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The night no one comes home. Let's Play Mansions of Madness: Classroom Curses

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  #1  
Old 10-12-2012, 02:10 PM
sraymonds sraymonds is offline
Hawkguy
 
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Default The night no one comes home. Let's Play Mansions of Madness: Blood Ties


Mansions of Madness is a board game from Fantasy Flight Games that pits 1-4 investigators against the nefarious KEEPER. The investigators attempt to solve the mystery as the Keeper throws monsters, madness, and pain into their paths. Investigators comb through the mansion searching for Clue Exploration cards, with the final Clue card revealing to them how to stop the Keeper.

I'll post a brief summary of the rules but if you want the real deal...

Mansions of Madness rulebook
FAQ
Errata
Headless Hollow's game sheet

CHOOSE YOUR VICTI INVESTIGATORS


Each investigator comes with four Trait cards. There are two physical Trait cards and two mental Trait cards. The player chooses one from each group and then receives the items listed on the card.

Trait Breakdown
  • Health - How many licks you can take before you die
  • Sanity - How many licks your mind can take before you go insane
  • Strength - Lifting, pushing, punching
  • Marksmanship - How well you can shoot
  • Dexterity - Just how dodgy you are
  • Intellect - How many moves you can make when trying to solve a puzzle
  • Willpower - The higher it is, the harder it is for monsters to freak you out
  • Lore - Used for casting spells
  • Luck - Always bet on black.

Skill points - Each investigator starts off with a certain amount of skill points. Before making an attribute test, the player may spend a skill point to add their Luck to which skill they're testing.

Skill points can also be spent to add Luck to the investigator's Intellect when attempting a puzzle.

THE VICT INVESTIGATORS

Ashcan Pete
Carolyn Fern
Darrell Simmons
Dexter Drake
Gloria Goldberg
Harvey Walters
Jenny Barnes
Joe Diamond
Kate Winthrop
Michael McGlen
Sister Mary
Vincent Lee

TURN SUMMARY

Investigators’ Turn


During a game round, the investigators can go in any order they wish. Discuss strategy as you plan your moves. If someone takes too long to take their turn, feel free to take your turn first.

An investigator’s turn consists of two movements and an action. These can be done in any order.

Movement – Investigators can move into an adjacent space. Spaces are delineated by a white line or a brown line with a door. Brown lines without a door are not considered adjacent.
  • Sealed doors can never be moved through.
  • Movements through doors do not take an extra action unless the door is locked.
  • Lock cards are revealed when the investigator attempts to enter a room. If the investigator cannot bypass the lock, the investigator is stopped and can move no further.

Investigator Actions
  • Run – Move into an adjacent space
  • Card ability – Use an ability listed on a card
  • Drop Items – Drop items or exploration cards into the player’s current room
  • Attack a monster – FISTICUFFS vs TENTACLES.
  • Explore – Reveal Obstacle and Exploration cards in the room.


Keeper’s Turn
The Keeper’s turn consists of five steps that are done in order.
  1. Investigators in the same space may trade items. After trading, investigators that are stunned may remove one Stun token from their character.
  2. The Keeper gains Threat tokens equal to the number of investigator players in the game.
  3. The Keeper may spend his Threat tokens to perform actions from his Action cards.
    a. Drawing Mythos and Trauma Cards – The Keeper are limited to 4 Mythos and 4 Trauma cards. These cards are kept secret from the players.
    b. Moving Monsters – The monsters may move one space at a time, and they ignore Lock cards.
    c. Placing Monsters – The Keeper randomly chooses a monster of the right type and places it in the specified room. If the specified room is not present, the Keeper chooses which room to place the monster in.
  4. Keeper may perform one attack per monster if they share a space with an investigator. If a monster has a Stun token on it, the monster may not attack but the Keeper may remove one Stun token from it.
  5. The Keeper places a Time token on the event card. If the Time tokens equal the number on the card, the card is flipped over and then resolved.

Keeper Interactions During Investigator Turns

Although the majority of the keeper’s activities are resolved during his turn, he also has a number of abilities and responsibilities during investigator turns.
The keeper is responsible for revealing cards when an investigator explores a room or attempts to move through a locked door. In addition, he is required to draw and resolve all Combat cards.The keeper’s largest interactions, however, involve Trauma and Mythos cards.

Playing Trauma and Mythos Cards


In each story, the keeper starts with a number of Trauma and/or Mythos cards. He can draw more of these cards by using his Action cards. Trauma cards can only be played immediately after an investigator has taken damage or horror (see “Trauma Cards” on page 25).Mythos cards can be played at the start of an investigator’s turn, or immediately after he resolves
a Movement or Action Step. These cards each have a threat cost on them (which may be zero), and some require the investigator to be in a particular room.

Mythos Cards

Mythos cards provide a great way for the keeper to slow investigators in their hunt for clues or to deal unexpected damage or horror to investigators. Such damage and horror could even present opportunities to play Trauma cards on the investigators.

There are four points during an investigator’s turn at which the keeper may play a Mythos card. The keeper may play a maximum of one Mythos card per investigator turn and may never play Mythos cards during the keeper’s own turn.

The points when the keeper may play a Mythos card are:
  • Start of an investigator’s turn
  • Immediately after an investigator’s first Movement Step
  • Immediately after an investigator’s second Movement Step
  • Immediately after an investigator’s Action Step

In order to play a Mythos card, the keeper must first pay the threat cost. Some cards also have a requirement which lists a room name, partial room name, or other requirement. The keeper may only play Mythos cards on investigators who are in one of the listed rooms or are fulfilling the requirement.

For example, if a Mythos card says “Requirement: Bedroom,” the card can only be played on an investigator who is in a room that includes the word “Bedroom” in its name (such as the “Guest Bedroom” or “Master Bedroom”). After playing a Mythos card, the keeper discards it to a faceup pile adjacent to the Mythos deck. If the Mythos deck runs out of cards, this discard pile is shuffled to create a new Mythos deck.

Trauma Cards


Trauma cards are used by the keeper to represent the physical and emotional damage that investigators have suffered. These cards can only be played by the keeper immediately after an investigator takes damage or horror . The only exception to this restriction is if an investigator has zero sanity, in which case the keeper may play one insanity Trauma card on the investigator as a keeper action (once per turn per insane investigator). Trauma cards are kept in the keeper’s hand until played and are drawn using specific Keeper Action cards.

Trauma cards with a red border are known as injuries and can only be played when an investigator takes damage. Trauma cards with a blue border are known as insanities and can only be played when an investigator takes horror. Some Trauma cards also have a large number on them, meaning that they can only be played on an investigator whose current health or sanity is equal to or lower than the number. As investigators take more damage
and horror, they become susceptible to stronger Trauma cards.

Each investigator may have a maximum of one injury and one insanity at any given time. If he receives a second card of the same type, the original card is discarded first. Thematically, the investigator has found a way to cope with the trauma or is focusing all his energy on this new trauma. Once received, it is very difficult for an investigator player to get rid of a Trauma card. A lucky investigator may find a piece of equipment or a Spell that can cure his trauma.

Skill checks!

There will be times when you are asked to make a skill check. You’ll roll a d10 and compare the number to the appropriate skill. If you roll lower than or equal to the number, you pass! You can also spend a skill point to add your Luck value to the skill, increasing your odds in passing.

A roll of a 1 is an auto pass and a 10 is an auto fail.

Example: Joe Diamond is attacked by a zombie. The Combat card lists “Test Dexterity +1.” Joe Diamond adds 1 to his current Dexterity of 4. The player rolls the die, hoping to roll a 5 or less. He rolls a 1, which automatically passes. He then resolves the “Pass:” effect of the Combat card, which reads “no effect.”


Encounters with the Creepy Crawlies!

Horror Checks

To see a monster is to have it assault your very psyche. Every time you enter a room with a monster, you must make a Horror check. You roll against your Willpower, after taking any modifiers from the monster in to account. If you fail, you take one Horror.

Evade Checks

If an investigator is in a room with a monster, but does not want to combat it, the investigator must make an Evade check. Again, after adding in any modifiers, the player rolls against their Dexterity. If they pass, the investigator suffers no ill effects and may continue with their action. If they fail, the Keeper has the option of causing damage equal to the monster’s attack rating.

Combat

The investigator declares which monster they’re fighting and with what. The Keeper will draw a card from the monster’s corresponding Combat deck until he draws a card matching the investigator’s weapon. The investigator makes a skill check to determine if successful. After the attack is resolved, combat is over.
  • Range - Some items and weapons have a range listed on their cards. The range is how many spaces (not tiles) away the investigator can attack. If there is a door or wall, then the monster would be consider out of range.
  • Line of Sight - The investigator is considered to have line of sight if the players can trace a line from at least one corner dot from his space to a corner dot in the target space without crossing a wall or a door.

Hiding and Barricading Rooms

Some rooms have a trunk or a bookcase token in them. Investigators can hide in the trunk or barricade the room by pushing the bookcase in front of the door. The Keeper draws cards from the combat deck to determine whether or not the investigator has been found by a monster or if they are able to enter the barricaded room.



Things You Will See on the Board


Hiding Space - You can hide in these
Barrier - Use this to block a door
Camp Fire - Roast marshmallows or corpses
Corpses - Used for bad things. Roast them.
Ladders - Get from one room to another. Only investigators and humanoid monsters can use them
Vents - A beast monster may move from any space with a vent to any other space with a vent. It is, essentially, the xenomorph in Alien. IT'S IN THE VENTS
Altars - Probably evil.
Sealed doors - You shall not pass. Like, ever.

Exploration Cards - These are the cards that will provide the investigators with the tools and knowledge to prevail against the Keeper.

The Exploration card subtypes are:
  • Clues – These will lead the investigators to the next clue and ultimately reveal how to stop the Keeper
  • Keys – They’re keys.
  • Equipment, Artifact, Weapons – Stuff to use
  • Tome – Magic! or something.
  • Nothing of Interest – Red herrings that are discarded immediately.

Lock Cards - Lock cards are revealed when an investigator attempts to move into a room. They require the investigator to discard a specific Exploration card or solve a puzzle before the investigator can enter the room. If the investigator cannot discard or solve the puzzle, he cannot enter the room and his movement is wasted.

Obstacle Cards - These represent obstacle that prevent investigators from fully exploring a room. They require the investigator to discard a specific Exploration card or solve a puzzle before the investigator can reveal the remaining cards.[/QUOTE]

Last edited by sraymonds; 10-16-2012 at 07:29 PM.
  #2  
Old 10-12-2012, 02:11 PM
sraymonds sraymonds is offline
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Damage

The two main threats to investigators are death and insanity, which can be caused by accumulating too much damage or horror, respectively. However, throughout the game, investigators can hardly avoid taking damage and horror. Damage is usually taken during combat, while horror is most often taken as a result of failed horror tests and from Mythos cards.

Each damage an investigator suffers reduces his health value by 1. When an investigator takes damage, he places damage tokens on his Character card equal to the amount of damage he suffers. (The number printed on a damage token indicates the amount of damage it represents.) If an investigator ever has 0 (or less) health, he is killed (see “Killed Investigators”).

Horror and Insanity

Each horror an investigator suffers reduces his sanity value by 1. When an investigator takes horror, he places horror tokens on his Character card equal to the amount of horror he suffers. If an investigator ever has zero sanity, then he is not killed, but is instead driven insane. The keeper may play insanity Trauma cards on an insane investigator as a keeper action. An investigator who has been driven insane can often be a bigger setback for the investigators than if the investigator were simply killed.

Once an investigator’s sanity is reduced to 0, he cannot gain any more horror tokens. Zero sanity is the lowest sanity an investigator can have. However, the keeper may play Trauma cards on an insane investigator when the investigator would ordinarily have gained horror (as if the investigator had gained horror as normal). An investigator only remains insane as long as he has 0 sanity. If his sanity increases above 0, he becomes sane again.

Investigators may occasionally be able to heal damage or horror. When damage or horror is healed, the player removes the amount of tokens specified from his Character card and returns them to the stockpile. Investigators may exchange damage tokens for ones of equal value (but of different denominations) at any time.

Killed Investigators

When an investigator's health is reduced to 0, the investigator is killed. The figure is then removed from the board and any Exploration cards and Starting Item cards are dropped in the room where the investigator was killed. Spells are discarded.

If the objective has not been revealed, the player may choose a new investigator.

Status Effects


Stun- Stun tokens are detrimental tokens placed on both investigators and monsters.
  • Investigators: A stunned investigator only receives one Movement Step during his turn. If he becomes stunned during his turn, he may not take a second Movement Step. In addition, he receives –2 to every attribute test. The effects of stun tokens do not stack (that is to say, having two stun tokens does not give the investigator –4 to each attribute test).

    Note that this penalty only applies to attribute tests (i.e., rolling the die and comparing it to an attribute) and does not lower the attribute for other purposes. For example, this penalty does not reduce the number of puzzle actions an investigator receives.
  • Monsters: A stunned monster may not move or attack.

An investigator or monster may have multiple stun tokens on him,
and may only discard one per turn (either during the Investigator
Trading Step or the Monster Attack Step).

- Fire tokens are placed in rooms that are on FIRE and effect every investigator and monster in the room.
  • An investigator or monster figure in the room at the end of its owner’s turn is dealt 2 damage.
  • An investigator must test his Willpower in order to enter the room. If he fails, he takes 1 horror. Regardless of the result, he may then enter the room. Once in the room, the investigator does not need to test his Willpower to move to a different space in the same room.

Darkness - Lights out! Darkness affects every investigator in the darkened room.
  • An investigator who wishes to explore the room must spend an Action Step plus one Movement Step to do so.
  • An investigator receives –2 to all attribute tests during combat while he is in the room. Note that this penalty is in addition to all other penalties (such as from being stunned).

There are some Exploration cards that negate the effects of Darkness.

Puzzles are the hardest part to figure out

The investigators WILL encounter a card that requires them to solve a puzzle. The puzzle interrupts the current movement/action and the investigator gets to try to solve the puzzle. If successful, the movement/action continues. If unsuccessful, the movement/action ends.

There are three types of puzzles: wiring, lock, and rune

Puzzle Setup

Yeah, I'm going the easy way out and just copy the image from the book.


Solving a Puzzle


An investigator has x amount of actions to solve the puzzle, with x equaling the investigator's Intellect score. The player can also spend a Skill Point to add the investigator's Luck to their Intellect score.
  • Swap a puzzle piece with an adjacent piece. The pieces are only swapped and neither one is rotated.
  • Rotate a puzzle piece 90 degrees, clockwise or counterclockwise.
  • Draw a random puzzle piece from the pile of unused pieces and replace any puzzle piece with the new piece. The new piece must be placed in it's starting orientation. This actions costs two puzzle actions.

Another example stolen from the manual


The board game says that only the current investigator can attempt the puzzle with no help from the others. In the interest of keep the game moving, I will allow the other to suggest moves. Playing via forum is already going to slow things down enough.
  #3  
Old 10-12-2012, 02:14 PM
sraymonds sraymonds is offline
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Code:
     || Investigator ||  Dexter   ||   Joe   || Sister Mary ||   Kate    ||
     ||    Health    ||   10/10   ||  12/12  ||     8/8     ||    9/9    ||
     ||    Sanity    ||   10/10   ||   8/8   ||    12/12    ||   11/11   ||
     || Skill Points ||     2     ||    3    ||      3      ||     4     ||
     ||   Strength   ||     4     ||    6    ||      3      ||     4     ||
     || Marksmanship ||     4     ||    6    ||      2      ||     5     ||
     ||   Dexterity  ||     6     ||    6    ||      5      ||     5     ||
     ||   Intellect  ||     5     ||    6    ||      3      ||     6     ||
     ||   Willpower  ||     5     ||    6    ||      7      ||     6     ||
     ||     Lore     ||     7     ||    5    ||      5      ||     6     ||
     ||     Luck     ||     3     ||    3    ||      4      ||     2     ||

Quote:
Originally Posted by Dexter Drake
  • Master of Illusion - Special Ability
    • Action: Once per game, you may move each monster in your line of sight 1 space.
  • Sword Cane - Sharp and Blunt Melee Weapon - 2 Damage
    • When attacking with this weapon, all Strength tests are considered Dexterity tests instead.
Quote:
Originally Posted by Joe Diamond
  • Lucky Break - Special Ability
    • Action: Once per game, choose a monster in your space and test your luck.
      • Pass: Kill the monster.
  • Magnifying Glass - Equipment
    • Once per turn, immediately after you spend an action to explore a room, you may take 1 additional action.
  • Crowbar - Key, Blunt Melee Weapon - 3 Damage]
    • When you explore a "Manhole Cover" Obstacle card, you may discard it.
    • Action: Attack a monster in your space.
Quote:
Originally Posted by Sister Mary
  • Holy Warding - Special Ability
    • Action: Once per game, choose a monster in your room. You may move it up to 3 spaces.
  • Holy Rosary - Equipment
    • The Keeper must spend 1 additional threat to play a Mythos or Trauma card on you.
  • Knife - Sharp Melee Weapon - 3 Damage
    • Action: Attack a monster in your space or discard this card to test your Dexterity.
    • Pass: Deal 3 damage to a monster within 2 range.
Quote:
Originally Posted by Kate Winthrop
  • Test Theories - Special Ability
    • Action: Once per game, you may test your Luck. Add +2 for each revealed Clue card.
      • Pass: You may read the Objective card.
  • Flux Stabilizer - Equipment
    • Whenever a monster is placed (not moved) into your room, the keeper must instead place the monster in an adjacent room (if able).
  • Elder Sign - Artifact
    • Action: Test your Lore.
      • Pass: The keeper must move each monster in your room 2 spaces away from you.
      • Fail: Take 1 horror.
  • Crucifix - Equipment
    • Gain +2 Willpower
    • Action: Test your Luck +2.
    • Pass: Stun a zombie or vampire within 1 range.
  • Colt .38 - Ranged Weapon - Damage: 3
    • Action: Attack a monster within 3 range. If you roll a 1 on a test during this combat, deal 2 additional damage.
The Keeper


Code:
       ||     Threat: 2    ||   Event I: 0/2  ||
       || Mythos Cards: 2  || Trauma Cards: 1 ||

Quote:
Originally Posted by Keeper Actions
  • Pyromaniac - 2 Threat
    • Action: Place a fire token in a room containing a camp fire or adjacent to a room that is already on fire.
  • Take Sample - 1 Threat
    • Action: Once per turn, choose a monster in an investigator's space. Place a sample token on the monster and then move it 1 space.
      If the monster is in an altar's space at the start of your turn, place the token on the altar and gain 5 threat.
  • Creature of the Night - 1 Threat
    • Action: Move every monster up to 1 space. You may then move each beast monster 1 additional space.
      You may only use this action once per game.
  • Evil Presence - 1 Threat
    • Action: Draw 1 Mythos card and 1 Trauma card. If this was your first action this game round, you may end your Action Step to gain 1 threat.
  • Raise Dead ? Threat
    • Action: Perform 1 of the following:
      • Pay 1 threat to place 1 corpse marker in the Graveyard or Crypt.
      • Pay 2 threat to discard a corpse marker and place a zombie in its space.

Last edited by sraymonds; 11-29-2012 at 09:27 AM.
  #4  
Old 10-12-2012, 02:22 PM
sraymonds sraymonds is offline
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And this is the map for this scenario.



That's a lot bigger than I was expecting. I'll probably shrink it a little.

Last edited by sraymonds; 10-16-2012 at 08:31 PM.
  #5  
Old 10-12-2012, 04:42 PM
poetfox poetfox is offline
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Are we just calling it out here? Unless anyone has any complaints, I want Sister Mary with Servant of God and Holy Warding.
  #6  
Old 10-12-2012, 05:03 PM
The Giant Head The Giant Head is offline
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I'll be Dexter Drake with Slight of Hand and Master of Illusion

(Am I seeing correctly that there are no hiding spaces on this map?)
  #7  
Old 10-12-2012, 05:17 PM
Dawnswalker Dawnswalker is offline
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I've never seen this scenario before, hopefully it [strike]will be[/strike won't be too traumatizing!
  #8  
Old 10-12-2012, 08:27 PM
sraymonds sraymonds is offline
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Quote:
Originally Posted by The Giant Head View Post
I'll be Dexter Drake with Slight of Hand and Master of Illusion

(Am I seeing correctly that there are no hiding spaces on this map?)
You are correct.
  #9  
Old 10-12-2012, 10:04 PM
sraymonds sraymonds is offline
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Quote:
Originally Posted by Bind Monster
  • Action: Choose a monster within 2 range and test Lore.
  • Then flip this card over and resolve the effect.
There are 5 Bind Monster cards, each with different Pass/Fail results. For example, on one card, if you pass, the monster takes 2 damage and is stunned. If you fail, you take 1 damage and 1 horror. Then you would discard your current Bind Monster card and get a new Bind Monster card.
  #10  
Old 10-13-2012, 12:31 AM
Büge Büge is offline
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I could have sworn I signed up for a game. :T
  #11  
Old 10-14-2012, 09:09 AM
The Giant Head The Giant Head is offline
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It's the weekend. People are probably off doing weekend stuff anyway (we are at least).
  #12  
Old 10-15-2012, 11:45 AM
sraymonds sraymonds is offline
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If Nich wants to give his spot to Buge, that's fine by me. I still need to set up the board so the game won't start for a few more days.
  #13  
Old 10-15-2012, 05:34 PM
Büge Büge is offline
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Really? Are you sure? Thanks, Nich!

Seems to me like you guys could use some muscle. Joe Diamond's on the case!

License to Kill/Lucky Break.
  #14  
Old 10-16-2012, 07:24 PM
sraymonds sraymonds is offline
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I'm gonna change the scenario we're playing. It's considered the least fun of the five included.
  #15  
Old 10-16-2012, 08:32 PM
sraymonds sraymonds is offline
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Ok, I've uploaded the new map for Blood Ties. If anyone wants to change their character because of the new map layout, now's the time to do it.

Next! I need everyone to roll a d10.
  #16  
Old 10-16-2012, 10:08 PM
The Giant Head The Giant Head is offline
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I rolled a 2.
  #17  
Old 10-17-2012, 12:05 AM
Büge Büge is offline
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Hmmm, you know what, swap out "Licence to Kill" for "Private Eye". Joe's got a feeling that he'll need a sharp eye more than an itchy trigger finger.

I rolled a 6.
  #18  
Old 10-17-2012, 05:02 AM
poetfox poetfox is offline
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I'll stick with my decisions, I think. I also rolled a 2.
  #19  
Old 10-17-2012, 10:36 PM
sraymonds sraymonds is offline
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Ok, the three that rolled 2s get to roll again!
  #20  
Old 10-17-2012, 10:51 PM
The Giant Head The Giant Head is offline
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9 this time.
  #21  
Old 10-18-2012, 05:08 AM
poetfox poetfox is offline
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10! I win at rolling apparently!
  #22  
Old 10-18-2012, 08:25 PM
sraymonds sraymonds is offline
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Queen Possum and Gloria Goldberg have left for the Paternoverse. In her place we have Nich with Kate Winthrop with Inventor and Test Theories.

Nich also rolled a 4 which means he gets the special prize. Which will be revealed when we get ready to go.
  #23  
Old 10-19-2012, 06:30 AM
sraymonds sraymonds is offline
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All of the investigators go first, then the keeper. Investigators determine their own turn order, so whoever calls dibs or whatever. Y'all can discuss this.

I still need to build the table that shows everyone's stats and items and then post the prologue, so that you know why you're in this house. As soon as that's up I'll msg everyone and we can get started.
  #24  
Old 10-19-2012, 10:13 AM
sraymonds sraymonds is offline
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Ok, I've got the players' stats up. Check to make sure everything's correct. I was going to build the Keeper's stuff too but I just realized I left those at home.

So enjoy staring at your abilities and items!
  #25  
Old 10-19-2012, 11:02 AM
Büge Büge is offline
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Well, we are in the appropriate era for a "who's on first" routine...
  #26  
Old 10-20-2012, 03:23 PM
sraymonds sraymonds is offline
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Keeper's available actions are up. Take a look at that and then I'll get the prologue up sometime this weekend.
  #27  
Old 10-22-2012, 12:24 PM
sraymonds sraymonds is offline
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Blood Ties

The Story So Far
You stand there in the pouring rain, watching your uncle Artimus's grave fill with water. You remember him vividly from your youth, mostly as the intelligent center of attention during the holidays. One particular Christmas stands out: the only time in your life you had a personal conversation with him. Until this moment, you had complete forgotten about this encounter.

----

"We're in a special family, you know that right?" He picked up his pipe and struck a match across his stubbled chin. You sat attentively as he took a few puffs. "There is much more to life than what they teach you in school, and our family has a long history of expanding our horizons. Your parents, though, they're going to try to shelter you - keep you from the truth."

"I don't understand," you replied, your eyebrows knit together.

"Ohhhh...someday you will. And when that day arrives, come see me." He patted you on the back and walked away.

----

That day never came, and now it is too late to ask him. In the years that followed, he grew distant from the family. He had no spouse or children of his own, apparently by choice. Some sort of quarrel had made him an outcast from the family, though you'd been careful to stay away from from the drama.

As they lower his coffin into the ground, you can't help but wonder why he left you his entire estate. You tell yourself it's because he didn't trust the rest of the family, but a cold feeling tells you that the truth is much bleaker.

Hours later, you travel through the driving rain to your new "estate" - which you quickly discover is a misnomer. The grounds are dotted with a few half-built structures in the middle of nowhere. Apparently your eccentric uncle had either run out of time or money to finish constructing his home.

As the rain lets up and dusk approaches, you start a fire to dry off and warm up. You do a quick tour of the grounds before returning to sulk by the fire. If there was anything of worth here, it's cleverly hidden. As you stare into the flames, you realize that inheritance is not what it's cracked up to be.
Special Rules - Each investigator player rolls a die and whoever rolls the lowest is considered the blood relative. The blood relative is the player that the story is directed towards, and this player may be required to make certain decisions on Event cards.

If the blood relative is killed, the keeper gains 4 Threat, and the player chooses a new character. The new character is also considered a blood relative.

Everyone rolled, and Nich rolled the lowest. Nich is the blood relative.



Code:
     || Investigator ||  Dexter   ||   Joe   || Sister Mary ||   Kate    ||
     ||    Health    ||   10/10   ||  12/12  ||     8/8     ||    9/9    ||
     ||    Sanity    ||   10/10   ||   8/8   ||    12/12    ||   11/11   ||
     || Skill Points ||     2     ||    3    ||      3      ||     4     ||
     ||   Strength   ||     4     ||    6    ||      3      ||     4     ||
     || Marksmanship ||     4     ||    6    ||      2      ||     5     ||
     ||   Dexterity  ||     6     ||    6    ||      5      ||     5     ||
     ||   Intellect  ||     5     ||    6    ||      3      ||     6     ||
     ||   Willpower  ||     5     ||    6    ||      7      ||     6     ||
     ||     Lore     ||     7     ||    5    ||      5      ||     6     ||
     ||     Luck     ||     3     ||    3    ||      4      ||     2     ||

Code:
       ||     Threat: 2    ||   Event I: 0/2  ||
       || Mythos Cards: 2  || Trauma Cards: 1 ||
Prologue
As you gaze forward at the entryway, the hairs on the back of your neck raise., one by one. You slowly turn around and look upon the one place that you have not yet searched. The tiny decrepit building makes you shiver, but dreams of treasure invigorate you.
And with that, the game begins. Investigators, decide your turn order for this round and go exploring.

Last edited by sraymonds; 10-22-2012 at 01:27 PM.
  #28  
Old 10-22-2012, 12:51 PM
poetfox poetfox is offline
Dragon Enthusiast
 
Join Date: Jun 2007
Location: The Magical Land of Missouri
Posts: 3,392
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I call not it on going first, but I suppose the building we're all a space away from is the place to start our search? Or is that TOO OBVIOUS AND WE'LL ALL DIE GOING THAT WAY!
  #29  
Old 10-22-2012, 02:15 PM
The Giant Head The Giant Head is offline
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Join Date: Aug 2007
Posts: 281
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Kate's family is special because they were all scientists, but her parents would have none of it.

I predict that there are no monsters here, but we're all about to learn an awful lot.
  #30  
Old 10-22-2012, 02:18 PM
sraymonds sraymonds is offline
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Join Date: Jun 2007
Location: Sugar Land, TX
Posts: 12,414
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Science is just lies from the pit of R'lyeh.

I should also mention that if the players can't decide who goes first then the Keeper decides for them.

Last edited by sraymonds; 10-22-2012 at 02:49 PM.
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