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[pbp] [Eldritch Horror] Round 12 - "Now.... Light our darkest hour!" ~FIN Players Win!
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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
Stepping through the gate, Diana comes to a slotted door. Peering through them, she sees a child's bedroom. Upon closer examination, it's Diana's room! From her childhood!
Younger Diana starts stirring in her sleep and asks "who's there?"
Roll Influence -1 (so 2d6 in this case).
You have learned to Plumb the Void. As an Action, roll Lore -1. Upon success, move any investigator anywhere.
You may become Delayed to gain 2 Clues. Gate is Closed.
Mythos Phase:
The OMEN changes to Blue
A Reckoning occurs!
A Gate opens in Arkham, spawning a Ghoul.
The sudden thunderstorms seem ominous, but not entirely out of place. But the smell of seawater it brings is.
Everyone roll 1d6. On 1 or 2, you are transported to the Bermuda Triangle (Bermuda space) and Delayed.
New Mystery!
The True Name
Fragments of Azathoth's true name exsist in log forgotten tomes. If a person speaks his true name 3 times, the blasphemous sound will grant them great power...
Eldritch Tokens spawn in the Atlantic Ocean, Indian Ocean and Tokyo.
As an Encounter, an investigator may spend 2 Clues to move the Token from the space to this Mystery. When all tokens are on this card, we win everything.
TURN 10!
Board Status:
(Forgot to advance Omen in picture, is correct below)
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:
i]Fragments of Azathoth's true name exsist in log forgotten tomes. If a person speaks his true name 3 times, the blasphemous sound will grant them great power...[/i]
Eldritch Tokens spawn in the Atlantic Ocean, Indian Ocean and Tokyo.
As an Encounter, an investigator may spend 2 Clues to move the Token from the space to this Mystery. When all tokens are on this card, we win everything.
Monster Information:
Spinner of Webs in Greenland: 2 Horror, 2 Health (-2 to Strength/Combat), 7 Toughness. 2 damage 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.
Wireless Report (1) - Service Immediately give any number of Clues to another Investigator on any space. Discard afterwards.
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/4 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, Plumb the Depths spell, 1 Clue, +1 to Will
Norman - 5 Health/4 Sanity, Pocket Watch, Feed the Mind spell, 2 Clues, +1 Strength, +1 Lore, +1 Observation
As always, doublecheck the stats and make sure my math is right. In a bit of a rush this morning.
So Diana is either Delayed or has 3 Clues.
Reckoning Events:
First Trish and Jackie roll for Dark Pact, then Jackie and Diana roll for Hallucinations, then people decide who's going to spend Clues for the Spider (if we are at all), and then everyone rolls for Bermuda Triangle.
Geth roll 1d6t3 for Triangle Teleportation
Great! Nothing bad happens this time to me anyway.
Given that we're THIS CLOSE to winning, I'm sure we really don't need to worry about the Eight Legged Freak but I'll throw a Clue in if everyone's worried.
I'm heading for Cape Town within 2 turns so I be close enough to grab those tokens.
I would recommend Norman movie to a town to try and acquire Wireless Services to give Akachi his clues, or take the 2 turns to travel to Japan, either way works.
That said, I should have 2 less clues since 2 were needed for the comet.
Now, Bermuda teleport...
Geth, roll 1d6t3 for Bermuda Teleport
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
Can I be forcefully moved while delayed?
Lets not spend clues THIS turn, as long as someone is gonna take out that spider-monster next turn.
Geth roll 1d6t2 for Dark pact
Geth roll 1d6t5 for Hallucinations
Geth roll 1d6t3 for Bermuda
Actions/Encounters
Stand back up
Have an ocean wilderness encounter.
If we don't delay the Spider, there's only 2 Reckoning left and we lose, so I guess I could kill the Spider, but someone should take my clues first.
Choose Your Own Chat 1 Choose Your Own Chat 2 Choose Your Own Chat 3
Acquire Assets for the Wireless Service
Get a boat ticket to avoid fighting in Arkham this turn or the next.
Guess I can follow that up with a London encounter.
Geth roll 3d6t5 for Influence.
Perfect. Akachi has two of my clues.
(Saving 1 for any extra rerolls against Boris the Spider)
Actions/Encounters
Rest
Acquire Assets
Do the mystery thing.
Geth roll 2d6t5 to Acquire Assets.
Choose Your Own Chat 1 Choose Your Own Chat 2 Choose Your Own Chat 3
@Daemonis still need to figure out if Diana wants a Rome encounter or a City encounter.
EDIT: And if anyone's curious, Vatican Missionary (2) replaces the Wireless Report (think Goon, but for Will instead of Strength).
Geth roll 1d6t3 for Bermuda Triangle
Prose/exposition to follow but for now,
Jackie, test Lore
Diana, test Lore-1
Move to Moscow.
Acquire train ticket.
Local encounter.
Meanwhile...
Geth roll 4d6t5 for Lore test
Diana finds herself on a boat in the Caribbean surrounded by several drunken sailors and other miscreants. She doesn't know how she got there and neither does the captain, but he demands that she pay her way on the voyage. Working the lines, one of the sailors sings a shanty that grab's Diana's attention. Not so much for the song itself but its lyrics. They speak of a woman searching for her lost husband, and the Cultist recognizes it as the legend of Isis. The sailor teaches her the shanty.
Diana is now Blessed
Seeing a strange woman in a robe making friends with a deckhand, Jackie tries to make a friend of her own. Finding one particularly lonely looking sailor, Jackie attempts to strike up a conversation, but finds why he is alone. The man does not speak any language that any of the other crew does. Piecing together in her mind parts of her adventures, she goes through several old dialects until the old sailor's eyes light up. The Psychic is able to converse with the man, who is happy to hear his own language after so long. He teaches her a chat that is customary among his people.
Jackie has learned the Conjuration Spell.
Action: Test Lore +1. If successful, gain 1 Item or Trinket equal to the number of successes rolled.
Wandering the streets of Moscow, Norman is approached by Vory who wish to have is assistance in some legal matters.
Test Influence Success: Gain 1 Service Asset.
Trish ducks in to an old book store while preparing for her trip to Greenland. Although there are several old books to be found here, the organization can be politely called chaotic.
Geth roll 1d6t5 for Trish's Lore.
The Voy manage to pull a Charter Flight for Norman.
You may move two spaces.
Mythos Phase:
The OMEN changes to Green
Monsters Surge through the Gate at Arkham, Spawning a Ghost and Shoggoth
A Clue appears in Arkham
The man in the dark suit approaches Trish. "My my, this is exciting... you've already proven that you're willing to sacrifice for save others. Are you willing sacrifice to harm others?"
The man's ticking grows louder... "Hurry my dear, we haven't much time.. Make your decision."
Lead Investigator may discard 1 Monster of their choice if they take damage equal to it's toughness.
Unfortunately the Spinner is an Epic Monster, which follows the following rules: "An Epic Monster is treated like any other Monster, except that it cannot be moved, returned to the cup, or discarded."
So I'm not going to take damage so that I may be at full health to fight the spider, and everything on the board is 2, 3 or 4.
Anyway, once @Preda decides where he wants to move to (I suggest India, then getting a ship ticket and a move will put you at either token). I'll update the board and we'll start the last few rounds.
Let's fly to India!
Meh, I'll actually do something useful.
Actions/Encounters
Cast Plumb the void, move myself to mid-Atlantic mystery token.
RestMove to Buenous Ares
Mystery Encounter/spend two clues
Buenous Ares encounter
Geth, roll 3d6t5 for Plumb the void
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, Ghoul/Shoggoth/Ghost in Arkham
Ongoing Rumor: Currently has 2 tokens. (0 will cause us to lose, Killing the Spider ends this Rumor)
Current Mystery:
Fragments of Azathoth's true name exsist in log forgotten tomes. If a person speaks his true name 3 times, the blasphemous sound will grant them great power...
Eldritch Tokens spawn in the Atlantic Ocean, Indian Ocean and Tokyo.
As an Encounter, an investigator may spend 2 Clues to move the Token from the space to this Mystery. When all tokens are on this card, we win everything.
Monster Information:
Spinner of Webs in Greenland: 2 Horror, 2 Health (-2 to Strength/Combat), 7 Toughness. 2 damage Failing the Will Test results in no Combat test.
Shoggoth: 3 Horro, 2 Health (-2 to Strength/Combat), 4 Toughness. Reckoning Effect: This monster recovers all health.
Ghost: 2 Horro (-1 Will), 2 Toughness. If the Will test is passed, this monster loses health equal to the test result.
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.
Vatican Missionary (2) - Ally +1 to Will during Combat Encounters. May reroll 1 die during Horror tests.
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/7 Sanity, Ship Ticket, Train Ticket, Mists of Releh spell
Diana - 5 Health/2 Sanity, Blessed, Hallucinations, Ancient Manuscript, Wither spell, Derringer, 3 Clue, +1 Lore, +1 Influence
Jackie - 4 Health/5 Sanity, Dark Pact, Hallucinations, Ruby ot R'lyeh, Ship Ticket, Flesh Ward spell, Plumb the Depths spell, Conjuration spell 1 Clue, +1 to Will
Norman - 5 Health/4 Sanity, Pocket Watch, Feed the Mind spell, 2 Clues, +1 Strength, +1 Lore, +1 Observation
Guys! We're in the home stretch here!
I think we got this!