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Eldritch Horror - Now playing! Oscar nomination: The Book Thief

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Posts

  • MrBodyMrBody Registered User regular
    Not giving up sanity? That's insane!

  • Professor PhobosProfessor Phobos Registered User regular
    I can't use the clue productively for anything else!

  • MrBodyMrBody Registered User regular
    Not losing sanity? That's insane!

  • MrBodyMrBody Registered User regular
    Oops. Double poster. Low sanity day.

    Getting on processing the final turn to bring it home.

  • MrBodyMrBody Registered User regular
    ObiFett wrote: »
    Geth, roll 6d6t4 for Nightcrawler

    4 successes for Plumb the Void spell. No further effect.

  • MrBodyMrBody Registered User regular
    edited July 2014
    Turn 13- Encounter phase

    The comet nears Earth, ready to claim the planet for the court of Azathoth. The final two portals that feed his followers' power lie before the investigators. Who will triumph?

    Current Map
    QAAkRIv.jpg



    Asset


    (3) Puzzle Box (trinket): When you perform a rest action, you may attempt to open the puzzle box (observation -2). If you pass, discard this card and gain 1 artifact.
    (1) Charter Flight (service): When you gain this card, immediately move up to 2 spaces. Then discard this card.
    (1) Wireless report (service): When you gain this card, immediately give any number of clues to another investigator on any space. Then discard this card.
    (1) Delivery service (service-teamwork): When you gain this card, immediately give any number of item possessions to another investigator on any space. Then discard this card

    Active Monsters

    Gug
    Will (+0): 2 damage
    Strength (-2): 3 damage
    4 health
    If you defeat this monster during a combat encounter, you do not resolve an additional encounter.

    Byakhee
    Will (+0): 1 damage
    Strength (0): 2 damage
    2 health
    If you defeat this monster during a combat encounter, you may lose 1 sanity to move 3 spaces instead of resolving another encounter.

    Cultist
    Will (+0): 1 damage
    Strength (-): -
    After you resolve the will test, lose 1 health and defeat this monster.



    Gnoph-Keh
    Will (+0): 1 damage
    Strength (-2): 2 damage
    3 health
    When this monster is spawned, move it to the Himalayas.
    Reckoning: Each investigator on this space loses 1 health.

    Elder Thing
    Will +0 (3 damage)
    Strength -1 (2 damage)
    3 health


    Serpent People
    Will (+0) (2 damage)
    Strength (-1) (3 damage)
    2 health
    When this monster spawns, move it to the Amazon.
    Reckoning- Roll 1 die. On a 1 or 2, the nearest investigator moves 1 space toward this monster.

    Mummy
    Will (+0): 2 damage
    Strength (-2): 2 damage
    3 health
    When this monster is spawned, move it to the pyramids.

    Goat Spawn
    Will (+0): 1 damage
    Strength (-2): 2 damage
    If you defeat this monster during a combat encounter, you may gain a dark pact condition to discard 1 monster from any space.

    Maniac
    Will (+1): 1 damage
    Strength (-1):2 damage
    If you fail the strength test, you may discard 1 ally asset instead of losing health. If you defeat this monster during a combat encounter, gain 1 axe asset.

    Current Mystery (3 of 3)
    Azathoth hates money. Hates it!

    When $5000 have been deposited into MrBody's paypal account, solve this mystery.


    Omen of Devastation

    The Nemesis Moon appears in the night sky, visible to all and heralding an imminent doom.


    When an investigator closes a gate that corresponds to the current omen, he may spend 1 clue to place 1 eldritch token on this card.

    At the end of the mythos phase, if there are 4 eldritch tokens on this card, solve this mystery.

    2 tokens

    Rumor
    none



    Charlie Kane "the politician" (Astaereth)
    gwx6.png
    +1 Will
    +1 Observation
    3/4
    7/8
    -Personal assistant (ally): +1 influence. May reroll 1 die during Influence tests.
    -Fine Clothes (item): Each 6 you roll when resolving an acquire assets action counts as 2 successes.
    -Private investigator (ally): +1 observation. May reroll 1 die during Observation tests.
    -Vatican Missionary (ally): Gain +1 Will. You may reroll 1 die when resolving Will tests.
    -Fishing net (item):You may reroll 1 die when resolving a Strength test during combat. Reduce the damage of monsters you encounter by 1 to a minimum of 1.
    -.45 automatic (item-weapon): Gain +3 strength during combat.
    -1 train ticket
    -2 clues
    -Lucky Cigarette case (trinket)- Once per round, you may add 1 to the result of 1 die when resolving a test.
    -Debt (condition, common): Local action- Test influence to discard this card.
    Reckoning: Flip this card

    Jim Culver "the musician" (SaberOverEasy)
    viu8.png
    3/7
    4/5
    -Protective Amulet (item): Gain +1 Will during combat.
    -Shriveling (spell): Action- Test Lore. Pass, and choose a monsters on your space to lose 2 health. Then flip this card.
    -Lightning Gun (item-weapon-magical): Gain +6 strength when resolving combat encounters. Action: You and each Monster on your space lose 1 health.
    -1 clue

    Leo Anderson "the expedition leader" (jdarksun)
    eldritch-horror-leo-anderson-actions.jpg
    +1 Will
    2/6
    5/6
    -Hired muscle (ally): +1 strength. May reroll 1 die during Strength tests.
    -Lucky rabbit's foot (trinket): Once per round, you may reroll 1 die when resolving a test.
    -Witch Doctor (Ally): An investigator on your space may gain 1 additional health or discard a cursed condition when performing a rest action.
    -Cat Burglar (ally): Action- roll 1 die. Gain 1 item or trinket from the asset reserve on a 5 or 6. Discard on a 1.
    -Axe: (item-weapon) +2 strength during combat. You may spend 2 sanity to reroll any number of strength dice during combat.
    -Arcane manuscripts (item-tome): Gain +1 to Lore for spell checks.
    -King James Bible (item-tome): You may reroll 1 die when resolving a Will Test during combat. When you perform a rest action, recover 1 additional sanity.
    -Conjuration (spell, ritual): Action- (Test Lore+1). If you pass, you may gain 1 item or trinket asset from the reserve with value equal to or less than your test result. Then flip this card.
    -Urban Guide (ally): If you are in a city space, all investigators on that space receive +1 to all tests, except during Otherworld encounters.
    -2 clues

    Akachi Onyele "the shaman" (mi-go hunter)
    wk3l.png
    4/5
    6/7
    -Mists of Releh (spell): During the encounter phase, test Lore to ignore monsters. Then flip this card.
    -2 clues
    -Carbine Rifle (item-weapon)- Once per round, you may gain +5 strength during combat.

    Mark Harrigan "the soldier" (Neaden)
    v60b.png
    3/8
    2/4
    -1 ship ticket
    -1 clue
    -Kerosine (item): Discard to receive +5 strength test during combat
    -.38 revolver (item, weapon): +2 to strength test during combat
    - Lodge Researcher (ally)- If you defeat a monster during a combat encounter, recover 1 sanity and gain 1 clue.
    -Debt
    -Blessed (condition-boon)

    4,5, and 6's count as successes on your tests. If you would gain another Blessed condition, flip this card instead. If you would gain a Cursed condition, discard this card instead.


    Lola Hayes "the actress" (am0n)
    wmau.png
    +2 Influence
    +1 Lore
    2/5
    4/7
    -.18 Derringer (trinket, weapon): may add +1 to the result of 1 die during combat strength test
    -Spirit Dagger (item-weapon-magical): Gain +1 will, +2 strength during combat.
    -Bandages (item): You may discard this card to prevent an investigator in your space from losing 2 stamina.
    -Holy Cross (item): Gain +2 Will during combat.
    -Double-barrled Shotgun (item-weapon): Gain +4 strength during combat. Each 6 you roll when resolving a strength test during combat counts as 2 successes.
    -1 clue
    -Blessing of Isis (ritual spell): Action: Test (Lore-1). If you pass, choose an investigator on your space that does not have a Blessed condition to gain a Blessed condition. Then flip this card.

    Jacqueline Fine "the psychic" (Obifett)
    615s.png
    +1 Lore
    4/4
    8/8
    -Flesh Ward (spell): Once per round, when any investigator would lose health, you may test Lore. If you pass, prevent that investigator from losing up to 2 health. Then flip this card.
    -Pocket Watch (trinket): You cannot become delayed unless you choose to do so.
    -Shriveling (spell): Action- Test Lore. Pass, and choose a monsters on your space to lose 2 health. Then flip this card.
    -Bull Whip (item-weapon): Gain +1 strength during combat. You may reroll 1 die when resolving a strength test during combat.
    -Wither (incantation spell). When solving a combat encounter, you may test Lore. If you pass, gain +3 strength during that encounter. Then flip this card.
    -Conjuration (spell, ritual): Action- (Test Lore+1). If you pass, you may gain 1 item or trinket asset from the reserve with value equal to or less than your test result. Then flip this card.
    -Instill Bravery (spell-incantation): Once per round, when an investigator would lose Sanity, you may test Lore. If you pass, prevent that investigator from losing up to 2 sanity. Then flip this card.
    -Feed the Mind (ritual spell): Action: Test Lore (-1). Pass, and choose an investigator on your space to improve 1 skill of his choice. Then flip this card.
    -Arcane Tome (item-tome): Gain +2 Lore when resolving Spells. When you perform a Rest Action, you may test Lore. If you pass, gain 1 spell.
    -Necronomicon (item-tome): Action: Test Lore. If you pass, you may spend 1 sanity to gain 2 spells.
    -1 clue
    -Plumb the Void (spell, ritual): Action: Test (Lore - 1). If you pass, an investigator of your choice may move to any space. Then flip this card.
    -Mists of Releh (spell-incantation): During the encounter phase, you may test Lore. If you pass, you may choose an encounter as if there are no monsters on your space. Then flip this card.
    -Blessing of Isis (ritual spell): Action: Test (Lore-1). If you pass, choose an investigator on your space that does not have a Blessed condition to gain a Blessed condition. Then flip this card.
    -Blessed (condition-boon)

    4,5, and 6's count as successes on your tests. If you would gain another Blessed condition, flip this card instead. If you would gain a Cursed condition, discard this card instead.

    Norman Withers "the astronomer" (Professor Phobos)
    hbcg.png
    +2 Will
    +2 Lore
    +2 Observation
    +2 Influence
    +1 Strength
    4/5
    4/7
    -1 ship ticket
    -Feed the Mind (ritual spell): Action: Test Lore (-1). Pass, and choose an investigator on your space to improve 1 skill of his choice. Then flip this card.
    -Wither spell (incantation spell). When solving a combat encounter, you may test Lore. If you pass, gain +3 strength during that encounter. Then flip this card.
    -Arcane Scholar (Ally): +1 Lore, may reroll 1 die during Lore tests.
    -Debt

    MrBody on
  • MrBodyMrBody Registered User regular
    edited July 2014
    Don't have time to process the entire turn right now. I can post this and continue tomorrow, need to resolve the otherworld encounters one at a time.


    Charlie Kane "the politician" (Astaereth)
    City
    A group of intimidating Syndicate members demande you pay them for protection. You offer the well-dressed men what you can afford (influence test).

    geth roll 6d6t5 for Politician influence test
    PASS

    Jim Culver "the musician" (SaberOverEasy)
    Otherworld - Yuggoth

    You find a room filled with strange metal cylinders. Inside of each cylinder is a living brain that can communicate through a speaker box. You ask them for help (influence test).

    geth roll 3d6t5 for Musician influence test
    PASS

    They describe how to operate the mi-go's machinery to travel between worlds. Based on what they say, you try to operate the alien devices (lore test)
    3 dice
    FAIL

    The machine shows you horrid vistas you would never want to visit. Lose 1 sanity

    Leo Anderson "the expedition leader" (jdarksun)
    Otherworld - City of the Great Race

    You find others who, like you, have had their consciousness pulled into alien bodies from throughout time. You try to convince them to share their knowledge (influence test).

    geth roll 2d6t5 for Expedition Leader influence test
    FAIL

    You gain nothing from speaking to them. Just being around them sets you on edge. Your mind might unhinge if you continue to push yourself without resting. Gain a paranoia condition and lose 1 sanity unless you become delayed.

    MrBody on
  • MrBodyMrBody Registered User regular
    edited July 2014
    dupe

    MrBody on
  • MrBodyMrBody Registered User regular
    edited July 2014
    Huh, why didn't geth work?

    geth roll 6d6t5 for Politician influence test

    geth roll 3d6t5 for Musician influence test

    geth roll 2d6t5 for Expedition Leader influence test

    edit: and still didn't roll? Anyone know what's going on?

    MrBody on
  • AstaerethAstaereth In the belly of the beastRegistered User regular
    edited July 2014
    Looks like geth will now only let you do one roll per post, and it has to be the first thing in the post.

    xgeth roll 2d6t5 for yNew geth apparently has to be the first thing in the post?:
    1d6t5 0 [1d6t5=4]

    Astaereth on
    PwH4Ipj.jpg
  • MrBodyMrBody Registered User regular
    geth roll 3d6 for test

    test:
    3d6 13 [3d6=3, 5, 5]

  • MrBodyMrBody Registered User regular
    edited July 2014
    geth roll 6d6t5 for Politician influence test

    geth roll 3d6t5 for Musician influence test

    geth roll 2d6t5 for Expedition Leader influence test

    What the heck? You can't do multiple lines anymore?

    Politician influence testgeth roll 3d6t5 for Musician influence testgeth roll 2d6t5 for Expedition Leader influence test:
    6d6t5 2 [6d6t5=4, 5, 3, 4, 1, 5]

    MrBody on
  • AstaerethAstaereth In the belly of the beastRegistered User regular
    Seems like it. You need a separate post for each one. Or you could do "geth roll 11d6t5 for Politican first 6, Musician next 3, Leader last 2"

    PwH4Ipj.jpg
  • MrBodyMrBody Registered User regular
    How convenient :(

    Need to catch an hour of sleep before work. Will try again tomorrow.

  • am0nam0n Registered User regular
    I hope that's just a bug....

  • MrBodyMrBody Registered User regular
    Apologies, my home internet decided to crap out all night yesterday and it's a tad too complex to update on phone.

    Anyone figure out the geth issue?

  • jdarksunjdarksun Scion of Chaos Registered User regular
    edited July 2014
    Minion, roll 1d6 for test 1
    Minion, roll 2d6 for test 2

    Needs to be at the start of a post, one per post.

    test 1Minion, roll 2d6 for test 2:
    1d6 6 [1d6=6]

    jdarksun on
  • MrBodyMrBody Registered User regular
    Huh...wonder why that was changed.

    Hold on a bit, figuring out how I'm going to format this.

  • jdarksunjdarksun Scion of Chaos Registered User regular
  • am0nam0n Registered User regular
    jdarksun wrote: »
    Rolling everything on Invisible Castle or Orokos might be easier.

    Which is a shame. Was nice to have the functionality directly into the forums. Hopefully they revert that change, as everyone just going back to an external roller kind of defeats the purpose.

  • MrBodyMrBody Registered User regular
    Yeah I tried typing stuff up last night before eventually giving up on the unwieldiness of it. Will redo it back up in orokos.

  • MrBodyMrBody Registered User regular
  • MrBodyMrBody Registered User regular
    edited July 2014
    Charlie Kane "the politician" (Astaereth)
    City
    A group of intimidating Syndicate members demande you pay them for protection. You offer the well-dressed men what you can afford (influence test).

    geth roll 6d6t5 for Politician influence test
    PASS

    Nothing happens.

    Jim Culver "the musician" (SaberOverEasy)
    Otherworld - Yuggoth

    You find a room filled with strange metal cylinders. Inside of each cylinder is a living brain that can communicate through a speaker box. You ask them for help (influence test).

    geth roll 3d6t5 for Musician influence test
    PASS

    They describe how to operate the mi-go's machinery to travel between worlds. Based on what they say, you try to operate the alien devices (lore test)
    3 dice
    FAIL

    The machine shows you horrid vistas you would never want to visit. Lose 1 sanity

    Leo Anderson "the expedition leader" (jdarksun)
    Otherworld - City of the Great Race

    You find others who, like you, have had their consciousness pulled into alien bodies from throughout time. You try to convince them to share their knowledge (influence test).

    geth roll 2d6t5 for Expedition Leader influence test
    FAIL

    You gain nothing from speaking to them. Just being around them sets you on edge. Your mind might unhinge if you continue to push yourself without resting. Gain a paranoia condition wad lose 1 sanity unless you become delayed.

    Akachi Onyele "the shaman" (mi-go hunter)
    Otherworld - Yuggoth
    You discover a waxen mask and artificial hands. Your mind reels as you realize that the old man you had spoken to earlier was actually some terrible creature disguised as a human (will test).

    4 dice
    PASS

    You realize now that the old man's words carry a secondary meaning. You attempt to decrypt what he said (lore test).

    3 dice
    PASS

    You understand the man's implied instructions; close this gate.

    Mark Harrigan "the soldier" (Neaden)
    Otherworld - Yuggoth
    The mi-go refuse to go near the city of green pyramids. You summon your courage ad explore this abandoned area (will test).

    4 dice, blessed
    PASS

    You find lost treasure! Gain 1 artifact. You hear sounds coming from within the pyramids and look for a place to hide (observation test - 1).

    1 die, blessed
    PASS

    You stay out of sight until the threat is gone. Close this gate.

    (Cultes des Goules
    Artifact - item - tome

    Action: Test lore. If you pass, you may spend 1 sanity to gain 2 clues)

    Lola Hayes "the actress" (am0n)
    City
    Legends say that this cemetery is haunted. Exploring the headstones, you encounter an angry specter eager to share his story. The experience is nerve wracking, but you try to listen (will test).

    3 dice
    FAIL

    His desperate voice echoes in your mind; gain a paranoia condition.

    Jacqueline Fine "the psychic"
    City
    The shop is robbed while you are browsing! You attempt to fend off the thieves (strength test).

    1 die, blessed
    FAIL

    Lose 1 health and discard 1 item.

    Norman Withers "the astronomer" (Professor Phobos)
    London
    You are invited to journey down to Oxford to examine John Dee's translation of the Necronomicon. You may become delayed to spawn 2 clues.

    Assuming 2 clues spent for the mystery.

    MrBody on
  • MrBodyMrBody Registered User regular
    edited July 2014
    Quick mythos phase to see if the doom beats you.

    Green card, Omen, monster surge, clue spawn.

    Omen- Blue constellation. No doom.
    Monster surge- No monsters drawn that immediately inflict 2 doom

    Effect- Investigators cannot perform rest actions next turn.

    4/4 tokens reached for the final mystery.

    MrBody on
  • MrBodyMrBody Registered User regular

  • MrBodyMrBody Registered User regular
    edited July 2014
    Hope it gave first time players an idea for the game.

    BUT...usually games aren't quite this easy. Although it officially supports 8 players, I feel like it doesn't quite work past 5. The scaling is kind of wonky (2 players deal with one gate spawn at a time while 8 players get two; four times the players but only double the gates) and there definitely aren't enough cards in the base game to smoothly play with 8. I'm sure you all noticed the many repeats of encounters. It got kind of crazy at the end since you had pretty much every item in the asset deck and silver twilight ritual was coming up nearly every turn. The only chance poor Azzy had was lucking on on the worst possible mythos card for the investigators last turn.

    And remember that Azathoth is the most vanilla ancient one. Shub-Niggarath has a cool theme of monsters overrunning the world, and Cthulhu makes you really feel the waves of insanity sweeping the globe.


    MrBody on
  • am0nam0n Registered User regular
    Thanks for running, MrBody! And go team Awesome!

  • NeadenNeaden Registered User regular
    Hooray for being barely adequate at saving the world! Thanks for running MrBody

  • SaberOverEasySaberOverEasy Registered User regular
    Sweet! Thanks for running this MrBody! I can only imagine the amount if housekeeping you had to do!

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