Harvey - Move to Black Cave Bob - Other World Mandy - Lore +2, hand stuff back, move to Woods Joe - Move to Independence Square Mary - ? Jenny - Fight/Will 3/3, move to Woods
Harvey is under attack by a Fire Vampire! Mandy is sucked through a Gate. Joe, a shadow falls across you from no apparent source and you shiver with more than just cold. Pass a Will (-1) check or lose 1 Stamina and 1 Sanity. Mary, a woman fleeing something runs right into you. As you try to help her up, she blindly attacks you. Pass a Fight (-1) check to restrain her; if you succeed, take Ruby Standish's Ally card, or draw a Unique Item if it's not available. Jenny is sucked through a Gate.
Joe now has 2 Clues, 1 Stamina and 2 Sanity. Mary has 2 Clues and gains the Cabala of Saboth (I keep my copy next to my Bathroom Reader.) Harvey drops back to 5 Sanity and gains another monster trophy.
Other World Encounters, Turn 12
Bob, you are disturbed by unsettling echoes. Pass a Sneak (-1) check to quiet them or lose 2 Sanity. Mandy, 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. Jenny, you stare into the face of madness (not quite as bad as its mouth, according to Sam.) 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. You need to roll 5 dice.
Mordenthral on
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El SkidThe frozen white northRegistered Userregular
Mythos Phase, Turn 12 Happy Days Are Here Again (environment)
A Gate would open at the Woods, but there's already one there. Monster Surge!
6 Monsters appear, 2 at each Gate, and that puts you at the Monster limit:
At the Woods: Warlock & Dimensional Shambler
At the Unnameable: Gug & Maniac
At the Graveyard: Maniac & Elder Thing
A Clue appears at the Historical Society
The Star Spawn (white) and the Maniacs (black) both move
Due to the renewed prosperity that has come to Arkham, the Terror level cannot increase.
Upkeep/Movement, Turn 13 Bob - ?; Returning to Arkham Mandy - ?; Other World Joe - ? Mary - ? Jenny - ?; Other World (+$1, not on the map) Harvey - ? (+1 Sanity, not on the map)
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El SkidThe frozen white northRegistered Userregular
edited November 2010
That mythos card didn't remove the "cannot seal gates" one, did it?
Upkeep/Movement, Turn 13 Bob - ?; Returning to Arkham Mandy - ?; Other World Joe - ? Mary - -1 Speed; read a Tome Jenny - ?; Other World (+$1, not on the map) Harvey - ? (+1 Sanity, not on the map)[/COLOR]
Any one besides Mary gonna chime in?
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El SkidThe frozen white northRegistered Userregular
Joe also leaves his slider unchanged. He walks to whatever that street area is where the name is covered up by the Star Spawn and Maniac, and picks a fight with the Maniac.
Having won that fight, he decides to evade the Star Spawn rather than pushing his luck. No dice; what a drag(last clue). Joe enters combat, auto-fails the Horror check and goes insane (discarding his Map of Arkham).
FunkyWaltDogg on
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El SkidThe frozen white northRegistered Userregular
edited November 2010
You would also lose half your clue tokens (round down, so 1 of your 2, according to the map)- are you sure you don't want to spend that clue trying to evade, since it gets lost anyway?
Having won that fight, he decides to evade the Star Spawn rather than pushing his luck. No dice; what a drag(last clue). Joe enters combat, auto-fails the Horror check and goes insane (discarding his Map of Arkham).
Actually, when you fail to evade the Star Spawn, it first does it's Stamina damage to you before you enter combat. So it kills you before you have a chance to go insane.
e- Sorry.. "knocks you unconscious and your body makes it to the hospice."
Upkeep/Movement, Turn 13 Bob - Returning to Arkham Mandy - Other World Joe - To the hospital, the short way. Mary - -1 Speed; read a Tome Jenny - ?; Other World (+$1, not on the map) Harvey - (+1 Sanity, not on the map); stays put[/COLOR]
Waiting on confirmation from Jenny that there are no slider changes.
Having won that fight, he decides to evade the Star Spawn rather than pushing his luck. No dice; what a drag(last clue). Joe enters combat, auto-fails the Horror check and goes insane (discarding his Map of Arkham).
Actually, when you fail to evade the Star Spawn, it first does it's Stamina damage to you before you enter combat. So it kills you before you have a chance to go insane.
e- Sorry.. "knocks you unconscious and your body makes it to the hospice."
That's actually better I think, since I was headed for the hospital anyway. Thanks!
Upkeep/Movement, Turn 13 Bob - Returning to Arkham Mandy - Other World Joe - To the hospital, the short way. Mary - -1 Speed; read a Tome Jenny - ?; Other World (+$1, not on the map) Harvey - (+1 Sanity, not on the map); stays put[/COLOR]
Waiting on confirmation from Jenny that there are no slider changes.
Arkham Encounters, Turn 13 Bob - Using the Elder Sign? Joe - You sneak a peek at the medical records for a recent admission who was involved in a cult ritual. Pass a Lore (+0) check to learn something about the cult's methods Gain 1 Clue token. Mary - Carl Sanford draws you into the study to talk and you feel the cold creep of dread listening to him. Make a Lore (-1) check. If you pass, your willpower stands up to the test of the ancient wizard and you even learn something of value. Gain 3 Clue tokens. If you fail, his hypnotic tones lull you into a trance. The conversation seems short, but when you leave the study, much time has passed and your thoughts are confused. Lose all of your Clue tokens and move to the street. Harvey - You are attacked by a shadowy being, but a large man leaps out of the darkness and drives it off. He introduces himself as Tom "Mountain" Murphy. Make a Luck (-2) check, or discard a Whiskey card to pass it automatically. If you pass, he joins your investigation. Take his Ally card if it's available, otherwise he gives you something to protect yourself with. Search the Common Item deck and take the first Weapon you find. If you fail, nothing happens.
Other World Encounters, Turn 13 Mandy - You may choose to try and infiltrate one of the angled structures. If so, make a Sneak (-1) check. If you pass, draw 2 Unique Items and keep 1 of them. If you fail, you are lost in time and space. Jenny - Pass a Fight (-2) check to pry open a grate you find built into the wall. Inside, you find something fascinating. Draw 1 Unique Item.
Doom drops to 6, Bob is at 1 Stamina and 1 Sanity and the Graveyard is sealed. Bob gets an Abyss trophy to hang above his fireplace and the Dark Jung is returned to the cup.
Posts
Harvey - Move to Black Cave
Bob - Other World
Mandy - Lore +2, hand stuff back, move to Woods
Joe - Move to Independence Square
Mary - ?
Jenny - Fight/Will 3/3, move to Woods
Twitch Stream
Harvey is under attack by a Fire Vampire!
Mandy is sucked through a Gate.
Joe, a shadow falls across you from no apparent source and you shiver with more than just cold. Pass a Will (-1) check or lose 1 Stamina and 1 Sanity.
Mary, a woman fleeing something runs right into you. As you try to help her up, she blindly attacks you. Pass a Fight (-1) check to restrain her; if you succeed, take Ruby Standish's Ally card, or draw a Unique Item if it's not available.
Jenny is sucked through a Gate.
(And yes, the Dhole is gone.)
Dice, you really do care!
Twitch Stream
The vampire is casually erased from the world.
-1 sanity, +1 Fire Vampire token.
Mary has 2 Clues and gains the Cabala of Saboth (I keep my copy next to my Bathroom Reader.)
Harvey drops back to 5 Sanity and gains another monster trophy.
Other World Encounters, Turn 12
Bob, you are disturbed by unsettling echoes. Pass a Sneak (-1) check to quiet them or lose 2 Sanity.
Mandy, 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.
Jenny, you stare into the face of madness (not quite as bad as its mouth, according to Sam.) 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. You need to roll 5 dice.
Sneak -1 check (2d6.hits(5)=0) FAIL.
Last clue token, activate! Clue token on Sneak -1 check (2d6.hits(5)=1) SUCCESS. Phew.
e- that should have been 1d6, but the first one hit, so it's good.
This is horrible ! Being digested ! Gross !
I have some good and bad news..
Mythos Phase, Turn 12
Happy Days Are Here Again (environment)
Upkeep/Movement, Turn 13
Bob - ?; Returning to Arkham
Mandy - ?; Other World
Joe - ?
Mary - ?
Jenny - ?; Other World (+$1, not on the map)
Harvey - ? (+1 Sanity, not on the map)
What a coincidence...
Actually, did someone already pick up my ally? Cause that +2 stealth would be awesome right now...
Twitch Stream
edit - Hey! How about I add it to the map on the next update.
I see. Ah well.
Let's lower our move and crack open a nice book.
Twitch Stream
Any one besides Mary gonna chime in?
Horror: N/A
Combat: 1 hit; spend 1 clue, 2 more hits.
Having won that fight, he decides to evade the Star Spawn rather than pushing his luck. No dice; what a drag (last clue). Joe enters combat, auto-fails the Horror check and goes insane (discarding his Map of Arkham).
Harvey can't get past the Star Spawn without dying on an average roll, so he's gonna stay put this turn, I guess.
Actually, when you fail to evade the Star Spawn, it first does it's Stamina damage to you before you enter combat. So it kills you before you have a chance to go insane.
e- Sorry.. "knocks you unconscious and your body makes it to the hospice."
Waiting on confirmation from Jenny that there are no slider changes.
That's actually better I think, since I was headed for the hospital anyway. Thanks!
Yup, no slider changes
Bob - Using the Elder Sign?
Joe - You sneak a peek at the medical records for a recent admission who was involved in a cult ritual. Pass a Lore (+0) check to learn something about the cult's methods Gain 1 Clue token.
Mary - Carl Sanford draws you into the study to talk and you feel the cold creep of dread listening to him. Make a Lore (-1) check. If you pass, your willpower stands up to the test of the ancient wizard and you even learn something of value. Gain 3 Clue tokens. If you fail, his hypnotic tones lull you into a trance. The conversation seems short, but when you leave the study, much time has passed and your thoughts are confused. Lose all of your Clue tokens and move to the street.
Harvey - You are attacked by a shadowy being, but a large man leaps out of the darkness and drives it off. He introduces himself as Tom "Mountain" Murphy. Make a Luck (-2) check, or discard a Whiskey card to pass it automatically. If you pass, he joins your investigation. Take his Ally card if it's available, otherwise he gives you something to protect yourself with. Search the Common Item deck and take the first Weapon you find. If you fail, nothing happens.
Other World Encounters, Turn 13
Mandy - You may choose to try and infiltrate one of the angled structures. If so, make a Sneak (-1) check. If you pass, draw 2 Unique Items and keep 1 of them. If you fail, you are lost in time and space.
Jenny - Pass a Fight (-2) check to pry open a grate you find built into the wall. Inside, you find something fascinating. Draw 1 Unique Item.
Twitch Stream
The book taught you Stealth, incidentally.
Yes sir!
I had assumed I don't get an encounter this turn.