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Evil Goes Global! Let’s Play Eldritch Horror

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  #1  
Old 01-23-2014, 10:49 PM
sraymonds sraymonds is offline
Hawkguy
 
Join Date: Jun 2007
Location: Sugar Land, TX
Posts: 12,414
Default Evil Goes Global! Let’s Play Eldritch Horror

The Ancient Ones’ influence has spread across the world and only our intrepid band of heroes can stop it!

In Eldritch Horror, the players travel the world, trying to solve 3 Mysteries that will prevent the Ancient One from gaining a foothold in to our world.

Eldritch Horror rulebook!
Eldritch Horror reference guide!
Eldritch Horror FAQ!

Each round consists of three phases.

1. Action Phase
2. Encounter Phase
3. Mythos Phase

Action Phase

The players can perform two unique actions during this phase.
  • TRAVEL – The investigator moves to an adjacent space. The investigator may then spend a Ticket to move an additional space.
  • REST – The player regains 1 Health and 1 Sanity. This cannot be done on a space containing a Monster.
  • TRADE – Trade possessions (Assets, Artifacts, Spells, Clues, Tickets) with another Investigator in the same space.
  • PREPARE FOR TRAVEL (CITY ONLY) – Gain one ticket of either Ship or Train type only if the location is connect by a track of that type. May only be performed in a City. Limit of two tickets total per Investigator
  • ACQUIRE ASSETS (CITY ONLY) – Test Influence. May gain card(s) from the Reserve with the sum of their values up to the number of successes rolled. If no cards chosen, the Investigator may instead discard one card from the Reserve. Then, replace the cards removed (bought, discarded) from the Reserve. Cannot be done on a space with Monsters.
  • COMPONENT ACTION – Perform an action on your card or Investigator sheet (preceded by “Action:”) or on another Investigator’s (preceded by “Local Action:”) if on the same space. Each action from a different source counts as a different action.

Encounter Phase


Players must resolve one type of encounter.
  • COMBAT ENCOUNTER - This is required if the Investigator shares a space with a Monster. If there are no Monsters left after combat, the Investigator may then resolve one other encounter.
  • LOCATION ENCOUNTER - The player draws a card from the Investigator’s location (America, Europe, Asia/Australia, or General), resolves the effect, and discards the card. The player may choose the type if multiple are possible. The text below a location suggests the most common encounter type for that space.
  • TOKEN ENCOUNTER - The player may choose to resolve an encounter for a token on the space instead. Depending on the token, resolve based on the following card type:

TOKEN TYPE - CARD
  • Clue - Research
  • Gate- Other World
  • Active Expedition - Expedition
  • Rumor - Rumor Mythos
  • Defeated Investigator - Back of Defeated Investigator Card

MYTHOS PHASE


The Lead Investigator draws a Mythos card and resolves the icons and effects in order (left to right, top to bottom).



Investigators

These are the characters the players can choose and also an explanation for their stats.
  • Lore is usually used when closing Gates and casting Spells.
  • Influence is usually used when buying items and when doing City encounters.
  • Observation is usually used when doing Expeditions and Clue encounters.
  • Strength is usually used when doing Expeditions and fighting enemies.
  • Will is usually used when closing Gates and fighting enemies.


Quote:
Leo Anderson - The Expedition Leader posted:

"Keep moving. You can die on your own time."

  • Health 6, Sanity 6.
  • Lore 2, Influence 2, Observation 3, Strength 3, Will 3.
  • Action: Test Influence. If you pass, gain 1 Ally of your choice from the reserve or the discard pile.
  • If you are on a Wilderness space, you and investigators on your space roll 1 additional die in tests.
  • Starts in: Buenos Aires.
  • Starts with: Hired Muscle (+1 Toughness, once per round reroll any Toughness die).
Quote:
Lily Chen - The Martial Artist posted:

"I have been preparing to confront this evil for my entire life. My focus must be absolute."

  • Health 6, Sanity 6.
  • Lore 2, Influence 2, Observation 2, Strength 4, Will 3.
  • Action: Spend any number of Health or Sanity, then recover an equal amount of Health or Sanity.
  • When you improve a skill, you may immediately improve that skill again.
  • Starts in: Shanghai
  • Starts with: Protective Amulet (+1 Will during Combat Encounters), Lucky Rabbit's Foot (Once per round reroll any die).
Quote:
Jim Culver - The Musician posted:

"No, not quiet at all. Dead folks get downright rambunctious when I play my horn."

  • Stamina 7, Sanity 5.
  • Lore 3, Influence 3, Observation 2, Strength 2, Will 3.
  • Action: You and each investigator on your space recovers one Sanity.
  • You and investigators on your space roll 1 additional die in all tests during Combat Encounters.
  • Starts in: South USA
  • Starts with: Shriveling Spell (Action: Test Lore. If you pass, choose a Monster on your space to lose 2 Health), 1 Clue.
Quote:
Jacqueline Fine - The Psychic posted:

"The visions are a warning. The future can be rewritten."
  • Stamina 4, Sanity 8.
  • Lore 4, Influence 2, Observation 3, Strength 1, Will 3.
  • Action: You may trade any number of Clues with any investigator on the board.
  • Once per round, when another investigator gains a non-Common Condition, you may look at the back of the card and gain 1 Clue.
  • Starts in: Middle USA
  • Starts with: Flesh Ward Spell (Once per round, when any investigator would lose Health, test Lore. If you pass, prevent that investigator from losing up to 2 Health), 1 Clue.
Quote:
Mark Harrigan - The Soldier posted:

"I'm walking out that door, and I'm taking this book. Anyone who wants to stop me is welcome to try."

  • Stamina 8, Sanity 4.
  • Lore 1, Influence 2, Observation 2, Strength 4, Will 4.
  • Action: You and 1 Monster on your space both lose 1 Health.
  • You cannot become Delayed or gain a Detained Condition unless you choose to.
  • Starts in: Nothern Europe
  • Starts with: .38 Revolver (+2 Strength during Combat Encounters), Kerosene (Discard to gain +5 Strength during a Combat Encounter).
Quote:
Lola Hayes - The Actress posted:

"I've played so many roles. Madness is to be expected."

  • Stamina 5, Sanity 7.
  • Lore 2, Influence 4, Observation 2, Strength 2, Will 3.
  • Action: Spend any number of improvement tokens, then improve 1 skill of your choice for each token spent.
  • Once per round, you or an investigator on your space may roll 1 additional die when resolving a test.
  • Starts in: Tokyo
  • Starts with: .18 Derringer (Once per round, add 1 to the roll on a die during a Strength test in a Combat Encounter), improve 1 skill of your choice.
Quote:
Charlie Kane - The Politician posted:

"It can be arranged. It's just a matter of acceptable terms."

  • Stamina 4, Sanity 8.
  • Lore 2, Influence 4, Observation 3, Strength 2, Will 2.
  • Action: Another investigator of your choice may immediately perform 1 additional action.
  • When you perform an Acquire Assets action, you may allow other investigators to gain any cards you purchase.
  • Starts in: San Francisco
  • Starts with: Personal Assistant (+1 Influence, once per round reroll any Influence die).
Quote:
Silas Marsh - The Sailor posted:

"Leave your fears on the docks, lads. I'll not carry that cargo. The wind is up! Full sail!"

  • Stamina 8, Sanity 4.
  • Lore 1, Influence 3, Observation 3, Strength 3, Will 3.
  • Action: Move 1 space along a Ship path, then perform 1 additional action.
  • If you are on a Sea space, you and investigators on your space roll 1 additional die in tests.
  • Starts in: Sydney
  • Starts with: Fishing Net (Once per turn, reroll a Strength die during a Combat Encounter. Reduce the damage of Monsters you encounter by 1, down to a minimum of 1.)
Quote:
Akachi Onyele - The Shaman posted:

"I will journey to the lands beyond. I do not fear them."

  • Stamina 5, Sanity 7.
  • Lore 3, Influence 2, Observation 2, Strength 2, Will 4.
  • Action: Look at the top 2 Gates in the Gate stack. Put one on the top, and the other on the bottom.
  • When you close a Gate during an Other World encounter, you may move to any space containing a Clue or a Gate.
  • Starts in: South Africa
  • Starts with: Mists of Releh Spell (During the Encounter phase, test Lore. If you pass, you may choose an encounter as if there are no Monsters on your space), 1 Clue.
Quote:
Trish Scarborough - The Spy posted:

"We lie all the time. But the truth is in there. You just have to know how to decode people."

  • Stamina 7, Sanity 5.
  • Lore 1, Influence 3, Observation 4, Strength 3, Will 2.
  • Action: If you do not have any Clues, gain 1 Clue.
  • If you or an investigator on your space spends a Clue to reroll a die, they may reroll up to 2 dice instead.
  • Starts in: Central Russia
  • Starts with: .45 Automatic (+3 Strength during Combat Encounters).
Quote:
Diana Stanley - The Redeemed Cultist posted:

"The Lodge is not as innocent as they pretend. I have learned that nothing is ever as it seems, myself included."

  • Stamina 7, Sanity 5.
  • Lore 4, Influence 2, Observation 3, Strength 3, Will 1.
  • Action: If there is a Cultist on your space, discard all Monsters on your space or move the Cultist to any other space.
  • Reduce the horror of Monsters you encounter to 1.
  • Starts in: Central America
  • Starts with: Arcane Manuscripts (+1 Lore when resolving Spells), Wither Spell (During a Combat Encounter, test Lore. If you pass, gain +3 Strength during that encounter).
Quote:
Norman Withers - The Astronomer posted:

"Let them call me a crackpot! Something is happening to the stars, and I am not imagining it!"

  • Stamina 5, Sanity 7.
  • Lore 3, Influence 1, Observation 3, Strength 2, Will 4.
  • Action: Spend 2 Clues to discard 1 Monster on a space containing a Gate.
  • Once per round, you may spend 1 Sanity in place of spending 1 Clue.
  • Starts in: Arkham
  • Starts with: Feed the Mind Spell (Action: Test Lore-1. If you pass, choose yourself or an investigator on your space to improve 1 skill of their choice).

WIN OR LOSE
  • The game immediately ends when an effect specifies that “Investigators win the game,” or “Investigators lose the game.”
  • In the rare circumstance that both of these effects happen at the same time, investigators win the game.
  • Investigators win the game by solving Mysteries.
  • If all players have been eliminated, investigators lose the game.
  • If a Mythos card cannot be drawn during the Mythos Phase, the Mythos Phase ends and investigators lose the game.
  • If the Doom token reaches the “0” space of the Doom track, the Ancient One awakens. The Ancient One sheet is flipped and indicates how investigators can lose the game.
Tests

When an investigator resolves a test, he performs the following steps:
  1. Determine Dice Pool: The investigator determines the number of dice he will roll. This number is his dice pool.
    • He starts with a number equal to the skill being tested.
    • He adds or subtracts the test modifier (the number that follows the skill icon on the effect).
    • If he has an Improvement token for the skill being tested, he adds the Improvement token’s modifier.
    • He may use one effect that provides a bonus (for example “Gain +3). If multiple effects provide a bonus, he uses only the highest bonus.
    • He adds any “additional dice” he gains from effects that apply. Additional dice are cumulative and are in addition to other effects.
  2. Roll Dice: He rolls a number of dice equal to his dice pool.
    • If an investigator’s dice pool is below 1, he rolls 1 die instead.
    • If an investigator’s dice pool is greater than the number of dice available, he rolls as many dice as possible, counts his successes, and rolls the dice again until he has rolled a number of dice equal to his dice pool.
  3. Determine Result: Each “5” or “6” rolled is one success. The total number of successes rolled is the test result. If he rolls at least one success, he passes the test. If he does not roll any successes, he fails the test.
  4. Resolve Pass or Fail Effect: The consequence of passing or failing the test is determined by the effect that triggered the test.

Combat


During the Encounter Phase, an investigator on a space containing one or more Monsters must encounter each Monster on his space, one at a time, in the order of his choice. An investigator resolves a Combat Encounter by following these steps:
  1. Check Monster Effects: The Monster might have effects that alter how the investigator resolves the combat. It is important to read the Monster’s effects before resolving any other part of the Combat Encounter.
  2. Resolve Will Test: The investigator resolves the Monster’s test.
    • If the Monster’s horror is greater than the test result, the investigator loses Sanity equal to the difference.
  3. Resolve Strength Test: The investigator resolves the Monster’s test.
    • If the Monster’s damage is greater than the test result, the investigator loses Health equal to the difference.
    • If he passes, the Monster loses Health equal to the test result. Indicate this by placing an equal number of Health tokens on the Monster token. The investigator and Monster lose Health simultaneously.
    • When a Monster has lost Health equal to or greater than its toughness, the Monster is defeated and returned to the monster cup.
    • If a Monster does not have a { or } test, the investigator does not resolve that test.
    • If an investigator defeats every Monster on his space during the Encounter Phase, he may resolve an additional encounter of his choice.

Defeated Investigator
When an investigator has lost all Health or Sanity, he is immediately defeated and resolves the following steps:
  1. Advance Doom: Advance Doom by one.
  2. Relocation: Move the Investigator token to the nearest City space. Then lay the Investigator token on its side with a Health token on it to indicate the investigator has lost all Health or with a Sanity token on it to indicate the investigator has lost all Sanity.
  3. Collect Possessions: The investigator discards all Condition cards, Health, Sanity, and Improvement tokens and places his possessions on his Investigator sheet. Keep the sheet faceup and place it in a common area, out of the way.
  4. Pass Lead Investigator: If the defeated investigator has the Lead Investigator token, he must pass it to an investigator of his choice.

Devoured
When an investigator is devoured, he resolves the following steps:
  1. Advance Doom: Advance Doom by 1.
  2. Discard Possessions: The investigator discards all possessions, Condition cards, Health, Sanity, and Improvement tokens and returns his Investigator sheet and token to the game box.
  3. Pass Lead Investigator: If the devoured investigator has the Lead Investigator token, he must pass the token to an investigator of his choice.
  4. The player chooses a new investigator at the end of the Mythos Phase.

Delayed

When an investigator becomes Delayed, lay his Investigator token on its side.
  • A Delayed investigator cannot perform any actions.
  • If an investigator becomes Delayed on his turn during the Action Phase, he immediately ends his action and loses all remaining actions instead of becoming Delayed.
  • Instead of performing actions during the Action Phase, a Delayed investigator rights his Investigator token and is no longer delayed.

Conditions
  • Condition cards are double-sided. An investigator cannot look at the back of Conditions unless an effect allows him to.
  • Conditions cannot be traded.
  • An investigator cannot have multiple copies of the same Condition. If he would gain a Condition that he already has a copy of, he does not gain another copy of that Condition.
  • Some Conditions allow an investigator to perform unique actions as described on the card.
  • If a Condition’s effect does not list a limit, it may only be used once per instance of the triggered event.

Conditions:
  • Amnesia - Madness - When you Rest, roll 1 die. On a 5 or 6, discard this card. On a Reckoning, test Will. If you fail, flip this card.
  • Back Injury - Injury - When you Rest, roll 1 die. On a 5 or 6, discard this card. On a Reckoning, test Strength. If you fail, flip this card.
  • Blessed - Boon - 4, 5, and 6's count as successes. If you become Blessed again, flip this card instead. If you become Cursed, discard this card instead. On a Reckoning, roll a die. On a 1 or 2, discard this card.
  • Cursed - Bane - Only 6's count as successes. If you become Blessed, discard this card instead. If you become Cursed again, flip this card instead. On a Reckoning, roll a die. On a 4, 5 or 6, discard this card.
  • Dark Pact - Deal - On a Reckoning, roll a die. On a 1, flip this card.
  • Debt - Deal (Common) - Local Action: Test Influence. If you pass, discard this card. On a Reckoning, flip this card.
  • Detained - Restriction - You cannot move or perform actions other than the one on this card. Instead of an encounter, flip this card. Local Action: Test Influence. If you pass, discard this card.
  • Hallucinations - Madness - When you Rest, roll 1 die. On a 5 or 6, discard this card. On a Reckoning, test Will. If you fail, flip this card.
  • Internal Injury - Injury - When you Rest, roll 1 die. On a 5 or 6, discard this card. On a Reckoning, test Strength. If you fail, flip this card.
  • Leg Injury - Injury - When you Rest, roll 1 die. On a 5 or 6, discard this card. On a Reckoning, test Strength. If you fail, flip this card.
  • Paranoia - Madness - When you Rest, roll 1 die. On a 5 or 6, discard this card. On a Reckoning, test Will. If you fail, flip this card.


Locations:
These are rough guides as to what can happen at each unique location, but far from a certainty.

  • San Francisco: Improve Observation.
  • Arkham: Gain an Incantation Spell
  • Buenos Aries: Gain a Ritual Spell
  • London: Spawn Clue Tokens
  • Rome: Improve Will
  • Instanbul: Improve Influence
  • Shanghai: Improve Lore
  • Tokyo: Defeat or Discard Monsters
  • Sydney: Improve Strength
  • Land/Sea/Wilderness Generic: ???
  • Clue Tokens: Gain that clue and possibly a second.
  • Gate Tokens: Close that Gate. Often, gain a Clue.
  • Expedition Tokens: Usually quite strong i.e. gain an Artifact, reduce Doom track, etc.

Last edited by sraymonds; 01-25-2014 at 03:52 PM.
  #2  
Old 01-23-2014, 10:51 PM
sraymonds sraymonds is offline
Hawkguy
 
Join Date: Jun 2007
Location: Sugar Land, TX
Posts: 12,414
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Yog-Sothoth is what we'll be facing.

The top left corner shows what number the Doom Track will be starting at. If it ever reaches 0, Yog-Sothoth will awaken and we'll flip the sheet over. There will be a final mystery to solve for us to defeat him.

All Cultists are Ancient One specific, so if I ever place a Cultist on the board, we'll go over to the Ancient One's sheet to get the stats to defeat it.

Yog's has a Reckoning effect, so whenever the Reckoning symbol shows up on the Mythos card, each investigator on a space containing a Gate advances Doom by 1 unless he discards 1 spell.

Mysteries



This Mystery will actually be the first Mystery we'll be tackling. It's fairly self-explanatory. You just gotta do what the card says.

The Doom Track and the Omen Track


The Omen token starts on the Green Comet and whenever the Advance Omen symbol comes up, the token advances one space clockwise. The Doom Track advances by 1 for every Gate that has the same symbol as the current Omen.



On the map is the major and minor locations that you can visit. The red lines are Train paths, the blue lines are Ship paths, and while it can be hard to see on this image, the yellow paths are Uncharted. Neither of the tickets can be used to for a free ride down the Uncharted paths.

The Reserve is where players will be buying items. There will be four items always available to purchase, and, if you deem necessary, a Bank Loan. If you take the Bank Loan, you are given 2 successes to your Acquire Asset test, and you gain a Debt condition.

When I update the map, the Reserve will be empty and I'll just put it on a chart somewhere in the post.

Last edited by sraymonds; 01-25-2014 at 03:32 PM.
  #3  
Old 01-23-2014, 10:52 PM
sraymonds sraymonds is offline
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Combat Example!


Mark is facing off against the Elder Thing!
  1. It has no monster effect, so we go straight into combat.
  2. Mark tests his Will of 4 and rolls 2,1,5,6 for 2 successes. The Elder Thing has a Horror rating of 3, so Mark loses the difference between the rating and his successes, which is 1 SAN.
  3. Mark then tests his Strength -1. He gets a 6, 3 and 1. Only 1 success. The Elder Thing has a Combat rating of 2, so Mark loses the difference, which is 1 HP. The Elder Thing also takes damage, equal to the amount of successes Mark rolled, which is 1 HP.

This ends the combat encounter. Mark is free to attempt the kill the Elder Thing on the next round. Any damage the Elder Thing incurred this turn stays with the monster.

This and That

  • There are no autofails. If you find a negative modifier will take you to 0 or below, don't worry. You will always roll 1 die.
  • Took a whooping from a monster and don't think you can take another round of combat? Just walk away. You do not have to stay and fight the monster again. You just can't stay and have a non-combat encounter while it's still there.
  • The Lead Investigator can be moved around. I can be Lead for the whole game or we can discuss it and pass it to Mogri on turn 3. The Lead is whomever we want it to be. Just FYI, Charlie Kane should be Lead for the first turn.

Taking a Turn
When you post your turn, number your actions. It will help be keep track of things.
  1. Rest
  2. Travel to Shanghai, then Boat ticket to Tokyo,

At the end of your turn, tell me which Encounter you want. If you're on the San Francisco space and it has a Clue token and an Expedition marker*, you have four choices for encounters: research, expedition, city, and the San Francisco encounter.

*This will never happen because San Francisco isn't in the Expedition deck. It's just an example.



This is the reference card for 6 players. It indicates the number of Clues and Gates spawned from the Mythos cards, and the number of monsters spawned from a Monster Surge.

Last edited by sraymonds; 01-26-2014 at 05:26 PM.
  #4  
Old 01-24-2014, 02:47 PM
aturtledoesbite aturtledoesbite is offline
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Based on the claims thread, it looks like prospective players are myself, Gerad, Mogri, jpfriction, and possibly Teaspoon if we need him to play.

Just one or two more people, guys! (also we should probably have sign ups here so we don't clutter the claims thread for falselogic)
  #5  
Old 01-24-2014, 03:14 PM
sraymonds sraymonds is offline
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I'll be playing too. My computer crapped out so things are a bit slow.

Including teaspoon, we've got six but if he'd rather be an alternate, we need one more.
  #6  
Old 01-24-2014, 03:19 PM
Sarcasmorator Sarcasmorator is offline
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You can put me down if need be. I missed the roll call thread, but I've been wanting to try this.

Calling Ashcan Pe*BLAM*
  #7  
Old 01-24-2014, 03:34 PM
sraymonds sraymonds is offline
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Ok, we got our six. The game goes up to 8, but I did that with Arkham Horror and,while fun, it was a lot of work.
  #8  
Old 01-24-2014, 03:38 PM
Mogri Mogri is online now
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I'll take the international superspy if no one objects.
  #9  
Old 01-24-2014, 03:42 PM
Sarcasmorator Sarcasmorator is offline
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Mark Harrigan.
  #10  
Old 01-24-2014, 04:28 PM
aturtledoesbite aturtledoesbite is offline
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import random
print(random.randint(1,10))
>> 5

Skipping over Mark, looks like I get Lola Hayes.
  #11  
Old 01-24-2014, 04:41 PM
Gerad Gerad is offline
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Random.org gave me Jim Culver, the musician.
  #12  
Old 01-24-2014, 05:48 PM
jpfriction jpfriction is offline
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Norman Withers sounds about right for me.
  #13  
Old 01-24-2014, 06:31 PM
sraymonds sraymonds is offline
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AND I'LL FORM THE HEAD I'll be Charlie Kane
  #14  
Old 01-24-2014, 06:40 PM
aturtledoesbite aturtledoesbite is offline
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Quote:
Originally Posted by sraymonds View Post
AND I'LL FORM THE HEAD I'll be Charlie Kane
VOLTRON, GO! So when do we start?
  #15  
Old 01-24-2014, 07:04 PM
sraymonds sraymonds is offline
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Quote:
Originally Posted by aturtledoesbite View Post
VOLTRON, GO! So when do we start?
In the next 2 or 3 days
  #16  
Old 01-24-2014, 07:09 PM
Mogri Mogri is online now
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Quote:
Originally Posted by sraymonds View Post
I'll be Charlie Kane
Truly the C. Kane of Call of Cthulhu characters
  #17  
Old 01-24-2014, 07:41 PM
aturtledoesbite aturtledoesbite is offline
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Quote:
Originally Posted by sraymonds View Post
In the next 2 or 3 days
Any particular thing we're waiting on?
  #18  
Old 01-24-2014, 07:43 PM
sraymonds sraymonds is offline
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For me to fix my PC woes
  #19  
Old 01-24-2014, 07:45 PM
aturtledoesbite aturtledoesbite is offline
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Quote:
Originally Posted by sraymonds View Post
For me to fix my PC woes
Ah, alrighty. Good luck! Don't delete system32 (assuming you have Windows)!
  #20  
Old 01-24-2014, 09:08 PM
sraymonds sraymonds is offline
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Uploaded the Ancient One we'll be fighting. I'll slowly be putting up everything we need to play
  #21  
Old 01-25-2014, 03:56 PM
sraymonds sraymonds is offline
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I put some more stuff up. Give it a looksy and tell me if you have any questions!
  #22  
Old 01-26-2014, 07:46 AM
Daikaiju Daikaiju is offline
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if he drops Mimiron's Head, I call dibs.
  #23  
Old 01-26-2014, 09:19 AM
sraymonds sraymonds is offline
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Start of Game/Turn 1



Omen Doom = 14
Quote:
Gates posted:
  • Tokyo (B), Sydney (R)
Quote:
Monsters posted:
  • Tokyo - Ghoul - Will +1 (1) - Strength (2) - 1/1 HP
    • If you lose Health from the Strength test, gain a Paranoia condition.
  • Sydney - Mi-Go - Will (1) - Strength -2 (2) - 3/3 HP
    • Reckoning: Discard the nearest Clue and move this Monster to that space.
    • If you defeat this Monster during a Combat Encounter, gain 1 Artifact.
Quote:
The Reserve posted:
Bank Loan (0) - When performing an Acquire Assets action, you may gain a Debt condition to immediately add 2 successes to your results.
  • Spirit Dagger (2) - Item (Weapon, Magical)
    • Gain +1 Will and +2 Strength during Combat Encounters.
  • King James Bible (2) - Item (Tome)
    • You may reroll 1 die when resolving a Will test during a Combat Encounter.
    • When you perform a Rest action, recover 1 additional Sanity.
  • Charter Flight (1) - Service
    • When you gain this card, immediately move up to 2 spaces. Then discard this card.
  • Arcane Manuscripts (1) - Item (Tome)
    • Gain +1 Lore when resolving Spell effects.
This is the player order. All this means is that Turn 1, Norman will be Lead Investigator. Turn 2, Mark will be Lead. We'll just go down the list each turn.

Quote:
Norman Withers - jpfriction - STA 5/5 - SAN 7/7 - Arkham posted:
  • Lore 3, Influence 1, Observation 3, Strength 2, Will 4.
  • Action: Spend 2 Clues to discard 1 Monster on a space containing a Gate.
  • Once per round, you may spend 1 Sanity in place of spending 1 Clue.
  • Assets: Feed the Mind Spell (Action: Test Lore-1. If you pass, choose yourself or an investigator on your space to improve 1 skill of their choice).
Quote:
Mark Harrigan - sarcasmorator - STA 8/8 - SAN 4/4 - City 14 posted:

  • Lore 1, Influence 2, Observation 2, Strength 4, Will 4.
  • Action: You and 1 Monster on your space both lose 1 Health.
  • You cannot become Delayed or gain a Detained Condition unless you choose to.
  • Assets: .38 Revolver (+2 Strength during Combat Encounters), Kerosene (Discard to gain +5 Strength during a Combat Encounter).
Quote:
Charlie Kane - sraymonds - STA 4/4 - SAN 8/8 - San Francisco posted:

  • Lore 2, Influence 4, Observation 3, Strength 2, Will 2.
  • Action: Another investigator of your choice may immediately perform 1 additional action.
  • When you perform an Acquire Assets action, you may allow other investigators to gain any cards you purchase.
  • Assets: Personal Assistant (+1 Influence, once per round reroll any Influence die).
Quote:
Jim Culver - gerard - STA 7/7 - SAN 5/5 - City 6 posted:

  • Lore 3, Influence 3, Observation 2, Strength 2, Will 3.
  • Action: You and each investigator on your space recovers one Sanity.
  • You and investigators on your space roll 1 additional die in all tests during Combat Encounters.
  • Assets: Shriveling Spell (Action: Test Lore. If you pass, choose a Monster on your space to lose 2 Health), 1 Clue.
Quote:
Lola Hayes - aturtledoesbite - STA 5/5 - SAN 7/7 - Tokyo posted:
  • Lore 2, Influence 4, Observation 2 +1, Strength 2, Will 3.
  • Action: Spend any number of improvement tokens, then improve 1 skill of your choice for each token spent.
  • Once per round, you or an investigator on your space may roll 1 additional die when resolving a test.
  • Assets: .18 Derringer (Once per round, add 1 to the roll on a die during a Strength test in a Combat Encounter), improve 1 skill of your choice.
Quote:
Trish Scarborough - Mogri - STA 7/7 - SAN 5/5 - City 16 posted:

  • Lore 1, Influence 3, Observation 4, Strength 3, Will 2.
  • Action: If you do not have any Clues, gain 1 Clue.
  • If you or an investigator on your space spends a Clue to reroll a die, they may reroll up to 2 dice instead.
  • Assets: .45 Automatic (+3 Strength during Combat Encounters).

Last edited by sraymonds; 01-26-2014 at 10:10 PM.
  #24  
Old 01-26-2014, 10:18 PM
sraymonds sraymonds is offline
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I'll kick things off.
  1. Acquire Asset - I roll a 1, 2, 4, 5, and 6. Reroll the 4 and get a 3. 2 successes! I take the Bank Loan and get 2 more successes to spend.
    • I buy the Spirit Dagger (2) and the King James Bible (2). The Spirit Dagger goes to Lola and the Bible to Trish.
    • Dynamite (3) and the Arcane Scholar (2) enter the reserve.
  2. Local Action - Debt - Test Influence: I get 1, 1, 5, 5, and 6. I pass and discard the Debt condition.

San Francisco Encounter
  #25  
Old 01-26-2014, 10:33 PM
aturtledoesbite aturtledoesbite is offline
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So, lemme get this straight. When you roll, successes are when the die is less than or equal to your stat, right?

EDIT: Oh, no. I must not have seen that rule go up when you put it up. Sorry.
  #26  
Old 01-26-2014, 10:49 PM
jpfriction jpfriction is offline
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So, me next? Sorry, don't quite grok the importance of the lead investigator.

1. Move to London.

2. Move to Rome.

Clue encounter.

Edit: Now that I read the rules a little more carefully, am I not allowed to use both actions for travel? If so:

1. Move to London

2. Prepare for travel (take a ship ticket).

London encounter.

Double edit: confused the ship and train lines, changed my acquired ticket to a ship one.

Last edited by jpfriction; 01-26-2014 at 11:10 PM.
  #27  
Old 01-26-2014, 10:57 PM
sraymonds sraymonds is offline
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Quote:
Originally Posted by jpfriction View Post
So, me next? Sorry, don't quite grok the importance of the lead investigator.
You have to take two different actions on your turn.

EDIT: yeah, you almost got it on your second try. London has no Train paths connected to it, so only Ship tickets are available to you.

Everyone can just post their moves concurrently. Re: Lead Investigator, sometimes the Mythos card will say the lead investigator can do x but they have to gain y. By having it move to a different player each turn means not one person is dealing with the brunt of bad Mythos cards.

Quote:
Originally Posted by aturtledoesbite View Post
So, lemme get this straight. When you roll, successes are when the die is less than or equal to your stat, right?

EDIT: Oh, no. I must not have seen that rule go up when you put it up. Sorry.
The number on your stat is how many dice you roll. 5s and 6s are considered successes.
  #28  
Old 01-26-2014, 10:58 PM
jpfriction jpfriction is offline
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Afraid of that, I edited my post.
  #29  
Old 01-26-2014, 10:59 PM
Mogri Mogri is online now
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I realize it's not my turn, but unless something crazy happens, I'll be doing this:

1. [Special] Take a clue
2. Move to Istanbul

Unless I already have a clue and don't realize it.
  #30  
Old 01-26-2014, 11:02 PM
aturtledoesbite aturtledoesbite is offline
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So, when I scroll up, I get lost in the posts.

What all can I do?
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