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Author Topic: Another Peaceful Day in Arkham!  (Read 36934 times)

Excal

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<Excal> 3d6 Will Check
* Hatbot --> "Excal rolls 3d6 Will Check and gets 6."12 [3d6=3, 2, 1]
<Excal> ... you've got to be kidding me.
<Excal> Exhaust Bravery for Reroll.
<Excal> 3d6 Will Check
<AndrewCrossEdge> (Not a Horror Check)
* Hatbot --> "Excal rolls 3d6 Will Check and gets 11."12 [3d6=1, 5, 5]
<Excal> ...
<Ranmilia> I don't think you can, yeah
<AndrewCrossEdge> (Will =/= Horror, unfortunately)
<Strago|Dexter> Bummer city.
<Ranmilia> 5d6 to close gate?
* Hatbot --> "Ranmilia rolls 5d6 to close gate? and gets 18."12 [5d6=1, 4, 6, 6, 1]
<Ranmilia> Yup.
<Shale> HAAAAATBOOOOOOOT....okay, that's better.
<Strago|Dexter> Yay!
<Excal> 6d6 to Shoot self in head
* Hatbot --> "Excal rolls 6d6 to Shoot self in head and gets 16."12 [6d6=3, 2, 2, 2, 2, 5]

AndrewRogue

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<Gatewalker> I am supposed to roll something for Jenna in here
<Gatewalker> what do I roll?
<Excal> Looking that up.
<Excal> The guys who are experts wandered off.
<Ranmilia> Ah
<Excal> Fight Check, at -1
<Ranmilia> Need to roll a Fight at -1
<Excal> Which...  looks like a single d6
* Excal sets mode: +o Gatewalker
<Ranmilia> Current fight is 2...
<Ranmilia> So yeah, single d6.
<Gatewalker> d6 for great justice?
* Hatbot --> "Gatewalker rolls d6 for great justice? and gets 4."12 [d6=4]
<Gatewalker> is that a good thing?
<Ranmilia> Alas!  Failure.
<Excal> So, that's -1 Stam, -1 San

AndrewRogue

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Re: There's Something Foul in Arkham... (UPDATING)
« Reply #52 on: June 11, 2009, 02:16:37 AM »
You ever hear that ol' Hibb's is haunted?

Miskatonic Arctic Expedition Returns!

Any Elder Things previously claimed as monster trophies by players return to life and are placed in the river docks. A clue appears at Independence Square. A gate opens at Hibb's Roadhouse (Yuggoth). Two ghosts emerge from the gate. Moon moves on white (ghosts stay stationary) and Cross moves on black.

You all know the drill.

Nitori

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Re: There's Something Foul in Arkham... (TURN 3- UPKEEP/MOVEMENT)
« Reply #53 on: June 11, 2009, 02:35:25 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
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)
Bullwhip (1H, +1 to combat checks, exhaust to reroll 1 die of a combat check)
.38 Revolver (1H, +3 to combat checks)

Move sliders two spaces toward Will, move to Curiositie Shoppe, go shopping~
« Last Edit: June 11, 2009, 10:15:16 AM by Nitori »
<Ko-NitoriisSulpher> roll 1d100 to grade Nitori?
<Hatbot> ACTION --> "Ko-NitoriisSulpher rolls 1d100 to grade Nitori? and gets 100." [1d100=100]

Hunter Sopko

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Re: There's Something Foul in Arkham... (TURN 3- UPKEEP/MOVEMENT)
« Reply #54 on: June 11, 2009, 02:44:08 AM »
I'm gonna take a run at the new portal at Hibb's. Gotta get by the Ghosts first.

Sliding the Speed/Sneak over 1.


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)

Shale

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Re: There's Something Foul in Arkham... (TURN 3- UPKEEP/MOVEMENT)
« Reply #55 on: June 11, 2009, 02:55:28 AM »
Vincent Lee

Stats

Stamina: 3/5
Sanity: 4/5

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)

Heal 1 stamina through doctoring ability, proceed to Science Building.
« Last Edit: June 11, 2009, 04:20:11 AM by Shale »
"Sufficiently advanced magic is indistinguishable from technology."
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Strago

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Re: There's Something Foul in Arkham... (TURN 3- UPKEEP/MOVEMENT)
« Reply #56 on: June 11, 2009, 05:04:35 AM »
I believe I just move to the next Yuggoth area, yes? And await another Other World encounter? Am also moving Speed/Sneak and Fight/Will sliders one each to the left.

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] 0

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)
« Last Edit: June 11, 2009, 05:12:45 AM by Strago »

Lady Door

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Re: There's Something Foul in Arkham... (TURN 3- UPKEEP/MOVEMENT)
« Reply #57 on: June 11, 2009, 06:28:58 AM »
Sorry guys, Life interfered. I'll try and have the Wiki up-to-date tomorrow before deadline (and on time thereafter).
<Demedais> Humans look like cars to me.
<AndrewRogue> That must be confusing in parking lots

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)


Move to the Curiosity Shoppe, check out what's for sale.


Results
Goodies?

Excal

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Re: There's Something Foul in Arkham... (TURN 3- UPKEEP/MOVEMENT)
« Reply #59 on: June 12, 2009, 03:13:44 AM »
Jenny Barnes

Stats

Stamina: 1/5
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
$9
0 Clues

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


Actions:

Shift Lore/Luck one over, then scoot over to the Historical Society for the clue.

Lady Door

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Re: There's Something Foul in Arkham... (TURN 3- UPKEEP/MOVEMENT)
« Reply #60 on: June 12, 2009, 07:27:34 AM »
I'm gonna take a run at the new portal at Hibb's. Gotta get by the Ghosts first.

Sliding the Speed/Sneak over 1.


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)

This move is illegal. Insufficient Speed to move from Arkham Asylum to Hibb's Roadhouse. Please adjust your turn accordingly.
Resolved.

Additionally, the Game One page should be up to date. I will work on updating individual inventory/status tomorrow evening (shortly after the Encounter update). Please let me know if there are any errors or if you have any suggestions. You can find something else to do with your criticisms.
« Last Edit: June 12, 2009, 07:05:35 PM by Lady Door »
<Demedais> Humans look like cars to me.
<AndrewRogue> That must be confusing in parking lots

Ranmilia

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Re: There's Something Foul in Arkham... (TURN 3- UPKEEP/MOVEMENT)
« Reply #61 on: June 12, 2009, 08:03:02 AM »
He has a +2 Speed ally.  (Yeah, I had to doublecheck too when I first saw it.  >_>)

Lady Door

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Re: There's Something Foul in Arkham... (TURN 3- UPKEEP/MOVEMENT)
« Reply #62 on: June 12, 2009, 07:02:05 PM »
Ah, right. His new acquisition. Thank you!

In the future, please do be explicit about where your numbers are coming from. It helps me keep track and I do tend to overlook something when it's not made "naked man standing in the middle of the room painting himself red" obvious.
« Last Edit: June 12, 2009, 07:06:47 PM by Lady Door »
<Demedais> Humans look like cars to me.
<AndrewRogue> That must be confusing in parking lots

Excal

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Re: There's Something Foul in Arkham... (TURN 3- UPKEEP/MOVEMENT)
« Reply #63 on: June 12, 2009, 07:34:46 PM »
I had always wondered how Andy had originally gotten your attention.  Now I wish I was still wondering.

Lady Door

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Re: There's Something Foul in Arkham... (TURN 3- UPKEEP/MOVEMENT)
« Reply #64 on: June 12, 2009, 08:19:40 PM »
<_<

Sister Mary makes a move for the Black Cave and collects 2 Clue Tokens, which she desperately needs. She now has 2 Clue Tokens, hooray!

(I may or may not come back and edit this post to include her current stats/inventory. If it's relevant to anyone, let me know and I'll be sure to.)
<Demedais> Humans look like cars to me.
<AndrewRogue> That must be confusing in parking lots

QuietRain

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Re: There's Something Foul in Arkham... (TURN 3- UPKEEP/MOVEMENT)
« Reply #65 on: June 12, 2009, 11:16:30 PM »
Carolyn Fern

Stats -

Stamina: 3/4 (Can someone verify this?  I'm not sure about the stamina & sanity numbers here ... )
Sanity: 4/6

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.
--------------------------------------------------------
Floating in the great unknown.  If possible, I'd like to heal one of those sanity points.
"Soul Meets Soul When Eyes Meet Eyes"

Hunter Sopko

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Re: There's Something Foul in Arkham... (TURN 3- UPKEEP/MOVEMENT)
« Reply #66 on: June 13, 2009, 03:00:31 AM »
Sorry about that, LD. I'll be more clear next time.

Rolled combat for the Ghosts. Suffice to say, I ain't afraid of no ghosts. I claim 2 Toughness worth of monster trophies and await to be thrown into the gate!

<Soppy-WhatsTheFlayva> So gonna be fighting those ghosts.
<Soppy-WhatsTheFlayva> #1, Horror check
<Soppy-WhatsTheFlayva> 3 stat + 1 for Will skill. Minus 2 for modifier makes 2 die
<Soppy-WhatsTheFlayva> roll 2d6
* Hatbot --> "Soppy-WhatsTheFlayva rolls 2d6 and gets 6." [2d6=1, 5]
<Soppy-WhatsTheFlayva> Yay
<AndrewXEdge> Yay!
<Soppy-WhatsTheFlayva> Fight Check. 3 stat + 3 Magical Weapon. Minus 3 modifier makes 3 die. 1 Toughness
<Soppy-WhatsTheFlayva> roll 3d6
* Hatbot --> "Soppy-WhatsTheFlayva rolls 3d6 and gets 10." [3d6=1, 4, 5]
<Soppy-WhatsTheFlayva> One dead!
<Soppy-WhatsTheFlayva> #2, horror check
<Soppy-WhatsTheFlayva> roll 2d6
* Hatbot --> "Soppy-WhatsTheFlayva rolls 2d6 and gets 5." [2d6=4, 1]
* Merlin has joined #RPGDLArkhamHorror
<Soppy-WhatsTheFlayva> Spending a Clue token, I get another 2 die (due to Will skill)
<Soppy-WhatsTheFlayva> roll 2d6
* Hatbot --> "Soppy-WhatsTheFlayva rolls 2d6 and gets 9." [2d6=6, 3]
<Soppy-WhatsTheFlayva> Fight check
<Soppy-WhatsTheFlayva> roll 3d6
<AndrewXEdge> I'm not sure Will actually counts for Horror
* Hatbot --> "Soppy-WhatsTheFlayva rolls 3d6 and gets 11." [3d6=1, 5, 5]
<Soppy-WhatsTheFlayva> Eh? It's a Will check isn't it?
* AndrewXEdge glances, but eh, you hit it on the first die
<Soppy-WhatsTheFlayva> Woo. Killed both ghosts


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

1 Clue Token
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)

Lady Door

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Re: There's Something Foul in Arkham... (TURN 3- UPKEEP/MOVEMENT)
« Reply #67 on: June 13, 2009, 04:09:08 AM »
Carolyn Fern

Stats -

Stamina: 3/4 (Can someone verify this?  I'm not sure about the stamina & sanity numbers here ... )
Sanity: 4/6


Those numbers are correct according to my combat notes.
<Demedais> Humans look like cars to me.
<AndrewRogue> That must be confusing in parking lots

AndrewRogue

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Re: There's Something Foul in Arkham... (TURN 3- UPKEEP/MOVEMENT)
« Reply #68 on: June 13, 2009, 05:41:59 AM »
ARKHAM ENCOUNTERS

Alex/Kate

You must buy one of the following if able:


Sopko/Darell

Into the gate with thee!

Djinn/Mary

Bats! HUNDREDS OF THEM! Pass a Speed (-1) check to get out of the cave safely. If you fail, lose 1 Stamina.

Shale/Vincent

You find a student pounding on a strange device that he has hooked up to a massive machinery. He states that it is a dimensional beam machine. If you offer to help him, make a Lore (-2) check. If you pass, beams shoot out in all directions, disrupting the gates open througout the board. Roll a die for each open gate, one at a time. On a success the gate is closed. However, you may not take it as a tropy, but instead return it to the pile of gate markers. If you fail, the machinery overheats and explodes. Roll a die and lose that much Stamina, then move to St. Mary's Hospital.

Excal/Jenny

You encounter a friendly old professor from Miskatonic University. If you spend 1 gate trophy, he introduces himself as Professor Armitage and offers to join forces with you. Take his ally card if it is available, otherwise draw 1 unique item.

Nitori/Monterey

You must buy one of the following if able:


OTHER WORLD ENCOUNTERS

QR/Carolyn

You come across a slaughered creature. Pass a Luck (-1) check to claim a monster trophy from the cup and gain 2 clue tokens.

Soppy/Darrell

Pass a Fight (-2) check to lever back the lid of a stone chest. Inside, you find $8. If you fail, lose 1 Stamina.

Strago/Dexter

The cylindered head mocks your hopes. "You'll never return home!" it cackles. Pass a Will (-2) check or lose 2 Sanity.

You all know the drill.

Hunter Sopko

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Re: There's Something Foul in Arkham... (TURN 3- ENCOUNTERS)
« Reply #69 on: June 13, 2009, 05:51:37 AM »
I fail to open the chest and lose 1 Stamina. Not worth wasting Clue tokens on this.

<Soppy-WhatsTheFlayva> So 3-2=1 die!
<Soppy-WhatsTheFlayva> roll 1d6
* Hatbot --> "Soppy-WhatsTheFlayva rolls 1d6 and gets 2." [1d6=2]
<Soppy-WhatsTheFlayva> Shucks

Stats:
Sanity 4/4
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

1 Clue Token
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)

Excal

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Re: There's Something Foul in Arkham... (TURN 3- ENCOUNTERS)
« Reply #70 on: June 13, 2009, 06:27:49 AM »
Since I have no Gate Tokens, I'll have to pass on this action.  I'm assuming the item comes from spending the Gate Token if he's not available as an ally.

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
$4
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)
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 toughness worth of monster trophies (Fire Vampire)


Buy Book of Dyzan for $3.


Results
Book get~

QuietRain

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Re: There's Something Foul in Arkham... (TURN 3- ENCOUNTERS)
« Reply #72 on: June 14, 2009, 12:39:02 AM »
"You come across a slaughered creature. Pass a Luck (-1) check to claim a monster trophy from the cup and gain 2 clue tokens."

<QuietRain> luck roll for 2 dice
<QuietRain> roll 2d6
Hatbot --> "QuietRain rolls 2d6 and gets 8." [2d6=3, 5]
<Nitori> You do need a roll witness
<Nitori> I think I count
<QuietRain> One would hope ^_^

----------
Edited to show witness
« Last Edit: June 14, 2009, 12:43:01 AM by QuietRain »
"Soul Meets Soul When Eyes Meet Eyes"

DjinnAndTonic

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Re: There's Something Foul in Arkham... (TURN 3- ENCOUNTERS)
« Reply #73 on: June 14, 2009, 04:13:09 AM »
Hey I has intarwebs at home now! I can roll in IRC!

[11:52] <AndrewRogue> Sister Mary.
[11:52] <AndrewRogue> You are being chased by BATS
[11:52] <AndrewRogue> HUNDREDS OF THEM
[11:52] <Djinn> Oh SHI-
[11:54] <AndrewRogue> During the upkeep, we need to see if you kept your Blessing.
[11:54] <AndrewRogue> I didn't bother since I was in a hurry.
[11:54] <AndrewRogue> Roll a six sider. On a one, you lose the Blessing
[11:55] <Djinn> 1d6
[11:55] * Hatbot --> "Djinn rolls 1d6 and gets 4." [1d6=4]
[11:55] <AndrewRogue> You keep it!
[11:56] <Djinn> Yay!
[11:56] <AndrewRogue> So.
[11:56] <AndrewRogue> Now.
[11:56] <AndrewRogue> Your speed stat is 3.
[11:56] <AndrewRogue> To escape the bats, you need to roll a speed (-1) check and get a success.
[11:58] <Djinn> Okay, let's run away from these sunmabitches
[11:58] <Djinn> 2d6
[11:58] * Hatbot --> "Djinn rolls 2d6 and gets 11." [2d6=5, 6]
[11:58] <AndrewRogue> !!!
[11:58] <Djinn> sweet, super-succeed
[11:58] <AndrewRogue> You escape from BATS
[11:58] <AndrewRogue> HUNDREDS of them.

Whew... my Staminas is safe.
3 Speed/2 Sneak, 3 Fight/1 Will, 3 Lore/4 Luck


Strago

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Re: There's Something Foul in Arkham... (TURN 3- ENCOUNTERS)
« Reply #74 on: June 14, 2009, 05:20:54 AM »
Well, there's no way I can make the Will check, and that Sanity damage would kill me. So I discard my Obsidian Statue to prevent deathness. Sigh.


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)
Dynamite (2 hands, +8 to combat checks, discard after use)