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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 >
  #241  
Old 04-26-2011, 03:10 PM
Serephine Serephine is offline
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hey, did my PM not go through? I got a message from Nodal over IRC but I'd sent Slade my action a while ago. Go to the Science Building to look for interesting stuff.
  #242  
Old 04-26-2011, 04:52 PM
SladeForrester SladeForrester is offline
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Default Turn Three: Upkeep

Tefari moves Speed and Sneak to 3.

Destil shifts all skills: Speed to 3, Sneak to 4, Fight to 2, Will to 3, Lore to 1, & Luck to 2.

Nodal shifts Lore to 1 and Luck to 3, and gains $2.
Rolling for Retainer:
Quote:
Originally Posted by www.wizards.com/dnd/dice/dice.htm
2
The Retainer remains.
Money = $10

No one makes any further adjustments. All Items refresh.
  #243  
Old 04-26-2011, 04:53 PM
SladeForrester SladeForrester is offline
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Sorry for the delay in posting, Multi-denominational Spring Fertility Festival got in the way. Check your PM boxes for Movement questions.
  #244  
Old 04-30-2011, 03:16 PM
SladeForrester SladeForrester is offline
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Default Turn 3: Movement Phase

Büge spends 1 movement point to pop over to the Science Building. Another point goes into the Old Journal. Base Lore 4 - 1 = 3 dice.
Quote:
Originally Posted by www.wizards.com/dnd/dice/dice.htm
6,6,6
Wow, a perfect roll. the Old Journal is discarded to the bottom of the deck and the good doctor is 3 Clues richer.
Clue count = 4

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

Tefari spends 2 movement points to join Büge at the Science Building.

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

Sarcasmorator spends 3 movement points to arrive at the Woods. Two hideous monstrosities stand between Kate and the Gate, and both must be Evaded. (sort of...) First:
VS
Evade check: Base Sneak 2 + 2 from Ruby Standish + 1 Awareness modifier = 5 dice.
Quote:
Originally Posted by www.wizards.com/dnd/dice/dice.htm
3,1,4,2,5
One success, but that's all it takes, and the God of the Bloody Tongue is successfully Evaded.
VS
Evade check: Base Sneak 2 + 2 from Ruby Standish - 2 Awareness modifier = 2 dice.
Quote:
Originally Posted by www.wizards.com/dnd/dice/dice.htm
2,3
Failure. The Nightgaunt gets a free shot, but instead of dealing damage, Kate gets shoved through the Gate...

...and is delayed in the Plateau of Leng. Colors are Red and Green.

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

Destil does not move, remaining at the Graveyard.

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

StriderDL spends 3 movement points to reach the Witch House, where the Dark Pharoah and his pet Maniac reside. Time to throw down.
VS
There is no Horror Check.
Combat Check: Base Fight 3 + 5 from Rifle + 1 Combat difficulty = 9 dice. Need 1 success.
Quote:
Originally Posted by www.wizards.com/dnd/dice/dice.htm
1,4,4,4,6,2,2,4,5
2 successes and the Maniac is claimed as a trophy, but that was just the curtain jerker. Time for the Main event.
VS
Horror Check: Base Will 2 - 1 Horror modifier = 1 die.
Quote:
Originally Posted by www.wizards.com/dnd/dice/dice.htm
3
Failure. Clue token spent on re-roll.
Quote:
Originally Posted by www.wizards.com/dnd/dice/dice.htm
1
Another failure. Another Clue token spent.
Quote:
Originally Posted by www.wizards.com/dnd/dice/dice.htm
6
Success, no Sanity damage taken and 5 Clue tokens remain.
The Dark Pharoah's special rules say to use Lore in place of Fight for the Combat.
Combat Check: Base Lore 3 + 5 from Rifle - 3 Combat modifier = 5 dice. Need 2 successes.
Quote:
Originally Posted by www.wizards.com/dnd/dice/dice.htm
2,4,4,5,6
Got both successes and didn't even need to burn the Bullwhip. The Dark Pharoah, deing Endless, is not claimed as a trophy and goes back in the Crown Royal Bag o'Doom, but now the path to the Gate is clear.
Clue count = 5

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

SladeForrester moves to the second half of the Great Hall of Celeano.

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

Nodal spends 3 movement points to activate the Ancient Tablet, which gets discarded to the bottom of the deck.
Quote:
Originally Posted by www.wizards.com/dnd/dice/dice.htm
1,4
Both dice were failures, so Darrell gains 4 Clue tokens.
One more movement point gets the photographer to Hibb's Roadhouse, and picks up the Clue there as well, for a net gain of 5.
Clue count = 7

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

ajr82 spends all 3 movement points to roll over to the Curiositie Shoppe.

Last edited by SladeForrester; 05-01-2011 at 10:41 PM.
  #245  
Old 05-01-2011, 11:08 AM
Büge Büge is offline
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Quote:
Originally Posted by SladeForrester View Post
Büge
Quote:
Originally Posted by www.wizards.com/dnd/dice/dice.htm
6,6,6
:0
  #246  
Old 05-01-2011, 06:04 PM
Sarcasmorator Sarcasmorator is offline
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Well, delayed is better than tongued to death!
  #247  
Old 05-01-2011, 07:19 PM
Büge Büge is offline
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That's what... she said?
  #248  
Old 05-01-2011, 10:33 PM
SladeForrester SladeForrester is offline
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Default Turn Three: Arkham Encounters

Büge
Quote:
Originally Posted by Science Building
An archaeology professor shows you an item he recovered in an Egyptian pyramid. If you have 2 or fewer Spells, it glows in your hands and you find yourself outside, still holding it. Not wanting to confront the professor again, you decide to keep it. Gain 1 Unique Item and move to the street. If you have more than 2 Spells, nothing happens.
The good doctor only has 2 Spells, so he claims a Unique Item, the Book of Dzyan.

Quote:
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.
When the Book is used, there is no cost for the attempt, the Sanity point is only paid if the roll is a success. The Stamina tokens track how many times it has been successfully used; basically, it has 2 "charges."
New Location: Miskatonic University Streets

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

Tefari
Quote:
Originally Posted by Science Building
As you enter the Department of Alchemy, a professor looks up in horror. He grabs an ancient artifact from a locked drawer in his desk and holds it up before your face, chanting and making symbolic motions with the item. If you are Cursed, discard the Curse. If you are not Cursed, then you are Blessed.

Blessings ROCK. Under the effects of a Blessing, 4's count as successes on die rolls. They are unfortunately temporary, but while they last they are amazing.
As an aside, only Miskatonic would have a Department of Alchemy. I wonder if students can also take a minor in Thaumaturgy?

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

Sarcasmorator Does not have an Arkham Encounter, having been sucked through a Gate during Movement.

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

Destil
Quote:
Originally Posted by Graveyard
Entering a stone crypt, you are surprised to find a beautiful fresco and some inspirational words upon the wall. There is an almost magical peace within the chamber. Gain 2 Sanity.
Kate already has max Sanity, but at least nothing horrible happened.

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

StriderDL has no Arkham Encounter, instead getting sucked through the Gate to...

...Yuggoth. Colors are Blue and Yellow.

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

SladeForrester has no Arkham Encounter, being inside a Gate.

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

Nodal
Quote:
Originally Posted by Hibb's Roadhouse
A horrible monster appears!
VS
Horror Check: Base Will 2 + 1 from Skill + 0 Horror modifier = 3 dice.
Quote:
Originally Posted by www.wizards.com/dnd/dice/dice.htm
1,1,5
Success, but the Nightmarish 1 trait means Darrell still loses 1 Sanity.
Sanity = 3/4
Combat Check: Base Fight 4 - 1 Combat modifier = 3 dice, and all 3 need to be successes.
Quote:
Originally Posted by www.wizards.com/dnd/dice/dice.htm
2,1,4
No successes. Darrell takes 3 Stamina damage and the Dark Young poofs back into the Crown Royal Bag o'Doom.
Stamina = 3/6

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

ajr82 does not have an Arkham Encounter, opting to go shopping at the Curiositie Shoppe instead. Out of the tree available choices, Bob decides to spend $4 on a shiny Silver Key.

Quote:
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.
3 free Evades is one helluva good deal.
  #249  
Old 05-01-2011, 11:17 PM
SladeForrester SladeForrester is offline
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Default Turn Three: Other World Encounters

Sarcasmorator
Quote:
The Stars are Right Shuffle the Gate deck and keep drawing until you get an encounter of the right color.
Quote:
Other: The obsidian door refuses to open. Pass a Fight (-1) check or stay here next turn, struggling with it.
Since Kate is delayed here for next turn anyway, I deem a roll unnecessary and we move on.

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

StriderDL
Quote:
Originally Posted by Yuggoth
Blue: A monster appears from the darkness!
More violence for Monty!
VS
There is no Horror Check.
Combat Check: Base Fight 3 + 5 from Rifle - 3 Combat modifier = 5 dice. Only one success is needed.
Quote:
Originally Posted by www.wizards.com/dnd/dice/dice.htm
4,5,4,4,2
One success is enough to put the Witch down, and Monty claims it as a trophy.

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

SladeForrester
Quote:
Originally Posted by Great Hall of Celeano
Green: You find secret lore hidden in the mosaics on the wall. Make a Lore (+2) check and gain Clue tokens equal to your successes.
Base Lore 1 + 2 = 3 dice. There is no penalty for failure.
Quote:
Originally Posted by www.wizards.com/dnd/dice/dice.htm
6,2,6
2 successes = 2 Clue tokens, which brings the total to 5. Pete has enough Clues to Seal his Gate!
Clue count = 5
  #250  
Old 05-01-2011, 11:46 PM
SladeForrester SladeForrester is offline
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Default Turn Three: Mythos Phase

Quote:
Originally Posted by Environment
Egyptian Exhibit Visits Miskatonic U. Any investigator who ends his movement in the Miskatonic U. streets may pass a Lore (-1) check to gain 1 Clue token by reading the strange hieroglyphics on the artifacts in the exhibit.
Activity at: Miskatonic U. streets
Clue Appears at: Black Cave
Gate Opens at: The Witch House
+ moves white
C moves black
Live from Arkham, it's everyone's favorite game show: Gate Surge!!!

With 8 players, 8 new monsters appear in Arkham, spread as evenly as possible across the 3 open Gates. This brings the Monster count to 11, the maximum we can have out at one time. One more would have bumped up the Terror level.

4 at the Witch House:





2 at the Woods:



2 at the Unvisited Isle:



To keep from running into the image limit, I only posted the fronts of monsters we have seen before during this playthrough. Still, a TON of nasty came through on this Surge.

No monsters move, since monsters do not move on the same turn they appear and the older monsters don't have the appropriate icons.

The Clue appears at the Black Cave.

The new Environment replaces the old one, but we never encountered any Mi-Go so it never came into play.

The Merchant District streets are open again.

Since no new Gate opened, the Doom Track does not advance.
  #251  
Old 05-01-2011, 11:48 PM
SladeForrester SladeForrester is offline
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Default

Turn summary will be posted tomorrow, since it will take longer to build the Board then I have energy for tonight. In the meantime, think about your Upkeep moves for next turn.
  #252  
Old 05-02-2011, 02:07 AM
Sarcasmorator Sarcasmorator is offline
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Quote:
Originally Posted by SladeForrester View Post
monsters do not move on the same turn they appear
I'm pretty sure they do. Monsters spawned by Mythos effects don't move because that step happens after movement, but non-yellow monsters spawned by gates are free to move if their symbols come up. At least, I've never seen a rule to any other effect. EDIT: Support.
  #253  
Old 05-02-2011, 07:01 AM
SladeForrester SladeForrester is offline
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See, this is the first documentation I have seen confirming one way or another that the rulebook is an actual "initiative order" of sorts for the Mythos card. With that established, I will move all appropriate monsters that just popped out from the Gate Surge, of which there is... one, the Star Spawn. The only other monster with an appropriate icon is Stationary.

Oh well, it's one to grow on!
  #254  
Old 05-02-2011, 09:50 AM
Sarcasmorator Sarcasmorator is offline
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I think it's one of those things that's made explicit in a sidebar or diagram somewhere in the rulebook, and not really stated elsewhere. Plus, given the card layout, it's totally counter-intuitive!
  #255  
Old 05-02-2011, 01:56 PM
SladeForrester SladeForrester is offline
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Default Turn Three: 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: $10
Clues: 7
Common Items:
Dynamite Physical Weapon +8 to Combat checks (Discard after use) 2H
Unique Items: NONE
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: $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: 5/5
Stamina: 5/5
Focus: 2
Speed: 3
Sneak: 2
Fight: 3
Will: 1
Lore: 4
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.
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: 3
Sneak: 3
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:
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: 4
Sneak: 0
Fight: 3
Will: 2
Lore: 3
Luck: 3
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:
Witch (1 pt)
Maniac (1 pt)
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: 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.
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
  #256  
Old 05-02-2011, 02:10 PM
ajr82 ajr82 is offline
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Given that we have people in all three other worlds, going through a gate right now would be a good way to wind up Lost in Time and Space, right?

I have the second last turn, but if neither Büge or Tefari want to deal with the Star Spawn, I'll do that.
  #257  
Old 05-02-2011, 02:43 PM
SladeForrester SladeForrester is offline
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Here is next turn's move order:

1.) Tefari
2.) Sarcasmorator
3.) Destil
4.) StriderDL
5.) SladeForrester
6.) Nodal
7.) ajr82
8.) Büge
  #258  
Old 05-02-2011, 02:45 PM
SladeForrester SladeForrester is offline
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Quote:
Originally Posted by ajr82 View Post
Given that we have people in all three other worlds, going through a gate right now would be a good way to wind up Lost in Time and Space, right?
Very correct, if you are in an Other World and have no way back then you are Lost, but being Lost is not the end of the world in this playthrough, merely disappearing for a turn before getting spit back out into Arkham.
  #259  
Old 05-02-2011, 03:48 PM
Serephine Serephine is offline
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Can you go ahead and tell me if I keep my blessing? And can I give some stuff to Buge and still attack the Star Spawn? I'll gladly try to kill it if I'm still blessed but I don't want to lose too much useful equipment if I die to say the Flying Polyp next turn. What about gate symbols for monsters? Anything that you might be able to kill that way Slade?
  #260  
Old 05-02-2011, 04:08 PM
SladeForrester SladeForrester is offline
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None of the monsters out have the same symbol as my Gate, so go to town.

You can share equipment as you move through a space with another player on it and can continue your movement.
  #261  
Old 05-02-2011, 04:10 PM
Serephine Serephine is offline
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Am I still blessed? :>
  #262  
Old 05-02-2011, 04:10 PM
SladeForrester SladeForrester is offline
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Default Turn Four: Upkeep Rolls

Nodal's Retainer:
Quote:
Originally Posted by www.wizards.com/dnd/dice/dice.htm
2
Retainer stays.

Tefari's Blessing:
Quote:
Originally Posted by www.wizards.com/dnd/dice/dice.htm
2
Blessing stays.
  #263  
Old 05-02-2011, 04:20 PM
Nodal Nodal is offline
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Can anyone handle the monsters this turn? I need to buy some things.
  #264  
Old 05-02-2011, 04:28 PM
Serephine Serephine is offline
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Alright, move my Lore to 4 and my Will to 3, give Buge my Statue and Find Gate, and engage the Star Spawn. Knock back my Whiskey to negate the Sanity cost on casting Shrivelling once, I know I can't avoid the sanity hit due to its -3 Horror modifier. In the event the Flying Polyp moves I might be able to kill it too. =p

Unless someone has a better plan!
  #265  
Old 05-02-2011, 05:53 PM
StriderDL StriderDL is offline
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Holy crap, I'm popping out of the gate into that!? Yeesh.

Speed/Sneak to 3/1
Fight/Will to 2/3

I needs me sanity.
  #266  
Old 05-02-2011, 07:08 PM
Büge Büge is offline
Toothsome!
 
Join Date: Jun 2007
Location: TO, ON, CA
Pronouns: She/Her
Posts: 16,813
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Quote:
Originally Posted by Tefari View Post
Unless someone has a better plan!
I don't have a better plan! All the monsters are camping the spawn points!

First, I'll cast Voice of Ra, then shift my Lore/Luck to 3/3, then I'm going to hit up the Black Cave.
  #267  
Old 05-02-2011, 08:16 PM
Destil Destil is offline
Rogue Robot
 
Join Date: Jul 2007
Location: Tucson, AZ
Pronouns: he / him
Posts: 24,749
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No upkeep. Headed to pick up that clue at The Black Cave.

EDIT: God damn it.

Stay where I am and wait for a gate or a monster, again.
  #268  
Old 05-03-2011, 02:31 PM
ajr82 ajr82 is offline
There he is!
 
Join Date: May 2008
Location: Winnipeg, MB
Posts: 5,833
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If someone else is clearing the Star Spawn ahead of me, I'll move over to the Lodge.
  #269  
Old 05-03-2011, 02:47 PM
Nodal Nodal is offline
SOLVE MY PUZZLE
 
Join Date: Feb 2010
Posts: 10,873
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Unless anyone has any issues with this, no upkeep, move to Curiositie Shoppe.
  #270  
Old 05-04-2011, 06:38 PM
Sarcasmorator Sarcasmorator is offline
Space dad
 
Join Date: Jun 2007
Location: SF Bay Area
Posts: 16,721
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No upkeep changes.
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