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#181
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Turn One: Mythos Phase
Quote:
The Clue falls right into Tefari's pocket. Clue count = 1. The Gate opens, and the following monsters appear: Oh goody, a Mask, and it's a bad motherfucker to boot. The Nightgaunt also has a weird effect. Doesn't do any damage, just shoves whoever it hits through a Gate. We also have 2 new monsters in the Easttown streets, due to the headline. No, that's not a typo, I did draw 2 Ghouls. Practically impossible to evade, but pretty easy fights. The Cultist that was at the Unvisited Isle moves out to the Merchant District streets. And lastly... DOOOOOOOOOOM Oh, and in reference to ajr82's unfortunate encounter: I wanted to use this one all through the solo play. |
#182
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We're heading into Upkeep, right? I'd like to move Kate's slider over a tick for 4 speed/2 sneak. With my ally that's effectively 4/4.
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#183
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Turn One: Wrap-up
The Board
Character Sheets Nodal Darrell Simmons, the Photographer Sanity: 4/4 Stamina: 6/6 Focus: 2 Speed: 5 Sneak: 0 Fight: 4 Will: 2 Lore: 3 Luck: 1 Money: $6 Clues: 2 Common Items: Dynamite Physical Weapon +8 to Combat checks (Discard after use) 2H Unique Items: Cabala of Saboth Tome Movement: Exhaust and spend 2 movement points to make a Lore (-2) check. If you pass, draw 1 Skill and discard Cabala of Saboth. If you fail, nothing happens. Ancient Tablet Movement: Spend 3 movement points and discard Ancient Tablet to roll 2 dice. For every success rolled, draw 1 Spell. For every failure rolled, gain 2 Clue tokens. Spells: NONE Skills: +1 Will When you spend a Clue token to add to any Will check, add one extra bonus die. Allies: Anna Kaslow +2 Luck, Gain 2 Clue tokens when Anna Kaslow joins you. Trophies: NONE Others: Retainer Upkeep: Gain $2, then roll a die. Discard this card on a 1. ajr82 Bob Jenkins, the Salesman Sanity: 1/4 Stamina: 6/6 Focus: 1 Speed: 3 Sneak: 2 Fight: 3 Will: 4 Lore: 2 Luck: 2 Money: $9 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 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: 5/5 Stamina: 5/5 Focus: 2 Speed: 3 Sneak: 2 Fight: 1 Will: 3 Lore: 4 Luck: 2 Money: $9 Clues: 1 Common Items: Cavalry Saber Physical Weapon, +2 to Combat checks 1H Old Journal Tome Movement: Exhaust and spend 1 movement point to make a Lore (-1) check. If you pass, gain 3 Clue tokens and discard Old Journal. If you fail, nothing happens. Unique Items: NONE 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 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: 5/5 Stamina: 3/5 Focus: 2 Speed: 5 Sneak: 1 Fight: 2 Will: 2 Lore: 3 Luck: 2 Money: $5 Clues: 1 Common Items: Whiskey Any Phase: Discard Whiskey to reduce any Sanity loss by 1. 0H Unique Items: 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: 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 Find Gate Casting Modifier: -1, Sanity Cost: 1, Movement: Cast and exhaust to immediately return to Arkham from an Other World. Skills: Marksman Any Phase: Exhaust to re-roll a Combat check. Allies: NONE Trophies: NONE Others: NONE Sarcasmorator Kate Winthrop, the Scientist Sanity: 6/6 Stamina: 4/4 Focus: 1 Speed: 3 Sneak: 3 Fight: 2 Will: 2 Lore: 3 Luck: 3 Money: $7 Clues: 3 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: 4 Sneak: 3 Fight: 3 Will: 2 Lore: 0 Luck: 3 Money: $2 Clues: 3 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: NONE Others: NONE StriderDL Monterey Jack, the Archaeologist Sanity: 2/3 Stamina: 7/7 Focus: 2 Speed: 3 Sneak: 1 Fight: 3 Will: 2 Lore: 4 Luck: 2 Money: $2 Clues: 5 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: NONE Others: NONE SladeForrester "Ashcan" Pete, the Drifter Sanity: 5/5 Stamina: 6/6 Focus: 1 Speed: 2 Sneak: 4 Fight: 3 Will: 4 Lore: 2 Luck: 1 Money: $1 Clues: 3 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. 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: 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: NONE Others: NONE |
#184
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Anyone else have any Upkeep movements?
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#185
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Lore/luck to 3. Planning on going to the unnamed. I can't take that flier with my sanity and phys resist. I want to hit that gate on my next turn.
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#186
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You mean the Unvisited Isle, where the Gate is? You can Evade the Flying Polyp if you want to go Gate diving.
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#187
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Forgot about the low awareness on the polyp. Yeah, I'm going in!
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#188
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You're going to need someone to clear the way, though. Slide my Fight/Will over to 3/1, and I'm gonna slice that cultist to pieces!
(and also use my Old Journal) |
#189
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I'm a-flush with cash, so I'm going to stay at the Asylum and regain my sanity.
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#190
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Luck to 3, Exhaust Cabala, Fight the ghouls, move to Hibb's Roadhouse.
Edit: Or if I can't do that, just fight the ghouls, don't move to Hibb's. |
#191
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If you Evade monsters you can move through their spot to another location, but if you choose to engage in Combat your movement ends there.
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#192
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Man it is time to get the hell out of south Arkham. Lets move my Speed back down to 4 to give me a Sneak of 2 just in case some OTHER wizard tries to fuck with me at the Library where I want to try and find some more information.
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#193
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With my enhanced evade score, I'll head down to the Woods to go through the gate there.
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#194
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Is that entirely wise? You currently have no way to seal a Gate, and your special ability only helps when in Arkham itself. I can make it to the Gate at the Woods to Elder Sign it away.
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#195
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There is no Clue at the Library, but there some good Encounter gains to be had there.
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#196
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Quote:
Are there any gates with the Blood God's symbol on them? Maybe we can evade around it long enough to get it sucked back through a portal instead of having to go toe to toe with what I think is the worst monster in the base set. Did you go over that mechanic in your game? I can't remember. |
#197
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Can Exhausted items be traded?
This is of course relatively unimportant if the turn order is upkeep P1, upkeep P2 [...] like I just realized it must be. |
#198
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Quote:
I wasn't sure if engaging an enemy ended my movement or not. Is see now that it does! |
#199
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If I exhaust my map I can make it to the woods this turn with a good enough sneak to get by the GotBT. Getting hit by the Nightgaunt wouldn't even be a problem.
I'm going for it. EDIT: stepping on slade's toes, there, huh? Put me in the witchhouse, then. I want to be somewhere central for the next gate. If I have to stop and kill any monsters I can (who's first player this turn?) |
#200
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Where does the gate lead? If I have a good chance of picking up clues through OW encounters, I could still do it. Otherwise I'll go the the Church and see if I can get a Blessing encounter.
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#201
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We don't know where the Gates lead or what symbols they have until we enter them.
You absolutely can trade Exhausted Items. Basically, everyone's Items refresh at the same instant, then it goes P1, P2, etc. By the way, Move order rotates every turn. The order for Turn 2 is: 1.) ajr82 2.) Büge 3.) Tefari 4.) Sarcasmorator 5.) Destil 6.) StriderDL 7.) SladeForrester 8.) Nodal |
#202
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Yeah, if it went Upkeep P1, Move P1, Upkeep P2, etc. then one could get a looot of mileage out of Exhausting items. Literally so, in the case of Map of Arkham!
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#203
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Ah, right, forgot we were playing blind. I'll go to the Church.
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#204
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Turn Two: Upkeep
ajr82 makes no adjustments.
Büge shifts Fight to 3 and Will to 1. The Old Journal refreshes. Tefari shifts Speed to 4 and Sneak to 2. The Alien Statue refreshes. Sarcasmorator shifts Speed to 4 and Sneak to 2. Destil . StriderDL shifts Lore and Luck to 3, and shifts Speed to 4 and Sneak to 0. SladeForrester shifts Lore to 1 and Luck to 2. Nodal makes no adjustments. The Cabala of Saboth refreshes. $2 come from the Retainer. Upkeep roll: on a 1, the Retainer dies. Quote:
Money = $8 Last edited by SladeForrester; 04-19-2011 at 09:31 AM. |
#205
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You may also notice, the website I was using to make my dice rolls decided to die for some reason, so I'll be using one that will only die when the Universe implodes. http://www.wizards.com/dnd/dice/dice.htm
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#206
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Destil, Slade raised a good point in that my sneak is at 1 and if I shifted to up that my movement wouldn't get me to the gate. I do have 5 clues to burn through if I don't hit a success, but at 3 sneak you have a much better chance of getting in on one go. Would you prefer to go in while I move to another location? If that's cool, and Slade if I could use my other focus point to get my speed to 4 I'd hit up the graveyard. If it's too late to use that point, I guess I'll head to the Asylum to get my sanity topped off.
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#207
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Destil informed me that he is heading for the Graveyard, and my speed isn't sufficient to get me anywhere other than the Gate that the Polyp is guarding. You can also make it to the Black Cave for the Clue there, and I can dive this Gate.
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#208
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Sounds good. Slade: let's start on the first of many running gags about how the unvisited isle isn't.
EDIT: We need a chat-room or something to coordinate here :P |
#209
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Oh man it would be hella tight to do this in an IRC channel one night for a few hours.
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#210
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Tell me about it. I'll see what I can cobble together. In the meantime, we'll keep going through the board. It'll get smoother as it goes along.
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