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RPGDL Games => Forum Games => Topic started by: AndrewRogue on June 03, 2009, 05:21:40 AM

Title: Another Peaceful Day in Arkham!
Post by: AndrewRogue on June 03, 2009, 05:21:40 AM
The town of Arkham is peaceful. Kids laugh and play, while the old folks laugh and look forward to a sunny day.

A warm breeze rustles the flowers sitting on four graves at Saint Mary's Church.

Our Friends
Kate... Darrell... Jenny... Dexter...
Title: Re: There's Something Foul in Arkham...
Post by: AndrewRogue on June 03, 2009, 05:22:14 AM
Hibb's Roadhouse has quite the crowd tonight. A party of some sort, you hear.

What for? Who knows. Four people are throwing it and the tab's on them, so what's to lose? Live life as best you can, they say, because you never know what's going to happen tomorrow.
Title: Re: There's Something Foul in Arkham...
Post by: AndrewRogue on June 04, 2009, 04:51:35 AM
There’s something in the air.

It’s hard to tell what it is, with how crazy things have been lately. The police claim it’s the Sheldon gang, but that really don’t seem right. Sure, they kill people. They’ve done it plenty of times. But they ain’t never done something like this before. They may be thugs, but they’ve never gone and burned someone up for the hell of it.

Even they’ve got some class.

It ain’t helping matters that them folks at the lodge have been out in town. Keeping everyone on edge. Then again, there ain’t been any troubles in French Hill neither. Maybe the freaks are on to something. Who the hell knows anymore.


LODGE MEMBERS WATCH THE NIGHT

A gate appears at the Unvisited Isle (bringing with it a Fire Vampire and a Byakhee). A clue appears at the Science Building (and thus is awarded to Alex). Circle monsters move on White, and Square and Diamond monsters move on Black. All monsters in the French Hill streets or locations are returned to the cup.

We are now in the Upkeep/Movement steps of Turn 1. The Encounters phase will begin when all players have completed their Upkeep/Movement or 48 hours (9pm PST on Friday) have passed (in which case Ashley or I shall take your turn <3).


Please bold your actions for the turn and your actions for the turn only.

Please announce where you will be starting your sliders.

Please remember that you cannot take an action that would require a player later in the turn to go before you.

If you wish to use a location's encounter power rather than drawing an encounter, please announce it at the end of you turn.

Feel free to discuss actions here or in #RPGDLArkhamHorror!
Title: Re: There's Something Foul in Arkham... (GAME ON, TURN 1, UPKEEP/MOVEMENT)
Post by: Ranmilia on June 04, 2009, 06:13:33 AM
Kate Winthrop

Stats

Stamina: 6/6
Sanity: 3/4 (post combat)

Speed  1 2 [3] 4
Sneak  5 4 [3] 2

Fight  1 2 3 [4]
Will  3 2 1 [zero]

Lore  2 3 4 [5]
Luck  4 3 2 [1]

Inventory
$7
3 clue tokens
Bravery Skill (exhaust to reroll horror check)
Shotgun (2 hands, +4 physical to combat checks, 6s count double)
Healing Stone (heal 1 sanity or stamina during upkeep)
Dread Curse of Azathoth (2 hand spell, -2 cast, 2 san cost, +9 to combat checks for one combat)
Enchant Weapon (0 hand spell, 0 cast mod, 1 san cost, makes 1 weapon magical until end of combat)
1 toughness worth of monster trophies (Fire Vampire)


Move to Unvisited Isle, intending to fight the Fire Vampire straight up and enter the gate.  Don't bother trying to evade, cast Enchant Weapon first and use Shotgun if it succeeds, cast Dread Curse if it fails.


Results
[00:25] <Ranmilia> I trot over, and hey, there is a Fire Vampire!  Shock!
[00:25] <Strago|Dexter> Oooh!
[00:25] <Strago|Dexter> UNEXPECTED!
[00:25] <Ranmilia> I do not try to evade it.
[00:25] <Ranmilia> It has no horror check.
[00:26] <Excal> But...  but...  undead!  Fire!
[00:26] <Ranmilia> So unless I'm forgetting something, I lead off with Enchant Weapon?
[00:26] <AndrewRogue> Go for it
[00:27] <Ranmilia> Hey, I'm a university scientist, I'm used to running into creepy flaming men.
[00:27] <Excal> OH Lord, We pray to thee, that thou might, in thy awesomeness, grant unto us a blessed shotgun of light, that we may smite the unholy abominations of life from thine sight.
[00:27] <Ranmilia> I have 5 Lore and Enchant Weapon has a 0 modifier, so rolling five dice.
[00:28] <Ranmilia> 5d6 to turn Shotgun into Plasma Rifle of Science?
[00:28] * Hatbot --> "Ranmilia rolls 5d6 to turn Shotgun into Plasma Rifle of Science? and gets 21." [5d6=6, 6, 3, 3, 3]
[00:28] <AndrewRogue> (Don't forget you lose a sanity to cast ^_^ )
[00:28] <Ranmilia> Success!  I go slightly insane with excitement.
[00:28] <Excal> Eh, she'll heal it up anyways.
[00:28] <Ranmilia> The Fire Vampire flames.
[00:29] <Ranmilia> I pew pew lasers, using the shotgun for +4 to my base of Fight 4, so 8 dice.
[00:29] <Ranmilia> Fire Vampire has a -2 combat mod, reducing that to 6 dice, but I only need one success to kill it.
[00:29] * LadyDoor nods.
[00:30] * LadyDoor nods again.
[00:30] <Ranmilia> (Spelling some things out here for reference.)
[00:30] <Ranmilia> I am not allowed to flee combat with it.  So here we go.
[00:30] <AndrewRogue> (Its appreciated)
[00:30] <Nitori> (It is~)
[00:30] * LadyDoor is just confirming.
[00:30] <AndrewRogue> (It's, rather. It'll help new players out)
[00:31] <Ranmilia> My shotgun would normally be ineffective, but since it is enchanted, it bypasses the vampire's Physical Immunity.
[00:31] <Strago|Dexter> Thanks, Al. Helpful to see indeed.
[00:31] <Ranmilia> If I fail this check, I will take 2 stamina damage.
[00:31] <Excal> There's a reason I wasn't considering going after this bugger.
[00:31] <Ranmilia> 6d6 to mimic Buffy?
[00:31] * Hatbot --> "Ranmilia rolls 6d6 to mimic Buffy? and gets 26." [6d6=6, 2, 5, 5, 5, 3]
[00:31] <AndrewRogue> (I like picturing Kate narrating this to...)
[00:31] <Ranmilia> Obliterated.
[00:31] <AndrewRogue> Mother fucker that is a dead vampire
[00:32] <AndrewRogue> Collect your monster trophy!
[00:32] <Ranmilia> I collect a godly one toughness monster trophy.


Future Plans and Info for people who aren't in the channel:


Our overall plan is to gear up and blow Hastur to shreds when he arises.  His ability makes sealing gates a real pain - we definitely won't be able to win that way, and it's doubtful we'll ever bother to seal a gate using clue tokens at all.  Winning by closing all gates is possible, but unlikely with this many players, since we'd have to close at least seven before clearing the board.  Odds are the man in yellow will have woken up by then in any case.  So our priorities are increasing everyone's resources and powers as much as possible, closing gates as they appear to stall for time (if four are open at once, Hastur instantly awakens) and keeping the Terror Level at zero at all costs, which means murderizing lots of monsters.

I got a pretty ridiculous starting equipment set, so I'm charging into yonder gate headfirst.  All in the name of science, of course.  People who have a lot of money ($8 or more, Shale for now) are looking at buying skills, people with less are looking at picking up clues for now, trying to get good encounters, so forth.  The Byakhee in the sky needs to be lured down by people ending their movement in the streets - Excal and Nitori are planning to do just that, I believe, so we hope it'll come down promptly.  Strago's going to hit the Woods.

Re-re-re-editing with even more, for the other PCs...
Soppy/Darrell has mad powers of choose your own encounter, as a character power and also a unique item.  Should probably go hang out at places he can manipulate for a good encounter?  The Unnameable suggests itself as being close and having a clue and chances for good loot, maybe even an ally.

QR/Carolyn has a lot of books, good Lore, and a motorcycle for traveling even after reading.  No reason not to read the books, and will probably be best hanging with Monty Jack later on to keep him sane?  Maybe even meet up with him this turn to get his book?

Djinn/Sister Mary doesn't really have much to do right now that stands out.  Pick up a clue at a nearby location?  It'd be funny to have the nun infiltrate the Silver Twilight Lodge, but IIRC they tend to ask money for that.
Title: Re: There's Something Foul in Arkham... (GAME ON, TURN 1, UPKEEP/MOVEMENT)
Post by: Strago on June 04, 2009, 06:35:50 AM
Dexter Drake! Illusionist Extraooooordinaire!

- Stats -

Speed  2 3 [4] 5
Sneak  4 3 [2] 1

Fight  1 [2] 3 4
Will   3 [2] 1 0

Lore  2 3 4 [5]
Luck  3 2 1 [zero]

- Inventory -

$5
Marksman Skill (exhaust to reroll combat check)
Wither (1 hand spell, +0 cast, 0 san cost, +3 to combat checks for one combat)
Shrivelling (1 hand spell, -1 cast, 1 san cost, +6 to combat checks for one combat)
Dread Curse of Azathoth (2 hand spell, -2 cast, 2 san cost, +9 to combat checks for one combat)
Obsidian Statue (discard to cancel all san/stam loss from one source)
Dynamite (2 hands, +8 to combat checks, discard after use)

Moving Dexter to The Woods. Chilling there, picking up the Clue Token, waiting to have an Encounter of some sort.
Title: Re: There's Something Foul in Arkham... (GAME ON, TURN 1, UPKEEP/MOVEMENT)
Post by: Excal on June 04, 2009, 06:46:40 AM
Jenny Barnes

Stats

Stamina: 5/5
Sanity: 6/6

Speed  0 1 2 {3}
Sneak  4 3 2 {1}

Fight  1 2 {3} 4
Will    5 4 [3] 2

Lore  1 2 3 {4}
Luck  5 4 3 {2}


Inventory
$10
0 Clues

Skill - Bravery(Exhaust to reroll horror check)
Spell - Bind Monster
U. Item - Cultes Des Goules
Item - Axe
Item - .18 Derringer


Action:

I attempt to read Cultes Des Goules and fail, then stumble out to Northside Street.

<Excal> And, I'll open by reading my book.
<Ranmilia> If you post
<AndrewRogue> Eww.
<Ranmilia> So if you do your sliders that way, you have to write [zero] like I did.
<Excal> I'm using {} myself
<Excal> So, dice roll goes...
<Excal> Lore Check at -2.  I'm at 4 Lore, so that goes to 2 dice.
<Excal> 2d6 to read?
* Hatbot --> "Excal rolls 2d6 to read? and gets 5."12 [2d6=3, 2]
<Excal> And I am clueless.
<AndrewRogue> Fail. You may expend clue tokens to try and succeed!
<AndrewRogue> >_>
<Excal> I have none
<AndrewRogue> Oh
<AndrewRogue> Yeah. You just fail
Title: Re: There's Something Foul in Arkham... (GAME ON, TURN 1, UPKEEP/MOVEMENT)
Post by: Nitori on June 04, 2009, 07:03:53 AM
Sliders/Stats

Speed  1 [2] 3 4
Sneak  3 [2] 1 zero

Fight  [2] 3 4 5
Will  [3] 2 1 0

Lore  1 [2] 3 4
Luck  5 [4] 3 2

Stamina: 7/7
Sanity: 3/3

Inventory

$7
1 Clue Token
Speed Skill (+1 Speed, add one extra die when spending Clue tokens on Speed checks)
Pallid Mask (+2 to Evade checks)
The King in Yellow (Tome, spend 2 movement points to make a Lore (-2) checks. Nothing happens on failure, lose 1 Sanity and gain 4 Clue tokens on success)
Bullwhip (1H, +1 to combat checks, exhaust to reroll 1 die of a combat check)
.38 Revolver (1H, +3 to combat checks)

To get this treasure hunt started, we need an appropiate place to hunt for treasure...oh, there must be treasure in the inside of that flying thing. Well, we're going to have to kill it then! For treasure! Also, someone more sane should read this weird book. (I plan on giving it to Excal since he doesn't start with any clues, and his book only gives 1 clue. I'll give it to QR if she wants it, though~)

Move to Northside, trade The King in Yellow to Jenny Barnes (Excal)
Title: Re: There's Something Foul in Arkham... (GAME ON, TURN 1, UPKEEP/MOVEMENT)
Post by: Excal on June 04, 2009, 07:06:31 AM
Totally countertrades $3 at Monteray Jack (Nitori)
Title: Re: There's Something Foul in Arkham... (GAME ON, TURN 1, UPKEEP/MOVEMENT)
Post by: Shale on June 04, 2009, 07:11:36 AM
My course of action is simple enough: Move to the Administration building, trade money for arcane knowledge and/or the ability to shiv demons.

Vincent Lee
The Doctor, but sadly not that The Doctor


Stats

Stamina: 5/5
Sanity: 5/5

Speed    0    1    2   {3}
Sneak    5    4    3   {2}

Fight    0   {1}   2    3
Will      4   {3}   2    1   

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

Inventory

$9
1 Clue Token

Fight Skill (+1 Fight, add one extra die when spending Clue tokens on a Fight check)
Voice of Ra (Spell, -1 casting check, 1 sanity cost; Upkeep: cast and exhaust to get +1 to all skill checks for the remainder of the turn)
Red Sign of Shudde M'Ell (Spell, -1 casting check, 1 sanity cost, any phase: cast and exhaust to lower a target monster's toughness by 1 (minimum 1) and ignore any one monster ability except Magic Immunity for the rest of the combat)
Knife (+1 to Combat checks, one handed item)
Old Journal (Tome, exhaust and spend one movement point to make a Lore -1 check; on success, gain three Clue tokens and discard the tome. On failure, the universe implodes nothing happens.)

Special Ability: Restore 1 stamina to himself or any other character in the same location. Cannot raise stamina above its maximum level.
Title: Re: There's Something Foul in Arkham... (GAME ON, TURN 1, UPKEEP/MOVEMENT)
Post by: Hunter Sopko on June 04, 2009, 08:58:47 AM
Alex speaketh sound advice. I meander over to the Unnameable (Unmeepleable?) and pick up a Clue, then wait for my encounter.


Stats:
Sanity 4/4
Stamina 6/6

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

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

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

Inventory
$6. Passed upkeep.

<Soppy-WhatsTheFlayva> roll 1d6
* Hatbot --> "Soppy-WhatsTheFlayva rolls 1d6 and gets 6." [1d6=6]
<Soppy-WhatsTheFlayva> Whee
<Ranmilia> Although actually I think you aren't even supposed to roll for Bless/Curse/Retainer the first turn you have them
<Ranmilia> Passed anyway.
<Soppy-WhatsTheFlayva> I had a feeling that was the case, but figured it couldn't hurt

1 Clue Token

Will skill (+1 Will, One extra bonus die on Will checks if I spend a Clue token)
Dragon's Eye (Exhaust and spend one Sanity after drawing a gate or location card to draw another in it's place. Whee rudundancy)
Enchanted Knife (Magical Weapon. +3 Combat checks)
Research Materials (Use in place of a Clue token)
Retainer ($2 per turn. Roll 1d6, discard on 1)

Title: Re: There's Something Foul in Arkham... (GAME ON, TURN 1, UPKEEP/MOVEMENT)
Post by: AndrewRogue on June 05, 2009, 07:26:04 AM
REMINDER: Turn 1 Upkeep/Movement Phase ends at 9pm PST (Approximately 21.5 hours from now)  tomorrow! If you have not completed your Upkeep/Movement by then, Ashley or I shall take the phase for you.
Title: Re: There's Something Foul in Arkham... (GAME ON, TURN 1, UPKEEP/MOVEMENT)
Post by: QuietRain on June 05, 2009, 07:51:39 PM
So sorry guys.  Work imploded unexpectedly on me.  Should be good to go from here, though. 
------------------------------------------------------------------------------------------------------------------------


Carolyn Fern

Stats

Stamina: 4/4
Sanity: 6/6

Speed  0 1 [2] 3
Sneak  3 2 [1] 0

Fight  1 [2] 3 4
Will  4 [3] 2 1

Lore  2 3 [4] 5
Luck  5 4 [3] 2

Inventory
$7
1 Clue Token
Luck - When spending a clue token for a luck check, add 1 die
Lamp of Alhazred (Magical Weapon) - +5 to Combat checks
Cabala of Saboth (Tome) - Movement: Exhaust & spend 2 movement points to make a Lore -2 check.  Pass= draw 1 skill & discard.  Fail= nothing.
Old Journal (Tom) - Movement: Exhaust & spend 1 movement points to make a Lore -1 check.  Pass= gain 3 clue tokens & discard.  Fail= nothing.
Motorcycle - Movement.  Exhaust to get 2 extra movement points.

“Psychology,” Upkeep: Dr. Fern may restore 1 Sanity to herself or another character in her location. She cannot raise a character’s Sanity higher than that character’s maximum Sanity.

---------------------------------------------------------
Moving to Indepenence Square to get the Clue token there and await an encounter.

Title: Re: There's Something Foul in Arkham... (GAME ON, TURN 1, UPKEEP/MOVEMENT)
Post by: AndrewRogue on June 06, 2009, 05:08:01 AM
Due to deadline, I shall take control of Sister Mary for the turn.

Stats: 3/2, 2/2, 3/4

Move to Silver Twilight Lodge.

All turns completed. Updating now.
Title: Re: There's Something Foul in Arkham... (UPDATING)
Post by: AndrewRogue on June 06, 2009, 05:41:53 AM
ARKHAM ENCOUNTERS

Alex/Kate

Finding the arcane portal that she so longed to find, Kate steps through, unsure of what awaits her on the other side.
Kate enters the Gate to the City of the Great Race!

Sopko/Darell

A gate and a monster appear!

or

You hear the scurrying and squeaking of a horde of rats from inside the walls. Abruptly, you realize that they are moving to surround you. Pass a Speed (-1) check to make it to the front door first. If you fail, you are lost in time and space.

Djinn/Mary

"Care to join the order?" Carl Sanford and several of his henchman ask. If you accept pay $3 and take a Silver Twilight Membership. If you decline, pass a Will (-1) check or lose 3 Stamina as the henchmen assist you out the door. Whether you pass or not, move to the street.
Sister Mary has no money and thus must refuse! Pass a Will (-1) check!

Shale/Vincent

"I got a few tricks I can teach you, stranger!" Vincent may choose to learn either:
(http://www.arkhamhorrorwiki.com/wiki/images/thumb/6/65/ExpertOccultist.png/160px-ExpertOccultist.png)or(http://www.arkhamhorrorwiki.com/wiki/images/thumb/f/fc/Lore.png/160px-Lore.png)

Excal/Jenny

The streets seem fairly peaceful...

QR/Carolyn

"Hey! You! Get outta here! This ain't not place for lollygaggers." Pass a Fight (-1) check to intimidate a policeman or he routs you from the park. Move to the street.

Nitori/Monterey

The streets seem fairly peaceful...

Strago/Dexter

You find a sleeping Sheldon Gang member near the still. Make a Sneak (-2) check to try and swipe the shotgun he has dropped on the ground. If you pass, take a Shotgun from the Common Item deck if there is one. If you fail, the guard awakens. You are caught and beaten, losing 2 Stamina, but you escape with your life. Move to the street.

OTHERWORLD ENCOUNTERS

Alex/Kate

Sometimes, violence IS the answer. Pass a Fight (-1) check to break free of your captors and return to Arkham.

Deadline for Arkham/Otherworld Encounters phase is Sunday night at 9:40pm PST. Map and first post will be updated after the Mythos phase.
Title: Re: There's Something Foul in Arkham... (GAME ON, TURN 1, UPKEEP/MOVEMENT)
Post by: Ranmilia on June 06, 2009, 05:53:40 AM
Kate Winthrop

Stats

Stamina: 4/4
Sanity: 5/6

Speed  1 2 [3] 4
Sneak  5 4 [3] 2

Fight  1 2 3 [4]
Will  3 2 1 [zero]

Lore  2 3 4 [5]
Luck  4 3 2 [1]

Inventory
$7
3 clue tokens
Bravery Skill (exhaust to reroll horror check)
Shotgun (2 hands, +4 physical to combat checks, 6s count double)
Healing Stone (heal 1 sanity or stamina during upkeep)
Dread Curse of Azathoth (2 hand spell, -2 cast, 2 san cost, +9 to combat checks for one combat)
Enchant Weapon (0 hand spell, 0 cast mod, 1 san cost, makes 1 weapon magical until end of combat)
1 toughness worth of monster trophies (Fire Vampire)


FAITO~


Results
[23:45] <Ranmilia> Fight -1 check to break free of captors and return to Arkham.
[23:45] <Ranmilia> Current fight 4, three dice will be rolled, no modifiers that I know of.
[23:46] <Ranmilia> 3d6 to fight with SCIENCE!
[23:46] * Hatbot --> "Ranmilia rolls 3d6 to fight with SCIENCE! and gets 11." [3d6=6, 2, 3]
[23:46] <Ranmilia> Success.
[23:47] <Ranmilia> Does that return me to Arkham immediately, and if so, do I get to try and close the gate now?
[23:47] <AndrewRogue> You do not get to try to close it immediately.
[23:48] <AndrewRogue> You do return to Arkham.
Title: Re: There's Something Foul in Arkham... (Arkham/Otherworld Encounters)
Post by: Excal on June 06, 2009, 06:17:26 AM
Lounges about in the street, having nothing better to do.
Title: Re: There's Something Foul in Arkham... (Arkham/Otherworld Encounters)
Post by: Hunter Sopko on June 06, 2009, 09:25:02 AM
Using Dragon's Eye to take another set of encounters first.

Stats:
Sanity 3/4
Stamina 6/6

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

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

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

Inventory
$6.

2 Clue Tokens

Will skill (+1 Will, One extra bonus die on Will checks if I spend a Clue token)
Dragon's Eye (Exhaust and spend one Sanity after drawing a gate or location card to draw another in it's place.)
Enchanted Knife (Magical Weapon. +3 Combat checks)
Research Materials (Use in place of a Clue token)
Retainer ($2 per turn. Roll 1d6, discard on 1)
Title: Re: There's Something Foul in Arkham... (Arkham/Otherworld Encounters)
Post by: AndrewRogue on June 06, 2009, 09:30:46 AM
Sopko/Darell

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

or

You bump into Eric Colt. He tells you a horrific tale of the Mythos to test your nerve. If you listen, lose 2 sanity. If this doesn't drive you insane, take his Ally card if it is available. If it is not available, you pump him for information instead. Gain 3 clue tokens.
Title: Re: There's Something Foul in Arkham... (Arkham/Otherworld Encounters)
Post by: Hunter Sopko on June 06, 2009, 09:42:16 AM
I will take Eric Colt as an Ally.

Stats:
Sanity 1/4
Stamina 6/6

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

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

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

Inventory
$6

2 Clue Tokens

Will skill (+1 Will, One extra bonus die on Will checks if I spend a Clue token)
Dragon's Eye (Exhaust and spend one Sanity after drawing a gate or location card to draw another in it's place.)
Enchanted Knife (Magical Weapon. +3 Combat checks)
Research Materials (Use in place of a Clue token)
Retainer ($2 per turn. Roll 1d6, discard on 1)
Ally: Eric Colt (+2 Speed, Immune to Nightmarish)
Title: Re: There's Something Foul in Arkham... (Arkham/Otherworld Encounters)
Post by: Strago on June 06, 2009, 02:29:39 PM
I attempt to sneakily steal the Shelgon's shotgun. I fail.

Dexter Drake! Illusionist Extraooooordinaire!

- Stats -

Sanity 5/5
Stamina 3/5

- Skills -

Speed  2 3 [4] 5
Sneak  4 3 [2] 1

Fight  1 [2] 3 4
Will   3 [2] 1 0

Lore  2 3 4 [5]
Luck  3 2 1 [zero]

- Inventory -

$5
Marksman Skill (exhaust to reroll combat check)
Wither (1 hand spell, +0 cast, 0 san cost, +3 to combat checks for one combat)
Shrivelling (1 hand spell, -1 cast, 1 san cost, +6 to combat checks for one combat)
Dread Curse of Azathoth (2 hand spell, -2 cast, 2 san cost, +9 to combat checks for one combat)
Obsidian Statue (discard to cancel all san/stam loss from one source)
Dynamite (2 hands, +8 to combat checks, discard after use)


Transcript of TACTICAL ESPIONAGE ACTION:


<Ranmilia> 1/3 chance.
<Ranmilia> Your call, could go either way.  Since we aren't gonna be sealing gates with clues, use em on whatever rolls you consider important.
<Strago|Dexter> Fair enough. I like shotguns, and if I don't try I'm losing the stamina anyway.
<Strago|Dexter> roll d6 expending a Clue Token to use my POWERS OF ILLUSION effectively
* Hatbot --> "Strago|Dexter rolls d6 expending a Clue Token to use my POWERS OF ILLUSION effectively and gets 3."12 [d6=3]
* Strago|Dexter makes a sad trombone noise.
Title: Re: There's Something Foul in Arkham... (Arkham/Otherworld Encounters)
Post by: AndrewRogue on June 07, 2009, 10:46:11 PM
Approximately 7 hours until deadline.

---

QR/Carolyn is chucked out of the park and onto her ass.

<AndrewRogue> Just a simple 1d6 will do, Gate
<Gate-weekend> d6 for great justice
* Hatbot --> "Gate-weekend rolls d6 for great justice and gets 1."12 [d6=1]
<Gate-weekend> that's bad, right?
<AndrewRogue> And Carolyn is thrown out of the park.
<AndrewRogue> I'll make the post for you two so you don't have to do it?
<Gate-weekend> thanks
Title: Re: There's Something Foul in Arkham... (Arkham/Otherworld Encounters)
Post by: Shale on June 08, 2009, 02:52:21 AM
I take the Lore skill.
Title: Re: There's Something Foul in Arkham... (Arkham/Otherworld Encounters)
Post by: AndrewRogue on June 08, 2009, 06:18:46 AM
Since Djinn has not posted by deadline.

<AndrewRogue> roll 1d6
* Hatbot --> "AndrewRogue rolls 1d6 and gets 6."12 [1d6=6]

Sister Mary is too awesome and has God on her side.
Title: Re: There's Something Foul in Arkham... (UPDATING)
Post by: AndrewRogue on June 08, 2009, 06:44:41 AM
Just when I thought things couldn't get any worse! I heard that some ghost train been showin' up at the train station. They been findin' all sorts of folks dead up there, and I certainly don't want no part of that. I only hope all this stops soon, or I'm gonna have to move the family the hell outta here. Ain't safe for the kids with these shadows at night, and the creepy folks in French Hill and now goddamn ghost trains!

TERROR AT THE TRAIN STATION

A gate appears at The Witch House (bringing with it a Star Spawn and a Gug). A clue appears at the black cave. Moon monsters move on white, Cross monsters move on black. A rusty train arrives in Arkham, disgorging 2 monsters (a Hound of Tindalos and a Nightgaunt) into the Northside Streets.

You are now in the Upkeep/Movement steps of Turn 2. The Encounters phase will begin once all players have completed there action or deadline is reached at 10:40 PM PST on Tuesday. The wiki will be fully updated by Tuesday, so keep track of your information closely until then!


Please bold your actions for the turn and your actions for the turn only.

Please announce where/if you will be moving your sliders.

Please remember that you cannot take an action that would require a player later in the turn to go before you.

If you wish to use a location's encounter power rather than drawing an encounter, please announce it at the end of you turn.

Feel free to discuss actions here or in #RPGDLArkham!
Title: Re: There's Something Foul in Arkham... (GAME ON, TURN 1, UPKEEP/MOVEMENT)
Post by: Ranmilia on June 08, 2009, 06:49:58 AM
Kate Winthrop

Stats

Stamina: 4/4
Sanity: 6/6

Speed  1 2 [3] 4
Sneak  5 4 [3] 2

Fight  1 2 3 [4]
Will  3 2 1 [zero]

Lore  2 3 4 [5]
Luck  4 3 2 [1]

Inventory
$7
3 clue tokens
Bravery Skill (exhaust to reroll horror check)
Shotgun (2 hands, +4 physical to combat checks, 6s count double)
Healing Stone (heal 1 sanity or stamina during upkeep)
Dread Curse of Azathoth (2 hand spell, -2 cast, 2 san cost, +9 to combat checks for one combat)
Enchant Weapon (0 hand spell, 0 cast mod, 1 san cost, makes 1 weapon magical until end of combat)
1 toughness worth of monster trophies (Fire Vampire)


Use Healing Stone to restore one sanity.  Otherwise, hang out.


Results
Yup.
Title: Re: There's Something Foul in Arkham... (TURN 2- UPKEEP/MOVEMENT)
Post by: AndrewRogue on June 08, 2009, 07:31:32 AM
SISTER MARY SHOULD ACTUALLY BE IN THE FRENCH HILL STREETS. THE MAP WILL BE UPDATED WHEN I GET THE CHANCE!
Title: Re: There's Something Foul in Arkham... (TURN 2- UPKEEP/MOVEMENT)
Post by: Hunter Sopko on June 08, 2009, 11:21:43 AM
I'm gonna have to head to the Asylum via the open Merchant District/Rivertown path. Failed upkeep on my Retainer, but I still at least get the $2 from this turn.

<Soppy-WhatsTheFlayva> Anyone around that might be witness to my upkeep?
<Ranmilia> Yo
<Soppy-WhatsTheFlayva> Coo
<Soppy-WhatsTheFlayva> 1d6
* Hatbot --> "Soppy-WhatsTheFlayva rolls 1d6 and gets 1." [1d6=1]
<Soppy-WhatsTheFlayva> Whelp. That sucks

Stats:
Sanity 1/4
Stamina 6/6

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

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

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

Inventory
$8

2 Clue Tokens

Will skill (+1 Will, One extra bonus die on Will checks if I spend a Clue token)
Dragon's Eye (Exhaust and spend one Sanity after drawing a gate or location card to draw another in it's place.)
Enchanted Knife (Magical Weapon. +3 Combat checks)
Research Materials (Use in place of a Clue token)
Ally: Eric Colt (+2 Speed, Immune to Nightmarish)
Title: Re: There's Something Foul in Arkham... (TURN 2- UPKEEP/MOVEMENT)
Post by: Strago on June 08, 2009, 02:32:38 PM
Considering three courses of action:

1) Head to the Historical Society, pick up Clue Token and await an Encounter.
2) Head to the Black Cave, pick up two Clue Tokens and await an Encounter.
3) Try my luck with the Star Spawn, which I think I could take down (Marksman, Dynamite, Shrivelling, etc.), but probably only while taking significant damage given Dexter's unimpressive Will.

Any thoughts? I'll be around IRC tonight and hopefully will decide then.
Title: Re: There's Something Foul in Arkham... (TURN 2- UPKEEP/MOVEMENT)
Post by: Shale on June 08, 2009, 04:53:37 PM
Given the impossibility of making it to the Witch House alone, my best course of action seems to be to head for Northside, where I can use Red Sign to turn that Hound into something reasonably killable. How does that work vis-a-vis the fact that the Star Spawn would eat me alive?
Title: Re: There's Something Foul in Arkham... (TURN 2- UPKEEP/MOVEMENT)
Post by: QuietRain on June 08, 2009, 05:38:30 PM
Carolyn Fern

Stats - no changes this turn

Stamina: 4/4
Sanity: 6/6

Speed  0 1 [2] 3
Sneak  3 2 [1] 0

Fight  1 [2] 3 4
Will  4 [3] 2 1

Lore  2 3 [4] 5
Luck  5 4 [3] 2

Inventory
$7
1 Clue Token
Luck - When spending a clue token for a luck check, add 1 die
Lamp of Alhazred (Magical Weapon) - +5 to Combat checks
Cabala of Saboth (Tome) - Movement: Exhaust & spend 2 movement points to make a Lore -2 check.  Pass= draw 1 skill & discard.  Fail= nothing.
Old Journal (Tom) - Movement: Exhaust & spend 1 movement points to make a Lore -1 check.  Pass= gain 3 clue tokens & discard.  Fail= nothing.
Motorcycle - Movement.  Exhaust to get 2 extra movement points.

“Psychology,” Upkeep: Dr. Fern may restore 1 Sanity to herself or another character in her location. She cannot raise a character’s Sanity higher than that character’s maximum Sanity.
--------------------------------------------------------
I think there's enough people going after Northside.  I'm going to position myself to hep out with the critter down at French Hill.  And get closer to shutting down the gate at the Witches House.

Move 2 spaces through normal movement.  Use the Motorcycle to get the rest of the way to French Hill.
Title: Re: There's Something Foul in Arkham... (TURN 2- UPKEEP/MOVEMENT)
Post by: Excal on June 08, 2009, 08:04:25 PM
Gonna wait and see what Shale does first as he's ahead of me in turn order, and will definatly change if I'm blowing my spell, going physical, or, wonder of wonders, can actually wander around on my turn.
Title: Re: There's Something Foul in Arkham... (TURN 2- UPKEEP/MOVEMENT)
Post by: Hunter Sopko on June 08, 2009, 09:47:32 PM
Given the impossibility of making it to the Witch House alone, my best course of action seems to be to head for Northside, where I can use Red Sign to turn that Hound into something reasonably killable. How does that work vis-a-vis the fact that the Star Spawn would eat me alive?

What do you mean, Shale? You have a clear run to Northside. Unless you're asking if you should use it on the Star Spawn instead. Hound is probably a better choice for you. That Gug is sitting there and you don't want to get caught alone between two monsters if it moves, even if you change one of them.
Title: Re: There's Something Foul in Arkham... (TURN 2- UPKEEP/MOVEMENT)
Post by: Shale on June 08, 2009, 11:02:32 PM
No, I'm a dumbass and got confused as to which monster was where. I was thinking the Starspawn was at Northside.
Title: Re: There's Something Foul in Arkham... (TURN 2- UPKEEP/MOVEMENT)
Post by: Strago on June 09, 2009, 05:10:46 AM
Since I'm pretty much last in the turn order, let me say that if Djinn/QR/whoever else feels like taking out the Star Spawn instead of me, I'm happy to murderize the Gug and jump in to the Witch House Gate.
Title: Re: There's Something Foul in Arkham... (TURN 2- UPKEEP/MOVEMENT)
Post by: Shale on June 09, 2009, 05:39:41 AM
Vincent Lee
The Doctor, but sadly not that The Doctor

Stats

Stamina: 5/5
Sanity: 5/5

Speed    0    1    2   {3}
Sneak    5    4    3   {2}

Fight    0   {1}   2    3
Will      4   {3}   2    1  

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

Focus 2

Inventory

$1
1 Clue Token

Fight Skill (+1 Fight, add one extra die when spending Clue tokens on a Fight check)
Voice of Ra (Spell, -1 casting check, 1 sanity cost; Upkeep: cast and exhaust to get +1 to all skill checks for the remainder of the turn)
Red Sign of Shudde M'Ell (Spell, -1 casting check, 1 sanity cost, any phase: cast and exhaust to lower a target monster's toughness by 1 (minimum 1) and ignore any one monster ability except Magic Immunity for the rest of the combat)
Knife (+1 to Combat checks, one handed item)
Old Journal (Tome, exhaust and spend one movement point to make a Lore -1 check; on success, gain three Clue tokens and discard the tome. On failure, the universe implodes nothing happens.)

Move to Northside, engage Hound of Tindalos

[00:25] <Shale> Okay, now the dicey part. If I fail this horror check I am extremely boned.
[00:25] <Shale> d6
[00:25] * Hatbot --> "Shale rolls d6 and gets 4." [d6=4]
[00:25] <Shale> Haet.
[00:25] <Shale> Clue token.
[00:25] <Shale> d6
[00:25] * Hatbot --> "Shale rolls d6 and gets 6." [d6=6]
[00:25] <Shale> Woot.
[00:26] <Shale> Okay, fun time. Red Sign of Shudde M'Ell. Casts at Lore-1, I have 4 Lore and the +Lore skill.
[00:26] <Shale> 4d6
[00:26] * Hatbot --> "Shale rolls 4d6 and gets 16." [4d6=2, 4, 6, 4]
[00:26] <Shale> Whew.
[00:26] <Shale> 4/5 stamina, Hound is at 1 toughness and no longer physically immune.
[00:27] <Shale> Er, 4/5 sanity.
[00:28] <Shale> Hound has a -1 combat check, I have 1 fight, +fight skill, and the knife.
[00:28] <Shale> 2d6
[00:28] * Hatbot --> "Shale rolls 2d6 and gets 5." [2d6=2, 3]
[00:28] <Strago|Dexter> Booo.
[00:29] <Shale> Fuck. Okay, 2 Stamina. Make or break time.
[00:29] <Shale> 2d6
[00:29] * Hatbot --> "Shale rolls 2d6 and gets 4." [2d6=1, 3]
[00:29] <Shale> ....and I'm dead.

Yeah, that didn't go well. I discard the knife and the tome, and go directly to the hospital. Do not pass Go, do not collect shreds of dignity.
Title: Re: There's Something Foul in Arkham... (TURN 2- UPKEEP/MOVEMENT)
Post by: Excal on June 09, 2009, 07:01:18 AM
<Excal> Anyone here to witness my impending doom?
<Excal> Eh, whatever, the record will be here.
<Excal> So, let's start by shifting Fight/Will over from 3/3 to 2/4.
<Excal> Now, to open against the Hound.
<Excal> 2d6
* Hatbot --> "Excal rolls 2d6 and gets 10."12 [2d6=4, 6]
<Excal> Make the San check.
<Excal> Now, to bust out Hold Monster.
<Excal> Difficulty of 3, Lore 4 with a modifier of +4.
<Excal> 8d6
* Hatbot --> "Excal rolls 8d6 and gets 25."12 [8d6=1, 4, 2, 1, 3, 4, 6, 4]
<Excal> of course...
<Excal> Well, that's 2 Stamina gone.  If I just blew the spell, then I'm toast.  If I didn't, then I'll attempt a recast.
<Excal> 8d6
* Hatbot --> "Excal rolls 8d6 and gets 22."12 [8d6=5, 3, 2, 2, 6, 2, 1, 1]
<Excal> Alright, another two Stamina.  Assuming failed attempts don't cost San, I get one more shot.
<Excal> 8d6
* Hatbot --> "Excal rolls 8d6 and gets 26."12 [8d6=6, 5, 1, 5, 3, 1, 1, 4]
<Excal> So, making those two assumptions, I win.  If the second one fails, then I just burnt my Sanity to 0, but killed the Hound in the Process.
<Excal> And...  assuming I still have San (so am now at 4/6 and have discarded Hold Monster after it worked), and have 1/5 Stamina, and I still have to fight what's around, let's take a stab at the Nightgaunt.
<Excal> 3d6 San
* Hatbot --> "Excal rolls 3d6 San and gets 12."12 [3d6=3, 4, 5]
<Excal> Made.  Now I have a Fight Check at -2, but my gear gives me +4 for a +6 which goes back down to +4.
<Excal> It has Toughness 1, so one success wins.
<Excal> 4d6
* Hatbot --> "Excal rolls 4d6 and gets 11."12 [4d6=2, 2, 6, 1]
<Excal> So, if all those assumptions hold, I just cleared North Street and my turn is over with me a bloody battered mess.
<Excal> Annnnnd, damn.  At this point I double check my sheet and see that I have 4 Stam.  So the second failure ended me.
<Shale> I hate that hound.
<Excal> roll 8*6
* Hatbot --> "Excal rolls 8*6 and gets 48."12
<Excal> Damn those were some really average rolls.
<Excal> so, I'll scrap...  the books and head to the hospital.
Title: Re: There's Something Foul in Arkham... (TURN 2- UPKEEP/MOVEMENT)
Post by: AndrewRogue on June 09, 2009, 08:05:49 AM
Given that Sister Mary's turn need occur to get some stuff done, this is officially a placeholder turn. If Djinn shows up before deadline, he may choose to alter my actions for this turn or stick with them.

Sanity: 7/7
Stamina: 3/3

Stats: 3/2, 3/1, 3/4

Blessing Remains in play.

<AndrewRogue> Checking for blessing.
<AndrewRogue> roll 1d6
* Hatbot --> "AndrewRogue rolls 1d6 and gets 4."12 [1d6=4]

Going to fight the Star Spawn since Sister Mary is stuck under it anyway.

<AndrewRogue> A'ight. Go go dumb luck
<AndrewRogue> Sister Mary equips Holy Water
<AndrewRogue> Sister Mary Horror Checks
<AndrewRogue> She has not enough Will. She takes 3 Sanity damage.
<AndrewRogue> Sister Mary cocks her arm back and HURLS THAT SUMBITCH
<AndrewRogue> roll 6d6
* Hatbot --> "AndrewRogue rolls 6d6 and gets 24."12 [6d6=6, 1, 6, 2, 5, 4]
<AndrewRogue> Sister Mary is successful!

Sister Mary gains a Star Spawn trophy and the path is cleared for all going after her.
Title: Re: There's Something Foul in Arkham... (TURN 2- UPKEEP/MOVEMENT)
Post by: Strago on June 09, 2009, 01:42:39 PM
... dag, that Hound of Tindalos is eating us alive. Maaaaaybe, since QR's turn doesn't actually come until a bit later in the order anyway, she wants to scrap that move to French Hill and go after the Hound instead? Since she has great Sanity, good Will, and a Magical Weapon that looks like it could probably really mess the Hound up?

She could even potentially use... both of her Tomes and have an extra skill/glut of clue tokens before the fight starts, and still get over there by way of her motorbike.

I don't mean to be a backseat driver; 'tis just a thought, since she's better equipped to handle that particular monster than I, whereas the Gug will crumble before my eldritch might.
Title: Re: There's Something Foul in Arkham... (TURN 2- UPKEEP/MOVEMENT)
Post by: Strago on June 09, 2009, 01:44:02 PM
Or... sorry, did Excal beat the Hound and then die to the Nightgaunt? If so, never mind me. It is early and I guess I fail reading comprehension.
Title: Re: There's Something Foul in Arkham... (TURN 2- UPKEEP/MOVEMENT)
Post by: Shale on June 09, 2009, 02:46:18 PM
Nope. Excal was killed by the Hound but didn't realize it until later because he thought he had more stamina than he actually did.

Plus he may have driven himself insane through spellcasting first. I'm not sure.
Title: Re: There's Something Foul in Arkham... (TURN 2- UPKEEP/MOVEMENT)
Post by: QuietRain on June 09, 2009, 06:19:50 PM
Hmm, Mary took out the Star Sign monster before my turn, so it looks like the Northside crew actually does need my help more.  If none object, I will scrap my previous action and head to Northside.  Won't even need to use my motorcycle.  I'll have to do the rolls when I get home, though.  Not IRC access from work (freakin firewallz).
Title: Re: There's Something Foul in Arkham... (TURN 2- UPKEEP/MOVEMENT)
Post by: Excal on June 09, 2009, 06:29:15 PM
Yeah, I was never given clarification on the spell, but the text looks like I still have it.  Unfortunatly, both castings cost San, so that third casting would have burnt me out even if I still had the stamina, which I didn't.

So close.
Title: Re: There's Something Foul in Arkham... (TURN 2- UPKEEP/MOVEMENT)
Post by: Strago on June 09, 2009, 10:17:41 PM
Alright, then. If nobody minds (since I assume Monterey Jack will be mopping up over at Northside), I'll proceed with my most recently stated course of action.

Using my 2 Focus to adjust Fight/Will from 2/2 to 4/0. Moving to the Witch House and engaging the Gug in single combat. We tried our best... As a result, we were able to excavate it! Success. Transcript follows.

> Anyone around to witness my Gug-murderizing?
<emotoro-afk> I am, though I wouldn't know success from failure? >_>
> I... I think I will.
> Let's see. ^_^
<emotoro-afk> Kay~
> Okay, Horror Check.
> My Will is set to 0, I fail and take 2 Sanity damage.
> Am now casting Wither, which has a +0 Modifier and no sanity cost. My Lore is 5.
> 5d6
* Hatbot --> "Strago|Dexter rolls 5d6 and gets 11."12 [5d6=1, 3, 5, 1, 1]
> Whew, okay. Success.
> That'll give me +3 on the combat check.
> Now casting Shrivelling, -1 Mod and 1 sanity cost. Still have 5 Lore.
> 4d6
* Hatbot --> "Strago|Dexter rolls 4d6 and gets 15."12 [4d6=3, 4, 3, 5]
> Yes. I am suffused with eldritch powers beyond Tai's comprehension, and go a little crazier as a result.
> So, base Fight of 4, +3 from Wither, +6 from Shrivelling, -2 from the Gug's prowess.
> That'll be 11 dice, and I need 3 successes.
> Here we go.
> 11d6 to make like a glass cannon and vaporize the Gug
* Hatbot --> "Strago|Dexter rolls 11d6 to make like a glass cannon and vaporize the Gug and gets 38."12 [11d6=6, 2, 2, 4, 4, 1, 6, 5, 1, 2, 5]
> Booya.
> Didn't even need my Marksman re-roll.
> I collect a 3-Toughness Monster Trophy, I believe.
> OH
> And because the Gug has Overwhelming 1, I still take 1 Stamina damage.
<Nitori> Excellent, Mr. Strago


And my stats after the fight:


Dexter Drake! Illusionist Extraooooordinaire!

- Stats -

Sanity 2/5
Stamina 2/5

- Skills -

Speed  2 3 [4] 5
Sneak  4 3 [2] 1

Fight  1 2 3 [4]
Will   3 2 1 [zero]

Lore  2 3 4 [5]
Luck  3 2 1 [zero]

- Inventory -

$5
3 Toughness in Monster Trophies (Gug)
Marksman Skill (exhaust to reroll combat check)
Wither (1 hand spell, +0 cast, 0 san cost, +3 to combat checks for one combat)
Shrivelling (1 hand spell, -1 cast, 1 san cost, +6 to combat checks for one combat)
Dread Curse of Azathoth (2 hand spell, -2 cast, 2 san cost, +9 to combat checks for one combat)
Obsidian Statue (discard to cancel all san/stam loss from one source)
Dynamite (2 hands, +8 to combat checks, discard after use)
Title: Re: There's Something Foul in Arkham... (TURN 2- UPKEEP/MOVEMENT)
Post by: DjinnAndTonic on June 10, 2009, 02:20:22 AM
Quote from: Andrew
Given that Sister Mary's turn need occur to get some stuff done, this is officially a placeholder turn. If Djinn shows up before deadline, he may choose to alter my actions for this turn or stick with them.

Sanity: 7/7
Stamina: 3/3

Stats: 3/2, 3/1, 3/4

Blessing Remains in play.

<AndrewRogue> Checking for blessing.
<AndrewRogue> roll 1d6
* Hatbot --> "AndrewRogue rolls 1d6 and gets 4."12 [1d6=4]

Going to fight the Star Spawn since Sister Mary is stuck under it anyway.

<AndrewRogue> A'ight. Go go dumb luck
<AndrewRogue> Sister Mary equips Holy Water
<AndrewRogue> Sister Mary Horror Checks
<AndrewRogue> She has not enough Will. She takes 3 Sanity damage.
<AndrewRogue> Sister Mary cocks her arm back and HURLS THAT SUMBITCH
<AndrewRogue> roll 6d6
* Hatbot --> "AndrewRogue rolls 6d6 and gets 24."12 [6d6=6, 1, 6, 2, 5, 4]
<AndrewRogue> Sister Mary is successful!

Sister Mary gains a Star Spawn trophy and the path is cleared for all going after her.

 I'm Sister Mary, and I approve of these actions.

My home internet is down at the moment, so I can't get to IRC to roll. Sorry that I'm taking so long to get into this, it's tax season for me here in Japan... >.>;;
Title: Re: There's Something Foul in Arkham... (TURN 2- UPKEEP/MOVEMENT)
Post by: Hunter Sopko on June 10, 2009, 04:54:46 AM
Noting that I'm spending the $2 to fully restore my sanity.

Stats:
Sanity 4/4
Stamina 6/6

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

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

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

Inventory
$6

2 Clue Tokens

Will skill (+1 Will, One extra bonus die on Will checks if I spend a Clue token)
Dragon's Eye (Exhaust and spend one Sanity after drawing a gate or location card to draw another in it's place.)
Enchanted Knife (Magical Weapon. +3 Combat checks)
Research Materials (Use in place of a Clue token)
Ally: Eric Colt (+2 Speed, Immune to Nightmarish)
Title: Re: There's Something Foul in Arkham... (TURN 2- UPKEEP/MOVEMENT)
Post by: QuietRain on June 10, 2009, 05:18:25 AM
OK. Back from the spawnling's play.  And I have good and bad news ...

---------------------------------------------------------
[20:49] <QuietRain> Allrighty then.  Let's see how badly I can mess this up ^_^
[20:49] <@AndrewRogue> Declare your actions so I can keep track of what's going, please ^_^
[20:53] <@QuietRain> Attempting to Evade the Hounds.
[20:53] <@AndrewRogue> Wait, wait.
[20:53] <@AndrewRogue> Your Sneak is 1 right now?
[20:53] <@QuietRain> I have 1 Sneak
[20:53] <@QuietRain> Yes
[20:53] <@AndrewRogue> Hound gives a -1 die penalty
[20:53] <@AndrewRogue> So you'd be rolling 0 dice.
[20:54] <@AndrewRogue> Which is a problem >_>
[20:54] <@QuietRain> Shoot.
[20:54] <@QuietRain> Well, looks like Fight's my only choice then
[20:54] <@AndrewRogue> You CAN spend a clue token to try and evade
[20:54] <@AndrewRogue> (Clue tokes give you +1 dice always, so, in theory, you can luck out with a 5 or 6)
[20:55] <@QuietRain> I think I'd rather save them for later.
[20:55] <@AndrewRogue> You... actually have a good shot against the Hound in combat
[20:55] <@AndrewRogue> You'll prolly take the sanity smack, but the Magic Lamp is great
[20:55] * @QuietRain nods
[20:56] <@AndrewRogue> All right. Horror Check
[20:56] <@AndrewRogue> Your Will and any mods -2
[20:56] <@AndrewRogue> (Blue number in the corner)
[20:56] <@AndrewRogue> (Is where that -2 is coming from)
[20:58] <@QuietRain> roll 1d6
[20:58] * +Hatbot --> "QuietRain rolls 1d6 and gets 6."12 [1d6=6]
[20:58] <@AndrewRogue> You withstand the horrific appearrence of the Hound as it tries to attack... through an ANGLE
[20:58] <@AndrewRogue> Now you may make a combat check
[20:59] <@QuietRain> roll 6d6
[20:59] * +Hatbot --> "QuietRain rolls 6d6 and gets 20."12 [6d6=2, 5, 3, 1, 4, 5]
[21:00] <@AndrewRogue> Two successes!
[21:00] <@QuietRain> whooooot
[21:00] <@AndrewRogue> The hound is slain by a lamp in the eye
[21:00] <@AndrewRogue> You claim him as a monster trophy
[21:00] <@AndrewRogue> However, there is still a NIGHTGAUNT
[21:01] <@AndrewRogue> So. The same process applies here.
[21:01] <@Ranmilia> ... QR just disposes of the Hound with no problem whatsoever.  The same Hound that killed two players this turn.  This game rocks.
[21:01] <@QuietRain> hehe
[21:01] <@AndrewRogue> Let's see if you can announce the entire Nightgaunt process yourself
[21:02] <@QuietRain> I'll give it a go, just whallop me if I miss or botch a step. ^_^
[21:03] <@QuietRain> Horror check, Will (3) - Monster (-1) = 2d6
[21:03] <@QuietRain> roll 2d6
[21:03] * +Hatbot --> "QuietRain rolls 2d6 and gets 2."12 [2d6=1, 1]
[21:03] <@QuietRain> oooohh the pain
[21:04] <@Soppy-WhatsTheFlayva> Luckily, sanity damage.
[21:04] <@Soppy-WhatsTheFlayva> one even
[21:04] <@QuietRain> Sanity damage I can handle
[21:05] <@AndrewRogue> Indeed
[21:07] <@Soppy-WhatsTheFlayva> Should be 5d6
[21:07] <@QuietRain> Sweet, so 6 (2 fight + 5 lamp - 1 Gaunt)
[21:07] <@AndrewRogue> -2
[21:07] <@QuietRain> whoops
[21:07] <@QuietRain> roll 5d6
[21:07] * +Hatbot --> "QuietRain rolls 5d6 and gets 19."12 [5d6=4, 6, 4, 1, 4]
[21:08] <@AndrewRogue> That... is not so good for you.
[21:08] <@QuietRain> Nope *grin*
[21:08] <@Soppy-WhatsTheFlayva> It's not a fail, but it's not a kill, right?
[21:08] <@AndrewRogue> You can expend a clue token here to get one more die, or you take the Bad Stuff (TM)
[21:08] <@Soppy-WhatsTheFlayva> Or is a no kill considered a fail?
[21:08] <@AndrewRogue> No kill = fail
[21:08] <@Soppy-WhatsTheFlayva> Ah
[21:08] <@QuietRain> I will expend a clue token and give it a whirl
[21:08] <@AndrewRogue> If the monster ain't dead, you failed
[21:09] <@QuietRain> roll 1d6
[21:09] * +Hatbot --> "QuietRain rolls 1d6 and gets 1."12 [1d6=1]
[21:09] <@QuietRain> Bad stuff ensues
[21:09] <@AndrewRogue> QR, QR, QR
[21:09] <@Soppy-WhatsTheFlayva> TO THE GATE WITH YE
[21:10] <@Ranmilia> Through the closest gate, which I am about to close.
[21:10] <@AndrewRogue> As Alex says, you get pitched through the gate to the City of the Great Race
[21:10] <@Ranmilia> So you're going to be lost in time and space, barring a really lucky gate draw.
[21:11] <@Soppy-WhatsTheFlayva> Which is basically LOSE A TURN
[21:11] <@Ranmilia> More like lose three turns
[21:11] <@AndrewRogue> Its really worse in this case, yeah
Title: Re: There's Something Foul in Arkham... (TURN 2- UPKEEP/MOVEMENT)
Post by: Nitori on June 10, 2009, 05:32:24 AM
Sliders/Stats

Speed  1 [2] 3 4
Sneak  3 [2] 1 zero

Fight  2 3 [4] 5
Will  3 2 [1] 0

Lore  1 [2] 3 4
Luck  5 [4] 3 2

Stamina: 7/7
Sanity: 2/3

Inventory

$10
1 Clue Token
Speed Skill (+1 Speed, add one extra die when spending Clue tokens on Speed checks)
Pallid Mask (+2 to Evade checks)
The King in Yellow (Tome, spend 2 movement points to make a Lore (-2) checks. Nothing happens on failure, lose 1 Sanity and gain 4 Clue tokens on success)
Bullwhip (1H, +1 to combat checks, exhaust to reroll 1 die of a combat check, totally exhausted amirite)
.38 Revolver (1H, +3 to combat checks)

<Nitori> Okay then
<Nitori> Since the hound is dead I will shift towards Fight twice
<Nitori> 4 Fight base
<Nitori> Equip gun and bullwhip for 8 dice, I think
<AndrewCrossEdge> That sounds right-ish
<Nitori> Well, six with -2
<Nitori> 4 + 1 + 3 - 2
<AndrewCrossEdge> Yeah. Go for broke.
<Nitori> I fail Horror automatically and I don't care
<AndrewCrossEdge> Grr Sanity damage
<Nitori> 6d6
<Hatbot> ACTION --> "Nitori rolls 6d6 and gets 19." [6d6=4, 3, 3, 5, 2, 2]
* AndrewCrossEdge snickers
<Strago|Dexter> Buh.
<Nitori> Time to use my clue token
<Strago|Dexter> Or... re-roll with Bullwhip?
<Nitori> I'll do both if I need to
<Nitori> 1d6
<Hatbot> ACTION --> "Nitori rolls 1d6 and gets 6." [1d6=6]
<Ranmilia> Use the whip roll first
<Nitori> Whoops
<Strago|Dexter> Yar, what Alex said.
<Strago|Dexter> RETROACTIVE ADVICE
<AndrewCrossEdge> Its fine. I'll let you actually use the whip
<AndrewCrossEdge> >_>
<Nitori> I reroll the 4 and blame Ko for everything
<AndrewCrossEdge> Nightgaunt is slain
<AndrewCrossEdge> Go ahead and post it
Title: Re: There's Something Foul in Arkham... (TURN 2- UPKEEP/MOVEMENT)
Post by: AndrewRogue on June 10, 2009, 05:45:06 AM
ARKHAM ENCOUNTERS

Alex/Kate

The gate shimmers and shines in mid-air... do you have what it takes to close it?

Sopko/Darell

"This won't hurt a bit, sit." Somehow, it is hard to believe the nurse as she attaches those diodes to your head...
Your Sanity is fully restored for $2!

Djinn/Mary

The streets are quiet...

Shale/Vincent

Looks like you can at least catch your breath at the hospital...

Restore 1 Stamina!

Excal/Jenny
The Doctor escorts you behind a curtain where the body of some unfortunate investigator has been laid. The corpse has been torn to shreds. Pass a Will (-1) check or lose 1 Sanity. If you pass, you may also search the body and find a helpful item. Draw one unique item. If you fail, you run away screaming. Move to the street.

Nitori/Monterey

The streets are quiet...

Strago/Dexter

And with a dramatic dive, you enter...

OTHERWORLD ENCOUNTERS

QR/Carolyn

The odd plant has you in its clutches! Pass a Fight (-1) check to break free. If you fail, lose 1 Stamina and 1 Sanity as it partially digests you!

Strago/Dexter

A hideous monster appears! You are attacked by...
(http://www.arkhamhorrorwiki.com/wiki/images/c/c3/Zombie.png)
(http://www.arkhamhorrorwiki.com/wiki/images/c/ce/ZombieBack.png)

Deadline for actions is Thursday at 9:45pm!
Title: Re: There's Something Foul in Arkham... (TURN 2- ARKHAM/OTHERWORLD ENCOUNTERS)
Post by: Strago on June 10, 2009, 05:57:03 AM
Despite just barely hanging on to my wits, I decided to engage the Zombie. With resounding success once again, as I am a huge badass. Transcript:


> Okay, I'll take 1 Sanity damage. Fighting the Zombie, fail my Horror check.
> 4 Fight, it's combat mod is -1, I've got three chances and need one success.
> 3d6 to loathe the undead
* Hatbot --> "Strago|Dexter rolls 3d6 to loathe the undead and gets 13."12 [3d6=4, 4, 5]
> Huzzah.


Dexter Drake! Illusionist Extraooooordinaire!

- Stats -

Sanity 1/5
Stamina 2/5

- Skills -

Speed  2 3 [4] 5
Sneak  4 3 [2] 1

Fight  1 2 3 [4]
Will   3 2 1 [zero]

Lore  2 3 4 [5]
Luck  3 2 1 [zero]

- Inventory -

$5
3 Toughness in Monster Trophies (Gug)
Marksman Skill (exhaust to reroll combat check)
Wither (1 hand spell, +0 cast, 0 san cost, +3 to combat checks for one combat)
Shrivelling (1 hand spell, -1 cast, 1 san cost, +6 to combat checks for one combat)
Dread Curse of Azathoth (2 hand spell, -2 cast, 2 san cost, +9 to combat checks for one combat)
Obsidian Statue (discard to cancel all san/stam loss from one source)
Dynamite (2 hands, +8 to combat checks, discard after use)
Title: Re: There's Something Foul in Arkham... (GAME ON, TURN 1, UPKEEP/MOVEMENT)
Post by: Ranmilia on June 10, 2009, 06:01:11 AM
Kate Winthrop

Stats

Stamina: 4/4
Sanity: 6/6

Speed  1 2 [3] 4
Sneak  5 4 [3] 2

Fight  1 2 3 [4]
Will  3 2 1 [zero]

Lore  2 3 4 [5]
Luck  4 3 2 [1]

Inventory
$7
3 clue tokens
Bravery Skill (exhaust to reroll horror check)
Shotgun (2 hands, +4 physical to combat checks, 6s count double)
Healing Stone (heal 1 sanity or stamina during upkeep)
Dread Curse of Azathoth (2 hand spell, -2 cast, 2 san cost, +9 to combat checks for one combat)
Enchant Weapon (0 hand spell, 0 cast mod, 1 san cost, makes 1 weapon magical until end of combat)
1 toughness worth of monster trophies (Fire Vampire)


Attempt to close gate using Lore.


Results
[23:57] <Ranmilia> Gonna attempt my gate close now, if there are no objections.
[23:58] <Ranmilia> Going to use Lore, which I have 5 in currently.  The gate's modifier is 0.
[23:59] <Ranmilia> So just a straight 5d6...
[00:00] <Ranmilia> 5d6 to close gate?
[00:00] * Hatbot --> "Ranmilia rolls 5d6 to close gate? and gets 18." [5d6=1, 4, 6, 6, 1]
[00:00] <Ranmilia> Yup.

Voop!
Title: Re: There's Something Foul in Arkham... (TURN 2- ARKHAM/OTHERWORLD ENCOUNTERS)
Post by: Excal on June 10, 2009, 06:03:46 AM
<Excal> 3d6 Will Check
* Hatbot --> "Excal rolls 3d6 Will Check and gets 6."12 [3d6=3, 2, 1]
<Excal> ... you've got to be kidding me.
<Excal> Exhaust Bravery for Reroll.
<Excal> 3d6 Will Check
<AndrewCrossEdge> (Not a Horror Check)
* Hatbot --> "Excal rolls 3d6 Will Check and gets 11."12 [3d6=1, 5, 5]
<Excal> ...
<Ranmilia> I don't think you can, yeah
<AndrewCrossEdge> (Will =/= Horror, unfortunately)
<Strago|Dexter> Bummer city.
<Ranmilia> 5d6 to close gate?
* Hatbot --> "Ranmilia rolls 5d6 to close gate? and gets 18."12 [5d6=1, 4, 6, 6, 1]
<Ranmilia> Yup.
<Shale> HAAAAATBOOOOOOOT....okay, that's better.
<Strago|Dexter> Yay!
<Excal> 6d6 to Shoot self in head
* Hatbot --> "Excal rolls 6d6 to Shoot self in head and gets 16."12 [6d6=3, 2, 2, 2, 2, 5]
Title: Re: There's Something Foul in Arkham... (TURN 2- ARKHAM/OTHERWORLD ENCOUNTERS)
Post by: AndrewRogue on June 11, 2009, 02:00:19 AM
<Gatewalker> I am supposed to roll something for Jenna in here
<Gatewalker> what do I roll?
<Excal> Looking that up.
<Excal> The guys who are experts wandered off.
<Ranmilia> Ah
<Excal> Fight Check, at -1
<Ranmilia> Need to roll a Fight at -1
<Excal> Which...  looks like a single d6
* Excal sets mode: +o Gatewalker
<Ranmilia> Current fight is 2...
<Ranmilia> So yeah, single d6.
<Gatewalker> d6 for great justice?
* Hatbot --> "Gatewalker rolls d6 for great justice? and gets 4."12 [d6=4]
<Gatewalker> is that a good thing?
<Ranmilia> Alas!  Failure.
<Excal> So, that's -1 Stam, -1 San
Title: Re: There's Something Foul in Arkham... (UPDATING)
Post by: AndrewRogue on June 11, 2009, 02:16:37 AM
You ever hear that ol' Hibb's is haunted?

Miskatonic Arctic Expedition Returns!

Any Elder Things previously claimed as monster trophies by players return to life and are placed in the river docks. A clue appears at Independence Square. A gate opens at Hibb's Roadhouse (Yuggoth). Two ghosts emerge from the gate. Moon moves on white (ghosts stay stationary) and Cross moves on black.

You all know the drill.
Title: Re: There's Something Foul in Arkham... (TURN 3- UPKEEP/MOVEMENT)
Post by: Nitori on June 11, 2009, 02:35:25 AM
Sliders/Stats

Speed  1 [2] 3 4
Sneak  3 [2] 1 zero

Fight  [2] 3 4 5
Will  [3] 2 1 0

Lore  1 [2] 3 4
Luck  5 [4] 3 2

Stamina: 7/7
Sanity: 2/3

Inventory

$10
1 Clue Token
1 Nightgaunt trophy (2 toughness)
Speed Skill (+1 Speed, add one extra die when spending Clue tokens on Speed checks)
Pallid Mask (+2 to Evade checks)
Bullwhip (1H, +1 to combat checks, exhaust to reroll 1 die of a combat check)
.38 Revolver (1H, +3 to combat checks)

Move sliders two spaces toward Will, move to Curiositie Shoppe, go shopping~
Title: Re: There's Something Foul in Arkham... (TURN 3- UPKEEP/MOVEMENT)
Post by: Hunter Sopko on June 11, 2009, 02:44:08 AM
I'm gonna take a run at the new portal at Hibb's. Gotta get by the Ghosts first.

Sliding the Speed/Sneak over 1.


Stats:
Sanity 4/4
Stamina 6/6

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

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

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

Inventory
$6

2 Clue Tokens

Will skill (+1 Will, One extra bonus die on Will checks if I spend a Clue token)
Dragon's Eye (Exhaust and spend one Sanity after drawing a gate or location card to draw another in it's place.)
Enchanted Knife (Magical Weapon. +3 Combat checks)
Research Materials (Use in place of a Clue token)
Ally: Eric Colt (+2 Speed, Immune to Nightmarish)
Title: Re: There's Something Foul in Arkham... (TURN 3- UPKEEP/MOVEMENT)
Post by: Shale on June 11, 2009, 02:55:28 AM
Vincent Lee

Stats

Stamina: 3/5
Sanity: 4/5

Speed    0    1    2   {3}
Sneak    5    4    3   {2}

Fight    0   {1}   2    3
Will      4   {3}   2    1  

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

Focus 2

Inventory

$1
1 Clue Token

Fight Skill (+1 Fight, add one extra die when spending Clue tokens on a Fight check)
Lore Skill (+1 Lore, add one extra die when spending Clue tokens on a Lore check)
Voice of Ra (Spell, -1 casting check, 1 sanity cost; Upkeep: cast and exhaust to get +1 to all skill checks for the remainder of the turn)
Red Sign of Shudde M'Ell (Spell, -1 casting check, 1 sanity cost, any phase: cast and exhaust to lower a target monster's toughness by 1 (minimum 1) and ignore any one monster ability except Magic Immunity for the rest of the combat)

Heal 1 stamina through doctoring ability, proceed to Science Building.
Title: Re: There's Something Foul in Arkham... (TURN 3- UPKEEP/MOVEMENT)
Post by: Strago on June 11, 2009, 05:04:35 AM
I believe I just move to the next Yuggoth area, yes? And await another Other World encounter? Am also moving Speed/Sneak and Fight/Will sliders one each to the left.

Dexter Drake! Illusionist Extraooooordinaire!

- Stats -

Sanity 1/5
Stamina 2/5

- Skills -

Speed  2 [3] 4 5
Sneak  4 [3] 2 1

Fight  1 2 [3] 4
Will   3 2 [1] 0

Lore  2 3 4 [5]
Luck  3 2 1 [zero]

- Inventory -
$5
3 Toughness in Monster Trophies (Gug)
Marksman Skill (exhaust to reroll combat check)
Wither (1 hand spell, +0 cast, 0 san cost, +3 to combat checks for one combat)
Shrivelling (1 hand spell, -1 cast, 1 san cost, +6 to combat checks for one combat)
Dread Curse of Azathoth (2 hand spell, -2 cast, 2 san cost, +9 to combat checks for one combat)
Obsidian Statue (discard to cancel all san/stam loss from one source)
Dynamite (2 hands, +8 to combat checks, discard after use)
Title: Re: There's Something Foul in Arkham... (TURN 3- UPKEEP/MOVEMENT)
Post by: Lady Door on June 11, 2009, 06:28:58 AM
Sorry guys, Life interfered. I'll try and have the Wiki up-to-date tomorrow before deadline (and on time thereafter).
Title: Re: There's Something Foul in Arkham... (GAME ON, TURN 1, UPKEEP/MOVEMENT)
Post by: Ranmilia on June 11, 2009, 10:09:47 AM
Kate Winthrop

Stats

Stamina: 4/4
Sanity: 6/6

Speed  1 2 [3] 4
Sneak  5 4 [3] 2

Fight  1 2 3 [4]
Will  3 2 1 [zero]

Lore  2 3 4 [5]
Luck  4 3 2 [1]

Inventory
$7
3 clue tokens
Bravery Skill (exhaust to reroll horror check)
Shotgun (2 hands, +4 physical to combat checks, 6s count double)
Healing Stone (heal 1 sanity or stamina during upkeep)
Dread Curse of Azathoth (2 hand spell, -2 cast, 2 san cost, +9 to combat checks for one combat)
Enchant Weapon (0 hand spell, 0 cast mod, 1 san cost, makes 1 weapon magical until end of combat)
1 toughness worth of monster trophies (Fire Vampire)


Move to the Curiosity Shoppe, check out what's for sale.


Results
Goodies?
Title: Re: There's Something Foul in Arkham... (TURN 3- UPKEEP/MOVEMENT)
Post by: Excal on June 12, 2009, 03:13:44 AM
Jenny Barnes

Stats

Stamina: 1/5
Sanity: 1/6

Speed  0 1 2 {3}
Sneak  4 3 2 {1}

Fight  1 {2} 3 4
Will    5 {4} 3 2

Lore  1 2 {3} 4
Luck  5 4 {3} 2


Inventory
$9
0 Clues

Skill - Bravery(Exhaust to reroll horror check)
Spell - Bind Monster
Item - Axe
Item - .18 Derringer


Actions:

Shift Lore/Luck one over, then scoot over to the Historical Society for the clue.
Title: Re: There's Something Foul in Arkham... (TURN 3- UPKEEP/MOVEMENT)
Post by: Lady Door on June 12, 2009, 07:27:34 AM
I'm gonna take a run at the new portal at Hibb's. Gotta get by the Ghosts first.

Sliding the Speed/Sneak over 1.


Stats:
Sanity 4/4
Stamina 6/6

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

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

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

Inventory
$6

2 Clue Tokens

Will skill (+1 Will, One extra bonus die on Will checks if I spend a Clue token)
Dragon's Eye (Exhaust and spend one Sanity after drawing a gate or location card to draw another in it's place.)
Enchanted Knife (Magical Weapon. +3 Combat checks)
Research Materials (Use in place of a Clue token)
Ally: Eric Colt (+2 Speed, Immune to Nightmarish)

This move is illegal. Insufficient Speed to move from Arkham Asylum to Hibb's Roadhouse. Please adjust your turn accordingly.
Resolved (http://www.rpgdl.com/forums/index.php?topic=3465.msg63867#msg63867).

Additionally, the Game One (http://arkhamhorror.wikispaces.com/game_one) page should be up to date. I will work on updating individual inventory/status tomorrow evening (shortly after the Encounter update). Please let me know if there are any errors or if you have any suggestions. You can find something else to do with your criticisms.
Title: Re: There's Something Foul in Arkham... (TURN 3- UPKEEP/MOVEMENT)
Post by: Ranmilia on June 12, 2009, 08:03:02 AM
He has a +2 Speed ally.  (Yeah, I had to doublecheck too when I first saw it.  >_>)
Title: Re: There's Something Foul in Arkham... (TURN 3- UPKEEP/MOVEMENT)
Post by: Lady Door on June 12, 2009, 07:02:05 PM
Ah, right. His new acquisition. Thank you!

In the future, please do be explicit about where your numbers are coming from. It helps me keep track and I do tend to overlook something when it's not made "naked man standing in the middle of the room painting himself red" obvious.
Title: Re: There's Something Foul in Arkham... (TURN 3- UPKEEP/MOVEMENT)
Post by: Excal on June 12, 2009, 07:34:46 PM
I had always wondered how Andy had originally gotten your attention.  Now I wish I was still wondering.
Title: Re: There's Something Foul in Arkham... (TURN 3- UPKEEP/MOVEMENT)
Post by: Lady Door on June 12, 2009, 08:19:40 PM
<_<

Sister Mary makes a move for the Black Cave and collects 2 Clue Tokens, which she desperately needs. She now has 2 Clue Tokens, hooray!

(I may or may not come back and edit this post to include her current stats/inventory. If it's relevant to anyone, let me know and I'll be sure to.)
Title: Re: There's Something Foul in Arkham... (TURN 3- UPKEEP/MOVEMENT)
Post by: QuietRain on June 12, 2009, 11:16:30 PM
Carolyn Fern

Stats -

Stamina: 3/4 (Can someone verify this?  I'm not sure about the stamina & sanity numbers here ... )
Sanity: 4/6

Speed  0 1 [2] 3
Sneak  3 2 [1] 0

Fight  1 [2] 3 4
Will  4 [3] 2 1

Lore  2 3 [4] 5
Luck  5 4 [3] 2

Inventory
$7
1 Clue Token
Luck - When spending a clue token for a luck check, add 1 die
Lamp of Alhazred (Magical Weapon) - +5 to Combat checks
Cabala of Saboth (Tome) - Movement: Exhaust & spend 2 movement points to make a Lore -2 check.  Pass= draw 1 skill & discard.  Fail= nothing.
Old Journal (Tom) - Movement: Exhaust & spend 1 movement points to make a Lore -1 check.  Pass= gain 3 clue tokens & discard.  Fail= nothing.
Motorcycle - Movement.  Exhaust to get 2 extra movement points.

“Psychology,” Upkeep: Dr. Fern may restore 1 Sanity to herself or another character in her location. She cannot raise a character’s Sanity higher than that character’s maximum Sanity.
--------------------------------------------------------
Floating in the great unknown.  If possible, I'd like to heal one of those sanity points.
Title: Re: There's Something Foul in Arkham... (TURN 3- UPKEEP/MOVEMENT)
Post by: Hunter Sopko on June 13, 2009, 03:00:31 AM
Sorry about that, LD. I'll be more clear next time.

Rolled combat for the Ghosts. Suffice to say, I ain't afraid of no ghosts. I claim 2 Toughness worth of monster trophies and await to be thrown into the gate!

<Soppy-WhatsTheFlayva> So gonna be fighting those ghosts.
<Soppy-WhatsTheFlayva> #1, Horror check
<Soppy-WhatsTheFlayva> 3 stat + 1 for Will skill. Minus 2 for modifier makes 2 die
<Soppy-WhatsTheFlayva> roll 2d6
* Hatbot --> "Soppy-WhatsTheFlayva rolls 2d6 and gets 6." [2d6=1, 5]
<Soppy-WhatsTheFlayva> Yay
<AndrewXEdge> Yay!
<Soppy-WhatsTheFlayva> Fight Check. 3 stat + 3 Magical Weapon. Minus 3 modifier makes 3 die. 1 Toughness
<Soppy-WhatsTheFlayva> roll 3d6
* Hatbot --> "Soppy-WhatsTheFlayva rolls 3d6 and gets 10." [3d6=1, 4, 5]
<Soppy-WhatsTheFlayva> One dead!
<Soppy-WhatsTheFlayva> #2, horror check
<Soppy-WhatsTheFlayva> roll 2d6
* Hatbot --> "Soppy-WhatsTheFlayva rolls 2d6 and gets 5." [2d6=4, 1]
* Merlin has joined #RPGDLArkhamHorror
<Soppy-WhatsTheFlayva> Spending a Clue token, I get another 2 die (due to Will skill)
<Soppy-WhatsTheFlayva> roll 2d6
* Hatbot --> "Soppy-WhatsTheFlayva rolls 2d6 and gets 9." [2d6=6, 3]
<Soppy-WhatsTheFlayva> Fight check
<Soppy-WhatsTheFlayva> roll 3d6
<AndrewXEdge> I'm not sure Will actually counts for Horror
* Hatbot --> "Soppy-WhatsTheFlayva rolls 3d6 and gets 11." [3d6=1, 5, 5]
<Soppy-WhatsTheFlayva> Eh? It's a Will check isn't it?
* AndrewXEdge glances, but eh, you hit it on the first die
<Soppy-WhatsTheFlayva> Woo. Killed both ghosts


Stats:
Sanity 4/4
Stamina 6/6

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

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

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

Inventory
$6

1 Clue Token
2 Toughness Monster Trophies

Will skill (+1 Will, One extra bonus die on Will checks if I spend a Clue token)
Dragon's Eye (Exhaust and spend one Sanity after drawing a gate or location card to draw another in it's place.)
Enchanted Knife (Magical Weapon. +3 Combat checks)
Research Materials (Use in place of a Clue token)
Ally: Eric Colt (+2 Speed, Immune to Nightmarish)
Title: Re: There's Something Foul in Arkham... (TURN 3- UPKEEP/MOVEMENT)
Post by: Lady Door on June 13, 2009, 04:09:08 AM
Carolyn Fern

Stats -

Stamina: 3/4 (Can someone verify this?  I'm not sure about the stamina & sanity numbers here ... )
Sanity: 4/6


Those numbers are correct according to my combat notes.
Title: Re: There's Something Foul in Arkham... (TURN 3- UPKEEP/MOVEMENT)
Post by: AndrewRogue on June 13, 2009, 05:41:59 AM
ARKHAM ENCOUNTERS

Alex/Kate

You must buy one of the following if able:
(http://www.arkhamhorrorwiki.com/wiki/images/thumb/5/59/BookOfDzyan.png/160px-BookOfDzyan.png)(http://www.arkhamhorrorwiki.com/wiki/images/thumb/7/78/Necronomicon.png/160px-Necronomicon.png)(http://www.arkhamhorrorwiki.com/Image:EnchantedJewelry.png)

Sopko/Darell

Into the gate with thee!

Djinn/Mary

Bats! HUNDREDS OF THEM! Pass a Speed (-1) check to get out of the cave safely. If you fail, lose 1 Stamina.

Shale/Vincent

You find a student pounding on a strange device that he has hooked up to a massive machinery. He states that it is a dimensional beam machine. If you offer to help him, make a Lore (-2) check. If you pass, beams shoot out in all directions, disrupting the gates open througout the board. Roll a die for each open gate, one at a time. On a success the gate is closed. However, you may not take it as a tropy, but instead return it to the pile of gate markers. If you fail, the machinery overheats and explodes. Roll a die and lose that much Stamina, then move to St. Mary's Hospital.

Excal/Jenny

You encounter a friendly old professor from Miskatonic University. If you spend 1 gate trophy, he introduces himself as Professor Armitage and offers to join forces with you. Take his ally card if it is available, otherwise draw 1 unique item.

Nitori/Monterey

You must buy one of the following if able:
(http://www.arkhamhorrorwiki.com/wiki/images/thumb/3/3f/HolyWater.png/160px-HolyWater.png)(http://www.arkhamhorrorwiki.com/wiki/images/thumb/c/cd/NamelessCults.png/160px-NamelessCults.png)(http://www.arkhamhorrorwiki.com/wiki/images/thumb/7/74/AncientTablet.png/160px-AncientTablet.png)(http://www.arkhamhorrorwiki.com/wiki/images/thumb/2/25/CultesDesGoules.png/160px-CultesDesGoules.png)

OTHER WORLD ENCOUNTERS

QR/Carolyn

You come across a slaughered creature. Pass a Luck (-1) check to claim a monster trophy from the cup and gain 2 clue tokens.

Soppy/Darrell

Pass a Fight (-2) check to lever back the lid of a stone chest. Inside, you find $8. If you fail, lose 1 Stamina.

Strago/Dexter

The cylindered head mocks your hopes. "You'll never return home!" it cackles. Pass a Will (-2) check or lose 2 Sanity.

You all know the drill.
Title: Re: There's Something Foul in Arkham... (TURN 3- ENCOUNTERS)
Post by: Hunter Sopko on June 13, 2009, 05:51:37 AM
I fail to open the chest and lose 1 Stamina. Not worth wasting Clue tokens on this.

<Soppy-WhatsTheFlayva> So 3-2=1 die!
<Soppy-WhatsTheFlayva> roll 1d6
* Hatbot --> "Soppy-WhatsTheFlayva rolls 1d6 and gets 2." [1d6=2]
<Soppy-WhatsTheFlayva> Shucks

Stats:
Sanity 4/4
Stamina 5/6

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

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

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

Inventory
$6

1 Clue Token
2 Toughness Monster Trophies

Will skill (+1 Will, One extra bonus die on Will checks if I spend a Clue token)
Dragon's Eye (Exhaust and spend one Sanity after drawing a gate or location card to draw another in it's place.)
Enchanted Knife (Magical Weapon. +3 Combat checks)
Research Materials (Use in place of a Clue token)
Ally: Eric Colt (+2 Speed, Immune to Nightmarish)
Title: Re: There's Something Foul in Arkham... (TURN 3- ENCOUNTERS)
Post by: Excal on June 13, 2009, 06:27:49 AM
Since I have no Gate Tokens, I'll have to pass on this action.  I'm assuming the item comes from spending the Gate Token if he's not available as an ally.
Title: Re: There's Something Foul in Arkham... (GAME ON, TURN 1, UPKEEP/MOVEMENT)
Post by: Ranmilia on June 13, 2009, 07:14:02 AM
Kate Winthrop

Stats

Stamina: 4/4
Sanity: 6/6

Speed  1 2 [3] 4
Sneak  5 4 [3] 2

Fight  1 2 3 [4]
Will  3 2 1 [zero]

Lore  2 3 4 [5]
Luck  4 3 2 [1]

Inventory
$4
3 clue tokens
Bravery Skill (exhaust to reroll horror check)
Shotgun (2 hands, +4 physical to combat checks, 6s count double)
Healing Stone (heal 1 sanity or stamina during upkeep)
Book of Dyzan (spend 2 movement points to make lore -1 check to trade 1 san for 1 spell, after two successes discard book)
Dread Curse of Azathoth (2 hand spell, -2 cast, 2 san cost, +9 to combat checks for one combat)
Enchant Weapon (0 hand spell, 0 cast mod, 1 san cost, makes 1 weapon magical until end of combat)
1 toughness worth of monster trophies (Fire Vampire)


Buy Book of Dyzan for $3.


Results
Book get~
Title: Re: There's Something Foul in Arkham... (TURN 3- ENCOUNTERS)
Post by: QuietRain on June 14, 2009, 12:39:02 AM
"You come across a slaughered creature. Pass a Luck (-1) check to claim a monster trophy from the cup and gain 2 clue tokens."

<QuietRain> luck roll for 2 dice
<QuietRain> roll 2d6
Hatbot --> "QuietRain rolls 2d6 and gets 8." [2d6=3, 5]
<Nitori> You do need a roll witness
<Nitori> I think I count
<QuietRain> One would hope ^_^

----------
Edited to show witness
Title: Re: There's Something Foul in Arkham... (TURN 3- ENCOUNTERS)
Post by: DjinnAndTonic on June 14, 2009, 04:13:09 AM
Hey I has intarwebs at home now! I can roll in IRC!

[11:52] <AndrewRogue> Sister Mary.
[11:52] <AndrewRogue> You are being chased by BATS
[11:52] <AndrewRogue> HUNDREDS OF THEM
[11:52] <Djinn> Oh SHI-
[11:54] <AndrewRogue> During the upkeep, we need to see if you kept your Blessing.
[11:54] <AndrewRogue> I didn't bother since I was in a hurry.
[11:54] <AndrewRogue> Roll a six sider. On a one, you lose the Blessing
[11:55] <Djinn> 1d6
[11:55] * Hatbot --> "Djinn rolls 1d6 and gets 4." [1d6=4]
[11:55] <AndrewRogue> You keep it!
[11:56] <Djinn> Yay!
[11:56] <AndrewRogue> So.
[11:56] <AndrewRogue> Now.
[11:56] <AndrewRogue> Your speed stat is 3.
[11:56] <AndrewRogue> To escape the bats, you need to roll a speed (-1) check and get a success.
[11:58] <Djinn> Okay, let's run away from these sunmabitches
[11:58] <Djinn> 2d6
[11:58] * Hatbot --> "Djinn rolls 2d6 and gets 11." [2d6=5, 6]
[11:58] <AndrewRogue> !!!
[11:58] <Djinn> sweet, super-succeed
[11:58] <AndrewRogue> You escape from BATS
[11:58] <AndrewRogue> HUNDREDS of them.

Whew... my Staminas is safe.
3 Speed/2 Sneak, 3 Fight/1 Will, 3 Lore/4 Luck

Title: Re: There's Something Foul in Arkham... (TURN 3- ENCOUNTERS)
Post by: Strago on June 14, 2009, 05:20:54 AM
Well, there's no way I can make the Will check, and that Sanity damage would kill me. So I discard my Obsidian Statue to prevent deathness. Sigh.


Dexter Drake! Illusionist Extraooooordinaire!

- Stats -

Sanity 1/5
Stamina 2/5

- Skills -

Speed  2 [3] 4 5
Sneak  4 [3] 2 1

Fight  1 2 [3] 4
Will   3 2 [1] zero

Lore  2 3 4 [5]
Luck  3 2 1 [zero]

- Inventory -

$5
3 Toughness in Monster Trophies (Gug)
Marksman Skill (exhaust to reroll combat check)
Wither (1 hand spell, +0 cast, 0 san cost, +3 to combat checks for one combat)
Shrivelling (1 hand spell, -1 cast, 1 san cost, +6 to combat checks for one combat)
Dread Curse of Azathoth (2 hand spell, -2 cast, 2 san cost, +9 to combat checks for one combat)
Dynamite (2 hands, +8 to combat checks, discard after use)
Title: Re: There's Something Foul in Arkham... (TURN 3- ENCOUNTERS)
Post by: Nitori on June 14, 2009, 10:59:53 PM
I purchase the Holy Water for $4, so I have an emergency backup against any Physical Immune monsters that spawn on me~
Title: Re: There's Something Foul in Arkham... (TURN 3- ENCOUNTERS)
Post by: Shale on June 15, 2009, 12:25:18 AM
I pass on the front-row seat to an explosion.
Title: Re: There's Something Foul in Arkham... (TURN 3- ENCOUNTERS)
Post by: AndrewRogue on June 15, 2009, 04:49:23 AM
You know, I'm thinking it might be a good chance to have a good ol' fashioned Witch Burning in Arkham.

Witch Burning Anniversary

An ancient curse strikes Arkham, releasing 2 monsters (a Witch and a Ghoul) into the Rivertown streets. A clue appears at the Science Building (Vincent claims it). A gate to Another Dimension opens at the Unvisited Isle, spawning two monsters (a Dark Young and a Nightgaunt). Moon moves on white. Cross moves on black.


The drill, you know it.
Title: Re: There's Something Foul in Arkham... (TURN 4- UPKEEP/MOVEMENT)
Post by: Hunter Sopko on June 15, 2009, 04:57:26 AM
Stats:
Sanity 4/4
Stamina 5/6

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

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

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

Inventory
$6

1 Clue Token
2 Toughness Monster Trophies

Will skill (+1 Will, One extra bonus die on Will checks if I spend a Clue token)
Dragon's Eye (Exhaust and spend one Sanity after drawing a gate or location card to draw another in it's place.)
Enchanted Knife (Magical Weapon. +3 Combat checks)
Research Materials (Use in place of a Clue token)
Ally: Eric Colt (+2 Speed, Immune to Nightmarish)


Moving my Fight/Will over 1 whilst I wait for my next OTHERWOOOOOOOOOOOOORLD ENCOUNTERRRRRRRRRRRRRR!
Title: Re: There's Something Foul in Arkham... (TURN 4- UPKEEP/MOVEMENT)
Post by: Strago on June 15, 2009, 05:18:43 AM
Right, so am I allowed to emerge from the Hibb's Roadhouse (Yuggoth) gate and close it there? It's closer to the Asylum, and I really need to restore my Sanity, so that seems like it makes sense. And then Soppy can close the Witch House one? Let me know if this doesn't make sense either strategically or in the rules.

For now I'm going to sleep. Will be around, at least briefly, in the mid-late A.M. EST tomorrow.
Title: Re: There's Something Foul in Arkham... (TURN 4- UPKEEP/MOVEMENT)
Post by: AndrewRogue on June 15, 2009, 05:29:54 AM
Right, so am I allowed to emerge from the Hibb's Roadhouse (Yuggoth) gate and close it there? It's closer to the Asylum, and I really need to restore my Sanity, so that seems like it makes sense. And then Soppy can close the Witch House one? Let me know if this doesn't make sense either strategically or in the rules.

For now I'm going to sleep. Will be around, at least briefly, in the mid-late A.M. EST tomorrow.

Yes you can. If you want, let me know and I'll update the map accordingly.

ALSO, ADDENDUM. VINCENT IS AT THE SCIENCE BUILDING. WILL FIX TOMORROW.
Title: Re: There's Something Foul in Arkham... (TURN 4- UPKEEP/MOVEMENT)
Post by: Excal on June 15, 2009, 09:45:36 AM
Jenny Barnes

Stats

Stamina: 1/5
Sanity: 1/6

Speed  0 1 2 {3}
Sneak  4 3 2 {1}

Fight  1 2 {3} 4
Will    5 4 {3} 2

Lore  1 2 {3} 4
Luck  5 4 {3} 2


Inventory
$10
0 Clues

Skill - Bravery(Exhaust to reroll horror check)
Spell - Bind Monster
Item - Axe
Item - .18 Derringer


Actions:

I'll scoot over to where the Witch and the Ghoul are, and Axe them a question or two.  Assuming Shale doesn't beat me to it.  Will post with rolls tomorrow after Shale has had time to see board, and people are awake.
Title: Re: There's Something Foul in Arkham... (TURN 4- UPKEEP/MOVEMENT)
Post by: Shale on June 15, 2009, 03:11:48 PM
With Fight maximized and Voice of Ra active, I should be able to take those two, and don't really see any other use for my time except encounter-hunting. Thoughts?

Edit: Hngh. I've got one fewer Stamina than I thought, meaning I'd have to take the both of them with at most one failed combat roll. Not sure I trust Hatbot enough for that, and I really don't want to lose either of my shiny shiny spells.
Title: Re: There's Something Foul in Arkham... (TURN 4- UPKEEP/MOVEMENT)
Post by: Strago on June 15, 2009, 03:38:13 PM
Right, so am I allowed to emerge from the Hibb's Roadhouse (Yuggoth) gate and close it there? It's closer to the Asylum, and I really need to restore my Sanity, so that seems like it makes sense. And then Soppy can close the Witch House one? Let me know if this doesn't make sense either strategically or in the rules.

For now I'm going to sleep. Will be around, at least briefly, in the mid-late A.M. EST tomorrow.

Yes you can. If you want, let me know and I'll update the map accordingly.

ALSO, ADDENDUM. VINCENT IS AT THE SCIENCE BUILDING. WILL FIX TOMORROW.

Yeah, this is exactly what I am doing with this portion of my turn. Will be attempting to close the Roadhouse Gate when the time comes.
Title: Re: There's Something Foul in Arkham... (TURN 4- UPKEEP/MOVEMENT)
Post by: DjinnAndTonic on June 15, 2009, 04:01:35 PM
Sister Mary:

Well, I seem to be cornered by goth-horror rejects, so I suppose I'll place my faith in the Lord above and make for the Rivertown Streets.

Speaking of the Lord above; Blessing upkeep:

[23:50] <Djinn1> Hey, I need to roll a 1d6 for Arkham so that God will love me.
[23:50] <TranceHime> Hey Djinn.
[23:51] <Djinn1> God is pretty generous, so long as I don't roll a 1, I should be Blessed.
[23:51] <Djinn1> witness plz?
[23:51] <Kotono> Who do you need to witness?
[23:51] <Djinn1> Just an Arkham person I suppose?
[23:52] <Djinn1> The Arkham channel lost its hatebot.
[23:53] <Djinn1> Well, it's like midnight and I have an early class tomorrow, so I'm just gonna assume you're all patiently waiting for me to roll.
[23:53] <Djinn1> 1d6
[23:53] * Hatbot --> "Djinn1 rolls 1d6 and gets 6." [1d6=6]
[23:53] <Djinn1> Praise be! Halelujah!

It also seems like a good idea to wait for Strago to handle his door before I try this, so I'd like to attempt that timing.

Title: Re: There's Something Foul in Arkham... (TURN 4- UPKEEP/MOVEMENT)
Post by: QuietRain on June 15, 2009, 06:42:48 PM
Carolyn Fern

Stats -

Stamina: 3/4
Sanity: 5/6

Speed  0 1 [2] 3
Sneak  3 2 [1] 0

Fight  1 [2] 3 4
Will  4 [3] 2 1

Lore  2 3 [4] 5
Luck  5 4 [3] 2

Inventory
$7
Monster Trophy
2 Clue Token
Luck - When spending a clue token for a luck check, add 1 die
Lamp of Alhazred (Magical Weapon) - +5 to Combat checks
Cabala of Saboth (Tome) - Movement: Exhaust & spend 2 movement points to make a Lore -2 check.  Pass= draw 1 skill & discard.  Fail= nothing.
Old Journal (Tom) - Movement: Exhaust & spend 1 movement points to make a Lore -1 check.  Pass= gain 3 clue tokens & discard.  Fail= nothing.
Motorcycle - Movement.  Exhaust to get 2 extra movement points.

“Psychology,” Upkeep: Dr. Fern may restore 1 Sanity to herself or another character in her location. She cannot raise a character’s Sanity higher than that character’s maximum Sanity.
--------------------------------------------------------
Floating in the great unknown.  Heal another sanity point.
Title: Re: There's Something Foul in Arkham... (TURN 4- UPKEEP/MOVEMENT)
Post by: Strago on June 15, 2009, 08:22:22 PM
Sister Mary:

Well, I seem to be cornered by goth-horror rejects, so I suppose I'll place my faith in the Lord above and make for the Rivertown Streets.

Speaking of the Lord above; Blessing upkeep:

[23:50] <Djinn1> Hey, I need to roll a 1d6 for Arkham so that God will love me.
[23:50] <TranceHime> Hey Djinn.
[23:51] <Djinn1> God is pretty generous, so long as I don't roll a 1, I should be Blessed.
[23:51] <Djinn1> witness plz?
[23:51] <Kotono> Who do you need to witness?
[23:51] <Djinn1> Just an Arkham person I suppose?
[23:52] <Djinn1> The Arkham channel lost its hatebot.
[23:53] <Djinn1> Well, it's like midnight and I have an early class tomorrow, so I'm just gonna assume you're all patiently waiting for me to roll.
[23:53] <Djinn1> 1d6
[23:53] * Hatbot --> "Djinn1 rolls 1d6 and gets 6." [1d6=6]
[23:53] <Djinn1> Praise be! Halelujah!

It also seems like a good idea to wait for Strago to handle his door before I try this, so I'd like to attempt that timing.




I don't get a chance to close my gate until the next phase, though, so... if you want to do it this turn, go ahead.
Title: Re: There's Something Foul in Arkham... (TURN 4- UPKEEP/MOVEMENT)
Post by: Ranmilia on June 16, 2009, 09:08:42 AM
I'm tentatively thinking about charging the Unvisited Isle gate (again!), but will wait for others and opinions on this.
Title: Re: There's Something Foul in Arkham... (TURN 4- UPKEEP/MOVEMENT)
Post by: Excal on June 16, 2009, 12:29:42 PM
Well, Shale, since you go before me, I have to wait to see what happens with you before I can take my turn.  So, please decide before we both time out.
Title: Re: There's Something Foul in Arkham... (TURN 4- UPKEEP/MOVEMENT)
Post by: Nitori on June 17, 2009, 02:05:41 AM
Sliders/Stats

Speed  1 [2] 3 4
Sneak  3 [2] 1 zero

Fight  [2] 3 4 5
Will  [3] 2 1 0

Lore  1 [2] 3 4
Luck  5 [4] 3 2

Stamina: 7/7
Sanity: 2/3

Inventory

$6
1 Clue Token
1 Nightgaunt trophy (2 toughness)
Speed Skill (+1 Speed, add one extra die when spending Clue tokens on Speed checks)
Pallid Mask (+2 to Evade checks)
Holy Water (1H, magical weapon, +6 to combat checks, discard after use)
Bullwhip (1H, +1 to combat checks, exhaust to reroll 1 die of a combat check)
.38 Revolver (1H, +3 to combat checks)

Use 2 Speed + Speed skill to move to Independence Square and grab the clue token~

Title: Re: There's Something Foul in Arkham... (TURN 4- UPKEEP/MOVEMENT)
Post by: AndrewRogue on June 17, 2009, 03:28:19 AM
Deadline is theoretically tonight, so if you could get your actions in or let me know that you guys want another day? It'd be appreciated.
Title: Re: There's Something Foul in Arkham... (TURN 4- UPKEEP/MOVEMENT)
Post by: AndrewRogue on June 17, 2009, 06:03:56 AM
Due to everyone kinda holding up for Shale (and not feeling too hot at the moment), I'm going to postpone deadline until 8pm PST tomorrow. Please have actions ready by then.
Title: Re: There's Something Foul in Arkham... (TURN 4- UPKEEP/MOVEMENT)
Post by: Shale on June 17, 2009, 06:04:28 AM
[00:53] <Shale-zzzzzz> Okay, so. Had I known I was going to be in combat, I would have cast Sign of Ra. May I do that?
[00:53] <AndrewRogue> You did do that.
[00:53] <Shale-zzzzzz> Did it work?
[00:53] <AndrewRogue> So yes you can try to cast.
[00:54] <Shale-zzzzzz> Oh. Okay.
[00:54] <Shale-zzzzzz> Sign of Ra casts at Lore -1. I have 3 Lore and the +Lore skill.
[00:54] <Shale-zzzzzz> 3d6
[00:54] * Hatbot --> "Shale-zzzzzz rolls 3d6 and gets 15." [3d6=6, 3, 6]
[00:54] <Shale-zzzzzz> Sweet.
[00:55] <Shale-zzzzzz> Okay, now what am I doing?
[00:55] * Shale-zzzzzz is now known as Shale
[00:55] <AndrewRogue> Whatever you want. Punching out Witch and Ghoul isn't a bad plan
[00:55] <Shale> Well, I've already blown the Sanity. Here goes nothing!
[00:56] <AndrewRogue> Bleh. I don't feel very well.
[00:57] <Shale> Witch first. She has no horror check, so I skip straight to the punching.
[00:57] <Shale> Oh, and since I never posted mys tats, I should specify here, fight+2, will-2.
[00:58] <Shale> Also, should go without saying, but I doctor myself before moving.
[00:58] <Shale> Vs. Witch. I have 3 fight, +fight skill, and +1 from Voice of Ra. She has -3 to combat checks. She has 1 toughness.
[00:58] <Shale> 2d6
[00:58] * Hatbot --> "Shale rolls 2d6 and gets 8." [2d6=3, 5]
[00:58] <Shale> She dies.
[00:59] <Strago|Dexter> Woot.
[00:59] <Shale> vs. Ghoul. Ghoul has a horror check of +0. I have 1 will.
[00:59] <Shale> d6
[00:59] * Hatbot --> "Shale rolls d6 and gets 4." [d6=4]
[01:00] <Shale> I fail. -1 sanity. Sanity at 3, Stamina at 4.
[01:00] <Shale> Oh, wait, Voice of Ra.
[01:00] <Shale> d6
[01:00] * Hatbot --> "Shale rolls d6 and gets 1." [d6=1]
[01:00] <Shale> That didn't help.
[01:01] <Shale> Ghoul has -1 to combat checks and 1 toughness. I have 5 effective fight.
[01:01] <Shale> 4d6
[01:01] * Hatbot --> "Shale rolls 4d6 and gets 16." [4d6=5, 2, 3, 6]
[01:01] <Shale> Dead Ghoul.
[01:01] <AndrewRogue> Grats
[01:01] <Shale> I do a doctorly victory dance and end my turn.

Vincent Lee

Stats

Stamina: 4/5
Sanity: 2/5

Speed    0    1    2   {3}
Sneak    5    4    3   {2}

Fight    0   1   2   {3}
Will      4   3   2   {1}  

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

Focus 2

Inventory

$1
1 Clue Token

Fight Skill (+1 Fight, add one extra die when spending Clue tokens on a Fight check)
Lore Skill (+1 Lore, add one extra die when spending Clue tokens on a Lore check)
Voice of Ra (Spell, -1 casting check, 1 sanity cost; Upkeep: cast and exhaust to get +1 to all skill checks for the remainder of the turn)
Red Sign of Shudde M'Ell (Spell, -1 casting check, 1 sanity cost, any phase: cast and exhaust to lower a target monster's toughness by 1 (minimum 1) and ignore any one monster ability except Magic Immunity for the rest of the combat)

2 Toughness worth of Monster Trophies
Title: Re: There's Something Foul in Arkham... (TURN 4- UPKEEP/MOVEMENT)
Post by: Excal on June 17, 2009, 06:33:40 AM
Right then, since I'm ruddy useless, I'll just head to the Admin building for skillz.
Title: Re: There's Something Foul in Arkham... (GAME ON, TURN 1, UPKEEP/MOVEMENT)
Post by: Ranmilia on June 18, 2009, 05:51:20 AM
Kate Winthrop

Stats

Stamina: 4/4
Sanity: 1/6

Speed  1 2 [3] 4
Sneak  5 4 [3] 2

Fight  1 2 3 [4]
Will  3 2 1 [zero]

Lore  2 3 4 [5]
Luck  4 3 2 [1]

Inventory
$4
3 clue tokens
Bravery Skill (exhaust to reroll horror check)
Shotgun (2 hands, +4 physical to combat checks, 6s count double)
Healing Stone (heal 1 sanity or stamina during upkeep)
Book of Dyzan (spend 2 movement points to make lore -1 check to trade 1 san for 1 spell, after two successes discard book)
Dread Curse of Azathoth (2 hand spell, -2 cast, 2 san cost, +9 to combat checks for one combat)
Enchant Weapon (0 hand spell, 0 cast mod, 1 san cost, makes 1 weapon magical until end of combat)
1+3+2 toughness worth of monster trophies (Fire Vampire, Dark Young, Nightgaunt)


Move to Unvisited Isle, lock and load against the baddies.


Results
[23:38] <Ranmilia> Yeah.  Shot taking.
[23:40] <Shale> Good luck!
[23:40] <Ranmilia> Move over and initiate combat against Dark Young.  It is very frightening, I lose three sanity.
[23:40] <Ranmilia> Stamina 4/4, Sanity 3/6.
[23:41] <Soppy-WhatsTheFlayva> C'mon Alex. Taking the shot involves kicking reason to the curb and rolling 3 20's on 4 rolls
[23:41] <Ranmilia> I will attempt to cast Enchant Weapon on my shotgun.  1 Sanity cost, Sanity 2/6.
[23:42] <Ranmilia> Lore 5, casting mod 0, five dice.
[23:42] <Ranmilia> 5d6
[23:42] * Hatbot --> "Ranmilia rolls 5d6 and gets 21." [5d6=4, 6, 1, 5, 5]
[23:42] <Ranmilia> Success, and wince at the good rolls being used up.
[23:43] <Ranmilia> But at least now I can bypass Dark Young's physical resistance.  I will use Shotgun, it gives +4 to combat checks.
[23:43] <Ranmilia> And most importantly, any 6s will count double.
[23:44] <Ranmilia> The Dark Young has a combat mod of -1.  I have 4 fight and the shotgun, so I will be rolling 7 dice.  I need three successes.  Failure results in my taking 3 stamina damage.
[23:44] <Ranmilia> Let's roll.
[23:44] <Ranmilia> 7d6
[23:44] * Hatbot --> "Ranmilia rolls 7d6 and gets 28." [7d6=1, 4, 5, 6, 1, 6, 5]
[23:45] <Shale> I think it exploded.
[23:45] <Ranmilia> Six successes.  The Dark Young is forcefully put to naptime.
[23:46] <Ranmilia> I gain a three toughness monster trophy.  The reinforcements symbol pops up and a Nightgaunt appears.
[23:46] <Ranmilia> I have zero will and soak another sanity hit, Sanity 1/6.
[23:47] <Ranmilia> The Nightgaunt has a -2 combat mod, 2 toughness, and sucks me through the gate immediately on failure, which isn't all that bad.
[23:47] <Shale> I see I'll have company at Arkham next turn.
[23:47] <Soppy-WhatsTheFlayva> Just murderize it
[23:47] <Ranmilia> I will use my shotgun, 4 fight +4 gun -2 for a total of 6 dice.
[23:48] <Ranmilia> 6d6
[23:48] * Hatbot --> "Ranmilia rolls 6d6 and gets 23." [6d6=5, 2, 4, 6, 1, 5]
[23:48] <Soppy-WhatsTheFlayva> Boom
[23:48] <Shale> -stick
[23:48] <Ranmilia> Four successes, Nightgaunt returns to the pages of Scary Stories to Tell in the Dark 5.
[23:48] <Soppy-WhatsTheFlayva> Yesssssssssssss
[23:48] <Soppy-WhatsTheFlayva> They had a compliation of that. I almost got it
[23:49] <Ranmilia> I gain a 2 toughness monster trophy.  The board is cleared of monsters.  Nearly insane, I trip over a rock and am sucked through a gate into Another Dimension, perhaps soon to become lost in time and space should the otherworld encounter have a sanity hit.
Title: Re: There's Something Foul in Arkham... (TURN 4- UPKEEP/MOVEMENT)
Post by: AndrewRogue on June 18, 2009, 05:59:31 AM
To the Graveyard with Mary. She acquires a clue.
Title: Re: There's Something Foul in Arkham... (TURN 4- UPKEEP/MOVEMENT)
Post by: AndrewRogue on June 18, 2009, 06:16:18 AM
Arkham Encounters

Alex/Kate
Into a gate with thee!

Djinn/Mary
"Testifying" Cooter Falwell latches onto you and rambles about his spiritual beliefs. Make a Lore (-1) check. If you pass, then somewhere in Cooter's words you find a clue to the Mythos threat. Gain 1 Clue Token, but lose 1 Sanity. If you fail, move to the street while you listen to Cooter ramble on about pure nonsense.

Shale/Vincent
Clean yourself up, man.

Excal/Jenny
Choose one:
(http://www.arkhamhorrorwiki.com/wiki/images/thumb/0/08/Will.png/160px-Will.png) or (http://www.arkhamhorrorwiki.com/wiki/images/thumb/9/91/Sneak.png/160px-Sneak.png)

Nitori/Monterey
A shadow falls across you from no apparent source and you shive with more than just cold. Pass a Will (-1) check or lose 1 Stamina and 1 Sanity.

Strago/Dexter
The gate looms.

Other World Encounters

Alex/Kate
Pass a Luck (-1) check to find the gate back. If so, immediate return to Arkham.

Sopko/Darell
A hideous monster appears!
(http://www.arkhamhorrorwiki.com/wiki/images/5/51/Warlock.png)(http://www.arkhamhorrorwiki.com/wiki/images/e/ee/WarlockBack.png)

QR/Carolyn
You stare into the face of madness. Roll 1 die for each point of Sanity you have. Lose 1 Sanity for each die that does not roll a success. If you do not go insane, gain 1 Clue token for each die that rolled a success.

Deadline is Friday at 10pm.
Title: Re: There's Something Foul in Arkham... (TURN 4- ENCOUNTERS)
Post by: Hunter Sopko on June 18, 2009, 06:19:26 AM
Spending one Sanity to use Dragon's Eye to redraw the Gate Encounter.
Title: Re: There's Something Foul in Arkham... (TURN 4- ENCOUNTERS)
Post by: AndrewRogue on June 18, 2009, 06:22:23 AM
Soppy/Darell

The sky is spinning (~). Pass a Will (-2) check or pass out and stay here next turn.
Title: Re: There's Something Foul in Arkham... (TURN 4- ENCOUNTERS)
Post by: Hunter Sopko on June 18, 2009, 06:27:13 AM
<AndrewRogue> What's your Will, Sopko?
<Soppy-WhatsTheFlayva> 2 base + 1 for Will skill, so 3
<AndrewRogue> The curse of Nitori is upon you
<Soppy-WhatsTheFlayva> Oh?
<AndrewRogue> Posted
<Soppy-WhatsTheFlayva> Eh. Better than the other one
<Soppy-WhatsTheFlayva> roll 1d6
* Hatbot --> "Soppy-WhatsTheFlayva rolls 1d6 and gets 3." [1d6=3]
<Soppy-WhatsTheFlayva> Spending a clue, I guess. That'll give me two extra rolls
<Soppy-WhatsTheFlayva> roll 2d6
* Hatbot --> "Soppy-WhatsTheFlayva rolls 2d6 and gets 10." [2d6=6, 4]
<Soppy-WhatsTheFlayva> Yay


Stats:
Sanity 3/4
Stamina 5/6

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

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

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

Inventory
$6

0 Clue Tokens
2 Toughness Monster Trophies

Will skill (+1 Will, One extra bonus die on Will checks if I spend a Clue token)
Dragon's Eye (Exhaust and spend one Sanity after drawing a gate or location card to draw another in it's place.)
Enchanted Knife (Magical Weapon. +3 Combat checks)
Research Materials (Use in place of a Clue token)
Ally: Eric Colt (+2 Speed, Immune to Nightmarish)
Title: Re: There's Something Foul in Arkham... (GAME ON, TURN 1, UPKEEP/MOVEMENT)
Post by: Ranmilia on June 18, 2009, 06:27:54 AM
Kate Winthrop

Stats

Stamina: 4/4
Sanity: 1/6

Speed  1 2 [3] 4
Sneak  5 4 [3] 2

Fight  1 2 3 [4]
Will  3 2 1 [zero]

Lore  2 3 4 [5]
Luck  4 3 2 [1]

Inventory
$4
1 clue token
Bravery Skill (exhaust to reroll horror check)
Shotgun (2 hands, +4 physical to combat checks, 6s count double)
Healing Stone (heal 1 sanity or stamina during upkeep)
Book of Dyzan (spend 2 movement points to make lore -1 check to trade 1 san for 1 spell, after two successes discard book)
Dread Curse of Azathoth (2 hand spell, -2 cast, 2 san cost, +9 to combat checks for one combat)
Enchant Weapon (0 hand spell, 0 cast mod, 1 san cost, makes 1 weapon magical until end of combat)
1+3+2 toughness worth of monster trophies (Fire Vampire, Dark Young, Nightgaunt)
1 gate trophy (+0, City of the Great Race)

Kate has no luck, but she totally watched the 1920s version of Terminator and makes her own fate by spending some clues.


Results
[00:24] <Ranmilia> In the same vein, I'll blow some clues to try and come back through the gate.  Got 3 clues right now, let's see how it goes.
[00:24] <AndrewRogue> Aw. The Curse of Nitori failed.
[00:24] <Ranmilia> 1d6
[00:24] * Hatbot --> "Ranmilia rolls 1d6 and gets 2." [1d6=2]
[00:25] <Ranmilia> Hm.
[00:25] <Ranmilia> Again?  I think again.
[00:25] <Ranmilia> 1d6
[00:25] * Shale is now known as Shale-zzzzzzzz
[00:25] * Hatbot --> "Ranmilia rolls 1d6 and gets 6." [1d6=6]
[00:25] <Soppy-WhatsTheFlayva> Nice
[00:25] <Ranmilia> Bam!
[00:25] <AndrewRogue> Man. You guys are luckier than me
[00:25] <Nitori> Of course we are~
[00:25] <AndrewRogue> That's it. Next game, I'm adding a mean expansion
[00:26] <Ranmilia> 2 clues spent, 1 remaining, hey look, it wasn't a gate at all, I just hit my head on a rock.
Title: Re: There's Something Foul in Arkham... (TURN 4- ENCOUNTERS)
Post by: Nitori on June 18, 2009, 07:21:41 AM

Sliders/Stats

Speed  1 [2] 3 4
Sneak  3 [2] 1 zero

Fight  [2] 3 4 5
Will  [3] 2 1 0

Lore  1 [2] 3 4
Luck  5 [4] 3 2

Stamina: 6/7
Sanity: 1/3

Inventory

$6
2 Clue Tokens
1 Nightgaunt trophy (2 toughness)
Speed Skill (+1 Speed, add one extra die when spending Clue tokens on Speed checks)
Pallid Mask (+2 to Evade checks)
Holy Water (1H, magical weapon, +6 to combat checks, discard after use)
Bullwhip (1H, +1 to combat checks, exhaust to reroll 1 die of a combat check)
.38 Revolver (1H, +3 to combat checks)

<Nitori> Well, this would be a good time to take my encounter
<Nitori> Witnesses to help me rig the ro- I mean rig the ro- I mean witnesses~?
<Soppy-WhatsTheFlayva> Here
<AndrewRogue> Yo
<Nitori> I have 3 Will, Will (-1) check, two dice
<Nitori> 2d6
<Hatbot> ACTION --> "Nitori rolls 2d6 and gets 5." [2d6=2, 3]
<Nitori> I blame Ko
Title: Re: There's Something Foul in Arkham... (TURN 4- ENCOUNTERS)
Post by: Excal on June 18, 2009, 07:33:29 AM
I will take the +Will Skill
Title: Re: There's Something Foul in Arkham... (TURN 4- ENCOUNTERS)
Post by: Strago on June 18, 2009, 12:24:52 PM
Dexter Drake! Illusionist Extraooooordinaire!

- Stats -

Sanity 1/5
Stamina 2/5

- Skills -

Speed  2 [3] 4 5
Sneak  4 [3] 2 1

Fight  1 2 [3] 4
Will   3 2 [1] zero

Lore  2 3 4 [5]
Luck  3 2 1 [zero]

- Inventory -

$5
3 Toughness in Monster Trophies (Gug)
1 Gate Trophy (-2, Yuggoth)
Marksman Skill (exhaust to reroll combat check)
Wither (1 hand spell, +0 cast, 0 san cost, +3 to combat checks for one combat)
Shrivelling (1 hand spell, -1 cast, 1 san cost, +6 to combat checks for one combat)
Dread Curse of Azathoth (2 hand spell, -2 cast, 2 san cost, +9 to combat checks for one combat)
Dynamite (2 hands, +8 to combat checks, discard after use)


Emerging from Yuggoth in the environs of Hibb's Roadhouse, Dexter Drake uses what knowledge he has gleaned of these foul and eldritch things -- a not inconsiderable amount, given the fact that he's been driven nearly insane by it -- to close the yawning gate before him. Being a super sexy badass, he of course succeeds.


> Anyone happen to be around this fine morning?
<xorntoro-ded> Hoya.
> Ha ha!
> In that case, since I'm up and about, let's close this dang gate.
* xorntoro-ded nods nods. Alright.
> Hibb's Roadhouse, gate to Yuggoth. Using Lore to close it, Gate modifier's a -2, that means I roll 3 dice and need but one 5 or 6.
> 3d6 to save the world
* Hatbot --> "Strago|Dexter rolls 3d6 to save the world and gets 11."12 [3d6=4, 6, 1]
> Yay!
Title: Re: There's Something Foul in Arkham... (TURN 4- ENCOUNTERS)
Post by: Strago on June 18, 2009, 06:12:04 PM
Oh, and I think that also makes the Byakhee return to the Monster Cup. Woo.
Title: Re: There's Something Foul in Arkham... (TURN 4- ENCOUNTERS)
Post by: Hunter Sopko on June 20, 2009, 05:22:32 AM
Doing people's rolls cause Andy told me to!

<AndrewTotallyInadequate> One of the people here capable of doing me a favor?
<Soppy-WhatsTheFlayva> Depends
<AndrewTotallyInadequate> Do Gate and QR's rolls and post 'em for me?
<Soppy-WhatsTheFlayva> K.
<Soppy-WhatsTheFlayva> QR is at 5/6 Sanity
<Soppy-WhatsTheFlayva> So I roll 5 die.
<Soppy-WhatsTheFlayva> Lose 1 Sanity for each failure, gain 1 clue for each success if you don't go insane
<Soppy-WhatsTheFlayva> 5d6
* Hatbot --> "Soppy-WhatsTheFlayva rolls 5d6 and gets 17." [5d6=5, 4, 1, 2, 5]
<Soppy-WhatsTheFlayva> So she's down to 2/6 Sanity and gains 2 clues

<Soppy-WhatsTheFlayva> Best as I can figure it, Djinn's current Lore is 3. So minus one is 2.
<Soppy-WhatsTheFlayva> roll 2d6
* Hatbot --> "Soppy-WhatsTheFlayva rolls 2d6 and gets 5." [2d6=3, 2]
<Soppy-WhatsTheFlayva> Djinn gets booted out into the streets.
<Soppy-WhatsTheFlayva> Loses no Sanity, but gains no Clue
Title: Re: There's Something Foul in Arkham... (TURN 4- ENCOUNTERS)
Post by: AndrewRogue on June 20, 2009, 06:15:00 AM
Oh God! Please say it isn't so...

Southside Strangler Suspected!

However, the press is mistaken, and the murders were caused by two monsters that are released into the Southside streets (a Dimensional Shambler and a Dark Young)! A clue appears at the Historical Society. A gate opens in the Woods (spawning a Chthonian and a Ghoul). Circle moves on white, Square and Diamond move on black.

(BOARD CORRECTION! The Dimensional Shambler moved, putting him in the Rivertown Streets. Have fun, Vincent.)


Deadline in 48 hours.
Title: Re: There's Something Foul in Arkham... (GAME ON, TURN 1, UPKEEP/MOVEMENT)
Post by: Ranmilia on June 20, 2009, 06:20:25 AM
Kate Winthrop

Stats

Stamina: 4/4
Sanity: 2/6

Speed  1 2 [3] 4
Sneak  5 4 [3] 2

Fight  1 2 3 [4]
Will  3 2 1 [zero]

Lore  2 3 4 [5]
Luck  4 3 2 [1]

Inventory
$4
1 clue token
Bravery Skill (exhaust to reroll horror check)
Shotgun (2 hands, +4 physical to combat checks, 6s count double)
Healing Stone (heal 1 sanity or stamina during upkeep)
Book of Dyzan (spend 2 movement points to make lore -1 check to trade 1 san for 1 spell, after two successes discard book)
Dread Curse of Azathoth (2 hand spell, -2 cast, 2 san cost, +9 to combat checks for one combat)
Enchant Weapon (0 hand spell, 0 cast mod, 1 san cost, makes 1 weapon magical until end of combat)
1+3+2 toughness worth of monster trophies (Fire Vampire, Dark Young, Nightgaunt)
1 gate trophy (+0, City of the Great Race)

Heal 1 Sanity, hang out, close gate, the usual.


Results
The stone glows.  Watching it provides you some measure of comfort, as if it was an eldritch teddy bear.  Mr. Stone is cute, isn't he?
Title: Re: There's Something Foul in Arkham... (TURN 5- UPKEEP/MOVEMENT)
Post by: Hunter Sopko on June 20, 2009, 06:23:15 AM
Just chilling on the gate, waiting to close it.

I slide the Fight/Will over one in preparation.


Stats:
Sanity 3/4
Stamina 5/6

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

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

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

Inventory
$6

0 Clue Tokens
2 Toughness Monster Trophies

Will skill (+1 Will, One extra bonus die on Will checks if I spend a Clue token)
Dragon's Eye (Exhaust and spend one Sanity after drawing a gate or location card to draw another in it's place.)
Enchanted Knife (Magical Weapon. +3 Combat checks)
Research Materials (Use in place of a Clue token)
Ally: Eric Colt (+2 Speed, Immune to Nightmarish)
Title: Re: There's Something Foul in Arkham... (TURN 5- UPKEEP/MOVEMENT)
Post by: Shale on June 20, 2009, 07:13:28 AM
Unless anybody feels like bashing the Shambler's head in for me (can they, even? Seeing as it technically ran into me before anybody's turn, after all), I've got no choice but to fight it and end my turn in the streets. Also, if our friendly neighborhood psychologist would care to help with the fact that I am rapidly going insane and won't be able to reach Arkham until the next turn, I will be eternally grateful.
Title: Re: There's Something Foul in Arkham... (TURN 5- UPKEEP/MOVEMENT)
Post by: Hunter Sopko on June 20, 2009, 07:28:40 AM
Sad, since it would go away once Alex closed the gate. Unlucky movement there.
Title: Re: There's Something Foul in Arkham... (TURN 5- UPKEEP/MOVEMENT)
Post by: Nitori on June 20, 2009, 09:35:36 AM

Sliders/Stats

Speed  1 [2] 3 4
Sneak  3 [2] 1 zero

Fight  [2] 3 4 5
Will  [3] 2 1 0

Lore  [1] 2 3 4
Luck  [5] 4 3 2

Stamina: 6/7
Sanity: 1/3

Inventory

$6
2 Clue Tokens
1 Nightgaunt trophy (2 toughness)
Speed Skill (+1 Speed, add one extra die when spending Clue tokens on Speed checks)
Pallid Mask (+2 to Evade checks)
Holy Water (1H, magical weapon, +6 to combat checks, discard after use)
Bullwhip (1H, +1 to combat checks, exhaust to reroll 1 die of a combat check)
.38 Revolver (1H, +3 to combat checks)

Shift Lore/Luck towards Luck, move to Arkham Asylum.
Title: Re: There's Something Foul in Arkham... (TURN 5- UPKEEP/MOVEMENT)
Post by: Excal on June 20, 2009, 09:39:06 AM
<Irius> Alright, let's take a look at the stats on this sucker.
<Irius> -2 Will, -2 Combat, so let's shuffle Will/Fight to 4/2.
<Irius> 2d6
* Taishyr has joined #RPGDLArkhamHorror
* Hatbot --> "Irius rolls 2d6 and gets 9."12 [2d6=5, 4]
<Irius> Done.  Now lets do the combat.
<Irius> My fight gets cancelled, but I've got two weapons, and it lacks Phys immunity.
<Irius> 4d6
* Hatbot --> "Irius rolls 4d6 and gets 9."12 [4d6=2, 2, 1, 4]
<Irius> Well if that don't beat all.  Let's spend the clue.
<Irius> That's just one extra die, yes?
<AndrewRogue> Yeah, unless you have a handy skill
<Irius> d6
* Hatbot --> "Irius rolls d6 and gets 1."12 [d6=1]
<AndrewRogue> Hatbot, why do you hate Excal?
<Hatbot> That's what it says right here, AndrewRogue.
<Irius> So, here's the question.
<Irius> It says that I lose 1 Stam, which puts me at 0
<Irius> It also says I get lost in time and space.
<Irius> Which takes precedence.  Or do I get devoured?
<AndrewRogue> I... don't think he has a stamina damage
<Irius> One blood drop
<AndrewRogue> Blood drop is his toughness
<Nitori> That's toughness~
<AndrewRogue> Red circles under the number are his damage
<Nitori> Stamina damage is the hearts
<Irius> Ahhh.  Never mind then.
<AndrewRogue> You are just LiTaS

So, uh, yeah.  See you guys next week.
Title: Re: There's Something Foul in Arkham... (TURN 5- UPKEEP/MOVEMENT)
Post by: Strago on June 20, 2009, 01:03:25 PM
Move to Arkham Asylum. In the Encounter phase I'll be spending $2 to Restore my Sanity fully. Also sliding Speed/Sneak to 4/2 since I'll be wanting to fight some stuff next turn, most likely, and it's all kinda far away.

- Stats -

Sanity 1/5
Stamina 2/5

- Skills -

Speed  2 3 [4] 5
Sneak  4 3 [2] 1

Fight  1 2 [3] 4
Will   3 2 [1] zero

Lore  2 3 4 [5]
Luck  3 2 1 [zero]

- Inventory -

$5
3 Toughness in Monster Trophies (Gug)
1 Gate Trophy (-2, Yuggoth)
Marksman Skill (exhaust to reroll combat check)
Wither (1 hand spell, +0 cast, 0 san cost, +3 to combat checks for one combat)
Shrivelling (1 hand spell, -1 cast, 1 san cost, +6 to combat checks for one combat)
Dread Curse of Azathoth (2 hand spell, -2 cast, 2 san cost, +9 to combat checks for one combat)
Dynamite (2 hands, +8 to combat checks, discard after use)
Title: Re: There's Something Foul in Arkham... (TURN 5- UPKEEP/MOVEMENT)
Post by: Strago on June 21, 2009, 10:13:26 PM
Unless anybody feels like bashing the Shambler's head in for me (can they, even? Seeing as it technically ran into me before anybody's turn, after all), I've got no choice but to fight it and end my turn in the streets. Also, if our friendly neighborhood psychologist would care to help with the fact that I am rapidly going insane and won't be able to reach Arkham until the next turn, I will be eternally grateful.

Friendly neighborhood psychologist seems to be Lost in Time and Space. I'd offer to amend my movement and have a go at the Shambler for you, but sadly there's no way I'd make that Horror check. Sorry, dude.

Consistently taking the full two days for each phase is booooo-urns.
Title: Re: There's Something Foul in Arkham... (TURN 5- UPKEEP/MOVEMENT)
Post by: Shale on June 21, 2009, 10:58:42 PM
I'm waiting on Djinn (or whoever ends up deciding for Mary) before I know whether or not I need to fight the Shambler. Anybody else waiting?
Title: Re: There's Something Foul in Arkham... (TURN 5- UPKEEP/MOVEMENT)
Post by: AndrewRogue on June 22, 2009, 02:20:04 AM
Stats AFTER the combat

Sanity: 4/7
Stamina: 3/3

Stats: 3/2, 3/1, 4/3

Clues: 1, Dollars: 0, Trophies: Star Spawn, Dimensional Shambler

Skills: Stealth
Spells: Voice of Ra, Wither
Items: Cross
Other: Blessing

<AndrewCrossingEdges> Speaking of
<AndrewCrossingEdges> Blessing check, aisle 1
<AndrewCrossingEdges> roll 1d6
* Hatbot --> "AndrewCrossingEdges rolls 1d6 and gets 3."12 [1d6=3]
<AndrewCrossingEdges> Beautiful
<AndrewCrossingEdges> Let us rock this out.
<AndrewCrossingEdges> First, Sister Mary indulges in the black arts
<AndrewCrossingEdges> Voice of Ra
<AndrewCrossingEdges> roll 3d6
* Hatbot --> "AndrewCrossingEdges rolls 3d6 and gets 10."12 [3d6=3, 3, 4]
<AndrewCrossingEdges> She succeeds
<Shale> Yay blessing.
<AndrewCrossingEdges> Now she'll walk on over and say hi to Mr. Shambler
<AndrewCrossingEdges> Heaven (but never Hell)
<AndrewCrossingEdges> Let's Rock
<AndrewCrossingEdges> Round 1
<AndrewCrossingEdges> Cast Wiiiither
<AndrewCrossingEdges> roll 5d6
* Hatbot --> "AndrewCrossingEdges rolls 5d6 and gets 16."12 [5d6=2, 1, 4, 4, 5]
<AndrewCrossingEdges> (4 + 1 from Ra)
<AndrewCrossingEdges> She succeeds.
<AndrewCrossingEdges> Her Combat check is...
<Shale> So she now has 3+1+3 against the shambler's -2.
<AndrewCrossingEdges> So 5 dice to score one success
<AndrewCrossingEdges> roll 5d6
* Hatbot --> "AndrewCrossingEdges rolls 5d6 and gets 18."12 [5d6=6, 4, 3, 1, 4]
<AndrewCrossingEdges> BLAM
<AndrewCrossingEdges> Shambler is ruined.
<Shale> Mary loses 2 sanity, is at 5/3, and I get to doctor myself and run gibbering in terror to Arkham Asylum.
<AndrewCrossingEdges> Oh. I forgot to Horror check, actually
<AndrewCrossingEdges> Thanks
<AndrewCrossingEdges> >_>
<AndrewCrossingEdges> Which is 0
<AndrewCrossingEdges> !
<AndrewCrossingEdges> No.
<AndrewCrossingEdges> She gets 1 die
<AndrewCrossingEdges> Cross + Ra + 1 Will
<AndrewCrossingEdges> roll 1d6
* Hatbot --> "AndrewCrossingEdges rolls 1d6 and gets 3."12 [1d6=3]
<AndrewCrossingEdges> You are NOW correct
Title: Re: There's Something Foul in Arkham... (TURN 5- UPKEEP/MOVEMENT)
Post by: Shale on June 22, 2009, 02:21:17 AM
Mary, under the care of our friendly neighborhood mod, has slain the Dimensional Shambler, opening the Rivertown Streets to travel. I patch myself up to full stamina and run like the near-madman I am to Arkham Asylum, where I can't actually afford treatment but will become marginally saner by osmosis while sitting in the waiting room.
Title: Re: There's Something Foul in Arkham... (TURN 5- UPKEEP/MOVEMENT)
Post by: AndrewRogue on June 22, 2009, 03:01:09 AM
Arkham Encounters

Everyone pretty much goes and does their own thing. Sopko and Alex attempt to close gates.
Title: Re: There's Something Foul in Arkham... (TURN 5- ENCOUNTERS)
Post by: Hunter Sopko on June 22, 2009, 03:07:50 AM
Gate to Yuggoth closed!

<Soppy-WhatsTheFlayva> So trying to close the gate with FIGHT!
<Soppy-WhatsTheFlayva> Currently at 5, minus 2 for the gate.
<Soppy-WhatsTheFlayva> roll 3d6
* Hatbot --> "Soppy-WhatsTheFlayva rolls 3d6 and gets 15." [3d6=6, 5, 4]
<Soppy-WhatsTheFlayva> Yay!
<Soppy-WhatsTheFlayva> Gate closed.
<AndrewCrossingEdges> Awww
<Soppy-WhatsTheFlayva> Haw haw


Stats:
Sanity 3/4
Stamina 5/6

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

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

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

Inventory
$6

0 Clue Tokens
2 Toughness Monster Trophies (2 Ghosts)
1 Gate Trophy (Yuggoth)

Will skill (+1 Will, One extra bonus die on Will checks if I spend a Clue token)
Dragon's Eye (Exhaust and spend one Sanity after drawing a gate or location card to draw another in it's place.)
Enchanted Knife (Magical Weapon. +3 Combat checks)
Research Materials (Use in place of a Clue token)
Ally: Eric Colt (+2 Speed, Immune to Nightmarish)
Title: Re: There's Something Foul in Arkham... (GAME ON, TURN 1, UPKEEP/MOVEMENT)
Post by: Ranmilia on June 22, 2009, 04:08:45 AM
Kate Winthrop

Stats

Stamina: 4/4
Sanity: 2/6

Speed  1 2 [3] 4
Sneak  5 4 [3] 2

Fight  1 2 3 [4]
Will  3 2 1 [zero]

Lore  2 3 4 [5]
Luck  4 3 2 [1]

Inventory
$4
1 clue token
Bravery Skill (exhaust to reroll horror check)
Shotgun (2 hands, +4 physical to combat checks, 6s count double)
Healing Stone (heal 1 sanity or stamina during upkeep)
Book of Dyzan (spend 2 movement points to make lore -1 check to trade 1 san for 1 spell, after two successes discard book)
Dread Curse of Azathoth (2 hand spell, -2 cast, 2 san cost, +9 to combat checks for one combat)
Enchant Weapon (0 hand spell, 0 cast mod, 1 san cost, makes 1 weapon magical until end of combat)
1+3+2 toughness worth of monster trophies (Fire Vampire, Dark Young, Nightgaunt)
2 gate trophies (+0, City of the Great Race, +0 Another Dimension)

Close gate  Success!


Results
[22:06] <Ranmilia> Lore, score 5, Another Dimension +0, 5 dice
[22:06] <AndrewCrossingEdges> Closing gates on people sucks hard.
[22:07] <Ranmilia> Right?
[22:07] <AndrewCrossingEdges> Yup
[22:07] <Ranmilia> 5d6
[22:07] * Hatbot --> "Ranmilia rolls 5d6 and gets 15." [5d6=5, 4, 1, 4, 1]
Title: Re: There's Something Foul in Arkham... (TURN 5- ENCOUNTERS)
Post by: AndrewRogue on June 22, 2009, 05:15:31 AM
Bloody museum thinks just because it has got some new stuff that they can go and charge a guy a whole dollar to take a look? Ridiculous.

Egyptian Exhibit Visits Miskatonic U.
(Environment: Urban)

Any investigator who ends his movement in the Miskatonic U. streets may pass a Lore (-1) check to gain 1 Clue token by reading the strange heiroglyphics on the artifacts at the exhibit.

A gate opens at The Witch House (taking Darrell to Leng) and a Dark Young and Star Spawn emerge. A clue appears at the Black Cave. Cross moves on white (Star Spawn into the French Hill Streets) and Moon moves on Black.


You all know the drill.
Title: Re: There's Something Foul in Arkham... (TURN 6- MOVEMENT/UPKEEP)
Post by: Hunter Sopko on June 22, 2009, 05:22:30 AM
Wheeee!

Setting Fight/Will back again and waiting for otherworld encounter.


Stats:
Sanity 3/4
Stamina 5/6

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

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

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

Inventory
$6

0 Clue Tokens
2 Toughness Monster Trophies (2 Ghosts)
1 Gate Trophy (Yuggoth)

Will skill (+1 Will, One extra bonus die on Will checks if I spend a Clue token)
Dragon's Eye (Exhaust and spend one Sanity after drawing a gate or location card to draw another in it's place.)
Enchanted Knife (Magical Weapon. +3 Combat checks)
Research Materials (Use in place of a Clue token)
Ally: Eric Colt (+2 Speed, Immune to Nightmarish)
Title: Re: There's Something Foul in Arkham... (TURN 6- MOVEMENT/UPKEEP)
Post by: Shale on June 22, 2009, 05:24:28 AM
Vincent Lee

Stats

Stamina: 5/5
Sanity: 3/5

Speed    0    1    2   {3}
Sneak    5    4    3   {2}

Fight    0   1   2   {3}
Will      4   3   2   {1} 

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

Focus 2

Inventory

$1
1 Clue Token

Fight Skill (+1 Fight, add one extra die when spending Clue tokens on a Fight check)
Lore Skill (+1 Lore, add one extra die when spending Clue tokens on a Lore check)
Voice of Ra (Spell, -1 casting check, 1 sanity cost; Upkeep: cast and exhaust to get +1 to all skill checks for the remainder of the turn)
Red Sign of Shudde M'Ell (Spell, -1 casting check, 1 sanity cost, any phase: cast and exhaust to lower a target monster's toughness by 1 (minimum 1) and ignore any one monster ability except Magic Immunity for the rest of the combat)

2 Toughness worth of Monster Trophies

I use my doctoring abilities to patch up Dexter's wounds a bit, and then mosey over to the Train Station for an encounter.
Title: Re: There's Something Foul in Arkham... (TURN 6- MOVEMENT/UPKEEP)
Post by: Strago on June 22, 2009, 02:24:39 PM
Hrmm. Okay, stats are as follows. Not at all sure what to do this turn. I guess I need to set my Will higher and start actually trying to make some Horror checks if I'm going to tackle these nasties and not have to constantly retreat to Arkham, since my main combat power is from Sanity-sapping spells.


Dexter Drake! Illusionist Extraooooordinaire!

- Stats -

Sanity 5/5
Stamina 3/5

- Skills -

Speed  2 [3] 4 5
Sneak  4 [3] 2 1

Fight  1 2 [3] 4
Will   3 2 [1] zero

Lore  2 3 4 [5]
Luck  3 2 1 [zero]

- Inventory -

$3
3 Toughness in Monster Trophies (Gug)
1 Gate Trophy (-2, Yuggoth)
Marksman Skill (exhaust to reroll combat check)
Wither (1 hand spell, +0 cast, 0 san cost, +3 to combat checks for one combat)
Shrivelling (1 hand spell, -1 cast, 1 san cost, +6 to combat checks for one combat)
Dread Curse of Azathoth (2 hand spell, -2 cast, 2 san cost, +9 to combat checks for one combat)
Dynamite (2 hands, +8 to combat checks, discard after use)
Title: Re: There's Something Foul in Arkham... (GAME ON, TURN 1, UPKEEP/MOVEMENT)
Post by: Ranmilia on June 22, 2009, 06:18:00 PM
Kate Winthrop

Stats

Stamina: 4/4
Sanity: 3/6

Speed  1 2 3 [4]
Sneak  5 4 3 [2]

Fight  1 2 3 [4]
Will  3 2 1 [zero]

Lore  2 3 4 [5]
Luck  4 3 2 [1]

Inventory
$4
1 clue token
Bravery Skill (exhaust to reroll horror check)
Shotgun (2 hands, +4 physical to combat checks, 6s count double)
Healing Stone (heal 1 sanity or stamina during upkeep)
Book of Dyzan (spend 2 movement points to make lore -1 check to trade 1 san for 1 spell, after two successes discard book)
Dread Curse of Azathoth (2 hand spell, -2 cast, 2 san cost, +9 to combat checks for one combat)
Enchant Weapon (0 hand spell, 0 cast mod, 1 san cost, makes 1 weapon magical until end of combat)
1+3+2 toughness worth of monster trophies (Fire Vampire, Dark Young, Nightgaunt)
2 gate trophies (+0, City of the Great Race, +0 Another Dimension)

Look at Mr. Bearstone for +1 Sanity.  Adjust Speed/Sneak to right 1, giving 4 movement.  Use 4 movement to go to the Police Station.  In Encounters, I'll pay 1 gate trophy and 5 toughness of monster trophies to be deputized.


Results
Isn't he just the cutest little eldritch stone EVER?

If anyone wants the Patrol Wagon and/or Revolver, speak up.  The Wagon fixes my annoying speed issues, but there's a decent probability I'll crash it.
Title: Re: There's Something Foul in Arkham... (TURN 6- MOVEMENT/UPKEEP)
Post by: Shale on June 22, 2009, 07:15:59 PM
That gun would be really nice if I can't get a weapon of some kind from encounters in the near future.
Title: Re: There's Something Foul in Arkham... (TURN 6- MOVEMENT/UPKEEP)
Post by: Nitori on June 23, 2009, 04:38:27 AM

Sliders/Stats

Speed  1 [2] 3 4
Sneak  3 [2] 1 zero

Fight  [2] 3 4 5
Will  [3] 2 1 0

Lore  1 [2] 3 4
Luck  5 [4] 3 2

Stamina: 6/7
Sanity: 3/3

Inventory

$4
2 Clue Tokens
1 Nightgaunt trophy (2 toughness)
Speed Skill (+1 Speed, add one extra die when spending Clue tokens on Speed checks)
Pallid Mask (+2 to Evade checks)
Holy Water (1H, magical weapon, +6 to combat checks, discard after use)
Bullwhip (1H, +1 to combat checks, exhaust to reroll 1 die of a combat check)
.38 Revolver (1H, +3 to combat checks)

Move to Bank of Arkham, wait for encounter, I guess~

Title: Re: There's Something Foul in Arkham... (TURN 6- MOVEMENT/UPKEEP)
Post by: Strago on June 23, 2009, 06:06:07 AM
Okay, I kind of want to hit the Black Cave for a clue and hopefully-beneficial encounter. Is this a better or worse idea than knocking myself back down to one or two sanity in the process of taking out the Star Spawn?
Title: Re: There's Something Foul in Arkham... (TURN 6- MOVEMENT/UPKEEP)
Post by: Hunter Sopko on June 23, 2009, 06:11:58 AM
Probably. You can grab the clue in the process, which will help if you want to tackle a monster next round. Methinks the Star Spawn will still be there.
Title: Re: There's Something Foul in Arkham... (TURN 6- MOVEMENT/UPKEEP)
Post by: Strago on June 23, 2009, 02:23:53 PM
Fair enough.

Moving Lore/Luck over to 4/1, moving to the Black Cave in order to Cluify myself and hopefully not be attacked by a dang swarm of bats.



Dexter Drake! Illusionist Extraooooordinaire!

- Stats -

Sanity 5/5
Stamina 3/5

- Skills -

Speed  2 [3] 4 5
Sneak  4 [3] 2 1

Fight  1 2 [3] 4
Will   3 2 [1] zero

Lore  2 3 [4] 5
Luck  3 2 [1] zero

- Inventory -

$3
3 Toughness in Monster Trophies (Gug)
1 Gate Trophy (-2, Yuggoth)
Marksman Skill (exhaust to reroll combat check)
Wither (1 hand spell, +0 cast, 0 san cost, +3 to combat checks for one combat)
Shrivelling (1 hand spell, -1 cast, 1 san cost, +6 to combat checks for one combat)
Dread Curse of Azathoth (2 hand spell, -2 cast, 2 san cost, +9 to combat checks for one combat)
Dynamite (2 hands, +8 to combat checks, discard after use)
Title: Re: There's Something Foul in Arkham... (TURN 6- MOVEMENT/UPKEEP)
Post by: AndrewRogue on June 24, 2009, 04:50:25 AM
Mary trots on over to Unnamable to get a nip of something.

Quiet Rain has been replaced due to a sudden scheduling conflict. Please welcome Yakumo. I will be playing Sister Mary officially until further notice.

ARKHAM ENCOUNTERS

Alex/Kate
Welcome to the LAW.

Djinn/Mary
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 lose 2 Stamina and 1 Sanity.

Shale/Vincent
One of the other customers in the bank recognizes you and offers you a lift. Move to any location or street area in Arkham. If you move to a location, immediately have an encounter there.

Nitori/Monterey
Flipping through the early edition, you are surprised to see that one of the classified ads begins with your name. Reading it, you realize it contains several coded clues to the nature of the threat that faces Arkham. Pass a Lore (-1) check to gain 3 Clue tokens.

Strago/Dexter
A monster appears!
(http://www.arkhamhorrorwiki.com/wiki/images/5/56/Shoggoth.png)(http://www.arkhamhorrorwiki.com/wiki/images/8/82/ShoggothBack.png)

OTHERWORLD ENCOUNTERS

Sopko/Darell
Your mind and body are toughed by your experiences. Pass a Will (+0) [2] check to draw 1 skill.
Title: Re: There's Something Foul in Arkham... (TURN 6- MOVEMENT/UPKEEP)
Post by: Strago on June 24, 2009, 05:01:02 AM
Hmph. Dexter successfully slips by the nasty ol' Shoggoth.

Results of my Evasion Attempt

> Alright. I've at least got a Clue now, yeah?
<AndrewRogue> Yeah
> May as well Evade. Then, if I succeed, I will have only completely wasted my turn but with no other ill effects!
* AndrewRogue is now known as AndrewWet
> ^________^
<AndrewWet> Tee hee.
<AndrewWet> That's quotable right there
> Going ahead with that.
> Sneak's at 3, thankfully, and the Shoggoth only has -1 awareness.
> 2d6 to escape with some dignity left
* Hatbot --> "Strago|Dexter rolls 2d6 to escape with some dignity left and gets 8."12 [2d6=3, 5]
> Whew.
> So I've still got the Clue. I guess that could've been worse.



Dexter Drake! Illusionist Extraooooordinaire!

- Stats -

Sanity 5/5
Stamina 3/5

- Skills -

Speed  2 [3] 4 5
Sneak  4 [3] 2 1

Fight  1 2 [3] 4
Will   3 2 [1] zero

Lore  2 3 [4] 5
Luck  3 2 [1] zero

- Inventory -

$3
1 Clue Token
3 Toughness in Monster Trophies (Gug)
1 Gate Trophy (-2, Yuggoth)
Marksman Skill (exhaust to reroll combat check)
Wither (1 hand spell, +0 cast, 0 san cost, +3 to combat checks for one combat)
Shrivelling (1 hand spell, -1 cast, 1 san cost, +6 to combat checks for one combat)
Dread Curse of Azathoth (2 hand spell, -2 cast, 2 san cost, +9 to combat checks for one combat)
Dynamite (2 hands, +8 to combat checks, discard after use)

Title: Re: There's Something Foul in Arkham... (TURN 6- MOVEMENT/UPKEEP)
Post by: Yakumo on June 24, 2009, 05:03:28 AM
Carolyn Fern

Stats -

Stamina: 3/4
Sanity: 3/6

Speed  0 1 [2] 3
Sneak  3 2 [1] 0

Fight  1 [2] 3 4
Will  4 [3] 2 1

Lore  2 3 [4] 5
Luck  5 4 [3] 2

Inventory
$7
Monster Trophy
4 Clue Tokens
Luck - When spending a clue token for a luck check, add 1 die
Lamp of Alhazred (Magical Weapon) - +5 to Combat checks
Cabala of Saboth (Tome) - Movement: Exhaust & spend 2 movement points to make a Lore -2 check.  Pass= draw 1 skill & discard.  Fail= nothing.
Old Journal (Tom) - Movement: Exhaust & spend 1 movement points to make a Lore -1 check.  Pass= gain 3 clue tokens & discard.  Fail= nothing.
Motorcycle - Movement.  Exhaust to get 2 extra movement points.

“Psychology,” Upkeep: Dr. Fern may restore 1 Sanity to herself or another character in her location. She cannot raise a character’s Sanity higher than that character’s maximum Sanity.
===============================================

Best I can figure this is where I should be at after using my upkeep skill for turn 6 on my own sanity, assuming you don't mind me retconning in an upkeep action that didn't get done.  If anyone sees a problem please let me know.  Also I may want to use focus as well, but haven't yet pending reading stuff.  I'll edit this if I do that later, again assuming you don't mind.
Title: Re: There's Something Foul in Arkham... (TURN 6- MOVEMENT/UPKEEP)
Post by: Shale on June 24, 2009, 05:09:44 AM
I am open to suggestions on where I should go.
Title: Re: There's Something Foul in Arkham... (TURN 6- MOVEMENT/UPKEEP)
Post by: Strago on June 24, 2009, 05:11:41 AM
Would you immediately pick up the Clue token if you went to the Historical Society?
Title: Re: There's Something Foul in Arkham... (TURN 6- MOVEMENT/UPKEEP)
Post by: Shale on June 24, 2009, 05:25:04 AM
I would, but I'd also risk being trapped there by the Dark Young next turn.
Title: Re: There's Something Foul in Arkham... (TURN 6- MOVEMENT/UPKEEP)
Post by: Shale on June 24, 2009, 05:55:54 AM
Magically traineport to the police station for an encounter.
Title: Re: There's Something Foul in Arkham... (TURN 6- MOVEMENT/UPKEEP)
Post by: Hunter Sopko on June 24, 2009, 06:16:07 AM
I pass! Skill me!

<Soppy-TonelDeaf> So does my check require me to have two successes?
<AndrewRogue> Yeah.
<Soppy-TonelDeaf> Will is currently 2, plus one for Will is 3. So three die!
<Soppy-TonelDeaf> No mods!
<Soppy-TonelDeaf> roll 3d6
* Hatbot --> "Soppy-TonelDeaf rolls 3d6 and gets 12." [3d6=5, 1, 6]
<Soppy-TonelDeaf> Woohoo!
<Soppy-TonelDeaf> I draw a skill!

Stats:
Sanity 3/4
Stamina 5/6

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

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

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

Inventory
$6

0 Clue Tokens
2 Toughness Monster Trophies (2 Ghosts)
1 Gate Trophy (Yuggoth)

Will skill (+1 Will, One extra bonus die on Will checks if I spend a Clue token)
Dragon's Eye (Exhaust and spend one Sanity after drawing a gate or location card to draw another in it's place.)
Enchanted Knife (Magical Weapon. +3 Combat checks)
Research Materials (Use in place of a Clue token)
Ally: Eric Colt (+2 Speed, Immune to Nightmarish)
Title: Re: There's Something Foul in Arkham... (TURN 6- MOVEMENT/UPKEEP)
Post by: Nitori on June 24, 2009, 08:54:44 AM
<Nitori> Anyone here~?
<Soppy-TonelDeaf> Yo
<Nitori> Totally gonna do this now
<Nitori> Lore (-1) check, 2 lore, 1 dice, 1 success needed
<Nitori> 1d6
<Hatbot> ACTION --> "Nitori rolls 1d6 and gets 6." [1d6=6]
<Nitori> I credit Soppy for this
<Soppy-TonelDeaf> Why?
<Nitori> 20% more Soppy as opposed to any other person


Sliders/Stats

Speed  1 [2] 3 4
Sneak  3 [2] 1 zero

Fight  [2] 3 4 5
Will  [3] 2 1 0

Lore  1 [2] 3 4
Luck  5 [4] 3 2

Stamina: 6/7
Sanity: 3/3

Inventory

$4
5 Clue Tokens
1 Nightgaunt trophy (2 toughness)
Speed Skill (+1 Speed, add one extra die when spending Clue tokens on Speed checks)
Pallid Mask (+2 to Evade checks)
Holy Water (1H, magical weapon, +6 to combat checks, discard after use)
Bullwhip (1H, +1 to combat checks, exhaust to reroll 1 die of a combat check)
.38 Revolver (1H, +3 to combat checks)

Title: Re: There's Something Foul in Arkham... (TURN 6- MOVEMENT/UPKEEP)
Post by: Hunter Sopko on June 25, 2009, 01:28:40 AM
I'll be gone from tomorrow to Tuesday. I'll be able to view the boards, but not IRC. I'm posting this here so I can still roll, unless you'd like me to designate someone as a diceroller for me.

ttp://invisiblecastle.com/roller/

Waiting on my skill
Title: Re: There's Something Foul in Arkham... (TURN 6- MOVEMENT/UPKEEP)
Post by: AndrewRogue on June 25, 2009, 02:46:57 AM
Sopko acquires: (http://www.arkhamhorrorwiki.com/wiki/images/thumb/a/a0/Marksman.png/160px-Marksman.png)

Shale/Vincent
Pass a Will (-1) check to convince Deputy Dingby to share some files with you that are very interesting. Gain 2 Clue tokens.
Title: Re: There's Something Foul in Arkham... (TURN 6- MOVEMENT/UPKEEP)
Post by: Shale on June 25, 2009, 02:48:31 AM
[21:48] <Shale> d6
[21:48] * Hatbot --> "Shale rolls d6 and gets 3." [d6=3]
[21:48] <Shale> No clue.
Title: Re: There's Something Foul in Arkham... (TURN 6- MOVEMENT/UPKEEP)
Post by: AndrewRogue on June 25, 2009, 02:53:55 AM
<AndrewRogue> Belated Blessing check
<AndrewRogue> roll 1d6
* Hatbot --> "AndrewRogue rolls 1d6 and gets 5."12 [1d6=5]
<AndrewRogue> Nun reaching appendage into crevice check.
<AndrewRogue> roll 2d6
* Hatbot --> "AndrewRogue rolls 2d6 and gets 8."12 [2d6=6, 2]
<AndrewRogue> !
<Nitori> So clearly you want us to win now
<Nitori> You're so nice~

Sister Mary acquires an: (http://www.arkhamhorrorwiki.com/wiki/images/thumb/9/98/ElderSign.png/160px-ElderSign.png)

Stats AFTER the encounter

Sanity: 4/7
Stamina: 3/3

Stats: 3/2, 3/1, 4/3

Clues: 1, Dollars: 0, Trophies: Star Spawn, Dimensional Shambler

Skills: Stealth
Spells: Voice of Ra, Wither
Items: Cross
Unique Items
Other: Blessing
Title: Re: There's Something Foul in Arkham... (TURN 6- UPDATING)
Post by: AndrewRogue on June 25, 2009, 03:21:57 AM
Screwed up Shale and Nitori's encounters. They have been repaired. Shale ends up going to the Police Station and getting an encounter anyway, Nitori heads to the Historical Society, acquires a clue and ends up in the street.
Title: Re: There's Something Foul in Arkham... (TURN 6- UPDATING)
Post by: AndrewRogue on June 25, 2009, 03:40:22 AM
I wonder if the old fella had any good furniture...

ESTATE SALE
Environment (Urban) [Egyptian Exhibit is discarded]

Investigators who end their movement in the Uptown streets may draw 2 Unique Items and purchase one, none or both of them at list price, discarding any that are not purchased.

A gate appears at the WiTcH hOuS...-...

MONSTER SURGE. A Fire Vampire, a Cultist and a Dhole appear at The Witch House. A Gug, a Cultist and a Shoggoth appear at the Woods! The terror track increases by 2. Square and Diamond move on white and Circle moves on Black.

A Clue token appears at the Black Cave (and goes to Dexter).

Carolyn and Jenny are freed from being Lost in Time and Space!


You all know the drill.

Title: Re: There's Something Foul in Arkham... (TURN 7- MOVEMENT/UPKEEP)
Post by: Hunter Sopko on June 25, 2009, 03:59:04 AM
I await my next Otherworld Encounter!


Stats:
Sanity 3/4
Stamina 5/6

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

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

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

Inventory
$6

0 Clue Tokens
2 Toughness Monster Trophies (2 Ghosts)
1 Gate Trophy (Yuggoth)

Will skill (+1 Will, One extra bonus die on Will checks if I spend a Clue token)
Marksman skill (Exhaust to reroll any combat check)
Dragon's Eye (Exhaust and spend one Sanity after drawing a gate or location card to draw another in it's place.)
Enchanted Knife (Magical Weapon. +3 Combat checks)
Research Materials (Use in place of a Clue token)
Ally: Eric Colt (+2 Speed, Immune to Nightmarish)
Title: Re: There's Something Foul in Arkham... (TURN 7- MOVEMENT/UPKEEP)
Post by: Strago on June 25, 2009, 06:12:34 AM
Vainly attempted to deal with the Star Spawn chilling out in French Hill. IT DID NOT GO WELL. I believe I now reside at St. Mary's Hospital. Discarded Wither and Dread Curse of Azathoth upon my being knocked out. Blargh. And I assume that I round up when discarding half my money? So I lose two of my three dollars?

> Anyone around to witness BATTLE?
> Or is there a reason for me to wait?
<Soppy-TonelDeaf> Yo
> Might as well do it now.
> Moving to French Hill Streets, recklessly engaging the Star Spawn!
> It's got a -3 Horror modifier, my Will is 1.
> Spending a Clue!
> d6 to not be freaked out
* Hatbot --> "Strago|Dexter rolls d6 to not be freaked out and gets 6."12 [d6=6]
> YES
> I rule.
> Okay, let's see.
> Casting Shrivelling, -1 Mod and 1 Sanity cost. I have 5 Lore.
> 4d6 to be all shrivelly
* Hatbot --> "Strago|Dexter rolls 4d6 to be all shrivelly and gets 10."12 [4d6=3, 3, 3, 1]
> WELL
> uh
> clue token
> d6 to suck less terribly
* Hatbot --> "Strago|Dexter rolls d6 to suck less terribly and gets 3."12 [d6=3]
> Nope. Fuck fuck fuck.
> Okay, well. Casting Wither, at least.
> 5d6
* Hatbot --> "Strago|Dexter rolls 5d6 and gets 22."12 [5d6=6, 2, 3, 5, 6]
> Yargh. So, 3 Fight, +3 from Wither. Minus.... minus 3 from the... Star Spawn...
> ... I get to roll 3 dice and need 3 successes.
> Mother EFFER.
<Soppy-TonelDeaf> Yep
> 3d6 to not die horribly
* Hatbot --> "Strago|Dexter rolls 3d6 to not die horribly and gets 6."12 [3d6=3, 1, 2]
* Strago|Dexter sighs.
> Marksman re-roll.
> 3d6 to not die horribly, FOR REAL THIS TIME
* Hatbot --> "Strago|Dexter rolls 3d6 to not die horribly, FOR REAL THIS TIME and gets 11."12 [3d6=6, 1, 4]
> Th-th-th-th-th, that's all, folks.
> I take 3 Stamina damage and am knocked unconscious.
<Soppy-TonelDeaf> Shazam
> Man, that went horribly.
<Soppy-TonelDeaf> Yep


Dexter Drake! Illusionist Extraooooordinaire!

- Stats -

Sanity 4/5
Stamina 1/5

- Skills -

Speed  [2] 3 4 5
Sneak  [4] 3 2 1

Fight  1 2 [3] 4
Will   3 2 [1] zero

Lore  2 3 4 [5]
Luck  3 2 1 [zero]

- Inventory -

$1
3 Toughness in Monster Trophies (Gug)
1 Gate Trophy (-2, Yuggoth)
Marksman Skill (exhaust to reroll combat check)
Shrivelling (1 hand spell, -1 cast, 1 san cost, +6 to combat checks for one combat)
Dynamite (2 hands, +8 to combat checks, discard after use)
Title: Re: There's Something Foul in Arkham... (TURN 7- MOVEMENT/UPKEEP)
Post by: Nitori on June 25, 2009, 09:57:43 PM
Evade Dark Young and move to the Woods (1 speed + speed skill) , and engage in manly combat~

<Strago|Dexter> Let's do this! I want to see blood!
<Strago|Dexter> Unspeakable, eldritch BLOOD!
<Nitori> Sounds good
<Nitori> For the record I have three clue tokens
<Nitori> First off, shifting Speed/Sneak to 1/3
<Nitori> No other changes
<Tewi> Well, guess I'll pop in with Mary then, and may as well do book reading rolls.  I'll switch lore/luck to 5/2.  Mary will get the Sanity boost this turn.
<Nitori> Dark Young evasion, -2 modifier, 3 Sneak + 2 evade for a total of 3 dice, 1 success needed
<Nitori> 3d6
<Hatbot> ACTION --> "Nitori rolls 3d6 and gets 11." [3d6=5, 4, 2]
<Nitori> I evade the universe and head to the Woods
<Nitori> First, I'll down the Cultist
<Nitori> No horror check
<Nitori> -2 modifier from Hastur, Bullwhip + Gun gives me +4 on top of 2 Fight, for 4 dice, one success needed~
<Nitori> 4d6
<Hatbot> ACTION --> "Nitori rolls 4d6 and gets 18." [4d6=4, 5, 5, 4]
<Nitori> Second, I will down Mr. VSM- I mean the ghoul
<Nitori> +0 horror check, 3 Will, 3 dice
<Nitori> 3d6
<Hatbot> ACTION --> "Nitori rolls 3d6 and gets 12." [3d6=3, 3, 6]
<Nitori> VSM is not scary
<Nitori> -1 combat check, +4 and 2 fight give me 6 for 5 dice, 1 success needed
<Nitori> 5d6
<Hatbot> ACTION --> "Nitori rolls 5d6 and gets 16." [5d6=5, 1, 2, 6, 2]
<Nitori> Mr. VSM is dead
<Nitori> I turn to Gug
<Nitori> -1 horror check, 3 Will, 2 dice
<Nitori> 2d6
<Hatbot> ACTION --> "Nitori rolls 2d6 and gets 6." [2d6=4, 2]
<Nitori> I will spend one clue token here
<Nitori> 1d6
<Hatbot> ACTION --> "Nitori rolls 1d6 and gets 2." [1d6=2]
<Strago|Dexter> D'oh.
<Nitori> Okay, screw it, 2 Sanity damage
<Nitori> I equip Holy Water and gun for +9 in total, three from gun, six from water, +2 from fight
<Nitori> -2 combat, so I have 9 dice and need 3 successes
<Nitori> 9d6
<Hatbot> ACTION --> "Nitori rolls 9d6 and gets 31." [9d6=4, 1, 1, 5, 3, 2, 5, 6, 4]
<Tewi> Cutting it close, aren't we? <_<
<Nitori> Mr. Gug is dead
<Nitori> I turn to Mr. Cthulhu, who is wearing a party hat
<Strago|Dexter> Heh.
<Ranmilia> Er, Holy Water is two handed...
<Nitori> Or that
<Strago|Dexter> ... yup. Good point.
<Nitori> I wrote 1H on my sheet because I am stupid and can't read
<Nitori> I'll just reroll that, minus the gun
<Nitori> 6 dice
<Nitori> 3 successes
<Nitori> 6d6
<Hatbot> ACTION --> "Nitori rolls 6d6 and gets 23." [6d6=1, 6, 1, 5, 4, 6]
<Strago|Dexter> ... wow. Nice.
<Tewi> ...I hate your luck.
<Strago|Dexter> As do I.
<Tewi> Well, I mean, it's good for us, but damn you anyway.
<Strago|Dexter> Heh.
<Nitori> As I was about to type, I will evade Mr. Cthulhu before I have to join his bachelor party
<Nitori> +1 awareness, 3 Sneak, +2 evade, six dice, 1 success needed
<Nitori> 6d6
<Hatbot> ACTION --> "Nitori rolls 6d6 and gets 22." [6d6=4, 3, 3, 5, 6, 1]
<Nitori> I successfully hide from whatever the hell he hired as strippers
<Tewi> I don't WANT to know what he hired as strippers. <_<
<Ranmilia> Huh.  Well.
<Nitori> And that should end the turn

Also Overwhelming 1 from Mr. Gug

Sliders/Stats

Speed  [1] 2 3 4
Sneak  [3] 2 1 zero

Fight  [2] 3 4 5
Will  [3] 2 1 0

Lore  1 [2] 3 4
Luck  5 [4] 3 2

Stamina: 5/7
Sanity: 1/3

Inventory

$4
2 Clue Tokens
1 Nightgaunt trophy (2 toughness)
1 Cultist trophy (1 toughness)
1 Ghoul trophy (1 toughness)
1 Gug trophy (3 toughness)
Speed Skill (+1 Speed, add one extra die when spending Clue tokens on Speed checks)
Pallid Mask (+2 to Evade checks)
Bullwhip (1H, +1 to combat checks, exhaust to reroll 1 die of a combat check)
.38 Revolver (1H, +3 to combat checks)
Title: Re: There's Something Foul in Arkham... (GAME ON, TURN 1, UPKEEP/MOVEMENT)
Post by: Ranmilia on June 25, 2009, 10:13:11 PM
Kate Winthrop

Stats

Stamina: 4/4 (after encounters)
Sanity: 3/6

Speed  1 2 [3] 4
Sneak  5 4 [3] 2

Fight  1 2 3 [4]
Will  3 2 1 [zero]

Lore  2 3 4 [5]
Luck  4 3 2 [1]

Inventory
$4
Bravery Skill (exhaust to reroll horror check)
Deputy (gain $1 during upkeep)
Patrol Wagon (may move anywhere in Arkham instead of normal movement, roll die after combat or returning from otherworld, breaks on 1)
Shotgun (2 hands, +4 physical to combat checks, 6s count double)
Healing Stone (heal 1 sanity or stamina during upkeep)
Enchant Weapon (0 hand spell, 0 cast mod, 1 san cost, makes 1 weapon magical until end of combat)
1+3+2 toughness worth of monster trophies (Fire Vampire, Dark Young, Nightgaunt)
2 gate trophies (+0, City of the Great Race, +0 Another Dimension)

Look at Mr. Bearstone for +1 Sanity, get paid, spend $2 to recover health. 


Results
[
Title: Re: There's Something Foul in Arkham... (TURN 7- MOVEMENT/UPKEEP)
Post by: Yakumo on June 25, 2009, 10:28:35 PM
Carolyn Fern

Stats -

Stamina: 3/4
Sanity: 3/6

Speed  0 1 [2] 3
Sneak  3 2 [1] 0

Fight  1 [2] 3 4
Will  4 [3] 2 1

Lore  2 3 4 [5]
Luck  5 4 3 [2]

Inventory
$7
Monster Trophy(Hound of Tindalos, two toughness)
7 Clue Tokens
Luck - When spending a clue token for a luck check, add 1 die
Lamp of Alhazred (Magical Weapon) - +5 to Combat checks Traded to Sister Mary
Cabala of Saboth (Tome) - Movement: Exhaust & spend 2 movement points to make a Lore -2 check.  Pass= draw 1 skill & discard.  Fail= nothing. Used successfully!
Old Journal (Tom) - Movement: Exhaust & spend 1 movement points to make a Lore -1 check.  Pass= gain 3 clue tokens & discard.  Fail= nothing. Used successfully!
Motorcycle - Movement.  Exhaust to get 2 extra movement points.

“Psychology,” Upkeep: Dr. Fern may restore 1 Sanity to herself or another character in her location. She cannot raise a character’s Sanity higher than that character’s maximum Sanity.
===========================================

Popping back into being at The Unnameable, handing Sister Mary my fancy magic lamp so she can go spread the words of her God to the heathen monsters more effectively, and offering to take that foul black magic Wither off her hands in return.  Moving the lore/luck stats over and rolling for happy fun reading time.  Also restoring a point of Sister Mary's sanity.

<Tewi> Well, I'm going to make my book rolls since I'm doing that regardless of what happens
<Tewi> Cabala of Saboth (Tome) - Movement: Exhaust & spend 2 movement points to make a Lore -2 check.  Pass= draw 1 skill & discard.  Fail= nothing.
<Tewi> Old Journal (Tom) - Movement: Exhaust & spend 1 movement points to make a Lore -1 check.  Pass= gain 3 clue tokens & discard.  Fail= nothing.
<Tewi> I'll start with the Cabala.  Lore is 5, -2 gives me three dice, need one success for a skill.
<Tewi> 3d6
<Hatbot> ACTION --> "Tewi rolls 3d6 and gets 11." [3d6=4, 6, 1]
<Tewi> I am more skillful.
<Strago|Dexter> Hooray.
<Tewi> Exhaust the motorcycle to restock my movement points, try for the journal.  Only -1 this time, so four dice for three clues.
<Tewi> 4d6
<Hatbot> ACTION --> "Tewi rolls 4d6 and gets 19." [4d6=4, 6, 6, 3]
<Strago|Dexter> Alex: do we actually get to have an Encounter this turn? I'm not sure we do.
<Tewi> I now have seven clue tokens, and am sitting around the Unnameable waiting for stuff to happen to me.
Title: Re: There's Something Foul in Arkham... (TURN 7- MOVEMENT/UPKEEP)
Post by: Shale on June 25, 2009, 11:03:36 PM
Run like a scared little girl to the General Store.
Title: Re: There's Something Foul in Arkham... (TURN 7- MOVEMENT/UPKEEP)
Post by: AndrewRogue on June 26, 2009, 04:28:11 AM
Strags: Decided to roll for Sister Mary, Andy, as long as you don't mind. Team game and we're pretty much acting by committe this whole turn anyway. And it's not like it went well for us, so you ought to approve. ;_; She joins Dexter and Kate in the hospital, folding origami. Discards her Cross and Voice of Ra, retaining her Elder Sign and the Magic Lamp. Here's the breakdown.

> So... Dexter reaches out telepathically from his hospital bed (where he is making orgigami frogs that jump when you press on them with Kate!) to control Sister Mary's actions.
> She moves to the French Hill Streets.
<Shale> Illusionist Extraordinaire indeed.
> (Should I bother spending her Clue Token to try and pass the Horror Check? With her Blessing she does have a 50/50 shot.)
<Shale> You can wait until after rolling the check.
<Shale> ...oh, right, minimum will.
> Ja.
> I don't get a check without the Clue.
<Shale> Wait, didn't you say you were using Voice of RA?
<Shale> That's Upkeep.
> ... ah, yes.
<Shale> Doesn't help here, but still.
> Okay, yes, good point. Voice of Ra, -1 mod and 1 San cost, she has 4 Lore so rolls 3 dice.
> 3d6 for Egypt Power
* Hatbot --> "Strago|Dexter rolls 3d6 for Egypt Power and gets 15."12 [3d6=6, 4, 5]
> ... well. Let's hope that hasn't used up all my luck. Success, obviously.
> I decide to forego an attempt at making the Horror check. Sister Mary takes 2 Sanity damage from the Star Spawn, is now at 1/7.
> Now, combat.
<Shale> 1/7?
> Mary's got 3 Fight, +1 Voice of Ra, +5 Lamp of Alhazred.
> Yeah, she started this round at 4.
<Shale> Her maxes are 7 Sanity, 3 Stamina.
> Correct.
<Shale> ...1 out of 7. Not 1 sanity, 7 stamina. Fuck, this week needs to be over before I try to think again.
<Tewi> Part of my upkeep was raising it to 5.
<Shale> It can only end in tears.
> Oh! Okay, 2 Sanity, then.
> Anyhow.
> Mary's got 3 Fight, +1 Voice of Ra, +5 Lamp of Alhazred.
> -3 is the Star Spawn's mod.
> 6 dice, I'm blessed and need 3 successes.
> 6d6 to be a Killer Battle Nun.
* Hatbot --> "Strago|Dexter rolls 6d6 to be a Killer Battle Nun. and gets 19."12 [6d6=6, 3, 1, 2, 3, 4]
> ... CLUE TOKEN
<Tewi> Why did we let Strago handle the dice again?
> d6
* Hatbot --> "Strago|Dexter rolls d6 and gets 1."12 [d6=1]
> ... fuck fuck fuck shit balls fuck.
> That's not how probability works, Yakko. ;_;


Sister Mary

Sanity: 2/7
Stamina: 1/3

Stats: 3/2, 3/1, 4/3

Clues: 0, Dollars: 0, Trophies: Star Spawn, Dimensional Shambler

Skills: Stealth
Spells: ----
Items: ----
Unique Items: Magic Lamp of Alhazred, Elder Sign
Other: Blessing
Title: Re: There's Something Foul in Arkham... (TURN 7- MOVEMENT/UPKEEP)
Post by: Excal on June 27, 2009, 03:32:59 AM
I will conveniently pop into being at the Uptown Streets, just in time for a sale!
Title: Re: There's Something Foul in Arkham... (TURN 7- MOVEMENT/UPKEEP)
Post by: AndrewRogue on June 27, 2009, 05:28:45 AM
ARKHAM ENCOUNTERS
Dexter/Kate/Mary
All sit back and lick their wounds at the hospital.

Monterey/Nitori
Into a Gate with thee!

Carolyn
The ceiling beam suddenly buckles. Make a Speed (-1) check. If you pass, move to the street. If you fail, lose 2 Stamina.

Vincent/Shale
Noticing a glint on the floor, you discover a silver dollar someone must have dropped. Gain $1.

Jenny/Excal
You may buy (http://www.arkhamhorrorwiki.com/wiki/images/thumb/0/0c/TheKingInYellow.png/160px-TheKingInYellow.png) and/or (http://www.arkhamhorrorwiki.com/wiki/images/thumb/2/24/PowderOfIbn-Ghazi.png/160px-PowderOfIbn-Ghazi.png)

OTHER WORLD ENCOUNTERS

Darell/Sopko
You find a quiet spot to rest and recuperate. Gain 1 Stamina.

Monterey/Nitori
The rope seems to extend upwards forever, but its the only way out of the crevasse you find yourself in. Pass a Fight (-1) check to climb it and return to Arkham. If you fail, you fall, losing 2 Stamina and stay here next turn.
Title: Re: There's Something Foul in Arkham... (TURN 7- ENCOUNTERS)
Post by: Nitori on June 27, 2009, 05:38:24 AM

<Nitori> So, I'll just do this right now
<Nitori> 2 fight, (-1) check, 1 dice, 1 success
<Nitori> 1d6
<Hatbot> ACTION --> "Nitori rolls 1d6 and gets 6." [1d6=6]
<Shale> Sweeet.

Sliders/Stats

Speed  [1] 2 3 4
Sneak  [3] 2 1 zero

Fight  [2] 3 4 5
Will  [3] 2 1 0

Lore  1 [2] 3 4
Luck  5 [4] 3 2

Stamina: 5/7
Sanity: 1/3

Inventory

$4
2 Clue Tokens
1 Nightgaunt trophy (2 toughness)
1 Cultist trophy (1 toughness)
1 Ghoul trophy (1 toughness)
1 Gug trophy (3 toughness)
Speed Skill (+1 Speed, add one extra die when spending Clue tokens on Speed checks)
Pallid Mask (+2 to Evade checks)
Bullwhip (1H, +1 to combat checks, exhaust to reroll 1 die of a combat check)
.38 Revolver (1H, +3 to combat checks)
Title: Re: There's Something Foul in Arkham... (TURN 7- ENCOUNTERS)
Post by: Yakumo on June 27, 2009, 05:44:20 AM
<Nitori> There, posted~
<Toric> I suppose I may as well do mine quick.  Only two speed, check at -1 to not get crushed by falling ceilings.
<Toric> d6
<Hatbot> ACTION --> "Toric rolls d6 and gets 6." [d6=6]
* Toric dives out the door and into the street, apparently.
<Nitori> Yay~

Carolyn Fern

Stats -

Stamina: 3/4
Sanity: 3/6

Speed  0 1 [2] 3
Sneak  3 2 [1] 0

Fight  1 [2] 3 4
Will  4 [3] 2 1

Lore  2 3 4 [5]
Luck  5 4 3 [2]

Inventory
$7
Monster Trophy(Hound of Tindalos, two toughness)
7 Clue Tokens
Spell: Wither - 0 casting modifier, 0 SAN cost, Cast/exhaust to get +3 to combat checks until the end of this combat
Luck skill - When spending a clue token for a luck check, add 1 die
Motorcycle - Movement.  Exhaust to get 2 extra movement points.

“Psychology,” Upkeep: Dr. Fern may restore 1 Sanity to herself or another character in her location. She cannot raise a character’s Sanity higher than that character’s maximum Sanity.

EDIT after talking with Andy, he signed off on the Wither trade, adding that in.
Title: Re: There's Something Foul in Arkham... (TURN 7- ENCOUNTERS)
Post by: Hunter Sopko on June 27, 2009, 06:46:41 PM
I <3 the Plateau of Leng!

Stats:
Sanity 3/4
Stamina 6/6

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

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

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

Inventory
$6

0 Clue Tokens
2 Toughness Monster Trophies (2 Ghosts)
1 Gate Trophy (Yuggoth)

Will skill (+1 Will, One extra bonus die on Will checks if I spend a Clue token)
Marksman skill (Exhaust to reroll any combat check)
Dragon's Eye (Exhaust and spend one Sanity after drawing a gate or location card to draw another in it's place.)
Enchanted Knife (Magical Weapon. +3 Combat checks)
Research Materials (Use in place of a Clue token)
Ally: Eric Colt (+2 Speed, Immune to Nightmarish)

Title: Re: There's Something Foul in Arkham... (TURN 7- ENCOUNTERS)
Post by: Excal on June 27, 2009, 11:52:53 PM
No guts, no glory.  I'll spend all of my cash on that there powder.
Title: Re: There's Something Foul in Arkham... (TURN 7- ENCOUNTERS)
Post by: AndrewRogue on June 28, 2009, 12:47:26 AM
Bloody weather... making the missus feel sick, and I ain't feeling too hot either.

An Evil Fog
(Environment- Weather)

Will checks in Arkham are made at a -1 Penalty. Sneak checks in Arkham are made at a +1 bonus. Fliers do not move.

A clue appears at the Unvisited Isle. A Gate appears at the Graveyard (spawning a Hound of Tindalos and Ghoul). Cross moves on white, Moon moves on black.
Title: Re: There's Something Foul in Arkham... (TURN 8- UPKEEP/MOVEMENT)
Post by: Shale on June 28, 2009, 02:41:02 AM
Unless anybody else feels like doing it, I'm gonna kill the Ghoul, sneak by the Hound, and close that gate.
Title: Re: There's Something Foul in Arkham... (TURN 8- UPKEEP/MOVEMENT)
Post by: Hunter Sopko on June 28, 2009, 06:45:20 AM
I was told that the monsters ignore me until I close the gate (or at least until the turn after I come out of the gate), so I suppose I just sit tight and wait for the encounter phase to close the gate.

If I DO, I slide my Fight over to 5 for this round.

If that isn't the case, tell me so and I'll keep the Fight/Will where it is.
Title: Re: There's Something Foul in Arkham... (TURN 8- UPKEEP/MOVEMENT)
Post by: Strago on June 28, 2009, 08:55:59 PM
Spending $2 to restore my Stamina to full this turn. Sigh.
Title: Re: There's Something Foul in Arkham... (TURN 8- UPKEEP/MOVEMENT)
Post by: Yakumo on June 29, 2009, 08:29:08 AM
Shit like this makes me hate games.

<Yakumo> Alex, you here?
<Ranmilia> Yes
<Yakumo> Alright.  Well, Shale hasn't moved yet, so I'll just put in my post that if he goes past me he can have my money.  Going to try jumping into that new gate at the Graveyard.
<Yakumo> First, shifting to 0 move/3 sneak and using the motorcycle to get to the Graveyard at all.
<Yakumo> Then we're going to attack the Ghoul.  Horror check first, at 3 will, 0 modifier.
<Yakumo> 3d6
<Hatbot> ACTION --> "Yakumo rolls 3d6 and gets 12." [3d6=1, 5, 6]
<Yakumo> No problems there.  Now, casting Wither.  5 lore, no modifier here either.
<Yakumo> 5d6
<Hatbot> ACTION --> "Yakumo rolls 5d6 and gets 15." [5d6=5, 1, 1, 5, 3]
<Yakumo> That gives me +3 to combat, 2 fight, -1 modifier, four dice.
<Yakumo> 4d6
<Hatbot> ACTION --> "Yakumo rolls 4d6 and gets 15." [4d6=4, 5, 5, 1]
<Yakumo> So far so good.
<Yakumo> Now, the important one.  Dodging the Hound. <_<
<Yakumo> 3 sneak, -1 modifier, two dice.
<Yakumo> 2d6
<Hatbot> ACTION --> "Yakumo rolls 2d6 and gets 4." [2d6=3, 1]
<Yakumo> Can't afford to fight it, so clue tokens.
<Yakumo> d6
<Hatbot> ACTION --> "Yakumo rolls d6 and gets 2." [d6=2]
<Yakumo> d6
<Hatbot> ACTION --> "Yakumo rolls d6 and gets 2." [d6=2]
<Yakumo> d6
<Hatbot> ACTION --> "Yakumo rolls d6 and gets 1." [d6=1]
<Yakumo> d6
<Hatbot> ACTION --> "Yakumo rolls d6 and gets 2." [d6=2]
<Yakumo> ...I hate Hatbot.  Mrf.
<Yakumo> d6
<Hatbot> ACTION --> "Yakumo rolls d6 and gets 2." [d6=2]
<Yakumo> d6
<Hatbot> ACTION --> "Yakumo rolls d6 and gets 1." [d6=1]
<Yakumo> d6
<Hatbot> ACTION --> "Yakumo rolls d6 and gets 1." [d6=1]
<Yakumo> ...seriously.
<Yakumo> God DAMN it.
<Yakumo> Well, guess I may as well roll it out. <_<
<Yakumo> One die to not just go insane!
<Yakumo> d6
<Hatbot> ACTION --> "Yakumo rolls d6 and gets 3." [d6=3]
<Yakumo> And I'll end up at the Asylum. FUCK YOU HATBOT.
Title: Re: There's Something Foul in Arkham... (TURN 8- UPKEEP/MOVEMENT)
Post by: Shale on June 29, 2009, 04:08:51 PM
Oh that's just plain evil.

And Yakko's behind me in the turn order so I can't go into the gate without causing a time paradox. Aaaaargh. Move to the Black Cave for an encounter.

Vincent Lee

Stats

Stamina: 5/5
Sanity: 3/5

Speed    0    1    {2}  3
Sneak    5    4    {3}   2

Fight    0   1   {2}    3
Will      4   3   {2}    1

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

Focus 2

Inventory

$2
1 Clue Token

Fight Skill (+1 Fight, add one extra die when spending Clue tokens on a Fight check)
Lore Skill (+1 Lore, add one extra die when spending Clue tokens on a Lore check)
Deputy's Revolver (+3 to combat checks, one hand, physical weapon)
Voice of Ra (Spell, -1 casting check, 1 sanity cost; Upkeep: cast and exhaust to get +1 to all skill checks for the remainder of the turn)
Red Sign of Shudde M'Ell (Spell, -1 casting check, 1 sanity cost, any phase: cast and exhaust to lower a target monster's toughness by 1 (minimum 1) and ignore any one monster ability except Magic Immunity for the rest of the combat)

2 Toughness worth of Monster Trophies
Title: Re: There's Something Foul in Arkham... (TURN 8- UPKEEP/MOVEMENT)
Post by: Strago on June 29, 2009, 04:10:03 PM
... heh.
Title: Re: There's Something Foul in Arkham... (TURN 8- UPKEEP/MOVEMENT)
Post by: AndrewRogue on June 29, 2009, 11:32:11 PM
Yakko: You seem to have forgotten to account for the Environment Modifier on... both sets of rolls? Since you got two successes for the ghoul, we'll let that go. Roll one more die to try and sneak past the Hound. If you succeed, you get your clues back.
Title: Re: There's Something Foul in Arkham... (TURN 8- UPKEEP/MOVEMENT)
Post by: Yakumo on June 30, 2009, 02:13:05 AM
I... apparently did.  Well then. 

<Tewi> Mrf.  So apparently I can't read.  Or my memory sucks.  Or something.  I blame making rolls at two in the morning since I realized we'd hit two days in the phase. <_<
<Tewi> Anyone around to see my one die to try not to fail horribly?
<FrankenFran> Hi~
<Tewi> d6
<Hatbot> ACTION --> "Tewi rolls d6 and gets 5." [d6=5]
<Tewi> ...<_<
<Tewi> Well, I'm not entirely sure how to take this now.  But it's good!
Title: Re: There's Something Foul in Arkham... (TURN 8- UPKEEP/MOVEMENT)
Post by: Nitori on June 30, 2009, 02:19:42 AM
<FrankenFran> Yay~
<FrankenFran> I need confirmation on whether I need to sneak or not
<Tewi> I think you do but I'd ask Andy to be sure.  Or you could tempt fate and just roll it just in case, and if it works you don't have to worry about asking! <_<
<FrankenFran> Okay then, sure
<FrankenFran> The thing is +1, 3 Sneak, +2 to evade for six dice, 1 success needed
<FrankenFran> 6d6
<Hatbot> ACTION --> "FrankenFran rolls 6d6 and gets 24." [6d6=4, 4, 2, 6, 5, 3]
<Tewi> See?  No problems either way now. :P
<FrankenFran> And that takes care of that
<FrankenFran> " Sneak checks in Arkham are made at a +1 bonus." Does that include evade? I don't know
<FrankenFran> 7d6
<Hatbot> ACTION --> "FrankenFran rolls 7d6 and gets 26." [7d6=6, 4, 3, 5, 4, 2, 2]
<FrankenFran> There, now I'm covered for everything

Moving Luck/Lore to 4/2, preparing for gate closure~

Sliders/Stats

Speed  [1] 2 3 4
Sneak  [3] 2 1 zero

Fight  [2] 3 4 5
Will  [3] 2 1 0

Lore  1 2 3 [4]
Luck  5 4 3 [2]

Stamina: 5/7
Sanity: 1/3

Inventory

$4
2 Clue Tokens
1 Nightgaunt trophy (2 toughness)
1 Cultist trophy (1 toughness)
1 Ghoul trophy (1 toughness)
1 Gug trophy (3 toughness)
Speed Skill (+1 Speed, add one extra die when spending Clue tokens on Speed checks)
Pallid Mask (+2 to Evade checks)
Bullwhip (1H, +1 to combat checks, exhaust to reroll 1 die of a combat check)
.38 Revolver (1H, +3 to combat checks)
Title: Re: There's Something Foul in Arkham... (TURN 8- UPKEEP/MOVEMENT)
Post by: Shale on June 30, 2009, 02:30:27 AM
Change of move: Since I no longer need to stick around Rivertown, I will instead move to the Unvisited Isle, nicking $4 from Carolyn as I pass.

Vincent Lee

Stats

Stamina: 5/5
Sanity: 3/5

Speed    0    1    2  {3}
Sneak    5    4    3   {2}

Fight    0   1   {2}    3
Will      4   3   {2}    1

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

Focus 2

Inventory

$6
1 Clue Token

Fight Skill (+1 Fight, add one extra die when spending Clue tokens on a Fight check)
Lore Skill (+1 Lore, add one extra die when spending Clue tokens on a Lore check)
Deputy's Revolver (+3 to combat checks, one hand, physical weapon)
Voice of Ra (Spell, -1 casting check, 1 sanity cost; Upkeep: cast and exhaust to get +1 to all skill checks for the remainder of the turn)
Red Sign of Shudde M'Ell (Spell, -1 casting check, 1 sanity cost, any phase: cast and exhaust to lower a target monster's toughness by 1 (minimum 1) and ignore any one monster ability except Magic Immunity for the rest of the combat)

2 Toughness worth of Monster Trophies (Ghoul & Witch)
Title: Re: There's Something Foul in Arkham... (GAME ON, TURN 1, UPKEEP/MOVEMENT)
Post by: Ranmilia on June 30, 2009, 03:02:48 AM
Kate Winthrop

Stats

Stamina: 4/4 (after encounters)
Sanity: 3/6

Speed  1 2 [3] 4
Sneak  5 4 [3] 2

Fight  1 2 3 [4]
Will  3 2 1 [zero]

Lore  2 3 4 [5]
Luck  4 3 2 [1]

Inventory
$4
Bravery Skill (exhaust to reroll horror check)
Deputy (gain $1 during upkeep)
Patrol Wagon (may move anywhere in Arkham instead of normal movement, roll die after combat or returning from otherworld, breaks on 1)
Shotgun (2 hands, +4 physical to combat checks, 6s count double)
Healing Stone (heal 1 sanity or stamina during upkeep)
Enchant Weapon (0 hand spell, 0 cast mod, 1 san cost, makes 1 weapon magical until end of combat)
1 toughness worth of monster trophies (Fire Vampire)
1 gate trophies (+0, City of the Great Race,)

Look at Mr. Bearstone for +1 Sanity, get paid, spend $2 to recover health.


Results
Blarg I accidentally edited this over the combat post instead of quoting.  Sorry.
Title: Re: There's Something Foul in Arkham... (TURN 8- UPKEEP/MOVEMENT)
Post by: AndrewRogue on June 30, 2009, 06:35:10 AM
Due to being very tired, I am pushing the deadline back one day. Topic will be updated tomorrow at around 6pm PST.
Title: Re: There's Something Foul in Arkham... (TURN 8- UPKEEP/MOVEMENT)
Post by: AndrewRogue on July 01, 2009, 03:28:31 AM
Both Jenny and Mary hit up the hospital for some R&R

ARKHAM ENCOUNTERS

Alex/Kate
They've got some good band-aids, here.

Sopko/Darell
Your gate awaits.

Djinn/Mary
Rest up!

Shale/Vincent
You come across a man examining some old bones. Pass a Sneak (-1) check to get close enough to see what he's doing. He finally notices you and is impresssed with your skills, introducing himself as john Legrasse. Take his ally card if it's available, otherwise he shares a meal with you. Restore your Sanity and Stamina to their maximum values.

Excal/Jenny
Rest up!

Yakko/Carolyn
Into a gate.

Nitori/Monterey
Your gate awaits.

Strago/Dexter
Electroshock ahoy!

OTHER WORLD ENCOUNTERS

Yakko/Carolyn
You push yourself to the limit. Roll 1 die for each point of Stamina you have. Lose 1 Stamina for each die that does not roll a success. If you do not fall unconscious, gain 1 Clue token for each die that rolled a success.
Title: Re: There's Something Foul in Arkham... (TURN 8- ENCOUNTERS)
Post by: Nitori on July 01, 2009, 03:42:56 AM
<FrankenFran> I'm gonna go ahead and close my gate now
<FrankenFran> Using LORE
<Tewi> Eh, I'm kidding anyway, she's not like permanently gone or anything.
<FrankenFran> 4 Lore, +1 gate, 5 dice, 1 success needed
<FrankenFran> 5d6
<Hatbot> ACTION --> "FrankenFran rolls 5d6 and gets 11." [5d6=1, 5, 1, 2, 2]
<AndrewCrossingEdges> I wasn't.
<AndrewCrossingEdges> >_>
<AndrewCrossingEdges> ...man. Is that everyone's turn already?
<FrankenFran> Also I killed absolutely nothing


Sliders/Stats

Speed  [1] 2 3 4
Sneak  [3] 2 1 zero

Fight  [2] 3 4 5
Will  [3] 2 1 0

Lore  1 2 3 [4]
Luck  5 4 3 [2]

Stamina: 5/7
Sanity: 1/3

Inventory

$4
2 Clue Tokens
1 Nightgaunt trophy (2 toughness)
1 Cultist trophy (1 toughness)
1 Ghoul trophy (1 toughness)
1 Gug trophy (3 toughness)
Speed Skill (+1 Speed, add one extra die when spending Clue tokens on Speed checks)
Pallid Mask (+2 to Evade checks)
Bullwhip (1H, +1 to combat checks, exhaust to reroll 1 die of a combat check)
.38 Revolver (1H, +3 to combat checks)
1 gate trophy (Dreamlands)
Title: Re: There's Something Foul in Arkham... (TURN 8- ENCOUNTERS)
Post by: Hunter Sopko on July 01, 2009, 03:43:11 AM
The gate is closed so hard, it's parents feel it.

<Soppy-TonelDeaf> Rolling my gate!
<Soppy-TonelDeaf> 5 fight!
<Strago|Dexter> Alright, let's knock these out!
* Strago|Dexter roots.
<tainsanity> Don't die!
<Soppy-TonelDeaf> -1 mod I think?
<Soppy-TonelDeaf> Kinda obscured by the monsters
<Soppy-TonelDeaf> Yeah. -1
<Tewi> Look below the board, he has the tokens separate.  You're Witch House?
<Strago|Dexter> Leng is -1.
<Soppy-TonelDeaf> roll 4d6
* Hatbot --> "Soppy-TonelDeaf rolls 4d6 and gets 24." [4d6=6, 6, 6, 6]
<Strago|Dexter> ...
<Strago|Dexter> What the fuck, dude.


Stats:
Sanity 3/4
Stamina 6/6

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

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

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

Inventory
$6

0 Clue Tokens
2 Toughness Monster Trophies (2 Ghosts)
2 Gate Trophies (Yuggoth, Plateau of Leng)

Will skill (+1 Will, One extra bonus die on Will checks if I spend a Clue token)
Marksman skill (Exhaust and reroll any combat check)
Dragon's Eye (Exhaust and spend one Sanity after drawing a gate or location card to draw another in it's place.)
Enchanted Knife (Magical Weapon. +3 Combat checks)
Research Materials (Use in place of a Clue token)
Ally: Eric Colt (+2 Speed, Immune to Nightmarish)
Title: Re: There's Something Foul in Arkham... (TURN 8- ENCOUNTERS)
Post by: Yakumo on July 01, 2009, 03:46:50 AM
I blame Soppy entirely for this.  

<Tewi> Damn you, stealing all the luck!
<Tewi> Now I'm gonna die. ;_;
<AndrewRogue> Good job Sopko
<Ranmilia> ... I needed that roll for shotgunning Hastur!
<Strago|Dexter> You couldn't save that for an Enchanted Shotgun blast against Hastur?
<Strago|Dexter> Soppy sucks at this game.
<Strago|Dexter> (Jinx with Alex.)
<Soppy-TonelDeaf> KEITH LIVES!
<Tewi> Well that is a very closed gate.  Guess I may as well face my horrible fate now. >_>
<Tewi> Three stamina left, three dice.  This isn't a skill check, either, can I even use clues on it?
<Strago|Dexter> Do you fight the monsters this turn, or on Movement next turn?
<tainsanity> ... <_<;
<AndrewRogue> Movement.
<Tewi> 3d6
<Hatbot> ACTION --> "Tewi rolls 3d6 and gets 9." [3d6=3, 4, 2]
<Strago|Dexter> Buh
<AndrewRogue> Why'd you have to make that question relevant?
<Tewi> DAMN YOU SOPPY

Carolyn Fern

Stats -

Stamina: 3/4
Sanity: 1/6

Speed  
Sneak  [3] 2 1 0

Fight  1 [2] 3 4
Will  4 [3] 2 1

Lore  2 3 4 [5]
Luck  5 4 3 [2]

Inventory
$3
Monster Trophy(Hound of Tindalos, two toughness)
Monster Trophy(Ghoul, one toughness)
4 Clue Tokens
Spell: Wither - 0 casting modifier, 0 SAN cost, Cast/exhaust to get +3 to combat checks until the end of this combat
Luck skill - When spending a clue token for a luck check, add 1 die
Expert Occultist skill - Exhaust to reroll a spell check (this came from the book read last turn)

“Psychology,” Upkeep: Dr. Fern may restore 1 Sanity to herself or another character in her location. She cannot raise a character’s Sanity higher than that character’s maximum Sanity.
Title: Re: There's Something Foul in Arkham... (TURN 8- ENCOUNTERS)
Post by: Shale on July 01, 2009, 05:47:12 AM
[00:45] <Shale> 2 Sneak. -1 check. +1 from environment.
[00:45] <Shale> 2d6
[00:45] * Hatbot --> "Shale rolls 2d6 and gets 5." [2d6=4, 1]
[00:45] <Shale> Sporks.
[00:45] <Shale> Screw it, clue token. I want Will.
[00:45] <Shale> d6
[00:45] * Hatbot --> "Shale rolls d6 and gets 6." [d6=6]
[00:45] <Shale> Woot!
[00:45] <Shale> Gimme my sidekick.
Title: Re: There's Something Foul in Arkham... (TURN 8- ENCOUNTERS)
Post by: AndrewRogue on July 02, 2009, 02:48:45 AM
Blasted democrats don't believe in keeping crime off the streets, I tell you. Probably resposible for all the killings in town lately too, I bet. Godless heathens.

Blue Flu!

All investigators in jail are released. No investigators may be arrested until the end of next turn. Leave this card in play until then to indicate this.

A clue appears in the woods (informing Monterey Jack of things to come). A gate appears at the unnamable (spawning a Cultist and a Byakhee). Hexagon moves on white, Dash, Triangle and Star move on Black.

The Cthonian Activates.

<AndrewRogue> Blar. I need to update
<Soppy-TonelDeaf> Yes you do
<AndrewRogue> roll 1d6 to see if players are happy or sad
* Hatbot --> "AndrewRogue rolls 1d6 to see if players are happy or sad and gets 4."12 [1d6=4]
<AndrewRogue> Sad it is

All investigators in Arkham take 1 Stamina damage.
Title: Re: There's Something Foul in Arkham... (TURN 9- UPKEEP/MOVEMENT)
Post by: Shale on July 02, 2009, 02:55:30 AM
Diving into the Abyss sounds like fun times. I can get rid of two monsters, and it's a lower close check.

Edit: Hello, Other World! I can't help but wonder how hard it is to get byakhee out of a lab coat.

[22:46] <Shale> Adjusting speed/sneak to 2/3. Fight/Will and Lore/Luck stay at 2/2 and 3/3 respectively.
[22:46] <Shale> Oh, and doctoring myself to remove the effects of that unruly Cthonian.
[22:47] <Shale> Cultist first. no horror check, -2 combat check, 1 toughness. I have 2 fight, +1 from skill, +3 from the revolver. Four dice.
[22:47] <Shale> 4d6
[22:47] * Hatbot --> "Shale rolls 4d6 and gets 19." [4d6=6, 2, 5, 6]
[22:47] <Shale> Boom.
[22:48] <Shale> Byakhee. -1 horror check. I have 2 will and +2 ally bonus.
[22:48] <Shale> 3d6
[22:48] * Hatbot --> "Shale rolls 3d6 and gets 8." [3d6=1, 3, 4]
[22:48] <Shale> Bah. 2 Sanity.
[22:48] <Shale> No combat mod. six dice.
[22:48] <Shale> 6d6
[22:48] * Hatbot --> "Shale rolls 6d6 and gets 28." [6d6=5, 2, 6, 3, 6, 6]
[22:49] <Shale> It...violently explodes.
[22:49] <Shale> I step into the Abyss.
Title: Re: There's Something Foul in Arkham... (TURN 9- UPKEEP/MOVEMENT)
Post by: Hunter Sopko on July 02, 2009, 03:58:35 AM
I lower Fight/Will to 4/2 and take on monsters! Cultist and Fire Vampire go down, Dark Young sends me to the hospital (I immune Nightmarish due to ally). I drop the Dragon's Eye.

<Soppy-TonelDeaf> K. Time to take down some monsters
<Soppy-TonelDeaf> Lowering my fight/will to 4/2
<Shale> You forgot to move me and Carolyn.
<Soppy-TonelDeaf> First up, Cultist
<Soppy-TonelDeaf> No Horror check
<Soppy-TonelDeaf> 4 Fight, 3 Magic Daggar, +1 bonus
<Soppy-TonelDeaf> roll 8d6
* Hatbot --> "Soppy-TonelDeaf rolls 8d6 and gets 20." [8d6=3, 4, 1, 1, 1, 4, 2, 4]
<Soppy-TonelDeaf> Woooooow
<Shale> Cultist is -2.
<Shale> HAstur's buff.
<Soppy-TonelDeaf> Oh. Right
<Soppy-TonelDeaf> Ruling, Andy?
<AndrewRogue> You fail.
<Soppy-TonelDeaf> K. Lose 1 Stamina
<AndrewRogue> Subtracting dice doesn't change the potential outcome there
<Soppy-TonelDeaf> 4/6
<Soppy-TonelDeaf> Rerolling! Correct dice would be 5
<Soppy-TonelDeaf> roll 5d6
* Hatbot --> "Soppy-TonelDeaf rolls 5d6 and gets 15." [5d6=5, 3, 1, 2, 4]
<Soppy-TonelDeaf> Yay. He dies
<Shale> 1 success out of 13 dice. Thanks, bot.
<Soppy-TonelDeaf> Fire Vampire
<asdgsdfasdfhdfgsdfgjfghdfgh> Could be worse
<Soppy-TonelDeaf> No horror check
<Soppy-TonelDeaf> Same mods
<Soppy-TonelDeaf> roll 5d6
* Hatbot --> "Soppy-TonelDeaf rolls 5d6 and gets 17." [5d6=6, 5, 4, 1, 1]
<Soppy-TonelDeaf> Dead
<Soppy-TonelDeaf> Now the fun beings
<Soppy-TonelDeaf> Dark Young!
<Soppy-TonelDeaf> Horror check. 2 Will, 1 Skill, no mod
<Soppy-TonelDeaf> roll 3d6
* Hatbot --> "Soppy-TonelDeaf rolls 3d6 and gets 13." [3d6=2, 6, 5]
<Soppy-TonelDeaf> Pass
<Soppy-TonelDeaf> 6 dice this time. (7-1 mod)
<Soppy-TonelDeaf> Question, if I use a clue then use Marksman, would I still roll that extra dice on the reroll?
<Shale> No idea.
<AndrewRogue> Yes
<Soppy-TonelDeaf> K.
<AndrewRogue> You reroll all dice rolled
<Soppy-TonelDeaf> roll 6d6
* Hatbot --> "Soppy-TonelDeaf rolls 6d6 and gets 20." [6d6=1, 4, 2, 6, 3, 4]
<Soppy-TonelDeaf> Hmm... to use the research materials or not...
<Soppy-TonelDeaf> Nah. I'll save that.
<Soppy-TonelDeaf> Using Marksman to reroll
<Soppy-TonelDeaf> roll 6d6
* Hatbot --> "Soppy-TonelDeaf rolls 6d6 and gets 25." [6d6=3, 5, 6, 4, 3, 4]
<Soppy-TonelDeaf> NOW I'm using Research Materials >.>
<Shale> <_<
<Soppy-TonelDeaf> roll 1d6
* Hatbot --> "Soppy-TonelDeaf rolls 1d6 and gets 4." [1d6=4]
<Shale> d'oh!
<Soppy-TonelDeaf> Hooboy
<Soppy-TonelDeaf> Down to 1/6 stamina
<Soppy-TonelDeaf> Horror check!
<Soppy-TonelDeaf> roll 3d6
* Hatbot --> "Soppy-TonelDeaf rolls 3d6 and gets 11." [3d6=3, 3, 5]
<Soppy-TonelDeaf> Fighting!
<Soppy-TonelDeaf> roll 6d6
* Hatbot --> "Soppy-TonelDeaf rolls 6d6 and gets 21." [6d6=4, 3, 4, 4, 1, 5]
<Soppy-TonelDeaf> Aaaaaand hospital for me

Stats:
Sanity 3/4
Stamina 1/6

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

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

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

Inventory
$6

0 Clue Tokens
4 Toughness Monster Trophies (2 Ghosts, Cultist, Fire Vampire)
2 Gate Trophies (Yuggoth, Plateau of Leng)

Will skill (+1 Will, One extra bonus die on Will checks if I spend a Clue token)
Marksman skill (Exhaust and reroll any combat check)
Enchanted Knife (Magical Weapon. +3 Combat checks)
Ally: Eric Colt (+2 Speed, Immune to Nightmarish)
Title: Re: There's Something Foul in Arkham... (TURN 9- UPKEEP/MOVEMENT)
Post by: Strago on July 02, 2009, 05:06:01 AM
Since we're talking about it in chat right now... I'm willing to forfeit and start a new game if other people are. 8 is a bit too many for maximum fun, both in game balance and peoples'-attention-style factors.
Title: Re: There's Something Foul in Arkham... (GAME ON, TURN 1, UPKEEP/MOVEMENT)
Post by: Ranmilia on July 02, 2009, 05:37:47 AM
Kate Winthrop

Stats

Stamina: 4/4
Sanity: 1/6

Speed  1 2 [3] 4
Sneak  5 4 [3] 2

Fight  1 2 3 [4]
Will  3 2 1 [zero]

Lore  2 3 4 [5]
Luck  4 3 2 [1]

Inventory
$1
Bravery Skill (exhaust to reroll horror check)
Deputy (gain $1 during upkeep)
Patrol Wagon (may move anywhere in Arkham instead of normal movement, roll die after combat or returning from otherworld, breaks on 1) -> GIVEN TO X
Shotgun (2 hands, +4 physical to combat checks, 6s count double)
Healing Stone (heal 1 sanity or stamina during upkeep)
Enchant Weapon (0 hand spell, 0 cast mod, 1 san cost, makes 1 weapon magical until end of combat)
4 toughness worth of monster trophies (Fire Vampire, Chthonian)
1 gate trophies (+0, City of the Great Race,)

Look at Mr. Bearstone for +1 Stamina (counteracting the Chthonian hit), get paid, give $4 to Strago (and maybe the car to someone else), move to Woods, fight Chthonian.


Results
[23:35] <Ranmilia> Cthon is 3 toughness, -3 fight.  I have 4 fight and +4 from shotgun, which also makes 6s double up.
[23:35] <Ranmilia> 5 dice rolled, I need a total of 3 successes.
[23:35] <Ranmilia> Sound right/
[23:35] <Ranmilia> ?
[23:36] <Nitori> Sounds right...
[23:36] <Ranmilia> 5d6
[23:36] * Hatbot --> "Ranmilia rolls 5d6 and gets 19." [5d6=2, 2, 6, 4, 5]
Title: Re: There's Something Foul in Arkham... (TURN 9- UPKEEP/MOVEMENT)
Post by: Strago on July 02, 2009, 02:27:55 PM
Take $4 from Alex. Move to the Magick Shoppe, will draw and buy some shit during the Encounter phase.

Should I take the car? Just use it to hop around encounter-farming and maybe jump into a Gate if I hopefully get Find Gate?  What do we think? Also Nitori offered me the .38 Pistol at one point. Ought I still take as I pass him in the streets?


Dexter Drake! Illusionist Extraooooordinaire!

- Stats -

Sanity 4/5
Stamina 4/5

- Skills -

Speed  [2] 3 4 5
Sneak  [4] 3 2 1

Fight  1 2 [3] 4
Will   3 2 [1] zero

Lore  2 3 4 [5]
Luck  3 2 1 [zero]

- Inventory -

$5
3 Toughness in Monster Trophies (Gug)
1 Gate Trophy (-2, Yuggoth)
Marksman Skill (exhaust to reroll combat check)
Shrivelling (1 hand spell, -1 cast, 1 san cost, +6 to combat checks for one combat)
Dynamite (2 hands, +8 to combat checks, discard after use)
Title: Re: There's Something Foul in Arkham... (TURN 9- UPKEEP/MOVEMENT)
Post by: Strago on July 03, 2009, 07:36:06 PM
Proposed course of action: Monterey Nitori heads to the Church and Blesses me this turn. Alex gives me the Paddy Wagon. Next turn I try my luck sneaking by the Hound and diving into R'yleh. Th... thoughts?
Title: Re: There's Something Foul in Arkham... (TURN 9- UPKEEP/MOVEMENT)
Post by: Strago on July 03, 2009, 07:57:29 PM
OR, I think this is a better idea: Alex gives the Paddy Wagon to Sister Mary, who uses it to jump into R'yleh this very turn, and once she emerges uses her fricking Elder Sign to seal that jazz and remove one of Hastur's DOOM tokens. She's blessed, would get 2 Dice to Evade the Hound of Tindalos (and get to re-roll the check if necessary due to her Stealth skill). I'd get 3 Dice but no re-roll, so even if Nitori blesses me Sister Mary's chances of making it to R'yleh are better. Also she's got a Clue Token, I think.
Title: Re: There's Something Foul in Arkham... (TURN 9- UPKEEP/MOVEMENT)
Post by: Nitori on July 03, 2009, 08:02:31 PM
Move to South Church, because blessing SOMEONE is probably a good idea. But wait there are guys in the way~

<Nitori> Well then, let's see if I even make it there
<Nitori> Shift Speed/Sneak to 2/2, +1 Speed means I can still make it to the Church
<Strago|Dexter> Heh. Yes, also a concern.
<Nitori> +1 Sneak from environment and +2 from Pallid gives me 5 evade
<Nitori> I have 3 clue tokens
<Strago|Dexter> Oh, nice, forgot the Environment boost to Sneak. Rad.
<Nitori> Evading Dark Young, with -2 check, three dice, one success needed
<Nitori> 3d6
<Hatbot> ACTION --> "Nitori rolls 3d6 and gets 11." [3d6=4, 3, 4]
<Nitori> I wish I was blessed
<Strago|Dexter> -_-
<Nitori> Clue me
<Nitori> 1d6
<Hatbot> ACTION --> "Nitori rolls 1d6 and gets 5." [1d6=5]
<Nitori> Better
<Nitori> Evading Star Spawn, with -1 check, four dice, one success needed
<Nitori> 4d6
<Hatbot> ACTION --> "Nitori rolls 4d6 and gets 12." [4d6=5, 1, 3, 3]
<Nitori> I'm totally there


Sliders/Stats

Speed  1 [2] 3 4
Sneak  3 [2] 1 zero

Fight  [2] 3 4 5
Will  [3] 2 1 0

Lore  1 2 3 [4]
Luck  5 4 3 [2]

Stamina: 4/7
Sanity: 1/3

Inventory

$4
2 Clue Tokens
1 Nightgaunt trophy (2 toughness)
1 Cultist trophy (1 toughness)
1 Ghoul trophy (1 toughness)
1 Gug trophy (3 toughness)
Speed Skill (+1 Speed, add one extra die when spending Clue tokens on Speed checks)
Pallid Mask (+2 to Evade checks)
Bullwhip (1H, +1 to combat checks, exhaust to reroll 1 die of a combat check)
.38 Revolver (1H, +3 to combat checks)
1 gate trophy (Dreamlands)
Title: Re: There's Something Foul in Arkham... (TURN 9- UPKEEP/MOVEMENT)
Post by: AndrewRogue on July 04, 2009, 07:55:29 AM
<AndrewRogue> Blessing check
<AndrewRogue> roll 1d6
* Hatbot --> "AndrewRogue rolls 1d6 and gets 6."12 [1d6=6]

Rolling with Strago's plan. Shifting one towards sneak.

<AndrewRogue> 3 Base + 1 Environment + 1 Sneak skill
* Shale is now known as Shale-zzzzzzzzzzzzz
<AndrewRogue> -1 Hound
<AndrewRogue> roll 4d6
* Hatbot --> "AndrewRogue rolls 4d6 and gets 12."12 [4d6=3, 3, 1, 5]
<AndrewRogue> Hound is SNEAKED.

Sister Mary

Sanity: 2/7
Stamina: 1/3

Stats: 2/3, 3/1, 4/3

Clues: 0, Dollars: 0, Trophies: Star Spawn, Dimensional Shambler

Skills: Stealth
Spells: ----
Items: ----
Unique Items: Magic Lamp of Alhazred, Elder Sign
Other: Blessing

---

Jenny will hang around and pay $2 to actually heal.

Jenny Barnes

Stats

Stamina: 5/5
Sanity: 1/6

Speed  0 1 2 {3}
Sneak  4 3 2 {1}

Fight  1 2 {3} 4
Will    5 4 {3} 2

Lore  1 2 {3} 4
Luck  5 4 {3} 2


Inventory
$0
0 Clues

Skill - Bravery(Exhaust to reroll horror check)
Spell - Bind Monster
Item - Axe
Item - .18 Derringer
Title: Re: There's Something Foul in Arkham... (TURN 9- UPKEEP/MOVEMENT)
Post by: AndrewRogue on July 04, 2009, 08:11:26 AM
ARKHAM ENCOUNTERS
Alex/Kate
You are bushwhacked by the Sheldon Gang, Pass a Luck (-1) check to avoid their trap. If you fail, lose 2 items of your choice and 2 stamina.

Sopko/Darell
Wipe yourself off. You're bleeding.

-/Mary
Into the other world...

Shale/Vincent
Into the other world...

Excal/Jenny
Band-aids for everyone!

Yakumo/Carolyn
Clocks! Clocks EVERYWHERE!

Nitori/Monterey
Bless you my son...

Strago/Dexter
You may take either (http://www.arkhamhorrorwiki.com/wiki/images/thumb/d/df/FindGate.png/160px-FindGate.png) or (http://www.arkhamhorrorwiki.com/wiki/images/thumb/d/d0/Shrivelling.png/160px-Shrivelling.png)

OTHER WORLD ENCOUNTERS

-/Mary
A ripple in the air passes over you. Pass a Lore (-1) check or lose 1 spell of your choice as it is burned from your mind.

Shale/Vincent
The caverns split. Make a Luck (+1) check and consult the chart below. Successes 0-1 sends you to the Black Cave. 2 sends you to the Dreamlands. 3+ lets you make a Luck (-1) check to draw a unique item.
Title: Re: There's Something Foul in Arkham... (GAME ON, TURN 1, UPKEEP/MOVEMENT)
Post by: Ranmilia on July 04, 2009, 08:32:16 AM
Kate Winthrop

Stats

Stamina: 2/4
Sanity: 1/6

Speed  1 2 [3] 4
Sneak  5 4 [3] 2

Fight  1 2 3 [4]
Will  3 2 1 [zero]

Lore  2 3 4 [5]
Luck  4 3 2 [1]

Inventory
$1
Bravery Skill (exhaust to reroll horror check)
Deputy (gain $1 during upkeep)
Enchant Weapon (0 hand spell, 0 cast mod, 1 san cost, makes 1 weapon magical until end of combat)
4 toughness worth of monster trophies (Fire Vampire, Chthonian)
1 gate trophies (+0, City of the Great Race,)

Whelp.  Let's say the car was given to Strago Mary.


Results
Title: Re: There's Something Foul in Arkham... (TURN 9- ENCOUNTERS)
Post by: Strago on July 04, 2009, 12:25:00 PM
Well I've already got Shrivelling. Find Gate it is.
Title: Re: There's Something Foul in Arkham... (TURN 9- ENCOUNTERS)
Post by: Shale on July 04, 2009, 02:20:07 PM
[09:17] <Shale> Okay! 3 Luck, +1 check, would really like 3+ successes.
[09:17] <Shale> 4d6
[09:17] * Hatbot --> "Shale rolls 4d6 and gets 18." [4d6=6, 3, 6, 3]
[09:17] <Shale> Two successes not good. Clue.
[09:17] <Shale> d6
[09:17] * Hatbot --> "Shale rolls d6 and gets 4." [d6=4]
[09:17] <Shale> Fuuuuuuuuck.

I really hope a gate to the Dreamlands opens up in the next couple of turns. Alternately, Nitori could bless me and that last 4 would retroactively be a success, but that seems like an inefficent use of a blessing.
Title: Re: There's Something Foul in Arkham... (TURN 9- ENCOUNTERS)
Post by: Strago on July 05, 2009, 06:18:34 PM
Oh, and... not that I really mind, because I think I definitely wanted Find Gate anyway, but shouldn't my special ability as Dexter give me a third spell to choose from, there?
Title: Re: There's Something Foul in Arkham... (TURN 9- ENCOUNTERS)
Post by: AndrewRogue on July 06, 2009, 04:28:22 AM
(http://www.arkhamhorrorwiki.com/wiki/images/thumb/d/d2/EnchantWeapon.png/160px-EnchantWeapon.png)

Ahem. Sorry. That's your third option.
Title: Re: There's Something Foul in Arkham... (TURN 9- ENCOUNTERS)
Post by: Strago on July 06, 2009, 01:28:23 PM
I mean, unless people really think we need another Enchant Weapon floating around for the Hastur fight, I'm cool sticking with Find Gate.
Title: Re: There's Something Foul in Arkham... (TURN 9- ENCOUNTERS)
Post by: Shale on July 06, 2009, 04:44:21 PM
Yeah, Find Gate sounds like a plan to me.

General update from chat yesterday: Mary made her Lore roll. Nitori Blessed me, making my 2 successes into 3. If anything remotely similar to that situation comes up again I get the feeling Andrew Hastur will kill us all, so let's not.

Anyway, then I rolled a 4 and 3 on the Luck -1 check and got an Elder Sign (!!!!!) for my trouble.

I think all we're waiting on is Alex before an update?
Title: Re: There's Something Foul in Arkham... (TURN 9- ENCOUNTERS)
Post by: Strago on July 06, 2009, 05:25:05 PM
Based on the stats Alex posted, it looks like he failed his check and lost 2 Stamina along with his Shotgun and Healing Stone. Or rather, had no way of even being able to roll his check (Luck -1 with Luck set at 1 = nope).

So... we can haz updaet pleez? If it could include updating the map on page 1, I would appreciate that as well.

Yay Elder Sign! Screw you, The Abyss!
Title: Re: There's Something Foul in Arkham... (TURN 9- ENCOUNTERS)
Post by: Lady Door on July 06, 2009, 06:11:13 PM
Y'all're going to have to wait until late tonight for update, ~10pm PST at the earliest.

FYI.
Title: Re: There's Something Foul in Arkham... (TURN 9- ENCOUNTERS)
Post by: Shale on July 06, 2009, 06:23:53 PM
Screw you guys and your "lives," and "jobs." Who needs 'em, I say.
Title: Re: There's Something Foul in Arkham... (TURN 9- ENCOUNTERS)
Post by: AndrewRogue on July 07, 2009, 06:11:21 AM
Due to being really tired right now, this is a text only update. Will get the rest after work tomorrow.

Mythos: http://www.arkhamhorrorwiki.com/Temperence_Fever_Sweeps_City (Gate- Witch House) (Clue- Black Cave)
Gate: The Abyss
Monsters: Cultist and Warlock
Monster Movement: Byakhee moves to the sky, Dhole moves to Southside
Title: Re: There's Something Foul in Arkham... (TURN 9- ENCOUNTERS)
Post by: Shale on July 07, 2009, 03:05:44 PM
Unless there's another Byakhee running around, that one's dead.

[09:55] <Strago|Dexter> Hoi.
[10:02] <Shale> Hoi.
[10:02] <Shale> d6
[10:02] * Hatbot --> "Shale rolls d6 and gets 6." [d6=6]
[10:02] <Shale> Blessing stays!

Vincent Lee

Stats

Stamina: 5/5
Sanity: 2/5

Speed    0    1    2  {3}
Sneak    5    4    3   {2}

Fight    0   1   {2}    3
Will      4   3   {2}    1

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

Focus 2

Blessed

Inventory

$6

Fight Skill (+1 Fight, add one extra die when spending Clue tokens on a Fight check)
Lore Skill (+1 Lore, add one extra die when spending Clue tokens on a Lore check)
Deputy's Revolver (+3 to combat checks, one hand, physical weapon)
Voice of Ra (Spell, -1 casting check, 1 sanity cost; Upkeep: cast and exhaust to get +1 to all skill checks for the remainder of the turn)
Red Sign of Shudde M'Ell (Spell, -1 casting check, 1 sanity cost, any phase: cast and exhaust to lower a target monster's toughness by 1 (minimum 1) and ignore any one monster ability except Magic Immunity for the rest of the combat)
Elder Sign (Sacrifice, along with 1 Sanity and 1 Stamina, to automatically seal a gate and reduce the Doom Track by 1)

4 Toughness worth of Monster Trophies (Ghoul, Witch, Byakhee, Cultist)
Title: Re: There's Something Foul in Arkham... (TURN 9- ENCOUNTERS)
Post by: Strago on July 07, 2009, 03:51:11 PM
Hrm. This is sort of hard to get a handle on when I... think I know what peoples' current equipment is, but I'm not quite sure. I've a couple ideas, here, I suppose.

A) Nitorerey Jack could use some of his badass Sneakitude to evade the UTTERLY TERRIFYING tentacle rape that is the Southside Streets right now and make it to the Witch House gate, where it seems like he could Sneak/Fight the monsters easily enough. This would be made even more possible, perhaps, by Carolyn BAMFing in from being LiTaS and giving him the Motorcycle?

B) I can actually Focus my Speed up to 4 and make it to the Witch House this turn. I can take out a Cultist and a Warlock no problem, it seems to me, though the Dark Young worries me a bit. The only way I can be reasonably expected to beat it is with Shrivelling (and honestly Shrivelling + Wither, if Carolyn felt like BAMFING to me instead of Nitori and letting me have that), but that puts me down to 3 Sanity and I'm almost definitely not making that Horror check. ... oh, except for the fact that she can also heal my Sanity by a point! Yes! And... shit, even give me the Motorycle, which would allow me to leave my Sneak high as a last resort and/or increase my Will this turn instead. Plan B is looking pretty good to me.

Unless Nitori is better served by trying to Sneak past Tentacle-Rape-Ville in the Southside streets, maybe he just chills this turn and... I dunno, Blesses me, since I'm hopping into the Abyss?

Yeah, I'm definitely down for Plan B this turn if others are.
Title: Re: There's Something Foul in Arkham... (TURN 9- ENCOUNTERS)
Post by: Strago on July 07, 2009, 03:55:20 PM
As for the rest... Kate, Carolyn, Jenny, and Darrell... seem like they're best served getting themselves healed up and/or buying shit/encounter-farming. Unless Jenny, say, wants to take a run at the Dhole (or the Hound of Tindalos, but I don't think she can move that far this turn) with Bind Monster, but I don't like the idea of the other two eating her and making her have to discard the Powder of Ibn Ghazi or whatever that badass thing is that we really want to save for Hastur.
Title: Re: There's Something Foul in Arkham... (TURN 9- ENCOUNTERS)
Post by: Strago on July 07, 2009, 04:02:26 PM
Oh, I also just realized that I'm slightly an idiot: Shrivelling and Wither both are exhausted after a casting, so it's not like I can use them against all three Witch House monsters. Plus the dang Warlock's immune to magic in the first place. Perhaps Jenny also wants to go to the Magick Shoppe and give me her gun and axe as weapons against the more humany-type monsters there. She has money for potential spells, right? Or she could just have an Encounter of the random sort.

Sorry if this seems a bit like I'm just waving my arms around and shouting GIVE ME ALL YOUR STUFFS. Just trying to figure out a good way to get into this Gate this turn and take out at least the Cultist and the Warlock. It might be in our best interests for me to avoid the Dark Young completely, after all, since these Abyss gates will be closing anyway.
Title: Re: There's Something Foul in Arkham... (TURN 9- ENCOUNTERS)
Post by: Shale on July 07, 2009, 04:10:54 PM
Bear in mind that I can choose to show up at the Witch House next turn, seal that instead of the Unnamable, and deal with the monsters - which might be a better idea anyway given how often gates open there. The Warlock might be a little dicey (can't drop my Will too low when I'm at one sanity), but the Cultist is fodder and I've got a blessing backing me up.

Edit: Wait, forgot the Dark Young. That might be an issue. Although there's still some merit to the idea of sealing the Witch House, I think, and you can just as easily go in there and then come out at the Unnamable. How unstable is The Unnamable, anyway? And if I keep writing "the Unnamable," will it stop looking like a word? The Unnamable.
Title: Re: There's Something Foul in Arkham... (TURN 9- ENCOUNTERS)
Post by: Strago on July 07, 2009, 04:26:28 PM
Well as long as you Seal the Gate successfully (which, Elder Sign, so how could you not?), you won't have to even deal with the Dark Young, since it'll get tossed back into the cup. I'm happy to do it either way; I'm not sure whether you'd have an easier time of the Warlock than I would (assuming I can get Jenny's Axe and Derringer, because otherwise there's no way I'm killing it), but the simple fact that you coming out through Witch House would mean that nobody has to Fight or Evade the Dark Young does make your plan sound pretty swell.

I can get to The Unnameable without needing the Motorcycle in order to tweak my Speed/Sneak, either. Though I still wouldn't mind getting ahold of Wither and having my Sanity healed a bit. >_>

You feel confident enough about taking down the Warlock?
Title: Re: There's Something Foul in Arkham... (TURN 9- ENCOUNTERS)
Post by: Strago on July 07, 2009, 04:27:22 PM
Oh, and yes, I'm all for Sealing the stupid Witch House. This is, what, the 3rd gate that's popped open there? 4th? Bollocks.
Title: Re: There's Something Foul in Arkham... (TURN 9- ENCOUNTERS)
Post by: Shale on July 07, 2009, 04:36:44 PM
Re: the warlock, it's a -3 check and I've got +4 to Fight, Blessing, and can afford to miss quite a lot given its 1 damage against my 5 stamina (which will still be 5 after paying the cost to seal the gate, because I can heal myself). Heck, I could probably afford to set my Fight to 1 to give me a better chance at that horror check, and wait for two successes on two dice.
Title: Re: There's Something Foul in Arkham... (TURN 9- ENCOUNTERS)
Post by: Strago on July 07, 2009, 04:47:45 PM
Alright, cool. I like your proposed plan, then.
Title: Re: There's Something Foul in Arkham... (TURN 9- ENCOUNTERS)
Post by: Strago on July 07, 2009, 07:16:30 PM
Just posting my ramblings, and brief exchange with Shale, so that it feels less like I'm talking to myself. Anyway, now off to work.

> Kay. Jenny, Mary, and myself have $0. Kate has $1. Jack has $4. Vincent's in the Abyss but has $6. Darrell presumably healed to full at the hospital and has $4.
> Carolyn's got $3.
* Strago|Dexter shrugs.
<Shale> A tommy gun or head to the curiosity shoppe and hope for a magic weapon that we wouldn't need to enchant.
<Shale> Since sanity is at a premium against Hastur.
<Shale> With no scrub monsters to take down and no gates unjumped-into, encounter-hunting and shopping is the name of the game.
<Shale> Anyhow, I return to work. Later.
* Shale is now known as Shale-work
> Yeah, about to head that way myself.
> Maybe Nitori should try to run into people in the street, grab their cash and head for the Curiositie Shoppe.
> Which means that Yakkorolyn might do best to appear this Upkeep at South Church and give Nitori her cash and bike.
> Nitorijack could max out his Sneak (3+2) -- which presumably could get him past Southside's evilness -- with enough Speed to get to an Encounter at... Library? Science Building? Those look promising.
> And then hit up the Curiositie Shoppe next turn with his $7 wad of cash.
> Potentially even a bit more if Darrell or Kate also went to the Library/Science Building and also had encounters there this turn.

Can Investigators trade Trophies with each other? If so, Nitori could give Carolyn his monster trophies and she could Bless someone this turn, since without the bike she wouldn't have much chance of getting through Southside. It'd be touch-and-go even with the bike.
Title: Re: There's Something Foul in Arkham... (TURN 9- ENCOUNTERS)
Post by: AndrewRogue on July 07, 2009, 08:11:28 PM
Duly noted on the Byakhee. Sorry about that.

Trophies can't be traded.

Also, if you have suggestions for Mary/Jenny (unless Excal shows back up) they're appreciated.
Title: Re: There's Something Foul in Arkham... (TURN 9- ENCOUNTERS)
Post by: Hunter Sopko on July 07, 2009, 09:02:15 PM
I sit in the hospital and wait to pay $2
Title: Re: There's Something Foul in Arkham... (TURN 9- ENCOUNTERS)
Post by: Strago on July 08, 2009, 04:48:23 AM
Well, Mary's in R'yleh, so she doesn't have too many options. Jenny... I don't know, just go have an Encounter somewhere good? I don't really know where the good encounters are, honestly.
Title: Re: There's Something Foul in Arkham... (TURN 9- ENCOUNTERS)
Post by: Ranmilia on July 08, 2009, 08:51:49 AM
I guess I'll go to... Administration?  For an encounter?  Perhaps?
Title: Re: There's Something Foul in Arkham... (TURN 9- ENCOUNTERS)
Post by: Strago on July 08, 2009, 02:14:06 PM
Alright, well, let's get this moving along.

Dexter adjusts his Speed/Sneak to 4/2 and makes a b-line for that gate at the Unnameable. I think people seemed fine with Jenny having an Encounter over at the Science Building, so let's have her do that.

Dexter Drake! Illusionist Extraooooordinaire!

- Stats -

Sanity 4/5
Stamina 4/5

- Skills (Focus: 2) -

Speed  2 3 [4] 5
Sneak  4 3 [2] 1

Fight  1 2 3 [4]
Will   3 2 1 [zero]

Lore  2 3 4 [5]
Luck  3 2 1 [zero]

- Inventory -

$0
3 Toughness in Monster Trophies (Gug)
1 Gate Trophy (-2, Yuggoth)
Marksman Skill (exhaust to reroll combat check)
Shrivelling (1 hand spell, -1 cast, 1 san cost, +6 to combat checks for one combat)
Find Gate (-1 cast, 1 san cost, Movement phase: return from an Other World to Arkham)
Dynamite (2 hands, +8 to combat checks, discard after use)
Title: Re: There's Something Foul in Arkham... (TURN 9- ENCOUNTERS)
Post by: Yakumo on July 08, 2009, 11:24:48 PM
I think I'm supposed to be back this turn.  If I'm right, I'll pop into being at the bank and take out a loan.  If I'm wrong, ignore me~

Also I apparently changed the sanity number instead of the stamina number on my character info on the last post, fixing the numbers in this one to reflect I got knocked out, not driven insane, and upkeeping myself.  Moving speed/sneak slider in preparation for moving later.

Carolyn Fern

Stats -

Stamina: 1/4
Sanity: 4/6

Speed  0 1 [2] 3
Sneak  3 2 [1] 0

Fight  1 [2] 3 4
Will    4 [3] 2 1

Lore  2 3 4 [5]
Luck  5 4 3 [2]

Inventory
$13
Monster Trophy(Hound of Tindalos, two toughness)
Monster Trophy(Ghoul, one toughness)
4 Clue Tokens
Spell: Wither - 0 casting modifier, 0 SAN cost, Cast/exhaust to get +3 to combat checks until the end of this combat
Luck skill - When spending a clue token for a luck check, add 1 die
Expert Occultist skill - Exhaust to reroll a spell check
Bank Loan

“Psychology,” Upkeep: Dr. Fern may restore 1 Sanity to herself or another character in her location. She cannot raise a character’s Sanity higher than that character’s maximum Sanity.

Title: Re: There's Something Foul in Arkham... (TURN 9- ENCOUNTERS)
Post by: Lady Door on July 09, 2009, 04:54:33 PM
Andy apologizes for the delay -- he's been ill but still going to work. He'll update as soon as he's able.

The King in Yellow enjoys your fidgeting. He'll relieve you of it when he feels like it.
Title: Re: There's Something Foul in Arkham... (TURN 9- ENCOUNTERS)
Post by: AndrewRogue on July 10, 2009, 04:59:14 AM
Fully updated. Sorry. Deadline is tomorrow night at 8pm.
Title: Re: There's Something Foul in Arkham... (TURN 9- ENCOUNTERS)
Post by: Strago on July 10, 2009, 05:42:53 PM
Keeping my turn as I posted previously, in case there was a question of that with the map update.
Title: Re: There's Something Foul in Arkham... (TURN 9- ENCOUNTERS)
Post by: Yakumo on July 10, 2009, 05:47:14 PM
Nah, he just updated the map to the beginning of the turn since not every action has been decided yet.
Title: Re: There's Something Foul in Arkham... (TURN 9- ENCOUNTERS)
Post by: Nitori on July 11, 2009, 12:57:15 AM

Sliders/Stats

Speed  1 [2] 3 4
Sneak  3 [2] 1 zero

Fight  [2] 3 4 5
Will  [3] 2 1 0

Lore  1 2 3 [4]
Luck  5 4 3 [2]

Stamina: 4/7
Sanity: 1/3

Inventory

$4
2 Clue Tokens
1 Nightgaunt trophy (2 toughness)
Speed Skill (+1 Speed, add one extra die when spending Clue tokens on Speed checks)
Pallid Mask (+2 to Evade checks)
Bullwhip (1H, +1 to combat checks, exhaust to reroll 1 die of a combat check)
.38 Revolver (1H, +3 to combat checks)
1 gate trophy (Dreamlands)

I'm totally going to take an encounter here~
Title: Re: There's Something Foul in Arkham... (TURN 9- ENCOUNTERS)
Post by: Strago on July 11, 2009, 05:21:41 AM
Jenny moves to the Science Building for an encounter. I... don't have her stats? Checking for them now, will edit, but this is her move.

Here we go. To the best of my knowledge, these are accurate.

Jenny Barnes

Stats

Stamina: 5/5
Sanity: 1/6

Speed  0 1 2 {3}
Sneak  4 3 2 {1}

Fight  1 2 {3} 4
Will    5 4 {3} 2

Lore  1 2 {3} 4
Luck  5 4 {3} 2


Inventory
$0
0 Clues

Skill - Bravery(Exhaust to reroll horror check)
Spell - Bind Monster
Item - Axe
Item - .18 Derringer
Unique Item - Dust of Ib'n Ghawhatever
Title: Re: There's Something Foul in Arkham... (TURN 9- ENCOUNTERS)
Post by: AndrewRogue on July 11, 2009, 05:39:49 AM
Arkham Encounters

Alex/Kate
Discuss the opportunity to sell a monograph with the President of the University. Pass a Lore (-1) check to make the sale and gain $5.

Sopko/Darell
Band-aids for everyone!

Excal/Jenny
A professor of the occult asks you to hold a hideous statue that he believes to have strange powers while he reads a scroll. Energy shoots through your body. Make a Luck (-1) check. If you pass, your spirit rises from your body and you feel thhat you have the power to switch bodies another investigator. You may choose another investigator from the pile of unused investigators and bring it into play as a new character, discarding your current investigator (everything). If you fail, nothing happens.

Yakko/Carolyn
"We'll need your kidneys as collateral, but sure."

Nitori/Monterey
Father Michael convinces you that there are members of his congregation in greater need than you. Donate either half your money or half your items (rounded up) to the poor.

OTHER WORLD ENCOUNTERS

Djinn/Mary
The Stink of this place is unbearable. Pass a Will (-1) check or lose 1 Stamina, 1 Sanity and your lunch.

Shale/Vincent
A (http://www.arkhamhorrorwiki.com/wiki/images/e/e6/Witch.png)(http://www.arkhamhorrorwiki.com/wiki/images/c/c4/WitchBack.png) appears!

Strago/Dexter
Suddenly the things you've seen make sense! Gain 1 Clue token.
Title: Re: There's Something Foul in Arkham...
Post by: Ranmilia on July 11, 2009, 05:43:47 AM
Kate Winthrop

Stats

Stamina: 2/4
Sanity: 1/6

Speed  1 2 [3] 4
Sneak  5 4 [3] 2

Fight  1 2 3 [4]
Will  3 2 1 [zero]

Lore  2 3 4 [5]
Luck  4 3 2 [1]

Inventory
$7
Bravery Skill (exhaust to reroll horror check)
Deputy (gain $1 during upkeep)
Enchant Weapon (0 hand spell, 0 cast mod, 1 san cost, makes 1 weapon magical until end of combat)
4 toughness worth of monster trophies (Fire Vampire, Chthonian)
1 gate trophies (+0, City of the Great Race,)

Schweet.  (Oh yeah, paid too)


Results
[23:42] <Ranmilia> Lore -1
[23:42] <Ranmilia> 4 dice to sell stuff
[23:42] <Ranmilia> 4d6
[23:42] * Hatbot --> "Ranmilia rolls 4d6 and gets 13."12 [4d6=3, 4, 5, 1]
[23:42] <Ranmilia> Success
Title: Re: There's Something Foul in Arkham... (TURN 9- ENCOUNTERS)
Post by: Strago on July 11, 2009, 05:46:23 AM
^________________^

Dexter Drake! Illusionist Extraooooordinaire!

- Stats -

Sanity 4/5
Stamina 4/5

- Skills (Focus: 2) -

Speed  2 3 [4] 5
Sneak  4 3 [2] 1

Fight  1 2 3 [4]
Will   3 2 1 [zero]

Lore  2 3 4 [5]
Luck  3 2 1 [zero]

- Inventory -

$0
1 Clue Token
3 Toughness in Monster Trophies (Gug)
1 Gate Trophy (-2, Yuggoth)
Marksman Skill (exhaust to reroll combat check)
Shrivelling (1 hand spell, -1 cast, 1 san cost, +6 to combat checks for one combat)
Find Gate (-1 cast, 1 san cost, Movement phase: return from an Other World to Arkham)
Dynamite (2 hands, +8 to combat checks, discard after use)
Title: Re: There's Something Foul in Arkham... (TURN 9- ENCOUNTERS)
Post by: Nitori on July 11, 2009, 05:59:51 AM
THE POOR ARE WORTH NOTHING DAMMIT
Discarding $2

Sliders/Stats

Speed  1 [2] 3 4
Sneak  3 [2] 1 zero

Fight  [2] 3 4 5
Will  [3] 2 1 0

Lore  1 2 3 [4]
Luck  5 4 3 [2]

Stamina: 4/7
Sanity: 1/3

Inventory

$2
2 Clue Tokens
1 Nightgaunt trophy (2 toughness)
Speed Skill (+1 Speed, add one extra die when spending Clue tokens on Speed checks)
Pallid Mask (+2 to Evade checks)
Bullwhip (1H, +1 to combat checks, exhaust to reroll 1 die of a combat check)
.38 Revolver (1H, +3 to combat checks)
1 gate trophy (Dreamlands)
Title: Re: There's Something Foul in Arkham... (TURN 9- ENCOUNTERS)
Post by: Shale on July 12, 2009, 04:42:36 AM
I won't be back in chat until tomorrow night, so if somebody wants to roll out that combat for me I won't object. No clue tokens and Red Sign has no effect on the Witch, so it's not like I have any mid-fight decisions to make.
Title: Re: There's Something Foul in Arkham... (TURN 9- ENCOUNTERS)
Post by: Strago on July 12, 2009, 10:34:50 PM
So Sister Mary can't make her Will check, and ends up back in South Church. I don't think we'd agreed as a group on whether she should discard the Magic Lamp or the Elder Sign, though. Thoughts?

Aside from that, I rolled for Jenny's Luck check in IRC on Friday night and failed. But... forgot to copy it into the topic and now don't have the transcript. Does anyone else?
Title: Re: There's Something Foul in Arkham... (TURN 9- ENCOUNTERS)
Post by: Strago on July 12, 2009, 10:37:40 PM
Also:

> Anybody around to see me roll Shale/Vincent's combat?
<Ranmilia> Yep
> Alright then.
> No Horror check required.
> Vincent has 2 Fight, Fight +1 Skill, and +3 from the Deputy's Revolver.
> Witch's modifier is -3. She has 1 Toughness, Shale rolls three dice and is looking for 1 success. He is also still Blessed.
> 3d6
* Hatbot --> "Strago rolls 3d6 and gets 8."12 [3d6=4, 2, 2]
> Booya, dead Witch.
Title: Re: There's Something Foul in Arkham... (TURN 9- ENCOUNTERS)
Post by: Shale on July 13, 2009, 02:29:02 AM
Do I get to keep that trophy, or does it vanish into the ether? Something tells me Other World combat has a special rule for that, but I can't remember for certain.

Also, that blessing is saving my ass all over this place. First it keeps me from getting LiTaS, then it gets me an Elder Sign, then it's the difference in combat. Yeesh.
Title: Re: There's Something Foul in Arkham... (TURN 9- ENCOUNTERS)
Post by: AndrewRogue on July 13, 2009, 03:21:34 AM
Other World encounters = No Trophy
Title: Re: There's Something Foul in Arkham... (TURN 9- ENCOUNTERS)
Post by: Shale on July 13, 2009, 03:24:42 AM
Oh well. I'll hit 5 toughness worth when I take down that Cultist anyway.
Title: Re: There's Something Foul in Arkham... (TURN 9- ENCOUNTERS)
Post by: AndrewRogue on July 13, 2009, 05:55:59 AM
It was generally agreed she ought keep the Elder Sign. You guys aren't winning a slugfest with the Unspeakable at this point. Getting the close victory is more important.
Title: Re: There's Something Foul in Arkham... (TURN 9- ENCOUNTERS)
Post by: AndrewRogue on July 13, 2009, 06:08:22 AM
Well now, that just don't look right, if you ask me...

The Stars Are Right
(Rumor)

Ongoing Effect: Roll a die at the end of every Mythos Phase while this card is in play (beginning the turn after it entered play). On a 1 or 2, place one doom token on the ancient one's doom track.

Pass: If a player discards an Ally while in the Downtown streets streets during the Arkham Encounter Phase, return this card to the box. Each player draws 2 Common Items.

Fail: If the Ancient One awakens, return this card to the box.

A Gate (Great Hall of Celano) opens at the Science Building (swallowing Jenny) and spews out two monsters (a Cultist and a Warlock). Dash, Triangle and Star move on White. Hexagon moves on Black. (No monsters move!).
Title: Re: There's Something Foul in Arkham... (TURN 10- UPKEEP/MOVEMENT)
Post by: Shale on July 13, 2009, 06:21:56 AM
[01:21] <Shale> Oh, while we're here.
[01:21] <Shale> d6
[01:21] * Hatbot --> "Shale rolls d6 and gets 2." [d6=2]
[01:21] <Shale> \Whew.

I remain blessed, for all the good it does me this turn.
Title: Re: There's Something Foul in Arkham... (TURN 10- UPKEEP/MOVEMENT)
Post by: Strago on July 13, 2009, 07:06:09 AM
Casting Find Gate. Do not want a Red encounter in the Abyss.

> Think I'll go ahead and cast Find Gate. Witness me?
<Soppy> K
> Kyar.
> 5 Lore, it's a -1 spell costing 1 sanity.
> 4d6
* Hatbot --> "Stragaway rolls 4d6 and gets 17."12 [4d6=3, 3, 5, 6]
> Cool.


Dexter Drake! Illusionist Extraooooordinaire!

- Stats -

Sanity 3/5
Stamina 4/5

- Skills (Focus: 2) -

Speed  2 3 [4] 5
Sneak  4 3 [2] 1

Fight  1 2 3 [4]
Will   3 2 1 [zero]

Lore  2 3 4 [5]
Luck  3 2 1 [zero]

- Inventory -

$0
1 Clue Token
3 Toughness in Monster Trophies (Gug)
1 Gate Trophy (-2, Yuggoth)
Marksman Skill (exhaust to reroll combat check)
Shrivelling (1 hand spell, -1 cast, 1 san cost, +6 to combat checks for one combat)
Find Gate (-1 cast, 1 san cost, Movement phase: return from an Other World to Arkham)
Dynamite (2 hands, +8 to combat checks, discard after use)
Title: Re: There's Something Foul in Arkham... (TURN 10- UPKEEP/MOVEMENT)
Post by: Shale on July 13, 2009, 02:14:19 PM
So, we need to do something about that Mythos, post-haste. Sadly, it'll take me four turns to get Downtown (one turn to seal the gate, one turn to kick monster butt, one turn to move to Rivertown, and then I'll be in range of Downtown on the next turn). Can anybody else with an ally do better?
Title: Re: There's Something Foul in Arkham... (TURN 10- UPKEEP/MOVEMENT)
Post by: Strago on July 13, 2009, 04:02:53 PM
Looks like this one's all about Soppy. Time to be feeding Eric Colt to the Elder Gods.
Title: Re: There's Something Foul in Arkham... (TURN 10- UPKEEP/MOVEMENT)
Post by: Shale on July 13, 2009, 04:07:26 PM
Well, as rumors go, one that doesn't end up adding to the doom track and lets us trade one ally for 16 items isn't a bad deal.
Title: Re: There's Something Foul in Arkham... (TURN 10- UPKEEP/MOVEMENT)
Post by: Strago on July 13, 2009, 04:11:08 PM
Yeah, right? I see no reason not to sacrifice Eric Colt this turn.

Is anyone hopping in to R'lyeh? We've had pretty rotten luck in there so far, but... it seems like someone ought to do that jam. Maybe I could do it next turn after I close this Abyss gate. I don't suppose there would be anyway to hand off that Elder Sign to me before I went in? Hmmm.
Title: Re: There's Something Foul in Arkham... (TURN 10- UPKEEP/MOVEMENT)
Post by: AndrewRogue on July 14, 2009, 05:56:05 AM
Feel free to move sister mary wherever is convenient.
Title: Re: There's Something Foul in Arkham... (TURN 10- UPKEEP/MOVEMENT)
Post by: Ranmilia on July 14, 2009, 06:14:45 AM
I'll go sit on the Woods or the Unvisited Isle, whichever is more likely to have a gate/less likely to kill me.  Thoughts?
Title: Re: There's Something Foul in Arkham... (TURN 10- UPKEEP/MOVEMENT)
Post by: Shale on July 14, 2009, 06:21:48 AM
From what I recall when I was scouting locations, the Unvisited Isle isn't that lethal, and it has the possibility of a fullheal if you meet up with John Legrasse. The Woods has a higher possibility of moderate benefit, but it also has your old friends the Sheldon Gang.
Title: Re: There's Something Foul in Arkham... (TURN 10- UPKEEP/MOVEMENT)
Post by: Yakumo on July 14, 2009, 06:38:34 AM
Carolyn Fern

Stats -

Stamina: 1/4
Sanity: 5/6

Speed  0 1 2 [3]
Sneak  3 2 1 [0 ]

Fight  1 [2] 3 4
Will    4 [3] 2 1

Lore  2 3 4 [5]
Luck  5 4 3 [2]

Inventory
$12
Monster Trophy(Hound of Tindalos, two toughness)
Monster Trophy(Ghoul, one toughness)
4 Clue Tokens
Spell: Wither - 0 casting modifier, 0 SAN cost, Cast/exhaust to get +3 to combat checks until the end of this combat
Luck skill - When spending a clue token for a luck check, add 1 die
Expert Occultist skill - Exhaust to reroll a spell check
Bank Loan

“Psychology,” Upkeep: Dr. Fern may restore 1 Sanity to herself or another character in her location. She cannot raise a character’s Sanity higher than that character’s maximum Sanity.
=================================

Adjusting speed/sneak slider to become slightly less of a snail, running to Hibb's for an encounter since I can't actually get to the store in one turn.  Paying a dollar on the loan.  Also restoring sanity, no reason not to.

<Yakumo> Anyone here to see the loan roll?
<Ranmilia> Yeah
<Yakumo> d6
<Hatbot> ACTION --> "Yakumo rolls d6 and gets 2." [d6=2]
<Yakumo> Eh, one less dollar to work with, no big deal.
Title: Re: There's Something Foul in Arkham... (TURN 10- UPKEEP/MOVEMENT)
Post by: Strago on July 14, 2009, 03:00:49 PM
Here are Sister Mary's stats. Since it was her Stamina that dropped to 0 from that R'yleh encounter, she starts this turn in the Hospital, yeah? Hmmm. Let's go have a random encounter at Ye Olde Magick Shoppe, see if we can pick up anything decent. I'd like for her to be able to hand off the Elder Sign to someone who could actually use it, but I'm not sure who can get over near her to trade for it. Nitori, maybe?

Sister Mary

Sanity: 1/7
Stamina: 1/3

Stats: 2/3, 3/1, 4/3

Clues: 0, Dollars: 0, Trophies: Star Spawn, Dimensional Shambler

Skills: Stealth
Spells: ----
Items: ----
Unique Items: Elder Sign
Other: Blessing
Title: Re: There's Something Foul in Arkham... (TURN 10- UPKEEP/MOVEMENT)
Post by: AndrewRogue on July 14, 2009, 08:16:34 PM
She does not, actually. Since that would have landed her in LiTaS, she should end up at South Church instead.
Title: Re: There's Something Foul in Arkham... (TURN 10- UPKEEP/MOVEMENT)
Post by: Ranmilia on July 14, 2009, 11:58:22 PM
Let's visit the Unvisited Isle, then.
Title: Re: There's Something Foul in Arkham... (TURN 10- UPKEEP/MOVEMENT)
Post by: Hunter Sopko on July 15, 2009, 12:19:25 AM
Using the ally's speed to get to the Downtown Streets, I guess. Whee final use of an ally.

Stats:
Sanity 3/4
Stamina 6/6

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

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

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

Inventory
$4

0 Clue Tokens
4 Toughness Monster Trophies (2 Ghosts, Cultist, Fire Vampire)
2 Gate Trophies (Yuggoth, Plateau of Leng)

Will skill (+1 Will, One extra bonus die on Will checks if I spend a Clue token)
Marksman skill (Exhaust and reroll any combat check)
Enchanted Knife (Magical Weapon. +3 Combat checks)
Ally: Eric Colt (+2 Speed, Immune to Nightmarish)
Title: Re: There's Something Foul in Arkham... (TURN 10- UPKEEP/MOVEMENT)
Post by: Strago on July 15, 2009, 09:31:08 PM
Let's give that Elder Sign to Nitori/Jack, then, and maybe have him sneak out of his little corner there?
Title: Re: There's Something Foul in Arkham... (TURN 10- UPKEEP/MOVEMENT)
Post by: AndrewRogue on July 15, 2009, 11:36:34 PM
Nitori was last planning to huddle in the corner, so try to hit him up on IRC if you can.
Title: Re: There's Something Foul in Arkham... (TURN 10- UPKEEP/MOVEMENT)
Post by: Shale on July 16, 2009, 01:07:07 AM
Fair warning: I am going to Otakon tomorrow, and won't have full-time net access again until Sunday. Hopefully we'll see our haul from Eric Colt's noble sacrifice by then, so I can figure out how I want to set my stats for next turn's combat. If we get into another movement phase and I'm still not here, the group's best judgment can guide Vincent (but he'd really like to go to Arkham and get more sane).
Title: Re: There's Something Foul in Arkham... (TURN 10- UPKEEP/MOVEMENT)
Post by: Yakumo on July 16, 2009, 02:29:47 AM
My monitor went kaput on me today so until I have time to get a replacement I won't be able to roll in IRC.  I can still get to the topic on my Wii though so if you guys want me to see something put it here.
Title: Re: There's Something Foul in Arkham... (TURN 10- UPKEEP/MOVEMENT)
Post by: Nitori on July 16, 2009, 03:59:44 AM
Sneaking past the universe to French Hill~

Sliders/Stats

Speed  [1] 2 3 4
Sneak  [3] 2 1 zero

Fight  [2] 3 4 5
Will  [3] 2 1 0

Lore  1 2 3 [4]
Luck  5 4 3 [2]

Stamina: 4/7
Sanity: 1/3

Inventory

$2
2 Clue Tokens
1 Nightgaunt trophy (2 toughness)
Speed Skill (+1 Speed, add one extra die when spending Clue tokens on Speed checks)
Pallid Mask (+2 to Evade checks)
Elder Sign
Bullwhip (1H, +1 to combat checks, exhaust to reroll 1 die of a combat check)
.38 Revolver (1H, +3 to combat checks)
1 gate trophy (Dreamlands)

UntitledKappa> Setting Sneak/Speed to 1/3
<Stragaway> Let's do this jam!
<Stragaway> Rad saue.
<Stragaway> Sauce.
<UntitledKappa> *3/1
<Shale> Snausage.
<Soppy-FEStive> Do not say Rad
<Soppy-FEStive> Lest ye summon the radscorpions
<UntitledKappa> Total Sneak is 3 + 2 + 1, for 6
<Shale> Where are you headed?
<UntitledKappa> I have no idea
<Stragaway> French Hill? Closer to either R'yleh or Carolyn and her money for buying Unique Items?
<Shale> You've got 1+1 = 2 speed, so it's got to be either an adjacent street or another location in Southside.
<Shale> French Hill sounds like a plan.
<UntitledKappa> I'm in then
<UntitledKappa> Sneaking past giant -2 goat
<UntitledKappa> 4d6
<Hatbot> ACTION --> "UntitledKappa rolls 4d6 and gets 16." [4d6=4, 4, 3, 5]
<UntitledKappa> Sneaking past giant -1 Dhole thing
<UntitledKappa> 5d6
<Hatbot> ACTION --> "UntitledKappa rolls 5d6 and gets 19." [5d6=4, 6, 4, 4, 1]
<UntitledKappa> Sneaking past Star guy. -1
<UntitledKappa> 5d6
<Hatbot> ACTION --> "UntitledKappa rolls 5d6 and gets 18." [5d6=5, 5, 1, 5, 2]
Title: Re: There's Something Foul in Arkham... (TURN 10- UPKEEP/MOVEMENT)
Post by: AndrewRogue on July 16, 2009, 04:29:09 AM
ARKHAM ENCOUNTERS

Alex/Kate
Looking up in the night sky from the island, you see constellations that you've never seen before. The entire night sky is different here! Lose 1 Sanity and gain 1 Clue token.

Thanks to Darell, you gain (http://www.arkhamhorrorwiki.com/wiki/images/thumb/f/f7/45Automatic.png/160px-45Automatic.png) and (http://www.arkhamhorrorwiki.com/wiki/images/thumb/f/f5/Lantern.png/160px-Lantern.png).

Sopko/Darell
The stars weren't right, apparently. Not for your friend...

Thanks to Darell, you gain (http://www.arkhamhorrorwiki.com/wiki/images/thumb/c/c6/Food.png/160px-Food.png) and (http://www.arkhamhorrorwiki.com/wiki/images/thumb/6/61/Shotgun.png/160px-Shotgun.png).

Djinn/Mary
Upon entering the church, you are attacked by Father Michael with a giant cross, who for some reason believes you to be in league with the devil. Make a Speed (-1) check. f you pass, you escape. If you fail, lose 2 Stamina. In either case, move to the street.

Thanks to Darell, you gain (http://www.arkhamhorrorwiki.com/wiki/images/thumb/6/68/DarkCloak.png/160px-DarkCloak.png) and (http://www.arkhamhorrorwiki.com/wiki/images/thumb/1/10/LuckyCigaretteCase.png/160px-LuckyCigaretteCase.png).

Shale/Vincent
The gate looms...

Thanks to Darell, you gain (http://www.arkhamhorrorwiki.com/wiki/images/thumb/e/e6/Motorcycle.png/160px-Motorcycle.png) and (http://www.arkhamhorrorwiki.com/wiki/images/thumb/f/f9/MapOfArkham.png/160px-MapOfArkham.png).

Yakko/Carolyn
"So, what's your story, friend?" A smiling man inquires about your adventures over a glass of gin. You tell him your story. If you spend 3 clue tokens, he introduces himself as Ryan Dean and asks to join you. Take his ally card. If it's not available, he gives you some useful items instead. Draw 2 common items.

Thanks to Darell, you gain (http://www.arkhamhorrorwiki.com/wiki/images/thumb/f/f9/MapOfArkham.png/160px-MapOfArkham.png) and (http://www.arkhamhorrorwiki.com/wiki/images/thumb/3/3d/ResearchMaterials.png/160px-ResearchMaterials.png).

Nitori/Monterey
Streets, streets. streets!

Thanks to Darell, you gain (http://www.arkhamhorrorwiki.com/wiki/images/thumb/1/10/LuckyCigaretteCase.png/160px-LuckyCigaretteCase.png) and (http://www.arkhamhorrorwiki.com/wiki/images/thumb/b/bd/AncientTome.png/160px-AncientTome.png).

Strago/Dexter
The gate looms...

Thanks to Darell, you gain (http://www.arkhamhorrorwiki.com/wiki/images/thumb/f/f0/18Derringer.png/160px-18Derringer.png) and (http://www.arkhamhorrorwiki.com/wiki/images/thumb/7/78/CavalrySaber.png/160px-CavalrySaber.png).

OTHER WORLD ENCOUNTERS

-/Jenny
You find secret lore hidden in the mosaics on the wall. Make a Lore (+2) check and gain Clue tokens equal to your successes.

Thanks to Darell, you gain (http://www.arkhamhorrorwiki.com/wiki/images/thumb/3/34/38Revolver.png/160px-38Revolver.png) and (http://www.arkhamhorrorwiki.com/wiki/images/thumb/9/9f/Rifle.png/160px-Rifle.png).
Title: Re: There's Something Foul in Arkham... (TURN 10- ENCOUNTERS)
Post by: Strago on July 16, 2009, 04:37:29 AM
> While he edits! I'm gonna close the shit outta my Gate!
> Booya!
<AndrewRogue> Don't mess up
> I gots 5 Lore. Abyss is -2.
* Shale closes the shit out of his gate automagically.
> 3d6 to be magickal
* Hatbot --> "Strago rolls 3d6 to be magickal and gets 8."12 [3d6=3, 4, 1]
> GRARGHFUCKLER
> Using a Clue Token.
> 1d6 to not fuck updon't fuck this up don't fuck this up
* Hatbot --> "Strago rolls 1d6 to not fuck updon't fuck this up don't fuck this up and gets 4."12 [1d6=4]
> Fuck my FUCKING FUCK
* AndrewRogue is now known as TheAbyss
<TheAbyss> HAH HAH
* TheAbyss remains open
* TheAbyss is now known as AndrewRogue
* Shale notes that the Dark Young are gatecleared anyway, fuck you Abyss.



Dexter Drake! Illusionist Extraooooordinaire!

- Stats -

Sanity 3/5
Stamina 4/5

- Skills (Focus: 2) -

Speed  2 3 [4] 5
Sneak  4 3 [2] 1

Fight  1 2 3 [4]
Will   3 2 1 [zero]

Lore  2 3 4 [5]
Luck  3 2 1 [zero]

- Inventory -

$0
0 Clue Tokens
3 Toughness in Monster Trophies (Gug)
1 Gate Trophy (-2, Yuggoth)
Marksman Skill (exhaust to reroll combat check)
Shrivelling (1 hand spell, -1 cast, 1 san cost, +6 to combat checks for one combat)
Find Gate (-1 cast, 1 san cost, Movement phase: return from an Other World to Arkham)
.18 Derringer (1 hand weapon, +2 to combat, cannot be lost/stolen unless allowed)
Cavalry Saber (1 hand weapon, +2 to combat)
Dynamite (2 hands, +8 to combat checks, discard after use)
Title: Re: There's Something Foul in Arkham... (TURN 10- ENCOUNTERS)
Post by: Shale on July 16, 2009, 04:42:49 AM
I inscribe the mark of the Elder Sign on the floor of the Witch House. The ritual saps both my strength and my focus, leaving me on the verge of insanity from the horrors I've seen, but it is worth it.

The Witch House is SEALED.
The Doom Track has been reduced by 1.

Stamina: 4/5
Sanity: 1/5

Speed    0    1    2  {3}
Sneak    5    4    3   {2}

Fight    0   1   {2}    3
Will      4   3   {2}    1

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

Focus 2

Blessed

Inventory

$6

Fight Skill (+1 Fight, add one extra die when spending Clue tokens on a Fight check)
Lore Skill (+1 Lore, add one extra die when spending Clue tokens on a Lore check)
Deputy's Revolver (+3 to combat checks, one hand, physical weapon)
Voice of Ra (Spell, -1 casting check, 1 sanity cost; Upkeep: cast and exhaust to get +1 to all skill checks for the remainder of the turn)
Motorcycle: Exhaust to gain 2 movement points.
Map of Arkham: Exhaust to gain 1 movement point.
Red Sign of Shudde M'Ell (Spell, -1 casting check, 1 sanity cost, any phase: cast and exhaust to lower a target monster's toughness by 1 (minimum 1) and ignore any one monster ability except Magic Immunity for the rest of the combat)

4 Toughness worth of Monster Trophies (Ghoul, Witch, Byakhee, Cultist)
1 Gate Trophy (The Abyss)
Title: Re: There's Something Foul in Arkham...
Post by: Ranmilia on July 16, 2009, 04:45:37 AM
Kate Winthrop

Stats

Stamina: 2/4
Sanity: 1/6

Speed  1 2 [3] 4
Sneak  5 4 [3] 2

Fight  1 2 3 [4]
Will  3 2 1 [zero]

Lore  2 3 4 [5]
Luck  4 3 2 [1]

Inventory
$8
1 clue token
Bravery Skill (exhaust to reroll horror check)
Deputy (gain $1 during upkeep)
.45 Automatic (1 handed +4 to combat checks physical weapon)
Lantern (+1 to Luck checks)
Enchant Weapon (0 hand spell, 0 cast mod, 1 san cost, makes 1 weapon magical until end of combat)
4 toughness worth of monster trophies (Fire Vampire, Chthonian)
1 gate trophies (+0, City of the Great Race,)

I was paid.  I am driven insane.  However, I keep my one clue token, and my items, since technically I get all that stuff after I am driven insane.

Results
So I wind up in Arkham with the above loadout, unless I am wrong.
Title: Re: There's Something Foul in Arkham... (TURN 10- ENCOUNTERS)
Post by: Strago on July 16, 2009, 04:46:16 AM
Sister Mary makes her check, and ends up in the streets as a result. Still Blessed, though!

Sister Mary

Sanity: 1/7
Stamina: 1/3

Stats: 3/2, 3/1, 4/3

Clues: 0, Dollars: 0, Trophies: Star Spawn, Dimensional Shambler

Skills: Stealth
Spells: ----
Items: Dark Cloak, Lucky Cigarette Case
Unique Items: ----
Other: Blessing

> I'll roll the Speed check for Mary.
> Hers was set to 3. -1 check, so 2 dice.
<Shale> Oooh, movement point. That's very nice.
<Shale> Many movement points! Spiffy.
> 2d6 to get fucked either way.
* Hatbot --> "Strago rolls 2d6 to get fucked either way. and gets 6."12 [2d6=5, 1]
<AndrewRogue> Check her blessing too.
> Ah, kay.
<AndrewRogue> It wasn't done during the upkeep
> Blessing check
> 1d6
* Hatbot --> "Strago rolls 1d6 and gets 6."12 [1d6=6]
<AndrewRogue> Well
> Keeps the Blessing, at least.

Title: Re: There's Something Foul in Arkham... (TURN 10- ENCOUNTERS)
Post by: Strago on July 16, 2009, 04:56:51 AM
> (Might as well go ahead and make Jenny's roll, too, since I've been keeping track of her stats as well as Mary's)
> (She has 3 Lore, it's a +2 check)
<Ranmarinkarin> So... is he available?
> 5d6 to know shit
* Hatbot --> "Strago rolls 5d6 to know shit and gets 22."12 [5d6=4, 4, 3, 5, 6]
> Jenny gains 2 Clue tokens.

Jenny Barnes

Stats

Stamina: 5/5
Sanity: 1/6

Speed  0 1 2 {3}
Sneak  4 3 2 {1}

Fight  1 2 {3} 4
Will    5 4 {3} 2

Lore  1 2 {3} 4
Luck  5 4 {3} 2


Inventory
$0
2 Clues

Skill - Bravery(Exhaust to reroll horror check)
Spell - Bind Monster
Items - Axe, .18 Derringer, .38 Revolver, Rifle
Unique Item - Dust of Ib'n Ghawhatever
Title: Re: There's Something Foul in Arkham... (TURN 10- ENCOUNTERS)
Post by: Yakumo on July 16, 2009, 05:24:04 AM
I'll pass on the ally and keep my clues.
Title: Re: There's Something Foul in Arkham... (TURN 10- ENCOUNTERS)
Post by: Strago on July 16, 2009, 08:41:24 PM
You know, I just realized that Mary has the dang Patrol Wagon! And so she should probably have given that to Jack along with the Elder Sign, eh?

Any way we can turn back the clock on Nitori's movement this turn? :/

> Hey, is anybody around?
Back: Away for 47mins 48secs
Away Deactivated:4 Auto Away reactivated
<Adorea> Yeah, what's up?
> Just realized that Sister Mary still has the Patrol Wagon.
> And I wanted to roll to see if she keeps it after returning to Arkham from R'yleh.
> So:
> d6
* Hatbot --> "Strago rolls d6 and gets 4."12 [d6=4]
> Aaaaand she does!
<Adorea> Bah, if anyone had remembered that last turn that really would have helped. >_>
> Right? <_<
<Adorea> Myself included, not yelling at you or anything.
> I'm posting now to see if Nitori can go back take the car and re-take his movement.
> Since he successfully snuck by all the monsters anyway it's not like we're re-writing history massively.
Title: Re: There's Something Foul in Arkham... (TURN 10- ENCOUNTERS)
Post by: AndrewRogue on July 17, 2009, 06:44:11 AM
Due to that being my fault, we can retcon the truck being traded to Nitori. Deadline still stands at tomorrow night, so please decide where you want to go if you want to perform the trade.
Title: Re: There's Something Foul in Arkham... (TURN 10- ENCOUNTERS)
Post by: Strago on July 17, 2009, 03:29:10 PM
Nitori: Arkham to heal up your Sanity and then R'yleh next turn, maybe? Unless you want to use the car to BAMF over to Soppy and he can jump into R'lyeh with your Elder Sign. He's well-healed and kind of a badass right now, I think? I dunno. Might also be better to have Soppy just going around fighting/Encounter-farming, to get the most use out of his unique ability.
Title: Re: There's Something Foul in Arkham... (TURN 10- ENCOUNTERS)
Post by: Nitori on July 18, 2009, 07:10:25 AM
I vetoed my action to go in the Graveyard gate and then I almost died and then I forgot my lucky carton of cigarettes so I travelled back in time to 1960 to go all hippie on my old self so I wouldn't almost die and it kinda worked


Sliders/Stats

Speed  [1] 2 3 4
Sneak  [3] 2 1 zero

Fight  [2] 3 4 5
Will  [3] 2 1 0

Lore  1 2 3 [4]
Luck  5 4 3 [2]

Stamina: 4/7
Sanity: 1/3

Inventory

$2
2 Clue Tokens
1 Nightgaunt trophy (2 toughness)
Speed Skill (+1 Speed, add one extra die when spending Clue tokens on Speed checks)
Pallid Mask (+2 to Evade checks)
Elder Sign
1 Paddy Wagon (godlike move)
Bullwhip (1H, +1 to combat checks, exhaust to reroll 1 die of a combat check)
.38 Revolver (1H, +3 to combat checks)
1 Ancient Tome (2 movement points, Lore (-1), draw one spell & discard on success)
1 gate trophy (Dreamlands)

<Nitori> Well then, my Sneak's still 3, my mask's still 2, my fog's still 1, and the hound's still -1
<AndrewBlazingBlue> Need to give you your encounter real quick
<Nitori> 5d6
<Hatbot> ACTION --> "Nitori rolls 5d6 and gets 12." [5d6=2, 2, 3, 1, 4]
<Nitori> I blame Ko
<AndrewBlazingBlue> ...oh wow
<Nitori> Clue me
<Nitori> 1d6
<Hatbot> ACTION --> "Nitori rolls 1d6 and gets 1." [1d6=1]
<Nitori> Clue me again
<Nitori> 1d6
<Hatbot> ACTION --> "Nitori rolls 1d6 and gets 3." [1d6=3]
<Nitori> I'm dead
<AndrewBlazingBlue> Well.
<AndrewBlazingBlue> That was... not the expected result
<AndrewBlazingBlue> Check for the truck and land at the hospital
<Nitori> 1d6
<Hatbot> ACTION --> "Nitori rolls 1d6 and gets 6." [1d6=6]
<AndrewBlazingBlue> That's... surprisingly spiteful
<Nitori> How much stamina damage does failing to sneak do~?
<AndrewBlazingBlue> 3
<Nitori> I'm not dead
<AndrewBlazingBlue> Oh. That's good.
<Nitori> I might be insane
<AndrewBlazingBlue> That was your Horror check?
<Nitori> 1d6
<Hatbot> ACTION --> "Nitori rolls 1d6 and gets 4." [1d6=4]
<Nitori> Yes I am
<Nitori> That was rolling for the paddy wagon
<AndrewBlazingBlue> Horror would happen first
<AndrewBlazingBlue> (End of the combat)
<Nitori> Well, I have 6 fight, 4 from weapons, hound has physical immunity, so I have 2 against -1 and 2 toughness
<AndrewBlazingBlue> You can try evading
<AndrewBlazingBlue> (Evade is just in-combat sneak)
<Nitori> So basically 5 dice again?
<AndrewBlazingBlue> Yepper
<Nitori> I'm in
<Nitori> 5d6
<Hatbot> ACTION --> "Nitori rolls 5d6 and gets 18." [5d6=2, 5, 5, 5, 1]
<AndrewBlazingBlue> Sneak successful!
<AndrewBlazingBlue> Hound is evaded, and you're only slightly worse for wear
<AndrewBlazingBlue> Gate eats you.
<AndrewBlazingBlue> NOM
<Nitori> By slightly you mean I die to basically anything
<AndrewBlazingBlue> YOUR ENCOUNTER
<AndrewBlazingBlue> Suddenly, you notice something that you had previously missed.
<AndrewBlazingBlue> Gain 1 Clue Token
<Nitori> Aw man, I forgot my new items
<Nitori> And one's relevant
<AndrewBlazingBlue> Ahem
<AndrewBlazingBlue> What is it?
<Nitori> Lucky Cigarette Case
<AndrewBlazingBlue> As I'm merciful tonight
<AndrewBlazingBlue> I'll allow you to retroactively use it
<Nitori> I'm in
<AndrewBlazingBlue> If you're willing to actually reroll the dice
<Nitori> For the first evade, I'm in
<Nitori> 5d6
<Hatbot> ACTION --> "Nitori rolls 5d6 and gets 16." [5d6=5, 6, 3, 1, 1]
Title: Re: There's Something Foul in Arkham... (TURN 10- ENCOUNTERS)
Post by: AndrewRogue on July 18, 2009, 08:23:19 AM
Merchant March on Crime!

All monsters in the Merchant Dist. streets or locations are returned to the cup. A gate opens at Independence Square, spewing out a Ghoul and an Elder Thing. A clue appears at the Unnamable (and goes to Dexter). Circle monsters move on White, Square and Diamond move on black.
Title: Re: There's Something Foul in Arkham... (TURN 11- UPKEEP/MOVEMENT)
Post by: Yakumo on July 18, 2009, 08:52:06 AM
Carolyn Fern

Stats -

Stamina: 1/4
Sanity: 2/6

Speed  0 1 2 [3]
Sneak  3 2 1 [0 ]

Fight  1 2 3 [4]
Will    4 3 2 [1]

Lore  2 3 4 [5]
Luck  5 4 3 [2]

Inventory
$12
Monster Trophy(Hound of Tindalos, two toughness)
Monster Trophy(Ghoul, one toughness)
1 Clue Token
Spell: Wither - 0 casting modifier, 0 SAN cost, Cast/exhaust to get +3 to combat checks until the end of this combat
Luck skill - When spending a clue token for a luck check, add 1 die
Expert Occultist skill - Exhaust to reroll a spell check
Bank Loan

“Psychology,” Upkeep: Dr. Fern may restore 1 Sanity to herself or another character in her location. She cannot raise a character’s Sanity higher than that character’s maximum Sanity.
=================================

So, the Hound decided to have a little snack.  Tried fighting back but Hatbot wasn't having it.  Discarding the map, used the research materials.  Ended up keeping one clue since I needed two successes anyway.

<Yakumo> Oh fuck me.
<Yakumo> Well, fuck it.  I may as well just crank the Fight/Will to 4 fight and try to get rid of this damn thing. <_<
<Yakumo> First I need to check the loan though.  You still here?  Or is someone else here?
<AndrewBlazingBlue> I'm here
* AndrewBlazingBlue is now known as AndrewRogue
<Yakumo> d6 for the loan, first.
<Hatbot> ACTION --> "Yakumo rolls d6 for the loan, first. and gets 5." [d6=5]
<Yakumo> No payment for that.
<AndrewRogue> Yay
<Yakumo> Might as well roll combat, I've got better chances at that than sneaking by.
<Yakumo> Moving fight/will to 4/1, I'll autofail the horror check but I can take it.
<Yakumo> Lore check to cast Wither, Lore at 5, no penalty.
<Yakumo> 5d6
<Hatbot> ACTION --> "Yakumo rolls 5d6 and gets 14." [5d6=2, 5, 5, 1, 1]
<Yakumo> +3 to combat, my fight at 4, -1 check, need two successes on six dice.
<Yakumo> 6d6
<Hatbot> ACTION --> "Yakumo rolls 6d6 and gets 11." [6d6=2, 2, 2, 2, 1, 2]
<Yakumo> Hatbot hates me. ;_;
<AndrewRogue> ...wow
<Yakumo> Man, it's not even worth using clues at this point.  Fuck it, I'll go figure out what I need to lose and be worthless for the rest of the game.
<AndrewRogue> Don't have anything that'll help?
<Ranmilia> No Stamina?
<Yakumo> One stamina, I have research materials and four clues but I need two successes and I've barely got anything to lose anyway.
<Ranmilia> Ouch.
<Yakumo> Eh, fuck it.  I'll try the material and clues just to get this off the board, there's no way I can be useful if I die here.
<Yakumo> d6
<Hatbot> ACTION --> "Yakumo rolls d6 and gets 2." [d6=2]
<Yakumo> d6
<Hatbot> ACTION --> "Yakumo rolls d6 and gets 2." [d6=2]
<Yakumo> d6
<Hatbot> ACTION --> "Yakumo rolls d6 and gets 2." [d6=2]
<Yakumo> d6
<Hatbot> ACTION --> "Yakumo rolls d6 and gets 4." [d6=4]
<AndrewRogue> ...
Title: Re: There's Something Foul in Arkham...
Post by: Ranmilia on July 18, 2009, 10:58:50 AM
Kate Winthrop

Stats

Stamina: 1/4
Sanity: 1/6

Speed  1 2 [3] 4
Sneak  5 4 [3] 2

Fight  1 2 3 [4]
Will  3 2 1 [zero]

Lore  2 3 4 [5]
Luck  4 3 2 [1]

Inventory
$9
Bravery Skill (exhaust to reroll horror check)
Deputy (gain $1 during upkeep)
.45 Automatic (1 handed +4 to combat checks physical weapon)
Enchant Weapon (0 hand spell, 0 cast mod, 1 san cost, makes 1 weapon magical until end of combat)
4 toughness worth of monster trophies (Fire Vampire, Chthonian)
1 gate trophies (+0, City of the Great Race,)

Kate is paid and attempts to move out and sneak past the Elder Thing to get back to sitting on the unvisited isle.  It does not go well.  And yes this does have to happen ahead of Soppy in the turn order.  Sigh.

Results
[04:48] <Ranmilia> I'd like to get to an unstable location, but if I have to fight the thing, okay.
[04:48] <Ranmilia> ... no, I can't fight the thing, actually, it'd pop me straight back to the asylum since I'd autofail the horror check.
[04:49] <Soppy-FEStive> Oh
[04:49] <Soppy-FEStive> So you sneaking by?
[04:49] <Ranmilia> Yeah.  WHich might go poorly, we'll see.
[04:49] <Ranmilia> I get... hm
[04:50] <Ranmilia> One die of Sneak against it, since I need 3 move to get anywhere useful.
[04:50] <Ranmilia> No!
[04:50] <Ranmilia> Two dice, there is an evil fog.
[04:51] <Ranmilia> All right, let's see what kicks.
[04:51] <Ranmilia> 2d6
[04:51] * Hatbot --> "Ranmilia rolls 2d6 and gets 8." [2d6=4, 4]
[04:51] <Ranmilia> Sigh.
[04:51] <Ranmilia> One clue token!  Here we go.
[04:51] <Ranmilia> 1d6
[04:51] * Hatbot --> "Ranmilia rolls 1d6 and gets 4." [1d6=4]
[04:51] <Soppy-FEStive> Can you move your Will to anything that won't autofail?
[04:52] <Ranmilia> No.  It's -3, the environment gives another -1 to will checks, and will is my 0-3 stat.
[04:52] <Soppy-FEStive> Horror checks aren't will checks, according to Andy
[04:52] <Soppy-FEStive> I got hit with that in the first turn
[04:53] <Ranmilia> ... that's BS, horror types are the most common type of will check
[04:54] <Ranmilia> Main rulebook page 13.
[04:55] <Ranmilia> There are four types of special skill checks, evade, horror, combat and spell.  If an investigator recieves a bonus to a skill, any special checks based on that skill also recieve this bonus.
[04:55] <Ranmilia> My will is 0 anyhow so it's moot in this case.
[04:56] <Soppy-FEStive> Mm.
[04:56] <Ranmilia> I am dealt 1 stamina damage for failing to sneak, go insane again, discard my lantern and retreat back to the Asylum.
Title: Re: There's Something Foul in Arkham... (TURN 11- UPKEEP/MOVEMENT)
Post by: Hunter Sopko on July 18, 2009, 11:03:42 AM
I move my Fight/Will to 2/4. I try to sneak past the Elder Thing and fail. I fail the horror check, but kill the Elder Thing dead.

<Soppy-FEStive> Gonna fight the Elder Thing
<Soppy-FEStive> I'm sliding my Fight/Will over two to 2/4
<Soppy-FEStive> Will is 4, +1 for Will. -3 mod, so 2 die total.
<Soppy-FEStive> roll 2d6
* Hatbot --> "Soppy-FEStive rolls 2d6 and gets 5." [2d6=4, 1]
<Yakumo> I'm fairly sure once you fight it you can't move, still want to?
<Soppy-FEStive> You can't?
<Soppy-FEStive> I thought you could move after fighting?
<Yakumo> I'll double check the rules, but I don't think so.
<Yakumo> Yeah, page 8 if you want to pull up the rulebook from the wiki and check for yourself.  Once an investigator begins combat with a monster for any reason, his movement is over.
<Soppy-FEStive> Ugh. Stupid
<Soppy-FEStive> Nix that idea
<Soppy-FEStive> I'll try to sneak by first.
<Soppy-FEStive> I'll keep the Fight/Will move
<Soppy-FEStive> So... 3 sneak, -2 mod.
<Soppy-FEStive> roll 1d6
<Yakumo> +1 for the Environment still in effect.
* Hatbot --> "Soppy-FEStive rolls 1d6 and gets 3." [1d6=3]
<Soppy-FEStive> roll 1d6
* Hatbot --> "Soppy-FEStive rolls 1d6 and gets 1." [1d6=1]
<Soppy-FEStive> Ugh
<Soppy-FEStive> Looks like I'm fighting it anyway

...

<Soppy-FEStive> I'll keep that roll from before, so 2 sanity damage
<Soppy-FEStive> Combat check against the Elder Thing
<Soppy-FEStive> I'm using my Shotgun
<Soppy-FEStive> 2 fight, plus 4. No mod.
<Soppy-FEStive> roll 6d6
* Hatbot --> "Soppy-FEStive rolls 6d6 and gets 30." [6d6=5, 6, 3, 5, 5, 6]
<Soppy-FEStive> Thats 7 successes
<Soppy-FEStive> Dead Elder Thing... and I don't move.

Stats:
Sanity 1/4
Stamina 6/6

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

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

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

Inventory
$4

0 Clue Tokens
6 Toughness Monster Trophies (2 Ghosts, Cultist, Fire Vampire, Elder Thing)
2 Gate Trophies (Yuggoth, Plateau of Leng)

Will skill (+1 Will, One extra bonus die on Will checks if I spend a Clue token)
Marksman skill (Exhaust and reroll any combat check)
Enchanted Knife (Magical Weapon. +3 Combat checks)
Shotgun (Physical Weapon. +4 Combat checks. 6's count double)
Food (Reduce Stamina damage taken by 1)
Title: Re: There's Something Foul in Arkham... (TURN 11- UPKEEP/MOVEMENT)
Post by: Strago on July 20, 2009, 03:42:48 AM
Not moving, will be attempting the gate close again.
Title: Re: There's Something Foul in Arkham... (TURN 11- UPKEEP/MOVEMENT)
Post by: Shale on July 20, 2009, 04:26:31 AM
I doctor myself, stay put and kill monsters. Short version: Blessing holds up and saves me yet again from losing my shit, both die, the Warlock reducing me to 3 stamina before I kill it.

Stamina: 3/5
Sanity: 1/5

Speed    0    1    2  {3}
Sneak    5    4    3   {2}

Fight    0   {1}   2    3
Will      4   {3}   2    1

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

Focus 2

Blessed

Inventory

$6

Fight Skill (+1 Fight, add one extra die when spending Clue tokens on a Fight check)
Lore Skill (+1 Lore, add one extra die when spending Clue tokens on a Lore check)
Deputy's Revolver (+3 to combat checks, one hand, physical weapon)
Voice of Ra (Spell, -1 casting check, 1 sanity cost; Upkeep: cast and exhaust to get +1 to all skill checks for the remainder of the turn)
Motorcycle: Exhaust to gain 2 movement points.
Map of Arkham: Exhaust to gain 1 movement point.
Red Sign of Shudde M'Ell (Spell, -1 casting check, 1 sanity cost, any phase: cast and exhaust to lower a target monster's toughness by 1 (minimum 1) and ignore any one monster ability except Magic Immunity for the rest of the combat)

Ally John Legrasse (+2 Will)

2 Clue tokens

5 Toughness worth of Monster Trophies (Ghoul, Witch, Byakhee, Cultist, Cultist)
1 Gate Trophy (The Abyss)

[23:09] * Hatbot --> "Shale rolls 1d6 for blessing. and gets 3." [1d6=3]
[23:09] <Shale> I remain awesome.
[23:10] <Shale> Still, 8/11. It'd be better to be at the point where a Mythos can't push us over the limit, and they're fodder anyway.
[23:11] <Soppy-FEStive> Mm
[23:15] <Shale> Setting Fight to 1 and Will to 3 to maximize odds of passing the Warlock's horror check. Cultist dies first.
[23:16] <Shale> No horror check. -2 fight. I have +1 from the fight skill and +3 from the deputy's revolver. Three dice.
[23:16] <Shale> 3d6
[23:16] * Hatbot --> "Shale rolls 3d6 and gets 9." [3d6=6, 2, 1]
[23:16] <Shale> Splat.
[23:17] <Shale> Now the real fun! -1 horror check from the warlock. -1 penalty to all will checks from the environment. 3 will, +2 from ally. Three dice.
[23:17] <Shale> 3d6 to not die.
[23:17] * Hatbot --> "Shale rolls 3d6 to not die. and gets 10." [3d6=4, 2, 4]
[23:17] <Shale> Thank you, blessing.
[23:17] <Ranmilia> Blessing saves the day again.
[23:17] <Shale> War of attrition! It has -3 combat penalty and 2 toughness. I have 5 effective fight.
[23:18] <Shale> And 5 Stamina thanks to doctoring.
[23:18] <Shale> 2d6
[23:18] * Hatbot --> "Shale rolls 2d6 and gets 7." [2d6=4, 3]
[23:18] <Shale> 4 stamina.
[23:18] <Shale> 2d6
[23:18] * Hatbot --> "Shale rolls 2d6 and gets 6." [2d6=5, 1]
[23:18] <Shale> 3 stamina.
[23:18] <Shale> 2d6
[23:18] * Hatbot --> "Shale rolls 2d6 and gets 9." [2d6=4, 5]
[23:18] <Shale> It's dead. I gain no trophy for the kill but two clue tokens. Turn over.
Title: Re: There's Something Foul in Arkham... (TURN 11- UPKEEP/MOVEMENT)
Post by: AndrewRogue on July 20, 2009, 06:53:27 AM
Sister Mary

Sanity: 1/7
Stamina: 1/3

Stats: 1/4, 3/1, 4/3

Clues: 0, Dollars: 0, Trophies: Star Spawn, Dimensional Shambler

Skills: Stealth
Spells: ----
Items: ----
Unique Items: ----
Other: Blessing

Mary moves to the historical society.

<AndrewRogue> Blessing check at 1d6 first
<AndrewRogue> roll 1d6
* Hatbot --> "AndrewRogue rolls 1d6 and gets 4."12 [1d6=4]
<AndrewRogue> Should I adjust down her Speed for maximum opportunity?
<Ranmilia> Well
<Ranmilia> I have to reboot in a second, but... what CAN she do?
<AndrewRogue> Straggle around  and go sit on a location
<Ranmilia> If she can get into an open unoccupied gate, do that.  If not, kill monsters or sit on an unstable location.  If she can make it to the Science Building and there's no gate there, maybe try that.
<AndrewRogue> Not happening, there
<AndrewRogue> If I keep her at 2 move, she can go sit on the woods
<AndrewRogue> Nah. I'll maxamize her chances
<AndrewRogue> 1 Move to the Historical Society
<AndrewRogue> Evading the Dhole
<AndrewRogue> roll 3d6
* Hatbot --> "AndrewRogue rolls 3d6 and gets 8."12 [3d6=1, 3, 4]
<Ranmilia> Not too much else of general use she can do, yeah.
<AndrewRogue> Dhole evaded
<AndrewRogue> Star Spawn evasion
<AndrewRogue> roll 3d6
* Hatbot --> "AndrewRogue rolls 3d6 and gets 13."12 [3d6=3, 6, 4]
<AndrewRogue> Go go Blessing
<AndrewRogue> This is why they are good
Title: Re: There's Something Foul in Arkham... (TURN 11- UPKEEP/MOVEMENT)
Post by: Nitori on July 20, 2009, 07:02:14 AM
Switching Fight/Will to 3/2~

Sliders/Stats

Speed  [1] 2 3 4
Sneak  [3] 2 1 zero

Fight  2 [3] 4 5
Will  3 [2] 1 0

Lore  1 2 3 [4]
Luck  5 4 3 [2]

Stamina: 4/7
Sanity: 1/3

Inventory

$2
3 Clue Tokens
1 Nightgaunt trophy (2 toughness)
Speed Skill (+1 Speed, add one extra die when spending Clue tokens on Speed checks)
Pallid Mask (+2 to Evade checks)
Elder Sign
1 Paddy Wagon (godlike move)
Bullwhip (1H, +1 to combat checks, exhaust to reroll 1 die of a combat check)
.38 Revolver (1H, +3 to combat checks)
1 Ancient Tome (2 movement points, Lore (-1), draw one spell & discard on success)
1 gate trophy (Dreamlands)
Title: Re: There's Something Foul in Arkham... (TURN 11- UPKEEP/MOVEMENT)
Post by: AndrewRogue on July 20, 2009, 07:13:42 AM
ARKHAM ENCOUNTERS

Alex/Kate
Brain Band-Aids.

Sopko/Darell
Wipe yourself off. You've got monster on you.

Djinn/Mary
You meet Cindy Fleming, a young geology professor at the University. She offers to show you some interesting formations at the Black Cave. If you accept, move to the Black Cave and draw 2 cards, encountering one card of your choice and discarding the other.

Shale/Vincent
You are overcome by the echoing chants of the long gone witches who have lived and died there. Make a Will (-2) check. If you pass, you larn an ancient spell in your dreams. Draw 1 spell. If you fail, you are missing half your items when you wake up. Discard half of your items (your choice, round down).

Yakko/Carolyn
Band-Aids.

Strago/Dexter
The Gate looms...

OTHER WORLD ENCOUNTERS

Excal/Jenny
An old professor from earth teaches you a thing or two. Pass a Luck (-1) [2] check to draw 1 skill.

Nitori/Monterey
The Stars are Right! Shuffle the deck and draw until you get a card of the right color.

Slip on wet stones and slide into a pit. Pass a Luck (+0) check to climb out. If you fail, lose 1 Sanity and stay here next turn.
Title: Re: There's Something Foul in Arkham... (TURN 11- ENCOUNTERS)
Post by: Nitori on July 20, 2009, 07:52:52 AM
<Nitori> Why does slipping on rocks cost sanity
<Nitori> I'm slipping and falling, that should hurt
<Nitori> But not MENTALLY
<Nitori> Anyone here~?
<MirArwazArTonelico> Yeah.
<Nitori> Luck (+0), 2 dice, 1 success
<Nitori> 2d6
<Hatbot> ACTION --> "Nitori rolls 2d6 and gets 9." [2d6=5, 4]
<Nitori> Woo, clutch~

Sliders/Stats

Speed  [1] 2 3 4
Sneak  [3] 2 1 zero

Fight  2 [3] 4 5
Will  3 [2] 1 0

Lore  1 2 3 [4]
Luck  5 4 3 [2]

Stamina: 4/7
Sanity: 1/3

Inventory

$2
3 Clue Tokens
1 Nightgaunt trophy (2 toughness)
Speed Skill (+1 Speed, add one extra die when spending Clue tokens on Speed checks)
Pallid Mask (+2 to Evade checks)
Elder Sign
1 Paddy Wagon (godlike move)
Bullwhip (1H, +1 to combat checks, exhaust to reroll 1 die of a combat check)
.38 Revolver (1H, +3 to combat checks)
1 Ancient Tome (2 movement points, Lore (-1), draw one spell & discard on success)
1 gate trophy (Dreamlands)
Title: Re: There's Something Foul in Arkham... (TURN 11- ENCOUNTERS)
Post by: Strago on July 20, 2009, 01:46:11 PM
I close that gate to the Abyss.

> Anybody around?
<Soppy-FEStive> Yo
> Hey hey.
> I am going to close this effing Gate.
<Soppy-FEStive> Whats up?
<Soppy-FEStive> K
> 5 Lore, -2, LET'S ROCK AND ROLL
> 3d6
* Hatbot --> "Strago rolls 3d6 and gets 10."12 [3d6=2, 4, 4]
> ... okay, but... wait, did I get a Clue token last mythos?
> I did!
> d6
* Hatbot --> "Strago rolls d6 and gets 6."12 [d6=6]
> YES
> YES EAT ME GATE


Dexter Drake! Illusionist Extraooooordinaire!

- Stats -

Sanity 3/5
Stamina 4/5

- Skills (Focus: 2) -

Speed  2 3 [4] 5
Sneak  4 3 [2] 1

Fight  1 2 3 [4]
Will   3 2 1 [zero]

Lore  2 3 4 [5]
Luck  3 2 1 [zero]

- Inventory -

$0
0 Clue Tokens
3 Toughness in Monster Trophies (Gug)
2 Gate Trophies (Yuggoth, Abyss)
Marksman Skill (exhaust to reroll combat check)
Shrivelling (1 hand spell, -1 cast, 1 san cost, +6 to combat checks for one combat)
Find Gate (-1 cast, 1 san cost, Movement phase: return from an Other World to Arkham)
.18 Derringer (1 hand weapon, +2 to combat, cannot be lost/stolen unless allowed)
Cavalry Saber (1 hand weapon, +2 to combat)
Dynamite (2 hands, +8 to combat checks, discard after use)


Jenny does not gain a new skill.

> Will also roll for Jenny's encounter.
> She's got 3 Luck, it's a -1 roll and she needs two successes to draw a skill.
> 2d6
* Hatbot --> "Strago rolls 2d6 and gets 7."12 [2d6=4, 3]
> Meh. Not worth wasting her two Clue tokens on this, I think.

Jenny Barnes

Stats

Stamina: 5/5
Sanity: 1/6

Speed  0 1 2 {3}
Sneak  4 3 2 {1}

Fight  1 2 {3} 4
Will    5 4 {3} 2

Lore  1 2 {3} 4
Luck  5 4 {3} 2


Inventory
$0
2 Clues

Skill - Bravery(Exhaust to reroll horror check)
Spell - Bind Monster
Items - Axe, .18 Derringer, .38 Revolver, Rifle
Unique Item - Dust of Ib'n Ghawhatever
Title: Re: There's Something Foul in Arkham... (TURN 11- ENCOUNTERS)
Post by: Strago on July 20, 2009, 09:10:41 PM
If I felt like going and buying an Ally from the Boarding House, how exactly does that work? Can I know at any time which Allies are available this game, and do I get to choose from among them? Or do I just hand in two Gate Trophies and get a random one spit out of the machine?
Title: Re: There's Something Foul in Arkham... (TURN 11- ENCOUNTERS)
Post by: Shale on July 20, 2009, 09:25:58 PM
Given the wording of "pick" versus "draw," I'd assume it's your choice. Not sure though.

For my part, I don't have the IRC log handy, but I blew both of my clue tokens and still failed that roll, and why the hell would I lie about that? I'll nix Voice of Ra (not as useful against Hastur as Red Sign) and the Map of Arkham.
Title: Re: There's Something Foul in Arkham... (TURN 11- ENCOUNTERS)
Post by: Ranmilia on July 21, 2009, 12:26:59 AM
Player consensus seems to be that Sister Mary should politely decline the offer to go to the Black Cave of Getting Delayed Or Worse.
Title: Re: There's Something Foul in Arkham... (TURN 11- ENCOUNTERS)
Post by: Strago on July 21, 2009, 12:43:33 AM
Since I'm considering heading to Ma's Boarding House to pick up an Ally, Andy, could you let us know which ones would be available at this point?
Title: Re: There's Something Foul in Arkham... (TURN 11- ENCOUNTERS)
Post by: AndrewRogue on July 22, 2009, 08:13:15 PM
Sorry! Ahem.

The allies that are currently available should be:

Anna Kasalow
Duke
Professor Armitage
Richard Upton Pickman
Ryan Dean
Sir William Brinton
Thomas F. Malone
Thomas "Mountain" Murphey
Title: Re: There's Something Foul in Arkham... (TURN 11- ENCOUNTERS)
Post by: Strago on July 23, 2009, 12:39:58 AM
Cool.

Are we not ready for an update?
Title: Re: There's Something Foul in Arkham... (TURN 11- ENCOUNTERS)
Post by: AndrewRogue on July 23, 2009, 04:03:16 AM
I've got a good feeling about today...

All Quiet in Arkham

Each player may pass a Luck (-1) check to be Blessed. A clue appears at the Historical society (and is picked up by Mary). A gate opens at the Woods, spawning two monsters (Ghoul and High Priest). Hexagon moves on white, Dash, Triangle and Star move on black.
Title: Re: There's Something Foul in Arkham... (TURN 11- UPKEEP/MOVEMENT)
Post by: Yakumo on July 23, 2009, 04:39:48 AM
Carolyn Fern

Stats -

Stamina: 1/4
Sanity: 2/6

Speed  0 1 2 [3]
Sneak  3 2 1 [0 ]

Fight  1 2 3 [4]
Will    4 3 2 [1]

Lore  2 3 4 [5]
Luck  5 4 3 [2]

Inventory
$12
Blessing
Monster Trophy(Hound of Tindalos, two toughness)
2 Monster Trophies(Ghoul, one toughness each)
1 Clue Token
Spell: Wither - 0 casting modifier, 0 SAN cost, Cast/exhaust to get +3 to combat checks until the end of this combat
Luck skill - +1 Luck, when spending a clue token for a luck check, add 1 die
Expert Occultist skill - Exhaust to reroll a spell check
Bank Loan

“Psychology,” Upkeep: Dr. Fern may restore 1 Sanity to herself or another character in her location. She cannot raise a character’s Sanity higher than that character’s maximum Sanity.
=================================

Got a blessing from the Mythos, cleared the Ghoul out of the Uptown Streets so someone else can get to the gate easier.

<Tewi> Hmm.  Well, might as well get this over with, since I'm second in the turn order and the first is busy with a gate.
<Tewi> Luck-1 for me is a whopping one die.
<Tewi> d6
<Hatbot> ACTION --> "Tewi rolls d6 and gets 4." [d6=4]
<Tewi> ...wait, forgot the luck skill, should've been two.
<Tewi> d6
<Hatbot> ACTION --> "Tewi rolls d6 and gets 5." [d6=5]
<Tewi> Now, that check happened in Mythos, right?  Do I have to upkeep the blessing right away?
<Nitori> Luck -1 for me is an awesome 1 die, yay~
<Nitori> 1d6
<Hatbot> ACTION --> "Nitori rolls 1d6 and gets 1." [1d6=1]
<AndrewRogue> No, Blessings are checked turn after
<Nitori> I think that's called "denied"
<Nitori> Is it round up or round down for discarding clues~?
<Soppy-FEStive> Current luck is 2
<Soppy-FEStive> So...
<Soppy-FEStive> roll 1d6
<Hatbot> ACTION --> "Soppy-FEStive rolls 1d6 and gets 6." [1d6=6]
<Soppy-FEStive> Booya! Blessed!
<Tewi> Well, technically speaking the Mythos is the last phase of the turn before.
<AndrewRogue> You do not check the Blessing the turn after you get it
<AndrewRogue> Better phrased?
<Tewi> Alright.
<AndrewRogue> The same goes for Retainers
<AndrewRogue> You get their effect for one turn, guaranteed
<Tewi> Well, in that case I'll move up and clear the streets so someone else can get to the gate.  Or at least try to.  *eyes Hatbot*
<Soppy-FEStive> Anyone take care of that Ghoul?
<Tewi> I'll leave sliders where they are, environment is still -1 for Horror checks, right?
<Tewi> That's what I'm talking about, Soppy.
<Tewi> I'm first in the turn order that isn't working on a gate, and I'm right next to it.
<Soppy-FEStive> I might have it rough in the Gate though. 1 sanity left. Anyone got anything that cures sanity?
<Tewi> Anyway, with the environment and current will I'll just undo the sanity I give myself in Upkeep.
<Tewi> Lore check for wither, 5 skill, no penalty.
<Tewi> 5d6
<Hatbot> ACTION --> "Tewi rolls 5d6 and gets 19." [5d6=5, 4, 3, 5, 2]
<Tewi> Alright, so that's 4 base fight +3 for the spell -1 for the Ghoul is six dice to clear the street.
<Tewi> 6d6
<Hatbot> ACTION --> "Tewi rolls 6d6 and gets 29." [6d6=5, 2, 4, 6, 6, 6]

<Tewi> Oh!  Before I forget, the loan.
<Tewi> d6
<Hatbot> ACTION --> "Tewi rolls d6 and gets 6." [d6=6]
Title: Re: There's Something Foul in Arkham... (TURN 12- UPKEEP/MOVEMENT)
Post by: Shale on July 23, 2009, 04:50:25 AM
Passed my blessing upkeep. I doctor myself, exhaust the motorcycle and move to Arkham Asylum to spend $2 on therapy.

Stamina: 4/5
Sanity: 1/5

Speed    0    1    2  {3}
Sneak    5    4    3   {2}

Fight    0   {1}   2    3
Will      4   {3}   2    1

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

Focus 2

Blessed

Inventory

$6

Fight Skill (+1 Fight, add one extra die when spending Clue tokens on a Fight check)
Lore Skill (+1 Lore, add one extra die when spending Clue tokens on a Lore check)
Deputy's Revolver (+3 to combat checks, one hand, physical weapon)
Motorcycle: Exhaust to gain 2 movement points.
Red Sign of Shudde M'Ell (Spell, -1 casting check, 1 sanity cost, any phase: cast and exhaust to lower a target monster's toughess by 1 (minimum 1) and ignore any one monster ability except Magic Immunity for the rest of the combat)

Ally John Legrasse (+2 Will)

5 Toughness worth of Monster Trophies (Ghoul, Witch, Byakhee, Cultist, Cultist)
1 Gate Trophy (The Abyss)

[23:45] <Shale> Hm. Can I do my blessing upkeep and then the Mythos?
[23:45] <Tewi> Oh, huh.  Soppy was probably talking about a different ghoul.
[23:46] <Tewi> Mythos is the final phase of the turn before, Upkeep is the first phase of this turn.  :\
[23:46] <Shale> Booooo.
[23:46] <Shale> d6
[23:46] * Hatbot --> "Shale rolls d6 and gets 6." [d6=6]
[23:46] <Shale> Well then.

Title: Re: There's Something Foul in Arkham...
Post by: Ranmilia on July 23, 2009, 05:55:15 AM
Kate Winthrop

Stats

Stamina: 1/4
Sanity: 6/6 (after encounters)

Speed  1 2 [3] 4
Sneak  5 4 [3] 2

Fight  1 2 3 [4]
Will  3 2 1 [zero]

Lore  2 3 [4] 5
Luck  4 3 [2] 1

Inventory
$8 (after encounters)
Bravery Skill (exhaust to reroll horror check)
Deputy (gain $1 during upkeep)
.45 Automatic (1 handed +4 to combat checks physical weapon)
Enchant Weapon (0 hand spell, 0 cast mod, 1 san cost, makes 1 weapon magical until end of combat)
4 toughness worth of monster trophies (Fire Vampire, Chthonian)
1 gate trophies (+0, City of the Great Race,)

Kate is paid, adjusts one towards Luck and stays at the Asylum, where she'll pay $2 to regain full sanity in encounters.

Results
Yep
Title: Re: There's Something Foul in Arkham... (TURN 12- UPKEEP/MOVEMENT)
Post by: Hunter Sopko on July 23, 2009, 06:03:08 AM
I pass the Blessing role. I attempt to sneak past the Ghoul and fail. I then headshot it with my Shotgun and end my turn in the street again.

<Soppy-FEStive> Current luck is 2
<Soppy-FEStive> So...
<Soppy-FEStive> roll 1d6
* Hatbot --> "Soppy-FEStive rolls 1d6 and gets 6." [1d6=6]
<Soppy-FEStive> Booya! Blessed!
<Soppy-FEStive> K. So I have one chance at this
<Soppy-FEStive> Sneaking past the Ghoul. 3 Sneak. +1 Environment. -3 mod
<Soppy-FEStive> roll 1d6
* Hatbot --> "Soppy-FEStive rolls 1d6 and gets 1." [1d6=1]
<Tewi> Well, Alex goes before you, you might not need it at all?
<Soppy-FEStive> True
<Soppy-FEStive> We'll pocket that action until Alex goes
<Soppy-FEStive> Hopefully he kills it, as I combat it otherwise

...

<Soppy-FEStive> 4 Will, +1 Will skill, -1 environment.
<Ranmilia> Other people should go Luck as well at this point.
<Soppy-FEStive> roll 4d6
* Hatbot --> "Soppy-FEStive rolls 4d6 and gets 16." [4d6=1, 6, 3, 6]
<Soppy-FEStive> Pass
<Soppy-FEStive> 2 Fight, 4 Shotgun, -1 mod
<Soppy-FEStive> roll 5d6
* Hatbot --> "Soppy-FEStive rolls 5d6 and gets 21." [5d6=5, 3, 6, 2, 5]
<Soppy-FEStive> 4 successes
<Soppy-FEStive> Dead Ghoul. Ends my turn in the streets again

Stats:
Sanity 1/4
Stamina 6/6

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

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

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

Inventory
$4

0 Clue Tokens
7 Toughness Monster Trophies (2 Ghosts, Cultist, Fire Vampire, Elder Thing, Ghoul)
2 Gate Trophies (Yuggoth, Plateau of Leng)

Will skill (+1 Will, One extra bonus die on Will checks if I spend a Clue token)
Marksman skill (Exhaust and reroll any combat check)
Blessing (4's count as successes. Lost if 1 or 2 is rolled on upkeep)
Enchanted Knife (Magical Weapon. +3 Combat checks)
Shotgun (Physical Weapon. +4 Combat checks. 6's count double)
Food (Reduce Stamina damage taken by 1)
Title: Re: There's Something Foul in Arkham... (TURN 12- UPKEEP/MOVEMENT)
Post by: Strago on July 23, 2009, 01:41:07 PM
I'm actually before you in the turn order, Soppy, and in range of the Ghoul. Do you want I should kill it so you can hop in the Gate?
Title: Re: There's Something Foul in Arkham... (TURN 12- UPKEEP/MOVEMENT)
Post by: Strago on July 23, 2009, 01:45:47 PM
I feel like I should either do that or head toward the Boarding House and try to grab Richard Upton Pickman, who gives +1 Luck and makes my attacks ignore Physical Resistance. Seems like a pretty good idea.
Title: Re: There's Something Foul in Arkham... (TURN 12- UPKEEP/MOVEMENT)
Post by: Strago on July 23, 2009, 01:54:17 PM
Jenny adjusts her Lore in preparation for closing that there Gate. Mary, uh... seems like she wants to chill out and take another Encounter, I guess.

Jenny Barnes

Stats

Stamina: 5/5
Sanity: 1/6

Speed  0 1 2 {3}
Sneak  4 3 2 {1}

Fight  1 2 {3} 4
Will    5 4 {3} 2

Lore  1 2 3 {4}
Luck  5 4 3 {2}


Inventory
$0
2 Clues

Skill - Bravery(Exhaust to reroll horror check)
Spell - Bind Monster
Items - Axe, .18 Derringer, .38 Revolver, Rifle
Unique Item - Dust of Ib'n Ghawhatever
Title: Re: There's Something Foul in Arkham... (TURN 12- UPKEEP/MOVEMENT)
Post by: Hunter Sopko on July 23, 2009, 02:27:37 PM
We rethought that later on. I'm at 1 Sanity and if something happened in the Gate I'd be devoured immediately when Hastur awakens, so do what you feel. I've taken care of the Ghoul, and next turn I'm hopping into the Asylum.
Title: Re: There's Something Foul in Arkham... (TURN 12- UPKEEP/MOVEMENT)
Post by: Strago on July 24, 2009, 12:53:14 PM
Moving to the Uptown Streets.

Is there any way to get some more of us Blessed before Hastur wakes up? I'd especially love to be (wish I'd had enough Luck to make it happen that last Mythos), since I'm picking up Upton Pickman and that will make me pretty good against Hastur.

Dexter Drake! Illusionist Extraooooordinaire!

- Stats -

Sanity 3/5
Stamina 4/5

- Skills (Focus: 2) -

Speed  2 3 [4] 5
Sneak  4 3 [2] 1

Fight  1 2 3 [4]
Will   3 2 1 [zero]

Lore  2 [3] 4 5
Luck  3 [2] 1 zero

- Inventory -

$0
0 Clue Tokens
3 Toughness in Monster Trophies (Gug)
2 Gate Trophies (Yuggoth, Abyss)
Marksman Skill (exhaust to reroll combat check)
Shrivelling (1 hand spell, -1 cast, 1 san cost, +6 to combat checks for one combat)
Find Gate (-1 cast, 1 san cost, Movement phase: return from an Other World to Arkham)
.18 Derringer (1 hand weapon, +2 to combat, cannot be lost/stolen unless allowed)
Cavalry Saber (1 hand weapon, +2 to combat)
Dynamite (2 hands, +8 to combat checks, discard after use)
Title: Re: There's Something Foul in Arkham... (TURN 12- UPKEEP/MOVEMENT)
Post by: AndrewRogue on July 25, 2009, 08:10:59 AM
Arkham Encounters

Alex/Kate
Electroshock is fun!

Sopko/Darell
Wipe yourself off. You've got monster on you. Again.

Djinn/Mary
The Society members are bird watching in the woods. The janitor offers you a ride there. If you accept, move ot the Woods and draw 2 cards, encountering one card of your choice and discarding the other.

Shale/Vincent
Electroshock is fun!

Excal/Jenny
The gate looms...

Yakko/Carolyn
You've got monster on you too.

Nitori/Monterey
The gate looms...

Strago/Dexter
The streets are calm tonight...
Title: Re: There's Something Foul in Arkham... (TURN 12- Encounters)
Post by: Nitori on July 26, 2009, 02:48:02 AM
Sliders/Stats

Speed  [1] 2 3 4
Sneak  [3] 2 1 zero

Fight  2 [3] 4 5
Will  3 [2] 1 0

Lore  1 [2] 3 4
Luck  5 [4] 3 2

Stamina: 3/7
Sanity: 1/3

Inventory

$2
2 Clue Tokens
1 Nightgaunt trophy (2 toughness)
Speed Skill (+1 Speed, add one extra die when spending Clue tokens on Speed checks)
Pallid Mask (+2 to Evade checks)
1 Paddy Wagon (godlike move)
Bullwhip (1H, +1 to combat checks, exhaust to reroll 1 die of a combat check)
.38 Revolver (1H, +3 to combat checks)
1 Ancient Tome (2 movement points, Lore (-1), draw one spell & discard on success)
1 gate trophy (Dreamlands)

Elder Sign that gate~ Oh wait I went insane~


Discard Ancient Tome and Bullwhip~
Title: Re: There's Something Foul in Arkham... (TURN 12- Encounters)
Post by: Strago on July 26, 2009, 06:29:01 AM
Jenny closed her Gate. Seems to me that Mary definitely should opt out of going to the Woods right now.

<Ranmilia> Hold up
* Hatbot (~Hatbot@24.174.51.230) has joined #rpgdlarkhamhorror
<Ranmilia> There you go
> What sorcery is this, etc.
> Righto, then.
> She's using Lore, she's got a 4, Celeano's -1.
> 3d6
* Hatbot --> "Strago rolls 3d6 and gets 14."12 [3d6=5, 3, 6]
> Hooray.

Jenny Barnes

Stats

Stamina: 5/5
Sanity: 1/6

Speed  0 1 2 {3}
Sneak  4 3 2 {1}

Fight  1 2 {3} 4
Will    5 4 {3} 2

Lore  1 2 3 {4}
Luck  5 4 3 {2}


Inventory
$2
2 Clues

Skill - Bravery(Exhaust to reroll horror check)
Spell - Bind Monster
Items - Axe, .18 Derringer, .38 Revolver, Rifle
Unique Item - Dust of Ib'n Ghawhatever
Title: Re: There's Something Foul in Arkham... (TURN 12- Encounters)
Post by: AndrewRogue on July 26, 2009, 08:26:56 AM
By popular opinion in chat, Mary did head to the woods, where she tripped over a lockbox and found a severed foot. This drove her a little off the deep end, sending her to the Asylum.

Since it wasn't checked during the upkeep, Mary also, unfortunately, lost her blessing this time.
Title: Re: There's Something Foul in Arkham... (TURN 12- Encounters)
Post by: AndrewRogue on July 26, 2009, 08:34:12 AM
I knew we should have driven those crazy religious nuts out of town...

Lodge Members Held for Questioning

A Silver Lodge ritual lets 2 monsters loose in the French Hills steets (an Elder Thing and a Formless Spawn). A clue appears at Hibb's Roadhouse. A gate opens at the Black Cave, spawning two monsters (a Mi-Go and a Shoggoth). Circle moves on white, Square and Diamond move on black.
Title: Re: There's Something Foul in Arkham... (TURN 13- MOVEMENT/UPKEEP)
Post by: AndrewRogue on July 27, 2009, 08:14:13 PM
In the event it is necessary, deadline is extended a day due to lack of bot.
Title: Re: There's Something Foul in Arkham... (TURN 13- MOVEMENT/UPKEEP)
Post by: Shale on July 27, 2009, 10:19:43 PM
[17:07] * Hatbot (~Hatbot@24.174.51.230) has joined #rpgdlarkhamhorror
[17:07] <Shale> Behold! I wield arcane summoning rituals.
[17:07] <Shale> And roll for blessing, if anybody's around to see.
[17:11] <Nitori> ~
[17:11] <Shale> d6
[17:11] * Hatbot --> "Shale rolls d6 and gets 1." [d6=1]
[17:11] <Shale> .....fuck.
[17:12] <Shale> Farewell, blessing. You were good to me.
Title: Re: There's Something Foul in Arkham... (TURN 13- MOVEMENT/UPKEEP)
Post by: Strago on July 27, 2009, 10:27:17 PM
Got by the Dhole, moved to Ma's Boarding House. In the Encounters phase I'll be exchanging my two Gate Trophies to enlist the services of Richard Upton Pickman.

<Nitori> :(
> Aw, Hatbot. Boo to that.
> Alright, let's get my Sneak on.
> Moving past the Dhole, 4 Sneak, -1 Awareness, +1 Environment.
> 4d6
* Hatbot --> "Strago rolls 4d6 and gets 17."12 [4d6=4, 6, 2, 5]
> Yaaaaay


Dexter Drake! Illusionist Extraooooordinaire!

- Stats -

Sanity 3/5
Stamina 4/5

- Skills (Focus: 2) -

Speed  [2] 3 4 5
Sneak  [4] 3 2 1

Fight  1 2 3 [4]
Will   3 2 1 [zero]

Lore  2 [3] 4 5
Luck  3 [2] 1 zero

- Inventory -

$0
0 Clue Tokens
3 Toughness in Monster Trophies (Gug)
Marksman Skill (exhaust to reroll combat check)
Shrivelling (1 hand spell, -1 cast, 1 san cost, +6 to combat checks for one combat)
Find Gate (-1 cast, 1 san cost, Movement phase: return from an Other World to Arkham)
.18 Derringer (1 hand weapon, +2 to combat, cannot be lost/stolen unless allowed)
Cavalry Saber (1 hand weapon, +2 to combat)
Dynamite (2 hands, +8 to combat checks, discard after use)
Title: Re: There's Something Foul in Arkham... (TURN 13- MOVEMENT/UPKEEP)
Post by: Hunter Sopko on July 28, 2009, 11:34:52 AM
Hopping into the Asylum. Sliding my Lore/Luck over to 0/4. Gonna pay the $2 to have my sanity restored on my encounter phase.

Stats:
Sanity 1/4
Stamina 6/6

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

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

Lore  {0}  1  2  3  
Luck  [4]  3  2  1  

Inventory
$4

0 Clue Tokens
7 Toughness Monster Trophies (2 Ghosts, Cultist, Fire Vampire, Elder Thing, Ghoul)
2 Gate Trophies (Yuggoth, Plateau of Leng)

Will skill (+1 Will, One extra bonus die on Will checks if I spend a Clue token)
Marksman skill (Exhaust and reroll any combat check)
Blessing (4's count as successes. Lost if 1 or 2 is rolled on upkeep)
Enchanted Knife (Magical Weapon. +3 Combat checks)
Shotgun (Physical Weapon. +4 Combat checks. 6's count double)
Food (Reduce Stamina damage taken by 1)

EDIT: My blessing stays.

<Soppy-FEStive> Oh yeah. Need to check for my Blessing
<Soppy-FEStive> roll 1d6
* Hatbot --> "Soppy-FEStive rolls 1d6 and gets 5." [1d6=5]
<Soppy-FEStive> Whee
Title: Re: There's Something Foul in Arkham... (TURN 13- MOVEMENT/UPKEEP)
Post by: Yakumo on July 28, 2009, 11:46:50 AM
I need a map to work with, if you have time, Andy.  I don't know the board well enough to figure out my moves without it and the wiki doesn't have one that I've seen yet.
Title: Re: There's Something Foul in Arkham... (TURN 13- MOVEMENT/UPKEEP)
Post by: AndrewRogue on July 28, 2009, 08:04:47 PM
I knew I was forgetting something. Ahem. At work, so I can't map it up right this second but this should help.

http://files.boardgamegeek.com/file/download/3qjqtvw5jw/arkham_map.png
Title: Re: There's Something Foul in Arkham... (TURN 13- MOVEMENT/UPKEEP)
Post by: Nitori on July 29, 2009, 05:10:34 AM
Sliders/Stats

Speed  [1] 2 3 4
Sneak  [3] 2 1 zero

Fight  2 3 [4] 5
Will  3 2 [1] 0

Lore  [1] 2 3 4
Luck  [5] 4 3 2

Stamina: 3/7
Sanity: 1/3

Inventory

$2
2 Clue Tokens
1 Nightgaunt trophy (2 toughness)
Speed Skill (+1 Speed, add one extra die when spending Clue tokens on Speed checks)
Pallid Mask (+2 to Evade checks)
1 Paddy Wagon (godlike move).38 Revolver (1H, +3 to combat checks)
1 gate trophy (Dreamlands)

Shift Lore/Luck to 1/5, shift Fight/Will to 4/1, await brain bandages
Title: Re: There's Something Foul in Arkham... (TURN 13- MOVEMENT/UPKEEP)
Post by: Yakumo on July 29, 2009, 05:18:33 AM
Carolyn Fern

Stats -

Stamina: 1/4
Sanity: 1/6

Speed  0 1 2 [3]
Sneak  3 2 1 [0 ]

Fight  1 2 3 [4]
Will    4 3 2 [1]

Lore  2 [3] 4 5
Luck  5 [4] 3 2

Inventory
$11
Blessing
Monster Trophy(Hound of Tindalos, two toughness)
2 Monster Trophies(Ghoul, one toughness each)
1 Clue Token
Spell: Wither - 0 casting modifier, 0 SAN cost, Cast/exhaust to get +3 to combat checks until the end of this combat
Luck skill - +1 Luck, when spending a clue token for a luck check, add 1 die
Expert Occultist skill - Exhaust to reroll a spell check
Bank Loan

“Psychology,” Upkeep: Dr. Fern may restore 1 Sanity to herself or another character in her location. She cannot raise a character’s Sanity higher than that character’s maximum Sanity.
=================================

Shifting Lore/Luck to the left two spaces, paying a dollar in interest but keeping the blessing.  Attacking the Dhole only to inevitably fail the horror check and end up in the asylum.  I only have one clue and one spell so I lose nothing.

<Tewi> Even if I lose half I'll still have six bucks.
<Nitori> I think I want clarification
<Tewi> Which I could then spread to any poor people that happened to be there or anyone heading for a store.
<Tewi> Anyway, I'll roll for the loan and blessing then purposely fail the horror check unless someone changes my mind before I post.  Loan first.
<Tewi> d6
<Hatbot> ACTION --> "Tewi rolls d6 and gets 1." [d6=1]
<Tewi> I have 11 dollars.
<Tewi> Blessing.
<Tewi> d6
<Hatbot> ACTION --> "Tewi rolls d6 and gets 6." [d6=6]
<Tewi> I am still blessed.
<Tewi> Good thing I did them in that order. >_>
Title: Re: There's Something Foul in Arkham... (TURN 13- MOVEMENT/UPKEEP)
Post by: Strago on July 29, 2009, 05:30:15 AM
Jenny uses her one Focus to slide her Lore/Luck up to 3/3, and then kicks the asses of the two monsters at her location.

Jenny Barnes

Stats

Stamina: 5/5
Sanity: 1/6

Speed  0 1 2 {3}
Sneak  4 3 2 {1}

Fight  1 2 {3} 4
Will    5 4 {3} 2

Lore  1 2 {3} 4
Luck  5 4 {3} 2


Inventory
$3
4 Clues

Skill - Bravery(Exhaust to reroll horror check)
Spell - Bind Monster
Items - Axe, .18 Derringer, .38 Revolver, Rifle
Unique Item - Dust of Ib'n Ghawhatever
Other - Gate Trophy (Great Hall of Celeano)
Other - 1 Toughness in Monster Trophies (Cultist)

> Okay, going to have Jenny fight her monstarzzzz now.
> Cultist first.
> No Horror check.
> She's got 3 Fight, +5 with her Rifle. Cultist's got a -2, thanks to stupid ugly old Hastur. 6 dice, need one success.
> 6d6
* Hatbot --> "Strago rolls 6d6 and gets 19."12 [6d6=2, 2, 3, 6, 2, 4]
> Ah-yup.
<Soppy-FEStive> Heh
> Now, Warlock.
> She's got 3 Will, -1 for the Warlock's mod, -1 for the stupid environment. Only gets one die.
> 1d6 to not go insane
* Hatbot --> "Strago rolls 1d6 to not go insane and gets 5."12 [1d6=5]
> Sweet.
* Nitori (~TechU@hlfxns0188w-099192087184.pppoe-dynamic.ns.aliant.net) Quit (Ping timeout)
> Okay, same breakdown for the fighting except Warlock's mod is -3. So 5 dice, needs two successes.
> 5d6
* Hatbot --> "Strago rolls 5d6 and gets 22."12 [5d6=3, 5, 6, 2, 6]
> Booya.
> One toughness monster trophy, two clue tokens for icing the warlock.
<Merlin> Thank goodness someone killed Strago and replaced him with luckier Robo-Strago
> I know, right?
Title: Re: There's Something Foul in Arkham... (TURN 13- MOVEMENT/UPKEEP)
Post by: Strago on July 29, 2009, 05:48:10 AM
Is it also fair to say that Sister Mary chills in Arkham in hopes of getting a good Encounter, and adjusts her Lore/Luck as much as she can to the Luck end of the spectrum as possible?
Title: Re: There's Something Foul in Arkham... (TURN 13- MOVEMENT/UPKEEP)
Post by: Yakumo on July 29, 2009, 06:43:21 AM
No, Mary should take money from someone who is there and restore her sanity.
Title: Re: There's Something Foul in Arkham... (TURN 13- MOVEMENT/UPKEEP)
Post by: Strago on July 29, 2009, 08:12:29 PM
Didn't realize that was an option. Awesome.
Title: Re: There's Something Foul in Arkham... (TURN 13- MOVEMENT/UPKEEP)
Post by: Hunter Sopko on July 29, 2009, 08:13:20 PM
I can give her $2.
Title: Re: There's Something Foul in Arkham... (TURN 13- MOVEMENT/UPKEEP)
Post by: Strago on July 29, 2009, 08:22:51 PM
I... also didn't realize that Jenny needs to fight the Hound of Tindalos, as well. Okay, I'll do that in a moment.

Other question: Shouldn't the Star Spawn have been removed from the map after R'yleh was sealed?
Title: Re: There's Something Foul in Arkham... (TURN 13- MOVEMENT/UPKEEP)
Post by: AndrewRogue on July 29, 2009, 08:54:03 PM
Yes. He's properly accounted for everywhere that is not the map.
Title: Re: There's Something Foul in Arkham... (TURN 13- MOVEMENT/UPKEEP)
Post by: Strago on July 30, 2009, 09:26:01 PM
Okay, as nobody seems to have voiced an opinion and I've more or less been de-facto-Jenny for several turns now, I'm going to say that she bollockses her Horror check, ends up in Arkham, and discards her Axe, Derringer, and Bind Monster.

Jenny Barnes

Stats

Stamina: 5/5
Sanity: 1/6

Speed  0 1 2 {3}
Sneak  4 3 2 {1}

Fight  1 2 {3} 4
Will    5 4 {3} 2

Lore  1 2 {3} 4
Luck  5 4 {3} 2


Inventory
$3
2 Clues

Skill - Bravery(Exhaust to reroll horror check)
Items - .38 Revolver, Rifle
Unique Item - Dust of Ib'n Ghawhatever
Other - Gate Trophy (Great Hall of Celeano)
Other - 1 Toughness in Monster Trophies (Cultist)
Title: Re: There's Something Foul in Arkham... (TURN 13- MOVEMENT/UPKEEP)
Post by: AndrewRogue on July 30, 2009, 10:04:27 PM
In case this needs generally stating, this is temporarily on hold for DL-Con and will be wrapped up afterwards in all probability.
Title: Re: There's Something Foul in Arkham... (TURN 13- MOVEMENT/UPKEEP)
Post by: AndrewRogue on August 04, 2009, 08:47:46 PM
Right'o. Will update tonight and we'll see if we can rock the end of this baby out.
Title: Re: There's Something Foul in Arkham... (TURN 13- MOVEMENT/UPKEEP)
Post by: Shale on August 04, 2009, 09:16:04 PM
I want to get to Ma's, but that is a lot of things to sneak past, and I won't do very well at fighting any of them. Thoughts are welcome, and if I'm not back at home by deadline feel free to move/roll for me.
Stamina: 5/5
Sanity: 5/5

Speed    0    1    {2}  3
Sneak    5    4    {3}   2

Fight    0   {1}   2    3
Will      4   {3}   2    1

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

Focus 2

Inventory

$6

Fight Skill (+1 Fight, add one extra die when spending Clue tokens on a Fight check)
Lore Skill (+1 Lore, add one extra die when spending Clue tokens on a Lore check)
Deputy's Revolver (+3 to combat checks, one hand, physical weapon)
Motorcycle: Exhaust to gain 2 movement points.
Red Sign of Shudde M'Ell (Spell, -1 casting check, 1 sanity cost, any phase: cast and exhaust to lower a target monster's toughess by 1 (minimum 1) and ignore any one monster ability except Magic Immunity for the rest of the combat)

Ally John Legrasse (+2 Will)

5 Toughness worth of Monster Trophies (Ghoul, Witch, Byakhee, Cultist, Cultist)
1 Gate Trophy (The Abyss)
Title: Re: There's Something Foul in Arkham... (TURN 13- MOVEMENT/UPKEEP)
Post by: Strago on August 05, 2009, 02:48:38 PM
Ma's Boarding House looks like suicide for you, Shale. I say you move to the Curiositie Shoppe and see if you can't purchase anything helpful for the final battle.
Title: Re: There's Something Foul in Arkham... (TURN 13- MOVEMENT/UPKEEP)
Post by: Strago on August 05, 2009, 03:58:21 PM
If you don't mind, Shale:

> Agreed that it's crazy town for Shale to try to get to Ma's?
Back: Away for 31mins 57secs
Away Deactivated:4 Auto Away reactivated
<Soppy-FEStive> Whats his Sneak?
> Hmm, let's see.
> He wouldn't be able to get there this turn in any way... but to get there by NEXT turn, the most he can manage is 4 Sneak.
<Soppy-FEStive> Yeah. Suicide
> Yar.
<Soppy-FEStive> He should go to the place that lets you spend them for clues
> Where can you do that?
<Soppy-FEStive> Library, I think?
> I... I think that's the... Science Building, actually.
<Soppy-FEStive> Or... ew
<Soppy-FEStive> Science Building
> Where there is currently a Hound of Tindalos.
<Soppy-FEStive> Maybe Jenny can kill stuff
> So... I say Curiositie Shoppe, again. He has $6.
> Jenny already went insane from the Hound.
<Soppy-FEStive> Did she take out the other two
<Soppy-FEStive> ?
> Shale's the only person who still needs to go this turn.
> Yes.
<Soppy-FEStive> Good
<Soppy-FEStive> So yeah. Curiosity Shoppe
> Can someone give him $2?
> In case by some crazy stroke of luck he manages to draw, say, the Sword of Glory?
<Ranmilia> If he's passing me, sure
> Well, you're both in Arkham. So, cool.
> S'pose I'll post this conversation.

So Vincent takes $2 from Kate, hops on his motorcycle, and goes on a shopping trip to the Olde Curiositie Shoppe.
Title: Re: There's Something Foul in Arkham... (TURN 13- MOVEMENT/UPKEEP)
Post by: Shale on August 05, 2009, 04:37:59 PM
No complaints from me. I like this whole not-dead-or-borderline-insane thing I've got going on.
Title: Re: There's Something Foul in Arkham... (TURN 13- MOVEMENT/UPKEEP)
Post by: Shale on August 06, 2009, 04:41:05 AM
Alex is asleep and deadline is upon us, so we have chosen to move him to Theee Curiositeee Shoppee, as may well have been his final wish.

Stats

Stamina: 1/4
Sanity: 6/6 (after encounters)

Speed  1 2 [3] 4
Sneak  5 4 [3] 2

Fight  1 2 3 [4]
Will  3 2 1 [zero]

Lore  2 3 [4] 5
Luck  4 3 [2] 1

Inventory
$8 (after encounters)
Bravery Skill (exhaust to reroll horror check)
Deputy (gain $1 during upkeep)
.45 Automatic (1 handed +4 to combat checks physical weapon)
Enchant Weapon (0 hand spell, 0 cast mod, 1 san cost, makes 1 weapon magical until end of combat)
4 toughness worth of monster trophies (Fire Vampire, Chthonian)
1 gate trophies (+0, City of the Great Race,)
Title: Re: There's Something Foul in Arkham... (TURN 13- MOVEMENT/UPKEEP)
Post by: AndrewRogue on August 06, 2009, 04:44:24 AM
Arkham Encounters

Shale/Vincent
Choose one of the following: (http://www.arkhamhorrorwiki.com/wiki/images/thumb/b/b8/SwordOfGlory.png/160px-SwordOfGlory.png) or (http://www.arkhamhorrorwiki.com/wiki/images/thumb/e/ec/EnchantedBlade.png/160px-EnchantedBlade.png) or (http://www.arkhamhorrorwiki.com/wiki/images/thumb/3/3f/HolyWater.png/160px-HolyWater.png)

Alex/Kate
See Above: (http://www.arkhamhorrorwiki.com/wiki/images/thumb/b/b7/WardingStatue.png/160px-WardingStatue.png) or (http://www.arkhamhorrorwiki.com/wiki/images/thumb/c/cd/NamelessCults.png/160px-NamelessCults.png) or (http://www.arkhamhorrorwiki.com/wiki/images/thumb/4/4d/SilverKey.png/160px-SilverKey.png)

Dexter/Strags
"Pleasure to meet you, stranger."

The Rest of the Club/A Pile of DLers
Brain band-aids for everyone!
Title: Re: There's Something Foul in Arkham... (TURN 13- ENCOUNTERS)
Post by: Shale on August 06, 2009, 04:50:43 AM
I purchase the Sword of Glory, and give Strago an award for foresight.
Title: Re: There's Something Foul in Arkham... (TURN 13- ENCOUNTERS)
Post by: Nitori on August 06, 2009, 04:52:27 AM
Sliders/Stats

Speed  [1] 2 3 4
Sneak  [3] 2 1 zero

Fight  2 3 [4] 5
Will  3 2 [1] 0

Lore  [1] 2 3 4
Luck  [5] 4 3 2

Stamina: 3/7
Sanity: 3/3

Inventory

2 Clue Tokens
1 Nightgaunt trophy (2 toughness)
Speed Skill (+1 Speed, add one extra die when spending Clue tokens on Speed checks)
Pallid Mask (+2 to Evade checks)
1 Paddy Wagon (godlike move)
.38 Revolver (1H, +3 to combat checks)
1 gate trophy (Dreamlands)

Yay brain bandages~
Title: Re: There's Something Foul in Arkham...
Post by: Ranmilia on August 06, 2009, 01:53:44 PM
Kate Winthrop

Stats

Stamina: 1/4
Sanity: 6/6

Speed  1 2 [3] 4
Sneak  5 4 [3] 2

Fight  1 2 3 [4]
Will  3 2 1 [zero]

Lore  2 3 [4] 5
Luck  4 3 [2] 1

Inventory
$1 (after encounters)
Bravery Skill (exhaust to reroll horror check)
Deputy (gain $1 during upkeep)
.45 Automatic (1 handed +4 to combat checks physical weapon)
Enchant Weapon (0 hand spell, 0 cast mod, 1 san cost, makes 1 weapon magical until end of combat)
Warding Statue (discard to cancel monster or ancient one attack)
4 toughness worth of monster trophies (Fire Vampire, Chthonian)
1 gate trophies (+0, City of the Great Race,)

Yeah, sorry for forgetting about this.  Paid, $2 to Shale, buying Warding Statue.

Results
Yep
Title: Re: There's Something Foul in Arkham... (TURN 13- ENCOUNTERS)
Post by: Strago on August 06, 2009, 02:15:59 PM
Ha. I rule.
Title: Re: There's Something Foul in Arkham... (TURN 13- ENCOUNTERS)
Post by: Hunter Sopko on August 06, 2009, 02:41:06 PM
Stats:
Sanity 4/4
Stamina 6/6

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

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

Lore  {0}  1  2  3 
Luck  [4]  3  2  1 

Inventory
$2

0 Clue Tokens
7 Toughness Monster Trophies (2 Ghosts, Cultist, Fire Vampire, Elder Thing, Ghoul)
2 Gate Trophies (Yuggoth, Plateau of Leng)

Will skill (+1 Will, One extra bonus die on Will checks if I spend a Clue token)
Marksman skill (Exhaust and reroll any combat check)
Blessing (4's count as successes. Lost if 1 or 2 is rolled on upkeep)
Enchanted Knife (Magical Weapon. +3 Combat checks)
Shotgun (Physical Weapon. +4 Combat checks. 6's count double)
Food (Reduce Stamina damage taken by 1)


Whee. I is healed.
Title: Re: There's Something Foul in Arkham... (TURN 13- ENCOUNTERS)
Post by: AndrewRogue on August 07, 2009, 03:49:39 AM
Finally, some good times for a change...

Drake's Carnival Arrives
Environment (Urban)

Investigators who end their movement in the Northside streets gain 1 Clue token from the sinister wonders they witness, but must pass a Will (-1) check or lose 1 Sanity.

A gate to the Dreamlands opens, spawning a Migo and a Ghoul. A clue appears at the woods (and is eaten by the gate there). Square and Diamond move on White, Circle moves on Black.
Title: Re: There's Something Foul in Arkham... (TURN 14- MOVEMENT/UPKEEP)
Post by: Strago on August 07, 2009, 03:00:52 PM
Jenny will spend $2 to get herself to full Sanity. Not sure what Dexter's doing, yet. Or what Mary ought to do.

Jenny Barnes

Stats

Stamina: 5/5
Sanity: 1/6

Speed  0 1 2 {3}
Sneak  4 3 2 {1}

Fight  1 2 {3} 4
Will    5 4 {3} 2

Lore  1 {2} 3 4
Luck  5 {4} 3 2


Inventory
$4
2 Clues

Skill - Bravery(Exhaust to reroll horror check)
Items - .38 Revolver, Rifle
Unique Item - Dust of Ib'n Ghazi
Other - Gate Trophy (Great Hall of Celeano)
Other - 1 Toughness in Monster Trophies (Cultist)
Title: Re: There's Something Foul in Arkham... (TURN 14- MOVEMENT/UPKEEP)
Post by: Hunter Sopko on August 07, 2009, 03:14:11 PM
Blessing stays, moving speed and fight over 1, moving to Hibb's to grab that clue.

<Soppy-FEStive> Oh yeah. Blessing upkeep
<Soppy-FEStive> roll 1d6
<Soppy-FEStive> No Hatbot
* Hatbot has joined #rpgdlarkhamhorror
<Soppy-FEStive> roll 1d6
* Hatbot --> "Soppy-FEStive rolls 1d6 and gets 5." [1d6=5]
<Soppy-FEStive> Yay

Stats:
Sanity 4/4
Stamina 6/6

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

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

Lore  {0}  1  2  3 
Luck  [4]   3  2  1 

Inventory
$2

1 Clue Tokens
7 Toughness Monster Trophies (2 Ghosts, Cultist, Fire Vampire, Elder Thing, Ghoul)
2 Gate Trophies (Yuggoth, Plateau of Leng)

Will skill (+1 Will, One extra bonus die on Will checks if I spend a Clue token)
Marksman skill (Exhaust and reroll any combat check)
Blessing (4's count as successes. Lost if 1 or 2 is rolled on upkeep)
Enchanted Knife (Magical Weapon. +3 Combat checks)
Shotgun (Physical Weapon. +4 Combat checks. 6's count double)
Food (Reduce Stamina damage taken by 1)
Title: Re: There's Something Foul in Arkham... (TURN 14- MOVEMENT/UPKEEP)
Post by: Strago on August 07, 2009, 03:28:26 PM
Damn it. I make it past the Hound, but then the Dhole tentacle-effs me and I end up at St. Mary's. GREAT. I toss Find Gate and Shrivelling.

> Alright, I'm seeing if I can't sneak over to South Church.
> 4 Sneak, Hound of Tindalos has a -1 mod.
> 3d6 to be a magical ninja
* Hatbot --> "Strago rolls 3d6 to be a magical ninja and gets 9."12 [3d6=3, 1, 5]
> Okay, one down.
> Dhole, same math.
> 3d6 to NIN NIN NIN WHOOSH
* Hatbot --> "Strago rolls 3d6 to NIN NIN NIN WHOOSH and gets 11."12 [3d6=4, 4, 3]
> Aaaaaand fuck me.
> god fucking mother evil stupid
> stupid dhole
> So now I take 4 Stamina damage and end up at St. Mary's which is helpful in NO way, yes?

Dexter Drake! Illusionist Extraooooordinaire!

- Stats -

Sanity 3/5
Stamina 1/5

- Skills (Focus: 2) -

Speed  [2+1] 3 4 5
Sneak  [4] 3 2 1

Fight  1 2 3 [4]
Will   3 2 1 [zero]

Lore  [2] 3 4 5
Luck  [3+1] 2 1 zero

- Inventory -

$0
0 Clue Tokens
3 Toughness in Monster Trophies (Gug)
Ally, Richard Upton Pickman (+1 Luck/+1 Speed, ignores Physical Resistance)
Marksman Skill (exhaust to reroll combat check)
.18 Derringer (1 hand weapon, +2 to combat, cannot be lost/stolen unless allowed)
Cavalry Saber (1 hand weapon, +2 to combat)
Dynamite (2 hands, +8 to combat checks, discard after use)
Title: Re: There's Something Foul in Arkham... (TURN 14- MOVEMENT/UPKEEP)
Post by: AndrewRogue on August 07, 2009, 08:13:48 PM
If folks are fully committed to the battle against Hastur, your best options are probably to try and gear up or do a little monster hunting to minimize the danger of a monster surge causing a huge terror track jump (which would be... very bad for you all).

Alternatively, you could try to have encounters at unstable locales to try and bait out the final gate during the encounters phase to get this show on the road.
Title: Re: There's Something Foul in Arkham... (TURN 14- MOVEMENT/UPKEEP)
Post by: Strago on August 08, 2009, 05:01:06 AM
I think the general consensus has been to go the "gear up" route, since the remaining monsters are all either extremely badass or flying around in the sky, and we'll be up against Hastur very very soon.

What's the plan for actually fighting him, by the way? All show up in IRC and roll it out in realtime?
Title: Re: There's Something Foul in Arkham... (TURN 14- MOVEMENT/UPKEEP)
Post by: AndrewRogue on August 08, 2009, 06:57:03 AM
I would generally perfer if we could get most/everyone in AIM for a few, yeah.
Title: Re: There's Something Foul in Arkham... (TURN 14- MOVEMENT/UPKEEP)
Post by: Shale on August 08, 2009, 07:18:19 AM
Provided Nitori delivers the paddy wagon as agreed, I take it to Ma's, smack the Hound of Tindalos around and take...let's say Duke as my trusty companion.

Stamina: 5/5
Sanity: 5/5

Speed    0    1    {2}  3
Sneak    5    4    {3}   2

Fight    {0}   1   2    3
Will      {4}    3   2    1

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

Focus 2

Inventory

$6

Fight Skill (+1 Fight, add one extra die when spending Clue tokens on a Fight check)
Lore Skill (+1 Lore, add one extra die when spending Clue tokens on a Lore check)
Deputy's Revolver (+3 to combat checks, one hand, physical weapon)
Motorcycle: Exhaust to gain 2 movement points.
Sword of Glory (+6 to combat checks, two hands, magical weapon)
Red Sign of Shudde M'Ell (Spell, -1 casting check, 1 sanity cost, any phase: cast and exhaust to lower a target monster's toughess by 1 (minimum 1) and ignore any one monster ability except Magic Immunity for the rest of the combat

Ally: John Legrasse (+2 Will)

5 Toughness worth of Monster Trophies (Ghoul, Witch, Byakhee, Cultist, Cultist)
1 Gate Trophy (The Abyss)
Title: Re: There's Something Foul in Arkham... (TURN 14- MOVEMENT/UPKEEP)
Post by: Nitori on August 08, 2009, 07:49:31 AM
Sliders/Stats

Speed  1 [2] 3 4
Sneak  3 [2] 1 zero

Fight  2 3 4 [5]
Will  3 2 1 [zero]

Lore  [1] 2 3 4
Luck  [5] 4 3 2

Stamina: 3/7
Sanity: 3/3

Inventory

2 Clue Tokens
1 Nightgaunt trophy (2 toughness)
Speed Skill (+1 Speed, add one extra die when spending Clue tokens on Speed checks)
Pallid Mask (+2 to Evade checks)
1 paddy wagon (traded to Shale)
.38 Revolver (1H, +3 to combat checks)
1 gate trophy (Dreamlands)

Trade wagon to Shale as promised, head to Curiositie Shoppe~. Hopefully someone can float me some cash~?
Title: Re: There's Something Foul in Arkham... (TURN 13- MOVEMENT/UPKEEP)
Post by: Yakumo on August 08, 2009, 08:12:32 AM
Carolyn Fern

Stats -

Stamina: 1/4
Sanity: 6/6

Speed  0 1 2 [3]
Sneak  3 2 1 [0 ]

Fight  1 2 3 [4]
Will    4 3 2 [1]

Lore  [2] 3 4 5
Luck  [5] 4 3 2

Inventory

$2
Monster Trophy(Hound of Tindalos, two toughness)
2 Monster Trophies(Ghoul, one toughness each)
1 Clue Token
Spell: Wither - 0 casting modifier, 0 SAN cost, Cast/exhaust to get +3 to combat checks until the end of this combat
Luck skill - +1 Luck, when spending a clue token for a luck check, add 1 die
Expert Occultist skill - Exhaust to reroll a spell check
Bank Loan

“Psychology,” Upkeep: Dr. Fern may restore 1 Sanity to herself or another character in her location. She cannot raise a character’s Sanity higher than that character’s maximum Sanity.
=================================

Shifting Lore/Luck to the left one space, losing the blessing(damn you Hatbot!) but not paying anything on the loan.  Paying $2 for max sanity.  Giving Nitori $7 for shopping unless there's a reason we need more money elsewhere.

<Toric> Need to roll for my blessing and the bank loan.
<Toric> d6 for the blessing
<Hatbot> ACTION --> "Toric rolls d6 for the blessing and gets 1." [d6=1]
<Toric> Well, shit.
<Toric> That sucks. :
<Toric> d6 for the loan.
<Hatbot> ACTION --> "Toric rolls d6 for the loan. and gets 4." [d6=4]
Title: Re: There's Something Foul in Arkham... (TURN 14- MOVEMENT/UPKEEP)
Post by: Shale on August 08, 2009, 02:39:38 PM
HATE.

[09:26] <Shale> Anybody around for me to roll out the Hound real quick?
[09:33] <Ranmilia> Yep
[09:34] <Shale> Awesome. Let's do this.
[09:35] <Shale> -2 horror check. I have 4 Will and +2 from John Legrasse. 4 dice
[09:35] <Shale> 4d6
[09:35] * Hatbot --> "Shale rolls 4d6 and gets 19." [4d6=6, 4, 4, 5]
[09:35] <Shale> Excellent.
[09:35] <Shale> I have 0 fight, +1 from skill, +6 from a sword that appears to be three times as large as I am. Hound has a -1 combat check and 2 toughness.
[09:35] <Shale> 6d6
[09:35] * Hatbot --> "Shale rolls 6d6 and gets 18." [6d6=1, 4, 3, 4, 4, 2]
[09:35] <Shale> ....right.
[09:35] <Shale> 6d6
[09:36] * Hatbot --> "Shale rolls 6d6 and gets 18." [6d6=2, 4, 2, 5, 3, 2]
[09:36] <Shale> Oh fuck you Hatbot.
[09:36] <Shale> LoOne success in twelve dice? Seriously?
[09:36] <Shale> Lose the motorcycle and....Red Sign? Or the revolver?
[09:38] <Shale> Thoughts?

Edit: Dropping Red Sign barring an executive ruling that it works on everybody's actions in a given turn, not just the caster's.
Title: Re: There's Something Foul in Arkham... (TURN 14- MOVEMENT/UPKEEP)
Post by: AndrewRogue on August 08, 2009, 07:43:03 PM
It does not.
Title: Re: There's Something Foul in Arkham...
Post by: Ranmilia on August 10, 2009, 06:39:29 AM
Kate Winthrop

Stats

Stamina: 1/4
Sanity: 5/6

Speed  1 2 [3] 4
Sneak  5 4 [3] 2

Fight  1 2 3 [4]
Will  3 2 1 [zero]

Lore  2 [3] 4 5
Luck  4 [3] 2 1

Inventory
$2
Bravery Skill (exhaust to reroll horror check)
Deputy (gain $1 during upkeep)
.45 Automatic (1 handed +4 to combat checks physical weapon)
Enchant Weapon (0 hand spell, 0 cast mod, 1 san cost, makes 1 weapon magical until end of combat)
Warding Statue (discard to cancel monster or ancient one attack)
5 toughness worth of monster trophies (Fire Vampire, Chthonian, Ghoul)
1 gate trophies (+0, City of the Great Race,)

Paid, adjust to luck, go kill ghoul and head into dreamlands.

Results
[00:37] <Ranmilia> I autofail horror, lose one sanity.
[00:37] <Ranmilia> Fight 4, 45 automatic +4
[00:38] <AndrewRogue> Minimize the attack boost he gets?
[00:38] <Ranmilia> Ghoul -1
[00:38] <Ranmilia> 7d6
[00:38] * Hatbot --> "Ranmilia rolls 7d6 and gets 24." [7d6=3, 5, 2, 3, 3, 6, 2]
[00:38] <Ranmilia> Blah blah killed it blah
Title: Re: There's Something Foul in Arkham... (TURN 14- MOVEMENT/UPKEEP)
Post by: AndrewRogue on August 10, 2009, 06:57:01 AM
Mary moves to the Curisoitie Shop

ARKHAM ENCOUNTERS

Sopko/Darell
You enter a "friendly" card game. Make a Luck (-1) check. If you pass, you gain $5. If you lose, you lose $3. If you lose and can't pay, the boys rough you up and throw you outside. Lose 1 Stamina and move to the streets.

-/Mary
Short Version: Pass a Speed (-1) check or we draw a mythos, move you to the gate location and you have an encounter.

Shale/Vincent
Real Band-Aids!

Excal/Jenny
Brain Band-Aids!

Yakko/Carolyn
Brain Band-Aids

Nitori/Monterey
You may choose from: (http://www.arkhamhorrorwiki.com/wiki/images/thumb/a/af/GateBox.png/160px-GateBox.png) or (http://www.arkhamhorrorwiki.com/wiki/images/thumb/e/ec/EnchantedBlade.png/160px-EnchantedBlade.png) or (http://www.arkhamhorrorwiki.com/wiki/images/thumb/1/1a/RubyOfRlyeh.png/160px-RubyOfRlyeh.png) or (http://www.arkhamhorrorwiki.com/wiki/images/thumb/3/3f/CabalaOfSaboth.png/160px-CabalaOfSaboth.png)

Strago/Dexter
Patching up, so gently.

OTHER WORLD
Alex/Kate
Pass a Luck (-1) check to find a riding zebra and save some travelling time. If you're in the first area, move to the second. If you're in the second, move to Arkham.
Title: Re: There's Something Foul in Arkham... (TURN 14- ENCOUNTERS)
Post by: Hunter Sopko on August 10, 2009, 07:02:46 AM
I pass!

<Soppy-Answerman> Hmm. Luck -1 eh
* Shale is now known as Shale-zzzzzz
<AndrewRogue> Right. Montery Jack
<AndrewRogue> Thank you for reminding me
<Soppy-Answerman> Luck is currently 4. -1...
<Soppy-Answerman> roll 3d6
* Hatbot --> "Soppy-Answerman rolls 3d6 and gets 15." [3d6=3, 6, 6]
<Soppy-Answerman> Yay

Stats:
Sanity 4/4
Stamina 6/6

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

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

Lore  {0}  1  2  3 
Luck  [4]   3  2  1 

Inventory
$7

1 Clue Tokens
7 Toughness Monster Trophies (2 Ghosts, Cultist, Fire Vampire, Elder Thing, Ghoul)
2 Gate Trophies (Yuggoth, Plateau of Leng)

Will skill (+1 Will, One extra bonus die on Will checks if I spend a Clue token)
Marksman skill (Exhaust and reroll any combat check)
Blessing (4's count as successes. Lost if 1 or 2 is rolled on upkeep)
Enchanted Knife (Magical Weapon. +3 Combat checks)
Shotgun (Physical Weapon. +4 Combat checks. 6's count double)
Food (Reduce Stamina damage taken by 1)
Title: Re: There's Something Foul in Arkham... (TURN 14- ENCOUNTERS)
Post by: Nitori on August 10, 2009, 07:03:48 AM
Sliders/Stats

Speed  1 [2] 3 4
Sneak  3 [2] 1 zero

Fight  2 3 4 [5]
Will  3 2 1 [zero]

Lore  [1] 2 3 4
Luck  [5] 4 3 2

Stamina: 3/7
Sanity: 3/3

Inventory

$1
2 Clue Tokens
1 Nightgaunt trophy (2 toughness)
Speed Skill (+1 Speed, add one extra die when spending Clue tokens on Speed checks)
Pallid Mask (+2 to Evade checks)
Enchanted Blade (1H, magic weapon, +4 to combat checks)
1 paddy wagon (traded to Shale)
.38 Revolver (1H, +3 to combat checks)
1 gate trophy (Dreamlands)

Buying the Enchanted Blade~
Title: Re: There's Something Foul in Arkham...
Post by: Ranmilia on August 10, 2009, 07:04:24 AM
Kate Winthrop

Stats

Stamina: 1/4
Sanity: 5/6

Speed  1 2 [3] 4
Sneak  5 4 [3] 2

Fight  1 2 3 [4]
Will  3 2 1 [zero]

Lore  2 [3] 4 5
Luck  4 [3] 2 1

Inventory
$2
Bravery Skill (exhaust to reroll horror check)
Deputy (gain $1 during upkeep)
.45 Automatic (1 handed +4 to combat checks physical weapon)
Enchant Weapon (0 hand spell, 0 cast mod, 1 san cost, makes 1 weapon magical until end of combat)
Warding Statue (discard to cancel monster or ancient one attack)
5 toughness worth of monster trophies (Fire Vampire, Chthonian, Ghoul)
1 gate trophies (+0, City of the Great Race,)

"Hey, pass a luck check to find a zebra that will take you BACK FROM THE SECOND AREA TO THE FIRST."  What?  Eh well, no zebras for me.

Results
[01:02] <Ranmilia> 2d6 luck
[01:02] * Hatbot --> "Ranmilia rolls 2d6 luck and gets 5." [2d6=3, 2]
[01:02] <Ranmilia> Failure

Title: Re: There's Something Foul in Arkham... (TURN 14- ENCOUNTERS)
Post by: Strago on August 10, 2009, 02:13:15 PM
Don't have any money, not putting on any band-aids.
Title: Re: There's Something Foul in Arkham... (TURN 14- ENCOUNTERS)
Post by: AndrewRogue on August 10, 2009, 08:30:58 PM
Corrected the text, Alex. >_>

Corrected the text, Strags.
Title: Re: There's Something Foul in Arkham... (TURN 14- ENCOUNTERS)
Post by: Shale on August 10, 2009, 08:32:42 PM
"Hey, pass a luck check to find a zebra that will take you BACK FROM THE SECOND AREA TO THE FIRST."  What?  Eh well, no zebras for me.

But....but...free zebra!
Title: Re: There's Something Foul in Arkham... (TURN 14- ENCOUNTERS)
Post by: AndrewRogue on August 12, 2009, 05:47:56 PM
Updating tonight, so if someone wants to take care of Mary's first roll before I get back...
Title: Re: There's Something Foul in Arkham... (TURN 14- ENCOUNTERS)
Post by: AndrewRogue on August 13, 2009, 04:14:52 AM
Fast Update

Planetary Alignment
Environment (Mystic)
All spells have 0 sanity cost.

A gate attempts to open at the Witch House but is stopped by the Elder Sign. A clue tries to appear at the Black Cave but is eaten by the gate. Square and Diamond move on white, Circle on black.
Title: Re: There's Something Foul in Arkham...
Post by: Ranmilia on August 13, 2009, 04:22:02 AM
Kate Winthrop

Stats

Stamina: 1/4
Sanity: 5/6

Speed  1 2 [3] 4
Sneak  5 4 [3] 2

Fight  1 2 3 [4]
Will  3 2 1 [zero]

Lore  [2] 3 4 5
Luck  [4] 3 2 1

Inventory
$3
Bravery Skill (exhaust to reroll horror check)
Deputy (gain $1 during upkeep)
.45 Automatic (1 handed +4 to combat checks physical weapon)
Enchant Weapon (0 hand spell, 0 cast mod, 1 san cost, makes 1 weapon magical until end of combat)
Warding Statue (discard to cancel monster or ancient one attack)
5 toughness worth of monster trophies (Fire Vampire, Chthonian, Ghoul)
1 gate trophies (+0, City of the Great Race,)

Kate is paid (in dream dollars) and moves to the second area of the Dreamlands.

Results
Uh huh
Title: Re: There's Something Foul in Arkham... (TURN 15- MOVEMENT/UPKEEP)
Post by: Hunter Sopko on August 13, 2009, 04:30:02 AM
I keep my Blessing. The Hound comes to the slaughter and I murderize it.

<Soppy-Answerman> I might as well roll for the Hound.
<Soppy-Answerman> Will is at 3, plus 1 for Will is 4. -2 mod.
<Soppy-Answerman> roll 2d6
* Hatbot --> "Soppy-Answerman rolls 2d6 and gets 8." [2d6=3, 5]
<Soppy-Answerman> Pass. I should roll Bless upkeep before I go on though
<Soppy-Answerman> roll 1d6
* Hatbot --> "Soppy-Answerman rolls 1d6 and gets 6." [1d6=6]
<Soppy-Answerman> Pass
<Soppy-Answerman> Fight is 3, +3 for Magical Weapon. -1 mod, so 5
<Soppy-Answerman> roll 5d6
* Hatbot --> "Soppy-Answerman rolls 5d6 and gets 20." [5d6=3, 5, 1, 6, 5]
<Soppy-Answerman> Dead Hound
<Shale> Finally!
<Soppy-Answerman> I'll stay in Hibb's

Stats:
Sanity 4/4
Stamina 6/6

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

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

Lore  {0}  1  2  3 
Luck  [4]   3  2  1 

Inventory
$7

1 Clue Tokens
9 Toughness Monster Trophies (2 Ghosts, Cultist, Fire Vampire, Elder Thing, Ghoul, Hound of Tindalos)
2 Gate Trophies (Yuggoth, Plateau of Leng)

Will skill (+1 Will, One extra bonus die on Will checks if I spend a Clue token)
Marksman skill (Exhaust and reroll any combat check)
Blessing (4's count as successes. Lost if 1 or 2 is rolled on upkeep)
Enchanted Knife (Magical Weapon. +3 Combat checks)
Shotgun (Physical Weapon. +4 Combat checks. 6's count double)
Food (Reduce Stamina damage taken by 1)
Title: Re: There's Something Foul in Arkham... (TURN 15- MOVEMENT/UPKEEP)
Post by: Strago on August 13, 2009, 04:53:40 AM
Bleh. I guess I'll just stick around the Hospital and take an encounter.
Title: Re: There's Something Foul in Arkham... (TURN 15- MOVEMENT/UPKEEP)
Post by: Shale on August 13, 2009, 05:03:27 AM
Doctor myself, and use the paddy wagon to go to Ma's, where I trade all my monster trophies and my gate trophy for Duke's help.

Stamina: 2/5
Sanity: 5/6

Speed    0    1    {2}  3
Sneak    5    4    {3}   2

Fight    0   1   {2}    3
Will      4    3   {2}    1

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

Focus 2

Inventory

$6

Fight Skill (+1 Fight, add one extra die when spending Clue tokens on a Fight check)
Lore Skill (+1 Lore, add one extra die when spending Clue tokens on a Lore check)
Deputy's Revolver (+3 to combat checks, one hand, physical weapon)
Police Wagon: Move to any location in Arkham during movement phase.
Sword of Glory (+6 to combat checks, two hands, magical weapon)

Ally: John Legrasse (+2 Will)
Ally: Duke (+1 max Sanity, sacrifice to completely refill sanity)
Title: Re: There's Something Foul in Arkham... (TURN 15- MOVEMENT/UPKEEP)
Post by: AndrewRogue on August 14, 2009, 05:10:49 PM
Updating tonight, and 4 actions are missing ^_^
Title: Re: There's Something Foul in Arkham... (TURN 13- MOVEMENT/UPKEEP)
Post by: Yakumo on August 14, 2009, 07:13:01 PM
Carolyn Fern

Stats -

Stamina: 1/4
Sanity: 6/6

Speed  0 1 2 [3]
Sneak  3 2 1 [0 ]

Fight  1 2 3 [4]
Will    4 3 2 [1]

Lore  [2] 3 4 5
Luck  [5] 4 3 2

Inventory

$2
Monster Trophy(Hound of Tindalos, two toughness)
2 Monster Trophies(Ghoul, one toughness each)
1 Clue Token
Spell: Wither - 0 casting modifier, 0 SAN cost, Cast/exhaust to get +3 to combat checks until the end of this combat
Luck skill - +1 Luck, when spending a clue token for a luck check, add 1 die
Expert Occultist skill - Exhaust to reroll a spell check
Bank Loan

“Psychology,” Upkeep: Dr. Fern may restore 1 Sanity to herself or another character in her location. She cannot raise a character’s Sanity higher than that character’s maximum Sanity.
=================================

No payment necessary on the bank loan, no stat adjustments, going to go hang out at the Unvisited Isle and try to bait a gate I guess?

<Tewi> Anyone here?
<Nitori> ~
<Tewi> Need to roll for the bank loan.
<Tewi> d6
<Tewi> Oh wait, bot missing.  Sec.
<Ranmilia> Here
* You've invited Hatbot to #rpgdlarkhamhorror (atarians.dejatoons.net)
* Hatbot (~Hatbot@24.174.51.230) has joined #rpgdlarkhamhorror
<Tewi> It's not responding?
<Tewi> Ah, there.
<Tewi> Just slow.
<Tewi> I know the command, Alex.  But thanks anyway.
<Tewi> d6
<Hatbot> ACTION --> "Tewi rolls d6 and gets 4." [d6=4]
<Tewi> I keep my money.
Title: Re: There's Something Foul in Arkham... (TURN 15- MOVEMENT/UPKEEP)
Post by: Nitori on August 15, 2009, 06:29:18 AM
Sliders/Stats

Speed  1 2 [3] 4
Sneak  3 2 [1] zero

Fight  2 3 4 [5]
Will  3 2 1 [zero]

Lore  [1] 2 3 4
Luck  [5] 4 3 2

Stamina: 1/7
Sanity: 1/3

Inventory

$1
2 Clue Tokens
1 Nightgaunt trophy (2 toughness)
1 Formless Spawn trophy (2 toughness)
Speed Skill (+1 Speed, add one extra die when spending Clue tokens on Speed checks)
Enchanted Blade (1H, magic weapon, +4 to combat checks)
.38 Revolver (1H, +3 to combat checks)
1 gate trophy (Dreamlands)

I kill the Formless Spawn then die to Hatbot so horribly~

<Nitori> I forgot, was I supposed to try to kill the Formless thing~?
<Ranmilia> If you can
<Nitori> 'Kay
<Nitori> I'll do that now
<Nitori> Shfiting Sp/Sn to 3/1 so I can make it there, first
<Nitori> I'll fight the Spawn first and take 2 San damage since I am cheap
<Nitori> Or should I clue this, I'm not sure~
<AndrewTheRogue> Might be a good idea to clue it? Hastur rape is imminent
<Nitori> I have two, I will try 1
<Ranmilia> Makes little difference, I'd save your clue
<Ranmilia> You can use it against a Hastur attack to save 2 sanity anyway
<Ranmilia> And you might be able to recover the san loss before he wakes up if he isn't doing so next turn
<Nitori> Oh well then I'll just keep it, I guess
<AndrewTheRogue> Right. His damage is 2 Sanity as well
<Nitori> Now the fun part, I have 5 fight + 4 from magic blade = 9
<Nitori> -2 check, 2 toughness, I get seven dice to hit 2 successes
<Nitori> 7d6
<Hatbot> ACTION --> "Nitori rolls 7d6 and gets 19." [7d6=5, 1, 3, 5, 3, 1, 1]
<Nitori> It's dead
<Nitori> Oh and there's a Dhole there
<Nitori> I don't want to fight it
<Nitori> 1 Sneak, -1 evade modifier and Pallid Mask give me 2 dice I think
<Nitori> 2d6
<Hatbot> ACTION --> "Nitori rolls 2d6 and gets 4." [2d6=1, 3]
<Nitori> This is where I clue token or try to I guess
<Nitori> 1d6
<Hatbot> ACTION --> "Nitori rolls 1d6 and gets 3." [1d6=3]
<Nitori> Well banana
<Nitori> I have one left, do I lose it if I get murdered which is about to happen~?
<AndrewTheRogue> Uh.
<Ranmilia> Losses are rounded down so no but you would lose items
<AndrewTheRogue> One sec. tired and brain dead
<Nitori> All I have is the Pallid Mask/.38 Revolver/Enchanted Blade
<AndrewTheRogue> That works for the moment.
<Ranmilia> Mmmm you could just lose the mask then
<Nitori> That's what I was thinking
<Nitori> I'll toss that and go insane
<Ranmilia> Yeah, just take the death and ditch the mask
<Ranmilia> Failing the sneak check makes you take the stamina hit first, doesn't it?
<Ranmilia> Or is horror still first?
<AndrewTheRogue> Stamina hit, THEN you attempt the Horror
<Nitori> And by insane I mean battered and broken
<Nitori> I have 3 stamina so that kills me
Title: Re: There's Something Foul in Arkham... (TURN 15- MOVEMENT/UPKEEP)
Post by: AndrewRogue on August 15, 2009, 06:45:44 AM
ARKHAM ENCOUNTERS

Sopko/Darell
"So what's your story, friend?" A smiling man inquires about your adventures over a glass of gin. You tell him your story. If you spend 3 clue tokes, he introduces himself as Ryan Dean and asks to join you. Take his ally card. If it is not available, he gives you some useful items instead. Draw 2 common items.

-/Mary
Jackpot, you find just what you've been looking for. Search either the common or unique item deck and purchase any item of your choice at list prce.

Shale/Vincent
"Bark! Bark!"

-/Jenny
Pass a Luck (-1) check or you accidentally drop an item. Discard 1 item of your choice. If you have no item to drop, then draw again for a different enncounter.

Yakko/Carolyn
A silent man brushes past you on the trail. Your arm goes numb wit hcold from the brief contact, and you whirl around to look at him, but he has disappeared. Lose 1 Stamina an pass a Will (-1) check or lose 1 Sanity as well.

Nitori/Monterey
Band-Aids!

Strago/Dexter
Nurse Sharon slips something ito your hand when the doctor isn't looking. Pass a Sneak (-1) check to keep anyone from else from noticing. If you do, you later examine the object and find it to be an old parchment with a spell scrratched on it. Draw 1 spell. If you fail, an orderly takes it away and you gain nothing.

OTHER WORLD ENCOUNTERS

Alex/Kate
You've completed your task, but now you must escape before the portal closes. Pass a Speed (-2) check to return to Arkham. If you fail, you are lost in time and space. In either event, you automatically close the gate you entered through.
Title: Re: There's Something Foul in Arkham...
Post by: Ranmilia on August 15, 2009, 06:52:00 AM
Kate Winthrop

Stats

Stamina: 1/4
Sanity: 5/6

Speed  1 2 [3] 4
Sneak  5 4 [3] 2

Fight  1 2 3 [4]
Will  3 2 1 [zero]

Lore  [2] 3 4 5
Luck  [4] 3 2 1

Inventory
$3
Bravery Skill (exhaust to reroll horror check)
Deputy (gain $1 during upkeep)
.45 Automatic (1 handed +4 to combat checks physical weapon)
Enchant Weapon (0 hand spell, 0 cast mod, 1 san cost, makes 1 weapon magical until end of combat)
Warding Statue (discard to cancel monster or ancient one attack)
5 toughness worth of monster trophies (Fire Vampire, Chthonian, Ghoul)
1 gate trophies (+0, City of the Great Race,)

Uh oh!  How will Kate get home now?!

Results
[00:51] <Ranmilia> Speed 3
[00:51] <Ranmilia> Check -2
[00:51] <Ranmilia> 1 die
[00:51] <Ranmilia> d6 to get through portal
[00:51] * Hatbot --> "Ranmilia rolls d6 to get through portal and gets 1." [d6=1]
[00:51] <Nitori> Can we house rule she backstabs the shopkeeper with a cross and doesn't have to pay?
[00:51] <Ranmilia> Lost in time and space
Title: Re: There's Something Foul in Arkham... (TURN 15- ENCOUNTERS)
Post by: Yakumo on August 15, 2009, 06:59:49 AM
I guess I take a free trip to the hospital and lose one sanity, since I don't get any dice for that check.  I drop nothing due to rounding down.
Title: Re: There's Something Foul in Arkham... (TURN 15- ENCOUNTERS)
Post by: Strago on August 15, 2009, 03:17:18 PM
Hey, I won't be able to get on IRC and do it probably until Sunday night, so anyone else can feel free to do my Encounter rolling for me. And take my next turn in some helpful way, if it comes to that.

Dexter Drake! Illusionist Extraooooordinaire!

- Stats -

Sanity 3/5
Stamina 1/5

- Skills (Focus: 2) -

Speed  [2+1] 3 4 5
Sneak  [4] 3 2 1

Fight  1 2 3 [4]
Will   3 2 1 [zero]

Lore  [2] 3 4 5
Luck  [3+1] 2 1 zero

- Inventory -

$0
0 Clue Tokens
3 Toughness in Monster Trophies (Gug)
Ally, Richard Upton Pickman (+1 Luck/+1 Speed, ignores Physical Resistance)
Marksman Skill (exhaust to reroll combat check)
.18 Derringer (1 hand weapon, +2 to combat, cannot be lost/stolen unless allowed)
Cavalry Saber (1 hand weapon, +2 to combat)
Dynamite (2 hands, +8 to combat checks, discard after use)
Title: Re: There's Something Foul in Arkham... (TURN 15- ENCOUNTERS)
Post by: Hunter Sopko on August 17, 2009, 03:09:29 AM
Just as a confirmation, I do nothing, since I only have 1 clue.
Title: Re: There's Something Foul in Arkham... (TURN 15- ENCOUNTERS)
Post by: AndrewRogue on August 17, 2009, 05:07:31 PM
Please wrap up your turns/the turns of those who can't do it before tonight! ^_^
Title: Re: There's Something Foul in Arkham... (TURN 15- ENCOUNTERS)
Post by: Strago on August 17, 2009, 07:04:16 PM
I get a spell.

> Kay, rolling my encounter.
Back: Away for 2hrs 23mins 36secs
Away Deactivated:4 Auto Away reactivated
> 4 luck, -1, 3 dice
> 3d6 to get a new spell. Woo.
* Hatbot --> "Strago rolls 3d6 to get a new spell. Woo. and gets 11."12 [3d6=1, 4, 6]
> Delightful.
> Oh, that should have been Sneak, but I have the same number of dice for that anyway.
Title: Re: There's Something Foul in Arkham... (TURN 15- ENCOUNTERS)
Post by: AndrewRogue on August 18, 2009, 06:29:09 AM
You gain one copy of http://www.arkhamhorrorwiki.com/Heal
Title: Re: There's Something Foul in Arkham... (TURN 15- ENCOUNTERS)
Post by: AndrewRogue on August 18, 2009, 06:32:29 AM
A gate opens at the Unnam...

A gate opens at the...

A gate

Un
un
un
unnammable


It begins as a mere whisper on the wind. A gentle breeze that you suspect is nothing more than the act of an overagitated imagination on a dark night.

Hastur...

But soon, the sound rises in pitch and is joined by a chorus of barking dogs and squawking birds, their voices cracking and distorting as they join the sound of the wind.

Hastur...

Within moments you realize that it isn't just the wind and the birds and the beasts, but the voice of every citizen in Arkham is rising in a single crescendo, their voices pitching in a mad cry that chills the very core of your being, that twists your soul and sears your mind.

HASTUR!

The sky splits asunder, space and time tearing as the name is heard.

He has arrived.

The end is nigh.
Title: Re: Hastur... Hastur... Hastur... Hastur... Hastur... Hastur... Hastur... Hastur...
Post by: AndrewRogue on August 18, 2009, 06:37:19 AM
Any objections to doing the battle with the GoO in IRC at around 8pm PST tomorrow?

If it is generally okay but you aren't sure you can be there, please post your stats and who you'd like to trust with your rolls.
Title: Re: Hastur... Hastur... Hastur... Hastur... Hastur... Hastur... Hastur... Hastur...
Post by: Hunter Sopko on August 18, 2009, 06:43:25 AM
I'm good with it. Here's my last upkeep

<Soppy-Answerman> Whee
<Soppy-Answerman> Rolling upkeep on Blessing
<Soppy-Answerman> roll 1d6
* Hatbot --> "Soppy-Answerman rolls 1d6 and gets 1." [1d6=1]
* Soppy-Answerman sighs

I lose the blessing, unfortunately.

Stats:
Sanity 4/4
Stamina 6/6

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

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

Lore  {0}  1  2  3 
Luck  [4]   3  2  1 

Inventory
$7

1 Clue Tokens
9 Toughness Monster Trophies (2 Ghosts, Cultist, Fire Vampire, Elder Thing, Ghoul, Hound of Tindalos)
2 Gate Trophies (Yuggoth, Plateau of Leng)

Will skill (+1 Will, One extra bonus die on Will checks if I spend a Clue token)
Marksman skill (Exhaust and reroll any combat check)
Enchanted Knife (Magical Weapon. +3 Combat checks)
Shotgun (Physical Weapon. +4 Combat checks. 6's count double)
Food (Reduce Stamina damage taken by 1)
Title: Re: Hastur... Hastur... Hastur... Hastur... Hastur... Hastur... Hastur... Hastur...
Post by: Shale on August 18, 2009, 01:45:43 PM
I'll try to be back from work by then. If I'm not, Alex can take my place.

Somebody claim the Deputy's Revolver. It's not doing me any good.

Stamina: 3/5
Sanity: 5/6

Speed    0    1    {2}  3
Sneak    5    4    {3}   2

Fight    0   1   2  {3}
Will      4    3  2  {1}

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

Focus 2

Inventory

$6

Fight Skill (+1 Fight, add one extra die when spending Clue tokens on a Fight check)
Lore Skill (+1 Lore, add one extra die when spending Clue tokens on a Lore check)
Deputy's Revolver (+3 to combat checks, one hand, physical weapon)
Police Wagon: Move to any location in Arkham during movement phase.
Sword of Glory (+6 to combat checks, two hands, magical weapon)

Ally: John Legrasse (+2 Will)
Ally: Duke (+1 max Sanity, sacrifice to completely refill sanity)
Title: Re: Hastur... Hastur... Hastur... Hastur... Hastur... Hastur... Hastur... Hastur
Post by: Strago on August 18, 2009, 01:48:25 PM
I think I should be good to fight at 8 PST tonight. In the event that I end up being unavailable, here are my stats. I don't particularly care who controls me in that event, so... uh, Yakko can do it.

Do people want to give me some better weapons, since I ignore his physical resistance? I could do some damage with the Dep's Revolver and a .45, maybe.

Dexter Drake! Illusionist Extraooooordinaire!

- Stats -

Sanity 3/5
Stamina 1/5

- Skills (Focus: 2) -

Speed  [2+1] 3 4 5
Sneak  [4] 3 2 1

Fight  1 2 3 [4]
Will   3 2 1 [zero]

Lore  [2] 3 4 5
Luck  [3+1] 2 1 zero

- Inventory -

$0
0 Clue Tokens
3 Toughness in Monster Trophies (Gug)
Ally, Richard Upton Pickman (+1 Luck/+1 Speed, ignores Physical Resistance)
Marksman Skill (exhaust to reroll combat check)
.18 Derringer (1 hand weapon, +2 to combat, cannot be lost/stolen unless allowed)
Cavalry Saber (1 hand weapon, +2 to combat)
Dynamite (2 hands, +8 to combat checks, discard after use)
Title: Re: Hastur... Hastur... Hastur... Hastur... Hastur... Hastur... Hastur... Hastur
Post by: Strago on August 19, 2009, 03:14:44 AM
Most recent Jenny stats.

Jenny Barnes

Stats

Stamina: 5/5
Sanity: 6/6

Speed  0 1 2 {3}
Sneak  4 3 2 {1}

Fight  1 2 3 {4}
Will    5 4 3 {2}

Lore  {1} 2 3 4
Luck  {5} 4 3 2


Inventory
$2
2 Clues

Skill - Bravery(Exhaust to reroll horror check)
Items - .38 Revolver, Rifle
Unique Item - Dust of Ib'n Ghazi
Other - Gate Trophy (Great Hall of Celeano)
Other - 1 Toughness in Monster Trophies (Cultist)
Title: Re: Another Peaceful Day in Arkham!
Post by: AndrewRogue on August 19, 2009, 05:47:12 AM
With a shuddering sigh, the great figure fades from view. The sounds cease, a tranquil silence descending over the city. And then, almost like nothing had happened, the normal sounds of the night resume.

You've done it.

THE RPGDL HAS DEFEATED HASTUR THE UNSPEAKABLE.
Title: Re: Another Peaceful Day in Arkham!
Post by: Nitori on August 19, 2009, 05:50:46 AM
STRAGO YOU BASTARD YOU KILLED DARELL AND JENNY


<AndrewRogue> 99/104
<AndrewRogue> This shall not be...
<AndrewRogue> Luck -4
<AndrewRogue> Monterey
<Shale> Ahem.
<Shale> I exist.
<AndrewRogue> ...huh
<AndrewRogue> You do
<AndrewRogue> Attack!
<Shale> 8d6
<AndrewRogue> *Vince
<Hatbot> ACTION --> "Shale rolls 8d6 and gets 33." [8d6=2, 3, 5, 6, 3, 4, 5, 5]
<Soppy-Answerman> SHAMWOW'D
<Smashy> ...
<Smashy> 103/104?
<AndrewRogue> 103/104
<Tewi> 103/104. <_<
<AndrewRogue> Luck -4
<AndrewRogue> Monterey
<Shale> If Strago hadn't bollocksed that one roll that would have been AWESOME.
Title: Re: Another Peaceful Day in Arkham!
Post by: Smashy on August 19, 2009, 05:52:08 AM
I Beeped it to death.  Yay Beep

(Also, totally /in for the next game)
Title: Re: Another Peaceful Day in Arkham!
Post by: Taishyr on August 19, 2009, 05:53:52 AM
Congrats, DL. Maya Amano's summoning of Hastur has been thwarted completely.
Title: Re: Another Peaceful Day in Arkham!
Post by: Smashy on August 19, 2009, 06:39:29 AM
Also, since I was rolling for Mary...  Little fight summary:

Pre-fight: Kate gets instagibbed by LiTaS, Hastur's combat rating is -2, and takes 104 successes to kill because huge doomtrack is huge

Round 1 Upkeep: Lots of equip shuffling, Monterey gets brain bandaids (2 San). Darrell has a Shotgun
Round 1 Investigators: Darrell: 4/5, Mary: 1/7, Vincent: 1/8, Jenny: 3/10 and loses 1 San, Carolyn: 2/9, Monterey: 2/6, Dexter: 4->3/10 (Marksman),  16/104 Successes total
Round 1 Hastur: Everyone lols

Round 2 Upkeep: Monterey goes to 3 San
Round 2 Investigators: Mary: 3/7, Vincent: 3/8, Jenny: 2/4, Carolyn: 4/9, Monterey: 3/6, Dexter: 5/8, Darrell: 2/5, 38/104 Successes
Round 2 Hastur: Jenny, Monterey, and Darrell fail the check.  Jenny is at 3 Sanity, Monterey is back to 1, and Darrell is at 2

Round 3 Upkeep: Brain bandaids for Darrell
Round 3 Investigators: Vincent: 4/8, Jenny: 1/5, Carolyn: 3/6 (Wither failed), Monterey: 3/5, Dexter: 3/8, Darrell: 4/5, Mary: 2/7, 58/104 Successes
Round 3 Hastur: Dexter goes to 1 San

Round 4 Upkeep: Darrell gets more brain bandaids
Round 4 Investigators: Jenny: 1/5, Carolyn: 5/9, Monterey: gj, Dexter: 3/8, Darrell: 2/5, Mary: 2/7, Vincent: 1/8, 72/104 Successes
Round 4 Hastur: Jenny goes to 1 San, Dexter is devoured, Darrell goes to 2 San, Vincent goes to 3 San

Round 5 Upkeep: Darrell, brain bandaids, etc
Round 5 Investigators: Carolyn: 1/6, Monterey: 1/5, Darrell: 3/5, Mary: 2/7, Vincent: 3/8, Jenny: 1/5, 83/104 Successes
Round 5 Hastur: Carolyn uses her Clue Token but still goes to 4 San, Darrell goes to 1 San, Vincent goes to 1 San but discards Duke to restore sanity, Jenny uses both Clue Tokens but survives

Round 6 Upkeep: Carolyn gets 1 San back
Round 6 Investigators: Monterey: gj, Darrell: 7/5, Mary: 4/7, Vincent: 4/8, Jenny: 1/5, Carolyn: 4/9, 103/104 Successes
Round 6 Hastur: Darrell and Jenny are devoured, Vincent and Carolyn go to 3 San

Round 7 Upkeep: Prepare for VICTORY
Round 7 Investigators: * Hatbot --> "Smashy rolls 7d6 for the Beep that smites evil and gets 32." [7d6=5, 6, 4, 2, 5, 6, 4]
Round 7 Hastur: Dead.
Title: Re: Another Peaceful Day in Arkham!
Post by: Strago on August 19, 2009, 02:57:23 PM
Woohoo! Well done, team. Sorry I, uh, inadvertently made two of you be dead. Aherm.

Thanks for running the game, Andy. Would definitely play again, especially with fewer players and an expansion or two. I really like the Innsmouth investigators hint hint.
Title: Re: Another Peaceful Day in Arkham!
Post by: Bardiche on August 19, 2009, 02:59:17 PM
Congratulations, everyone, for removing Hastur.

-hands out free pats on the back-