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Author Topic: Strangers From Another World (Arkham Game)  (Read 19460 times)

Hunter Sopko

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Re: Strangers From Another World (Arkham Game)
« Reply #75 on: February 18, 2010, 08:27:16 AM »
The feeling Keith Chiemi was having right now was something he had not experienced in some months. Exhaustion. It was hard to tire him out. He worked hard every day at the crack of dawn to stay in top shape. His conditioning exercises even kept him more fit and dexterous than his gymnast/vigilante/martial-artist wife, even if he could never beat her in a straight-up fight. The last time he remembered being this exhausted was that long, horrible night in Toryll.

He would forever carry that night in the back of his mind as a check on himself. It lurked there like a specter, haunting him. Especially the early, pre-dawn hour before he- covered head to toe in blood and gore- finally wandered alone into the Temple of Levanter, screaming incoherently like a madman. It took three priests casting sleeping spells to finally put him into his first rest in almost two days.

This wasn’t quite there, not yet anyway. But the moment he had arrived in the strange, haunting world under the water, he knew he was in trouble. He went to investigate the place that girl Arianna had told him about. The Silver… or was it Golden? No, Silver Twilight Lodge. There ended up being nothing and no one there, almost a waste of time. However, when he put his hand on the doorknob to leave, in the blink of an eye he found himself somewhere else completely.

He found himself wishing for his old crossbow. He actually really liked these guns that this world seem to have invented, but the Derringer, as it was called, was not exactly the most reliable or powerful of them. He would have preferred the .38 or the .45 he had tried out, but he couldn’t come close to affording them even with the discount the store owner offered after witnessing his superb marksmanship. He always had the sword to fall back on, but even the sword was of subpar quality compared to what he was used to. He could hardly fight at maximum effectiveness if he couldn’t be confident in his weapons. And yet, sword in one hand, crossbow in the other was the only way he really knew how to fight. Everything else just felt weird. It took him at least a week to get used to the smaller weapon due to the weight alone, not to mention its terrible accuracy and range. He knew he should have waited until he had more money, but the threat from Nultros was high and there was no time to wait like that.

The place he had ended up was certainly stranger than anywhere else he had yet been on his journey, including the Elemental Plane of Earth. Actually, with its odd sense of, what had Wahzan called it? Gravity? He rather enjoyed that one. Looking around though at the aquatic landscape and queer, glowing, empty stone buildings, he was filled with a sense of dread in the very pit of his stomach. The strange, slow rumblings that made the entire city vibrate every few minutes set him on edge as well, feeling as if he had walked into the den of a beast of no equal. The whole city almost breathed.

Despite the glow, there was an odd blackness to it as well. A darkness that crept along, shifted and followed him wherever he went. With every turn he could feel it just over his shoulder, toying with him and mocking him. With each passing minute it got worse, making the hairs on the back of his neck stand on end and his pulse race with anticipation. Still he fought the urge to turn and acknowledge it, somehow knowing that once that happened things would go from bad to worse. It was a game of cat and mouse, hunter and hunted. And for once, the veteran was on the other side of the equation.

He resolved to keep his head. There was a time and a place for confrontation. Not knowing what he was facing was a problem, so it was all he could do to choose the place where everything went down. Such was the right of the hunted. He began winding his way through the city, taking predominantly right turns in order to circle back into a courtyard he had passed through earlier.

In any other place it would have been called non-descript. The nature of the place he was in now prevented that though. The classical stonework was simple, and the wall surrounding it seemed to have been carved from the sea floor itself. The ground was set out in checkerboard fashion with a peculiar cross motif. There were patches of dirt but nothing grew, save the odd bit of coral sticking out at random. Eventually Keith stopped, flexing his fingers a few times before turning around to face whatever violence was behind him head on. He drew his weapons in a smooth and practiced motion and prepared for the worst.

The shadow that had had been stalking him was spread almost entirely where his blind spot was. It covered every inch of every building, road and freaky statue, completely blocking off the light coming from them. It was a writhing, messy, gooey mass as disgusting as it was horrifying.
 
There was a choice Keith had to make at this point. Fight or flight. The most basic of human survival instincts, and one that was drilled into him since he was a baby. Only idiots always fought, only cowards always ran. Neither survived very long. It was through the judicious application of training and development of decision-making abilities that not only lead to success, but survival itself.

He was reminded of that foggy morning in Carmea, when the ship that had crashed into the harbor burst open and latest incarnation of Nultros, the monster he had summoned in his previous life as Lord Cheoman, covered the town in a writhing, pulsing blanket of maggots. The Worm That Walked. Yet, this was far worse. Instead of a simple sentient collection of insects, this instead seemed to be pure, concentrated evil. And as soon as he finished turning around it had begun drawing itself together in preparation to attack. They had barely even attempted to fight that grotesque pile of maggots. This one was a no-brainer.

Flight.

He didn’t even bother putting his weapons away, he simply turned and ran, booking it as fast as he could. To where he couldn’t even tell. Right, left, right, right, left, left, right, left. His experience refused to allow him to fall into the usual trap of choosing his dominant hand, which despite rigorous training and remarkable progress throughout his life was still his right. He could feel the entire city closing in on him as the glow emanating from every building began to fade. This turned out to be both a blessing and a curse as it allowed him to finally find what would prove to be the way out of this mess.

He was being drawn to what seemed to be the center of town by a pulsing light. Whatever was chasing him seemed content to make him struggle, occasionally blocking off a path so that Keith was either forced to break through or go around. When he rounded the corner and saw the source of the light, panic finally crept into the edges of his thinking. It was a gate- and it was closing. Whether it led home or not, anything was preferable to staying here at the moment.

He kicked himself into overdrive, somehow gaining speed as his lungs burned and his muscles cried out to stop. The whiteness of a runner’s high was beginning to fog the edges of his vision. He pushed through the burning feeling and was able to dive through the gate just before it closed.

As he rolled through to the other side, he realized he was right back in the Lodge he had left. At once Niniel’s feelings poured through the ring. He could feel a tenseness which probably stress- maybe combat. Then a feeling of surprise and relief. She must have felt him return. He could only hope she was receiving the same. The feeling of déjà vu from the Plane of Earth returned. They had made it through a closing portal in very much the same way, abyssal horror on their tail and all. Surviving the same exact situation twice! Luck was certainly on his side today.

He picked himself up. Dusting himself off, he finally let himself relax a bit as he took in his surroundings. What awaited him on the other side of the gate was a dapper man in a white suit. He appeared to be watching the gate quite intently as well. Next to him was an oversized and quite viscious looking spider. Odd, but not too tough looking. Behind him though was a black… thing. It looked almost like a tree, but an oversized maw greeted those who might harbor that illusion. It let out a piercing shriek that was almost like an eagle’s cry, only backwards. It had also planted itself firmly in front of the door- the only way out.

The man simply smiled as if this were a simple, everyday occurrence. “Mr. Chiemi! You’ve returned! Well, it’s not like we didn’t prepare for this possibility. Lord Nultros did say you were notoriously hard to kill. But I’m sure my friends here will put that to the test.”

Damn my shitty luck.
« Last Edit: February 18, 2010, 08:54:09 PM by Hunter Sopko »

Hunter Sopko

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Re: Strangers From Another World (Arkham Game)
« Reply #76 on: February 18, 2010, 08:41:32 AM »
Arkham
Keith- The gate looms... the monsters loom even more.

Hunter- Peeering around the corner into a back alley, you watch in horror as a mass of white worms crawls out of a gnarled old man's body. They envelop a hobo tied up nearby, disappearing into the man's flesh and eating him alive. Pass a Will -1 check or roll a die and lose that much Sanity. Even if you pass, lose 1 sanity unless you are immune to Nightmarish.

Harkan- Lucky for you they make cat-sized bandages as well.

Arianna- A gate to R'lyeh and a monster appear! The monster is a Hummer! (Expansion monster!)

Norman- Padded rooms are fun for all ages!

Other World-
Niniel- A glimpse of home gives you some hope. Gain 1 Sanity.

Arianna- The stink of this place is unbearable. Pass a Will -1 check or lose 1 stamina, 1 sanity and your lunch.

Shale

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Re: Strangers From Another World (Arkham Game)
« Reply #77 on: February 18, 2010, 04:44:25 PM »
* Shale grumbles about stupid encounters messing up his awesome plans.
"Sufficiently advanced magic is indistinguishable from technology."
-Ponder Stibbons

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

Sierra

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Re: Strangers From Another World (Arkham Game)
« Reply #78 on: February 18, 2010, 09:40:59 PM »
Arianna Lanathan

Sanity: 1/3
Stamina: 6/7

Focus: 1

Speed: 1 2 3 [4]
Sneak: 3 2 1 [0]

Fight: 2 3 4 [5]
Will: 6 5 4 [3]

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

Pillar of the World: Cannot be devoured except in combat with the ancient one. If devoured in other circumstances, delayed instead and acquires 1 clue token.

Inventory:

$2
5 clue tokens
Spear (physical weapon, +3 to combat check/exhaust for +2 to evade check, 2H, $5)
Enchanted Jewelry (unique item, put 1 stamina token on enchanted Jewelry to avoid losing 1 stamina/discard at third token, $3)
Massa di Requiem per Shuggay (unique item, exhaust and spend 4 movement points to make a Will check at -2/discard on success and the ancient one awakens, $4)
Flare Gun (common item, discard while in a street area to move all monsters in the sky to that location, $2)
Credit Rating (skill, exhaust instead of spending $2)
Whiskey (common item, discard to reduce sanity loss by 1, $1)
Kerosene (physical weapon, exhaust before making combat check to add +4 to check/spend $1 during upkeep to refresh, 1H, $2)

Personal story:

Pass: Gain 3 clue tokens via Pillar of the World (effect: immediately gain 4 clue tokens, Pillar of the World no longer grants clue tokens)
Fail: Another investigator is devoured (effect: gain 1 madness card)

Trophies:

Cultist (1 toughness)

~

Speaks for itself.

<Cidward> Fucking ninja R'lyeh.
<Cidward> Who's here to see me roll a 2d6?
<MishaArsellecLune> Yo.
<Cidward> Right.
<Soppy-ElectricGrenadier> Yo
<Cidward> Will is at 3, roll at -1 so boo dodgy odds.
<Cidward> roll 2d6
* Hatbot --> "Cidward rolls 2d6 and gets 5."12 [2d6=2, 3]
<Cidward> Lunch, lost.
<RandomConsonant> :/
<MishaArsellecLune> Hatebot is still around, I see.

Hunter Sopko

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Re: Strangers From Another World (Arkham Game)
« Reply #79 on: February 19, 2010, 03:19:52 AM »
For Yakko, since he milled his encounter:

You stumble across a wormhold-riddled corpse lying behind a gravestone. Lose 1 Sanity. Mustering your courage, you turn it over to see who it was. If you pass a Luck -2 check, you don't recognize the man, but he was clutching an odd item. Gain 1 Unique item. If you fail, you don't recognize the man, but he has nothing of value.

Yakumo

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Re: Strangers From Another World (Arkham Game)
« Reply #80 on: February 19, 2010, 03:37:32 AM »
Hunter Sopko

Sanity 2/5
Stamina 3/5

Focus: 2

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

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

Lore: [1] 2 3 4
Luck: [5] 4 3 2 (+1)

Diehard: Other than during the battle with the Ancient One, if at any time Hunter's Sanity or Stamina are reduced to zero, he may make a Luck (-2) check.  On a success, he gains 1 of the appropriate stat.

Untrustworthy: Hunter must get double the number of successes needed to get or keep an ally.


Inventory:

$1
Yithian Rifle - Exhaust before making a Combat check to gain +6 to that check. Yithian Rifle only refreshes if you spend all of your Focus to do so.
Lucky Cigarette Case - Discard Lucky Cigarette Case to re-roll any one Skill check.
Dragon's Eye - Exhaust and lose 1 Sanity after drawing a gate or location card to draw a new card in its place.
Persuade - +1 Will, once per Will check, you may reroll all dice showing a result of 1.
Listen - +1 Luck, Once per Luck check, you may reroll all dice showing a result of 1.
Terrible Old Man's fetish bag - Instead of losing 1 stamina, you may put a clue token on this card. Return this card to the box if it ever has 3 clue tokens on it.
2 toughness in monster trophies(Formless Spawn)


Personal Story:

Pass- Don't be devoured before the battle with the Great Old One.
Effect- Can use Diehard in the battle against the Great Old One, instead rolling to prevent himself from being devoured.

Fail- Be knocked to 0 Sanity or 0 Stamina during the game.
Effect- Lose 1 Focus

----------------
[22:34] <@Yakumo> Oh, hey, spiffy, a roll for lootz.
[22:35] <@Yakumo> Anyone around?
[22:35] <+RandomConsonant> Maybe.
[22:35] <@Yakumo> Close enough.  Luck's at 6 with the skill, -2 for 4 dice.
[22:35] <@Yakumo> roll 4d6
[22:35] <Penuche> Yakumo invokes Penuche's magic: < 19 > [d6=5,6,2,6]
[22:35] <@Yakumo> This better be some shiny loot!
[22:35] <MishaArsellecLune> >.>
[22:36] <Soppy-ElectricGrenadier> Niiiiice.

Talaysen

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Re: Strangers From Another World (Arkham Game)
« Reply #81 on: February 19, 2010, 03:49:41 AM »
Keith Chiemi

Location: Silver Twilight Lodge

Stats
Sanity: 4 / 4
Stamina: 3 / 6

Speed: 3 4 [5] 6
Sneak: 3 2 [1] 0

Fight: 3 4 5 [6]
Will: 4 3 2 [1]

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

Focus: 2

Unique Abilities
TAKE THE SHOT! - Any phase: With any 2-handed weapon equipped, Keith does 2 successes on a 6.

Unique Fighting Style - Any phase: Keith cannot give weapons to or receive weapons from any investigator.

Inventory

Common Items
.18 Derringer - Type: Physical weapon / Bonus: +2 Combat check / .18 Derringer cannot be lost or stolen unless you choose to allow it. / Hands: 1 / Price: $3
Cavalry Saber - Type: Physical weapon / Bonus: +2 Combat check / Hands: 1 / Price: $3

Unique Items

Skills
Marksman - Any Phase: Exhaust to re-roll a Combat check.

Spells

Gate Trophies
R'lyeh

Personal Story
Pass- Be devoured.
Effect- Loses all money, equipment, gate trophies, and monster trophies not on his fixed possessions list, as well as all penalties such as Cursed, Injury, Madness, or lowered stats. Place him back on his Home Location and draw Enchanted Crossbow. If that is already in play, search the common items stack and draw the first two handed weapon from the bottom of the deck that is not discard after use.

Fail- The Terror Level reaches 3 or above.
Effect- Gain 1 Tabloid Paper

Current Action
Damn my shitty luck.

Gate closed, used three clues in the process.

Log:
HATBOT FAILS
« Last Edit: February 19, 2010, 03:58:39 AM by Talaysen »

Hunter Sopko

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Re: Strangers From Another World (Arkham Game)
« Reply #82 on: February 19, 2010, 04:03:13 AM »
Yakko, your reward is a Crystal of the Elder Things

Hunter Sopko

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Re: Strangers From Another World (Arkham Game)
« Reply #83 on: February 19, 2010, 04:27:14 AM »
Manhunt in Arkham!
Headline

All monsters in locations are returned to the cup!

A gate opens in the Woods, spawning a Mi-Go and a Basilisk (Expansion Monster!). A clue attempts to appear at Independence Square but is sucked into The Underwooooooorld!

Dash, Triangle and Star monsters move on White, Hex monsters move on Black. This moves the Basilisk to the Uptown Streets.

The Mi-Go, Leng Spider, Dark Young, Warlock, Ghost and Hummer are cleared by the mythos.

A White Dash, Triangle, Star/Black Hex rift progress token is added. It is for Neil's Curiosity Shop.

Not that this matters at the moment.


NULTROS HAS AWAKENED!
« Last Edit: February 19, 2010, 04:32:24 AM by Hunter Sopko »

Talaysen

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Re: Strangers From Another World (Arkham Game)
« Reply #84 on: February 20, 2010, 05:22:15 AM »
Keith Chiemi

Location: River Docks

Stats
Sanity: 2 / 2
Stamina: 3 / 6

Speed: 3 4 [5] 6
Sneak: 3 2 [1] 0

Fight: 3 4 5 [6]
Will: 4 3 2 [1]

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

Focus: 2

Unique Abilities
TAKE THE SHOT! - Any phase: With any 2-handed weapon equipped, Keith does 2 successes on a 6.

Unique Fighting Style - Any phase: Keith cannot give weapons to or receive weapons from any investigator.

Inventory

Common Items
.18 Derringer - Type: Physical weapon / Bonus: +2 Combat check / .18 Derringer cannot be lost or stolen unless you choose to allow it. / Hands: 1 / Price: $3
Cavalry Saber - Type: Physical weapon / Bonus: +2 Combat check / Hands: 1 / Price: $3

Unique Items

Skills
Marksman - Any Phase: Exhaust to re-roll a Combat check.

Spells

Gate Trophies
R'lyeh

Personal Story
Pass- Be devoured.
Effect- Loses all money, equipment, gate trophies, and monster trophies not on his fixed possessions list, as well as all penalties such as Cursed, Injury, Madness, or lowered stats. Place him back on his Home Location and draw Enchanted Crossbow. If that is already in play, search the common items stack and draw the first two handed weapon from the bottom of the deck that is not discard after use.

Fail- The Terror Level reaches 3 or above.
Effect- Gain 1 Tabloid Paper

Current Action
Nultros is a jerk and stole two sanity.

Shale

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Re: Strangers From Another World (Arkham Game)
« Reply #85 on: February 20, 2010, 05:23:38 AM »
Post-combat stat sheet:

Niniel, the Tattooed Lady

Sanity: 4/4
Stamina: 3/6

Focus: 2

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

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

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

Attack From The Shadows: Once per turn, after a successful evade check in the streets, make a combat check. If it succeeds, claim the monster you just evaded as a trophy. If it fails, nothing happens. Either way, continue the turn as normal.

Inventory:
$2
5 Clues
Lore: +1 Lore stat, clue tokens spent to add to a Lore check add two dice each
Bravery: Exhaust to reroll a horror check
Spear: Two-handed physical weapon, +3 to combat checks. Exhaust for a +2 bonus to one evade check.

6 Toughness worth of monster trophies (Skeleton, Cultist, Nightgaunt, Zombie)

Quest Status:

Pass: 1/4 monsters killed with Attack From The Shadows.
Fail: Terror Level at 0
"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

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Re: Strangers From Another World (Arkham Game)
« Reply #86 on: February 20, 2010, 05:25:17 AM »
Norman Withers, the Astronomer

- Stats -

Sanity 4/4
Stamina 1/4

In the Stars - Any Phase: Whenever Norman closes or seals a gate, he may choose any dimensional symbol other
than the moon. The gate is considered to have that dimensional symbol instead of its normal dimensional symbol
for purposes of removing monsters from the board.

- Skills (Focus: 2) -

Speed  0 1 2 [3]
Sneak  4 3 2 [1]

Fight  0 1 2 [3]
Will   4 3 2 [1]

Lore  2 3 4 [5]
Luck  5 4 3 [2] (+1)

- Inventory -

$1
0 Clue Tokens

1 Monster Trophy (Witch)
1 Gate Trophy (Yuggoth)

Luck (+1 Luck, when spending a Clue token on a Luck check add one extra die)

Voice of Ra (casting mod -1, san cost 1, cast and exhaust to gain +1 to all skill checks for the turn)
Find Gate (casting mod -1, san cost 1, Cast and exhaust to immediately return to Arkham from an Other World.)

Yithian Rifle (magical weapon, 2 hands, exhaust to gain +6 to combat check, spend all Focus to refresh)
.45 Automatic (physical weapon, 1 hand, +4 to combat checks)
Whiskey (discard to reduce any Sanity loss by 1)
Enchanted Jewelery (Put 1 Stamina token from the bank on Enchanted Jewelry to avoid losing 1 Stamina. If there are 3 Stamina tokens on it, discard Enchanted Jewelry.)
Crystal of the Elder Things (Place 1 Sanity token from the bank on Crystal of the Elder Things to avoid paying the entire Sanity cost of a spell you are casting. If there are 3 Sanity tokens on it, discard Crystal of the Elder Things.)

- Personal Story -

Pass: If the Ancient One awakens, roll 4 dice and remove 1 Doom Token for each success. [1/3 Gate Trophies]
Fail: Norman's Focus is reduced to 1. [Not yet Lost in Time and Space]
« Last Edit: February 20, 2010, 08:19:53 AM by Hunter Sopko »

Yakumo

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Re: Strangers From Another World (Arkham Game)
« Reply #87 on: February 20, 2010, 05:26:02 AM »
Hunter Sopko

Sanity 2/5
Stamina 3/5

Focus: 2

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

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

Lore: [1] 2 3 4
Luck: [5] 4 3 2 (+1)

Diehard: Other than during the battle with the Ancient One, if at any time Hunter's Sanity or Stamina are reduced to zero, he may make a Luck (-2) check.  On a success, he gains 1 of the appropriate stat.

Untrustworthy: Hunter must get double the number of successes needed to get or keep an ally.


Inventory:

$1
1 Clue Token
Yithian Rifle - Exhaust before making a Combat check to gain +6 to that check. Yithian Rifle only refreshes if you spend all of your Focus to do so.
Persuade - +1 Will, once per Will check, you may reroll all dice showing a result of 1.
Listen - +1 Luck, Once per Luck check, you may reroll all dice showing a result of 1.
2 toughness in monster trophies(Formless Spawn)


Personal Story: Passed!  Can use Diehard in the battle against the Great Old One, instead rolling to prevent himself from being devoured.

VySaika

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Re: Strangers From Another World (Arkham Game)
« Reply #88 on: February 20, 2010, 05:30:02 AM »
Harkan Ashland, the Magic Student

Sanity: 1/6
Stamina: 4/4

Focus: 1

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

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

Lore  2  3  4  [5]
Luck  4  3  2  [1]

Familiar: When Cham is his ally, the bonus for her ability is +2 instead of +1.
Happy Family: If both Cham and Jennifer Ashland are allies, Focus becomes 2.

Inventory:
$2
0 Clues
Enchant Weapon: 0 Casting Mod, 1 San cost. Cast and Exhaust to make one Physical Weapon a Magical Weapon for this combat.
Find Gate: -1 Casting Mod, 1 San cost. Cast and Exhaust to return to Arkham from Another World.
Cham: Awesome Little Cat Ally. Exhaust for a +2 bonus to any check.
Shotgun: 2h Weapon, +4 combat, 6s count double
Cross: +1 to horror checks. Acts as a +3 one-handed magical weapon against undead.
Dark Cloak: +1 to Evade checks.

Trophies
Witch - 1 toughness
Unknown Kadath - Gate Trophy

Quest Status:

Pass: 0/4 tokens on this card.
Fail: Cham is still an ally.

------------------------------

<%Laggy> we're open minded individuals here
<+RandomKesaranPasaran> are we
<%Laggy> no not really.

<Tide|NukicommentatoroptionforF> Hatbot is a pacifist

Hunter Sopko

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Re: Strangers From Another World (Arkham Game)
« Reply #89 on: February 20, 2010, 05:37:31 AM »
Arianna Lanathan

Sanity: 1/3
Stamina: 6/7

Focus: 1

Speed: 1 2 3 [4]
Sneak: 3 2 1 [0 ]

Fight: 2 3 4 [5]
Will: 6 5 4 [3]

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

Pillar of the World: Cannot be devoured except in combat with the ancient one. If devoured in other circumstances, delayed instead and acquires 1 clue token.

Inventory:

$2
5 clue tokens
Massa di Requiem per Shuggay (unique item, exhaust and spend 4 movement points to make a Will check at -2/discard on success and the ancient one awakens, $4)
Flare Gun (common item, discard while in a street area to move all monsters in the sky to that location, $2)
Credit Rating (skill, exhaust instead of spending $2)
Whiskey (common item, discard to reduce sanity loss by 1, $1)
Kerosene (physical weapon, exhaust before making combat check to add +4 to check/spend $1 during upkeep to refresh, 1H, $2)

Personal story:

Pass: Gain 3 clue tokens via Pillar of the World (effect: immediately gain 4 clue tokens, Pillar of the World no longer grants clue tokens)
Fail: Another investigator is devoured (effect: gain 1 madness card)

Trophies:

Cultist (1 toughness)
« Last Edit: February 20, 2010, 08:19:34 AM by Hunter Sopko »

Hunter Sopko

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Re: Strangers From Another World (Arkham Game)
« Reply #90 on: February 20, 2010, 05:46:56 AM »
Nultros has been returned to his slumber!

Summary of the battle:

Start of Battle: Norman and Keith have their maximum sanity reduced by 2!

Round 1: 11/36 successes. No one takes damage!
Round 2: 18/36 successes. Hunter takes 3 Stamina damage, it is absorbed by the Old Man's Fetish Bag.
Round 3: 26/36 successes. Norman and Niniel take 3 Stamina damage!
Round 4: Keith and Niniel dropkick Nultros back to sleep with the power of love!

Next turn begins with Harkan as first player.
« Last Edit: February 20, 2010, 08:37:29 AM by Hunter Sopko »

VySaika

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Re: Strangers From Another World (Arkham Game)
« Reply #91 on: February 20, 2010, 06:07:10 PM »
Harkan Ashland, the Magic Student

Sanity: 6/6
Stamina: 4/4

Focus: 1

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

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

Lore  2  3  4  [5]
Luck  4  3  2  [1]

Familiar: When Cham is his ally, the bonus for her ability is +2 instead of +1.
Happy Family: If both Cham and Jennifer Ashland are allies, Focus becomes 2.

Inventory:
$0
0 Clues
Enchant Weapon: 0 Casting Mod, 1 San cost. Cast and Exhaust to make one Physical Weapon a Magical Weapon for this combat.
Find Gate: -1 Casting Mod, 1 San cost. Cast and Exhaust to return to Arkham from Another World.
Cham: Awesome Little Cat Ally. Exhaust for a +2 bonus to any check.
Shotgun: 2h Weapon, +4 combat, 6s count double

Trophies
Witch - 1 toughness
Unknown Kadath - Gate Trophy

Quest Status:

Pass: 0/4 tokens on this card.
Fail: Cham is still an ally.

------------------------------

Shift FIght/Will back to 3/3, move to Arkham Asylum to spend my last $2 for electroshock. Whee~

If Niniel passes me in the streets at all, I will trade anything of hers I have that she wants back to her. Though I would like to keep the shotgun if I could. Or at least swap it for the spear.

EDIT: Oh yeah, should roll for Nightmares, shouldn't I? Aaaaand fail. Bummer.

> oh yeah, i should roll for the Nultros nightmare check
> That happens before re-focus, right?
<Yakumo> I believe so.
> Alrighty
> Hmm, does that also happen before Cham refreshes from the last round of the Nultros fight?
> I don't have any other rolls to make this round, so would like to use that bonus if I can
<El-Undeadeon> I can just focus to get the gun reloaded anyway. Want need it this turn.
<El-Undeadeon> *won't
> well, I'll just roll 1d6 first, then another 2d6 if Cham is refreshed in time for it
> roll 1d6 Nultros nightmare check
* Hatbot --> "Gatewalker rolls 1d6 Nultros nightmare check and gets 4." [1d6=4]
> roll 2d6 in case Cham counts
* Hatbot --> "Gatewalker rolls 2d6 in case Cham counts and gets 6." [2d6=2, 4]
> does not even matter
« Last Edit: February 21, 2010, 01:22:20 AM by Gatewalker »
<%Laggy> we're open minded individuals here
<+RandomKesaranPasaran> are we
<%Laggy> no not really.

<Tide|NukicommentatoroptionforF> Hatbot is a pacifist

Shale

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Re: Strangers From Another World (Arkham Game)
« Reply #92 on: February 20, 2010, 06:57:54 PM »
Niniel, the Tattooed Lady

Sanity: 4/4
Stamina: 3/6

Focus: 2

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

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

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

Attack From The Shadows: Once per turn, after a successful evade check in the streets, make a combat check. If it succeeds, claim the monster you just evaded as a trophy. If it fails, nothing happens. Either way, continue the turn as normal.

Inventory:
$2
6 Clues
Lore: +1 Lore stat, clue tokens spent to add to a Lore check add two dice each
Bravery: Exhaust to reroll a horror check
Spear: Two-handed physical weapon, +3 to combat checks. Exhaust for a +2 bonus to one evade check.
Cross: +1 to horror checks. Acts as a +3 one-handed magical weapon against undead.
Dark Cloak: +1 to Evade checks.

6 Toughness worth of monster trophies (Skeleton, Cultist, Nightgaunt, Zombie)

Quest Status:

Pass: 1/4 monsters killed with Attack From The Shadows.
Fail: Terror Level at 0

In that case, I'll move to the Science Building for a clue, passing Harkan in the streets and taking back my cross and cloak.
"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: Strangers From Another World (Arkham Game)
« Reply #93 on: February 21, 2010, 01:04:50 AM »
Hunter Sopko

Sanity 2/5
Stamina 3/5

Focus: 2

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

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

Lore: [1] 2 3 4
Luck: [5] 4 3 2 (+1)

Diehard: Other than during the battle with the Ancient One, if at any time Hunter's Sanity or Stamina are reduced to zero, he may make a Luck (-2) check.  On a success, he gains 1 of the appropriate stat.

Untrustworthy: Hunter must get double the number of successes needed to get or keep an ally.


Inventory:

1 Clue Token

Dragon's Eye - Exhaust and lose 1 Sanity after drawing a gate or location card to draw a new card in its place.
Persuade - +1 Will, once per Will check, you may reroll all dice showing a result of 1.
Listen - +1 Luck, Once per Luck check, you may reroll all dice showing a result of 1.
2 toughness in monster trophies(Formless Spawn)


Personal Story: Passed!  Can use Diehard in the battle against the Great Old One, instead rolling to prevent himself from being devoured.
------------
Going to head back over to Kingsport, ending turn in the Central Hill Streets due to 4 speed.  Picking up my Dragon's Eye from Arianna on the way by and handing her my Yithian Rifle.  Reminder to Cid that it's currently exhausted.  Also, I passed the Nultros check.  Eventually.

[20:03] <Yakumo> Also, anyone around to see if I can pass the Nultros check?
[20:03] <+MishaArsellecLune> Witness.
[20:04] <Yakumo> d6
[20:04] * Hatbot --> "Yakumo rolls d6 and gets 4." [d6=4]
[20:04] <Yakumo> Yeah figured. >_>
[20:04] <+MishaArsellecLune> Nope.

[20:27] <+MishaArsellecLune> Hm.
[20:27] <+MishaArsellecLune> Will check is after focus.
[20:27] <+MishaArsellecLune> [Thursday 11 February 2010] [10:55:43] <Soppy-ElectricGrenadier> And apparantly not. So I would have to say it occurs at the same time you would roll upkeep for Retainers and stuff, so that would be after Focus?
[20:27] <+MishaArsellecLune> And I'd rather stop terror increases if at all possible, I fail my PS at 3.
[20:27] <Yakumo> Is it?  Then I get one more die.
[20:27] <Yakumo> d6
[20:27] * Hatbot --> "Yakumo rolls d6 and gets 5." [d6=5]
« Last Edit: February 21, 2010, 01:30:28 AM by Yakumo »

Strago

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Re: Strangers From Another World (Arkham Game)
« Reply #94 on: February 21, 2010, 06:44:32 AM »
Norman will move to the Downtown Streets in preparation for jumping into that gate to the Underworld, I suppose.

Sierra

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Re: Strangers From Another World (Arkham Game)
« Reply #95 on: February 21, 2010, 11:07:12 PM »
Arianna Lanathan

Sanity: 1/3
Stamina: 6/7

Focus: 1

Speed: 1 2 3 [4]
Sneak: 3 2 1 [0]

Fight: 2 3 4 [5]
Will: 6 5 4 [3]

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

Pillar of the World: Cannot be devoured except in combat with the ancient one. If devoured in other circumstances, delayed instead and acquires 1 clue token.

Inventory:

$2
5 clue tokens
Massa di Requiem per Shuggay (unique item, exhaust and spend 4 movement points to make a Will check at -2/discard on success and the ancient one awakens, $4)
Flare Gun (common item, discard while in a street area to move all monsters in the sky to that location, $2)
Credit Rating (skill, exhaust instead of spending $2)
Whiskey (common item, discard to reduce sanity loss by 1, $1)
Kerosene (physical weapon, exhaust before making combat check to add +4 to check/spend $1 during upkeep to refresh, 1H, $2)
Yithian Rifle (magical weapon, exhaust before making a combat check to add +6 to check/spend all focus to refresh, 2H, $6)

Personal story:

Pass: Gain 3 clue tokens via Pillar of the World (effect: immediately gain 4 clue tokens, Pillar of the World no longer grants clue tokens)
Fail: Another investigator is devoured (effect: gain 1 madness card)

Trophies:

Cultist (1 toughness)

~

Arianna goes to the asylum and exhausts Credit Rating to heal mental trauma.

Strago

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Re: Strangers From Another World (Arkham Game)
« Reply #96 on: February 22, 2010, 02:50:25 AM »
Change of plans. Norman's going to man up, grab Find Gate back from Niniel, and enter R'yleh.


Norman Withers, the Astronomer

- Stats -

Sanity 4/4
Stamina 1/4

In the Stars - Any Phase: Whenever Norman closes or seals a gate, he may choose any dimensional symbol other
than the moon. The gate is considered to have that dimensional symbol instead of its normal dimensional symbol
for purposes of removing monsters from the board.

- Skills (Focus: 2) -

Speed  0 1 2 [3]
Sneak  4 3 2 [1]

Fight  0 1 2 [3]
Will   4 3 2 [1]

Lore  2 3 4 [5]
Luck  5 4 3 [2] (+1)

- Inventory -

$1
0 Clue Tokens

1 Monster Trophy (Witch)
1 Gate Trophy (Yuggoth)

Luck (+1 Luck, when spending a Clue token on a Luck check add one extra die)

Voice of Ra (casting mod -1, san cost 1, cast and exhaust to gain +1 to all skill checks for the turn)
Find Gate (casting mod -1, san cost 1, Cast and exhaust to immediately return to Arkham from an Other World.)

Yithian Rifle (magical weapon, 2 hands, exhaust to gain +6 to combat check, spend all Focus to refresh)
.45 Automatic (physical weapon, 1 hand, +4 to combat checks)
Whiskey (discard to reduce any Sanity loss by 1)
Enchanted Jewelery (Put 1 Stamina token from the bank on Enchanted Jewelry to avoid losing 1 Stamina. If there are 3 Stamina tokens on it, discard Enchanted Jewelry.)
Crystal of the Elder Things (Place 1 Sanity token from the bank on Crystal of the Elder Things to avoid paying the entire Sanity cost of a spell you are casting. If there are 3 Sanity tokens on it, discard Crystal of the Elder Things.)

- Personal Story -

Pass: If the Ancient One awakens, roll 4 dice and remove 1 Doom Token for each success. [1/3 Gate Trophies]
Fail: Norman's Focus is reduced to 1. [Not yet Lost in Time and Space]

Talaysen

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Re: Strangers From Another World (Arkham Game)
« Reply #97 on: February 22, 2010, 03:13:18 AM »
Keith Chiemi

Location: Unvisited Isle

Stats
Sanity: 2 / 2
Stamina: 3 / 6

Speed: 3 4 [5] 6
Sneak: 3 2 [1] 0

Fight: 3 [4] 5 6
Will: 4 [3] 2 1

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

Focus: 2

Unique Abilities
TAKE THE SHOT! - Any phase: With any 2-handed weapon equipped, Keith does 2 successes on a 6.

Unique Fighting Style - Any phase: Keith cannot give weapons to or receive weapons from any investigator.

Inventory
1 Clue token

Common Items
.18 Derringer - Type: Physical weapon / Bonus: +2 Combat check / .18 Derringer cannot be lost or stolen unless you choose to allow it. / Hands: 1 / Price: $3
Cavalry Saber - Type: Physical weapon / Bonus: +2 Combat check / Hands: 1 / Price: $3

Unique Items

Skills
Marksman - Any Phase: Exhaust to re-roll a Combat check.

Spells

Gate Trophies
R'lyeh

Personal Story
Pass- Be devoured.
Effect- Loses all money, equipment, gate trophies, and monster trophies not on his fixed possessions list, as well as all penalties such as Cursed, Injury, Madness, or lowered stats. Place him back on his Home Location and draw Enchanted Crossbow. If that is already in play, search the common items stack and draw the first two handed weapon from the bottom of the deck that is not discard after use.

Fail- The Terror Level reaches 3 or above.
Effect- Gain 1 Tabloid Paper

Current Action
Heading to Unvisited Isle, picking up the clue.

Hunter Sopko

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Re: Strangers From Another World (Arkham Game)
« Reply #98 on: February 24, 2010, 02:43:45 AM »
Sorry for the delay in the Encounters Phase

Arkham
Keith- Unvisited Isle
Looking across the clearing, you spy another shadowy figure watching the same malefactors you have your eye on. Although your surveillance proves fruitless, you later meet your counterpart on the beach. Pass a Sneak (-1) check to take John Legrasse's Ally card, or, if it's not available, to increase your Sanity and Stamina to their maximum values. (John Legrasse's card is not availible)

Niniel- Science Building
The science professor beckons you into his office. He points at a strange device on his workbench. "Want to try it out?" Pass a Luck (-2) check to return all monsters in the Sky and the Outskirts to the monster cup. You may choose one of them to keep as a monster trophy.

Hunter- Central Hill Streets
This place looks familiar...

Harkan- Arkham Asylum
Ohay Aria!

Arianna- Arkham Asylum
Ohay Harkan!

Other World
Norman- R'lyeh (Yellow Expansion Encounter!)
From out of nowhere, you feel new information forcing it's way into your mind. Gain 1 Skill, but pass a Will (+0) check to keep your mind from running wild. If you fail, lose 1 Sanity.

Your skill is Luck.

Talaysen

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Re: Strangers From Another World (Arkham Game)
« Reply #99 on: February 24, 2010, 02:53:15 AM »
Keith Chiemi

Location: Unvisited Isle

Stats
Sanity: 2 / 2
Stamina: 3 / 6

Speed: 3 4 [5] 6
Sneak: 3 2 [1] 0

Fight: 3 [4] 5 6
Will: 4 [3] 2 1

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

Focus: 2

Unique Abilities
TAKE THE SHOT! - Any phase: With any 2-handed weapon equipped, Keith does 2 successes on a 6.

Unique Fighting Style - Any phase: Keith cannot give weapons to or receive weapons from any investigator.

Inventory
1 Clue token

Common Items
.18 Derringer - Type: Physical weapon / Bonus: +2 Combat check / .18 Derringer cannot be lost or stolen unless you choose to allow it. / Hands: 1 / Price: $3
Cavalry Saber - Type: Physical weapon / Bonus: +2 Combat check / Hands: 1 / Price: $3

Unique Items

Skills
Marksman - Any Phase: Exhaust to re-roll a Combat check.

Spells

Gate Trophies
R'lyeh

Personal Story
Pass- Be devoured.
Effect- Loses all money, equipment, gate trophies, and monster trophies not on his fixed possessions list, as well as all penalties such as Cursed, Injury, Madness, or lowered stats. Place him back on his Home Location and draw Enchanted Crossbow. If that is already in play, search the common items stack and draw the first two handed weapon from the bottom of the deck that is not discard after use.

Fail- The Terror Level reaches 3 or above.
Effect- Gain 1 Tabloid Paper

Current Action
[20:51] <MishaArsellecLune> roll 0d6 to get stamina back
[20:51] * Hatbot --> "MishaArsellecLune rolls 0d6 to get stamina back and gets Error: Number of dice must be greater than 0."
[20:51] <MishaArsellecLune> aww