If Silas can not use the extra action, someone else is free to take 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!
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NocrenLt Futz, Back in ActionNorth CarolinaRegistered Userregular
8 (8) Health, 4 (4) Sanity, 1 Lore, 2 Influence, 2 Observation, 4 Strength, 4 Will
Carbine Rifle - Item/Weapon - Once per round, may gain +5 strength for a combat encounter.
.38 Revolver - +2 Strength for Combat
Urban Guide - Ally If in a city space, any investigators on your space may roll 1 extra die for all tests except other world encounters.
Private Investigator - +1 Observation and re-roll one die for Observation tests.
Fine Cloths - Item - Each 6 on an Acquisition roll counts as 2 successes.
Ship Ticket
Train Ticket
Active Skill: You and a Monster on your space each lose 1 Health.
Passive Skill: You cannot become Delayed or Detained unless you choose to.
Silas
Move to Sydney, then use ship ticket to move to #18
Special action to move to #15, then aquire assets
Clue encounter
Geth roll 3d6t5 for Influence
Influence:
3d6t50 [3d6t5=1, 4, 3]
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NocrenLt Futz, Back in ActionNorth CarolinaRegistered Userregular
Ok, it’s the weekend and let’s see if we can wrap things up!
Looks like there’s a bit of “Gain this clue and another” rewards this time. Too bad you can only apply 1 to the mystery.
Also, not like we really need it anyway since we’re 2 away from winning.
Kane – Sea Clue
The whole ship is dragged sideways across the water by an invisible force. This is obviously the work of the Elder One and proof positive of his involvement!
But Kane is dragged to Antarctica, moving closer to the Gate in Sydney. He must also sacrifice his knowledge (1 spell), or Lose 2 Sanity
Trish – Sea Clue
Trish sees a white ship on the horizon, it’s sails unaffected by the strong winds of the Caribbean. Trish grabs a nearby telescope and attempts to examine the craft before she loses sight of it… Test Observation -1
PASS: Trish manages to follow the ship as it passes through a fog bank and into another world, Gaining 2 Clues.
Diana – City Clue
Diana runs into Randolph Carter that accuses the reformed Cultist is a thief and the Lodge stole a unique family treasure. Diana attempts to placate the man by agreeing to check out the local Lodge. Test Observation
PASS: Diana is able to sneak in and examine the treasure, learning from it (Gain Clue). If she’s careful, she may be able to make the ol’ Switch-o-roo… (sacrifice 1 spell for the Silver Key artifact).
FAIL: The other Lodge members don’t believe that she’s one of them and merely an imposter and Detain her.
Lola – Gate encounter
While Lola enjoyed her vacation, it was good to be back in the states, but she felt the calling to an old building. However the door won’t open for her. One of her entourage suggests that she must show proof of her knowledge to enter the Great Hall of Celaeno. Test Knowledge
PASS
Entering the Great Hall, Lola realizes that she must have confidence in her action in order to sell her role that she actually belongs in this place. She gathers her courage for this one in a lifetime role!
[color]Test Will[/color]
PASS: Lola find the book she was looking for and quickly departs, stage left, and closes the Gate behind her.
FAIL: Never very good at improve, Lola’s fear give her away and his Delayed by the Hall Monitors.
FAIL
The sigil Lola attempted to draw in order to prove her knowledge was wrong (apparently it wasn’t a :razz:) and finds herself thrown back on Earth, struggling to retain the memories of what happened. Gain Amnesia unless you spend 1 Clue
Silas – City Clue
The Cape Town library is well stocked with old and rare books. The Sailor sees a librarian load several into a shipping box. Seeing the name on the box of “Whateley” Silas instantly remembers that the family was bad news in Arkham, and he attempts to convince the librarian of the same… Test Influence -1
PASS: Silas’s advice is heeded and the library sends out the message to all of it’s branches. The Sailor is able to instead read the books himself, gaining 2 Clues.
FAIL: Brushing off his warnings, the librarians ship their package. A short while later, Silas feels a sense of dread and sees the stars change… Advance DOOM by 1
Mark – Wilderness Clue
Even in the frozen near-wastes of Tunguska, people speak of witches, this one named Lavinia. Mark and his allies comb through the eye witness accounts and Mark wonders if Wilbr Whateley’s mother still yet lives… Test Observation -1
PASS: While Lavinia proves to be nothing more than a snipe hunt, the information gathered proves invaluable.
FAIL: The cult of Yog-Sothoth learns of the Soldier’s investigation, opening a Gate.
Before I look at my encounter, I need to know the outcome of using Feed the Mind with 3 successes (I think that would allow me to upgrade a second stat).
I'm thinking influence, and if I get a second improvement, observation.
Sic transit gloria mundi.
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NocrenLt Futz, Back in ActionNorth CarolinaRegistered Userregular
Oh right, yeah I double checked and while that is a possibly, it's not one your possibilities.
There are multiple copies of each Spell and while some do give bonus for better successes, others don't. Unfortunately, yours didn't. So you get the standard "increase one stat and lose 1 sanity" effect.
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!
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NocrenLt Futz, Back in ActionNorth CarolinaRegistered Userregular
edited July 2015
Geth roll 3d6t5 for observation
And pray.
Edit: THAT'S GAME, HENDRIXS!
We have 6 clues on the mystery.
Now to survive the Mythos Phase, and we win.
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
Ok.
I'll need to do a final write up with some flourishes, but the Mythos Phase goes as such - Advance Omen (and DOOM), Monster Surge, spawn Clues, and main event which is "remove all items from the reserves. No new items may be purchased till the next Reckoning."
So yeah, we pretty much won.
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NocrenLt Futz, Back in ActionNorth CarolinaRegistered Userregular
edited July 2015
Mythos Phase...
The Omen advances, Monsters surge through the open portals and whispers tell of secrets in far away lands...
Shops close up, their keepers unsure of when they will reopen, and the streets are sparsely populated even in the daylight hours...
Charles Kane pulls into port with his assistant and body guard, unsure of what to make of all this.
He found the evidence and applied the knowledge. They had won right? He could feel that sense of hope underneath the crushing weight of the depression, so maybe he had fought back the darkness.
But why didn't this feel like a true victory?
Trish sat on the shore of the Haiti and looked out onto the water. She felt different, but so did the world. It felt bittersweet, like a fresh cane from the nearby fields dipped in lemons juice.
She held onto her sword as she attempted to book passage back to Europe, then she hoped to make her way back to Moscow.
She would have to be debriefed...
Diana faced the Gate as the sounds and shapes coming from it got louder and clearer. She held the tome in her hand, it's pages open to the spell she needed and closed her eyes, reciting the incantation and drawing the sigils in the air in front of her. Just as she was sure she felt something that was mere inches from her face, there was a sudden gust of wind from behind her and then....nothing. She opened her eyes to the early evening and saw nothing. No trace of a portal to another world or any sign of any beasts that were about to grab her. Then it caught her eye. Claw marks in the street. They were here, but now they were gone.
She almost didn't want to turn around to see the single person giving her a faint round of applause...
Lola and her entourage checked their surroundings in Chinatown. Had she had a story to tell. And she played her part beautifully, they all did. She played the role of a lifetime and saved the world, she was sure of it. She contacted her agent down south. While others had played parts of the Yellow Court, she felt she had lived it and only she could breath new life into the role.
She still had the script tucked away in her steamer trunk as well...
Silas looked out over Cape Town, seeing the stores start boarding up as people were leaving. Work was getting hard to come by, even for the sailor. "How be the crew Silas?"
"Sturdy Captain. But very green. Not many of them have been on the water for longer than a week at most." The captain spoke again. "They'll earn their place. We cast off for Port Leith tomorrow."
Antarctica was not a place Silas wanted to go, but he wasn't in a position to argue...
Mark looked carefully around him. The frozen tundra on Siberia was not where he wanted to be. He had avenged his wife's death, he felt it in his bones. And he had done good work as well, saving others from a deranged killer living in the sewers. It was time to head home and live well.
And home was just on the other side of that hill, he was sure of it...
We did so little against so much and just barely survived. Great job cooperating on getting those gates sealed, that was the hardest part.
As an aside, what would have happened f the ancient one awoke?
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 July 2015
Bad stuff. I need to check but it's generally stuff like this:
The Cultest get more powerful and you have to do 3 different missions/mysteries in order to win, which are usually harder to complete. The Reckoning effect changes as well.
You also don't respawn with a new character if you die/go insane.
But you do get access to the Lavos option: since most of the Ancient Ones spawn as Epic Monsters, you can attempt to fight them and win that way.
Edit:
So here's what would have happened if Yoggy woke up-
Cultists stats stay the same but instead of gaining a spell and taking 1 sanity damage when they die, instead you lose 1 sanity for each spell BEFORE the strength test.
So once there are 3 mysteries solved, you have to step into a Gate and take a special encounter there. Success puts a token on Yoggy and we would need to do that 3 times.
Each time a Gate advances Doom, instead it is placed on the Elder God sheet. Whenever Doom would otherwise be advanced, put a Gate from the stack onto the sheet. IF there are 3 or more gates on the sheet, we would lose.
Reckoning Effect changes to reflect this new rule (So instead of advancing DOOM, it would place the gate on the Elder sheet).
Posts
Even without the extra action, you're close enough to Cape Town/South Africa to get there since you have a ship ticket or two.
Move to Sydney then sail for Cape Town.
Then resting before Clue encounter.
Can't do anything useful but move.
Move to Tunguska.
Clue encounter.
Carbine Rifle - Item/Weapon - Once per round, may gain +5 strength for a combat encounter.
.38 Revolver - +2 Strength for Combat
Urban Guide - Ally If in a city space, any investigators on your space may roll 1 extra die for all tests except other world encounters.
Private Investigator - +1 Observation and re-roll one die for Observation tests.
Fine Cloths - Item - Each 6 on an Acquisition roll counts as 2 successes.
Ship Ticket
Train Ticket
Active Skill: You and a Monster on your space each lose 1 Health.
Passive Skill: You cannot become Delayed or Detained unless you choose to.
The Black Hole of Cygnus X-1
Move to San Francisco.
Gate encounter.
Move to Sydney, then use ship ticket to move to #18
Special action to move to #15, then aquire assets
Clue encounter
Geth roll 3d6t5 for Influence
Looks like there’s a bit of “Gain this clue and another” rewards this time. Too bad you can only apply 1 to the mystery.
Also, not like we really need it anyway since we’re 2 away from winning.
Kane – Sea Clue
But Kane is dragged to Antarctica, moving closer to the Gate in Sydney. He must also sacrifice his knowledge (1 spell), or Lose 2 Sanity
Trish – Sea Clue
Test Observation -1
PASS: Trish manages to follow the ship as it passes through a fog bank and into another world, Gaining 2 Clues.
Diana – City Clue
Test Observation
PASS: Diana is able to sneak in and examine the treasure, learning from it (Gain Clue). If she’s careful, she may be able to make the ol’ Switch-o-roo… (sacrifice 1 spell for the Silver Key artifact).
FAIL: The other Lodge members don’t believe that she’s one of them and merely an imposter and Detain her.
Lola – Gate encounter
Test Knowledge
PASS
[color]Test Will[/color]
PASS: Lola find the book she was looking for and quickly departs, stage left, and closes the Gate behind her.
FAIL: Never very good at improve, Lola’s fear give her away and his Delayed by the Hall Monitors.
Silas – City Clue
Test Influence -1
PASS: Silas’s advice is heeded and the library sends out the message to all of it’s branches. The Sailor is able to instead read the books himself, gaining 2 Clues.
FAIL: Brushing off his warnings, the librarians ship their package. A short while later, Silas feels a sense of dread and sees the stars change… Advance DOOM by 1
Mark – Wilderness Clue
Test Observation -1
PASS: While Lavinia proves to be nothing more than a snipe hunt, the information gathered proves invaluable.
FAIL: The cult of Yog-Sothoth learns of the Soldier’s investigation, opening a Gate.
I'm thinking influence, and if I get a second improvement, observation.
There are multiple copies of each Spell and while some do give bonus for better successes, others don't. Unfortunately, yours didn't. So you get the standard "increase one stat and lose 1 sanity" effect.
Well hope the rest of you have better luck.
And pray.
Edit: THAT'S GAME, HENDRIXS!
We have 6 clues on the mystery.
Now to survive the Mythos Phase, and we win.
Geth roll 3d6t5 for Observation -1 (3rd die is PI reroll if needed)
The Black Hole of Cygnus X-1
Diana:
Geth roll 3d6t4 for The old switcheroo
Geth, roll 4d6t5 for Showing knowledge
Geth, roll 4d6t5 for Eventual Will to Improvise
I'll need to do a final write up with some flourishes, but the Mythos Phase goes as such - Advance Omen (and DOOM), Monster Surge, spawn Clues, and main event which is "remove all items from the reserves. No new items may be purchased till the next Reckoning."
So yeah, we pretty much won.
The Omen advances, Monsters surge through the open portals and whispers tell of secrets in far away lands...
Shops close up, their keepers unsure of when they will reopen, and the streets are sparsely populated even in the daylight hours...
Charles Kane pulls into port with his assistant and body guard, unsure of what to make of all this.
He found the evidence and applied the knowledge. They had won right? He could feel that sense of hope underneath the crushing weight of the depression, so maybe he had fought back the darkness.
But why didn't this feel like a true victory?
Trish sat on the shore of the Haiti and looked out onto the water. She felt different, but so did the world. It felt bittersweet, like a fresh cane from the nearby fields dipped in lemons juice.
She held onto her sword as she attempted to book passage back to Europe, then she hoped to make her way back to Moscow.
She would have to be debriefed...
Diana faced the Gate as the sounds and shapes coming from it got louder and clearer. She held the tome in her hand, it's pages open to the spell she needed and closed her eyes, reciting the incantation and drawing the sigils in the air in front of her. Just as she was sure she felt something that was mere inches from her face, there was a sudden gust of wind from behind her and then....nothing. She opened her eyes to the early evening and saw nothing. No trace of a portal to another world or any sign of any beasts that were about to grab her. Then it caught her eye. Claw marks in the street. They were here, but now they were gone.
She almost didn't want to turn around to see the single person giving her a faint round of applause...
Lola and her entourage checked their surroundings in Chinatown. Had she had a story to tell. And she played her part beautifully, they all did. She played the role of a lifetime and saved the world, she was sure of it. She contacted her agent down south. While others had played parts of the Yellow Court, she felt she had lived it and only she could breath new life into the role.
She still had the script tucked away in her steamer trunk as well...
Silas looked out over Cape Town, seeing the stores start boarding up as people were leaving. Work was getting hard to come by, even for the sailor. "How be the crew Silas?"
"Sturdy Captain. But very green. Not many of them have been on the water for longer than a week at most." The captain spoke again. "They'll earn their place. We cast off for Port Leith tomorrow."
Antarctica was not a place Silas wanted to go, but he wasn't in a position to argue...
Mark looked carefully around him. The frozen tundra on Siberia was not where he wanted to be. He had avenged his wife's death, he felt it in his bones. And he had done good work as well, saving others from a deranged killer living in the sewers. It was time to head home and live well.
And home was just on the other side of that hill, he was sure of it...
As an aside, what would have happened f the ancient one awoke?
The Cultest get more powerful and you have to do 3 different missions/mysteries in order to win, which are usually harder to complete. The Reckoning effect changes as well.
You also don't respawn with a new character if you die/go insane.
But you do get access to the Lavos option: since most of the Ancient Ones spawn as Epic Monsters, you can attempt to fight them and win that way.
Edit:
So here's what would have happened if Yoggy woke up-
Cultists stats stay the same but instead of gaining a spell and taking 1 sanity damage when they die, instead you lose 1 sanity for each spell BEFORE the strength test.
So once there are 3 mysteries solved, you have to step into a Gate and take a special encounter there. Success puts a token on Yoggy and we would need to do that 3 times.
Each time a Gate advances Doom, instead it is placed on the Elder God sheet. Whenever Doom would otherwise be advanced, put a Gate from the stack onto the sheet. IF there are 3 or more gates on the sheet, we would lose.
Reckoning Effect changes to reflect this new rule (So instead of advancing DOOM, it would place the gate on the Elder sheet).
Good job on saving the world (for now!) everyone.
And special thanks to Nocren for running the whole thing.
I don't think I helped at all but enjoyed wandering the world.
Thanks, Nocren!
The Black Hole of Cygnus X-1