Alex Jacobs
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"I don't remember," said Becky. "I'm sorry, you know I'm trying, but I can't. I was lying in bed, trying to sleep and then... I just had to get up and leave. I don't know why, something came over me." She paused, looking at the faces assembled before her. "I didn't mean to worry anyone and I'm dead sorry about your, um, leg, Miss Sophie, but I don't know why I went in there. It just felt like it was something I had to do."

Rachel Anderson shushed her daughter and began guiding her back to her bedroom. Just before leaving Becky turned back and added, "I think I was looking for something. Hope that helps."

Randolph Anderson turned from his departing daughter to the men and women who'd all searched to bring her back to him. "I don't know about you, but I don't trust that whatever got hold of her once won't try again. Now I may not have much, but I'll give you everything I've got if you can find out what pulled her to that place. 'Specially if you can make sure it don't do so again."


NOTE: There are two missions contained in this episode. The first, "Ancient Tides," is open to all posses. The second, "Long Grasp of the Law," is only open to posses that have unlocked it. Regardless, each character may only participate in one mission.

Deadline
This mission is now closed. New characters may still play it (and are encouraged to do so before playing subsequent episodes) but results are no longer being collected.

Ancient Tides

Set Up
This Mission uses the standard set up and all Heroes start on the Mine Entrance Map Tile as normal.

Mission Goal
Find a Gate that leads to the ancient alien city of the Targa Plateau and find whatever drew Becky there. Once in the Targa Plateau, the Heroes must successfully find and identify a Clue Icon to bring back vital information to the Andersons.

Special Rules
All Gates Lead to Targa
All Gates in this Adventure lead to the Targa Plateau, even Gates found in the Targa Plateau (they lead to a different part of the city.

Mine Clues Add a Gate
Any Clue Icons the Heroes find in the Mines, automatically has a Gate in that Room, in addition to any other Doors (place this Gate before other Doors).

Identifying Clues
To Identify a Clue the Heroes must find a Clue Icon in the Targa Plateau and complete all Encounters and Attacks on it. Then one hero may make a Lore 6+ test. If successful, the hero has found something that may explain why Becky was drawn here.

Objectives
The Identified Clue in Targa
When the Heroes identify a Clue Icon in the Targa Plateau, they have found a valuable piece in the puzzle to understand why Becky was drawn here. This may be an artifact or a strange bit of writing. Regardless, as they assess it it draws the attention of the city's inhabitants.

Reveal all Growing Dread cards in the stack as normal and then the Heroes must face an Epic Threat. Remember that any time a normal Threat Card (Low, Med, or High) would be drawn in an Other WOrld, an Other World Threat card is drawn instead. Once all Enemies have been defeated, the Heroes have successfully completed the Mission!

Reward
Each Hero gains 25 XP. Whoever identified the Clue may roll a d3; on a roll of 1-4 they find an Artifact (draw from the Targa Plateau Artifacts deck). On a 5-6 they find a strange piece of writing that somehow they understand; gain +1 Lore or Cunning (your choice) but immediately take a number of Corruption Hits equal to your new Skill.

Failure
As the Heroes are unable to find anything they can understand to explain Becky's actions, they are caught off guard by an icy blizzard outside the more secluded sections of the city. Each Hero takes d6 Wounds, ignoring Defense, that carry over to the next adventure.

In addition, there may be additional failure penalties depending on overall success/failure rates.



Long Grasp of the Law
Something's horribly wrong about Sheriff Cartwright and his “deputies,” something more than the normal graft and strong-arm tactics of “law-men” thugs.” Let the others help Becky, someone needs to reign that Sheriff in and expose him for what he is. After talking around town, you have a pretty good idea where he stores his loot, and you know how well-protected it is.

Set Ups
This Mission has a Fixed Map Layout, as shown on p. 31 of the Swamps of Death adventure book. The entire board should be constructed during Set Up. Each Room has a random Exploration Token placed on it, face down (as shown in the diagram).

You will also need the Number Counters marked 1-6. Mix these Number Counters up and place on face down, without looking, near each of the 6 possible Objective Rooms (marked on the diagram with a red X).

Roll a D6 to determine the Number Counter that represents Sheriff Cartwright's cache of ill-gotten Dark Stone. The other Number Counters are decoys.

The Heroes start on the Mine Entrance Map Tile as normal.

Rumors
Every hero may make a Cunning 6+ Test to gather rumors about the Sheriff. Whoever has the most successes gains a new ability (players' choice if a tie). He or she may give up a Move Action to flip over one Number Counter anywhere in the Mine, as they learn which are the true store rooms and which are the decoys.

Mission Goal
The Heroes must search the Mine to find the location of Sheriff Cartwright's strolen Dark Stone (the correct Number Counter), and defeat any Enemies that are guarding it.

Special Rules
Fixed Map
This Mission uses a Fixed Map as shown in the map diagram on p. 31 of the Swamps of Death Adventure Book. A lost of all the Map Tiles used is provided for easier identification. Map Cards can be used as reference to determine the names of each Map Tile.

Advanced Encounters
This Mission uses a variation of the Advanced Encounters rule from p. 32 of the rule book.

Remove the appropriate encounters for the Fixed Map tiles from the Mine Encounters deck (if using two decks shuffled together remove both copies). Any time a Unique Room is Explored, the listed Advanced Encounter is added to that Exploration. This is in addition to any other Encounters or Attacks listed on the Exploration Token. Also, Advanced Encounters like this cannot be canceled or re-drawn.

Hero Posse Marker Variable Move
In this Mission, the Hero Posse marker starts the game on the Mine Entrance space of the Depth Track as normal. However, whenever the Heroes flip over a Number Counter during the Mission, the Hero Posse marker is moved forward a number of spaces on the track equal to the number on that counter. This includes markers flipped over from Rumors.

Objectives
Searching for a Red X Room
There are six Rooms on the board with a red X on them. These are the possible Objective Rooms that could be the location of Cartwright's stolen Dark Stone. After fully completing any Encounters/Attacks on the Exploration Token in a Room with a red X, reveal the face down Number Counter by that Room.

If the number matches the Number Counter the Heroes are looking for, they have found the Objective Room and the stolen Dark Stone.

If it is any other number, the Room is empty and the Heroes must continue their search.

Remember, any time on of the Number Counters is revealed, the Hero Posse marker is moved on the Depth Track as noted in the Hero Posse Marker Variable Move Special Rule above, making it harder for the Heroes to Hold Back the Darkness.

The Objective Room
When the Heroes find the Room with the stolen Dark Stone in it, they also find themselves surrounded by Sheriff Cartwright's guardians. Reveal all Growing Dread cards in the stack as normal and then the Heroes must face an Epic Threat that Ambushes them (note: if the Heroes revealed the Number Counter through Rumors prior to entering the room this attack is not an Ambush as they were told about the guardians). Once all enemies have been defeated, the Heroes have successfully recovered the stolen Dark Stone and completed the Mission! They are able to bring the stolen Dark Stone back to town and will be able to confront the sheriff.

It is strongly recommended that groups fill out the mission report together. Failing that, please discuss with each other how you would like to confront the sheriff before submitting the report.

Reward
Each Hero gains 25 XP and may choose to either get 1 Dark Stone for each Number Counter revealed during the Adventure or gain 1 to their Sanity.

They also gains first access to the sheriff's stolen loot. They may reveal cards from the top of the Mine Artifacts deck until an artifact with a Dark Stone icon is revealed. One player may take that artifact.

Failure
If the Heroes fail the Mission, the sheriff's horde remains safely ensconced. All location events for that posse are at -1 so long on the next Town Visit and for as the sheriff remains in power.

In addition, there may be additional failure penalties depending on overall success/failure rates.
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David Ainsworth
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Awesome stuff Alex. Quick question though, can posses play through both of these adventures (assuming the second one is unlocked) or must they choose only one? Cheers!
 
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Alex Jacobs
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CletusVanDamme wrote:
Awesome stuff Alex. Quick question though, can posses play through both of these adventures (assuming the second one is unlocked) or must they choose only one? Cheers!
Sadly they must choose. If you're playing additional characters, the second character can do the second mission (assuming he/she qualifies).
 
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Greg Romans
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How does one unlock the second mission? I am confused.

In any event I only own the first core set so cannot play the Swamp of Death mission.
 
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Alex Jacobs
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gromans wrote:
How does one unlock the second mission? I am confused.

That part's hidden, though it'll be very clear to anyone that does unlock it.
 
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Adria D
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Woodinvale Adventures, episode 2, The One in Which Mongo Mutates Nearly Beyond Recognition

edit: Removed spoilers

We started this session by sending our heroes to town to wrap up episode 1. Mongo's descent into a mutated mess started at the Doc's office. He had 2 mutations removed, then got a Void Vapor Injection, which corrupted - and mutated - him. Fittingly, he developed a Void Infection. He tried to remove this mutation before leaving, but the Doc was unsuccessful.

So Mongo the Bandido and Miles the Rancher headed off to the mines, looking for a way into the Targa Plateau to search for clues as to why Becky was drawn into that wintry wasteland. On entering the mines, we ran into some stranglers and spiders, the latter of which ambushed us.



This was the first of several fights in which the Rancher couldn't miss a thing. The image on the right shows what he took out in one turn. He had a couple more turns like that as the adventure wore on. His dice seemed to prefer hitting little things though, but Mongo was more than up to the task of taking on the big guys.

We found our way into the frozen city pretty quickly, but spent some time there looking for our clue. We eventually found it, guarded by this:


We started off taking corruption hits from a Growing Dread card, and Mongo mutated for the second time tonight, growing a tentacle tongue. Mongo (a melee specialist with a teleportation bracelet) teleported in directly in front of the Goliath, and promptly took out 3 Tentacles and hit the Goliath for about 60% of his health. Miles took out most of the rest of the tentacles, but couldn't hit the Goliath. Mongo took him out on the next turn.

As we wrapped up the adventure, Mongo mutated 2 more times from darkstone corruption (despite only carrying 6), sprouting a pair of tails: the tail with a mouth, and the ever elusive Prehensile Tail (the latter of which reduced his corruption limit to 2). Now Mongo needs to visit the Doc to have his Child of the Void removed (among others), and the Frontier Outpost for something to wield in his new tail. Hopefully he'll be able to do that... *crosses fingers*

Oh and both heroes hit level 5 mid-adventure. cool


For the curious, Mongo's current list of mutations includes:
- Child of the Void (next to go)
- Tentacle Mustache
- Void Infection
- Eye Stalks
- Tentacle Tongue
- Prehensile Tail
- Tail with a Mouth

Between ep 1 & ep 2, the doc removed Mouth Grown over and Fused with Splitter, and attempted to remove Tentacle Mustache and Void Infection. When able, Mongo will attempt removal of those two again, along with Child of the Void and Tail with a Mouth. Child of the Void will be first, to bring his corruption limit back up to 3. I don't think I can bring myself to get rid of the Eye Stalks, and definitely don't want to get rid of the Prehensile Tail, so he will stay at a corruption limit of 3 (until he mutates again ).

Note: My husband didn't like the name I picked for his Rancher, so Jed is now Miles

edit: added a list of Mongo's Mutations
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Greg Romans
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Sophie, Marshall, and Groffbutt departed the Andersons' home for Woodinvale eager to equip themselves for their next quest. The trip to town was uneventful save some pesky hellbats making off with a darkstone or two.

At town, Sophie chose to purchase a pickaxe over seeing the Doc. Likely a wise choice. Marshall, the US Marshal, reported to the posse that there was a bounty for tentacles. Groffbutt lit his cigarette and then clenched his satchet with a wide grin on his scarred face. Time to return to the dreaded mine ...

Strangely the mine was deserted upon entry. Despite blinding steam shooting from the ancient pipes and the walls adorned with greasy slimy spider eggs, the posse shortly found the portal to the frozen outer wastes.

After what seemed like an eternity traversing passageways, the posse arrived at the Heart - a pulsing red hot energy fissure. Sophie detected an alien manuscript next to the red source but was immediately set upon by 3 unspeakable Snow terrors flanked by 8 void spiders.

The battle hardened posse held their nerve against the ambush and returned fire felling the most forward snow terror. Groffbutt used a cigarette to light one of the sticks he was stroking and his aim was miraculously true dispatching most of the evil horde. Sophie and Marshall slew the remainder. Time to head back to town ...
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Alex Jacobs
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Results
The Anderson homestead was becoming more like a war camp than a farm. Tents were pitched in the fields and men with guns patrolled the perimeter. They said they were there to help but some - like that Mongo fellow - gave off a different feel. Past the guards was the house itself, shuttered tight despite the late summer heat. And within the house the war council met.

"The writing's like nothing I've ever seen," Father Callahan explained. It's not Latin or Greek.

Next time him Fallen Star shrugged. "My people have no writing."

The array of rubbings and sketches, to say nothing of the strange collection of devices, made no sense. No one, it seemed could puzzle out their connection. No one that is except...

"Is that from the snow place?" asked Becky? Heads turned. No one had noticed when she entered the room.

Randolph Anderson nodded. "We think it has something to do with why you wandered off. Do you know what this is?"

Becky nodded. Her eyes had gone strangely glassy but continued to stare at the crystals in the center of the table. "Something to stop him."


The posses return from Becky's "snow land." Some have found writing in a strange alien script, while others carry such as have never been seen before. Most intriguing to Becky are the void crystals brought by Tennessee Jed and Uncas, crystals that they confirm from their experience can be used to create gates to these "otherworlds."

Unfortunately the purpose of these objects, beyond basic utility, is a mystery. The posses return to town to resupply and seek out more knowledgeable assistance.


Traveling to Town
Travel to town is difficult. You encounter a Travel Hazard on a roll of 1, 2, or 3.

Follow all other normal rules for traveling to town. Ignore any effects that would apply to Town Events rolls, but do note those results in your mission report (i.e. if someone rolls 4 – Void Storm, every Hero in the posse will gain 1 corruption point but no buildings will be destroyed during this town stay. Then in your next mission report make note of this result).

In Town
Follow the town rules as normal, however rather than rolling for town events, use the following results. They are hidden behind spoiler text. Reveal one day at a time.

Day 1
Spoiler (click to reveal)
Word is there's some professor from out east passing through town. Maybe he can help you understand what you brought back from the snow land. Professor Oakbridge might be able to help you. He asks you to leave the writing in his care for several days while he attempts to translate it.





Day 2
Spoiler (click to reveal)
"Don't you know that's against the law? Best be moving along if you know what's good for you." The local deputies seem to have it in for you and find an excuse to start a brawl. Each hero must make a Strength 4+ check. If successful take 1d3 Hits as you give as good as you got and the deputies slink in shame. If failed, you are tossed out of town on your ear (immediately leave town).





Day 3
Spoiler (click to reveal)
Professer Oakbridge has some ideas about the writings. He'll need more time, but until then he gives you some advice. It's hard to understand, though. One player in your posse may make a Lore 6+ test. If successful you require one fewer Clues to win the next adventure. If failed, take d3 Sanity Hits as you the implications assault your very reason.


Day 4
Spoiler (click to reveal)
No event







Day 5
Spoiler (click to reveal)
Word is that Sheriff Cartwright's none too happy to hear you poking your nose all over town. The sheriff comes and attempts to bribe you to leave town. If you leave town immediately, gain 1d6 x $50.




Day 6
Spoiler (click to reveal)
Professor Oakbridge has some good news!Though the professor cannot translate the runes, he cane make sense of some of them. They refer to two ancient peoples - the Jargono and the Targa. The Targa, judging from the artifacts you brought, were masters of science while the Jargono it seems wielded dark magics. The aggressive runes indicate that the two cultures fought each other bitterly, even across worlds.

For your next adventure you may heed the lessons herein and gain +1 damage against Void Enemies or +1 damage against Undead Enemies.

The sheriff, however, is very upset that you're still in town. His deputies are waiting for you outside the hotel where the professor is staying. Surprisingly enough, they let you go by unimpeded save for a few dark looks.
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Jon Dennis
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Great story, Alex! This is by far the most fun I've had with a board game in a long time!!
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Alex Jacobs
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Thank you! It means a lot to me that people are enjoying and participating.
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