Das Tanelorn spielt > Kleine Monster

Settlementphase

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Timo:
Luthers Charakter verfällt in Blutlust und frisst...(kleiner Scherz, hätte jetzt aber niemanden überrascht oder?)

The settlement gathers around the newborn in awe. Never have they seen something so precious and meaningful. The parents each gain +2 survival and +1 permanent evasion.

Timo:
Es wurden noch Ausrüstungsgegenstände gebaut und einer ging während der Jagd verloren.

Die Jäger kehren nach erfolgreicher Jagd zurück, das Settlement wird aufgebaut. Ihr erhaltet 4 Endeavor für 4 zurückkehrende Überlebende.

Die Settlementkarte wird gezogen:
Clinging Mist (ohne Bild auf der Karte)
The Settlement is hidden behind a thick green mist. Something about the way the lantern light passes through it makes it seem alive. Roll 1d10.

Greifenklaue:
Oha. Gewürfelt 1d10 : 5, Summe 5

Timo:
Does the settlement have ammonia? NO
As the mist grows thicker, its tendrils take on strange and horrific forms. The returning survivors make it back to the settlement trembling and exhausted. Each gains a random disorder.

Allan:
Post-Traumatic Stress
The last hunt was harrowing. All you can do is cover and relive the trauma. Only time can heal your wounds.
Next settlement phase you do not contribute or participate in any endeavors. Skip the next hunt.

Ferox:
Apathetic
You've given up. Nothing seems to matter. You have no concern for your own wellbeing.

You cannot use or gain survival. You cannot gain courage.
Cure this disorder if you have 8+ understanding.

Talen:
Monster Panic
Monsters make you feel bad. Really, really bad.
Whenever you suffer brain damage from an INTIMIDATE action, suffer 1 additional brain damage.

Joanne:
Hoarder
You compulsively collect and stash anything you can get your hands on. Every little bit you add to your secret hoard makes your existence feel more real.
Whenever you are a returning survivor, archive 1 resource gained from the last showdown and gain +1 courage.



Timo:
Es ist keiner gestorben, die Zeit geht um ein Laternenjahr weiter:

Jahr 2 ENDLESS SCREAMS



A scream pierces the silence around the settlement. As the noise fades a chorus of horror rises up in answer.

the settlement erupts into chaos trying to comprehend the source of the terrible wail.

You may now hunt the SCREAMING ANTELOPE.
Nominate a single survivor to stand amidst the madness. They gain +1 courage and become the voice of reason. (he/she rolls 1d10)

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