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Stelas
Sep 6, 2010

The House On The Hill posted:

The moon loomed huge and awful in the sky. Rita was having second thoughts about the whole business, standing there alone under the eyes of the stars. The longer she stood there, looking up at the heavens, the further she saw, and the limitless gulf of infinity widened above her. She looked away, looked at the house sprawling on top of the hill, anything to avoid that awful moon, that impossible sky.

The house was not an improvement. Dark and monolithic, a silent sentinel looking down over the Miskatonic River valley below, over the sleeping city of Arkham, Massachusetts. Its silence was malevolent, and Rita could not believe she had thought she would go inside, missing students or no.

"Art thou not, fatal vision, sensible to feeling as to sight?" The voice came from down the hill, pitched to carry, and Rita could see Yorick approaching, a lantern glowing in one hand. "Or art thou but a dagger of the mind, a false creation, proceeding from the heat-oppressed brain?" She stepped out from where she lurked under an apple tree, waving. She had never been so happy to see the loony old man in her life.

"What," she said, "is Horatio there?"

"A piece of him," Yorick answered. He flourished a bow. "Enter the gravedigger, stage right. Is our company assembled?"

"Jes' you and me so far, Yorick." She looked back up the hill at the evil house. "I guess no one else is comin'. Might as well head home and get some sleep."

"Screw your courage to the sticking place, my friend." The gravedigger clapped her on the shoulder. He smelled of earth, of normal things she could touch and taste. Infinity didn't seem so bad. "The others will be along directly." He nodded along the lane, and Rita turned. Light stabbed through the darkness, and soon became a pair of headlights, careening and caroming up the street ahead of a growling and, to Rita's eyes, quite expensive automobile.

The car came to a stop and quieted, the lights flickering out. Preston Fairmont stepped out of the driver's side door, followed by an odd-looking old white lady Rita had never seen before; Agatha Crane, she presumed.

"Now, listen," said Fairmont, first to speak as always. "I have been having some second thoughts about all this. First of all, it is not at all proper to be bringing a young girl and a ... uh ..."

"Old lady?" suggested Agatha with a grin that Rita decided looked dangerous.

"Yes. Quite. Well. Anyway, it is only natural that you would be frightened by such a–"

"If your driving did not frighten me, I do not see how anything inside that house can." Agatha stepped toward Rita and extended one hand. "Agatha Crane, Parapsychologist. You must be Rita."

"Yes'm," said Rita.

"And unless I miss my guess, this is William Yorick, our resident thespian." Yorick gave his little bow again.

"The lady is too kind. The dead are my only audience these days, although I could not ask for any more attentive than they."

"Then we are all here. Let us be about our business." The old lady pulled open the leather satchel in her hand and settled the oddest piece of headgear Rita had ever seen over her soft, white curls. It was like a jeweler's eyepiece, with extra lenses on delicate, wire arms.

They pushed through the gate, Fairmont bringing up the rear and complaining. "Technically, this is breaking and entering," he said. "We have no legal right to be here! If I am caught, it could be incredibly embarrassing for my business associates."

"I thought you bought the house," murmured Rita. The closer the awful thing grew, the stronger the urge to whisper, as if not to wake it.

"I tried to buy the house, which is how we found out who owns it now, yes. But the sale was never completed, because the—- look, really, oughtn't we come back in the morning?"

A scream cut through the night air from somewhere inside the mansion, and Agatha stomped up the steps to reach for the door handle.

"No," said Fairmont, tugging at his tie. "No, I suppose not."



Learn to Play
Rules Reference

What?

Pretty much everyone who's gone near a board game shop in the last decade or so knows about the Arkham games. Cooperative in nature, each of them involves a number of adventurers banding together to try to prevent the various big nasties of the Cthulhu mythos from breaking through into the world by properly coordinating their actions. Where they differ is in their scope - Arkham Horror confines itself to the titular city, Eldritch Horror offers a more global outlook, and Mansions of Madness concentrates on a more narrative adventure in - well - a mansion of madness.

In the first edition of the game one player played as the forces of evil, working off a playbook dictating the maps, clues and items available in a given run of the game. Unfortunately, it was much too fiddly to really enjoy, and many of the provided adventures were actually completely broken and couldn't be completed as written. It was not good.

The second edition shaped up a lot better. Prior to its release, Fantasy Flight Games had been slowly releasing apps for their other cooperative games, and I think it's fair to say that this is the result of their experience. With the computer running the adventure, a lot of the bookkeeping has been removed - it's faster to play, you don't really need to know a whole lot of rules, and the setup allows for some surprises and scripted events, including some longer campaigns that span multiple adventures.

Is it a deep strategic masterpiece or a super-involved story experience? No. But I'm fond of it, and as far as FFG goes it was that or Android and I'm pretty certain I wouldn't get the players for that.

House Rules
  • There are two slight wrinkles I think I should house rule. First, there's a resource called Clues which can be spent to convert some dice results into successes. Sometimes the app pauses and wants you to do a dice roll before it continues. Having to stop and ask every time would get real slow real fast, and I won't necessarily have a chance to save and update the thread, so instead I'll be asking players to give me a general guideline of how and when they want to spend Clues, and I'll do it automatically. I'll always assume you want to use any other kind of reroll.
  • The game also features 'puzzles'. These are the lamest part of the game - they're quite literally either sliding block puzzles or else Mastermind. The idea is that you get a certain number of steps per action, and solve the puzzle over several actions - but there's nothing to stop you pausing the game, working out the optimal solution, then following it. Instead, I'll just do that part entirely offscreen.
  • Investigators take their turns in whatever order they wish. Because I have to load up Steam, this is not a game I can update while I'm at work, so updates will go up on at best a roughly daily basis - where possible, I'd prefer to run as many actions as possible in a single go to keep the game moving. If you're waiting on someone to reveal part of the map before you decide what you're doing that's fair enough - but otherwise, turns will be done simultaneously.
  • Audience posting is totally okay, though please try not to quarterback too much. Also, this is a first for me to have to say: no spoilers, please. Helping people with rules is great. Mentioning that in five turns the Big Bad is going to swoop down and eat someone, not so much.
Cycle of Eternity
  • The first game will use the Cycle of Eternity adventure. This is a single-part adventure that's shorter than the others - this is kind of an experiment and I'd like to see how interest and running time turns out before I try one of the multi-parters.
  • I'd like four players, ideally people who haven't played this game before. The rules are linked above, but a list of actions and adventurers will be in the second post and are basically all you need to know to get started.
  • PMs are not required, but I would prefer some kind of way to poke you if you go awol. Ideally, I'd like players who can check in daily.
  • When signing up, please indicate your first two choices of character from the list in the second post.
  • Signups will close in 24 hours, with selection being a random draw. If there's a lot of interest I'll hang onto the list for the second adventure.

Stelas fucked around with this message at 10:03 on Jan 17, 2020

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Stelas
Sep 6, 2010

ACTIONS

Each investigator takes two actions on their turn, and can double up on the same action:

Normal Actions
  • Move: Move up to two spaces. To move out of a monster's space, you have to pass an Evade check.
  • Explore: Look at and then move into an adjacent map tile.
  • Search or Interact: Do something with a map object.
  • Trade: Pick up, drop, and trade with another investigator. One action to activate then you can move as much stuff as you want around.
  • Anything else marked as an Action: Character-specific abilities, items, and so on.
  • Attack a Monster: Choose a monster and a weapon. The check will differ based on monster and weapon type.
Rare Actions
  • Push Something: Choose an investigator or a monster. Investigators may allow themselves to be willingly pushed. Otherwise, test Strength vs. the target's Brawn or Strength. If you succeed, move them 1 space, and you may optionally move with them.
  • Set Fire: If you have a light source, create Fire in your space.
  • Steal: Choose another investigator in your space. Choose Strength, Agility, or Observation. Both of you test that skill. You may take 1 possession for each success you roll in excess of the target's result.
Features
  • Barricade: An investigator in a space containing a barricade may spend an Action to move it against or away from a door or secret passage. Monsters and investigators trying to break through must test Strength or Brawn and get 2 successes.
  • Fire: Causes damage whenever moving into the space, starting your turn in the space, or doing anything other than Moving while in the space. You may spend an Action to try to put out fire - test Agility. Each success lets you discard 1 Fire token from your space, or a space you move into later that turn. If any Fire is on the board at Mythos Phase, it spreads - place 1 Fire token adjacent to any existing Fire token.
  • Darkness: No associated action. Clues cannot be spent on rolls or puzzles in the Dark. A light source or a fire, in the same space or in an adjacent space, cancels this effect.
  • Secret Passages: No associated action. Allows movement between secret passages as if those spaces were adjacent.
Anything that relates to 'range' means 'up to three spaces away'. Range cannot be counted through doors, secret passages, or walls unless explicitly stated. Range can be tracked around corners.

CONDITIONS
  • Dazed - You cannot spend clues to convert dice results or get extra puzzle steps. Discard this card at the end of your turn.
  • Focused - You may discard this card to convert all clue results into successes while resolving a test.
  • Insane - Read the back of this card, but do not reveal it to investigators. If you run out of Sanity, you are eliminated.
  • Restrained - You cannot move voluntarily. Discard this card at the end of your turn.
  • Stunned - You cannot perform more than a single action during your turn. Discard this card at the end of your turn.
  • Wounded - You cannot move more than once a turn. If you run out of Health, you are eliminated.

Stelas fucked around with this message at 10:55 on Jan 17, 2020

Iron Chef Ramen
Sep 15, 2007

HA HA! YOU HAVE CHOSEN POORLY!
I'm in.

I'll take either the Butler or the Millionaire.

CirclMastr
Jul 4, 2010

I very much want to be in.

I'll take either the Athlete or Secretary.

berenzen
Jan 23, 2012

I'm in, I'd rather the butler or the athlete

Mykkel
Oct 8, 2012


we were somewhere around hesaim on the edge of the spinward marches when the drugs began to take hold.

As always I'm in for a Stelas game.

I'd prefer the priest or the parapsychologist

Opopanax
Aug 8, 2007

I HEX YE!!!


Neat, I've never played an Arkham game
Put me down as Secretary or Urchin

Istvun
Apr 20, 2007


A better world is just $69.69 away.

Soiled Meat
I'm back stelas you giant nerd

I'd be down to try the athlete or the gravedigger

(also I'd be down to play android I make terrible decisions)

Istvun fucked around with this message at 00:19 on Jan 17, 2020

Stelas
Sep 6, 2010

Istvun posted:

(also I'd be down to play android I make terrible decisions)



one day

one day

Stelas
Sep 6, 2010

Spots are closed. Sorry to people who didn't make it! That said I will probably do another thread of this sometime, since I want to do the bigger adventures.


Circlmastr is Rita Young.


berenzen is Carson Sinclair.


Istvun is William Yorick.


Iron Chef Ramen is Preston Fairmont.

Setup will be a while, as I make some tokens and just sort of decide on general sizing of images.

Stelas fucked around with this message at 09:57 on Jan 17, 2020

Stelas
Sep 6, 2010

SETUP

Investigators collectively begin with the following items:

All investigators gain 2 Clues.

:cthulhu: As I mentioned in the opening post, Clues can be used to convert 'clue' results into successes, or else give yourself extra steps to solve puzzles with. Note that if you've come from another Arkham game, these are not rerolls. For context, MOM2e dice are eight-sided, with 3 successes, 3 failures, and 2 clue icons. To keep the game going, I'll want a general idea of how conservative you want to be with your Clues - otherwise, I'll only use them if it looks like you'll get killed or go insane.

Brass Knuckles (When attacking unarmed, roll 2 extra dice.)
Holy Water (Action: Discard 1 Horror, then become Focused. Then discard this card.)
Kerosene Lantern (Light Source. You may discard this card to turn all clue results into successes when attacking unarmed.)
King James Bible (Action: You or one investigator within range may discard one facedown Horror.)
Instill Bravery (Spell. Action: You or one investigator within range discard one Horror. Then flip this card.)

:cthulhu: Focused is a super-version of a clue: you can remove the Condition to turn all 'clue' results on a roll into successes instead. Spells do not need a test to use them, but will have a test on the back to see if you get any bonus effects or penalties. You can probably assume these will involve Lore most of the time, but don't get to know what they are until you use the spell once. In this game, you take damage by accumulating Wound or Horror cards - so discarding one of them is equivalent to healing.

Cycle of Eternity posted:

You slump into your chair after another long day of interviews. You have been investigating the disappearances surrounding a wealthy neighborhood for two weeks, but you have nothing to show for it.

The telephone rings. You answer and hear the panicked voice of an older man.

"Is this the investigator who visited the Vanderbilt estate?"

You flip through the files on your desk. William Vanderbilt: a wealthy bachelor, mother recently deceased. He had refused to meet with you, but you were able to speak to several members of his serving staff.

"This is Eugene, Mr. Vanderbilt's butler. I did not know who else to call. The police think I am crazy. Unnatural things have started happening here. I am worried for my master. I think he may be in grave danger. Please help."

Finally. A lead. You hang up the phone, throw on your coat, and leave for the Vanderbilt estate.

Stelas fucked around with this message at 11:01 on Jan 17, 2020

Stelas
Sep 6, 2010

quote:

Your car rattles up the uneven drive, pulling to a stop in front of the estate. Several cars and carriages are parked along the drive. However, the butler who contacted you is nowhere to be seen. You knock on the large oak door, to no response. Fearing something has happened, you try the handle, and the door swings open into a lavish entryway. You step into the warmth of the house; a strange stillness hangs in the air, and your footsteps echo through the quiet entrance.

In the middle of the lobby sits a table with a small pile of papers. A table with a telephone sits at the top of the staircase on the right. A mysterious painting of a nighttime landscape looms over the lobby staircase. Search tokens are placed.

Three other doors lead into the mansion - but the silence is broken by the muffled shouts and sounds of crashing pots and pans coming from the door on your right. Explore tokens are placed.

You notice a shelf stacked with books and other objects nearby. Pushing it in front of the door could prevent someone or something coming through. A Barricade is placed.

The butler who contacted you is nowhere to be seen. Something here is not right.

ROUND 1 - INVESTIGATOR PHASE

:cthulhu: Please let me know if you have any problems with the map and I'll see what I can do (like bordering that barricade, ugh). Yellow tokens are searchables, red tokens are explores. White lines indicate the boundaries of spaces, so going up to the top half of the lobby would require a movement action. You all act in whatever order you desire, so it's up to you to coordinate - though obviously if you're revealing a room or waiting on someone else to, that's fine. Finally, note that directions are given as you look down at the map, so when it mentions the 'door to your right', that's the one in the bottom-right.

I'm not sure yet if I'll list searchable descriptions in the status section. We'll see how we go.


All investigators, please decide who gets what items, then take your turns.


TOKENS
Lobby, Centre Search: A disheveled pile of papers sits on a table.
Lobby, Right Search: An endtable stands against the wall, holding a telephone.
Lobby, Top Search: A mysterious painting of a landscape under the night sky overlooks the lavish entryway.
Lobby, Bottom-Right Explore: A ruckus can be heard on the other side of this door: shouting, the crash of pots and pans, and is that hissing?
Lobby, Bottom-Left Explore: The door leads to a small front room of the mansion.
Lobby, Other Explore: The door leads deeper into the mansion.

INVESTIGATORS
Rita Young (Circlmastr)
Strength 5, Agility 4, Observation 3, Lore 3, Influence 2, Will 4. 2 Clues. 9/9 Health, 5/5 Sanity.
You may move 1 additional space per Move action.

Carson Sinclair (berenzen)
Strength 3, Agility 2, Observation 5, Lore 4, Influence 4, Will 3. 2 Clues. 8/8 Health, 6/6 Sanity.
Action: Another investigator within range may perform 1 action. Activate this ability only once per round.

William Yorick (Istvun)
Strength 4, Agility 3, Observation 4, Lore 3, Influence 3, Will 4. 2 Clues. 7/7 Health, 7/7 Sanity.
Whenever a Monster is defeated, gain 1 Clue.

Preston Fairmont (Iron Chef Ramen)
Strength 4, Agility 4, Observation 3, Lore 2, Influence 5, Will 3. 2 Clues. 8/8 Health, 6/6 Sanity.
Once per round, when you gain an Item, you may flip 1 Horror card facedown or discard 1 facedown Horror card.

Second Post | Learn To Play | Rules Reference

Stelas fucked around with this message at 22:06 on Jan 17, 2020

Istvun
Apr 20, 2007


A better world is just $69.69 away.

Soiled Meat
So it looks like I'm the generalist of the group. I'd be down to grab the bible and do some exploring to start us off.

berenzen
Jan 23, 2012

I'm the support character, so I might pick up instill bravery.

I'll also explore the tile in the centre of the room.

If I have more than 1 clue, I'd like to be fairly aggressive with their use, if I have only 1, I'd rather be more conservative with it.

berenzen
Jan 23, 2012

Quote !=Edit

CirclMastr
Jul 4, 2010

I'll take the brass knuckles and kick down the door on the right.

Since there's no prize for dying with clues in reserve, I'd like to use mine pretty liberally for the time being. Let's say that if I don't already have 2+ successes on a roll, use a clue to buy a success.

Stelas
Sep 6, 2010

I've just remembered there are sometimes separate descriptions for when you select a token on the map before you act on it, so I think a list in the status section would be good. I'll edit the post above. I'll leave actually updating until everyone's had a chance to check in and give out the starting items.

Stelas fucked around with this message at 22:07 on Jan 17, 2020

Iron Chef Ramen
Sep 15, 2007

HA HA! YOU HAVE CHOSEN POORLY!
Grabbing the kerosene lantern and searching the pile of papers in the middle, possibly setting fire to them.

Also conserve clues for now until I can figure this game out.

CirclMastr
Jul 4, 2010

I'll take the holy water if nobody else feels strongly about it.

Stelas
Sep 6, 2010

Iron Chef Ramen posted:

Grabbing the kerosene lantern and searching the pile of papers in the middle, possibly setting fire to them.

Just to note I think you and berenzen are doubling up on that token at the moment. (Which is fine - if you think it's important to get it done and want to hedge your bets in case the butler can't figure it out.)

Istvun
Apr 20, 2007


A better world is just $69.69 away.

Soiled Meat

CirclMastr posted:

I'll take the holy water if nobody else feels strongly about it.

seems fine to me, you'll probably have the most sanity problems. And I can either back up anyone who needs some help or explore the other way

Stelas
Sep 6, 2010

ROUND 1 - INVESTIGATOR PHASE, CONT.

:cthulhu: Rather a lot happens when bashing that door in, so let's get that out the way...

Carson searches the papers on the table.

quote:

The papers stacked on the table are invitations marked with today's date. "The stars have come around to their positions in the cycle of eternity. The Vanderbilt Astronomy Association cordially invites you to a celebratory evening. Gain 1 Clue, then discard this token.

Rita kicks a door in.

quote:

The door swings open to reveal a dining room in chaos. An aging man in a tailcoat scrambles through a serving window into the kitchen as he tries to escape a strange black creature writhing on the dining room table. The creature turns to face you; its black, serpentine body shifts and changes, playing tricks on your eyes as you try to focus on it. The creature unfurls its leathery wings and unleashes a bloodcurdling screech. Spawn a Hunting Horror, then suffer 2 Horror (Will negates). (Will roll: 2 Misses, 1 Clue (used), 1 Success.)

In the centre of the dining table, a carving knife sits embedded in a roast. The Knife item is placed and may be picked up from this space as part of a trade action.

A china cabinet stands against the wall, though it looks to have been repurposed to store all manner of knicknacks. Through the window, you can see a kitchen. Most of the cabinets are ajar for food preparation, but one that has been locked shut with a chain catches your eye. You can also see that someone has left the refridgerator open - water leaks out into a puddle on the floor. Search tokens are placed.

You spot the old man you saw climbing through the serving window huddling in a corner behind the oven. Sweat beads off his brow, and his eyes bulge in terror. Place Eugene, the Butler.

You may move one space into the explored area.

:cthulhu: All explore actions end with that last line, giving you a chance to do something in the room. Also, let's talk monsters! Awareness is the difficulty of evading past a creature, Horror is how nasty it is with its Horror checks at the start of a Mythos turn, and Brawn is used to try to bash through barricades. If you're in a space with a monster and want to do anything other than attack it, including leaving the space, you need to evade it. How difficult that is, and how you do it, differs from monster to monster (thanks to the app).

Horror checks happen at the start of the mythos phase, based on the nastiest creature within range. Range is never counted through doors - I guess everyone is very polite and makes sure to close them behind themselves.


Action Queue
- Rita: Move in?
- Rita: 1 action.
- Carson: 1 action.
- William: 2 actions.
- Preston: 2 actions.


MONSTERS
Dining Room: Hunting Horror. 7 HP, 5 Awareness, 6 Horror, 3 Brawn. Flying: This monster can pass through impassable borders.

TOKENS
Lobby, Right Search: An endtable stands against the wall, holding a telephone.
Lobby, Top Search: A mysterious painting of a landscape under the night sky overlooks the lavish entryway.
Lobby, Bottom-Left Explore: The door leads to a small front room of the mansion.
Lobby, Other Explore: The door leads deeper into the mansion.
Dining Room, Left Search: A china cabinet has been repurposed to store all manner of knicknacks.
Dining Room, Item: Knife (Bladed Weapon, Damage 1, Melee.)
Kitchen, Left Search: Someone has locked this cabinet by wrapping a chain around the handles.
Kitchen, Right Search: The refrigerator has been left cracked open, dripping water onto the floor.
Kitchen: Eugene is paralyzed in terror. "It's still out there, isn't it?! I don't want to die! I don't want to die!!"

INVESTIGATORS
Rita Young (Circlmastr)
Strength 5, Agility 4, Observation 3, Lore 3, Influence 2, Will 4. 1 Clue. 9/9 Health, 5/5 Sanity.
You may move 1 additional space per Move action.
Brass Knuckles (When attacking unarmed, roll 2 extra dice.)
Holy Water (Action: Discard 1 Horror, then become Focused. Then discard this card.)

Carson Sinclair (berenzen)
Strength 3, Agility 2, Observation 5, Lore 4, Influence 4, Will 3. 3 Clues. 8/8 Health, 6/6 Sanity.
Action: Another investigator within range may perform 1 action. Activate this ability only once per round.
Instill Bravery (Spell. Action: You or one investigator within range discard one Horror. Then flip this card.)

William Yorick (Istvun)
Strength 4, Agility 3, Observation 4, Lore 3, Influence 3, Will 4. 2 Clues. 7/7 Health, 7/7 Sanity.
Whenever a Monster is defeated, gain 1 Clue.
King James Bible (Action: You or one investigator within range may discard one facedown Horror.)

Preston Fairmont (Iron Chef Ramen)
Strength 4, Agility 4, Observation 3, Lore 2, Influence 5, Will 3. 2 Clues. 8/8 Health, 6/6 Sanity.
Once per round, when you gain an Item, you may flip 1 Horror card facedown or discard 1 facedown Horror card.
Kerosene Lantern (Light Source. You may discard this card to turn all clue results into successes when attacking unarmed.)

Second Post | Learn To Play | Rules Reference

Iron Chef Ramen
Sep 15, 2007

HA HA! YOU HAVE CHOSEN POORLY!
Do the Right search in the lobby, that thing seems freaky.

CirclMastr
Jul 4, 2010

Welp, I wasn't expecting eldritch abominations on turn 1. Let's see if I can solve the problem by moving into the room and punching it with the brass knuckles.

Stelas
Sep 6, 2010

ROUND 1 - INVESTIGATOR PHASE, CONT.

Preston moves forwards, then checks the endtable.

quote:

You try the drawer, but the warped wood has left it stuck shut. Test Strength. (Strength: 1 Miss, 3 Successes.) With a powerful tug, you open the drawer, causing the phone to go crashing to the ground. Inside, you find an item that looks like it has been there for quite some time. Gain the Medical Textbook, then discard this token.
:cthulhu: ... okay!

Rita just goes to punch an evil thing in the face because she gives no fucks whatsoever.

quote:

You grab one of the dining room chairs and hurl it at the creature as hard as you can. Test Strength+1. (Strength + 1 + Brass Knuckles: 3 Miss, 2 Clues, 2 Successes) The monster takes damage equal to your test results.
:cthulhu: The attack you draw when attacking is somewhat random, and depends on both the creature and the type of weapon. This one is... perhaps the best unarmed attack I've ever seen. Note that attacks are one thing I do have more control over, as far as clues go - Rita is free to toss a clue on it after the fact.

Action Queue
- Carson: 1 action.
- William: 2 actions.


MONSTERS
Dining Room: Hunting Horror. 5/7 HP, 5 Awareness, 6 Horror, 3 Brawn. Flying: This monster can pass through impassable borders.

TOKENS
Lobby, Top Search: A mysterious painting of a landscape under the night sky overlooks the lavish entryway.
Lobby, Bottom-Left Explore: The door leads to a small front room of the mansion.
Lobby, Other Explore: The door leads deeper into the mansion.
Dining Room, Left Search: A china cabinet has been repurposed to store all manner of knicknacks.
Dining Room, Item: Knife (Bladed Weapon, Damage 1, Melee.)
Kitchen, Left Search: Someone has locked this cabinet by wrapping a chain around the handles.
Kitchen, Right Search: The refrigerator has been left cracked open, dripping water onto the floor.
Kitchen: Eugene is paralyzed in terror. "It's still out there, isn't it?! I don't want to die! I don't want to die!!"

INVESTIGATORS
Rita Young (Circlmastr)
Strength 5, Agility 4, Observation 3, Lore 3, Influence 2, Will 4. 1 Clue. 9/9 Health, 5/5 Sanity.
You may move 1 additional space per Move action.
Brass Knuckles (When attacking unarmed, roll 2 extra dice.)
Holy Water (Action: Discard 1 Horror, then become Focused. Then discard this card.)

Carson Sinclair (berenzen)
Strength 3, Agility 2, Observation 5, Lore 4, Influence 4, Will 3. 3 Clues. 8/8 Health, 6/6 Sanity.
Action: Another investigator within range may perform 1 action. Activate this ability only once per round.
Instill Bravery (Spell. Action: You or one investigator within range discard one Horror. Then flip this card.)

William Yorick (Istvun)
Strength 4, Agility 3, Observation 4, Lore 3, Influence 3, Will 4. 2 Clues. 7/7 Health, 7/7 Sanity.
Whenever a Monster is defeated, gain 1 Clue.
King James Bible (Action: You or one investigator within range may discard one facedown Horror.)

Preston Fairmont (Iron Chef Ramen)
Strength 4, Agility 4, Observation 3, Lore 2, Influence 5, Will 3. 2 Clues. 8/8 Health, 6/6 Sanity.
Once per round, when you gain an Item, you may flip 1 Horror card facedown or discard 1 facedown Horror card.
Kerosene Lantern (Light Source. You may discard this card to turn all clue results into successes when attacking unarmed.)
Medical Textbook (Action: You or one investigator within range may discard one facedown Damage.)

Second Post | Learn To Play | Rules Reference

Stelas fucked around with this message at 08:36 on Jan 18, 2020

berenzen
Jan 23, 2012

I think you meant Preston in the first action there, not Carson.

Carson will investigate the northern search in the lobby as his second action.

CirclMastr
Jul 4, 2010

That was... significantly less damage than I was hoping for.

Stelas
Sep 6, 2010

CirclMastr posted:

That was... significantly less damage than I was hoping for.

2 successes is below the average, but not by much! As per any Arkham game, though, combat seems (in my experience) like it involves the most number stacking.

berenzen posted:

I think you meant Preston in the first action there, not Carson.

Carson will investigate the northern search in the lobby as his second action.

Whoops, you're right, I'll fix that. Note that you can't reach the northern search, however - you have to be in the same space as the search token. Rooms are divided into spaces via the dim white lines - it might be a bit hard to see on the lobby, but there's one that crosses the stairs and runs in a circle around the central section. I might touch the images up to make it clearer, because I think the resizing made them harder to see.

Istvun
Apr 20, 2007


A better world is just $69.69 away.

Soiled Meat
I'll move into the dining room and join in on the horror punching.

berenzen
Jan 23, 2012

I'll walk to the northwestern corner then.

Stelas
Sep 6, 2010

ROUND 1 - INVESTIGATOR PHASE, CONT.

Carson moves into the mansion.

William joins Rita for some punching.

quote:

You dodge behind the creature, hoping that a strike from behind will prove more effective than a frontal attack. Test Agility, Target 2. (Agility: 1 Miss, 1 Clue (used), 1 Success.) If you pass, your theory proves correct and your strikes cause the creature to lurch and wheel around; the monster suffers damage equal to your test result plus one. If you fail, the beast maneuvers to keep you in its sights despite your best efforts.

Action Queue
- William: Clue for 3 damage?

Stelas fucked around with this message at 03:20 on Jan 19, 2020

Istvun
Apr 20, 2007


A better world is just $69.69 away.

Soiled Meat
definitely.

That plus the two damage from rita should kill it, right?

Stelas
Sep 6, 2010

Istvun posted:

definitely.

That plus the two damage from rita should kill it, right?

Nope - it had 7 Health to start out. The numbers on the physical tiles are not... the best placed. Awareness is given pride of place, horror on the bottom, evade on the back, and HP tracked only through the app (??). There's a little summary on each post.

Stelas fucked around with this message at 03:29 on Jan 19, 2020

Istvun
Apr 20, 2007


A better world is just $69.69 away.

Soiled Meat

Stelas posted:

Nope - it had 7 Health to start out. The numbers on the physical tiles are not... the best placed. Awareness is given pride of place, horror on the bottom, evade on the back, and HP tracked only through the app (??). There's a little summary on each post.

hmmm. that is *checks notes* awful

Stelas
Sep 6, 2010

Oh, and passive abilities on the back. Just so that you can forget about them most of the time. FFG's monster token design could use some work - it's the same problem Eldritch Horror had, basically.

Mythos phase will be later today.

Sillyman
Jul 21, 2008

Stelas posted:

HP tracked only through the app (??).

There is at least a good reason for this part: Depending on the number of players and/or the scenario, monsters with the same token may have different amounts of health. A particularly memorable instance of this is a monster that shows up early in a different scenario (early enough to probably not be a spoiler, but I'm tagging and being vague anyway), a special Riot with iirc something like 70 hp for 2 players (and even more for more players).

(also the number on the back isn't anything to do with evade, it's Brawn, which is basically only ever used when the monster tries to go through a Barricade)

Sillyman fucked around with this message at 06:44 on Jan 19, 2020

Stelas
Sep 6, 2010

Sillyman posted:

There is at least a good reason for this part: Depending on the number of players and/or the scenario, monsters with the same token may have different amounts of health. A particularly memorable instance of this is a monster that shows up early in a different scenario (early enough to probably not be a spoiler, but I'm tagging and being vague anyway), a special Riot with iirc something like 70 hp for 2 players (and even more for more players).

That's fair. I honestly hadn't noticed it change, but I think I've always played with 4. Also, gently caress that mob.

quote:

(also the number on the back isn't anything to do with evade, it's Brawn, which is basically only ever used when the monster tries to go through a Barricade)

I knew this and even mentioned awareness already and brawn further up the post. It's sunday and I'm tired and that's the excuse I'm sticking with.

Stelas
Sep 6, 2010

ROUND 1 - MYTHOS PHASE

:cthulhu: Mythos phase is when enemy stuff happens. Events occur, monsters move, all that stuff...

Event posted:

The most painful and traumatic memories of Rita's past boil unbidden to the front of her mind. Rita suffers 2 facedown Horror (Will negates). (Will: ✗✗🔍⛧). A Clue is used.

:cthulhu: Or it'll just attempt to dump on Rita. Speaking of!

Hunting Horror Attack! posted:

The Hunting Horror moves 3 spaces towards the investigator in range with the most items, then it attacks that investigator.

The creature lashes out at Rita with two rope-like limbs, grabbing hold of her arms and possessions. Rita suffers 2 Damage (Agility negates). (Agility: 🔍🔍⛧⛧) For each Damage you suffer, drop 1 random item.

Horror Check: Rita vs. Hunting Horror posted:

Bracing its body against the ground, the abomination heaves and coughs and vomits an unending torrent of blood. The coppery smell overhelms you. Test Will, Target 2. (Will: ✗🔍🔍⛧) If you fail, you scream and cannot stop screaming; suffer 2 Horror and become Dazed.

Rita draws:
Minor Shock: No additional effect. Turn this card facedown.
Minor Shock: No additional effect. Turn this card facedown.

Horror Check: William vs. Hunting Horror posted:

The creature begins to clean itself, though 'clean' is a generous term - it runs its claws over itself, scraping off chunks of dried blood and blistered flesh. Suffer 2 Horror (Will-1 negates). (Will-1: ✗✗⛧) If you suffer 1 or more Horror, the sight and smell make you nauseous; become Dazed.

William draws:
Panic: You scream, stumbling away to fall to the ground. Suffer 1 facedown Damage, then turn this card facedown.

:cthulhu: So, let's talk damage. Most of the time, this is how damage will manifest - you draw a card, it maybe does something, it then turns facedown. Other cards will have permanent effects and remain face up - these cards are nasty, especially as many sources will only heal facedown cards.

The real fun comes when you start to get a cascade - some effects will tell you to flip a random Damage card back over. If that happens, William might encounter his Panic card a second time and take more Damage - or he might get to find out what the Damage card he just drew is.

Faceup cards will be listed amongst your items. Facedown cards will not, but I'll be tracking them.


ROUND 2 - INVESTIGATOR PHASE

Action Queue
- All: 2 actions.


MONSTERS
Dining Room: Hunting Horror. 2/7 HP, 5 Awareness, 6 Horror, 3 Brawn. Flying: This monster can pass through impassable borders.

TOKENS
Lobby, Top Search: A mysterious painting of a landscape under the night sky overlooks the lavish entryway.
Lobby, Bottom-Left Explore: The door leads to a small front room of the mansion.
Lobby, Other Explores: The door leads deeper into the mansion.
Dining Room, Left Search: A china cabinet has been repurposed to store all manner of knicknacks.
Dining Room, Item: Knife (Bladed Weapon, Damage 1, Melee.)
Kitchen, Left Search: Someone has locked this cabinet by wrapping a chain around the handles.
Kitchen, Right Search: The refrigerator has been left cracked open, dripping water onto the floor.
Kitchen: Eugene is paralyzed in terror. "It's still out there, isn't it?! I don't want to die! I don't want to die!!"

INVESTIGATORS
Rita Young (Circlmastr)
Strength 5, Agility 4, Observation 3, Lore 3, Influence 2, Will 4. 0 Clues. 9/9 Health. 3/5 Sanity.
You may move 1 additional space per Move action.
Brass Knuckles (When attacking unarmed, roll 2 extra dice.)
Holy Water (Action: Discard 1 Horror, then become Focused. Then discard this card.)
Dazed (You cannot spend Clues to convert dice results or perform extra puzzle steps. At the end of your turn, discard this card.)

Carson Sinclair (berenzen)
Strength 3, Agility 2, Observation 5, Lore 4, Influence 4, Will 3. 3 Clues. 8/8 Health. 6/6 Sanity.
Action: Another investigator within range may perform 1 action. Activate this ability only once per round.
Instill Bravery (Spell. Action: You or one investigator within range discard one Horror. Then flip this card.)

William Yorick (Istvun)
Strength 4, Agility 3, Observation 4, Lore 3, Influence 3, Will 4. 2 Clues. 6/7 Health. 6/7 Sanity.
Whenever a Monster is defeated, gain 1 Clue.
King James Bible (Action: You or one investigator within range may discard one facedown Horror.)
Dazed (You cannot spend Clues to convert dice results or perform extra puzzle steps. At the end of your turn, discard this card.)

Preston Fairmont (Iron Chef Ramen)
Strength 4, Agility 4, Observation 3, Lore 2, Influence 5, Will 3. 2 Clues. 8/8 Health. 6/6 Sanity.
Once per round, when you gain an Item, you may flip 1 Horror card facedown or discard 1 facedown Horror card.
Kerosene Lantern (Light Source. You may discard this card to turn all clue results into successes when attacking unarmed.)
Medical Textbook (Action: You or one investigator within range may discard one facedown Damage.)

Second Post | Learn To Play | Rules Reference

Istvun
Apr 20, 2007


A better world is just $69.69 away.

Soiled Meat
I'll go ahead and finish off the horror. When that works I'll read my book at Rita

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berenzen
Jan 23, 2012

I'd like to search the tile, then kick down the northern door.

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