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Author Topic: Another Peaceful Day in Arkham!  (Read 36931 times)

Nitori

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Re: There's Something Foul in Arkham... (TURN 3- ENCOUNTERS)
« Reply #75 on: June 14, 2009, 10:59:53 PM »
I purchase the Holy Water for $4, so I have an emergency backup against any Physical Immune monsters that spawn on me~
<Ko-NitoriisSulpher> roll 1d100 to grade Nitori?
<Hatbot> ACTION --> "Ko-NitoriisSulpher rolls 1d100 to grade Nitori? and gets 100." [1d100=100]

Shale

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Re: There's Something Foul in Arkham... (TURN 3- ENCOUNTERS)
« Reply #76 on: June 15, 2009, 12:25:18 AM »
I pass on the front-row seat to an explosion.
"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 3- ENCOUNTERS)
« Reply #77 on: June 15, 2009, 04:49:23 AM »
You know, I'm thinking it might be a good chance to have a good ol' fashioned Witch Burning in Arkham.

Witch Burning Anniversary

An ancient curse strikes Arkham, releasing 2 monsters (a Witch and a Ghoul) into the Rivertown streets. A clue appears at the Science Building (Vincent claims it). A gate to Another Dimension opens at the Unvisited Isle, spawning two monsters (a Dark Young and a Nightgaunt). Moon moves on white. Cross moves on black.


The drill, you know it.

Hunter Sopko

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Re: There's Something Foul in Arkham... (TURN 4- UPKEEP/MOVEMENT)
« Reply #78 on: June 15, 2009, 04:57:26 AM »
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)


Moving my Fight/Will over 1 whilst I wait for my next OTHERWOOOOOOOOOOOOORLD ENCOUNTERRRRRRRRRRRRRR!

Strago

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Re: There's Something Foul in Arkham... (TURN 4- UPKEEP/MOVEMENT)
« Reply #79 on: June 15, 2009, 05:18:43 AM »
Right, so am I allowed to emerge from the Hibb's Roadhouse (Yuggoth) gate and close it there? It's closer to the Asylum, and I really need to restore my Sanity, so that seems like it makes sense. And then Soppy can close the Witch House one? Let me know if this doesn't make sense either strategically or in the rules.

For now I'm going to sleep. Will be around, at least briefly, in the mid-late A.M. EST tomorrow.

AndrewRogue

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Re: There's Something Foul in Arkham... (TURN 4- UPKEEP/MOVEMENT)
« Reply #80 on: June 15, 2009, 05:29:54 AM »
Right, so am I allowed to emerge from the Hibb's Roadhouse (Yuggoth) gate and close it there? It's closer to the Asylum, and I really need to restore my Sanity, so that seems like it makes sense. And then Soppy can close the Witch House one? Let me know if this doesn't make sense either strategically or in the rules.

For now I'm going to sleep. Will be around, at least briefly, in the mid-late A.M. EST tomorrow.

Yes you can. If you want, let me know and I'll update the map accordingly.

ALSO, ADDENDUM. VINCENT IS AT THE SCIENCE BUILDING. WILL FIX TOMORROW.

Excal

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Re: There's Something Foul in Arkham... (TURN 4- UPKEEP/MOVEMENT)
« Reply #81 on: June 15, 2009, 09:45:36 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
$10
0 Clues

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


Actions:

I'll scoot over to where the Witch and the Ghoul are, and Axe them a question or two.  Assuming Shale doesn't beat me to it.  Will post with rolls tomorrow after Shale has had time to see board, and people are awake.

Shale

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Re: There's Something Foul in Arkham... (TURN 4- UPKEEP/MOVEMENT)
« Reply #82 on: June 15, 2009, 03:11:48 PM »
With Fight maximized and Voice of Ra active, I should be able to take those two, and don't really see any other use for my time except encounter-hunting. Thoughts?

Edit: Hngh. I've got one fewer Stamina than I thought, meaning I'd have to take the both of them with at most one failed combat roll. Not sure I trust Hatbot enough for that, and I really don't want to lose either of my shiny shiny spells.
« Last Edit: June 15, 2009, 03:57:27 PM by Shale »
"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 4- UPKEEP/MOVEMENT)
« Reply #83 on: June 15, 2009, 03:38:13 PM »
Right, so am I allowed to emerge from the Hibb's Roadhouse (Yuggoth) gate and close it there? It's closer to the Asylum, and I really need to restore my Sanity, so that seems like it makes sense. And then Soppy can close the Witch House one? Let me know if this doesn't make sense either strategically or in the rules.

For now I'm going to sleep. Will be around, at least briefly, in the mid-late A.M. EST tomorrow.

Yes you can. If you want, let me know and I'll update the map accordingly.

ALSO, ADDENDUM. VINCENT IS AT THE SCIENCE BUILDING. WILL FIX TOMORROW.

Yeah, this is exactly what I am doing with this portion of my turn. Will be attempting to close the Roadhouse Gate when the time comes.

DjinnAndTonic

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Re: There's Something Foul in Arkham... (TURN 4- UPKEEP/MOVEMENT)
« Reply #84 on: June 15, 2009, 04:01:35 PM »
Sister Mary:

Well, I seem to be cornered by goth-horror rejects, so I suppose I'll place my faith in the Lord above and make for the Rivertown Streets.

Speaking of the Lord above; Blessing upkeep:

[23:50] <Djinn1> Hey, I need to roll a 1d6 for Arkham so that God will love me.
[23:50] <TranceHime> Hey Djinn.
[23:51] <Djinn1> God is pretty generous, so long as I don't roll a 1, I should be Blessed.
[23:51] <Djinn1> witness plz?
[23:51] <Kotono> Who do you need to witness?
[23:51] <Djinn1> Just an Arkham person I suppose?
[23:52] <Djinn1> The Arkham channel lost its hatebot.
[23:53] <Djinn1> Well, it's like midnight and I have an early class tomorrow, so I'm just gonna assume you're all patiently waiting for me to roll.
[23:53] <Djinn1> 1d6
[23:53] * Hatbot --> "Djinn1 rolls 1d6 and gets 6." [1d6=6]
[23:53] <Djinn1> Praise be! Halelujah!

It also seems like a good idea to wait for Strago to handle his door before I try this, so I'd like to attempt that timing.


QuietRain

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Re: There's Something Foul in Arkham... (TURN 4- UPKEEP/MOVEMENT)
« Reply #85 on: June 15, 2009, 06:42:48 PM »
Carolyn Fern

Stats -

Stamina: 3/4
Sanity: 5/6

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
Monster Trophy
2 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.  Heal another sanity point.
« Last Edit: June 16, 2009, 05:03:32 PM by QuietRain »
"Soul Meets Soul When Eyes Meet Eyes"

Strago

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Re: There's Something Foul in Arkham... (TURN 4- UPKEEP/MOVEMENT)
« Reply #86 on: June 15, 2009, 08:22:22 PM »
Sister Mary:

Well, I seem to be cornered by goth-horror rejects, so I suppose I'll place my faith in the Lord above and make for the Rivertown Streets.

Speaking of the Lord above; Blessing upkeep:

[23:50] <Djinn1> Hey, I need to roll a 1d6 for Arkham so that God will love me.
[23:50] <TranceHime> Hey Djinn.
[23:51] <Djinn1> God is pretty generous, so long as I don't roll a 1, I should be Blessed.
[23:51] <Djinn1> witness plz?
[23:51] <Kotono> Who do you need to witness?
[23:51] <Djinn1> Just an Arkham person I suppose?
[23:52] <Djinn1> The Arkham channel lost its hatebot.
[23:53] <Djinn1> Well, it's like midnight and I have an early class tomorrow, so I'm just gonna assume you're all patiently waiting for me to roll.
[23:53] <Djinn1> 1d6
[23:53] * Hatbot --> "Djinn1 rolls 1d6 and gets 6." [1d6=6]
[23:53] <Djinn1> Praise be! Halelujah!

It also seems like a good idea to wait for Strago to handle his door before I try this, so I'd like to attempt that timing.




I don't get a chance to close my gate until the next phase, though, so... if you want to do it this turn, go ahead.

Ranmilia

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Re: There's Something Foul in Arkham... (TURN 4- UPKEEP/MOVEMENT)
« Reply #87 on: June 16, 2009, 09:08:42 AM »
I'm tentatively thinking about charging the Unvisited Isle gate (again!), but will wait for others and opinions on this.

Excal

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Re: There's Something Foul in Arkham... (TURN 4- UPKEEP/MOVEMENT)
« Reply #88 on: June 16, 2009, 12:29:42 PM »
Well, Shale, since you go before me, I have to wait to see what happens with you before I can take my turn.  So, please decide before we both time out.

Nitori

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Re: There's Something Foul in Arkham... (TURN 4- UPKEEP/MOVEMENT)
« Reply #89 on: June 17, 2009, 02:05:41 AM »
Sliders/Stats

Speed  1 [2] 3 4
Sneak  3 [2] 1 zero

Fight  [2] 3 4 5
Will  [3] 2 1 0

Lore  1 [2] 3 4
Luck  5 [4] 3 2

Stamina: 7/7
Sanity: 2/3

Inventory

$6
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)
Holy Water (1H, magical weapon, +6 to combat checks, discard after use)
Bullwhip (1H, +1 to combat checks, exhaust to reroll 1 die of a combat check)
.38 Revolver (1H, +3 to combat checks)

Use 2 Speed + Speed skill to move to Independence Square and grab the clue token~

<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 4- UPKEEP/MOVEMENT)
« Reply #90 on: June 17, 2009, 03:28:19 AM »
Deadline is theoretically tonight, so if you could get your actions in or let me know that you guys want another day? It'd be appreciated.

AndrewRogue

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Re: There's Something Foul in Arkham... (TURN 4- UPKEEP/MOVEMENT)
« Reply #91 on: June 17, 2009, 06:03:56 AM »
Due to everyone kinda holding up for Shale (and not feeling too hot at the moment), I'm going to postpone deadline until 8pm PST tomorrow. Please have actions ready by then.

Shale

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Re: There's Something Foul in Arkham... (TURN 4- UPKEEP/MOVEMENT)
« Reply #92 on: June 17, 2009, 06:04:28 AM »
[00:53] <Shale-zzzzzz> Okay, so. Had I known I was going to be in combat, I would have cast Sign of Ra. May I do that?
[00:53] <AndrewRogue> You did do that.
[00:53] <Shale-zzzzzz> Did it work?
[00:53] <AndrewRogue> So yes you can try to cast.
[00:54] <Shale-zzzzzz> Oh. Okay.
[00:54] <Shale-zzzzzz> Sign of Ra casts at Lore -1. I have 3 Lore and the +Lore skill.
[00:54] <Shale-zzzzzz> 3d6
[00:54] * Hatbot --> "Shale-zzzzzz rolls 3d6 and gets 15." [3d6=6, 3, 6]
[00:54] <Shale-zzzzzz> Sweet.
[00:55] <Shale-zzzzzz> Okay, now what am I doing?
[00:55] * Shale-zzzzzz is now known as Shale
[00:55] <AndrewRogue> Whatever you want. Punching out Witch and Ghoul isn't a bad plan
[00:55] <Shale> Well, I've already blown the Sanity. Here goes nothing!
[00:56] <AndrewRogue> Bleh. I don't feel very well.
[00:57] <Shale> Witch first. She has no horror check, so I skip straight to the punching.
[00:57] <Shale> Oh, and since I never posted mys tats, I should specify here, fight+2, will-2.
[00:58] <Shale> Also, should go without saying, but I doctor myself before moving.
[00:58] <Shale> Vs. Witch. I have 3 fight, +fight skill, and +1 from Voice of Ra. She has -3 to combat checks. She has 1 toughness.
[00:58] <Shale> 2d6
[00:58] * Hatbot --> "Shale rolls 2d6 and gets 8." [2d6=3, 5]
[00:58] <Shale> She dies.
[00:59] <Strago|Dexter> Woot.
[00:59] <Shale> vs. Ghoul. Ghoul has a horror check of +0. I have 1 will.
[00:59] <Shale> d6
[00:59] * Hatbot --> "Shale rolls d6 and gets 4." [d6=4]
[01:00] <Shale> I fail. -1 sanity. Sanity at 3, Stamina at 4.
[01:00] <Shale> Oh, wait, Voice of Ra.
[01:00] <Shale> d6
[01:00] * Hatbot --> "Shale rolls d6 and gets 1." [d6=1]
[01:00] <Shale> That didn't help.
[01:01] <Shale> Ghoul has -1 to combat checks and 1 toughness. I have 5 effective fight.
[01:01] <Shale> 4d6
[01:01] * Hatbot --> "Shale rolls 4d6 and gets 16." [4d6=5, 2, 3, 6]
[01:01] <Shale> Dead Ghoul.
[01:01] <AndrewRogue> Grats
[01:01] <Shale> I do a doctorly victory dance and end my turn.

Vincent Lee

Stats

Stamina: 4/5
Sanity: 2/5

Speed    0    1    2   {3}
Sneak    5    4    3   {2}

Fight    0   1   2   {3}
Will      4   3   2   {1}  

Lore    2    {3}    4   5
Luck    4    {3}    2   1

Focus 2

Inventory

$1
1 Clue Token

Fight Skill (+1 Fight, add one extra die when spending Clue tokens on a Fight check)
Lore Skill (+1 Lore, add one extra die when spending Clue tokens on a Lore check)
Voice of Ra (Spell, -1 casting check, 1 sanity cost; Upkeep: cast and exhaust to get +1 to all skill checks for the remainder of the turn)
Red Sign of Shudde M'Ell (Spell, -1 casting check, 1 sanity cost, any phase: cast and exhaust to lower a target monster's toughness by 1 (minimum 1) and ignore any one monster ability except Magic Immunity for the rest of the combat)

2 Toughness worth of Monster Trophies
« Last Edit: June 18, 2009, 06:35:38 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 4- UPKEEP/MOVEMENT)
« Reply #93 on: June 17, 2009, 06:33:40 AM »
Right then, since I'm ruddy useless, I'll just head to the Admin building for skillz.

Ranmilia

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Kate Winthrop

Stats

Stamina: 4/4
Sanity: 1/6

Speed  1 2 [3] 4
Sneak  5 4 [3] 2

Fight  1 2 3 [4]
Will  3 2 1 [zero]

Lore  2 3 4 [5]
Luck  4 3 2 [1]

Inventory
$4
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+3+2 toughness worth of monster trophies (Fire Vampire, Dark Young, Nightgaunt)


Move to Unvisited Isle, lock and load against the baddies.


Results
[23:38] <Ranmilia> Yeah.  Shot taking.
[23:40] <Shale> Good luck!
[23:40] <Ranmilia> Move over and initiate combat against Dark Young.  It is very frightening, I lose three sanity.
[23:40] <Ranmilia> Stamina 4/4, Sanity 3/6.
[23:41] <Soppy-WhatsTheFlayva> C'mon Alex. Taking the shot involves kicking reason to the curb and rolling 3 20's on 4 rolls
[23:41] <Ranmilia> I will attempt to cast Enchant Weapon on my shotgun.  1 Sanity cost, Sanity 2/6.
[23:42] <Ranmilia> Lore 5, casting mod 0, five dice.
[23:42] <Ranmilia> 5d6
[23:42] * Hatbot --> "Ranmilia rolls 5d6 and gets 21." [5d6=4, 6, 1, 5, 5]
[23:42] <Ranmilia> Success, and wince at the good rolls being used up.
[23:43] <Ranmilia> But at least now I can bypass Dark Young's physical resistance.  I will use Shotgun, it gives +4 to combat checks.
[23:43] <Ranmilia> And most importantly, any 6s will count double.
[23:44] <Ranmilia> The Dark Young has a combat mod of -1.  I have 4 fight and the shotgun, so I will be rolling 7 dice.  I need three successes.  Failure results in my taking 3 stamina damage.
[23:44] <Ranmilia> Let's roll.
[23:44] <Ranmilia> 7d6
[23:44] * Hatbot --> "Ranmilia rolls 7d6 and gets 28." [7d6=1, 4, 5, 6, 1, 6, 5]
[23:45] <Shale> I think it exploded.
[23:45] <Ranmilia> Six successes.  The Dark Young is forcefully put to naptime.
[23:46] <Ranmilia> I gain a three toughness monster trophy.  The reinforcements symbol pops up and a Nightgaunt appears.
[23:46] <Ranmilia> I have zero will and soak another sanity hit, Sanity 1/6.
[23:47] <Ranmilia> The Nightgaunt has a -2 combat mod, 2 toughness, and sucks me through the gate immediately on failure, which isn't all that bad.
[23:47] <Shale> I see I'll have company at Arkham next turn.
[23:47] <Soppy-WhatsTheFlayva> Just murderize it
[23:47] <Ranmilia> I will use my shotgun, 4 fight +4 gun -2 for a total of 6 dice.
[23:48] <Ranmilia> 6d6
[23:48] * Hatbot --> "Ranmilia rolls 6d6 and gets 23." [6d6=5, 2, 4, 6, 1, 5]
[23:48] <Soppy-WhatsTheFlayva> Boom
[23:48] <Shale> -stick
[23:48] <Ranmilia> Four successes, Nightgaunt returns to the pages of Scary Stories to Tell in the Dark 5.
[23:48] <Soppy-WhatsTheFlayva> Yesssssssssssss
[23:48] <Soppy-WhatsTheFlayva> They had a compliation of that. I almost got it
[23:49] <Ranmilia> I gain a 2 toughness monster trophy.  The board is cleared of monsters.  Nearly insane, I trip over a rock and am sucked through a gate into Another Dimension, perhaps soon to become lost in time and space should the otherworld encounter have a sanity hit.

AndrewRogue

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Re: There's Something Foul in Arkham... (TURN 4- UPKEEP/MOVEMENT)
« Reply #95 on: June 18, 2009, 05:59:31 AM »
To the Graveyard with Mary. She acquires a clue.

AndrewRogue

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Re: There's Something Foul in Arkham... (TURN 4- UPKEEP/MOVEMENT)
« Reply #96 on: June 18, 2009, 06:16:18 AM »
Arkham Encounters

Alex/Kate
Into a gate with thee!

Djinn/Mary
"Testifying" Cooter Falwell latches onto you and rambles about his spiritual beliefs. Make a Lore (-1) check. If you pass, then somewhere in Cooter's words you find a clue to the Mythos threat. Gain 1 Clue Token, but lose 1 Sanity. If you fail, move to the street while you listen to Cooter ramble on about pure nonsense.

Shale/Vincent
Clean yourself up, man.

Excal/Jenny
Choose one:
or

Nitori/Monterey
A shadow falls across you from no apparent source and you shive with more than just cold. Pass a Will (-1) check or lose 1 Stamina and 1 Sanity.

Strago/Dexter
The gate looms.

Other World Encounters

Alex/Kate
Pass a Luck (-1) check to find the gate back. If so, immediate return to Arkham.

Sopko/Darell
A hideous monster appears!


QR/Carolyn
You stare into the face of madness. Roll 1 die for each point of Sanity you have. Lose 1 Sanity for each die that does not roll a success. If you do not go insane, gain 1 Clue token for each die that rolled a success.

Deadline is Friday at 10pm.

Hunter Sopko

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Re: There's Something Foul in Arkham... (TURN 4- ENCOUNTERS)
« Reply #97 on: June 18, 2009, 06:19:26 AM »
Spending one Sanity to use Dragon's Eye to redraw the Gate Encounter.

AndrewRogue

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Re: There's Something Foul in Arkham... (TURN 4- ENCOUNTERS)
« Reply #98 on: June 18, 2009, 06:22:23 AM »
Soppy/Darell

The sky is spinning (~). Pass a Will (-2) check or pass out and stay here next turn.

Hunter Sopko

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Re: There's Something Foul in Arkham... (TURN 4- ENCOUNTERS)
« Reply #99 on: June 18, 2009, 06:27:13 AM »
<AndrewRogue> What's your Will, Sopko?
<Soppy-WhatsTheFlayva> 2 base + 1 for Will skill, so 3
<AndrewRogue> The curse of Nitori is upon you
<Soppy-WhatsTheFlayva> Oh?
<AndrewRogue> Posted
<Soppy-WhatsTheFlayva> Eh. Better than the other one
<Soppy-WhatsTheFlayva> roll 1d6
* Hatbot --> "Soppy-WhatsTheFlayva rolls 1d6 and gets 3." [1d6=3]
<Soppy-WhatsTheFlayva> Spending a clue, I guess. That'll give me two extra rolls
<Soppy-WhatsTheFlayva> roll 2d6
* Hatbot --> "Soppy-WhatsTheFlayva rolls 2d6 and gets 10." [2d6=6, 4]
<Soppy-WhatsTheFlayva> Yay


Stats:
Sanity 3/4
Stamina 5/6

Skills 
Speed  [2]  3  4  5 
Sneak  [3]  2 1  0 

Fight  2  3  [4]  5 
Will    4  3  [2]  1 

Lore  0  1  [2]  3 
Luck  4  3  [2]  1 

Inventory
$6

0 Clue Tokens
2 Toughness Monster Trophies

Will skill (+1 Will, One extra bonus die on Will checks if I spend a Clue token)
Dragon's Eye (Exhaust and spend one Sanity after drawing a gate or location card to draw another in it's place.)
Enchanted Knife (Magical Weapon. +3 Combat checks)
Research Materials (Use in place of a Clue token)
Ally: Eric Colt (+2 Speed, Immune to Nightmarish)