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shotoCampaignThe Vale Runs Amber

The Vale Runs Amber

Public
Status
Post-Campaign
Arbitrators
Budget
1500¢

Those wretched few in the Amberly Vale battle for scraps in the ruins of the old world.

Assets

Territories
Ambergrave Runoff
Held by Industrial Beef

Toxic sludge seeps from buried refineries and feeds strange lifeforms.

Special: Once per campaign week, roll a D6. On a 4+, you may field a single hive scum for free for one battle.

Ashvein Crossing
Held by Industrial Beef

A fortified underpass carved through amber-streaked rock, known for rare mineral drifts.

Income: D3x10 credits
Special: Once per battle, a fighter may ignore the effects of Difficult Terrain for one turn.


Crimson Dredge
Unowned

An old chemical dredger that occasionally coughs up valuables.

Special: Once per campaign week, one fighter may re-roll one failed Ammo check.

Ebonwing Perch
Unowned

A high scaffolded ruin where the lights never reach.

Income: D3x5 credits
Special: Once per campaign week, you may redeploy one fighter after both gangs deploy.

Ghostflow Culvert

A thin spillway that still carries trickles of waste, and rumors.

Income: D3x5 credits
Special: Each campaign week, gain +1 to the Priority roll.

Guilder’s Fall

Collapsed trade routes and burnt contracts litter this scorched dome.

Income: D3x5 credits
Special: Once per campaign week, you may reroll the result of an action to find rare items at the trade post. You must accept the second roll, even if it is worse.

Harrowglass Foundry
Unowned

A half-functional manufactorum with unstable pressure lines.

Income: D3x5 credits
Special: One common weapon may be given the Scarce trait and +1 Strength for a single battle.

Maggotrail Spur
Unowned

A filthy pestilence taints the area. Unsavoury characters seem to have an unhealthy interest in the strange diseases that are rife.

Income: D3x5 credits
Special: When rolling a recovery test,  you must roll twice and take the worst result. If a fighter dies as a result of this test, a stranger offers to buy their corpse for half the fighter's value (without equipment). Retain their equipment as usual.

Rustgate Hollow

A tunnel system choked with debris, vermin, and broken tech.

Income: D3x5 credits
Special: Whilst you hold this territory, one fighter in the gang gains the Fixer skill, if the territory is lost, so is the skill.

Shattershard Vaults
Unowned

Ancient storage cells for volatile crystalline waste.

Income: D3x5 credits
Special: Each battle, the controlling gang may use the volatile crystals to power up their weaponry. Choose one weapon, it gains +1 strength and the Unstable and Scarce traits.

Spindlebite Shaft
Unowned

Miners whisper of shrieking insects that burrow through flesh and bone.

Income: D3x5 credits
Special: After each battle, roll a D6. On a 1, a random fighter goes into recovery.

The Amber Sump

A half-flooded sump pit where glowing amber fluid accumulates. Risky, but valuable.

Income: D6x5 credits
Special: Once per campaign week, a fighter can scavenge instead of taking a post-battle action. On a 5+, gain one item worth ≤40 credits.

The Blistering Flats
Unowned

A sun-baked wasteland perfect for ambushes and banditry.

Income: D3x5 credits


The Fane of Bleeding Light

A shattered chapel filled with broken lumens and mirrored glass.

Income: D3x5 credits
Special: If your gang loses a battle, you gain +1 Reputation once per campaign.

The Hollow Pipe Choir
Unowned

Shrieking wind and moaning ducts confuse and frighten trespassers.

Special: One randomly determined fighter gains the Fearsome skill for a single battle. 

The Inkthirst Still
Held by Industrial Beef

A sealed chem-still reactivated by gutter-scientists.

Income: D3x5 credits
Special: One Juve or Ganger gains the Nerves of Steel skill for one battle. After the battle, they go into recovery.

The Irongleam Chute
Held by Industrial Beef

A soot-blackened mine shaft descends into unknown depths.

Income: D6x5 credits
Special: Gain +1 to Seek Rare Equipment rolls once per campaign week.

The Resin Tithe Yards

A former customs checkpoint where deals are still struck in the shadows.

Income: D3x10 credits
Special: Reduce the cost of one Bribe or Sub-plot by 10 credits once per campaign week.

The Sunken Choir
Held by Industrial Beef

Echoes in this ruined cathedral distort vox-signals and stir the soul.Special: Roll a D6 each campaign week, on a 6, one fighter from the gang gains a single randomly determined wyrd power. Only one fighter may gain a wyrd power in this way.

Valeglass Sinkhole
Unowned

The ground in this region is prone to sinkholes. It takes a brave individual to operate in such a hazardous environment.

Special: While this territory is controlled, your Leader gains +1 to  Cool checks once per battle.

Battles

Action Log

shoto
11 months, 1 week ago

Campaign Ended: The Vale Runs Amber has concluded

Outcome: Campaign transitioned from active to post-campaign status
shotoIndustrial Beef
11 months, 1 week ago

Territory Transfer: The Sunken Choir transferred from no one to Industrial Beef

11 months, 1 week ago

Territory Transfer: The Fane of Bleeding Light transferred from no one to Do Cyborgs Dream of Electric Phelinx?

11 months, 2 weeks ago

Rolling for advancement to Michael

Rolled 2D6: 3 , 4 = 7 Outcome: Improved Movement
11 months, 2 weeks ago

Angel spent 3 XP to advance

Outcome: Improved Intelligence
View all 248 actions →