Dwayne Hendrickson
United States
Oklahoma City
Oklahoma
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When you fail this mission the text indicates that the Posse is scattered and you are all shell-shocked and take damage.

I'm thinking that you immediately go to another adventure, each player on a separate Trederra tile encountering Low threats. Each time a player explores they roll a D6 to see if they find another player. If they roll equal or less than the number of new tiles explored, they locate a random player. Once all players are together, they can go through a portal to home.
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Andreas Lieberoth Wadum
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I Like it!!
 
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Dwayne Hendrickson
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Oklahoma City
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I've been thinking a bit more on this one and here are some modifications.

* OBJECTIVE - The posse makes their way out of Trederra

* Each character starts on their own Trederran otherworld endcap piece.

* Choose one character to hold the lantern and roll to hold back the darkness. All other characters will suffer Voices in the Darkness until they encounter the lantern bearer.

* Players will take their turn in Initiative order, making a Location Roll (rolling a D6 to see if they locate another character. If they roll less than the number of new tiles they have explored, then they will rejoin another randomly chosen character by hooking the located characters map onto their own.) A player cannot locate another character if joining the two maps would result in a map with no exits. In that case the location of another character would fail and not occur.

* Any Encounters will be resolved before going on to the next player. Any impact of an Encounter will always target the character that triggered the Encounter. A fight will last one 'round' with all figures activating in initiative order and getting an activation prior to continuing on to the next players turn. During a fight a character does not make a roll to locate another character.

* Any character the locates another character in a fight, may join in the fight during the next round in the appropriate initiative order.

* After the Location Roll, a player will draw a Map card and resolve it, encountering Low level threats. If a portal appears, a character can take a chance of returning to Earth by making a LUCK 6+ roll. If successful, the character has found their way back to Earth but suffers D3 Sanity hits, racked with fear for their fellow posse members, and ends the adventure outside the mine, waiting for their friends. If unsuccessful, next turn they stagger back through the portal with a combination of D6 wounds/sanity (their choice).

* Only one successful Location Roll for the posse is allowed each round. Once characters are reunited, the 'mini posse' will activate based on the lowest initiative of the group, then each character will activate based on their own initiative.

* As the 'mini posse' grows, the Threat level will increase to match according to the normal posse size rules.

* Once the posse is reunited, a portal to Earth must be located. All Exploration tokens with a clue icon now also include a portal. All portals located after the reunion now lead to Earth. If all exploration tokens are used, shuffle and reuse them.

* On a successful Location Roll, if the randomly chosen character has previously left Trederra and successfully found their way home, the successful Location roll indicates that a note has been found outside the portal. This portal can be used to get back to Earth once all members are accounted for (either by finding them or evidence that they successfully returned to Earth)

* SUCCESS - All members are found and accounted for. Each character gets 1 Grit, 1 Loot, 50XP

* FAILURE - The posse eventually finds their way out, but the horrible things have happened in the meantime. Roll an ungritable D3 .

1 - The Darkness escaped -
The nearest town has two random buildings destroyed
2 - Toxic Cloud - Poison gas has wafted out of the mine, reducing the population of the nearest town. Three random locations are closed (but not destroyed) on the next visit
3 - Shell Shock - The extra time on Trederra has taken its toll. All players lose 2 sanity and 2 health permanently.
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