Artifact Search
This mission can be taken on solo or with a group. You can run this mission more than once.
Equipment Pack:
- red flag set (for marking your trail)
- 1 bandage (roll 1d cool
- 1 FEAR scanner
- GPS mapping app for your cell phone (to record locations of FEAR spikes)
- 1 days worth of MRE's
- 1 pair of spare socks and an apple with a smiley face on it
Division Bonuses:
- Life hunters have extra bandage kits (trainees roll 1d12, intermediates roll 1 d20; the number of these heals is not unlimited, but rather equal to the number of people in their party)
- Death hunters need to scout ahead of the group, looking for signs of danger, avoiding it when possible, and reporting back to the group. They're skilled in avoiding damage. (trainees get 4 auto-damage instead of 5, intermediates get 3 auto-damage instead of 5)
- Sun hunters are usually a group's most effective offense force. (During a battle, a trainee is capable of two recoveries, and an intermediate is capable of three.)
- Moon hunters create the defensive line that enable groups to take on and survive powerful opponents. (trainees roll to block battle damage using 1d12, intermediates roll 1 d20)
- Mist Hunters fill the gaps as needed. (trainees can fill each role one time, in battle or in response to prompts, intermediates can fill each role twice. Both use the trainee rolls of other divisions)
Prompts: Group leader rolls 1d100.
If you have multiples of a division, they can all roll when prompted to try and thwart damage
1-20: A peaceful white landscape. Maybe a little boring, but better than certain alternatives. Careful! There's some precarious footing ahead! If you don't have a Death hunter to scout, everyone gets 5 falling damage!
Death hunters: roll 1d4, if you roll 1-3 you successfully navigate the party around an icy path. If you roll 4 everyone gets 5 falling damage.
(FEAR scanner reading: low)
21-40: There's a loud cracking sound in the distance! In the distance a large group of penguins flee the area! The ground begins to shake violently under your feet! If you don't have a moon hunter, everyone gets 5 quake damage!
Moon hunters: roll 1 d4 for every member of your party to try and protect them. For every 1 you roll, you fail to protect 1 person from damage.
(FEAR scanner reading: moderate)
41-60: You're crossing a a large stretch of ice, when someone looks down and sees something odd beneath it. Once you've passed beyond it and reached higher ground, you look back and see what resembles a massive eyes beneath the surface. It suddenly swivels to stare at your party.
(FEAR scanner reading: SPIKE)
61-80: You hear something snap behind you, and turn just in time to see the last flag you've planted get sucked underground. When you inspect where it was you see nothing but a hole going down further than your eye can follow. All of your other flags have met a similar fate. Any party without a Life or a Death hunter lose 10 hp due to getting lost.
Death & Life hunters: roll 1d4 to scout the way back or tweak your phone's mapping. If you roll a 1, you are immediately successful, no one take damage. Roll a 2 or 3, you take a little while to figure things out, everyone gets 5 dmg. Roll a 4, and you're unsuccessful, in a few hours the search crew finds you and leads you back to the base.
(FEAR scanner reading: moderate)
81-100 BOSS FIGHT!
Once again the ground beneath you shifts and buckles eventually cracking open as a massive tentacle bursts from the surface and strikes out at your party! When defeated, rather than dissipate, the tentacle slithers back underneath the surface.

(FEAR scanner reading: SPIKE)
HP: 20x(the number of people in your party)
Auto Damage: 5