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#271
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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:
After that, Lore and Luck get shifted to 3. Sanity: 4/5 No one else makes any adjustments. |
#272
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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:
Combat check: Base Fight 1 + 6 from Shrivelling - 3 Combat modifier = 4 dice. 3 successes are required. Quote:
Quote:
Quote:
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
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Any of them get sucked through the sealed gate?
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#274
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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
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Turn Four: Arkham Encounters
Tefari has no encounter, being in a streets space.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Sarcasmorator is in an Other World. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Destil Quote:
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ StriderDL is in an Other World. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ SladeForrester Quote:
Base Will 3 - 1 = 2 dice. Quote:
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:
Quote:
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Büge Quote:
Quote:
Last edited by SladeForrester; 05-12-2011 at 12:46 AM. Reason: Correcting an omission |
#276
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Turn Four: Other World Encounters
Sarcasmorator
Quote:
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ StriderDL Quote:
Quote:
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Clue count = 4 |
#277
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Little-known fact: Scientists have incredible balance.
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#278
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Well, she did have Ruby along, and she is a cat burglar.
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#279
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Turn Four: Mythos Phase
Quote:
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
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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? Last edited by Serephine; 05-14-2011 at 12:41 PM. |
#281
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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
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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
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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
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Turn Five: Upkeep Rolls
Nodal gains $2 and rolls for the Retainer:
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Money = $9 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Tefari rolls for the Blessing: Quote:
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#285
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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.
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#286
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No changes for me.
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#287
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I'm good.
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#288
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No upkeep.
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#289
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Quote:
Second, that makes sense! I thought that Environment was super powerful, now I see it makes sense. |
#290
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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
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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.
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#292
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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:
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#293
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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.
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#294
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No upkeep for me, thanks.
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#295
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Alright I'll go with a weapon then!
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#296
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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.
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#297
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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
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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.
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#299
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Imma take down that High Priest.
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#300
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So, is this thread dead forever, then? Or is there a chance of revival?
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