Author Topic: Fishmen back in the water, the play has moved on.  (Read 12789 times)

Talaysen

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Re: Fishmen at the Theater: The King in Yellow comes to Arkham and Innsmouth
« Reply #25 on: November 21, 2009, 06:25:50 PM »
Mark Harrigan

Location: Silver Twilight Lodge

Stats
Sanity: 2 / 3
Stamina: 7 / 7

Speed: 1 2 [3] 4
Sneak: 5 4 [3] 2

Fight: [3] 4 5 6
Will: [3] 2 1 0

Lore: 0 1 2 [3] (+1)
Luck: 4 3 2 [1]

Focus: 1

Unique Ability: One Man Army - Any Phase: You cannot be arrested or delayed.

Inventory
$3
4 Clue Tokens

Common Items
Flamethrower - Type: Physical weapon / Hands: 2 / Any: Exhaust before making a Combat check to gain +7 to that check. / Price: $6
Molotov Cocktail - Type: Physical weapon / Bonus: +6 Combat check (Discard after use) / Hands: 1 / Price: $3

Unique Items
Cursed Sphere - Type: Magical weapon / Hands: 1 / Any: Exhaust and spend either 1 Stamina or 1 Sanity before making a Combat check to gain +6 to that check. / Price: $4

Skills
Lore - +1 Lore / When you spend a Clue token to add to any Lore check, add one extra bonus die.

Personal Story
PASS - Get R'yeh gate trophy.
FAIL - Reduced to 0 sanity.

Current Action
Shifting Speed/Sneak to 3/3 and heading to Rivertown to wait outside the gate.  EDIT: Tai/Minh is taking my $4 so removing it from sheet.  EDIT2: Decided to move to the Silver Twilight Lodge and have an encounter there, and only passing off $1 to Tai since some membership encounters require that much.
« Last Edit: November 22, 2009, 04:58:40 AM by Talaysen »

Hunter Sopko

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Re: Fishmen at the Theater: The King in Yellow comes to Arkham and Innsmouth
« Reply #26 on: November 21, 2009, 06:28:58 PM »
I move back to Arkham Asylum for an encounter in preparation to pass my personal story.

Carolyn Fern
Stats:
Sanity 6/6
Stamina 4/4

Focus: 2

Skills  
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
$16
3 Clue Tokens

Speed skill (+1 Speed, One extra bonus die on Speed checks if I spend a Clue token)
Understudy's Script (Tome. Exhaust and spend 2 movement points to make a Will (-2) check. If you pass, draw 1 Spell, gain 2 Clue tokens, and discard Understudy's Script. If you fail, you lose 1 Sanity)
Sedanette (You may automatically Evade monsters of toughness 1 while in the street.)
Petrifying Solution (2H Physical Weapon. +8 to Combat checks (Discard after use) This weapon ignores the Physical Resistance and Endless special abilities.)
Illuminated Manuscript (Exhaust and spend 2 movement points to make a Lore (-1) check. If you fail, nothing happens. If you succeed, you lose 1 Sanity and may either: Draw 1 Skill but discard this card, or gain 1 Clue token and keep this card.)
Cavalry Saber (1H physical weapon, +2 to Combat checks)

Personal Story:
Pass- Spend $15 at Arkham Asylum during the Upkeep phase.
Fail- Possess 6 Clue Tokens at once. (3/6)

Taishyr

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Re: Fishmen at the Theater: The King in Yellow comes to Arkham and Innsmouth
« Reply #27 on: November 21, 2009, 06:37:32 PM »
Shale, do you want Shrivelling? My movement depends on your response. Tal may want the Releh Misty Mists instead, as a note.

This being said, booc red, +4 clues, but I'm no longer quite so rational.

EDIT: Moving to Witch House, grabbing (EDIT: ONE TALS YENZ) in the process, passing Shrivelling to Shale through Tal.


[13:34] <MishaArsellecLune> All mah yenz.
[13:34] > Indeed. So... Lore-2 check.
[13:35] > roll 2d6 Do I understand freaky yellow fish guyz?
[13:35] * Hatbot --> "Taishyr rolls 2d6 Do I understand freaky yellow fish guyz? and gets 8." [2d6=5, 3]
[13:35] > Yep.
[13:35] > -1 Sanity, +4 Clue Tokens, booc red.
[13:35] <MishaArsellecLune> Yay~

Minh Thi Phan
Stats:
Sanity 5/6
Stamina 4/4

Focus: 2

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

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

Lore  1  2  3  [4]
Luck  3  2  1  [0]

Inventory
$7
7 Clue Token

Unique Ability: Synergy - Any Phase: Minh gains a +1 bonus to all skill checks while she has an Ally, or while another investigator is in the same location as her.
Team Player - Upkeep: Minh may choose one other investigator in her location. She gains a +1 bonus to all skill checks she makes until the end of the turn.

Will: Skill (+1 Will; when spending a clue token on any Will check, add extra bonus die.)

.18 Derringer (1h phys weapon, +2 Combat, cannot be lost or stolen unless allowed. $3)
Enchanted Blade (1h mag weapon, +4 Combat. $6 )
Voice of Ra (Spell; -1 cast mod, -1 Sanity. +1 all skill checks until end of turn.)
Shrivelling (Spell; -1 cast mod, -1 Sanity. Cast and exhaust for +6 Combat until end of current combat.)
King in Yellow (Tome: Exhaust/spend 2 move to make Lore -2 check. If pass, gain 4 clue tokens/lose 1 sanity/discard tome. Failure results in nothing.)

Combat Mod: 3+2+4-mod (Fight+.18+Enchanted).

Personal Story:
Pass- Read three tomes. (2/3) Reward: Gain ally of your choice (pesky wording!).
Fail- Go insane. (---)                 Penalty: Can no long hold or use Tomes.
« Last Edit: November 22, 2009, 04:59:38 PM by Taitoro »

Nitori

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Re: Fishmen at the Theater: The King in Yellow comes to Arkham and Innsmouth
« Reply #28 on: November 21, 2009, 06:41:54 PM »
Agnes Baker

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

Speed 1 2 3 [4]
Sneak 3 2 1 [zero]

Fight [1] 2 3 4
Will [3] 2 1 0

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

$5
3 Clue Tokens

Skills:

Stealth - Exhaust to reroll an Evade check

Items:

Illuminated Manuscript


Movement: Exhaust and spend 2 movement points to make a Lore (-1) check. If you fail, nothing happens.
If you succeed, you lose 1 Sanity and may either:
Draw 1 Skill but discard this card, or gain 1 Clue token and keep this card.

Spells:

Shrivelling (casting mod -1, sanity cost 1, 1H) - Cast and exhaust to gain +6+7 to combat checks until the end of combat
Wither (casting mod +0, sanity cost 0, 1H) - Cast and exhaust to gain +3+4 to combat checks until the end of combat

Personal Story:

PASS - Have 3 or more monster trophies - Exhaust this card to reroll a failed Spell check
FAIL - Knocked unconscious or driven insane - Max Stamina -1

Move to Bank of Arkham, checking on my stuff it appears I have some sort of awesome thing (Give me a Unique Item plz~)

<Nitori> Well, I think I'll go ahead and Safety Deposit Key it up
* Trodeko has quit (Ping timeout)
<Nitori> Shift Lo/Lu to 3/4, spend two movement points to get to the bank, spend one to use the key
<Nitori> Luck (-2) check
<Nitori> 2d6 for stuff
<Hatbot> ACTION --> "Nitori rolls 2d6 for stuff and gets 9." [2d6=4, 5]
<MishaArsellecLune> Shinies~
« Last Edit: November 21, 2009, 06:44:33 PM by Nitori »
<Ko-NitoriisSulpher> roll 1d100 to grade Nitori?
<Hatbot> ACTION --> "Ko-NitoriisSulpher rolls 1d100 to grade Nitori? and gets 100." [1d100=100]

Ranmilia

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Re: Fishmen at the Theater: The King in Yellow comes to Arkham and Innsmouth
« Reply #29 on: November 21, 2009, 07:23:19 PM »
Silas Marsh, Man of the Sea
Stats:
Sanity 4/4
Stamina 6/6

Focus: 2

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

Fight  3  4  [5]  6 
Will    4  3  [2]  1 

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

Inventory
$0
2 Clue Tokens

Marksman skill (Exhaust to reroll a Combat check)
Cross (+1 to Horror checks (passive, always on), 1H magical weapon, +0 to Combat checks, +3 to Combat checks if opponent is undead)
Shotgun (2H physical weapon, +4 to Combat checks, 6s count as double successes when in use)
Map of the Mind (Other World use only: Discard to keep from being delayed or Lost in Time and Space. If you use this item when you go insane or are knocked unconscious in an Other World, you go directly to Arkham Asylum or St. Mary's Hospital respectively.)

Trophies:
Monsters - Dark Young (3 toughness)

Personal Story:
Pass- Discard 1 gate trophy, 1 monster trophy and 3 clue tokens during upkeep phase, be devoured.
Fail- Enter R'lyeh.

Sailing, sailing, over the otherworldly seas, oh!  It's a pirate's life for me!  (Move to second area of Another Dimension)

Talaysen

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Re: Fishmen at the Theater: The King in Yellow comes to Arkham and Innsmouth
« Reply #30 on: November 22, 2009, 05:00:15 AM »
Changed my action.  Heading to Silver Twilight Lodge instead.  Tai, I'm going to hang onto $3 since one of the encounters there requires it.  You can take the other $1 for now.

Shale

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Re: Fishmen at the Theater: The King in Yellow comes to Arkham and Innsmouth
« Reply #31 on: November 22, 2009, 06:34:46 AM »
Shriveling would be nice, but isn't a priority this turn anyway due to me being stuck.

Diana Stanley

Stamina: 4/4
Sanity: 6/6

Focus: 1

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

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

Lore  3  [4]  5  6
Luck  4  [3]  2  1

Inventory:

3 Clues
Mists of Releh: Cast and exhaust to pass an Evade check. Casting cost 0, spell check equals the target monster's Awareness.
Shriveling: Cast and exhaust to gain +6 to combat checks for one combat. -1 casting modifier, 1 sanity cost. One hand.
Will: +1 Will, Clue tokens that add to Will checks count double.
Silver Twilight Lodge Membership: Take encounters from the Inner Sanctum instead of the Silver Twilight Lodge. Cannot be lost under any circumstances.

Quest Status:

Pass: 3/5 Clues, not at Police Station
Fail: Terror Level at 0

Spending my delayed turn at the Silver Twilight Lodge. Trading my spare Mists of Releh to Tal for Shriveling.
« Last Edit: November 23, 2009, 05:10:17 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.

Yakumo

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Re: Fishmen at the Theater: The King in Yellow comes to Arkham and Innsmouth
« Reply #32 on: November 22, 2009, 08:13:53 AM »
The unique item Agnes/Nitori finds at the bank is Petrifying Solution.

Taishyr

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Re: Fishmen at the Theater: The King in Yellow comes to Arkham and Innsmouth
« Reply #33 on: November 22, 2009, 01:02:18 PM »
Tal: I give you Shrivelling to give to Shale, then, alright?

Yakumo

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Re: Fishmen at the Theater: The King in Yellow comes to Arkham and Innsmouth
« Reply #34 on: November 22, 2009, 04:49:38 PM »
Arkham Encounters


Talaysen - Mark Harrigan
----------------
"Care to join the Order?" Carl Sanford and several of his henchmen ask. If you accept, pay $3 and take a Silver Twilight Membership. If you decline, pass a Will (-1) check or lose 3 Stamina as the henchmen assist you out the door. Whether you pass or not, move to the street.

Nitori - Agnes Baker
----------------
The money you've just withdrawn is not from any country you know. Gain $3, but pass a Will (-1) check or lose 1 Sanity.

Hunter Sopko - Carolyn Fern
----------------
Volunteers for art therapy are requested. The inmates' paintings are a window into their madness. Pass a Will (-1) check to gain 2 Clue tokens. If you fail, lose 1 Sanity.

Shale - Diana Stanley
----------------
A strange maze-like symbol has been carved in the wall. Do you dare to follow it with your eyes? If so, pass a Will (+0) check to gain a Clue token. If you fail, you lose 1 Sanity.

Taishyr - Min Thi Phan
----------------
You find a banquet laid out in the dining room and feel compelled to sit down and eat. Make a Luck (+0) check and consult the following chart:

Successes:

    0) You suddenly realize what you've been eating. Lose 3 Sanity.
    1) You gorge yourself, unable to stop eating. Stay here next turn.
    2) The food makes you feel sick. Lose 1 Stamina.
    3+) The meal refreshes you. Gain 3 Stamina.


Other World Encounters


Sir Alex - Silas Marsh
-----------------
You are beginning to understand the strange creatures here. Gain 1 clue token.

Hunter Sopko

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Re: Fishmen at the Theater: The King in Yellow comes to Arkham and Innsmouth
« Reply #35 on: November 22, 2009, 04:57:21 PM »
Art therapy~ I pass and collect 2 clue tokens.

<Tewi> I've updated, I'm heading out soon and I won't be back until fairly late tomorrow night so no matter how fast you go don't expect another update tonight. :P
* Tewi is now known as Yakumo
<Trodeko> K. Gonna roll now
<Trodeko> roll 1d6
* Hatbot --> "Trodeko rolls 1d6 and gets 5." [1d6=5]
* Nitori has joined #rpgdlarkhamhorror
<Trodeko> Passsssss

Carolyn Fern
Stats:
Sanity 6/6
Stamina 4/4

Focus: 2

Skills 
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
$16
5 Clue Tokens

Speed skill (+1 Speed, One extra bonus die on Speed checks if I spend a Clue token)
Understudy's Script (Tome. Exhaust and spend 2 movement points to make a Will (-2) check. If you pass, draw 1 Spell, gain 2 Clue tokens, and discard Understudy's Script. If you fail, you lose 1 Sanity)
Sedanette (You may automatically Evade monsters of toughness 1 while in the street.)
Petrifying Solution (2H Physical Weapon. +8 to Combat checks (Discard after use) This weapon ignores the Physical Resistance and Endless special abilities.)
Illuminated Manuscript (Exhaust and spend 2 movement points to make a Lore (-1) check. If you fail, nothing happens. If you succeed, you lose 1 Sanity and may either: Draw 1 Skill but discard this card, or gain 1 Clue token and keep this card.)
Cavalry Saber (1H physical weapon, +2 to Combat checks)

Personal Story:
Pass- Spend $15 at Arkham Asylum during the Upkeep phase.
Fail- Possess 6 Clue Tokens at once. (5/6)

Nitori

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Re: Fishmen at the Theater: The King in Yellow comes to Arkham and Innsmouth
« Reply #36 on: November 22, 2009, 05:02:26 PM »
Agnes Baker

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

Speed 1 2 3 [4]
Sneak 3 2 1 [zero]

Fight [1] 2 3 4
Will [3] 2 1 0

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

$8
3 Clue Tokens

Skills:

Stealth - Exhaust to reroll an Evade check

Weapons:

Petrifying Solution
Physical weapon, 2H, +8 to combat checks (discard after use), ignores Physical Resistance and Endless

Items (not Weapons):

Illuminated Manuscript


Movement: Exhaust and spend 2 movement points to make a Lore (-1) check. If you fail, nothing happens.
If you succeed, you lose 1 Sanity and may either:
Draw 1 Skill but discard this card, or gain 1 Clue token and keep this card.

Spells:

Shrivelling (casting mod -1, sanity cost 1, 1H) - Cast and exhaust to gain +6+7 to combat checks until the end of combat
Wither (casting mod +0, sanity cost 0, 1H) - Cast and exhaust to gain +3+4 to combat checks until the end of combat

Personal Story:

PASS - Have 3 or more monster trophies - Exhaust this card to reroll a failed Spell check
FAIL - Knocked unconscious or driven insane - Max Stamina -1

Money is money, who cares~?


<Nitori> You still here Soppy~?
<Taishyr> I am.
<Nitori> Will -1 check, 3 Will
<Taishyr> Kay.
<Nitori> 2d6 to not care about money
<Hatbot> ACTION --> "Nitori rolls 2d6 to not care about money and gets 9." [2d6=5, 4]
« Last Edit: November 22, 2009, 05:07:36 PM by Nitori »
<Ko-NitoriisSulpher> roll 1d100 to grade Nitori?
<Hatbot> ACTION --> "Ko-NitoriisSulpher rolls 1d100 to grade Nitori? and gets 100." [1d100=100]

Taishyr

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Re: Fishmen at the Theater: The King in Yellow comes to Arkham and Innsmouth
« Reply #37 on: November 22, 2009, 05:04:46 PM »
Unlucky! But I've got a few clues, and so the food just makes my tummy all urpy.

[12:00] > Okay. Gonna make my roll, to.
[12:01] > *too.
[12:01] >  Luck +0, 0 Luck, would rather not lose three sanity so I'm gonna try a few clue tokens.
[12:01] > roll 1d6 clue token 1 to not go cuckoo
[12:01] * Hatbot --> "Taishyr rolls 1d6 clue token 1 to not go cuckoo and gets 6." [1d6=6]
[12:02] > Okay. I'd also rather not stay there next turn, so.
[12:02] > roll 1d6 clue token 2 to not be a pig
[12:02] * Hatbot --> "Taishyr rolls 1d6 clue token 2 to not be a pig and gets 6." [1d6=6]
[12:02] > Kay, I just lose one stamina from feeling sick.
[12:02] > Sound good?
[12:03] <Trodeko> Works

Minh Thi Phan
Stats:
Sanity 5/6
Stamina 3/4

Focus: 2

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

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

Lore  1  2  3  [4]
Luck  3  2  1  [0]

Inventory
$7
5 Clue Token

Unique Ability: Synergy - Any Phase: Minh gains a +1 bonus to all skill checks while she has an Ally, or while another investigator is in the same location as her.
Team Player - Upkeep: Minh may choose one other investigator in her location. She gains a +1 bonus to all skill checks she makes until the end of the turn.

Will: Skill (+1 Will; when spending a clue token on any Will check, add extra bonus die.)

.18 Derringer (1h phys weapon, +2 Combat, cannot be lost or stolen unless allowed. $3)
Enchanted Blade (1h mag weapon, +4 Combat. $6 )
Voice of Ra (Spell; -1 cast mod, -1 Sanity. +1 all skill checks until end of turn.)
Shrivelling (Spell; -1 cast mod, -1 Sanity. Cast and exhaust for +6 Combat until end of current combat.) <- To Shale
King in Yellow (Tome: Exhaust/spend 2 move to make Lore -2 check. If pass, gain 4 clue tokens/lose 1 sanity/discard tome. Failure results in nothing.)

Combat Mod: 3+2+4-mod (Fight+.18+Enchanted).

Personal Story:
Pass- Read three tomes. (2/3) Reward: Gain ally of your choice (pesky wording!).
Fail- Go insane. (---)                 Penalty: Can no long hold or use Tomes.
« Last Edit: November 24, 2009, 01:28:07 PM by Taitoro »

Talaysen

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Re: Fishmen at the Theater: The King in Yellow comes to Arkham and Innsmouth
« Reply #38 on: November 22, 2009, 07:36:11 PM »
Mark Harrigan

Location: French Hill

Stats
Sanity: 2 / 3
Stamina: 7 / 7

Speed: 1 2 [3] 4
Sneak: 5 4 [3] 2

Fight: [3] 4 5 6
Will: [3] 2 1 0

Lore: 0 1 2 [3] (+1)
Luck: 4 3 2 [1]

Focus: 1

Unique Ability: One Man Army - Any Phase: You cannot be arrested or delayed.

Inventory
4 Clue Tokens

Common Items
Flamethrower - Type: Physical weapon / Hands: 2 / Any: Exhaust before making a Combat check to gain +7 to that check. / Price: $6
Molotov Cocktail - Type: Physical weapon / Bonus: +6 Combat check (Discard after use) / Hands: 1 / Price: $3

Unique Items
Cursed Sphere - Type: Magical weapon / Hands: 1 / Any: Exhaust and spend either 1 Stamina or 1 Sanity before making a Combat check to gain +6 to that check. / Price: $4

Special
Silver Twilight Lodge Membership - Any Phase: Whenever you have an encounter at the Silver Twilight Lodge, you have an encounter at the Inner Sanctum instead.

Skills
Lore - +1 Lore / When you spend a Clue token to add to any Lore check, add one extra bonus die.

Personal Story
PASS - Get R'yeh gate trophy.
FAIL - Reduced to 0 sanity.

Current Action
Spending the $3 to get the membership and heading out the door.

Ranmilia

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Re: Fishmen at the Theater: The King in Yellow comes to Arkham and Innsmouth
« Reply #39 on: November 22, 2009, 08:28:30 PM »
Silas Marsh, Man of the Sea
Stats:
Sanity 4/4
Stamina 6/6

Focus: 2

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

Fight  3  4  [5]  6 
Will    4  3  [2]  1 

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

Inventory
$0
23 Clue Tokens

Marksman skill (Exhaust to reroll a Combat check)
Cross (+1 to Horror checks (passive, always on), 1H magical weapon, +0 to Combat checks, +3 to Combat checks if opponent is undead)
Shotgun (2H physical weapon, +4 to Combat checks, 6s count as double successes when in use)
Map of the Mind (Other World use only: Discard to keep from being delayed or Lost in Time and Space. If you use this item when you go insane or are knocked unconscious in an Other World, you go directly to Arkham Asylum or St. Mary's Hospital respectively.)

Trophies:
Monsters - Dark Young (3 toughness)

Personal Story:
Pass- Discard 1 gate trophy, 1 monster trophy and 3 clue tokens during upkeep phase, be devoured.
Fail- Enter R'lyeh.

At last, I understand... enough to sacrifice myself!

Shale

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Re: Fishmen at the Theater: The King in Yellow comes to Arkham and Innsmouth
« Reply #40 on: November 23, 2009, 04:57:55 AM »
I get a clue!

<Vedes> Anybody here?
<GoodeTwinne> Yo
<Vedes> LEt's see if Hatebot still hates.
<Vedes> 3d6
<Hatbot> ACTION --> "Vedes rolls 3d6 and gets 9." [3d6=3, 1, 5]
<Vedes> Woo.
<Vedes> My time wasn't wasted
"Sufficiently advanced magic is indistinguishable from technology."
-Ponder Stibbons

[23:02] <Veryslightlymad> CK dreams about me starring in porno?
[23:02] <CmdrKing> Pretty sure.

Yakumo

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Re: Fishmen at the Theater: The King in Yellow comes to Arkham and Innsmouth
« Reply #41 on: November 24, 2009, 05:11:46 AM »
Note for Tal: That move to the streets only happens if you have to make that check.  If you pay, you're in and they aren't going to throw you out.

Yakumo

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Re: Fishmen at the Theater: The King in Yellow comes to Arkham and Innsmouth
« Reply #42 on: November 24, 2009, 06:36:57 AM »
The train station was handling larger volumes of traffic than usual, so the rusted train on the seldom used track went mostly unnoticed.  Some witnesses, however, swore there were shadowy shapes running away from the last car before the train departed just as suddenly as it had arrived.


Terror at the Train Station!
A rusty train arrives in Arkham, disgorging 2 monsters into the Northside streets.  These monsters are a Mi-Go and an Elder Thing.

A gate appears at the Witch House, eating Minh Thi Phan and disgorging a Shoggoth and a Deep One Hybrid.
A clue is sucked into the aether at the Black Cave.
Moon monsters move, the Deep One Hybrid wanders from the Witch House to the French Hill Streets.


Shale

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Re: Fishmen at the Theater: The King in Yellow comes to Arkham and Innsmouth
« Reply #43 on: November 24, 2009, 06:45:01 AM »
Diana Stanley

Stamina: 4/4
Sanity: 6/6

Focus: 1

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

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

Lore  3  [4]  5  6
Luck  4  [3]  2  1

Inventory:

4 Clues
Mists of Releh: Cast and exhaust to pass an Evade check. Casting cost 0, spell check equals the target monster's Awareness.
Shriveling: Cast and exhaust to gain +6 to combat checks for one combat. -1 casting modifier, 1 sanity cost. One hand.
Will: +1 Will, Clue tokens that add to Will checks count double.
Silver Twilight Lodge Membership: Take encounters from the Inner Sanctum instead of the Silver Twilight Lodge. Cannot be lost under any circumstances.

Quest Status:

Pass: 5/5 Clues, not at Police Station
Fail: Terror Level at 0

Sneak past the scaly guy in the streets and move to the Graveyard, acquiring my fifth Clue in the process.

<Shale> Moving to the graveyard, which requires sneaking past the Deep One Hybrid.
<Yakumo> You people need to quit sneaking in in the five minutes between me posting the update and saying something in here, it's creepy. <_< >_>
<Shale> FEAR US!
<Shale> Anyway. Casting Mists of Releh for what should be obvious reasons.
<Shale> 4 Lore, casts at -1 because that's the hybrid's awareness.
<Shale> 3d6
<Hatbot> ACTION --> "Shale rolls 3d6 and gets 11." [3d6=6, 1, 4]
<Shale> Bang.
<Shale> I arrive at the graveyard, and gain my fifth clue.
"Sufficiently advanced magic is indistinguishable from technology."
-Ponder Stibbons

[23:02] <Veryslightlymad> CK dreams about me starring in porno?
[23:02] <CmdrKing> Pretty sure.

Hunter Sopko

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Re: Fishmen at the Theater: The King in Yellow comes to Arkham and Innsmouth
« Reply #44 on: November 24, 2009, 07:06:16 AM »
I spend the 15 bucks to pass my personal story, which gets me another 3 clues and gets me blessed as well. Woo! I slide my Fight/Will to 2/3 and my Speed/Sneak to 3/0, which with the Speed skill gives me enough to hit the French Hill streets and stab the Deep One Hybrid in the eye with the Calvary Saber.

<Trodeko> Anyway, sliding Fight/Will to 2/3 and rolling combat with the Deep One Hybrid. Remember, I am BLESSED now
<Trodeko> Horror check, 3 Will - 1 mod
<Trodeko> roll 2d6
* Hatbot --> "Trodeko rolls 2d6 and gets 7." [2d6=4, 3]
<Trodeko> Pass
<Trodeko> Combat check, 2 Fight + 2 Calvary Saber - 0 mod
<Trodeko> roll 4d6
* Hatbot --> "Trodeko rolls 4d6 and gets 9." [4d6=2, 4, 2, 1]
<RandomConsonant> Gogo Blessing
<Trodeko> He's dead
<Trodeko> Indeed


Carolyn Fern
Stats:
Sanity 6/6
Stamina 4/4

Focus: 2

Skills 
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
$1
8 Clue Tokens
1 Toughness of Monster Trophies (Deep One Hybrid)

Speed skill (+1 Speed, One extra bonus die on Speed checks if I spend a Clue token)
Blessing (4's count as successes. Upkeep: Roll a die, Blessing goes away on a 1)

Understudy's Script (Tome. Exhaust and spend 2 movement points to make a Will (-2) check. If you pass, draw 1 Spell, gain 2 Clue tokens, and discard Understudy's Script. If you fail, you lose 1 Sanity)
Sedanette (You may automatically Evade monsters of toughness 1 while in the street.)
Petrifying Solution (2H Physical Weapon. +8 to Combat checks (Discard after use) This weapon ignores the Physical Resistance and Endless special abilities.)
Illuminated Manuscript (Exhaust and spend 2 movement points to make a Lore (-1) check. If you fail, nothing happens. If you succeed, you lose 1 Sanity and may either: Draw 1 Skill but discard this card, or gain 1 Clue token and keep this card.)
Cavalry Saber (1H physical weapon, +2 to Combat checks)

Personal Story:
Pass- Spend $15 at Arkham Asylum during the Upkeep phase.
Fail- Possess 6 Clue Tokens at once.

Taishyr

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Re: Fishmen at the Theater: The King in Yellow comes to Arkham and Innsmouth
« Reply #45 on: November 24, 2009, 01:29:17 PM »
Adjust speed-sneak left two, waiting for encounters.

Minh Thi Phan
Stats:
Sanity 5/6
Stamina 3/4

Focus: 2

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

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

Lore  1  2  3  [4]
Luck  3  2  1  [0]

Inventory
$7
5 Clue Token

Unique Ability: Synergy - Any Phase: Minh gains a +1 bonus to all skill checks while she has an Ally, or while another investigator is in the same location as her.
Team Player - Upkeep: Minh may choose one other investigator in her location. She gains a +1 bonus to all skill checks she makes until the end of the turn.

Will: Skill (+1 Will; when spending a clue token on any Will check, add extra bonus die.)

.18 Derringer (1h phys weapon, +2 Combat, cannot be lost or stolen unless allowed. $3)
Enchanted Blade (1h mag weapon, +4 Combat. $6 )
Voice of Ra (Spell; -1 cast mod, -1 Sanity. +1 all skill checks until end of turn.)

Combat Mod: 3+2+4-mod (Fight+.18+Enchanted).

Personal Story:
Pass- Read three tomes. (2/3) Reward: Gain ally of your choice (pesky wording!).
Fail- Go insane. (---)                 Penalty: Can no long hold or use Tomes.
« Last Edit: November 25, 2009, 02:22:41 PM by Taitoro »

Nitori

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Re: Fishmen at the Theater: The King in Yellow comes to Arkham and Innsmouth
« Reply #46 on: November 24, 2009, 01:34:49 PM »
Agnes Baker

Sanity: 3/5
Stamina: 4/5
Focus 2

Speed 1 2 3 [4]
Sneak 3 2 1 [zero]

Fight [1] 2 3 4
Will [3] 2 1 0

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

$8
3 Clue Tokens

Skills:

Stealth - Exhaust to reroll an Evade check

Weapons:

Petrifying Solution
Physical weapon, 2H, +8 to combat checks (discard after use), ignores Physical Resistance and Endless

Items (not Weapons):

Illuminated Manuscript


Movement: Exhaust and spend 2 movement points to make a Lore (-1) check. If you fail, nothing happens.
If you succeed, you lose 1 Sanity and may either:
Draw 1 Skill but discard this card, or gain 1 Clue token and keep this card.

Spells:

Shrivelling (casting mod -1, sanity cost 1, 1H) - Cast and exhaust to gain +6+7 to combat checks until the end of combat
Wither (casting mod +0, sanity cost 0, 1H) - Cast and exhaust to gain +3+4 to combat checks until the end of combat

Trophies:

Elder Thing (2)

Personal Story:

PASS - Have 3 or more monster trophies - Exhaust this card to reroll a failed Spell check - (1/3)
FAIL - Knocked unconscious or driven insane - Max Stamina -1

Mi-go? MUST KILL (and the Elder Thing too sure) (Also Unique Item me)

<Nitori> Okay then
<Nitori> There are people here so I think I'll go kill the Mi-go and his friend
<Nitori> (Are there people here~?)
<Taishyr> Yes.
<Taishyr> And you have my blessing, go forth and stabbify.
<Nitori> 'Kay
<Nitori> Shifting Lo/Lu to 5/2
<Nitori> Moving to Northside and I will fight the Mi-Go first
<Nitori> Horror check, 3 Will -1 mod +1 environment is three dice
<Nitori> 3d6
<Hatbot> ACTION --> "Nitori rolls 3d6 and gets 14." [3d6=3, 5, 6]
<Nitori> Mi-Go is never scary
<Nitori> I will cast the godly WITHER, +0 spell check, 0 san cost, 5 Lore
<Nitori> 5d6
<Hatbot> ACTION --> "Nitori rolls 5d6 and gets 27." [5d6=5, 6, 6, 6, 4]
<Trodeko> Heh
<Nitori> And now I will STAB
<Trodeko> You just wasted your best roll of the game
<Nitori> 1 Fight + 4 from Wither + 0 combat check is 5 dice
<Nitori> 5d6
<Hatbot> ACTION --> "Nitori rolls 5d6 and gets 19." [5d6=4, 5, 2, 5, 3]
<Nitori> Okay then, ELDER THING
<Nitori> Horror check, 3 Will -3 mod +1 environment is 1 die
<Nitori> 1d6
<Hatbot> ACTION --> "Nitori rolls 1d6 and gets 2." [1d6=2]
<Nitori> It is wearing a hat and I go more insane from SHOCK
<Taishyr> HAT
<Nitori> I will cast Shrivelling, -1 mod, 1 san cost, 5 Lore is 4 dice
<Nitori> 4d6
<Hatbot> ACTION --> "Nitori rolls 4d6 and gets 13." [4d6=1, 2, 6, 4]
<Taishyr> Shrivel, shrivel~
<Nitori> 1 Fight + 7 from Shrivelling is 8 dice for 2 successes
<Nitori> 8d6
<Hatbot> ACTION --> "Nitori rolls 8d6 and gets 25." [8d6=2, 4, 6, 3, 1, 2, 1, 6]
<Trodeko> Just barely pass
<Nitori> There, everything is dead and I get another Unique Item
<Ko-NitoriisSulpher> roll 1d100 to grade Nitori?
<Hatbot> ACTION --> "Ko-NitoriisSulpher rolls 1d100 to grade Nitori? and gets 100." [1d100=100]

Yakumo

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Re: Fishmen at the Theater: The King in Yellow comes to Arkham and Innsmouth
« Reply #47 on: November 25, 2009, 04:41:02 AM »
The unique item for splattering the Mi-Go is a Seeker of the Yellow Sign.

Talaysen

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Re: Fishmen at the Theater: The King in Yellow comes to Arkham and Innsmouth
« Reply #48 on: November 25, 2009, 04:55:03 AM »
Mark Harrigan

Location: R'yeh

Stats
Sanity: 2 / 3
Stamina: 3 / 7

Speed: 1 2 [3] 4
Sneak: 5 4 [3] 2

Fight: [3] 4 5 6
Will: [3] 2 1 0

Lore: 0 1 2 [3] (+1)
Luck: 4 3 2 [1]

Focus: 1

Unique Ability: One Man Army - Any Phase: You cannot be arrested or delayed.

Inventory

Common Items
Flamethrower - Type: Physical weapon / Hands: 2 / Any: Exhaust before making a Combat check to gain +7 to that check. / Price: $6 (Exhausted)

Unique Items
Cursed Sphere - Type: Magical weapon / Hands: 1 / Any: Exhaust and spend either 1 Stamina or 1 Sanity before making a Combat check to gain +6 to that check. / Price: $4

Special
Silver Twilight Lodge Membership - Any Phase: Whenever you have an encounter at the Silver Twilight Lodge, you have an encounter at the Inner Sanctum instead.

Skills
Lore - +1 Lore / When you spend a Clue token to add to any Lore check, add one extra bonus die.

Personal Story
PASS - Get R'yeh gate trophy.
FAIL - Reduced to 0 sanity.

Current Action
Killed the Ghoul, snuck past the Chthorian and jumped into R'yeh.  Lost 4 stamina, the Molotov, and 4 clue tokens in the process.  Log will be posted when I have a less fail computer.  I'll add the Mists then as well.

Yakumo

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Re: Fishmen at the Theater: The King in Yellow comes to Arkham and Innsmouth
« Reply #49 on: November 25, 2009, 07:56:21 AM »
Arkham Encounters

Shale - Diana Stanley
--------------
Descending into  dark mausoleum, you discover a vampire rising to feed. You quickly find yourself fighting for your life. Make a Combat (-2) check. If you pass, you defeat the vampire, gaining 1 Clue token and drawing 1 Unique item. If you fail, roll a die and lose that much stamina.

Nitori - Agnes Baker, Hunter Sopko - Carolyn Fern
--------------
With the monsters gone, the streets are quiet for now.

Sir Alex - Silas Marsh
--------------
The gate looms before you on the barren reef.


Other World Encounters

Taishyr - Minh Thi Phan
---------------
Your mind is flooded with knowledge. Make a Lore -2 check. If you pass it, draw 1 spell but lose 1 sanity.

Talaysen - Mark Harrigan
----------------
You trip over a stone outcropping that shouldn't be there. Pass a Speed (-1) check or you are lost in Time and Space.