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RPGDL Games => Forum Games => Topic started by: Yakumo on January 02, 2012, 02:12:17 AM

Title: The dead have shambled back to their graves in Arkham.
Post by: Yakumo on January 02, 2012, 02:12:17 AM
(http://i.imgur.com/jAjY3.jpg)

First player bolded as usual.

AndrewRogue - Mandy Thompson
Random Consonant - Roland Banks
Talaysen - "Skids" O'Toole
Nitori - Trish Scarborough


Environment:  Blood Magic(Mystic) - Investigators who end their movement in the Rivertown streets may choose to delve into dark mysteries using their life force.  They roll dice equal to their current Stamina, and for every failed die, they lose 1 Stamina.  If this reduces them to 0 Stamina, they are Devoured and the player must start a new character.  Otherwise, they gain 3 Clue tokens.

Rumor: The Unraveling Tapestry(2 Clues)
Ongoing effect - Each time a gate opens, discard a Clue token from this rumor.  Each time an investigator casts a spell, add a Clue token to this rumor.
Pass - When there are 6 Clue tokens on this rumor, return it to the box and each investigator gains 1 Spell.
Fail - When there are 0 Clue tokens on this rumor, return it to the box and each investigator loses 2 Sanity.
Title: Re: The dead are walking in Arkham...(Setting up, don't post!)
Post by: Yakumo on January 02, 2012, 02:15:02 AM
Monsters:

(http://www.arkhamhorrorwiki.com/wiki/images/Chthonian.png)(http://www.arkhamhorrorwiki.com/wiki/images/ChthonianBack.png)(http://www.arkhamhorrorwiki.com/wiki/images/FlyingPolyp.png)(http://www.arkhamhorrorwiki.com/wiki/images/FlyingPolypBack.png): French Hill Streets

(http://www.arkhamhorrorwiki.com/wiki/images/Ghost.png)(http://www.arkhamhorrorwiki.com/wiki/images/GhostBack.png): Black Cave

(http://www.arkhamhorrorwiki.com/wiki/images/Shoggoth.png)(http://www.arkhamhorrorwiki.com/wiki/images/ShoggothBack.png): Science Building


Gates:

(http://i.imgur.com/Sc9Ng.gif): Hibb's Roadhouse - Devouring Gate.  An investigator in the same location as this gate when it opens is Devoured.

(http://i.imgur.com/LMj10.gif): Black Cave - Gate of Madness.  If an investigator fails an attempt to close this gate, they lose 1 sanity.

(http://i.imgur.com/v2GX9.gif): Graveyard

(http://i.imgur.com/dhJVJ.gif): Science Building
Title: Re: The dead are walking in Arkham...(Setting up, don't post!)
Post by: Yakumo on January 02, 2012, 02:17:33 AM
(http://www.arkhamhorrorwiki.com/wiki/images/Glaaki2.png)

Doom Track: 8/12
Open Gates: 4/7
Monster Limit: 4/7
Outskirts: 0/4
Terror Level: 1/10

(http://i.imgur.com/YtOGb.jpg)
Title: Re: The dead are walking in Arkham...(Setting up, don't post!)
Post by: Yakumo on January 02, 2012, 02:18:22 AM
Arkham Locations

Bank of Arkham
Bank Loan: Instead of having an encounter here, you may take out a Bank Loan if you don't have one yet.

Arkham Asylum
Psychiatric Care: Instead of having an encounter here, you may recover sanity by receiving psychiatric care. You may either regain 1 Sanity for free, or pay $2 to restore your Sanity to its maximum value.

Curiositie Shoppe
Shop: Instead of having an encounter here, you may draw 3 Unique Items and purchase one of them for its list price. Discard the other two items.

Police Station
Deputized: Instead of having an encounter here, you may spend 10 toughness worth of monster trophies, 2 gate trophies, or 5 toughness worth of monster trophies and 1 gate trophy to become the Deputy of Arkham. Take the Deputy of Arkham card.

General Store
Shop: Instead of having an encounter here, you may draw 3 Common Items and purchase one of them for its list price. Discard the other two items.

Science Building
Dissection: Instead of having an encounter here, you may spend 5 toughness worth of monster trophies or 1 gate trophy to gain 2 clue tokens.

Administration
Classes: Instead of having an encounter here, you may pay $8 to draw 2 Skills. Keep one of them and discard the other.

Silver Twilight Lodge
Inner Sanctum: If you have a Silver Twilight Membership, then you look at the Inner Sanctum entry when having encounters here.

St. Mary's Hospital
Medical Care: Instead of having an encounter here, you may recover Stamina by receiving medical care. You may either regain 1 Stamina for free, or pay $2 to restore your Stamina to its maximum value.

Ma's Boarding House
Recruit:Instead of having an encounter here, you may spend 10 toughness worth of monster trophies, 2 gate trophies, or 5 toughness worth of monster trophies and 1 gate trophy to take any 1 Ally of your choice from the Ally deck.

Ye Olde Magick Shoppe
Magic Lessons: Instead of having an encounter here, you may pay $5 to draw 2 Spells. Keep one of them and discard the other.

South Church
Blessing: Instead of having an encounter here, you may spend 5 toughness worth of monster trophies or 1 gate trophy to have any investigator you choose be Blessed.

River Docks
Shady Character: Instead of having an encounter here, you may spend 5 toughness worth of monster trophies or 1 gate trophy to gain $5.
Title: Re: The dead are walking in Arkham...(Setting up, don't post!)
Post by: Yakumo on January 02, 2012, 02:22:37 AM
The Chill of the Grave
Environment: Mystic

All undead monsters have their toughness increased by 1.

A gate to The Abyss opens at the Unvisited Isle, devouring a clue and spawning a Fire Vampire.  A clue appears at the Science Building.

No monsters move.

The new year is beginning in Arkham, but the seasonal chill seems a bit different than usual, as if it isn't content to chill the body but reaches into your very soul.  There have been rumors that several graves have been disturbed.  Even more disquieting are the people who claim they've seen the dead walking, though that story has been laughed off so far.  The laughter has a nervous tinge, however, and something doesn't feel right...
Title: Re: The dead are walking in Arkham...(Turn 1)
Post by: AndrewRogue on January 02, 2012, 03:25:43 AM
Mandy Thompson

Stamina: 5/5
Sanity: 5/5

Speed/Sneak: 4/2
Fight/Will: 2/3
Lore/Luck: 2/2

$6, 4 Clue Tokens, Tommy Gun, Whiskey, Ancient Tablet, Stealth

Go to Science Building. Acquire 2 Clues.

Don't want to gate without 5 clues at least!
Title: Re: The dead are walking in Arkham...(Turn 1)
Post by: Nitori on January 02, 2012, 03:41:38 AM
Trish Scarborough

Sanity: 5/6
Stamina: 4/4

Fight/Sneak: (1/3) 2/4 3/5 4/6
Lore/Will: 2/1 3/2 (4/3) 5/4
Speed/Luck: 1/0 2/1 3/2 (4/3)

$4
6 clue tokens

If you or your partner are in the same neighborhood, either of you may exhaust this card before making a check to gain +1 on that check. If the Ancient One has awakened, this card may not be used. - Skids

After the initial setup, any time either you or your partner gains an Ally (from any game effect other than this card), the other draws an Ally at random from the Ally deck. If he currently has no Allies, he keeps it. If he does have one or more Allies, he keeps it and then chooses one of his Allies to reshuffle back into the Ally deck. - Mandy


Lucky Cigarette Case - Any: Discard Lucky Cigarette Case to re-roll any one Skill check.
Dynamite - Type: Physical weapon, Bonus: +8 Combat check (Discard after use), Hands: 2
Fine Clothing - Bonus: +1 to all skill checks during Arkham encounters. Discard Fine Clothing when you lose any amount of Stamina.

Cultes des Goules - Movement: Exhaust and spend 2 movement points to make a Lore (-2) check. If you pass, draw 1 Spell and gain 1 Clue token, but lose 2 Sanity and discard Cultes Des Goules. If you fail, nothing happens.
The King in Yellow - Movement: Exhaust and spend 2 movement points to make a Lore (-2) check. If you pass, gain 4 Clue tokens, lose 1 Sanity and discard The King in Yellow. If you fail nothing happens.

Bravery - Any Phase: Exhaust to re-roll a Horror check.

Read KiY, move to Shoppe, have normal encounter

[23:44] <+TacoMacArthur> actually wait reading is movement
[23:44] <+TacoMacArthur> let's go big
[23:44] <+TacoMacArthur> 4 lore, kiy is lore -2
[23:45] <+TacoMacArthur> 2d6
[23:45] * +Hatbot --> "TacoMacArthur rolls 2d6 and gets 10."12 [2d6=4, 6]
Title: Re: The dead are walking in Arkham...(Turn 1)
Post by: Random Consonant on January 02, 2012, 03:42:42 AM
Roland Banks, FBI

Location: Hibb's Roadhouse

Abilities:

Intuitive - Upkeep Phase - If Roland has fewer than 2 clue tokens, he gains one clue token.

Expense Account - Upkeep Phase - If Roland has less than $2, he gains $1.

Stats:

Sanity - 4/4
Stamina - 6/6

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

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

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

Focus: 3

Allies:
John Legrasse (+2 Will, can trophify monsters with the Endless ability.)

Skills:
Will (+1 Will, add an additional die to clue tokens spent on Will checks.)

Inventory:
$3
3 clue tokens
Bullwhip (1H Weapon, +1 Physical combat, exhaust to reroll one die on a combat check, $2.)
Zanthu Tablets (Tome, exhause and spend 2 movement points to make a Lore -2 check, on a success, draw five spells and keep one, then discard.  On failure, lose one sanity, $7.)

Relationships:
Friendly Rivals ["Skids"] (The investigator with fewer monster trophies gains +1 on Combat checks, the investigator with fewer gate trophies gains +1 on Fight/Lore checks made to close gates.  There is no effect in case of ties.)
Buisness Associates [Mandy] (Whenever you or your partner gains at least $1 from any effect other than this card, the other gains $1.)

Personal Story:
Pass: Possess five clue tokens (3/5)
Fail: Roland is arrested or driven insane

Moving to Hibb's Roadhouse and grabbing the clue there.
Title: Re: The dead are walking in Arkham...(Turn 1)
Post by: Talaysen on January 02, 2012, 05:07:34 PM
"Skids" O'Toole

Location: Historical Society

Stats
Sanity: 3 / 3
Stamina: 7 / 7

Speed: 0 1 [2] 3
Sneak: 5 4 [3] 2 (+1)

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

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

Focus: 2

Unique Abilities
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.

Inventory
$5
4 Clue Tokens

Common Items
Axe - Type: Physical weapon / Bonus: +2 Combat check (+3 instead if your other hand is empty) / Hands: 1 / Price: $3
Motorcycle (Exhausted) - Movement: Exhaust to get 2 extra movement points. / Price: $4
King James Bible (Exhausted) - Type: Tome / Movement: Exhaust and spend 2 movement points to regain 1 Sanity and gain +1 to Horror checks until the end of the turn. / Price: $3

Unique Items

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

Spells

Relationship
Friendly Rivals (with Roland) - Between you and your partner, the investigator with fewer monster trophies gains a +1 on Combat checks, and the investigator with fewer Gate trophies gains a +1 on Fight or Lore checks to close Gates. There is no effect in the case of ties.

The Best of Friends (from Trish) - If you or your partner are in the same neighborhood, either of you may exhaust this card before making a check to gain +1 on that check. If the Ancient One has awakened, this card may not be used.

Personal Story
Pass - Gain 5 clue tokens. (1 / 5)
Effect - +1 Lore and draw a spell.  +1 maximum Sanity

Fail - Less than 3 clue tokens on the board. (7 / 2)
Effect - Remove remaining clue tokens on the board.

Current Action
Exhaust Motorcycle and King James Bible.  Move to Historical Society and grab the clue.
Title: Re: The dead are walking in Arkham...(Turn 1)
Post by: Yakumo on January 02, 2012, 06:15:14 PM
Arkham Encounters

Mandy Thompson - Baffled scientists show you a wax cylinder which has apparently recorded the voices of people in the future, warning of what is to come.  Make a Lore(-2) check.  If you pass, you may look at the top three cards of the Mythos deck and then return them to the top of the deck in any order you choose.

Roland Banks - A stranger buys you a drink.  You may search the common item deck for a whiskey (http://www.arkhamhorrorwiki.com/Whiskey) card and take it.

"Skids" O'Toole - "After my husband passed away, I thought the Society would be interested in his documents.  He was very influential in Arkham."  Make a Luck(-2) check to see if the curator recognizes their arcane significance.  If you pass, gain 1 Spell as the Society passes these papers off to you.

Trish Scarborough - You weed through piles of junk looking for something useful.  Make a Luck(-1) check to see what you find.  If you pass, your search has resulted in success.  You may look at the top cards of both the Common and Unique Items decks.  You may purchase one, both, or neither at list price.  If you fail, there is little of interest here, but you may look at the top card of the Common Item deck and purchase it for its list price.
Title: Re: The dead are walking in Arkham...(Turn 1 Encounters)
Post by: Nitori on January 02, 2012, 06:22:26 PM
[14:21] <TacoMacArthur> 3 luck, luck -1, +1 from FINE CLOTHING
[14:21] <TacoMacArthur> 3d6
[14:21] * +Hatbot --> "TacoMacArthur rolls 3d6 and gets 10."12 [3d6=3, 6, 1]
[14:21] <TacoMacArthur> I live
Title: Re: The dead are walking in Arkham...(Turn 1 Encounters)
Post by: Talaysen on January 02, 2012, 06:30:25 PM
"Skids" O'Toole

Location: Historical Society

Stats
Sanity: 3 / 3
Stamina: 7 / 7

Speed: 0 1 [2] 3
Sneak: 5 4 [3] 2 (+1)

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

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

Focus: 2

Unique Abilities
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.

Inventory
$5
4 Clue Tokens

Common Items
Axe - Type: Physical weapon / Bonus: +2 Combat check (+3 instead if your other hand is empty) / Hands: 1 / Price: $3
Motorcycle (Exhausted) - Movement: Exhaust to get 2 extra movement points. / Price: $4
King James Bible (Exhausted) - Type: Tome / Movement: Exhaust and spend 2 movement points to regain 1 Sanity and gain +1 to Horror checks until the end of the turn. / Price: $3

Unique Items

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

Spells
Voice of Ra - Casting Modifier: -1 / Sanity Cost: 1 / Upkeep Phase: You may cast and exhaust to gain +1 to all skill checks for the rest of this turn.

Relationship
Friendly Rivals (with Roland) - Between you and your partner, the investigator with fewer monster trophies gains a +1 on Combat checks, and the investigator with fewer Gate trophies gains a +1 on Fight or Lore checks to close Gates. There is no effect in the case of ties.

The Best of Friends (from Trish) - If you or your partner are in the same neighborhood, either of you may exhaust this card before making a check to gain +1 on that check. If the Ancient One has awakened, this card may not be used.

Personal Story
Pass - Gain 5 clue tokens. (1 / 5)
Effect - +1 Lore and draw a spell.  +1 maximum Sanity

Fail - Less than 3 clue tokens on the board. (7 / 2)
Effect - Remove remaining clue tokens on the board.

Current Action
[01/02/12 12:26:49] <AliciaFlorence> 2d6
[01/02/12 12:26:51] * Hatbot --> "AliciaFlorence rolls 2d6 and gets 8." [2d6=6, 2]

Voice of Ra get.
Title: Re: The dead are walking in Arkham...(Turn 1 Encounters)
Post by: Yakumo on January 02, 2012, 06:39:08 PM
The top cards of the common and unique item decks are Lantern (http://www.arkhamhorrorwiki.com/Lantern) and Alien Statue (http://www.arkhamhorrorwiki.com/Alien_Statue), for Nitori.
Title: Re: The dead are walking in Arkham...(Turn 1 Encounters)
Post by: Nitori on January 02, 2012, 07:01:54 PM
gonna buy that lantern
Title: Re: The dead are walking in Arkham...(Turn 1 Encounters)
Post by: AndrewRogue on January 03, 2012, 02:20:55 AM
Pass.
Title: Re: The dead are walking in Arkham...(Turn 1 Encounters)
Post by: Yakumo on January 03, 2012, 03:00:47 AM
Double the Trouble
Headline


Two gates open this turn, but no doom tokens are added to the doom track.

A gate opens at The Witch House.  A second gate attempts to open at the Unvisited Isle, causing a monster surge.  A clue appears at the Science Building, going to Mandy, and a second clue appears at the Black Cave.

A Star Spawn and a Cultist are spawned at the Unvisited Isle.  A Dark Young, Formless Spawn, and Chthonian spawn at The Witch House.

All monsters move.  The Star Spawn, Fire Vampire, and Cultist move to the Merchant District streets.  The Formless Spawn moves to the French Hill streets.  The Chthonian causes all investigators to lose one Stamina.

The Reckoning card for this turn in Power Decays.  Each investigator loses 1 Stamina for each Power he has.  No investigators have Power so there is no effect.


[21:33] <+AndrewRogue> Fucking Dominion some days
[21:35] * @Yakumo pulls monsters. Uh. Screwed doesn't sound too far off. >_>
[21:42] <@Yakumo> d6
[21:42] * +Hatbot --> "Yakumo rolls d6 and gets 4." [d6=4]
Title: Re: The dead are walking in Arkham...(Turn 1 Encounters)
Post by: Random Consonant on January 03, 2012, 03:27:26 PM
Roland Banks, FBI

Location: Black Cave

Abilities:

Intuitive - Upkeep Phase - If Roland has fewer than 2 4 clue tokens, he gains one clue token.

Expense Account - Upkeep Phase - If Roland has less than $2, he gains $1.

Stats:

Sanity - 4/4
Stamina - 5/6

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

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

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

Focus: 3

Allies:
John Legrasse (+2 Will, can trophify monsters with the Endless ability.)

Skills:
Will (+1 Will, add an additional die to clue tokens spent on Will checks.)

Inventory:
$3
5 clue tokens
Bullwhip (1H Weapon, +1 Physical combat, exhaust to reroll one die on a combat check, $2.)
Zanthu Tablets (Tome, exhause and spend 2 movement points to make a Lore -2 check, on a success, draw five spells and keep one, then discard.  On failure, lose one sanity, $7.)
Whiskey (Common item, discard to prevent one point of sanity loss, $1.)

Relationships:
Friendly Rivals ["Skids"] (The investigator with fewer monster trophies gains +1 on Combat checks, the investigator with fewer gate trophies gains +1 on Fight/Lore checks made to close gates.  There is no effect in case of ties.)
Buisness Associates [Mandy] (Whenever you or your partner gains at least $1 from any effect other than this card, the other gains $1.)

Personal Story:
Passed.

Trotting over to the Black Cave, grabbing the clues there and passing my PS.
Title: Re: The dead are walking in Arkham...(Turn 1 Encounters)
Post by: Nitori on January 04, 2012, 04:17:09 AM
Trish Scarborough

Sanity: 3/6
Stamina: 3/4

Fight/Sneak: 1/3 2/4 3/5 (4/6)
Lore/Will: 2/1 (3/2) 4/3 5/4
Speed/Luck: 1/0 (2/1) 3/2 4/3

$1
5 clue tokens

If you or your partner are in the same neighborhood, either of you may exhaust this card before making a check to gain +1 on that check. If the Ancient One has awakened, this card may not be used. - Skids

After the initial setup, any time either you or your partner gains an Ally (from any game effect other than this card), the other draws an Ally at random from the Ally deck. If he currently has no Allies, he keeps it. If he does have one or more Allies, he keeps it and then chooses one of his Allies to reshuffle back into the Ally deck. - Mandy

Lucky Cigarette Case - Any: Discard Lucky Cigarette Case to re-roll any one Skill check.
Lantern - Bonus: +1 to Luck checks.

Star Spawn Trophy (3)
Fire Vampire Trophy (1)
Cultist Trophy (1)

Cultes des Goules - Movement: Exhaust and spend 2 movement points to make a Lore (-2) check. If you pass, draw 1 Spell and gain 1 Clue token, but lose 2 Sanity and discard Cultes Des Goules. If you fail, nothing happens.

Bravery - Any Phase: Exhaust to re-roll a Horror check.


moving to merchant district to blow stuff up, used andy's roll


[00:00] <TacoMacArthur> fight to 4, speed to 2, will to 2, blowing up merchant monsters
[00:07] <TacoMacArthur> fighting cultist first, 4 fight + 1 for 5 die to get 2 successes
[00:08] <TacoMacArthur> roll 5d6
[00:08] * +Hatbot --> "TacoMacArthur rolls 5d6 and gets 20."12 [5d6=4, 6, 4, 5, 1]
[00:09] <TacoMacArthur> fighting star spawn next, autofail horror for -2 san, use dynamite, 4 fight + 8 - 3 for 9 die for 3 successes
[00:09] <TacoMacArthur> roll 9d6
[00:09] * +Hatbot --> "TacoMacArthur rolls 9d6 and gets 35."12 [9d6=4, 5, 3, 6, 2, 3, 4, 3, 5]
[00:10] <TacoMacArthur> fighting vampire next, 4 fight - 2 for 2 die for 1 success
[00:10] <TacoMacArthur> roll 2d6
[00:10] * +Hatbot --> "TacoMacArthur rolls 2d6 and gets 8."12 [2d6=4, 4]
[00:10] <TacoMacArthur> well balls
[00:10] <+RogueEffect> Anyone else have important rolls?
[00:11] <+RogueEffect> And do you have any clues?
[00:11] <TacoMacArthur> i have six clues
[00:11] <+RogueEffect> Use 1
[00:11] <+RogueEffect> If it doesn't work, I'll reroll you
[00:11] <TacoMacArthur> oh right that mechanic
[00:11] <TacoMacArthur> burning 1 clue bro
[00:11] <TacoMacArthur> 1d6
[00:11] * +Hatbot --> "TacoMacArthur rolls 1d6 and gets 2."12 [1d6=2]
[00:12] <+RogueEffect> Lemme make sure your win on the board is key
[00:12] <+RogueEffect> Or not. Internet is hating.
[00:12] <TacoMacArthur> if i take a hit i'm sitting on 1 stam with 5 clues with a cthlonian on the board
[00:13] <+RogueEffect> Go ahead. Take my reroll.
[00:13] <TacoMacArthur> cool
[00:13] <TacoMacArthur> i reroll the clue too right
[00:13] <+RogueEffect> Yeaha
[00:13] <+RogueEffect> All dice rolled. That's why I wanted you to use it first
[00:13] <TacoMacArthur> roll 3d6
[00:13] * +Hatbot --> "TacoMacArthur rolls 3d6 and gets 13."12 [3d6=6, 3, 4]
[00:13] <TacoMacArthur> done and done
[00:14] <+RogueEffect> Make sure to note you used my roll
Title: Re: The dead are walking in Arkham...(Turn 1 Encounters)
Post by: Talaysen on January 04, 2012, 07:45:53 AM
"Skids" O'Toole

Location: Woods

Stats
Sanity: 3 / 3
Stamina: 6 / 7

Speed: 0 1 2 [3]
Sneak: 5 4 3 [2] (+1)

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

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

Focus: 2

Unique Abilities
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.

Inventory
$5
5 Clue Tokens

Common Items
Axe - Type: Physical weapon / Bonus: +2 Combat check (+3 instead if your other hand is empty) / Hands: 1 / Price: $3
Motorcycle (Exhausted) - Movement: Exhaust to get 2 extra movement points. / Price: $4
King James Bible (Exhausted) - Type: Tome / Movement: Exhaust and spend 2 movement points to regain 1 Sanity and gain +1 to Horror checks until the end of the turn. / Price: $3

Unique Items

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

Spells
Voice of Ra (Exhausted) - Casting Modifier: -1 / Sanity Cost: 1 / Upkeep Phase: You may cast and exhaust to gain +1 to all skill checks for the rest of this turn.

Relationship
Friendly Rivals (with Roland) - Between you and your partner, the investigator with fewer monster trophies gains a +1 on Combat checks, and the investigator with fewer Gate trophies gains a +1 on Fight or Lore checks to close Gates. There is no effect in the case of ties.

The Best of Friends (from Trish) - If you or your partner are in the same neighborhood, either of you may exhaust this card before making a check to gain +1 on that check. If the Ancient One has awakened, this card may not be used.

Personal Story
Pass - Gain 5 clue tokens. (2 / 5)
Effect - +1 Lore and draw a spell.  +1 maximum Sanity

Fail - Less than 3 clue tokens on the board. (5 / 2)
Effect - Remove remaining clue tokens on the board.

Current Action
Failed to cast Voice of Ra.  Exhaust Motorcycle and King James Bible, then move to Woods and grab the clue there.
Title: Re: The dead are walking in Arkham...(Turn 1 Encounters)
Post by: Random Consonant on January 05, 2012, 06:27:02 AM
[00:48] *Yakumo prods BloodBowlRogue.
[00:49] <Yakumo> It's been over 48 hours. You guys want to pick for him?
[01:01] <RandomConsonant> I vote for gate tossing
[01:12] <Yakumo> Any other thoughts on the matter?
[01:14] <RandomConsonant> Not without looking at how much focus Mandy has first
[01:15] <Yakumo> Mandy's got 2 focus.
[01:17] *RandomConsonant checks stuff, yeah okay, to the abyss, no slider changes I suppose
[01:19] <RandomConsonant> Past that I'd probably inquire as to whether or not anyone wants Mandy's Ancient Tablet, buuut kind of quiet around here so.
[01:19] <RandomConsonant> (not that it likely matters anyways)
[01:23] <Yakumo> Well if you don't mind posting that, I'll work on the update. That's what I was expecting him to do but he never got around to confirming it and I wasn't going to move him arbitrarily. <_<

As noted, moving Mandy to the Unvisited Isle and sending her headlong into the Abyss.
Title: Re: The dead are walking in Arkham...(Turn 1 Encounters)
Post by: Yakumo on January 05, 2012, 06:35:16 AM
Arkham Encounters

Roland Banks - A monster appears!  You are fighting a Zombie.

(http://www.arkhamhorrorwiki.com/wiki/images/Zombie.png)(http://www.arkhamhorrorwiki.com/wiki/images/ZombieBack.png)

"Skids" O'Toole - You notice an odd symbol carved into a tree. It leads you to another tree with a symbol carved into it. Make a Lore (-1) check to follow the path of symbols. If you pass, you discover it leads to an unusual object hidden under a rock. Gain 1 Unique Item. If you fail, lose 1 Stamina as you become increasingly exhausted.


Other World Encounters

Mandy Thompson - What was that?  Lose 1 Sanity.
Title: Re: The dead are walking in Arkham...(Turn 1 Encounters)
Post by: AndrewRogue on January 05, 2012, 03:03:41 PM
Mandy Thompson

Stamina: 5/5
Sanity: 4/5

Speed/Sneak: 4/2
Fight/Will: 2/3
Lore/Luck: 2/2

$6, 4 Clue Tokens, Tommy Gun, Whiskey, Ancient Tablet, Stealth

~Really, 48 hours already? Go figure. Sorry!
Title: Re: The dead are walking in Arkham...(Turn 1 Encounters)
Post by: Random Consonant on January 06, 2012, 12:30:27 AM
Undead is loathed.  Edit: hey look ma I'm an idiot who forgets what the mythos is.

[19:27] <RandomConsonant> Oh hey a Hatbot
[19:27] <RandomConsonant> Zitness for Wombie
[19:28] <AliciaFlorence> zitness
[19:28] <RandomConsonant> roll 4d6 horror
[19:28] <Hatbot> 0x01ACTION --> "RandomConsonant rolls 4d6 horror and gets 21." [4d6=6, 5, 6, 4]
[19:28] <RandomConsonant> roll 4d6 loathing
[19:28] <Hatbot> 0x01ACTION --> "RandomConsonant rolls 4d6 loathing and gets 14." [4d6=3, 6, 4, 1]
[19:33] <TacoMacArthur> i thought undead had +1 toughness
[19:33] <RandomConsonant> oh shit you're right
[19:33] <RandomConsonant> My bad
[19:34] <RandomConsonant> roll 1d6 BULLWHIP
[19:34] <Hatbot> 0x01ACTION --> "RandomConsonant rolls 1d6 BULLWHIP and gets 4." [1d6=4]
[19:34] <RandomConsonant> do i take the hit or do I clue
[19:34] <RandomConsonant> Eh, I'll take the hit
[19:34] <AliciaFlorence> How much is the hit?
[19:35] <RandomConsonant> roll 3d6 let's try this again
[19:35] <RandomConsonant> -2 stam
[19:35] <Hatbot> 0x01ACTION --> "RandomConsonant rolls 3d6 let's try this again and gets 15." [3d6=4, 5, 6]
[19:35] <RandomConsonant> there we go
Title: Re: The dead are walking in Arkham...(Turn 1 Encounters)
Post by: Talaysen on January 06, 2012, 12:40:07 AM
[01/05/12 18:37:51] <AliciaFlorence> I have a Lore check to make.
[01/05/12 18:37:59] <AliciaFlorence> 2d6
[01/05/12 18:38:00] * Hatbot --> "AliciaFlorence rolls 2d6 and gets 2." [2d6=1, 1]
[01/05/12 18:38:08] <RandomConsonant> YESZ
[01/05/12 18:38:25] <RandomConsonant> WEAPONIZE YOUR BAD LUCK
[01/05/12 18:38:50] <AliciaFlorence> Well I get to reroll those.  TIMES TWO
[01/05/12 18:39:06] <AliciaFlorence> 4d6
[01/05/12 18:39:07] * Hatbot --> "AliciaFlorence rolls 4d6 and gets 13." [4d6=5, 5, 2, 1]
Title: Re: The dead are walking in Arkham...(Turn 1 Encounters)
Post by: Yakumo on January 06, 2012, 02:34:14 AM
Andy, the Chthonian 'moved', you should've lost Stamina from that.

Skids gets the Ruby of R'lyeh (http://www.arkhamhorrorwiki.com/Ruby_of_R%27lyeh).
Title: Re: The dead are walking in Arkham...(Turn 1 Encounters)
Post by: Yakumo on January 06, 2012, 03:00:04 AM
A Strange Plague
Environment: Mystic



Investigators cannot gain Stamina except by receiving medical care in St. Mary's Hospital (or from Vincent Lee).

A gate opens at Independence Square, destroying a clue.  A Vampire spawns with the gate.  A clue appears at The Unnameable.

No monsters move.

The reckoning card for this turn is The Body a Temple.  Each investigator with a Soul Pact loses 2 Stamina.  No investigators have a Soul Pact at this time.
Title: Re: The dead are walking in Arkham...(Turn 1 Encounters)
Post by: Random Consonant on January 06, 2012, 03:43:05 AM
Roland Banks, FBI

Location: Merchant District Streets

Abilities:

Intuitive - Upkeep Phase - If Roland has fewer than 24 clue tokens, he gains one clue token.

Expense Account - Upkeep Phase - If Roland has less than $2, he gains $1.

Stats:

Sanity - 4/4
Stamina - 3/6

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

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

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

Focus: 3

Allies:
John Legrasse (+2 Will, can trophify monsters with the Endless ability.)

Skills:
Will (+1 Will, add an additional die to clue tokens spent on Will checks.)

Inventory:
$3
5 clue tokens
1 Monster Trophy (Zombie, total toughness: 1)
Bullwhip (1H Weapon, +1 Physical combat, exhaust to reroll one die on a combat check, $2.)
Wither (1H Spell, 0 sanity cost, 0 casting mod, cast and exhaust to gain +3 Magical combat until the end of the combat.)
Whiskey (Common item, discard to prevent one point of sanity loss, $1.)

Relationships:
Friendly Rivals ["Skids"] (The investigator with fewer monster trophies gains +1 on Combat checks, the investigator with fewer gate trophies gains +1 on Fight/Lore checks made to close gates.  There is no effect in case of ties.)
Buisness Associates [Mandy] (Whenever you or your partner gains at least $1 from any effect other than this card, the other gains $1.)

Personal Story:
Passed.

Reading Zanthu Tablets and moving to the Merchant District Streets.  Edit: Recieved Wither from booc readans.

[22:21] <AliciaFlorence> My odds of getting up 3 more clues any time soon seem pretty slim anyway.
[22:22] <AliciaFlorence> At least I assume I have to gain 5 clues rather than having 5 clues.
[22:23] <RandomConsonant> it's get clues from five seperate instances
[22:24] <AliciaFlorence> Oh, even worse then.
[22:24] <RandomConsonant> Yeeeaaah Skids passing his PS doesn't seem like the sort of thing that is going to happen with just the one map
[22:27] <RandomConsonant> Also fffff vampire
[22:28] <AliciaFlorence> Uh yeah that guy is a douche.
[22:30] <RandomConsonant> Well I'm borderline useless this turn, so let's read!
[22:30] <RandomConsonant> Since I'm pretty sure my odds against the Formless Spawn haven't improved much
[22:31] <TacoMacArthur> if those two clues fall i fail
[22:31] <TacoMacArthur> i'd rather that not happen
[22:32] <RandomConsonant> You really wouldn't
[22:32] <AliciaFlorence> I can A) Go sit at the Science Building and pray for clues or something, B) Try and punch the Formless Spawn out, or C) try to sneak past all that shit over there and jump into the gate at The Witch House.
[22:32] <TacoMacArthur> i'd prefer someone grab those
[22:32] <TacoMacArthur> not me, since i have 5 clues and 6 sneak
[22:32] <TacoMacArthur> i'd like to go do c on that list
[22:33] <RandomConsonant> Yeah if anyone should try to ninja past shit it's Nitori
[22:33] <AliciaFlorence> I can get up to 5 Sneak but 6 is better so sure.
[22:33] <AliciaFlorence> Also if someone is getting those clues then ignore option A.
[22:34] <AliciaFlorence> Replace it with "I could go get those clues" I guess.
[22:35] <RandomConsonant> Well if you're going to grab those clues there then I'd like to get some readin' on
[22:35] <AliciaFlorence> It's an option. I do already have 5.
[22:36] <RandomConsonant> Well I have clue regen if I go below 4 so
[22:36] <AliciaFlorence> True.
[22:37] <RandomConsonant> So, Lore -2 here we go
[22:37] <RandomConsonant> roll 2d6 can i has magic
[22:37] <Hatbot> 0x01ACTION --> "RandomConsonant rolls 2d6 can i has magic and gets 8." [2d6=2, 6]
Title: Re: The dead are walking in Arkham...(Turn 1 Encounters)
Post by: Talaysen on January 06, 2012, 03:50:41 AM
"Skids" O'Toole

Location: The Unnamable

Stats
Sanity: 3 / 3
Stamina: 6 / 7

Speed: 0 1 2 [3]
Sneak: 5 4 3 [2] (+1)

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

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

Focus: 2

Unique Abilities
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.

Inventory
$5
7 Clue Tokens

Common Items
Axe - Type: Physical weapon / Bonus: +2 Combat check (+3 instead if your other hand is empty) / Hands: 1 / Price: $3
Motorcycle  - Movement: Exhaust to get 2 extra movement points. / Price: $4
King James Bible (Exhausted) - Type: Tome / Movement: Exhaust and spend 2 movement points to regain 1 Sanity and gain +1 to Horror checks until the end of the turn. / Price: $3

Unique Items
Ruby of R'lyeh - Movement: You get 3 extra movement points. / Price: $8

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

Spells
Voice of Ra - Casting Modifier: -1 / Sanity Cost: 1 / Upkeep Phase: You may cast and exhaust to gain +1 to all skill checks for the rest of this turn.

Relationship
Friendly Rivals (with Roland) - Between you and your partner, the investigator with fewer monster trophies gains a +1 on Combat checks, and the investigator with fewer Gate trophies gains a +1 on Fight or Lore checks to close Gates. There is no effect in the case of ties.

The Best of Friends (from Trish) - If you or your partner are in the same neighborhood, either of you may exhaust this card before making a check to gain +1 on that check. If the Ancient One has awakened, this card may not be used.

Personal Story
Failed
Effect - Remove remaining clue tokens on the board.

Current Action
Exhausting King James Bible and moving to The Unnamable to grab those clues.  The other clues on the board disappear due to me failing the PS.
Title: Re: The dead are walking in Arkham...(Turn 1 Encounters)
Post by: Nitori on January 07, 2012, 04:02:08 AM
Trish Scarborough

Sanity: 3/6
Stamina: 3/4

Fight/Sneak: 1/3 2/4 3/5 (4/6)
Lore/Will: (2/1) 3/2 4/3 5/4
Speed/Luck: 1/0 2/1 (3/2) 4/3

$1
5 clue tokens

If you or your partner are in the same neighborhood, either of you may exhaust this card before making a check to gain +1 on that check. If the Ancient One has awakened, this card may not be used. - Skids

After the initial setup, any time either you or your partner gains an Ally (from any game effect other than this card), the other draws an Ally at random from the Ally deck. If he currently has no Allies, he keeps it. If he does have one or more Allies, he keeps it and then chooses one of his Allies to reshuffle back into the Ally deck. - Mandy

Lucky Cigarette Case - Any: Discard Lucky Cigarette Case to re-roll any one Skill check.
Lantern - Bonus: +1 to Luck checks.

Star Spawn Trophy (3)
Fire Vampire Trophy (1)
Cultist Trophy (1)

Cultes des Goules - Movement: Exhaust and spend 2 movement points to make a Lore (-2) check. If you pass, draw 1 Spell and gain 1 Clue token, but lose 2 Sanity and discard Cultes Des Goules. If you fail, nothing happens.

Bravery - Any Phase: Exhaust to re-roll a Horror check.

moving to witch house

[23:57] <TacoMacArthur> does anyone live
[23:59] <+AliciaFlorence> Ara ara.
[23:59] <TacoMacArthur> setting sneak to 6, move to 3, going to witch house gate
[00:00] <TacoMacArthur> formless spawn has +0 check, 6 die
[00:00] <TacoMacArthur> 6d6
[00:00] * Hatbot --> "TacoMacArthur rolls 6d6 and gets 17."12 [6d6=6, 3, 3, 2, 1, 2]
[00:00] <TacoMacArthur> dark young has -2 check, 4 dice
[00:00] <TacoMacArthur> 4d6
[00:00] * Hatbot --> "TacoMacArthur rolls 4d6 and gets 13."12 [4d6=6, 2, 1, 4]
[00:00] <TacoMacArthur> cthlonian has +1 check, 7 dice
[00:00] <TacoMacArthur> 7d6
[00:00] * Hatbot --> "TacoMacArthur rolls 7d6 and gets 24."12 [7d6=5, 2, 4, 4, 5, 3, 1]
[00:01] <TacoMacArthur> i'm in a gate
Title: Re: The dead are walking in Arkham...(Turn 1 Encounters)
Post by: Yakumo on January 07, 2012, 04:30:13 AM
Arkham Encounters

"Skids" O'Toole - You notice a glint of light in a crevice.  If you reach in, make a Luck(-1) check.  If you pass, draw 1 Unique Item.  If you fail, you feel a sharp pain as teeth clamp down on your hand.  You manage to pull free, but you lose 2 Stamina and 1 Sanity.


Other World Encounters

Trish Scarborough - Somewhere in this room is something valuable!  Make a Lore(-2) check to find it and draw 1 Unique Item.  If you fail, lose 1 Sanity and 1 Stamina from what you do find.

Mandy Thompson - You are bewildered.  Pass a Lore(-1) check or stay here next turn.



No map update because the image host is failing.
Title: Re: The dead are walking in Arkham...(Turn 1 Encounters)
Post by: Nitori on January 07, 2012, 04:36:47 AM
Trish Scarborough

Sanity: 2/6
Stamina: 2/4

Fight/Sneak: 1/3 2/4 3/5 (4/6)
Lore/Will: (2/1) 3/2 4/3 5/4
Speed/Luck: 1/0 2/1 (3/2) 4/3

$1
5 clue tokens

If you or your partner are in the same neighborhood, either of you may exhaust this card before making a check to gain +1 on that check. If the Ancient One has awakened, this card may not be used. - Skids

After the initial setup, any time either you or your partner gains an Ally (from any game effect other than this card), the other draws an Ally at random from the Ally deck. If he currently has no Allies, he keeps it. If he does have one or more Allies, he keeps it and then chooses one of his Allies to reshuffle back into the Ally deck. - Mandy

Lucky Cigarette Case - Any: Discard Lucky Cigarette Case to re-roll any one Skill check.
Lantern - Bonus: +1 to Luck checks.

Star Spawn Trophy (3)
Fire Vampire Trophy (1)
Cultist Trophy (1)

Cultes des Goules - Movement: Exhaust and spend 2 movement points to make a Lore (-2) check. If you pass, draw 1 Spell and gain 1 Clue token, but lose 2 Sanity and discard Cultes Des Goules. If you fail, nothing happens.

Bravery - Any Phase: Exhaust to re-roll a Horror check.

fuck everything
Title: Re: The dead are walking in Arkham...(Turn 1 Encounters)
Post by: Talaysen on January 07, 2012, 04:52:08 AM
[01/06/12 22:49:17] <RandomConsonant> I vote for going big
[01/06/12 22:51:13] <AliciaFlorence> Okay let's do it.
[01/06/12 22:51:18] <AliciaFlorence> 3d6
[01/06/12 22:51:19] * Hatbot --> "AliciaFlorence rolls 3d6 and gets 8." [3d6=5, 2, 1]
[01/06/12 22:51:26] <AliciaFlorence> success
Title: Re: The dead are walking in Arkham...(Turn 1 Encounters)
Post by: AndrewRogue on January 07, 2012, 06:21:58 AM
Mandy Thompson

Stamina: 4/5
Sanity: 4/5

Speed/Sneak: 4/2
Fight/Will: 2/3
Lore/Luck: 2/2

$6, 5 Clue Tokens, Tommy Gun, Whiskey, Ancient Tablet, Stealth

Personal Story: If 5 gates are prevented from opening by elder signs, pass. If terror reaches 5, fail.

Pass: Immediately close and seal a gate.
Fail: One less open gate is required for the AO to awaken

Trish: After the initial setup, any time either you or your partner gains an Ally (from any game effect other than this card), the other draws an Ally at random from the Ally deck. If he currently has no Allies, he keeps it. If he does have one or more Allies, he keeps it and then chooses one of his Allies to reshuffle back into the Ally deck.

Roland: After the initial setup, any time either you or your partner gains $1 or more (from any game effect other than this card), the other gains $1.

[22:16] <RandomConsonant> mayhaps
[22:17] <AndrewRogue> I appear to need to make a Lore check
[22:18] <AndrewRogue> It is -1 and I have two dices
[22:18] <AndrewRogue> So, that makes it 1 die
[22:18] <AndrewRogue> roll 1d6
[22:18] * Hatbot --> "AndrewRogue rolls 1d6 and gets 4."12 [1d6=4]
[22:18] <AndrewRogue> Son of a...

Clue it up since I have my reroll available.

[22:22] <RandomConsonant> That was last turn
[22:22] <AndrewRogue> That was... last round?
[22:23] <AndrewRogue> Hrm.
[22:23] <AndrewRogue> All right. With that in mind, then
[22:23] <AndrewRogue> Clue
[22:23] <AndrewRogue> roll 1d6
[22:23] * Hatbot --> "AndrewRogue rolls 1d6 and gets 5."12 [1d6=5]
[22:23] <AndrewRogue> Hurrah
Title: Re: The dead are walking in Arkham...(Turn 1 Encounters)
Post by: Yakumo on January 07, 2012, 08:52:18 AM
Vigilante Guards the Night!
Headline




All monsters in the Downtown streets or locations are returned to the cup.  The Vampire is removed from Independence Square.

A gate opens at The Unnameable, and Skids is relocated to the Dreamlands.  He is replaced by a Cultist.  A clue appears at the Woods.

No monsters move.  The moving gate is also stationary.

The Reckoning card for this turn is An Offer You Can't Refuse.  The first player chooses an investigator.  That investigator must take a Dark Pact if able.  If not able, that investigator is devoured.



I mentioned it in chat, but Tal's item from the encounter is an Elder Sign. (http://www.arkhamhorrorwiki.com/Elder_Sign)  As a reminder, the options for Dark Pacts are Bound Ally (http://www.arkhamhorrorwiki.com/Bound_Ally), Blood Pact (http://www.arkhamhorrorwiki.com/Blood_Pact), and Soul Pact. (http://www.arkhamhorrorwiki.com/Soul_Pact)
Title: Re: The dead are walking in Arkham...(Turn 1 Encounters)
Post by: Random Consonant on January 07, 2012, 09:14:14 AM
Roland Banks, FBI

Location: City of the Great Race (1)

Abilities:

Intuitive - Upkeep Phase - If Roland has fewer than 2 4 clue tokens, he gains one clue token.

Expense Account - Upkeep Phase - If Roland has less than $2, he gains $1.

Stats:

Sanity - 4/4
Stamina - 3/6

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

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

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

Focus: 3

Allies:
John Legrasse (+2 Will, can trophify monsters with the Endless ability.)

Skills:
Will (+1 Will, add an additional die to clue tokens spent on Will checks.)

Inventory:
$3
5 clue tokens
1 Monster Trophy (Zombie, total toughness: 1)
Bullwhip (1H Weapon, +1 Physical combat, exhaust to reroll one die on a combat check, $2.)
Wither (1H Spell, 0 sanity cost, 0 casting mod, cast and exhaust to gain +3 Magical combat until the end of the combat.)
Whiskey (Common item, discard to prevent one point of sanity loss, $1.)

Relationships:
Friendly Rivals ["Skids"] (The investigator with fewer monster trophies gains +1 on Combat checks, the investigator with fewer gate trophies gains +1 on Fight/Lore checks made to close gates.  There is no effect in case of ties.)
Buisness Associates [Mandy] (Whenever you or your partner gains at least $1 from any effect other than this card, the other gains $1.)

Personal Story:
Passed.

Going to Independence Square and jumping into a gate.  Preferably the City of the Great Race side.
Title: Re: The dead are walking in Arkham...(Turn 1 Encounters)
Post by: Nitori on January 07, 2012, 02:12:19 PM
Trish Scarborough

Sanity: 2/6
Stamina: 2/4

Fight/Sneak: 1/3 2/4 (3/5) 4/6
Lore/Will: 2/1 (3/2) 4/3 5/4
Speed/Luck: 1/0 2/1 (3/2) 4/3

$1
5 clue tokens

If you or your partner are in the same neighborhood, either of you may exhaust this card before making a check to gain +1 on that check. If the Ancient One has awakened, this card may not be used. - Skids

After the initial setup, any time either you or your partner gains an Ally (from any game effect other than this card), the other draws an Ally at random from the Ally deck. If he currently has no Allies, he keeps it. If he does have one or more Allies, he keeps it and then chooses one of his Allies to reshuffle back into the Ally deck. - Mandy

Blood Pact
Any Phase: While this card is refreshed, any time you would gain any amount of Stamina, you may instead gain that amount of Power.

You may spend a Power token as either a Clue token or as 1 Sanity when you suffer a Sanity loss.

Upkeep: Exhaust Blood Pact and lose X Stamina to gain X Power.

Lucky Cigarette Case - Any: Discard Lucky Cigarette Case to re-roll any one Skill check.
Lantern - Bonus: +1 to Luck checks.

Star Spawn Trophy (3)
Fire Vampire Trophy (1)
Cultist Trophy (1)

Cultes des Goules - Movement: Exhaust and spend 2 movement points to make a Lore (-2) check. If you pass, draw 1 Spell and gain 1 Clue token, but lose 2 Sanity and discard Cultes Des Goules. If you fail, nothing happens.

Bravery - Any Phase: Exhaust to re-roll a Horror check.

pact me bro
Title: Re: The dead are walking in Arkham...(Turn 1 Encounters)
Post by: Talaysen on January 07, 2012, 05:31:04 PM
"Skids" O'Toole

Location: The Dreamlands (1)

Stats
Sanity: 3 / 3
Stamina: 6 / 7

Speed: 0 1 2 [3]
Sneak: 5 4 3 [2] (+1)

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

Focus: 2

Unique Abilities
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.

Inventory
$5
7 Clue Tokens

Common Items
Axe - Type: Physical weapon / Bonus: +2 Combat check (+3 instead if your other hand is empty) / Hands: 1 / Price: $3
Motorcycle  - Movement: Exhaust to get 2 extra movement points. / Price: $4
King James Bible - Type: Tome / Movement: Exhaust and spend 2 movement points to regain 1 Sanity and gain +1 to Horror checks until the end of the turn. / Price: $3

Unique Items
Ruby of R'lyeh - Movement: You get 3 extra movement points. / Price: $8
Elder Sign - Any Phase: When sealing a gate, lose 1 Stamina and 1 Sanity and return this card to the box. You do not need to make a skill check or spend any Clue tokens to seal the gate. In addition, remove one doom token from the Ancient One's doom track. / Price: $5

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

Spells
Voice of Ra - Casting Modifier: -1 / Sanity Cost: 1 / Upkeep Phase: You may cast and exhaust to gain +1 to all skill checks for the rest of this turn.

Relationship
Friendly Rivals (with Roland) - Between you and your partner, the investigator with fewer monster trophies gains a +1 on Combat checks, and the investigator with fewer Gate trophies gains a +1 on Fight or Lore checks to close Gates. There is no effect in the case of ties.

The Best of Friends (from Trish) - If you or your partner are in the same neighborhood, either of you may exhaust this card before making a check to gain +1 on that check. If the Ancient One has awakened, this card may not be used.

Personal Story
Failed
Effect - Remove remaining clue tokens on the board.

Current Action
Slider shifting.
Title: Re: The dead are walking in Arkham...(Turn 1 Encounters)
Post by: Yakumo on January 07, 2012, 10:11:59 PM
Other World Encounters

Trish Scarborough - You are not safe here.  A monster appears!  You are fighting:
(http://www.arkhamhorrorwiki.com/wiki/images/Cultist.png)(http://www.arkhamhorrorwiki.com/wiki/images/CultistBack.png)

Roland Banks - Glancing behind you, you see that the beasts are still chasing you.  Pass a Speed(-1) check or be Lost in Time and Space.

"Skids" O'Toole - Pass a Lore(+0) check to fight off your desire to sleep.  If you fail, you freeze in the night.  You are Lost in Time and Space.  If you succeed, return to Arkham.
Title: Re: The dead are walking in Arkham...(Turn 1 Encounters)
Post by: Nitori on January 07, 2012, 10:25:26 PM
[18:24] <TacoMacArthur> so i have 3 fight, +1 check, 4 dice for 1 success
[18:24] <TacoMacArthur> 4d6
[18:24] * Hatbot --> "TacoMacArthur rolls 4d6 and gets 13."12 [4d6=6, 3, 1, 3]
[18:24] <TacoMacArthur> bazing
Title: Re: The dead are walking in Arkham...(Turn 1 Encounters)
Post by: Random Consonant on January 07, 2012, 10:28:08 PM
fleeeeeeeeeing~

[17:26] <RandomConsonant> oh shit
[17:26] <RandomConsonant> beasts are chasin' me
[17:27] <RandomConsonant> roll 3d6 run run run holy crap
[17:27] <Hatbot> 0x01ACTION --> "RandomConsonant rolls 3d6 run run run holy crap and gets 11." [3d6=3, 5, 3]
Title: Re: The dead are walking in Arkham...(Turn 1 Encounters)
Post by: AndrewRogue on January 07, 2012, 10:31:18 PM
Mandy Thompson

Stamina: 4/5
Sanity: 4/5

Speed/Sneak: 4/2
Fight/Will: 2/3
Lore/Luck: 4/0

$6, 0 Clue Tokens, Tommy Gun, Whiskey, Ancient Tablet, Stealth

Personal Story: If 5 gates (0/5) are prevented from opening by elder signs, pass. If terror reaches 5 (0/5), fail.

Pass: Immediately close and seal a gate.
Fail: One less open gate is required for the AO to awaken

Trish: After the initial setup, any time either you or your partner gains an Ally (from any game effect other than this card), the other draws an Ally at random from the Ally deck. If he currently has no Allies, he keeps it. If he does have one or more Allies, he keeps it and then chooses one of his Allies to reshuffle back into the Ally deck.

Roland: After the initial setup, any time either you or your partner gains $1 or more (from any game effect other than this card), the other gains $1.

[14:29] <AndrewBindingIsaac> And now I close that gate.
[14:29] <AndrewBindingIsaac> roll 4d6
[14:29] * Hatbot --> "AndrewBindingIsaac rolls 4d6 and gets 17."12 [4d6=1, 5, 5, 6]
[14:29] <AndrewBindingIsaac> Spend 5 clues to seal that sumbitch.
Title: Re: The dead are walking in Arkham...(Turn 1 Encounters)
Post by: Talaysen on January 07, 2012, 10:35:54 PM
"Skids" O'Toole

Location: The Unnamable

Stats
Sanity: 3 / 3
Stamina: 6 / 7

Speed: 0 1 2 [3]
Sneak: 5 4 3 [2] (+1)

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

Focus: 2

Unique Abilities
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.

Inventory
$5
6 Clue Tokens

Common Items
Axe - Type: Physical weapon / Bonus: +2 Combat check (+3 instead if your other hand is empty) / Hands: 1 / Price: $3
Motorcycle  - Movement: Exhaust to get 2 extra movement points. / Price: $4
King James Bible - Type: Tome / Movement: Exhaust and spend 2 movement points to regain 1 Sanity and gain +1 to Horror checks until the end of the turn. / Price: $3

Unique Items
Ruby of R'lyeh - Movement: You get 3 extra movement points. / Price: $8
Elder Sign - Any Phase: When sealing a gate, lose 1 Stamina and 1 Sanity and return this card to the box. You do not need to make a skill check or spend any Clue tokens to seal the gate. In addition, remove one doom token from the Ancient One's doom track. / Price: $5

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

Spells
Voice of Ra - Casting Modifier: -1 / Sanity Cost: 1 / Upkeep Phase: You may cast and exhaust to gain +1 to all skill checks for the rest of this turn.

Relationship
Friendly Rivals (with Roland) - Between you and your partner, the investigator with fewer monster trophies gains a +1 on Combat checks, and the investigator with fewer Gate trophies gains a +1 on Fight or Lore checks to close Gates. There is no effect in the case of ties.

The Best of Friends (from Trish) - If you or your partner are in the same neighborhood, either of you may exhaust this card before making a check to gain +1 on that check. If the Ancient One has awakened, this card may not be used.

Personal Story
Failed
Effect - Remove remaining clue tokens on the board.

Current Action
Roll passed but took a clue.

[01/07/12 16:30:19] <AliciaFlorence> I might.
[01/07/12 16:30:27] <AliciaFlorence> I only get one die on this Lore check.
[01/07/12 16:30:49] <AndrewBindingIsaac> I think you are the last encounter, so it is definitely yours.
[01/07/12 16:30:54] <AliciaFlorence> 1d6
[01/07/12 16:30:56] * Hatbot --> "AliciaFlorence rolls 1d6 and gets 2." [1d6=2]
[01/07/12 16:31:00] <RandomConsonant> :/
[01/07/12 16:31:09] <AndrewBindingIsaac> If you have clues to spend
[01/07/12 16:31:12] <RandomConsonant> You have spare cluez
[01/07/12 16:31:13] <AndrewBindingIsaac> Do that first
[01/07/12 16:31:21] <AndrewBindingIsaac> Since my reroll gets them too
[01/07/12 16:31:22] <AliciaFlorence> I have 7, so I'll put a clue on it.
[01/07/12 16:31:31] <AliciaFlorence> d6
[01/07/12 16:31:32] * Hatbot --> "AliciaFlorence rolls d6 and gets 5." [d6=5]
[01/07/12 16:31:36] <AndrewBindingIsaac> Huzzah
[01/07/12 16:31:38] <RandomConsonant> Huzzah
[01/07/12 16:32:17] <AliciaFlorence> Back to Arkham then.
Title: Re: The dead are walking in Arkham...(Turn 1 Encounters)
Post by: Yakumo on January 07, 2012, 11:04:38 PM
Southside Strangler Suspected!
Headline



However, the press is mistaken, and the murders were caused by two monsters that are released into the Southside Streets.

A gate spawns in the Woods, destroying a clue.  A Byakhee is spawned and moves to the sky.  A clue appears at the Historical Society.

No other monsters move.

The mythos spawns a Ghoul and a Witch in the Southside Streets.

The reckoning card for this gate is Power Corrodes.  Each investigator loses 1 Sanity for each Power he has.
Title: Re: The dead are walking in Arkham...(Turn 1 Encounters)
Post by: Talaysen on January 07, 2012, 11:21:33 PM
"Skids" O'Toole

Location: The Unnamable

Stats
Sanity: 3 / 3
Stamina: 6 / 7

Speed: 0 1 2 [3]
Sneak: 5 4 3 [2] (+1)

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

Focus: 2

Unique Abilities
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.

Inventory
$5
6 Clue Tokens
1 Monster Trophy (Cultist, 1 Toughness)

Common Items
Axe - Type: Physical weapon / Bonus: +2 Combat check (+3 instead if your other hand is empty) / Hands: 1 / Price: $3
Motorcycle  - Movement: Exhaust to get 2 extra movement points. / Price: $4
King James Bible (Exhausted) - Type: Tome / Movement: Exhaust and spend 2 movement points to regain 1 Sanity and gain +1 to Horror checks until the end of the turn. / Price: $3

Unique Items
Ruby of R'lyeh - Movement: You get 3 extra movement points. / Price: $8
Elder Sign - Any Phase: When sealing a gate, lose 1 Stamina and 1 Sanity and return this card to the box. You do not need to make a skill check or spend any Clue tokens to seal the gate. In addition, remove one doom token from the Ancient One's doom track. / Price: $5

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

Spells
Voice of Ra (Exhausted) - Casting Modifier: -1 / Sanity Cost: 1 / Upkeep Phase: You may cast and exhaust to gain +1 to all skill checks for the rest of this turn.

Relationship
Friendly Rivals (with Roland) - Between you and your partner, the investigator with fewer monster trophies gains a +1 on Combat checks, and the investigator with fewer Gate trophies gains a +1 on Fight or Lore checks to close Gates. There is no effect in the case of ties.

The Best of Friends (from Trish) - If you or your partner are in the same neighborhood, either of you may exhaust this card before making a check to gain +1 on that check. If the Ancient One has awakened, this card may not be used.

Personal Story
Failed
Effect - Remove remaining clue tokens on the board.

Current Action
Cast Voice of Ra, exhaust King James Value, axeaxeaxeaxe the Cultist.

[01/07/12 17:15:10] <AliciaFlorence> Going to cast Voice of Ra.  3 Lore, -1 check, so 2 dice.
[01/07/12 17:15:18] <AliciaFlorence> 2d6
[01/07/12 17:15:19] * Hatbot --> "AliciaFlorence rolls 2d6 and gets 9." [2d6=4, 5]
[01/07/12 17:16:38] <AliciaFlorence> Exhausting the bible again.  Cultist is at 1 toughness now?
[01/07/12 17:17:23] <Yakumo> Yes, environment changed.
[01/07/12 17:18:08] <AliciaFlorence> Okay I have um 9 dice apparently.
[01/07/12 17:18:15] <AliciaFlorence> 9d6
[01/07/12 17:18:16] * Hatbot --> "AliciaFlorence rolls 9d6 and gets 32." [9d6=5, 5, 3, 5, 1, 1, 3, 5, 4]
[01/07/12 17:18:25] <AliciaFlorence> axeaxeaxeaxe
Title: Re: The dead are walking in Arkham...(Turn 1 Encounters)
Post by: Nitori on January 07, 2012, 11:27:18 PM
Trish Scarborough

Sanity: 2/6
Stamina: 2/4

Fight/Sneak: (1/3) 2/4 3/5 4/6
Lore/Will: 2/1 3/2 4/3 (5/4)
Speed/Luck: 1/0 2/1 (3/2) 4/3

$1
5 clue tokens

If you or your partner are in the same neighborhood, either of you may exhaust this card before making a check to gain +1 on that check. If the Ancient One has awakened, this card may not be used. - Skids

After the initial setup, any time either you or your partner gains an Ally (from any game effect other than this card), the other draws an Ally at random from the Ally deck. If he currently has no Allies, he keeps it. If he does have one or more Allies, he keeps it and then chooses one of his Allies to reshuffle back into the Ally deck. - Mandy

Blood Pact
Any Phase: While this card is refreshed, any time you would gain any amount of Stamina, you may instead gain that amount of Power.

You may spend a Power token as either a Clue token or as 1 Sanity when you suffer a Sanity loss.

Upkeep: Exhaust Blood Pact and lose X Stamina to gain X Power.

Lucky Cigarette Case - Any: Discard Lucky Cigarette Case to re-roll any one Skill check.
Lantern - Bonus: +1 to Luck checks.

Star Spawn Trophy (3)
Fire Vampire Trophy (1)
Cultist Trophy (1)
Cultist Trophy (1)

Cultes des Goules - Movement: Exhaust and spend 2 movement points to make a Lore (-2) check. If you pass, draw 1 Spell and gain 1 Clue token, but lose 2 Sanity and discard Cultes Des Goules. If you fail, nothing happens.

Bravery - Any Phase: Exhaust to re-roll a Horror check.

coming out on independence square

Title: Re: The dead are walking in Arkham...(Turn 1 Encounters)
Post by: Random Consonant on January 07, 2012, 11:33:10 PM
Roland Banks, FBI

Location: City of the Great Race (2)

Abilities:

Intuitive - Upkeep Phase - If Roland has fewer than 2 4 clue tokens, he gains one clue token.

Expense Account - Upkeep Phase - If Roland has less than $2, he gains $1.

Stats:

Sanity - 4/4
Stamina - 3/6

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

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

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

Focus: 3

Allies:
John Legrasse (+2 Will, can trophify monsters with the Endless ability.)

Skills:
Will (+1 Will, add an additional die to clue tokens spent on Will checks.)

Inventory:
$3
5 clue tokens
1 Monster Trophy (Zombie, total toughness: 1)
Bullwhip (1H Weapon, +1 Physical combat, exhaust to reroll one die on a combat check, $2.)
Wither (1H Spell, 0 sanity cost, 0 casting mod, cast and exhaust to gain +3 Magical combat until the end of the combat.)
Whiskey (Common item, discard to prevent one point of sanity loss, $1.)

Relationships:
Friendly Rivals ["Skids"] (The investigator with fewer monster trophies gains +1 on Combat checks, the investigator with fewer gate trophies gains +1 on Fight/Lore checks made to close gates.  There is no effect in case of ties.)
Buisness Associates [Mandy] (Whenever you or your partner gains at least $1 from any effect other than this card, the other gains $1.)

Personal Story:
Passed.

Go go next zone.
Title: Re: The dead are walking in Arkham...(Turn 1 Encounters)
Post by: Yakumo on January 09, 2012, 08:27:53 PM
I am writing this update assuming that Andy did not change his mind about what to do after posting this in chat:

[14:25] <RogueEffect> I could use some clue tokens
[14:26] <RogueEffect> Hrm.
[14:26] <RogueEffect> But I have eenough money to be useful otherwise.
[14:26] <RogueEffect> If no one objects, I'll head to ye olde curiosite shoppe
[14:26] <RogueEffect> And dig for an elder sign.

Arkham Encounters

Mandy Thompson - "What can I do ya fer?"  The shopkeeper has Cultes des Goules (http://www.arkhamhorrorwiki.com/Cultes_des_Goules), Holy Water (http://www.arkhamhorrorwiki.com/Holy_Water), and a Silver Key (http://www.arkhamhorrorwiki.com/Silver_Key) in stock.


Other World Encounters

Roland Banks - Make a Luck(-2) check to make it through the twisted forest.  If you pass, you find $3 worth of precious baubles!  If you fail, you are delayed.
Title: Re: The dead are walking in Arkham...(Turn 1 Encounters)
Post by: Random Consonant on January 09, 2012, 09:55:32 PM
hey look -1 luck, delayed
Title: Re: The dead are walking in Arkham...(Turn 1 Encounters)
Post by: AndrewRogue on January 10, 2012, 01:08:00 AM
Mandy Thompson

Stamina: 4/5
Sanity: 4/5

Speed/Sneak: 4/2
Fight/Will: 2/3
Lore/Luck: 4/0

$2, 0 Clue Tokens, Tommy Gun, Whiskey, Ancient Tablet, Stealth, Silver Key

Personal Story: If 5 gates (0/5) are prevented from opening by elder signs, pass. If terror reaches 5 (0/5), fail.

Pass: Immediately close and seal a gate.
Fail: One less open gate is required for the AO to awaken

Trish: After the initial setup, any time either you or your partner gains an Ally (from any game effect other than this card), the other draws an Ally at random from the Ally deck. If he currently has no Allies, he keeps it. If he does have one or more Allies, he keeps it and then chooses one of his Allies to reshuffle back into the Ally deck.

Roland: After the initial setup, any time either you or your partner gains $1 or more (from any game effect other than this card), the other gains $1.

Buying a Silver Key
Title: Re: The dead are walking in Arkham...(Turn 1 Encounters)
Post by: Talaysen on January 10, 2012, 04:23:28 PM
"Skids" O'Toole

Location: The Unnamable

Stats
Sanity: 3 / 3
Stamina: 6 / 7

Speed: 0 1 2 [3]
Sneak: 5 4 3 [2] (+1)

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

Focus: 2

Unique Abilities
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.

Inventory
$5
1 Clue Tokens
1 Monster Trophy (Cultist, 1 Toughness)
1 Gate Trophy (The Dreamlands)

Common Items
Axe - Type: Physical weapon / Bonus: +2 Combat check (+3 instead if your other hand is empty) / Hands: 1 / Price: $3
Motorcycle  - Movement: Exhaust to get 2 extra movement points. / Price: $4
King James Bible (Exhausted) - Type: Tome / Movement: Exhaust and spend 2 movement points to regain 1 Sanity and gain +1 to Horror checks until the end of the turn. / Price: $3

Unique Items
Ruby of R'lyeh - Movement: You get 3 extra movement points. / Price: $8
Elder Sign - Any Phase: When sealing a gate, lose 1 Stamina and 1 Sanity and return this card to the box. You do not need to make a skill check or spend any Clue tokens to seal the gate. In addition, remove one doom token from the Ancient One's doom track. / Price: $5

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

Spells
Voice of Ra (Exhausted) - Casting Modifier: -1 / Sanity Cost: 1 / Upkeep Phase: You may cast and exhaust to gain +1 to all skill checks for the rest of this turn.

Relationship
Friendly Rivals (with Roland) - Between you and your partner, the investigator with fewer monster trophies gains a +1 on Combat checks, and the investigator with fewer Gate trophies gains a +1 on Fight or Lore checks to close Gates. There is no effect in the case of ties.

The Best of Friends (from Trish) - If you or your partner are in the same neighborhood, either of you may exhaust this card before making a check to gain +1 on that check. If the Ancient One has awakened, this card may not be used.

Personal Story
Failed
Effect - Remove remaining clue tokens on the board.

Current Action
Sealing the gate with clues.

[01/10/12 10:17:59] <AliciaFlorence> poke poke can I close a gate now?
[01/10/12 10:18:07] <RandomConsonant> no
[01/10/12 10:18:15] <AliciaFlorence> :(
[01/10/12 10:19:41] <AliciaFlorence> If I read everything right, it's 5 Fight, +1 check, -1 lurker douche, so 5 dice?
[01/10/12 10:19:50] <RandomConsonant> Sounds right
[01/10/12 10:20:08] <AliciaFlorence> Oh, +1 from Voice of Ra too.
[01/10/12 10:20:23] <AliciaFlorence> 6d6
[01/10/12 10:20:24] * Hatbot --> "AliciaFlorence rolls 6d6 and gets 15." [6d6=3, 2, 1, 1, 5, 3]
[01/10/12 10:20:47] <AliciaFlorence> That was too close but a success is a success.
Title: Re: The dead are walking in Arkham...(Turn 1 Encounters)
Post by: Nitori on January 11, 2012, 01:27:54 AM
Trish Scarborough

Sanity: 2/6
Stamina: 2/4

Fight/Sneak: (1/3) 2/4 3/5 4/6
Lore/Will: 2/1 3/2 4/3 (5/4)
Speed/Luck: 1/0 2/1 (3/2) 4/3

$1

If you or your partner are in the same neighborhood, either of you may exhaust this card before making a check to gain +1 on that check. If the Ancient One has awakened, this card may not be used. - Skids

After the initial setup, any time either you or your partner gains an Ally (from any game effect other than this card), the other draws an Ally at random from the Ally deck. If he currently has no Allies, he keeps it. If he does have one or more Allies, he keeps it and then chooses one of his Allies to reshuffle back into the Ally deck. - Mandy

Blood Pact
Any Phase: While this card is refreshed, any time you would gain any amount of Stamina, you may instead gain that amount of Power.

You may spend a Power token as either a Clue token or as 1 Sanity when you suffer a Sanity loss.

Upkeep: Exhaust Blood Pact and lose X Stamina to gain X Power.

Lucky Cigarette Case - Any: Discard Lucky Cigarette Case to re-roll any one Skill check.
Lantern - Bonus: +1 to Luck checks.

Star Spawn Trophy (3)
Fire Vampire Trophy (1)
Cultist Trophy (1)
Cultist Trophy (1)

1 Gate Trophy (Celeano/Great Race)

Cultes des Goules - Movement: Exhaust and spend 2 movement points to make a Lore (-2) check. If you pass, draw 1 Spell and gain 1 Clue token, but lose 2 Sanity and discard Cultes Des Goules. If you fail, nothing happens.

Bravery - Any Phase: Exhaust to re-roll a Horror check.


closed and sealed

[17:40] <Taco_MacArthur> i probably want andy to live before i try and close this
[17:41] <@Yakumo> Well, you could try it, and then wait for him if it doesn't work?
[17:41] <@Yakumo> Or just wait for him, whatever.
[17:42] <Taco_MacArthur> good idea
[17:43] <Taco_MacArthur> lore is 5, gate mod is -2, and then another -1
[17:43] <Taco_MacArthur> 2d6
[17:43] * Hatbot --> "Taco_MacArthur rolls 2d6 and gets 5."12 [2d6=1, 4]
[17:43] <Taco_MacArthur> time for waiting

[21:24] <BloodBowlRogue> Feel free
[21:24] <BloodBowlRogue> If I'm not around and more of you are, I fully give permission to determine how to use my reroll, as welll
[21:25] <Taco_MacArthur> 2d6 number two
[21:25] * Hatbot --> "Taco_MacArthur rolls 2d6 number two and gets 10."12 [2d6=6, 4]
[21:25] <Taco_MacArthur> signed, sealed, and delivered
Title: Re: The dead are walking in Arkham...(Turn 1 Encounters)
Post by: Yakumo on January 12, 2012, 02:54:14 AM
Family Found Butchered!
Headline



The terror level increases by 1 in light of this tragic news.

A gate opens at the Graveyard, spawning a High Priest.  A clue appears at the Unvisited Isle.

Plus monsters move on black, the High Priest moves to the Rivertown Streets.

Professor Armitage has left town due to the terror level increase.

The first Reckoning card for this gate is Uncertain Future, which causes the discard pile to be shuffled into the Reckoning deck and a new card drawn.  The second Reckoning card is Dark Reward.  Each investigator with a Dark Pact gains 1 Power per Dark Pact he has.
Title: Re: The dead are walking in Arkham...(Turn 1 Encounters)
Post by: Random Consonant on January 12, 2012, 03:41:11 AM
Roland Banks, FBI

Location: City of the Great Race (2)

Abilities:

Intuitive - Upkeep Phase - If Roland has fewer than 2 4 clue tokens, he gains one clue token.

Expense Account - Upkeep Phase - If Roland has less than $2, he gains $1.

Stats:

Sanity - 4/4
Stamina - 3/6

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

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

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

Focus: 3

Allies:
John Legrasse (+2 Will, can trophify monsters with the Endless ability.)

Skills:
Will (+1 Will, add an additional die to clue tokens spent on Will checks.)

Inventory:
$3
5 clue tokens
1 Monster Trophy (Zombie, total toughness: 1)
Bullwhip (1H Weapon, +1 Physical combat, exhaust to reroll one die on a combat check, $2.)
Wither (1H Spell, 0 sanity cost, 0 casting mod, cast and exhaust to gain +3 Magical combat until the end of the combat.)
Whiskey (Common item, discard to prevent one point of sanity loss, $1.)

Relationships:
Friendly Rivals ["Skids"] (The investigator with fewer monster trophies gains +1 on Combat checks, the investigator with fewer gate trophies gains +1 on Fight/Lore checks made to close gates.  There is no effect in case of ties.)
Buisness Associates [Mandy] (Whenever you or your partner gains at least $1 from any effect other than this card, the other gains $1.)

Personal Story:
Passed.

Second verse, same as the first or something.
Title: Re: The dead are walking in Arkham...(Turn 1 Encounters)
Post by: AndrewRogue on January 12, 2012, 06:52:12 AM
Mandy Thompson

Stamina: 4/5
Sanity: 4/5

Speed/Sneak: 4/2
Fight/Will: 3/2
Lore/Luck: 2/2

$2, 0 Clue Tokens, Tommy Gun, Whiskey, Ancient Tablet, Stealth, Silver Key

Personal Story: If 5 gates (0/5) are prevented from opening by elder signs, pass. If terror reaches 5 (1/5), fail.

Pass: Immediately close and seal a gate.
Fail: One less open gate is required for the AO to awaken

Trish: After the initial setup, any time either you or your partner gains an Ally (from any game effect other than this card), the other draws an Ally at random from the Ally deck. If he currently has no Allies, he keeps it. If he does have one or more Allies, he keeps it and then chooses one of his Allies to reshuffle back into the Ally deck.

Roland: After the initial setup, any time either you or your partner gains $1 or more (from any game effect other than this card), the other gains $1.

Since I am last and cannot be useful against the High Priest, Hightail it to the Newspaper!
Title: Re: The dead are walking in Arkham...(Turn 1 Encounters)
Post by: Talaysen on January 13, 2012, 12:31:40 AM
"Skids" O'Toole

Location: The Abyss (1)

Stats
Sanity: 3 / 3
Stamina: 6 / 7

Speed: 0 1 [2] 3
Sneak: 5 4 [3] 2 (+1)

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

Focus: 2

Unique Abilities
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.

Inventory
$5
1 Clue Tokens
1 Monster Trophy (Cultist, 1 Toughness)
1 Gate Trophy (The Dreamlands)

Common Items
Axe - Type: Physical weapon / Bonus: +2 Combat check (+3 instead if your other hand is empty) / Hands: 1 / Price: $3
Motorcycle (Exhausted)  - Movement: Exhaust to get 2 extra movement points. / Price: $4
King James Bible (Exhausted) - Type: Tome / Movement: Exhaust and spend 2 movement points to regain 1 Sanity and gain +1 to Horror checks until the end of the turn. / Price: $3

Unique Items
Ruby of R'lyeh - Movement: You get 3 extra movement points. / Price: $8
Elder Sign - Any Phase: When sealing a gate, lose 1 Stamina and 1 Sanity and return this card to the box. You do not need to make a skill check or spend any Clue tokens to seal the gate. In addition, remove one doom token from the Ancient One's doom track. / Price: $5

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

Spells
Voice of Ra (Exhausted) - Casting Modifier: -1 / Sanity Cost: 1 / Upkeep Phase: You may cast and exhaust to gain +1 to all skill checks for the rest of this turn.

Relationship
Friendly Rivals (with Roland) - Between you and your partner, the investigator with fewer monster trophies gains a +1 on Combat checks, and the investigator with fewer Gate trophies gains a +1 on Fight or Lore checks to close Gates. There is no effect in the case of ties.

The Best of Friends (from Trish) - If you or your partner are in the same neighborhood, either of you may exhaust this card before making a check to gain +1 on that check. If the Ancient One has awakened, this card may not be used.

Personal Story
Failed
Effect - Remove remaining clue tokens on the board.

Current Action
Casting Voice of Ra, exhausting Motorcycle and King James Bible, then jumping into the gate at the Woods.  Heading into The Abyss.

[01/12/12 18:29:01] <RandomConsonant> also this is withness
[01/12/12 18:29:04] <RandomConsonant> *witness
[01/12/12 18:29:17] <AliciaFlorence> 1d6 to cast Voice of Ra
[01/12/12 18:29:18] * Hatbot --> "AliciaFlorence rolls 1d6 to cast Voice of Ra and gets 6." [1d6=6]
[01/12/12 18:29:27] <AliciaFlorence> yay
Title: Re: The dead are walking in Arkham...(Turn 1 Encounters)
Post by: Nitori on January 14, 2012, 03:14:54 AM
Trish Scarborough

Sanity: 2/6
Stamina: 2/4

Fight/Sneak: (1/3) 2/4 3/5 4/6
Lore/Will: 2/1 3/2 4/3 (5/4)
Speed/Luck: 1/0 2/1 (3/2) 4/3

$1

If you or your partner are in the same neighborhood, either of you may exhaust this card before making a check to gain +1 on that check. If the Ancient One has awakened, this card may not be used. - Skids

After the initial setup, any time either you or your partner gains an Ally (from any game effect other than this card), the other draws an Ally at random from the Ally deck. If he currently has no Allies, he keeps it. If he does have one or more Allies, he keeps it and then chooses one of his Allies to reshuffle back into the Ally deck. - Mandy

Blood Pact
Any Phase: While this card is refreshed, any time you would gain any amount of Stamina, you may instead gain that amount of Power.

You may spend a Power token as either a Clue token or as 1 Sanity when you suffer a Sanity loss.
1 power token

Upkeep: Exhaust Blood Pact and lose X Stamina to gain X Power.

Lucky Cigarette Case - Any: Discard Lucky Cigarette Case to re-roll any one Skill check.
Lantern - Bonus: +1 to Luck checks.

Star Spawn Trophy (3)
Fire Vampire Trophy (1)
Cultist Trophy (1)
Cultist Trophy (1)

1 Gate Trophy (Celeano/Great Race)

Cultes des Goules - Movement: Exhaust and spend 2 movement points to make a Lore (-2) check. If you pass, draw 1 Spell and gain 1 Clue token, but lose 2 Sanity and discard Cultes Des Goules. If you fail, nothing happens.

Bravery - Any Phase: Exhaust to re-roll a Horror check.

move to curious shoppe and take a normal encounter
Title: Re: The dead are walking in Arkham...(Turn 1 Encounters)
Post by: Yakumo on January 14, 2012, 03:29:35 AM
Arkham Encounters

Trish Scarborough - You examine an obscene statue.  Pass a Luck(-2) check or else you feel a cold dread spread through your body as you hold it.  You are Cursed.

Mandy Thompson - Editor Doyle Jeffries is offering top dollar for anyone who can provide a first-hand account of the strange events plaguing Arkham.  You may move to the nearest Gate.  If you do, take a Retainer card and you are drawn through the gate.  If no Gates are open, nothing happens.


Other World Encounters

Roland Banks - There are two flasks here.  You may drink one to gain 1 Sanity and lose 1 Stamina or drink the other to gain 1 Stamina and lose 1 Sanity.

"Skids" O'Toole - Monsters lurk everywhere.  Pass a Sneak(-2) check or stay here next turn.
Title: Re: The dead are walking in Arkham...(Turn 1 Encounters)
Post by: Random Consonant on January 14, 2012, 03:34:02 AM
Drinking the +1 Stamina/-1 Sanity drink
Title: Re: The dead are walking in Arkham...(Turn 1 Encounters)
Post by: Talaysen on January 14, 2012, 03:36:34 AM
Passed.

[01/13/12 21:30:35] <Yakumo> Updated.
[01/13/12 21:33:29] <AliciaFlorence> Going to get my roll out of the way.
[01/13/12 21:34:01] <AliciaFlorence> Sneak -2, 3+1 Sneak, +1 from Voice of Ra, so 3 dice.
[01/13/12 21:34:04] <AliciaFlorence> 3d6
[01/13/12 21:34:05] * Hatbot --> "AliciaFlorence rolls 3d6 and gets 15." [3d6=5, 5, 5]
[01/13/12 21:34:16] <AliciaFlorence> ...k
[01/13/12 21:34:24] <RandomConsonant> 5
Title: Re: The dead are walking in Arkham...(Turn 1 Encounters)
Post by: Nitori on January 14, 2012, 03:38:24 AM
[23:37] <Taco-EphIsRoyKoopa> 3 luck
[23:37] <Taco-EphIsRoyKoopa> luck -2
[23:37] <Taco-EphIsRoyKoopa> 1d6
[23:37] * Hatbot --> "Taco-EphIsRoyKoopa rolls 1d6 and gets 5."12 [1d6=5]
Title: Re: The dead are walking in Arkham...(Turn 1 Encounters)
Post by: AndrewRogue on January 14, 2012, 04:59:22 AM
Sure. I'll take a retainer and head through the Graveyard Gate.

[21:00] <@Yakumo> Sure, just a sec while I load the program.
[21:01] <@Yakumo> Pass a Fight(-1) check to pry open a grate you find built into the wall.  Inside, you find something fascinating.  Draw 1 Unique Item.
[21:01] <@Yakumo> Er, -2, sorry.
[21:02] <BloodBowlRogue> I believe that would give me 0. Checking
[21:02] <BloodBowlRogue> Nope. I have 1.
[21:03] <BloodBowlRogue> Er.
[21:03] <BloodBowlRogue> 1 left
[21:03] <BloodBowlRogue> Fight 3 -2 = 1
[21:03] <BloodBowlRogue> roll 1d6
[21:03] * Hatbot --> "BloodBowlRogue rolls 1d6 and gets 5."12 [1d6=5]
[21:03] <BloodBowlRogue> BOO YAH
[21:04] <@Yakumo> It's a Book of Dzyan.
Title: Re: The dead are walking in Arkham...(Turn 1 Encounters)
Post by: Yakumo on January 14, 2012, 05:23:55 AM
Blood Magic
Environment: Mystic


Investigators who end their movement in the Rivertown streets may choose to delve into dark mysteries using their life force.  They roll dice equal to their current Stamina, and for every failed die, they lose 1 Stamina.  If this reduces them to 0 Stamina, they are Devoured and the player must start a new character.  Otherwise, they gain 3 Clue tokens.

A gate attempts to open at Independence Square but is prevented by a seal.  A clue appears at The Unnameable.

Square monsters move on white, the gate to Another Dimension moves to the Rivertown Streets.  Circle monsters move on black, the Witch moves to the French Hill Streets.
Title: Re: The dead are walking in Arkham...(Turn 1 Encounters)
Post by: Random Consonant on January 14, 2012, 05:37:22 AM
Roland Banks, FBI

Location: The Witch House

Abilities:

Intuitive - Upkeep Phase - If Roland has fewer than 2 4 clue tokens, he gains one clue token.

Expense Account - Upkeep Phase - If Roland has less than $2, he gains $1.

Stats:

Sanity - 3/4
Stamina - 4/6

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

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

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

Focus: 3

Allies:
John Legrasse (+2 Will, can trophify monsters with the Endless ability.)

Skills:
Will (+1 Will, add an additional die to clue tokens spent on Will checks.)

Inventory:
$3
5 clue tokens
1 Monster Trophy (Zombie, total toughness: 1)
Bullwhip (1H Weapon, +1 Physical combat, exhaust to reroll one die on a combat check, $2.)
Wither (1H Spell, 0 sanity cost, 0 casting mod, cast and exhaust to gain +3 Magical combat until the end of the combat.)
Whiskey (Common item, discard to prevent one point of sanity loss, $1.)

Relationships:
Friendly Rivals ["Skids"] (The investigator with fewer monster trophies gains +1 on Combat checks, the investigator with fewer gate trophies gains +1 on Fight/Lore checks made to close gates.  There is no effect in case of ties.)
Buisness Associates [Mandy] (Whenever you or your partner gains at least $1 from any effect other than this card, the other gains $1.)

Personal Story:
Passed.

Leaving gate, gotta close it up
Title: Re: The dead are walking in Arkham...(Turn 1 Encounters)
Post by: Talaysen on January 14, 2012, 06:13:28 AM
"Skids" O'Toole

Location: The Abyss (2)

Stats
Sanity: 3 / 3
Stamina: 6 / 7

Speed: 0 1 2 [3]
Sneak: 5 4 3 [2] (+1)

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

Focus: 2

Unique Abilities
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.

Inventory
$5
1 Clue Tokens
1 Monster Trophy (Cultist, 1 Toughness)
1 Gate Trophy (The Dreamlands)

Common Items
Axe - Type: Physical weapon / Bonus: +2 Combat check (+3 instead if your other hand is empty) / Hands: 1 / Price: $3
Motorcycle (Exhausted)  - Movement: Exhaust to get 2 extra movement points. / Price: $4
King James Bible (Exhausted) - Type: Tome / Movement: Exhaust and spend 2 movement points to regain 1 Sanity and gain +1 to Horror checks until the end of the turn. / Price: $3

Unique Items
Ruby of R'lyeh - Movement: You get 3 extra movement points. / Price: $8
Elder Sign - Any Phase: When sealing a gate, lose 1 Stamina and 1 Sanity and return this card to the box. You do not need to make a skill check or spend any Clue tokens to seal the gate. In addition, remove one doom token from the Ancient One's doom track. / Price: $5

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

Spells
Voice of Ra (Exhausted) - Casting Modifier: -1 / Sanity Cost: 1 / Upkeep Phase: You may cast and exhaust to gain +1 to all skill checks for the rest of this turn.

Relationship
Friendly Rivals (with Roland) - Between you and your partner, the investigator with fewer monster trophies gains a +1 on Combat checks, and the investigator with fewer Gate trophies gains a +1 on Fight or Lore checks to close Gates. There is no effect in the case of ties.

The Best of Friends (from Trish) - If you or your partner are in the same neighborhood, either of you may exhaust this card before making a check to gain +1 on that check. If the Ancient One has awakened, this card may not be used.

Personal Story
Failed
Effect - Remove remaining clue tokens on the board.

Current Action
chillin'
Title: Re: The dead are walking in Arkham...(Turn 1 Encounters)
Post by: AndrewRogue on January 16, 2012, 12:32:21 AM
Mandy Thompson

Stamina: 4/5
Sanity: 4/5

Speed/Sneak: 4/2
Fight/Will: 3/2
Lore/Luck: 2/2

$3, 0 Clue Tokens, Tommy Gun, Whiskey, Ancient Tablet, Stealth, Silver Key, Retainer

Personal Story: If 5 gates (0/5) are prevented from opening by elder signs, pass. If terror reaches 5 (1/5), fail.

Pass: Immediately close and seal a gate.
Fail: One less open gate is required for the AO to awaken

Trish: After the initial setup, any time either you or your partner gains an Ally (from any game effect other than this card), the other draws an Ally at random from the Ally deck. If he currently has no Allies, he keeps it. If he does have one or more Allies, he keeps it and then chooses one of his Allies to reshuffle back into the Ally deck.

Roland: After the initial setup, any time either you or your partner gains $1 or more (from any game effect other than this card), the other gains $1.

Gain a dollar for my Retainer and...

[16:30] <AndrewRogue> Do I keep my retainer?
[16:30] <AndrewRogue> roll 1d6
[16:31] * Hatbot --> "AndrewRogue rolls 1d6 and gets 4."12 [1d6=4]
[16:31] <AndrewRogue> Yus

Keep it! Roland gains a dollar as well.
Title: Re: The dead are walking in Arkham...(Turn 1 Encounters)
Post by: Nitori on January 16, 2012, 02:45:12 AM
Trish Scarborough

Sanity: 2/6
Stamina: 2/4

Fight/Sneak: (1/3) 2/4 3/5 4/6
Lore/Will: 2/1 3/2 (4/3) 5/4
Speed/Luck: 1/0 2/1 3/2 (4/3)

$1

If you or your partner are in the same neighborhood, either of you may exhaust this card before making a check to gain +1 on that check. If the Ancient One has awakened, this card may not be used. - Skids

After the initial setup, any time either you or your partner gains an Ally (from any game effect other than this card), the other draws an Ally at random from the Ally deck. If he currently has no Allies, he keeps it. If he does have one or more Allies, he keeps it and then chooses one of his Allies to reshuffle back into the Ally deck. - Mandy

Blood Pact
Any Phase: While this card is refreshed, any time you would gain any amount of Stamina, you may instead gain that amount of Power.

You may spend a Power token as either a Clue token or as 1 Sanity when you suffer a Sanity loss.
1 power token

Upkeep: Exhaust Blood Pact and lose X Stamina to gain X Power.

Lucky Cigarette Case - Any: Discard Lucky Cigarette Case to re-roll any one Skill check.
Lantern - Bonus: +1 to Luck checks.

Cultist Trophy (1)

Cultes des Goules - Movement: Exhaust and spend 2 movement points to make a Lore (-2) check. If you pass, draw 1 Spell and gain 1 Clue token, but lose 2 Sanity and discard Cultes Des Goules. If you fail, nothing happens.

Bravery - Any Phase: Exhaust to re-roll a Horror check.

move to police station and deputy up
Title: Re: The dead are walking in Arkham...(Turn 1 Encounters)
Post by: Yakumo on January 16, 2012, 03:06:49 AM
Other World Encounters

"Skids" O'Toole - It takes you a moment to realize that the horrible screeching noise consists of English words spoken by something monstrous!  Lose 1 Sanity, but gain 1 Clue token.

Mandy Thompson - The colors are blinding.  Pass a Lore(-1) check or stay here next turn.
Title: Re: The dead are walking in Arkham...(Turn 1 Encounters)
Post by: Random Consonant on January 16, 2012, 03:12:49 AM
Roland Banks, FBI

Location: The Witch House

Abilities:

Intuitive - Upkeep Phase - If Roland has fewer than 2 4 clue tokens, he gains one clue token.

Expense Account - Upkeep Phase - If Roland has less than $2, he gains $1.

Stats:

Sanity - 3/4
Stamina - 4/6

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

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

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

Focus: 3

Allies:
John Legrasse (+2 Will, can trophify monsters with the Endless ability.)

Skills:
Will (+1 Will, add an additional die to clue tokens spent on Will checks.)

Inventory:
$4
0 clue tokens
1 Monster Trophy (Zombie, total toughness: 1)
1 Gate Trophy (City of the Great Race)
Bullwhip (1H Weapon, +1 Physical combat, exhaust to reroll one die on a combat check, $2.)
Wither (1H Spell, 0 sanity cost, 0 casting mod, cast and exhaust to gain +3 Magical combat until the end of the combat.)
Whiskey (Common item, discard to prevent one point of sanity loss, $1.)

Relationships:
Friendly Rivals ["Skids"] (The investigator with fewer monster trophies gains +1 on Combat checks, the investigator with fewer gate trophies gains +1 on Fight/Lore checks made to close gates.  There is no effect in case of ties.)
Buisness Associates [Mandy] (Whenever you or your partner gains at least $1 from any effect other than this card, the other gains $1.)

Personal Story:
Passed.

Gate closed through the power of whatevermancy, 5 clues to seal.

[22:09] <RandomConsonant> gate roll gate roll
[22:10] <RandomConsonant> lurker and relation cancel, 4 dice
[22:10] <RandomConsonant> roll 4d6 to whatevermance the gate shut
[22:10] <Hatbot> 0x01ACTION --> "RandomConsonant rolls 4d6 to whatevermance the gate shut and gets 9." [4d6=1, 1, 5, 2]
[22:10] <RandomConsonant> aww yeah
Title: Re: The dead are walking in Arkham...(Turn 1 Encounters)
Post by: AndrewRogue on January 18, 2012, 03:19:07 AM
Mandy Thompson

Stamina: 4/5
Sanity: 4/5

Speed/Sneak: 4/2
Fight/Will: 3/2
Lore/Luck: 2/2

$4, 0 Clue Tokens, Tommy Gun, Whiskey, Ancient Tablet, Stealth, Silver Key, Retainer

Personal Story: If 5 gates (0/5) are prevented from opening by elder signs, pass. If terror reaches 5 (1/5), fail.

Pass: Immediately close and seal a gate.
Fail: One less open gate is required for the AO to awaken

Trish: After the initial setup, any time either you or your partner gains an Ally (from any game effect other than this card), the other draws an Ally at random from the Ally deck. If he currently has no Allies, he keeps it. If he does have one or more Allies, he keeps it and then chooses one of his Allies to reshuffle back into the Ally deck.

Roland: After the initial setup, any time either you or your partner gains $1 or more (from any game effect other than this card), the other gains $1.

[19:14] * @Yakumo pokes Andy.
[19:18] <BloodBowlRogue> roll 1d6 for LOREZ
[19:18] * Hatbot --> "BloodBowlRogue rolls 1d6 for LOREZ and gets 5."12 [1d6=5]
[19:18] <BloodBowlRogue> Success
Title: Re: The dead are walking in Arkham...(Turn 1 Encounters)
Post by: Yakumo on January 18, 2012, 03:57:19 AM
The Unraveling Tapestry
Rumor



Setup: Place 3 Clue tokens on this rumor.

Ongoing Effect: Each time a Gate opens, discard a clue token from this rumor.  Each time an investigator casts a spell, add a Clue token to this rumor.

Pass: When there are six Clue tokens on this rumor, return it to the box and each Investigator gains 1 Spell.

Fail: When there are 0 Clue Tokens on this rumor, return it to the box and each investigator loses 2 Sanity.

A gate opens at Hibb's Roadhouse.  No Clue appears.  An Elder Thing spawns with the gate.

Hexagon monsters move on black, the Ghoul moves to the French Hill Streets.

The Reckoning card for this gate opening is In Too Deep.  Each investigator with only 1 Dark Pact must immediately choose and take a second Dark Pact.
Title: Re: The dead are walking in Arkham...(Turn 1 Encounters)
Post by: Random Consonant on January 18, 2012, 04:14:00 AM
Roland Banks, FBI

Location: French Hill Streets

Abilities:

Intuitive - Upkeep Phase - If Roland has fewer than 2 4 clue tokens, he gains one clue token.

Expense Account - Upkeep Phase - If Roland has less than $2, he gains $1.

Stats:

Sanity - 3/4
Stamina - 4/6

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

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

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

Focus: 3

Allies:
John Legrasse (+2 Will, can trophify monsters with the Endless ability.)

Skills:
Will (+1 Will, add an additional die to clue tokens spent on Will checks.)

Inventory:
$5
1 clue tokens
3 Monster Trophies (Zombie, Ghoul, Witch, total toughness: 3)
1 Gate Trophy (City of the Great Race)
Bullwhip (1H Weapon, +1 Physical combat, exhaust to reroll one die on a combat check, $2.)
Wither (1H Spell, 0 sanity cost, 0 casting mod, cast and exhaust to gain +3 Magical combat until the end of the combat.)
Whiskey (Common item, discard to prevent one point of sanity loss, $1.)

Relationships:
Friendly Rivals ["Skids"] (The investigator with fewer monster trophies gains +1 on Combat checks, the investigator with fewer gate trophies gains +1 on Fight/Lore checks made to close gates.  There is no effect in case of ties.)
Buisness Associates [Mandy] (Whenever you or your partner gains at least $1 from any effect other than this card, the other gains $1.)

Personal Story:
Passed.

goin' out to French Hill Streets and whipping some dudes to death, this is the life edit for dollar

[23:03] <RandomConsonant> oh hey, there are dudes and they are in the way
[23:03] <RandomConsonant> Gotta go kill those dudes
[23:04] <RandomConsonant> Witness for killdudes
[23:05] <TacoMacArthur> killdudes
[23:05] <RandomConsonant> I possess all the will and have five dice for ghulhorror
[23:05] <RandomConsonant> roll 5d6 ghulhorror
[23:05] <Hatbot> 0x01ACTION --> "RandomConsonant rolls 5d6 ghulhorror and gets 15." [5d6=5, 2, 3, 2, 3]
[23:06] <RandomConsonant> roll 4d6 ghulmurder
[23:06] <Hatbot> 0x01ACTION --> "RandomConsonant rolls 4d6 ghulmurder and gets 12." [4d6=2, 5, 1, 4]
[23:06] <RandomConsonant> And now I will cast the godly wither
[23:06] <RandomConsonant> roll 4d6 wither I hardly knew 'er
[23:06] <Hatbot> 0x01ACTION --> "RandomConsonant rolls 4d6 wither I hardly knew 'er and gets 11." [4d6=3, 4, 3, 1]
[23:06] <RandomConsonant> Balls
[23:07] <RandomConsonant> Oh well, two dice for witch
[23:07] <RandomConsonant> roll 2d6 whippit
[23:07] <Hatbot> 0x01ACTION --> "RandomConsonant rolls 2d6 whippit and gets 9." [2d6=4, 5]
Title: Re: The dead are walking in Arkham...(Turn 1 Encounters)
Post by: Nitori on January 18, 2012, 05:31:20 AM
Trish Scarborough

Sanity: 6/6
Stamina: 2/4

Fight/Sneak: 1/3 2/4 (3/5) 4/6
Lore/Will: 2/1 3/2 4/3 (5/4)
Speed/Luck: (1/0) 2/1 3/2 4/3

$2

Upkeep: Gain $1

If you or your partner are in the same neighborhood, either of you may exhaust this card before making a check to gain +1 on that check. If the Ancient One has awakened, this card may not be used. - Skids

After the initial setup, any time either you or your partner gains an Ally (from any game effect other than this card), the other draws an Ally at random from the Ally deck. If he currently has no Allies, he keeps it. If he does have one or more Allies, he keeps it and then chooses one of his Allies to reshuffle back into the Ally deck. - Mandy

Blood Pact
Any Phase: While this card is refreshed, any time you would gain any amount of Stamina, you may instead gain that amount of Power.

You may spend a Power token as either a Clue token or as 1 Sanity when you suffer a Sanity loss.
1 power token

Upkeep: Exhaust Blood Pact and lose X Stamina to gain X Power.


Soul Pact
Any Phase: While this card is refreshed, anytime you would gain any amount of Sanity, you may instead gain that amount of Power.

You may spend a Power token as either a Clue token or as 1 Stamina when you suffer a Stamina loss.

Upkeep: Exhaust Soul Pact and lose X Sanity to gain X Power.

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

Deputy's Revolver - Type: Physical Weapon

Bonus: +3 Combat check

Deputy's Revolver cannot be lost or stolen unless you choose to allow it.

Hands: 1

Patrol Wagon

Movement: If you are in Arkham, you may move to any street area or location in Arkham instead of your normal movement.

Roll a die at the end of each Combat and whenever you return to Arkham from an Other World. On a 1, return this card to the box.

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

Lucky Cigarette Case - Any: Discard Lucky Cigarette Case to re-roll any one Skill check.
Lantern - Bonus: +1 to Luck checks.

Cultist Trophy (1)
Elder Thing Trophy (2)

Cultes des Goules - Movement: Exhaust and spend 2 movement points to make a Lore (-2) check. If you pass, draw 1 Spell and gain 1 Clue token, but lose 2 Sanity and discard Cultes Des Goules. If you fail, nothing happens.

Bravery - Any Phase: Exhaust to re-roll a Horror check.

moving to hibb's and gatejumping

[22:52] <Taco-KoIsASecretToEveryone> i live
[22:52] <Taco-KoIsASecretToEveryone> going to hibb's
[22:55] <Taco-KoIsASecretToEveryone> need witness
[22:56] <AliciaFlorence> witness
[22:57] <Taco-KoIsASecretToEveryone> 4 will, -3 horror check, 1 die
[22:58] <Taco-KoIsASecretToEveryone> 1d6
[22:58] * Hatbot --> "Taco-KoIsASecretToEveryone rolls 1d6 and gets 5."12 [1d6=5]
[22:58] <Taco-KoIsASecretToEveryone> 3 fight, +3 from revolver, +0 mod, 6 dice to get 2 successes
[22:58] <Taco-KoIsASecretToEveryone> 6d6
[22:58] * Hatbot --> "Taco-KoIsASecretToEveryone rolls 6d6 and gets 16."12 [6d6=1, 3, 5, 3, 3, 1]
[22:59] <AliciaFlorence> welp
[22:59] <Taco-KoIsASecretToEveryone> so i have a power token
[22:59] <Taco-KoIsASecretToEveryone> 1d6
[22:59] * Hatbot --> "Taco-KoIsASecretToEveryone rolls 1d6 and gets 3."12 [1d6=3]
[22:59] <Taco-KoIsASecretToEveryone> so i had a power token
[22:59] <AliciaFlorence> didn't you get another one from an earlier reckoning?
[22:59] <Taco-KoIsASecretToEveryone> i got another pact
[23:01] <Taco-KoIsASecretToEveryone> do we want to let andy reroll me or what
[23:02] <AliciaFlorence> http://www.rpgdl.com/forums/index.php/topic,5919.msg138378.html#msg138378
[23:02] <AliciaFlorence> Or is that the one you just spent?
[23:02] <AliciaFlorence> I don't need the reroll though.
[23:03] <AliciaFlorence> What happens if you just take the hit?
[23:03] <Taco-KoIsASecretToEveryone> i go down to 1 stamina
[23:04] <AliciaFlorence> Well that's not good.  I guess take it if no one else needs it?
[23:05] <Taco-KoIsASecretToEveryone> andy's in a gate himself

[04:50] <TacoMacArthur> 7d6
[04:50] * Hatbot --> "TacoMacArthur rolls 7d6 and gets 22."12 [7d6=2, 1, 2, 3, 4, 5, 5]
Title: Re: The dead are walking in Arkham...(Turn 1 Encounters)
Post by: Talaysen on January 19, 2012, 12:33:13 AM
"Skids" O'Toole

Location: Woods

Stats
Sanity: 2 / 3
Stamina: 6 / 7

Speed: 0 1 [2] 3
Sneak: 5 4 [3] 2 (+1)

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

Focus: 2

Unique Abilities
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.

Inventory
$5
2 Clue Tokens
1 Monster Trophy (Cultist, 1 Toughness)
1 Gate Trophy (The Dreamlands)

Common Items
Axe - Type: Physical weapon / Bonus: +2 Combat check (+3 instead if your other hand is empty) / Hands: 1 / Price: $3
Motorcycle   - Movement: Exhaust to get 2 extra movement points. / Price: $4
King James Bible - Type: Tome / Movement: Exhaust and spend 2 movement points to regain 1 Sanity and gain +1 to Horror checks until the end of the turn. / Price: $3

Unique Items
Ruby of R'lyeh - Movement: You get 3 extra movement points. / Price: $8
Elder Sign - Any Phase: When sealing a gate, lose 1 Stamina and 1 Sanity and return this card to the box. You do not need to make a skill check or spend any Clue tokens to seal the gate. In addition, remove one doom token from the Ancient One's doom track. / Price: $5

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

Spells
Voice of Ra (Exhausted) - Casting Modifier: -1 / Sanity Cost: 1 / Upkeep Phase: You may cast and exhaust to gain +1 to all skill checks for the rest of this turn.

Relationship
Friendly Rivals (with Roland) - Between you and your partner, the investigator with fewer monster trophies gains a +1 on Combat checks, and the investigator with fewer Gate trophies gains a +1 on Fight or Lore checks to close Gates. There is no effect in the case of ties.

The Best of Friends (from Trish) - If you or your partner are in the same neighborhood, either of you may exhaust this card before making a check to gain +1 on that check. If the Ancient One has awakened, this card may not be used.

Personal Story
Failed
Effect - Remove remaining clue tokens on the board.

Current Action
Waiting to close gate.  Exhaust King James Bible if I can.
Title: Re: The dead are walking in Arkham...(Turn 1 Encounters)
Post by: AndrewRogue on January 20, 2012, 05:55:43 AM
Mandy Thompson

Stamina: 4/5
Sanity: 4/5

Speed/Sneak: 4/2
Fight/Will: 3/2
Lore/Luck: 4/0

$6, 0 Clue Tokens, Tommy Gun, Whiskey, Ancient Tablet, Stealth, Silver Key

Personal Story: If 5 gates (0/5) are prevented from opening by elder signs, pass. If terror reaches 5 (1/5), fail.

Pass: Immediately close and seal a gate.
Fail: One less open gate is required for the AO to awaken

Trish: After the initial setup, any time either you or your partner gains an Ally (from any game effect other than this card), the other draws an Ally at random from the Ally deck. If he currently has no Allies, he keeps it. If he does have one or more Allies, he keeps it and then chooses one of his Allies to reshuffle back into the Ally deck.

Roland: After the initial setup, any time either you or your partner gains $1 or more (from any game effect other than this card), the other gains $1.

Shift stuff, Retainer money (you too, Roland!) and...

[21:54] * Hatbot (~Hatbot@cpe-70-113-207-78.austin.res.rr.com) has joined #rpgdlarkhamhorror
[21:55] <DominionRogue> roll 1d6 you terrible traitor bot
[21:55] * Hatbot --> "DominionRogue rolls 1d6 you terrible traitor bot and gets 1."12 [1d6=1]
[21:55] <DominionRogue> Not funny
[21:55] <DominionRogue> =(

...lose the retainer
Title: Re: The dead are walking in Arkham...(Turn 1 Encounters)
Post by: Yakumo on January 21, 2012, 12:19:40 PM
Other World Encounters

Trish Scarborough - The night stars change and the brazen temple doors open, pouring forth a vast, black corpulence.  Roll a die and lose that much Sanity.
Title: Re: The dead are walking in Arkham...(Turn 1 Encounters)
Post by: Talaysen on January 21, 2012, 05:42:25 PM
"Skids" O'Toole

Location: Woods

Stats
Sanity: 1 / 3
Stamina: 5 / 7

Speed: 0 1 [2] 3
Sneak: 5 4 [3] 2 (+1)

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

Focus: 2

Unique Abilities
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.

Inventory
$5
2 Clue Tokens
1 Monster Trophy (Cultist, 1 Toughness)
2 Gate Trophy (The Dreamlands, The Abyss / R'lyeh)

Common Items
Axe - Type: Physical weapon / Bonus: +2 Combat check (+3 instead if your other hand is empty) / Hands: 1 / Price: $3
Motorcycle   - Movement: Exhaust to get 2 extra movement points. / Price: $4
King James Bible - Type: Tome / Movement: Exhaust and spend 2 movement points to regain 1 Sanity and gain +1 to Horror checks until the end of the turn. / Price: $3

Unique Items
Ruby of R'lyeh - Movement: You get 3 extra movement points. / Price: $8

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

Spells
Voice of Ra (Exhausted) - Casting Modifier: -1 / Sanity Cost: 1 / Upkeep Phase: You may cast and exhaust to gain +1 to all skill checks for the rest of this turn.

Relationship
Friendly Rivals (with Roland) - Between you and your partner, the investigator with fewer monster trophies gains a +1 on Combat checks, and the investigator with fewer Gate trophies gains a +1 on Fight or Lore checks to close Gates. There is no effect in the case of ties.

The Best of Friends (from Trish) - If you or your partner are in the same neighborhood, either of you may exhaust this card before making a check to gain +1 on that check. If the Ancient One has awakened, this card may not be used.

Personal Story
Failed
Effect - Remove remaining clue tokens on the board.

Current Action
Close the gate and seal it with the Elder Sign.
Title: Re: The dead are walking in Arkham...(Turn 1 Encounters)
Post by: Nitori on January 21, 2012, 08:02:50 PM
[16:01] <RogueEffect> Someone here?
[16:01] <RandomConsonant> define here
[16:01] <+AliciaFlorence> there
[16:01] <Taco-ItsDangerousToKoAlone> fuck everything
[16:02] <Taco-ItsDangerousToKoAlone> d6
[16:02] * Hatbot --> "Taco-ItsDangerousToKoAlone rolls d6 and gets 3."12 [d6=3]

[16:05] <Taco-ItsDangerousToKoAlone> also i forgot to roll for the patrol wagon breaking
[16:05] <Taco-ItsDangerousToKoAlone> d6
[16:05] * Hatbot --> "Taco-ItsDangerousToKoAlone rolls d6 and gets 3."12 [d6=3]
Title: Re: The dead are walking in Arkham...(Turn 1 Encounters)
Post by: AndrewRogue on January 21, 2012, 08:18:36 PM
[12:07] <RogueEffect> Anyhow. Gate closing time.
[12:08] <RogueEffect> This time with 100% less cheating as I remember lurker
[12:08] <RogueEffect> roll 3d6
[12:08] * Hatbot --> "RogueEffect rolls 3d6 and gets 11."12 [3d6=5, 2, 4]
[12:08] <RogueEffect> Hurrah, statistics pay off

Success
Title: Re: The dead are walking in Arkham...(Turn 1 Encounters)
Post by: Yakumo on January 22, 2012, 10:28:21 AM
Lodge Member Held for Questioning!
Headline




A Silver Lodge member lets 2 monsters loose in the French Hill Streets.

A gate opens at the Black Cave, spawning a Ghost.  A clue falls into the gate at Hibb's Roadhouse.

Circle monsters move, the Byakhee flies down to the French Hill Streets.

The Mythos spawns a Chthonian and a Shoggoth in the French Hill Streets.

The Reckoning card for this gate is The Body a Temple.  Each investigator with a Soul Pact loses 2 Stamina.  This causes Trish to be Lost in Time and Space.

The Story Continues was drawn before this Mythos.  The Mythos discards have been shuffled back into the deck.
Title: Re: The dead are walking in Arkham...(Turn 1 Encounters)
Post by: Random Consonant on January 22, 2012, 09:53:59 PM
Roland Banks, FBI

Location: Saint Mary's Hospital

Abilities:

Intuitive - Upkeep Phase - If Roland has fewer than 2 4 clue tokens, he gains one clue token.

Expense Account - Upkeep Phase - If Roland has less than $2, he gains $1.

Stats:

Sanity - 2/4
Stamina - 1/6

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

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

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

Focus: 3

Allies:
John Legrasse (+2 Will, can trophify monsters with the Endless ability.)

Skills:
Will (+1 Will, add an additional die to clue tokens spent on Will checks.)

Inventory:
$5
0 clue tokens
4 Monster Trophies (Zombie, Ghoul, Witch, Byahkee, total toughness: 4)
1 Gate Trophy (City of the Great Race)
Bullwhip (1H Weapon, +1 Physical combat, exhaust to reroll one die on a combat check, $2.)
Wither (1H Spell, 0 sanity cost, 0 casting mod, cast and exhaust to gain +3 Magical combat until the end of the combat.)

Relationships:
Friendly Rivals ["Skids"] (The investigator with fewer monster trophies gains +1 on Combat checks, the investigator with fewer gate trophies gains +1 on Fight/Lore checks made to close gates.  There is no effect in case of ties.)
Buisness Associates [Mandy] (Whenever you or your partner gains at least $1 from any effect other than this card, the other gains $1.)

Personal Story:
Passed.

Shift Speed/Sneak to 1/4, defeat Byahkee, engage Shoggoth (fail), spend both clues and exhaust bullwhip (fail), use Research (fail), try again (fail), discarding Whiskey because I died.  Hatbot can go eat a forest of dicks.

[15:45] <RandomConsonant> Regardless Sneak is going all the way to 4 because fffff cthtonian
[15:47] <RandomConsonant> I guess I could put it at 3 if I wanted to actually go somewhere but one die against the Byakhee for sneak does not exactly inspire me with confidence
[15:49] <RandomConsonant> As for the shoggoth I can get 7 dice to kill that if I don't fuck up the wither cast again
[15:49] <RandomConsonant> With two clues and the bullwhip I can probably feel somewhat comfortable risking it
[15:50] <RandomConsonant> Bah, my kingdom for an enchanted blade
[15:53] <RandomConsonant> Granted I could aslo fail horror against the shoggoth, but then I just choose not to drink the whiskey and throw it away instead
[15:54] <RandomConsonant> I'm a federal agent, why the hell should I have the stuff anyways, it's Prohibition
[15:55] <RandomConsonant> I'd get the clue back anyways and it has the advantage of getting me the hell out of there
[15:56] <RandomConsonant> (it is clues that are discarded, right?)
[16:01] <RandomConsonant> Mrf.
[16:07] <RandomConsonant> Well, even if I get stuck here this turn I might as well get rid of things that could potentially chase me
[16:07] <RandomConsonant> Because yes I certainly enjoy being trapped by eldritch horrors
[16:08] <RandomConsonant> Killdude check
[16:13] <RandomConsonant> Or I'll wait
[16:14] <AliciaFlorence> what
[16:15] <RandomConsonant> okay easy ones first
[16:15] <RandomConsonant> well, easy one
[16:15] <RandomConsonant> Byakhee horror, four dice
[16:15] <RandomConsonant> roll 4d6
[16:15] <Hatbot> 0x01ACTION --> "RandomConsonant rolls 4d6 and gets 12." [4d6=5, 3, 2, 2]
[16:15] <RandomConsonant> roll 5d6 YOU ARE VIOLATING AREA SECURITY
[16:15] <Hatbot> 0x01ACTION --> "RandomConsonant rolls 5d6 YOU ARE VIOLATING AREA SECURITY and gets 13." [5d6=4, 1, 5, 2, 1]
[16:16] <RandomConsonant> jeez hatbot is enjoying cutting things close
[16:16] <AliciaFlorence> always
[16:16] <RandomConsonant> Shoggoth time
[16:16] <RandomConsonant> Second verse, same as the first, 4 dice for horror
[16:16] <RandomConsonant> roll 4d6
[16:17] <Hatbot> 0x01ACTION --> "RandomConsonant rolls 4d6 and gets 13." [4d6=2, 1, 6, 4]
[16:17] <RandomConsonant> Now for the godly wither
[16:17] <RandomConsonant> roll 4d6 witherings
[16:17] <Hatbot> 0x01ACTION --> "RandomConsonant rolls 4d6 witherings and gets 12." [4d6=5, 1, 1, 5]
[16:17] <RandomConsonant> huzzah
[16:17] <AliciaFlorence> :)
[16:17] <RandomConsonant> Okay, 4 fight, bullwhip and mod cancel, +3 from wither
[16:18] <RandomConsonant> roll 7d6 to stomp this guy like a CSTW boss
[16:18] <Hatbot> 0x01ACTION --> "RandomConsonant rolls 7d6 to stomp this guy like a CSTW boss and gets 14." [7d6=1, 3, 3, 3, 1, 1, 2]
[16:18] <RandomConsonant> Well I am amazed
[16:18] <AliciaFlorence> you playing on insanity clearly
[16:18] <RandomConsonant> Clearly
[16:19] <RandomConsonant> Well I could blow both clues and the bullwhip reroll to get three successes!
[16:19] <RandomConsonant> Maybe
[16:19] <AliciaFlorence> If you don't need them that may be the best option?
[16:19] <AliciaFlorence> Hmm.
[16:20] <AliciaFlorence> Wait.
[16:20] <AliciaFlorence> No point in burning them now.
[16:20] <RandomConsonant> It'd be the best option if I ganked Research for the turn
[16:20] <AliciaFlorence> You get 9 dice even if you wait to use clues.
[16:21] <RandomConsonant> The question being do I take the hit wait to do that or do that now
[16:21] <RandomConsonant> *take the hit and wait
[16:21] <AliciaFlorence> You could use the Bullwhip, roll the 7-9 dice, then use Research if that fails?
[16:22] <RandomConsonant> Because while I can take the hit, but I'd rather not with the Cthtonian on the board
[16:22] <RandomConsonant> And taking out the Cthtonian this turn ain't happening
[16:25] <AliciaFlorence> I don't know what I should do this turn. Probably grab a clue somewhere or something. Wouldn't need Research for that.
[16:25] <RandomConsonant> Yeah Nitori's in gjland so really it depends on what Andy would want it for
[16:26] <AliciaFlorence> (And since you kind of need the reroll that's more reason for me to not do something risky right now.)
[16:30] <RandomConsonant> Andy might have said something about taking Research but honestly I don't remember
[16:30] <AliciaFlorence> Ah.
[16:32] <RandomConsonant> What the hell, let's do it
[16:32] <RandomConsonant> dropping both clues
[16:32] <RandomConsonant> roll 2d6
[16:33] <Hatbot> 0x01ACTION --> "RandomConsonant rolls 2d6 and gets 11." [2d6=6, 5]
[16:33] <RandomConsonant> roll 1d6 BULLWHIP CLUTCH?
[16:33] <Hatbot> 0x01ACTION --> "RandomConsonant rolls 1d6 BULLWHIP CLUTCH? and gets 4." [1d6=4]
[16:33] <RandomConsonant> Awww
[16:34] <RandomConsonant> time to hit up GFAQs I guess
[16:35] <AliciaFlorence> Almost.
[16:36] <RandomConsonant> roll 9d6 help me GFAQs
[16:36] <Hatbot> 0x01ACTION --> "RandomConsonant rolls 9d6 help me GFAQs and gets 31." [9d6=3, 4, 1, 1, 4, 4, 6, 4, 4]
[16:36] <RandomConsonant> fuck
[16:36] <AliciaFlorence> srsly
[16:37] <RandomConsonant> And now I can't use the bullwhip for the retry
[16:38] <RandomConsonant> So, try to disengage with three dice or continue on with six
[16:39] <AliciaFlorence> Odds of getting three successes on six dice is pretty bad, IIRC.
[16:39] <RandomConsonant> Disengaging would give me better odds of being alive but on the other hand I really want out
[16:40] <RandomConsonant> And at this point I'm not going to cry if I get sent to the hospital
[16:40] <AliciaFlorence> Fair enough.
[16:41] <RandomConsonant> roll 6d6 WE WHO ARE ABOUT TO DIE SALUTE YOU WITH OUR MIDDLE FINGERS
[16:41] <Hatbot> 0x01ACTION --> "RandomConsonant rolls 6d6 WE WHO ARE ABOUT TO DIE SALUTE YOU WITH OUR MIDDLE FINGERS and gets 20." [6d6=2, 1, 3, 6, 3, 5]
[16:41] <RandomConsonant> And I die.
[16:41] <RandomConsonant> Five successes on 23 dice! Too bad about them not being where I needed them to be.
[16:42] <RandomConsonant> Er
[16:42] <RandomConsonant> 25 dice
[16:42] <AliciaFlorence> Hatbot is superdick.
Title: Re: The dead are walking in Arkham...(Turn 1 Encounters)
Post by: AndrewRogue on January 25, 2012, 01:43:02 AM
Mandy Thompson

Stamina: 4/5
Sanity: 4/5

Speed/Sneak: 4/2
Fight/Will: 3/2
Lore/Luck: 4/0

$6, 0 Clue Tokens, Tommy Gun, Whiskey, Ancient Tablet, Stealth, Silver Key

Personal Story: If 5 gates (0/5) are prevented from opening by elder signs, pass. If terror reaches 5 (1/5), fail.

Pass: Immediately close and seal a gate.
Fail: One less open gate is required for the AO to awaken

Trish: After the initial setup, any time either you or your partner gains an Ally (from any game effect other than this card), the other draws an Ally at random from the Ally deck. If he currently has no Allies, he keeps it. If he does have one or more Allies, he keeps it and then chooses one of his Allies to reshuffle back into the Ally deck.

Roland: After the initial setup, any time either you or your partner gains $1 or more (from any game effect other than this card), the other gains $1.

To ye olde curiositie shop!
Title: Re: The dead are walking in Arkham...(Turn 1 Encounters)
Post by: Talaysen on January 26, 2012, 12:28:18 AM
"Skids" O'Toole

Location: Science Building

Stats
Sanity: 2 / 3
Stamina: 5 / 7

Speed: 0 1 [2] 3
Sneak: 5 4 [3] 2 (+1)

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

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

Focus: 2

Unique Abilities
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.

Inventory
$5
2 Clue Tokens
1 Monster Trophy (Cultist, 1 Toughness)
2 Gate Trophy (The Dreamlands, The Abyss / R'lyeh)

Common Items
Axe - Type: Physical weapon / Bonus: +2 Combat check (+3 instead if your other hand is empty) / Hands: 1 / Price: $3
Motorcycle   - Movement: Exhaust to get 2 extra movement points. / Price: $4
King James Bible (Exhausted) - Type: Tome / Movement: Exhaust and spend 2 movement points to regain 1 Sanity and gain +1 to Horror checks until the end of the turn. / Price: $3

Unique Items
Ruby of R'lyeh - Movement: You get 3 extra movement points. / Price: $8

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

Spells
Voice of Ra - Casting Modifier: -1 / Sanity Cost: 1 / Upkeep Phase: You may cast and exhaust to gain +1 to all skill checks for the rest of this turn.

Relationship
Friendly Rivals (with Roland) - Between you and your partner, the investigator with fewer monster trophies gains a +1 on Combat checks, and the investigator with fewer Gate trophies gains a +1 on Fight or Lore checks to close Gates. There is no effect in the case of ties.

The Best of Friends (from Trish) - If you or your partner are in the same neighborhood, either of you may exhaust this card before making a check to gain +1 on that check. If the Ancient One has awakened, this card may not be used.

Personal Story
Failed
Effect - Remove remaining clue tokens on the board.

Current Action
Heading to the Science Building.  Taking the special encounter and trading the The Dreamlands gate trophy for 2 clue tokens.
Title: Re: The dead are walking in Arkham...(Turn 1 Encounters)
Post by: Yakumo on January 27, 2012, 11:47:33 AM
Arkham Encounters

Mandy Thompson - The items available for sale are Cabala of Saboth (http://www.arkhamhorrorwiki.com/Cabala_of_Saboth), Enchanted Blade (http://www.arkhamhorrorwiki.com/Enchanted_Blade), and Holy Water (http://www.arkhamhorrorwiki.com/Holy_Water).
Title: Re: The dead are walking in Arkham...(Turn 1 Encounters)
Post by: AndrewRogue on February 05, 2012, 06:15:09 AM
Apologies. I've been in the process of moving.

Buy the Cabala.
Title: Re: The dead are walking in Arkham...(Turn 1 Encounters)
Post by: Yakumo on February 05, 2012, 06:12:49 PM
Ill Wind Grips Arkham!
Headline



The first player must pass a Luck(-1) check or be Cursed.

A gate appears at the Graveyard, spawning a Flying Polyp.  A clue appears at the Unvisited Isle.

Hex monsters move, the Flying Polyp moves to the sky.  Triangle monsters move and the roll was 5, the Chthonian causes all investigators in Arkham to lose 1 Stamina.

The Reckoning card for this gate is Power Corrodes.  Each investigator loses 1 Sanity for each Power he has.



[12:54] <@Yakumo> d6
[12:54] * Hatbot --> "Yakumo rolls d6 and gets 5." [d6=5]
[12:55] <+RandomConsonant> goddammit
[12:55] <@Yakumo> I see you've guessed what I was rolling for. <_<
Title: Re: The dead are walking in Arkham...(Turn 1 Encounters)
Post by: Random Consonant on February 05, 2012, 06:24:47 PM
Roland Banks, FBI

Location: Saint Mary's Hospital

Abilities:

Intuitive - Upkeep Phase - If Roland has fewer than 2 4 clue tokens, he gains one clue token.

Expense Account - Upkeep Phase - If Roland has less than $2, he gains $1.

Stats:

Sanity - 2/4
Stamina - 6/6

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

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

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

Focus: 3

Allies:
John Legrasse (+2 Will, can trophify monsters with the Endless ability.)

Skills:
Will (+1 Will, add an additional die to clue tokens spent on Will checks.)

Inventory:
$3
1 clue tokens
4 Monster Trophies (Zombie, Ghoul, Witch, Byahkee, total toughness: 4)
1 Gate Trophy (City of the Great Race)
Wither (1H Spell, 0 sanity cost, 0 casting mod, cast and exhaust to gain +3 Magical combat until the end of the combat.)

Relationships:
Friendly Rivals ["Skids"] (The investigator with fewer monster trophies gains +1 on Combat checks, the investigator with fewer gate trophies gains +1 on Fight/Lore checks made to close gates.  There is no effect in case of ties.)
Buisness Associates [Mandy] (Whenever you or your partner gains at least $1 from any effect other than this card, the other gains $1.)

Personal Story:
Passed.

mutter mutter stupid cthtonian gotta toss the bullwhip now, spending $2 for healings.
Title: Re: The dead are walking in Arkham...(Turn 1 Encounters)
Post by: Nitori on February 05, 2012, 07:54:03 PM
Trish Scarborough

Sanity: 5/6
Stamina: 4/4

Fight/Sneak: 1/3 2/4 (3/5) 4/6
Lore/Will: 2/1 3/2 4/3 (5/4)
Speed/Luck: (1/0) 2/1 3/2 4/3

$1

Upkeep: Gain $1

If you or your partner are in the same neighborhood, either of you may exhaust this card before making a check to gain +1 on that check. If the Ancient One has awakened, this card may not be used. - Skids

After the initial setup, any time either you or your partner gains an Ally (from any game effect other than this card), the other draws an Ally at random from the Ally deck. If he currently has no Allies, he keeps it. If he does have one or more Allies, he keeps it and then chooses one of his Allies to reshuffle back into the Ally deck. - Mandy

Blood Pact
Any Phase: While this card is refreshed, any time you would gain any amount of Stamina, you may instead gain that amount of Power.

You may spend a Power token as either a Clue token or as 1 Sanity when you suffer a Sanity loss.
1 power token

Upkeep: Exhaust Blood Pact and lose X Stamina to gain X Power.


Soul Pact
Any Phase: While this card is refreshed, anytime you would gain any amount of Sanity, you may instead gain that amount of Power.

You may spend a Power token as either a Clue token or as 1 Stamina when you suffer a Stamina loss.

Upkeep: Exhaust Soul Pact and lose X Sanity to gain X Power.

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

Deputy's Revolver - Type: Physical Weapon

Bonus: +3 Combat check

Deputy's Revolver cannot be lost or stolen unless you choose to allow it.

Hands: 1

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

Lantern - Bonus: +1 to Luck checks.

Cultist Trophy (1)
Elder Thing Trophy (2)

Bravery - Any Phase: Exhaust to re-roll a Horror check.

put me back on the hospital and fullrestore my Stamina
Title: Re: The dead are walking in Arkham...(Turn 1 Encounters)
Post by: Talaysen on February 08, 2012, 03:00:50 AM
"Skids" O'Toole

Location: Science Building

Stats
Sanity: 2 / 3
Stamina: 4 / 7

Speed: 0 1 [2] 3
Sneak: 5 4 [3] 2 (+1)

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

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

Focus: 2

Unique Abilities
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.

Inventory
$5
4 Clue Tokens
1 Monster Trophy (Cultist, 1 Toughness)
1 Gate Trophy (The Abyss / R'lyeh)

Common Items
Axe - Type: Physical weapon / Bonus: +2 Combat check (+3 instead if your other hand is empty) / Hands: 1 / Price: $3
Motorcycle   - Movement: Exhaust to get 2 extra movement points. / Price: $4
King James Bible (Exhausted) - Type: Tome / Movement: Exhaust and spend 2 movement points to regain 1 Sanity and gain +1 to Horror checks until the end of the turn. / Price: $3

Unique Items
Ruby of R'lyeh - Movement: You get 3 extra movement points. / Price: $8

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

Spells
Voice of Ra (Exhausted) - Casting Modifier: -1 / Sanity Cost: 1 / Upkeep Phase: You may cast and exhaust to gain +1 to all skill checks for the rest of this turn.

Relationship
Friendly Rivals (with Roland) - Between you and your partner, the investigator with fewer monster trophies gains a +1 on Combat checks, and the investigator with fewer Gate trophies gains a +1 on Fight or Lore checks to close Gates. There is no effect in the case of ties.

The Best of Friends (from Trish) - If you or your partner are in the same neighborhood, either of you may exhaust this card before making a check to gain +1 on that check. If the Ancient One has awakened, this card may not be used.

Personal Story
Failed
Effect - Remove remaining clue tokens on the board.

Current Action
Staying at the Science Building and trading my other gate trophy for 2 more clues.  Also exhausting King James Bible and casting Voice of Ra.

[02/10/12 14:53:31] <AliciaFlorence> Moving Lore up to 4 to do this then.
[02/10/12 14:53:54] <AliciaFlorence> 3d6
[02/10/12 14:53:55] * Hatbot --> "AliciaFlorence rolls 3d6 and gets 10." [3d6=3, 2, 5]
[02/10/12 14:54:04] <AliciaFlorence> Good thing I did...
Title: Re: The dead are walking in Arkham...(Turn 1 Encounters)
Post by: AndrewRogue on February 09, 2012, 07:22:56 AM
Mandy Thompson

Stamina: 3/5
Sanity: 4/5

Speed/Sneak: 4/2
Fight/Will: 3/2
Lore/Luck: 4/0

$1, 0 Clue Tokens, Tommy Gun, Whiskey, Ancient Tablet, Stealth, Silver Key, Cabala of Saboth

Head to Unvisited Isle, acquire clues.
Title: Re: The dead are walking in Arkham...(Turn 1 Encounters)
Post by: Yakumo on February 12, 2012, 11:09:17 PM
Arkham Encounters


Mandy Thompson - You must have fallen into the water.  A passerby managed to pull you out and resuscitate you.  He claims you were dead for a brief time.  Perhaps you did go to the other side and returned with new knowledge.  Make a Will(-2) check to recollect your experience.  If you pass, gain 2 Spells.  If you fail, lose 2 Sanity.

Due to a deck stacking effect earlier, you know the top two spells are still Wither and Plumb the Void.
Title: Re: The dead are walking in Arkham...(Turn 1 Encounters)
Post by: AndrewRogue on February 14, 2012, 03:11:41 AM
Mandy Thompson

Stamina: 3/5
Sanity: 2/5

Speed/Sneak: 4/2
Fight/Will: 3/2
Lore/Luck: 4/0

$1, 2 Clue Tokens, Tommy Gun, Whiskey, Ancient Tablet, Stealth, Silver Key, Cabala of Saboth

Fail encounter.
Title: Re: The dead are walking in Arkham...(Turn 1 Encounters)
Post by: Yakumo on February 16, 2012, 03:32:05 AM
Bizarre Dreams Plague Citizens!
Headline



All Gugs and Nightgaunts in Arkham are returned to the cup.  If at least one monster returns to the cup, raise the terror level by 1.  No monsters were returned.

A gate appears at the Science Building, dragging Skids into the Dreamlands and spawning a Shoggoth.  A clue appears at the Witch House.

Hex monsters move but no investigators are in the streets, the Flying Polyp remains in the sky.  Triangle monsters move and the roll was 4, all investigators in Arkham lose 1 Stamina.

The Reckoning card for this gate is He Is Everywhere.  If every investigator has 1 or more Dark Pacts and/or 1 or more Power, add a doom token to the doom track.  The requirements are not met so no token is added.

Title: Re: The dead are walking in Arkham...(Turn 1 Encounters)
Post by: AndrewRogue on February 17, 2012, 08:10:48 PM
Take a Soul Pact. Head on over to the Graveyard.
Title: Re: The dead are walking in Arkham...(Turn 1 Encounters)
Post by: Random Consonant on February 29, 2012, 10:42:24 PM
Roland Banks, FBI

Location: French Hill Streets

Abilities:

Intuitive - Upkeep Phase - If Roland has fewer than 2 4 clue tokens, he gains one clue token.

Expense Account - Upkeep Phase - If Roland has less than $2, he gains $1.

Stats:

Sanity - 1/4
Stamina - 5/6

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

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

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

Focus: 3

Allies:
John Legrasse (+2 Will, can trophify monsters with the Endless ability.)

Skills:
Will (+1 Will, add an additional die to clue tokens spent on Will checks.)

Inventory:
$3
0 clue tokens
5 Monster Trophies (Zombie, Ghoul, Witch, Byahkee, Shoggoth, total toughness: 7)
1 Gate Trophy (City of the Great Race)
Wither (1H Spell, 0 sanity cost, 0 casting mod, cast and exhaust to gain +3 Magical combat until the end of the combat.)

Relationships:
Friendly Rivals ["Skids"] (The investigator with fewer monster trophies gains +1 on Combat checks, the investigator with fewer gate trophies gains +1 on Fight/Lore checks made to close gates.  There is no effect in case of ties.)
Buisness Associates [Mandy] (Whenever you or your partner gains at least $1 from any effect other than this card, the other gains $1.)

Personal Story:
Passed.

Man vs. Shoggoth, round two.  Narrow success is had wait what do you mean there's a Cthonian there there's no Cthonian there what are you talking about.

[22:31] <AliciaFlorence> Random, can you cast a spell?
[22:33] <RandomConsonant> Only if I go and fight something which can kill me
[22:34] <AliciaFlorence> Bleh.
[22:35] <RandomConsonant> oh fuck rumor fails next turn and we all get loonybin'd
[22:35] <AliciaFlorence> I think that means I have to stand around in an other world at 1 san then.
[22:35] <AliciaFlorence> Yes.
[22:39] <RandomConsonant> and I forgot to put my slider back to actually move as far as I did
[22:39] <RandomConsonant> gj me
[22:40] <RandomConsonant> Well I could round two with the French Hill shoggoth
[22:41] <RandomConsonant> Then try to stay away from the Cthonian
[22:41] <AliciaFlorence> How good are the odds of not derping?
[22:42] <RandomConsonant> I can get 8 dice against the Shoggoth if I blow both my clues
[22:43] <RandomConsonant> Think I should just go for it?
[22:43] <AliciaFlorence> Well I think if I can get out of this gate and seal it we win.
[22:44] <AliciaFlorence> Assuming nothing else goes wrong of course.
[22:44] <RandomConsonant> Well holding off getting loonybined would help. So, going big I guess.
[22:44] <AliciaFlorence> So I want to say yes? 8 dice is not too good odds though.
[22:46] <RandomConsonant> Okay, so changing plans
[22:46] <RandomConsonant> Shoggoth horror, 4 dice
[22:46] <RandomConsonant> roll 4d6
[22:46] <Hatbot> 0x01ACTION --> "RandomConsonant rolls 4d6 and gets 13." [4d6=1, 6, 3, 3]
[22:46] <RandomConsonant> Wither, 4 dice
[22:46] <RandomConsonant> roll 4d6
[22:46] <Hatbot> 0x01ACTION --> "RandomConsonant rolls 4d6 and gets 12." [4d6=2, 3, 5, 2]
[22:47] <RandomConsonant> Well at least the loonybin part is averted
[22:47] <RandomConsonant> Shoggoth punchout, six dice
[22:47] <RandomConsonant> roll 6d6
[22:47] <AliciaFlorence> Yay~
[22:47] <Hatbot> 0x01ACTION --> "RandomConsonant rolls 6d6 and gets 21." [6d6=4, 2, 5, 4, 1, 5]
[22:47] <RandomConsonant> roll 1d6 clue the first
[22:47] <Hatbot> 0x01ACTION --> "RandomConsonant rolls 1d6 clue the first and gets 2." [1d6=2]
[22:47] <RandomConsonant> roll 1d6 clue the second
[22:47] <Hatbot> 0x01ACTION --> "RandomConsonant rolls 1d6 clue the second and gets 5." [1d6=5]
[22:47] <RandomConsonant> PHEW
[22:47] <AliciaFlorence> Yay~
[22:47] <RandomConsonant> And now to avoid Mr. Cthonian
[22:48] <RandomConsonant> roll 3d6
[22:48] <Hatbot> 0x01ACTION --> "RandomConsonant rolls 3d6 and gets 9." [3d6=5, 1, 3]
[22:48] <AliciaFlorence> That buys us one turn at least.
Title: Re: The dead are walking in Arkham...(Turn 1 Encounters)
Post by: Talaysen on March 01, 2012, 03:55:08 AM
"Skids" O'Toole

Location: Dreamlands (1)

Stats
Sanity: 2 / 3
Stamina: 4 / 7

Speed: 0 1 [2] 3
Sneak: 5 4 [3] 2 (+1)

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

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

Focus: 2

Unique Abilities
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.

Inventory
$5
6 Clue Tokens
1 Monster Trophy (Cultist, 1 Toughness)

Common Items
Axe - Type: Physical weapon / Bonus: +2 Combat check (+3 instead if your other hand is empty) / Hands: 1 / Price: $3
Motorcycle   - Movement: Exhaust to get 2 extra movement points. / Price: $4
King James Bible - Type: Tome / Movement: Exhaust and spend 2 movement points to regain 1 Sanity and gain +1 to Horror checks until the end of the turn. / Price: $3

Unique Items
Ruby of R'lyeh - Movement: You get 3 extra movement points. / Price: $8

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

Spells
Voice of Ra - Casting Modifier: -1 / Sanity Cost: 1 / Upkeep Phase: You may cast and exhaust to gain +1 to all skill checks for the rest of this turn.

Relationship
Friendly Rivals (with Roland) - Between you and your partner, the investigator with fewer monster trophies gains a +1 on Combat checks, and the investigator with fewer Gate trophies gains a +1 on Fight or Lore checks to close Gates. There is no effect in the case of ties.

The Best of Friends (from Trish) - If you or your partner are in the same neighborhood, either of you may exhaust this card before making a check to gain +1 on that check. If the Ancient One has awakened, this card may not be used.

Personal Story
Failed
Effect - Remove remaining clue tokens on the board.

Current Action
dreamin'
Title: Re: The dead are walking in Arkham...(Turn 1 Encounters)
Post by: Nitori on March 02, 2012, 10:47:58 PM
Trish Scarborough

Sanity: 5/6
Stamina: 4/4

Fight/Sneak: 1/3 (2/4) 3/5 4/6
Lore/Will: 2/1 3/2 (4/3 )5/4
Speed/Luck: 1/0 2/1 (3/2 )4/3

$2
1 clue token

Upkeep: Gain $1

If you or your partner are in the same neighborhood, either of you may exhaust this card before making a check to gain +1 on that check. If the Ancient One has awakened, this card may not be used. - Skids

After the initial setup, any time either you or your partner gains an Ally (from any game effect other than this card), the other draws an Ally at random from the Ally deck. If he currently has no Allies, he keeps it. If he does have one or more Allies, he keeps it and then chooses one of his Allies to reshuffle back into the Ally deck. - Mandy

Blood Pact
Any Phase: While this card is refreshed, any time you would gain any amount of Stamina, you may instead gain that amount of Power.

You may spend a Power token as either a Clue token or as 1 Sanity when you suffer a Sanity loss.
1 power token

Upkeep: Exhaust Blood Pact and lose X Stamina to gain X Power.


Soul Pact
Any Phase: While this card is refreshed, anytime you would gain any amount of Sanity, you may instead gain that amount of Power.

You may spend a Power token as either a Clue token or as 1 Stamina when you suffer a Stamina loss.

Upkeep: Exhaust Soul Pact and lose X Sanity to gain X Power.

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

Deputy's Revolver - Type: Physical Weapon

Bonus: +3 Combat check

Deputy's Revolver cannot be lost or stolen unless you choose to allow it.

Hands: 1

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

Lantern - Bonus: +1 to Luck checks.

Cultist Trophy (1)
Elder Thing Trophy (2)

Bravery - Any Phase: Exhaust to re-roll a Horror check.

Park me on the Historical Society
Title: Re: The dead are walking in Arkham...(Turn 1 Encounters)
Post by: Yakumo on March 04, 2012, 02:06:00 AM
Arkham Encounters


Trish Scarborough - Pay a $3 fee to gain access to the private library.  If you refuse, move to the street.  If you pay, make a Luck(-1) check.  If you pass, you learn an ancient spell from a dusty ledger.  If you fail, you doze off and enter The Dreamlands.  Have one encounter there, then immediately return here.


Other World Encounters


"Skids" O'Toole - At the south gates of Thran, you are stopped by a red-robed sentry until you can tell three dreams beyond belief.  Pass a Luck(-1) check to tour the golden spires of Thran, gaining 2 Clue tokens in the process.  If you fail, stay here next turn.

Mandy Thompson - The ground is giving way!  Pass a Speed(-1) check to escape; otherwise you are delayed.
Title: Re: The dead are walking in Arkham...(Turn 1 Encounters)
Post by: Talaysen on March 04, 2012, 03:02:22 AM
"Skids" O'Toole

Location: Dreamlands (1)

Stats
Sanity: 2 / 3
Stamina: 4 / 7

Speed: 0 1 [2] 3
Sneak: 5 4 [3] 2 (+1)

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

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

Focus: 2

Unique Abilities
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.

Inventory
$5
8 Clue Tokens
1 Monster Trophy (Cultist, 1 Toughness)

Common Items
Axe - Type: Physical weapon / Bonus: +2 Combat check (+3 instead if your other hand is empty) / Hands: 1 / Price: $3
Motorcycle   - Movement: Exhaust to get 2 extra movement points. / Price: $4
King James Bible - Type: Tome / Movement: Exhaust and spend 2 movement points to regain 1 Sanity and gain +1 to Horror checks until the end of the turn. / Price: $3

Unique Items
Ruby of R'lyeh - Movement: You get 3 extra movement points. / Price: $8

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

Spells
Voice of Ra - Casting Modifier: -1 / Sanity Cost: 1 / Upkeep Phase: You may cast and exhaust to gain +1 to all skill checks for the rest of this turn.

Relationship
Friendly Rivals (with Roland) - Between you and your partner, the investigator with fewer monster trophies gains a +1 on Combat checks, and the investigator with fewer Gate trophies gains a +1 on Fight or Lore checks to close Gates. There is no effect in the case of ties.

The Best of Friends (from Trish) - If you or your partner are in the same neighborhood, either of you may exhaust this card before making a check to gain +1 on that check. If the Ancient One has awakened, this card may not be used.

Personal Story
Failed
Effect - Remove remaining clue tokens on the board.

Current Action
[03/03/12 21:01:13] <AliciaFlorence> I have a Luck -1 check to make, 3 Luck, so 2 dice.
[03/03/12 21:01:16] <AliciaFlorence> 2d6
[03/03/12 21:01:18] * Hatbot --> "AliciaFlorence rolls 2d6 and gets 6." [2d6=1, 5]
[03/03/12 21:01:34] <RandomConsonant> ~
Title: Re: The dead are walking in Arkham...(Turn 1 Encounters)
Post by: AndrewRogue on March 06, 2012, 03:15:36 AM
[17:28] <SleepRogue> Ah. Right
[17:28] <SleepRogue> I need to do this before I forget
[17:29] <SleepRogue> roll 3d6
[17:29] * Hatbot --> "SleepRogue rolls 3d6 and gets 10."12 [3d6=6, 2, 2]
[17:29] <SleepRogue> Someone vet this and then I'll post it?
[17:29] <RandomConsonant> cool roll bro

I am not delayed
Title: Re: The dead are walking in Arkham...(Turn 1 Encounters)
Post by: Yakumo on March 06, 2012, 06:02:19 PM
Good Work Undone
Rumor


As there is already a rumor in play, the special text on this card is ignored.  A gate attempts to open at the Unvisited Isle but is stopped by a seal.  No clue appears.

Triangle monsters move, a 5 is rolled so the Chthonian deals 1 Stamina damage to the investigators in Arkham.  Hex monsters move, Roland has the lower current sneak so the Flying Polyp moves to him in the French Hill streets.

No gate opened so there is no Reckoning card.



Skipped waiting for Nitori's action because he does not have $3 to pay.
Title: Re: The dead are walking in Arkham...(Turn 1 Encounters)
Post by: Random Consonant on March 06, 2012, 07:40:30 PM
Roland Banks, FBI

Location: Rivertown Streets

Abilities:

Intuitive - Upkeep Phase - If Roland has fewer than 2 4 clue tokens, he gains one clue token.

Expense Account - Upkeep Phase - If Roland has less than $2, he gains $1.

Stats:

Sanity - 1/4
Stamina - 4/6

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

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

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

Focus: 3

Allies:
John Legrasse (+2 Will, can trophify monsters with the Endless ability.)

Skills:
Will (+1 Will, add an additional die to clue tokens spent on Will checks.)

Inventory:
$3
1 clue tokens
5 Monster Trophies (Zombie, Ghoul, Witch, Byahkee, Shoggoth, total toughness: 7)
1 Gate Trophy (City of the Great Race)
Wither (1H Spell, 0 sanity cost, 0 casting mod, cast and exhaust to gain +3 Magical combat until the end of the combat.)

Relationships:
Friendly Rivals ["Skids"] (The investigator with fewer monster trophies gains +1 on Combat checks, the investigator with fewer gate trophies gains +1 on Fight/Lore checks made to close gates.  There is no effect in case of ties.)
Buisness Associates [Mandy] (Whenever you or your partner gains at least $1 from any effect other than this card, the other gains $1.)

Personal Story:
Passed.

Fleeing like a madman (which I kind of am at this point) edit: i am a derp and forgot to add back the gate trophy after i decided not to spend it herp derp

[14:31] <RandomConsonant> It keeps happening
[14:33] <Yakumo> Man, you still got off light even with that. Well, you specifically didn't but as a whole.
[14:34] <RandomConsonant> Yes this was more a things keep falling on my head statement
[14:34] <RandomConsonant> But while you're here I need to ninja past some dudes
[14:35] <Yakumo> Good luck with that.
[14:36] <RandomConsonant> speed slider all the way to the left because let's not make this harder than it needs to be
[14:36] <RandomConsonant> roll 5d6 for cthtonian
[14:36] <Hatbot> 0x01ACTION --> "RandomConsonant rolls 5d6 for cthtonian and gets 23." [5d6=4, 6, 2, 5, 6]
[14:36] <RandomConsonant> roll 4d6 for polyp
[14:36] <Hatbot> 0x01ACTION --> "RandomConsonant rolls 4d6 for polyp and gets 18." [4d6=4, 5, 4, 5]
[14:37] <RandomConsonant> Oh Hatbot, casually mocking my paranoia
Title: Re: The dead are walking in Arkham...(Turn 1 Encounters)
Post by: Talaysen on March 07, 2012, 12:14:06 AM
"Skids" O'Toole

Location: Dreamlands (2)

Stats
Sanity: 2 / 3
Stamina: 4 / 7

Speed: 0 1 2 [3]
Sneak: 5 4 3 [2] (+1)

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

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

Focus: 2

Unique Abilities
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.

Inventory
$5
8 Clue Tokens
1 Monster Trophy (Cultist, 1 Toughness)

Common Items
Axe - Type: Physical weapon / Bonus: +2 Combat check (+3 instead if your other hand is empty) / Hands: 1 / Price: $3
Motorcycle   - Movement: Exhaust to get 2 extra movement points. / Price: $4
King James Bible - Type: Tome / Movement: Exhaust and spend 2 movement points to regain 1 Sanity and gain +1 to Horror checks until the end of the turn. / Price: $3

Unique Items
Ruby of R'lyeh - Movement: You get 3 extra movement points. / Price: $8

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

Spells
Voice of Ra - Casting Modifier: -1 / Sanity Cost: 1 / Upkeep Phase: You may cast and exhaust to gain +1 to all skill checks for the rest of this turn.

Relationship
Friendly Rivals (with Roland) - Between you and your partner, the investigator with fewer monster trophies gains a +1 on Combat checks, and the investigator with fewer Gate trophies gains a +1 on Fight or Lore checks to close Gates. There is no effect in the case of ties.

The Best of Friends (from Trish) - If you or your partner are in the same neighborhood, either of you may exhaust this card before making a check to gain +1 on that check. If the Ancient One has awakened, this card may not be used.

Personal Story
Failed
Effect - Remove remaining clue tokens on the board.

Current Action
dreamin' mk2
Title: Re: The dead are walking in Arkham...(Turn 1 Encounters)
Post by: Nitori on March 09, 2012, 09:03:30 PM
Trish Scarborough

Sanity: 5/6
Stamina: 4/4

Fight/Sneak: 1/3 (2/4) 3/5 4/6
Lore/Will: 2/1 (3/2) 4/3 5/4
Speed/Luck: 1/0 2/1 3/2 (4/3)

$3
2 clue tokens

Upkeep: Gain $1

If you or your partner are in the same neighborhood, either of you may exhaust this card before making a check to gain +1 on that check. If the Ancient One has awakened, this card may not be used. - Skids

After the initial setup, any time either you or your partner gains an Ally (from any game effect other than this card), the other draws an Ally at random from the Ally deck. If he currently has no Allies, he keeps it. If he does have one or more Allies, he keeps it and then chooses one of his Allies to reshuffle back into the Ally deck. - Mandy

Blood Pact
Any Phase: While this card is refreshed, any time you would gain any amount of Stamina, you may instead gain that amount of Power.

You may spend a Power token as either a Clue token or as 1 Sanity when you suffer a Sanity loss.
1 power token

Upkeep: Exhaust Blood Pact and lose X Stamina to gain X Power.


Soul Pact
Any Phase: While this card is refreshed, anytime you would gain any amount of Sanity, you may instead gain that amount of Power.

You may spend a Power token as either a Clue token or as 1 Stamina when you suffer a Stamina loss.

Upkeep: Exhaust Soul Pact and lose X Sanity to gain X Power.

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

Deputy's Revolver - Type: Physical Weapon

Bonus: +3 Combat check

Deputy's Revolver cannot be lost or stolen unless you choose to allow it.

Hands: 1

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

Lantern - Bonus: +1 to Luck checks.

Cultist Trophy (1)
Elder Thing Trophy (2)

Bravery - Any Phase: Exhaust to re-roll a Horror check.

Put me on the Unnamable
Title: Re: The dead are walking in Arkham...(Turn 1 Encounters)
Post by: AndrewRogue on March 10, 2012, 04:31:48 AM
Mandy Thompson

Stamina: 3/5
Sanity: 2/5

Speed/Sneak: 4/2
Fight/Will: 3/2
Lore/Luck: 4/0

$1, 2 Clue Tokens, Tommy Gun, Whiskey, Ancient Tablet, Stealth, Silver Key, Cabala of Saboth, Soul Pact, 0 Power

Keep on movin'
Title: Re: The dead are walking in Arkham...(Turn 1 Encounters)
Post by: Yakumo on March 11, 2012, 12:07:55 AM
Arkham Encounters

Trish Scarborough - Pass a Luck(-1) check to find a hidden cache concealed in the wall of an upstairs bedroom.  Draw 1 Unique Item.


Other World Encounters

Mandy Thompson - You are surrounded by thousands of tiny blue men.  Make a Will(-1) [2] check(or discard a Whiskey card to pass it automatically) to talk them out of robbing you, or lose all your Common Items.  They seem oddly uninterested in your Unique Items and money.

"Skids" O'Toole - A bored cat challenges you to a riddle contest.  Make a Lore(+0) [2] check.  If you pass, the cat leads you to a cache containing 1 Unique Item.  If you fail, you are delayed.
Title: Re: The dead are walking in Arkham...
Post by: AndrewRogue on March 12, 2012, 06:26:15 AM
Mandy Thompson

Stamina: 3/5
Sanity: 2/5

Speed/Sneak: 4/2
Fight/Will: 3/2
Lore/Luck: 4/0

$1, 2 Clue Tokens, Tommy Gun, Whiskey, Ancient Tablet, Stealth, Silver Key, Cabala of Saboth, Soul Pact, 0 Power

Provide Wee Mad Arthur and his kin with some booze.
Title: Re: The dead are walking in Arkham...
Post by: Nitori on March 12, 2012, 11:43:21 PM
[19:42] <LittleAnnieAdderall> luck -1, 3 luck, +1 luck, 3 dice
[19:42] <LittleAnnieAdderall> 3d6
[19:42] <AliciaFlorence> He has a pact but it doesn't look like he can get three power from it anyway.
[19:42] * Hatbot --> "LittleAnnieAdderall rolls 3d6 and gets 9."12 [3d6=1, 6, 2]
Title: Re: The dead are walking in Arkham...
Post by: Talaysen on March 13, 2012, 12:00:35 AM
"Skids" O'Toole

Location: Dreamlands (2)

Stats
Sanity: 2 / 3
Stamina: 4 / 7

Speed: 0 1 2 [3]
Sneak: 5 4 3 [2] (+1)

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

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

Focus: 2

Unique Abilities
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.

Inventory
$5
6 Clue Tokens
1 Monster Trophy (Cultist, 1 Toughness)

Common Items
Axe - Type: Physical weapon / Bonus: +2 Combat check (+3 instead if your other hand is empty) / Hands: 1 / Price: $3
Motorcycle   - Movement: Exhaust to get 2 extra movement points. / Price: $4
King James Bible - Type: Tome / Movement: Exhaust and spend 2 movement points to regain 1 Sanity and gain +1 to Horror checks until the end of the turn. / Price: $3

Unique Items
Ruby of R'lyeh - Movement: You get 3 extra movement points. / Price: $8

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

Spells
Voice of Ra - Casting Modifier: -1 / Sanity Cost: 1 / Upkeep Phase: You may cast and exhaust to gain +1 to all skill checks for the rest of this turn.

Relationship
Friendly Rivals (with Roland) - Between you and your partner, the investigator with fewer monster trophies gains a +1 on Combat checks, and the investigator with fewer Gate trophies gains a +1 on Fight or Lore checks to close Gates. There is no effect in the case of ties.

The Best of Friends (from Trish) - If you or your partner are in the same neighborhood, either of you may exhaust this card before making a check to gain +1 on that check. If the Ancient One has awakened, this card may not be used.

Personal Story
Failed
Effect - Remove remaining clue tokens on the board.

Current Action
Passed the check.

[03/12/12 17:42:23] <AliciaFlorence> Well I get two dice on this check and need two successes...
[03/12/12 17:42:34] <AliciaFlorence> 2d6
[03/12/12 17:42:35] * Hatbot --> "AliciaFlorence rolls 2d6 and gets 4." [2d6=2, 2]
[03/12/12 17:42:41] <Yakumo> He hasn't actually been rolling to get rid of it though, so technically if he had been he might not be anymore.  Only has two clues anyway though.
[03/12/12 17:42:57] <LittleAnnieAdderall> luck -1, 3 luck, +1 luck, 3 dice
[03/12/12 17:43:05] <AliciaFlorence> He has a pact but it doesn't look like he can get three power from it anyway.
[03/12/12 17:43:06] <LittleAnnieAdderall> 3d6
[03/12/12 17:43:07] * Hatbot --> "LittleAnnieAdderall rolls 3d6 and gets 9." [3d6=1, 6, 2]
[03/12/12 17:44:13] <AliciaFlorence> Anyway, I get delayed if I fail this.  I do have 8 clues but I need 5 to seal...
[03/12/12 17:44:17] <Yakumo> There is also Mandy's reroll, remember.
[03/12/12 17:44:44] <AliciaFlorence> Oh, right.
[03/12/12 17:44:46] <AliciaFlorence> Hm...
[03/12/12 17:44:58] <Yakumo> And yours if you get 1s.
[03/12/12 17:45:30] <AliciaFlorence> How does that work with Mandy's reroll anyway?
[03/12/12 17:45:50] <AliciaFlorence> Can I use it on the first roll and the reroll or just once overall?
[03/12/12 17:46:47] <Yakumo> Mandy's reroll is once per turn.
[03/12/12 17:47:00] <Yakumo> Or do you mean yours combined with hers?
[03/12/12 17:47:13] <AliciaFlorence> Yes.
[03/12/12 17:48:13] <Yakumo> Yours says once per skill check.  Mandy's says you're rerolling dice used in a skill check, not making a new check.
[03/12/12 17:48:37] --> HaplessHero has joined this channel (~chatzilla@adsl-99-30-93-40.dsl.sfldmi.sbcglobal.net).
[03/12/12 17:48:58] <Yakumo> You get to keep successes with Mandy's reroll.  You reroll failures.
[03/12/12 17:49:06] <-- RandomConsonant has left this server (Ping timeout).
[03/12/12 17:49:20] *** HaplessHero is now known as RandomConsonant.
[03/12/12 17:50:05] * AliciaFlorence blinks.
[03/12/12 17:50:10] <AliciaFlorence> I didn't realize it was that good.
[03/12/12 17:50:36] <Yakumo> Unique Ability: Research - Any Phase: Once per turn, Mandy can activate this ability after any investigator (including herself) makes a skill check. That investigator then re-rolls all of the dice rolled for that check that did not result in successes.
[03/12/12 17:51:04] <AliciaFlorence> So it says.
[03/12/12 17:51:52] <AliciaFlorence> Well does anyone object in me taking that then?
[03/12/12 17:52:30] <AliciaFlorence> I assume Andy isn't even going to attempt his roll.
[03/12/12 17:52:30] <Yakumo> There's no rolls left to make since Nitori passed his, unless the Mythos has something.  And frankly, if you make this there's a good chance the game is over next turn.
[03/12/12 17:52:40] <Yakumo> He had whiskey to skip it.
[03/12/12 17:52:55] <AliciaFlorence> Oh, he already posted derp.
[03/12/12 17:53:01] <AliciaFlorence> Okay then.
[03/12/12 17:53:13] <AliciaFlorence> Going to put some clues on it first I guess.
[03/12/12 17:53:28] <AliciaFlorence> 1d6 clue first
[03/12/12 17:53:29] * Hatbot --> "AliciaFlorence rolls 1d6 clue first and gets 6." [1d6=6]
[03/12/12 17:54:01] <AliciaFlorence> Hmm... reroll the two or clue again...
[03/12/12 17:56:04] <AliciaFlorence> Probably don't need to, but I'll use another clue to be safe.  Have plenty.
[03/12/12 17:56:10] <Yakumo> My opinion would be to maximize the chances of success on this roll since you will have a +0 on the Dreamlands gate.
[03/12/12 17:56:24] <AliciaFlorence> Yeah, that's what I was checking.
[03/12/12 17:56:28] <Yakumo> Since even though Random forgot to put it back, he never actually spent that last gate trophy.
[03/12/12 17:56:49] <AliciaFlorence> ?
[03/12/12 17:57:26] <Yakumo> His character sheet is missing it now because of that change of mind I mentioned earlier.  He should have a gate trophy, so your relationship cancels the GOO's ability and gives a total 0 mod.
[03/12/12 17:57:40] <AliciaFlorence> The gate is +1, isn't it?
[03/12/12 17:57:56] <Yakumo> Is it?  I didn't look at the gate.  Even better then. :P
[03/12/12 17:58:11] <AliciaFlorence> Unless I want to try and close the dual gate instead.
[03/12/12 17:58:13] <AliciaFlorence> (No.)
[03/12/12 17:58:20] <Yakumo> So it is.  I was going off memory for that and I apparently remembered wrong.
[03/12/12 17:58:29] <AliciaFlorence> 1d6 clue second
[03/12/12 17:58:31] * Hatbot --> "AliciaFlorence rolls 1d6 clue second and gets 5." [1d6=5]
[03/12/12 17:58:33] <Yakumo> So it's a total +1 for you even.
[03/12/12 17:58:39] <AliciaFlorence> Well so much for that reroll.
Title: Re: The dead are walking in Arkham...
Post by: Yakumo on March 13, 2012, 12:37:40 AM
The item I drew for Tal's unique was an Elder Sign, and the Mythos was a monster surge.  With five seals already on the board, that guarantees that the game will end this turn with a six seal victory.

Sorry for the bare bones game, wasn't in the mood for fancying up the writing this time around.  At least we finally managed to finish one again after the last couple went belly-up.  Congrats to the players on their victory!

For those interested as to why the game looked a little different this time around, I ran this using the Vassal board game program.  If anyone else wants to run one of these and would like a hand figuring out how to find/use it feel free to poke me and I'll do what I can to help.
Title: Re: The dead have shambled back to their graves in Arkham.
Post by: AndrewRogue on March 13, 2012, 02:22:02 AM
Huzzah. I contributed nothing.