The Mound Contracts & Loadouts
A team exploring the jungle in The Mound Omen of Cthulhu

Contract, six-slot loadout, weather, crew, and return planner

The Mound Contracts & Expedition Loadouts

Choose the Captain Contract first, assign the crew jobs, keep two of six personal slots flexible, bring rain-safe coverage, and protect the Ox-wagon return route. Use the separate field database when the question is a named item, Saint, threat, or storage system.

Updated Back to The Mound hub
ContractChoose the objective first

The contract decides the crew job, carried space, and retreat trigger.

SlotsKeep two of six flexible

Protect room for the objective, treasure, or emergency equipment.

WeatherCarry a rain-safe answer

Do not let Matchlock dependence remove the whole ranged plan.

ReturnProtect the Ox-wagon route

Keep storage, survivors, light, and recovery connected to the crew.

5 contract plansCore answers remain visible without JavaScript
Captain Contract

Recover treasure

Find the target haul and return it to the galleon.

Carry plan
Keep two inventory slots open and move valuable pieces to the Ox-wagon when possible.
Weather answer
Favor Bow, Crossbow, or Flintlock coverage when rain can disable Matchlock weapons.
Crew job
One carrier, one route holder, and rear cover for the moving treasure.
Return trigger
The target haul is secured or the Wagon route becomes unsafe.
Captain Contract

Retrieve a cylinder

Locate the contract object and preserve a clean return route.

Carry plan
Do not fill all six slots before the objective item is found.
Weather answer
Carry at least one weapon that still works in rain.
Crew job
Route caller stays free to guide the objective carrier.
Return trigger
Cylinder secured plus a viable Wagon or galleon route.
Captain Contract

Purge corruption

Reach and clear the named corruption objective.

Carry plan
Prioritize combat, light, food, and recovery over early treasure.
Weather answer
Do not let the whole squad depend on Matchlock fire in uncertain weather.
Crew job
Frontline holds space while another player protects recovery and direction.
Return trigger
Recovery is spent, madness cannot be cross-checked, or the route home is breaking.
Captain Contract

Exploration

Map landmarks, forts, and safe links without turning the run into an unplanned treasure push.

Carry plan
Use the default six-slot plan and preserve empty space for a critical find.
Weather answer
Quiet, all-weather weapons reduce noise and weather surprises.
Crew job
Navigator names a landmark chain; verifier checks route and hallucinations.
Return trigger
Two anchors are lost or the group cannot agree on the current route.
Captain Contract

Special descent

Prepare for a deeper objective where retreat options narrow.

Carry plan
Recovery, light, food, and role coverage take priority over spare loot.
Weather answer
Use mixed weapon ignition so one weather change does not remove all ranged options.
Crew job
Two buddy pairs: objective/recovery and route/rear watch.
Return trigger
A pair breaks, a critical role falls, or the agreed recovery reserve is gone.

Field handoff

Look up each entity type on its own page

The expedition planner owns the contract and return protocol. The database pages own item slots, Patron Saint blessings, and threat responses without mixing unrelated rows.

Contract-first reasoning

Spend the six slots on the job that can actually fail

A loadout is not a universal best list. The contract, party shape, weather pressure, and return plan decide which slot is protected and which slot can stay flexible.

1. Name the contract win

Treasure, cylinder, corruption, exploration, or descent changes what must reach the Ox-wagon. If the objective is unclear, keep the run short and reserve space for the first confirmed find.

2. Protect the route dependency

Choose the item or Saint that covers the failure most likely to stop the objective: rain, sanity, ammunition, contact, light, or recovery. Do not spend a slot on a second answer before the first route is safe.

3. Leave two slots adjustable

Keep room for the objective item, a field replacement, or a recovery response. A full six-slot plan can make a successful discovery impossible to carry home.

4. Set the return before departure

Choose the landmark, Horn call, and retreat trigger before the squad is tempted by a deeper room. The return plan is part of the loadout, not a decision made after the haul is already at risk.

Run pressureProtect firstKeep flexible
Rain or ranged pressureWeather-safe weapon coverageOne slot for the contract item
Corruption or sanity uncertaintySecond-view and recovery protocolOne slot for a changed route
Treasure haulCarry space and Ox-wagon returnOne emergency response
Solo descentSelf-rescue and a readable landmark chainShort objective scope

Party-size branches

Change the communication contract before changing equipment

The same item can solve different problems depending on who can verify a cue, carry the objective, or hold the return path.

Solo

Use one visible anchor, one short objective, and a self-rescue answer. Stop when a cue cannot be verified from the current position.

Two players

Split lead and verifier. The verifier protects the last shared landmark while the lead checks the uncertain cue; never send both toward the same distortion.

Three players

Give one player route memory, one player field response, and one player objective ownership. Rotate only at a confirmed landmark.

Four players

Use two buddy pairs with one caller. If a pair breaks, the first recovery action is contact and regroup—not a deeper push to rescue a missing voice.

After-action reset

Review the first broken agreement, not the entire build

When an expedition fails, preserve the evidence that still worked. A controlled retry tells the crew whether the problem was the contract, the route, the loadout, or communication.

First breakKeep for the retestChange next
Objective was never namedSame contract and short routeState the win condition before leaving the galleon
Weather removed the ranged planSame crew and landmark chainReplace one slot with rain-safe coverage
Buddy pair separatedSame six-slot budgetUse a last-shared-landmark call and earlier regroup
Haul could not returnSame discovery routeReserve carry space and trigger the Ox-wagon call earlier
Perception cue was trusted aloneSame contract objectiveAdd a second view before moving the whole squad

Sanity recovery

Use a second view before trusting the cue

There is no simple visible sanity bar. Darkness, isolation, and hallucinations can damage the information the squad is using to navigate.

CueCheckSafe response
False crewmateAsk the real player to confirm position and action.Do not follow the figure away from the buddy pair.
Poisoned commsRepeat location, cue, and action through a second player.Return to the last shared landmark.
Disguised terrainCompare the path with the known landmark chain.Stop before stepping into the disputed route.
Transformed equipmentCross-check the item with a teammate or Wagon inventory.Do not discard a critical item on one perception.
Phantom threatSeek a second angle without moving the whole squad.Keep one pair on the return anchor.

Wagon call

Use the Horn on chosen ground

  1. 1

    Stop at a defensible landmark.

  2. 2

    Check that the contract route still needs storage or recovery.

  3. 3

    Assign rear watch before the noisy call.

  4. 4

    Move treasure or survivors quickly, then leave the noise site.

Known map order

Extend the landmark chain

  1. 1Landing Beaches
  2. 2Valdivian Forest
  3. 3Scarlet Flower Woods
  4. 4Abandoned Forts
  5. 5The Mound
  6. 6K'n-yan

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Player questions

Contracts & Loadouts FAQ

Use the current game panel before spending rare resources on a value that can change.

What should I bring into an expedition?

Choose weapons and equipment around the run purpose, then pair that loadout with a retreat trigger and a route agreement. Check exact item behavior in the live version before committing the run.

What is the best team size?

The game supports up to four players. Two to four players gain the most from explicit roles; solo play benefits from the same stop-and-verify protocol.

How do you deal with the Prowler?

Do not treat it as a normal kill target. Stop moving deeper, return to the last shared landmark, restore contact, and reform the buddy pair so no player remains isolated.

How do we handle conflicting information?

Stop movement, give a location-cue-action call, and seek a second view before sending anyone forward alone.

When should the squad retreat?

Use the trigger chosen at the galleon: lost contact, broken pairs, depleted options, route uncertainty, or a haul that already satisfies the run.