Author Topic: Another Peaceful Day in Arkham!  (Read 37384 times)

AndrewRogue

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Another Peaceful Day in Arkham!
« on: June 03, 2009, 05:21:40 AM »
The town of Arkham is peaceful. Kids laugh and play, while the old folks laugh and look forward to a sunny day.

A warm breeze rustles the flowers sitting on four graves at Saint Mary's Church.

Our Friends
Kate... Darrell... Jenny... Dexter...
« Last Edit: August 19, 2009, 05:43:32 AM by The King in Yellow »

AndrewRogue

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Re: There's Something Foul in Arkham...
« Reply #1 on: June 03, 2009, 05:22:14 AM »
Hibb's Roadhouse has quite the crowd tonight. A party of some sort, you hear.

What for? Who knows. Four people are throwing it and the tab's on them, so what's to lose? Live life as best you can, they say, because you never know what's going to happen tomorrow.
« Last Edit: August 19, 2009, 05:45:16 AM by The King in Yellow »

AndrewRogue

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Re: There's Something Foul in Arkham...
« Reply #2 on: June 04, 2009, 04:51:35 AM »
There’s something in the air.

It’s hard to tell what it is, with how crazy things have been lately. The police claim it’s the Sheldon gang, but that really don’t seem right. Sure, they kill people. They’ve done it plenty of times. But they ain’t never done something like this before. They may be thugs, but they’ve never gone and burned someone up for the hell of it.

Even they’ve got some class.

It ain’t helping matters that them folks at the lodge have been out in town. Keeping everyone on edge. Then again, there ain’t been any troubles in French Hill neither. Maybe the freaks are on to something. Who the hell knows anymore.


LODGE MEMBERS WATCH THE NIGHT

A gate appears at the Unvisited Isle (bringing with it a Fire Vampire and a Byakhee). A clue appears at the Science Building (and thus is awarded to Alex). Circle monsters move on White, and Square and Diamond monsters move on Black. All monsters in the French Hill streets or locations are returned to the cup.

We are now in the Upkeep/Movement steps of Turn 1. The Encounters phase will begin when all players have completed their Upkeep/Movement or 48 hours (9pm PST on Friday) have passed (in which case Ashley or I shall take your turn <3).


Please bold your actions for the turn and your actions for the turn only.

Please announce where you will be starting your sliders.

Please remember that you cannot take an action that would require a player later in the turn to go before you.

If you wish to use a location's encounter power rather than drawing an encounter, please announce it at the end of you turn.

Feel free to discuss actions here or in #RPGDLArkhamHorror!
« Last Edit: June 22, 2009, 03:02:31 AM by The King in Yellow »

Ranmilia

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Kate Winthrop

Stats

Stamina: 6/6
Sanity: 3/4 (post combat)

Speed  1 2 [3] 4
Sneak  5 4 [3] 2

Fight  1 2 3 [4]
Will  3 2 1 [zero]

Lore  2 3 4 [5]
Luck  4 3 2 [1]

Inventory
$7
3 clue tokens
Bravery Skill (exhaust to reroll horror check)
Shotgun (2 hands, +4 physical to combat checks, 6s count double)
Healing Stone (heal 1 sanity or stamina during upkeep)
Dread Curse of Azathoth (2 hand spell, -2 cast, 2 san cost, +9 to combat checks for one combat)
Enchant Weapon (0 hand spell, 0 cast mod, 1 san cost, makes 1 weapon magical until end of combat)
1 toughness worth of monster trophies (Fire Vampire)


Move to Unvisited Isle, intending to fight the Fire Vampire straight up and enter the gate.  Don't bother trying to evade, cast Enchant Weapon first and use Shotgun if it succeeds, cast Dread Curse if it fails.


Results
[00:25] <Ranmilia> I trot over, and hey, there is a Fire Vampire!  Shock!
[00:25] <Strago|Dexter> Oooh!
[00:25] <Strago|Dexter> UNEXPECTED!
[00:25] <Ranmilia> I do not try to evade it.
[00:25] <Ranmilia> It has no horror check.
[00:26] <Excal> But...  but...  undead!  Fire!
[00:26] <Ranmilia> So unless I'm forgetting something, I lead off with Enchant Weapon?
[00:26] <AndrewRogue> Go for it
[00:27] <Ranmilia> Hey, I'm a university scientist, I'm used to running into creepy flaming men.
[00:27] <Excal> OH Lord, We pray to thee, that thou might, in thy awesomeness, grant unto us a blessed shotgun of light, that we may smite the unholy abominations of life from thine sight.
[00:27] <Ranmilia> I have 5 Lore and Enchant Weapon has a 0 modifier, so rolling five dice.
[00:28] <Ranmilia> 5d6 to turn Shotgun into Plasma Rifle of Science?
[00:28] * Hatbot --> "Ranmilia rolls 5d6 to turn Shotgun into Plasma Rifle of Science? and gets 21." [5d6=6, 6, 3, 3, 3]
[00:28] <AndrewRogue> (Don't forget you lose a sanity to cast ^_^ )
[00:28] <Ranmilia> Success!  I go slightly insane with excitement.
[00:28] <Excal> Eh, she'll heal it up anyways.
[00:28] <Ranmilia> The Fire Vampire flames.
[00:29] <Ranmilia> I pew pew lasers, using the shotgun for +4 to my base of Fight 4, so 8 dice.
[00:29] <Ranmilia> Fire Vampire has a -2 combat mod, reducing that to 6 dice, but I only need one success to kill it.
[00:29] * LadyDoor nods.
[00:30] * LadyDoor nods again.
[00:30] <Ranmilia> (Spelling some things out here for reference.)
[00:30] <Ranmilia> I am not allowed to flee combat with it.  So here we go.
[00:30] <AndrewRogue> (Its appreciated)
[00:30] <Nitori> (It is~)
[00:30] * LadyDoor is just confirming.
[00:30] <AndrewRogue> (It's, rather. It'll help new players out)
[00:31] <Ranmilia> My shotgun would normally be ineffective, but since it is enchanted, it bypasses the vampire's Physical Immunity.
[00:31] <Strago|Dexter> Thanks, Al. Helpful to see indeed.
[00:31] <Ranmilia> If I fail this check, I will take 2 stamina damage.
[00:31] <Excal> There's a reason I wasn't considering going after this bugger.
[00:31] <Ranmilia> 6d6 to mimic Buffy?
[00:31] * Hatbot --> "Ranmilia rolls 6d6 to mimic Buffy? and gets 26." [6d6=6, 2, 5, 5, 5, 3]
[00:31] <AndrewRogue> (I like picturing Kate narrating this to...)
[00:31] <Ranmilia> Obliterated.
[00:31] <AndrewRogue> Mother fucker that is a dead vampire
[00:32] <AndrewRogue> Collect your monster trophy!
[00:32] <Ranmilia> I collect a godly one toughness monster trophy.


Future Plans and Info for people who aren't in the channel:


Our overall plan is to gear up and blow Hastur to shreds when he arises.  His ability makes sealing gates a real pain - we definitely won't be able to win that way, and it's doubtful we'll ever bother to seal a gate using clue tokens at all.  Winning by closing all gates is possible, but unlikely with this many players, since we'd have to close at least seven before clearing the board.  Odds are the man in yellow will have woken up by then in any case.  So our priorities are increasing everyone's resources and powers as much as possible, closing gates as they appear to stall for time (if four are open at once, Hastur instantly awakens) and keeping the Terror Level at zero at all costs, which means murderizing lots of monsters.

I got a pretty ridiculous starting equipment set, so I'm charging into yonder gate headfirst.  All in the name of science, of course.  People who have a lot of money ($8 or more, Shale for now) are looking at buying skills, people with less are looking at picking up clues for now, trying to get good encounters, so forth.  The Byakhee in the sky needs to be lured down by people ending their movement in the streets - Excal and Nitori are planning to do just that, I believe, so we hope it'll come down promptly.  Strago's going to hit the Woods.

Re-re-re-editing with even more, for the other PCs...
Soppy/Darrell has mad powers of choose your own encounter, as a character power and also a unique item.  Should probably go hang out at places he can manipulate for a good encounter?  The Unnameable suggests itself as being close and having a clue and chances for good loot, maybe even an ally.

QR/Carolyn has a lot of books, good Lore, and a motorcycle for traveling even after reading.  No reason not to read the books, and will probably be best hanging with Monty Jack later on to keep him sane?  Maybe even meet up with him this turn to get his book?

Djinn/Sister Mary doesn't really have much to do right now that stands out.  Pick up a clue at a nearby location?  It'd be funny to have the nun infiltrate the Silver Twilight Lodge, but IIRC they tend to ask money for that.
« Last Edit: June 04, 2009, 07:40:20 AM by Sir Alex »

Strago

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Dexter Drake! Illusionist Extraooooordinaire!

- Stats -

Speed  2 3 [4] 5
Sneak  4 3 [2] 1

Fight  1 [2] 3 4
Will   3 [2] 1 0

Lore  2 3 4 [5]
Luck  3 2 1 [zero]

- Inventory -

$5
Marksman Skill (exhaust to reroll combat check)
Wither (1 hand spell, +0 cast, 0 san cost, +3 to combat checks for one combat)
Shrivelling (1 hand spell, -1 cast, 1 san cost, +6 to combat checks for one combat)
Dread Curse of Azathoth (2 hand spell, -2 cast, 2 san cost, +9 to combat checks for one combat)
Obsidian Statue (discard to cancel all san/stam loss from one source)
Dynamite (2 hands, +8 to combat checks, discard after use)

Moving Dexter to The Woods. Chilling there, picking up the Clue Token, waiting to have an Encounter of some sort.

Excal

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Jenny Barnes

Stats

Stamina: 5/5
Sanity: 6/6

Speed  0 1 2 {3}
Sneak  4 3 2 {1}

Fight  1 2 {3} 4
Will    5 4 [3] 2

Lore  1 2 3 {4}
Luck  5 4 3 {2}


Inventory
$10
0 Clues

Skill - Bravery(Exhaust to reroll horror check)
Spell - Bind Monster
U. Item - Cultes Des Goules
Item - Axe
Item - .18 Derringer


Action:

I attempt to read Cultes Des Goules and fail, then stumble out to Northside Street.

<Excal> And, I'll open by reading my book.
<Ranmilia> If you post
  • on the boards it turns it into a degree sign.

<AndrewRogue> Eww.
<Ranmilia> So if you do your sliders that way, you have to write [zero] like I did.
<Excal> I'm using {} myself
<Excal> So, dice roll goes...
<Excal> Lore Check at -2.  I'm at 4 Lore, so that goes to 2 dice.
<Excal> 2d6 to read?
* Hatbot --> "Excal rolls 2d6 to read? and gets 5."12 [2d6=3, 2]
<Excal> And I am clueless.
<AndrewRogue> Fail. You may expend clue tokens to try and succeed!
<AndrewRogue> >_>
<Excal> I have none
<AndrewRogue> Oh
<AndrewRogue> Yeah. You just fail

Nitori

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Sliders/Stats

Speed  1 [2] 3 4
Sneak  3 [2] 1 zero

Fight  [2] 3 4 5
Will  [3] 2 1 0

Lore  1 [2] 3 4
Luck  5 [4] 3 2

Stamina: 7/7
Sanity: 3/3

Inventory

$7
1 Clue Token
Speed Skill (+1 Speed, add one extra die when spending Clue tokens on Speed checks)
Pallid Mask (+2 to Evade checks)
The King in Yellow (Tome, spend 2 movement points to make a Lore (-2) checks. Nothing happens on failure, lose 1 Sanity and gain 4 Clue tokens on success)
Bullwhip (1H, +1 to combat checks, exhaust to reroll 1 die of a combat check)
.38 Revolver (1H, +3 to combat checks)

To get this treasure hunt started, we need an appropiate place to hunt for treasure...oh, there must be treasure in the inside of that flying thing. Well, we're going to have to kill it then! For treasure! Also, someone more sane should read this weird book. (I plan on giving it to Excal since he doesn't start with any clues, and his book only gives 1 clue. I'll give it to QR if she wants it, though~)

Move to Northside, trade The King in Yellow to Jenny Barnes (Excal)
« Last Edit: June 04, 2009, 08:13:15 AM by Nitori »
<Ko-NitoriisSulpher> roll 1d100 to grade Nitori?
<Hatbot> ACTION --> "Ko-NitoriisSulpher rolls 1d100 to grade Nitori? and gets 100." [1d100=100]

Excal

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Totally countertrades $3 at Monteray Jack (Nitori)

Shale

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My course of action is simple enough: Move to the Administration building, trade money for arcane knowledge and/or the ability to shiv demons.

Vincent Lee
The Doctor, but sadly not that The Doctor


Stats

Stamina: 5/5
Sanity: 5/5

Speed    0    1    2   {3}
Sneak    5    4    3   {2}

Fight    0   {1}   2    3
Will      4   {3}   2    1   

Lore    2  {3}  4    5
Luck    4  {3}  2    1

Inventory

$9
1 Clue Token

Fight Skill (+1 Fight, add one extra die when spending Clue tokens on a Fight check)
Voice of Ra (Spell, -1 casting check, 1 sanity cost; Upkeep: cast and exhaust to get +1 to all skill checks for the remainder of the turn)
Red Sign of Shudde M'Ell (Spell, -1 casting check, 1 sanity cost, any phase: cast and exhaust to lower a target monster's toughness by 1 (minimum 1) and ignore any one monster ability except Magic Immunity for the rest of the combat)
Knife (+1 to Combat checks, one handed item)
Old Journal (Tome, exhaust and spend one movement point to make a Lore -1 check; on success, gain three Clue tokens and discard the tome. On failure, the universe implodes nothing happens.)

Special Ability: Restore 1 stamina to himself or any other character in the same location. Cannot raise stamina above its maximum level.
« Last Edit: June 05, 2009, 08:52:30 PM by Shale »
"Sufficiently advanced magic is indistinguishable from technology."
-Ponder Stibbons

[23:02] <Veryslightlymad> CK dreams about me starring in porno?
[23:02] <CmdrKing> Pretty sure.

Hunter Sopko

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Alex speaketh sound advice. I meander over to the Unnameable (Unmeepleable?) and pick up a Clue, then wait for my encounter.


Stats:
Sanity 4/4
Stamina 6/6

Skills 
Speed  2  [3]  4  5 
Sneak  3  [2] 1  0 

Fight  2  [3]  4  5 
Will    4  [3]  2  1 

Lore  0  1  [2]  3 
Luck  4  3  [2]  1 

Inventory
$6. Passed upkeep.

<Soppy-WhatsTheFlayva> roll 1d6
* Hatbot --> "Soppy-WhatsTheFlayva rolls 1d6 and gets 6." [1d6=6]
<Soppy-WhatsTheFlayva> Whee
<Ranmilia> Although actually I think you aren't even supposed to roll for Bless/Curse/Retainer the first turn you have them
<Ranmilia> Passed anyway.
<Soppy-WhatsTheFlayva> I had a feeling that was the case, but figured it couldn't hurt

1 Clue Token

Will skill (+1 Will, One extra bonus die on Will checks if I spend a Clue token)
Dragon's Eye (Exhaust and spend one Sanity after drawing a gate or location card to draw another in it's place. Whee rudundancy)
Enchanted Knife (Magical Weapon. +3 Combat checks)
Research Materials (Use in place of a Clue token)
Retainer ($2 per turn. Roll 1d6, discard on 1)


AndrewRogue

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REMINDER: Turn 1 Upkeep/Movement Phase ends at 9pm PST (Approximately 21.5 hours from now)  tomorrow! If you have not completed your Upkeep/Movement by then, Ashley or I shall take the phase for you.

QuietRain

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So sorry guys.  Work imploded unexpectedly on me.  Should be good to go from here, though. 
------------------------------------------------------------------------------------------------------------------------


Carolyn Fern

Stats

Stamina: 4/4
Sanity: 6/6

Speed  0 1 [2] 3
Sneak  3 2 [1] 0

Fight  1 [2] 3 4
Will  4 [3] 2 1

Lore  2 3 [4] 5
Luck  5 4 [3] 2

Inventory
$7
1 Clue Token
Luck - When spending a clue token for a luck check, add 1 die
Lamp of Alhazred (Magical Weapon) - +5 to Combat checks
Cabala of Saboth (Tome) - Movement: Exhaust & spend 2 movement points to make a Lore -2 check.  Pass= draw 1 skill & discard.  Fail= nothing.
Old Journal (Tom) - Movement: Exhaust & spend 1 movement points to make a Lore -1 check.  Pass= gain 3 clue tokens & discard.  Fail= nothing.
Motorcycle - Movement.  Exhaust to get 2 extra movement points.

“Psychology,” Upkeep: Dr. Fern may restore 1 Sanity to herself or another character in her location. She cannot raise a character’s Sanity higher than that character’s maximum Sanity.

---------------------------------------------------------
Moving to Indepenence Square to get the Clue token there and await an encounter.

"Soul Meets Soul When Eyes Meet Eyes"

AndrewRogue

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Due to deadline, I shall take control of Sister Mary for the turn.

Stats: 3/2, 2/2, 3/4

Move to Silver Twilight Lodge.

All turns completed. Updating now.

AndrewRogue

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Re: There's Something Foul in Arkham... (UPDATING)
« Reply #13 on: June 06, 2009, 05:41:53 AM »
ARKHAM ENCOUNTERS

Alex/Kate

Finding the arcane portal that she so longed to find, Kate steps through, unsure of what awaits her on the other side.
Kate enters the Gate to the City of the Great Race!

Sopko/Darell

A gate and a monster appear!

or

You hear the scurrying and squeaking of a horde of 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.

Djinn/Mary

"Care to join the order?" Carl Sanford and several of his henchman ask. If you accept pay $3 and take a Silver Twilight Membership. If you decline, pass a Will (-1) check or lose 3 Stamina as the henchmen assist you out the door. Whether you pass or not, move to the street.
Sister Mary has no money and thus must refuse! Pass a Will (-1) check!

Shale/Vincent

"I got a few tricks I can teach you, stranger!" Vincent may choose to learn either:
or

Excal/Jenny

The streets seem fairly peaceful...

QR/Carolyn

"Hey! You! Get outta here! This ain't not place for lollygaggers." Pass a Fight (-1) check to intimidate a policeman or he routs you from the park. Move to the street.

Nitori/Monterey

The streets seem fairly peaceful...

Strago/Dexter

You find a sleeping Sheldon Gang member near the still. Make a Sneak (-2) check to try and swipe the shotgun he has dropped on the ground. If you pass, take a Shotgun from the Common Item deck if there is one. If you fail, the guard awakens. You are caught and beaten, losing 2 Stamina, but you escape with your life. Move to the street.

OTHERWORLD ENCOUNTERS

Alex/Kate

Sometimes, violence IS the answer. Pass a Fight (-1) check to break free of your captors and return to Arkham.

Deadline for Arkham/Otherworld Encounters phase is Sunday night at 9:40pm PST. Map and first post will be updated after the Mythos phase.
« Last Edit: June 06, 2009, 05:44:14 AM by The King in Yellow »

Ranmilia

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Kate Winthrop

Stats

Stamina: 4/4
Sanity: 5/6

Speed  1 2 [3] 4
Sneak  5 4 [3] 2

Fight  1 2 3 [4]
Will  3 2 1 [zero]

Lore  2 3 4 [5]
Luck  4 3 2 [1]

Inventory
$7
3 clue tokens
Bravery Skill (exhaust to reroll horror check)
Shotgun (2 hands, +4 physical to combat checks, 6s count double)
Healing Stone (heal 1 sanity or stamina during upkeep)
Dread Curse of Azathoth (2 hand spell, -2 cast, 2 san cost, +9 to combat checks for one combat)
Enchant Weapon (0 hand spell, 0 cast mod, 1 san cost, makes 1 weapon magical until end of combat)
1 toughness worth of monster trophies (Fire Vampire)


FAITO~


Results
[23:45] <Ranmilia> Fight -1 check to break free of captors and return to Arkham.
[23:45] <Ranmilia> Current fight 4, three dice will be rolled, no modifiers that I know of.
[23:46] <Ranmilia> 3d6 to fight with SCIENCE!
[23:46] * Hatbot --> "Ranmilia rolls 3d6 to fight with SCIENCE! and gets 11." [3d6=6, 2, 3]
[23:46] <Ranmilia> Success.
[23:47] <Ranmilia> Does that return me to Arkham immediately, and if so, do I get to try and close the gate now?
[23:47] <AndrewRogue> You do not get to try to close it immediately.
[23:48] <AndrewRogue> You do return to Arkham.
« Last Edit: June 06, 2009, 05:56:45 AM by Sir Alex »

Excal

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Re: There's Something Foul in Arkham... (Arkham/Otherworld Encounters)
« Reply #15 on: June 06, 2009, 06:17:26 AM »
Lounges about in the street, having nothing better to do.

Hunter Sopko

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Re: There's Something Foul in Arkham... (Arkham/Otherworld Encounters)
« Reply #16 on: June 06, 2009, 09:25:02 AM »
Using Dragon's Eye to take another set of encounters first.

Stats:
Sanity 3/4
Stamina 6/6

Skills 
Speed  2  [3]  4  5 
Sneak  3  [2] 1  0 

Fight  2  [3]  4  5 
Will    4  [3]  2  1 

Lore  0  1  [2]  3 
Luck  4  3  [2]  1 

Inventory
$6.

2 Clue Tokens

Will skill (+1 Will, One extra bonus die on Will checks if I spend a Clue token)
Dragon's Eye (Exhaust and spend one Sanity after drawing a gate or location card to draw another in it's place.)
Enchanted Knife (Magical Weapon. +3 Combat checks)
Research Materials (Use in place of a Clue token)
Retainer ($2 per turn. Roll 1d6, discard on 1)
« Last Edit: June 06, 2009, 09:27:37 AM by Hunter Sopko »

AndrewRogue

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Re: There's Something Foul in Arkham... (Arkham/Otherworld Encounters)
« Reply #17 on: June 06, 2009, 09:30:46 AM »
Sopko/Darell

Pass a Luck (-1) check to find a hidden cache concealed in the wall of an upstairs bedroom. Draw 1 Unique item

or

You bump into Eric Colt. He tells you a horrific 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 available. If it is not available, you pump him for information instead. Gain 3 clue tokens.

Hunter Sopko

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Re: There's Something Foul in Arkham... (Arkham/Otherworld Encounters)
« Reply #18 on: June 06, 2009, 09:42:16 AM »
I will take Eric Colt as an Ally.

Stats:
Sanity 1/4
Stamina 6/6

Skills 
Speed  2  [3]  4  5 
Sneak  3  [2] 1  0 

Fight  2  [3]  4  5 
Will    4  [3]  2  1 

Lore  0  1  [2]  3 
Luck  4  3  [2]  1 

Inventory
$6

2 Clue Tokens

Will skill (+1 Will, One extra bonus die on Will checks if I spend a Clue token)
Dragon's Eye (Exhaust and spend one Sanity after drawing a gate or location card to draw another in it's place.)
Enchanted Knife (Magical Weapon. +3 Combat checks)
Research Materials (Use in place of a Clue token)
Retainer ($2 per turn. Roll 1d6, discard on 1)
Ally: Eric Colt (+2 Speed, Immune to Nightmarish)

Strago

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Re: There's Something Foul in Arkham... (Arkham/Otherworld Encounters)
« Reply #19 on: June 06, 2009, 02:29:39 PM »
I attempt to sneakily steal the Shelgon's shotgun. I fail.

Dexter Drake! Illusionist Extraooooordinaire!

- Stats -

Sanity 5/5
Stamina 3/5

- Skills -

Speed  2 3 [4] 5
Sneak  4 3 [2] 1

Fight  1 [2] 3 4
Will   3 [2] 1 0

Lore  2 3 4 [5]
Luck  3 2 1 [zero]

- Inventory -

$5
Marksman Skill (exhaust to reroll combat check)
Wither (1 hand spell, +0 cast, 0 san cost, +3 to combat checks for one combat)
Shrivelling (1 hand spell, -1 cast, 1 san cost, +6 to combat checks for one combat)
Dread Curse of Azathoth (2 hand spell, -2 cast, 2 san cost, +9 to combat checks for one combat)
Obsidian Statue (discard to cancel all san/stam loss from one source)
Dynamite (2 hands, +8 to combat checks, discard after use)


Transcript of TACTICAL ESPIONAGE ACTION:


<Ranmilia> 1/3 chance.
<Ranmilia> Your call, could go either way.  Since we aren't gonna be sealing gates with clues, use em on whatever rolls you consider important.
<Strago|Dexter> Fair enough. I like shotguns, and if I don't try I'm losing the stamina anyway.
<Strago|Dexter> roll d6 expending a Clue Token to use my POWERS OF ILLUSION effectively
* Hatbot --> "Strago|Dexter rolls d6 expending a Clue Token to use my POWERS OF ILLUSION effectively and gets 3."12 [d6=3]
* Strago|Dexter makes a sad trombone noise.

AndrewRogue

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Re: There's Something Foul in Arkham... (Arkham/Otherworld Encounters)
« Reply #20 on: June 07, 2009, 10:46:11 PM »
Approximately 7 hours until deadline.

---

QR/Carolyn is chucked out of the park and onto her ass.

<AndrewRogue> Just a simple 1d6 will do, Gate
<Gate-weekend> d6 for great justice
* Hatbot --> "Gate-weekend rolls d6 for great justice and gets 1."12 [d6=1]
<Gate-weekend> that's bad, right?
<AndrewRogue> And Carolyn is thrown out of the park.
<AndrewRogue> I'll make the post for you two so you don't have to do it?
<Gate-weekend> thanks
« Last Edit: June 07, 2009, 11:04:31 PM by The King in Yellow »

Shale

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Re: There's Something Foul in Arkham... (Arkham/Otherworld Encounters)
« Reply #21 on: June 08, 2009, 02:52:21 AM »
I take the Lore skill.
"Sufficiently advanced magic is indistinguishable from technology."
-Ponder Stibbons

[23:02] <Veryslightlymad> CK dreams about me starring in porno?
[23:02] <CmdrKing> Pretty sure.

AndrewRogue

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Re: There's Something Foul in Arkham... (Arkham/Otherworld Encounters)
« Reply #22 on: June 08, 2009, 06:18:46 AM »
Since Djinn has not posted by deadline.

<AndrewRogue> roll 1d6
* Hatbot --> "AndrewRogue rolls 1d6 and gets 6."12 [1d6=6]

Sister Mary is too awesome and has God on her side.

AndrewRogue

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Re: There's Something Foul in Arkham... (UPDATING)
« Reply #23 on: June 08, 2009, 06:44:41 AM »
Just when I thought things couldn't get any worse! I heard that some ghost train been showin' up at the train station. They been findin' all sorts of folks dead up there, and I certainly don't want no part of that. I only hope all this stops soon, or I'm gonna have to move the family the hell outta here. Ain't safe for the kids with these shadows at night, and the creepy folks in French Hill and now goddamn ghost trains!

TERROR AT THE TRAIN STATION

A gate appears at The Witch House (bringing with it a Star Spawn and a Gug). A clue appears at the black cave. Moon monsters move on white, Cross monsters move on black. A rusty train arrives in Arkham, disgorging 2 monsters (a Hound of Tindalos and a Nightgaunt) into the Northside Streets.

You are now in the Upkeep/Movement steps of Turn 2. The Encounters phase will begin once all players have completed there action or deadline is reached at 10:40 PM PST on Tuesday. The wiki will be fully updated by Tuesday, so keep track of your information closely until then!


Please bold your actions for the turn and your actions for the turn only.

Please announce where/if you will be moving your sliders.

Please remember that you cannot take an action that would require a player later in the turn to go before you.

If you wish to use a location's encounter power rather than drawing an encounter, please announce it at the end of you turn.

Feel free to discuss actions here or in #RPGDLArkham!

Ranmilia

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Kate Winthrop

Stats

Stamina: 4/4
Sanity: 6/6

Speed  1 2 [3] 4
Sneak  5 4 [3] 2

Fight  1 2 3 [4]
Will  3 2 1 [zero]

Lore  2 3 4 [5]
Luck  4 3 2 [1]

Inventory
$7
3 clue tokens
Bravery Skill (exhaust to reroll horror check)
Shotgun (2 hands, +4 physical to combat checks, 6s count double)
Healing Stone (heal 1 sanity or stamina during upkeep)
Dread Curse of Azathoth (2 hand spell, -2 cast, 2 san cost, +9 to combat checks for one combat)
Enchant Weapon (0 hand spell, 0 cast mod, 1 san cost, makes 1 weapon magical until end of combat)
1 toughness worth of monster trophies (Fire Vampire)


Use Healing Stone to restore one sanity.  Otherwise, hang out.


Results
Yup.