@gmwhite999 asked for a die roll:
Okay - Cartwright comes to the Doctor’s aid, and given their Skills it looks like a great combination.
Adventure Phase now, so we begin … Duke Dudley and the Tears of Darkness!
First thing that Dudley is going to do is cash in his Malaria Event card, to gain 3 Glory (giving him 12 in total now).
His first danger though starts with him boarding a cargo plane to the Island but it results in a …
Cargo Plane Mishap (Danger, Flying) Something’s not right. Your flight has been sabotaged! Find a way out of this midair predicament. This test is Cunning 6+ X and the reward is 3 Glory.
A tough test to begin with and with no one or cards to help, Dudley rolls … pool 3: 2, 3, 5
Close but no success, so Dudley goes to a cliffhanger next round, when the other passengers ask "Do You Know How To Fly?"
Now onto the dynamic duo of Zhukov and Cartwright appraoching the end of their search in the Valley of Hades. For the penultimate Danger our Heroes must …
Infiltrate Secret Axis Base (Danger, Axis, Sneak) Find an entrance and sneak past the guards or fight your way in. This test is EITHERCunning 5+ XANDAgility 4+ XXXOR Draw an Axis Enemies card and Fight! The reward is 3 Glory each.
Now here is the advantage of having two of you sharing the workload. You can choose who takes which test, and can both exert on any test to roll extra dice, even when not at a cliffhanger.
I know it might seem obvious, but who is taking which test(s) - or are you going to fight?
The teamwork pays off, and Zhukov, cartwright and Reggie get into the heart of the Axis Base. They gain 1 Fortune for the Heroes, giving them 28 in total now, and reserve 3 Glory each.
Again, I have to ask: will they Press On for the final Danger, or Camp Down?
@gmwhite999 asked for a die roll:
Okay. Zhukov, Cartwright and Reggie find themselves at the heart of the Axis base and recover the Stone of Hades from a surprisingly lightly guarded area. Now to escpae with their prize! The sneak out another way to a roughly cleared airfield and cram into a small aeroplane. Axis pilots are soon hot on their tail though, so we have an …
Airplane Chase (Danger, Flying, Chase) They’re hot on your tail! Outmaneuver the enemy planes to escape. This test is Agility 6+ X and the reward is 3 Glory.
A tough finale test this, but Cartwright is hopefully up to it. You have your Extra Effort card you can use too, and the Toolbox and both can exert, but let’s try with the first roll.
Cartwright Agility test rolls … pool 4: 1, 2, 3, 6
A tense air battle occurs but finally Cartwright evades the pursuers through the outskirts of the Valley! The Heroes escape - claiming the last 1 Fortune from the Temple taking the Heroes to 29 Fortune in total and the Temple Treasure - let me know which one of you will be holding that. They also claim all of their Glory from the last two Dangers, collecting 6 Glory each.
Well done, guys! These tests needing one 6 only can be nasty even with extra dice.
I’ll be back later this morning with the Villain Phase and then update the board this evening European time.
I’m guessing we can’t exchange it when we see who moves further.
Moscow is a major city and I think only 3 movement away, so I imagine that’s where it goes, on which basis Zhukov might as well carry it. (It would be amusing to sell it in Berlin, but I think would take 5 movement.)
You have to choose now really, or at least before we roll for initiative for the next round.
You might want to avoid Moscow at the moment too given that there is a Mobster Thug in the city presently. Bear in mind that we only need 1 Fortune to win and you can sell it in any city for that, your nearest city I think is Cairo at 2 movement spaces away. Whoever takes it though might not want to risk rolling for movement, as that could result in a 1 and not being able to sell it next turn.
@gmwhite999 asked for a die roll: Occupation! Two cities become Occupied by the Axis: New Orleans and Toyko. Best avoid Tokyo fo sure for the time being, what with the Mob being there too! The Villain Track now moves to 8.
Now for the Outpost and Zeppelin Phase. The Zeppelin heads from Siberia to … (draws Location card) …the Ancient Mountains.
@gmwhite999 asked for a die roll:
The Secret Base spawns another Axis Soldier, this time in … (draws Location card) … Yucatan. The Zeppelin has a few ways to go I can see so lets put it in Persia.
Now for the Villain Adventure Phase.
Herr Teufel heads to the Forbidden Island with his bodyguards to search for the Tears of Darkness, and his Search roll is pool 5: 1, 2 × 4, 2 × 5.
Tresa and her bodyguards head to The Steppes to search for the Skull of the Dead, and her Search roll is pool 5: 1, 2 × 2, 3, 4.
Herr Teufel overcomes 4 of the 5 Dangers, so needs to pass 1 more to recover the Tears. He loses 1 bodyguard in the process.
Tresa overcomes 1 of the 3 Dangers, so needs to pass 2 more to recover the Skull. She also loses 1 bodyguard.
Finally, in the End Phase, we draw one more Artifact to replace the Valley of Hades, revealling …
The Crown of the Monkey God is in Manchuria
(And a correction: the Villain Track is now at 9.)
Back later this evening (European time) with the board for the start of the next round. Unless Cartwright (@Chewy77) really wants it and tells me, Zhukov (@RogerBW) will have the Temple Treasure from the Valley of Hades next round.