Register

Author Topic: Fishmen back in the water, the play has moved on.  (Read 13051 times)

Hunter Sopko

  • Heavily in Debt
  • DL
  • Denizen
  • *
  • Posts: 4556
  • Hai, Kazuma-desu
    • View Profile
Re: Fishmen at the Theater: The King in Yellow comes to Arkham and Innsmouth
« Reply #100 on: December 03, 2009, 02:29:46 AM »
Mofo Gate CLOSED! Spending 5 clues to seal the location.

<Trodeko> roll 5d6
* Hatbot --> "Trodeko rolls 5d6 and gets 12." [5d6=2, 1, 1, 3, 5]
<xorntoro-broked> ... <_<
<AnnieEilenberg> ...close.

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
2 Clue Tokens
4 Toughness of Monster Trophies (Deep One Hybrid, Shoggoth)
1 Gate Trophy (City of the Great Race)

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)

Nitori

  • Denizen
  • *
  • Posts: 1091
  • The only thing YOU'RE onto is your mot-
    • View Profile
Re: Fishmen at the Theater: The King in Yellow comes to Arkham and Innsmouth
« Reply #101 on: December 03, 2009, 02:30:57 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


Fight/Will to 2/2
« Last Edit: December 03, 2009, 04:08:13 AM by Nitori »
<Ko-NitoriisSulpher> roll 1d100 to grade Nitori?
<Hatbot> ACTION --> "Ko-NitoriisSulpher rolls 1d100 to grade Nitori? and gets 100." [1d100=100]

Taishyr

  • Guest
Re: Fishmen at the Theater: The King in Yellow comes to Arkham and Innsmouth
« Reply #102 on: December 03, 2009, 02:32:54 AM »
Gate Box looks shiny! Gate Box Power Shiny Go Fun Happy Time Plus Ten! (Gate Box buy)



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
$4
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.)

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.
Gate Box (When you return to Arkham from Another World, go through any gate, not just the one you entered from. You count as exploring the gate you came out of.)

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.

Talaysen

  • Ara ara~
  • Administrator
  • Denizen
  • *
  • Posts: 2595
  • Ufufu~
    • View Profile
Re: Fishmen at the Theater: The King in Yellow comes to Arkham and Innsmouth
« Reply #103 on: December 03, 2009, 02:33:54 AM »
Mark Harrigan

Location: Black Cave

Stats
Sanity: 3 / 4
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)

Gate Trophies
R'lyeh

Personal Story
PASSED: Maximum sanity increased by 1.

Current Action
Close the gate, passing my personal story in the process.

[20:28] <AnnieEilenberg> 4 Lore/Fight, -3 mod, so 1 die on mine.
[20:28] <Shale> Gate Box sounds like the better deal to me.
[20:28] <AnnieEilenberg> d6
[20:28] * Hatbot --> "AnnieEilenberg rolls d6 and gets 6." [d6=6]
[20:28] * xorntoro-broked nods to Tal and Shale.
[20:28] <Shale> You've already got something to absorb your sanity and movement points.
[20:28] <xorntoro-broked> ...
[20:28] <xorntoro-broked> >_>
[20:28] <AnnieEilenberg> ...har.

Yakumo

  • Moderator
  • Denizen
  • *
  • Posts: 1935
    • View Profile
Re: Fishmen at the Theater: The King in Yellow comes to Arkham and Innsmouth
« Reply #104 on: December 03, 2009, 03:43:02 AM »
Hey, look, free money!

Cash on the Hoof
The first player(Tai/Minh) finds $2 lying on the ground.

A gate opens at the Esoteric Order of Dagon, Agnes swaps places with a Deep One and a Flying Polyp.
A clue falls into the gate at Devil Reef.
Hexagon monsters move, the Ghouls at Devil Reef march into the vortex.  The Deep Ones rising track gains two tokens and is now at four.  The terror level increases by two.  The Flying Polyp lives up to its name and flies to the skies.

Two Yellow Sign tokens are added to the Doom Track.

Hunter Sopko

  • Heavily in Debt
  • DL
  • Denizen
  • *
  • Posts: 4556
  • Hai, Kazuma-desu
    • View Profile
Re: Fishmen at the Theater: The King in Yellow comes to Arkham and Innsmouth
« Reply #105 on: December 03, 2009, 03:48:25 AM »
Boosting up my Speed and setting Lore/Luck back to 4/3. Tossing Tal my $1 on my way to the Unvisited Isle.

<Trodeko> And upkeep on Blessing
<Trodeko> roll 1d6
* Hatbot --> "Trodeko rolls 1d6 and gets 1." [1d6=1]

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
$0
2 Clue Tokens
4 Toughness of Monster Trophies (Deep One Hybrid, Shoggoth)
1 Gate Trophy (City of the Great Race)

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.)
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 03, 2009, 03:56:16 AM by Hunter Sopko »

Shale

  • DL
  • Denizen
  • *
  • Posts: 5800
    • View Profile
Re: Fishmen at the Theater: The King in Yellow comes to Arkham and Innsmouth
« Reply #106 on: December 03, 2009, 03:58:01 AM »
Diana Stanley

Stamina: 4/4
Sanity: 5/6

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

1 Gate Trophy (Another Dimension)

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

Pass Blessing upkeep, Mist past the Nightgaunt, move to the Uptown Streets in preparation to attend church next turn.


<Shale> Might as well face the firing squad.
<Shale> 1d6
<Hatbot> ACTION --> "Shale rolls 1d6 and gets 3." [1d6=3]
<Shale> I live to bless another day.
<xorntoro-broked> Tal: Lemme make my book check first
<Shale> Okay, so, I'm still blessed. Let's start out with Voice of Ra, because why not.
<xorntoro-broked> Okay, so I get an ally of my choice.
<Trodeko> I'll toss you the buck then
<Shale> Lore is 6, it's a -1 check.
<Shale> 5d6
<Hatbot> ACTION --> "Shale rolls 5d6 and gets 22." [5d6=5, 5, 6, 2, 4]
<AnnieEilenberg> Wait, where are you starting from?  You pass Tai, right?
<xorntoro-broked> Soppy passes me, yes. He's at the sealed gate right below me.
<AnnieEilenberg> So you can grab $1 from here on your way up, then hand me the $2.
<AnnieEilenberg> *him, not here
<Shale> Now for evasion. Mists vs. Nightgaunt, -2 check, +1 from Voice, five dice.
<Shale> 5d6
<Hatbot> ACTION --> "Shale rolls 5d6 and gets 24." [5d6=6, 4, 6, 5, 3]
<xorntoro-broked> ... >_>
<AnnieEilenberg> Yeah, that should work then.
<Shale> Now I feel guilty about hogging the successes.
« Last Edit: December 03, 2009, 04:07:02 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

  • Ara ara~
  • Administrator
  • Denizen
  • *
  • Posts: 2595
  • Ufufu~
    • View Profile
Re: Fishmen at the Theater: The King in Yellow comes to Arkham and Innsmouth
« Reply #107 on: December 03, 2009, 04:06:06 AM »
Mark Harrigan

Location: Black Cave

Stats
Sanity: 3 / 4
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
$2
1 clue token

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)

Gate Trophies
R'lyeh

Personal Story
PASSED: Maximum sanity increased by 1.

Current Action
Shifting Fight/Will right 1 to 5/1, and heading to the Science Building to grab that clue token and take the special encounter to exchange my R'lyeh gate trophy for two more clue tokens.  Also grabbing $2 from Soppy (he grabs $1 from Tai on the way up here).

Taishyr

  • Guest
Re: Fishmen at the Theater: The King in Yellow comes to Arkham and Innsmouth
« Reply #108 on: December 03, 2009, 04:07:20 AM »
I get a new spell and approach madness quite readily. Also sitting here to see if I can buy anything useful, passing a dollar off to Soppy to give to Tal.

[22:53] > roll 2d6 READING CTHULHU AND NYARLATHOTEP'S FAVE BOOK (NYARLY CAN'T WALK, DASS WHY HE'S THE CRAWLING CHAOS)
[22:53] * Hatbot --> "xorntoro-broked rolls 2d6 READING CTHULHU AND NYARLATHOTEP'S FAVE BOOK (NYARLY CAN'T WALK, DASS WHY HE'S THE CRAWLING CHAOS) and gets 7." [2d6=1, 6]
[22:53] > Yay, spell and -2 San.
[22:53] <AnnieEilenberg> Success~



Minh Thi Phan
Stats:
Sanity 1/6
Stamina 3/4

Focus: 2

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

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

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

Inventory
$5
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.)

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.
Gate Box (When you return to Arkham from Another World, go through any gate, not just the one you entered from. You count as exploring the gate you came out of.)
Summon the Beast Within (Spell; -1 cast mod, 0 Sanity. Cast and exhaust to take an Inner Beast card. This card need not be refreshed during upkeep.)
Arcane Insight (Spell; -4 cast mod, 1 Sanity. Cast and exhaust to look at the top three Mythos cards and rearrange in any order. Gain +1 to the cast mod for each Tome you have.)
Thomas F. Malone (Ally: +1 Fight, +1 Lore.)

Combat Mod: 1+4+3-mod (Fight+.18+Enchanted).

Personal Story:
Pass- Read three tomes. (3/3) Reward: Gain ally of your choice (pesky wording!)
« Last Edit: December 04, 2009, 01:48:12 AM by Taitoro »

Nitori

  • Denizen
  • *
  • Posts: 1091
  • The only thing YOU'RE onto is your mot-
    • View Profile
Re: Fishmen at the Theater: The King in Yellow comes to Arkham and Innsmouth
« Reply #109 on: December 03, 2009, 04:29:54 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


Fight/Will to 2/2
<Ko-NitoriisSulpher> roll 1d100 to grade Nitori?
<Hatbot> ACTION --> "Ko-NitoriisSulpher rolls 1d100 to grade Nitori? and gets 100." [1d100=100]

Yakumo

  • Moderator
  • Denizen
  • *
  • Posts: 1935
    • View Profile
Re: Fishmen at the Theater: The King in Yellow comes to Arkham and Innsmouth
« Reply #110 on: December 03, 2009, 05:04:41 AM »
Arkham Encounters

Taishyr - Minh Thi Phan
--------------
"Back for more, dearie?  Well, I've still got these left."  She shows you a Flute of the Outer Gods and an Elder Sign.

Hunter Sopko - Carolyn Fern
--------------
A monster appears!  If you pass a Combat check against it, you find its skin is covered with the scrawl of archaic runes, and may draw 1 Spell.
The monster is:


Other World Encounters

Nitori - Agnes Baker
---------------
You find some valuable items that you can sell back in Arkham.  Gain $3.

Sir Alex - Silas Marsh
---------------
You stumble upon a discussion of the Ancient Ones.  If you continue on your way, nothing happens.  If you stop to listen, pass a Lore(-3)[2] check or lose 4 Sanity.  If you pass, take this card.  If the Ancient One awakens, you may discard this card to cancel its entire attack for one turn.

Ranmilia

  • Poetry Lover
  • Moderator
  • Denizen
  • *
  • Posts: 1687
  • Not a squid!!
    • View Profile
Re: Fishmen at the Theater: The King in Yellow comes to Arkham and Innsmouth
« Reply #111 on: December 03, 2009, 05:21:15 AM »
Not doing anything etc etc, can't make the check, not spending clues.

Nitori

  • Denizen
  • *
  • Posts: 1091
  • The only thing YOU'RE onto is your mot-
    • View Profile
Re: Fishmen at the Theater: The King in Yellow comes to Arkham and Innsmouth
« Reply #112 on: December 03, 2009, 05:29:13 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]

$11
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
<Ko-NitoriisSulpher> roll 1d100 to grade Nitori?
<Hatbot> ACTION --> "Ko-NitoriisSulpher rolls 1d100 to grade Nitori? and gets 100." [1d100=100]

Hunter Sopko

  • Heavily in Debt
  • DL
  • Denizen
  • *
  • Posts: 4556
  • Hai, Kazuma-desu
    • View Profile
Re: Fishmen at the Theater: The King in Yellow comes to Arkham and Innsmouth
« Reply #113 on: December 03, 2009, 09:59:12 PM »
I tip-toe around the Star Spawn, off on further adventures to kill Tal.

<Trodeko> So
<Trodeko> Anyone around?
<xorntoro-crush> Hi.
<Trodeko> Time to die!
<Trodeko> Possibly
<Trodeko> I have three shots
<Trodeko> And I lost my Blessing
<Trodeko> So all I can say before I start is:
<Trodeko> Fuck Tal
<Trodeko> Anyway. First clue on the Evade check
<Trodeko> roll 1d6
* Hatbot --> "Trodeko rolls 1d6 and gets 5." [1d6=5]
<Trodeko> HAHAHA
<Trodeko> Fuckin' A

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
$0
2 Clue Tokens
4 Toughness of Monster Trophies (Deep One Hybrid, Shoggoth)
1 Gate Trophy (City of the Great Race)

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.)
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)

Taishyr

  • Guest
Re: Fishmen at the Theater: The King in Yellow comes to Arkham and Innsmouth
« Reply #114 on: December 03, 2009, 11:06:21 PM »
I fart in the woman's general direction. No other action.

Yakumo

  • Moderator
  • Denizen
  • *
  • Posts: 1935
    • View Profile
Re: Fishmen at the Theater: The King in Yellow comes to Arkham and Innsmouth
« Reply #115 on: December 03, 2009, 11:21:44 PM »
Missing People Return!
All investigators currently lost in time and space immediately return to Arkham, appearing in a street or location of their choice.

A gate opens at The Unnameable, spawning a Ghost and a Byakhee.
A clue appears at the Woods.
Hexagon monsters move, the Flying Polyp flies down to the Uptown Streets.
Slant monsters move, the Nightgaunt replaces the Polyp in the sky.

Taishyr

  • Guest
Re: Fishmen at the Theater: The King in Yellow comes to Arkham and Innsmouth
« Reply #116 on: December 03, 2009, 11:44:52 PM »
Evaded: Polyp! Spell: cast! Us: fucked! I stay here, Shale has my support. My sanity's down one, I've edited that in but it shouldn't end up mattering.

[18:23] <Shale> Tai should do that thing where we see if we can make the game not end next turn.
[18:23] > Well, I could, but it'd be pretty risky.
[18:23] > I'm gonna try.
[18:23] * xorntoro-asdgsdfasdf will deal with that in a bit, not in the moodright now.
[18:24] > well, I can at least make the evade check. SHIFT speed/sneak left two, this gives me four dice (3+ally synergy) for the sneak check.
[18:24] > roll 4d6 evade?
[18:24] * Hatbot --> "xorntoro-asdgsdfasdf rolls 4d6 evade? and gets 18." [4d6=6, 6, 1, 5]
[18:25] > Evaded with stylew.
[18:27] <AnnieEilenberg> If you evade you don't have to stop moving, correct?
-------
[18:28] <Yakumo> Or where to go.
[18:28] > Okay. Then... 4 Lore, +1 Ally, +1 Synergy, -4 mod, +1 tome, three dice for Arcane Insight.
[18:28] > roll 3d6 I SEE DA FUTURE BEBBI
[18:28] * Hatbot --> "xorntoro-asdgsdfasdf rolls 3d6 I SEE DA FUTURE BEBBI and gets 10." [3d6=4, 4, 2]
[18:29] <Shale> Haaaaaaaaaatbooooooooooooooooooooot
[18:29] > ... or not. Can Clues be used on it?
[18:29] <Shale> It's a spell check, sure.
[18:29] <AnnieEilenberg> They can.
[18:29] <Yakumo> If you want to.
[18:30] > Might as well try, I guess.
[18:30] > Only got one, so...
[18:30] > roll 1d6 clued sight?
[18:30] * Hatbot --> "xorntoro-asdgsdfasdf rolls 1d6 clued sight? and gets 5." [1d6=5]
[18:30] > Woo.
[18:30] <Yakumo> Man, now I have to work. :P


« Last Edit: December 03, 2009, 11:46:50 PM by Taitoro »

Nitori

  • Denizen
  • *
  • Posts: 1091
  • The only thing YOU'RE onto is your mot-
    • View Profile
Re: Fishmen at the Theater: The King in Yellow comes to Arkham and Innsmouth
« Reply #117 on: December 03, 2009, 11:45:34 PM »
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]

$11
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

<Ko-NitoriisSulpher> roll 1d100 to grade Nitori?
<Hatbot> ACTION --> "Ko-NitoriisSulpher rolls 1d100 to grade Nitori? and gets 100." [1d100=100]

Shale

  • DL
  • Denizen
  • *
  • Posts: 5800
    • View Profile
Re: Fishmen at the Theater: The King in Yellow comes to Arkham and Innsmouth
« Reply #118 on: December 03, 2009, 11:56:08 PM »
Diana Stanley

Stamina: 4/4
Sanity: 6/6

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:

3 Clue Tokens
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

1 Gate Trophy (Another Dimension)

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

Pass Blessing upkeep, Mist past the Polyp, move to the church where I will pay my only gate trophy to bless Alex.

<Shale> Mind if I get my rolling done before dinner?
<Nitori> 2 rerolls~!
<AnnieEilenberg> NO YOU CAN'T ROLL YOU HAVE TO WAIT go ahead
<Shale> d6 for blessing upkeep first.
<Hatbot> ACTION --> "Shale rolls d6 for blessing upkeep first.  and gets 3." [d6=3]
<Shale> Okay, that's good.
<AnnieEilenberg> Yay!
<Shale> Mists vs. Flying Polyp. 6 lore, 0 awareness, +1 from Tai.
<Shale> 7d6
<Hatbot> ACTION --> "Shale rolls 7d6 and gets 28." [7d6=4, 5, 5, 6, 5, 2, 1]
<Shale> Once again I hog the successes.
<Trodeko> I have no other spells except for the one I just got
<AnnieEilenberg> If I fail my evade check I'm going to kill you.
<AnnieEilenberg> Just saying.
<Shale> Noted.
« Last Edit: December 04, 2009, 01:34:59 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.

Hunter Sopko

  • Heavily in Debt
  • DL
  • Denizen
  • *
  • Posts: 4556
  • Hai, Kazuma-desu
    • View Profile
Re: Fishmen at the Theater: The King in Yellow comes to Arkham and Innsmouth
« Reply #119 on: December 04, 2009, 12:00:02 AM »
I shift my Fight/Will to 1/4 and Lore/Luck to 5/2 and stay put to read. I succeed, losing 1 Sanity in the process getting myself a spell, 2 clues and a skill... too bad they're worthless.

<Trodeko> Doing Understudy Script first
<Trodeko> Will check. 4 Will - 2 mod
<xorntoro-asdgsdfasdf> Shale: Remember your bonuses.
* xorntoro-asdgsdfasdf nods to Soppy.
<Trodeko> roll 2d6
* Hatbot --> "Trodeko rolls 2d6 and gets 8." [2d6=6, 2]
<AnnieEilenberg> I'll just do what I was going to do and mist past the Polyp and head to the hospital for fullhealings.
<Trodeko> Yay
<xorntoro-asdgsdfasdf> Woo!
<AnnieEilenberg> Yay!
<Shale> One down.
<Trodeko> I gain a spell and 2 clue tokens and lose no sanity
<Trodeko> Illuminated Manuscript
<Trodeko> 5 lore - 1 mod
<Trodeko> roll 4d6
* Hatbot --> "Trodeko rolls 4d6 and gets 11." [4d6=3, 3, 1, 4]
<Trodeko> Ouch
<AnnieEilenberg> Haetbot returns.

<Trodeko> I'll give it a shot
<Trodeko> roll 1d6
* Hatbot --> "Trodeko rolls 1d6 and gets 6." [1d6=6]

Carolyn Fern
Stats:
Sanity 5/6
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
$0
3 Clue Tokens
4 Toughness of Monster Trophies (Deep One Hybrid, Shoggoth)
1 Gate Trophy (City of the Great Race)

Speed skill (+1 Speed, One extra bonus die on Speed checks if I spend a Clue token)
Expert Occultist skill (Exhaust to reroll any Spell check)

Sedanette (You may automatically Evade monsters of toughness 1 while in the street.)
Cavalry Saber (1H physical weapon, +2 to Combat checks)
The Yellow Mist (Casting Mod -1, Sanity Cost 3. You may cast and exhaust. For each success on your Spell check, you may return one monster from the Outskirts to the monster cup.)

Talaysen

  • Ara ara~
  • Administrator
  • Denizen
  • *
  • Posts: 2595
  • Ufufu~
    • View Profile
Re: Fishmen at the Theater: The King in Yellow comes to Arkham and Innsmouth
« Reply #120 on: December 04, 2009, 12:07:54 AM »
Mark Harrigan

Location: St. Mary's Hospital

Stats
Sanity: 3 / 4
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
$2
2 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

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)

Gate Trophies

Personal Story
PASSED: Maximum sanity increased by 1.

Current Action
Heading to the hospital.  Spent a clue evading the Polyp.  Will be spending $2 to be fully healed.

[17:59] <AnnieEilenberg> I guess I'll do my roll real fast.
[17:59] <xorntoro-asdgsdfasdf> This... has been a remarkably short game, hasn't it?
[17:59] <Yakumo> Oh, fair warning to everyone assuming Rhan only does stamina damage: We ARE using Epic Battles.  http://www.arkhamhorrorwiki.com/Image:EpicBattleRhan-Tegoth1.png
[17:59] <Shale> Also, somebody has So Alex should be given the Enchanted Blade and a Wither.
[17:59] <xorntoro-asdgsdfasdf> ...we are? Right.
[17:59] <Shale> Oh boy/.
[17:59] <AnnieEilenberg> Heading to the hospital, rolling to evade the Polyp.  3+1 Lore, +0 mod, so 4 dice.
[18:00] <AnnieEilenberg> 4d6
[18:00] * Hatbot --> "AnnieEilenberg rolls 4d6 and gets 9." [4d6=1, 1, 4, 3]
[18:00] <AnnieEilenberg> Hey Shale?
[18:00] * AnnieEilenberg kills.
[18:00] <xorntoro-asdgsdfasdf> I shouldn't be relied on to hold anything important, then.
[18:00] <xorntoro-asdgsdfasdf> No clues?
[18:00] <AnnieEilenberg> Anyway, clues.  Lore skill gives me 2 dice per.
[18:00] <AnnieEilenberg> 2d6
[18:00] * Hatbot --> "AnnieEilenberg rolls 2d6 and gets 8." [2d6=6, 2]
[18:01] <xorntoro-asdgsdfasdf> Bypassed.

Yakumo

  • Moderator
  • Denizen
  • *
  • Posts: 1935
    • View Profile
Re: Fishmen at the Theater: The King in Yellow comes to Arkham and Innsmouth
« Reply #121 on: December 04, 2009, 01:44:16 AM »
Arkham Encounters

Taishyr - Minh Thi Phan
-------------
"Still looking around?"  The woman asks, somehow not noticing the flying monstrosity above their heads in the mist.  "Well, this is all I've got left."  She shows a Warding Statue and an Enchanted Knife.

Hunter Sopko - Carolyn Fern
-------------
A monster is attacking a huddled figure in the shadows.  If you pass the first Combat check you make against the monster, you may draw a random Ally or Spell.
The monster is:


Other World Encounters

Nitori - Agnes Baker
-------------
You see a young man weeping over a marble statue of a young woman.  The curses he cries out against the gods chill your bones.  Lose 1 Sanity.

Taishyr

  • Guest
Re: Fishmen at the Theater: The King in Yellow comes to Arkham and Innsmouth
« Reply #122 on: December 04, 2009, 01:49:13 AM »
Buying the Enchanted Bitch, I'mma Cut You.



Minh Thi Phan
Stats:
Sanity 1/6
Stamina 3/4

Focus: 2

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

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

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

Inventory
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.)

Enchanted Blade (1h mag weapon, +4 Combat. $6)
Enchanted Knife (1h mag weapon, +3 Combat. $5)
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.
Gate Box (When you return to Arkham from Another World, go through any gate, not just the one you entered from. You count as exploring the gate you came out of.)
Summon the Beast Within (Spell; -1 cast mod, 0 Sanity. Cast and exhaust to take an Inner Beast card. This card need not be refreshed during upkeep.)
Arcane Insight (Spell; -4 cast mod, 1 Sanity. Cast and exhaust to look at the top three Mythos cards and rearrange in any order. Gain +1 to the cast mod for each Tome you have.)
Thomas F. Malone (Ally: +1 Fight, +1 Lore.)

Combat Mod: 1+4+3-mod (Fight+.18+Enchanted).

Personal Story:
Pass- Read three tomes. (3/3) Reward: Gain ally of your choice (pesky wording!)

Nitori

  • Denizen
  • *
  • Posts: 1091
  • The only thing YOU'RE onto is your mot-
    • View Profile
Re: Fishmen at the Theater: The King in Yellow comes to Arkham and Innsmouth
« Reply #123 on: December 04, 2009, 01:52:38 AM »
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]

$11
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

<Ko-NitoriisSulpher> roll 1d100 to grade Nitori?
<Hatbot> ACTION --> "Ko-NitoriisSulpher rolls 1d100 to grade Nitori? and gets 100." [1d100=100]

Hunter Sopko

  • Heavily in Debt
  • DL
  • Denizen
  • *
  • Posts: 4556
  • Hai, Kazuma-desu
    • View Profile
Re: Fishmen at the Theater: The King in Yellow comes to Arkham and Innsmouth
« Reply #124 on: December 04, 2009, 01:55:01 AM »
Leaving the monster alone.

Carolyn Fern
Stats:
Sanity 5/6
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
$0
3 Clue Tokens
4 Toughness of Monster Trophies (Deep One Hybrid, Shoggoth)
1 Gate Trophy (City of the Great Race)

Speed skill (+1 Speed, One extra bonus die on Speed checks if I spend a Clue token)
Expert Occultist skill (Exhaust to reroll any Spell check)

Sedanette (You may automatically Evade monsters of toughness 1 while in the street.)
Cavalry Saber (1H physical weapon, +2 to Combat checks)
The Yellow Mist (Casting Mod -1, Sanity Cost 3. You may cast and exhaust. For each success on your Spell check, you may return one monster from the Outskirts to the monster cup.)