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Interdimensional Prison Break: Haedus 8B Mission Deck 2Click to magnify
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Interdimensional Prison Break: Haedus 8B Mission Deck 2

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(When buying a physical deck, make sure you get the PDF + Cards option to get the guidebook.)

Interdimensional Prison Break is the second deck in the Haedus 8B Mission Decks for Carbyne Jungle. To play this deck, you must have the Carbyne Jungle Core rulebook (https://www.drivethrurpg.com/product/292024/Carbyne-Jungle), and preferrably characters of at the mid tiers of the game: Gamma and Delta. It is not required that you have completed the deck below this in the Haedus 8B series to complete these decks (but it does help). If you are looking to start out new with Carbyne Jungle, the deck to use would probably be "Another Bug Hunt," the deck for brand new characters.

Mission Decks are a multi-purpose tabletop gaming tool developed by Nor Cal Mythos entertainment. There are two initial decks: Khieron’s Keep developed using the 5e open gaming license, and Haedus 8B created for NCM’s own Carbyne Jungle.

 Players adventure through the dungeon or base, facing horrific challenges, dealing with NPCs, and discovering the mysteries of the game. Each game is designed to last for one session, but also can be played repeatedly, delving deeper into the story, learning new secrets, or just playing for fun where the whole table can level and grow together. 

Mission Decks work perfectly as a cooperative play game. On nights when no one wants to DM/GM, or players couldn’t make it to the game, this is the perfect activity. Map and Conflict cards take players through randomly drawn dungeon, facing different encounters, and exploring storylines. Monster cards and loot cards keep the party progressing, allowing the players to grow together at the table. Parties encounter NPCs and work their way to the Boss Fight of the Dungeon.

Solo Play

When you cannot get a party together or are just in the mood to run through a mission on your own, Mission Decks work incredibly well for Solo play. By making multiple characters or using the NPC cards, you can build a party and run through all of the dungeons. If you use all three decks in the setting, there is enough storyline to take a character from a brand new adventurer into a grizzled world-conquering veteran.

 Each Mission Deck has three built-in storylines that require repeated playthroughs to be fully explored. When players tire of the storyline, map cards also have untyped maps designed to be used in any setting. Players can the map cards to enjoy randomly drawn dungeons again and again.

 In addition, DMs/GMs can use the decks as tools for quick no-prep or low-prep sessions. Using the Conflict and maps cards, you can build quick encounters in interesting locations as well as build quick monsters to fight against.  

Map Cards

Map cards are two sided. The first is a setting specific map with details about the location, objects in the room, and a scale for the room to give an idea of the size of the area. The back of each card is a non-typed map, also with objects and scale, that can be used in any setting type the players or DM/GM would want. 

Useful both for cooperative play, or for running a game, the map cards allow everyone to get a good idea of the setting. Every map card also comes with a code that can be loaded onto the Web-Based App, so the map could be loaded onto a large phone or tablet. With the printable PDF of the decks, each map also has an 8.5x11 printable version for tables who prefer to have a map large enough for miniatures.

Encounter/Conflict Cards

Encounters for 5e, Conflicts for Carbyne Jungle, these cards deal with the challenges and stories the players face in the game. Like the map cards, these are a mix of setting specific cards and generic conflicts that will work for any setting. Because of this, the decks can be used indefinitely for cooperative play, or also as a tool for DM/GMs. In any setting, whoever is running the game can pull a map card, grab a conflict card, and then plan out a quick encounter.

With the app, different conflicts can also be added. Each deck has multiple storylines available, so players who complete either Khieron's Keep or Haedus 8B can use the web-based app to load alternative storylines with different challenges for the party to face. 

Monster/Target Cards

Everyone needs a good fight, and there is no reason that fights need to be the same every time. Used in conjunction with the Conflict/Encounter cards, the Monster/Target cards allow for a different challenge every time the table plays the game. Each encounter is built differently.

Loot Cards

Sure, you can find gold or credits, or possible a sword or mass driver in a fight, but that can get old. Loot cards allow for unique rewards as well as unique fights. Roll up loot before the fight, and all of sudden you are fighting a goblin with a staff of fireball.

Boss Cards

Boss cards are templates added to monsters cards, allowing for unique challenges to finish the dungeon every game. Every time you enter Khieron's Keep or Haedus 8B, you don't know how the game is going to end... which is exactly how it should be. 

NPC Cards

In the mission decks, not only will you face monsters, but you will also run into Non-Player Characters that will present unique interactions and situations. NPCs will make offers, ask for help, offer rewards, join the party, and possibly even betray the party. 

Trap Cards

There's nothing like a nasty trap or a suped up security system to make a day more interesting. Each deck comes with a variety of trap cards that you can mix into your deck. 

The Story

The Haedus 8 planetary system was used for advanced research during the Neo-Spine era, a period of mass galactic expansion, peace, and extremely advanced scientific discovery. This prolonged period was ended many thousands of years ago by a galaxy-wide, near-extinction level event called the Great Calamity. The research stations located in the planetary system, like many such treasures, were lost, forgotten, and if remembered at all, assumed destroyed with all its uncanny knowledge.

Recently, scans performed by passing vessels have determined that some of the bases from the Neo-Spine era are still intact, likely protected from the passages of time by burial. As this startling discovery becomes common knowledge to the galaxy at large and its many civilizations, there is evidence that less-than-honest-corporations have already been secretly investigating the facilities and researching again on one of the moons, Haedus 8B, for some time, possibly years.

The moon in question is a Class-2 (inhabitable) terrestrial celestial body, and it appears to be honeycombed with research stations dating back millennia. For the teams that can reach the distant moon, it is a gold rush set in fast forward. There is money and power to be had in Neo-Spine tech recovery. Even more intriguing to outside eyes is the remote nature of Haedus 8B implies that the lost fields of study might have been dangerous for the highly advanced Neo-Spine era researchers. High risks beget higher rewards.

Investigate the moon. Find the hidden research stations. Plunder. Survive. Escape back to sing the tale.

There are nine missions in the Haedus 8B Saga, broken into three tiers. As you progress through the tiers, more factions become interested in the newly discovered facility, increasing the danger but unlocking more of its secrets for you to ransack.

When you purchase a deck of a certain level, you get a digital copy of the other two decks of those tiers as well as access to the maps and story aspects through the app.

Deck 1: Alpha and Beta Tiers

Another Bug Hunt

Hostile Takeover

The Creators

Deck 2: Gamma and Delta Tiers

Prison Break

Hostiler Takeover

Escalation

Deck 3: Epsilon and Omega Tiers

Unnatural Selection

Hostilest Takeover

The Kitchen Suite

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Product Information
Cards
104
File Size:
64.32 MB
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File Last Updated:
November 25, 2020
This title was added to our catalog on November 25, 2020.
Publisher
Nor Cal Mythos Entertainment
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