Escape the Dark Castle
Wherever you go, there you are...
You wake up once again in your cell.
You have no idea how long you’ve been here, but it feels like forever. And who knows, maybe at this point it is.
You don’t even know how or why you’re in this terrible place.
Maybe this is hell. It certainly feels that way.
You have brief visions that you’ve died. Sometimes very horribly, but yet here you are breathing. The air you’re breathing isn’t great filled with the scent of who knows what, but you’re still breathing.
You glance and find that you’re not alone. Three others are here in the cell with. They’re all a motley bunch looking as dirty and ill kept as you probably look right now. Somehow some of them seem familiar but then you can’t remember much anymore everything is always a blur now.
“Don’t I know you?”
In any case, after a brief moment of talking, someone notices that the cell door is slightly ajar. Your captors forgot to shut it properly.
Wasting no time the four of you leave the cell…
A fighting chance perhaps!
Your group quickly take the contents of the chest as you hear the sounds of guards shouting in the distance.
You’ve found:
1 Liquid Luck: Discard to re-roll your character die and apply that result
Cracked Axe: Two handed weapon which allows you to roll a chapter die with your character die in combat (Two inventory spaces)
Dented Daggers: Once per round in combat whenever you hit, you can attack again. (Two inventory spaces)
1 Partially Rotten Apple: Discard to gain 1 HP
In addition to this loot, your incarceration in this place has resulted in some interesting character trait that may come in useful ONCE per game:
Cook - Callous: After surviving a combat encounter you may draw 3 item cards instead of 1.
Smith - Deranged: You may attack and rest in the same round of combat.
Tailor - Lazy: When you rest you may restore 3 HP instead of 1.
Tanner - Greedy: When you restore HP discarding food, you may restore an additional 2 HP.
Divide up the loot as you all see fit and pick the person to lead the group for the next encounter.