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Author Topic: Another Peaceful Day in Arkham!  (Read 36918 times)

Yakumo

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Re: There's Something Foul in Arkham... (TURN 10- UPKEEP/MOVEMENT)
« Reply #250 on: July 16, 2009, 02:29:47 AM »
My monitor went kaput on me today so until I have time to get a replacement I won't be able to roll in IRC.  I can still get to the topic on my Wii though so if you guys want me to see something put it here.

Nitori

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Re: There's Something Foul in Arkham... (TURN 10- UPKEEP/MOVEMENT)
« Reply #251 on: July 16, 2009, 03:59:44 AM »
Sneaking past the universe to French Hill~

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: 4/7
Sanity: 1/3

Inventory

$2
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)
Elder Sign
Bullwhip (1H, +1 to combat checks, exhaust to reroll 1 die of a combat check)
.38 Revolver (1H, +3 to combat checks)
1 gate trophy (Dreamlands)

UntitledKappa> Setting Sneak/Speed to 1/3
<Stragaway> Let's do this jam!
<Stragaway> Rad saue.
<Stragaway> Sauce.
<UntitledKappa> *3/1
<Shale> Snausage.
<Soppy-FEStive> Do not say Rad
<Soppy-FEStive> Lest ye summon the radscorpions
<UntitledKappa> Total Sneak is 3 + 2 + 1, for 6
<Shale> Where are you headed?
<UntitledKappa> I have no idea
<Stragaway> French Hill? Closer to either R'yleh or Carolyn and her money for buying Unique Items?
<Shale> You've got 1+1 = 2 speed, so it's got to be either an adjacent street or another location in Southside.
<Shale> French Hill sounds like a plan.
<UntitledKappa> I'm in then
<UntitledKappa> Sneaking past giant -2 goat
<UntitledKappa> 4d6
<Hatbot> ACTION --> "UntitledKappa rolls 4d6 and gets 16." [4d6=4, 4, 3, 5]
<UntitledKappa> Sneaking past giant -1 Dhole thing
<UntitledKappa> 5d6
<Hatbot> ACTION --> "UntitledKappa rolls 5d6 and gets 19." [5d6=4, 6, 4, 4, 1]
<UntitledKappa> Sneaking past Star guy. -1
<UntitledKappa> 5d6
<Hatbot> ACTION --> "UntitledKappa rolls 5d6 and gets 18." [5d6=5, 5, 1, 5, 2]
<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 10- UPKEEP/MOVEMENT)
« Reply #252 on: July 16, 2009, 04:29:09 AM »
ARKHAM ENCOUNTERS

Alex/Kate
Looking up in the night sky from the island, you see constellations that you've never seen before. The entire night sky is different here! Lose 1 Sanity and gain 1 Clue token.

Thanks to Darell, you gain and .

Sopko/Darell
The stars weren't right, apparently. Not for your friend...

Thanks to Darell, you gain and .

Djinn/Mary
Upon entering the church, you are attacked by Father Michael with a giant cross, who for some reason believes you to be in league with the devil. Make a Speed (-1) check. f you pass, you escape. If you fail, lose 2 Stamina. In either case, move to the street.

Thanks to Darell, you gain and .

Shale/Vincent
The gate looms...

Thanks to Darell, you gain and .

Yakko/Carolyn
"So, what's your story, friend?" A smiling man inquires about your adventures over a glass of gin. You tell him your story. If you spend 3 clue tokens, he introduces himself as Ryan Dean and asks to join you. Take his ally card. If it's not available, he gives you some useful items instead. Draw 2 common items.

Thanks to Darell, you gain and .

Nitori/Monterey
Streets, streets. streets!

Thanks to Darell, you gain and .

Strago/Dexter
The gate looms...

Thanks to Darell, you gain and .

OTHER WORLD ENCOUNTERS

-/Jenny
You find secret lore hidden in the mosaics on the wall. Make a Lore (+2) check and gain Clue tokens equal to your successes.

Thanks to Darell, you gain and .
« Last Edit: July 16, 2009, 04:40:22 AM by The King in Yellow »

Strago

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Re: There's Something Foul in Arkham... (TURN 10- ENCOUNTERS)
« Reply #253 on: July 16, 2009, 04:37:29 AM »
> While he edits! I'm gonna close the shit outta my Gate!
> Booya!
<AndrewRogue> Don't mess up
> I gots 5 Lore. Abyss is -2.
* Shale closes the shit out of his gate automagically.
> 3d6 to be magickal
* Hatbot --> "Strago rolls 3d6 to be magickal and gets 8."12 [3d6=3, 4, 1]
> GRARGHFUCKLER
> Using a Clue Token.
> 1d6 to not fuck updon't fuck this up don't fuck this up
* Hatbot --> "Strago rolls 1d6 to not fuck updon't fuck this up don't fuck this up and gets 4."12 [1d6=4]
> Fuck my FUCKING FUCK
* AndrewRogue is now known as TheAbyss
<TheAbyss> HAH HAH
* TheAbyss remains open
* TheAbyss is now known as AndrewRogue
* Shale notes that the Dark Young are gatecleared anyway, fuck you Abyss.



Dexter Drake! Illusionist Extraooooordinaire!

- Stats -

Sanity 3/5
Stamina 4/5

- Skills (Focus: 2) -

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 -

$0
0 Clue Tokens
3 Toughness in Monster Trophies (Gug)
1 Gate Trophy (-2, Yuggoth)
Marksman Skill (exhaust to reroll combat check)
Shrivelling (1 hand spell, -1 cast, 1 san cost, +6 to combat checks for one combat)
Find Gate (-1 cast, 1 san cost, Movement phase: return from an Other World to Arkham)
.18 Derringer (1 hand weapon, +2 to combat, cannot be lost/stolen unless allowed)
Cavalry Saber (1 hand weapon, +2 to combat)
Dynamite (2 hands, +8 to combat checks, discard after use)

Shale

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Re: There's Something Foul in Arkham... (TURN 10- ENCOUNTERS)
« Reply #254 on: July 16, 2009, 04:42:49 AM »
I inscribe the mark of the Elder Sign on the floor of the Witch House. The ritual saps both my strength and my focus, leaving me on the verge of insanity from the horrors I've seen, but it is worth it.

The Witch House is SEALED.
The Doom Track has been reduced by 1.

Stamina: 4/5
Sanity: 1/5

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

Blessed

Inventory

$6

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)
Deputy's Revolver (+3 to combat checks, one hand, physical weapon)
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)
Motorcycle: Exhaust to gain 2 movement points.
Map of Arkham: Exhaust to gain 1 movement point.
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)

4 Toughness worth of Monster Trophies (Ghoul, Witch, Byakhee, Cultist)
1 Gate Trophy (The Abyss)
« Last Edit: July 16, 2009, 05:22:18 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.

Ranmilia

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Re: There's Something Foul in Arkham...
« Reply #255 on: July 16, 2009, 04:45:37 AM »
Kate Winthrop

Stats

Stamina: 2/4
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
$8
1 clue token
Bravery Skill (exhaust to reroll horror check)
Deputy (gain $1 during upkeep)
.45 Automatic (1 handed +4 to combat checks physical weapon)
Lantern (+1 to Luck checks)
Enchant Weapon (0 hand spell, 0 cast mod, 1 san cost, makes 1 weapon magical until end of combat)
4 toughness worth of monster trophies (Fire Vampire, Chthonian)
1 gate trophies (+0, City of the Great Race,)

I was paid.  I am driven insane.  However, I keep my one clue token, and my items, since technically I get all that stuff after I am driven insane.

Results
So I wind up in Arkham with the above loadout, unless I am wrong.

Strago

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Re: There's Something Foul in Arkham... (TURN 10- ENCOUNTERS)
« Reply #256 on: July 16, 2009, 04:46:16 AM »
Sister Mary makes her check, and ends up in the streets as a result. Still Blessed, though!

Sister Mary

Sanity: 1/7
Stamina: 1/3

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

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

Skills: Stealth
Spells: ----
Items: Dark Cloak, Lucky Cigarette Case
Unique Items: ----
Other: Blessing

> I'll roll the Speed check for Mary.
> Hers was set to 3. -1 check, so 2 dice.
<Shale> Oooh, movement point. That's very nice.
<Shale> Many movement points! Spiffy.
> 2d6 to get fucked either way.
* Hatbot --> "Strago rolls 2d6 to get fucked either way. and gets 6."12 [2d6=5, 1]
<AndrewRogue> Check her blessing too.
> Ah, kay.
<AndrewRogue> It wasn't done during the upkeep
> Blessing check
> 1d6
* Hatbot --> "Strago rolls 1d6 and gets 6."12 [1d6=6]
<AndrewRogue> Well
> Keeps the Blessing, at least.


Strago

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Re: There's Something Foul in Arkham... (TURN 10- ENCOUNTERS)
« Reply #257 on: July 16, 2009, 04:56:51 AM »
> (Might as well go ahead and make Jenny's roll, too, since I've been keeping track of her stats as well as Mary's)
> (She has 3 Lore, it's a +2 check)
<Ranmarinkarin> So... is he available?
> 5d6 to know shit
* Hatbot --> "Strago rolls 5d6 to know shit and gets 22."12 [5d6=4, 4, 3, 5, 6]
> Jenny gains 2 Clue tokens.

Jenny Barnes

Stats

Stamina: 5/5
Sanity: 1/6

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
$0
2 Clues

Skill - Bravery(Exhaust to reroll horror check)
Spell - Bind Monster
Items - Axe, .18 Derringer, .38 Revolver, Rifle
Unique Item - Dust of Ib'n Ghawhatever

Yakumo

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Re: There's Something Foul in Arkham... (TURN 10- ENCOUNTERS)
« Reply #258 on: July 16, 2009, 05:24:04 AM »
I'll pass on the ally and keep my clues.

Strago

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Re: There's Something Foul in Arkham... (TURN 10- ENCOUNTERS)
« Reply #259 on: July 16, 2009, 08:41:24 PM »
You know, I just realized that Mary has the dang Patrol Wagon! And so she should probably have given that to Jack along with the Elder Sign, eh?

Any way we can turn back the clock on Nitori's movement this turn? :/

> Hey, is anybody around?
Back: Away for 47mins 48secs
Away Deactivated:4 Auto Away reactivated
<Adorea> Yeah, what's up?
> Just realized that Sister Mary still has the Patrol Wagon.
> And I wanted to roll to see if she keeps it after returning to Arkham from R'yleh.
> So:
> d6
* Hatbot --> "Strago rolls d6 and gets 4."12 [d6=4]
> Aaaaand she does!
<Adorea> Bah, if anyone had remembered that last turn that really would have helped. >_>
> Right? <_<
<Adorea> Myself included, not yelling at you or anything.
> I'm posting now to see if Nitori can go back take the car and re-take his movement.
> Since he successfully snuck by all the monsters anyway it's not like we're re-writing history massively.

AndrewRogue

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Re: There's Something Foul in Arkham... (TURN 10- ENCOUNTERS)
« Reply #260 on: July 17, 2009, 06:44:11 AM »
Due to that being my fault, we can retcon the truck being traded to Nitori. Deadline still stands at tomorrow night, so please decide where you want to go if you want to perform the trade.

Strago

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Re: There's Something Foul in Arkham... (TURN 10- ENCOUNTERS)
« Reply #261 on: July 17, 2009, 03:29:10 PM »
Nitori: Arkham to heal up your Sanity and then R'yleh next turn, maybe? Unless you want to use the car to BAMF over to Soppy and he can jump into R'lyeh with your Elder Sign. He's well-healed and kind of a badass right now, I think? I dunno. Might also be better to have Soppy just going around fighting/Encounter-farming, to get the most use out of his unique ability.

Nitori

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Re: There's Something Foul in Arkham... (TURN 10- ENCOUNTERS)
« Reply #262 on: July 18, 2009, 07:10:25 AM »
I vetoed my action to go in the Graveyard gate and then I almost died and then I forgot my lucky carton of cigarettes so I travelled back in time to 1960 to go all hippie on my old self so I wouldn't almost die and it kinda worked


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: 4/7
Sanity: 1/3

Inventory

$2
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)
Elder Sign
1 Paddy Wagon (godlike move)
Bullwhip (1H, +1 to combat checks, exhaust to reroll 1 die of a combat check)
.38 Revolver (1H, +3 to combat checks)
1 Ancient Tome (2 movement points, Lore (-1), draw one spell & discard on success)
1 gate trophy (Dreamlands)

<Nitori> Well then, my Sneak's still 3, my mask's still 2, my fog's still 1, and the hound's still -1
<AndrewBlazingBlue> Need to give you your encounter real quick
<Nitori> 5d6
<Hatbot> ACTION --> "Nitori rolls 5d6 and gets 12." [5d6=2, 2, 3, 1, 4]
<Nitori> I blame Ko
<AndrewBlazingBlue> ...oh wow
<Nitori> Clue me
<Nitori> 1d6
<Hatbot> ACTION --> "Nitori rolls 1d6 and gets 1." [1d6=1]
<Nitori> Clue me again
<Nitori> 1d6
<Hatbot> ACTION --> "Nitori rolls 1d6 and gets 3." [1d6=3]
<Nitori> I'm dead
<AndrewBlazingBlue> Well.
<AndrewBlazingBlue> That was... not the expected result
<AndrewBlazingBlue> Check for the truck and land at the hospital
<Nitori> 1d6
<Hatbot> ACTION --> "Nitori rolls 1d6 and gets 6." [1d6=6]
<AndrewBlazingBlue> That's... surprisingly spiteful
<Nitori> How much stamina damage does failing to sneak do~?
<AndrewBlazingBlue> 3
<Nitori> I'm not dead
<AndrewBlazingBlue> Oh. That's good.
<Nitori> I might be insane
<AndrewBlazingBlue> That was your Horror check?
<Nitori> 1d6
<Hatbot> ACTION --> "Nitori rolls 1d6 and gets 4." [1d6=4]
<Nitori> Yes I am
<Nitori> That was rolling for the paddy wagon
<AndrewBlazingBlue> Horror would happen first
<AndrewBlazingBlue> (End of the combat)
<Nitori> Well, I have 6 fight, 4 from weapons, hound has physical immunity, so I have 2 against -1 and 2 toughness
<AndrewBlazingBlue> You can try evading
<AndrewBlazingBlue> (Evade is just in-combat sneak)
<Nitori> So basically 5 dice again?
<AndrewBlazingBlue> Yepper
<Nitori> I'm in
<Nitori> 5d6
<Hatbot> ACTION --> "Nitori rolls 5d6 and gets 18." [5d6=2, 5, 5, 5, 1]
<AndrewBlazingBlue> Sneak successful!
<AndrewBlazingBlue> Hound is evaded, and you're only slightly worse for wear
<AndrewBlazingBlue> Gate eats you.
<AndrewBlazingBlue> NOM
<Nitori> By slightly you mean I die to basically anything
<AndrewBlazingBlue> YOUR ENCOUNTER
<AndrewBlazingBlue> Suddenly, you notice something that you had previously missed.
<AndrewBlazingBlue> Gain 1 Clue Token
<Nitori> Aw man, I forgot my new items
<Nitori> And one's relevant
<AndrewBlazingBlue> Ahem
<AndrewBlazingBlue> What is it?
<Nitori> Lucky Cigarette Case
<AndrewBlazingBlue> As I'm merciful tonight
<AndrewBlazingBlue> I'll allow you to retroactively use it
<Nitori> I'm in
<AndrewBlazingBlue> If you're willing to actually reroll the dice
<Nitori> For the first evade, I'm in
<Nitori> 5d6
<Hatbot> ACTION --> "Nitori rolls 5d6 and gets 16." [5d6=5, 6, 3, 1, 1]
« Last Edit: July 18, 2009, 07:13:44 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 10- ENCOUNTERS)
« Reply #263 on: July 18, 2009, 08:23:19 AM »
Merchant March on Crime!

All monsters in the Merchant Dist. streets or locations are returned to the cup. A gate opens at Independence Square, spewing out a Ghoul and an Elder Thing. A clue appears at the Unnamable (and goes to Dexter). Circle monsters move on White, Square and Diamond move on black.

Yakumo

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Re: There's Something Foul in Arkham... (TURN 11- UPKEEP/MOVEMENT)
« Reply #264 on: July 18, 2009, 08:52:06 AM »
Carolyn Fern

Stats -

Stamina: 1/4
Sanity: 2/6

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
$12
Monster Trophy(Hound of Tindalos, two toughness)
Monster Trophy(Ghoul, one toughness)
1 Clue Token
Spell: Wither - 0 casting modifier, 0 SAN cost, Cast/exhaust to get +3 to combat checks until the end of this combat
Luck skill - When spending a clue token for a luck check, add 1 die
Expert Occultist skill - Exhaust to reroll a spell check
Bank Loan

“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.
=================================

So, the Hound decided to have a little snack.  Tried fighting back but Hatbot wasn't having it.  Discarding the map, used the research materials.  Ended up keeping one clue since I needed two successes anyway.

<Yakumo> Oh fuck me.
<Yakumo> Well, fuck it.  I may as well just crank the Fight/Will to 4 fight and try to get rid of this damn thing. <_<
<Yakumo> First I need to check the loan though.  You still here?  Or is someone else here?
<AndrewBlazingBlue> I'm here
* AndrewBlazingBlue is now known as AndrewRogue
<Yakumo> d6 for the loan, first.
<Hatbot> ACTION --> "Yakumo rolls d6 for the loan, first. and gets 5." [d6=5]
<Yakumo> No payment for that.
<AndrewRogue> Yay
<Yakumo> Might as well roll combat, I've got better chances at that than sneaking by.
<Yakumo> Moving fight/will to 4/1, I'll autofail the horror check but I can take it.
<Yakumo> Lore check to cast Wither, Lore at 5, no penalty.
<Yakumo> 5d6
<Hatbot> ACTION --> "Yakumo rolls 5d6 and gets 14." [5d6=2, 5, 5, 1, 1]
<Yakumo> +3 to combat, my fight at 4, -1 check, need two successes on six dice.
<Yakumo> 6d6
<Hatbot> ACTION --> "Yakumo rolls 6d6 and gets 11." [6d6=2, 2, 2, 2, 1, 2]
<Yakumo> Hatbot hates me. ;_;
<AndrewRogue> ...wow
<Yakumo> Man, it's not even worth using clues at this point.  Fuck it, I'll go figure out what I need to lose and be worthless for the rest of the game.
<AndrewRogue> Don't have anything that'll help?
<Ranmilia> No Stamina?
<Yakumo> One stamina, I have research materials and four clues but I need two successes and I've barely got anything to lose anyway.
<Ranmilia> Ouch.
<Yakumo> Eh, fuck it.  I'll try the material and clues just to get this off the board, there's no way I can be useful if I die here.
<Yakumo> d6
<Hatbot> ACTION --> "Yakumo rolls d6 and gets 2." [d6=2]
<Yakumo> d6
<Hatbot> ACTION --> "Yakumo rolls d6 and gets 2." [d6=2]
<Yakumo> d6
<Hatbot> ACTION --> "Yakumo rolls d6 and gets 2." [d6=2]
<Yakumo> d6
<Hatbot> ACTION --> "Yakumo rolls d6 and gets 4." [d6=4]
<AndrewRogue> ...

Ranmilia

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Re: There's Something Foul in Arkham...
« Reply #265 on: July 18, 2009, 10:58:50 AM »
Kate Winthrop

Stats

Stamina: 1/4
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
$9
Bravery Skill (exhaust to reroll horror check)
Deputy (gain $1 during upkeep)
.45 Automatic (1 handed +4 to combat checks physical weapon)
Enchant Weapon (0 hand spell, 0 cast mod, 1 san cost, makes 1 weapon magical until end of combat)
4 toughness worth of monster trophies (Fire Vampire, Chthonian)
1 gate trophies (+0, City of the Great Race,)

Kate is paid and attempts to move out and sneak past the Elder Thing to get back to sitting on the unvisited isle.  It does not go well.  And yes this does have to happen ahead of Soppy in the turn order.  Sigh.

Results
[04:48] <Ranmilia> I'd like to get to an unstable location, but if I have to fight the thing, okay.
[04:48] <Ranmilia> ... no, I can't fight the thing, actually, it'd pop me straight back to the asylum since I'd autofail the horror check.
[04:49] <Soppy-FEStive> Oh
[04:49] <Soppy-FEStive> So you sneaking by?
[04:49] <Ranmilia> Yeah.  WHich might go poorly, we'll see.
[04:49] <Ranmilia> I get... hm
[04:50] <Ranmilia> One die of Sneak against it, since I need 3 move to get anywhere useful.
[04:50] <Ranmilia> No!
[04:50] <Ranmilia> Two dice, there is an evil fog.
[04:51] <Ranmilia> All right, let's see what kicks.
[04:51] <Ranmilia> 2d6
[04:51] * Hatbot --> "Ranmilia rolls 2d6 and gets 8." [2d6=4, 4]
[04:51] <Ranmilia> Sigh.
[04:51] <Ranmilia> One clue token!  Here we go.
[04:51] <Ranmilia> 1d6
[04:51] * Hatbot --> "Ranmilia rolls 1d6 and gets 4." [1d6=4]
[04:51] <Soppy-FEStive> Can you move your Will to anything that won't autofail?
[04:52] <Ranmilia> No.  It's -3, the environment gives another -1 to will checks, and will is my 0-3 stat.
[04:52] <Soppy-FEStive> Horror checks aren't will checks, according to Andy
[04:52] <Soppy-FEStive> I got hit with that in the first turn
[04:53] <Ranmilia> ... that's BS, horror types are the most common type of will check
[04:54] <Ranmilia> Main rulebook page 13.
[04:55] <Ranmilia> There are four types of special skill checks, evade, horror, combat and spell.  If an investigator recieves a bonus to a skill, any special checks based on that skill also recieve this bonus.
[04:55] <Ranmilia> My will is 0 anyhow so it's moot in this case.
[04:56] <Soppy-FEStive> Mm.
[04:56] <Ranmilia> I am dealt 1 stamina damage for failing to sneak, go insane again, discard my lantern and retreat back to the Asylum.

Hunter Sopko

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Re: There's Something Foul in Arkham... (TURN 11- UPKEEP/MOVEMENT)
« Reply #266 on: July 18, 2009, 11:03:42 AM »
I move my Fight/Will to 2/4. I try to sneak past the Elder Thing and fail. I fail the horror check, but kill the Elder Thing dead.

<Soppy-FEStive> Gonna fight the Elder Thing
<Soppy-FEStive> I'm sliding my Fight/Will over two to 2/4
<Soppy-FEStive> Will is 4, +1 for Will. -3 mod, so 2 die total.
<Soppy-FEStive> roll 2d6
* Hatbot --> "Soppy-FEStive rolls 2d6 and gets 5." [2d6=4, 1]
<Yakumo> I'm fairly sure once you fight it you can't move, still want to?
<Soppy-FEStive> You can't?
<Soppy-FEStive> I thought you could move after fighting?
<Yakumo> I'll double check the rules, but I don't think so.
<Yakumo> Yeah, page 8 if you want to pull up the rulebook from the wiki and check for yourself.  Once an investigator begins combat with a monster for any reason, his movement is over.
<Soppy-FEStive> Ugh. Stupid
<Soppy-FEStive> Nix that idea
<Soppy-FEStive> I'll try to sneak by first.
<Soppy-FEStive> I'll keep the Fight/Will move
<Soppy-FEStive> So... 3 sneak, -2 mod.
<Soppy-FEStive> roll 1d6
<Yakumo> +1 for the Environment still in effect.
* Hatbot --> "Soppy-FEStive rolls 1d6 and gets 3." [1d6=3]
<Soppy-FEStive> roll 1d6
* Hatbot --> "Soppy-FEStive rolls 1d6 and gets 1." [1d6=1]
<Soppy-FEStive> Ugh
<Soppy-FEStive> Looks like I'm fighting it anyway

...

<Soppy-FEStive> I'll keep that roll from before, so 2 sanity damage
<Soppy-FEStive> Combat check against the Elder Thing
<Soppy-FEStive> I'm using my Shotgun
<Soppy-FEStive> 2 fight, plus 4. No mod.
<Soppy-FEStive> roll 6d6
* Hatbot --> "Soppy-FEStive rolls 6d6 and gets 30." [6d6=5, 6, 3, 5, 5, 6]
<Soppy-FEStive> Thats 7 successes
<Soppy-FEStive> Dead Elder Thing... and I don't move.

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
$4

0 Clue Tokens
6 Toughness Monster Trophies (2 Ghosts, Cultist, Fire Vampire, Elder Thing)
2 Gate Trophies (Yuggoth, Plateau of Leng)

Will skill (+1 Will, One extra bonus die on Will checks if I spend a Clue token)
Marksman skill (Exhaust and reroll any combat check)
Enchanted Knife (Magical Weapon. +3 Combat checks)
Shotgun (Physical Weapon. +4 Combat checks. 6's count double)
Food (Reduce Stamina damage taken by 1)

Strago

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Re: There's Something Foul in Arkham... (TURN 11- UPKEEP/MOVEMENT)
« Reply #267 on: July 20, 2009, 03:42:48 AM »
Not moving, will be attempting the gate close again.

Shale

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Re: There's Something Foul in Arkham... (TURN 11- UPKEEP/MOVEMENT)
« Reply #268 on: July 20, 2009, 04:26:31 AM »
I doctor myself, stay put and kill monsters. Short version: Blessing holds up and saves me yet again from losing my shit, both die, the Warlock reducing me to 3 stamina before I kill it.

Stamina: 3/5
Sanity: 1/5

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

Blessed

Inventory

$6

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)
Deputy's Revolver (+3 to combat checks, one hand, physical weapon)
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)
Motorcycle: Exhaust to gain 2 movement points.
Map of Arkham: Exhaust to gain 1 movement point.
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)

Ally John Legrasse (+2 Will)

2 Clue tokens

5 Toughness worth of Monster Trophies (Ghoul, Witch, Byakhee, Cultist, Cultist)
1 Gate Trophy (The Abyss)

[23:09] * Hatbot --> "Shale rolls 1d6 for blessing. and gets 3." [1d6=3]
[23:09] <Shale> I remain awesome.
[23:10] <Shale> Still, 8/11. It'd be better to be at the point where a Mythos can't push us over the limit, and they're fodder anyway.
[23:11] <Soppy-FEStive> Mm
[23:15] <Shale> Setting Fight to 1 and Will to 3 to maximize odds of passing the Warlock's horror check. Cultist dies first.
[23:16] <Shale> No horror check. -2 fight. I have +1 from the fight skill and +3 from the deputy's revolver. Three dice.
[23:16] <Shale> 3d6
[23:16] * Hatbot --> "Shale rolls 3d6 and gets 9." [3d6=6, 2, 1]
[23:16] <Shale> Splat.
[23:17] <Shale> Now the real fun! -1 horror check from the warlock. -1 penalty to all will checks from the environment. 3 will, +2 from ally. Three dice.
[23:17] <Shale> 3d6 to not die.
[23:17] * Hatbot --> "Shale rolls 3d6 to not die. and gets 10." [3d6=4, 2, 4]
[23:17] <Shale> Thank you, blessing.
[23:17] <Ranmilia> Blessing saves the day again.
[23:17] <Shale> War of attrition! It has -3 combat penalty and 2 toughness. I have 5 effective fight.
[23:18] <Shale> And 5 Stamina thanks to doctoring.
[23:18] <Shale> 2d6
[23:18] * Hatbot --> "Shale rolls 2d6 and gets 7." [2d6=4, 3]
[23:18] <Shale> 4 stamina.
[23:18] <Shale> 2d6
[23:18] * Hatbot --> "Shale rolls 2d6 and gets 6." [2d6=5, 1]
[23:18] <Shale> 3 stamina.
[23:18] <Shale> 2d6
[23:18] * Hatbot --> "Shale rolls 2d6 and gets 9." [2d6=4, 5]
[23:18] <Shale> It's dead. I gain no trophy for the kill but two clue tokens. Turn over.
"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 11- UPKEEP/MOVEMENT)
« Reply #269 on: July 20, 2009, 06:53:27 AM »
Sister Mary

Sanity: 1/7
Stamina: 1/3

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

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

Skills: Stealth
Spells: ----
Items: ----
Unique Items: ----
Other: Blessing

Mary moves to the historical society.

<AndrewRogue> Blessing check at 1d6 first
<AndrewRogue> roll 1d6
* Hatbot --> "AndrewRogue rolls 1d6 and gets 4."12 [1d6=4]
<AndrewRogue> Should I adjust down her Speed for maximum opportunity?
<Ranmilia> Well
<Ranmilia> I have to reboot in a second, but... what CAN she do?
<AndrewRogue> Straggle around  and go sit on a location
<Ranmilia> If she can get into an open unoccupied gate, do that.  If not, kill monsters or sit on an unstable location.  If she can make it to the Science Building and there's no gate there, maybe try that.
<AndrewRogue> Not happening, there
<AndrewRogue> If I keep her at 2 move, she can go sit on the woods
<AndrewRogue> Nah. I'll maxamize her chances
<AndrewRogue> 1 Move to the Historical Society
<AndrewRogue> Evading the Dhole
<AndrewRogue> roll 3d6
* Hatbot --> "AndrewRogue rolls 3d6 and gets 8."12 [3d6=1, 3, 4]
<Ranmilia> Not too much else of general use she can do, yeah.
<AndrewRogue> Dhole evaded
<AndrewRogue> Star Spawn evasion
<AndrewRogue> roll 3d6
* Hatbot --> "AndrewRogue rolls 3d6 and gets 13."12 [3d6=3, 6, 4]
<AndrewRogue> Go go Blessing
<AndrewRogue> This is why they are good

Nitori

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Re: There's Something Foul in Arkham... (TURN 11- UPKEEP/MOVEMENT)
« Reply #270 on: July 20, 2009, 07:02:14 AM »
Switching Fight/Will to 3/2~

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: 4/7
Sanity: 1/3

Inventory

$2
3 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)
Elder Sign
1 Paddy Wagon (godlike move)
Bullwhip (1H, +1 to combat checks, exhaust to reroll 1 die of a combat check)
.38 Revolver (1H, +3 to combat checks)
1 Ancient Tome (2 movement points, Lore (-1), draw one spell & discard on success)
1 gate trophy (Dreamlands)
<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 11- UPKEEP/MOVEMENT)
« Reply #271 on: July 20, 2009, 07:13:42 AM »
ARKHAM ENCOUNTERS

Alex/Kate
Brain Band-Aids.

Sopko/Darell
Wipe yourself off. You've got monster on you.

Djinn/Mary
You meet Cindy Fleming, a young geology professor at the University. She offers to show you some interesting formations at the Black Cave. If you accept, move to the Black Cave and draw 2 cards, encountering one card of your choice and discarding the other.

Shale/Vincent
You are overcome by the echoing chants of the long gone witches who have lived and died there. Make a Will (-2) check. If you pass, you larn an ancient spell in your dreams. Draw 1 spell. If you fail, you are missing half your items when you wake up. Discard half of your items (your choice, round down).

Yakko/Carolyn
Band-Aids.

Strago/Dexter
The Gate looms...

OTHER WORLD ENCOUNTERS

Excal/Jenny
An old professor from earth teaches you a thing or two. Pass a Luck (-1) [2] check to draw 1 skill.

Nitori/Monterey
The Stars are Right! Shuffle the deck and draw until you get a card of the right color.

Slip on wet stones and slide into a pit. Pass a Luck (+0) check to climb out. If you fail, lose 1 Sanity and stay here next turn.

Nitori

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Re: There's Something Foul in Arkham... (TURN 11- ENCOUNTERS)
« Reply #272 on: July 20, 2009, 07:52:52 AM »
<Nitori> Why does slipping on rocks cost sanity
<Nitori> I'm slipping and falling, that should hurt
<Nitori> But not MENTALLY
<Nitori> Anyone here~?
<MirArwazArTonelico> Yeah.
<Nitori> Luck (+0), 2 dice, 1 success
<Nitori> 2d6
<Hatbot> ACTION --> "Nitori rolls 2d6 and gets 9." [2d6=5, 4]
<Nitori> Woo, clutch~

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: 4/7
Sanity: 1/3

Inventory

$2
3 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)
Elder Sign
1 Paddy Wagon (godlike move)
Bullwhip (1H, +1 to combat checks, exhaust to reroll 1 die of a combat check)
.38 Revolver (1H, +3 to combat checks)
1 Ancient Tome (2 movement points, Lore (-1), draw one spell & discard on success)
1 gate trophy (Dreamlands)
<Ko-NitoriisSulpher> roll 1d100 to grade Nitori?
<Hatbot> ACTION --> "Ko-NitoriisSulpher rolls 1d100 to grade Nitori? and gets 100." [1d100=100]

Strago

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Re: There's Something Foul in Arkham... (TURN 11- ENCOUNTERS)
« Reply #273 on: July 20, 2009, 01:46:11 PM »
I close that gate to the Abyss.

> Anybody around?
<Soppy-FEStive> Yo
> Hey hey.
> I am going to close this effing Gate.
<Soppy-FEStive> Whats up?
<Soppy-FEStive> K
> 5 Lore, -2, LET'S ROCK AND ROLL
> 3d6
* Hatbot --> "Strago rolls 3d6 and gets 10."12 [3d6=2, 4, 4]
> ... okay, but... wait, did I get a Clue token last mythos?
> I did!
> d6
* Hatbot --> "Strago rolls d6 and gets 6."12 [d6=6]
> YES
> YES EAT ME GATE


Dexter Drake! Illusionist Extraooooordinaire!

- Stats -

Sanity 3/5
Stamina 4/5

- Skills (Focus: 2) -

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 -

$0
0 Clue Tokens
3 Toughness in Monster Trophies (Gug)
2 Gate Trophies (Yuggoth, Abyss)
Marksman Skill (exhaust to reroll combat check)
Shrivelling (1 hand spell, -1 cast, 1 san cost, +6 to combat checks for one combat)
Find Gate (-1 cast, 1 san cost, Movement phase: return from an Other World to Arkham)
.18 Derringer (1 hand weapon, +2 to combat, cannot be lost/stolen unless allowed)
Cavalry Saber (1 hand weapon, +2 to combat)
Dynamite (2 hands, +8 to combat checks, discard after use)


Jenny does not gain a new skill.

> Will also roll for Jenny's encounter.
> She's got 3 Luck, it's a -1 roll and she needs two successes to draw a skill.
> 2d6
* Hatbot --> "Strago rolls 2d6 and gets 7."12 [2d6=4, 3]
> Meh. Not worth wasting her two Clue tokens on this, I think.

Jenny Barnes

Stats

Stamina: 5/5
Sanity: 1/6

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
$0
2 Clues

Skill - Bravery(Exhaust to reroll horror check)
Spell - Bind Monster
Items - Axe, .18 Derringer, .38 Revolver, Rifle
Unique Item - Dust of Ib'n Ghawhatever

Strago

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Re: There's Something Foul in Arkham... (TURN 11- ENCOUNTERS)
« Reply #274 on: July 20, 2009, 09:10:41 PM »
If I felt like going and buying an Ally from the Boarding House, how exactly does that work? Can I know at any time which Allies are available this game, and do I get to choose from among them? Or do I just hand in two Gate Trophies and get a random one spit out of the machine?