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#241
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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.
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#242
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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:
Money = $10 No one makes any further adjustments. All Items refresh. |
#243
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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.
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#244
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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:
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:
VS Evade check: Base Sneak 2 + 2 from Ruby Standish - 2 Awareness modifier = 2 dice. Quote:
...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:
VS Horror Check: Base Will 2 - 1 Horror modifier = 1 die. Quote:
Quote:
Quote:
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:
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:
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
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Quote:
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#246
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Well, delayed is better than tongued to death!
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#247
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That's what... she said?
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#248
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Turn Three: Arkham Encounters
Büge
Quote:
Quote:
New Location: Miskatonic University Streets ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Tefari Quote:
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:
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 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:
Horror Check: Base Will 2 + 1 from Skill + 0 Horror modifier = 3 dice. Quote:
Sanity = 3/4 Combat Check: Base Fight 4 - 1 Combat modifier = 3 dice, and all 3 need to be successes. Quote:
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:
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#249
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Turn Three: Other World Encounters
Sarcasmorator
Quote:
Quote:
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ StriderDL Quote:
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:
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ SladeForrester Quote:
Quote:
Clue count = 5 |
#250
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Turn Three: Mythos Phase
Quote:
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
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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.
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#252
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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.
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#253
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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
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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!
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#255
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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
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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
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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
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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.
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#259
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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?
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#260
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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
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Am I still blessed? :>
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#262
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Turn Four: Upkeep Rolls
Nodal's Retainer:
Quote:
Tefari's Blessing: Quote:
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#263
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Can anyone handle the monsters this turn? I need to buy some things.
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#264
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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
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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
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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
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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
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If someone else is clearing the Star Spawn ahead of me, I'll move over to the Lodge.
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#269
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Unless anyone has any issues with this, no upkeep, move to Curiositie Shoppe.
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#270
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No upkeep changes.
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