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Author Topic: Another Peaceful Day in Arkham!  (Read 37398 times)

Ranmilia

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Re: There's Something Foul in Arkham... (GAME ON, TURN 1, UPKEEP/MOVEMENT)
« Reply #100 on: June 18, 2009, 06:27:54 AM »
Kate Winthrop

Stats

Stamina: 4/4
Sanity: 1/6

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
$4
1 clue token
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)
Book of Dyzan (spend 2 movement points to make lore -1 check to trade 1 san for 1 spell, after two successes discard book)
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+3+2 toughness worth of monster trophies (Fire Vampire, Dark Young, Nightgaunt)
1 gate trophy (+0, City of the Great Race)

Kate has no luck, but she totally watched the 1920s version of Terminator and makes her own fate by spending some clues.


Results
[00:24] <Ranmilia> In the same vein, I'll blow some clues to try and come back through the gate.  Got 3 clues right now, let's see how it goes.
[00:24] <AndrewRogue> Aw. The Curse of Nitori failed.
[00:24] <Ranmilia> 1d6
[00:24] * Hatbot --> "Ranmilia rolls 1d6 and gets 2." [1d6=2]
[00:25] <Ranmilia> Hm.
[00:25] <Ranmilia> Again?  I think again.
[00:25] <Ranmilia> 1d6
[00:25] * Shale is now known as Shale-zzzzzzzz
[00:25] * Hatbot --> "Ranmilia rolls 1d6 and gets 6." [1d6=6]
[00:25] <Soppy-WhatsTheFlayva> Nice
[00:25] <Ranmilia> Bam!
[00:25] <AndrewRogue> Man. You guys are luckier than me
[00:25] <Nitori> Of course we are~
[00:25] <AndrewRogue> That's it. Next game, I'm adding a mean expansion
[00:26] <Ranmilia> 2 clues spent, 1 remaining, hey look, it wasn't a gate at all, I just hit my head on a rock.
« Last Edit: June 18, 2009, 06:35:34 AM by Sir Alex »

Nitori

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Re: There's Something Foul in Arkham... (TURN 4- ENCOUNTERS)
« Reply #101 on: June 18, 2009, 07:21:41 AM »

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: 6/7
Sanity: 1/3

Inventory

$6
2 Clue Tokens
1 Nightgaunt trophy (2 toughness)
Speed Skill (+1 Speed, add one extra die when spending Clue tokens on Speed checks)
Pallid Mask (+2 to Evade checks)
Holy Water (1H, magical weapon, +6 to combat checks, discard after use)
Bullwhip (1H, +1 to combat checks, exhaust to reroll 1 die of a combat check)
.38 Revolver (1H, +3 to combat checks)

<Nitori> Well, this would be a good time to take my encounter
<Nitori> Witnesses to help me rig the ro- I mean rig the ro- I mean witnesses~?
<Soppy-WhatsTheFlayva> Here
<AndrewRogue> Yo
<Nitori> I have 3 Will, Will (-1) check, two dice
<Nitori> 2d6
<Hatbot> ACTION --> "Nitori rolls 2d6 and gets 5." [2d6=2, 3]
<Nitori> I blame Ko
<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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Re: There's Something Foul in Arkham... (TURN 4- ENCOUNTERS)
« Reply #102 on: June 18, 2009, 07:33:29 AM »
I will take the +Will Skill

Strago

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Re: There's Something Foul in Arkham... (TURN 4- ENCOUNTERS)
« Reply #103 on: June 18, 2009, 12:24:52 PM »
Dexter Drake! Illusionist Extraooooordinaire!

- Stats -

Sanity 1/5
Stamina 2/5

- Skills -

Speed  2 [3] 4 5
Sneak  4 [3] 2 1

Fight  1 2 [3] 4
Will   3 2 [1] zero

Lore  2 3 4 [5]
Luck  3 2 1 [zero]

- Inventory -

$5
3 Toughness in Monster Trophies (Gug)
1 Gate Trophy (-2, Yuggoth)
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)
Dynamite (2 hands, +8 to combat checks, discard after use)


Emerging from Yuggoth in the environs of Hibb's Roadhouse, Dexter Drake uses what knowledge he has gleaned of these foul and eldritch things -- a not inconsiderable amount, given the fact that he's been driven nearly insane by it -- to close the yawning gate before him. Being a super sexy badass, he of course succeeds.


> Anyone happen to be around this fine morning?
<xorntoro-ded> Hoya.
> Ha ha!
> In that case, since I'm up and about, let's close this dang gate.
* xorntoro-ded nods nods. Alright.
> Hibb's Roadhouse, gate to Yuggoth. Using Lore to close it, Gate modifier's a -2, that means I roll 3 dice and need but one 5 or 6.
> 3d6 to save the world
* Hatbot --> "Strago|Dexter rolls 3d6 to save the world and gets 11."12 [3d6=4, 6, 1]
> Yay!

Strago

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Re: There's Something Foul in Arkham... (TURN 4- ENCOUNTERS)
« Reply #104 on: June 18, 2009, 06:12:04 PM »
Oh, and I think that also makes the Byakhee return to the Monster Cup. Woo.

Hunter Sopko

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Re: There's Something Foul in Arkham... (TURN 4- ENCOUNTERS)
« Reply #105 on: June 20, 2009, 05:22:32 AM »
Doing people's rolls cause Andy told me to!

<AndrewTotallyInadequate> One of the people here capable of doing me a favor?
<Soppy-WhatsTheFlayva> Depends
<AndrewTotallyInadequate> Do Gate and QR's rolls and post 'em for me?
<Soppy-WhatsTheFlayva> K.
<Soppy-WhatsTheFlayva> QR is at 5/6 Sanity
<Soppy-WhatsTheFlayva> So I roll 5 die.
<Soppy-WhatsTheFlayva> Lose 1 Sanity for each failure, gain 1 clue for each success if you don't go insane
<Soppy-WhatsTheFlayva> 5d6
* Hatbot --> "Soppy-WhatsTheFlayva rolls 5d6 and gets 17." [5d6=5, 4, 1, 2, 5]
<Soppy-WhatsTheFlayva> So she's down to 2/6 Sanity and gains 2 clues

<Soppy-WhatsTheFlayva> Best as I can figure it, Djinn's current Lore is 3. So minus one is 2.
<Soppy-WhatsTheFlayva> roll 2d6
* Hatbot --> "Soppy-WhatsTheFlayva rolls 2d6 and gets 5." [2d6=3, 2]
<Soppy-WhatsTheFlayva> Djinn gets booted out into the streets.
<Soppy-WhatsTheFlayva> Loses no Sanity, but gains no Clue

AndrewRogue

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Re: There's Something Foul in Arkham... (TURN 4- ENCOUNTERS)
« Reply #106 on: June 20, 2009, 06:15:00 AM »
Oh God! Please say it isn't so...

Southside Strangler Suspected!

However, the press is mistaken, and the murders were caused by two monsters that are released into the Southside streets (a Dimensional Shambler and a Dark Young)! A clue appears at the Historical Society. A gate opens in the Woods (spawning a Chthonian and a Ghoul). Circle moves on white, Square and Diamond move on black.

(BOARD CORRECTION! The Dimensional Shambler moved, putting him in the Rivertown Streets. Have fun, Vincent.)


Deadline in 48 hours.

Ranmilia

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Re: There's Something Foul in Arkham... (GAME ON, TURN 1, UPKEEP/MOVEMENT)
« Reply #107 on: June 20, 2009, 06:20:25 AM »
Kate Winthrop

Stats

Stamina: 4/4
Sanity: 2/6

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
$4
1 clue token
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)
Book of Dyzan (spend 2 movement points to make lore -1 check to trade 1 san for 1 spell, after two successes discard book)
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+3+2 toughness worth of monster trophies (Fire Vampire, Dark Young, Nightgaunt)
1 gate trophy (+0, City of the Great Race)

Heal 1 Sanity, hang out, close gate, the usual.


Results
The stone glows.  Watching it provides you some measure of comfort, as if it was an eldritch teddy bear.  Mr. Stone is cute, isn't he?

Hunter Sopko

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Re: There's Something Foul in Arkham... (TURN 5- UPKEEP/MOVEMENT)
« Reply #108 on: June 20, 2009, 06:23:15 AM »
Just chilling on the gate, waiting to close it.

I slide the Fight/Will over one in preparation.


Stats:
Sanity 3/4
Stamina 5/6

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

0 Clue Tokens
2 Toughness Monster Trophies

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)
Ally: Eric Colt (+2 Speed, Immune to Nightmarish)

Shale

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Re: There's Something Foul in Arkham... (TURN 5- UPKEEP/MOVEMENT)
« Reply #109 on: June 20, 2009, 07:13:28 AM »
Unless anybody feels like bashing the Shambler's head in for me (can they, even? Seeing as it technically ran into me before anybody's turn, after all), I've got no choice but to fight it and end my turn in the streets. Also, if our friendly neighborhood psychologist would care to help with the fact that I am rapidly going insane and won't be able to reach Arkham until the next turn, I will be eternally grateful.
« Last Edit: June 20, 2009, 07:51:20 AM 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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Re: There's Something Foul in Arkham... (TURN 5- UPKEEP/MOVEMENT)
« Reply #110 on: June 20, 2009, 07:28:40 AM »
Sad, since it would go away once Alex closed the gate. Unlucky movement there.

Nitori

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Re: There's Something Foul in Arkham... (TURN 5- UPKEEP/MOVEMENT)
« Reply #111 on: June 20, 2009, 09:35:36 AM »

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: 6/7
Sanity: 1/3

Inventory

$6
2 Clue Tokens
1 Nightgaunt trophy (2 toughness)
Speed Skill (+1 Speed, add one extra die when spending Clue tokens on Speed checks)
Pallid Mask (+2 to Evade checks)
Holy Water (1H, magical weapon, +6 to combat checks, discard after use)
Bullwhip (1H, +1 to combat checks, exhaust to reroll 1 die of a combat check)
.38 Revolver (1H, +3 to combat checks)

Shift Lore/Luck towards Luck, move to Arkham Asylum.
<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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Re: There's Something Foul in Arkham... (TURN 5- UPKEEP/MOVEMENT)
« Reply #112 on: June 20, 2009, 09:39:06 AM »
<Irius> Alright, let's take a look at the stats on this sucker.
<Irius> -2 Will, -2 Combat, so let's shuffle Will/Fight to 4/2.
<Irius> 2d6
* Taishyr has joined #RPGDLArkhamHorror
* Hatbot --> "Irius rolls 2d6 and gets 9."12 [2d6=5, 4]
<Irius> Done.  Now lets do the combat.
<Irius> My fight gets cancelled, but I've got two weapons, and it lacks Phys immunity.
<Irius> 4d6
* Hatbot --> "Irius rolls 4d6 and gets 9."12 [4d6=2, 2, 1, 4]
<Irius> Well if that don't beat all.  Let's spend the clue.
<Irius> That's just one extra die, yes?
<AndrewRogue> Yeah, unless you have a handy skill
<Irius> d6
* Hatbot --> "Irius rolls d6 and gets 1."12 [d6=1]
<AndrewRogue> Hatbot, why do you hate Excal?
<Hatbot> That's what it says right here, AndrewRogue.
<Irius> So, here's the question.
<Irius> It says that I lose 1 Stam, which puts me at 0
<Irius> It also says I get lost in time and space.
<Irius> Which takes precedence.  Or do I get devoured?
<AndrewRogue> I... don't think he has a stamina damage
<Irius> One blood drop
<AndrewRogue> Blood drop is his toughness
<Nitori> That's toughness~
<AndrewRogue> Red circles under the number are his damage
<Nitori> Stamina damage is the hearts
<Irius> Ahhh.  Never mind then.
<AndrewRogue> You are just LiTaS

So, uh, yeah.  See you guys next week.

Strago

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Re: There's Something Foul in Arkham... (TURN 5- UPKEEP/MOVEMENT)
« Reply #113 on: June 20, 2009, 01:03:25 PM »
Move to Arkham Asylum. In the Encounter phase I'll be spending $2 to Restore my Sanity fully. Also sliding Speed/Sneak to 4/2 since I'll be wanting to fight some stuff next turn, most likely, and it's all kinda far away.

- Stats -

Sanity 1/5
Stamina 2/5

- Skills -

Speed  2 3 [4] 5
Sneak  4 3 [2] 1

Fight  1 2 [3] 4
Will   3 2 [1] zero

Lore  2 3 4 [5]
Luck  3 2 1 [zero]

- Inventory -

$5
3 Toughness in Monster Trophies (Gug)
1 Gate Trophy (-2, Yuggoth)
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)
Dynamite (2 hands, +8 to combat checks, discard after use)

Strago

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Re: There's Something Foul in Arkham... (TURN 5- UPKEEP/MOVEMENT)
« Reply #114 on: June 21, 2009, 10:13:26 PM »
Unless anybody feels like bashing the Shambler's head in for me (can they, even? Seeing as it technically ran into me before anybody's turn, after all), I've got no choice but to fight it and end my turn in the streets. Also, if our friendly neighborhood psychologist would care to help with the fact that I am rapidly going insane and won't be able to reach Arkham until the next turn, I will be eternally grateful.

Friendly neighborhood psychologist seems to be Lost in Time and Space. I'd offer to amend my movement and have a go at the Shambler for you, but sadly there's no way I'd make that Horror check. Sorry, dude.

Consistently taking the full two days for each phase is booooo-urns.

Shale

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Re: There's Something Foul in Arkham... (TURN 5- UPKEEP/MOVEMENT)
« Reply #115 on: June 21, 2009, 10:58:42 PM »
I'm waiting on Djinn (or whoever ends up deciding for Mary) before I know whether or not I need to fight the Shambler. Anybody else waiting?
"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... (TURN 5- UPKEEP/MOVEMENT)
« Reply #116 on: June 22, 2009, 02:20:04 AM »
Stats AFTER the combat

Sanity: 4/7
Stamina: 3/3

Stats: 3/2, 3/1, 4/3

Clues: 1, Dollars: 0, Trophies: Star Spawn, Dimensional Shambler

Skills: Stealth
Spells: Voice of Ra, Wither
Items: Cross
Other: Blessing

<AndrewCrossingEdges> Speaking of
<AndrewCrossingEdges> Blessing check, aisle 1
<AndrewCrossingEdges> roll 1d6
* Hatbot --> "AndrewCrossingEdges rolls 1d6 and gets 3."12 [1d6=3]
<AndrewCrossingEdges> Beautiful
<AndrewCrossingEdges> Let us rock this out.
<AndrewCrossingEdges> First, Sister Mary indulges in the black arts
<AndrewCrossingEdges> Voice of Ra
<AndrewCrossingEdges> roll 3d6
* Hatbot --> "AndrewCrossingEdges rolls 3d6 and gets 10."12 [3d6=3, 3, 4]
<AndrewCrossingEdges> She succeeds
<Shale> Yay blessing.
<AndrewCrossingEdges> Now she'll walk on over and say hi to Mr. Shambler
<AndrewCrossingEdges> Heaven (but never Hell)
<AndrewCrossingEdges> Let's Rock
<AndrewCrossingEdges> Round 1
<AndrewCrossingEdges> Cast Wiiiither
<AndrewCrossingEdges> roll 5d6
* Hatbot --> "AndrewCrossingEdges rolls 5d6 and gets 16."12 [5d6=2, 1, 4, 4, 5]
<AndrewCrossingEdges> (4 + 1 from Ra)
<AndrewCrossingEdges> She succeeds.
<AndrewCrossingEdges> Her Combat check is...
<Shale> So she now has 3+1+3 against the shambler's -2.
<AndrewCrossingEdges> So 5 dice to score one success
<AndrewCrossingEdges> roll 5d6
* Hatbot --> "AndrewCrossingEdges rolls 5d6 and gets 18."12 [5d6=6, 4, 3, 1, 4]
<AndrewCrossingEdges> BLAM
<AndrewCrossingEdges> Shambler is ruined.
<Shale> Mary loses 2 sanity, is at 5/3, and I get to doctor myself and run gibbering in terror to Arkham Asylum.
<AndrewCrossingEdges> Oh. I forgot to Horror check, actually
<AndrewCrossingEdges> Thanks
<AndrewCrossingEdges> >_>
<AndrewCrossingEdges> Which is 0
<AndrewCrossingEdges> !
<AndrewCrossingEdges> No.
<AndrewCrossingEdges> She gets 1 die
<AndrewCrossingEdges> Cross + Ra + 1 Will
<AndrewCrossingEdges> roll 1d6
* Hatbot --> "AndrewCrossingEdges rolls 1d6 and gets 3."12 [1d6=3]
<AndrewCrossingEdges> You are NOW correct
« Last Edit: June 22, 2009, 03:03:10 AM by The King in Yellow »

Shale

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Re: There's Something Foul in Arkham... (TURN 5- UPKEEP/MOVEMENT)
« Reply #117 on: June 22, 2009, 02:21:17 AM »
Mary, under the care of our friendly neighborhood mod, has slain the Dimensional Shambler, opening the Rivertown Streets to travel. I patch myself up to full stamina and run like the near-madman I am to Arkham Asylum, where I can't actually afford treatment but will become marginally saner by osmosis while sitting in the waiting room.
"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... (TURN 5- UPKEEP/MOVEMENT)
« Reply #118 on: June 22, 2009, 03:01:09 AM »
Arkham Encounters

Everyone pretty much goes and does their own thing. Sopko and Alex attempt to close gates.

Hunter Sopko

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Re: There's Something Foul in Arkham... (TURN 5- ENCOUNTERS)
« Reply #119 on: June 22, 2009, 03:07:50 AM »
Gate to Yuggoth closed!

<Soppy-WhatsTheFlayva> So trying to close the gate with FIGHT!
<Soppy-WhatsTheFlayva> Currently at 5, minus 2 for the gate.
<Soppy-WhatsTheFlayva> roll 3d6
* Hatbot --> "Soppy-WhatsTheFlayva rolls 3d6 and gets 15." [3d6=6, 5, 4]
<Soppy-WhatsTheFlayva> Yay!
<Soppy-WhatsTheFlayva> Gate closed.
<AndrewCrossingEdges> Awww
<Soppy-WhatsTheFlayva> Haw haw


Stats:
Sanity 3/4
Stamina 5/6

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

0 Clue Tokens
2 Toughness Monster Trophies (2 Ghosts)
1 Gate Trophy (Yuggoth)

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)
Ally: Eric Colt (+2 Speed, Immune to Nightmarish)

Ranmilia

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Re: There's Something Foul in Arkham... (GAME ON, TURN 1, UPKEEP/MOVEMENT)
« Reply #120 on: June 22, 2009, 04:08:45 AM »
Kate Winthrop

Stats

Stamina: 4/4
Sanity: 2/6

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
$4
1 clue token
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)
Book of Dyzan (spend 2 movement points to make lore -1 check to trade 1 san for 1 spell, after two successes discard book)
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+3+2 toughness worth of monster trophies (Fire Vampire, Dark Young, Nightgaunt)
2 gate trophies (+0, City of the Great Race, +0 Another Dimension)

Close gate  Success!


Results
[22:06] <Ranmilia> Lore, score 5, Another Dimension +0, 5 dice
[22:06] <AndrewCrossingEdges> Closing gates on people sucks hard.
[22:07] <Ranmilia> Right?
[22:07] <AndrewCrossingEdges> Yup
[22:07] <Ranmilia> 5d6
[22:07] * Hatbot --> "Ranmilia rolls 5d6 and gets 15." [5d6=5, 4, 1, 4, 1]

AndrewRogue

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Re: There's Something Foul in Arkham... (TURN 5- ENCOUNTERS)
« Reply #121 on: June 22, 2009, 05:15:31 AM »
Bloody museum thinks just because it has got some new stuff that they can go and charge a guy a whole dollar to take a look? Ridiculous.

Egyptian Exhibit Visits Miskatonic U.
(Environment: Urban)

Any investigator who ends his movement in the Miskatonic U. streets may pass a Lore (-1) check to gain 1 Clue token by reading the strange heiroglyphics on the artifacts at the exhibit.

A gate opens at The Witch House (taking Darrell to Leng) and a Dark Young and Star Spawn emerge. A clue appears at the Black Cave. Cross moves on white (Star Spawn into the French Hill Streets) and Moon moves on Black.


You all know the drill.

Hunter Sopko

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Re: There's Something Foul in Arkham... (TURN 6- MOVEMENT/UPKEEP)
« Reply #122 on: June 22, 2009, 05:22:30 AM »
Wheeee!

Setting Fight/Will back again and waiting for otherworld encounter.


Stats:
Sanity 3/4
Stamina 5/6

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

0 Clue Tokens
2 Toughness Monster Trophies (2 Ghosts)
1 Gate Trophy (Yuggoth)

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)
Ally: Eric Colt (+2 Speed, Immune to Nightmarish)
« Last Edit: June 22, 2009, 07:11:25 AM by Hunter Sopko »

Shale

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Re: There's Something Foul in Arkham... (TURN 6- MOVEMENT/UPKEEP)
« Reply #123 on: June 22, 2009, 05:24:28 AM »
Vincent Lee

Stats

Stamina: 5/5
Sanity: 3/5

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

Focus 2

Inventory

$1
1 Clue Token

Fight Skill (+1 Fight, add one extra die when spending Clue tokens on a Fight check)
Lore Skill (+1 Lore, add one extra die when spending Clue tokens on a Lore 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)

2 Toughness worth of Monster Trophies

I use my doctoring abilities to patch up Dexter's wounds a bit, and then mosey over to the Train Station for an encounter.
"Sufficiently advanced magic is indistinguishable from technology."
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[23:02] <Veryslightlymad> CK dreams about me starring in porno?
[23:02] <CmdrKing> Pretty sure.

Strago

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Re: There's Something Foul in Arkham... (TURN 6- MOVEMENT/UPKEEP)
« Reply #124 on: June 22, 2009, 02:24:39 PM »
Hrmm. Okay, stats are as follows. Not at all sure what to do this turn. I guess I need to set my Will higher and start actually trying to make some Horror checks if I'm going to tackle these nasties and not have to constantly retreat to Arkham, since my main combat power is from Sanity-sapping spells.


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] zero

Lore  2 3 4 [5]
Luck  3 2 1 [zero]

- Inventory -

$3
3 Toughness in Monster Trophies (Gug)
1 Gate Trophy (-2, Yuggoth)
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)
Dynamite (2 hands, +8 to combat checks, discard after use)