Author Topic: Ancient Artifacts and Killer Bugs in Arkham - Endgame  (Read 16359 times)

Yoshiken

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Re: Ancient Artifacts and Killer Bugs in Arkham - Turn 1 Upkeep/Movement
« Reply #25 on: January 14, 2010, 12:19:37 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

$3
10 Clue Tokens
Cursed (-1 to all dice. Nothing else, damn unique.)
Cross (+1 to all Horror checks; 1H Magical Weapon: +3 against Undead)
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.)

Personal Story:
Pass: Newspaper Stand, Upkeep Phase, 10/10 Clue Tokens
Fail: No clue tokens {10 remaining}

Shifting Speed/Sneak to the right and moving over to Hibb's Roadhouse to pick up my last clue, which duplicates itself immediately.

Yakumo

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Re: Ancient Artifacts and Killer Bugs in Arkham - Turn 2 Encounters
« Reply #26 on: January 14, 2010, 01:19:09 AM »
Arkham Encounters

Talaysen - Zoey Samaras
------------
"Welcome!  What can we do for you?"  The shopkeeper beams widely and gestures at the items on his shelves.  An Ancient Tome, a Dark Cloak, and a Tommy Gun catch your eyes.

Yoshiken - Rex Murphy
------------
"Friendly game of pool?" Make a Speed (+0) check and consult the chart below.

Successes:
    0) You lose $3.
    1-2) You notice that your opponent is cheating! If you confront him, he shoves $3 at you but scowls, telling you you'd better not come back here. You are Barred from Easttown.
    3) You gain $3.

Carthrat - Tony Morgan
------------
Bats! Hundreds of them! Pass a Speed (-1) check to get out of the cave safely. If you fail, lose 1 Stamina.


Other World Encounters

Taitoro - "Skids" O'Toole
------------
You must have that device if you are to escape from this accursed city.  Pass a Sneak(-1)[2] check to draw 1 Unique Item and return to Arkham.  If you fail, your captors are none too kind.  Lose 3 Sanity and 1 Stamina.

Random Consonant - Trish Scarborough
------------
A monster appears from the shadows!


Taishyr

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Re: Ancient Artifacts and Killer Bugs in Arkham - Turn 2 Encounters
« Reply #27 on: January 14, 2010, 01:25:57 AM »
There's none sneakier than Skids when he puts his mind to it! And by it I mean whores.

[20:23] > Okay. I'm gonna use a clue token or two first before requesting RESEARCH, but first...
[20:23] > Difficulty -1, 3 sneak, 2 base dice.
[20:24] > roll 2d6 SCREW THIS FUTURE CITY SHIT I WANT MY WOMMON
[20:24] * Hatbot --> "Taishyr rolls 2d6 SCREW THIS FUTURE CITY SHIT I WANT MY WOMMON and gets 10." [2d6=5, 5]
[20:24] > ...
[20:24] > Or...
[20:24] > Uh.
[20:24] > >_>
[20:24] <+RandomConsonant> Hells yeah.
[20:24] <+Knight> Nicely done
[20:24] > Future city shit: screwed.


Skids O'Toole

Stats:
Sanity 3/3
Stamina 7/7

Focus: 2

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

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

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

Inventory
$0
3 Clue Tokens

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.)
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)
Parchment Of The Elder Sign (Exhibit Item, discard before rolling a Fight/Lore check to close a gate. If you succeed, remove a doom token from the track, the gate is sealed.)
Unknown Unique Item

Combat Mod: 5-mod.

Personal Story:
Pass- Get one or more Clues from five different instances. (1/5) Reward: +1 Lore, +1 Max Sanity, +1 Sanity, +1 Spell
Fail- 2, 1, or 0 clue tokens on the board.                        (----) Penalty: Remove all clue tokens from the board.

Carthrat

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Re: Ancient Artifacts and Killer Bugs in Arkham - Turn 2 Encounters
« Reply #28 on: January 14, 2010, 01:31:19 AM »
Tony Morgan

Sanity: 3/3
Stamina: 6/7
Brood Tokens: 1

Speed: 1 2 [3] 4
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:
$8
5 Clue Tokens
Handcuffs (Exhaust before making a Combat check against a Cultist, Tcho-tcho, Ghoul, or Maniac to automatically pass that check and gain 1 Sanity.)
Bullwhip (One-Handed physical weapon; +1 to combat checks; may exhaust to reroll one die during combat checks.)
Map of Arkham (Exhaust to get +1 Movement)
Fight (+1 Fight, when you spend a clue, get an extra die on fight checks.)

---

[12:20] * Hatbot --> "Knight rolls 2d6 speed -1 BATS, HUNDREDS OF THEM and gets 3." [2d6=1, 2]
WHAT BENEFITS CAN ONE GET FROM SCIENTOLOGY?

Random Consonant

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Re: Ancient Artifacts and Killer Bugs in Arkham - Turn 2 Encounters
« Reply #29 on: January 14, 2010, 01:36:11 AM »
Trish Scarborough

Sanity: 4/6
Stamina: 4/4
Focus: 1

Abnormal Focus: Does not spend focus to adjust sliders.  Instead, all sliders are automatically shifted all the way to the left at the beginning of each upkeep phase.  The sliders can then be shifted towards the right five times.

Breaking The Limits: Can spend one point of Stamina or Sanity to gain an extra slider shift.  Can be done a total of three times each upkeep phase.

Fight: 1 2 [3] 4
Sneak: 3 4 [5] 6 [+1]

Lore: 2 3 [4] 5
Will: 1 2 [3] 4

Speed: 1 2 [3] 4
Luck: zero 1 [2] 3 [+1]

Possessions:
$7
4 Clue Tokens
Lucky Cigarette Case (Discard to reroll a skill check, $1)
Cavalry Saber (+2 Physical Combat, 1H, $3)
Lantern (+1 Luck, $3)
Book of Dyzan (Exhaust and spend 2 movement points to make a Lore -1 check.  On a success, draw one spell, lose one sanity, and place a token on it.  If there are two tokens on it, discard.  On a failure, nothing happens.  $3, 0/2 tokens)
Enchant Weapon (+0 Casting Mod, 1 Sanity Cost, cast and exhaust to make a physical weapon into a magical weapon for the duration of combat)
Dread Curse of Azathoth (-2 Casting Mod, 2 Sanity Cost, 2H, cast and exhaust for +9 Magical Combat for the duration of combat)
Sneak (+1 Sneak, clue tokens spent on Sneak checks count for double.)
1 Monster Trophy (Zmobie, total toughness: 1)

Personal Story Condition:
Pass - Obtain two or more clue tokens from an encounter (not yet met)
Fail - Two or more clue tokens removed by a gate opening at once (not yet met)

Okay, so the zmobie is a little scary, but that's nothing a little research and application of physical force can't solve.

[20:25] <RandomConsonant> Okay then, time for epic battle with a ZMOBIE
[20:25] <Yakumo> It's keeping Random in there just fine.
[20:25] <Mage> That's just because we keep closing off his escape.
[20:26] <RandomConsonant> Will is currently at 3, zmobie has -1 Horror mod... wait what?
[20:26] <Yakumo> He has at least one more encounter to go before he leaves.
[20:26] <Yakumo> I don't know what Mage is talking about. >_>
[20:26] * LittleBlueBat flies around before stopping on some random ceiling
[20:26] <RandomConsonant> Anyways.
[20:27] <RandomConsonant> 2d6 to not fear the undead.
[20:27] <Hatbot> 0x01ACTION --> "RandomConsonant rolls 2d6 to not fear the undead. and gets 4." [2d6=3, 1]
[20:27] <RandomConsonant> Mmmm....
[20:27] <Taishyr> Research is, thankfully, still on the board if it's needed.
[20:27] <RandomConsonant> Unless Carth wants to research how to avoid bats.
[20:27] * Mage eyes Random. So this is the new target, perhaps?
[20:27] <Knight> What does Research do?
[20:27] <RandomConsonant> Lets you reroll a failed skill check.
[20:28] <Yakumo> Lets one person per turn reroll a check.
[20:28] <Mage> Only the fails. You keep the successes. :)
[20:28] <MishaArsellecLune> I thought it rerolled the whole thing.
[20:28] <Mage> Nope
[20:28] <MishaArsellecLune> Huh.
[20:28] <Knight> Well, RC can use it to fight with
[20:28] <Knight> I don't care about losing 1 stamina, having loads of it and all <_<
[20:29] <RandomConsonant> Righto.
[20:29] * LittleBlueBat takes off, flies into Rat some more~
[20:29] <RandomConsonant> 2d6 to learn to not fear the undead
[20:29] <Mage> Good thing is, I can decide at any point.
[20:29] <Hatbot> 0x01ACTION --> "RandomConsonant rolls 2d6 to learn to not fear the undead and gets 6." [2d6=1, 5]
[20:29] <RandomConsonant> Excellent.
[20:29] <Knight> Dammit, I even have a bullwhip
[20:29] * Knight attacks the bats in a linear fashion
[20:29] <Taishyr> Go whips bulls, then.
[20:30] <Taishyr> Also, yay, not fearing zombies.
[20:30] <Mage> In Soviet Russia, bull whips you.
[20:30] <Knight> There are no bulls in arkham! Only bats and squids!
[20:30] <RandomConsonant> Now then, fight is at 3, equipping Cavalry Saber for undead cleaving, -1 due to the zmobie's prowess.
[20:30] <RandomConsonant> 4d6 to loathe the undead
[20:30] <Hatbot> 0x01ACTION --> "RandomConsonant rolls 4d6 to loathe the undead and gets 14." [4d6=2, 3, 5, 4]
[20:30] <RandomConsonant> Undead is loathed.
[20:30] <Taishyr> Woo.

Talaysen

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Re: Ancient Artifacts and Killer Bugs in Arkham - Turn 2 Encounters
« Reply #30 on: January 14, 2010, 02:01:40 AM »
Zoey_Samaras

Location: General Store

Stats
Sanity: 3 / 3
Stamina: 7 / 7

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

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

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

Focus: 1

Unique Ability: Killer Instincts - Any Phase: When Zoey makes a Combat check against a monster or Ancient One with Physical and/or Magical Resistance, ignore that ability. If the monster or Ancient One has Magical and/or Physical Immunity, treat it as Resistance instead.

Inventory
$7
4 Clue Tokens

Common Items
Cross: Type: Magical weapon / Bonus: +0 Combat check (+3 if Opponent is Undead) / +1 Horror check / Hands: 1
Knife: Type: Physical weapon / Bonus: +1 Combat check / Hands: 1
.45 Automatic: Type: Physical weapon / Bonus: +4 Combat check / Hands: 1

Unique Items
Holy Water: Type: Magical weapon / Bonus: +6 Combat check (Discard after use) / Hands: 2
Ruby of R'lyeh: Movement: You get 3 extra movement points.

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

Personal Story
PASS: 0/5 monster trophies.
FAIL: Be arrested/discard Cross.

Current Action
Buying the Dark Cloak for $2.

Yoshiken

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Re: Ancient Artifacts and Killer Bugs in Arkham - Turn 1 Upkeep/Movement
« Reply #31 on: January 14, 2010, 11:01:17 PM »
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

10 Clue Tokens
Cursed (-1 to all dice. Nothing else, damn unique.)
Cross (+1 to all Horror checks; 1H Magical Weapon: +3 against Undead)
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.)

Personal Story:
Pass: Newspaper Stand, Upkeep Phase, 10/10 Clue Tokens
Fail: No clue tokens {10 remaining}

Rex is not MANLY enough to win at pool.

[22:58] <+Yoshiken> People around for witnessing? :)
[22:58] <+Random-SandyDestruction> Maybe.
[22:59] <+Yoshiken> Awesome.
[22:59] <+Yoshiken> 4d6 to not lose my monies
[22:59] * Hatbot --> "Yoshiken rolls 4d6 to not lose my monies and gets 10." [4d6=2, 1, 3, 4]
[22:59] <+Yoshiken> ...bah.

Yakumo

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Re: Ancient Artifacts and Killer Bugs in Arkham - Turn 3 Upkeep/Movement
« Reply #32 on: January 14, 2010, 11:36:06 PM »
Innsmouth is Restless
Environment: Urban
While this card is in play, investigators who end their movement in Innsmouth receive a -1 penalty to their Evade check to avoid being arrested once martial law is declared in Innsmouth.

A gate appears at Devil Reef, spawning a High Priest and a Shoggoth.
A clue appears at the Esoteric Order of Dagon.
No monsters move.

Tai's encounter earned him Nameless Cults.
« Last Edit: January 15, 2010, 12:47:20 AM by Yakumo »

Carthrat

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Re: Ancient Artifacts and Killer Bugs in Arkham - Turn 3 Upkeep/Movement
« Reply #33 on: January 14, 2010, 11:39:25 PM »
Tony Morgan

Sanity: 3/3
Stamina: 6/7
Brood Tokens: 1

Speed: 1 2 [3] 4
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:
$8
5 Clue Tokens
Handcuffs (Exhaust before making a Combat check against a Cultist, Tcho-tcho, Ghoul, or Maniac to automatically pass that check and gain 1 Sanity.)
Bullwhip (One-Handed physical weapon; +1 to combat checks; may exhaust to reroll one die during combat checks.)
Map of Arkham (Exhaust to get +1 Movement)
Fight (+1 Fight, when you spend a clue, get an extra die on fight checks.)

---

Tony toodles along to the General Store, where he will start shopping~
WHAT BENEFITS CAN ONE GET FROM SCIENTOLOGY?

Random Consonant

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Re: Ancient Artifacts and Killer Bugs in Arkham - Turn 3 Upkeep/Movement
« Reply #34 on: January 15, 2010, 12:08:38 AM »
Trish Scarborough

Sanity: 4/6
Stamina: 4/4
Focus: 1

Abnormal Focus: Does not spend focus to adjust sliders.  Instead, all sliders are automatically shifted all the way to the left at the beginning of each upkeep phase.  The sliders can then be shifted towards the right five times.

Breaking The Limits: Can spend one point of Stamina or Sanity to gain an extra slider shift.  Can be done a total of three times each upkeep phase.

Fight: 1 2 [3] 4
Sneak: 3 4 [5] 6 [+1]

Lore: 2 [3] 4 5
Will: 1 [2] 3 4

Speed: 1 2 [3] 4
Luck: zero 1 [2] 3 [+1]

Possessions:
$7
4 Clue Tokens
Lucky Cigarette Case (Discard to reroll a skill check, $1)
Cavalry Saber (+2 Physical Combat, 1H, $3)
Lantern (+1 Luck, $3)
Book of Dyzan (Exhaust and spend 2 movement points to make a Lore -1 check.  On a success, draw one spell, lose one sanity, and place a token on it.  If there are two tokens on it, discard.  On a failure, nothing happens.  $3, 0/2 tokens)
Enchant Weapon (+0 Casting Mod, 1 Sanity Cost, cast and exhaust to make a physical weapon into a magical weapon for the duration of combat)
Dread Curse of Azathoth (-2 Casting Mod, 2 Sanity Cost, 2H, cast and exhaust for +9 Magical Combat for the duration of combat)
Sneak (+1 Sneak, clue tokens spent on Sneak checks count for double.)
1 Monster Trophy (Zmobie, total toughness: 1)

Personal Story Condition:
Pass - Obtain two or more clue tokens from an encounter (not yet met)
Fail - Two or more clue tokens removed by a gate opening at once (not yet met)

Moving on, adjusting sliders thusly.

Talaysen

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Re: Ancient Artifacts and Killer Bugs in Arkham - Turn 3 Upkeep/Movement
« Reply #35 on: January 15, 2010, 12:17:27 AM »
Zoey_Samaras

Location: Esoteric Order of Dagon

Stats
Sanity: 3 / 3
Stamina: 7 / 7

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

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

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

Focus: 1

Unique Ability: Killer Instincts - Any Phase: When Zoey makes a Combat check against a monster or Ancient One with Physical and/or Magical Resistance, ignore that ability. If the monster or Ancient One has Magical and/or Physical Immunity, treat it as Resistance instead.

Inventory
$4
6 Clue Tokens

Common Items
Cross: Type: Magical weapon / Bonus: +0 Combat check (+3 if Opponent is Undead) / +1 Horror check / Hands: 1
Knife: Type: Physical weapon / Bonus: +1 Combat check / Hands: 1
.45 Automatic: Type: Physical weapon / Bonus: +4 Combat check / Hands: 1
Dark Cloak: Bonus: +1 Evade check / Price: $2

Unique Items
Holy Water: Type: Magical weapon / Bonus: +6 Combat check (Discard after use) / Hands: 2
Ruby of R'lyeh: Movement: You get 3 extra movement points.

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

Personal Story
PASS: 0/5 monster trophies.
FAIL: Be arrested/discard Cross.

Current Action
Shifting Speed/Sneak right one and heading to the Esoteric Order of Dagon to grab that double clue.  Lose $1 from the Train Station.

Taishyr

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Re: Ancient Artifacts and Killer Bugs in Arkham - Turn 2 Encounters
« Reply #36 on: January 15, 2010, 12:19:40 AM »
Speed/Lore right 1 as I wait to tell the gate to shut up and zip it.

Skids O'Toole

Stats:
Sanity 3/3
Stamina 7/7

Focus: 2

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

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

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

Inventory
$0
3 Clue Tokens

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.)
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)
Parchment Of The Elder Sign (Exhibit Item, discard before rolling a Fight/Lore check to close a gate. If you succeed, remove a doom token from the track, the gate is sealed.)
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)

Combat Mod: 5-mod.

Personal Story:
Pass- Get one or more Clues from five different instances. (1/5) Reward: +1 Lore, +1 Max Sanity, +1 Sanity, +1 Spell
Fail- 2, 1, or 0 clue tokens on the board.                        (----) Penalty: Remove all clue tokens from the board.
« Last Edit: January 15, 2010, 07:11:44 PM by Taitoro »

Magetastic

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Re: Ancient Artifacts and Killer Bugs in Arkham - Turn 3 Upkeep/Movement
« Reply #37 on: January 15, 2010, 12:46:32 AM »
Mandy Thompson

Stats
Sanity: 4/5
Stamina: 4/5

Speed: 1 [2+1] 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:
$6
2 Clues

Food - Discard to reduce stamina damage by 1
Pallid Mask - +2 Evade

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.

Personal Story:
Success - Gates prevented from opening by elder signs: 0/5
Failure - Terror Level: 0/5
----------------------------------------------------
Mandy is a super bush, apparently. Oh yeah. Also heading over to the Administration Building, because I hear they need some shrubbery over there.

* Magetastic nods. First, the ghost, though.
<+RandomConsonant> Depends on what you want, I guess.
<Magetastic> What does each offer?
<+RandomConsonant> Administration offers yens/skillz, Library offers uniques/spells, Science Building offers uniques/clues with a chance of William Brinton.
<+RandomConsonant> I think.
<Magetastic> 3d6 to finally escape the ghost
* Hatbot --> "Magetastic rolls 3d6 to finally escape the ghost and gets 13."12 [3d6=6, 5, 2]
<+Knight> SCIENCE!
* Trodeko (~ksoppy@97.103.106.38) has joined #rpgdlarkhamhorror
<Magetastic> Man. Poor ghost. I ran by it, hopped in a gate, got immediately spat out, sealed the gate, and have now run by it again. And it never once saw me. >_>
<+RandomConsonant> <Ghost> :(
<+MishaArsellecLune> >.>
<Magetastic> Apparently Amanda makes for an awesome bush. I'll have to keep that in mind.
<Magetastic> *Mandy
<+RandomConsonant> *Mandy
<%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 #38 on: January 15, 2010, 07:09:16 PM »
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

10 Clue Tokens
Cursed (-1 to all dice. Nothing else, damn unique.)
Cross (+1 to all Horror checks; 1H Magical Weapon: +3 against Undead)
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.)

Personal Story:
Pass: Newspaper Stand, Upkeep Phase, 10/10 Clue Tokens
Fail: No clue tokens {10 remaining}

Guess I'm strolling over to the Newspaper Stand so I can pass my PS on the next turn.

Yakumo

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Re: Ancient Artifacts and Killer Bugs in Arkham - Turn 3 Encounters
« Reply #39 on: January 15, 2010, 08:07:11 PM »
Arkham Encounters

Magetastic - Mandy Thompson
------------
The Dean would like you to escort the visiting Dr. Ali Kafour around Arkham and show him the sights. If you agree, you gain $3 as spending money, but must take the Local Guide card.

Yoshiken - Rex Murphy
------------
Editor Doyle Jefferies offers you a Retainer in return for your fascinating stories. Take a Retainer card.

Carthrat - Tony Morgan
------------
You walk in to see the shopkeeper bringing in new items from the back.  "You're in luck, stranger, these just came in!"  He shows you an Old Journal, some Research Materials, and a Tommy Gun.

Talaysen - Zoey Samaras
------------
A gate opens suddenly and pulls you into a strange landscape. Move immediately to Y'ha-nthlei and have an encounter there.

-at Y'ha-nthlei-

The air-filled cavern you're in begins to fill with water as the tide shifts. You lose 1 Stamina and are delayed as you wait it out. (You also pick up the clue that was on the board here.)


Other World Encounters

Random Consonant - Trish Scarborough
------------
The chess game with the strange serpent seems to go on for days.  Pass a Lore(+2) check to gain $1 for each success you roll.  If you fail, you are delayed.

Random Consonant

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Re: Ancient Artifacts and Killer Bugs in Arkham - Turn 3 Encounters
« Reply #40 on: January 15, 2010, 08:13:54 PM »
Spies apparently make good chess players.

[15:10] <Random-SandyDestruction> Anyways, time to play chess with a serpent.
[15:11] <Random-SandyDestruction> Lore is currently at 3, +2 mod, so five dice.
[15:11] <Cecilia> Why are you playing chess with a serpent anyway.
[15:11] <Random-SandyDestruction> I dunno!
[15:11] <Random-SandyDestruction> 5d6 for do I know how to play chess?
[15:11] <Hatbot> 0x01ACTION --> "Random-SandyDestruction rolls 5d6 for do I know how to play chess? and gets 23." [5d6=4, 5, 3, 5, 6]
[15:11] <Cecilia> Suddenly, a chess game!
[15:11] <Random-SandyDestruction> I do!
[15:11] <Cecilia> Apparently quite well.
[15:12] <Random-SandyDestruction> And I get $3 for playing chess with a serpent.
[15:12] <Random-SandyDestruction> And get to bid a merry farewell to the Plateau of Leng.

Talaysen

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Re: Ancient Artifacts and Killer Bugs in Arkham - Turn 3 Encounters
« Reply #41 on: January 15, 2010, 08:14:34 PM »
Zoey_Samaras

Location: Y'ha-nthlei

Stats
Sanity: 3 / 3
Stamina: 6 / 7

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

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

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

Focus: 1

Unique Ability: Killer Instincts - Any Phase: When Zoey makes a Combat check against a monster or Ancient One with Physical and/or Magical Resistance, ignore that ability. If the monster or Ancient One has Magical and/or Physical Immunity, treat it as Resistance instead.

Inventory
$4
7 Clue Tokens

Common Items
Cross: Type: Magical weapon / Bonus: +0 Combat check (+3 if Opponent is Undead) / +1 Horror check / Hands: 1
Knife: Type: Physical weapon / Bonus: +1 Combat check / Hands: 1
.45 Automatic: Type: Physical weapon / Bonus: +4 Combat check / Hands: 1
Dark Cloak: Bonus: +1 Evade check / Price: $2

Unique Items
Holy Water: Type: Magical weapon / Bonus: +6 Combat check (Discard after use) / Hands: 2
Ruby of R'lyeh: Movement: You get 3 extra movement points.

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

Personal Story
PASS: 0/5 monster trophies.
FAIL: Be arrested/discard Cross.

Current Action
Get me off this crazy thing!

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Re: Ancient Artifacts and Killer Bugs in Arkham - Turn 3 Encounters
« Reply #42 on: January 15, 2010, 09:00:41 PM »
Harold's Magic Crayons make an Elder Sign! Elder Sign is used on Rude Gate! Rude Gate is closed and sealed!

[15:56] > Okay, so I need to make a check to seal the gate, correct?
[15:56] > Er, close, and I choose to use my scribble to seal automatically if I close it.
[15:56] <+Random-SandyDestruction> Yep.
[15:57] > Okay. Scribble will be used if I succeed. I have four Lore, the difficulty is 0, and I find it ironic that the gangster is using Lore to close this but there you go.
[15:58] > roll 4d6 Telling errant portals to shut the hell up with the power of magic crayons, Reading Rainbow books, and thoughts of whores since 1840! Or something.
[15:58] * Hatbot --> "Taishyr rolls 4d6 Telling errant portals to shut the hell up with the power of magic crayons, Reading Rainbow books, and thoughts of whores since 1840! Or something. and gets 18." [4d6=5, 5, 3, 5]
[15:58] > Closed, sealed, and delivered!

Skids O'Toole

Stats:
Sanity 3/3
Stamina 7/7

Focus: 2

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

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

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

Inventory
$0
3 Clue Tokens
1 Gate Trophy (City of the Great Race)

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.)
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)

Combat Mod: 5-mod.

Personal Story:
Pass- Get one or more Clues from five different instances. (1/5) Reward: +1 Lore, +1 Max Sanity, +1 Sanity, +1 Spell
Fail- 2, 1, or 0 clue tokens on the board.                        (----) Penalty: Remove all clue tokens from the board.
« Last Edit: January 15, 2010, 09:03:35 PM by Taitoro »

Carthrat

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Re: Ancient Artifacts and Killer Bugs in Arkham - Turn 3 Encounters
« Reply #43 on: January 15, 2010, 09:43:33 PM »
Tony Morgan

Sanity: 3/3
Stamina: 6/7
Brood Tokens: 1

Speed: 1 2 [3] 4
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
5 Clue Tokens
Handcuffs (Exhaust before making a Combat check against a Cultist, Tcho-tcho, Ghoul, or Maniac to automatically pass that check and gain 1 Sanity.)
Bullwhip (One-Handed physical weapon; +1 to combat checks; may exhaust to reroll one die during combat checks.)
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)

---

Tony purchases a Tommy Gun! He is now poor.
WHAT BENEFITS CAN ONE GET FROM SCIENTOLOGY?

Magetastic

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Re: Ancient Artifacts and Killer Bugs in Arkham - Turn 3 Encounters
« Reply #44 on: January 16, 2010, 01:45:12 AM »
Mandy Thompson

Stats
Sanity: 4/5
Stamina: 4/5

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:
$9
2 Clues

Food - (Discard to reduce stamina damage by 1)
Pallid Mask - (+2 Evade)

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: 0/5
Failure - Terror Level: 0/5
----------------------------------------------------
I give a hearty hello to the good doctor and agree to show him around.
<%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.

Yakumo

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Re: Ancient Artifacts and Killer Bugs in Arkham - Turn 4 Upkeep/Movement
« Reply #45 on: January 16, 2010, 02:26:34 AM »
Unpleasant Surprise!
If the terror level is 8 or higher, or there is only one empty space left on the Ancient One's doom track, then the Ancient One immediately awakens.

A gate opens at the Esoteric Order of Dagon.  A Deep One and a Ghost emerge.
A clue falls into the gate at Devil Reef.
Plus monsters move, the Deep One moves to the Church Green Streets and the High Priest sacrifices himself to his god.
The Deep Ones Rising track and Terror Level both increase by one.  Anna Kaslow has left town due to the terror level increase.

Random Consonant

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Re: Ancient Artifacts and Killer Bugs in Arkham - Turn 4 Upkeep/Movement
« Reply #46 on: January 16, 2010, 02:33:59 AM »
Trish Scarborough

Sanity: 4/6
Stamina: 4/4
Focus: 1

Abnormal Focus: Does not spend focus to adjust sliders.  Instead, all sliders are automatically shifted all the way to the left at the beginning of each upkeep phase.  The sliders can then be shifted towards the right five times.

Breaking The Limits: Can spend one point of Stamina or Sanity to gain an extra slider shift.  Can be done a total of three times each upkeep phase.

Fight: 1 2 [3] 4
Sneak: 3 4 [5] 6 [+1]

Lore: 2 3 4 [5]
Will: 1 2 3 [4]

Speed: [1] 2 3 4
Luck: [zero] 1 2 3 [+1]

Possessions:
$10
4 Clue Tokens
Lucky Cigarette Case (Discard to reroll a skill check, $1)
Cavalry Saber (+2 Physical Combat, 1H, $3)
Lantern (+1 Luck, $3)
Book of Dyzan (Exhaust and spend 2 movement points to make a Lore -1 check.  On a success, draw one spell, lose one sanity, and place a token on it.  If there are two tokens on it, discard.  On a failure, nothing happens.  $3, 0/2 tokens)
Enchant Weapon (+0 Casting Mod, 1 Sanity Cost, cast and exhaust to make a physical weapon into a magical weapon for the duration of combat)
Dread Curse of Azathoth (-2 Casting Mod, 2 Sanity Cost, 2H, cast and exhaust for +9 Magical Combat for the duration of combat)
Sneak (+1 Sneak, clue tokens spent on Sneak checks count for double.)
1 Monster Trophy (Zmobie, total toughness: 1)

Personal Story Condition:
Pass - Obtain two or more clue tokens from an encounter (not yet met)
Fail - Two or more clue tokens removed by a gate opening at once (not yet met)

Gotta close that gate up!

Magetastic

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Re: Ancient Artifacts and Killer Bugs in Arkham - Turn 4 Upkeep/Movement
« Reply #47 on: January 16, 2010, 02:35:29 AM »
Mandy Thompson

Stats
Sanity: 4/5
Stamina: 4/5

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:
$9
2 Clues

Food - (Discard to reduce stamina damage by 1)
Pallid Mask - (+2 Evade)

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: 0/5
Failure - Terror Level: 0/5
----------------------------------------------------
Shifting Speed/Sneak all the way to the right, and booking it to to Curiosity Shop.
<%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.

Carthrat

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Re: Ancient Artifacts and Killer Bugs in Arkham - Turn 4 Upkeep/Movement
« Reply #48 on: January 16, 2010, 03:05:33 AM »
Tony Morgan

Sanity: 3/3
Stamina: 6/7
Brood Tokens: 1

Speed: 1 2 [3] 4
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
5 Clue Tokens
Handcuffs (Exhaust before making a Combat check against a Cultist, Tcho-tcho, Ghoul, or Maniac to automatically pass that check and gain 1 Sanity.)
Bullwhip (One-Handed physical weapon; +1 to combat checks; may exhaust to reroll one die during combat checks.)
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)

<--->

Tony walks to the Unnamable, where he'll pick up a clue. Sliders also adjusted..
WHAT BENEFITS CAN ONE GET FROM SCIENTOLOGY?

Talaysen

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Re: Ancient Artifacts and Killer Bugs in Arkham - Turn 4 Upkeep/Movement
« Reply #49 on: January 16, 2010, 09:05:18 AM »
Zoey_Samaras

Location: Y'ha-nthlei

Stats
Sanity: 3 / 3
Stamina: 6 / 7

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

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

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

Focus: 1

Unique Ability: Killer Instincts - Any Phase: When Zoey makes a Combat check against a monster or Ancient One with Physical and/or Magical Resistance, ignore that ability. If the monster or Ancient One has Magical and/or Physical Immunity, treat it as Resistance instead.

Inventory
$4
7 Clue Tokens

Common Items
Cross: Type: Magical weapon / Bonus: +0 Combat check (+3 if Opponent is Undead) / +1 Horror check / Hands: 1
Knife: Type: Physical weapon / Bonus: +1 Combat check / Hands: 1
.45 Automatic: Type: Physical weapon / Bonus: +4 Combat check / Hands: 1
Dark Cloak: Bonus: +1 Evade check / Price: $2

Unique Items
Holy Water: Type: Magical weapon / Bonus: +6 Combat check (Discard after use) / Hands: 2
Ruby of R'lyeh: Movement: You get 3 extra movement points.

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

Personal Story
PASS: 0/5 monster trophies.
FAIL: Be arrested/discard Cross.

Current Action
Moving Speed/Sneak left 1, sitting around here because I can't do anything.