Oh no: chasing a local hoodlum after an attempted robbery, Dudley slips and makes a … Missed Jump! This is a Cliffhanger, so Dudley’s turn ends now and will resume next round to see what happens!
On to Zhukov (@RogerBW) now, and … Doctor Zhukov and the Valley of Hades!
This is a Temple adventure with 6 Fortune available, so we start with the first Danger, which is …
Dark Deal (Danger, Mob, Treachery) Forced into a black car and delivered to a smokey nightclub, you are presented with an offer that might be hard to refuse. Talk your way out, take the deal or throw the first punch. This test has three options - EITHERCunning 6+ XORDiscard (Pay) 2 FortuneORFight Mobsters. The reward is 3 Glory.
How does Zhukov wish to handle this?
If you wish to take some advice, … and wish a speedier passage, I think we could probably afford to pay the 2 Fortune, bearing in mind we have a good lead over the Axis at the moment and that you’ll immediately get one of those Fortune back being on a Temple adventure.
Zhukov and Reggie head out from the nightclub after their dodgy deal running straight into a …
Late Night Encounter. There’s something out there … in the dark. It’s getting closer! This test is EITHERAgility 5+ XXX to escape it OR draw an Enemies card and Fight it, and the reward is 4 Glory, or whatever is on the Enemies card.
@gmwhite999 asked for a die roll:
Zhukov gets a couple of shots off before the Thugs close range, doing 2 Wounds to them leaving 2 left. He takes two hits in exchange though, taking 1 Wound and leaving him/Reggie with 7 left.
Okay, the remaining Thugs are beaten off, scarpering away into the darkness. Zhukov reserves 2 more Glory, making 6 Glory earmarked in total, and gains 1 more Fortune.
No - Temples work a little differently, especially using the Rise of the Crimson Hand expansion rules which make Temples more sturdy. There is basically one danger per Fortune, so in this case 6, but the danger value is used to determine the likelihood of a collapse, whcih is rolled for if a cliffhanger occurs.
So, potentially, there are 4 more Dangers to pass, unless a Villain starts adventuring here, which at the earliest will be next turn or if you draw one during a Danger.
@gmwhite999 asked for a die roll:
Okay. Zhukov and co arrive at the entrance to the Valley but quickly find themselves in …
Quicksand. (Danger, Quicksand) You’ve stumbled into quicksand. Get free before you sink. This test is Agility 5+ XX (would be XXX in a Jungle) and the reward is 3 Glory. If you fail though, you must discard an Ally and then try the test agaiin. If you fail and have no Allies then you go to the Cliffhanger.
So, luckily you may have Reggie’s help in several ways!
@gmwhite999 asked for a die roll:
While trying to help Zhukov escape, poor Reggie succumbs to the sinking sands! Now Zhukov has to try again - by himself!
Okay the Zeppelin completes its flight so it and an Axis Soldier are now in the Bayou.
Finally, the main Villains adventure. Herr Teufel changes his status from Delayed to Ready, and Tresa changes from Ready to Deployed, and ventures to the Amazon Jungle to search for the Hammer of the Ancients.
Back later with the board state for the start of Round 5.