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The Stars Are Right... for an Arkham Horror LP!

Back to Let's Play < 1 2 3 4 5 6 7 8 9 10 11 >
  #271  
Old 05-04-2011, 09:56 PM
SladeForrester SladeForrester is offline
Master of Magic
 
Join Date: Jan 2011
Location: Youngstown, Ohio
Pronouns: He/Him/His
Posts: 277
Default Turn Four: Upkeep Phase

Tefari shifts Lore to 4 and Luck to 1, and moves Fight to 1 to move Will to 3.

StriderDL moves Speed to 3 and Sneak to 1, Fight to 2 and Will to 3.

SladeForrester shifts Fight to 4 and Will to 3.

Büge casts Voice of Ra, spending 1 Sanity point. Base Lore 4 - 1 Casting modifier = 3 dice. Only one success is needed.
Quote:
Originally Posted by www.wizards.com/dnd/dice/dice.htm
1,5,2
The spell is cast, so all checks for this turn carry a +1 bonus.
After that, Lore and Luck get shifted to 3.
Sanity: 4/5

No one else makes any adjustments.
  #272  
Old 05-08-2011, 07:23 PM
SladeForrester SladeForrester is offline
Master of Magic
 
Join Date: Jan 2011
Location: Youngstown, Ohio
Pronouns: He/Him/His
Posts: 277
Default Turn Four: Movement Phase

Tefari moves through the Miskatonic University streets, handing off the Ancient Statue and the Find Gate spell to Büge, and continues moving to the Merchant District streets to engage the Star Spawn.
VS
Horror Check: Base Will 3 - 3 Horror modifier = 0 dice. The Great Drake decides not to spend his only Clue, so it is an automatic Failure, and 2 Sanity damage is sustained.
To prepare for the Combat check, Drake attempts to cast Shrivelling. 1 Sanity point is spent, but he drinks the Whiskey to negate the loss.
Base Lore 4 - 1 Casting modifier = 3 dice.
Quote:
Originally Posted by www.wizards.com/dnd/dice/dice.htm
5,6,4
All successes and the spell is cast. The Great Drake is ready to focus his will on the Star Spawn.
Combat check: Base Fight 1 + 6 from Shrivelling - 3 Combat modifier = 4 dice. 3 successes are required.
Quote:
Originally Posted by www.wizards.com/dnd/dice/dice.htm
1,3,2,3
Not a single success. Exhausting Marksman gives Drake another shot.
Quote:
Originally Posted by www.wizards.com/dnd/dice/dice.htm
1,4,6,3
2 successes, one less than necessary. Drake burns his only Clue in an attempt to avoid a trip to the hospital...
Quote:
Originally Posted by www.wizards.com/dnd/dice/dice.htm
6
...and gets the final success! The Star Spawn is no more, and our Prodigious Prestidigitator claims it as a trophy.
Sanity = 2/5

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Sarcasmorator does not move from the first half of the Plateau of Leng, recovering from delayed status.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Destil chooses to remain at the Graveyard.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

StriderDL moves to the second half of Yuggoth.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

SladeForrester exits the Great Hall of Celeano to the Unvisited Isle, which he discovers has been very very visited since traversing the Gate. The monsters guarding the Gate do not need to be dealt with right away, they can be ignored until next turn, unless their movement icons come up during the Mythos Phase. Spending 1 Sanity and 1 Stamina, the Elder Sign activates and seals the Gate away. Pete claims the Gate token as a trophy, and 1 marker comes off the Doom Track.
Sanity = 4/5
Stamina = 5/6

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Nodal spends 4 movement points to arrive at the Curiositie Shoppe.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

ajr82 exhausts the Map of Arkham for an additional movement point and spends all 4 to reach the Library.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Büge spends 3 movement points to reach the Black Cave and claim the Clue there.
Clue count = 5

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  #273  
Old 05-08-2011, 09:41 PM
eternaljwh eternaljwh is offline
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Default

Any of them get sucked through the sealed gate?
  #274  
Old 05-08-2011, 11:15 PM
SladeForrester SladeForrester is offline
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Location: Youngstown, Ohio
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Default

Sadly, no. The Great Hall's symbol is a *, and no monsters carry it. Here's a breakdown of what is out on the board:

Witch: O
Nightgaunt(x2): \
Gug: \
The Dark Pharoah: \
Dimensional Shambler: []
Dark Young: {}
Flying Polyp: {}
Ghost: C
God of the Bloody Tongue: ^

Yuggoth: O
Plateau of Leng: <>

As it turns out, the only one that can get sucked back in is the Witch when the Gate to Yuggoth is closed. What we really need is a gate with a \.
  #275  
Old 05-12-2011, 12:34 AM
SladeForrester SladeForrester is offline
Master of Magic
 
Join Date: Jan 2011
Location: Youngstown, Ohio
Pronouns: He/Him/His
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Default Turn Four: Arkham Encounters

Tefari has no encounter, being in a streets space.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Sarcasmorator is in an Other World.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Destil
Quote:
Originally Posted by Graveyard
You find a man painting a picture of one of the horrible gargoyles lining the walls of the graveyard. Seeing you, he introduces himself as Richard Upton Pickman, a painter visiting from Boston. If you spend monster trophies that have a total of 5 toughness, Pickman takes a liking to you. Take his Ally card. If it is not available, he teaches you an incantation instead. Draw 1 Spell.
Only having 1 point worth of monster trophies, this must be bypassed.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

StriderDL is in an Other World.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

SladeForrester
Quote:
Originally Posted by Unvisited Isle
A silent man brushes past you on the trail. Your arm goes numb with cold from the brief contact, and you whirl around to look at him, but he has disappeared. Lose 1 Stamina and pass a Will (-1) check or lose 1 Sanity as well.
Ouch. For being Unvisited, this Isle is rather well-populated, if that guy even existed...
Base Will 3 - 1 = 2 dice.
Quote:
Originally Posted by www.wizards.com/dnd/dice/dice.htm
3,4
Failure.
Sanity = 3/5
Stamina = 4/6

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Nodal is shopping at the Curiositie Shoppe. Sitting on the shelf is the final Elder Sign! Darrell slaps a fiver on the counter and snaps it up. The shopkeeper just shakes his head. "Those things have been selling like crazy, but whatever gets you kids hot and bothered these days... speaking of which, how about some powdered Egyptian mummy? Just the thing to put some spring back in your step!"
Money = $7

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

ajr82
Quote:
Originally Posted by Library
You doze off and enter The Dreamlands. Have an encounter there, then immediately return here.
The Dreamlands are represented by all four colors.
Quote:
Originally Posted by The Dreamlands
Blue: A thief attempts to rob you. Pass a Sneak (+0) check to notice him. If you fail, lose half your items (your choice) and half your money (rounded down).
Base Sneak 2.
Quote:
Originally Posted by www.wizards.com/dnd/dice/dice.htm
6,6
Perfect roll. No losses and Bob wakes up back in the Library, with all his bits intact. After all, it was only a dream....

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Büge
Quote:
Originally Posted by Black Cave
You are in a maze of twisty passages, all alike. Pass a Lore (-2) check or become lost. If you fail, lose 1 Stamina and stay here next turn.
Base Lore 3 - 2 + 1 from Voice of Ra = 2 dice.
Quote:
Originally Posted by www.wizards.com/dnd/dice/dice.htm
1,5
Success. No ill effects sustained.

Last edited by SladeForrester; 05-12-2011 at 12:46 AM. Reason: Correcting an omission
  #276  
Old 05-12-2011, 03:36 PM
SladeForrester SladeForrester is offline
Master of Magic
 
Join Date: Jan 2011
Location: Youngstown, Ohio
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Default Turn Four: Other World Encounters

Sarcasmorator
Quote:
Originally Posted by Plateau of Leng
Red: A vast stirring rumbles through the plateau. Pass a Sneak (+0) check or roll a die and lose that much Stamina.
Ouch! Base Sneak 2 + 0 + 2 from Ruby Standish = 4 dice.
Quote:
Originally Posted by www.wizards.com/dnd/dice/dice.htm
2,2,5,3
Success, no Stamina loss.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

StriderDL
Quote:
Originally Posted by Other
Blue: You are lost in a labyrinth of high walls. Pass a Lore (-1) check or stay here next turn.
Base Lore 3 - 1 = 2 dice.
Quote:
Originally Posted by www.wizards.com/dnd/dice/dice.htm
2,4
Failure. Monty decides to spend a Clue to attempt to avoid this fate.
Quote:
Originally Posted by www.wizards.com/dnd/dice/dice.htm
5
Success. No ill effects sustained.
Clue count = 4
  #277  
Old 05-12-2011, 04:32 PM
Sarcasmorator Sarcasmorator is offline
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Little-known fact: Scientists have incredible balance.
  #278  
Old 05-13-2011, 12:42 AM
SladeForrester SladeForrester is offline
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Default

Well, she did have Ruby along, and she is a cat burglar.
  #279  
Old 05-14-2011, 12:26 AM
SladeForrester SladeForrester is offline
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Default Turn Four: Mythos Phase

Quote:
Originally Posted by Headline
Sheldon Gang Turns to Police for Aid! The Sheldon Gang disturbs a burial mound, releasing 2 monsters into the Uptown streets.
Clue Appears at: Unvisited Isle
Gate Opens at: Graveyard
O moves white
[], <> move black
So, following the various rules clarifications we discovered last turn, the new monsters from the Gate will move this turn if they have the appropriate icons, but the monsters generated by the Mythos card effect will not. or rather, they would not, because in this case, they are over the monster limit.

Here is how things pan out, as I understand it:

First, the new gate opens in the Graveyard, sucking Destil through immediately to...

...Another Dimension, represented by all 4 colors. As a consequence of being forcefully sucked through a Gate, Joe Diamond is delayed next movement phase.

Two new monsters appear, but only one shows up at the Graveyard...

...a High Priest. The Magical Immunity is annoying, but not devastating. This brings our monster count to 11, the maximum we can have in an 8-player game. The other monster would normally go to the Outskirts in this case, but the limit on the Outskirts is zero in an 8-player game. As a result, the monster bounces right back into the Crown Royal Bag o'Doomtm (I'm not even bothering to draw one out) and the Terror Level increases to 1, causing one potential Ally to be removed from the game. The random draw is...

...Sir William Brinton. He won't be alone this turn.

Next, the Clue appears at the Unvisited (in name only) Isle, falling into Ashcan Pete's pocket, bring his clue count to 6.

Thirdly, the monsters move. We have 2 moves: the Dimensional Shambler, having fast movement, travels 2 spaces along the black arrows, ending up in the Southside streets. The Witch, being at the Unvisited Isle and sharing the space with Ashcan Pete, does not move. Pete won't have to worry about Evasion or Combat until next turn, when he either ends his movement here (by not moving at all) or tries to exit the space.

Finally, the Mythos effect resolves, and the 2 monsters that would have appeared at the Uptown streets instead bounce to the Outskirts and right back into the Bag. Now, I wasn't able to find any errata on this, but my judgement call is, because they both appear simultaneously, they hit the Outskirts at the exact same time, and the Terror Level only raises by 1 increment, leaving it at 2. Honestly, looking forward, if there was a Gate Surge and every monster raised the Terror Level independently, the game would just be OVER.

As a result of the Terror Level increasing yet again...

...Tom "Mountain" Murphy hightails it out of town.
  #280  
Old 05-14-2011, 12:28 PM
Serephine Serephine is offline
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Alrighty! I've been waiting for things to resolve before posting my plans. I'm going to move to the Asylum and restore all my Sanity. After that I'm probably going to continue monster busting. Someone should join me, we can't keep letting the terror level go up any more.

Buge has Find Gate and 5 tokens, go forth! =p

Also, I don't know if anyone else ended their turn in a street but I did, so I need to make a roll for a Clue token per the current Environment.

PS: Am I still blessed?


Quote:
Originally Posted by Sarcasmorator View Post
Little-known fact: Scientists have incredible balance.

Last edited by Serephine; 05-14-2011 at 12:41 PM.
  #281  
Old 05-14-2011, 09:52 PM
SladeForrester SladeForrester is offline
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Location: Youngstown, Ohio
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Default

I'll generate the status of Blessing and Retainer after I generate the current layout of the board, which is taking longer than expected.

Also, as it turns out, I was incorrect on the rules about the outskirts. Technically, you're supposed to draw monsters 1-by-1, and each of those monsters raises the Terror Level independently. In the interest of having this game not get completely out of hand and having us all get tentacle-screwed worse than even the nastiest hentai nightmare, I will keep running things as I have been in regards to monster limits. Call it a House Rule.
  #282  
Old 05-16-2011, 09:00 PM
SladeForrester SladeForrester is offline
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Default

Also, you only roll for Clue Gain if you end in the Miskatonic University streets.

Also, because a new Gate opened:

Doom Track back to 2.
  #283  
Old 05-16-2011, 09:29 PM
SladeForrester SladeForrester is offline
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Join Date: Jan 2011
Location: Youngstown, Ohio
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Default Turn Four: Wrap-up

Board




Character Sheets
Nodal
Darrell Simmons, the Photographer
Sanity: 3/4
Stamina: 3/6
Focus: 2
Speed: 5
Sneak: 0
Fight: 4
Will: 2
Lore: 1
Luck: 3
Money: $7
Clues: 7
Common Items:
Dynamite Physical Weapon +8 to Combat checks (Discard after use) 2H
Unique Items:
Elder Sign Any Phase: When sealing a gate, lose 1 Stamina and 1 Sanity and return this card to the box. You do not need to make a skill check or spend any Clue tokens to seal the gate. In addition, remove one doom token from the Ancient One's doom track.
Spells: NONE
Skills:
+1 Will When you spend a Clue token to add to any Will check, add one extra bonus die.
+1 Speed When you spend a Clue token to add to any Speed check, add one extra bonus die.
Allies:
Anna Kaslow +2 Luck, Gain 2 Clue tokens when Anna Kaslow joins you.
Trophies:
Retainer Upkeep: Gain $2, then roll a die. Discard this card on a 1.

ajr82
Bob Jenkins, the Salesman
Sanity: 4/4
Stamina: 5/6
Focus: 1
Speed: 3
Sneak: 2
Fight: 3
Will: 4
Lore: 2
Luck: 2
Money: $3
Clues: 3
Common Items:
Map of Arkham Movement: Exhaust to get 1 extra movement point.
Unique Items:
Lamp of Alhazred Magical Weapon +5 to Combat checks. 2H
Silver Key Any Phase: Put 1 Stamina token from the bank on Silver Key before making an Evade check to automatically pass it. Discard Silver Key after using it if there are 3 Stamina tokens on it.
Spells: NONE
Skills:
+1 Will When you spend a Clue token to add to any Will check, add one extra bonus die.
Allies: NONE
Trophies: NONE
Others: NONE

Büge
Vincent Lee, the Doctor
Sanity: 4/5
Stamina: 5/5
Focus: 2
Speed: 3
Sneak: 2
Fight: 3
Will: 1
Lore: 3
Luck: 2
Money: $9
Clues: 4
Common Items:
Cavalry Saber Physical Weapon, +2 to Combat checks 1H
Unique Items:
Book of Dzyan Tome Movement: Exhaust and spend 2 movement points to make a Lore (-1) check. If you pass, draw 1 Spell, lose 1 Sanity, and put 1 Stamina token from the bank on Book of Dzyan. If there are 2 Stamina tokens on it, discard Book of Dzyan. If you fail, nothing happens.
Alien Statue Movement: Exhaust and spend 2 movement points and 1 Sanity to roll a die. If the die is a success, draw 1 Spell or gain 3 Clue tokens. If it is a failure, lose 2 Stamina.
Spells:
Voice of Ra Casting Modifier: -1, Sanity Cost: 1, Upkeep: You may cast and exhaust to gain +1 to all skill checks for the rest of this turn. 0H
Dread Curse of Azathoth Casting Modifier: -2, Sanity Cost: 2, Any Phase: Cast and exhaust to gain +9 to Combat checks until the end of this combat. 2H
Find Gate Casting Modifier: -1, Sanity Cost: 1, Movement: Cast and exhaust to immediately return to Arkham from an Other World.
Skills:
+1 Sneak When you spend a Clue token to add to any Sneak check, add one extra bonus die.
Allies: NONE
Trophies: NONE
Others: NONE

Tefari
The Great Dexter Drake, the Magician
Sanity: 2/5
Stamina: 3/5
Focus: 2
Speed: 3
Sneak: 3
Fight: 1
Will: 3
Lore: 4
Luck: 1
Money: $5
Clues: 1
Common Items: NONE
Unique Items: NONE
Spells:
Shrivelling(x2) Casting Modifier: -1, Sanity Cost: 1, Any Phase: Cast and exhaust to gain +6 to Combat checks until the end of this combat. 1H
Skills:
Marksman Any Phase: Exhaust to re-roll a Combat check.
Allies: NONE
Trophies:
Star Spawn (3 pts)
Others:
Blessing Upkeep: Roll a die and discard this card on a 1. When rolling dice, you score successes on a 4, 5, or 6. If you are Cursed, discard this card instead of gaining a Curse card.

Sarcasmorator
Kate Winthrop, the Scientist
Sanity: 6/6
Stamina: 4/4
Focus: 1
Speed: 4
Sneak: 2
Fight: 2
Will: 2
Lore: 3
Luck: 3
Money: $7
Clues: 2
Common Items:
Cavalry Saber Physical Weapon, +2 to Combat checks 1H
Unique Items:
Holy Water Magical Weapon, +6 to Combat checks(Discard after use) 2H
Enchanted Knife Magical Weapon +3 to Combat Checks. 1H
Spells:
Flesh Ward Casting Modifier: -2, Sanity Cost: 1, Any Phase: Cast and exhaust to ignore all Stamina loss being dealt to you from one source. Discard this card if the Ancient One awakens. 0H
Shrivelling Casting Modifier: -1, Sanity Cost: 1, AnyPhase: Cast and exhaust to gain +6 to Combat checks until the end of this combat. 1H
Skills:
Marksman Any Phase: Exhaust to re-roll a Combat check.
Allies:
Ruby Standish +2 Sneak, Draw 1 Unique Item when Ruby Standish joins you.
Trophies: NONE
Others: NONE

Destil
Joe Diamond, the Private Eye
Sanity: 4/4
Stamina: 6/6
Focus: 3
Speed: 3
Sneak: 4
Fight: 2
Will: 3
Lore: 1
Luck: 2
Money: $2
Clues: 4
Common Items:
.45 Automatic Physical Weapon +4 to Combat checks. 1H
Map of Arkham Movement: Exhaust to get 1 extra movement point.
Unique Items:
Enchanted Blade Magical Weapon +4 to Combat checks. 1H
Elder Sign Any Phase: When sealing a gate, lose 1 Stamina and 1 Sanity and return this card to the box. You do not need to make a skill check or spend any Clue tokens to seal the gate. In addition, remove one doom token from the Ancient One's doom track.
Spells: NONE
Skills:
+1 Lore When you spend a Clue token to add to any Lore check, add one extra bonus die.
Allies: NONE
Trophies:
Maniac (1 pt)
Others: NONE

StriderDL
Monterey Jack, the Archaeologist
Sanity: 2/3
Stamina: 7/7
Focus: 2
Speed: 3
Sneak: 1
Fight: 2
Will: 3
Lore: 3
Luck: 3
Money: $2
Clues: 4
Common Items:
Bullwhip Physical Weapon, +1 to Combat checks, Any Phase: Exhaust to re-roll 1 die after making a Combat check. 1H
.38 Revolver Physical Weapon, +3 to Combat checks 1H
Rifle Physical Weapon +5 to Combat checks. 2H
Unique Items:
Elder Sign Any Phase: When sealing a gate, lose 1 Stamina and 1 Sanity and return this card to the box. You do not need to make a skill check or spend any Clue tokens to seal the gate. In addition, remove one doom token from the Ancient One's doom track.
Spells: NONE
Skills:
+1 Speed When you spend a Clue token to add to any Speed check, add one extra bonus die.
Allies: NONE
Trophies:
Witch (1 pt)
Maniac (1 pt)
Others: NONE

SladeForrester
"Ashcan" Pete, the Drifter
Sanity: 3/5
Stamina: 4/6
Focus: 1
Speed: 2
Sneak: 4
Fight: 4
Will: 3
Lore: 1
Luck: 2
Money: $1
Clues: 5
Common Items:
Dark Cloak +1 to Evade checks.
Unique Items:
Healing Stone Upkeep: Exhaust to gain 1 Stamina or 1 Sanity. Discard this card if the Ancient One awakens.
Spells: NONE
Skills:
Bravery Any Phase: Exhaust to re-roll a Horror check.
Allies:
Duke +1 Maximum Sanity Discard to immediately restore your Sanity to its maximum.
Trophies:
Great Hall of Celeano (5 pts)
Others: NONE
  #284  
Old 05-16-2011, 09:35 PM
SladeForrester SladeForrester is offline
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Join Date: Jan 2011
Location: Youngstown, Ohio
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Default Turn Five: Upkeep Rolls

Nodal gains $2 and rolls for the Retainer:
Quote:
Originally Posted by www.wizards.com/dnd/dice/dice.htm
3
Retainer remains.
Money = $9

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Tefari rolls for the Blessing:
Quote:
Originally Posted by www.wizards.com/dnd/dice/dice.htm
3
Blessing remains.
  #285  
Old 05-16-2011, 11:15 PM
Büge Büge is offline
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Hm. Move my Lore/Luck back to 4/2, please. I'm gonna go do some surgery on that High Priest.
  #286  
Old 05-16-2011, 11:16 PM
Sarcasmorator Sarcasmorator is offline
Space dad
 
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No changes for me.
  #287  
Old 05-17-2011, 12:18 AM
Destil Destil is offline
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I'm good.
  #288  
Old 05-17-2011, 06:41 AM
StriderDL StriderDL is offline
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No upkeep.
  #289  
Old 05-17-2011, 10:47 AM
Serephine Serephine is offline
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Quote:
Originally Posted by SladeForrester View Post
I'll generate the status of Blessing and Retainer after I generate the current layout of the board, which is taking longer than expected.

Also, as it turns out, I was incorrect on the rules about the outskirts. Technically, you're supposed to draw monsters 1-by-1, and each of those monsters raises the Terror Level independently. In the interest of having this game not get completely out of hand and having us all get tentacle-screwed worse than even the nastiest hentai nightmare, I will keep running things as I have been in regards to monster limits. Call it a House Rule.

Also, you only roll for Clue Gain if you end in the Miskatonic University streets.
First thing, awesome. I'm all about house rules that lead to a less dickish game. =)

Second, that makes sense! I thought that Environment was super powerful, now I see it makes sense.
  #290  
Old 05-20-2011, 04:52 AM
SladeForrester SladeForrester is offline
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Default

In a shameless attempt to spike the thread, I still need Upkeeps from two more people.

On a scheduling note, I'm moving into a new place over the weekend and internet connection might be spotty for a day or two. Other than that, let's keep rolling!
  #291  
Old 05-20-2011, 09:30 AM
namelessentity namelessentity is offline
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Join Date: Mar 2010
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Quote:
Originally Posted by SladeForrester View Post
In a shameless attempt to spike the thread, I still need Upkeeps from two more people.

On a scheduling note, I'm moving into a new place over the weekend and internet connection might be spotty for a day or two. Other than that, let's keep rolling!
In a not so shameless attempt to keep you guys from getting discouraged, I am reading adamantly and hope that you can pull off a win without summoning the big bad.
  #292  
Old 05-20-2011, 11:31 AM
Serephine Serephine is offline
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I hope you weren't waiting on me, I posted my plans a little earlier so I'd feel bad. No upkeep fiddling, just sanity before more monster squishing.
Quote:
Originally Posted by Tefari View Post
Alrighty! I've been waiting for things to resolve before posting my plans. I'm going to move to the Asylum and restore all my Sanity. After that I'm probably going to continue monster busting. Someone should join me, we can't keep letting the terror level go up any more.
  #293  
Old 05-20-2011, 11:37 AM
Nodal Nodal is offline
SOLVE MY PUZZLE
 
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What do you guys think, should I stay at the shoppe and try again to get a weapon? We seem kind of full on people in gates.
  #294  
Old 05-26-2011, 09:11 AM
ajr82 ajr82 is offline
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No upkeep for me, thanks.
  #295  
Old 05-26-2011, 10:14 PM
Nodal Nodal is offline
SOLVE MY PUZZLE
 
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Posts: 10,873
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Alright I'll go with a weapon then!
  #296  
Old 05-29-2011, 08:37 PM
ajr82 ajr82 is offline
There he is!
 
Join Date: May 2008
Location: Winnipeg, MB
Posts: 5,833
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Given that we need to start dealing with the monsters, I can go fight the Dimensional Shambler, unless someone else has a better idea.
  #297  
Old 06-01-2011, 08:13 AM
StriderDL StriderDL is offline
Just a dad
 
Join Date: Mar 2008
Location: Minneapolis
Pronouns: He/him/his
Posts: 1,826
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Are we all set?

As for monsters, someone(s) could always take on that swarm at the Witch House. Just sayin'!
  #298  
Old 06-09-2011, 01:20 AM
SladeForrester SladeForrester is offline
Master of Magic
 
Join Date: Jan 2011
Location: Youngstown, Ohio
Pronouns: He/Him/His
Posts: 277
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Hey guys and gals, back from the hell of no internet connection is I! All settled in a new house (finally) across town, and I am cocked, locked, and ready to rock! I'll be going back through the posts and compiling the upkeeps, give me your moves for anyone who actually has an option, and we'll get this mother back on track.
  #299  
Old 06-09-2011, 08:44 AM
Büge Büge is offline
Toothsome!
 
Join Date: Jun 2007
Location: TO, ON, CA
Pronouns: She/Her
Posts: 16,813
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Imma take down that High Priest.
  #300  
Old 08-16-2011, 01:00 PM
Sarcasmorator Sarcasmorator is offline
Space dad
 
Join Date: Jun 2007
Location: SF Bay Area
Posts: 16,721
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So, is this thread dead forever, then? Or is there a chance of revival?
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