Author Topic: Fishmen back in the water, the play has moved on.  (Read 12785 times)

Talaysen

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Re: Fishmen at the Theater: The King in Yellow comes to Arkham and Innsmouth
« Reply #75 on: November 28, 2009, 10:32:20 PM »
Mark Harrigan

Location: R'lyeh

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

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.

Spells
Mists of Releh - Casting Modifier: Special / Sanity Cost: 0 / Any Phase: Cast and exhaust to pass an Evade check. The casting modifier is equal to the monster's Awareness.  (Exhausted)

Monster Trophies
Ghoul (1 toughness)

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

Current Action
I do not lose stamina!  Yay!

[16:28] <Ranmilia> No.
[16:28] <AnnieEilenberg> 'Kay.
[16:28] <AnnieEilenberg> Also I will make my roll now that someone is here.
[16:29] <AnnieEilenberg> 3 Will, +0 check, so 3 dice.
[16:29] <AnnieEilenberg> 3d6
[16:29] * Hatbot --> "AnnieEilenberg rolls 3d6 and gets 11." [3d6=6, 2, 3]
[16:29] <AnnieEilenberg> Yay.
[16:31] <Ranmilia> Speaking of checks

Ranmilia

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Re: Fishmen at the Theater: The King in Yellow comes to Arkham and Innsmouth
« Reply #76 on: November 28, 2009, 10:33:01 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.

Actions:
Close gate.  Finally.

[16:31] <Ranmilia> Speaking of checks
[16:31] <Ranmilia> I have a gate to try and close.  Again.
[16:31] <Ranmilia> With eight dice.  Again.
[16:31] <Ranmilia> 8d6
[16:31] * Hatbot --> "Ranmilia rolls 8d6 and gets 18." [8d6=1, 2, 1, 3, 1, 3, 5, 2]
[16:31] <Ranmilia> Hatebot is hate
[16:31] <AnnieEilenberg> ...
[16:31] <Ranmilia> But the lone 5 overcomes all
[16:31] <AnnieEilenberg> Well that's a success.
[16:32] <AnnieEilenberg> But geez that is close.
[16:32] <Ranmilia> Sixteen dice to close this gate in total
[16:32] <Ranmilia> One success.


Taishyr

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Re: Fishmen at the Theater: The King in Yellow comes to Arkham and Innsmouth
« Reply #77 on: November 28, 2009, 10:41:39 PM »
Sistahs before mistahs! The Minty Freshness doesn't get weirded out just by meeting a future her. Shit, that happens ten times before breakfast once she's made her choice, youknowwhatimean?

[17:37] * Taishyr checks update. Okay, anyone here to witness a roll?
[17:37] <RandomConsonant> Maybe.
[17:37] <AnnieEilenberg> Witness.
[17:37] > Coo.
[17:38] > 3 Will, +0 mod, 3 dice.
[17:38] > roll 3d6
[17:38] * Hatbot --> "Taishyr rolls 3d6 and gets 11." [3d6=6, 1, 4]
[17:38] > My future self doesn't drive me crazy. She knows how it gets, being so mintily awesome.
[17:38] <AnnieEilenberg> >.>

Minh Thi Phan
Stats:
Sanity 4/6
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
6 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.)
Wither (Spell; -1 cast mod, 0 Sanity. +3 to Combat check 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 28, 2009, 10:46:43 PM by Taitoro »

Shale

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Re: Fishmen at the Theater: The King in Yellow comes to Arkham and Innsmouth
« Reply #78 on: November 30, 2009, 01:54:21 AM »
I pay the cash, muttering about the ingratitude of the modern police force.
"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 #79 on: November 30, 2009, 04:01:00 AM »
Everyone in the city of Arkham seemed to have a feeling of foreboding, as if something was trying to happen and whatever was holding it back was being strained...


The Veil is Weak!
Environment: Mystic
While this card is in play, it takes one more sealed gate than usual to win the game.

A gate opens at Devil's Reef, drawing Silas Marsh through and allowing two Ghouls to escape.
A clue appears at the Esoteric Order of Dagon.

Nitori

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Re: Fishmen at the Theater: The King in Yellow comes to Arkham and Innsmouth
« Reply #80 on: December 01, 2009, 05:08:00 AM »
Agnes Baker

Sanity: 3/5
Stamina: 3/5
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.

Seeker of the Yellow Sign

Any: Lose 2 Stamina and discard this card to automatically succeed at a Horror check, or to automatically succeed at a Fight check or Lore check made to close a gate.

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)
Formless Spawn (2)

Personal Story:

PASS - Have 3 or more monster trophies - Exhaust this card to reroll a failed Spell check - (2/3)
FAIL - Knocked unconscious or driven insane - Max Stamina -1

Consider me moving to the Train Station for the time being
<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 #81 on: December 01, 2009, 05:11:23 AM »
Pop out at the Witch House gate, ready to get my seal on. Shift Speed slider right 2.

Minh Thi Phan
Stats:
Sanity 4/6
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
6 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.)
Wither (Spell; -1 cast mod, 0 Sanity. +3 to Combat check 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.

Shale

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Re: Fishmen at the Theater: The King in Yellow comes to Arkham and Innsmouth
« Reply #82 on: December 01, 2009, 11:14:03 PM »
Diana Stanley

Stamina: 4/4
Sanity: 4/6

Focus: 2

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
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.
Necronomicon: Spend 2 movement points and exhaust to make a Lore -2 check. On a success, draw a spell and lose 2 sanity. On a failure, summon a field of happy puppies and flowers nothing happens.
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.

Blessed

Quest Status: Pass (Focus increases to 2, choose from two encounters at the Inner Sanctum)

Keep my Blessing, move to the Easttown Streets to position myself to give Tai the Necronomicon next turn, and read it myself this turn. I succeed!

<Shale> So. First things first, blessing upkeep.
<Shale> d6
<Hatbot> ACTION --> "Shale rolls d6 and gets 4." [d6=4]
<xorntoro-broked> Blessing Keep!
* xorntoro-broked hopes he seals it properly first try.
<Shale> Now to use God's favor to read the book of the dead and wrest from its pages, bound in human flesh, the secrets of dark powers from beyond the grave.
<xorntoro-broked> er, closes.
<Shale> Obviously this is the way.
<Shale> Bumping Lore up 2, so it's at 5. -2 check, 3 dice.
<Shale> 3d6
<Hatbot> ACTION --> "Shale rolls 3d6 and gets 12." [3d6=5, 2, 5]
* xorntoro-broked nods.
<xorntoro-broked> Yay!
<Shale> Spell for me!
« Last Edit: December 02, 2009, 01:09:36 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.

Talaysen

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Re: Fishmen at the Theater: The King in Yellow comes to Arkham and Innsmouth
« Reply #83 on: December 01, 2009, 11:30:50 PM »
Mark Harrigan

Location: R'lyeh

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

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.

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

Monster Trophies
Ghoul (1 toughness)

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

Current Action
Nothing.  Was thinking about moving sliders but decided not to.

Hunter Sopko

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Re: Fishmen at the Theater: The King in Yellow comes to Arkham and Innsmouth
« Reply #84 on: December 01, 2009, 11:37:27 PM »
Upkeeping it up. Keep the Blessing, slide Fight/Will over to 2/3 and Speed/Sneak to 2/1. Also fixing my Sanity up a point.

cyrilshinsei (6:31:56 PM) has been invited.
Cyril Shinsei (6:32:36 PM) has entered the room.
Adm H Sopko (6:32:39 PM): Just rolling upkeep on das Blessing.
Adm H Sopko (6:32:48 PM): //roll - dice 1 - sides 6
OnlineHost (6:32:49 PM): Adm H Sopko rolled 1 6-sided die:  2
Adm H Sopko (6:32:51 PM): Whee
Cyril Shinsei (6:32:51 PM): ~

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
4 Toughness of Monster Trophies (Deep One Hybrid, Shoggoth)

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.)
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)
« Last Edit: December 01, 2009, 11:57:24 PM by Hunter Sopko »

Yakumo

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Re: Fishmen at the Theater: The King in Yellow comes to Arkham and Innsmouth
« Reply #85 on: December 02, 2009, 04:09:34 AM »
Arkham Encounters


Nitori - Agnes Baker
--------------
The old train hand Bill Washington sits on the train platform, playing his guitar as he awaits the next train. As you listen to his singing you feel yourself healing inside. Gain 2 points divided between Stamina and Sanity however you choose.


Other World Encounters


Talaysen - Mark Harrigan
--------------
A slimy monster appears!


Hunter Sopko - Carolyn Fern
---------------
Pass a Luck -1 check to find something useful among the incomprehensible artifacts. If so, draw 1 unique item.

Sir Alex - Silas Marsh
---------------
Your red-eyed reflection in the mirror captures your attention. Stay here next turn.


Shale's spell from the Necronomicon is Voice of Ra.

Nitori

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Re: Fishmen at the Theater: The King in Yellow comes to Arkham and Innsmouth
« Reply #86 on: December 02, 2009, 04:15:48 AM »
Agnes Baker

Sanity: 4/5
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.

Seeker of the Yellow Sign

Any: Lose 2 Stamina and discard this card to automatically succeed at a Horror check, or to automatically succeed at a Fight check or Lore check made to close a gate.

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)
Formless Spawn (2)

Personal Story:

PASS - Have 3 or more monster trophies - Exhaust this card to reroll a failed Spell check - (2/3)
FAIL - Knocked unconscious or driven insane - Max Stamina -1

Okay, now I'm ready to go lay down Feds tokens next turn with the power of Old Men Guitar
<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 #87 on: December 02, 2009, 07:47:50 PM »
Gate slams shut! I then proceed to seal it because it was ugly.

[14:42] > anyone here?
[14:43] <Yakumo> Yo.
[14:43] > yay.
[14:43] > So a gate close roll is Lore or Fight, as I choose?
[14:43] <Yakumo> Yes.
[14:43] > Right. Gonna roll Lore to close my gate, then.
[14:43] > 4 Lore, +0 mod, four dice.
[14:44] > roll 4d6 boing thwack whump?
[14:44] * Hatbot --> "xorntoro-broked rolls 4d6 boing thwack whump? and gets 13." [4d6=5, 1, 4, 3]
[14:44] > Closed. (Barely.)
[14:44] > Five clue tokens used to seal.

Minh Thi Phan
Stats:
Sanity 4/6
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
1 Clue Token
1 Gate Token (City Of The Great Race)

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.)
Wither (Spell; -1 cast mod, 0 Sanity. +3 to Combat check 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: December 02, 2009, 11:25:44 PM by Taitoro »

Talaysen

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Re: Fishmen at the Theater: The King in Yellow comes to Arkham and Innsmouth
« Reply #88 on: December 02, 2009, 09:27:34 PM »
Mark Harrigan

Location: R'lyeh

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

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.

Spells
Mists of Releh - Casting Modifier: Special / Sanity Cost: 0 / Any Phase: Cast and exhaust to pass an Evade check. The casting modifier is equal to the monster's Awareness.  (Exhausted)

Monster Trophies
Ghoul (1 toughness)

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

Current Action
I make like a Flonne and nin nin~ past the monster.  WHOOSH~

[15:20] <AnnieEilenberg> Anyone around?
[15:21] <Ranmilia> Yo
[15:21] <AnnieEilenberg> I have a monster to deal with.  :/
[15:22] <AnnieEilenberg> If I fail an evade check I take stamina damage then am forced to do a horror check, then I can choose to evade or fight after that?
[15:22] <AnnieEilenberg> (Making sure I understand the process completely correct.)
[15:23] <AnnieEilenberg> ...and I can evade that monster, right?  (Appeared during encounters.)
[15:23] <Ranmilia> Yyyes
[15:24] <Ranmilia> Yes, that is all correct.
[15:24] <AnnieEilenberg> Okay, first going to exhaust Mists of Releh for the evade check then. 3+1 Lore, -2 mod, so 2 dice.
[15:24] <AnnieEilenberg> 2d6
[15:24] * Hatbot --> "AnnieEilenberg rolls 2d6 and gets 10." [2d6=5, 5]
[15:24] <AnnieEilenberg> Nin nin~
[15:25] <AnnieEilenberg> I'm glad I didn't have to go to plan B because that would've sucked.
[15:26] <Ranmilia> Yay
[15:26] <RandomConsonant> ~

Hunter Sopko

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Re: Fishmen at the Theater: The King in Yellow comes to Arkham and Innsmouth
« Reply #89 on: December 02, 2009, 11:28:15 PM »
Do not pass the luck. Do not collect 200 items.

<Trodeko> Luck check. 3 Luck - 1 mod
<xorntoro-broked> Tal: Yeah. I was more saying "you aren't getting a higher Fight than Lore there, not next turn".
<Trodeko> roll 2d6
* Hatbot --> "Trodeko rolls 2d6 and gets 4." [2d6=2, 2]
<AnnieEilenberg> Yeah.
<xorntoro-broked> Aw.
<Trodeko> Hmm. Do I want to spend a clue
<AnnieEilenberg> What for, exactly?
<Trodeko> Unique item if I pass
<xorntoro-broked> Your call, you've got three before you can't seal.
<Trodeko> I have 8 clues
<Trodeko> I believe 1 would be an okay investment
<Trodeko> Spending a clue
<Trodeko> roll 1d6
* Hatbot --> "Trodeko rolls 1d6 and gets 2." [1d6=2]
<Trodeko> Haw


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
7 Clue Tokens
4 Toughness of Monster Trophies (Deep One Hybrid, Shoggoth)

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.)
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)

Yakumo

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Re: Fishmen at the Theater: The King in Yellow comes to Arkham and Innsmouth
« Reply #90 on: December 03, 2009, 12:20:23 AM »
Looks like one of the old families have decided to pack up and move on out of Arkham.  They're selling off some of their old knickknacks over Uptown way before they head off, probably some good bargains to be had.  Not sure what some of these things are supposed to be, mind...

Estate Sale
Environment: Urban
Investigators who end their movement in the Uptown streets may draw 2 Unique Items and purchase one, none, or both of them at list price, discarding any that are not purchased.

A gate is prevented from opening at the Witch House by an Elder Sign, the Deep Ones Rising track increases by one.
A clue is sucked into R'lyeh from the Black Cave.


Ranmilia

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Re: Fishmen at the Theater: The King in Yellow comes to Arkham and Innsmouth
« Reply #91 on: December 03, 2009, 12:48:43 AM »
Silas Marsh, Man of the Sea
Stats:
Sanity 3/4
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
3 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.

Actions
Blah blah wander other world blah

Taishyr

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Re: Fishmen at the Theater: The King in Yellow comes to Arkham and Innsmouth
« Reply #92 on: December 03, 2009, 01:02:11 AM »
Sliding Fight/Will left two for now since I've got the weapons to make up for my fight check, going to Rivertown streets and grabbing Shale's Necronomicon and dolla before heading down to Uptown Streets for the sale I magically heard about while in another world~

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

Focus: 2

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

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

Lore  1  2  3  [4]
Luck  3  2  1  [0]

Inventory
$8
1 Clue Token
1 Gate Token (City Of The Great Race)

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)
<- To Shale
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.)
Wither (Spell; -1 cast mod, 0 Sanity. +3 to Combat check until end of turn.)
Necronomicon (Tome; spend 2 move points to make a Lore -2 check. Pass: draw spell, lose two sanity. Fail: nothing happens.

Combat Mod: 1+4+3-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: December 03, 2009, 01:04:10 AM by Taitoro »

Shale

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Re: Fishmen at the Theater: The King in Yellow comes to Arkham and Innsmouth
« Reply #93 on: December 03, 2009, 01:10:42 AM »
Diana Stanley

Stamina: 4/4
Sanity: 4/6

Focus: 2

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:

1 Clue Token
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.
.18 Derringer: One-handed physical weapon, +2 to combat checks. Cannot be lost or stolen unless by choice.
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.

Blessed

Quest Status: Pass (Focus increases to 2, choose from two encounters at the Inner Sanctum)

Keep my blessing and move to the Unnamable, collecting a clue token.

<Shale> Oh, right, blessing check.
<Shale> d6
* xorntoro-broked looks at the allies in the base set. ...none that impressive, it looks like?
<Hatbot> ACTION --> "Shale rolls d6 and gets 5." [d6=5]
"Sufficiently advanced magic is indistinguishable from technology."
-Ponder Stibbons

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

Nitori

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Re: Fishmen at the Theater: The King in Yellow comes to Arkham and Innsmouth
« Reply #94 on: December 03, 2009, 01:18:57 AM »
Agnes Baker

Sanity: 4/5
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
6 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.

Seeker of the Yellow Sign

Any: Lose 2 Stamina and discard this card to automatically succeed at a Horror check, or to automatically succeed at a Fight check or Lore check made to close a gate.

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)
Formless Spawn (2)

Personal Story:

PASS - Have 3 or more monster trophies - Exhaust this card to reroll a failed Spell check - (2/3)
FAIL - Knocked unconscious or driven insane - Max Stamina -1

I will regret this but moving to Esoteric Order of Dagon (Sp/Sn to 3/1)
<Ko-NitoriisSulpher> roll 1d100 to grade Nitori?
<Hatbot> ACTION --> "Ko-NitoriisSulpher rolls 1d100 to grade Nitori? and gets 100." [1d100=100]

Hunter Sopko

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Re: Fishmen at the Theater: The King in Yellow comes to Arkham and Innsmouth
« Reply #95 on: December 03, 2009, 01:20:29 AM »
I keep my blessing and slide Lore/Luck to 5/2. GATE EXIT!

<Trodeko> Blessing check
<Trodeko> 1d6
* Hatbot --> "Trodeko rolls 1d6 and gets 6." [1d6=6]

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
7 Clue Tokens
4 Toughness of Monster Trophies (Deep One Hybrid, Shoggoth)

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.)
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)

Talaysen

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Re: Fishmen at the Theater: The King in Yellow comes to Arkham and Innsmouth
« Reply #96 on: December 03, 2009, 01:36:54 AM »
Mark Harrigan

Location: R'lyeh

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

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.

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

Monster Trophies
Ghoul (1 toughness)

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

Current Action
Moving Fight/Will right 1 to 4/2.

Yakumo

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Re: Fishmen at the Theater: The King in Yellow comes to Arkham and Innsmouth
« Reply #97 on: December 03, 2009, 02:20:08 AM »
Arkham Encounters

Taishyr - Minh Thi Phan
------------
"Take a look, dearie, it's all for sale."  The little old lady shows you a Puzzle Box and a Gate Box.

Nitori - Agnes Baker
-------------
Pass a Luck (-1) check to find a small amulet that seems out of place. If you take it, you are Blessed, but must move to the street and add one uprising token to the Deep Ones Rising track as one of the worshipers spots you and shouts an alarm. If you leave it, nothing happens.

Shale - Diana Stanley
--------------
A Gate and a Nightgaunt appear!


Other World Encounters


Shale - Diana Stanley
-------------
You've completed your task, but now you must escape before the portal closes!  Pass a Speed (-2) check to return to Arkham.  If you fail, you are lost in time and space.  In either event, you automatically close the gate you entered through.

Sir Alex - Silas Marsh
-------------
You may discard any number of Tomes in exchange for drawing an equal number of cards from the Unique Item deck.

Shale

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Re: Fishmen at the Theater: The King in Yellow comes to Arkham and Innsmouth
« Reply #98 on: December 03, 2009, 02:22:31 AM »
<Yakumo> Anyway, have at it or something.
<Shale> Oooookay.
<Shale> Might as well get this over with. Three speed, blessed.
<Shale> So I trust in Hatbot. Joy.
<Shale> d6
<Hatbot> ACTION --> "Shale rolls d6 and gets 6." [d6=6]
<Shale> I'll be damned

Free gate trophy for me!
"Sufficiently advanced magic is indistinguishable from technology."
-Ponder Stibbons

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

Ranmilia

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Re: Fishmen at the Theater: The King in Yellow comes to Arkham and Innsmouth
« Reply #99 on: December 03, 2009, 02:22:53 AM »
Silas Marsh, Man of the Sea
Stats:
Sanity 3/4
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
3 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.

Actions
I don't have any tomes, but hey, nothing bad happened?