Edit: Take the Kerosene, gotta be able to fight back.
Acquire assets:
2d6t51 [2d6t5=1, 5]
Void Slayer on
He's a shy overambitious dog-catcher on the wrong side of the law. She's an orphaned psychic mercenary with the power to bend men's minds. They fight crime!
Wait, is no one else closing the London gate? IF not I could grab the chartered flight and close it.
He's a shy overambitious dog-catcher on the wrong side of the law. She's an orphaned psychic mercenary with the power to bend men's minds. They fight crime!
0
Options
NocrenLt Futz, Back in ActionNorth CarolinaRegistered Userregular
edited March 2015
I could try but I really wanna kick monster ass....
My plan was after Rome, see if I could hop a train to the comet.
Okay switch the kerosene for the chartered flight, move me to London and have a gate encounter.
He's a shy overambitious dog-catcher on the wrong side of the law. She's an orphaned psychic mercenary with the power to bend men's minds. They fight crime!
0
Options
NocrenLt Futz, Back in ActionNorth CarolinaRegistered Userregular
edited March 2015
Encounters!
Norman fails to relocate the giant glowing green rock he found some time ago. However he does manage to focus his mind enough to enhance his own abilities. The rational part of his mind tells him that this shouldn't be possible but it quickly silenced by sleep.
Diana meets an artist in Soho that the Lodge sponsors on occasion to view his latest piece. Somehow the strange, alien landscape seems familiar... Roll Observation. Success: Spawn 1 Clue anywhere you choose. Failure: lose 1 sanity
Akachi travels by boat to Shanghai. Using the Mists, she manages to avoid the axe-welding Maniac that seems to guard the Gate... (Lose 1 sanity from the spell)
Passing through the Gate she finds herself standing at the edge of Lake Hali. She's never been here before, yet somehow she knows this place. The entire lake sudden starts rippling, as if something at the bottom is moving... awakening... Roll Will. More tests to follow...
Jackie sails from Bermuda to the quaint coastal town of Arkham (she shudders at the thought from the memories that have surfaced). She manages to charter a flight on a new-fangeled aero-plane to London. She uses her new Ruby amulet to focus her mind and pass on the knowledge she's learned to another investigator. It's not someone's she's met, but she knows that there are others out there that working against this Darkness.
Arriving in London, Jackie walks towards the Gate and enters it. The Psychic finds herself in a great hall that contains many strange and occult books. Grabbing one at random, she attempts to make sense of its dense material... Roll Lore. More tests to follow... (Lose 1 sanity from the Artifact's use.)
Also, decide who gets your clues. Bogart brings up a good point of Norman already being at the comet and will need more clues if he succeeds in finding it next turn. (He'll be one short after that.)
Trish loads her guns and gathers her allies as they cross the Channel and head south to Rome. If the man in the suit wanted to see how much it was worth, she was going to pay in blood. But it never hurts to have a backup plan ready, she purchases a train ticket as well. She spots the Goat Spawn near the Pantheon and takes aim with the carbine...
Geth roll 4d6t5 for Trish's Will + Cross
Geth roll 7d6t5 for Trish's Strength + goon + carbine
Trish's Will + Cross:
4d6t52 [4d6t5=6, 3, 5, 1]
Trish's Strength + goon + carbine:
7d6t51 [7d6t5=6, 3, 4, 3, 1, 1, 3]
Nocren on
0
Options
NocrenLt Futz, Back in ActionNorth CarolinaRegistered Userregular
edited March 2015
Trish's new found faith is rewarded as she steels herself against the Goat Spawn. (Reroll negates the one point of damage previously)
Focusing her efforts on the Wraith, she realizes that this was the thing that cursed her. The carbine empty from the fight with the goat, she draws her .45 and aims.
Somehow managing to kill the ghost, the Researcher happily pours over the remains of both creatures.
Leaving her companions behind momentarily, the Spy passes through the Gate the monsters were guarding.
Geth roll 1d6t5 for Goon Reroll
Geth roll 4d6t5 for Will + Cross
Geth roll 6d6t5 for Strength + .45 + Goon
Goon Reroll:
1d6t51 [1d6t5=6]
Will + Cross:
4d6t51 [4d6t5=3, 3, 2, 6]
Strength + .45 + Goon:
6d6t52 [6d6t5=1, 2, 6, 4, 1, 5]
Nocren on
0
Options
NocrenLt Futz, Back in ActionNorth CarolinaRegistered Userregular
Gate encounter:
Trish finds herself in another strange world, surrounded by creatures called mi-go. They shy away from city comprised of green pyramids. Recognizing a theme, Trish attempts to overcome her fear and head for them.
Geth roll 2d6t5 for Trish's Will
Trish's Will:
2d6t50 [2d6t5=2, 3]
0
Options
NocrenLt Futz, Back in ActionNorth CarolinaRegistered Userregular
edited March 2015
Gate Continue'd:
Following the Mi-go's examples, Trish stays the fuck away from the pyramids. However with no one around to assist her, she must rely on her own wilderness survival training...
It's amazing what you find edible when you're hungry enough... Trish emerges from the Gate, with it showing no signs of closing.
NocrenLt Futz, Back in ActionNorth CarolinaRegistered Userregular
Akachi's Encounter, Continued:
Through sheer willpower, Akachi acts instead of standing frozen in terror. She turns to face the doorway that she stepped through, only to find a blank wall in it's place.
She attempts to recite an incantation her teacher taught her many years ago...
Roll Lore. Success: Gate is closed. Failure: Lose 1 Sanity
NocrenLt Futz, Back in ActionNorth CarolinaRegistered Userregular
edited March 2015
I've got a freakin entourage and guns/foci, and here's this barefooted African shaman with nothing but a single spell in her head and the clothes on her back, just closing gates left and right...
Maybe I should ditch my weapons and allies...
Nocren on
0
Options
NocrenLt Futz, Back in ActionNorth CarolinaRegistered Userregular
Ok, need a roll from @Void Slayer and from @Daemonis and since tomorrow is going to be a long day, I'll try to update the board/Mythos phase in the morning.
Give the clues to Norman, I thought he had enough to put 2 on it already.
Geth roll 4d6t5 for Lore about strange metal
Lore about strange metal:
4d6t50 [4d6t5=2, 2, 2, 2]
He's a shy overambitious dog-catcher on the wrong side of the law. She's an orphaned psychic mercenary with the power to bend men's minds. They fight crime!
He's a shy overambitious dog-catcher on the wrong side of the law. She's an orphaned psychic mercenary with the power to bend men's minds. They fight crime!
NocrenLt Futz, Back in ActionNorth CarolinaRegistered Userregular
Jackie fails to understand the terms described in the book. The opaque descriptions cause her imagination to run wild (Gain Hallucinations Condition). Overcome with vertigo, you must focus to keep your footing as you descend the stairs to leave. Roll Will. Failure: Lose 2 Health
0
Options
NocrenLt Futz, Back in ActionNorth CarolinaRegistered Userregular
edited March 2015
Ending of Turn 8! Mythos Phase:
A Clue spawns in Cape Town.
The giant spider known as the Spinner of Webs is summoned to Greenland. This is an EPIC monster.
A sect of Atlach-Nacha worshipers have called forth... the Spinner of Webs!
There are currently 3 Tokens on this Rumor. On a Reckoning, 1 Token is removed unless as a group we spend 3 Clues. When there are no Tokens on this card We LOSE.
Defeating the Spinner of Webs will end this Rumor.
TURN 9!
Board Status:
Omen: Green - Blue - (Red) - Blue
Doom Track: 11
Clues: Greenland, Arkham, South Pacific, Shanghai, Cape Town
Gates: Rome ( Red), London (Blue)
Monsters: Spinner of Webs in Greenland, Gnoph-Keh in the Himalayas, Maniac in Shanghai, Cthonian in Heart of Africa
Ongoing Rumor: Currently has 3 tokens. (0 will cause us to lose, Killing the Spider ends this Rumor)
Current Mystery: A strange green comet has impacted somewhere in Russia. Even after the impact, it continues to burrow into the earth.
As an Encounter in Tunguska, an Investigator may attempt to search for signs of the impact in the forest (Observation Test). Success and spending 2 Clues will place a token on this Mystery.
When this Mystery has 3 tokens, it is solved. Currently has 2 Tokens
Monster Information:
Spinner of Webs in Greenland: 2 Horror, 2 Health (-2 to Strength/Combat), 7 Toughness. Failing the Will Test results in no Combat test.
Elder Thing: 3 Horror, 2 Health (-1 to Strength/Combat) 3 Toughness.
Maniac: 1 Horror (+1 to Will test), 2 Health (-1 to Strength/Combat test), 1 Toughness. If you fail the Strength test, you may sacrifice an Ally asset to take no damage. If the Maniac is defeated, you get their Axe.
Cthonian: 2 Horror (-1 to Will test), 3 Health (-2 to Strength/Combat test), 4 Toughness.
Gnoph-Keh: 1 Horror, 2 Health (-2 to Strength/Combat test), 3 Toughness. Reckoning Effect: All investigators on this space lose 1 Health
There is now an active Expedition to the Himalayas.
Reserve Assets: (Number of Successes Needed)
Lucky Cigarette Case (2) - Trinket May add 1 to the result of 1 die when resolving a test
Protective Amulet (1) - Item +1 to Will during Combat Encounters.
Kerosene (1) - Item May discard to add +5 to Strength for a single Combat Encounter
King James Bible (2) - Item - Tome May reroll 1 die during a Horror test. When Resting, recover 1 additional Sanity.
Player Data:
This should be the current status of all characters; health/sanity, conditions, assets, Clues, and any bonuses.
Give the clues to Norman, I thought he had enough to put 2 on it already.
He had three, spent two for chase the comet, and so needed another one at least to chase it next time. I think.
You only spend the clues on a successful Observation test. Norman had 3 clues, so he could only put one clue on it when he succeeded. Now he can camp there till he solves the Mystery, leaving us to close Gate/fight giant monsters.
You spend two clues on a successful observation test for that mystery (so Norman's clues should be different, but I'm not sure what the final total would be). Also, I spent my clue to kill the vampire.
That kerosene is going to come in handy for the Spinner.
NocrenLt Futz, Back in ActionNorth CarolinaRegistered Userregular
edited March 2015
I'll double check but Norman only succeded once at the beginning, then has been trying since. He did get a couple of Clues from Jackie during a previous turn as well.
Edit: you're right, he succeded at both tests last turn. I'll change the board/stats accordingly.
Also, fixed Akachi's clue count and Norman's stats above.
Now to decide if I want a second train ticket and help with the comet search or make my way to Greenland and fight the Spinner, grabbing the Kerosine and my rifle. I'd have 12 dice to roll against the damn thing... (Kerosine is an item so I can add its bonus in addition to the carbine).
I should have 1 clue left plus the ones Jaquelines has given me this time. If I have at least 2 (and I should) I'll go on and try to finish this damn mistery...
If I haven't clues enough I'll use one of my sanity point as a clue since my ability let me to do so.
Action/Encounter
Cast Feeding the mind to encrease Observation.
Rest
Mistery encounter.
Geth, roll 3d6t5 for Encreaseing observation
Geth, roll 3d6t5 for Pinpointing the comet
Geth, roll 1d6t5 for Eventual extra observation
I'll move to Tokyo and see if I can't hurt either the Spinner or the Gnoph, freeing up the expedition encounter. I don't want to do the clue on Shanghai just yet as the next mystery may require us to contribute clues earned via research encounters, so keeping them about until next turn seems wise. If anyone is planning on fighting the spinner hand to hand I'd recommend the kerosene.
Geth roll 4d6t5 for Will to not stumble down stairs
I will figure out the rest after this.
Will to not stumble:
4d6t51 [4d6t5=4, 6, 3, 1]
He's a shy overambitious dog-catcher on the wrong side of the law. She's an orphaned psychic mercenary with the power to bend men's minds. They fight crime!
Can I get an update on the new item replaced by kerosene?
Edit:Like it matters...
Acquire Assets:
2d6t50 [2d6t5=2, 3]
Void Slayer on
He's a shy overambitious dog-catcher on the wrong side of the law. She's an orphaned psychic mercenary with the power to bend men's minds. They fight crime!
0
Options
NocrenLt Futz, Back in ActionNorth CarolinaRegistered Userregular
Could always take another debt :hydra:
Update/encounter write up will be later tonight.
Luckily we're in the home stretch now.
So we're either going to fail spectacularly or pull through, bloody, beaten, and near death.
0
Options
NocrenLt Futz, Back in ActionNorth CarolinaRegistered Userregular
edited March 2015
Ok, got some time to do the 3 non-Comet encounters so far:
Making sure that Goon and the Researcher are distracting the shop keeper enough, Trish decides that she's going to need more equipment to fight this giant spider up north.
She emerges from the shop with an extra bullwhip. When her entourage meets her outside, she hands it to Goon. "Try not to hurt yourself with it."
Trish takes random Item from pile - Bull whip. Weapon +3 Strength for combat. May reroll 1 Strength die during combat.
(Well that's handy. I can reroll two dice now. Should help a little.)
Hearing of her exploits, the retainers of the Emperor himself seek Akachi out for her spiritual wisdom. They claim that He is plagued by horrible nightmares. Akachi attempts to convince them of the truth: that they are real. Roll Influence. Pass: 2 damage to any Monster. Fail: Gain the Detained Condition.
Stepping through the Gate in London, Jackie finds herself in a candle lit room, filling with antiquated scientific equipment. Spying a nearby ledger, she sees that the year is 1771. Taking the opportunity, she starts to read the notes left behind. Roll Lore. Pass: Close the Gate, may be Delayed to learn 1 Spell. On Lore Failure: Roll Will. On Will Failure: Lose 2 Sanity.
Geth roll 4d6t5 for Trish's Observation.
EDIT: Kerosene is replaced with Wireless Report (1) - Service Immediately give any number of Clues to another Investigator on any space. Discard afterwards.
He's a shy overambitious dog-catcher on the wrong side of the law. She's an orphaned psychic mercenary with the power to bend men's minds. They fight crime!
He's a shy overambitious dog-catcher on the wrong side of the law. She's an orphaned psychic mercenary with the power to bend men's minds. They fight crime!
Posts
Geth roll 2d6t5 for Acquire assets
Edit: Take the Kerosene, gotta be able to fight back.
Choose Your Own Chat 1 Choose Your Own Chat 2 Choose Your Own Chat 3
Geth roll 3d6t5 to test my Lore.
Choose Your Own Chat 1 Choose Your Own Chat 2 Choose Your Own Chat 3
Gate encounter it is.
I think I'll head to Rome and get a train ticket and clean house.
My plan was after Rome, see if I could hop a train to the comet.
Norman fails to relocate the giant glowing green rock he found some time ago. However he does manage to focus his mind enough to enhance his own abilities. The rational part of his mind tells him that this shouldn't be possible but it quickly silenced by sleep.
Diana meets an artist in Soho that the Lodge sponsors on occasion to view his latest piece. Somehow the strange, alien landscape seems familiar...
Roll Observation. Success: Spawn 1 Clue anywhere you choose. Failure: lose 1 sanity
Akachi travels by boat to Shanghai. Using the Mists, she manages to avoid the axe-welding Maniac that seems to guard the Gate... (Lose 1 sanity from the spell)
Passing through the Gate she finds herself standing at the edge of Lake Hali. She's never been here before, yet somehow she knows this place. The entire lake sudden starts rippling, as if something at the bottom is moving... awakening...
Roll Will. More tests to follow...
Jackie sails from Bermuda to the quaint coastal town of Arkham (she shudders at the thought from the memories that have surfaced). She manages to charter a flight on a new-fangeled aero-plane to London. She uses her new Ruby amulet to focus her mind and pass on the knowledge she's learned to another investigator. It's not someone's she's met, but she knows that there are others out there that working against this Darkness.
Arriving in London, Jackie walks towards the Gate and enters it. The Psychic finds herself in a great hall that contains many strange and occult books. Grabbing one at random, she attempts to make sense of its dense material...
Roll Lore. More tests to follow... (Lose 1 sanity from the Artifact's use.)
Also, decide who gets your clues. Bogart brings up a good point of Norman already being at the comet and will need more clues if he succeeds in finding it next turn. (He'll be one short after that.)
Trish loads her guns and gathers her allies as they cross the Channel and head south to Rome. If the man in the suit wanted to see how much it was worth, she was going to pay in blood. But it never hurts to have a backup plan ready, she purchases a train ticket as well. She spots the Goat Spawn near the Pantheon and takes aim with the carbine...
Geth roll 4d6t5 for Trish's Will + Cross
Geth roll 7d6t5 for Trish's Strength + goon + carbine
Focusing her efforts on the Wraith, she realizes that this was the thing that cursed her. The carbine empty from the fight with the goat, she draws her .45 and aims.
Somehow managing to kill the ghost, the Researcher happily pours over the remains of both creatures.
Leaving her companions behind momentarily, the Spy passes through the Gate the monsters were guarding.
Geth roll 1d6t5 for Goon Reroll
Geth roll 4d6t5 for Will + Cross
Geth roll 6d6t5 for Strength + .45 + Goon
Trish finds herself in another strange world, surrounded by creatures called mi-go. They shy away from city comprised of green pyramids. Recognizing a theme, Trish attempts to overcome her fear and head for them.
Geth roll 2d6t5 for Trish's Will
Following the Mi-go's examples, Trish stays the fuck away from the pyramids. However with no one around to assist her, she must rely on her own wilderness survival training...
It's amazing what you find edible when you're hungry enough... Trish emerges from the Gate, with it showing no signs of closing.
Geth roll 3d6t5 for Strength
Choose Your Own Chat 1 Choose Your Own Chat 2 Choose Your Own Chat 3
Through sheer willpower, Akachi acts instead of standing frozen in terror. She turns to face the doorway that she stepped through, only to find a blank wall in it's place.
She attempts to recite an incantation her teacher taught her many years ago...
Roll Lore. Success: Gate is closed. Failure: Lose 1 Sanity
Choose Your Own Chat 1 Choose Your Own Chat 2 Choose Your Own Chat 3
Choose Your Own Chat 1 Choose Your Own Chat 2 Choose Your Own Chat 3
Maybe I should ditch my weapons and allies...
Geth roll 4d6t5 for Lore about strange metal
He had three, spent two for chase the comet, and so needed another one at least to chase it next time. I think.
Choose Your Own Chat 1 Choose Your Own Chat 2 Choose Your Own Chat 3
Roll Will. Failure: Lose 2 Health
Mythos Phase:
A Clue spawns in Cape Town.
The giant spider known as the Spinner of Webs is summoned to Greenland. This is an EPIC monster.
A sect of Atlach-Nacha worshipers have called forth... the Spinner of Webs!
There are currently 3 Tokens on this Rumor. On a Reckoning, 1 Token is removed unless as a group we spend 3 Clues.
When there are no Tokens on this card We LOSE.
Defeating the Spinner of Webs will end this Rumor.
TURN 9!
Board Status:
Omen: Green - Blue - (Red) - Blue
Doom Track: 11
Clues: Greenland, Arkham, South Pacific, Shanghai, Cape Town
Gates: Rome ( Red), London (Blue)
Monsters: Spinner of Webs in Greenland, Gnoph-Keh in the Himalayas, Maniac in Shanghai, Cthonian in Heart of Africa
Ongoing Rumor: Currently has 3 tokens. (0 will cause us to lose, Killing the Spider ends this Rumor)
Current Mystery:
A strange green comet has impacted somewhere in Russia. Even after the impact, it continues to burrow into the earth.
As an Encounter in Tunguska, an Investigator may attempt to search for signs of the impact in the forest (Observation Test). Success and spending 2 Clues will place a token on this Mystery.
When this Mystery has 3 tokens, it is solved.
Currently has 2 Tokens
Monster Information:
Spinner of Webs in Greenland: 2 Horror, 2 Health (-2 to Strength/Combat), 7 Toughness. Failing the Will Test results in no Combat test.
Maniac: 1 Horror (+1 to Will test), 2 Health (-1 to Strength/Combat test), 1 Toughness. If you fail the Strength test, you may sacrifice an Ally asset to take no damage. If the Maniac is defeated, you get their Axe.
Cthonian: 2 Horror (-1 to Will test), 3 Health (-2 to Strength/Combat test), 4 Toughness.
Gnoph-Keh: 1 Horror, 2 Health (-2 to Strength/Combat test), 3 Toughness. Reckoning Effect: All investigators on this space lose 1 Health
There is now an active Expedition to the Himalayas.
Reserve Assets: (Number of Successes Needed)
Lucky Cigarette Case (2) - Trinket May add 1 to the result of 1 die when resolving a test
Protective Amulet (1) - Item +1 to Will during Combat Encounters.
Kerosene (1) - Item May discard to add +5 to Strength for a single Combat Encounter
King James Bible (2) - Item - Tome May reroll 1 die during a Horror test. When Resting, recover 1 additional Sanity.
Player Data:
This should be the current status of all characters; health/sanity, conditions, assets, Clues, and any bonuses.
Akachi - 5 Health/3 Sanity, Ship Ticket, Train Ticket, Mists of Releh spell
Diana - 5 Health/2 Sanity, Hallucinations, Ancient Manuscript, Wither spell, Derringer, 1 Clue, +1 Lore, +1 Influence
Jackie - 4 Health/5 Sanity, Dark Pact, Hallucinations, Ruby ot R'lyeh, Ship Ticket, Flesh Ward spell, 1 Clue, +1 to Will
Norman - 5 Health/4 Sanity, Pocket Watch, Feed the Mind spell, 4 Clues, +1 Strength, +1 Lore
As always, doublecheck the stats and make sure my math is right. In a bit of a rush this morning.
You only spend the clues on a successful Observation test. Norman had 3 clues, so he could only put one clue on it when he succeeded. Now he can camp there till he solves the Mystery, leaving us to close Gate/fight giant monsters.
That kerosene is going to come in handy for the Spinner.
Choose Your Own Chat 1 Choose Your Own Chat 2 Choose Your Own Chat 3
Edit: you're right, he succeded at both tests last turn. I'll change the board/stats accordingly.
Also, fixed Akachi's clue count and Norman's stats above.
Now to decide if I want a second train ticket and help with the comet search or make my way to Greenland and fight the Spinner, grabbing the Kerosine and my rifle. I'd have 12 dice to roll against the damn thing... (Kerosine is an item so I can add its bonus in addition to the carbine).
If I haven't clues enough I'll use one of my sanity point as a clue since my ability let me to do so.
Action/Encounter
Cast Feeding the mind to encrease Observation.
Rest
Mistery encounter.
Geth, roll 3d6t5 for Encreaseing observation
Geth, roll 3d6t5 for Pinpointing the comet
Geth, roll 1d6t5 for Eventual extra observation
Now we need one more Mystery and we're good. Guess that means I'm on Spider detail.
Either of you two in London want my train ticket?
Action/Encounter
Rest
Move to Tokyo.
Tokyo Encounter.
Choose Your Own Chat 1 Choose Your Own Chat 2 Choose Your Own Chat 3
Action/Encounter
Move to London
Acquire Assets
City Encounter.
Geth roll 3d6t5 for Trish's Influence.
Taking the Kerosine
I will figure out the rest after this.
Rest
Acquire Assets
Gate Encounter
Geth roll 2d6t5 for Acquire Assets
Can I get an update on the new item replaced by kerosene?
Edit:Like it matters...
Update/encounter write up will be later tonight.
Luckily we're in the home stretch now.
So we're either going to fail spectacularly or pull through, bloody, beaten, and near death.
Making sure that Goon and the Researcher are distracting the shop keeper enough, Trish decides that she's going to need more equipment to fight this giant spider up north.
She emerges from the shop with an extra bullwhip. When her entourage meets her outside, she hands it to Goon. "Try not to hurt yourself with it."
Trish takes random Item from pile - Bull whip. Weapon +3 Strength for combat. May reroll 1 Strength die during combat.
(Well that's handy. I can reroll two dice now. Should help a little.)
Hearing of her exploits, the retainers of the Emperor himself seek Akachi out for her spiritual wisdom. They claim that He is plagued by horrible nightmares. Akachi attempts to convince them of the truth: that they are real.
Roll Influence. Pass: 2 damage to any Monster. Fail: Gain the Detained Condition.
Stepping through the Gate in London, Jackie finds herself in a candle lit room, filling with antiquated scientific equipment. Spying a nearby ledger, she sees that the year is 1771. Taking the opportunity, she starts to read the notes left behind.
Roll Lore. Pass: Close the Gate, may be Delayed to learn 1 Spell. On Lore Failure: Roll Will. On Will Failure: Lose 2 Sanity.
Geth roll 4d6t5 for Trish's Observation.
EDIT: Kerosene is replaced with Wireless Report (1) - Service Immediately give any number of Clues to another Investigator on any space. Discard afterwards.
Geth roll 4d6t5 for Lore to close gate.
Move to Rome
Rest
Gate encounter
Geth roll 1d6 for Halucinations