The Arkham! Thread

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Remus West
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Post by Remus West »

SpaceLord wrote:
Remus West wrote:I do not think I have a clue token unless I got one from fighting the monster. Was there one on the Isle I could grab? If so I will use that if not I will use the cig case. I assume that if I get LiTaS I do not get to try closing the gate.
You're right on both counts:

Lore Roll: 2 dice:
Result:1,5
Success!

The priest gives you a spell, and you are not LiTaS.

Next turn, you will be able to try Find Gate during the Movement phase.

Spell:
Heal
Casting Mod: -1
Sanity Cost: 1
Upkeep: You may cast and exhaust. You or another investigator in your area gains Sta equal to the number of your successes on this spell check. That Sta bonus cannot be split among players.
Something good to give to someone else to cast I am thinking. :D
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Post by SpaceLord »

Austin:
(who is the only one in a location that hasn't had an encounter)

You hear whispering behind a copse of trees, and sneak up to investigate.

Sneak check (-2)
Dexter's Sneak score: 4 (+1 from Skill) 5
Dexter gets 3 dice:
Results: 4,5,2
Success!

You hear the plotting of apparent cultists of Nyarlathotep. Their mad plans include instigating unrest in Arkham. And they keep speaking of the potential of "The Play..."

Gain 2 Clue tokens.

I believe that's it for Encounters for Turn 2.

Onto the Mythos phase:
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Post by Austin »

SpaceLord wrote:Austin:
(who is the only one in a location that hasn't had an encounter)

You hear whispering behind a copse of trees, and sneak up to investigate.

Sneak check (-2)
Dexter's Sneak score: 4 (+1 from Skill) 5
Dexter gets 3 dice:
Results: 4,5,2
Success!

You hear the plotting of apparent cultists of Nyarlathotep. Their mad plans include instigating unrest in Arkham. And they keep speaking of the potential of "The Play..."

Gain 2 Clue tokens.

I believe that's it for Encounters for Turn 2.

Onto the Mythos phase:
Thanks. I was having a hard time getting caught up.
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Post by SpaceLord »

Note to everyone:

I kinda messed up the board. :oops: So, for the next turn, everyone can fully reset their sliders. Please PM them to me, I will keep them written down.
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Post by SpaceLord »

Turn 2 Mythos Phase

A local gang, calling themselves the Sheldons, have found an old gravesite in Uptown. The screams from that location have revealed that the did not find what they expected...

Across town, a now-familiar cracking sound announces the arrival of another Gate to a strange plane.


A Gate appears at The Graveyard

Vampire!
Physical Resistance (A weapon that provides this kind of bonus only provides half of its listed bonus, rounded up.)
-3 to Evade checks
+0 to Horror Checks
2 Horror Damage
2 Toughness
-1 to Combat Checks
3 Combat Damage

Witch!
Magical Resistance
(A weapon or spell that provides this kind of bonus only provides half of its listed bonus, rounded up.)
1- to Evade Checks
No Horror Check required
1 Toughness
-3 to Combat Checks
2 Combat Damage


Crazed Maniac!

-1 to Evade checks
No Horror Check required
1 Toughness
+1 to Combat checks
1 Combat damage

Monster Movement:

The Witch moves from the Uptown Streets to the Miskatonic U. streets!
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Post by SpaceLord »

Image

Nyarlathotep is stirring in his sleep.
The Horror Track has increased by 1.
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Post by Zurai »

So the Witch wants a piece of me, eh?

That's OK, she's going down. Her little Maniac, too.
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Post by SpaceLord »

Turn 3!

Notes:

Ashcan Pete joins the game! If you guys want him to do something, just let me know

If the below map is incorrect, let me know.

Reminder: The Bank of Arkham has set up a branch in The Merchant District Streets, any Investigator may get a Bank Loan while passing through

Reminder: Today begins the illustrious premiere of the play everyone is talking about, The King in Yellow!

Image


Turn Order



Austin: Dexter Drake, Magician - Uninvited Isle
ChaosRaven: Joe Diamond, Gumshoe - General Store
Zurai: Monterey Jack, Archaeologist - Miskatonic U. Streets
Remus West: Jenny Barnes, Dilettante - The Plateau of Leng
FTWalker: Harvey Walters, Professor - Rivertown streets
Trikane: Vincent Lee, Doctor - Uninvited Isle
Unagi: Carolyn Fern, Psychologist - Rivertown streets
Arnir: Bob Jenkins, Salesman -Hibb's Roadhouse
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Post by Zurai »

My movement for this turn:
Fight the Witch
Move to Uptown Streets
Fight the Maniac
Move to the Woods
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Post by SpaceLord »

Ashcan Pete:

5 San (+1 from Duke)
7 Sta

Focus:1

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

Fight: 2 3 4 5
Will: 5 4 3 2

Lore: 3 2 1 0
Luck: 0 1 2 3

Possessions:
1$
3 Clue Tokens

Rifle - Physical Weapon. Two hands. +5 to Combat checks. Worth 6$

Flute of the Outer Gods - Any Phase: Lose 3 San and 3 Sta, and discard this card before you make a Combat check. All monsters are defeated in your area. This does not affect Ancient Ones.
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Post by SpaceLord »

Turn 3 Upkeep:
Jenny Barnes' trust dipenses 1$ into her Account. But where the world is she? :wink:
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Post by Chaosraven »

Ok, so I can set my stuff at:

Speed 3
Sneak 4

Fight 3
Will 2

Lore 0
Luck 3

I can pass through FTWalker and Unagi (who can have the Axe and the .45 if they wish) as I head to the Graveyard to do battle with the Vampire...
Shotgun: Physical weapon. +4 to Combat checks. Two handed. When using Shotgun in Combat, all 6s rolled count as two successes. Cost is 6$
Vampire!
Physical Resistance (A weapon that provides this kind of bonus only provides half of its listed bonus, rounded up.)
-3 to Evade checks
+0 to Horror Checks
2 Horror Damage
2 Toughness
-1 to Combat Checks
3 Combat Damage
So I believe I have 2 Will to roll to save my sanity,
Then my 3 Fight + (half of 4) 2 for the gun gives me 5 Fight
Minus one for him is 4, I need 2 successes and a Six Counts For 2.

Is that about right?

If it is, I'll take that shot (and gladly accept any help)
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Post by FTWalker »

Let me know if you need assistance - I have a spell that will soften that bloodsucker up a little. :twisted:
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Post by Unagi »

Hmm, wait - How did I (Dr.Fern) end up in Rivertown streets?
I thought I was heading to the Curio shop on Turn 2.
Did I miss my own kidnapping?
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Post by SpaceLord »

Chaosraven wrote:Ok, so I can set my stuff at:

Speed 3
Sneak 4

Fight 3
Will 2

Lore 0
Luck 3

I can pass through FTWalker and Unagi (who can have the Axe and the .45 if they wish) as I head to the Graveyard to do battle with the Vampire...
Shotgun: Physical weapon. +4 to Combat checks. Two handed. When using Shotgun in Combat, all 6s rolled count as two successes. Cost is 6$
Vampire!
Physical Resistance (A weapon that provides this kind of bonus only provides half of its listed bonus, rounded up.)
-3 to Evade checks
+0 to Horror Checks
2 Horror Damage
2 Toughness
-1 to Combat Checks
3 Combat Damage
So I believe I have 2 Will to roll to save my sanity,
Then my 3 Fight + (half of 4) 2 for the gun gives me 5 Fight
Minus one for him is 4, I need 2 successes and a Six Counts For 2.

Is that about right?

If it is, I'll take that shot (and gladly accept any help)
Whoops, my bad. He gives -3. :oops: Tough bastard. You're gonna want help.

Preferably someone who would be decent at going through the gate. Encounters on other planes are weird, they can be any sort of check, or no checks at all. It definitely helps, though, to be able to find a gate quickly.
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Post by SpaceLord »

Unagi wrote:Hmm, wait - How did I (Dr.Fern) end up in Rivertown streets?
I thought I was heading to the Curio shop on Turn 2.
Did I miss my own kidnapping?
Oops! Just tell me where you want placed, and I will edit the board appropriately.
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Post by SpaceLord »

Image

A bad pic taken with my cellphone of the actual gameboard, mostly intact. :P
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Post by FTWalker »

Hey, CR - The spell I've got will negate his resistance so that your boomstick will be fully effective. The spell will also reduce his toughness.
Just say the word, and I'll back you up.
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Post by Remus West »

FTWalker wrote:Hey, CR - The spell I've got will negate his resistance so that your boomstick will be fully effective. The spell will also reduce his toughness.
Just say the word, and I'll back you up.
Likely a good idea.
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Post by Zurai »

What's with the big neon pink S's on the investigator cards? :P
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Post by Austin »

Slider 3:3 speed:sneak.

I'll go to the General Store to see what's for sale. (Does purchasing cost a turn? If so I'll add 1 speed to my slider)
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Post by SpaceLord »

Zurai wrote:What's with the big neon pink S's on the investigator cards? :P
It's Post-its I use to track the names of who's playing who.
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Post by SpaceLord »

Movement so far:

Austin: Dexter Drake, Magician - General Store
ChaosRaven: Joe Diamond, Gumshoe - Graveyard, to fight Vampire
Zurai: Monterey Jack, Archaeologist - Woods, fighting along the way
Remus West: Jenny Barnes, Dilettante - The Plateau of Leng section 2
FTWalker: Harvey Walters, Professor - Graveyard, to fight Vampire
Trikane: Vincent Lee, Doctor - ???
Unagi: Carolyn Fern, Psychologist - Curio Shoppe
Arnir: Bob Jenkins, Salesman ???
Edit:
Ashcan Pete: heads towards the Uninvited Isle, heard there's something goin' on out there.(Willing to use his 4 Clue tokens to help Seal that gate!) Of course, it doesn't hurt that the Bank is willing to loan a man who's down on his luck some money to get back on his feet! And they even have set up a booth in the Merchant Street area!

I will do the battles tonight, as well as the Shoppe results. PMing those who have not announced decisions.
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Post by Arnir »

Bob the Salesdude.

My settings SS 3/2, FW 3/4, LL 2/2

I'll move 3 to reach the graveyard.
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Post by SpaceLord »

Remus:

Post that Money count, and gain 1 San!

:P
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Post by Remus West »

Arnir is the only one to PM me with his account thus far.

Folks, if you have not already done so, please PM me with the amount of cash you have. I know a few posted it in thread but if you have not done either please PM it as it will be easier for me to find. Thanks.
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Post by SpaceLord »

Joe Diamond and Harvey Walters move to the graveyard to go Vampire hunting!

Pre-combat:

Horror Checks!
Harvey has a Will of 2
Joe has a Will of 2 (+1 from his Will skill)
Vampire's Horror check mod is 0
Harvey gets 2 dice, Joe gets 3.
Results:
Joe: 2,1,5
Success!
Harvey:5,6
Success!


Harvey casts his Red Sign of Shudde M'Ell.
Casting Modifier: -1
Harvey has a Lore of 5
Harvey gets 4 dice
Results:4,5,2,6
Success! The Vampire's Physical Resistance shrinks from him, and he is reduced to 1 Toughness!

The Vampire shrieks in pain as the Sign sucks the power from him.

At that moment, Joe steps in from of Harvey with a fully loaded shotgun:

Insert tough-guy Sam Spade quote here
Joe's fight is 3.
His Shotgun gives him +4
Vampire's Combat mod is -3
Joe gets 4 dice
Joe fires!
Results:6,6,2,5
Joe blows the weakend Vampire to a fine mist!
Joe collects a Monster Trophy worth 2 Toughness

Combat Summary:

Harvey takes 1 San from his spell

Edit: Forgot Joe's Will skill, which gave him 1 more dice, and that was a success!
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Post by SpaceLord »

Zurai:

Walking through the streets near Miskatonic U, you spot a strangely glowing woman who begins a dire incantation, and points at you!

Iä! Iä! Sub-Niggurath! The Goat with a Thousand Young!"


No Horror check required
Fight!

Monterey has 4 Fight
.38 Revolver gives him +3
Bullwhip gives him +1
Witch's Combat mod is -3
Zurai gets 5 dice
Results:5,6,4,5,2
Success!
Monterey's Whip wraps around the foul witch's neck before she can finish her foul recitation, and she is strangled!


Monterey claims a 1 toughness Monster Trophy

Monterey moves to the Uptown streets, where a crazied, bloody man wielding an axe charges him!

No Horror check required

Fight!
Monterey has 4 Fight
.38 Revolver gives him +3
Bullwhip gives him +1
Maniac's Combat mod is +1
Zurai gets 9 dice
Results:
3,4,6,1,1,6,1,1,4
Success!
After fending off the lunatic for a bit, Monterey gets a good shot off at the Maniac's head, and blood splatters the hanging sign above their heads, and the man collapses. There's probably more where he came from, Monterey realizes.

Monterey claims a 1 toughness Monster Trophy(MT)

Winded, Monterey enters the Woods outside town, and finds some tracks that can only be wagon wheels, headed into town.

Monterey gains 1 Clue token from the Woods.
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Post by Zurai »

Seriously - four 1's on nine dice?

Only me. I have the worst. luck. evar! with dice. Even when I'm not rolling them.
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Post by SpaceLord »

Remus West:

Stumbling, somewhat confusedly through what seems to be a bleak, endless plane, Jenny pulls out a strange scroll Dexter the magician gave her. Unfurling it, she begins to read it, hoping to figure out what it means.

Jenny tries to Cast Find Gate
Jenny has a Lore of 3(+1 from her Lore skill)
Find Gate has a Difficulty of -1
Jenny gets 3 dice:
Results:3,4,6
Success!

In a rush of understanding, Jenny deciphers the incantation, intoning the almost unhuman words on the paper. With a audible hum, a oval portal appears, and she can see The Uninvited Isle through it. Relieved, she steps through the portal, back to Earth.

Jenny has explored the Plateau of Leng!

During the Encounters phase, she can try to close the Gate. She needs to make a Lore or Fight check, at a -1 from the Portal's difficulty.

(If you choose, Remus, you can increase your Lore during this turn, to try to close the gate.)
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Post by SpaceLord »

Arnir wrote:Bob the Salesdude.

My settings SS 3/2, FW 3/4, LL 2/2

I'll move 3 to reach the graveyard.
Arnir:

Your sword is Magical, you could probably take the Spawn at The Witch House out this turn, before it moves into the Street. With it, you would get 9, minus 2 from the spawn, and would need 2 successes on 7 dice. Of course, you could lose 2 San, but what fun is not going crazy? :twisted:

Of course, there is still a portal at The Witch House...
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Post by Arnir »

SpaceLord wrote:
Arnir wrote:Bob the Salesdude.

My settings SS 3/2, FW 3/4, LL 2/2

I'll move 3 to reach the graveyard.
Arnir:

Your sword is Magical, you could probably take the Spawn at The Witch House out this turn, before it moves into the Street. With it, you would get 9, minus 2 from the spawn, and would need 2 successes on 7 dice. Of course, you could lose 2 San, but what fun is not going crazy? :twisted:

Of course, there is still a portal at The Witch House...
Okay, I'll do that then.
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Post by SpaceLord »

Ashcan Pete and his dog Duke hoof it to the Merchant district, where a few quick signatures nets him 10$ at the Bank Booth, and he then takes the ferry for a quick hop to the Uninvited Isle.

He has 4 clue tokens, he offers them to Jenny, to stop these damn beasts from coming through again.

(Only person I haven't received move orders from is Trikane...)
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Post by SpaceLord »

Arnir:

Gripping his Sword, Bob quietly approaches The Witch House, and sees a formless, indescribable beast there! He gathers his nerve and approaches...

Horror Check!
Bob has 4 Will
The Spawn's Horror mod is -1
Bob gets 3 dice
Results:3,2,5
Success!

Fight!
Bob has 3 Fight
His Sword of Glory gives him +6 more
The Spawn's Combat mod is -2
Bob gets 7 dice
Results:6,1,3,6,4,3,5
Success!

Bob plunges the Sword into what he hopes is the formless thing's center, and a bright flash from the blade causes the weird thing to split in two, and fall to the ground!

Bob has defeated the Formless Spawn!

Bob claims a 2 toughness Monster Trophy(MT)!
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Post by LordMortis »

SL,

Let me know when I am in.
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Post by Trikane »

Sorry! Getting caught up now..
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Post by Trikane »

I will spend 1move point and proceed to merchant district.

Spend the remainder of my points studying this book:


Ancient Tome:Exhaust and spend 2 movement points to make a Lore(-1) check. If you pass, draw one Spell and discard this card. If you fail, nothing happens. Worth 4$.


I will also use my special ability to restore my lost stamina point, if allowable.
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Post by SpaceLord »

Trikane wrote:I will spend 1move point and proceed to merchant district.

Spend the remainder of my points studying this book:


Ancient Tome:Exhaust and spend 2 movement points to make a Lore(-1) check. If you pass, draw one Spell and discard this card. If you fail, nothing happens. Worth 4$.


I will also use my special ability to restore my lost stamina point, if allowable.
Trikane:

I believe you have Clue tokens. I would allow you to give 1 of them to Remus now, and go ahead and leave the Isle. If you combine 1 of yours with Pete's 4, Remus can seal that gate, and help prevent the world from ending. What do you think?
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Re: The Arkham! Thread

Post by Remus West »

  • Austin: ?
  • ChaosRaven: $2
  • Zurai: $1
  • Remus West: $2
  • FTWalker: $3
  • Trikane: $9
  • Unagi: $7
  • Arnir: $12
  • LordMortis: $11
Austin, I need your cash amount to start your balance.

Trikane, is that $9 before or after the $6 I gave you?
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Post by Trikane »

SpaceLord wrote:
Trikane wrote:I will spend 1move point and proceed to merchant district.

Spend the remainder of my points studying this book:


Ancient Tome:Exhaust and spend 2 movement points to make a Lore(-1) check. If you pass, draw one Spell and discard this card. If you fail, nothing happens. Worth 4$.


I will also use my special ability to restore my lost stamina point, if allowable.
Trikane:

I believe you have Clue tokens. I would allow you to give 1 of them to Remus now, and go ahead and leave the Isle. If you combine 1 of yours with Pete's 4, Remus can seal that gate, and help prevent the world from ending. What do you think?
Sounds like a plan!
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