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Intro (http://www.rpgdl.com/forums/index.php/topic,4595.msg96976.html#msg96976)
Chapter 1- In Which Hunter and Arianna Establish Themselves (http://www.rpgdl.com/forums/index.php/topic,4595.msg97062.html#msg97062)
Chapter 2- In Which Harkan Proves Himself a Failure With Women on Any World (http://www.rpgdl.com/forums/index.php/topic,4595.msg97160.html#msg97160)
Chapter 3- In Which Norman Cosplays Cotton Mather (http://www.rpgdl.com/forums/index.php/topic,4595.msg97305.html#msg97305)
Chapter 4- In Which Norman Trips Balls on Space Mead (http://www.rpgdl.com/forums/index.php/topic,4595.msg97396.html#msg97396)
Chapter 5- In Which Niniel Recalls Old Ghosts in the Graveyard (http://www.rpgdl.com/forums/index.php/topic,4595.msg97533.html#msg97533)
Chapter 6- In Which Hunter Accepts Gifts From Strange Men (http://www.rpgdl.com/forums/index.php/topic,4595.msg97773.html#msg97773)
Chapter 7- In Which Arianna Goes Shopping... FOR JUSTICE! (http://www.rpgdl.com/forums/index.php/topic,4595.msg97847.html#msg97847)
Chapter 8- In Which Keith Runs From the Darkness and Into a Trap (http://www.rpgdl.com/forums/index.php/topic,4595.msg98047.html#msg98047)
Epilogue (http://www.rpgdl.com/forums/index.php/topic,4595.msg99936.html#msg99936)
Talaysen - Keith Chiemi
Shale - Niniel Armelios
Yakumo - Hunter Sopko
Gatewalker - Harkan Ashland
El Cideon - Arianna Lanathan
Strago - Norman Withers
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Monsters
Arkham
(http://img98.imageshack.us/img98/1894/darkyoung.png)(http://img69.imageshack.us/img69/262/darkyoungback.png): Unvisited Isle
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(http://img196.imageshack.us/img196/2872/nultrosfrontface.png)
DOOM TRACK 2/6
Open Gates - 0/99999999999
Monster Limit - 1/9
Outskirts - 0/2
Terror Level - 1/10
Rift Progress:
White Moon/Black Cross-
White Dash, Triangle, Star/Black Hex - Neil's Curiosity Shop
White Circle/Black Square, Diamond -
White Square, Diamond/Black Circle -
White Hex/Black Dash, Triangle, Star - St. Erasmus House, The Rope and Anchor
White Cross/Black Moon -
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Arkham locations
Bank of Arkham
Bank Loan: Instead of having an encounter here, you may take out a Bank Loan if you don't have one yet.
Arkham Asylum
Psychiatric Care: Instead of having an encounter here, you may recover sanity by receiving psychiatric care. You may either regain 1 Sanity for free, or pay $2 to restore your Sanity to its maximum value.
Curiositie Shoppe
Shop: Instead of having an encounter here, you may draw 3 Unique Items and purchase one of them for its list price. Discard the other two items.
Police Station
Deputized: Instead of having an encounter here, you may spend 10 toughness worth of monster trophies, 2 gate trophies, or 5 toughness worth of monster trophies and 1 gate trophy to become the Deputy of Arkham. Take the Deputy of Arkham card.
General Store
Shop: Instead of having an encounter here, you may draw 3 Common Items and purchase one of them for its list price. Discard the other two items.
Science Building
Dissection: Instead of having an encounter here, you may spend 5 toughness worth of monster trophies or 1 gate trophy to gain 2 clue tokens.
Administration
Classes: Instead of having an encounter here, you may pay $8 to draw 2 Skills. Keep one of them and discard the other.
Silver Twilight Lodge
Inner Sanctum: If you have a Silver Twilight Membership, then you look at the Inner Sanctum entry when having encounters here.
St. Mary's Hospital
Medical Care: Instead of having an encounter here, you may recover Stamina by receiving medical care. You may either regain 1 Stamina for free, or pay $2 to restore your Stamina to its maximum value.
Ma's Boarding House
Recruit:Instead of having an encounter here, you may spend 10 toughness worth of monster trophies, 2 gate trophies, or 5 toughness worth of monster trophies and 1 gate trophy to take any 1 Ally of your choice from the Ally deck.
Ye Olde Magick Shoppe
Magic Lessons: Instead of having an encounter here, you may pay $5 to draw 2 Spells. Keep one of them and discard the other.
South Church
Blessing: Instead of having an encounter here, you may spend 5 toughness worth of monster trophies or 1 gate trophy to have any investigator you choose be Blessed.
River Docks
Shady Character: Instead of having an encounter here, you may spend 5 toughness worth of monster trophies or 1 gate trophy to gain $5. This location counts as an Aquatic location.
Unvisited Isle
This location counts as an Aquatic location.
Kingsport locations
South Shore Streets
This counts as an aquatic location.
Harborside Streets
This counts as an aquatic location.
Central Hill Streets
This is the depot location.
Congregational Hospital
Treatment: Instead of having an encounter here, you may spend $1 to regain 1 Sanity and 1 Stamina.
Neil's Curiosity Shop
Pawn: Instead of having an encounter here, you may sell a Common or Unique Item. Make a Will (-1) check. If you pass, you get its list price. If you fail, you get half its list price (round up).
The Rope and Anchor
Tavern: Instead of having an encounter here, you may spend $1 to search the Common Item deck for a "Food" or "Whiskey" card.
North Point Lighthouse
The White Ship: Instead of having an encounter here, you my spend 10 toughness worth of monster trophies, 2 gate trophies, or 5 toughness worth of monster trophies and 1 gate trophy to take the Captain of the White Ship card. This counts as an aquatic location.
The Causeway on the Kingsport Head
Hard Going: You must end your movement upon entering this location. This counts as an aquatic location.
Wireless Station on the Kingsport Head
Hard Going: You must end your movement upon entering this location.
Strange High House in the Mist on the Kingsport Head
Otherworldly: Instead of having an encounter here, you may spend 10 toughness worth of monster trophies, 2 gate trophies, or 5 toughness worth of monster trophies and 1 gate trophy to take the Changed card.
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There have been rumors of a strange nature going around Arkham recently. Rumors that there have been people living in Arkham from other worlds. Now, Arkham residents are quite used to the odd monster or being popping in and out, but humans? Not just from another world, but worlds? No one can quite find them to make sure. They find you. Because it seems that they may have brought something with them. Something that might just lead to Arkham's ultimate destruction.
Reports are sketchy at best. There seem to be two distinct groups. One seems to include a tall, blonde man and his young, dark-skinned wife, as well as a black-haired travelling student. The other group is even more mysterious, with little to no solid information known about them except that there are two of them travelling together. Even stranger are the reports of a mysterious masked vigilante calling itself The Capuchin that has begun roaming the streets at night, ridding Arkham of whatever crime was left in the city.
It is from these pieces Norman Withers took upon himself to construct the puzzle known as the truth. Will it prove to be his undoing? Or something far, far worse?
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Graverobbers Strike!
Unfortunately for them, they release 2 monsters into the Central Hill streets. These two monsters are a Formless Spawn, and a Flesh Golem (Expansion Monster!)
A gate to Yuggoth opens at the Historical Society, spawning a Witch and a Serpent People. A clue appears at the Congregational Hospital.
Moon monsters move on White, moving the Flesh Golem to the South Shore Streets and the Serpent People to the Southside Streets.
A White Moon/Black Cross rift progress token is added. It is for 607 Water Street.
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I guess I should make my way towards that Gate, since I think it will definitely behoove us for Norman to complete his personal story sooner than later.
Anyone want to give me a crash course in this Kingsport Rift business?
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When a Mythos card has directions for monster movement that match the icons next to a rift, that rift gets a progress marker. Four markers and the rift opens. An open rift moves like a monster, releasing a new monster every time it moves. It can also add doom tokens to the track by moving on an arrow of the same color as its icon. To stop that from happening, you go to one of the locations noted in the rift's entry and have an encounter there. That gets rid of one step of progress toward opening the rift. If the rift is already open, you have to clear out all four to close it.
Edit: Soppy, how does Attack From The Shadows work with Elusive monsters?
Double Edit: Executive ruling is that I can AFTS the Serpent People, but I have to make the check to find them, meaning if I miss the attack I'm in combat. They've only got one toughness, though, so it seems like a pretty decent bet if I start with a high fight.
Triple Edit: See below. I guess I'll just pick up a clue somewhere.
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Prepare for triple edit! I'll flipflop to no on it, it doesn't work on it. Just Elusive monsters though. AFTS was designed to pass over monsters while still getting an attack in, and if you have to stop and make a check in the first place to attack Elusive it defeats the purpose. Mobility > Attacking is the thinking here.
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Niniel, The Tattooed Lady
Sanity: 4/4
Stamina: 6/6
Focus: 2
Skills
Speed 1 2 3 [4]
Sneak 5 4 3 [2]
Fight 2 3 [4] 5
Will 4 3 [2] 1
Lore 0 [1+1] 2 3
Luck 3 [2] 1 0
Attack From The Shadows: Once per turn, after a successful evade check in the streets, make a combat check. If it succeeds, claim the monster you just evaded as a trophy. If it fails, nothing happens. Either way, continue the turn as normal.
Inventory:
$2
2 Clues
Lore: +1 Lore stat, clue tokens spent to add to a Lore check add two dice each
Bravery: Exhaust to reroll a horror check
Cross: +1 to horror checks. Acts as a +3 one-handed magical weapon against undead.
Cross: +1 to horror che...wow, deja vu.
Dark Cloak: +1 to Evade checks.
Quest Status:
Pass: 0/4 monsters killed with Attack From The Shadows.
Fail: Terror Level at 0
Move to the Science Building for a clue, unless anybody has a better idea.
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Harkan Ashland, the Magic Student
Sanity: 6/6
Stamina: 4/4
Focus: 1
Skills
Speed 1 2 3 [4]
Sneak 4 3 2 [1]
Fight 1 2 [3] 4
Will 5 4 [3] 2
Lore 2 3 [4] 5
Luck 4 3 [2] 1
Familiar: When Cham is his ally, the bonus for her ability is +2 instead of +1.
Happy Family: If both Cham and Jennifer Ashland are allies, Focus becomes 2.
Inventory:
$3
1 Clues
Flare Gun: Discard while in the streets to move all monsters in the Sky to my area.
Enchant Weapon: 0 Casting Mod, 1 San cost. Cast and Exhaust to make one Physical Weapon a Magical Weapon for this combat.
Find Gate: -1 Casting Mod, 1 San cost. Cast and Exhaust to return to Arkham from Another World.
Meteor Storm: 2h spell, -3 Casting Mod, 3 San cost. Cast and discard to insta-gib all monsters in my area and claim their sorry asses as trophies.
Cham: Awesome Little Cat Ally. Exhaust for a +2 bonus to any check.
Quest Status:
Pass: 0/4 tokens on this card.
Fail: Cham is still an ally.
------------------------------
Dunno what my action is just yet, just wanted to post my sheet and my Will check. The question is, do I go clue hunting, or do I hope that Cham can help me and try and take out that Serpent Person so Strags can have a straight shot at the gate?
EDIT: Oh, that's what Elusive means. Well then, move to the Witch House to get a clue and possibly further Harkan's study of magic!?.
<MishaArsellecLune> Perhaps.
> gonna go ahead and roll for Nightmares
<MishaArsellecLune> 'Kay.
> starting with my Will at 3, so 2 dice
> 2d6 no nightmares for me
* Hatbot --> "Gate-walker rolls 2d6 no nightmares for me and gets 9." [2d6=4, 5]
<MishaArsellecLune> Yay~
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Keith Chiemi (http://img163.imageshack.us/img163/4012/keithchiemifrontface.png)
Location: Newspaper
Stats
Sanity: 4 / 4
Stamina: 6 / 6
Speed: [3] 4 5 6
Sneak: [3] 2 1 0
Fight: [3] 4 5 6
Will: [4] 3 2 1
Lore: 0 1 [2] 3
Luck: 4 3 [2] 1
Focus: 2
Unique Abilities
TAKE THE SHOT! - Any phase: With any 2-handed weapon equipped, Keith does 2 successes on a 6.
Unique Fighting Style - Any phase: Keith cannot give weapons to or receive weapons from any investigator.
Inventory
$6
Common Items
.18 Derringer - Type: Physical weapon / Bonus: +2 Combat check / .18 Derringer cannot be lost or stolen unless you choose to allow it. / Hands: 1 / Price: $3
Cavalry Saber - Type: Physical weapon / Bonus: +2 Combat check / Hands: 1 / Price: $3
Unique Items
Skills
Marksman - Any Phase: Exhaust to re-roll a Combat check.
Spells
Personal Story
Pass- Be devoured before the final battle with the GoO.
Effect- Loses all money, equipment, gate trophies, and monster trophies not on his fixed possessions list, as well as all penalties such as Cursed, Injury, Madness, or lowered stats. Place him back on his Home Location and draw Enchanted Crossbow. If that is already in play, search the common items stack and draw the first two handed weapon from the bottom of the deck that is not discard after use.
Fail- The Terror Level reaches 3 or above.
Effect- Gain 1 Tabloid Paper
Current Action
Heading to the Newspaper.
EDIT: Received $3 from Hunter.
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Arianna Lanathan
Sanity: 3/3
Stamina: 7/7
Focus: 1
Speed: 1 2 3 [4]
Sneak: 3 2 1
Fight: 2 3 4 [5]
Will: 6 5 4 [3]
Lore: 1 [2] 3 4
Luck: 3 [2] 1 0
Pillar of the World: Cannot be devoured except in combat with the ancient one. If devoured in other circumstances, delayed instead and acquires 1 clue token.
Inventory:
$3
3 clue tokens
Spear (physical weapon, +3 to combat check/exhaust for +2 to evade check, 2H, $5)
Enchanted Jewelry (unique item, put 1 stamina token on enchanted Jewelry to avoid losing 1 stamina/discard at third token, $3)
Massa di Requiem per Shuggay (unique item, exhaust and spend 4 movement points to make a Will check at -2/discard on success and the ancient one awakens, $4)
Flare Gun (common item, discard while in a street area to move all monsters in the sky to that location, $2)
Credit Rating (skill, exhaust instead of spending $2)
Personal story:
Pass: Gain 3 clue tokens via Pillar of the World (effect: immediately gain 4 clue tokens, Pillar of the World no longer grants clue tokens)
Fail: Another investigator is devoured (effect: gain 1 madness card)
~
Arianna heads across town to Hibb's Roadhouse to pick up a clue, trading her rifle for a flare gun as she passes Hunter in the streets.
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Hunter Sopko
Sanity 5/5
Stamina 5/5
Focus: 2
Speed: 1 2 3 [4]
Sneak: 4 3 2 [1]
Fight: 1 2 3 [4]
Will: 4 3 2 [1] (+1)
Lore: [1] 2 3 4
Luck: [5] 4 3 2 (+1)
Diehard: Other than during the battle with the Ancient One, if at any time Hunter's Sanity or Stamina are reduced to zero, he may make a Luck (-2) check. On a success, he gains 1 of the appropriate stat.
Untrustworthy: Hunter must get double the number of successes needed to get or keep an ally.
Inventory:
$1
Yithian Rifle - Exhaust before making a Combat check to gain +6 to that check. Yithian Rifle only refreshes if you spend all of your Focus to do so.
Lucky Cigarette Case - Discard Lucky Cigarette Case to re-roll any one Skill check.
Dragon's Eye - Exhaust and lose 1 Sanity after drawing a gate or location card to draw a new card in its place.
Persuade - +1 Will, once per Will check, you may reroll all dice showing a result of 1.
Listen - +1 Luck, Once per Luck check, you may reroll all dice showing a result of 1.
2 toughness in monster trophies(Formless Spawn)
Personal Story:
Pass- Don't be devoured before the battle with the Great Old One.
Effect- Can use Diehard in the battle against the Great Old One, instead rolling to prevent himself from being devoured.
Fail- Be knocked to 0 Sanity or 0 Stamina during the game.
Effect- Lose 1 Focus
----------------
Moving to Kingsport, trading my Flare Gun to Arianna for a Yithian Rifle and giving Keith $3 on my way by. Killed the Formless Spawn that was blocking the streets the train station dumped me at.
[18:00] <@Yakumo> Anyway, suppose I should do my rolling. Moving to the Train Station, paying $1 to move to Kingsport and landing on a Formless Spawn. I'll have Fight/Will set to 4/1.
[18:00] <@Yakumo> Since I have Persuade, I still have one die for the horror check.
[18:01] <@Yakumo> d6
[18:01] * Hatbot --> "Yakumo rolls d6 and gets 6." [d6=6]
[18:01] <Soppy-ElectricGrenadier> Aria with a credit rating is amusing. She had the cabal of trade groups and banks out to kill her during the game
[18:01] <@Yakumo> Spiffy, no sanity loss. Alright. I have 4 fight, exhaust the Yithian Rifle for +6, -2 mod for 8 dice. Need two successes.
[18:01] <@Yakumo> 8d6
[18:01] * Hatbot --> "Yakumo rolls 8d6 and gets 32." [8d6=4, 5, 4, 4, 3, 5, 1, 6]
[18:02] <+Shale> Whew.
[18:02] <Soppy-ElectricGrenadier> Success
[18:02] <@Yakumo> Got three, so that's one splattered spawn~
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Norman is suffused with some kind of crazy Egyptian magicks or somesuch, and heads for a walk in the Woods and a Clue Token. I'll be jumping into Yuggoth next turn, I do believe.
<MishaArsellecLune> Woods is generally bad news though.
> Yeah, so I've heard.
> But I'm gonna give it a whirl.
> And since it's a nasty place, let's cast Voice of Ra.
> 5 Lore, -1 mod.
> 4d6 for Egpytian Power
* Hatbot --> "Strago rolls 4d6 for Egpytian Power and gets 17."12 [4d6=6, 2, 3, 6]
> Huzzah.
Norman Withers, the Astronomer
- Stats -
Sanity 5/6
Stamina 4/4
In the Stars - Any Phase: Whenever Norman closes or seals a gate, he may choose any dimensional symbol other
than the moon. The gate is considered to have that dimensional symbol instead of its normal dimensional symbol
for purposes of removing monsters from the board.
- Skills (Focus: 2) -
Speed 0 1 2 [3]
Sneak 4 3 2 [1]
Fight 0 [1] 2 3
Will 4 [3] 2 1
Lore 2 3 4 [5]
Luck 5 4 3 [2] (+1)
- Inventory -
$3
4 Clue Tokens
Luck (+1 Luck, when spending a Clue token on a Luck check add one extra die)
Find Gate (casting mod -1, san cost 1, cast and exhaust to immediately return to Arkham from an Other World)
Voice of Ra (casting mod -1, san cost 1, cast and exhaust to gain +1 to all skill checks for the turn)
Yithian Rifle (magical weapon, 2 hands, exhaust to gain +6 to combat check, spend all Focus to refresh)
Kerosene (physical weapon, 1 hand, exhaust to gain +4 to combat check, $1 to refresh)
- Personal Story -
Pass: If the Ancient One awakens, roll 4 dice and remove 1 Doom Token for each success. [0/3 Gate Trophies]
Fail: Norman's Focus is reduced to 1. [Not yet Lost in Time and Space
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So I figure since you guys are playing nice and participating in a crazy playtest, I should make it worth your while. Seeing as it's based on RPs I've been in, I figure drawing on this to expand on the story aspect of the game would be fun. As such, you'll get some scenes based on the actions your characters take during their turns. Can't promise to include everyone, but the first one to follow is a good example of what they'll be. Hope you enjoy it.
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Prowling through the streets, Arianna spotted her quarry from across the way. She could generally sense when it was around, but recently the feeling has died down- probably the effect of the world. She jumped up, attempting to signal her prey from within the crowd of people. It was a bit difficult using her right arm, as it still remained barely usable, but the case she was carrying in her other hand necessitated it. Her hair fell into her eyes as she landed and she brushed it away limply. Her hair was getting longer again, which spoke to how long they’d been on this world. She had gotten it cut when they arrived. Usually they’d already moved on to three, even four other worlds by now, but here they were.
She had to wonder if there was something they were missing. She’d heard the rumors going around; the ones about the monsters showing up as well as the ones about the group of travelers from another world. Another other world. This probably perturbed her more than any of them. When she and Hunter had first heard them, they immediately set out to find out more, which was what this lunch date was about. Well, that and to finally spend some quality time together for the first time in a while. The job he’d gotten at the bank was good, but left them with little time. For a moment she felt as if Hunter had reverted to the old Hunter, the one from twelve hundred years ago, but the feeling passed as she saw him crossing the road towards her. She shifted the case in her hand again, its weight straining at her remaining good arm. She motioned with her head to follow him into the alley nearby so they could talk.
He smiled to her as he stepped up near her. “Hey. Glad I ran into you here.” His eyes flicked to the case she was carrying. “What’s that?”
She lifted it up and shoved it into his chest with a smile. “Something I found in the shop today. Looked neat, figured I’d buy it.” Hunter took the case from her with a look of incredulity. He slowly opened it up and then looked
at her, then back to the case, then back to her.
“I’m sure it’s the thought that counts…” was his first quip upon viewing the odd, tentacled rifle.
Aria smirked, “Oh, ha, ha, ha. That suit looks terrible on you, by the way.” It was a half-truth. It was amusing to her to see Hunter in a suit that wasn’t armor. It was a rarity, and though it had become commonplace over the last couple months, that timeframe is a drop in the bucket compared to the millennia they had spent shuffling around.
Hunter closed the case and shifted his tie a bit. “Yeah, yeah. Thanks though. It’ll actually help with the second thing I have to tell you.”
She lifted an eyebrow at him. “Oh?”
“Yeah. The first is that I actually ran into one of the people from the other world today. Walked right into the bank, said he needed money. He fit the description, so I asked him for the truth and managed to convince him.”
This earned another look from Aria. “You? Convince someone? I guess you did learn something after all these years.”
Hunter narrowed his eyes humorously at her and continued. “Anyway, we talked for a bit, they said they were from a world called Chrysalis, and also that the monsters appearing are probably related to what they brought with them.”
“What’d they bring with them, exactly?”
“Said its name was Nultros, called it a ‘World Lich’. Guessing it’s just a lich, but I’m maybe somewhat nastier? We didn’t get to talk for long though. He said he had pressing business.”
“You get a name?”
“Yeah. Said his name was Keith. He’s the blonde haired, blue-eyed one from the rumor. He also said not to worry about the vigilante, it’s from his group too.”
“That’s something, I guess. What was the other thing you needed to tell me?”
Hunter’s smile grew uneasy and he gave her a goofy, toothy grin. “I have to cancel on lunch today. The bank wants me to go to Kingsport for business, immediately. I’m actually on my way to the station.”
Aria glared at him, nudging him with her elbow. “Not fair, Hunter.”
He immediately drew her into a hug, which she returned unwillingly, using her limp right arm. “I know, I’m sorry. But
duty calls. I wouldn’t cancel on you if it was avoidable. Thanks for the present.” He drew back, looking at the right arm dangling at her side. “How is it feeling today?”
“The same. It’ll be fine.” She raised it, flexing the fingers as proof. There was a silent moment between them before Aria spoke again, “You should go.”
He nodded, “Alright. Sorry again. I’ll be back as soon as possible. And be careful, things have felt weirder around here than normal.” He gave her forehead a quick kiss before ducking back out of the alley towards the train station, leaving Arianna with little to do but head to Hibb’s for their planned lunch, alone. However, she noticed something at the head of the alley as she approached it. It was some sort of gun. Had Hunter dropped it? The muzzle was much too wide. It had to be a flare gun. Why was he carrying one? Was it related to why he was going to Kingsport? She sighed, deciding that once she saw him again, he would certainly have some explaining to do. Some habits die hard, she supposed. Died REALLY hard, in Hunter's case.
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Keith- Newspaper (Expansion encounter)
You have a nice, long chat with one of the top investigative reporters in Arkham. Gain 2 Clues.
Niniel- Science Building (Expansion encounter)
The new professor, Miss Mab, is searching for assistants. You may make a Lore (-2) check to apply. If you succeed, gain 2 Clue tokens as you help her with her research. If you fail, lose half your money as an application fee.
Hunter- Central Hill Streets
Well... this is certainly an interesting start to a business trip...
Harkan- The Witch House (Expansion encounter)
A Witch attacks! It is the Witch House after all...
(http://img707.imageshack.us/img707/3555/witchg.png)
Arianna- Hibb's Roadhouse
A stranger buys you a drink. You may search the Common item deck for a Whiskey card and take it.
Norman- The Woods
You stumble across the Sheldon Gang experimenting with a still. One of them threatens you, but you convince him that a nip from the still will keep their whereabouts secret as far as you are concerned. Pass a Will (-1) check to search the Common item deck for a Whiskey card.
-
<Shale> Hm. I have 2 lore, so the check is 0.
<Soppy-ElectricGrenadier> Map going up
<Shale> I can use a clue token on it, but then the reward is gaining one clue versus losing $1.
<Shale> Eh, clue is more valuable than a buck.
<Shale> Yay Lore skill, at least.
<Shale> roll 2d6
<Hatbot> ACTION --> "Shale rolls 2d6 and gets 8." [2d6=6, 2]
<Shale> I get a clue!
-
Keith Chiemi (http://img163.imageshack.us/img163/4012/keithchiemifrontface.png)
Location: Newspaper
Stats
Sanity: 4 / 4
Stamina: 6 / 6
Speed: [3] 4 5 6
Sneak: [3] 2 1 0
Fight: [3] 4 5 6
Will: [4] 3 2 1
Lore: 0 1 [2] 3
Luck: 4 3 [2] 1
Focus: 2
Unique Abilities
TAKE THE SHOT! - Any phase: With any 2-handed weapon equipped, Keith does 2 successes on a 6.
Unique Fighting Style - Any phase: Keith cannot give weapons to or receive weapons from any investigator.
Inventory
$6
2 Clue tokens
Common Items
.18 Derringer - Type: Physical weapon / Bonus: +2 Combat check / .18 Derringer cannot be lost or stolen unless you choose to allow it. / Hands: 1 / Price: $3
Cavalry Saber - Type: Physical weapon / Bonus: +2 Combat check / Hands: 1 / Price: $3
Unique Items
Skills
Marksman - Any Phase: Exhaust to re-roll a Combat check.
Spells
Personal Story
Pass- Be devoured before the final battle with the GoO.
Effect- Loses all money, equipment, gate trophies, and monster trophies not on his fixed possessions list, as well as all penalties such as Cursed, Injury, Madness, or lowered stats. Place him back on his Home Location and draw Enchanted Crossbow. If that is already in play, search the common items stack and draw the first two handed weapon from the bottom of the deck that is not discard after use.
Fail- The Terror Level reaches 3 or above.
Effect- Gain 1 Tabloid Paper
Current Action
Yay I get clues.
-
Norman gets some booze.
> Yay, Whiskey.
> 3d6 to get a drank (3 Will, -1 check, +1 egypt power)
* Hatbot --> "Strago rolls 3d6 to get a drank (3 Will, -1 check, +1 egypt power) and gets 11."12 [3d6=4, 6, 1]
> Huzzah!
-
Harkan Ashland, the Magic Student
Sanity: 5/6
Stamina: 4/4
Focus: 1
Skills
Speed 1 2 3 [4]
Sneak 4 3 2 [1]
Fight 1 2 [3] 4
Will 5 4 [3] 2
Lore 2 3 [4] 5
Luck 4 3 [2] 1
Familiar: When Cham is his ally, the bonus for her ability is +2 instead of +1.
Happy Family: If both Cham and Jennifer Ashland are allies, Focus becomes 2.
Inventory:
$3
1 Clues
Flare Gun: Discard while in the streets to move all monsters in the Sky to my area.
Enchant Weapon: 0 Casting Mod, 1 San cost. Cast and Exhaust to make one Physical Weapon a Magical Weapon for this combat.
Find Gate: -1 Casting Mod, 1 San cost. Cast and Exhaust to return to Arkham from Another World.
Meteor Storm: 2h spell, -3 Casting Mod, 3 San cost. Cast and discard to insta-gib all monsters in my area and claim their sorry asses as trophies.
Cham: Awesome Little Cat Ally. Exhaust for a +2 bonus to any check.
Trophies"
Witch - 1 toughness
Quest Status:
Pass: 0/4 tokens on this card.
Fail: Cham is still an ally.
------------------------------
Harkan attempts to hit on the witch. It appears to be going well, until Cham figures out that means something must be terribly wrong here and claws her face off.
> A witch in the witch house, eh?
> no horror check needed, and considering her mods leave me at 0 for sneak or fight so I have to exhaust Cham to do anything, I may as well fight
> someone in here to witness?
<Soppy-ElectricGrenadier> Yo
> roll 2d6 to get a little Familiar with the witch
* Hatbot --> "Gatewalker rolls 2d6 to get a little Familiar with the witch and gets 10." [2d6=4, 6]
<Soppy-ElectricGrenadier> Woo
> Cham saves the day
<Soppy-ElectricGrenadier> Just remember you lose a Sanity from Nightmarish
<Soppy-ElectricGrenadier> Cham always saves the day
* Gatewalker nods
<Soppy-ElectricGrenadier> And you claim one hot trophy
-
As Harkan stepped up to the so-called “Witch House” and knocked on the door, he shifted a bit from foot to foot, trying to settle into his new boots. He tapped the toes into the ground idly, attempting a better fit. It had taken him forever to find a new pair of boots. His old ones had been so ripped up when they arrived here that new ones were almost a necessity. And they were so expensive too! He was used to having his father’s company make them for him, and they weren’t nearly as uncomfortable as these were out of the box. Harkan had come a long way and learned to put up with and accept a lot on this journey, but a terrible pair of shoes cut right to the sole.
He grumbled a bit at the pun, focusing more at the task at hand. He’d received word from Niniel that suspicious persons were usually seen coming in and out of this place at night, so checking it out during the day was probably the safest time.
~Yeah, Harkan. Because the bad guys don’t work in daylight~ Cham’s voice chidingly reminded him in his head.
Harkan grumbled again, this time at his sassy familiar. “Shut up.”
He wasn’t kept waiting long.
What opened the door was a woman more beautiful than Harkan had seen in a long time. Out of pure reflex he took a step back, knowing his luck with that sort of woman, but he relented knowing he had a job to do.
~Hey look, Harkan! Maybe you’ll find out if your love life is as messed up in this world as in the last one!~
He ignored Cham, “Hello, miss. Are you the homeowner here?”
“You could say that.” She purred. Harkan could feel Cham’s nails dig into his shoulder a bit at it. Probably that animal intuition.
“Do you think I could ask you a few questions?”
“Of course. Come on in.” she beckoned, stepping back from the door and opening it wide for Harkan’s entry. It was slightly dark inside, but Harkan threw caution to the wind as he stepped in, wiping his feet politely before entering. The interior was your average house, if a bit dusty and bare. It didn’t look lived in at all. Of course, the woman was nowhere to be found as well, except for her voice, which wafted in from the next room. “How exactly can I help you, Mr. Ashland?”
Harkan raised his voice so that she could hear him, wherever she had gone. “Well, I’m looking into some rumors that have been going around lately, and some concern this house. I… wait… how did you know who I was?”
The only answer to that question was the soft footsteps slowly approaching the room. The scent of something also crept into his senses, perfume maybe? Suddenly the woman’s figure leapt into the doorframe, wearing nothing but a see-through shawl that covered little but the unimportant bits. She smiled at Harkan menacingly. “I believe you know the answer to that, Mr. Ashland. Nultros provides.”
~You sure can pick winners, can’t you, Harkan?~
Harkan heard the front door slam shut behind him, but he still backed up against it defensively. “He is here then.”
“Yes, Mr. Ashland. Your little plan was a dismal failure. I’m afraid you’ve only succeeded in making him exceptionally angry. You see, now that he can’t destroy Chrysalis, he can’t die like he planned. With you here with him, he’s going to be taking out that anger on this city, this country, and this planet. I hope you’re very proud of yourself, Mr. Ashland.” She practically cooed his name, beginning to step closer to him. “You should see what I can see, Mr. Ashland… Nultros gives you the most wonderful dreams, if only you would help him,” her voice dropped down, almost breathy, “the most wonderful dreams.”
“Sorry. I’ve already seen the kind of dreams Nultros offers. They’re not really that good.”
All at once she charged at him. Harkan instinctively reached for his sword, forgetting that he had lost it in the crossover. He froze momentarily, just as the woman was about to leap at him. Only Cham saved him, swiping a deep scratch at his neck that snapped him out of his daze. He leapt out of the way just in time and could feel Cham leap off his shoulder. He grabbed the nearest object, an old clock, and lashed out at the woman, cracking her over the head and knocking her out.
~What is it with you and women, Harkan? Seriously.~ Cham leapt up onto the table Harkan had taken the clock from, then leapt back to Harkan’s shoulder, using her wings to extend the jump to land safely.
“You’ll never let me live anything down, will you?”
~Never.~
It was certainly an important clue that Harkan had just picked up. Nultros was recruiting followers… but did he really intend to destroy this world just for the hell of it? That did and didn’t sound like his style, but who knows what a desperate, powerful being like Nultros was really capable of? Harkan thought about this, never noticing the woman’s chant before his vision spun and he was pulled into somewhere dark...
-
Scientific Breakthroughs!(Expansion Mythos)
An up and coming researcher named Miss Mab is showing off her latest work in the Miskatonic University Streets! Any player ending their turn there may make a Lore (-3) check to wow her with your knowledge. If you pass, gain 1 Common Item and 1 Unique Item as she rewards your knowledge. If you fail, lose 1 Stamina as you are escorted off the grounds for bothering her.
A gate to the Unknown Kadath opens at The Witch House, sucking in Harkan and depositing a Moon Beast and a Ghost! A clue appears at The Unnamable.
Moon monsters move on White, Cross monsters move on black, moving the Flesh Golem to the Harborside Streets and the Serpent People to the Uptown Streets.
A second White Moon/Black Cross rift progress token is added. It is for The Rope and Anchor.
-
Hunter Sopko
Sanity 4/5
Stamina 3/5
Focus: 2
Speed: 1 [2] 3 4
Sneak: 4 [3] 2 1
Fight: 1 2 3 [4]
Will: 4 3 2 [1] (+1)
Lore: [1] 2 3 4
Luck: [5] 4 3 2 (+1)
Diehard: Other than during the battle with the Ancient One, if at any time Hunter's Sanity or Stamina are reduced to zero, he may make a Luck (-2) check. On a success, he gains 1 of the appropriate stat.
Untrustworthy: Hunter must get double the number of successes needed to get or keep an ally.
Inventory:
$1
Yithian Rifle - Exhaust before making a Combat check to gain +6 to that check. Yithian Rifle only refreshes if you spend all of your Focus to do so.
Lucky Cigarette Case - Discard Lucky Cigarette Case to re-roll any one Skill check.
Dragon's Eye - Exhaust and lose 1 Sanity after drawing a gate or location card to draw a new card in its place.
Persuade - +1 Will, once per Will check, you may reroll all dice showing a result of 1.
Listen - +1 Luck, Once per Luck check, you may reroll all dice showing a result of 1.
2 toughness in monster trophies(Formless Spawn)
Personal Story:
Pass- Don't be devoured before the battle with the Great Old One.
Effect- Can use Diehard in the battle against the Great Old One, instead rolling to prevent himself from being devoured.
Fail- Be knocked to 0 Sanity or 0 Stamina during the game.
Effect- Lose 1 Focus
----------------
Try to sneak past the golem to get to a location to remove rift markers and fail miserably. Manage to lose it before it grinds me into paste, but I'm stuck in the streets this turn. Also failed the Nultros check so someone else will have to stop the terror increase.
[00:26] <@Yakumo> Hmm. Looks like I need to sneak past the golem to get to either rift location.
[00:27] <Soppy-ElectricGrenadier> Yeah. It's +2 Evade, so you have more than a good shot at it
[00:28] <@Yakumo> Only need to move two spaces and the rifle won't help with it, though, so I may as well shift to 2/2 Speed/Sneak.
[00:28] <@Yakumo> Er, 2/3.
[00:29] <@Yakumo> 5d6 to have the golem not see me walking by?
[00:29] * Hatbot --> "Yakumo rolls 5d6 to have the golem not see me walking by? and gets 14." [5d6=2, 4, 4, 2, 2]
[00:29] <@Yakumo> That sucks.
[00:29] <+MishaArsellecLune> :(
[00:33] <@Yakumo> d6 for the horror check since I'm forced into combat (1+1 from Persuade-1 mod)
[00:33] * Hatbot --> "Yakumo rolls d6 for the horror check since I'm forced into combat (1+1 from Persuade-1 mod) and gets 1." [d6=1]
[00:33] <@Yakumo> One sanity loss too, not a huge deal.
[00:33] <@Yakumo> 5d6 to RUN AWAY
[00:33] * Hatbot --> "Yakumo rolls 5d6 to RUN AWAY and gets 21." [5d6=4, 6, 6, 4, 1]
[00:33] <Soppy-ElectricGrenadier> gj
[00:35] <@Yakumo> d6 Will for Nultros
[00:35] * Hatbot --> "Yakumo rolls d6 Will for Nultros and gets 4." [d6=4]
[00:35] <@Yakumo> d6 forgot about the persuade reroll for the Horror check
[00:35] * Hatbot --> "Yakumo rolls d6 forgot about the persuade reroll for the Horror check and gets 3." [d6=3]
-
Norman slides up his fight, making himself rather useless for the Nultros-Terror-Will-check this turn, sadly. On the plus side, he beats up a Witch and jumps in a Gate.
> Okay, SO. Egypt Power time! 5 Lore, -1 mod.
> 4d6
* Hatbot --> "Strago rolls 4d6 and gets 16."12 [4d6=3, 4, 4, 5]
> Yay! One Sanity lost.
<Cidward> EGYPT POWER.
> And now... I set a Witch on fire!
> 3 Fight, +1 from RA, +4 from Kerosene, -3 from Witchy-poo.
> 5d6
* Hatbot --> "Strago rolls 5d6 and gets 18."12 [5d6=5, 1, 4, 6, 2]
> Burninated.
> She's got Nightmarish, so one more Sanity damage.
<Cidward> -1 sanity, though.
> No problemo.
<Cidward> She's so fine she blows your mind hey Norman.
Norman Withers, the Astronomer
- Stats -
Sanity 3/6
Stamina 4/4
In the Stars - Any Phase: Whenever Norman closes or seals a gate, he may choose any dimensional symbol other
than the moon. The gate is considered to have that dimensional symbol instead of its normal dimensional symbol
for purposes of removing monsters from the board.
- Skills (Focus: 2) -
Speed 0 1 2 [3]
Sneak 4 3 2 [1]
Fight 0 1 2 [3]
Will 4 3 2 [1]
Lore 2 3 4 [5]
Luck 5 4 3 [2] (+1)
- Inventory -
$3
4 Clue Tokens
1 Monster Trophy (Witch)
Luck (+1 Luck, when spending a Clue token on a Luck check add one extra die)
Find Gate (casting mod -1, san cost 1, cast and exhaust to immediately return to Arkham from an Other World)
Voice of Ra (casting mod -1, san cost 1, cast and exhaust to gain +1 to all skill checks for the turn)
Yithian Rifle (magical weapon, 2 hands, exhaust to gain +6 to combat check, spend all Focus to refresh)
Kerosene (physical weapon, 1 hand, exhaust to gain +4 to combat check, $1 to refresh)
Whiskey (discard to reduce any Sanity loss by 1)
- Personal Story -
Pass: If the Ancient One awakens, roll 4 dice and remove 1 Doom Token for each success. [0/3 Gate Trophies]
Fail: Norman's Focus is reduced to 1. [Not yet Lost in Time and Space]
-
Arianna Lanathan
Sanity: 3/3
Stamina: 7/7
Focus: 1
Speed: 1 2 3 [4]
Sneak: 3 2 1
Fight: 2 3 4 [5]
Will: 6 5 4 [3]
Lore: 1 [2] 3 4
Luck: 3 [2] 1 0
Pillar of the World: Cannot be devoured except in combat with the ancient one. If devoured in other circumstances, delayed instead and acquires 1 clue token.
Inventory:
$9
3 clue tokens
Spear (physical weapon, +3 to combat check/exhaust for +2 to evade check, 2H, $5)
Enchanted Jewelry (unique item, put 1 stamina token on enchanted Jewelry to avoid losing 1 stamina/discard at third token, $3)
Massa di Requiem per Shuggay (unique item, exhaust and spend 4 movement points to make a Will check at -2/discard on success and the ancient one awakens, $4)
Flare Gun (common item, discard while in a street area to move all monsters in the sky to that location, $2)
Credit Rating (skill, exhaust instead of spending $2)
Whiskey (common item, discard to reduce sanity loss by 1, $1)
Personal story:
Pass: Gain 3 clue tokens via Pillar of the World (effect: immediately gain 4 clue tokens, Pillar of the World no longer grants clue tokens)
Fail: Another investigator is devoured (effect: gain 1 madness card)
~
Will check for this round is passed. And, Arianna heads to the general store to see if there are any nifty weapons on sale, stealing Keith's money along the way.
<Cidward> May as well roll for Nultros while someone else is here to witness.
<Strago> True 'nuff.
<Cidward> 3 will, -1 mod. I'd bump will up one first if I knew I could, but eh, not sure if that's kosher or not. So, 2.
<Cidward> roll 2d6 to be a hero, just for one day
* Hatbot --> "Cidward rolls 2d6 to be a hero, just for one day and gets 9."12 [2d6=4, 5]
<Cidward> 'kay.
<Strago> Nicely done.
-
Harkan Ashland, the Magic Student
Sanity: 5/6
Stamina: 4/4
Focus: 1
Skills
Speed 1 2 3 [4]
Sneak 4 3 2 [1]
Fight 1 2 [3] 4
Will 5 4 [3] 2
Lore 2 3 [4] 5
Luck 4 3 [2] 1
Familiar: When Cham is his ally, the bonus for her ability is +2 instead of +1.
Happy Family: If both Cham and Jennifer Ashland are allies, Focus becomes 2.
Inventory:
$3
1 Clues
Flare Gun: Discard while in the streets to move all monsters in the Sky to my area.
Enchant Weapon: 0 Casting Mod, 1 San cost. Cast and Exhaust to make one Physical Weapon a Magical Weapon for this combat.
Find Gate: -1 Casting Mod, 1 San cost. Cast and Exhaust to return to Arkham from Another World.
Meteor Storm: 2h spell, -3 Casting Mod, 3 San cost. Cast and discard to insta-gib all monsters in my area and claim their sorry asses as trophies.
Cham: Awesome Little Cat Ally. Exhaust for a +2 bonus to any check.
Trophies"
Witch - 1 toughness
Quest Status:
Pass: 0/4 tokens on this card.
Fail: Cham is still an ally.
------------------------------
Sitting on my ass getting taunted by my cat and waiting for an encounter.
-
Niniel, The Tattooed Lady
Sanity: 4/4
Stamina: 6/6
Focus: 2
Skills
Speed 1 2 [3] 4
Sneak 5 4 [3] 2
Fight 2 3 [4] 5
Will 4 3 [2] 1
Lore 0 [1+1] 2 3
Luck 3 [2] 1 0
Attack From The Shadows: Once per turn, after a successful evade check in the streets, make a combat check. If it succeeds, claim the monster you just evaded as a trophy. If it fails, nothing happens. Either way, continue the turn as normal.
Inventory:
$1
6 Clues
Lore: +1 Lore stat, clue tokens spent to add to a Lore check add two dice each
Bravery: Exhaust to reroll a horror check
Cross: +1 to horror checks. Acts as a +3 one-handed magical weapon against undead.
Cross: +1 to horror che...wow, deja vu.
Dark Cloak: +1 to Evade checks.
Quest Status:
Pass: 0/4 monsters killed with Attack From The Shadows.
Fail: Terror Level at 0
Move to the Unnameable to collect the two clues there, giving $1 to Tal on the way.
-
Keith Chiemi (http://img163.imageshack.us/img163/4012/keithchiemifrontface.png)
Location: Silver Twilight Lodge
Stats
Sanity: 4 / 4
Stamina: 6 / 6
Speed: 3 4 [5] 6
Sneak: 3 2 [1] 0
Fight: [3] 4 5 6
Will: [4] 3 2 1
Lore: 0 1 [2] 3
Luck: 4 3 [2] 1
Focus: 2
Unique Abilities
TAKE THE SHOT! - Any phase: With any 2-handed weapon equipped, Keith does 2 successes on a 6.
Unique Fighting Style - Any phase: Keith cannot give weapons to or receive weapons from any investigator.
Inventory
3 Clue tokens
Common Items
.18 Derringer - Type: Physical weapon / Bonus: +2 Combat check / .18 Derringer cannot be lost or stolen unless you choose to allow it. / Hands: 1 / Price: $3
Cavalry Saber - Type: Physical weapon / Bonus: +2 Combat check / Hands: 1 / Price: $3
Unique Items
Skills
Marksman - Any Phase: Exhaust to re-roll a Combat check.
Spells
Personal Story
Pass- Be devoured before the final battle with the GoO.
Effect- Loses all money, equipment, gate trophies, and monster trophies not on his fixed possessions list, as well as all penalties such as Cursed, Injury, Madness, or lowered stats. Place him back on his Home Location and draw Enchanted Crossbow. If that is already in play, search the common items stack and draw the first two handed weapon from the bottom of the deck that is not discard after use.
Fail- The Terror Level reaches 3 or above.
Effect- Gain 1 Tabloid Paper
Current Action
Heading to General Store, grabbing $1 from Shale on the way. Shopping please~
Heading to the Silver Twilight Lodge, grabbing the clue.
EDIT: Might be changing the plan, so please don't update just yet.
EDIT 2: Question to Soppy: Do I lose clue tokens upon being devoured? PS implies not, but don't know if that was intentional or not. Answer is no.
-
Norman Withers was not having a good day. His attempted questioning of the Sheldon Gang yielded little for him but a headache, and whenever he heard the bottle of bootleg hooch in his pocket slosh around it only made his head throb more. He decided to take it easy, heading back to the Arkham Historical Society to look up some records. Yes, a nice cup of coffee and a stack of periodicals would be a good way to salvage this day. He knew it would be closed at this time of night, but luckily Mr. Owen, the curator, had given him a key some months ago, trusting the wizened old professor of astronomy to responsibly use the premises for his research.
He still hadn’t run into anyone really fitting the descriptions of the other-worlders yet. It was beginning to be a problem, as was the ominous feeling that something big was happening. On his way to the woods he had seen a figure leaping from rooftop to rooftop, and on his way back, in one of the alleys he’d heard a most peculiar scraping noise- like a snake or a lizard. It was probably his imagination, caused by stress or his headache. There certainly were few of the former and none of the latter in Arkham, especially ones big enough to make that kind of noise, but it still perturbed him all the same.
After locking the door behind him, he immediately headed up to Mr. Owen’s office on the second floor. The place was as deserted as it normally was at this time of night. The light was on, so he went ahead and knocked on the door, which opened at the first rap of his knuckle. He slowly entered the office. “Ulysses? Are you here?”
The figure sitting at Mr. Owen’s desk was not his friend. It was a woman. A very beautiful woman with short hair and a come-hither look on her face. She did not acknowledge him as he entered, instead seemingly content in staring forward, continuing a conversation of which there was no other end.
“…answer to that, Mr. Ashland. Nultros provides.”
Norman’s eyes widened, “Excuse me? Who are you? Why are you in Mr. Owen’s office?”
She continued to ignore him, “Yes, Mr. Ashland. Your little plan was a dismal failure. I’m afraid you’ve only succeeded in making him exceptionally angry. You see, now that he can’t destroy Chrysalis, he can’t die like he planned. With you here with him, he’s going to be taking out that anger on this city, this country, and this planet. I hope you’re very proud of yourself, Mr. Ashland.” She practically cooed this name, “You should see what I can see, Mr. Ashland… Nultros gives you the most wonderful dreams, if only you would help him,” her voice dropped down, almost breathy, “the most wonderful dreams.”
It was after that she went silent, but she kept staring straight ahead with the same empty look in her eyes. Then, all at once, she was aware. He could hear the chair strain, as if she was preparing to rise. What actually happened he could never have predicted.
When she leapt over the desk towards him, he ran out of the office as fast as his old legs could take him. He slammed the door shut behind him, heading for the stairs and half running, half falling down them. He could hear the office door fly off its hinges, even over his own ragged breathing. He gasped and wheezed, trying for the front door, only to have the woman’s lithe form drop down in front of it. She didn’t speak, she didn’t even seem to breathe. She just watched him as a lioness would eye her prey.
Norman immediately took off again, running to the door to the basement. He threw it open and launched himself down the stairs. It was a small miracle that he didn’t fall and break his neck. It was only then that he realized he had just trapped himself in a room with no windows and just one door. It’s funny the things that age teaches you, or doesn’t, unless you actually experience them. There was a smell in the air too. Lamp oil? No… kerosene. Why was there gas in the basement? He had little time to think about that as he heard the soft padding of feet coming down the stairs. Slowly, deliberately, with purpose.
Whatever this woman was, he didn’t have much of a choice if he wanted to stay alive. Norman had never been a violent man, but desperate times pulled from the darkest parts of people. He rushed over and grabbed the kerosene, opening the can and hiding it behind his back as the woman reached the foot of the stairs. Burning witches worked a couple hundred years ago, it’ll work now, he thought. He let her get just a few steps closer, then flung the can around at her.
He lucked out again as the gas splashed all over her. Norman quickly reached into his pocket for a match as she let out an ear-splitting scream. He used the scant few moments of confusion his action had bought him to strike the match and tossed it at her, diving out of the way and hoping that he didn’t accidentally catch fire.
As the witch burned, he collapsed against the wall, the pain from his ordeal all at once falling onto his old bones. He was wondering how to keep the fire from spreading, but fortunately- or unfortunately- that wasn’t going to be a problem. A blue light erupted from the eyes of the woman, and he heard chanting coming from… somewhere. When it finished, the witch exploded in a shower of sparks and Norman felt himself getting pulled into her like a vacuum.
-
Arkham
Keith- Silver Twilight Lodge
Make a Sneak -2 check. If you pass, you slip into the temple area of the lodge and find 2 items of interest. Roll a die for each item. On a success, draw a unique item. Otherwise draw a common item.
Niniel- The Unnamable
You hear the scurrying and squeaking of a horde rats from inside the walls. Abruptly, you realize that they are moving to surround you.. Pass a Speed -1 check to make it to the front door first. If you fail, you are lost in time and space.
Hunter- Harborside Streets
Stupid, stupid mistakes. Shoulda stayed and had lunch with Arianna.
Arianna- General Store
Choose between these three items: Shotgun (http://www.arkhamhorrorwiki.com/Shotgun), .38 Revolver (http://www.arkhamhorrorwiki.com/.38_Revolver), Dynamite (http://www.arkhamhorrorwiki.com/Dynamite)
Other World
Harkan- Unknown Kadath
Facing an awfulness head-on is the only way to avoid madness. Pass a Will -2 check or lose 3 sanity
Norman- Yuggoth
Your only hope is to steal a byakhee and some space mead! Pass a Sneak -2 check to escape. Return to Arkham and gain 2 Clue tokens. If you fail, you are lost in time and space.
-
Arianna Lanathan
Sanity: 3/3
Stamina: 7/7
Focus: 1
Speed: 1 2 3 [4]
Sneak: 3 2 1
Fight: 2 3 4 [5]
Will: 6 5 4 [3]
Lore: 1 [2] 3 4
Luck: 3 [2] 1 0
Pillar of the World: Cannot be devoured except in combat with the ancient one. If devoured in other circumstances, delayed instead and acquires 1 clue token.
Inventory:
$5
3 clue tokens
Spear (physical weapon, +3 to combat check/exhaust for +2 to evade check, 2H, $5)
Enchanted Jewelry (unique item, put 1 stamina token on enchanted Jewelry to avoid losing 1 stamina/discard at third token, $3)
Massa di Requiem per Shuggay (unique item, exhaust and spend 4 movement points to make a Will check at -2/discard on success and the ancient one awakens, $4)
Flare Gun (common item, discard while in a street area to move all monsters in the sky to that location, $2)
Credit Rating (skill, exhaust instead of spending $2)
Whiskey (common item, discard to reduce sanity loss by 1, $1)
Shotgun (physical weapon, +4 to combat check/6's count as 2 successes, 2H, $6)
Personal story:
Pass: Gain 3 clue tokens via Pillar of the World (effect: immediately gain 4 clue tokens, Pillar of the World no longer grants clue tokens)
Fail: Another investigator is devoured (effect: gain 1 madness card)
~
Arianna is all over that shotgun. Exhausting Credit Rating to lessen the financial impact.
-
I'm still here! Slightly more clueless though.
<Shale> Anybody around?
<xorn-slp> yo ho ho and a bottle of...
<xorn-slp> diet mountain dew!
<Shale> Yar, matey!
<Shale> 2d6 to stay on Planet Earth?
<Hatbot> ACTION --> "Shale rolls 2d6 to stay on Planet Earth? and gets 6." [2d6=2, 4]
<Shale> d6 for clue?
<Hatbot> ACTION --> "Shale rolls d6 for clue? and gets 6." [d6=6]
<Shale> Okay, I'll take that.
-
Norman uses up 2 Clue tokens in order to gain 2 Clue tokens, but at least he's safely back in Arkham.
> Anyone around for witnessin'?
<Shale> Yar.
> Word.
> needing to use clues for this
> d6
* Hatbot --> "Strago rolls d6 and gets 1."12 [d6=1]
> bluh
> d6
* Hatbot --> "Strago rolls d6 and gets 6."12 [d6=6]
> woo!
<Shale> Yay!
-
I will not be around until very late tonight, someone please roll my encounter for me, use Cham if nessesary.
-
<Shale> Anybody around? Might as well get Gate's rolling done.
* IdleYoshi is now known as Yoshiken
<Soppy-ElectricGrenadier> Yo
<Shale> Okay.
<Shale> d6 to not go nuts.
<Hatbot> ACTION --> "Shale rolls d6 to not go nuts. and gets 5." [d6=5]
<Shale> That was simple!
<Soppy-ElectricGrenadier> Woo
-
Sneak sucks, so no dice on the roll. Not going to use clues, I think.
-
Norman Withers was having a really bad day. One that didn’t appear to be ending anytime soon. When he came to, he couldn’t tell where he was, other than that there was blackness all around him. It took him a while to realize that it was the sky, and he was on his back on some very rocky ground. Every part of him ached as vague memories of some sort of demon woman danced around in his head. How he ended up here was anyone’s guess.
Almost in spite of himself, he forced himself to sit up. The image that greeted him was even more shocking than he expected. He could only describe it as a desert, but that wasn’t right. If it was at least a desert it would imply some sort of familiarity and comfort. The landscape that awaited him here was a gray wasteland of craters. He sat there taking this in for another long while, waiting for the shock to wear off.
He soon found himself walking- to where he had no idea. It was all pretty much the same: black on top, gray on the bottom, some holes in the ground. Every once in a while there would be some sort of creature buzzing by. It appeared to be a fly, only the size of a housecat, some even as large as a goat. They paid him no mind. He lost track of time, but just kept putting one foot in front of the other despite every fiber of his being crying out in protest. Eventually, a hazy form appeared on the horizon. This complete break from the norm gave him renewed strength and he ran towards it, whatever it was.
What he came upon could only be a mirage. It was a table, a simple coffee table supporting a single bottle of unknown liquid. There was a note attached to the bottle.
Drink me
This is where Norman knew it had to be a dream. He was certainly unconscious back in the basement of the historical society… he wasn’t even a fan of Lewis Carroll, so he knew it had to come from some unforgotten region of his mind. Still, dream or not, looking at the wasteland around him, he knew he had few other options.
He picked it up and removed the cork carefully, pointing the bottle away from him just in case. Seeing no explosion of pressure, carbon dioxide or otherwise, he pulled it closer to his nose to take an experimental sniff. He knew it was dangerous, but better to inhale it than ingest it first. It smelled sickeningly sweet- like honey. Also vaguely alcoholic. “Mead?” Why was there mead out here in space? Was his alcohol headache from this afternoon really having that much of an influence?
Seeing no recourse, he resolved himself and brought the bottle to his lips, taking a sip. All at once the effect hit him. Time slowed down as it hit his tongue. He felt the world spin and he staggered backwards. Everything around him took on a faint glow as he dropped the bottle. Yet, he still for some reason swallowed. As it travelled down, the feelings intensified as he was knocked out flat on his rear end, his mouth speaking in strange tongues he couldn’t, yet could, understand. At it reached his stomach, everything exploded into a symphony of kaleidoscopic colors. Space was awash in hues of blue, green, fuchsia, pink, lavender, sepia, gold, silver, grey, white, black, blue, green, fuchsia, pink… The stars winked at him with knowing eyes. Animals of all sorts came out to greet him and the overgrown flies from before were nowhere to be seen. He was conversing with a clever sheep and an honest duck when a resounding cry filled the air.
Immediately, all the animals vanished as he could see a vague blur swooping down on him from the skies. It was hard to make out, but as it positioned itself silhouetted in the smiling moon, he could at least determine its form. Almost like a pterodactyl, or a reptilian wolf with wings. Either way, it terrified him but he could not for the life of him bring himself to move. It closed in, swooping in for the kill and did, in fact, grab him as he feared. He closed his eyes before the impact, but felt nothing except the wind.
Hesitantly, he opened his eyes to find himself flying through the air, his long beard fluttering up into his face. He was confused, and even more so when he discovered he was actually on the back of the flying thing, travelling back towards a large blue ball. Just as it filled his vision, it suddenly disappeared behind a large, white, glowing circle, and all at once he was back in the basement of the historical society where he left off. Only now, the white gate was behind him and remained open. Norman stroked his beard, pondering what to do next. The only thing he did know is that whatever was responsible for this, this Nultros, needed to be stopped at all costs.
-
Extra! Extra! (Expansion Mythos)
Read all about it! Any player currently in the Streets may pay $4 to gain 1 Tabloid Paper.
A gate to R'lyeh opens at the Silver Twilight Lodge, sucking in Keith and spawning a Dhole and a Cultist. A clue appears at the Science Building.
All monsters move! Dash, Triangle, Star, Cross and Circle monsters move on White, moving the Dhole and the Moon Beast to the French Hill Streets. Square, Diamond, Moon and Hex monsters move on Black, moving the Cultist to the French Hill Streets and the Serpent People to the Southside Streets.
No Rift Progress tokens are added.
So people can decide, this is a Tabloid Paper, it's an expansion tome.
(http://img69.imageshack.us/img69/8141/tabloidpaperfrontface.png)
-
Hunter Sopko
Sanity 4/5
Stamina 3/5
Focus: 2
Speed: 1 [2] 3 4
Sneak: 4 [3] 2 1
Fight: 1 2 3 [4]
Will: 4 3 2 [1] (+1)
Lore: [1] 2 3 4
Luck: [5] 4 3 2 (+1)
Diehard: Other than during the battle with the Ancient One, if at any time Hunter's Sanity or Stamina are reduced to zero, he may make a Luck (-2) check. On a success, he gains 1 of the appropriate stat.
Untrustworthy: Hunter must get double the number of successes needed to get or keep an ally.
Inventory:
$1
Yithian Rifle - Exhaust before making a Combat check to gain +6 to that check. Yithian Rifle only refreshes if you spend all of your Focus to do so.
Lucky Cigarette Case - Discard Lucky Cigarette Case to re-roll any one Skill check.
Dragon's Eye - Exhaust and lose 1 Sanity after drawing a gate or location card to draw a new card in its place.
Persuade - +1 Will, once per Will check, you may reroll all dice showing a result of 1.
Listen - +1 Luck, Once per Luck check, you may reroll all dice showing a result of 1.
2 toughness in monster trophies(Formless Spawn)
Personal Story:
Pass- Don't be devoured before the battle with the Great Old One.
Effect- Can use Diehard in the battle against the Great Old One, instead rolling to prevent himself from being devoured.
Fail- Be knocked to 0 Sanity or 0 Stamina during the game.
Effect- Lose 1 Focus
----------------
Try to sneak past the golem to get to a location to remove rift markers and succeed this time! Moving to 607 Water Street for an encounter. Also failed the Nultros check so someone else will have to stop the terror increase.
[23:29] <@Yakumo> Hmm. Well, my plan hasn't really changed.
[23:30] <Soppy-ElectricGrenadier> Yep. Did catch a break in that no token popped up this turn
[23:30] <@Yakumo> Indeed. Helps make up for not being able to get to one last turn. Still might have a problem with that though.
[23:31] <@Yakumo> May as well roll it now, I'll recharge the rifle this turn so it's available later if I need it.
[23:31] <@Yakumo> First of all, d6 for Nultros.
[23:31] <@Yakumo> d6
[23:31] * Hatbot --> "Yakumo rolls d6 and gets 4." [d6=4]
[23:31] <@Yakumo> Someone else'll have to do that one.
[23:31] <@Yakumo> Alright. Same 5 dice for the sneak check.
[23:31] <@Yakumo> 5d6 to not get pounded into paste?
[23:31] * Hatbot --> "Yakumo rolls 5d6 to not get pounded into paste? and gets 17." [5d6=4, 2, 2, 4, 5]
[23:32] <@Yakumo> ...that was close. >_>
[23:32] <+MishaArsellecLune> Indeed. Wow.
[23:32] <@Yakumo> Think I'll go visit the old lady at 607 Water Street, then.
-
Harkan Ashland, the Magic Student
Sanity: 4/6
Stamina: 4/4
Focus: 1
Skills
Speed 1 2 3 [4]
Sneak 4 3 2 [1]
Fight 1 2 [3] 4
Will 5 4 [3] 2
Lore 2 3 4 [5]
Luck 4 3 2 [1]
Familiar: When Cham is his ally, the bonus for her ability is +2 instead of +1.
Happy Family: If both Cham and Jennifer Ashland are allies, Focus becomes 2.
Inventory:
$3
1 Clues
Flare Gun: Discard while in the streets to move all monsters in the Sky to my area.
Enchant Weapon: 0 Casting Mod, 1 San cost. Cast and Exhaust to make one Physical Weapon a Magical Weapon for this combat.
Find Gate: -1 Casting Mod, 1 San cost. Cast and Exhaust to return to Arkham from Another World.
Meteor Storm: 2h spell, -3 Casting Mod, 3 San cost. Cast and discard to insta-gib all monsters in my area and claim their sorry asses as trophies.
Cham: Awesome Little Cat Ally. Exhaust for a +2 bonus to any check.
Trophies"
Witch - 1 toughness
Quest Status:
Pass: 0/4 tokens on this card.
Fail: Cham is still an ally.
------------------------------
After sacrificing some luck for a bit more lore(shift one to the right), Harkan successfully figures out where his player is!
> suppose I should roll
> folks still here and such, yes?
<MishaArsellecLune> Yes yes.
> roll 2d6 will for no nightmares
* Hatbot --> "Gatewalker rolls 2d6 will for no nightmares and gets 10." [2d6=5, 5]
<MishaArsellecLune> Very no nightmares.
> shifting lore/luck to 5/1, casting Find Me
> roll 4d6 where am I
* Hatbot --> "Gatewalker rolls 4d6 where am I and gets 20." [4d6=6, 6, 3, 5]
> There I am!
<MishaArsellecLune> ...there you are indeed.
<Yakumo> You're very good at finding yourself, I see.
-
Keith Chiemi (http://img163.imageshack.us/img163/4012/keithchiemifrontface.png)
Location: R'lyeh (1)
Stats
Sanity: 4 / 4
Stamina: 6 / 6
Speed: 3 4 [5] 6
Sneak: 3 2 [1] 0
Fight: [3] 4 5 6
Will: [4] 3 2 1
Lore: Luck: [4] 3 2 1
Focus: 2
Unique Abilities
TAKE THE SHOT! - Any phase: With any 2-handed weapon equipped, Keith does 2 successes on a 6.
Unique Fighting Style - Any phase: Keith cannot give weapons to or receive weapons from any investigator.
Inventory
3 Clue tokens
Common Items
.18 Derringer - Type: Physical weapon / Bonus: +2 Combat check / .18 Derringer cannot be lost or stolen unless you choose to allow it. / Hands: 1 / Price: $3
Cavalry Saber - Type: Physical weapon / Bonus: +2 Combat check / Hands: 1 / Price: $3
Unique Items
Skills
Marksman - Any Phase: Exhaust to re-roll a Combat check.
Spells
Personal Story
Pass- Be devoured before the final battle with the GoO.
Effect- Loses all money, equipment, gate trophies, and monster trophies not on his fixed possessions list, as well as all penalties such as Cursed, Injury, Madness, or lowered stats. Place him back on his Home Location and draw Enchanted Crossbow. If that is already in play, search the common items stack and draw the first two handed weapon from the bottom of the deck that is not discard after use.
Fail- The Terror Level reaches 3 or above.
Effect- Gain 1 Tabloid Paper
Current Action
Shifting sliders. Chillin' in R'lyeh.
-
Norman gets some Egpyt Power and then hangs out and awaits his attempt to close this freakin' gate.
Norman Withers, the Astronomer
- Stats -
Sanity 2/6
Stamina 4/4
In the Stars - Any Phase: Whenever Norman closes or seals a gate, he may choose any dimensional symbol other
than the moon. The gate is considered to have that dimensional symbol instead of its normal dimensional symbol
for purposes of removing monsters from the board.
- Skills (Focus: 2) -
Speed 0 1 2 [3]
Sneak 4 3 2 [1]
Fight 0 1 2 [3]
Will 4 3 2 [1]
Lore 2 3 4 [5]
Luck 5 4 3 [2] (+1)
- Inventory -
$3
4 Clue Tokens
Luck (+1 Luck, when spending a Clue token on a Luck check add one extra die)
Find Gate (casting mod -1, san cost 1, cast and exhaust to immediately return to Arkham from an Other World)
Voice of Ra (casting mod -1, san cost 1, cast and exhaust to gain +1 to all skill checks for the turn)
Yithian Rifle (magical weapon, 2 hands, exhaust to gain +6 to combat check, spend all Focus to refresh)
Kerosene (physical weapon, 1 hand, exhaust to gain +4 to combat check, $1 to refresh)
Whiskey (discard to reduce any Sanity loss by 1)
- Personal Story -
Pass: If the Ancient One awakens, roll 4 dice and remove 1 Doom Token for each success. [0/3 Gate Trophies]
Fail: Norman's Focus is reduced to 1. [Not yet Lost in Time and Space]
-
Arianna is staying where she is because she's not done SHOPPING. No sliders changing or anything, so not gonna repost sheet.
-
Sanity: 4/4
Stamina: 6/6
Focus: 2
Skills
Speed 1 2 [3] 4
Sneak 5 4 [3] 2
Fight 2 3 [4] 5
Will 4 3 [2] 1
Lore 0 [1+1] 2 3
Luck 3 [2] 1 0
Attack From The Shadows: Once per turn, after a successful evade check in the streets, make a combat check. If it succeeds, claim the monster you just evaded as a trophy. If it fails, nothing happens. Either way, continue the turn as normal.
Inventory:
$2
6 Clues
Lore: +1 Lore stat, clue tokens spent to add to a Lore check add two dice each
Bravery: Exhaust to reroll a horror check
Cross: +1 to horror checks. Acts as a +3 one-handed magical weapon against undead.
Cross: +1 to horror che...wow, deja vu.
Dark Cloak: +1 to Evade checks.
Quest Status:
Pass: 0/4 monsters killed with Attack From The Shadows.
Fail: Terror Level at 0
Move to the Graveyard for yet another clue.
-
Leaping from rooftop to rooftop, Niniel Armelios couldn’t help but feel annoyed. That is, Niniel Chiemi was annoyed. It was very strange. After all this time, with all the hatred she still bore against her father, for all the animosity she still felt just looking at her family name, she still hadn’t really come around to identifying herself as a Chiemi. Even her father’s death hadn’t helped to put the matter to rest. It wasn’t that she didn’t love Keith. She did- with all her heart- even if she still felt she might have gotten married too early. She had to wonder if it was Christine’s influence. That was a lot of lost time there.
Assuming the role of the Capuchin had been the defining moment of her life. She had felt she was doing a good job, but there was no way she could have known that her predecessor hadn’t taught her all the little ins and outs of the job. She had known letting Keith go free after what he did was the wrong choice, yet she fell in love with him anyway. Even knowing the assassination was planned and sponsored by Toryll didn’t make it any less wrong. Her duty called to bring him to justice. Instead, she actively participated in covering up for him, to the point where she had intended to let an innocent man, a patsy, take the blame for Keith’s crime. This angered Levanter, and thus was born Christine.
It didn’t identify itself as that at first. It didn’t really have any identity other than The Capuchin. It possessed her, infected her mind, shoving her aside and sharing her body as a failsafe in the duties of the Capuchin. It was the punishment of all the wearers of the robe that had found themselves straying. However, it evolved; slowly at first, learning human emotion, empathy, eventually developing its own personality. It came to identify itself as Christine, a separate and distinct personality within Niniel. In all stages though, it hated Keith- and with good reason.
Keith’s impulsiveness, recklessness, selfishness and his inability to keep his mouth shut was also a major factor in Christine’s creation. It was overstating the truth slightly, but overstated or not it was still the truth. At first Keith had tried to make peace with Christine, but after repeated failure in that the two were blazingly antagonistic to each other, which put the already strained marriage between her and Keith even further on the ropes. By the time the two had gained a grudging respect for each other, the other problems had already started.
Before long, Christine’s presence was having an unintentionally negative effect on Niniel. Christine had inadvertently begun to subsume parts of Niniel’s personality, eventually leaving the poor girl in almost a child-like state whenever she would emerge. This made Christine distraught; she loved Niniel. She cared about her, was protective of her. She couldn’t stand the effect her presence was having on her, especially when Niniel had made so many strides in returning to the Capuchin she once was. After all the effort that went into finding a way that Christine could have her own body, Christine instead decided to implore Levanter to remove her from Niniel in order to save her. Levanter listened, and it worked at the cost of Christine’s very existence.
Keith and Niniel have only been married about a year, and known each other only two months longer than that. The saga with Christine had taken up ten months of their time together. Niniel was more or less back to her old self, but only a month away from Christine, she still felt like a stranger amongst even her friends sometimes. The fact that their lives were constantly in danger, be it from her father or from Nultros and his followers, made none of this any easier. It was a miracle in itself everything had stayed together.
It was the rats. Rats? Was that the best Nultros could do to me in this world? she thought to herself as she leaned on the railing of the roof overlooking the graveyard. She remembered back to everything Nultros had put her through in her dreams back on Chrysalis. A flood of maggots, a rain of blood, walking through fire as her friends and family- especially her father- mocked her, among others… and the worst one: being attacked by her own monstrous and deformed child. Her hand unconsciously reached for her stomach as she remembered that one. It still bothered her even now. It was the one that had made her numb to everything else Nultros had thrown at her. Rats were almost an insult at this point.
All of a sudden she was snapped out of her thoughts as she lost touch with Keith. She looked down at her left hand, to the wedding ring which resided underneath the Capuchin’s gray, padded glove. It was a bad sign. He had never taken it off in the entirety of their marriage, even when Christine was around. She could hardly imagine him dying. After all, she would have sensed his panic through the empathic abilities of the ring, unless it happened too fast, but that was unlikely for the terminally aware hunter. It had to be something else. She hadn’t seen Harkan around all day either, ever since he said he was going to the so-called “Witch House” to investigate. The abundantly dark feeling she could feel coming from the south, in the direction of the French Hill district where Harkan and Keith had gone, only intensified this feeling of dread. She forced herself to put this aside though. She had a job to do. There were reports of terrible things happening at the graveyard at night and she had to look into it. For the good of the people. Keith and Harkan can look after themselves, she thought, it’s for the good of the people.
The good of the people.
-
Arkham
Niniel- An artist has set up his canvas and is preparing to paint. The focus of his piece appears to be an open grave. He remarks that he dislikes its emptiness and asks if you can provide anything to fill the scene. If you spend five toughness worth of monster trophies, he introduces himself as Richard Upton Pickman. Take his ally card, or a spell if it is not available.
Hunter- As you walk pass a decripit old house, an ancient, but still vigorous man throws open the door and walks purposefully towards you. "Take this. Wear it." He roughly presses a small fetish bag into your hands. Take this card. Instead of losing 1 stamina, you may put a clue token on this card. Return this card to the box if it ever has 3 clue tokens on it.
Harkan- The gate looms!
Arianna- .45 Automatic (http://www.arkhamhorrorwiki.com/.45_Automatic), Food (http://www.arkhamhorrorwiki.com/Food), Lantern (http://www.arkhamhorrorwiki.com/Lantern)
Norman- The gate looms! As does the smell of burnt witches!
Other World
Keith- If violence is all it understands, then violence it shall have! Pass a Fight (-1) check to take a Clue token.
-
I kill five squirrels, give them to Pickman, and take his ally card. *nod*
-
Keith Chiemi (http://img163.imageshack.us/img163/4012/keithchiemifrontface.png)
Location: R'lyeh (1)
Stats
Sanity: 4 / 4
Stamina: 6 / 6
Speed: 3 4 [5] 6
Sneak: 3 2 [1] 0
Fight: [3] 4 5 6
Will: [4] 3 2 1
Lore: Luck: [4] 3 2 1
Focus: 2
Unique Abilities
TAKE THE SHOT! - Any phase: With any 2-handed weapon equipped, Keith does 2 successes on a 6.
Unique Fighting Style - Any phase: Keith cannot give weapons to or receive weapons from any investigator.
Inventory
3 Clue tokens
Common Items
.18 Derringer - Type: Physical weapon / Bonus: +2 Combat check / .18 Derringer cannot be lost or stolen unless you choose to allow it. / Hands: 1 / Price: $3
Cavalry Saber - Type: Physical weapon / Bonus: +2 Combat check / Hands: 1 / Price: $3
Unique Items
Skills
Marksman - Any Phase: Exhaust to re-roll a Combat check.
Spells
Personal Story
Pass- Be devoured before the final battle with the GoO.
Effect- Loses all money, equipment, gate trophies, and monster trophies not on his fixed possessions list, as well as all penalties such as Cursed, Injury, Madness, or lowered stats. Place him back on his Home Location and draw Enchanted Crossbow. If that is already in play, search the common items stack and draw the first two handed weapon from the bottom of the deck that is not discard after use.
Fail- The Terror Level reaches 3 or above.
Effect- Gain 1 Tabloid Paper
Current Action
Failure.
[23:30] <MishaArsellecLune> Well I might as well make this skill check since there are three witnesses!
[23:31] <MishaArsellecLune> 2d6 to become smarter through PAUNCH
[23:31] * Hatbot --> "MishaArsellecLune rolls 2d6 to become smarter through PAUNCH and gets 6." [2d6=2, 4]
[23:31] <MishaArsellecLune> Paunch has failed me.
[23:31] <Shale> You can spend a clue! To...uh....get a clue.
[23:31] <Shale> This is totally a winning move.
[23:32] <MishaArsellecLune> totally
-
Norman shuts that smelly gate to Yuggoth.
> So, gate-closing.
<Soppy-ElectricGrenadier> Yep
<Shale> Gate and I are both unarmed now. So we're still one weapon short.
<MishaArsellecLune> Hmm.
> I've got 5 Lore, +1 for Ra, -2 from the Gaaaate.
<Sierra_KoistheAntiLifeEquation> Okay.
<Sierra_KoistheAntiLifeEquation> Guess I'll get the gun, then.
> so that be 4d6
> 4d6, then!
* Hatbot --> "Strago rolls 4d6, then! and gets Error: Numeric values only."12 [4d6=1, 6, 2, 6]
<MishaArsellecLune> Yay~
> Huzzah!
Norman Withers, the Astronomer
- Stats -
Sanity 2/6
Stamina 4/4
In the Stars - Any Phase: Whenever Norman closes or seals a gate, he may choose any dimensional symbol other
than the moon. The gate is considered to have that dimensional symbol instead of its normal dimensional symbol
for purposes of removing monsters from the board.
- Skills (Focus: 2) -
Speed 0 1 2 [3]
Sneak 4 3 2 [1]
Fight 0 1 2 [3]
Will 4 3 2 [1]
Lore 2 3 4 [5]
Luck 5 4 3 [2] (+1)
- Inventory -
$3
4 Clue Tokens
1 Monster Trophy (Witch)
1 Gate Trophy (Yuggoth)
Luck (+1 Luck, when spending a Clue token on a Luck check add one extra die)
Find Gate (casting mod -1, san cost 1, cast and exhaust to immediately return to Arkham from an Other World)
Voice of Ra (casting mod -1, san cost 1, cast and exhaust to gain +1 to all skill checks for the turn)
Yithian Rifle (magical weapon, 2 hands, exhaust to gain +6 to combat check, spend all Focus to refresh)
Kerosene (physical weapon, 1 hand, exhaust to gain +4 to combat check, $1 to refresh)
Whiskey (discard to reduce any Sanity loss by 1)
- Personal Story -
Pass: If the Ancient One awakens, roll 4 dice and remove 1 Doom Token for each success. [1/3 Gate Trophies]
Fail: Norman's Focus is reduced to 1. [Not yet Lost in Time and Space]
-
Arianna Lanathan
Sanity: 3/3
Stamina: 7/7
Focus: 1
Speed: 1 2 3 [4]
Sneak: 3 2 1
Fight: 2 3 4 [5]
Will: 6 5 4 [3]
Lore: 1 [2] 3 4
Luck: 3 [2] 1 0
Pillar of the World: Cannot be devoured except in combat with the ancient one. If devoured in other circumstances, delayed instead and acquires 1 clue token.
Inventory:
$2
3 clue tokens
Spear (physical weapon, +3 to combat check/exhaust for +2 to evade check, 2H, $5)
Enchanted Jewelry (unique item, put 1 stamina token on enchanted Jewelry to avoid losing 1 stamina/discard at third token, $3)
Massa di Requiem per Shuggay (unique item, exhaust and spend 4 movement points to make a Will check at -2/discard on success and the ancient one awakens, $4)
Flare Gun (common item, discard while in a street area to move all monsters in the sky to that location, $2)
Credit Rating (skill, exhaust instead of spending $2)
Whiskey (common item, discard to reduce sanity loss by 1, $1)
Shotgun (physical weapon, +4 to combat check/6's count as 2 successes, 2H, $6)
.45 Automatic (physical weapon, +4 to combat check, 1H, $5)
Personal story:
Pass: Gain 3 clue tokens via Pillar of the World (effect: immediately gain 4 clue tokens, Pillar of the World no longer grants clue tokens)
Fail: Another investigator is devoured (effect: gain 1 madness card)
~
Arianna buys herself a .45 because she's apparently not enough of a walking arsenal yet. Again abusing Credit Rating to save money.
-
Oh, and for the sake of clarity/completion: Norman will not invoke his unique ability upon the closing of this gate to Yuggoth, as getting rid of a Dhole seems like a pretty good idea to him.
-
Harkan Ashland, the Magic Student
Sanity: 4/6
Stamina: 4/4
Focus: 1
Skills
Speed 1 2 3 [4]
Sneak 4 3 2 [1]
Fight 1 2 [3] 4
Will 5 4 [3] 2
Lore 2 3 4 [5]
Luck 4 3 2 [1]
Familiar: When Cham is his ally, the bonus for her ability is +2 instead of +1.
Happy Family: If both Cham and Jennifer Ashland are allies, Focus becomes 2.
Inventory:
$3
1 Clues
Flare Gun: Discard while in the streets to move all monsters in the Sky to my area.
Enchant Weapon: 0 Casting Mod, 1 San cost. Cast and Exhaust to make one Physical Weapon a Magical Weapon for this combat.
Find Gate: -1 Casting Mod, 1 San cost. Cast and Exhaust to return to Arkham from Another World.
Meteor Storm: 2h spell, -3 Casting Mod, 3 San cost. Cast and discard to insta-gib all monsters in my area and claim their sorry asses as trophies.
Cham: Awesome Little Cat Ally. Exhaust for a +2 bonus to any check.
Trophies
Witch - 1 toughness
Unknown Kadath - Gate Trophy
Quest Status:
Pass: 0/4 tokens on this card.
Fail: Cham is still an ally.
------------------------------
Gate closed~
> alright, time to close a gate
<Soppy-ElectricGrenadier> Woo
> anyone around for witnessing?
> well, that answers that
<Soppy-ElectricGrenadier> Not I
<MishaArsellecLune> Witness.
<Cidward> Yoyo.
* Soppy-ElectricGrenadier puts Tal into Witness Protection
<MishaArsellecLune> :(?
<Cidward> Tal has just been erased?
> I'm at Lore 5, using Cham for +2, the gate's mod is -1. So 6 dice
> roll 6d6 for gate closure
* Hatbot --> "Gate-weekend rolls 6d6 for gate closure and gets 21." [6d6=3, 1, 2, 6, 6, 3]
<MishaArsellecLune> Might as well wait before using Cham.
<Soppy-ElectricGrenadier> Why? It's per turn. Nothing else after that
-
As Hunter walked up to 607 Water Street, he paused out of caution as the old man who lived there stood at the front porch, waiting for him. This town was turning out to be far beyond what he had expected. The second he stepped off the train he was assaulted by something scaly, gooey and utterly unknown to even him. Luckily for him that Arianna gave him that weird rifle. His powers nigh unusable on this world, for the first time in a thousand years he needed to rely on his wits alone. Of course, that didn’t stop him from running straight into a flesh golem as he rounded a bend. Unfortunately, there had seemed to be no way to reload the odd gun, so he simply took the easy route and ran away from it. Seriously, a flesh golem? In this world? Did they really have the technology or magical capacity to put something like Frankenstein’s monster together in this world already?
He shook his head, clearing out that fragment of Matthew’s memory. Memories of a world he never knew, the world that Matthew ne Karnage and the other “gods” molded in their own image to make Amaryllis. Earth. It was still hard to believe he was really there. It would be less than a hundred years until that happened. He thought what might happen if he tracked down their ancestors and stopped it, but immediately his mind jumped to Back to the Future and how messing with that kind of stuff is bad. It was also the dumb, hare-brained kind of idea he would have acted on many, many, many years ago. He was thankful for the opportunity to change from that. With things like this constantly popping in and out of his head, it was no wonder he’d almost gotten his head taken off.
The old man watching him impassively, seemingly waiting for Hunter to commit to the act. When Hunter finally stepped onto the walkway towards the house, the man rushed out to him. Hunter noticed something in the man’s hand and took a defensive step back. As the man drew closer, he slowed, allowing Hunter to identify what was in his hand. It was just a small leather pouch. Hunter could only guess what was inside. The man stopped in front of him, an intent look in his unblinking eyes.
“I know why you’re here.” the man said.
Hunter lifted an eyebrow. “Did the bank call ahead?”
The man shoved the small pouch at him. “Take this. Wear it.”
Hesitantly, Hunter took the pouch. He could feel a faint glimmer of something emanating from it. He looked inside, only to find at the small amount of money that he was supposed to collect. It certainly wasn’t the contents that were giving him that feeling. It was the pouch itself.
He finally looked back up to the old man, only to find he had vanished from sight. Not only that, the house had undergone a complete transformation as well. What had been a slightly worn, yet cared for and lived in house when he approached was now boarded up, looking nearly condemned. He looked closely at the numbers on the side.
607 Water Street.
All Hunter could do was sigh and move on. He scratched his head a bit, rubbing at the lump he’d gotten from running into the flesh golem. He had hoped he was past this sort of situation, but it didn’t appear to be happening until he got Arianna and himself home. He could only hope that the group from the other other world, the group that blonde guy was in, was up to the task of setting things right here.
-
Dreams of a Sunken City
Environment: Mystic
Investigators cannot gain Sanity except by receiving psychiatric care at Arkham Asylum (or from Carolyn Fern).
A gate to The Underworld opens at Independence Square, spawning a Cultist and a Skeleton. A clue appears at The Unnamable.
Cross monsters move on White, Moon Monsters move on Black, moving the Serpent People to the French Hill Streets, one Cultist to the Rivertown Streets, the Flesh Golem to the South Shore Streets, and the new Cultist and Skeleton to the Downtown Streets.
A rift progress token is added to Cross White/Black Moon. It is for the Congregational Hospital.
-
Keith Chiemi (http://img163.imageshack.us/img163/4012/keithchiemifrontface.png)
Location: R'lyeh (2)
Stats
Sanity: 4 / 4
Stamina: 6 / 6
Speed: 3 4 [5] 6
Sneak: 3 2 [1] 0
Fight: 3 [4] 5 6
Will: 4 [3] 2 1
Lore: Luck: [4] 3 2 1
Focus: 2
Unique Abilities
TAKE THE SHOT! - Any phase: With any 2-handed weapon equipped, Keith does 2 successes on a 6.
Unique Fighting Style - Any phase: Keith cannot give weapons to or receive weapons from any investigator.
Inventory
3 Clue tokens
Common Items
.18 Derringer - Type: Physical weapon / Bonus: +2 Combat check / .18 Derringer cannot be lost or stolen unless you choose to allow it. / Hands: 1 / Price: $3
Cavalry Saber - Type: Physical weapon / Bonus: +2 Combat check / Hands: 1 / Price: $3
Unique Items
Skills
Marksman - Any Phase: Exhaust to re-roll a Combat check.
Spells
Personal Story
Pass- Be devoured.
Effect- Loses all money, equipment, gate trophies, and monster trophies not on his fixed possessions list, as well as all penalties such as Cursed, Injury, Madness, or lowered stats. Place him back on his Home Location and draw Enchanted Crossbow. If that is already in play, search the common items stack and draw the first two handed weapon from the bottom of the deck that is not discard after use.
Fail- The Terror Level reaches 3 or above.
Effect- Gain 1 Tabloid Paper
Current Action
Move Fight/Will over one, move to second area of R'lyeh, wait to get screwed over.
-
Arianna Lanathan
Sanity: 2/3
Stamina: 7/7
Focus: 1
Speed: 1 2 3 [4]
Sneak: 3 2 1
Fight: 2 3 4 [5]
Will: 6 5 4 [3]
Lore: 1 [2] 3 4
Luck: 3 [2] 1 0
Pillar of the World: Cannot be devoured except in combat with the ancient one. If devoured in other circumstances, delayed instead and acquires 1 clue token.
Inventory:
$2
3 clue tokens
Spear (physical weapon, +3 to combat check/exhaust for +2 to evade check, 2H, $5)
Enchanted Jewelry (unique item, put 1 stamina token on enchanted Jewelry to avoid losing 1 stamina/discard at third token, $3)
Massa di Requiem per Shuggay (unique item, exhaust and spend 4 movement points to make a Will check at -2/discard on success and the ancient one awakens, $4)
Flare Gun (common item, discard while in a street area to move all monsters in the sky to that location, $2)
Credit Rating (skill, exhaust instead of spending $2)
Whiskey (common item, discard to reduce sanity loss by 1, $1)
Kerosene (physical weapon, exhaust before making combat check to add +4 to check/spend $1 during upkeep to refresh, 1H, $2)
Personal story:
Pass: Gain 3 clue tokens via Pillar of the World (effect: immediately gain 4 clue tokens, Pillar of the World no longer grants clue tokens)
Fail: Another investigator is devoured (effect: gain 1 madness card)
Trophies:
Cultist (1 toughness)
~
Arianna moves to the downtown streets and engages in MORTAL KOMBAT against something she badly outclasses. Cultist fall down go boom, Arianna takes 1 sanity damage from nightmarish. She then trades away her guns for the awesome power of BURNING things.
<Cidward> So, witness for horrific cultist overkill gogogo?
<Yakumo> I think I'm gonna go get drunk.
<Yakumo> Sure why not.
<Cidward> Okay!
<Cidward> Fight is at 5, shotgun adds 4, cultist mod is +1. I need one success.
<Cidward> This is awesome.
<Yakumo> While I'm thinking about it, d6 Nultros will check.
<Yakumo> d6
* Hatbot --> "Yakumo rolls d6 and gets 5."12 [d6=5]
<Cidward> Yay~
<Yakumo> Woo! I mattered!
<Cidward> Yay!
<RandomConsonant> Yay~
<Cidward> Aaaaand--
<Cidward> roll 10d6
* Hatbot --> "Cidward rolls 10d6 and gets 35."12 [10d6=3, 1, 4, 1, 5, 4, 5, 4, 5, 3]
<Cidward> Headsplode.
<Yakumo> Not as messy as it could have been but certainly effective.
<RandomConsonant> Well then.
<Cidward> Downside, I take 1 sanity.
-
Hunter Sopko
Sanity 4/5
Stamina 3/5
Focus: 2
Speed: 1 2 [3] 4
Sneak: 4 3 [2] 1
Fight: 1 2 3 [4]
Will: 4 3 2 [1] (+1)
Lore: [1] 2 3 4
Luck: [5] 4 3 2 (+1)
Diehard: Other than during the battle with the Ancient One, if at any time Hunter's Sanity or Stamina are reduced to zero, he may make a Luck (-2) check. On a success, he gains 1 of the appropriate stat.
Untrustworthy: Hunter must get double the number of successes needed to get or keep an ally.
Inventory:
$1
Yithian Rifle - Exhaust before making a Combat check to gain +6 to that check. Yithian Rifle only refreshes if you spend all of your Focus to do so.
Lucky Cigarette Case - Discard Lucky Cigarette Case to re-roll any one Skill check.
Dragon's Eye - Exhaust and lose 1 Sanity after drawing a gate or location card to draw a new card in its place.
Persuade - +1 Will, once per Will check, you may reroll all dice showing a result of 1.
Listen - +1 Luck, Once per Luck check, you may reroll all dice showing a result of 1.
Terrible Old Man's fetish bag - Instead of losing 1 stamina, you may put a clue token on this card. Return this card to the box if it ever has 3 clue tokens on it.
2 toughness in monster trophies(Formless Spawn)
Personal Story:
Pass- Don't be devoured before the battle with the Great Old One.
Effect- Can use Diehard in the battle against the Great Old One, instead rolling to prevent himself from being devoured.
Fail- Be knocked to 0 Sanity or 0 Stamina during the game.
Effect- Lose 1 Focus
----------------
Passed Nultros' will check for the team, and am now going to check out the Congregational Hospital.
[18:38] <@Yakumo> While I'm thinking about it, d6 Nultros will check.
[18:38] <Cidward> This is awesome.
[18:38] <@Yakumo> d6
[18:38] * Hatbot --> "Yakumo rolls d6 and gets 5." [d6=5]
[18:38] <@Yakumo> Woo! I mattered!
[18:38] <Cidward> Yay~
-
Sanity: 3/4
Stamina: 6/6
Focus: 2
Skills
Speed 1 2 [3] 4
Sneak 5 4 [3] 2
Fight 2 3 4 [5]
Will 4 3 2 [1]
Lore 0 [1+1] 2 3
Luck 3 [2] 1 0
Attack From The Shadows: Once per turn, after a successful evade check in the streets, make a combat check. If it succeeds, claim the monster you just evaded as a trophy. If it fails, nothing happens. Either way, continue the turn as normal.
Inventory:
$2
6 Clues
Lore: +1 Lore stat, clue tokens spent to add to a Lore check add two dice each
Bravery: Exhaust to reroll a horror check
Cross: +1 to horror checks. Acts as a +3 one-handed magical weapon against undead.
Cross: +1 to horror che...wow, deja vu.
Dark Cloak: +1 to Evade checks.
Shotgun: Two-handed physical weapon, +4 to combat checks, 6s count double.
3 Toughness worth of monster trophies (Skeleton, Cultist)
Quest Status:
Pass: 1/4 monsters killed with Attack From The Shadows.
Fail: Terror Level at 0
Take the shotgun from Ms. Leviathan and go to the Downtown Streets, where I prove that ninja assassins can barely hit the broad side of a barn with a shotgun, and then backstab the skeleton to death (double-death?) with crosses.
<Shale> I'm gonna steal a shotgun and go monster-killing.
<Shale> Speed/sneak at 3 each, Fight/Will at 5/1.
<Shale> Cultist first. Not gong to try to sneak, so we go right to the face-shooting.
<Shale> 5 fight, +4 weapon, +1 mod.
<Shale> roll 10d6
<Hatbot> ACTION --> "Shale rolls 10d6 and gets 35." [10d6=1, 3, 2, 5, 5, 4, 3, 4, 4, 4]
<Shale> That....was way too close. But it worked.
<Shale> Now, the skeleton!
<Shale> Gonna try to get my first Attack From The Shadows trophy.
<Shale> 3 sneak, -2 awareness, +1 from the cloak.
<Shale> 2d6
<Hatbot> ACTION --> "Shale rolls 2d6 and gets 7." [2d6=2, 5]
<Shale> Snuck.
<MishaArsellecLune> Woosh~
<Shale> I get one combat check. -2 mod, 5 fight, +6 from two crosses.
<Shale> 9d6
<Hatbot> ACTION --> "Shale rolls 9d6 and gets 31." [9d6=6, 5, 3, 5, 2, 3, 1, 5, 1]
<Shale> Yoink!
-
Norman will use his focus to reload the Ythian Rifle, then move to the Downtown Streets and trade his Kerosene for Arianna's .45.
Norman Withers, the Astronomer
- Stats -
Sanity 2/6
Stamina 4/4
In the Stars - Any Phase: Whenever Norman closes or seals a gate, he may choose any dimensional symbol other
than the moon. The gate is considered to have that dimensional symbol instead of its normal dimensional symbol
for purposes of removing monsters from the board.
- Skills (Focus: 2) -
Speed 0 1 2 [3]
Sneak 4 3 2 [1]
Fight 0 1 2 [3]
Will 4 3 2 [1]
Lore 2 3 4 [5]
Luck 5 4 3 [2] (+1)
- Inventory -
$3
4 Clue Tokens
1 Monster Trophy (Witch)
1 Gate Trophy (Yuggoth)
Luck (+1 Luck, when spending a Clue token on a Luck check add one extra die)
Find Gate (casting mod -1, san cost 1, cast and exhaust to immediately return to Arkham from an Other World)
Voice of Ra (casting mod -1, san cost 1, cast and exhaust to gain +1 to all skill checks for the turn)
Yithian Rifle (magical weapon, 2 hands, exhaust to gain +6 to combat check, spend all Focus to refresh)
.45 Automatic (physical weapon, 1 hand, +4 to combat checks)
Whiskey (discard to reduce any Sanity loss by 1)
- Personal Story -
Pass: If the Ancient One awakens, roll 4 dice and remove 1 Doom Token for each success. [1/3 Gate Trophies]
Fail: Norman's Focus is reduced to 1. [Not yet Lost in Time and Space]
-
I'll update my sheet later, suffice to say I'm several shades of @_@, x_x and -_-; all right now
> I don't think I can escape the ghost, so I'm gonna throw my cat at it and risk another encounter at the Witch House I suppose
<xornwhale> <_<
* Soppy-ElectricGrenadier chuckles
> The question is, do I leave Fight/Will at 3/3 and hope to resist the San damage with 1 die, or just take it for one more Fight die?
> Eh, i'll risk leaving it at 3/3
<MishaArsellecLune> I'd just take the San damage in that position, but I can see the merits of either way.
> I'm not sure I want to drop my will down before whatever the witch house trhows at me is the thing
<MishaArsellecLune> Oh, good point.
> SO, here we go
> 1d6 horror check
* Hatbot --> "Gatewalker rolls 1d6 horror check and gets 5." [1d6=5]
<MishaArsellecLune> ...nice.
<Soppy-ElectricGrenadier> Woo
> Well now. I ain't afraida no ghost~
> And fight time
> 3 Fight, -3 mod, means I use Cham to get anything done here
> roll 2d6 go kitty go
* Hatbot --> "Gatewalker rolls 2d6 go kitty go and gets 7." [2d6=4, 3]
<MishaArsellecLune> Kitty is ineffective.
> I have one clue, gotta spend it I think
<MishaArsellecLune> If you don't you're in the Hospital.
> roll 1d6 clue time
* Hatbot --> "Gatewalker rolls 1d6 clue time and gets 1." [1d6=1]
> Sadness
<MishaArsellecLune> :(
> Yeah, I suppose I can resort to Meteor Storm if I can cast that after failing my first combat check
> ruling on that?
<MishaArsellecLune> It's risky since if you fail you eat the San cost from it too, but it does give you a chance of staying alive.
<Soppy-ElectricGrenadier> You can. Any phase, two handed.
> alright, may as well. Lore 5, -3 mod
> roll 2d6 blahblahblahMETEORSTORM
* Hatbot --> "Gatewalker rolls 2d6 blahblahblahMETEORSTORM and gets 5." [2d6=3, 2]
> or not
<MishaArsellecLune> ...that is some serious Hatebot.
<xornwhale> ...;_;
-
When Arianna pulled the shotgun’s trigger, it was the first time she had killed in a very, very long time. In fact it was something she promised she would never do again. In the olden days she would have simply wiped it clean off the face of existence as all knew it with a swipe of her claw. However, with her right arm mostly out of commission, she was left with less elegant solutions to the problem.
She had just exited the general store after a small shopping spree in which she was beginning to be thankful for all that time in Whittyre, as well as the lessons Leatanna gave her. It allowed her to carefully select which firearms were most appropriate, and which were just junk. She had gone to the store after lunch, after running into the man Hunter had run into from Chrysalis. His name was Keith, and he managed to explain to her what exactly might be happening in town. He had seemed calm and rational, so it was probably in her best interest to believe him. She agreed to help them immediately, offering to go procure some supplies. He gave her the money Hunter had lent him before heading off to an unknown destination. Luckily the line of credit she had gotten vis-a-vis Hunter at the store was still good as well, so she ended up splurging on the firearms.
A black robed figure was upon her immediately, rushing down on her and screaming in strange tongues. She was able to pick one word out though, thanks to her conversation with Keith… Nultros. She actually had initially tried to use her right arm’s power, but it could still barely move, much less attack. When her back hit a wall she dropped the things she was carrying before she ducked out of the way, allowing the man or woman, to smack right into the wall as if it didn’t even see it. It turned to her and sized her up once again, preparing to charge. She looked around for her spear, but it was on the far side of the alley. The closest weapon she could see was the shotgun, which lay at the person’s feet. It was strange that it didn’t move to grab it, but the person was obviously not in their right mind.
When it charged again, Arianna ducked out of the way once again, diving for the shotgun. She even had ample time to load it as the black robed figure turned around to find her once again. She had a few seconds to realize what she was doing, and all at once it depressed her. It didn’t stop her from pulling the trigger though.
The bark of the shotgun stood out heavily against the silence of the streets. The shot probably echoed all the way to the edge of town. Oddly, there were no cries of surprise, no lights turning on, nor were there people heading outside to see. All there was was a voice coming from the shadows behind her.
“Miss, you are aware that murder is a capital crime, yes?”
Arianna immediately turned and raised the shotgun at the source of the voice. What made her pause was the second oddity she had seen that night. Dressed completely in non-descript gray robes, it’s face covered by a gray cloth as well, the figure that stepped out had an imposing aura that Arianna rarely felt. All the more surprising given that Arianna stood almost a foot taller than the newcomer. She had to stay on her toes.
“Who are you?” she asked.
“I am the Capuchin. It is my duty to bring people like you to justice.”
The voice was gender-neutral, as well as eerily calm and reasonable, yet there was a certain strength and power behind it.
“Will you be lowering your weapon?” it asked simply. There was no trace of a threat, but Arianna had a good idea
what would happen if she didn’t, so she complied for now.
“Are you the vigilante that showed up in the past week or so?”
“Yes.”
“Then do you know Keith Chiemi?”
It seemed to pause. “How do you know that name?”
All at once the Capuchin seemed a snake coiling to strike, so she dropped the shotgun in order to prevent a misunderstanding. “I met him today. He explained to me the situation regarding your group and Nultros. My companion and I have agreed to help.”
It was silent for a long moment before it spoke again. “Mr. Chiemi is not one to give secrets out lightly. What exactly qualifies you to help?”
Arianna was beginning to get annoyed, and she pointed to the black robed figure that had assaulted her. “You must have seen it attacking me. Whatever or whoever that was, that was nothing. Just trust me on this. We’re the same as you. We just want to go home. Just let us help you.” she replied sternly.
The Capuchin nodded. “I see. I cannot accept such help lightly, but if you insist, I suppose I cannot stop you.” It began to walk away before Arianna stopped it.
“Hold on. Take this.” Arianna lifted the shotgun off the ground and shoved it into the Capuchin’s arms. “You’re unarmed. You’ll need this.”
“The Capuchin needs to weapons, Ms…?”
“Lanathan. Arianna Lanathan.”
“I have taken down demons and monsters, even fought Nultros without the aid of such weapons. It is of no use to me.”
“I can say the same. But as you probably realized, whatever power you had where you were from is not effective here. Just take it. You know how to use it, right?”
Again the Capuchin paused and seemed to consider the offer more seriously. It took a while before finally deciding. “I do. Keith was very proficient with crossbows back home, so he sought out weapons such as these when we arrived here.”
Arianna moved to her bag, which still lay where it had fallen out of her arms. She procured the ammunition for the gun and handed that to the Capuchin as well. It slowly reloaded the weapon with unsure hands, but it did not make a mistake. It slipped the box of ammunition under its robes before turning its head quickly, looking in the direction of approaching footsteps.
It was a bearded old man, and he was frantically flagging them down. He and he alone seemed to have noticed the ruckus. He also appeared to be on his last legs as he neared them, collapsing to his knees once he arrived. He looked to the Capuchin, speaking between heaving breaths.
“You… vigilante… yes?”
The Capuchin nodded. “I am the Capuchin. Are you in danger, sir?”
He shook his head frantically. “Yes… no… not anymore. Woman attacked… Nultros… Just got back from God knows where…”
The Capuchin and Arianna looked at each other. Arianna shrugged. She had no idea who the man was.
“Who are you?” the Capuchin asked.
“My name is… Norman Withers… I work… for the University,” the man paused, seeming to finally catch his breath, “I’ve been looking into the rumors about people from another world, as well as an evil that’s been lurking around the city. I was just attacked at the historical society by a woman claiming to be working for a being called Nultros… it was talking to someone else though? Someone who wasn’t even there. Said his name was Ashland.”
The Capuchin double-took at the name. “That is the name of one of my companions. Do you know what happened to him?”
The old man shook his head. “No. He wasn’t there. The woman attacked me and chased me to the basement and… well, long story short she is dead. I was pulled into some weird place… some other planet I even think, but I don’t know if that was real or not.”
“It was most likely real, Mr. Withers. I do not know what you are trying to do, but you would be safer leaving this matter to us.” It turned back to Arianna. “Ms. Lanathan, I thank you for your help and commend your efforts. Do not be overzealous in your pursuits though. I wish you luck.”
“Wait…!” the old man cried, but no sooner had he said that had the Capuchin merged back into the shadows, leaving him alone with Arianna, who began explaining everything to him in further detail.
The gunshot that rang out to the north a few minutes later was ominous indeed.
-
Arkham
Niniel- Nin nin nin~
Hunter- You notice a creepy old man dragging a sack near the graveyard. If you want to investigate his suspicious activity, pass a Sneak (-2) check to gain 1 Unique Item and 1 Spell. If you fail, roll 2 dice and add them together. You lose that many total points of Sanity and/or Stamina, split up however you like.
Harkan- Oh right, you ARE scared of ghosts.
Arianna- Your precious items all gone!
Norman- Well, you're now ill-prepared against witches, but everything else dies to a .45!
Other World
Keith- Flight! You throw all behind you, lest all be lost! Discard a Spell and a Weapon or lose 3 Stamina.
Edit: As a note to Yakko, even if you decline the encounter you still remove the rift token.
-
I'll just ignore the creepy old man.
-
Keith Chiemi (http://img163.imageshack.us/img163/4012/keithchiemifrontface.png)
Location: R'lyeh (2)
Stats
Sanity: 4 / 4
Stamina: 3 / 6
Speed: 3 4 [5] 6
Sneak: 3 2 [1] 0
Fight: 3 [4] 5 6
Will: 4 [3] 2 1
Lore: Luck: [4] 3 2 1
Focus: 2
Unique Abilities
TAKE THE SHOT! - Any phase: With any 2-handed weapon equipped, Keith does 2 successes on a 6.
Unique Fighting Style - Any phase: Keith cannot give weapons to or receive weapons from any investigator.
Inventory
3 Clue tokens
Common Items
.18 Derringer - Type: Physical weapon / Bonus: +2 Combat check / .18 Derringer cannot be lost or stolen unless you choose to allow it. / Hands: 1 / Price: $3
Cavalry Saber - Type: Physical weapon / Bonus: +2 Combat check / Hands: 1 / Price: $3
Unique Items
Skills
Marksman - Any Phase: Exhaust to re-roll a Combat check.
Spells
Personal Story
Pass- Be devoured.
Effect- Loses all money, equipment, gate trophies, and monster trophies not on his fixed possessions list, as well as all penalties such as Cursed, Injury, Madness, or lowered stats. Place him back on his Home Location and draw Enchanted Crossbow. If that is already in play, search the common items stack and draw the first two handed weapon from the bottom of the deck that is not discard after use.
Fail- The Terror Level reaches 3 or above.
Effect- Gain 1 Tabloid Paper
Current Action
Don't have any spells so I lose Stamina.
-
Harkan Ashland, the Magic Student
Sanity: 1/6
Stamina: 1/4
Focus: 1
Skills
Speed 1 2 3 [4]
Sneak 4 3 2 [1]
Fight 1 2 [3] 4
Will 5 4 [3] 2
Lore 2 3 4 [5]
Luck 4 3 2 [1]
Familiar: When Cham is his ally, the bonus for her ability is +2 instead of +1.
Happy Family: If both Cham and Jennifer Ashland are allies, Focus becomes 2.
Inventory:
$3
0 Clues
Flare Gun: Discard while in the streets to move all monsters in the Sky to my area.
Enchant Weapon: 0 Casting Mod, 1 San cost. Cast and Exhaust to make one Physical Weapon a Magical Weapon for this combat.
Find Gate: -1 Casting Mod, 1 San cost. Cast and Exhaust to return to Arkham from Another World.
Meteor Storm: 2h spell, -3 Casting Mod, 3 San cost. Cast and discard to insta-gib all monsters in my area and claim their sorry asses as trophies.
Cham: Awesome Little Cat Ally. Exhaust for a +2 bonus to any check.
Trophies
Witch - 1 toughness
Unknown Kadath - Gate Trophy
Quest Status:
Pass: 0/4 tokens on this card.
Fail: Cham is still an ally.
------------------------------
A G-G-G-GHOST!?
Recuperating at the Hospital. Also I apparently lose half my items and clues, but I had no clues left and only one item so it appears I don't lose anything?
-
Common Items, Unique Items and Spells count towards that total, Gate. So you'll have to ditch 2 of them.
-
Alright, so I'll drop the Flare Gun and Meteor Storm. A 3 San cost, -3 mod spell is just too pricy for that risk.
-
Blood Magic
Environment: Mystic
Investigators who end their movement in Rivertown streets may choose to delve into dark mysteries using their life force. They roll dice equal to their current Stamina, and for every failed die, they lose 1 Stamina. If this reduces them to 0 Stamina, they are devoured and the player must start a new character. Otherwise, they gain 3 Clue tokens.
A gate attempts to open at Independence Square, causing a MONSTER SURGE! A Zombie, Nightgaunt, and Star Spawn pop out of the gate at Independence Square. A Warlock, Leng Spider, and Dark Young jump out of the Silver Twilight Lodge gate. A clue appears at the Unnamable.
No monsters move.
A rift progress token is added to the Square Diamond White/Circle Black track. It is for the Congregational Hospital.
-
Norman passes Find Gate to the Capuchin while making his way over to Arkham Asylum. He will spend $2 to heal his Sanity up to full in the encounters phase. Character sheet being adjusted right now to that effect.
Norman Withers, the Astronomer
- Stats -
Sanity 6/6
Stamina 4/4
In the Stars - Any Phase: Whenever Norman closes or seals a gate, he may choose any dimensional symbol other
than the moon. The gate is considered to have that dimensional symbol instead of its normal dimensional symbol
for purposes of removing monsters from the board.
- Skills (Focus: 2) -
Speed 0 1 2 [3]
Sneak 4 3 2 [1]
Fight 0 1 2 [3]
Will 4 3 2 [1]
Lore 2 3 4 [5]
Luck 5 4 3 [2] (+1)
- Inventory -
$1
4 Clue Tokens
1 Monster Trophy (Witch)
1 Gate Trophy (Yuggoth)
Luck (+1 Luck, when spending a Clue token on a Luck check add one extra die)
Voice of Ra (casting mod -1, san cost 1, cast and exhaust to gain +1 to all skill checks for the turn)
Yithian Rifle (magical weapon, 2 hands, exhaust to gain +6 to combat check, spend all Focus to refresh)
.45 Automatic (physical weapon, 1 hand, +4 to combat checks)
Whiskey (discard to reduce any Sanity loss by 1)
- Personal Story -
Pass: If the Ancient One awakens, roll 4 dice and remove 1 Doom Token for each success. [1/3 Gate Trophies]
Fail: Norman's Focus is reduced to 1. [Not yet Lost in Time and Space]
-
Niniel, the Tattooed Lady
Sanity: 3/4
Stamina: 6/6
Focus: 2
Skills
Speed 1 [2] 3 4
Sneak 5 [4] 3 2
Fight 2 3 [4] 5
Will 4 3 [2] 1
Lore 0 [1+1] 2 3
Luck 3 [2] 1 0
Attack From The Shadows: Once per turn, after a successful evade check in the streets, make a combat check. If it succeeds, claim the monster you just evaded as a trophy. If it fails, nothing happens. Either way, continue the turn as normal.
Inventory:
$2
6 Clues
Lore: +1 Lore stat, clue tokens spent to add to a Lore check add two dice each
Bravery: Exhaust to reroll a horror check
Cross: +1 to horror checks. Acts as a +3 one-handed magical weapon against undead.
Cross: +1 to horror che...wow, deja vu.
Dark Cloak: +1 to Evade checks.
Shotgun: Two-handed physical weapon, +4 to combat checks, 6s count double.
Find Gate: Upkeep. 1 Sanity cost, -1 spell check. Cast and exhaust to return to Arkham from another world.
6 Toughness worth of monster trophies (Skeleton, Cultist, Nightgaunt, Zombie)
Quest Status:
Pass: 1/4 monsters killed with Attack From The Shadows.
Fail: Terror Level at 0
Niniel passes the Will check for the team, sneaks past the Star Spawn, obliterates the zombie and nightgaunt, and prepares to ninja the shit out of that gate.
<Strago> Oh, somebody needs to make a Will check to prevent horror rising, yes?
<Shale> d6
<Hatbot> ACTION --> "Shale rolls d6 and gets 5." [d6=5]
<Shale> Done!
<Strago> Word.
<Soppy-ElectricGrenadier> Choose your first victim, Shale!
<Shale> Star Spawn first, because it is big and ugly and game-changing if I can't dodge it.
<Shale> 4 sneak, -1 mod, +1 from the Dark Cloak.
<Shale> 4d6
<Hatbot> ACTION --> "Shale rolls 4d6 and gets 14." [4d6=3, 2, 4, 5]
<Shale> Whew.
<Shale> Zmobie next.
* PsychicDeathBird is now known as IdleYoshi
<Shale> 2 will, -1 horror check, +2 from two crosses.
<Shale> 3d6
<Hatbot> ACTION --> "Shale rolls 3d6 and gets 11." [3d6=6, 1, 4]
<Shale> 4 fight, -1 combat check, +6 from two crosses.
<Shale> 9d6
<Hatbot> ACTION --> "Shale rolls 9d6 and gets 32." [9d6=1, 6, 3, 6, 3, 4, 2, 6, 1]
<Shale> Nightgaunt! Same horror check as the zmobie.
<Shale> 3d6
<Hatbot> ACTION --> "Shale rolls 3d6 and gets 9." [3d6=3, 2, 4]
<Shale> Okay, I eat one point of sanity damage.
<Shale> Wait, no. Bravery.
<Shale> 3d6
<Hatbot> ACTION --> "Shale rolls 3d6 and gets 12." [3d6=4, 3, 5]
<Strago> Nice.
<Shale> Okay, -2 combat mod, 4 fight, +4 from shotgun. Six dice, need two hits, sixes are autowin.
<Shale> 6d6
<Hatbot> ACTION --> "Shale rolls 6d6 and gets 23." [6d6=6, 3, 1, 6, 1, 6]
<Shale> ...anybody got a sponge?
<Shale> I got nightgaunt on me.
-
Harkan Ashland, the Magic Student
Sanity: 1/6
Stamina: 4/4
Focus: 1
Skills
Speed 1 2 3 [4]
Sneak 4 3 2 [1]
Fight 1 2 [3] 4
Will 5 4 [3] 2
Lore 2 3 4 [5]
Luck 4 3 2 [1]
Familiar: When Cham is his ally, the bonus for her ability is +2 instead of +1.
Happy Family: If both Cham and Jennifer Ashland are allies, Focus becomes 2.
Inventory:
$1
0 Clues
Enchant Weapon: 0 Casting Mod, 1 San cost. Cast and Exhaust to make one Physical Weapon a Magical Weapon for this combat.
Find Gate: -1 Casting Mod, 1 San cost. Cast and Exhaust to return to Arkham from Another World.
Cham: Awesome Little Cat Ally. Exhaust for a +2 bonus to any check.
Trophies
Witch - 1 toughness
Unknown Kadath - Gate Trophy
Quest Status:
Pass: 0/4 tokens on this card.
Fail: Cham is still an ally.
------------------------------
Staying at the hospital, paying for treatment.
-
Hunter Sopko
Sanity 4/5
Stamina 3/5
Focus: 2
Speed: 1 2 [3] 4
Sneak: 4 3 [2] 1
Fight: 1 [2] 3 4
Will: 4 [3] 2 1 (+1)
Lore: [1] 2 3 4
Luck: [5] 4 3 2 (+1)
Diehard: Other than during the battle with the Ancient One, if at any time Hunter's Sanity or Stamina are reduced to zero, he may make a Luck (-2) check. On a success, he gains 1 of the appropriate stat.
Untrustworthy: Hunter must get double the number of successes needed to get or keep an ally.
Inventory:
$1
1 Clue Token
Yithian Rifle - Exhaust before making a Combat check to gain +6 to that check. Yithian Rifle only refreshes if you spend all of your Focus to do so.
Lucky Cigarette Case - Discard Lucky Cigarette Case to re-roll any one Skill check.
Dragon's Eye - Exhaust and lose 1 Sanity after drawing a gate or location card to draw a new card in its place.
Persuade - +1 Will, once per Will check, you may reroll all dice showing a result of 1.
Listen - +1 Luck, Once per Luck check, you may reroll all dice showing a result of 1.
Terrible Old Man's fetish bag - Instead of losing 1 stamina, you may put a clue token on this card. Return this card to the box if it ever has 3 clue tokens on it.
2 toughness in monster trophies(Formless Spawn)
Personal Story:
Pass- Don't be devoured before the battle with the Great Old One.
Effect- Can use Diehard in the battle against the Great Old One, instead rolling to prevent himself from being devoured.
Fail- Be knocked to 0 Sanity or 0 Stamina during the game.
Effect- Lose 1 Focus
----------------
Going to hang out at the Hospital to remove another marker.
-
Keith Chiemi (http://img163.imageshack.us/img163/4012/keithchiemifrontface.png)
Location: R'lyeh (2)
Stats
Sanity: 4 / 4
Stamina: 3 / 6
Speed: 3 4 [5] 6
Sneak: 3 2 [1] 0
Fight: 3 4 5 [6]
Will: 4 3 2 [1]
Lore: Luck: [4] 3 2 1
Focus: 2
Unique Abilities
TAKE THE SHOT! - Any phase: With any 2-handed weapon equipped, Keith does 2 successes on a 6.
Unique Fighting Style - Any phase: Keith cannot give weapons to or receive weapons from any investigator.
Inventory
3 Clue tokens
Common Items
.18 Derringer - Type: Physical weapon / Bonus: +2 Combat check / .18 Derringer cannot be lost or stolen unless you choose to allow it. / Hands: 1 / Price: $3
Cavalry Saber - Type: Physical weapon / Bonus: +2 Combat check / Hands: 1 / Price: $3
Unique Items
Skills
Marksman - Any Phase: Exhaust to re-roll a Combat check.
Spells
Personal Story
Pass- Be devoured.
Effect- Loses all money, equipment, gate trophies, and monster trophies not on his fixed possessions list, as well as all penalties such as Cursed, Injury, Madness, or lowered stats. Place him back on his Home Location and draw Enchanted Crossbow. If that is already in play, search the common items stack and draw the first two handed weapon from the bottom of the deck that is not discard after use.
Fail- The Terror Level reaches 3 or above.
Effect- Gain 1 Tabloid Paper
Current Action
Moving Fight to 6 in preparation of gate closing.
-
Arianna Lanathan
Sanity: 2/3
Stamina: 7/7
Focus: 1
Speed: 1 2 3 [4]
Sneak: 3 2 1
Fight: 2 3 4 [5]
Will: 6 5 4 [3]
Lore: 1 [2] 3 4
Luck: 3 [2] 1 0
Pillar of the World: Cannot be devoured except in combat with the ancient one. If devoured in other circumstances, delayed instead and acquires 1 clue token.
Inventory:
$2
5 clue tokens
Spear (physical weapon, +3 to combat check/exhaust for +2 to evade check, 2H, $5)
Enchanted Jewelry (unique item, put 1 stamina token on enchanted Jewelry to avoid losing 1 stamina/discard at third token, $3)
Massa di Requiem per Shuggay (unique item, exhaust and spend 4 movement points to make a Will check at -2/discard on success and the ancient one awakens, $4)
Flare Gun (common item, discard while in a street area to move all monsters in the sky to that location, $2)
Credit Rating (skill, exhaust instead of spending $2)
Whiskey (common item, discard to reduce sanity loss by 1, $1)
Kerosene (physical weapon, exhaust before making combat check to add +4 to check/spend $1 during upkeep to refresh, 1H, $2)
Personal story:
Pass: Gain 3 clue tokens via Pillar of the World (effect: immediately gain 4 clue tokens, Pillar of the World no longer grants clue tokens)
Fail: Another investigator is devoured (effect: gain 1 madness card)
Trophies:
Cultist (1 toughness)
~
Arianna heads to the Unnameable to get a clue. Twice! Also exhausting Credit Rating to refresh the kerosene supply.
-
The feeling Keith Chiemi was having right now was something he had not experienced in some months. Exhaustion. It was hard to tire him out. He worked hard every day at the crack of dawn to stay in top shape. His conditioning exercises even kept him more fit and dexterous than his gymnast/vigilante/martial-artist wife, even if he could never beat her in a straight-up fight. The last time he remembered being this exhausted was that long, horrible night in Toryll.
He would forever carry that night in the back of his mind as a check on himself. It lurked there like a specter, haunting him. Especially the early, pre-dawn hour before he- covered head to toe in blood and gore- finally wandered alone into the Temple of Levanter, screaming incoherently like a madman. It took three priests casting sleeping spells to finally put him into his first rest in almost two days.
This wasn’t quite there, not yet anyway. But the moment he had arrived in the strange, haunting world under the water, he knew he was in trouble. He went to investigate the place that girl Arianna had told him about. The Silver… or was it Golden? No, Silver Twilight Lodge. There ended up being nothing and no one there, almost a waste of time. However, when he put his hand on the doorknob to leave, in the blink of an eye he found himself somewhere else completely.
He found himself wishing for his old crossbow. He actually really liked these guns that this world seem to have invented, but the Derringer, as it was called, was not exactly the most reliable or powerful of them. He would have preferred the .38 or the .45 he had tried out, but he couldn’t come close to affording them even with the discount the store owner offered after witnessing his superb marksmanship. He always had the sword to fall back on, but even the sword was of subpar quality compared to what he was used to. He could hardly fight at maximum effectiveness if he couldn’t be confident in his weapons. And yet, sword in one hand, crossbow in the other was the only way he really knew how to fight. Everything else just felt weird. It took him at least a week to get used to the smaller weapon due to the weight alone, not to mention its terrible accuracy and range. He knew he should have waited until he had more money, but the threat from Nultros was high and there was no time to wait like that.
The place he had ended up was certainly stranger than anywhere else he had yet been on his journey, including the Elemental Plane of Earth. Actually, with its odd sense of, what had Wahzan called it? Gravity? He rather enjoyed that one. Looking around though at the aquatic landscape and queer, glowing, empty stone buildings, he was filled with a sense of dread in the very pit of his stomach. The strange, slow rumblings that made the entire city vibrate every few minutes set him on edge as well, feeling as if he had walked into the den of a beast of no equal. The whole city almost breathed.
Despite the glow, there was an odd blackness to it as well. A darkness that crept along, shifted and followed him wherever he went. With every turn he could feel it just over his shoulder, toying with him and mocking him. With each passing minute it got worse, making the hairs on the back of his neck stand on end and his pulse race with anticipation. Still he fought the urge to turn and acknowledge it, somehow knowing that once that happened things would go from bad to worse. It was a game of cat and mouse, hunter and hunted. And for once, the veteran was on the other side of the equation.
He resolved to keep his head. There was a time and a place for confrontation. Not knowing what he was facing was a problem, so it was all he could do to choose the place where everything went down. Such was the right of the hunted. He began winding his way through the city, taking predominantly right turns in order to circle back into a courtyard he had passed through earlier.
In any other place it would have been called non-descript. The nature of the place he was in now prevented that though. The classical stonework was simple, and the wall surrounding it seemed to have been carved from the sea floor itself. The ground was set out in checkerboard fashion with a peculiar cross motif. There were patches of dirt but nothing grew, save the odd bit of coral sticking out at random. Eventually Keith stopped, flexing his fingers a few times before turning around to face whatever violence was behind him head on. He drew his weapons in a smooth and practiced motion and prepared for the worst.
The shadow that had had been stalking him was spread almost entirely where his blind spot was. It covered every inch of every building, road and freaky statue, completely blocking off the light coming from them. It was a writhing, messy, gooey mass as disgusting as it was horrifying.
There was a choice Keith had to make at this point. Fight or flight. The most basic of human survival instincts, and one that was drilled into him since he was a baby. Only idiots always fought, only cowards always ran. Neither survived very long. It was through the judicious application of training and development of decision-making abilities that not only lead to success, but survival itself.
He was reminded of that foggy morning in Carmea, when the ship that had crashed into the harbor burst open and latest incarnation of Nultros, the monster he had summoned in his previous life as Lord Cheoman, covered the town in a writhing, pulsing blanket of maggots. The Worm That Walked. Yet, this was far worse. Instead of a simple sentient collection of insects, this instead seemed to be pure, concentrated evil. And as soon as he finished turning around it had begun drawing itself together in preparation to attack. They had barely even attempted to fight that grotesque pile of maggots. This one was a no-brainer.
Flight.
He didn’t even bother putting his weapons away, he simply turned and ran, booking it as fast as he could. To where he couldn’t even tell. Right, left, right, right, left, left, right, left. His experience refused to allow him to fall into the usual trap of choosing his dominant hand, which despite rigorous training and remarkable progress throughout his life was still his right. He could feel the entire city closing in on him as the glow emanating from every building began to fade. This turned out to be both a blessing and a curse as it allowed him to finally find what would prove to be the way out of this mess.
He was being drawn to what seemed to be the center of town by a pulsing light. Whatever was chasing him seemed content to make him struggle, occasionally blocking off a path so that Keith was either forced to break through or go around. When he rounded the corner and saw the source of the light, panic finally crept into the edges of his thinking. It was a gate- and it was closing. Whether it led home or not, anything was preferable to staying here at the moment.
He kicked himself into overdrive, somehow gaining speed as his lungs burned and his muscles cried out to stop. The whiteness of a runner’s high was beginning to fog the edges of his vision. He pushed through the burning feeling and was able to dive through the gate just before it closed.
As he rolled through to the other side, he realized he was right back in the Lodge he had left. At once Niniel’s feelings poured through the ring. He could feel a tenseness which probably stress- maybe combat. Then a feeling of surprise and relief. She must have felt him return. He could only hope she was receiving the same. The feeling of déjà vu from the Plane of Earth returned. They had made it through a closing portal in very much the same way, abyssal horror on their tail and all. Surviving the same exact situation twice! Luck was certainly on his side today.
He picked himself up. Dusting himself off, he finally let himself relax a bit as he took in his surroundings. What awaited him on the other side of the gate was a dapper man in a white suit. He appeared to be watching the gate quite intently as well. Next to him was an oversized and quite viscious looking spider. Odd, but not too tough looking. Behind him though was a black… thing. It looked almost like a tree, but an oversized maw greeted those who might harbor that illusion. It let out a piercing shriek that was almost like an eagle’s cry, only backwards. It had also planted itself firmly in front of the door- the only way out.
The man simply smiled as if this were a simple, everyday occurrence. “Mr. Chiemi! You’ve returned! Well, it’s not like we didn’t prepare for this possibility. Lord Nultros did say you were notoriously hard to kill. But I’m sure my friends here will put that to the test.”
Damn my shitty luck.
-
Arkham
Keith- The gate looms... the monsters loom even more.
Hunter- Peeering around the corner into a back alley, you watch in horror as a mass of white worms crawls out of a gnarled old man's body. They envelop a hobo tied up nearby, disappearing into the man's flesh and eating him alive. Pass a Will -1 check or roll a die and lose that much Sanity. Even if you pass, lose 1 sanity unless you are immune to Nightmarish.
Harkan- Lucky for you they make cat-sized bandages as well.
Arianna- A gate to R'lyeh and a monster appear! The monster is a Hummer! (Expansion monster!)
Norman- Padded rooms are fun for all ages!
Other World-
Niniel- A glimpse of home gives you some hope. Gain 1 Sanity.
Arianna- The stink of this place is unbearable. Pass a Will -1 check or lose 1 stamina, 1 sanity and your lunch.
-
/me grumbles about stupid encounters messing up his awesome plans.
-
Arianna Lanathan
Sanity: 1/3
Stamina: 6/7
Focus: 1
Speed: 1 2 3 [4]
Sneak: 3 2 1
Fight: 2 3 4 [5]
Will: 6 5 4 [3]
Lore: 1 [2] 3 4
Luck: 3 [2] 1 0
Pillar of the World: Cannot be devoured except in combat with the ancient one. If devoured in other circumstances, delayed instead and acquires 1 clue token.
Inventory:
$2
5 clue tokens
Spear (physical weapon, +3 to combat check/exhaust for +2 to evade check, 2H, $5)
Enchanted Jewelry (unique item, put 1 stamina token on enchanted Jewelry to avoid losing 1 stamina/discard at third token, $3)
Massa di Requiem per Shuggay (unique item, exhaust and spend 4 movement points to make a Will check at -2/discard on success and the ancient one awakens, $4)
Flare Gun (common item, discard while in a street area to move all monsters in the sky to that location, $2)
Credit Rating (skill, exhaust instead of spending $2)
Whiskey (common item, discard to reduce sanity loss by 1, $1)
Kerosene (physical weapon, exhaust before making combat check to add +4 to check/spend $1 during upkeep to refresh, 1H, $2)
Personal story:
Pass: Gain 3 clue tokens via Pillar of the World (effect: immediately gain 4 clue tokens, Pillar of the World no longer grants clue tokens)
Fail: Another investigator is devoured (effect: gain 1 madness card)
Trophies:
Cultist (1 toughness)
~
Speaks for itself.
<Cidward> Fucking ninja R'lyeh.
<Cidward> Who's here to see me roll a 2d6?
<MishaArsellecLune> Yo.
<Cidward> Right.
<Soppy-ElectricGrenadier> Yo
<Cidward> Will is at 3, roll at -1 so boo dodgy odds.
<Cidward> roll 2d6
* Hatbot --> "Cidward rolls 2d6 and gets 5."12 [2d6=2, 3]
<Cidward> Lunch, lost.
<RandomConsonant> :/
<MishaArsellecLune> Hatebot is still around, I see.
-
For Yakko, since he milled his encounter:
You stumble across a wormhold-riddled corpse lying behind a gravestone. Lose 1 Sanity. Mustering your courage, you turn it over to see who it was. If you pass a Luck -2 check, you don't recognize the man, but he was clutching an odd item. Gain 1 Unique item. If you fail, you don't recognize the man, but he has nothing of value.
-
Hunter Sopko
Sanity 2/5
Stamina 3/5
Focus: 2
Speed: 1 2 [3] 4
Sneak: 4 3 [2] 1
Fight: 1 2 3 [4]
Will: 4 3 2 [1] (+1)
Lore: [1] 2 3 4
Luck: [5] 4 3 2 (+1)
Diehard: Other than during the battle with the Ancient One, if at any time Hunter's Sanity or Stamina are reduced to zero, he may make a Luck (-2) check. On a success, he gains 1 of the appropriate stat.
Untrustworthy: Hunter must get double the number of successes needed to get or keep an ally.
Inventory:
$1
Yithian Rifle - Exhaust before making a Combat check to gain +6 to that check. Yithian Rifle only refreshes if you spend all of your Focus to do so.
Lucky Cigarette Case - Discard Lucky Cigarette Case to re-roll any one Skill check.
Dragon's Eye - Exhaust and lose 1 Sanity after drawing a gate or location card to draw a new card in its place.
Persuade - +1 Will, once per Will check, you may reroll all dice showing a result of 1.
Listen - +1 Luck, Once per Luck check, you may reroll all dice showing a result of 1.
Terrible Old Man's fetish bag - Instead of losing 1 stamina, you may put a clue token on this card. Return this card to the box if it ever has 3 clue tokens on it.
2 toughness in monster trophies(Formless Spawn)
Personal Story:
Pass- Don't be devoured before the battle with the Great Old One.
Effect- Can use Diehard in the battle against the Great Old One, instead rolling to prevent himself from being devoured.
Fail- Be knocked to 0 Sanity or 0 Stamina during the game.
Effect- Lose 1 Focus
----------------
[22:34] <@Yakumo> Oh, hey, spiffy, a roll for lootz.
[22:35] <@Yakumo> Anyone around?
[22:35] <+RandomConsonant> Maybe.
[22:35] <@Yakumo> Close enough. Luck's at 6 with the skill, -2 for 4 dice.
[22:35] <@Yakumo> roll 4d6
[22:35] <Penuche> Yakumo invokes Penuche's magic: < 19 > [d6=5,6,2,6]
[22:35] <@Yakumo> This better be some shiny loot!
[22:35] <MishaArsellecLune> >.>
[22:36] <Soppy-ElectricGrenadier> Niiiiice.
-
Keith Chiemi (http://img163.imageshack.us/img163/4012/keithchiemifrontface.png)
Location: Silver Twilight Lodge
Stats
Sanity: 4 / 4
Stamina: 3 / 6
Speed: 3 4 [5] 6
Sneak: 3 2 [1] 0
Fight: 3 4 5 [6]
Will: 4 3 2 [1]
Lore: Luck: [4] 3 2 1
Focus: 2
Unique Abilities
TAKE THE SHOT! - Any phase: With any 2-handed weapon equipped, Keith does 2 successes on a 6.
Unique Fighting Style - Any phase: Keith cannot give weapons to or receive weapons from any investigator.
Inventory
Common Items
.18 Derringer - Type: Physical weapon / Bonus: +2 Combat check / .18 Derringer cannot be lost or stolen unless you choose to allow it. / Hands: 1 / Price: $3
Cavalry Saber - Type: Physical weapon / Bonus: +2 Combat check / Hands: 1 / Price: $3
Unique Items
Skills
Marksman - Any Phase: Exhaust to re-roll a Combat check.
Spells
Gate Trophies
R'lyeh
Personal Story
Pass- Be devoured.
Effect- Loses all money, equipment, gate trophies, and monster trophies not on his fixed possessions list, as well as all penalties such as Cursed, Injury, Madness, or lowered stats. Place him back on his Home Location and draw Enchanted Crossbow. If that is already in play, search the common items stack and draw the first two handed weapon from the bottom of the deck that is not discard after use.
Fail- The Terror Level reaches 3 or above.
Effect- Gain 1 Tabloid Paper
Current Action
Damn my shitty luck.
Gate closed, used three clues in the process.
Log:
HATBOT FAILS
-
Yakko, your reward is a Crystal of the Elder Things (http://www.arkhamhorrorwiki.com/Crystal_of_the_Elder_Things)
-
Manhunt in Arkham!
Headline
All monsters in locations are returned to the cup!
A gate opens in the Woods, spawning a Mi-Go and a Basilisk (Expansion Monster!). A clue attempts to appear at Independence Square but is sucked into The Underwooooooorld!
Dash, Triangle and Star monsters move on White, Hex monsters move on Black. This moves the Basilisk to the Uptown Streets.
The Mi-Go, Leng Spider, Dark Young, Warlock, Ghost and Hummer are cleared by the mythos.
A White Dash, Triangle, Star/Black Hex rift progress token is added. It is for Neil's Curiosity Shop.
Not that this matters at the moment.
NULTROS HAS AWAKENED!
-
Keith Chiemi (http://img163.imageshack.us/img163/4012/keithchiemifrontface.png)
Location: River Docks
Stats
Sanity: 2 / 2
Stamina: 3 / 6
Speed: 3 4 [5] 6
Sneak: 3 2 [1] 0
Fight: 3 4 5 [6]
Will: 4 3 2 [1]
Lore: Luck: [4] 3 2 1
Focus: 2
Unique Abilities
TAKE THE SHOT! - Any phase: With any 2-handed weapon equipped, Keith does 2 successes on a 6.
Unique Fighting Style - Any phase: Keith cannot give weapons to or receive weapons from any investigator.
Inventory
Common Items
.18 Derringer - Type: Physical weapon / Bonus: +2 Combat check / .18 Derringer cannot be lost or stolen unless you choose to allow it. / Hands: 1 / Price: $3
Cavalry Saber - Type: Physical weapon / Bonus: +2 Combat check / Hands: 1 / Price: $3
Unique Items
Skills
Marksman - Any Phase: Exhaust to re-roll a Combat check.
Spells
Gate Trophies
R'lyeh
Personal Story
Pass- Be devoured.
Effect- Loses all money, equipment, gate trophies, and monster trophies not on his fixed possessions list, as well as all penalties such as Cursed, Injury, Madness, or lowered stats. Place him back on his Home Location and draw Enchanted Crossbow. If that is already in play, search the common items stack and draw the first two handed weapon from the bottom of the deck that is not discard after use.
Fail- The Terror Level reaches 3 or above.
Effect- Gain 1 Tabloid Paper
Current Action
Nultros is a jerk and stole two sanity.
-
Post-combat stat sheet:
Niniel, the Tattooed Lady
Sanity: 4/4
Stamina: 3/6
Focus: 2
Skills
Speed 1 [2] 3 4
Sneak 5 [4] 3 2
Fight 2 3 4 [5]
Will 4 3 2 [1]
Lore 0 [1+1] 2 3
Luck 3 [2] 1 0
Attack From The Shadows: Once per turn, after a successful evade check in the streets, make a combat check. If it succeeds, claim the monster you just evaded as a trophy. If it fails, nothing happens. Either way, continue the turn as normal.
Inventory:
$2
5 Clues
Lore: +1 Lore stat, clue tokens spent to add to a Lore check add two dice each
Bravery: Exhaust to reroll a horror check
Spear: Two-handed physical weapon, +3 to combat checks. Exhaust for a +2 bonus to one evade check.
6 Toughness worth of monster trophies (Skeleton, Cultist, Nightgaunt, Zombie)
Quest Status:
Pass: 1/4 monsters killed with Attack From The Shadows.
Fail: Terror Level at 0
-
Norman Withers, the Astronomer
- Stats -
Sanity 4/4
Stamina 1/4
In the Stars - Any Phase: Whenever Norman closes or seals a gate, he may choose any dimensional symbol other
than the moon. The gate is considered to have that dimensional symbol instead of its normal dimensional symbol
for purposes of removing monsters from the board.
- Skills (Focus: 2) -
Speed 0 1 2 [3]
Sneak 4 3 2 [1]
Fight 0 1 2 [3]
Will 4 3 2 [1]
Lore 2 3 4 [5]
Luck 5 4 3 [2] (+1)
- Inventory -
$1
0 Clue Tokens
1 Monster Trophy (Witch)
1 Gate Trophy (Yuggoth)
Luck (+1 Luck, when spending a Clue token on a Luck check add one extra die)
Voice of Ra (casting mod -1, san cost 1, cast and exhaust to gain +1 to all skill checks for the turn)
Find Gate (casting mod -1, san cost 1, Cast and exhaust to immediately return to Arkham from an Other World.)
Yithian Rifle (magical weapon, 2 hands, exhaust to gain +6 to combat check, spend all Focus to refresh)
.45 Automatic (physical weapon, 1 hand, +4 to combat checks)
Whiskey (discard to reduce any Sanity loss by 1)
Enchanted Jewelery (Put 1 Stamina token from the bank on Enchanted Jewelry to avoid losing 1 Stamina. If there are 3 Stamina tokens on it, discard Enchanted Jewelry.)
Crystal of the Elder Things (Place 1 Sanity token from the bank on Crystal of the Elder Things to avoid paying the entire Sanity cost of a spell you are casting. If there are 3 Sanity tokens on it, discard Crystal of the Elder Things.)
- Personal Story -
Pass: If the Ancient One awakens, roll 4 dice and remove 1 Doom Token for each success. [1/3 Gate Trophies]
Fail: Norman's Focus is reduced to 1. [Not yet Lost in Time and Space]
-
Hunter Sopko
Sanity 2/5
Stamina 3/5
Focus: 2
Speed: 1 2 [3] 4
Sneak: 4 3 [2] 1
Fight: 1 2 3 [4]
Will: 4 3 2 [1] (+1)
Lore: [1] 2 3 4
Luck: [5] 4 3 2 (+1)
Diehard: Other than during the battle with the Ancient One, if at any time Hunter's Sanity or Stamina are reduced to zero, he may make a Luck (-2) check. On a success, he gains 1 of the appropriate stat.
Untrustworthy: Hunter must get double the number of successes needed to get or keep an ally.
Inventory:
$1
1 Clue Token
Yithian Rifle - Exhaust before making a Combat check to gain +6 to that check. Yithian Rifle only refreshes if you spend all of your Focus to do so.
Persuade - +1 Will, once per Will check, you may reroll all dice showing a result of 1.
Listen - +1 Luck, Once per Luck check, you may reroll all dice showing a result of 1.
2 toughness in monster trophies(Formless Spawn)
Personal Story: Passed! Can use Diehard in the battle against the Great Old One, instead rolling to prevent himself from being devoured.
-
Harkan Ashland, the Magic Student
Sanity: 1/6
Stamina: 4/4
Focus: 1
Skills
Speed 1 2 3 [4]
Sneak 4 3 2 [1]
Fight 1 2 3 [4]
Will 5 4 3 [2]
Lore 2 3 4 [5]
Luck 4 3 2 [1]
Familiar: When Cham is his ally, the bonus for her ability is +2 instead of +1.
Happy Family: If both Cham and Jennifer Ashland are allies, Focus becomes 2.
Inventory:
$2
0 Clues
Enchant Weapon: 0 Casting Mod, 1 San cost. Cast and Exhaust to make one Physical Weapon a Magical Weapon for this combat.
Find Gate: -1 Casting Mod, 1 San cost. Cast and Exhaust to return to Arkham from Another World.
Cham: Awesome Little Cat Ally. Exhaust for a +2 bonus to any check.
Shotgun: 2h Weapon, +4 combat, 6s count double
Cross: +1 to horror checks. Acts as a +3 one-handed magical weapon against undead.
Dark Cloak: +1 to Evade checks.
Trophies
Witch - 1 toughness
Unknown Kadath - Gate Trophy
Quest Status:
Pass: 0/4 tokens on this card.
Fail: Cham is still an ally.
------------------------------
-
Arianna Lanathan
Sanity: 1/3
Stamina: 6/7
Focus: 1
Speed: 1 2 3 [4]
Sneak: 3 2 1 [0 ]
Fight: 2 3 4 [5]
Will: 6 5 4 [3]
Lore: 1 [2] 3 4
Luck: 3 [2] 1 0
Pillar of the World: Cannot be devoured except in combat with the ancient one. If devoured in other circumstances, delayed instead and acquires 1 clue token.
Inventory:
$2
5 clue tokens
Massa di Requiem per Shuggay (unique item, exhaust and spend 4 movement points to make a Will check at -2/discard on success and the ancient one awakens, $4)
Flare Gun (common item, discard while in a street area to move all monsters in the sky to that location, $2)
Credit Rating (skill, exhaust instead of spending $2)
Whiskey (common item, discard to reduce sanity loss by 1, $1)
Kerosene (physical weapon, exhaust before making combat check to add +4 to check/spend $1 during upkeep to refresh, 1H, $2)
Personal story:
Pass: Gain 3 clue tokens via Pillar of the World (effect: immediately gain 4 clue tokens, Pillar of the World no longer grants clue tokens)
Fail: Another investigator is devoured (effect: gain 1 madness card)
Trophies:
Cultist (1 toughness)
-
Nultros has been returned to his slumber!
Summary of the battle:
Start of Battle: Norman and Keith have their maximum sanity reduced by 2!
Round 1: 11/36 successes. No one takes damage!
Round 2: 18/36 successes. Hunter takes 3 Stamina damage, it is absorbed by the Old Man's Fetish Bag.
Round 3: 26/36 successes. Norman and Niniel take 3 Stamina damage!
Round 4: Keith and Niniel dropkick Nultros back to sleep with the power of love!
Next turn begins with Harkan as first player.
-
Harkan Ashland, the Magic Student
Sanity: 6/6
Stamina: 4/4
Focus: 1
Skills
Speed 1 2 3 [4]
Sneak 4 3 2 [1]
Fight 1 2 [3] 4
Will 5 4 [3] 2
Lore 2 3 4 [5]
Luck 4 3 2 [1]
Familiar: When Cham is his ally, the bonus for her ability is +2 instead of +1.
Happy Family: If both Cham and Jennifer Ashland are allies, Focus becomes 2.
Inventory:
$0
0 Clues
Enchant Weapon: 0 Casting Mod, 1 San cost. Cast and Exhaust to make one Physical Weapon a Magical Weapon for this combat.
Find Gate: -1 Casting Mod, 1 San cost. Cast and Exhaust to return to Arkham from Another World.
Cham: Awesome Little Cat Ally. Exhaust for a +2 bonus to any check.
Shotgun: 2h Weapon, +4 combat, 6s count double
Trophies
Witch - 1 toughness
Unknown Kadath - Gate Trophy
Quest Status:
Pass: 0/4 tokens on this card.
Fail: Cham is still an ally.
------------------------------
Shift FIght/Will back to 3/3, move to Arkham Asylum to spend my last $2 for electroshock. Whee~
If Niniel passes me in the streets at all, I will trade anything of hers I have that she wants back to her. Though I would like to keep the shotgun if I could. Or at least swap it for the spear.
EDIT: Oh yeah, should roll for Nightmares, shouldn't I? Aaaaand fail. Bummer.
> oh yeah, i should roll for the Nultros nightmare check
> That happens before re-focus, right?
<Yakumo> I believe so.
> Alrighty
> Hmm, does that also happen before Cham refreshes from the last round of the Nultros fight?
> I don't have any other rolls to make this round, so would like to use that bonus if I can
<El-Undeadeon> I can just focus to get the gun reloaded anyway. Want need it this turn.
<El-Undeadeon> *won't
> well, I'll just roll 1d6 first, then another 2d6 if Cham is refreshed in time for it
> roll 1d6 Nultros nightmare check
* Hatbot --> "Gatewalker rolls 1d6 Nultros nightmare check and gets 4." [1d6=4]
> roll 2d6 in case Cham counts
* Hatbot --> "Gatewalker rolls 2d6 in case Cham counts and gets 6." [2d6=2, 4]
> does not even matter
-
Niniel, the Tattooed Lady
Sanity: 4/4
Stamina: 3/6
Focus: 2
Skills
Speed 1 2 3 [4]
Sneak 5 4 3 [2]
Fight 2 3 4 [5]
Will 4 3 2 [1]
Lore 0 [1+1] 2 3
Luck 3 [2] 1 0
Attack From The Shadows: Once per turn, after a successful evade check in the streets, make a combat check. If it succeeds, claim the monster you just evaded as a trophy. If it fails, nothing happens. Either way, continue the turn as normal.
Inventory:
$2
6 Clues
Lore: +1 Lore stat, clue tokens spent to add to a Lore check add two dice each
Bravery: Exhaust to reroll a horror check
Spear: Two-handed physical weapon, +3 to combat checks. Exhaust for a +2 bonus to one evade check.
Cross: +1 to horror checks. Acts as a +3 one-handed magical weapon against undead.
Dark Cloak: +1 to Evade checks.
6 Toughness worth of monster trophies (Skeleton, Cultist, Nightgaunt, Zombie)
Quest Status:
Pass: 1/4 monsters killed with Attack From The Shadows.
Fail: Terror Level at 0
In that case, I'll move to the Science Building for a clue, passing Harkan in the streets and taking back my cross and cloak.
-
Hunter Sopko
Sanity 2/5
Stamina 3/5
Focus: 2
Speed: 1 2 3 [4]
Sneak: 4 3 2 [1]
Fight: 1 2 [3] 4
Will: 4 3 [2] 1 (+1)
Lore: [1] 2 3 4
Luck: [5] 4 3 2 (+1)
Diehard: Other than during the battle with the Ancient One, if at any time Hunter's Sanity or Stamina are reduced to zero, he may make a Luck (-2) check. On a success, he gains 1 of the appropriate stat.
Untrustworthy: Hunter must get double the number of successes needed to get or keep an ally.
Inventory:
1 Clue Token
Dragon's Eye - Exhaust and lose 1 Sanity after drawing a gate or location card to draw a new card in its place.
Persuade - +1 Will, once per Will check, you may reroll all dice showing a result of 1.
Listen - +1 Luck, Once per Luck check, you may reroll all dice showing a result of 1.
2 toughness in monster trophies(Formless Spawn)
Personal Story: Passed! Can use Diehard in the battle against the Great Old One, instead rolling to prevent himself from being devoured.
------------
Going to head back over to Kingsport, ending turn in the Central Hill Streets due to 4 speed. Picking up my Dragon's Eye from Arianna on the way by and handing her my Yithian Rifle. Reminder to Cid that it's currently exhausted. Also, I passed the Nultros check. Eventually.
[20:03] <Yakumo> Also, anyone around to see if I can pass the Nultros check?
[20:03] <+MishaArsellecLune> Witness.
[20:04] <Yakumo> d6
[20:04] * Hatbot --> "Yakumo rolls d6 and gets 4." [d6=4]
[20:04] <Yakumo> Yeah figured. >_>
[20:04] <+MishaArsellecLune> Nope.
[20:27] <+MishaArsellecLune> Hm.
[20:27] <+MishaArsellecLune> Will check is after focus.
[20:27] <+MishaArsellecLune> [Thursday 11 February 2010] [10:55:43] <Soppy-ElectricGrenadier> And apparantly not. So I would have to say it occurs at the same time you would roll upkeep for Retainers and stuff, so that would be after Focus?
[20:27] <+MishaArsellecLune> And I'd rather stop terror increases if at all possible, I fail my PS at 3.
[20:27] <Yakumo> Is it? Then I get one more die.
[20:27] <Yakumo> d6
[20:27] * Hatbot --> "Yakumo rolls d6 and gets 5." [d6=5]
-
Norman will move to the Downtown Streets in preparation for jumping into that gate to the Underworld, I suppose.
-
Arianna Lanathan
Sanity: 1/3
Stamina: 6/7
Focus: 1
Speed: 1 2 3 [4]
Sneak: 3 2 1
Fight: 2 3 4 [5]
Will: 6 5 4 [3]
Lore: 1 [2] 3 4
Luck: 3 [2] 1 0
Pillar of the World: Cannot be devoured except in combat with the ancient one. If devoured in other circumstances, delayed instead and acquires 1 clue token.
Inventory:
$2
5 clue tokens
Massa di Requiem per Shuggay (unique item, exhaust and spend 4 movement points to make a Will check at -2/discard on success and the ancient one awakens, $4)
Flare Gun (common item, discard while in a street area to move all monsters in the sky to that location, $2)
Credit Rating (skill, exhaust instead of spending $2)
Whiskey (common item, discard to reduce sanity loss by 1, $1)
Kerosene (physical weapon, exhaust before making combat check to add +4 to check/spend $1 during upkeep to refresh, 1H, $2)
Yithian Rifle (magical weapon, exhaust before making a combat check to add +6 to check/spend all focus to refresh, 2H, $6)
Personal story:
Pass: Gain 3 clue tokens via Pillar of the World (effect: immediately gain 4 clue tokens, Pillar of the World no longer grants clue tokens)
Fail: Another investigator is devoured (effect: gain 1 madness card)
Trophies:
Cultist (1 toughness)
~
Arianna goes to the asylum and exhausts Credit Rating to heal mental trauma.
-
Change of plans. Norman's going to man up, grab Find Gate back from Niniel, and enter R'yleh.
Norman Withers, the Astronomer
- Stats -
Sanity 4/4
Stamina 1/4
In the Stars - Any Phase: Whenever Norman closes or seals a gate, he may choose any dimensional symbol other
than the moon. The gate is considered to have that dimensional symbol instead of its normal dimensional symbol
for purposes of removing monsters from the board.
- Skills (Focus: 2) -
Speed 0 1 2 [3]
Sneak 4 3 2 [1]
Fight 0 1 2 [3]
Will 4 3 2 [1]
Lore 2 3 4 [5]
Luck 5 4 3 [2] (+1)
- Inventory -
$1
0 Clue Tokens
1 Monster Trophy (Witch)
1 Gate Trophy (Yuggoth)
Luck (+1 Luck, when spending a Clue token on a Luck check add one extra die)
Voice of Ra (casting mod -1, san cost 1, cast and exhaust to gain +1 to all skill checks for the turn)
Find Gate (casting mod -1, san cost 1, Cast and exhaust to immediately return to Arkham from an Other World.)
Yithian Rifle (magical weapon, 2 hands, exhaust to gain +6 to combat check, spend all Focus to refresh)
.45 Automatic (physical weapon, 1 hand, +4 to combat checks)
Whiskey (discard to reduce any Sanity loss by 1)
Enchanted Jewelery (Put 1 Stamina token from the bank on Enchanted Jewelry to avoid losing 1 Stamina. If there are 3 Stamina tokens on it, discard Enchanted Jewelry.)
Crystal of the Elder Things (Place 1 Sanity token from the bank on Crystal of the Elder Things to avoid paying the entire Sanity cost of a spell you are casting. If there are 3 Sanity tokens on it, discard Crystal of the Elder Things.)
- Personal Story -
Pass: If the Ancient One awakens, roll 4 dice and remove 1 Doom Token for each success. [1/3 Gate Trophies]
Fail: Norman's Focus is reduced to 1. [Not yet Lost in Time and Space]
-
Keith Chiemi (http://img163.imageshack.us/img163/4012/keithchiemifrontface.png)
Location: Unvisited Isle
Stats
Sanity: 2 / 2
Stamina: 3 / 6
Speed: 3 4 [5] 6
Sneak: 3 2 [1] 0
Fight: 3 [4] 5 6
Will: 4 [3] 2 1
Lore: Luck: [4] 3 2 1
Focus: 2
Unique Abilities
TAKE THE SHOT! - Any phase: With any 2-handed weapon equipped, Keith does 2 successes on a 6.
Unique Fighting Style - Any phase: Keith cannot give weapons to or receive weapons from any investigator.
Inventory
1 Clue token
Common Items
.18 Derringer - Type: Physical weapon / Bonus: +2 Combat check / .18 Derringer cannot be lost or stolen unless you choose to allow it. / Hands: 1 / Price: $3
Cavalry Saber - Type: Physical weapon / Bonus: +2 Combat check / Hands: 1 / Price: $3
Unique Items
Skills
Marksman - Any Phase: Exhaust to re-roll a Combat check.
Spells
Gate Trophies
R'lyeh
Personal Story
Pass- Be devoured.
Effect- Loses all money, equipment, gate trophies, and monster trophies not on his fixed possessions list, as well as all penalties such as Cursed, Injury, Madness, or lowered stats. Place him back on his Home Location and draw Enchanted Crossbow. If that is already in play, search the common items stack and draw the first two handed weapon from the bottom of the deck that is not discard after use.
Fail- The Terror Level reaches 3 or above.
Effect- Gain 1 Tabloid Paper
Current Action
Heading to Unvisited Isle, picking up the clue.
-
Sorry for the delay in the Encounters Phase
Arkham
Keith- Unvisited Isle
Looking across the clearing, you spy another shadowy figure watching the same malefactors you have your eye on. Although your surveillance proves fruitless, you later meet your counterpart on the beach. Pass a Sneak (-1) check to take John Legrasse's Ally card, or, if it's not available, to increase your Sanity and Stamina to their maximum values. (John Legrasse's card is not availible)
Niniel- Science Building
The science professor beckons you into his office. He points at a strange device on his workbench. "Want to try it out?" Pass a Luck (-2) check to return all monsters in the Sky and the Outskirts to the monster cup. You may choose one of them to keep as a monster trophy.
Hunter- Central Hill Streets
This place looks familiar...
Harkan- Arkham Asylum
Ohay Aria!
Arianna- Arkham Asylum
Ohay Harkan!
Other World
Norman- R'lyeh (Yellow Expansion Encounter!)
From out of nowhere, you feel new information forcing it's way into your mind. Gain 1 Skill, but pass a Will (+0) check to keep your mind from running wild. If you fail, lose 1 Sanity.
Your skill is Luck (http://www.arkhamhorrorwiki.com/Luck_%28skill%29).
-
Keith Chiemi (http://img163.imageshack.us/img163/4012/keithchiemifrontface.png)
Location: Unvisited Isle
Stats
Sanity: 2 / 2
Stamina: 3 / 6
Speed: 3 4 [5] 6
Sneak: 3 2 [1] 0
Fight: 3 [4] 5 6
Will: 4 [3] 2 1
Lore: Luck: [4] 3 2 1
Focus: 2
Unique Abilities
TAKE THE SHOT! - Any phase: With any 2-handed weapon equipped, Keith does 2 successes on a 6.
Unique Fighting Style - Any phase: Keith cannot give weapons to or receive weapons from any investigator.
Inventory
1 Clue token
Common Items
.18 Derringer - Type: Physical weapon / Bonus: +2 Combat check / .18 Derringer cannot be lost or stolen unless you choose to allow it. / Hands: 1 / Price: $3
Cavalry Saber - Type: Physical weapon / Bonus: +2 Combat check / Hands: 1 / Price: $3
Unique Items
Skills
Marksman - Any Phase: Exhaust to re-roll a Combat check.
Spells
Gate Trophies
R'lyeh
Personal Story
Pass- Be devoured.
Effect- Loses all money, equipment, gate trophies, and monster trophies not on his fixed possessions list, as well as all penalties such as Cursed, Injury, Madness, or lowered stats. Place him back on his Home Location and draw Enchanted Crossbow. If that is already in play, search the common items stack and draw the first two handed weapon from the bottom of the deck that is not discard after use.
Fail- The Terror Level reaches 3 or above.
Effect- Gain 1 Tabloid Paper
Current Action
[20:51] <MishaArsellecLune> roll 0d6 to get stamina back
[20:51] * Hatbot --> "MishaArsellecLune rolls 0d6 to get stamina back and gets Error: Number of dice must be greater than 0."
[20:51] <MishaArsellecLune> aww
-
> Anyway, let's witness my Will check.
<MishaArsellecLune> I'm not sure, but that would be lame if they didn't.
<MishaArsellecLune> Since you can't trade Skills.
> 1d6 to not go cah-razy.
* Hatbot --> "Strago rolls 1d6 to not go cah-razy. and gets 2."12 [1d6=2]
<Mari> Boo.
> So I go a little crazy, no big deal.
Norman Withers, the Astronomer
- Stats -
Sanity 3/4
Stamina 1/4
In the Stars - Any Phase: Whenever Norman closes or seals a gate, he may choose any dimensional symbol other
than the moon. The gate is considered to have that dimensional symbol instead of its normal dimensional symbol
for purposes of removing monsters from the board.
- Skills (Focus: 2) -
Speed 0 1 2 [3]
Sneak 4 3 2 [1]
Fight 0 1 2 [3]
Will 4 3 2 [1]
Lore 2 3 4 [5]
Luck 5 4 3 [2] (+2)
- Inventory -
$1
0 Clue Tokens
1 Monster Trophy (Witch)
1 Gate Trophy (Yuggoth)
Luck (+1 Luck, when spending a Clue token on a Luck check add one extra die)
Luck (+1 Luck, when spending a Clue token on a Luck check add one extra die)
Voice of Ra (casting mod -1, san cost 1, cast and exhaust to gain +1 to all skill checks for the turn)
Find Gate (casting mod -1, san cost 1, Cast and exhaust to immediately return to Arkham from an Other World.)
Yithian Rifle (magical weapon, 2 hands, exhaust to gain +6 to combat check, spend all Focus to refresh)
.45 Automatic (physical weapon, 1 hand, +4 to combat checks)
Whiskey (discard to reduce any Sanity loss by 1)
Enchanted Jewelery (Put 1 Stamina token from the bank on Enchanted Jewelry to avoid losing 1 Stamina. If there are 3 Stamina tokens on it, discard Enchanted Jewelry.)
Crystal of the Elder Things (Place 1 Sanity token from the bank on Crystal of the Elder Things to avoid paying the entire Sanity cost of a spell you are casting. If there are 3 Sanity tokens on it, discard Crystal of the Elder Things.)
- Personal Story -
Pass: If the Ancient One awakens, roll 4 dice and remove 1 Doom Token for each success. [1/3 Gate Trophies]
Fail: Norman's Focus is reduced to 1. [Not yet Lost in Time and Space]
-
Goat-like Creature Spotted in Woods!
Headline
All Dark Young in Arkham are returned to the cup. If at least one monster returns to the cup, raise the terror level by 1.
A gate attempts to open at Independence Square, causing a MONSTER SURGE! A Zombie and Fire Vampire spawn at Independence Square, a Warlock and Shan spawn at The Unnamable, and a Skeleton and Serpent People spawn from The Woods. A clue attempts to appear at The Unnamable but is lost to R'lyeh.
Hex monsters move on White, moving the Basilisk to the Miskatonic University Streets. Dash, Star and Triangle monsters move on Black, sending the Shan and Fire Vampire to the Sky.
A White Hex/Black Dash, Star, Triangle rift progress marker is added. It is for the Congregational Hospital.
-
Hunter Sopko
Sanity 2/5
Stamina 3/5
Focus: 2
Speed: 1 2 [3] 4
Sneak: 4 3 [2] 1
Fight: 1 2 [3] 4
Will: 4 3 [2] 1 (+1)
Lore: [1] 2 3 4
Luck: [5] 4 3 2 (+1)
Diehard: Other than during the battle with the Ancient One, if at any time Hunter's Sanity or Stamina are reduced to zero, he may make a Luck (-2) check. On a success, he gains 1 of the appropriate stat.
Untrustworthy: Hunter must get double the number of successes needed to get or keep an ally.
Inventory:
1 Clue Token
Dragon's Eye - Exhaust and lose 1 Sanity after drawing a gate or location card to draw a new card in its place.
Persuade - +1 Will, once per Will check, you may reroll all dice showing a result of 1.
Listen - +1 Luck, Once per Luck check, you may reroll all dice showing a result of 1.
2 toughness in monster trophies(Formless Spawn)
Personal Story: Passed! Can use Diehard in the battle against the Great Old One, instead rolling to prevent himself from being devoured.
------------
Heading to the Rope and Anchor for an encounter.
Edit: Oh, and passed the Nightmares check too.
[23:51] <+Shale> Whew.
[23:51] <@Yakumo> 2d6 nightmares check
[23:52] * Hatbot --> "Yakumo rolls 2d6 nightmares check and gets 9." [2d6=4, 5]
-
* Shale looks around, sees no Gate.
<Shale> Well, damn.
> Okay, well. Find Gate check. 5 Lore -1 = 4, using Crystal of the Elder Things not to go crazier.
> 4d6
* Hatbot --> "Strago rolls 4d6 and gets 13."12 [4d6=5, 1, 6, 1]
> Hoorah.
<MishaArsellecLune> Gate found.
-
Niniel, the Tattooed Lady
Sanity: 3/4
Stamina: 3/6
Focus: 2
Skills
Speed 1 2 [3] 4
Sneak 5 4 [3] 2
Fight 2 3 4 [5]
Will 4 3 2 [1]
Lore 0 [1+1] 2 3
Luck 3 [2] 1 0
Attack From The Shadows: Once per turn, after a successful evade check in the streets, make a combat check. If it succeeds, claim the monster you just evaded as a trophy. If it fails, nothing happens. Either way, continue the turn as normal.
Inventory:
$2
6 Clues
Lore: +1 Lore stat, clue tokens spent to add to a Lore check add two dice each
Bravery: Exhaust to reroll a horror check
Spear: Two-handed physical weapon, +3 to combat checks. Exhaust for a +2 bonus to one evade check.
Cross: +1 to horror checks. Acts as a +3 one-handed magical weapon against undead.
Dark Cloak: +1 to Evade checks.
8 Toughness worth of monster trophies (Skeleton, Cultist, Nightgaunt, Zombie, Skeleton)
Quest Status:
Pass: 1/4 monsters killed with Attack From The Shadows.
Fail: Terror Level at 0
Niniel sneaks past the Basilisk, exhausting the spear in the process, and then cross-stabs a scary skeleton before jumping into the gate.
<Shale> Might as well try my sneak check past that basilisk.
<Shale> (Also, somebody should do the Will check. I don't have any right now, so somebody not me.)
<Shale> 2d6 for NINJA
<Hatbot> ACTION --> "Shale rolls 2d6 for NINJA and gets 6." [2d6=3, 3]
<Shale> Damn.
<Strago> I can re-focus and try for the will check.
<Shale> 2d6 for SPEAR NINJA
<Hatbot> ACTION --> "Shale rolls 2d6 for SPEAR NINJA and gets 7." [2d6=1, 6]
<Yakumo> Oh, right, I get two dice for that.
<Shale> Whew.
<Yakumo> 2d6 nightmares check
<Hatbot> ACTION --> "Yakumo rolls 2d6 nightmares check and gets 9." [2d6=4, 5]
<Yakumo> Don't bother. :P
<Shale> Okay, I walk over to the Woods and do battle with a skeleton.
<Strago> Kay-o.
<Shale> 1 will, -1 check, +1 from cross.
<Shale> d6 horror
<Hatbot> ACTION --> "Shale rolls d6 horror and gets 3." [d6=3]
<Shale> d6 bravery
<Hatbot> ACTION --> "Shale rolls d6 bravery and gets 2." [d6=2]
<Shale> One sanity damage, oh noes.
<MishaArsellecLune> Skeletons are scary.
<Shale> 5 fight, +3 cross, -1 check, need two successes.
<Shale> 7d6
<Hatbot> ACTION --> "Shale rolls 7d6 and gets 29." [7d6=2, 3, 3, 6, 6, 3, 6]
<MishaArsellecLune> Redead.
<Shale> Kablammo.
<Shale> Not going to go hunting for serpent people, so into the gate I go.
-
Arianna Lanathan
Sanity: 3/3
Stamina: 6/7
Focus: 1
Speed: 1 2 3 [4]
Sneak: 3 2 1
Fight: 2 3 4 [5]
Will: 6 5 4 [3]
Lore: 1 [2] 3 4
Luck: 3 [2] 1 0
Pillar of the World: Cannot be devoured except in combat with the ancient one. If devoured in other circumstances, delayed instead and acquires 1 clue token.
Inventory:
$2
5 clue tokens
Massa di Requiem per Shuggay (unique item, exhaust and spend 4 movement points to make a Will check at -2/discard on success and the ancient one awakens, $4)
Flare Gun (common item, discard while in a street area to move all monsters in the sky to that location, $2)
Credit Rating (skill, exhaust instead of spending $2)
Kerosene (physical weapon, exhaust before making combat check to add +4 to check/spend $1 during upkeep to refresh, 1H, $2)
Yithian Rifle (magical weapon, exhaust before making a combat check to add +6 to check/spend all focus to refresh, 2H, $6)
Personal story:
Pass: Gain 3 clue tokens via Pillar of the World (effect: immediately gain 4 clue tokens, Pillar of the World no longer grants clue tokens)
Fail: Another investigator is devoured (effect: gain 1 madness card)
Trophies:
Cultist (1 toughness)
Zombie (1 toughness)
~
Arianna brutally overkills a zombie with the aid of alcohol, then jumps into a gate to the underworld.
<Cidward> Okay, time to smash a zmobie.
<Cidward> Using focus to refresh gun because there's no kill like overkill.
<Cidward> Horror check at -1 = 2 dice, lose 1 sanity on failure.
<Cidward> roll 2d6
* Hatbot --> "Cidward rolls 2d6 and gets 5."12 [2d6=1, 4]
<Cidward> Okay, let's just use booze to ignore that.
<Soppy-GOUSA> K
<Cidward> So, 5 fight, +6 from gun, -1 from monster, need one success. Let's see if Hatebot is feeling especially epic today.
<Cidward> roll 10d6
* Hatbot --> "Cidward rolls 10d6 and gets 43."12 [10d6=5, 4, 4, 5, 4, 5, 4, 4, 6, 2]
* Cidward kills zmobie, falls down the hollllle.
-
Harkan Ashland, the Magic Student
Sanity: 6/6
Stamina: 4/4
Focus: 1
Skills
Speed 1 2 3 [4]
Sneak 4 3 2 [1]
Fight 1 2 [3] 4
Will 5 4 [3] 2
Lore 2 3 4 [5]
Luck 4 3 2 [1]
Familiar: When Cham is his ally, the bonus for her ability is +2 instead of +1.
Happy Family: If both Cham and Jennifer Ashland are allies, Focus becomes 2.
Inventory:
$0
0 Clues
Enchant Weapon: 0 Casting Mod, 1 San cost. Cast and Exhaust to make one Physical Weapon a Magical Weapon for this combat.
Find Gate: -1 Casting Mod, 1 San cost. Cast and Exhaust to return to Arkham from Another World.
Cham: Awesome Little Cat Ally. Exhaust for a +2 bonus to any check.
Shotgun: 2h Weapon, +4 combat, 6s count double
Trophies
Witch - 1 toughness
Unknown Kadath - Gate Trophy
Quest Status:
Pass: 0/4 tokens on this card.
Fail: Cham is still an ally.
------------------------------
Trading Arianna my Find Gate spell, if she wants it, before she goes gate jumping. Then moving over to the Bank to have an encounter!
-
Keith Chiemi (http://img163.imageshack.us/img163/4012/keithchiemifrontface.png)
Location: Black Cave
Stats
Sanity: 2 / 2
Stamina: 3 / 6
Speed: 3 4 5 [6]
Sneak: 3 2 1 Fight: 3 [4] 5 6
Will: 4 [3] 2 1
Lore: Luck: [4] 3 2 1
Focus: 2
Unique Abilities
TAKE THE SHOT! - Any phase: With any 2-handed weapon equipped, Keith does 2 successes on a 6.
Unique Fighting Style - Any phase: Keith cannot give weapons to or receive weapons from any investigator.
Inventory
2 Clue token
Common Items
.18 Derringer - Type: Physical weapon / Bonus: +2 Combat check / .18 Derringer cannot be lost or stolen unless you choose to allow it. / Hands: 1 / Price: $3
Cavalry Saber - Type: Physical weapon / Bonus: +2 Combat check / Hands: 1 / Price: $3
Unique Items
Skills
Marksman - Any Phase: Exhaust to re-roll a Combat check.
Spells
Gate Trophies
R'lyeh
Personal Story
Pass- Be devoured.
Effect- Loses all money, equipment, gate trophies, and monster trophies not on his fixed possessions list, as well as all penalties such as Cursed, Injury, Madness, or lowered stats. Place him back on his Home Location and draw Enchanted Crossbow. If that is already in play, search the common items stack and draw the first two handed weapon from the bottom of the deck that is not discard after use.
Fail- The Terror Level reaches 3 or above.
Effect- Gain 1 Tabloid Paper
Current Action
Moving over to Black Cave and picking up the clue there.
-
Arkham
Keith- Black Cave
You are attacked by a shadowy being, but a large man leaps out of the darkness and drives it off. He introduces himself as Tom "Mountain" Murphy. Make a Luck -2 check or discard a Whiskey card to pass it automatically. If you pass, he joins your investigation. Take his ally card if its available, otherwise he gives you something to protect yourself with. Search the common item deck and take the first weapon you find. If you fail, nothing happens. (Tom Murphy is not availible.)
Hunter- The Rope and Anchor
A pale, ordinary man stares out the window at the peak of the Kingsport head as if longing for something. Pass a Fight -2 check or discard Lucky Cigarette Case to peak his interest in you and his surroundings. If so, he introduces himself as Thomas Olney. Take his ally card, or, if its not available, remove 1 doom token from the Ancient ones track. (His ally card is not availible.)
Harkan- Bank of Arkham
A man wearing dirty and tattered clothing is loitering outside the bank. He offers to sell you his last possesssion to get some food money for him and his family. If you accept, pay $2 and make Luck -1 check. If you pass, draw 1 Unique item. If you fail, draw 1 common item.
Norman- The Unnamable
The gate looooooooms~
Other World
Niniel- City of the Great Race (Yellow Expansion Encounter!)
You look back the way you came and become confused, your entire journey here blanking from your mind. Keep this card. You do not collect a Gate Trophy from closing this gate. Return this card to the box once the gate is closed.
Arianna- The Underworld (Blue Expansion Encounter!)
It appears to be raining money! Gain $5.
-
Keith Chiemi (http://img163.imageshack.us/img163/4012/keithchiemifrontface.png)
Location: Black Cave
Stats
Sanity: 2 / 2
Stamina: 3 / 6
Speed: 3 4 5 [6]
Sneak: 3 2 1 Fight: 3 [4] 5 6
Will: 4 [3] 2 1
Lore: Luck: [4] 3 2 1
Focus: 2
Unique Abilities
TAKE THE SHOT! - Any phase: With any 2-handed weapon equipped, Keith does 2 successes on a 6.
Unique Fighting Style - Any phase: Keith cannot give weapons to or receive weapons from any investigator.
Inventory
2 Clue token
Common Items
.18 Derringer - Type: Physical weapon / Bonus: +2 Combat check / .18 Derringer cannot be lost or stolen unless you choose to allow it. / Hands: 1 / Price: $3
Cavalry Saber - Type: Physical weapon / Bonus: +2 Combat check / Hands: 1 / Price: $3
.38 Revolver - Type: Physical weapon / Bonus: +3 Combat check / Hands: 1 / Price: $4
Unique Items
Skills
Marksman - Any Phase: Exhaust to re-roll a Combat check.
Spells
Gate Trophies
R'lyeh
Personal Story
Pass- Be devoured.
Effect- Loses all money, equipment, gate trophies, and monster trophies not on his fixed possessions list, as well as all penalties such as Cursed, Injury, Madness, or lowered stats. Place him back on his Home Location and draw Enchanted Crossbow. If that is already in play, search the common items stack and draw the first two handed weapon from the bottom of the deck that is not discard after use.
Fail- The Terror Level reaches 3 or above.
Effect- Gain 1 Tabloid Paper
Current Action
Yay weapon~
[01:16] <MishaArsellecLune> Anyway, since you're around, I might as well make my check.
[01:16] <MishaArsellecLune> 2d6
[01:16] * Hatbot --> "MishaArsellecLune rolls 2d6 and gets 8." [2d6=2, 6]
[01:16] <MishaArsellecLune> Yay~
[01:17] <Soppy-GOUSA> Cool. Your shiny new weapon is the .38 Revolver
-
Norman closes the gate, disappearing Hex monsters.
> Gate!
> Closing!
> Witness?
<SpectralSoppy> Yo
<MishaArsellecLune> Witness.
> 5 Lore, -3 O RLY.
> 2d6
* Hatbot --> "Strago rolls 2d6 and gets 8."12 [2d6=2, 6]
<MishaArsellecLune> YA RLY
> Woah, awesome.
Norman Withers, the Astronomer
- Stats -
Sanity 3/4
Stamina 1/4
In the Stars - Any Phase: Whenever Norman closes or seals a gate, he may choose any dimensional symbol other
than the moon. The gate is considered to have that dimensional symbol instead of its normal dimensional symbol
for purposes of removing monsters from the board.
- Skills (Focus: 2) -
Speed 0 1 2 [3]
Sneak 4 3 2 [1]
Fight 0 1 2 [3]
Will 4 3 2 [1]
Lore 2 3 4 [5]
Luck 5 4 3 [2] (+2)
- Inventory -
$1
0 Clue Tokens
1 Monster Trophy (Witch)
2 Gate Trophies (Yuggoth, R'yleh)
Luck (+1 Luck, when spending a Clue token on a Luck check add one extra die)
Luck (+1 Luck, when spending a Clue token on a Luck check add one extra die)
Voice of Ra (casting mod -1, san cost 1, cast and exhaust to gain +1 to all skill checks for the turn)
Find Gate (casting mod -1, san cost 1, Cast and exhaust to immediately return to Arkham from an Other World.)
Yithian Rifle (magical weapon, 2 hands, exhaust to gain +6 to combat check, spend all Focus to refresh)
.45 Automatic (physical weapon, 1 hand, +4 to combat checks)
Whiskey (discard to reduce any Sanity loss by 1)
Enchanted Jewelery (Put 1 Stamina token from the bank on Enchanted Jewelry to avoid losing 1 Stamina. If there are 3 Stamina tokens on it, discard Enchanted Jewelry.)
Crystal of the Elder Things (Place 1 Sanity token from the bank on Crystal of the Elder Things to avoid paying the entire Sanity cost of a spell you are casting. If there are 3 Sanity tokens on it, discard Crystal of the Elder Things. 1/3)
- Personal Story -
Pass: If the Ancient One awakens, roll 4 dice and remove 1 Doom Token for each success. [2/3 Gate Trophies]
Fail: Norman's Focus is reduced to 1. [Not yet Lost in Time and Space]
-
God dammit!
-
Harkan has no money, so sadly must turn the man down.
-
Family Found Butchered!
Headline
The terror level increases by 1 in light of this tragic news.
A gate to the Great Hall of Celaneo opens at the Graveyard, spawning a Star Spawn and Elder Thing. A clue appears at the Unvisted Isle.
Moon monsters move on white, moving the two Serpent People to the Uptown and Southside Streets, and the Flesh Golem to the Harborside Streets. Cross monsters move on black, moving the Star Spawn to the Rivertown Streets.
A White Moon/Black Cross rift progress marker is added. It is for the 7th House on the Left.
Shadow (Expansion Ally) is pulled back to Amaryllis due to the terror level increase!
(http://img502.imageshack.us/img502/1743/shadowfrontface.png)
-
Niniel, the Tattooed Lady
Sanity: 3/4
Stamina: 3/6
Focus: 2
Skills
Speed 1 2 [3] 4
Sneak 5 4 [3] 2
Fight 2 3 [4] 5
Will 4 3 [2] 1
Lore 0 [1+1] 2 3
Luck 3 [2] 1 0
Attack From The Shadows: Once per turn, after a successful evade check in the streets, make a combat check. If it succeeds, claim the monster you just evaded as a trophy. If it fails, nothing happens. Either way, continue the turn as normal.
Inventory:
$2
6 Clues
Lore: +1 Lore stat, clue tokens spent to add to a Lore check add two dice each
Bravery: Exhaust to reroll a horror check
Spear: Two-handed physical weapon, +3 to combat checks. Exhaust for a +2 bonus to one evade check.
Cross: +1 to horror checks. Acts as a +3 one-handed magical weapon against undead.
Dark Cloak: +1 to Evade checks.
Special card: Do not take a gate trophy for the next gate you close.
8 Toughness worth of monster trophies (Skeleton, Cultist, Nightgaunt, Zombie, Skeleton)
Quest Status:
Pass: 1/4 monsters killed with Attack From The Shadows.
Fail: Terror Level at 1
Shifting Fight/Will one to the left, hanging out with the Great Race.
-
Norman shoots a Warlock in the face and awaits an encounter at the Unnameable.
> Let's first get some Egyptopower.
> 5 Lore, -1 mod.
> Crystal of the Elder Things obviates sanity cost.
<SpectralSoppy> That makes 2/3, right?
> Yessir.
> Roll 4#1d6
<Kobot> Strago rolled 4#1d6 --> [ 1d6=4 ]{4}, [ 1d6=6 ]{6}, [ 1d6=6 ]{6}, [ 1d6=3 ]{3}
> Attaboy, Kobot.
> Now we fight the Warlock.
> 3 Fight, -3 Mod, +4 for my .45, +1 Egyptology.
> Up against 2 Toughness.
> Roll 5#1d6
<Kobot> Strago rolled 5#1d6 --> [ 1d6=2 ]{2}, [ 1d6=1 ]{1}, [ 1d6=6 ]{6}, [ 1d6=6 ]{6}, [ 1d6=5 ]{5}
<SpectralSoppy> Horror check
> Well, badass.
<Shale> Two clues for you.
> Hoor check is boffed, which is irrelevant since he's Nightmarish anyway.
<SpectralSoppy> Boffed how?
<SpectralSoppy> No Will?
> Ja.
> Was going to chug my Whiskey instead of taking the damage.
<SpectralSoppy> Does Nightmarish count in addition to the sanity damage?
<MishaArsellecLune> No.
> Nein.
<Shale> No, it's if you pass the check.
Norman Withers, the Astronomer
- Stats -
Sanity 3/4
Stamina 1/4
In the Stars - Any Phase: Whenever Norman closes or seals a gate, he may choose any dimensional symbol other
than the moon. The gate is considered to have that dimensional symbol instead of its normal dimensional symbol
for purposes of removing monsters from the board.
- Skills (Focus: 2) -
Speed 0 1 2 [3]
Sneak 4 3 2 [1]
Fight 0 1 2 [3]
Will 4 3 2 [1]
Lore 2 3 4 [5]
Luck 5 4 3 [2] (+2)
- Inventory -
$1
2 Clue Tokens
1 Monster Trophy (Witch)
2 Gate Trophies (Yuggoth, R'yleh)
Luck (+1 Luck, when spending a Clue token on a Luck check add one extra die)
Luck (+1 Luck, when spending a Clue token on a Luck check add one extra die)
Voice of Ra (casting mod -1, san cost 1, cast and exhaust to gain +1 to all skill checks for the turn)
Find Gate (casting mod -1, san cost 1, Cast and exhaust to immediately return to Arkham from an Other World.)
Yithian Rifle (magical weapon, 2 hands, exhaust to gain +6 to combat check, spend all Focus to refresh)
.45 Automatic (physical weapon, 1 hand, +4 to combat checks)
Enchanted Jewelery (Put 1 Stamina token from the bank on Enchanted Jewelry to avoid losing 1 Stamina. If there are 3 Stamina tokens on it, discard Enchanted Jewelry.)
Crystal of the Elder Things (Place 1 Sanity token from the bank on Crystal of the Elder Things to avoid paying the entire Sanity cost of a spell you are casting. If there are 3 Sanity tokens on it, discard Crystal of the Elder Things. 2/3)
- Personal Story -
Pass: If the Ancient One awakens, roll 4 dice and remove 1 Doom Token for each success. [2/3 Gate Trophies]
Fail: Norman's Focus is reduced to 1. [Not yet Lost in Time and Space]
-
Arianna Lanathan
Sanity: 2/3
Stamina: 6/7
Focus: 1
Speed: 1 2 3 [4]
Sneak: 3 2 1
Fight: 2 3 4 [5]
Will: 6 5 4 [3]
Lore: 1 2 [3] 4
Luck: 3 2 [1] 0
Pillar of the World: Cannot be devoured except in combat with the ancient one. If devoured in other circumstances, delayed instead and acquires 1 clue token.
Inventory:
$7
5 clue tokens
Massa di Requiem per Shuggay (unique item, exhaust and spend 4 movement points to make a Will check at -2/discard on success and the ancient one awakens, $4)
Flare Gun (common item, discard while in a street area to move all monsters in the sky to that location, $2)
Credit Rating (skill, exhaust instead of spending $2)
Kerosene (physical weapon, exhaust before making combat check to add +4 to check/spend $1 during upkeep to refresh, 1H, $2)
Yithian Rifle (magical weapon, exhaust before making a combat check to add +6 to check/spend all focus to refresh, 2H, $6)
Find Gate (spell, casting modifier -1, sanity cost 1, cast and exhaust to return to Arkham from an other world)
Personal story:
Pass: Gain 3 clue tokens via Pillar of the World (effect: immediately gain 4 clue tokens, Pillar of the World no longer grants clue tokens)
Fail: Another investigator is devoured (effect: gain 1 madness card)
Trophies:
Cultist (1 toughness)
Zombie (1 toughness)
~
Gate found.
<MishaArsellecLune> Roll for Nightmares check too while you're at it.
<Smaxward> Oh, no one's passed it yet?
<Smaxward> It's -1, right?
<SoppyIsTotallyWorker8> Yep
<Smaxward> Okay, 2d6 then.
<Smaxward> 2d6 for no bad dreams
* Hatbot --> "Smaxward rolls 2d6 for no bad dreams and gets 6."12 [2d6=2, 4]
<Smaxward> Not me, guys,.
<Smaxward> Okay, let's do find Gate.
<Smaxward> Moving lore to 3, -1 casting modifer gives me 2d6 again.
<Smaxward> roll 2d6 where is Gate oh right we lynched him
* Hatbot --> "Smaxward rolls 2d6 where is Gate oh right we lynched him and gets 9."12 [2d6=4, 5]
<Smaxward> Yay.
<SoppyIsTotallyWorker8> Woo
<MishaArsellecLune> >.>
* Smaxward eats 1 sanity, returns to real world.
-
Keith Chiemi (http://img163.imageshack.us/img163/4012/keithchiemifrontface.png)
Location: Rivertown Streets
Stats
Sanity: 2 / 2
Stamina: 3 / 6
Speed: 3 4 5 [6]
Sneak: 3 2 1 Fight: 3 4 5 [6]
Will: 4 3 2 [1]
Lore: Luck: [4] 3 2 1
Focus: 2
Unique Abilities
TAKE THE SHOT! - Any phase: With any 2-handed weapon equipped, Keith does 2 successes on a 6.
Unique Fighting Style - Any phase: Keith cannot give weapons to or receive weapons from any investigator.
Inventory
1 Clue token
Common Items
.18 Derringer - Type: Physical weapon / Bonus: +2 Combat check / .18 Derringer cannot be lost or stolen unless you choose to allow it. / Hands: 1 / Price: $3
Cavalry Saber - Type: Physical weapon / Bonus: +2 Combat check / Hands: 1 / Price: $3
.38 Revolver - Type: Physical weapon / Bonus: +3 Combat check / Hands: 1 / Price: $4
Unique Items
Skills
Marksman - Any Phase: Exhaust to re-roll a Combat check.
Spells
Gate Trophies
R'lyeh
Monster Trophies
Star Spawn (3)
Personal Story
Pass- Be devoured.
Effect- Loses all money, equipment, gate trophies, and monster trophies not on his fixed possessions list, as well as all penalties such as Cursed, Injury, Madness, or lowered stats. Place him back on his Home Location and draw Enchanted Crossbow. If that is already in play, search the common items stack and draw the first two handed weapon from the bottom of the deck that is not discard after use.
Fail- The Terror Level reaches 3 or above.
Effect- Gain 1 Tabloid Paper
Current Action
Move to Rivertown Streets, blow up a Star Spawn.
[18:15] <MishaArsellecLune> Anyway, time to TAKE THE SHOT!
[18:16] <MishaArsellecLune> 1d6 horror clue #1
[18:16] * Hatbot --> "MishaArsellecLune rolls 1d6 horror clue #1 and gets 5." [1d6=5]
[18:16] <SoppyIsTotallyWorker8> Woo
[18:16] <MishaArsellecLune> Yay~
[18:16] <MishaArsellecLune> 6 Fight, +3 Revolver, +2 Derringer, -3 mod, so 8 dice.
[18:16] <MishaArsellecLune> 8d6 DUAL GUNZ
[18:16] * Hatbot --> "MishaArsellecLune rolls 8d6 DUAL GUNZ and gets 26." [8d6=6, 5, 3, 3, 2, 1, 1, 5]
[18:17] <SoppyIsTotallyWorker8> Splorch
[18:17] <Smaxward> Whatever it is is surely dead.
[18:17] <SoppyIsTotallyWorker8> Dead Star Spawn
[18:17] <MishaArsellecLune> It's dead~
-
Harkan Ashland, the Magic Student
Sanity: 4/6
Stamina: 4/4
Focus: 1
Skills
Speed 1 2 3 [4]
Sneak 4 3 2 [1]
Fight 1 2 [3] 4
Will 5 4 [3] 2
Lore 2 3 4 [5]
Luck 4 3 2 [1]
Familiar: When Cham is his ally, the bonus for her ability is +2 instead of +1.
Happy Family: If both Cham and Jennifer Ashland are allies, Focus becomes 2.
Inventory:
$0
0 Clues
Enchant Weapon: 0 Casting Mod, 1 San cost. Cast and Exhaust to make one Physical Weapon a Magical Weapon for this combat.
Cham: Awesome Little Cat Ally. Exhaust for a +2 bonus to any check.
Shotgun: 2h Weapon, +4 combat, 6s count double
Trophies
Witch - 1 toughness
Unknown Kadath - Gate Trophy
Quest Status:
Pass: 0/4 tokens on this card.
Fail: Cham is still an ally.
------------------------------
Harkan heads down to the Graveyard, passes on having nightmares, decides that Elder Things are really damn ugly, and then shoots one in the face with great GUSTO. Then he jumps into a gate since surely strange portals to bizzare cities are safer then a graveyard in Arkham.
<MishaArsellecLune> We still need Nightmares passed, so keep that in mind.
<MishaArsellecLune> I think it's just you and Yakumo left that can pass it.
> roll 2d6 nightmares
* Hatbot --> "TheDarkHero rolls 2d6 nightmares and gets 9." [2d6=5, 4]
<SoppyIsTotallyWorker8> Woo
<MishaArsellecLune> And there it is~
<SoppyIsTotallyWorker8> I do want to see it go off once
<SoppyIsTotallyWorker8> Just cause
<SoppyIsTotallyWorker8> Probably will happen once people start dropping
<MishaArsellecLune> Probably. It does start being harder to pass then.
> hmm
> use Cham to have 2 dice to pass the Horror check with
> or eat the 2 san to get 2 more dice on fight
> so I can be sure I waste the ting
<Smaxward> you're fighting...elder thing?
> yeah
<Smaxward> Failing the comat check means losing something from your inventory.
<Smaxward> So I'd say focus on that.
<MishaArsellecLune> I'd say just eat the sanity damage if you can.
<MishaArsellecLune> Because yeah.
<MishaArsellecLune> You lose a weapon or spell if you fail the combat check.
<MishaArsellecLune> And that is Very Not Good.
> ugh
> I'll take the San damage
<SoppyIsTotallyWorker8> Great Hall is pretty cupcake. Green, Blue and all
<SoppyIsTotallyWorker8> So going in with 4/6 Sanity isn't too dangerous
> 3 fight + 4 shotgun + 2 cat
> roll 9d6 BANG
* Hatbot --> "TheDarkHero rolls 9d6 BANG and gets 32." [9d6=6, 1, 4, 5, 1, 6, 2, 2, 5]
> Bang
<SoppyIsTotallyWorker8> Deaddddd
<Shale> Deader.
<MishaArsellecLune> ...
<MishaArsellecLune> That is one dead Elder Thing.
* TheDarkHero jumps into myself
-
Hunter Sopko
Sanity 2/5
Stamina 3/5
Focus: 2
Speed: 1 2 [3] 4
Sneak: 4 3 [2] 1
Fight: 1 2 [3] 4
Will: 4 3 [2] 1 (+1)
Lore: [1] 2 3 4
Luck: [5] 4 3 2 (+1)
Diehard: Other than during the battle with the Ancient One, if at any time Hunter's Sanity or Stamina are reduced to zero, he may make a Luck (-2) check. On a success, he gains 1 of the appropriate stat.
Untrustworthy: Hunter must get double the number of successes needed to get or keep an ally.
Inventory:
1 Clue Token
Dragon's Eye - Exhaust and lose 1 Sanity after drawing a gate or location card to draw a new card in its place.
Persuade - +1 Will, once per Will check, you may reroll all dice showing a result of 1.
Listen - +1 Luck, Once per Luck check, you may reroll all dice showing a result of 1.
2 toughness in monster trophies(Formless Spawn)
Personal Story: Passed! Can use Diehard in the battle against the Great Old One, instead rolling to prevent himself from being devoured.
------------
Snuck past the golem, heading to the Seventh House on the Left.
[21:02] <@Yakumo> Mrf. I guess now that I'm home I should do this.
[21:02] <@SoppyIsTotallyWorker8> Yo
[21:03] <@Yakumo> 2 sneak since I need 3 speed, check is at +2.
[21:03] <@Yakumo> 4d6
[21:03] * Hatbot --> "Yakumo rolls 4d6 and gets 14." [4d6=6, 5, 2, 1]
[21:03] <@SoppyIsTotallyWorker8> Coo. Where you going then?
[21:03] <@Yakumo> Good, no golems punching me in the face this time.
[21:04] <@Yakumo> Heading for the 7th house since it's one of two on one rift and this way if the golem moves again it's got a 50/50 chance of not being in my way to another rift marker.
-
Arkham
Keith- Rivertown Streets
That is one dead notIsland.
Hunter- 7th House on the Left
Earnestly, you try to convince Gladys Pickman to allow you to look through her home for old books. Make a Will (-1) check. If you fail, nothing happens. If you pass, you may then pass a Luck (-1) check to take the first Tome from the Unique Item deck
Arianna- Independence Square
It's good to be out of the Underworld... again. How many times does this make it?
Norman- The Unnamable
You bump into Eric Colt. He tells you a horrible tale of the mythos to test your nerve. If you listen, lose 2 Sanity. If this doesn't drive you insane, take his ally card. If it is not available, you may pump him for info instead. Gain 3 clue tokens. (His ally card IS availible!)
Other World
Niniel- City of the Great Race (Yellow Expansion encounter!)
The peace in the air is deceptive... A monster appears!
(http://img638.imageshack.us/img638/759/migo.png)(http://img5.imageshack.us/img5/5792/migoback.png)
Harkan- Great Hall of Celaneo (Blue Expansion encounter!)
You walk in silence. No encounter.
-
Awesome, I take the Sanity hit and becomes BFF with Eric Colt.
-
Dead Mi-Go.
<Shale> Anybody here?
<xorn-wergwerfvgwedfbqewnfbdngf> hio
<Shale> Yay!
<Shale> I'ma kill me a Mi-Go.
<Shale> Horror: 2 Will, +1 from cross, -1 check.
<Shale> 2d6
<Hatbot> ACTION --> "Shale rolls 2d6 and gets 7." [2d6=4, 3]
<Shale> 2d6 bravery
<Hatbot> ACTION --> "Shale rolls 2d6 bravery and gets 6." [2d6=1, 5]
<Shale> Yay.
<Shale> Combat: 4 fight, +3 spear, +0 check, need one success.
<Shale> 7d6
<Hatbot> ACTION --> "Shale rolls 7d6 and gets 30." [7d6=6, 6, 5, 3, 5, 4, 1]
<Shale> I....I think I'm good.
-
Shale, your reward is a Crystal of the Elder Things (http://www.arkhamhorrorwiki.com/Crystal_of_the_Elder_Things)
Strago, enjoy Eric Colt (http://www.arkhamhorrorwiki.com/Eric_Colt)!
-
As a note, unless he traded it or discarded it without me noticing, Cid should have the other Cross.
-
Passed the hard check, flubbed the easy one. Love you too, Hatebot.
[15:00] <@Yakumo> Anyway, typoes aside, guess I should make my rolls if anyone's around to see them.
[15:02] <@Yakumo> Or I could just wander off to do something else and come back to this later if nobody is. <_<
[15:03] <+Shale> I'm here.
[15:04] <SpectralSoppy> Oh. My bad.
[15:05] <+Shale> Too late?
[15:05] <@Yakumo> Nah, I just went to grab a drink.
[15:06] <@Yakumo> Anyway. With the skill my will's at 3, -1 for two dice.
[15:06] <@Yakumo> 2d6
[15:06] * Hatbot --> "Yakumo rolls 2d6 and gets 7." [2d6=1, 6]
[15:06] <@Yakumo> I could reroll that one but there's no point.
[15:06] <+Shale> You could be even MORE persuasive.
[15:06] <@Yakumo> My luck, on the other hand, is 6 with the skill, -1 again so five dice.
[15:06] <@Yakumo> 5d6
[15:06] * Hatbot --> "Yakumo rolls 5d6 and gets 11." [5d6=1, 4, 3, 2, 1]
[15:06] <+Shale> >____________>
[15:06] <@Yakumo> Reroll those ones.
[15:06] <@Yakumo> 2d6
[15:06] * Hatbot --> "Yakumo rolls 2d6 and gets 5." [2d6=2, 3]
[15:06] <+Shale> Oy.
[15:07] <SpectralSoppy> Wow
[15:07] <@Yakumo> Kick Hatbot in the teeth but not really care since I can't do much with a tome anyway.
[15:07] <+Shale> Hello, Hatebot. We missed you.
-
Arianna Lanathan
Sanity: 2/3
Stamina: 6/7
Focus: 1
Speed: 1 2 3 [4]
Sneak: 3 2 1
Fight: 2 3 4 [5]
Will: 6 5 4 [3]
Lore: 1 2 [3] 4
Luck: 3 2 [1] 0
Pillar of the World: Cannot be devoured except in combat with the ancient one. If devoured in other circumstances, delayed instead and acquires 1 clue token.
Inventory:
$7
0 clue tokens
Massa di Requiem per Shuggay (unique item, exhaust and spend 4 movement points to make a Will check at -2/discard on success and the ancient one awakens, $4)
Flare Gun (common item, discard while in a street area to move all monsters in the sky to that location, $2)
Credit Rating (skill, exhaust instead of spending $2)
Kerosene (physical weapon, exhaust before making combat check to add +4 to check/spend $1 during upkeep to refresh, 1H, $2)
Yithian Rifle (magical weapon, exhaust before making a combat check to add +6 to check/spend all focus to refresh, 2H, $6)
Find Gate (spell, casting modifier -1, sanity cost 1, cast and exhaust to return to Arkham from an other world)
Cross (magical weapon, +0 to combat check/+3 if opponent is undead, +1 to horror check, 1H, $3)
Personal story:
Pass: Gain 3 clue tokens via Pillar of the World (effect: immediately gain 4 clue tokens, Pillar of the World no longer grants clue tokens)
Fail: Another investigator is devoured (effect: gain 1 madness card)
Trophies:
Cultist (1 toughness)
Zombie (1 toughness)
Gate (Underworld)
~
Arianna spends all her clues to seal the Underworld gate.
<Cidward> Hokay!
<Cidward> Underworld gate sealing.
<Cidward> Fight is at 5, mod is -1.
<Cidward> Witness is who?
<SpectralSoppy> Yo
<Cidward> roll 4d6 signed, sealed, delivered?
* Hatbot --> "Cidward rolls 4d6 signed, sealed, delivered? and gets 14."12 [4d6=2, 2, 6, 4]
<Cidward> Barely.
-
Lodge Members Watch the Night!
Headline
All monsters in the French Hill streets or locations are returned to the cup.
A gate to the Unknown Kadath opens at the Unvisited Isle, eating up a clue and spawning a Dark Young and a Dimensional Shambler. A clue appears at the Science Building.
Circle monsters move on White, Square and Diamond monsters move on Black, sending the speedy Dimensional Shambler to the Miskatonic University Streets.
A White Circle/Black Square,Diamond rift progress marker is added. It is for St. Erasmus' House.
-
Hunter Sopko
Sanity 2/5
Stamina 3/5
Focus: 2
Speed: 1 2 [3] 4
Sneak: 4 3 [2] 1
Fight: 1 2 [3] 4
Will: 4 3 [2] 1 (+1)
Lore: [1] 2 3 4
Luck: [5] 4 3 2 (+1)
Diehard: Other than during the battle with the Ancient One, if at any time Hunter's Sanity or Stamina are reduced to zero, he may make a Luck (-2) check. On a success, he gains 1 of the appropriate stat.
Untrustworthy: Hunter must get double the number of successes needed to get or keep an ally.
Inventory:
1 Clue Token
Dragon's Eye - Exhaust and lose 1 Sanity after drawing a gate or location card to draw a new card in its place.
Persuade - +1 Will, once per Will check, you may reroll all dice showing a result of 1.
Listen - +1 Luck, Once per Luck check, you may reroll all dice showing a result of 1.
2 toughness in monster trophies(Formless Spawn)
Personal Story: Passed! Can use Diehard in the battle against the Great Old One, instead rolling to prevent himself from being devoured.
------------
Passed the Nightmares check, heading to St. Erasmus House for an encounter.
[01:40] <Strago> Wordplay.
[01:41] <@Yakumo> Oh, hey. While there's people here I'll try the Nightmare check.
[01:41] <@Yakumo> 2d6
[01:41] * Hatbot --> "Yakumo rolls 2d6 and gets 10." [2d6=6, 4]
[01:42] <SpectralSoppy> You were moving to St. Erasmus, Yakko?
[01:42] <@Yakumo> Yeah.
-
So I'm either going to borrow $1 from someone and go get Asylum therapy, or take a big chance and fight my way through that Dark Young into the Unknown Kadath gate. Thoughts?
-
Niniel, the Tattooed Lady
Sanity: 3/4
Stamina: 3/6
Focus: 2
Skills
Speed 1 2 [3] 4
Sneak 5 4 [3] 2
Fight 2 3 4 [5]
Will 4 3 2 [1]
Lore 0 [1+1] 2 3
Luck 3 [2] 1 0
Attack From The Shadows: Once per turn, after a successful evade check in the streets, make a combat check. If it succeeds, claim the monster you just evaded as a trophy. If it fails, nothing happens. Either way, continue the turn as normal.
Inventory:
$2
6 Clues
Lore: +1 Lore stat, clue tokens spent to add to a Lore check add two dice each
Bravery: Exhaust to reroll a horror check
Spear: Two-handed physical weapon, +3 to combat checks. Exhaust for a +2 bonus to one evade check.
Cross: +1 to horror checks. Acts as a +3 one-handed magical weapon against undead.
Dark Cloak: +1 to Evade checks.
Crystal of the Elder Things: Cancel the sanity cost of a spell three times. 3/3 uses remaining.
Special card: Do not take a gate trophy for the next gate you close.
8 Toughness worth of monster trophies (Skeleton, Cultist, Nightgaunt, Zombie, Skeleton)
Quest Status:
Pass: 1/4 monsters killed with Attack From The Shadows.
Fail: Terror Level at 1
Shifting fight to maximum, preparing to seal.
-
Arianna Lanathan
Sanity: 2/3
Stamina: 6/7
Focus: 1
Speed: 1 2 3 [4]
Sneak: 3 2 1
Fight: 2 3 4 [5]
Will: 6 5 4 [3]
Lore: 1 2 [3] 4
Luck: 3 2 [1] 0
Pillar of the World: Cannot be devoured except in combat with the ancient one. If devoured in other circumstances, delayed instead and acquires 1 clue token.
Inventory:
$6
0 clue tokens
Massa di Requiem per Shuggay (unique item, exhaust and spend 4 movement points to make a Will check at -2/discard on success and the ancient one awakens, $4)
Flare Gun (common item, discard while in a street area to move all monsters in the sky to that location, $2)
Credit Rating (skill, exhaust instead of spending $2)
Kerosene (physical weapon, exhaust before making combat check to add +4 to check/spend $1 during upkeep to refresh, 1H, $2)
Yithian Rifle (magical weapon, exhaust before making a combat check to add +6 to check/spend all focus to refresh, 2H, $6)
Find Gate (spell, casting modifier -1, sanity cost 1, cast and exhaust to return to Arkham from an other world)
Cross (magical weapon, +0 to combat check/+3 if opponent is undead, +1 to horror check, 1H, $3)
Personal story:
Pass: Gain 3 clue tokens via Pillar of the World (effect: immediately gain 4 clue tokens, Pillar of the World no longer grants clue tokens)
Fail: Another investigator is devoured (effect: gain 1 madness card)
Trophies:
Cultist (1 toughness)
Zombie (1 toughness)
Gate (Underworld)
~
Arianna spends focus to refresh the gun, passes Norman a buck in the street so he can get brain-aids, then heads to the curiositie shoppe or however the bugger it's spelled.
-
Norman will head for the Asylum for treatment, and grab a dollar from Arianna on the way so that he can actually afford it. Updating character sheet with that in mind.
Norman Withers, the Astronomer
- Stats -
Sanity 4/4
Stamina 1/4
In the Stars - Any Phase: Whenever Norman closes or seals a gate, he may choose any dimensional symbol other
than the moon. The gate is considered to have that dimensional symbol instead of its normal dimensional symbol
for purposes of removing monsters from the board.
- Skills (Focus: 2) -
Speed 0 1 2 [3] (+2)
Sneak 4 3 2 [1]
Fight 0 1 2 [3]
Will 4 3 2 [1]
Lore 2 3 4 [5]
Luck 5 4 3 [2] (+2)
- Inventory -
$0
2 Clue Tokens
1 Monster Trophy (Witch)
2 Gate Trophies (Yuggoth, R'yleh)
Eric Colt, Ally (+2 Speed, take no damage from the Nightmarish ability)
Luck (+1 Luck, when spending a Clue token on a Luck check add one extra die)
Luck (+1 Luck, when spending a Clue token on a Luck check add one extra die)
Voice of Ra (casting mod -1, san cost 1, cast and exhaust to gain +1 to all skill checks for the turn)
Find Gate (casting mod -1, san cost 1, Cast and exhaust to immediately return to Arkham from an Other World.)
Yithian Rifle (magical weapon, 2 hands, exhaust to gain +6 to combat check, spend all Focus to refresh)
.45 Automatic (physical weapon, 1 hand, +4 to combat checks)
Enchanted Jewelery (Put 1 Stamina token from the bank on Enchanted Jewelry to avoid losing 1 Stamina. If there are 3 Stamina tokens on it, discard Enchanted Jewelry.)
Crystal of the Elder Things (Place 1 Sanity token from the bank on Crystal of the Elder Things to avoid paying the entire Sanity cost of a spell you are casting. If there are 3 Sanity tokens on it, discard Crystal of the Elder Things. 2/3)
- Personal Story -
Pass: If the Ancient One awakens, roll 4 dice and remove 1 Doom Token for each success. [2/3 Gate Trophies]
Fail: Norman's Focus is reduced to 1. [Not yet Lost in Time and Space]
-
Keith Chiemi (http://img163.imageshack.us/img163/4012/keithchiemifrontface.png)
Location: Miskatonic University Streets
Stats
Sanity: 2 / 2
Stamina: 3 / 6
Speed: 3 4 5 [6]
Sneak: 3 2 1 Fight: 3 [4] 5 6
Will: 4 [3] 2 1
Lore: Luck: [4] 3 2 1
Focus: 2
Unique Abilities
TAKE THE SHOT! - Any phase: With any 2-handed weapon equipped, Keith does 2 successes on a 6.
Unique Fighting Style - Any phase: Keith cannot give weapons to or receive weapons from any investigator.
Inventory
1 Clue token
Common Items
.18 Derringer - Type: Physical weapon / Bonus: +2 Combat check / .18 Derringer cannot be lost or stolen unless you choose to allow it. / Hands: 1 / Price: $3
Cavalry Saber - Type: Physical weapon / Bonus: +2 Combat check / Hands: 1 / Price: $3
.38 Revolver - Type: Physical weapon / Bonus: +3 Combat check / Hands: 1 / Price: $4
Unique Items
Skills
Marksman - Any Phase: Exhaust to re-roll a Combat check.
Spells
Gate Trophies
R'lyeh
Monster Trophies
Star Spawn (3)
Dimensional Shambler (1)
Personal Story
Pass- Be devoured.
Effect- Loses all money, equipment, gate trophies, and monster trophies not on his fixed possessions list, as well as all penalties such as Cursed, Injury, Madness, or lowered stats. Place him back on his Home Location and draw Enchanted Crossbow. If that is already in play, search the common items stack and draw the first two handed weapon from the bottom of the deck that is not discard after use.
Fail- The Terror Level reaches 3 or above.
Effect- Gain 1 Tabloid Paper
Current Action
Moving to Miskatonic University Streets, blowing up a Shambler.
[20:48] <MishaArsellecLune> Killing the Shambler I suppose.
[20:49] <GoodeTwinne> K
[20:51] <MishaArsellecLune> Guess I can do that now.
[20:52] <MishaArsellecLune> Going to pump Will so I get one die on the horror check.
[20:52] <MishaArsellecLune> 1d6
[20:52] * Hatbot --> "MishaArsellecLune rolls 1d6 and gets 6." [1d6=6]
[20:52] <xorn-thesunisstrong> <_<
[20:52] <MishaArsellecLune> ...unexpected.
[20:53] <MishaArsellecLune> 4 Fight, +3 Revolver, +2 Derringer, -2 mod => 7 dice
[20:53] <MishaArsellecLune> 7d6 TAKE THE SHOT!
[20:53] * Hatbot --> "MishaArsellecLune rolls 7d6 TAKE THE SHOT! and gets 25." [7d6=3, 4, 5, 4, 2, 6, 1]
[20:53] <MishaArsellecLune> Good enough.
-
Arkham
Keith- Miskatonic University Streets
Feels good being faster than the fast monsters. It's your lot in life.
Niniel- The Woods
The gate looms. Seems to be a rug.
Hunter- St Erasmus House
Doc Warren comes around to check up on the old timers here, and offers to take a look at you too. If you accept, pass a Luck -1 check to gain 1 Stamina. If you fail, he makes a mistake due to his encroaching senility and you lose 1 Stamina.
Arianna- Curiositie Shoppe
Your choices are Livre d'Ivon (http://www.arkhamhorrorwiki.com/Livre_d%27Ivon), Crystal of the Elder Things (http://www.arkhamhorrorwiki.com/Crystal_of_the_Elder_Things), Elder Sign (http://www.arkhamhorrorwiki.com/Elder_Sign)
Norman- Arkham Asylum
Part of your therapy is music by the Soggy Bottom Boys! Songs of salvation to salve the soul.
Other World
Harkan- Great Hall of Celaneo (Green Expansion Encounter!)
You trip over a brick in the road. You check underneath it to find... some strange coins? They could be valuable! Gain $3.
-
<Shale> Still here?
<SpectralSoppy> Yup
<MishaArsellecLune> ~
<Shale> 5d6 for gateing.
<Hatbot> ACTION --> "Shale rolls 5d6 for gateing. and gets 19." [5d6=1, 6, 4, 5, 3]
<Shale> There. One seal down.
-
I accept the offer and gain 1 Stamina.
[02:04] <@Yakumo> Oh, hey, decent chance of getting out of Nultros 1-shot range.
[02:05] <+Shale> (I pay the five clues, obviously)
[02:05] <@Yakumo> Luck is still at 6, so 5 dice.
[02:05] <@Yakumo> 5d6 for partial heals?
[02:05] * Hatbot --> "Yakumo rolls 5d6 for partial heals? and gets 22." [5d6=6, 6, 5, 2, 3]
[02:05] <+Shale> And take a gate tro....dammit!
[02:05] <@Yakumo> Yay~
-
Arianna Lanathan
Sanity: 2/3
Stamina: 6/7
Focus: 1
Speed: 1 2 3 [4]
Sneak: 3 2 1
Fight: 2 3 4 [5]
Will: 6 5 4 [3]
Lore: 1 2 [3] 4
Luck: 3 2 [1] 0
Pillar of the World: Cannot be devoured except in combat with the ancient one. If devoured in other circumstances, delayed instead and acquires 1 clue token.
Inventory:
$3
0 clue tokens
Massa di Requiem per Shuggay (unique item, exhaust and spend 4 movement points to make a Will check at -2/discard on success and the ancient one awakens, $4)
Flare Gun (common item, discard while in a street area to move all monsters in the sky to that location, $2)
Credit Rating (skill, exhaust instead of spending $2)
Kerosene (physical weapon, exhaust before making combat check to add +4 to check/spend $1 during upkeep to refresh, 1H, $2)
Yithian Rifle (magical weapon, exhaust before making a combat check to add +6 to check/spend all focus to refresh, 2H, $6)
Find Gate (spell, casting modifier -1, sanity cost 1, cast and exhaust to return to Arkham from an other world)
Cross (magical weapon, +0 to combat check/+3 if opponent is undead, +1 to horror check, 1H, $3)
Elder Sign (unique item, spend 1 stamina and 1 sanity to auto-seal a gate and remove 1 doom token from the track, $5)
Personal story:
Pass: Gain 3 clue tokens via Pillar of the World (effect: immediately gain 4 clue tokens, Pillar of the World no longer grants clue tokens)
Fail: Another investigator is devoured (effect: gain 1 madness card)
Trophies:
Cultist (1 toughness)
Zombie (1 toughness)
Gate (Underworld)
~
Elder Sign? *glomp*
-
Scientist Warns of Dimensional Rift!
Headline
All Dimensional Shamblers and Hounds of Tindalos are returned to the cup. If one or more monster is returned to the cup, raise the terror level by 1.
A gate attempts to open at the Unvisited Isle, causing a MONSTER SURGE! A Gug, Ghoul and Moon Beast spawn at the Unvisited Isle, while a Nightgaunt, Moon Beast and Vampire spawn at the Graveyard. A clue appears at the Science Building.
Hex monsters move on White, moving the Ghoul to the Merchant District Streets. Dash, Triangle and Star monsters move on Black, moving the Gug and Moon Beast to the Merchant District Streets and the second Moon Beast to the Rivertown Streets. The Nightgaunt moves to the Sky.
A White Hex/Black Dash, Triangle, Star rift progress token is added. It is for The Rope and Anchor.
-
Arianna Lanathan
Sanity: 2/3
Stamina: 2/7
Focus: 1
Speed: 1 2 3 [4]
Sneak: 3 2 1
Fight: 2 3 [4] 5
Will: 6 5 [4] 3
Lore: 1 2 [3] 4
Luck: 3 2 [1] 0
Pillar of the World: Cannot be devoured except in combat with the ancient one. If devoured in other circumstances, delayed instead and acquires 1 clue token.
Inventory:
$3
1 clue token
Massa di Requiem per Shuggay (unique item, exhaust and spend 4 movement points to make a Will check at -2/discard on success and the ancient one awakens, $4)
Credit Rating (skill, exhaust instead of spending $2)
Kerosene (physical weapon, exhaust before making combat check to add +4 to check/spend $1 during upkeep to refresh, 1H, $2)
Yithian Rifle (magical weapon, exhaust before making a combat check to add +6 to check/spend all focus to refresh, 2H, $6)
Find Gate (spell, casting modifier -1, sanity cost 1, cast and exhaust to return to Arkham from an other world)
Cross (magical weapon, +0 to combat check/+3 if opponent is undead, +1 to horror check, 1H, $3)
Personal story:
Pass: Gain 3 clue tokens via Pillar of the World (effect: immediately gain 4 clue tokens, Pillar of the World no longer grants clue tokens): 1/3
Fail: Another investigator is devoured (effect: gain 1 madness card)
Trophies:
Cultist (1 toughness)
Zombie (1 toughness)
Ghoul (1 toughness)
Gate (Underworld)
~
Arianna sets a ghoul on fire just to watch him burn, then lets herself get devoured just to get a clue. Fight/Will moved 1 to the left so I wouldn't be able to kill the moon beast. Flare gun and elder sign also handed off to Norman.
<Cidward> Okay. Fight is going down to 4 so I can't accidentally kill the moon beast. Which makes me more likely to pass horror checks, unfortunately, but eh.
<Cidward> 4 fight, may as well use kerosene on the ghoul so +4, -1 mod. Need 1 success. Should be easy. Horror check first, no mod on that so 4d6.
<Cidward> roll 4d6 am I afeared?
* Hatbot --> "Cidward rolls 4d6 am I afeared? and gets 19."12 [4d6=4, 5, 4, 6]
<Cidward> No I am not.
<Cidward> Okay, combat.
<MishaArsellecLune> Ghouls are not scary.
<Cidward> roll 7d6 BURN TO THE GROUND
* Hatbot --> "Cidward rolls 7d6 BURN TO THE GROUND and gets 23."12 [7d6=1, 6, 1, 5, 2, 5, 3]
<Cidward> Burned.
<Cidward> Now to see whether the moon beast burns throuh my sanity or stamina first. -1 mod so 3 dice on horror checks, combat checks are autofail. 2 sanity/6 stamina at the start of combat.
<Cidward> roll 3d6 for once we want to fail Hatbot
* Hatbot --> "Cidward rolls 3d6 for once we want to fail Hatbot and gets 15."12 [3d6=4, 6, 5]
<Cidward> Boo.
<Cidward> 4/7 stamina.
<Cidward> Next horror check!
<Cidward> roll 3d6
* Hatbot --> "Cidward rolls 3d6 and gets 9."12 [3d6=1, 5, 3]
<Shale> You only check horror once.
<Cidward> Oh?
<Shale> You pass or fail for the whole fight.
<Cidward> Dur.
<Cidward> Okay then, he just wears down my stamina and I am et.
<Shale> You are at 1 stamina, delayed, get a clue.
<Cidward> And get a clue for it.
<Shale> Luckily you can choose to ignore the gug for as long as the moon beast is there instead, because 1 stamina in that neighborhood is not a fun place to be.
<MishaArsellecLune> 2 stamina
<Cidward> Ah, right.
-
Niniel, the Tattooed Lady
Sanity: 3/4
Stamina: 3/6
Focus: 2
Skills
Speed 1 [2] 3 4
Sneak 5 [4] 3 2
Fight 2 3 [4] 5
Will 4 3 [2] 1
Lore 0 [1+1] 2 3
Luck 3 [2] 1 0
Attack From The Shadows: Once per turn, after a successful evade check in the streets, make a combat check. If it succeeds, claim the monster you just evaded as a trophy. If it fails, nothing happens. Either way, continue the turn as normal.
Inventory:
$2
1 Clue
Lore: +1 Lore stat, clue tokens spent to add to a Lore check add two dice each
Bravery: Exhaust to reroll a horror check
Spear: Two-handed physical weapon, +3 to combat checks. Exhaust for a +2 bonus to one evade check.
Cross: +1 to horror checks. Acts as a +3 one-handed magical weapon against undead.
Dark Cloak: +1 to Evade checks.
Crystal of the Elder Things: Cancel the sanity cost of a spell three times. 3/3 uses remaining.
Special card: Do not take a gate trophy for the next gate you close.
8 Toughness worth of monster trophies (Skeleton, Cultist, Nightgaunt, Zombie, Skeleton)
Quest Status:
Pass: 1/4 monsters killed with Attack From The Shadows.
Fail: Terror Level at 1
Niniel goes hunting for Serpent People, and finds some rocks. DIE, ROCKS!
<Shale> Okay, sure. Let's deal with the one in Uptown.
<SpectralSoppy> First to attack you must pass an Evade check!
<Shale> Right. So, dropping speed/sneak to 2/4.
<Shale> Fight/Will at 4/2.
<Shale> 4 sneak, -2 check, +1 from cloak.
<Shale> 3d6
<Hatbot> ACTION --> "Shale rolls 3d6 and gets 10." [3d6=4, 3, 3]
<Shale> Well, damn.
<MishaArsellecLune> Bleh.
-
Harkan Ashland, the Magic Student
Sanity: 4/6
Stamina: 4/4
Focus: 1
Skills
Speed 1 2 3 [4]
Sneak 4 3 2 [1]
Fight 1 2 [3] 4
Will 5 4 [3] 2
Lore 2 3 4 [5]
Luck 4 3 2 [1]
Familiar: When Cham is his ally, the bonus for her ability is +2 instead of +1.
Happy Family: If both Cham and Jennifer Ashland are allies, Focus becomes 2.
Inventory:
$3
0 Clues
Enchant Weapon: 0 Casting Mod, 1 San cost. Cast and Exhaust to make one Physical Weapon a Magical Weapon for this combat.
Cham: Awesome Little Cat Ally. Exhaust for a +2 bonus to any check.
Shotgun: 2h Weapon, +4 combat, 6s count double
Trophies
Witch - 1 toughness
Elder Thing - 2 toughness
Unknown Kadath - Gate Trophy
Quest Status:
Pass: 0/4 tokens on this card.
Fail: Cham is still an ally.
------------------------------
Chillin' at the graveyard, waiting to close a gate.
> has someone passed Nightmares this tur yet?
<SpectralSoppy> No one's even rolled for it
> okay
> 2d6 nightmares
* Hatbot --> "ZombieGate rolls 2d6 nightmares and gets 10." [2d6=6, 4]
-
Hunter Sopko
Sanity 2/5
Stamina 4/5
Focus: 2
Speed: 1 2 [3] 4
Sneak: 4 3 [2] 1
Fight: 1 2 [3] 4
Will: 4 3 [2] 1 (+1)
Lore: [1] 2 3 4
Luck: [5] 4 3 2 (+1)
Diehard: Other than during the battle with the Ancient One, if at any time Hunter's Sanity or Stamina are reduced to zero, he may make a Luck (-2) check. On a success, he gains 1 of the appropriate stat.
Untrustworthy: Hunter must get double the number of successes needed to get or keep an ally.
Inventory:
1 Clue Token
Dragon's Eye - Exhaust and lose 1 Sanity after drawing a gate or location card to draw a new card in its place.
Persuade - +1 Will, once per Will check, you may reroll all dice showing a result of 1.
Listen - +1 Luck, Once per Luck check, you may reroll all dice showing a result of 1.
2 toughness in monster trophies(Formless Spawn)
Personal Story: Passed! Can use Diehard in the battle against the Great Old One, instead rolling to prevent himself from being devoured.
------------
Taking a walk to the Congregational Hospital for an encounter.
-
Norman adjusts his Fight/Will to 1/3 and moves to the Northside Streets, firing off his new Flare Gun to attract the attention of a Nightgaunt. He then flubs his Horror check (boooooo) and his Combat check (yaaaaaay), sending him flying off into the Unvisited Isle's gate to Unknown Kadath.
> Okay, I love this plan.
> So, I refocus Fight/Will to 1/3.
> Move to the Northside streets.
> Fire off the Flare Gun, discarding it.
> The Nightgaunt is then all up in my grill, and so I fight it.
> (Grille?)
> Horror check! 3 Will, -1 Mod, 2 dice.
> 2d6
* Hatbot --> "Strago rolls 2d6 and gets 8."12 [2d6=4, 4]
> Mrfff. Worth blowing Clues not to take 1 San damage?
> I'm thinking not, but: second opinion?
<Shale> I say keep 'em.
> Yar. Corroboration.
> Anyway, Fight is at 1, and the 'gaunt's mod is -2.
> So since I don't pull out my gun, I lose and am sucked into the Unknown Kadath gate at the Unvisited Isle.
> That was some nice thinking, team.
Norman Withers, the Astronomer
- Stats -
Sanity 3/4
Stamina 1/4
In the Stars - Any Phase: Whenever Norman closes or seals a gate, he may choose any dimensional symbol other
than the moon. The gate is considered to have that dimensional symbol instead of its normal dimensional symbol
for purposes of removing monsters from the board.
- Skills (Focus: 2) -
Speed 0 1 2 [3] (+2)
Sneak 4 3 2 [1]
Fight 0 [1] 2 3
Will 4 [3] 2 1
Lore 2 3 4 [5]
Luck 5 4 3 [2] (+2)
- Inventory -
$0
2 Clue Tokens
1 Monster Trophy (Witch)
2 Gate Trophies (Yuggoth, R'yleh)
Eric Colt, Ally (+2 Speed, take no damage from the Nightmarish ability)
Luck (+1 Luck, when spending a Clue token on a Luck check add one extra die)
Luck (+1 Luck, when spending a Clue token on a Luck check add one extra die)
Voice of Ra (casting mod -1, san cost 1, cast and exhaust to gain +1 to all skill checks for the turn)
Find Gate (casting mod -1, san cost 1, Cast and exhaust to immediately return to Arkham from an Other World.)
Yithian Rifle (magical weapon, 2 hands, exhaust to gain +6 to combat check, spend all Focus to refresh)
.45 Automatic (physical weapon, 1 hand, +4 to combat checks)
Enchanted Jewelery (Put 1 Stamina token from the bank on Enchanted Jewelry to avoid losing 1 Stamina. If there are 3 Stamina tokens on it, discard Enchanted Jewelry.)
Crystal of the Elder Things (Place 1 Sanity token from the bank on Crystal of the Elder Things to avoid paying the entire Sanity cost of a spell you are casting. If there are 3 Sanity tokens on it, discard Crystal of the Elder Things. 2/3)
Elder Sign (When sealing a gate, lose 1 Stamina and 1 Sanity and return this card to the box. You do not need to make a skill check or spend any Clue tokens to seal the gate. In addition, remove one doom token from the Ancient One's doom track.)
- Personal Story -
Pass: If the Ancient One awakens, roll 4 dice and remove 1 Doom Token for each success. [2/3 Gate Trophies]
Fail: Norman's Focus is reduced to 1. [Not yet Lost in Time and Space]
-
Keith Chiemi (http://img163.imageshack.us/img163/4012/keithchiemifrontface.png)
Location: Rivertown Streets
Stats
Sanity: 2 / 2
Stamina: 3 / 6
Speed: 3 4 [5] 6
Sneak: 3 2 [1] 0
Fight: [3] 4 5 6
Will: [4] 3 2 1
Lore: Luck: [4] 3 2 1
Focus: 2
Unique Abilities
TAKE THE SHOT! - Any phase: With any 2-handed weapon equipped, Keith does 2 successes on a 6.
Unique Fighting Style - Any phase: Keith cannot give weapons to or receive weapons from any investigator.
Inventory
1 Clue token
Common Items
.18 Derringer - Type: Physical weapon / Bonus: +2 Combat check / .18 Derringer cannot be lost or stolen unless you choose to allow it. / Hands: 1 / Price: $3
Cavalry Saber - Type: Physical weapon / Bonus: +2 Combat check / Hands: 1 / Price: $3
.38 Revolver - Type: Physical weapon / Bonus: +3 Combat check / Hands: 1 / Price: $4
Unique Items
Skills
Marksman - Any Phase: Exhaust to re-roll a Combat check.
Spells
Gate Trophies
R'lyeh
Monster Trophies
Star Spawn (3)
Dimensional Shambler (1)
Moon Beast (3)
Personal Story
Pass- Be devoured.
Effect- Loses all money, equipment, gate trophies, and monster trophies not on his fixed possessions list, as well as all penalties such as Cursed, Injury, Madness, or lowered stats. Place him back on his Home Location and draw Enchanted Crossbow. If that is already in play, search the common items stack and draw the first two handed weapon from the bottom of the deck that is not discard after use.
Fail- The Terror Level reaches 3 or above.
Effect- Gain 1 Tabloid Paper
Current Action
Move to Rivertown, blow up the Moon-beast.
[01:09] <MishaArsellecLune> Okay, Fight/Will to 3/4 because I would like to not go insane thanks.
[01:09] <MishaArsellecLune> 3d6 horrors
[01:09] * Hatbot --> "MishaArsellecLune rolls 3d6 horrors and gets 8." [3d6=1, 1, 6]
[01:10] <MishaArsellecLune> ...good thing I did, too.
[01:10] <SpectralSoppy> Yay
[01:10] <MishaArsellecLune> 6d6 TAKIN' THE SHOT!
[01:10] * Hatbot --> "MishaArsellecLune rolls 6d6 TAKIN' THE SHOT! and gets 23." [6d6=5, 6, 1, 4, 1, 6]
[01:10] <MishaArsellecLune> ...and it's dead.
[01:11] <SpectralSoppy> Keith is good at what he does
[01:11] <MishaArsellecLune> Blowing shit up?
[01:11] <Shale> And stabbing it with swords.
[01:12] <SpectralSoppy> Tal's got it
[01:12] <SpectralSoppy> He's Mr. Collateral Damage
-
Arkham
Keith- Rivertown Streets
Sure is a lot of noise coming from across the street...
Niniel- Uptown Streets
You fail to find your elusive foe...
Hunter- Congregational Hospital
Taking a wrong turn, you wind up in a supply closet and the door locks behind you. You are Delayed while you wait for someone to let you out.
Harkan- Graveyard
The gate looms. The vampire waves.
Arianna- Merchant District Streets
It's a dead man's party, who could ask for more?
Other World
Norman- Unknown Kadath (Red Expansion Encounter!)
The Other Worlds seem to affect people differently... If you have a Male adventurer, make a Fight (-2) check and regain 1 Stamina for each success. If you have a Female investigator, make a Will (-2) check and regain 1 Sanity for each success.
-
Gate said for somebody else to make his roll. So we did!
<Shale> Okay then.
<Shale> It's four dice, soooooo...
<Shale> 4d6
<Hatbot> ACTION --> "Shale rolls 4d6 and gets 16." [4d6=3, 2, 6, 5]
<Shale> And there we are.
<AishaRomandine> Gate closes Gate.
-
Hunter's new encounter: "You seem like you've got a level head. Care to help me with an experiment?" If you pass a Lore -2 check or discard research materials, Dr. Herbert West offers to join you in thanks for your assistance. Take his ally card or if its not available, gain 3 monster trophies from the monster cup at random, ignoring endless. (His Ally card is availible)
-
Hunter Sopko
Sanity 1/5
Stamina 4/5
Focus: 2
Speed: 1 2 [3] 4
Sneak: 4 3 [2] 1
Fight: 1 2 [3] 4
Will: 4 3 [2] 1 (+1)
Lore: [1] 2 3 4
Luck: [5] 4 3 2 (+1)
Diehard: Other than during the battle with the Ancient One, if at any time Hunter's Sanity or Stamina are reduced to zero, he may make a Luck (-2) check. On a success, he gains 1 of the appropriate stat.
Untrustworthy: Hunter must get double the number of successes needed to get or keep an ally.
Inventory:
1 Clue Token
Dragon's Eye - Exhaust and lose 1 Sanity after drawing a gate or location card to draw a new card in its place.
Persuade - +1 Will, once per Will check, you may reroll all dice showing a result of 1.
Listen - +1 Luck, Once per Luck check, you may reroll all dice showing a result of 1.
2 toughness in monster trophies(Formless Spawn)
Personal Story: Passed! Can use Diehard in the battle against the Great Old One, instead rolling to prevent himself from being devoured.
------------
Can't possibly pass this check. Lost one sanity from using the Eye.
-
Bummer that my Fight score's all low right now. I can't pass it and don't want to spend Clues.
-
All Quiet in Arkham!
Headline
Each player may pass a Luck (-1) check to be Blessed.
A gate attempts to open in the Woods, but it is blocked by the Elder Sign! A clue appears at the Historical Society.
Hex monsters move on White. Dash, Triangle and Star monsters move on Black, sending the Nightgaunt back to the Sky.
A White Hex/Black Dash, Triangle, Star rift progress token is added. It is for St. Erasmus House.
-
Norman is Blessed and successfully Finds a Gate. So, uh... good game, Nultros. As soon as I drop the Elder Sign during Encounters, I guess we've won this.
> Can I get a witness?
<Taishyr> Hello hello
<Taishyr> late, but
> No worries, I'll take it.
> So let's see if I get blessed.
> 2 Luck, + Luck skill x2, -1 mod.
> 3d6
* Hatbot --> "Strago rolls 3d6 and gets 13."12 [3d6=5, 3, 5]
> Nice.
> And now I Find Gate.
> 5 Lore, -1 mod, using my last use of Crystal of the Elder Things to obviate the San damage.
> 4d6
* Hatbot --> "Strago rolls 4d6 and gets 12."12 [4d6=6, 2, 2, 2]
> Aaaaand there we go.
Norman Withers, the Astronomer
- Stats -
Sanity 3/4
Stamina 1/4
In the Stars - Any Phase: Whenever Norman closes or seals a gate, he may choose any dimensional symbol other
than the moon. The gate is considered to have that dimensional symbol instead of its normal dimensional symbol
for purposes of removing monsters from the board.
- Skills (Focus: 2) -
Speed 0 1 2 [3] (+2)
Sneak 4 3 2 [1]
Fight 0 [1] 2 3
Will 4 [3] 2 1
Lore 2 3 4 [5]
Luck 5 4 3 [2] (+2)
- Inventory -
$0
2 Clue Tokens
1 Monster Trophy (Witch)
2 Gate Trophies (Yuggoth, R'yleh)
Blessing (4s equal successes; roll a die each Upkeep, on a 1 discard Bessing)
Eric Colt, Ally (+2 Speed, take no damage from the Nightmarish ability)
Luck (+1 Luck, when spending a Clue token on a Luck check add one extra die)
Luck (+1 Luck, when spending a Clue token on a Luck check add one extra die)
Voice of Ra (casting mod -1, san cost 1, cast and exhaust to gain +1 to all skill checks for the turn)
Find Gate (casting mod -1, san cost 1, Cast and exhaust to immediately return to Arkham from an Other World.)
Yithian Rifle (magical weapon, 2 hands, exhaust to gain +6 to combat check, spend all Focus to refresh)
.45 Automatic (physical weapon, 1 hand, +4 to combat checks)
Enchanted Jewelery (Put 1 Stamina token from the bank on Enchanted Jewelry to avoid losing 1 Stamina. If there are 3 Stamina tokens on it, discard Enchanted Jewelry.)
Elder Sign (When sealing a gate, lose 1 Stamina and 1 Sanity and return this card to the box. You do not need to make a skill check or spend any Clue tokens to seal the gate. In addition, remove one doom token from the Ancient One's doom track.)
- Personal Story -
Pass: If the Ancient One awakens, roll 4 dice and remove 1 Doom Token for each success. [2/3 Gate Trophies]
Fail: Norman's Focus is reduced to 1. [Not yet Lost in Time and Space]
-
Arianna takes a turn which totally doesn't matter.
<Cidward> Who's around to witness rolling for blessing vs nightmares?
<taigraine-owpainowpain> sure, i guess?
<Cidward> Okay!
<Yakumo> I have kinda a "why bother" attitude at the moment but sure. <_<
<Cidward> I know.
<Yakumo> Then again I'm tempted to go get in a fistfight with the golem for giggles, so.
<Cidward> But I am a stickler for detail!
<Cidward> So.
<Cidward> Will is at 4, -1 mod.
<Cidward> roll 3d6 for lack of nightmares?
* Hatbot --> "Cidward rolls 3d6 for lack of nightmares? and gets 8."12 [3d6=3, 4, 1]
<Cidward> Not it!
<Cidward> And luck is at 1, so.
<Cidward> Accomplishment!
* Cidward get eaten again, gets a clue, if it actually matters.
-
Harkan Ashland, the Magic Student
Sanity: 3/6
Stamina: 4/4
Focus: 1
Skills
Speed 1 2 3 [4]
Sneak 4 3 2 [1]
Fight 1 2 [3] 4
Will 5 4 [3] 2
Lore 2 3 4 [5]
Luck 4 3 2 [1]
Familiar: When Cham is his ally, the bonus for her ability is +2 instead of +1.
Happy Family: If both Cham and Jennifer Ashland are allies, Focus becomes 2.
Inventory:
$3
0 Clues
Enchant Weapon: 0 Casting Mod, 1 San cost. Cast and Exhaust to make one Physical Weapon a Magical Weapon for this combat.
Cham: Awesome Little Cat Ally. Exhaust for a +2 bonus to any check.
Shotgun: 2h Weapon, +4 combat, 6s count double
Trophies
Witch - 1 toughness
Elder Thing - 2 toughness
Vampire - 2 toughness
Unknown Kadath - Gate Trophy
Great Hall - Gate Trophy
Quest Status:
Pass: 0/4 tokens on this card.
Fail: Cham is still an ally.
------------------------------
Harkan waves hello to the vampire. With a shotgun~
> may as well take my turn anyway
> anyone around?
<AishaRomandine> Yo.
<Cidward> Sure.
<Cidward> What's with the new name, Tal?
> 1 luck, so can't get blessed
<AishaRomandine> Playing Last Rebellion.
> roll 2d6 for nightmares
* Hatbot --> "Gatewalker rolls 2d6 for nightmares and gets 6." [2d6=3, 3]
<Cidward> Oh noes!
> roll 3d6 horror check vs mr. vampier
* Hatbot --> "Gatewalker rolls 3d6 horror check vs mr. vampier and gets 10." [3d6=3, 1, 6]
> roll 5d6 enchant shotgun
* Hatbot --> "Gatewalker rolls 5d6 enchant shotgun and gets 19." [5d6=6, 2, 4, 6, 1]
> 3 fight + 4 shotgun + 2 cat -3 monster mod
> roll 6d6 magical kitty shotgun
* Hatbot --> "Gatewalker rolls 6d6 magical kitty shotgun and gets 23." [6d6=2, 5, 3, 5, 6, 2]
> Bang
<Cidward> Dead.
-
Keith Chiemi (http://img163.imageshack.us/img163/4012/keithchiemifrontface.png)
Location: Southside Streets
Stats
Sanity: 2 / 2
Stamina: 3 / 6
Speed: [3] 4 5 6
Sneak: [3] 2 1 0
Fight: [3] 4 5 6
Will: [4] 3 2 1
Lore: Luck: [4] 3 2 1
Focus: 2
Unique Abilities
TAKE THE SHOT! - Any phase: With any 2-handed weapon equipped, Keith does 2 successes on a 6.
Unique Fighting Style - Any phase: Keith cannot give weapons to or receive weapons from any investigator.
Inventory
1 Clue token
Common Items
.18 Derringer - Type: Physical weapon / Bonus: +2 Combat check / .18 Derringer cannot be lost or stolen unless you choose to allow it. / Hands: 1 / Price: $3
Cavalry Saber - Type: Physical weapon / Bonus: +2 Combat check / Hands: 1 / Price: $3
.38 Revolver - Type: Physical weapon / Bonus: +3 Combat check / Hands: 1 / Price: $4
Unique Items
Skills
Marksman - Any Phase: Exhaust to re-roll a Combat check.
Spells
Special
Blessing - Upkeep: Roll a die and discard this card on a 1. / When rolling dice, you score successes on a 4, 5, or 6. If you are Cursed, discard this card instead of gaining a Curse card.
Gate Trophies
R'lyeh
Monster Trophies
Star Spawn (3)
Dimensional Shambler (1)
Moon Beast (3)
Serpent People (1)
Personal Story
Pass- Be devoured.
Effect- Loses all money, equipment, gate trophies, and monster trophies not on his fixed possessions list, as well as all penalties such as Cursed, Injury, Madness, or lowered stats. Place him back on his Home Location and draw Enchanted Crossbow. If that is already in play, search the common items stack and draw the first two handed weapon from the bottom of the deck that is not discard after use.
Fail- The Terror Level reaches 3 or above.
Effect- Gain 1 Tabloid Paper
Current Action
Move to Southside Streets, kill the Serpent People. Passed the Blessing check.
[16:39] <AishaRomandine> I guess I can go ahead and take my turn as well.
[16:39] <Shale> Meow-BANG-Splat
[16:39] <Shale> The sound of progress.
[16:39] <AishaRomandine> 3d6 for Blessing!
[16:39] * Hatbot --> "AishaRomandine rolls 3d6 for Blessing! and gets 9." [3d6=2, 6, 1]
[16:39] <AishaRomandine> Woo~
[16:39] <AishaRomandine> 3d6 Nightmares
[16:40] * Hatbot --> "AishaRomandine rolls 3d6 Nightmares and gets 9." [3d6=3, 3, 3]
[16:40] <AishaRomandine> ...
[16:40] <AishaRomandine> Mocking.
[16:40] <Shale> Indeed.
[16:40] <Gatewalker> hahaha
[16:42] <AishaRomandine> Hm, think I'll try and off one of those Serpent Peoples just because.
[16:43] <AishaRomandine> 1d6 to evade/engage in combat
[16:43] * Hatbot --> "AishaRomandine rolls 1d6 to evade/engage in combat and gets 5." [1d6=5]
[16:43] <AishaRomandine> 3d6 horror
[16:43] * Hatbot --> "AishaRomandine rolls 3d6 horror and gets 15." [3d6=5, 4, 6]
[16:44] <AishaRomandine> 6d6 to kill
[16:44] * Hatbot --> "AishaRomandine rolls 6d6 to kill and gets 26." [6d6=5, 3, 5, 6, 2, 5]
[16:44] <AishaRomandine> splat
[16:44] <Shale> Whee!
-
Hunter Sopko
Sanity 1/5
Stamina 2/5
Focus: 2
Speed: 1 2 [3] 4
Sneak: 4 3 [2] 1
Fight: 1 2 3 [4]
Will: 4 3 2 [1] (+1)
Lore: [1] 2 3 4
Luck: [5] 4 3 2 (+1)
Diehard: Other than during the battle with the Ancient One, if at any time Hunter's Sanity or Stamina are reduced to zero, he may make a Luck (-2) check. On a success, he gains 1 of the appropriate stat.
Untrustworthy: Hunter must get double the number of successes needed to get or keep an ally.
Inventory:
1 Clue Token
Blessing
Dragon's Eye - Exhaust and lose 1 Sanity after drawing a gate or location card to draw a new card in its place.
Persuade - +1 Will, once per Will check, you may reroll all dice showing a result of 1.
Listen - +1 Luck, Once per Luck check, you may reroll all dice showing a result of 1.
4 toughness in monster trophies(Formless Spawn, Flesh Golem)
Personal Story: Passed! Can use Diehard in the battle against the Great Old One, instead rolling to prevent himself from being devoured.
------------
Punching that annoying golem in the face because why not?
[18:01] <@Yakumo> I could try to have a fistfight with a golem but it would likely end in tears.
[18:01] <@Yakumo> Oh why not.
[18:01] <@Yakumo> Just because he annoys me.
[18:01] <@Yakumo> 6 luck, so 5 dice for a blessing.
[18:01] <@Yakumo> 5d6
[18:01] * Hatbot --> "Yakumo rolls 5d6 and gets 22." [5d6=6, 4, 5, 5, 2]
[18:01] <@Yakumo> Very blessed.
[18:02] <+Shale> Blessing hog.
[18:02] <+AishaRomandine> Draw 3 Blessings.
[18:02] <+AishaRomandine> Or is it 4???
[18:03] <@Yakumo> Now, the question is do I leave Fight/Will where it is for a die on the horror check, or lean on the 5 dice for Diehard?
[18:03] <+AishaRomandine> Latter, probably. Doesn't the golem have like 3 toughness or something ridiculous?
[18:03] <@Yakumo> Think I'll pump up to 4 fight so I get three dice to punch the two toughness golem with.
[18:03] <@Yakumo> 2.
[18:04] <@Yakumo> 5d6 to not go nuts from failing the horror check.
[18:04] * Hatbot --> "Yakumo rolls 5d6 to not go nuts from failing the horror check. and gets 15." [5d6=1, 5, 5, 2, 2]
[18:04] <@Yakumo> 3d6 to punch the golem in the face?
[18:04] * Hatbot --> "Yakumo rolls 3d6 to punch the golem in the face? and gets 8." [3d6=2, 2, 4]
[18:04] * @Yakumo gets punched in the face. Let's try that again.
[18:04] <@Yakumo> 3d6 to punch golem in the face for real this time?
[18:04] * Hatbot --> "Yakumo rolls 3d6 to punch golem in the face for real this time? and gets 14." [3d6=5, 5, 4]
[18:04] <+Shale> PAWNCH
[18:04] <+Gatewalker> Sopko PAWNCH!
-
Niniel, the Tattooed Lady
Sanity: 3/4
Stamina: 3/6
Focus: 2
Skills
Speed [1] 2 3 4
Sneak [5] 4 3 2
Fight 2 3 [4] 5
Will 4 3 [2] 1
Lore 0 [1+1] 2 3
Luck 3 [2] 1 0
Attack From The Shadows: Once per turn, after a successful evade check in the streets, make a combat check. If it succeeds, claim the monster you just evaded as a trophy. If it fails, nothing happens. Either way, continue the turn as normal.
Inventory:
$2
1 Clue
Lore: +1 Lore stat, clue tokens spent to add to a Lore check add two dice each
Bravery: Exhaust to reroll a horror check
Spear: Two-handed physical weapon, +3 to combat checks. Exhaust for a +2 bonus to one evade check.
Cross: +1 to horror checks. Acts as a +3 one-handed magical weapon against undead.
Dark Cloak: +1 to Evade checks.
Crystal of the Elder Things: Cancel the sanity cost of a spell three times. 3/3 uses remaining.
9 Toughness worth of monster trophies (Skeleton, Cultist, Nightgaunt, Zombie, Skeleton, Serpent People)
Quest Status:
Pass: 1/4 monsters killed with Attack From The Shadows.
Fail: Terror Level at 1
The other Serpent People are also dead, as are the nightmares.
<Shale> Whee!
<Shale> Think I'll do the same.
<Shale> Focusing sneak and luck up one each.
<Shale> 2d6 blessing
<Hatbot> ACTION --> "Shale rolls 2d6 blessing and gets 6." [2d6=1, 5]
<AishaRomandine> Blessing roll is before upkeep, I think.
<Shale> Curses.
<Shale> Ah well. Sneak up two, then.
<Shale> 5d6 to find lizard people
<Hatbot> ACTION --> "Shale rolls 5d6 to find lizard people and gets 21." [5d6=2, 6, 5, 2, 6]
<Shale> 2d6 to not be scared by lizard people
<Hatbot> ACTION --> "Shale rolls 2d6 to not be scared by lizard people and gets 9." [2d6=5, 4]
<Shale> 5d6 to stab lizard people in the face
<Hatbot> ACTION --> "Shale rolls 5d6 to stab lizard people in the face and gets 15." [5d6=4, 1, 1, 6, 3]
<Shale> Ta-da.
<Cidward> Yay rampant monster slaughter to round out the game?
<Shale> d6 nightmares, incidentally.
<Hatbot> ACTION --> "Shale rolls d6 nightmares, incidentally. and gets 6." [d6=6]
I made a mistake with my Sneak - it should have been four dice, not five - but I pass either way.
-
Keith- Southside Streets
KILLING SPREE!
Niniel- Uptown Streets
You have at least vanquished your Elusive foe.
Hunter- Harborside Streets
Finally!
Harkan- Graveyard
Pass a Luck -2 check to find a valuable clue within your tombstone rubbings. Gain 2 clue tokens and you may move to any location or street area in arkham. If you move to a location, immediately have an encounter there.
Arianna- Merchant District Streets
My Dying coach says I'm a natural!
Norman- Unvisited Isle
Victory looms...
-
Norman will invoke his Elder Sign, using the Enchanted Jewelry to keep from going unconscious. Not that it matters, since... I guess we win!
-
As Norman placed down that last elder sign, all the investigators heard in their heads was not the angry screams of a struggling lich, but laughter.
It wasn't until later that they realized they closed the very last gate. Surely, they cut off Nultros' access to Earth, but without sealing him away, they left him free to roam wherever else he may end up.
Worse yet, they realized that in closing the final gate that there is no longer any way home for them. The Chrysalis crew, trapped on Earth, in Arkham, for the rest of their lives, they grow old and eventually die, never seeing their homes again. Meanwhile, Hunter and Aria, doomed to wander the Earth forever, eventually meet up with Isaac and Miria and have many zany adventures. But thats another story.
As for Norman? Well... he became Senator Norman Blutarsky.
Congratulations, heroes. You've won?
-
So... congrats to everyone... initial thoughts from everyone?
Investigators? Good? Bad? Just right?
Monsters? Good? Bad? Just right? You saw all but one of them.
Expansion encounters? You managed to miss most of the flavorful ones.
Items/Spells/Etc? You missed pretty much all of these.
Just get the ball rolling...
Some initial notes, I'll probably be increasing the Nightmare checks to -2, but since I didn't get to test it as the playercount lowered it's hard to call.
Fixed the wording on Attack from the Shadows.
Sorry I sort of fell off of the scenes. Just kinda burned out on them. 800-1500 words every day is hard to keep up, but I managed 10 or so days straight!
-
Harkan is fine as an investigator on his own merits. I don't think his PS is remotely feasable to ever pass, though. Requires $20 all told? Yeah. It is a huge bonus, netting him two allies, but. Also on the subject of allies, I'm not really seeing how he's the "ally whore" he was hyped up as outside of his PS. He doesn't seem like he'd be any better or worse then anyone else at getting them, just needs to luck into finding an ally encounter and having the stuff to pass it. He's a good mage though, and not a bad fighter either.
Cham is awesome, especially against Nultros. Really makes Harkan a heavy hitter there, if he can get a good physical weapon.
No real comment on the monsters, don't think I tangled with any expansion ones.
Nightmare checks could go to -2, yeah. They were pretty much a non-factor this game.
No sweat on the scenes.
-
Nightmare checks to -2 is definitely a good thing. That or require more than one success (maybe one per player, or per two players?). Attack From The Shadows seems balanced enough; the monsters in the streets were just never ones I could/wanted to use it against.
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The original check was different and much, much harsher. It was originally... +0? Anyone who failed lost a Sanity and the terror level went up 2 levels on an all-fail. Was one of the first things to be pulled back to what you saw here.
The rewording was just clearing up the question about damage that came up during the game. The new wording is thus:
Any Phase: Once per turn, after a successful evade check in the Streets, she may make a combat check. If it succeeds she claims the monster as a trophy. If it fails, she loses no Stamina. Either way, she continues the turn as normal.
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One thing I noticed somewhere along the way is that these new investigators are very poorly suited for their expansion GoO. In order to win in most cases(this was a fluke, to be sure) they will need to seal gates. The problem there is that they have a grand total of four clues between the lot of them, two each on Arianna and Niniel. Also, aside from the Pillar of the World and failing Keith's PS, they don't have any special ways to get any either. On the other hand the overall high Fight(or middling fight/Cham or Diehard) do make it hard for Nultros to kill them back, so take that as you will.
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A long game where the investigators need to build up resources while the GoO slowly wears them down sems about right for this setup, really.
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Oh, on the subject of Kieth's PS, I really don't like that passing his means Arianna fails hers. It really hurts for them to be used together like that then. Maybe that was on purpose since Kieth's PS is pretty awesome so you wanted him passing it to have a drawback somewhere, but it's one of those things that grates on my particular flavor of OCD a bit. <_<
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True, Shale, but I'd like to at least have some sort of ability that gets clues instead of waiting and relying on luck from Mythos clues or encounters to get any clues at all. Though I guess the Science Building is an option, and nobody ever really seems to use it, so maybe that's not such a bad thing after all? I dunno. Honestly, though, it feels like both Nultros and these investigators have trouble killing each other off, and it could degenerate into a slog after a point.
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Oh, on the subject of Kieth's PS, I really don't like that passing his means Arianna fails hers. It really hurts for them to be used together like that then. Maybe that was on purpose since Kieth's PS is pretty awesome so you wanted him passing it to have a drawback somewhere, but it's one of those things that grates on my particular flavor of OCD a bit. <_<
Done purposely. I noticed that PSes sometimes make people play a bit selfishly and hamper teamwork. This plays into that. It's meant as a fallback rather than a I MUST DIE thing, because Keith is the last person ever who wants to die flavorwise.
Lots of expansion encounters give clues now, though some of the negative ones can be pretty bad. And yeah, you also kept forgetting that you can get clues via the Science Building. I kept reminding you guys about that.
And slog is actually the intent of the game. It's an endurance match to see who wears down and dies first. Obviously you still want to go as fast as possible like a normal Arkham game, but unless something like what happens in this game happens, it's just not gonna work. The combo of max sanity damage, -5 and the terror level increases are also to make forgetting the seals and gearing up more difficult as well, since there's a lot working against you.
The investigators starting without clues is double-flavor. It reflects that they haven't been in the world long, and notice that only the women have any clues. Tee hee.
Would the investigators be too strong for normal Arkham?
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We could also get clues just by going to the science building, since it seemed like every other Mythos dropped one there.
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Edited the first post with links to the scenes (if people want the map back up, let me know). I might write a few more later. I had a couple ideas just never got them down on paper. Mostly the Nultros fight, Keith getting lost and Arianna getting drunk while killing a zombie. Getting that ending on paper probably wouldn't be bad either.
Thoughts on the scenes in general? Open to those outside the game too. Writing style comments, etc. appreciated.
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Meanwhile, Hunter and Aria, doomed to wander the Earth forever, eventually meet up with Isaac and Miria and have many zany adventures.
I call this a happy ending.