Author Topic: Another Peaceful Day in Arkham!  (Read 36936 times)

AndrewRogue

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Re: There's Something Foul in Arkham... (TURN 2- UPKEEP/MOVEMENT)
« Reply #25 on: June 08, 2009, 07:31:32 AM »
SISTER MARY SHOULD ACTUALLY BE IN THE FRENCH HILL STREETS. THE MAP WILL BE UPDATED WHEN I GET THE CHANCE!

Hunter Sopko

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Re: There's Something Foul in Arkham... (TURN 2- UPKEEP/MOVEMENT)
« Reply #26 on: June 08, 2009, 11:21:43 AM »
I'm gonna have to head to the Asylum via the open Merchant District/Rivertown path. Failed upkeep on my Retainer, but I still at least get the $2 from this turn.

<Soppy-WhatsTheFlayva> Anyone around that might be witness to my upkeep?
<Ranmilia> Yo
<Soppy-WhatsTheFlayva> Coo
<Soppy-WhatsTheFlayva> 1d6
* Hatbot --> "Soppy-WhatsTheFlayva rolls 1d6 and gets 1." [1d6=1]
<Soppy-WhatsTheFlayva> Whelp. That sucks

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
$8

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

Strago

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Re: There's Something Foul in Arkham... (TURN 2- UPKEEP/MOVEMENT)
« Reply #27 on: June 08, 2009, 02:32:38 PM »
Considering three courses of action:

1) Head to the Historical Society, pick up Clue Token and await an Encounter.
2) Head to the Black Cave, pick up two Clue Tokens and await an Encounter.
3) Try my luck with the Star Spawn, which I think I could take down (Marksman, Dynamite, Shrivelling, etc.), but probably only while taking significant damage given Dexter's unimpressive Will.

Any thoughts? I'll be around IRC tonight and hopefully will decide then.

Shale

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Re: There's Something Foul in Arkham... (TURN 2- UPKEEP/MOVEMENT)
« Reply #28 on: June 08, 2009, 04:53:37 PM »
Given the impossibility of making it to the Witch House alone, my best course of action seems to be to head for Northside, where I can use Red Sign to turn that Hound into something reasonably killable. How does that work vis-a-vis the fact that the Star Spawn would eat me alive?
« Last Edit: June 08, 2009, 04:58:10 PM by Shale »
"Sufficiently advanced magic is indistinguishable from technology."
-Ponder Stibbons

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QuietRain

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Re: There's Something Foul in Arkham... (TURN 2- UPKEEP/MOVEMENT)
« Reply #29 on: June 08, 2009, 05:38:30 PM »
Carolyn Fern

Stats - no changes this turn

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.
--------------------------------------------------------
I think there's enough people going after Northside.  I'm going to position myself to hep out with the critter down at French Hill.  And get closer to shutting down the gate at the Witches House.

Move 2 spaces through normal movement.  Use the Motorcycle to get the rest of the way to French Hill.
"Soul Meets Soul When Eyes Meet Eyes"

Excal

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Re: There's Something Foul in Arkham... (TURN 2- UPKEEP/MOVEMENT)
« Reply #30 on: June 08, 2009, 08:04:25 PM »
Gonna wait and see what Shale does first as he's ahead of me in turn order, and will definatly change if I'm blowing my spell, going physical, or, wonder of wonders, can actually wander around on my turn.

Hunter Sopko

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Re: There's Something Foul in Arkham... (TURN 2- UPKEEP/MOVEMENT)
« Reply #31 on: June 08, 2009, 09:47:32 PM »
Given the impossibility of making it to the Witch House alone, my best course of action seems to be to head for Northside, where I can use Red Sign to turn that Hound into something reasonably killable. How does that work vis-a-vis the fact that the Star Spawn would eat me alive?

What do you mean, Shale? You have a clear run to Northside. Unless you're asking if you should use it on the Star Spawn instead. Hound is probably a better choice for you. That Gug is sitting there and you don't want to get caught alone between two monsters if it moves, even if you change one of them.

Shale

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Re: There's Something Foul in Arkham... (TURN 2- UPKEEP/MOVEMENT)
« Reply #32 on: June 08, 2009, 11:02:32 PM »
No, I'm a dumbass and got confused as to which monster was where. I was thinking the Starspawn was at Northside.
"Sufficiently advanced magic is indistinguishable from technology."
-Ponder Stibbons

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Strago

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Re: There's Something Foul in Arkham... (TURN 2- UPKEEP/MOVEMENT)
« Reply #33 on: June 09, 2009, 05:10:46 AM »
Since I'm pretty much last in the turn order, let me say that if Djinn/QR/whoever else feels like taking out the Star Spawn instead of me, I'm happy to murderize the Gug and jump in to the Witch House Gate.

Shale

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Re: There's Something Foul in Arkham... (TURN 2- UPKEEP/MOVEMENT)
« Reply #34 on: June 09, 2009, 05:39:41 AM »
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}

Focus 2

Inventory

$1
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.)

Move to Northside, engage Hound of Tindalos

[00:25] <Shale> Okay, now the dicey part. If I fail this horror check I am extremely boned.
[00:25] <Shale> d6
[00:25] * Hatbot --> "Shale rolls d6 and gets 4." [d6=4]
[00:25] <Shale> Haet.
[00:25] <Shale> Clue token.
[00:25] <Shale> d6
[00:25] * Hatbot --> "Shale rolls d6 and gets 6." [d6=6]
[00:25] <Shale> Woot.
[00:26] <Shale> Okay, fun time. Red Sign of Shudde M'Ell. Casts at Lore-1, I have 4 Lore and the +Lore skill.
[00:26] <Shale> 4d6
[00:26] * Hatbot --> "Shale rolls 4d6 and gets 16." [4d6=2, 4, 6, 4]
[00:26] <Shale> Whew.
[00:26] <Shale> 4/5 stamina, Hound is at 1 toughness and no longer physically immune.
[00:27] <Shale> Er, 4/5 sanity.
[00:28] <Shale> Hound has a -1 combat check, I have 1 fight, +fight skill, and the knife.
[00:28] <Shale> 2d6
[00:28] * Hatbot --> "Shale rolls 2d6 and gets 5." [2d6=2, 3]
[00:28] <Strago|Dexter> Booo.
[00:29] <Shale> Fuck. Okay, 2 Stamina. Make or break time.
[00:29] <Shale> 2d6
[00:29] * Hatbot --> "Shale rolls 2d6 and gets 4." [2d6=1, 3]
[00:29] <Shale> ....and I'm dead.

Yeah, that didn't go well. I discard the knife and the tome, and go directly to the hospital. Do not pass Go, do not collect shreds of dignity.
« Last Edit: June 09, 2009, 05:43:38 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.

Excal

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Re: There's Something Foul in Arkham... (TURN 2- UPKEEP/MOVEMENT)
« Reply #35 on: June 09, 2009, 07:01:18 AM »
<Excal> Anyone here to witness my impending doom?
<Excal> Eh, whatever, the record will be here.
<Excal> So, let's start by shifting Fight/Will over from 3/3 to 2/4.
<Excal> Now, to open against the Hound.
<Excal> 2d6
* Hatbot --> "Excal rolls 2d6 and gets 10."12 [2d6=4, 6]
<Excal> Make the San check.
<Excal> Now, to bust out Hold Monster.
<Excal> Difficulty of 3, Lore 4 with a modifier of +4.
<Excal> 8d6
* Hatbot --> "Excal rolls 8d6 and gets 25."12 [8d6=1, 4, 2, 1, 3, 4, 6, 4]
<Excal> of course...
<Excal> Well, that's 2 Stamina gone.  If I just blew the spell, then I'm toast.  If I didn't, then I'll attempt a recast.
<Excal> 8d6
* Hatbot --> "Excal rolls 8d6 and gets 22."12 [8d6=5, 3, 2, 2, 6, 2, 1, 1]
<Excal> Alright, another two Stamina.  Assuming failed attempts don't cost San, I get one more shot.
<Excal> 8d6
* Hatbot --> "Excal rolls 8d6 and gets 26."12 [8d6=6, 5, 1, 5, 3, 1, 1, 4]
<Excal> So, making those two assumptions, I win.  If the second one fails, then I just burnt my Sanity to 0, but killed the Hound in the Process.
<Excal> And...  assuming I still have San (so am now at 4/6 and have discarded Hold Monster after it worked), and have 1/5 Stamina, and I still have to fight what's around, let's take a stab at the Nightgaunt.
<Excal> 3d6 San
* Hatbot --> "Excal rolls 3d6 San and gets 12."12 [3d6=3, 4, 5]
<Excal> Made.  Now I have a Fight Check at -2, but my gear gives me +4 for a +6 which goes back down to +4.
<Excal> It has Toughness 1, so one success wins.
<Excal> 4d6
* Hatbot --> "Excal rolls 4d6 and gets 11."12 [4d6=2, 2, 6, 1]
<Excal> So, if all those assumptions hold, I just cleared North Street and my turn is over with me a bloody battered mess.
<Excal> Annnnnd, damn.  At this point I double check my sheet and see that I have 4 Stam.  So the second failure ended me.
<Shale> I hate that hound.
<Excal> roll 8*6
* Hatbot --> "Excal rolls 8*6 and gets 48."12
<Excal> Damn those were some really average rolls.
<Excal> so, I'll scrap...  the books and head to the hospital.

AndrewRogue

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Re: There's Something Foul in Arkham... (TURN 2- UPKEEP/MOVEMENT)
« Reply #36 on: June 09, 2009, 08:05:49 AM »
Given that Sister Mary's turn need occur to get some stuff done, this is officially a placeholder turn. If Djinn shows up before deadline, he may choose to alter my actions for this turn or stick with them.

Sanity: 7/7
Stamina: 3/3

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

Blessing Remains in play.

<AndrewRogue> Checking for blessing.
<AndrewRogue> roll 1d6
* Hatbot --> "AndrewRogue rolls 1d6 and gets 4."12 [1d6=4]

Going to fight the Star Spawn since Sister Mary is stuck under it anyway.

<AndrewRogue> A'ight. Go go dumb luck
<AndrewRogue> Sister Mary equips Holy Water
<AndrewRogue> Sister Mary Horror Checks
<AndrewRogue> She has not enough Will. She takes 3 Sanity damage.
<AndrewRogue> Sister Mary cocks her arm back and HURLS THAT SUMBITCH
<AndrewRogue> roll 6d6
* Hatbot --> "AndrewRogue rolls 6d6 and gets 24."12 [6d6=6, 1, 6, 2, 5, 4]
<AndrewRogue> Sister Mary is successful!

Sister Mary gains a Star Spawn trophy and the path is cleared for all going after her.

Strago

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Re: There's Something Foul in Arkham... (TURN 2- UPKEEP/MOVEMENT)
« Reply #37 on: June 09, 2009, 01:42:39 PM »
... dag, that Hound of Tindalos is eating us alive. Maaaaaybe, since QR's turn doesn't actually come until a bit later in the order anyway, she wants to scrap that move to French Hill and go after the Hound instead? Since she has great Sanity, good Will, and a Magical Weapon that looks like it could probably really mess the Hound up?

She could even potentially use... both of her Tomes and have an extra skill/glut of clue tokens before the fight starts, and still get over there by way of her motorbike.

I don't mean to be a backseat driver; 'tis just a thought, since she's better equipped to handle that particular monster than I, whereas the Gug will crumble before my eldritch might.

Strago

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Re: There's Something Foul in Arkham... (TURN 2- UPKEEP/MOVEMENT)
« Reply #38 on: June 09, 2009, 01:44:02 PM »
Or... sorry, did Excal beat the Hound and then die to the Nightgaunt? If so, never mind me. It is early and I guess I fail reading comprehension.

Shale

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Re: There's Something Foul in Arkham... (TURN 2- UPKEEP/MOVEMENT)
« Reply #39 on: June 09, 2009, 02:46:18 PM »
Nope. Excal was killed by the Hound but didn't realize it until later because he thought he had more stamina than he actually did.

Plus he may have driven himself insane through spellcasting first. I'm not sure.
"Sufficiently advanced magic is indistinguishable from technology."
-Ponder Stibbons

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

QuietRain

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Re: There's Something Foul in Arkham... (TURN 2- UPKEEP/MOVEMENT)
« Reply #40 on: June 09, 2009, 06:19:50 PM »
Hmm, Mary took out the Star Sign monster before my turn, so it looks like the Northside crew actually does need my help more.  If none object, I will scrap my previous action and head to Northside.  Won't even need to use my motorcycle.  I'll have to do the rolls when I get home, though.  Not IRC access from work (freakin firewallz).
"Soul Meets Soul When Eyes Meet Eyes"

Excal

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Re: There's Something Foul in Arkham... (TURN 2- UPKEEP/MOVEMENT)
« Reply #41 on: June 09, 2009, 06:29:15 PM »
Yeah, I was never given clarification on the spell, but the text looks like I still have it.  Unfortunatly, both castings cost San, so that third casting would have burnt me out even if I still had the stamina, which I didn't.

So close.

Strago

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Re: There's Something Foul in Arkham... (TURN 2- UPKEEP/MOVEMENT)
« Reply #42 on: June 09, 2009, 10:17:41 PM »
Alright, then. If nobody minds (since I assume Monterey Jack will be mopping up over at Northside), I'll proceed with my most recently stated course of action.

Using my 2 Focus to adjust Fight/Will from 2/2 to 4/0. Moving to the Witch House and engaging the Gug in single combat. We tried our best... As a result, we were able to excavate it! Success. Transcript follows.

> Anyone around to witness my Gug-murderizing?
<emotoro-afk> I am, though I wouldn't know success from failure? >_>
> I... I think I will.
> Let's see. ^_^
<emotoro-afk> Kay~
> Okay, Horror Check.
> My Will is set to 0, I fail and take 2 Sanity damage.
> Am now casting Wither, which has a +0 Modifier and no sanity cost. My Lore is 5.
> 5d6
* Hatbot --> "Strago|Dexter rolls 5d6 and gets 11."12 [5d6=1, 3, 5, 1, 1]
> Whew, okay. Success.
> That'll give me +3 on the combat check.
> Now casting Shrivelling, -1 Mod and 1 sanity cost. Still have 5 Lore.
> 4d6
* Hatbot --> "Strago|Dexter rolls 4d6 and gets 15."12 [4d6=3, 4, 3, 5]
> Yes. I am suffused with eldritch powers beyond Tai's comprehension, and go a little crazier as a result.
> So, base Fight of 4, +3 from Wither, +6 from Shrivelling, -2 from the Gug's prowess.
> That'll be 11 dice, and I need 3 successes.
> Here we go.
> 11d6 to make like a glass cannon and vaporize the Gug
* Hatbot --> "Strago|Dexter rolls 11d6 to make like a glass cannon and vaporize the Gug and gets 38."12 [11d6=6, 2, 2, 4, 4, 1, 6, 5, 1, 2, 5]
> Booya.
> Didn't even need my Marksman re-roll.
> I collect a 3-Toughness Monster Trophy, I believe.
> OH
> And because the Gug has Overwhelming 1, I still take 1 Stamina damage.
<Nitori> Excellent, Mr. Strago


And my stats after the fight:


Dexter Drake! Illusionist Extraooooordinaire!

- Stats -

Sanity 2/5
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)
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)

DjinnAndTonic

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Re: There's Something Foul in Arkham... (TURN 2- UPKEEP/MOVEMENT)
« Reply #43 on: June 10, 2009, 02:20:22 AM »
Quote from: Andrew
Given that Sister Mary's turn need occur to get some stuff done, this is officially a placeholder turn. If Djinn shows up before deadline, he may choose to alter my actions for this turn or stick with them.

Sanity: 7/7
Stamina: 3/3

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

Blessing Remains in play.

<AndrewRogue> Checking for blessing.
<AndrewRogue> roll 1d6
* Hatbot --> "AndrewRogue rolls 1d6 and gets 4."12 [1d6=4]

Going to fight the Star Spawn since Sister Mary is stuck under it anyway.

<AndrewRogue> A'ight. Go go dumb luck
<AndrewRogue> Sister Mary equips Holy Water
<AndrewRogue> Sister Mary Horror Checks
<AndrewRogue> She has not enough Will. She takes 3 Sanity damage.
<AndrewRogue> Sister Mary cocks her arm back and HURLS THAT SUMBITCH
<AndrewRogue> roll 6d6
* Hatbot --> "AndrewRogue rolls 6d6 and gets 24."12 [6d6=6, 1, 6, 2, 5, 4]
<AndrewRogue> Sister Mary is successful!

Sister Mary gains a Star Spawn trophy and the path is cleared for all going after her.

 I'm Sister Mary, and I approve of these actions.

My home internet is down at the moment, so I can't get to IRC to roll. Sorry that I'm taking so long to get into this, it's tax season for me here in Japan... >.>;;

Hunter Sopko

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Re: There's Something Foul in Arkham... (TURN 2- UPKEEP/MOVEMENT)
« Reply #44 on: June 10, 2009, 04:54:46 AM »
Noting that I'm spending the $2 to fully restore my sanity.

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

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

QuietRain

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Re: There's Something Foul in Arkham... (TURN 2- UPKEEP/MOVEMENT)
« Reply #45 on: June 10, 2009, 05:18:25 AM »
OK. Back from the spawnling's play.  And I have good and bad news ...

---------------------------------------------------------
[20:49] <QuietRain> Allrighty then.  Let's see how badly I can mess this up ^_^
[20:49] <@AndrewRogue> Declare your actions so I can keep track of what's going, please ^_^
[20:53] <@QuietRain> Attempting to Evade the Hounds.
[20:53] <@AndrewRogue> Wait, wait.
[20:53] <@AndrewRogue> Your Sneak is 1 right now?
[20:53] <@QuietRain> I have 1 Sneak
[20:53] <@QuietRain> Yes
[20:53] <@AndrewRogue> Hound gives a -1 die penalty
[20:53] <@AndrewRogue> So you'd be rolling 0 dice.
[20:54] <@AndrewRogue> Which is a problem >_>
[20:54] <@QuietRain> Shoot.
[20:54] <@QuietRain> Well, looks like Fight's my only choice then
[20:54] <@AndrewRogue> You CAN spend a clue token to try and evade
[20:54] <@AndrewRogue> (Clue tokes give you +1 dice always, so, in theory, you can luck out with a 5 or 6)
[20:55] <@QuietRain> I think I'd rather save them for later.
[20:55] <@AndrewRogue> You... actually have a good shot against the Hound in combat
[20:55] <@AndrewRogue> You'll prolly take the sanity smack, but the Magic Lamp is great
[20:55] * @QuietRain nods
[20:56] <@AndrewRogue> All right. Horror Check
[20:56] <@AndrewRogue> Your Will and any mods -2
[20:56] <@AndrewRogue> (Blue number in the corner)
[20:56] <@AndrewRogue> (Is where that -2 is coming from)
[20:58] <@QuietRain> roll 1d6
[20:58] * +Hatbot --> "QuietRain rolls 1d6 and gets 6."12 [1d6=6]
[20:58] <@AndrewRogue> You withstand the horrific appearrence of the Hound as it tries to attack... through an ANGLE
[20:58] <@AndrewRogue> Now you may make a combat check
[20:59] <@QuietRain> roll 6d6
[20:59] * +Hatbot --> "QuietRain rolls 6d6 and gets 20."12 [6d6=2, 5, 3, 1, 4, 5]
[21:00] <@AndrewRogue> Two successes!
[21:00] <@QuietRain> whooooot
[21:00] <@AndrewRogue> The hound is slain by a lamp in the eye
[21:00] <@AndrewRogue> You claim him as a monster trophy
[21:00] <@AndrewRogue> However, there is still a NIGHTGAUNT
[21:01] <@AndrewRogue> So. The same process applies here.
[21:01] <@Ranmilia> ... QR just disposes of the Hound with no problem whatsoever.  The same Hound that killed two players this turn.  This game rocks.
[21:01] <@QuietRain> hehe
[21:01] <@AndrewRogue> Let's see if you can announce the entire Nightgaunt process yourself
[21:02] <@QuietRain> I'll give it a go, just whallop me if I miss or botch a step. ^_^
[21:03] <@QuietRain> Horror check, Will (3) - Monster (-1) = 2d6
[21:03] <@QuietRain> roll 2d6
[21:03] * +Hatbot --> "QuietRain rolls 2d6 and gets 2."12 [2d6=1, 1]
[21:03] <@QuietRain> oooohh the pain
[21:04] <@Soppy-WhatsTheFlayva> Luckily, sanity damage.
[21:04] <@Soppy-WhatsTheFlayva> one even
[21:04] <@QuietRain> Sanity damage I can handle
[21:05] <@AndrewRogue> Indeed
[21:07] <@Soppy-WhatsTheFlayva> Should be 5d6
[21:07] <@QuietRain> Sweet, so 6 (2 fight + 5 lamp - 1 Gaunt)
[21:07] <@AndrewRogue> -2
[21:07] <@QuietRain> whoops
[21:07] <@QuietRain> roll 5d6
[21:07] * +Hatbot --> "QuietRain rolls 5d6 and gets 19."12 [5d6=4, 6, 4, 1, 4]
[21:08] <@AndrewRogue> That... is not so good for you.
[21:08] <@QuietRain> Nope *grin*
[21:08] <@Soppy-WhatsTheFlayva> It's not a fail, but it's not a kill, right?
[21:08] <@AndrewRogue> You can expend a clue token here to get one more die, or you take the Bad Stuff (TM)
[21:08] <@Soppy-WhatsTheFlayva> Or is a no kill considered a fail?
[21:08] <@AndrewRogue> No kill = fail
[21:08] <@Soppy-WhatsTheFlayva> Ah
[21:08] <@QuietRain> I will expend a clue token and give it a whirl
[21:08] <@AndrewRogue> If the monster ain't dead, you failed
[21:09] <@QuietRain> roll 1d6
[21:09] * +Hatbot --> "QuietRain rolls 1d6 and gets 1."12 [1d6=1]
[21:09] <@QuietRain> Bad stuff ensues
[21:09] <@AndrewRogue> QR, QR, QR
[21:09] <@Soppy-WhatsTheFlayva> TO THE GATE WITH YE
[21:10] <@Ranmilia> Through the closest gate, which I am about to close.
[21:10] <@AndrewRogue> As Alex says, you get pitched through the gate to the City of the Great Race
[21:10] <@Ranmilia> So you're going to be lost in time and space, barring a really lucky gate draw.
[21:11] <@Soppy-WhatsTheFlayva> Which is basically LOSE A TURN
[21:11] <@Ranmilia> More like lose three turns
[21:11] <@AndrewRogue> Its really worse in this case, yeah
"Soul Meets Soul When Eyes Meet Eyes"

Nitori

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Re: There's Something Foul in Arkham... (TURN 2- UPKEEP/MOVEMENT)
« Reply #46 on: June 10, 2009, 05:32:24 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: 7/7
Sanity: 2/3

Inventory

$10
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, totally exhausted amirite)
.38 Revolver (1H, +3 to combat checks)

<Nitori> Okay then
<Nitori> Since the hound is dead I will shift towards Fight twice
<Nitori> 4 Fight base
<Nitori> Equip gun and bullwhip for 8 dice, I think
<AndrewCrossEdge> That sounds right-ish
<Nitori> Well, six with -2
<Nitori> 4 + 1 + 3 - 2
<AndrewCrossEdge> Yeah. Go for broke.
<Nitori> I fail Horror automatically and I don't care
<AndrewCrossEdge> Grr Sanity damage
<Nitori> 6d6
<Hatbot> ACTION --> "Nitori rolls 6d6 and gets 19." [6d6=4, 3, 3, 5, 2, 2]
* AndrewCrossEdge snickers
<Strago|Dexter> Buh.
<Nitori> Time to use my clue token
<Strago|Dexter> Or... re-roll with Bullwhip?
<Nitori> I'll do both if I need to
<Nitori> 1d6
<Hatbot> ACTION --> "Nitori rolls 1d6 and gets 6." [1d6=6]
<Ranmilia> Use the whip roll first
<Nitori> Whoops
<Strago|Dexter> Yar, what Alex said.
<Strago|Dexter> RETROACTIVE ADVICE
<AndrewCrossEdge> Its fine. I'll let you actually use the whip
<AndrewCrossEdge> >_>
<Nitori> I reroll the 4 and blame Ko for everything
<AndrewCrossEdge> Nightgaunt is slain
<AndrewCrossEdge> Go ahead and post it
« Last Edit: June 10, 2009, 05:43:30 AM by Nitori »
<Ko-NitoriisSulpher> roll 1d100 to grade Nitori?
<Hatbot> ACTION --> "Ko-NitoriisSulpher rolls 1d100 to grade Nitori? and gets 100." [1d100=100]

AndrewRogue

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Re: There's Something Foul in Arkham... (TURN 2- UPKEEP/MOVEMENT)
« Reply #47 on: June 10, 2009, 05:45:06 AM »
ARKHAM ENCOUNTERS

Alex/Kate

The gate shimmers and shines in mid-air... do you have what it takes to close it?

Sopko/Darell

"This won't hurt a bit, sit." Somehow, it is hard to believe the nurse as she attaches those diodes to your head...
Your Sanity is fully restored for $2!

Djinn/Mary

The streets are quiet...

Shale/Vincent

Looks like you can at least catch your breath at the hospital...

Restore 1 Stamina!

Excal/Jenny
The Doctor escorts you behind a curtain where the body of some unfortunate investigator has been laid. The corpse has been torn to shreds. Pass a Will (-1) check or lose 1 Sanity. If you pass, you may also search the body and find a helpful item. Draw one unique item. If you fail, you run away screaming. Move to the street.

Nitori/Monterey

The streets are quiet...

Strago/Dexter

And with a dramatic dive, you enter...

OTHERWORLD ENCOUNTERS

QR/Carolyn

The odd plant has you in its clutches! Pass a Fight (-1) check to break free. If you fail, lose 1 Stamina and 1 Sanity as it partially digests you!

Strago/Dexter

A hideous monster appears! You are attacked by...



Deadline for actions is Thursday at 9:45pm!
« Last Edit: June 10, 2009, 05:55:27 AM by The King in Yellow »

Strago

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Despite just barely hanging on to my wits, I decided to engage the Zombie. With resounding success once again, as I am a huge badass. Transcript:


> Okay, I'll take 1 Sanity damage. Fighting the Zombie, fail my Horror check.
> 4 Fight, it's combat mod is -1, I've got three chances and need one success.
> 3d6 to loathe the undead
* Hatbot --> "Strago|Dexter rolls 3d6 to loathe the undead and gets 13."12 [3d6=4, 4, 5]
> Huzzah.


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)
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)

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)


Attempt to close gate using Lore.


Results
[23:57] <Ranmilia> Gonna attempt my gate close now, if there are no objections.
[23:58] <Ranmilia> Going to use Lore, which I have 5 in currently.  The gate's modifier is 0.
[23:59] <Ranmilia> So just a straight 5d6...
[00:00] <Ranmilia> 5d6 to close gate?
[00:00] * Hatbot --> "Ranmilia rolls 5d6 to close gate? and gets 18." [5d6=1, 4, 6, 6, 1]
[00:00] <Ranmilia> Yup.

Voop!