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Messages - Ithaqua

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1
I heard that some crazies have been out in the graveyard, digging up things that weren't meant to be uncovered.

http://www.arkhamhorrorwiki.com/Disturbing_the_Dead

A gate opens at the Black Cave, spawning two monsters. Dash, Triangle and Star move on White. Hexagon moves on Black.

2
Even in times of trouble, we can still find a way to turn a profit.

http://www.arkhamhorrorwiki.com/Estate_Sale

A gate opens at the Witch House, spawning two monsters. A Clue appears at the Black Cave (going to Bard/Wilson). Square and Diamond move on White, Circle on Black.

3
Cold... cold... cold... cold... cold... cold... cold... cold.. cold.. cold.. cold. cold. cold. cold. cold cold cold coldcoldcoldcoldcoldcoldcold

Deathly Still
Environment (Weather)
Due to Ithaqua's effect, the weather fails to take effect.

A gate opens at the Gardener's Place, spawning two monsters. A Clue Token appears at Cold Spring Glen. Dash, Triangle and Star move on White, Circle moves on Black.

4
ARKHAM ENCOUNTERS

Smashy/Daisy
A little patching is good for the soul.

RC/Kate
The gate continues to loom.

Snow/Leo
It is pretty cold in the streets...

Tal/Tony
The streets are indeed cold...

Yoshi/Joe
Pass a Luck -1 check or you have been here too long and strange hungers have awakened in you. Draw 1 Madness card.

OTHER WORLD ENCOUNTERS

Bard/Wilson
Placing your hand on the ancient cave painting, you have a vision. Gain 1 Clue token.

5
Arkham Encounters

Tal/Tony
You must purchase one of the following:
Brass Knuckles
Calvary Saber
Dusty Manuscripts

RC/Kate
The gate awaits...

Smashy/Daisy
Ow...

Brad/Wilson
Unto the breach once more!

Yoshi/Leo
The gate looms...

Snow/Leo
It sure is cold out here...

Other World Encounters
Brad/Wilson
Time passes differently in the Dreamlands, and you've needed to learn a few things to survive. You gain 1 skill.

You gain PSYCHOLOGY.

6
There was just something... wrong in the air.

No One Can Help You Now
Environment (Mystic)
Gates cannot be sealed, though they can still be closed.

The gate opening is prevented by an Elder Sign. A clue appears at the woods.

7
MODE NOTE: STAR VAMPIRE IS IN THE RIVERTOWN STREETS.

Even the priests started to help out for real. Who'd have thought they had it in them?

Church Group Reclaims Southside
All monsters in the Southside streets or locations are returned to the cup.

A gate opens at the Black Cave, spawning two monsters. A clue appears at Hibb's Roadhouse. Circle moves on White, Dash, Triangle and Star move on Black.

The Chthonian activates, dealing 1 stamina damage to all investigators in Arkham.

<AndrewRogue> roll 1d6
* Hatbot --> "AndrewRogue rolls 1d6 and gets 5."12 [1d6=5]
<AndrewRogue> Yay!

8
ARKHAM ENCOUNTERS
Leo/Snow
You come across a large pile of human bones under the boughs of one of the willows on the isle. You lose 1 sanity but you find the spell, Shrivelling.

Wilson/Bard
Bill Washington moves the last of the baggage from his card onto a truck and offers you a ride as he opens the driver's door. If you accept, move to any location or street are in Arkham. If you move to a location, immediately have an encounter there.

Tony/Tal
You must purchase one of the following:
Research Materials
Crowbar
Research Materials

OTHER WORLD ENCOUNTERS
Daisy/Smashy
A ripple in the air passes over you. Pass a Lore (-1) check or lose 1 spell of your choice as it is burned from your mind

Kate/RC
The night stars change and the brazen temple doors open, pouring forth a vast, black corpulence. Roll a die and lose that much sanity.

Joe/Yoshi
Make a Luck (-1) check. If you pass, then, waving goodbye, the happy villagers bestow a gift upon you. Draw 1 Common item.

9
Unchanging... always unchanging... enough to drive you mad...

Dark Skies
Environment (Weather)

Fight checks in Arkham are made at a -1 penalty. Sneak checks in Arkham are made at a +1 bonus. Stalkers move like normal monsters. However, due to the power of Ithaqua, the effect does not occur.

A gate opens at the Whateley Farm, spawning two monsters. A clue appears at the Devil's Hopyard. Cross moves on White, Moon moves on Black.

10
ARKHAM ENCOUNTERS
Kate/RC
Old fashioned neuroscience...

Leo/Snow
Feeling a bit better?

Joe/Yoshi
Brain band-aids!

Wilson/Bard
A little old lady stands in front of you in line counting out a bag of pennies to deposit. Lose 1 sanity.

Tony/Tal
You must buy one of the following:
Brass Knuckles
Bullwhip
Student Newspaper

OTHER WORLD ENCOUNTERS
Daisy/Smashy
The creature waves its hand at you. "Blessings upon you." If you have a Curse card, you may discard it.

11
MOD NOTE: THE MAP IS INCORRECT. A STAR VAMPIRE AND A NIGHTGAUNT ARE AT THE GRAVEYARD, AND THE GATE AT THE HISTORICAL SOCIETY HAS BEEN CLOSED AND THE LOCATION SEALED. REFER TO POST TWO FOR THIS INFORMATION.

The weather never seemed to change. The same day, that cold wind, the biting snow...

Full Moon
Environment (Weather)
All monsters have their Sanity damage increased by 1.

Due to Ithaqua's ability, the mythos effect does not occur. A gate opens at the graveyard, spawning two monsters. Clues appear at Independence Square and the Woods (going to the respective investigators). Moon moves on White, Cross moves on Black.

12
ARKHAM ENCOUNTERS
Daisy/Smashy
Unto the breach once more, brave librarian.

Kate/RC
You trip over an object which turns out to be a rust lockbox. If you open it, make a Luck (+0) check and consult the following table.

Successes:
0) A rotted human foot. Lose 1 sanity.
1) Draw 1 Common Item
2) Drarw 1 Unique item.
3) $10 worth of jewlery.

Leo/Snow
The shopkeeper offers you $2 to watch the shop for the rest of the afternoon. If you accept, gain $2 and stay here next turn.

Joe/Yoshi
Wipe yourself off, you got hunter on you.

Wilson/Bard
Pick up litter for the afternoon, and you can make some money.

Tony/Tal
The gate looms...

OTHER WORLD ENCOUNTERS
Daisy/Smashy
These creatures don't want you to leave just yet. Pass a Sneak (-3) check or be delayed.

13
The police could make no headway against the weather, but their strike against the horrors of the night inspired others...

Vigilante Guards the Night!
All monsters in the Downtown streets or locations are returned to the cup.

A gate opens at the Unnamable, spawning two monsters. A clue appears at the Woods (and goes to Kate). Circle moves on White, Square and Diamond move on Black.
[/b]

14
Finally, the police decided to step up and do some damn work around the city... not a minute too soon, I tell you.

Manhunt in Arkham!
All monsters in locations are returned to the cup.

A gat... e opens at the wo...
Gate...Gate...Gate...Gate...Gate...Gate...Gate...Gate...Gate...Gate...Gate...Gate...Gate...Gate...Gate...Gate...Gate...Gate...Gate...Gate...Gate...Gate...Gate...Gate...Gate...Gate...Gate...Gate...ateeeee...

A monster surge occurs, six monsters tearing free into Arkham. A clue appears at Independence Square. Dash, Triangle and Star move on White. Hexagon moves on black.

15
ARKHAM ENCOUNTERS

Daisy/Smashy
The strange, rat-like creature known as Brown Jenkin leaps out of the darkness at you!  Search the monster cup for a Rat-Thing. If you find one, battle it with a -1 to your combat checks. If you don't, Brown Jenkin grabs one of your items and runs. Lose 1 item of your choice.



Leo/Snow
Wipe yourself off. That monster is dead.

Joe/Yoshi
You hear the queit sounds of an intruder. If you investigate, you find a woman dressed in black. She attacks you as soon as she sees you. Pass a Fight (-1) check to subdue her long enough to explain your investigations. If you pass, you find out that her name is Ruby Standish and that she was robbing the Lodge. However, upon hearing your tale, she agrees to join you. Take her Ally card. If it is not available, she gives you a Unique item instead. [Ruby IS available]

Wilson/Bard
The old man standing outside the bank looks into your face hopefully. "Spare some change?" If you give him $2 or discard a Whiskey card, he whispers a few words of power in your ears. Draw 1 spell. If you do not give him $2, nothing happens.

OTHER WORLD ENCOUNTERS

Kate/RC
In this place, it's a stroke of good fortune when nothing terrible happens to you. No encounter.

Tony/Tal
Wandering through the red-lit desert, you come across a great tree, at the root of which is a stone. Looking at the stone, you find that it is inscribed with your full name, the date of your birth and - God in Heave - the date of your death! Draw 1 Madness card, but gain 3 clue tokens.

Madness: Necrophobia. Undead monsters have Nightmarish 1 against you. Upkeep: Lose 1 Sanity if you are in the Graveyard. If you ever gain another Necrophobia card, you are devoured.

16
The weather stayed bad. It was starting to seem like it would stay that way forever.

Icy Conditions
Due to Ithaqua stirring in his slumber, the mythos text has no effect...

A clue appears at the Silver Twilight Lodge. A gate opens at the Historical Society (swallowing Tony) and spawning two monsters. Cross moves on White, Moon moves on Black.

17
Arkham Encounters

Daisy/Smashy
Someone left their mathematics homework lying on the dining room table. Pass a Lore (-1) check to see the deeper meanings. Gain 1 Clue Token for each success.

Kate/RC
Unto the breach once more!

Leo/Snow
You are attacked by some unseen horror. Lose 2 Stamina.

Joe/Yoshi
You must purchase one of the following:
http://www.arkhamhorrorwiki.com/Dark_Cloak
http://www.arkhamhorrorwiki.com/Carbine_Rifle
http://www.arkhamhorrorwiki.com/.45_Automatic

Wilson/Bard
A group of women are collecting charitable donations on behalf of orphans and widows. If you contribute $3, regain 1 sanity as they thank you profusely.

Tony/Tal
You find a book with two of its pages stuck together. Pass a Luck (-1) check to pull them apart without damaging them. Between the two pages is a magical incantation. Draw 1 Spell. If you fail the check, you tear the pages and ruin the incantation.

Other World

Kate/RC
You feel a powerful pulse of malevolent intelligence. It wants to tell you secrets. For each point of Sanity you sacrifice, you may gain 1 Clue token.

18
The murderers grew more daring, leaving limbs and viscera in the open for all to see, the blood painting horrifying and fantastic images in the thick drifts of snow...

The Festival
Environment (Urban)
The festival begins! Cultists and Byakhee have their toughness increased by one.

A clue appears at the Historical Society. A gate opens at the Woods (spawning two monsters). Cross moves on White, Moon moves on Black


Deadline is Thursday at 7pm PST. Please visit #rpgdlarkhamhorror for the IRC chat.


19
Despite being early August, it seems that winter has already arrived in Arkham and the neighboring township of Dunwich. While the summer was hot and muggy as ever, the new month  brought an unfathomable change about, the bright sun giving way to dark clouds that seem to linger perpetually. The temperature slowly, but steadily, began to fall.

Then the wind began.

It was a cold wind that brought with it winter snow. A thick, bitterly cold snow that slowly began to bury the towns, despite the best efforts. Working day and night was just enough to keep the streets clear for travelers and commuters. Every day people expected the weather to finally relax or mellow out.

It never did.

As the roads filled and stores struggled to open each day, a quiet tension began to build in the town. People started to seek out... unorthodox ways to bring an end to the bitter weather. Rumors of a cult out in the woods began to grow and, despite the fear and disgust the people expressed, there remained perhaps the smallest glimmer of hope that they could make a difference.

Then the disappearances began.

It started with vagrants. People merely assumed they had left town or frozen in the streets. Then the police began to turn up... disturbing things. Bloody snow. Toes and fingers. As time passed, the extremities became full limbs, gnawed on by... something. People refused to acknowledge that those bite marks could be human. The disappearances weren't limited to just vagrants anymore. The police were helpless in the face of these killings. More and more people flocked to the cults, hoping to find safety and an end to the madness. It didn't come.

Something worse was lurking out there. Something the cult had disturbed. Something that was maddened by the snow and wind...

The towns stand on the brink of destruction.

Keep to yourself.

Stay inside.

Don't venture out at night.

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