Author Topic: Ancient Artifacts and Killer Bugs in Arkham - Endgame  (Read 16345 times)

Carthrat

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Re: Ancient Artifacts and Killer Bugs in Arkham - Turn 9 Upkeep/Movement
« Reply #125 on: January 26, 2010, 11:49:42 PM »
Tony Morgan

Sanity: 3/3
Stamina: 2/7
Brood Tokens: 2

Speed: [1] 2 3 4 (+2)
Sneak: [3] 2 1 0

Fight: 1 2 3 [4] (+1)
Will:  5 4 3 [2]

Lore: 0 1 [2] 3
Luck: 6 5 [4] 3

Focus: 2

Personal Story Failed: Whenever Tony claims a monster trophy, he now gains one clue token.

Posessions:
1 Clue Token
Handcuffs (Exhaust before making a Combat check against a Cultist, Tcho-tcho, Ghoul, or Maniac to automatically pass that check and gain 1 Sanity.)
Map of Arkham (Exhaust to get +1 Movement)
Fight (+1 Fight, when you spend a clue, get an extra die on fight checks.)
Tommy Gun (Physical Weapon, +6 on combat checks, 2-handed)
Ally: (Eric Colt; +2 Speed, Immune to Nightmarish)
Deep One Trophy (3 toughness)
Nightgaunt Trophy (3 toughness)
Cultist Trophy (2 toughness)

[10:41] <+RandomConsonant> Maybe.
[10:41] <Erin> Oh ok
[10:41] <Erin> roll 3d6 marshall law
[10:42] * Hatbot --> "Erin rolls 3d6 marshall law and gets 15." [3d6=6, 5, 4]
[10:42] <Erin> roll 4d6 sneak past the rioting students, god this martial law sucks
[10:42] * Hatbot --> "Erin rolls 4d6 sneak past the rioting students, god this martial law sucks and gets 12." [4d6=1, 6, 4, 1]
[10:42] <Erin> yaaay I'm not delayed

I'll handcuff the cultist! trophy++, sanity++, brood++

[10:46] <Erin> Excellent
[10:46] <Erin> roll 3d6 I will sneak past the deep one
[10:46] * Hatbot --> "Erin rolls 3d6 I will sneak past the deep one and gets 11." [3d6=1, 6, 4]
[10:46] <+Lunasa> Yes you will.

annnd broodroll

[10:56] <%Smashy> If it's under the amount of brood tokens you have, nommage occurs
[10:56] <Erin> roll d6 serve the hive, feel the groove
[10:56] * Hatbot --> "Erin rolls d6 serve the hive, feel the groove and gets 4." [d6=4]
[10:56] <Mage> Nope
« Last Edit: January 26, 2010, 11:58:09 PM by Carthrat »
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Yakumo

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Re: Ancient Artifacts and Killer Bugs in Arkham - Turn 9 Encounters
« Reply #126 on: January 27, 2010, 01:18:45 AM »
Arkham Encounters

Magetastic - Mandy Thompson
------------
A gate and a monster appear! (Since there is a seal there, no gate appears, but the Deep Ones Rising track rises by one.)


Taitoro - "Skids" O'Toole
------------
You see a child dancing among the graves. Following her, you find that she has vanished, but she's led you straight to something interesting. Lose 1 Sanity and make a Luck (-2) check. If you pass, draw 1 Unique Item. If you fail, draw 1 Common Item.

Yoshiken - Rex Murphy
------------
Brushing up against a strange object in the hall, you feel stretched and thin, like your skin is too tight. Pass a Luck (-1) check or you are Cursed.

Taishyr

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Re: Ancient Artifacts and Killer Bugs in Arkham - Turn 9 Encounters
« Reply #127 on: January 27, 2010, 01:26:29 AM »
So I tried for the Unique and failed. Common Item get. I'm sorry, guyz. :(

[20:24] > I see. Luck -2 check.
[20:24] > roll 0d6 LET'S GET A UNIQUE ITEM GUYZ
[20:24] * Hatbot --> "asdgsdfasdflkjgkjhlkjh rolls 0d6 LET'S GET A UNIQUE ITEM GUYZ and gets Error: Number of dice must be greater than 0."

Skids O'Toole

Stats:
Sanity 2/4
Stamina 5/7

Focus: 2

Skills
Speed  0  [1]  2  3
Sneak  5  [4]  3  2

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

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

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

Unique Ability: School of Hard Knocks - Any Phase: Once per skill check, "Skids" may roll two bonus dice for each "1" he rolled. He may do this either before or after spending Clue tokens on the roll.
Criminal Record - "Skids" cannot become the Deputy of Arkham, nor may he gain a Bank Loan.

Stealth: Skill (Exhaust to re-roll an Evade check).

Axe (Common Item, +2 to combat. +3 if other hand is empty. Physical 1-handed, $3.)
Rifle (Common Item, +5 to combat. Physical 2-handed, $6.)
Map of Arkham (Common Item, exhaust for +1 movement point. Unusable in Another World. $2)
Alien Statue (Unique Item, during movement phase spend 2 move points and 1 sanity to roll a die. On a success, gain 1 spell or 3 clues. On a failure, lose 2 stamina. $5)
Nameless Cults (Tome, Movement: Exhaust and spend 1 movement point to make a Lore (-1) check. If you pass, draw 1 Spell, lose 1 Sanity, and discard Nameless Cults. If you fail, nothing happens. $3)
Shriveling (Spell, Cast, spend 1 san and exhaust to gain +6 to combat checks until end of combat. 1-handed.)

Combat Mod: 5-mod.

Personal Story:
Pass- Get one or more Clues from five different instances. (5/5) Reward: +1 Lore, +1 Max Sanity, +1 Sanity, +1 Spell
« Last Edit: January 27, 2010, 01:33:01 AM by Taitoro »

Magetastic

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Re: Ancient Artifacts and Killer Bugs in Arkham - Turn 9 Encounters
« Reply #128 on: January 27, 2010, 04:07:45 AM »
Mandy Thompson

Stats
Sanity: 1/5
Stamina: 1/5

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

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

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

Inventory:
$0
1 Clue

Pallid Mask - (+2 Evade)
Enchanted Blade - (1H, +4 Magical weapon)
Gate Trophy - R'lyeh
Monster Trophies - 3 (Proto-Shoggoth), 2 (Ghostx2), 2 (Nightgaunt) = 7 (Total)

Skills:
Speed - (+1 Speed. When using clue tokens on speed checks, add an extra die for each clue token used.)
Research - (Once per turn, any investigator may re-roll all non-successful die used for a skill check. )

Detriments:
Local Guide - (-1 Speed)

Personal Story:
Success - Gates prevented from opening by elder signs: 1/5
Failure - Terror Level: 3/5
----------------------------------------------------
All shall bow down before Mandy, Bush-Queen of the Woods.

<Mage> Witness?
<%asdgsdfasdflkjgkjhlkjh> ?ssentiW
<Mage> Alright, so. Nightgaunt is like the Ghost, but wimpier by 1 for both checks.
<Mage> 3d6 to shrug at Wimpy Nightgaunt
* Hatbot --> "Mage rolls 3d6 to shrug at Wimpy Nightgaunt and gets 7."12 [3d6=2, 4, 1]
<%asdgsdfasdflkjgkjhlkjh> Yes, but IIRC you -really- don't want to fail that check.
<%asdgsdfasdflkjgkjhlkjh> ... >_>
<Mage> ...right. Or I won't. That's cool too.
<Mage> 3d6 to claim these woods as my own?
* Hatbot --> "Mage rolls 3d6 to claim these woods as my own? and gets 15."12 [3d6=5, 4, 6]
<%King_Meepdorah> roll 1d999 for "It was beauty...that killed the mage"?
* +Hatbot --> "King_Meepdorah rolls 1d999 for "It was beauty...that killed the mage"? and gets 999."12 [1d999=999]
<%King_Meepdorah> ...
<+superaway> ...Uh oh.
<+RandomConsonant> ...
* +superaway shakes head.

Yoshiken

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Re: Ancient Artifacts and Killer Bugs in Arkham - Turn 1 Upkeep/Movement
« Reply #129 on: January 27, 2010, 11:05:24 AM »
Rex MANLY Murphy

Sanity: 4/5
Stamina: 5/5

Investigation - Any Phase: When Rex gains one or more Clue tokens, he gains one extra Clue token.
Family Curse - Rex never checks to discard Curses during his Upkeep. He may only discard a Curse by being Blessed.

Focus: 2

Speed 1 2 {3} 4
Sneak 5 4 {3} 2

Fight 1 2 {3} 4
Will 3 2 {1} 0 (+1)

Lore 2 {3} 4 5
Luck 4 {3} 2 1

6 Clue Tokens
Cross (+1 to all Horror checks; 1H Magical Weapon: +3 against Undead)
Bullwhip (1H Physical Weapon; +1 to combat checks; may exhaust to reroll one die during combat checks.)
Silver Key (Put 1 Stamina token from the bank on Silver Key before making an Evade check to automatically pass it. Discard Silver Key after using it if there are 3 Stamina tokens on it. - 0/3 S.Tokens)
Revelation of Script (+1 Mod; Sanity Cost: 0; Cast and exhaust to gain +3 to all Lore checks (except Spell checks) until the end of this phase.)
Will (+1 Will; When you spend a Clue token to add to any Will check, add one extra bonus die.)
Find Gate (Spell: Casting Mod -1; Sanity Cost 1; Cast and exhaust to immediately return from Other World -> Arkham)

Personal Story: Passed

Rex is too GLORIOUS and MANLY to be affected by strange objects.

[10:52] <+Yoshiken> ...dammit.
[10:52] <+Yoshiken> Wiiiitness around~?
[11:02] <+Knight> hi
[11:03] <+Yoshiken> Right.
[11:03] <+Yoshiken> Luck -1, so 2 dice to not get Cursed AGAIN. dammit, this game is adamant on cursing me.
[11:04] <+Yoshiken> 2d6 to stay GLORIOUS and MANLY
[11:04] * Hatbot --> "Yoshiken rolls 2d6 to stay GLORIOUS and MANLY and gets 12." [2d6=6, 6]
[11:04] <+Yoshiken> ...works for me.

Yakumo

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Re: Ancient Artifacts and Killer Bugs in Arkham - Endgame
« Reply #130 on: January 27, 2010, 08:19:09 PM »
Lodge Member Held for Questioning!
A Silver Lodge ritual lets 2 monsters loose in the French Hill streets.

This doesn't matter, however, as a gate fizzles at the Black Cave, causing the Deep Ones rising track to fill.  The fishmen's ritual succeeds, summoning Eihort to Arkham.

Yakumo

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Re: Ancient Artifacts and Killer Bugs in Arkham - Endgame
« Reply #131 on: February 03, 2010, 01:13:34 AM »
Final score of the final battle: 50 successes out of 204 needed.  <_<

Shale

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Re: Ancient Artifacts and Killer Bugs in Arkham - Endgame
« Reply #132 on: February 03, 2010, 01:20:06 AM »
204? Damn, Eihort got hungry.
"Sufficiently advanced magic is indistinguishable from technology."
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Smashy

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Re: Ancient Artifacts and Killer Bugs in Arkham - Endgame
« Reply #133 on: February 03, 2010, 05:27:07 PM »
It made it to the red epic battle cards at least!!!!!

(Like two turns after the game was all but over due to the last investigator running out of sanity and our enchanted weapons going poof.  Did not help that Mage died at the start of the fight)