@CollectorOfMyst So Mae did a Very Clever Thing™ and packed the rulebooks for this game first in a Very Safe Place™ which she assumed was the base game boxes but was not, in fact, the base game boxes.
Anyway, they're probably in either the expansion boxes or, heaven forbid, paced away in a storage container but LUCKILY, Ogasc on wordpress has a Shadow of Brimstone playthrough which includes the Saloon Girl/Piano Player tech trees.
So we can do Jamie's level up without issue, and I do believe I have the rest of the classes on file sooo yay.
I mean, the rulebooks will inevitably turn up eventually, but this does mean the next mission board will be more limited if I don't find them by then.
ANYWAY Ramble asside
Jamie rolls 4+5 = 9 for her level up. She can reroll one number or both if she chooses. She currently has 3 DT. I believe the first reroll is free.
Saloon Girl Level Up
2: Vendetta Choose a specific Enemy type (Tentacles, Stranglers, ect) From now on, whenever you collect XP from these enemies, collect an extra +30 XP. 3: +1 Initiative 4: +1 Move 5: +1 Strength or+1 Agility. Gain +1d6 Health/Sanity (any mix) 6: +1 Cunning or +1 Lore. Gain 1d6 Health 7: +3 HP and +3 SA 8: +1 Luck or +1 Lore. Also, gain 1d6 Sanity.
9: Darkstone Resistance. You can hold 2 more corruption points before gaining a mutation.
+ 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 is now the lanternbearer. She nods her head to Dan.
Jamie Levels Up!! Pending...
Dahlia and Father C catch their ankles as the take a momentary dip into the ice water below! Both are able to recover quickly however, Dahlia takes 1 Damage and Father C takes 2!
Movement:Reminder: You may spend a DT to gain bonus movement. Rooms B & C have not been scavenged.
Dan has 3 movement left this turn. Jamie has 3 movement left this turn. [+1 movement carried over from last round for a clean start] Father C is OOM. Dahlia Willows is OOM.
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.
+ 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 stirrs! @CollectorofMystLanternbearer, reroll to Hold Back the Darkness? WARNING: The roll is currently doubles and a negative event will trigger if not.
Fear is determined. He has 3 movement this turn. (He did roll a 1 xD!) Pastor Jimmy moves one space diagonally as Fear is standing on space B13. I'll move him there when/if Fear decides to move.
Movement:Reminder: You may spend a DT to gain bonus movement.
Luciel is OOM. Fear has 3 movement this turn. Aaron Goldfeld is OOM. He regains a DT. Pastor Jimmy has 1 left 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.
@rebornfan320 I know how you feel. Last couple 1x1 interest checks have left me feeling a little like a pariah :p I've got no advice to give you, but you're not the only one. It's worth sticking out for a good partner if you do get lucky, though. Try not to let it get you down too much.
@Briza Added Clensing Fire to her sheet :D She's done!
Eldress Photini has 2 movement this turn. As a Nun, you can make an attack this turn as well as spending your faith on blessing and judgements. You can make as many as you like, so long as you don't go over your faith limit (which is 3 for Eldress)
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>