Author Topic: The Sun Rises Over Arkham and Dunwich  (Read 24287 times)

AndrewRogue

  • Infinite
  • DL
  • Denizen
  • *
  • Posts: 3079
  • Sadness
    • View Profile
The Sun Rises Over Arkham and Dunwich
« on: August 26, 2009, 03:51:02 AM »
The news is all over the radio. The blizzard that seemed to hang incessantly over the east has finally dissipated, taking with it the madness that seemed to hover over the towns of Arkham and Dunwich.

Cabin fever, people claim it was. Just some folks who went a little stir crazy because they couldn't get out and about. A little too much time without the sun.

Still, there is a feeling of celebration in the air. The people banded together to help each other out and, if you set the crazies aside, it was a wonderful display of the positives of humanity. A sterling example of the good inherent in most people. Perhaps even showing off that, for some people, there is even more good in them. A willingness to stand up against the darkness, even at the risk of their own lives.
« Last Edit: October 15, 2009, 04:02:12 AM by AndrewRogue »

AndrewRogue

  • Infinite
  • DL
  • Denizen
  • *
  • Posts: 3079
  • Sadness
    • View Profile
Re: A Cold Wind Blows Through Arkham and Dunwich... (NO POSTING)
« Reply #1 on: August 26, 2009, 03:51:18 AM »
"Have you heard the story about those graves in the graveyard? They say a couple of 'em never get cold, even in the dead of winter. Flake of snow won't land on 'em. You should check it out."
« Last Edit: October 15, 2009, 04:04:18 AM by AndrewRogue »

AndrewRogue

  • Infinite
  • DL
  • Denizen
  • *
  • Posts: 3079
  • Sadness
    • View Profile
Re: A Cold Wind Blows Through Arkham and Dunwich... (NO POSTING)
« Reply #2 on: August 26, 2009, 03:51:53 AM »
He wanders the snowy wastes, ever waiting, ever hunting.
« Last Edit: October 15, 2009, 04:05:16 AM by AndrewRogue »

AndrewRogue

  • Infinite
  • DL
  • Denizen
  • *
  • Posts: 3079
  • Sadness
    • View Profile
Re: A Cold Wind Blows Through Arkham and Dunwich... (NO POSTING)
« Reply #3 on: August 26, 2009, 03:52:52 AM »
It waits...
« Last Edit: October 15, 2009, 04:05:36 AM by AndrewRogue »

AndrewRogue

  • Infinite
  • DL
  • Denizen
  • *
  • Posts: 3079
  • Sadness
    • View Profile
Re: A Cold Wind Blows Through Arkham and Dunwich... (NO POSTING)
« Reply #4 on: August 26, 2009, 05:57:17 AM »
LOCATION SPECIAL ABILITIES

ARKHAM

Bank of Arkham
Bank Loan: Instead of having an encounter here, you may take out a Bank Loan if you don't have one yet.

Arkham Asylum
Psychiatric Care: Instead of having an encounter here, you may recover sanity by receiving psychiatric care. You may either regain 1 Sanity for free, or pay $2 to restore your Sanity to its maximum value.

Curiositie Shoppe
Shop: Instead of having an encounter here, you may draw 3 Unique Items and purchase one of them for its list price. Discard the other two items.

Police Station
Deputized: Instead of having an encounter here, you may spend 10 toughness worth of monster trophies, 2 gate trophies, or 5 toughness worth of monster trophies and 1 gate trophy to become the Deputy of Arkham. Take the Deputy of Arkham card.

General Store
Shop: Instead of having an encounter here, you may draw 3 Common Items and purchase one of them for its list price. Discard the other two items.

Science Building
Dissection: Instead of having an encounter here, you may spend 5 toughness worth of monster trophies or 1 gate trophy to gain 2 clue tokens.

 Administration
Classes: Instead of having an encounter here, you may pay $8 to draw 2 Skills. Keep one of them and discard the other.

Silver Twilight Lodge
Inner Sanctum: If you have a Silver Twilight Membership, then you look at the Inner Sanctum entry when having encounters here.

St. Mary's Hospital
Medical Care: Instead of having an encounter here, you may recover Stamina by receiving medical care. You may either regain 1 Stamina for free, or pay $2 to restore your Stamina to its maximum value.

Ma's Boarding House
Recruit:Instead of having an encounter here, you may spend 10 toughness worth of monster trophies, 2 gate trophies, or 5 toughness worth of monster trophies and 1 gate trophy to take any 1 Ally of your choice from the Ally deck.

Ye Olde Magick Shoppe
Magic Lessons: Instead of having an encounter here, you may pay $5 to draw 2 Spells. Keep one of them and discard the other.

South Church
Blessing: Instead of having an encounter here, you may spend 5 toughness worth of monster trophies or 1 gate trophy to have any investigator you choose be Blessed.

DUNWICH

Devil's Hopyard
Strange Deal: Instead of having an encounter here, you may spend 5 toughness worth of monster trophies of one gate token to gain 1 Clue token a $2.

Harney Jones' Shack
Hospitality: Instead of having a encounter here, you may regain 1 Sanity or 1 Stamina.

Dunwich Village
Osborn's General Store: Instead of having an encounter here, you may pay $4 to roll a die. On a success, draw 1 Unique Item. On a failure, draw 1 Common item.

Drake's Carnival
Wheel of Fortune: Instead of having an encounter here, you may pay $1 to roll a die. On a success, you gain $3.

Ithaqua

  • Denizen
  • *
  • Posts: 19
  • The Wind-Walker
    • View Profile
Re: A Cold Wind Blows Through Arkham and Dunwich... (NO POSTING)
« Reply #5 on: August 26, 2009, 06:14:15 AM »
Despite being early August, it seems that winter has already arrived in Arkham and the neighboring township of Dunwich. While the summer was hot and muggy as ever, the new month  brought an unfathomable change about, the bright sun giving way to dark clouds that seem to linger perpetually. The temperature slowly, but steadily, began to fall.

Then the wind began.

It was a cold wind that brought with it winter snow. A thick, bitterly cold snow that slowly began to bury the towns, despite the best efforts. Working day and night was just enough to keep the streets clear for travelers and commuters. Every day people expected the weather to finally relax or mellow out.

It never did.

As the roads filled and stores struggled to open each day, a quiet tension began to build in the town. People started to seek out... unorthodox ways to bring an end to the bitter weather. Rumors of a cult out in the woods began to grow and, despite the fear and disgust the people expressed, there remained perhaps the smallest glimmer of hope that they could make a difference.

Then the disappearances began.

It started with vagrants. People merely assumed they had left town or frozen in the streets. Then the police began to turn up... disturbing things. Bloody snow. Toes and fingers. As time passed, the extremities became full limbs, gnawed on by... something. People refused to acknowledge that those bite marks could be human. The disappearances weren't limited to just vagrants anymore. The police were helpless in the face of these killings. More and more people flocked to the cults, hoping to find safety and an end to the madness. It didn't come.

Something worse was lurking out there. Something the cult had disturbed. Something that was maddened by the snow and wind...

The towns stand on the brink of destruction.

Keep to yourself.

Stay inside.

Don't venture out at night.
To see Ithaqua spells certain doom, for all those that see him will be taken by him...

Ithaqua

  • Denizen
  • *
  • Posts: 19
  • The Wind-Walker
    • View Profile
Re: A Cold Wind Blows Through Arkham and Dunwich... (NO POSTING)
« Reply #6 on: August 26, 2009, 06:16:41 AM »
The murderers grew more daring, leaving limbs and viscera in the open for all to see, the blood painting horrifying and fantastic images in the thick drifts of snow...

The Festival
Environment (Urban)
The festival begins! Cultists and Byakhee have their toughness increased by one.

A clue appears at the Historical Society. A gate opens at the Woods (spawning two monsters). Cross moves on White, Moon moves on Black


Deadline is Thursday at 7pm PST. Please visit #rpgdlarkhamhorror for the IRC chat.

« Last Edit: August 26, 2009, 06:47:15 AM by Ithaqua »
To see Ithaqua spells certain doom, for all those that see him will be taken by him...

Random Consonant

  • Denizen
  • *
  • Posts: 2207
    • View Profile
Kate Winthrop

Sanity - 6/6
Stamina - 4/4

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

Possessions:
$7
2 Clue Tokens
Dynamite (2H, +8 Physical Combat, discard on use)
Ancient Spear (2H +4 Physical Combat, exhaust to make magical for one combat, currently exhausted)
Flesh Ward (-2 casting penalty, 1 Sanity, ignore Stamina damage from one source, discard if Ancient One wakes up)
Mists of Releh (0 Sanity, Cast to pass an evade check, modifier = monster's awareness, currently exhausted)
Sneak Skill (+1 Sneak, clue tokens count for double when making sneak checks)
1 Monster Trophy (Fire Vampire, total toughness: 1)

Personal Story:
Pass - Kate has two gate trophies
Fail - Doom track reaches 6

Kate moves to the Woods, sneaks past the Colour out of Space and kills the Fire Vampire.  She then enters the gate and awaits what horrors can be found in the other world

Results:

RandomlyAwkward: Right, so moving to Woods, casting Mists of Releh to get past the Colour out of Space
01:35 RandomlyAwkward: Lore is currently 4, Colour has +1 Awareness, so that makes it 5 dice?
01:36 Yakumo: checks spell. Looks right to me.
AndrewRogue:   (Yakko: Thanks for helping out)
RandomlyAwkward:   So 5d6 to magick my way past the Colour
Yakumo: Yep.
RandomlyAwkward: 5d6
Hatbot: %01ACTION --> "RandomlyAwkward rolls 5d6 and gets 19." [5d6=6, 3, 2, 5, 3]
RandomlyAwkward:   Done
01:37 RandomlyAwkward: Now then, equipping Ancient Spear, exhausting it, and fighting the Fire Vampire
RandomlyAwkward:   Ancient Spear gives +4 Fight, my own fight is at 4, Fire Vamp has -2 combat mod, but I need but one success
Yakumo: Actually, lemme check something quick.
01:38 Yakumo: ...huh. The Mists don't use any hands at all? Either that or the picture on the wiki's screwed up.
AndrewRogue: Non-combat spells dun use hands
Yakumo: I was going to check if you could swap items around but I guess it doesn't matter.
01:39 RandomlyAwkward: Right, then
RandomlyAwkward:   6d6 to impale a vampire
Hatbot: %01ACTION --> "RandomlyAwkward rolls 6d6 to impale a vampire and gets 28." [6d6=6, 6, 2, 4, 5, 5]
RandomlyAwkward: Done
Hello-DojimathedralWaddleDee: ... that's some impaling.
Smashy: That is some impaled vampire
RandomlyAwkward:   I collect 1 toughness worth of monster trophies

Edited to indicate which items were exhausted
« Last Edit: August 26, 2009, 06:57:35 AM by Random Consonant »

Smashy

  • Random Beep Generator
  • Denizen
  • *
  • Posts: 152
    • View Profile
Daisy Walker

Stats

Stamina: 5/5
Sanity: 5/5

Speed  1 2 [3] 4
Sneak  4 3 [2] 1

Fight  0 1 2 [3]
Will   5 4 3 [2]

Lore  2 [3] 4 5
Luck  4 [3] 2 1

Inventory

$5
1 Clue Token
Bravery (Skill: Exhaust to reroll a Horror check)
Livre d'Ivon (Tome: Discard and spend 2 movement points to make a Lore (-2) check. Pass: Search Spell deck for a Spell of choice and discard Livre d'Ivon and lose 2 sanity lol.  Fail: Nothing.)
Lucky Cigarette Case (Common: Discard to reroll a skill check)
Alien Statue (Unique: Exhaust and spend 2 movement points and 1 Sanity to roll a die. If the die is a success, draw 1 Spell or gain 3 Clue tokens. If it is a failure, lose 2 Stamina.)
Red Sign of Shudde M'ell (Spell: 1-hand, -1 Lore modifier, 1 lol Sanity cost, Cast and exhaust to lower a monster's toughness by 1 (to a minimum of 1) and ignore one of its special abilities other than Magical Immunity until the end of this combat. )

Personal Story Status
Pass: 1/6 Clue Tokens
Fail: Livre d'Ivon in inventory


Daisy starts out by heading to the Witch's Hut to snag the clue there, with a slight chance of booc

Jo'ou Ranbu

  • Social Justice Steampunk Literature Character
  • New Age Retro Fucking Hipster
  • Denizen
  • *
  • Posts: 12988
  • Ah'm tuff fer mah size!
    • View Profile
Leo Anderson

Stats

* Sanity: 5/5
* Stamina: 5/5
* Focus: 2

Inventory

* $5
* 2 Clue tokens (3 with the Clue Token picked up from the Unnamable)
* Flamethrower (Exhaust before a Combat check to gain +7 to that check. Two-handed, 6$.)
* Motorcycle (Exhaust to get 2 extra movement points. 4$.)
* Richard  Upton Pickman (Ally. +1 Luck, +1 Speed, Physical Resistance has no effect.)
* Bravery (Skill. Exhaust to re-roll a Horror check.)

Skills

* Speed: 1 [2] 3 4
* Sneak: 4 [3] 2 1

* Fight: 1 2 [3] 4
* Will:   4 3 [2] 1
 
* Lore: 1 [2] 3 4
* Luck: 4 [3] 2 1   

Personal Story

* Pass: 1/3 Allies
* Fail: No investigators devoured yet. Terror level is below 4.

==========================================

Leo heads out to the Unnamable to pick up that elusive clue token and hang around for a potentially deadly encounter.
« Last Edit: August 26, 2009, 07:39:15 AM by Jo'ou Ranbu »
[01:08] <Soppy-ReturningToInaba> HEY
[01:08] <Soppy-ReturningToInaba> LAGGY
[01:08] <Soppy-ReturningToInaba> UVIET?!??!?!
[01:08] <Laggy> YA!!!!!!!!!1111111111
[01:08] <Soppy-ReturningToInaba> OMG!!!!
[01:08] <Chulianne> No wonder you're small.
[01:08] <TranceHime> cocks
[01:08] <Laggy> .....

Talaysen

  • Ara ara~
  • Administrator
  • Denizen
  • *
  • Posts: 2595
  • Ufufu~
    • View Profile
Posting to say I plan on taking those two clue tokens in the Historical Society to get a quick fail on my PS for shinies.  I'll edit this post with the details tomorrow when I'm more awake (or post them later in a different post if that's better).

Bardiche

  • Guest
Wilson Richards

Stats

Stamina: 5/5
Sanity: 5/5

Speed  1 2 [3] 4
Sneak  5 4 [3] 2

Fight  [1] 2 3 4
Will   [3] 2 1 0

Lore  [1] 2 3 4
Luck  [4+1] 3 2 1

Inventory

$4
Luck (Skill: Add 1 die to Luck checks if you spend a Clue token)
Motorcycle (Common: Exhaust to get 2 extra movement points)
Shotgun (Common: 2-Handed, Physical Weapon, +4 to combat checks, 6s count as 2 successes)
Whiskey (Common: Discard to reduce any Sanity loss by 1)
Ritual Blade (Unique: 1-Handed, Magical Weapon, +2 to Combat checks, +1 to Spell checks)
Cultes de Goules (Unique: Exhaust and spend 2 movement points to make a Lore (-2) check. If you pass, draw 1 Spell and gain 1 Clue token, but lose 2 Sanity and discard Cultes de Goules. On fail, nothing happens)

Personal Story Status
Pass: $4/$15
Fail: 1/6 Doom Tokens

------

Ff i need to learn to read. Anyway, does anyone want my Ritual Blade or Cultes de Goules? While the Rit Blade would help me against the physically immune, I think spellcasters get better use out of it.

I move to the Bank and wait for an encounter there. Doot-dee-doot-doot.

Yoshiken

  • Denizen
  • *
  • Posts: 2068
  • Yay!
    • View Profile
Joe Diamond
Unique Ability: Hunches - Any Phase: Joe rolls one extra bonus die when he spends a Clue token to add to a roll.

Stats
Stamina: 6/6
Sanity: 4/4

Speed  3 4 [5] 6
Sneak  4 3 [2] 1

Fight  2 [3] 4 5
Will   3 [2] 1 0

Lore  0 [1] 2 3
Luck  3 [2] 1 0

Inventory
$8
3 Clue Tokens
.45 Automatic (1-hand, Physical Weapon, +4 to combat check)
.357 Magnum (1-hand, Physical Weapon, exhaust to gain +5 to Combat checks until the end of this combat. Doesn't refresh unless $1 is spent in Upkeep.)
Map of Arkham (Exhaust to get one extra movement point.)
Grapple (+1 to each die during Fight checks.)

Personal Story Status
Pass: 0/5 Monster Trophy Toughness
Fail: Unique Items not discarded

Strolling down to the General Store for some shopping~
« Last Edit: August 26, 2009, 06:24:10 PM by Yoshiken »

Talaysen

  • Ara ara~
  • Administrator
  • Denizen
  • *
  • Posts: 2595
  • Ufufu~
    • View Profile
Tony Morgan
Stats
Sanity: 3 / 3
Stamina: 7 / 7

Focus: 2

Speed: 1 2 [3] 4
Sneak: 3 2 [1] 0

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

Lore: 0 1 [2] 3
Luck: 6 5 [4] 3

Unique Abilities
Clean Takedown - Any Phase: Tony's monster trophies are worth one extra toughness each when spent.

Blood Money - Upkeep: Once per turn, while in a street area, Tony may spend one monster trophy to gain money equal to that monster's toughness.

Possessions
$6
5 Clue Tokens {Previously 3 before this action.}
Handcuffs [Any: Exhaust before making a Combat check against a Cultist, Tcho-tcho, Ghoul, or Maniac to automatically pass that check and gain 1 Sanity.]
Molotov Cocktail [Type: Physical weapon / Bonus: +6 Combat check (Discard after use) / Hands: 1]
Powder of Ibn-Ghazi [Type: Magical weapon / Bonus: +9 Combat check (Lose 1 Sanity and discard after use) / Hands: 2 ]
Dodge [When you make any Speed check, add +1 to each die you roll for purposes of checking for successes (i.e., a roll of 3 becomes a 4, etc.) ]

Personal Story
Pass: 0/4 monster trophies
Fail: 5/5 Clue Tokens {Previously 3 before this action.}

Deal's Off: Discard all of Tony's monster trophies.  From now on, when Tony claims a monster trophy, he also gains 1 Clue token.

Moving to Historical Society to pick up the two Clue Tokens and fail the PS.

Ithaqua

  • Denizen
  • *
  • Posts: 19
  • The Wind-Walker
    • View Profile
Re: A Cold Wind Blows Through Arkham and Dunwich... (Turn 1- Encounters)
« Reply #14 on: August 27, 2009, 06:35:37 AM »
Arkham Encounters

Daisy/Smashy
Someone left their mathematics homework lying on the dining room table. Pass a Lore (-1) check to see the deeper meanings. Gain 1 Clue Token for each success.

Kate/RC
Unto the breach once more!

Leo/Snow
You are attacked by some unseen horror. Lose 2 Stamina.

Joe/Yoshi
You must purchase one of the following:
http://www.arkhamhorrorwiki.com/Dark_Cloak
http://www.arkhamhorrorwiki.com/Carbine_Rifle
http://www.arkhamhorrorwiki.com/.45_Automatic

Wilson/Bard
A group of women are collecting charitable donations on behalf of orphans and widows. If you contribute $3, regain 1 sanity as they thank you profusely.

Tony/Tal
You find a book with two of its pages stuck together. Pass a Luck (-1) check to pull them apart without damaging them. Between the two pages is a magical incantation. Draw 1 Spell. If you fail the check, you tear the pages and ruin the incantation.

Other World

Kate/RC
You feel a powerful pulse of malevolent intelligence. It wants to tell you secrets. For each point of Sanity you sacrifice, you may gain 1 Clue token.
To see Ithaqua spells certain doom, for all those that see him will be taken by him...

Jo'ou Ranbu

  • Social Justice Steampunk Literature Character
  • New Age Retro Fucking Hipster
  • Denizen
  • *
  • Posts: 12988
  • Ah'm tuff fer mah size!
    • View Profile
Re: A Cold Wind Blows Through Arkham and Dunwich... (Turn 1- Encounters)
« Reply #15 on: August 27, 2009, 07:11:17 AM »
Can I use my ability to reduce the Stamina loss to 1?
[01:08] <Soppy-ReturningToInaba> HEY
[01:08] <Soppy-ReturningToInaba> LAGGY
[01:08] <Soppy-ReturningToInaba> UVIET?!??!?!
[01:08] <Laggy> YA!!!!!!!!!1111111111
[01:08] <Soppy-ReturningToInaba> OMG!!!!
[01:08] <Chulianne> No wonder you're small.
[01:08] <TranceHime> cocks
[01:08] <Laggy> .....

Bardiche

  • Guest
Re: A Cold Wind Blows Through Arkham and Dunwich... (Turn 1- Encounters)
« Reply #16 on: August 27, 2009, 09:02:45 AM »
Can I use my ability to gain $1 instead? 8D

Ranmilia

  • Poetry Lover
  • Moderator
  • Denizen
  • *
  • Posts: 1687
  • Not a squid!!
    • View Profile
Re: A Cold Wind Blows Through Arkham and Dunwich... (Turn 1- Encounters)
« Reply #17 on: August 27, 2009, 12:24:00 PM »
Look at me totally answering for Andy whoo

Snow:  Yes you can.  However I believe you can also use it to comp a point of sanity for Kate's clue token exchange, it is up to you (and the group) which one is worth more.  (PRO TIP: Kate should definitely trade to get up to 5 clue tokens to seal this gate, and possibly more depending on how lucky she feels, trading San for clues 1/1 is awesome)

Bard:  No you can not.  Handymanism is treated like a location special ability, you must announce you are using it in place of an encounter before you actually take a random encounter, you can't get out of bad encounters after the fact.

Bardiche

  • Guest
Re: A Cold Wind Blows Through Arkham and Dunwich... (Turn 1- Encounters)
« Reply #18 on: August 27, 2009, 12:25:44 PM »
In that case I hang around idly.

Random Consonant

  • Denizen
  • *
  • Posts: 2207
    • View Profile
Re: A Cold Wind Blows Through Arkham and Dunwich... (Turn 1- Encounters)
« Reply #19 on: August 27, 2009, 04:43:44 PM »
Since the advice of those that have gone before is that I should go for it, Kate gets 3 Clue Tokens and goes giddy with insane delight at the knowledge gained, losing 3 Sanity.

AndrewRogue

  • Infinite
  • DL
  • Denizen
  • *
  • Posts: 3079
  • Sadness
    • View Profile
Re: A Cold Wind Blows Through Arkham and Dunwich... (Turn 1- Encounters)
« Reply #20 on: August 27, 2009, 04:51:25 PM »
The answering is appreciated. I'm about 95% sure Kate's sanity sacrifice cannot be reduced. The wording phrases it as a cost, so Leo's ability shouldn't be able to kick in, unless I'm missing something.

Yoshiken

  • Denizen
  • *
  • Posts: 2068
  • Yay!
    • View Profile
Re: A Cold Wind Blows Through Arkham and Dunwich... (Turn 1- Encounters)
« Reply #21 on: August 27, 2009, 06:29:53 PM »
Spending $5 to buy another .45 Automatic please~

Talaysen

  • Ara ara~
  • Administrator
  • Denizen
  • *
  • Posts: 2595
  • Ufufu~
    • View Profile
Re: A Cold Wind Blows Through Arkham and Dunwich... (Turn 1- Encounters)
« Reply #22 on: August 27, 2009, 06:37:58 PM »
My Luck -1 check:

[12:30] <Raspberyl> 3d6
[12:30] * Hatbot --> "Raspberyl rolls 3d6 and gets 9." [3d6=2, 4, 3]

Failed.

Jo'ou Ranbu

  • Social Justice Steampunk Literature Character
  • New Age Retro Fucking Hipster
  • Denizen
  • *
  • Posts: 12988
  • Ah'm tuff fer mah size!
    • View Profile
Re: A Cold Wind Blows Through Arkham and Dunwich... (Turn 1- Encounters)
« Reply #23 on: August 27, 2009, 06:53:01 PM »
EDIT: Okay, then, if Kate can't benefit from my Ability, I guess I'll just reduce my Stamina loss.
« Last Edit: August 27, 2009, 06:54:48 PM by Jo'ou Ranbu »
[01:08] <Soppy-ReturningToInaba> HEY
[01:08] <Soppy-ReturningToInaba> LAGGY
[01:08] <Soppy-ReturningToInaba> UVIET?!??!?!
[01:08] <Laggy> YA!!!!!!!!!1111111111
[01:08] <Soppy-ReturningToInaba> OMG!!!!
[01:08] <Chulianne> No wonder you're small.
[01:08] <TranceHime> cocks
[01:08] <Laggy> .....

Smashy

  • Random Beep Generator
  • Denizen
  • *
  • Posts: 152
    • View Profile
Re: A Cold Wind Blows Through Arkham and Dunwich... (Turn 1- Encounters)
« Reply #24 on: August 27, 2009, 08:38:57 PM »
[13:26:19] <Smashy> Ok, someone be my witness for this
[13:26:30] <Smashy> I need to roll a Lore -1 for Clue tokens
[13:26:31] <Yoshi-CieloHype> Witness~
[13:26:40] <Smashy> Ok
[13:26:43] <Smashy> 2d6
[13:26:43] * Hatbot --> "Smashy rolls 2d6 and gets 7." [2d6=6, 1]
[13:26:44] <Tewi> I mean, Bard could certainly use the cash. <_<
[13:26:47] <Smashy> Clue get~

Daisy gets one Clue token.  Yay.