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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 >
  #211  
Old 04-17-2011, 04:53 PM
StriderDL StriderDL is offline
Just a dad
 
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Quote:
Originally Posted by SladeForrester View Post
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.
Sounds good. To the cave!

Chat would be nice but I am busy every night this week, and then on vacation the next...actually, I better make sure I still have access from there. That or let someone take over for me.
  #212  
Old 04-18-2011, 01:47 AM
SladeForrester SladeForrester is offline
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Smartphones are a godsend. Mine got me through almost 3 days of power outage.
  #213  
Old 04-18-2011, 06:47 AM
StriderDL StriderDL is offline
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Yeah, that's what I've typically been playing through, but I have to see if it'll be supported in Honduras

It's a resorty area, so....maybe? Hopefully at least the wifis.
  #214  
Old 04-18-2011, 09:22 AM
Büge Büge is offline
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How do I shot IRC?
  #215  
Old 04-19-2011, 01:48 AM
SladeForrester SladeForrester is offline
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Still waiting on a couple replies, but the rest of Turn Two is just about done.
  #216  
Old 04-19-2011, 11:02 AM
SladeForrester SladeForrester is offline
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Default Turn Two: Movement Phase

ajr82 stays at Arkham Asylum.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Büge spends 1 movement point to activate the Old Journal. Base Lore 4 - 1 = 3 dice.
Quote:
Originally Posted by www.wizards.com/dnd/dice/dice.htm
1,1,3
Nothing happens.
The remaining 2 movement points take the good doctor to the Merchant District streets, where the Cultist awaits.
VS
There is no Horror check.
Combat check: Base Fight 3 + 2 from Cavalry Saber + 1 Combat modifier = 6 dice. Only need 1 success.
Quote:
Originally Posted by www.wizards,com/dnd/dice/dice.htm
4,6,4,2,2,5
2 successes make for one dead Cultist. However, due to the Big Bad making Cultists Endless, it cannot be claimed as a trophy.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Tefari spends all 4 movement points to make it to the Library.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Sarcasmorator spends all 3 movement points to arrive at South Church.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Destil spends all 4 movement points to arrive at the Graveyard, and claims the Clue there.
Clue count = 4
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
StriderDL spends 4 movement points to get to the Black Cave and picks up the Clue.
Clue count = 6
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
SladeForrester spends 2 movement points to arrive at the (no longer)Unvisited Isle, which requires an Evade check against the Flying Polyp.
VS
Evade check: Base Sneak 4 + 1 from Dark Cloak - 0 Awareness Modifier = 5 dice.
Quote:
Originally Posted by www.wizards,com/dnd/dice/dice.htm
1,1,1,5,5
Successful Evasion.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Nodal spends 2 movement points to activate the Cabala of Saboth. Base Lore 3 - 2 = 1 die.
Quote:
Originally Posted by www.wizards,com/dnd/dice/dice.htm
5
Success. The Cabala is discarded, and a Skill is drawn.

+1 Speed When you spend a Clue token to add to any Speed check, add one extra bonus die.

2 more movement points are spent to move to the Easttown streets, to take on a pair of ghouls.
VS
Horror check against Ghoul #1: Base Will 2 + 1 from Skill - 0 Horror Modifier = 3 dice.
Quote:
Originally Posted by www.wizards,com/dnd/dice/dice.htm
6,4,1
Success, no Sanity damage sustained.
Combat check: Base Fight 4 - 1 Combat modifier = 3 dice. Need 1 success.
Quote:
Originally Posted by www.wizards,com/dnd/dice/dice.htm
4,5,6
2 successes, 1 Ghoul down. Now for Ghoul #2.
Horror check:
Quote:
Originally Posted by www.wizards,com/dnd/dice/dice.htm
3,3,2
No successes, 1 Sanity point of damage sustained.
Sanity = 3/4
Combat check:
Quote:
Originally Posted by www.wizards,com/dnd/dice/dice.htm
5,6,4
2 success, and the second Ghoul falls.
Both Ghouls are claimed as trophies, having been beaten to death with bare hands.
  #217  
Old 04-19-2011, 11:11 AM
SladeForrester SladeForrester is offline
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Default Turn Two: Arkham Encounters

ajr82 takes advantage of Arkham Asylum and manages to find the one doctor that doesn't eventually become a supervillain and have a grudge against Batman. $2 less and full Sanity is restored.
Money = $7
Sanity = 4/4
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Büge does not get an Encounter, remaining in the Merchant District streets.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Tefari
Quote:
Originally Posted by Library
A book in a shadowy corner of the library begins to whisper terrible things to you. Lose 1 Sanity.
Sanity = 4/5
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Sarcasmorator
Quote:
Originally Posted by South Church
You join in the morning mass. Spend 1 Clue token to ask for heavenly aid. If you do so, roll a die. On a success, your prayers are answered. Remove 1 doom token from the Ancient One's doom track.
1 Clue token is spent, and here goes the roll.
Quote:
Originally Posted by www.wizards.com/dnd/dice/dice.htm
5
Success! The Doom Track is reduced!
Clue count = 2

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Destil
Quote:
Originally Posted by Graveyard
A monster appears!
When this happens, a random monster gets drawn from the Crown Royal Bag o'Doom, one Combat round is had, and either the monster is killed and claimed as a trophy, or it does it's damage and disappears back into the bag.
VS
Easy pickings. There is no Horror check.
Combat check: Base Fight 3 + 4 from .45 Automatic + 4 from Enchanted Blade + 1 Combat modifier = 12 dice. Only need 1 success.
Quote:
Originally Posted by www.wizards.com/dnd/dice/dice.htm
6,2,1,2,5,1,2,3,3,4,6,4
3 successes and the Maniac goes down under a Physical and Magical 1-2 combo. The Maniac is claimed as a trophy.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
StriderDL
Quote:
Originally Posted by Black Cave
Bats! Hundreds of them! Pass a Speed (-1) check to get out of the cave safely. If you fail, lose 1 Stamina.
Base Speed 4 - 1 = 3 dice.
Quote:
Originally Posted by www.wizards.com/dnd/dice/dice.htm
1,4,6
Success. No Stamina Loss.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
SladeForrester has no Encounter, moving through the Gate to...

The Great Hall of Celeano. Colors are Blue and Green.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Nodal does not get an Encounter, remaining in the Easttown streets.
  #218  
Old 04-19-2011, 11:23 AM
Sarcasmorator Sarcasmorator is offline
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That went well!
  #219  
Old 04-19-2011, 11:29 AM
SladeForrester SladeForrester is offline
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Default Turn Two: Other World Encounters

SladeForrester
Quote:
Originally Posted by Other(Green)
A glimpse of home gives you hope. Gain 1 Sanity.
Simple and painless.
  #220  
Old 04-19-2011, 07:22 PM
Albatoss Albatoss is offline
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Nodal is quite the badass, I see.
  #221  
Old 04-20-2011, 02:52 AM
Destil Destil is offline
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Quote:
Originally Posted by SladeForrester View Post
3 successes and the Maniac goes down under a Physical and Magical 1-2 combo. The Maniac is claimed as a trophy.
I introduced him to a friend who's very close to my heart. Just a little down and to the left, to be precise. My friend made three profound arguments while I excused myself. I always leave when things get philosophical.
  #222  
Old 04-20-2011, 09:22 AM
Büge Büge is offline
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Quote:
Originally Posted by SladeForrester View Post
2 successes make for one dead Cultist. However, due to the Big Bad making Cultists Endless, it cannot be claimed as a trophy.
It wasn't Lupus.
  #223  
Old 04-20-2011, 09:53 AM
Lucas Lucas is offline
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Quote:
Originally Posted by Destil View Post
I introduced him to a friend who's very close to my heart. Just a little down and to the left, to be precise. My friend made three profound arguments while I excused myself. I always leave when things get philosophical.
Destil is my bestest friend now.
  #224  
Old 04-20-2011, 12:29 PM
SladeForrester SladeForrester is offline
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Default


Last edited by SladeForrester; 04-20-2011 at 03:17 PM.
  #225  
Old 04-20-2011, 02:44 PM
namelessentity namelessentity is offline
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Quote:
Originally Posted by Destil View Post
I introduced him to a friend who's very close to my heart. Just a little down and to the left, to be precise. My friend made three profound arguments while I excused myself. I always leave when things get philosophical.
There you go again, quoting the greatest P.I. a little boy could ever imagine.

Destil, you are good people.
  #226  
Old 04-21-2011, 05:00 PM
SladeForrester SladeForrester is offline
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Location: Youngstown, Ohio
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Default Turn Two: Mytyhos Phase

Quote:
Originally Posted by Headline
Fourth of July Parade! Investigators cannot move into or out of the Merchant District streets until the end of next turn. Leave this card in play until then to indicate this.
Location Closed: Merchant District Streets
Clue Appears at: Black Cave
Gate Opens at: The Witch House
( moves white
+ moves black
Ho-kay, gotta take this one step at a time.

First of all, since Büge is standing on the closed location, Dr Lee gets shoved to the Miskatonic University streets. That location will remain closed until the end of the Mythos Phase of Turn Three.

No monsters move.

The Clue falls out of the sky and lands in StriderDL's pocket, bring the count to 7.

The Gate opens at the Witch House, spitting out the following nastiness:


Yes kids, we now have two Masks in play. This one isn't as terrifying as the GBT, but it has an annoying mechanic.

Doom Track advances.


5 monsters are in play. At 8, the Terror Level increases.
3 Gates are open. At 5, the Big Bad wakes up.
  #227  
Old 04-21-2011, 05:27 PM
SladeForrester SladeForrester is offline
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Location: Youngstown, Ohio
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Default Turn Two: Wrap-up

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: $8
Clues: 2
Common Items:
Dynamite Physical Weapon +8 to Combat checks (Discard after use) 2H
Unique Items:
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.
+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: 6/6
Focus: 1
Speed: 3
Sneak: 2
Fight: 3
Will: 4
Lore: 2
Luck: 2
Money: $7
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: 3
Will: 1
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: 4
Sneak: 2
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: 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: 4
Sneak: 3
Fight: 3
Will: 2
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:
[URL="http://www.arkhamhorrorwiki.com/Maniac]Maniac[/URL] (1 pt)
[B]Others[/B]: NONE

[B]StriderDL[/B]
[U]Monterey Jack, the Archaeologist[/U]
Sanity: [B][COLOR="Blue"]2/3[/COLOR][/B]
Stamina: 7/7
Focus: 2
Speed: 4
Sneak: 0
Fight: 3
Will: 2
Lore: 3
Luck: 3
Money: $2
Clues: 7
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: 1
Luck: 2
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

Last edited by SladeForrester; 04-21-2011 at 07:22 PM.
  #228  
Old 04-21-2011, 05:30 PM
SladeForrester SladeForrester is offline
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Default

As an aside, I have no idea why some of the formatting in the previous post decided not to work for whatever reason. Sorry it's not up to my usual standards of uniform awesomeness.

I'll need everyone's Upkeeps for Turn Three whenever you can manage. Here is the movement order:

1.) Büge
2.) Tefari
3.) Sarcasmorator
4.) Destil
5.) StriderDL
6.) SladeForrester
7.) Nodal
8.) ajr82
  #229  
Old 04-21-2011, 05:53 PM
Sarcasmorator Sarcasmorator is offline
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No changes, although it looks like my Upkeep change from last time wasn't changed. I should have 4 movement, 2 sneak.
  #230  
Old 04-21-2011, 06:41 PM
SladeForrester SladeForrester is offline
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Default

Fixed.
  #231  
Old 04-21-2011, 06:51 PM
StriderDL StriderDL is offline
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No shifts. I'm going witch (house) hunting, if there aren't any objections. Unless you want to grab it, Destil.
  #232  
Old 04-21-2011, 07:15 PM
Nodal Nodal is offline
SOLVE MY PUZZLE
 
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Luck to 3, Ancient Tablet, head to Hibb's.

Edit: Also, I have 8 dollars.
  #233  
Old 04-22-2011, 02:38 AM
Destil Destil is offline
Rogue Robot
 
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Speed 3
Sneak 4

Fight 2
Will 3

Lore 2
Luck 1

I'll stay where I'm at and wait on the next gate, then. Be careful out there, Monte. Don't want you going crazy.
  #234  
Old 04-22-2011, 03:46 AM
SladeForrester SladeForrester is offline
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@Destil: You don't have enough Focus to make that many moves. If you want to change all of your stats, the best you can do is Lore 1 and Luck 2.
  #235  
Old 04-22-2011, 09:01 AM
StriderDL StriderDL is offline
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Yeah, I'm thinking if needed I can burn some clues to keep my sanity intact.
  #236  
Old 04-22-2011, 10:46 AM
Büge Büge is offline
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I'll stick with what I've got as far as stats go. Move me to the Science Building and give me another crack at the Old Journal.
  #237  
Old 04-22-2011, 10:56 AM
Destil Destil is offline
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Quote:
Originally Posted by SladeForrester View Post
@Destil: You don't have enough Focus to make that many moves. If you want to change all of your stats, the best you can do is Lore 1 and Luck 2.
Good enough.
  #238  
Old 04-22-2011, 01:42 PM
ajr82 ajr82 is offline
There he is!
 
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No Upkeep for me. I'll move over to the Curiositie Shoppe and buy something from there.
  #239  
Old 04-23-2011, 05:05 PM
StriderDL StriderDL is offline
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I'm on vacation abroad for the next week, but I am told I have internet access, so I'll try to participate as much as I can.
  #240  
Old 04-25-2011, 11:58 AM
Sarcasmorator Sarcasmorator is offline
Space dad
 
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Not sure what to do, as I don't have enough Clues to seal a gate. But I could close one, and I'm a little worried about that low gate limit — I'll head to the gate at the Woods.
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