Author Topic: Another Peaceful Day in Arkham!  (Read 36919 times)

Shale

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Re: There's Something Foul in Arkham... (TURN 11- ENCOUNTERS)
« Reply #275 on: July 20, 2009, 09:25:58 PM »
Given the wording of "pick" versus "draw," I'd assume it's your choice. Not sure though.

For my part, I don't have the IRC log handy, but I blew both of my clue tokens and still failed that roll, and why the hell would I lie about that? I'll nix Voice of Ra (not as useful against Hastur as Red Sign) and the Map of Arkham.
"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... (TURN 11- ENCOUNTERS)
« Reply #276 on: July 21, 2009, 12:26:59 AM »
Player consensus seems to be that Sister Mary should politely decline the offer to go to the Black Cave of Getting Delayed Or Worse.

Strago

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Re: There's Something Foul in Arkham... (TURN 11- ENCOUNTERS)
« Reply #277 on: July 21, 2009, 12:43:33 AM »
Since I'm considering heading to Ma's Boarding House to pick up an Ally, Andy, could you let us know which ones would be available at this point?

AndrewRogue

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Re: There's Something Foul in Arkham... (TURN 11- ENCOUNTERS)
« Reply #278 on: July 22, 2009, 08:13:15 PM »
Sorry! Ahem.

The allies that are currently available should be:

Anna Kasalow
Duke
Professor Armitage
Richard Upton Pickman
Ryan Dean
Sir William Brinton
Thomas F. Malone
Thomas "Mountain" Murphey

Strago

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Re: There's Something Foul in Arkham... (TURN 11- ENCOUNTERS)
« Reply #279 on: July 23, 2009, 12:39:58 AM »
Cool.

Are we not ready for an update?

AndrewRogue

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Re: There's Something Foul in Arkham... (TURN 11- ENCOUNTERS)
« Reply #280 on: July 23, 2009, 04:03:16 AM »
I've got a good feeling about today...

All Quiet in Arkham

Each player may pass a Luck (-1) check to be Blessed. A clue appears at the Historical society (and is picked up by Mary). A gate opens at the Woods, spawning two monsters (Ghoul and High Priest). Hexagon moves on white, Dash, Triangle and Star move on black.

Yakumo

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Re: There's Something Foul in Arkham... (TURN 11- UPKEEP/MOVEMENT)
« Reply #281 on: July 23, 2009, 04:39:48 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
Blessing
Monster Trophy(Hound of Tindalos, two toughness)
2 Monster Trophies(Ghoul, one toughness each)
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 - +1 Luck, 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.
=================================

Got a blessing from the Mythos, cleared the Ghoul out of the Uptown Streets so someone else can get to the gate easier.

<Tewi> Hmm.  Well, might as well get this over with, since I'm second in the turn order and the first is busy with a gate.
<Tewi> Luck-1 for me is a whopping one die.
<Tewi> d6
<Hatbot> ACTION --> "Tewi rolls d6 and gets 4." [d6=4]
<Tewi> ...wait, forgot the luck skill, should've been two.
<Tewi> d6
<Hatbot> ACTION --> "Tewi rolls d6 and gets 5." [d6=5]
<Tewi> Now, that check happened in Mythos, right?  Do I have to upkeep the blessing right away?
<Nitori> Luck -1 for me is an awesome 1 die, yay~
<Nitori> 1d6
<Hatbot> ACTION --> "Nitori rolls 1d6 and gets 1." [1d6=1]
<AndrewRogue> No, Blessings are checked turn after
<Nitori> I think that's called "denied"
<Nitori> Is it round up or round down for discarding clues~?
<Soppy-FEStive> Current luck is 2
<Soppy-FEStive> So...
<Soppy-FEStive> roll 1d6
<Hatbot> ACTION --> "Soppy-FEStive rolls 1d6 and gets 6." [1d6=6]
<Soppy-FEStive> Booya! Blessed!
<Tewi> Well, technically speaking the Mythos is the last phase of the turn before.
<AndrewRogue> You do not check the Blessing the turn after you get it
<AndrewRogue> Better phrased?
<Tewi> Alright.
<AndrewRogue> The same goes for Retainers
<AndrewRogue> You get their effect for one turn, guaranteed
<Tewi> Well, in that case I'll move up and clear the streets so someone else can get to the gate.  Or at least try to.  *eyes Hatbot*
<Soppy-FEStive> Anyone take care of that Ghoul?
<Tewi> I'll leave sliders where they are, environment is still -1 for Horror checks, right?
<Tewi> That's what I'm talking about, Soppy.
<Tewi> I'm first in the turn order that isn't working on a gate, and I'm right next to it.
<Soppy-FEStive> I might have it rough in the Gate though. 1 sanity left. Anyone got anything that cures sanity?
<Tewi> Anyway, with the environment and current will I'll just undo the sanity I give myself in Upkeep.
<Tewi> Lore check for wither, 5 skill, no penalty.
<Tewi> 5d6
<Hatbot> ACTION --> "Tewi rolls 5d6 and gets 19." [5d6=5, 4, 3, 5, 2]
<Tewi> Alright, so that's 4 base fight +3 for the spell -1 for the Ghoul is six dice to clear the street.
<Tewi> 6d6
<Hatbot> ACTION --> "Tewi rolls 6d6 and gets 29." [6d6=5, 2, 4, 6, 6, 6]

<Tewi> Oh!  Before I forget, the loan.
<Tewi> d6
<Hatbot> ACTION --> "Tewi rolls d6 and gets 6." [d6=6]
« Last Edit: July 23, 2009, 04:45:34 AM by Yakumo »

Shale

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Re: There's Something Foul in Arkham... (TURN 12- UPKEEP/MOVEMENT)
« Reply #282 on: July 23, 2009, 04:50:25 AM »
Passed my blessing upkeep. I doctor myself, exhaust the motorcycle and move to Arkham Asylum to spend $2 on therapy.

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)
Motorcycle: Exhaust to gain 2 movement points.
Red Sign of Shudde M'Ell (Spell, -1 casting check, 1 sanity cost, any phase: cast and exhaust to lower a target monster's toughess by 1 (minimum 1) and ignore any one monster ability except Magic Immunity for the rest of the combat)

Ally John Legrasse (+2 Will)

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

[23:45] <Shale> Hm. Can I do my blessing upkeep and then the Mythos?
[23:45] <Tewi> Oh, huh.  Soppy was probably talking about a different ghoul.
[23:46] <Tewi> Mythos is the final phase of the turn before, Upkeep is the first phase of this turn.  :\
[23:46] <Shale> Booooo.
[23:46] <Shale> d6
[23:46] * Hatbot --> "Shale rolls d6 and gets 6." [d6=6]
[23:46] <Shale> Well then.

"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 #283 on: July 23, 2009, 05:55:15 AM »
Kate Winthrop

Stats

Stamina: 1/4
Sanity: 6/6 (after encounters)

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 (after encounters)
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, adjusts one towards Luck and stays at the Asylum, where she'll pay $2 to regain full sanity in encounters.

Results
Yep

Hunter Sopko

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Re: There's Something Foul in Arkham... (TURN 12- UPKEEP/MOVEMENT)
« Reply #284 on: July 23, 2009, 06:03:08 AM »
I pass the Blessing role. I attempt to sneak past the Ghoul and fail. I then headshot it with my Shotgun and end my turn in the street again.

<Soppy-FEStive> Current luck is 2
<Soppy-FEStive> So...
<Soppy-FEStive> roll 1d6
* Hatbot --> "Soppy-FEStive rolls 1d6 and gets 6." [1d6=6]
<Soppy-FEStive> Booya! Blessed!
<Soppy-FEStive> K. So I have one chance at this
<Soppy-FEStive> Sneaking past the Ghoul. 3 Sneak. +1 Environment. -3 mod
<Soppy-FEStive> roll 1d6
* Hatbot --> "Soppy-FEStive rolls 1d6 and gets 1." [1d6=1]
<Tewi> Well, Alex goes before you, you might not need it at all?
<Soppy-FEStive> True
<Soppy-FEStive> We'll pocket that action until Alex goes
<Soppy-FEStive> Hopefully he kills it, as I combat it otherwise

...

<Soppy-FEStive> 4 Will, +1 Will skill, -1 environment.
<Ranmilia> Other people should go Luck as well at this point.
<Soppy-FEStive> roll 4d6
* Hatbot --> "Soppy-FEStive rolls 4d6 and gets 16." [4d6=1, 6, 3, 6]
<Soppy-FEStive> Pass
<Soppy-FEStive> 2 Fight, 4 Shotgun, -1 mod
<Soppy-FEStive> roll 5d6
* Hatbot --> "Soppy-FEStive rolls 5d6 and gets 21." [5d6=5, 3, 6, 2, 5]
<Soppy-FEStive> 4 successes
<Soppy-FEStive> Dead Ghoul. Ends my turn in the streets again

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
7 Toughness Monster Trophies (2 Ghosts, Cultist, Fire Vampire, Elder Thing, Ghoul)
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)
Blessing (4's count as successes. Lost if 1 or 2 is rolled on upkeep)
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 12- UPKEEP/MOVEMENT)
« Reply #285 on: July 23, 2009, 01:41:07 PM »
I'm actually before you in the turn order, Soppy, and in range of the Ghoul. Do you want I should kill it so you can hop in the Gate?

Strago

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Re: There's Something Foul in Arkham... (TURN 12- UPKEEP/MOVEMENT)
« Reply #286 on: July 23, 2009, 01:45:47 PM »
I feel like I should either do that or head toward the Boarding House and try to grab Richard Upton Pickman, who gives +1 Luck and makes my attacks ignore Physical Resistance. Seems like a pretty good idea.

Strago

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Re: There's Something Foul in Arkham... (TURN 12- UPKEEP/MOVEMENT)
« Reply #287 on: July 23, 2009, 01:54:17 PM »
Jenny adjusts her Lore in preparation for closing that there Gate. Mary, uh... seems like she wants to chill out and take another Encounter, I guess.

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

Hunter Sopko

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Re: There's Something Foul in Arkham... (TURN 12- UPKEEP/MOVEMENT)
« Reply #288 on: July 23, 2009, 02:27:37 PM »
We rethought that later on. I'm at 1 Sanity and if something happened in the Gate I'd be devoured immediately when Hastur awakens, so do what you feel. I've taken care of the Ghoul, and next turn I'm hopping into the Asylum.

Strago

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Re: There's Something Foul in Arkham... (TURN 12- UPKEEP/MOVEMENT)
« Reply #289 on: July 24, 2009, 12:53:14 PM »
Moving to the Uptown Streets.

Is there any way to get some more of us Blessed before Hastur wakes up? I'd especially love to be (wish I'd had enough Luck to make it happen that last Mythos), since I'm picking up Upton Pickman and that will make me pretty good against Hastur.

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)

AndrewRogue

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Re: There's Something Foul in Arkham... (TURN 12- UPKEEP/MOVEMENT)
« Reply #290 on: July 25, 2009, 08:10:59 AM »
Arkham Encounters

Alex/Kate
Electroshock is fun!

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

Djinn/Mary
The Society members are bird watching in the woods. The janitor offers you a ride there. If you accept, move ot the Woods and draw 2 cards, encountering one card of your choice and discarding the other.

Shale/Vincent
Electroshock is fun!

Excal/Jenny
The gate looms...

Yakko/Carolyn
You've got monster on you too.

Nitori/Monterey
The gate looms...

Strago/Dexter
The streets are calm tonight...

Nitori

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Re: There's Something Foul in Arkham... (TURN 12- Encounters)
« Reply #291 on: July 26, 2009, 02:48:02 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: 3/7
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)
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)

Elder Sign that gate~ Oh wait I went insane~


Discard Ancient Tome and Bullwhip~
« Last Edit: July 26, 2009, 06:36:28 AM by Nitori »
<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 12- Encounters)
« Reply #292 on: July 26, 2009, 06:29:01 AM »
Jenny closed her Gate. Seems to me that Mary definitely should opt out of going to the Woods right now.

<Ranmilia> Hold up
* Hatbot (~Hatbot@24.174.51.230) has joined #rpgdlarkhamhorror
<Ranmilia> There you go
> What sorcery is this, etc.
> Righto, then.
> She's using Lore, she's got a 4, Celeano's -1.
> 3d6
* Hatbot --> "Strago rolls 3d6 and gets 14."12 [3d6=5, 3, 6]
> Hooray.

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
$2
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

AndrewRogue

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Re: There's Something Foul in Arkham... (TURN 12- Encounters)
« Reply #293 on: July 26, 2009, 08:26:56 AM »
By popular opinion in chat, Mary did head to the woods, where she tripped over a lockbox and found a severed foot. This drove her a little off the deep end, sending her to the Asylum.

Since it wasn't checked during the upkeep, Mary also, unfortunately, lost her blessing this time.
« Last Edit: July 26, 2009, 08:53:37 AM by The King in Yellow »

AndrewRogue

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Re: There's Something Foul in Arkham... (TURN 12- Encounters)
« Reply #294 on: July 26, 2009, 08:34:12 AM »
I knew we should have driven those crazy religious nuts out of town...

Lodge Members Held for Questioning

A Silver Lodge ritual lets 2 monsters loose in the French Hills steets (an Elder Thing and a Formless Spawn). A clue appears at Hibb's Roadhouse. A gate opens at the Black Cave, spawning two monsters (a Mi-Go and a Shoggoth). Circle moves on white, Square and Diamond move on black.
« Last Edit: July 26, 2009, 08:53:08 AM by The King in Yellow »

AndrewRogue

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Re: There's Something Foul in Arkham... (TURN 13- MOVEMENT/UPKEEP)
« Reply #295 on: July 27, 2009, 08:14:13 PM »
In the event it is necessary, deadline is extended a day due to lack of bot.

Shale

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Re: There's Something Foul in Arkham... (TURN 13- MOVEMENT/UPKEEP)
« Reply #296 on: July 27, 2009, 10:19:43 PM »
[17:07] * Hatbot (~Hatbot@24.174.51.230) has joined #rpgdlarkhamhorror
[17:07] <Shale> Behold! I wield arcane summoning rituals.
[17:07] <Shale> And roll for blessing, if anybody's around to see.
[17:11] <Nitori> ~
[17:11] <Shale> d6
[17:11] * Hatbot --> "Shale rolls d6 and gets 1." [d6=1]
[17:11] <Shale> .....fuck.
[17:12] <Shale> Farewell, blessing. You were good to me.
"Sufficiently advanced magic is indistinguishable from technology."
-Ponder Stibbons

[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 13- MOVEMENT/UPKEEP)
« Reply #297 on: July 27, 2009, 10:27:17 PM »
Got by the Dhole, moved to Ma's Boarding House. In the Encounters phase I'll be exchanging my two Gate Trophies to enlist the services of Richard Upton Pickman.

<Nitori> :(
> Aw, Hatbot. Boo to that.
> Alright, let's get my Sneak on.
> Moving past the Dhole, 4 Sneak, -1 Awareness, +1 Environment.
> 4d6
* Hatbot --> "Strago rolls 4d6 and gets 17."12 [4d6=4, 6, 2, 5]
> Yaaaaay


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)
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)

Hunter Sopko

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Re: There's Something Foul in Arkham... (TURN 13- MOVEMENT/UPKEEP)
« Reply #298 on: July 28, 2009, 11:34:52 AM »
Hopping into the Asylum. Sliding my Lore/Luck over to 0/4. Gonna pay the $2 to have my sanity restored on my encounter phase.

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
7 Toughness Monster Trophies (2 Ghosts, Cultist, Fire Vampire, Elder Thing, Ghoul)
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)
Blessing (4's count as successes. Lost if 1 or 2 is rolled on upkeep)
Enchanted Knife (Magical Weapon. +3 Combat checks)
Shotgun (Physical Weapon. +4 Combat checks. 6's count double)
Food (Reduce Stamina damage taken by 1)

EDIT: My blessing stays.

<Soppy-FEStive> Oh yeah. Need to check for my Blessing
<Soppy-FEStive> roll 1d6
* Hatbot --> "Soppy-FEStive rolls 1d6 and gets 5." [1d6=5]
<Soppy-FEStive> Whee
« Last Edit: July 29, 2009, 05:24:26 AM by Hunter Sopko »

Yakumo

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Re: There's Something Foul in Arkham... (TURN 13- MOVEMENT/UPKEEP)
« Reply #299 on: July 28, 2009, 11:46:50 AM »
I need a map to work with, if you have time, Andy.  I don't know the board well enough to figure out my moves without it and the wiki doesn't have one that I've seen yet.