Author Topic: The Sun Rises Over Arkham and Dunwich  (Read 24291 times)

Yoshiken

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Re: A Cold Wind Blows Through Arkham and Dunwich... (Turn 10- Encounters)
« Reply #150 on: September 24, 2009, 08:23:40 PM »
I thought it looked like a pretty good offer, though. =P

Bardiche

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Re: A Cold Wind Blows Through Arkham and Dunwich... (Turn 10- Encounters)
« Reply #151 on: September 24, 2009, 08:52:19 PM »
[21:50] <RandomConsonant> You pay the clues to seal it
[21:51] <Bardiche> Oh. So I just close it. Heh.
[21:51] <Bardiche> So 6 dice I gather.
[21:51] <Bardiche> Wait, 5.
[21:51] <Bardiche> My mistake.
[21:51] <Bardiche> Guess it's time to start failing this up.
[21:51] <Bardiche> 5d6 to succeed where RC does not
[21:51] * Hatbot --> "Bardiche rolls 5d6 to succeed where RC does not and gets 15."12 [5d6=4, 3, 1, 6, 1]
[21:51] <RandomConsonant> >_>
[21:51] <Bardiche> ... >_>

Them's be a closed gate.

Talaysen

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Re: A Cold Wind Blows Through Arkham and Dunwich... (Turn 10- Encounters)
« Reply #152 on: September 25, 2009, 12:48:14 AM »
I tell the cultists to screw off and lose 2 stamina.

Jo'ou Ranbu

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Re: A Cold Wind Blows Through Arkham and Dunwich... (Turn 10- Encounters)
« Reply #153 on: September 25, 2009, 12:49:14 AM »
I hold off the Tony-chu from losing one of those two Stamina. Because why not.
[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> .....

Ithaqua

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Re: A Cold Wind Blows Through Arkham and Dunwich... (Turn 11- Upkeep/Movement)
« Reply #154 on: September 25, 2009, 06:58:42 AM »
Even in times of trouble, we can still find a way to turn a profit.

http://www.arkhamhorrorwiki.com/Estate_Sale

A gate opens at the Witch House, spawning two monsters. A Clue appears at the Black Cave (going to Bard/Wilson). Square and Diamond move on White, Circle on Black.
To see Ithaqua spells certain doom, for all those that see him will be taken by him...

Jo'ou Ranbu

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Re: A Cold Wind Blows Through Arkham and Dunwich... (Turn 11- Upkeep/Movement)
« Reply #155 on: September 25, 2009, 07:25:15 AM »
Stats

* Sanity: 4/5
* Stamina: 2/5
* Focus: 2

Inventory

* $1
* 4 Clue tokens
* Flamethrower (Exhaust before a Combat check to gain +7 to that check. Two-handed. Exhausted for the round. $6)
* Motorcycle (Exhaust to get 2 extra movement points. $4. Exhausted for the round)
* Richard Upton Pickman (Ally. +1 Luck, +1 Speed, Physical Resistance has no effect.)
* Bravery (Skill. Exhaust to re-roll a Horror check.)
* 5 Monster Trophies (Zombie, Goatspawn, Star Vampire, Rat Thing, Shoggoth. Total Toughness: 10)
* Dhol Chants (Tome.  Exhaust and spend 2 movement points to make a Lore (-2) check. If you pass, gain 1 Ally, lose 2 Sanity, and discard Dhol Chants)
* Shrivelling (Spell. -1 Casting Modifier, -1 Sanity cost. Cast and exhaust to gain +6 to Combat checks until the end of this combat)

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.

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

I roast the goddamned Shoggoth out of its misery in a blaze of glory. The dice is kind to me in fight rolls.

[03:23] <Hello-GnawthedralWaddleDee> Okay. Setting Fight/Will to 2/3.
[03:23] <Hello-GnawthedralWaddleDee> (Both 4/1 and 2/3 are within reach of my Focus)
[03:23] <Hello-GnawthedralWaddleDee> Moving to Uptown Streets for the Shoggoth, I'll exhaust the Motorcycle just in case.
[03:24] <RandomConsonant> And now, to confront the Shoggoth, which is making noises that sound like the name of a kind of eldritch soup
[03:24] <Hello-GnawthedralWaddleDee> Okay, 3 Will, -1 mod, 2 dice for Horror check.
[03:24] <Hello-GnawthedralWaddleDee> roll 2d6
[03:24] * Hatbot --> "Hello-GnawthedralWaddleDee rolls 2d6 and gets 6." [2d6=5, 1]
[03:24] <Hello-GnawthedralWaddleDee> Welp!
[03:24] <RandomConsonant> Wow.
[03:24] <Hello-GnawthedralWaddleDee> My first success in a horror roll ever.
[03:24] * RandomConsonant applauds
[03:24] <Hello-GnawthedralWaddleDee> I still take one sanity damage, though.
[03:24] <Puniyo> Better than four at least!
[03:25] <Hello-GnawthedralWaddleDee> Okay, exhausting the Flamethrower. 2+7 = 9, -1 mod, 8 dice.
[03:25] <Hello-GnawthedralWaddleDee> I need three successes.
[03:25] <Hello-GnawthedralWaddleDee> roll 8d6 for FWEEM
[03:25] * Hatbot --> "Hello-GnawthedralWaddleDee rolls 8d6 for FWEEM and gets 32." [8d6=4, 3, 6, 5, 5, 2, 3, 4]
[03:25] <Hello-GnawthedralWaddleDee> ...
[03:25] <RandomConsonant> I believe those are three successes
[03:25] <Puniyo> FWEEM
[03:25] <Hello-GnawthedralWaddleDee> FWEEM achieved.
[03:25] <Hello-GnawthedralWaddleDee> And now I have the tools for three allies!
« Last Edit: September 25, 2009, 07:31:13 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> .....

Yoshiken

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Re: A Cold Wind Blows Through Arkham and Dunwich... (Turn 1- Upkeep/Movement)
« Reply #156 on: September 25, 2009, 01:24:57 PM »
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: 4/6
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
$3
8 Clue Tokens
.45 Automatic (1-hand, Physical Weapon, +4 to combat check)
.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.)
Ruby Standish (Ally: +2 Sneak, draw a Unique Item when she joins.)
5 Toughness of Monster Trophies (Ghoul-1; Hunting Horror-2; Witch-1 (x2))
1 Gate Trophy (The Dreamlands)

Personal Story Status
Pass: 5/5 Monster Trophy Toughness; 0/1 Unique Items, at Silver Twilight Lodge.
Fail: Unique Items not discarded

I stand around idly.

Smashy

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Re: A Cold Wind Blows Through Arkham and Dunwich... (Turn 11- Upkeep/Movement)
« Reply #157 on: September 26, 2009, 01:10:29 AM »
Daisy Walker

Stats

Stamina: 3/5
Sanity: 1/5
Focus: 2

Speed  1 2 [3] 4
Sneak  4 3 [2] 1

Fight  O 1 [2] 3
Will   5 4 [3] 2

Lore  2 3 4 [5]
Luck  4 3 2 [1]

Inventory

*4 Toughness worth of Monster Trophies (Rat-Thing, Cultist)
*1 Gate Trophy (City of the Great Race)
*Bravery (Skill: Exhaust to reroll a Horror check)
*Shrivelling (Spell: -1 Lore modifier, 1 what Sanity cost, Cast and exhaust to gain +6 Combat checks until the end of this combat. 1-handed)
*Ritual Blade (Unique: 1-Handed, Magical Weapon, +2 to Combat checks, +1 to Spell checks)

Personal Story Status
Passed

Speed/Sneak right 1, Fight/Will left 1, moving to Administration for an encounter there.

Random Consonant

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Re: A Cold Wind Blows Through Arkham and Dunwich... (Turn 10- Upkeep/Movement)
« Reply #158 on: September 26, 2009, 04:40:52 AM »
Kate Winthrop

Sanity - 3/6
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:
$2
6 Clue Tokens
Motorcycle (Exhaust to gain 2 movement)
Dynamite (2H, +8 Physical Combat, discard on use)
Ancient Spear (2H +4 Physical Combat, exhaust to make magical for one combat)
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)
Sneak Skill (+1 Sneak, clue tokens count for double when making sneak checks)
1 Monster Trophy (Fire Vampire, Total toughness: 1)
1 Gate Trophy (Another Dimension)

Personal Story - Failed:
This Is No Good - Kate can no longer spend clue tokens when making Fight/Lore checks to close gates

Still staying in the Graveyard, still trying to get that damn gate closed.

Bardiche

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Re: A Cold Wind Blows Through Arkham and Dunwich... (Turn 11- Upkeep/Movement)
« Reply #159 on: September 27, 2009, 10:11:44 PM »
Wilson Richards

Stats

Stamina: 4/5
Sanity: 2/5

Speed  1 [2] 3 4
Sneak  5 [4] 3 2

Fight  1 2 3 [4]
Will   3 2 1 [zero]

Lore  1 2 3 [4]
Luck  4 3 2 [1+1]

Inventory

$0
4 Clue Tokens
Luck (Skill: Add 1 die to Luck checks if you spend a Clue token)
Psychology (Skill: Add +1 to each roll on Will checks)
Shotgun (Common: 2-Handed, Physical Weapon, +4 to combat checks, 6s count as 2 successes)
Mists of Releh (Spell: Exhaust and cast to pass an Evade check. Modifier equals monster awareness) exhausted
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)
1 Toughness worth of Monster (Dimensional Shambler)

Personal Story Status
Passed: $15/$15
0 Terror Tracks stopped.

-------------

I evade both monsters at my location and get to the French Hills for (un)epic battle with a Whatley Wizard, where I go slightly crazy and prepare myself for the mental asylum. I then hang around to suffer Stamina damage at the icey winds. Also I get a Spell, whoo.

[00:29] <Bardiche> Alright then, Speed/Sneak to 2/4, Lore/Luck to 4/1.
[00:30] <Bardiche> Going to cast Mists of Releh against the Vampire to see if I can elude its view...
[00:30] <Bardiche> d6 to see if I am a badarse spellcaster
[00:30] * Hatbot --> "Bardiche rolls d6 to see if I am a badarse spellcaster and gets 6."12 [d6=6]
[00:30] <RandomConsonant> Heh
[00:30] <Puniyo> That you are.
[00:30] <Bardiche> ... I am! I evade the Vampire first thing in the morning.
[00:30] <Bardiche> I stumble toward the Dark Young and see if I can brush past it unnoticed. -2, 4 Sneak, so 2 dice.
[00:30] <Bardiche> 2d6 to see if I am James Bond
[00:30] * Hatbot --> "Bardiche rolls 2d6 to see if I am James Bond and gets 9."12 [2d6=6, 3]
[00:30] <RandomConsonant> Dun nuh de nuh!
[00:31] <Bardiche> I am a badarse spellcasting James Bond and move to the General Store for safety.

[23:07] <Bardiche> I've got 7 clues to use. >_>
[23:07] <Bardiche> Psychology gives +1 to each roll, so success on 4, 5, 6.
[23:07] <Bardiche> Clue Token 1 to pass that Horror Check and preserve some sanity.
[23:07] <Bardiche> d6 to resist the urge to go crazy
[23:07] * Hatbot --> "Bardiche rolls d6 to resist the urge to go crazy and gets 3."12 [d6=3]
[23:07] <Bardiche> d6 for Clue Token the Second's powers to not go crazy
[23:07] * Hatbot --> "Bardiche rolls d6 for Clue Token the Second's powers to not go crazy and gets 3."12 [d6=3]
[23:08] <Bardiche> ... >_> Maaan.
[23:08] <Bardiche> d6 for Clue Token the Third.
[23:08] * Hatbot --> "Bardiche rolls d6 for Clue Token the Third. and gets 1."12 [d6=1]
[23:08] <Puniyo> -.-
[23:08] <Bardiche> Should I just take that Sanity damage then? >_>
[23:08] <RandomConsonant> That's some feeling right there.
[23:08] <Bardiche> 4 clues left.
[23:08] <RandomConsonant> Yeah just take the sanity hit
[23:08] <Puniyo> ...probably.

[23:10] <Bardiche> So, 4 Fight, +4 from Shotgun, -3 from Whateley Wizard.
[23:10] <Bardiche> Net total: 5 Dice, need 2 successes. 6s count as 2 successes.
[23:10] <Bardiche> 5d6 to see if I'll at least do not fail THAT fiercely
[23:10] * Hatbot --> "Bardiche rolls 5d6 to see if I'll at least do not fail THAT fiercely and gets 12."12 [5d6=1, 6, 3, 1, 1]
[23:10] <RandomConsonant> Heh.
[23:10] <Bardiche> A 6. I blast the Wizard from up close and genuflect.

Talaysen

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Re: A Cold Wind Blows Through Arkham and Dunwich... (Turn 11- Upkeep/Movement)
« Reply #160 on: September 28, 2009, 05:49:54 AM »
Tony Morgan
Location: General Store

Stats
Sanity: 3 / 3
Stamina: 5 / 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
$3
6 Clue Tokens
1 Gate Trophy (Lost Carcosa)
2 Monster Trophies (Cultist: 3 toughness, Maniac: 1 toughness)

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.]  {Exhausted}
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 ]
Bullwhip [ Type: Physical weapon / Bonus: +1 Combat check / Hands: 1 / Any: Exhaust to re-roll 1 die after making a Combat check. ]
Brass Knuckles [ Type: Physical weapon / Bonus: +1 Combat check / Hands: Handless ]
.38 Revolver [ Type: Physical weapon / Bonus: +3 Combat check / Hands: 1 ]

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.) ]

Necrophobia [ Undead monsters have Nightmarish 1 against you. / Upkeep: Lose 1 Sanity if you are in the Graveyard. / If you ever gain another Necrophobia card, you are devoured. ]

Personal Story - Failed
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 Speed to 4 and heading to the Witch House.  Exhaust the Handcuffs for an instant KO and jumping into the gate, gaining a 1 toughness monster troy and a clue token in the process.
« Last Edit: September 28, 2009, 05:53:03 AM by Talaysen »

AndrewRogue

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Re: A Cold Wind Blows Through Arkham and Dunwich... (Turn 11- Upkeep/Movement)
« Reply #161 on: September 28, 2009, 08:12:27 AM »
ARKHAM ENCOUNTERS

Snow/Leo
You've got Shoggoth on you.

Smashy/Daisy
Discuss the opportunity to sell a monograph with the president of the university. Pass a Lore (-1) check to make the sale and gain $5.

RC/Kate
Gate, loom, etc.

Bard/Wilson
You acquire a Wither from smashing a wizard's face in.

Tal/Tony
Unto the breach... between worlds!

OTHER WORLD ENCOUNTERS
Yoshi/Joe
Yes, you think you have a use for this item. A Map of Arkham!

Tal/Tony
A ghostly ship captain offers you passage home, but for a price. Return to Arkham, but you are Cursed.
« Last Edit: September 28, 2009, 08:16:37 AM by AndrewRogue »

Random Consonant

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Re: A Cold Wind Blows Through Arkham and Dunwich... (Turn 11- Encounters)
« Reply #162 on: September 28, 2009, 08:21:22 AM »
I lack words.

RandomConsonant: Speaking of failure...
RandomConsonant: 2d6 for a highly implausible Xanatos Gambit!
Hatbot: %01ACTION --> "RandomConsonant rolls 2d6 for a highly implausible Xanatos Gambit! and gets 6." [2d6=4, 2]
Puniyo: Sounds worth it to me at least, but...
Puniyo: ...

Jo'ou Ranbu

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Re: A Cold Wind Blows Through Arkham and Dunwich... (Turn 11- Encounters)
« Reply #163 on: September 28, 2009, 08:27:32 AM »
By the way: I'm using my ability to prevent that 1 Stamina loss I'll suffer while dicking around in the streets.
[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

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Re: A Cold Wind Blows Through Arkham and Dunwich... (Turn 11- Encounters)
« Reply #164 on: September 28, 2009, 04:31:10 PM »
Daisy Walker

Stats

Stamina: 3/5
Sanity: 1/5
Focus: 2

Speed  1 2 [3] 4
Sneak  4 3 [2] 1

Fight  O 1 [2] 3
Will   5 4 [3] 2

Lore  2 3 4 [5]
Luck  4 3 2 [1]

Inventory

*$5
*4 Toughness worth of Monster Trophies (Rat-Thing, Cultist)
*1 Gate Trophy (City of the Great Race)
*Bravery (Skill: Exhaust to reroll a Horror check)
*Shrivelling (Spell: -1 Lore modifier, 1 what Sanity cost, Cast and exhaust to gain +6 Combat checks until the end of this combat. 1-handed)
*Ritual Blade (Unique: 1-Handed, Magical Weapon, +2 to Combat checks, +1 to Spell checks)

Personal Story Status
Passed


Sold.

[11:26:06] <Bardiche> 'sup brah
[11:26:28] <Smashy> Hi
[11:26:51] <Smashy> But yeah, Lore -1 to make 5 dollars
[11:26:57] * Bardiche nods.
[11:27:48] <Smashy> And yeah, Lore is 5
[11:27:57] <Smashy> 4d6 for monopoly dollars
[11:27:57] * Hatbot --> "Smashy rolls 4d6 for monopoly dollars and gets 17." [4d6=4, 6, 2, 5]
[11:28:24] <Bardiche> Yay.

AndrewRogue

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Re: A Cold Wind Blows Through Arkham and Dunwich... (Turn 11- Encounters)
« Reply #165 on: September 30, 2009, 04:10:49 AM »
Apparently they got tired of the desert...

http://www.arkhamhorrorwiki.com/Egyption_Exhibit_Visits_Miskatonic_U.

A monster surge occurs, spawning a total of four monsters! A Clue appears at the Black Cave.

Unless someone can fetch me up a reading that contradicts it, I do believe Tal has to deal with monsters this turn.


Random Consonant

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Re: A Cold Wind Blows Through Arkham and Dunwich... (Turn 12- Sucks to be Tal)
« Reply #166 on: September 30, 2009, 06:20:46 AM »
I cringe at Tal's situation, and stay in the Graveyard for yet another crack at closing the gate.

Yakumo

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Re: A Cold Wind Blows Through Arkham and Dunwich... (Turn 12- Sucks to be Tal)
« Reply #167 on: September 30, 2009, 01:56:13 PM »
Hmm.  Normally monsters don't bug you until you've had one turn to close the gate, but then normally you come out during movement and close the gate that same turn.  Rulebook specifically says that the monsters ignoring you only applies the turn you return to Arkham, which he technically did last turn, so I guess he's screwed.  And cursed.  Enjoy the hospital bed, whichever one you end up at. <_<

Bardiche

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Re: A Cold Wind Blows Through Arkham and Dunwich... (Turn 12- Sucks to be Tal)
« Reply #168 on: September 30, 2009, 08:22:16 PM »
Wilson Richards

Stats

Stamina: 0/5
Sanity: 1/5

Speed  1 2 [3] 4
Sneak  5 4 [3] 2

Fight  1 2 3 [4]
Will   3 2 1 [zero]

Lore  1 2 3 [4]
Luck  4 3 2 [1+1]

Inventory

$0
1 Clue Tokens
Luck (Skill: Add 1 die to Luck checks if you spend a Clue token)
Psychology (Skill: Add +1 to each roll on Will checks)
Shotgun (Common: 2-Handed, Physical Weapon, +4 to combat checks, 6s count as 2 successes)
Mists of Releh (Spell: Exhaust and cast to pass an Evade check. Modifier equals monster awareness)
Wither (Spell: 1-Hand, +0, 0 Sanity Cost. Cast and exhaust to gain +3 to combat 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)
4 Toughness worth of Monster (Dimensional Shambler, Mummy)

Personal Story Status
Passed: $15/$15
0 Terror Tracks stopped.

-------------

I try feebly to save Tal. While the Mummy eats it to Clue Token Shotgunning, the Wraith refuses to follow its example and sends me to St Mary's.

If possible I'd traded Mists of Releh to Tal before any combat began.

... ;_; Sorry Tal.



[21:00] <Bardiche> I move over to the Black Cave, buckle up my Shotgun and prepare to be epic.
[21:00] <RandomConsonant> Witch House
[21:01] <Bardiche> ... Witch House, right.
[21:01] <Bardiche> So I face the Zombie first.
[21:01] <Smashy> Mummy
[21:01] <Bardiche> No Horror Check because I fail, I suffer 1 san damage, 1 sanity left. Almost insane.
[21:02] <Bardiche> -2 combat mod, 4 base Fight, +4 from Shotgun, -2 from Physical Resistance.
[21:02] <Bardiche> 6 dice to score 3 successes. I'm... almost... going emo here.
[21:02] <RandomConsonant> 4 dice
[21:02] <Smashy> 4 dice
[21:02] <Bardiche> 4?
[21:02] <Smashy> Yes
[21:02] <Bardiche> Oh.
[21:02] <Bardiche> Right, forgot the base combat mod.
[21:02] <Smashy> Shotgun turns into +2, which gets poofed by the mod
[21:03] <Bardiche> ... 4 dice to score 3 successes. This does not make me feel better.
[21:03] <Smashy> but you still get double successes on 6!
[21:03] <RandomConsonant> Yay shotgun~
[21:03] <Bardiche> ... Can I trade Mists to Tal just in case already?
[21:03] <RandomConsonant> You're in combat.
[21:03] <Yakumo> Can't trade in combat.
[21:03] <Bardiche> Right.

[21:03] <Bardiche> Okay.
[21:03] <Bardiche> Then, preparing my shotgun and 4 fight...
[21:03] <Smashy> Can't trade before he engages?
[21:03] <Bardiche> 4d6 for epic Zombie-related struggling
[21:03] * Hatbot --> "Bardiche rolls 4d6 for epic Zombie-related struggling and gets 13."12 [4d6=4, 2, 4, 3]
[21:04] <Smashy> ...
[21:04] <RandomConsonant> ;_;
[21:04] <Smashy> HATBOOOOOOOOOOOOOOOOOOOOOOOOOOOOOT
[21:04] <RandomConsonant> Two stamina damage
[21:04] <Bardiche> 1 Stamina left, then.
[21:04] <Bardiche> ... Hasta la vista, mates.
[21:04] <Bardiche> 4d6 for my second try.
[21:04] * Hatbot --> "Bardiche rolls 4d6 for my second try. and gets 10."12 [4d6=2, 2, 1, 5]
[21:04] <Smashy> <_<
[21:04] <RandomConsonant> Clues.
[21:04] <Smashy> 4 clues!
[21:04] <Bardiche> d6 for Clue TOken the first
[21:04] * Hatbot --> "Bardiche rolls d6 for Clue TOken the first and gets 4."12 [d6=4]
[21:04] <Smashy> :|
[21:04] <Bardiche> d6 for clue the second
[21:04] * Hatbot --> "Bardiche rolls d6 for clue the second and gets 5."12 [d6=5]
[21:04] <Smashy> 2!
[21:04] <RandomConsonant> 2 successes!
[21:04] <Bardiche> d6 for clue the third
[21:04] * Hatbot --> "Bardiche rolls d6 for clue the third and gets 5."12 [d6=5]
[21:05] <Smashy> Yay
[21:05] <RandomConsonant> 3!
[21:05] <Bardiche> Whew.
[21:05] <Bardiche> I somehow pull through and collect 2 Toughness worth of ZOMBIE.
[21:05] <Smashy> Mummy
[21:05] <RandomConsonant> 3 toughness


[21:16] <RandomConsonant> We're mostly playing by committee anyways.
[21:17] <Bardiche> Just go ahead then?
[21:17] <RandomConsonant> I honestly don't think he'll mind.
[21:17] <Bardiche> Right.
[21:17] <Bardiche> So we turn to face the dreaded Wraith...
[21:17] <Bardiche> I would go insane, but the thought of Snow fills me with the power of FRIENDSHIP and I cling to my sanity.
[21:18] <Bardiche> I raise a hand to cast Wither, which has no mod or Sanity damage...
[21:18] <Bardiche> 4d6 to see if the spell fizzles or succeeds
[21:18] * Hatbot --> "Bardiche rolls 4d6 to see if the spell fizzles or succeeds and gets 13."12 [4d6=1, 5, 4, 3]
[21:18] <RandomConsonant> Excellent.
[21:18] <RandomConsonant> You now have a chance.
[21:18] <Bardiche> The spell succeeds! The Wraith becomes less scary, and I obtain a +3 mod to my 4 Fight... which then goes to 5 Fight due to the Wraith's combat mod.
[21:19] <Bardiche> I need to score 3 successes to send it back to the hell it came from.
[21:19] <Bardiche> 5d6 to struggle with the Wraith
[21:19] * Hatbot --> "Bardiche rolls 5d6 to struggle with the Wraith and gets 20."12 [5d6=4, 5, 4, 3, 4]
[21:19] <RandomConsonant> ...
[21:19] <Smashy> ...
[21:19] <RandomConsonant> And it's off to St. Mary's with you.
[21:19] <Bardiche> I manage to somehow fail. I am brutalised and suffer an Injury.
[21:19] <Bardiche> I head to St Mary immediately. I do not pass Go!, I do not collect $200.

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Re: A Cold Wind Blows Through Arkham and Dunwich... (Turn 12- Sucks to be Tal)
« Reply #169 on: October 01, 2009, 05:20:29 AM »
Tony Morgan
Location: General Store

Stats
Sanity: 1 / 3
Stamina: 0 / 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
$3
1 Gate Trophy (Lost Carcosa)
2 Monster Trophies (Cultist: 3 toughness, Maniac: 1 toughness)

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.]  {Exhausted}
Molotov Cocktail [ Type: Physical weapon / Bonus: +6 Combat check (Discard after use) / Hands: 1]
Bullwhip [ Type: Physical weapon / Bonus: +1 Combat check / Hands: 1 / Any: Exhaust to re-roll 1 die after making a Combat check. ]
Brass Knuckles [ Type: Physical weapon / Bonus: +1 Combat check / Hands: Handless ]
.38 Revolver [ Type: Physical weapon / Bonus: +3 Combat check / Hands: 1 ]

Curse [ Upkeep: Roll a die and discard this card on a 1. / Any Phase: When rolling dice, you only score successes on a 6. If you are Blessed, discard this card instead of gaining a Blessing card. ]

Mists of Releh [ Sanity Cost: 0 / Any Phase: Cast and exhaust to pass an Evade check. The casting modifier is equal to the monster's Awareness. ]

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.) ]

Necrophobia [ Undead monsters have Nightmarish 1 against you. / Upkeep: Lose 1 Sanity if you are in the Graveyard. / If you ever gain another Necrophobia card, you are devoured. ]

Personal Story - Failed
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 Lore to 3, attempt to Mist the Wraith (fail), attempt to blow up the Wratih with Powder of Ibn-Ghazi (fail), attempt to sneak away (fail), get sent to the hospital, and also hate Hatbot forever.  Taking an injury.

[22:47] <Puniyo> So... moving Lore to 3, 3 dice on Mists.
[22:48] <Puniyo> 3d6
[22:48] * Hatbot --> "Puniyo rolls 3d6 and gets 5." [3d6=2, 1, 2]
[22:48] <Puniyo> oh come on
[22:48] <RandomConsonant> ...
[22:48] <Smashy> ...
[22:48] <RandomConsonant> Ouch.
[22:48] <Puniyo> Hm.
[22:48] <Puniyo> Try the clue or just try and blow it up?
[22:48] <Smashy> Yeah, clue here or clue on the fight
[22:49] <Puniyo> Bleh, I'll use it here I guess.
[22:49] <Puniyo> 1d6
[22:49] * Hatbot --> "Puniyo rolls 1d6 and gets 2." [1d6=2]
[22:49] <Puniyo> ...
[22:49] <Smashy> ...
[22:49] <Puniyo> SERIOUSLY
[22:49] <Smashy> Seriously
[22:49] <RandomConsonant> ...
[22:49] <Puniyo> Hm.
[22:50] <Puniyo> I guess I should just try to blow it up then?
[22:50] <Smashy> You... don't really have a choice
[22:50] <RandomConsonant> Don't think you have any other options
[22:51] <Puniyo> I could keep using clues and just go for a close.
[22:51] <Puniyo> Err, clues for evade, close gate.
[22:51] <Smashy> ... We do win if everything gets closed this turn, do we?
[22:51] <Puniyo> Yes.
[22:51] <Smashy> ... hmm
[22:52] <Smashy> Personally I'd say if you're going to use those 5 use them on the fight check?
[22:52] <Puniyo> It kind of banks on Random closing that gate and me still being able to close this one.
[22:52] <Puniyo> Hm, that could work too.
[22:52] <Yakumo> Do you have a sneak score at all?
[22:52] <Puniyo> No.
[22:52] <RandomConsonant> Tony's sneak stat blows
[22:52] <Yakumo> You can use the Mists and a normal sneak in the same round.
[22:52] <Puniyo> Literally 0.
[22:54] <Smashy> So yeah... unless I'm missing something, 3+9-2 to blow up a Wraith
[22:54] <Puniyo> Alright.
[22:54] <Smashy> (+1 from Bullwhip, +however many clues are needed)
[22:54] <Yakumo> Need three successes with all sixes. >_>
[22:54] <Puniyo> 10 dice then.
[22:55] <Puniyo> 10d6
[22:55] * Hatbot --> "Puniyo rolls 10d6 and gets 24." [10d6=2, 1, 3, 2, 2, 5, 3, 1, 2, 3]
[22:55] <Puniyo> ...
[22:55] <RandomConsonant> Fuck.
[22:55] <Smashy> .......................
[22:55] <RandomConsonant> You.
[22:55] <Puniyo> what the fuck
[22:55] <RandomConsonant> Hatbot.
[22:55] <Yakumo> Well, you can try sneaking again if you aren't dead yet?
[22:55] <RandomConsonant> With what?
[22:55] <Smashy> Still no sneak
[22:56] <Yakumo> It would have to be all clues but you can.
[22:56] <Puniyo> I have clues for sneaking.
[22:56] <Yakumo> You always get a die for a clue.
[22:56] <Smashy> ... Yeah
[22:56] <Puniyo> It's... a hell of a better idea than trying to use them to kill it.
[22:56] <RandomConsonant> Eh, true.
[22:56] <Smashy> That literally is your only chance
[22:56] <Puniyo> Alright, back to evade hax I guess.
[22:56] <Merlin> At least you being cursed was basically irrelevant~?
[22:57] <Puniyo> Not really, I could've Bullwhip'd and got another 5-6.
[22:57] <Puniyo> Which would put me in a much better position.
[22:57] <Puniyo> But anyway.
[22:57] <Puniyo> 1d6 to evade
[22:57] * Hatbot --> "Puniyo rolls 1d6 to evade and gets 4." [1d6=4]
[22:57] <Smashy> 1
[22:57] * Puniyo sighs.
[22:57] <Merlin> Well, better than rolling 10 5s
[22:57] <Puniyo> 1d6
[22:57] * Hatbot --> "Puniyo rolls 1d6 and gets 2." [1d6=2]
[22:57] <RandomConsonant> 2
[22:57] <Smashy> 2
[22:57] <Puniyo> 1d6
[22:57] * Hatbot --> "Puniyo rolls 1d6 and gets 4." [1d6=4]
[22:57] <Smashy> 3
[22:57] <RandomConsonant> 3
[22:57] <Puniyo> 1d6
[22:57] * Hatbot --> "Puniyo rolls 1d6 and gets 5." [1d6=5]
[22:57] <Smashy> 4 :|
[22:58] <Puniyo> die
[22:58] <Puniyo> 1d6
[22:58] * Hatbot --> "Puniyo rolls 1d6 and gets 4." [1d6=4]
[22:58] * Smashy dies
[22:58] <Puniyo> That's uh.
[22:58] <Puniyo> Seriously.
[22:58] <RandomConsonant> And it's off to St. Mary's
[22:58] <Puniyo> No 6 on... how many dice was that?
[22:58] <Yakumo> Zero sixes on that many dice. >_>
[22:58] <Yakumo> Hatbot is a whore.
[22:58] <Puniyo> 18
[22:58] <Puniyo> 18 fucking dice.
[22:58] <Smashy> 19 dice
[22:58] <Puniyo> And I got two 5's and no 6's.

Smashy

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Re: A Cold Wind Blows Through Arkham and Dunwich... (Turn 12- Sucks to be Tal)
« Reply #170 on: October 01, 2009, 05:25:46 AM »
Daisy Walker

Stats

Stamina: 3/5
Sanity: 1/5
Focus: 2

Speed  1 2 [3] 4
Sneak  4 3 [2] 1

Fight  O 1 2 [3]
Will   5 4 3 [2]

Lore  2 3 4 [5]
Luck  4 3 2 [1]

Inventory

*$5
*6 Toughness worth of Monster Trophies (Rat-Thing, Cultist, Vampire)
*1 Gate Trophy (City of the Great Race)
*Bravery (Skill: Exhaust to reroll a Horror check)
*Shrivelling (Spell: -1 Lore modifier, 1 what Sanity cost, Cast and exhaust to gain +6 Combat checks until the end of this combat. 1-handed)
*Ritual Blade (Unique: 1-Handed, Magical Weapon, +2 to Combat checks, +1 to Spell checks)

Personal Story Status
Passed

After Tony's unfortunate fate, Daisy gets revenge against Vampire-kind.

[00:16:08] <Smashy> Ok I am rolling a Vampire fight now.  Fight/Will to 3/2, so 2 dice for the Horror check
[00:16:12] <Yakumo> You can only do it once per turn, not once for each ally, I think?
[00:16:13] <Smashy> 2d6
[00:16:15] * Hatbot --> "Smashy rolls 2d6 and gets 7." [2d6=1, 6]
[00:16:26] <Smashy> And there is a sight for sore eyes
[00:16:37] <RandomConsonant> The Vampire is more hammy than scary
[00:16:43] <Hello-DojimathedralWaddleDee> You lucky boy.
[00:16:55] <Smashy> I have Bravery anyways so yeah
[00:16:57] <Smashy> :V
[00:16:59] <Smashy> BUT ANYWAYS
[00:17:23] <Smashy> 5 lore +1 ritual blade -1 modifier for Shrivelling
[00:17:32] <Smashy> roll 5d6
[00:17:35] * Hatbot --> "Smashy rolls 5d6 and gets 18." [5d6=3, 2, 5, 5, 3]
[00:17:46] <RandomConsonant> And now the Vampire is shrivelled and hammy
[00:17:52] <RandomConsonant> Ewww... shrivelled ham
[00:18:31] <Smashy> My Fight and his combat mod cancel, so +2 from ritual blade and +6 from shrivelling, and I need 2 successes
[00:18:41] <Smashy> 8d6 for FWEEM
[00:18:42] * Hatbot --> "Smashy rolls 8d6 for FWEEM and gets 30." [8d6=5, 6, 3, 1, 5, 2, 5, 3]
[00:18:51] <Hello-DojimathedralWaddleDee> FWEEM achieved.

Jo'ou Ranbu

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Re: A Cold Wind Blows Through Arkham and Dunwich... (Turn 12- Sucks to be Tal)
« Reply #171 on: October 01, 2009, 05:34:38 AM »
Stats

* Sanity: 4/5
* Stamina: 2/5
* Focus: 2

Inventory

* $1
* 4 Clue tokens
* 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.)
* 5 Monster Trophies (Zombie, Goatspawn, Star Vampire, Rat Thing, Shoggoth. Total Toughness: 10, about to be traded for an ally)
* Dhol Chants (Tome.  Exhaust and spend 2 movement points to make a Lore (-2) check. If you pass, gain 1 Ally, lose 2 Sanity, and discard Dhol Chants. Exhausted for the round)
* Shrivelling (Spell. -1 Casting Modifier, -1 Sanity cost. Cast and exhaust to gain +6 to Combat checks until the end of this combat)

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.

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

I move my Fight/Will slider twice to the right, try to read Dhol Chants, fail it up and move to Ma's Boarding House for buying meself a friend for ten monster trophies.

[01:27] <Hello-DojimathedralWaddleDee> Okay.
[01:28] <Hello-DojimathedralWaddleDee> So, this means all that I have left to do is hit Ma's Boarding House and Dhol Chants? I guess I'll live.
[01:29] <Hello-DojimathedralWaddleDee> I have 4 Speed, +1 from the ally, so 5 move.
[01:29] <Hello-DojimathedralWaddleDee> 4 Lore.
[01:30] <Hello-DojimathedralWaddleDee> Is there anyone to witness?
[01:30] <RandomConsonant> Yo.
[01:30] <Hello-DojimathedralWaddleDee> Okay.
[01:30] <Puniyo> Witness.
[01:30] <Smashy> LAVA
[01:31] <Hello-DojimathedralWaddleDee> Two dice for Dhol Chanting, since it's a -2 mod.
[01:31] <Hello-DojimathedralWaddleDee> That probably won't be awesome.
[01:31] <Smashy> NOTHING BEATS LAVA
[01:31] <Hello-DojimathedralWaddleDee> roll 2d6 for MAGIC FRIENDS
[01:31] * Hatbot --> "Hello-DojimathedralWaddleDee rolls 2d6 for MAGIC FRIENDS and gets 3." [2d6=2, 1]
[01:31] <Smashy> EXCEPT TOMMY LEE JONES
[01:31] <RandomConsonant> Ow.
[01:31] <Soppy-WillKNOCKYOUALLDOWN> Niiiice
[01:31] <Hello-DojimathedralWaddleDee> Yup. At least, I lose no sanity!
[01:32] <Hello-DojimathedralWaddleDee> But using Clue Tokens on that would be a waste.
[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> .....

AndrewRogue

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Re: A Cold Wind Blows Through Arkham and Dunwich... (Turn 12- Sucks to be Tal)
« Reply #172 on: October 01, 2009, 07:20:01 AM »
ARKHAM ENCOUNTERS

RC/Kate
The gate LOOMS.

Bard/Wilson
Glue them limbs back on. Unfortunately, they forgot your eyes. You gain DOUBLE VISION.

Tal/Tony
They mixed in some evil blood for your transfusion. You gain TAINTED.

Smashy/Daisy
Vampire BBQ.

Snow/Leo
You fail at reading.

OTHER WORLD ENCOUNTERS

Yoshi/Joe
You encounter a stranger who looks like a much older version of yourself. You are told, "press on, you will succeed." Gain 1 sanity.

Random Consonant

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Re: A Cold Wind Blows Through Arkham and Dunwich... (Turn 12- Sucks to be Tal)
« Reply #173 on: October 01, 2009, 07:22:27 AM »
Kate finally closes the gate and claims a R'lyeh trophy!

Hello-DojimathedralWaddleDee: Well, just do it now so we get it over with.
RandomConsonant: Righto.
RandomConsonant: 2d6
Hatbot: %01ACTION --> "RandomConsonant rolls 2d6 and gets 10." [2d6=5, 5]
RandomConsonant: Ha!
Hello-DojimathedralWaddleDee: Welp!

Yoshiken

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Re: A Cold Wind Blows Through Arkham and Dunwich... (Turn 1- Upkeep/Movement)
« Reply #174 on: October 01, 2009, 08:36:24 PM »
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: 4/6
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
$3
8 Clue Tokens
.45 Automatic (1-hand, Physical Weapon, +4 to combat check)
.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.) (x2)
Grapple (+1 to each die during Fight checks.)
Ruby Standish (Ally: +2 Sneak, draw a Unique Item when she joins.)
5 Toughness of Monster Trophies (Ghoul-1; Hunting Horror-2; Witch-1 (x2))
1 Gate Trophy (The Dreamlands)

Personal Story Status
Pass: 5/5 Monster Trophy Toughness; 0/1 Unique Items, at Silver Twilight Lodge.
Fail: Unique Items not discarded

Because I hadn't posted anything else for this turn. Sorry. >.>
« Last Edit: October 04, 2009, 04:35:39 PM by Yoshiken »