can be finicky though so up to you if it's wroth it.
I don't know how many future maps you plan on making, but theres this great book by Jerald Blando called "How to draw Fantasy Art & RPG Maps" which goes through every little thing piece by piece if that's your jam. I doubt you need to go that far, but I thought I might as well mention it :p
Forever towing the line between 'is this better in RP or forum game format'
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<div style="white-space:pre-wrap;">Forever towing the line between 'is this better in RP or forum game format'<br><br><div class="bb-center"><a target="_blank" rel="nofollow noopener" href="https://youtu.be/bVxHRkIsE9U">°</a><br><a target="_blank" rel="nofollow noopener" href="http://www.nodiatis.com/personality.htm"><img src="http://www.nodiatis.com/pub/21.jpg" /></a></div><br><br>GMT | On Mobile</div>