Luke Robinson, the Dreamer
Stats
Sanity: 2/5
Stamina: 3/3
Focus: 1
Speed O 1 [2] 3
Sneak 4 3 [2] 1 (+1)
Fight 1 2 3 [4]
Will 6 5 4 [3]
Lore 1 2 3 [4]
Luck 4 3 2 [1] (+1)
Experienced Dreamer - Any Phase: Luke gains 1 Clue token each time he enters an Other World area or is Lost in Time and Space.
Heirloom - Any Phase: Luke's Gate Box cannot be lost or stolen unless he allows it.
Inventory
$3
6 Clue Token(s)
1 Toughness worth of Monster Trophies (Cultist)
2 Gate Trophies (Another Dimension, R'lyeh)
Stealth (Skill: Exhaust to reroll an Evade check)
Sneak (Skill: +1 Sneak, roll an extra die when using clues for a Sneak check)
Luck (Skill: +1 Luck, roll an extra die when using clues for a Luck check)
Gate Box (Unique: When you return to Arkham from an Other World, you can return to any location with an open gate, not just those leading to the Other World you were in)
Voice of Ra (Spell: -1 Modifier, 1 Sanity Cost, Upkeep: Cast and exhaust to gain +1 to all skill checks for the rest of this turn)
Wither (Spell: No modifier, no sanity cost, cast and exhaust to gain +3 to combat checks until the end of combat, 1 hand)
Deputy's Revolver (special card, physical weapon, +3 to combat checks, cannot be lost or stolen, 1H)
Personal Story
Irrelevant (But still failed)
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Luke sleepprods Ursula through the gate, and then shortly after turns the gate into something much more familiar to him: The Dreamlands. Also Ra
[12:09:10] <Smashy> Also, Ra
[12:09:20] <Smashy> 3d6
[12:09:22] * Hatbot --> "Smashy rolls 3d6 and gets 11." [3d6=6, 3, 2]
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If it isn't obvious, everyone in Arkham needs to stay put so the encounters don't open another gate. That, or move to the streets to be sure.